[ivory-search id="137303" title="AJAX Search Form"]

Crimson Desert – Chapter 11: Truth And Reality Walkthrough

Crimson Desert

After Kliff meets the people of Gorthak in Crimson Desert and learns how to operate the secret weapon A.T.A.G., it is time to investigate one more location to discover how to gain access to the flying fortress.

This is what Chapter 11 is about: figuring out a way to get inside, destroy it, and finally bring it down. It marks one more step closer to the ending.

Note
This is part of our Crimson Desert – Walkthrough Hub, so if you want more content, guides or walkthrough about the game be sure to check it out.

Brave New World

Kliff needs to visit Delesyia Castle in the Delesyia region. This is quite the ride, as you need to make your way to the southeast of the map.

When you try to approach the castle, the guards will not let you in. This is because you need to wear your Visione in order to be granted entry inside.

After you pass the gate, progress ahead upward and then walk past the garden; you will find a door where you can enter. Here you will be greeted by a strange figure.

It seems it is a robot of some sort, and just as Kliff asks him to call down the flying fortress and release the prisoners, this makes the figure mad and tells Kliff he is unreasonable.

After that, you will be teleported to a mysterious underground dungeon. At first glance, it seems there is no escape from here, but you need to find a way.

Escape The Underground Area Of Delesyia Castle

In front of you, you will see a lever on a machine. Go to the right side and start pushing it on the opposite side. This will open the cover.

Interact with the clock-looking device to insert your Visione cord into it. Now what you need to do is hold both inputs, in our case R1 and L1 simultaneously; this will cause both the minute hand and hour hand to move.

At some point, both hands will emit a blue spark, and this will activate the device.

This activation will turn the place into the memory fragment view, where everything is blue.

During this mode, head back to the wall on the opposite side of the machine and unequip your Visione; you will see a door appear. Go through it, and you will find a transporter that you can use to exit the castle.

Visit The Strange Manor

The next objective is to find a different transporter, one related to the Flying Fortress. In order to do so, you need to visit the Strange Manor. You will spawn just a few miles away from it.

You can recognize the manor by the large golden statue at the front door. Once you make your way there, go inside. This manor is indeed strange, as you will require going back and forth to the Visione realm (memory fragment) in order to navigate.

In front of you, you will see a painting; take it, and it will reveal the same clock-looking device from earlier. Do the same as before, hold both the minute hand and hour hand until the device turns blue, and you will be inside the memory fragment realm.

This will show you a memory fragment of Marni welcoming you to his house. Listen to his conversation, and then we can proceed to find the transporter.

Find The Transporter

As mentioned before, there are multiple hidden doors inside this manor, and the only way to navigate it is by going in and out of the Visione realm. It can be confusing, but do not worry, we got you.

So after you finish with Marni, there will be a door to your right; go through it. From here, you need to take two more rights until you reach a room with no more doors in Visione mode.

Now unequip your Visione, and you will find a door in front of you; go through it. At the far corner on the left side, you will find a Visione device that you can interact with. This will bring you back to Visione mode.

This will reveal a set of stairs that you can use to reach the upper floor. There will be a door to your left; go inside and unequip your Visione once more.

You will find another door to your left; go inside and then use the device on the wall to go back to Visione mode. Go through the only door here, and then you will find Marni’s Transporter.

You will need to use this transporter in order to teleport yourself to three different locations. In each location, you need to defeat all the enemies around in order to liberate it, then kill the boss there and retrieve the key from it.

We recommend that you go to the Valvegard Garrison (red icon) first and then move on to the other two on your horse.

Retrieve The Key From Valvegard Garrison

After you reach Valvegard Garrison Fortress, you need to kill all the enemies around until you lower the enemy percentage on the left to zero.

After you do, head to the center, and you will find a boss fight against Thunder Tank waiting for you. This is not your regular boss, as it is probably among the most annoying ones that you need to defeat.

This tank does not have a lot of moves to deal with, depending on your distance between the two of you. Its close-range attacks include a rush and smash into you. Both of its ranged attacks include shooting electrical or explosive missiles at you.

The best and easiest method to defeat this boss is to use Nature’s Snare and reflect all the projectile attacks at the tank. This does not require much effort, but you will need to charge your Spirit in between uses.

Simply keep a distance from the tank and then use Nature’s Snare ability to create the wind shield.

This shield will automatically catch all the projectile attacks, and then you can shoot them back at it.

You will need to recharge your Spirit every now and then, as this skill does consume a good amount of Spirit.

After you defeat Thunder Tank and liberate the fortress, you will spawn next to the machine where it has the cube key that you can take, so make sure to interact with it.

Retrieve The Key From The Aeronautical Research Base

In order to make your way to the next location, you can either use the transporter inside the Valvegard Garrison or go by horse; it is up to you.

The same steps are required here as well. Defeat all enemies until you get the enemy meter to zero, head to the center to fight the boss, and then retrieve the corresponding key.

For this fortress, you will have a similar boss fight to the first one, called Storm Crusher. Instead of electricity, it has fire and missiles, but the same strategy works here.

Use Nature’s Snare in order to catch the projectiles and then throw them back at the boss. This should defeat it in a few uses. Do not forget to pick up the cube key.

Retrieve The Key From Marni’s Laboratorium

The third location can be reached in the same manner, either by the transporter inside the fortress or by your horse. Again, the same objectives need to be completed.

Liberate the fortress by killing all nearby enemies, defeat the boss, and then obtain the key.

This time around, you will have a different boss fight called Dreadnought, but it is basically just a bigger and stronger version of the regular mobs around the fortress.

Use The Keys At The Main Transporter

Now with all three keys at hand, use the transporter from the last location you finished at to return to the Strange Manor. Once you are at the main transporter, insert all three keys in their corresponding locations.

Doing so will reveal a fourth secret location called Marni’s Hideout; this is where you need to go next. Once you reach the location, you need to press a button behind the machine.

Once you do that, the “true Marni” will emerge in front of you and speak to you as a hologram.

To your surprise, Marni supports your decision in destroying the fortress but wants you to destroy the fake Marni, H.A.L.L., with it.

He also mentions that in order to destroy the flying fortress, you will need to obtain the Golden Star’s power core. This requires you to defeat Golden Star, of course.

Foreboding Shadow

After you finish your conversation with Marni, exit his hideout using the round door there or just teleport to your next location.

As soon as you reach your location, you will get a cutscene where a golden mechanical dragon attacks the fortress. Guess what? The Golden Star power core is inside this dragon, and you need to defeat it.

This is not an ordinary boss fight, as you cannot reach it to hit it with your attacks. If you look at the arena, you will find multiple devices with a blue light on them.

What you need to do is pick up these special ammunition and throw it in the direction of the dragon; this is the only way to damage it.

When you throw a few of these, the dragon will get staggered, and then you can approach it and use your best attacks.

After you defeat Golden Star, approach its body and recover its power core. As soon as you pick it up, White Crow will arrive and speak to you.

Given that you and the dragon you saved seem to share a special bond, she will actually give you the ability to call it and use it. This is the best way to reach the Flying Fortress, after all.

Destroy The Flying Fortress Orbian

During your first try on the dragon ride, make sure to get used to its movement and abilities before you approach the flying fort. Once you do, it is time to take it down.

Disable The Protective Barrier

The fort has several orbs rotating around it that act as its shield. You need to use the dragon’s primary fire attack and shoot them one by one in order to destroy them and disable the shield.

Keep in mind that the dragon has a health bar, and if it dies, you will need to wait for a cooldown before you can call it back.

After you destroy every protecting orb on the fortress, Kliff will be able to jump out of the dragon to the base of the fortress. Now here, you need to find a way inside.

Find A Way Inside

At this platform, you will find a round pillar in the middle.

You need to use the Stab skill in order to pierce your sword inside and be able to rotate the pillar.

Make sure you rotate the pillar until one of the two holes is open so you can climb up to the top.

Here, you will need to defeat a few enemies before moving forward.

You will notice a green device in the middle. Use the Stab ability and then pierce in order to destroy it.

From here, you will see some cables hanging on the outside and going all the way to the top; you need to climb and follow their direction.

This should take you to the very top of the fort where a similar green device is at the top.

Do the same: use Stab and then pierce to destroy it. This will open a side door that should let you go indoors.

Glide down to enter and then move to either side until you come across an odd-looking wall. Climb to it and then use Focused Force Palm to rotate it and go inside.

Defeat The Boss

Inside, you will come across the one operating the fortress, Marni / H.A.L.L., and you need to defeat it. This is another unique boss fight that you can kill in the usual way.

The boss is actually just the golden eye, which you need to aim at, and it only has one attack of shooting multiple projectiles at you. There are two ways to damage it.

The first and traditional way is to use your bow, especially your Charged Shot. Or, the easiest and best way is, yet again, Nature’s Snare. Given that all its attacks are projectiles, you can just constantly reflect and send them back.

One thing to remember is that if you die in this boss fight, you will have to repeat all the steps from the moment you landed on the flying fortress, which can be a hassle, so make sure to heal constantly.

The Flying Fortress Is Gone

After you destroy the main component of the fort, Kliff can call the dragon to fly away as he, and everyone else, witnesses the fall of the Flying Fortress Orbian.


Thank you for checking out another Into Indie Games article covering Crimson Desert.

Share By

Related Posts