Just when you thought you had finally cornered Myurdin, the leader of the Black Bears in Crimson Desert, Ludvig ruined everything, giving Myurdin enough time to flee and recover.
Although Ludvig ultimately received what was coming to him at the hands of Oongka, you still need to track down the Black Bears’ leader, though other complications will stand in your way.
Table of contents
Ashen Steps

The first step you need to take is heading to meet Torstein at the camp north of Pailune Town. You will find him waiting for you at the entrance, and he will ask you to walk with him while he speaks with you.
Even though you freed Pailune, there is still a great deal of rebuilding that needs to be done, but this is not your primary focus right now. Torstein has gathered information about Myurdin fleeing to Demeniss, and that is the last anyone has heard of him.

At the end of the conversation, he will give you a letter. He explains that it is from a mysterious woman and asks you to check on her first.
Once you are done with the conversation, open your inventory and read Maegu’s Letter. This will prompt you to travel to meet her at a sacred shrine located south of Demeniss, which is quite a long journey ahead.
Meet Maegu

Approach the Bamboo Forest Seonangdang, and in the center you will be able to spot the shrine. Here, interact with both stone lanterns. Doing so will summon Maegu, the woman from the letter, and she will speak with you.
She needs your assistance in locating her kidnapped sister. The method to help with this task is to perform a ritual by burning a talisman upon the censer and ringing the bells.

Since you do not have the required materials, you need to go and obtain them. The wrecked ship she mentioned is just east of the shrine location, so make your way there.
Here, you need to find all three items, and their locations are as follows:
- The Talisman can be found sitting on the ground to the north of the objective marker.


- The Censer can be found underneath the ship. Approach the ship and use Nature’s Grasp to lift it up. Quickly pick up the item, as Nature’s Grasp will wear off after a few seconds.


- The Bells can be found sitting on the ground to the south of the objective marker.


After you obtain all three items, head back to the shrine and you will see a new interaction prompt in front of it. This will cause the winds to reveal the path toward the fortress where she is being held.
Where The Wind Guides

The winds will guide you toward a fort called Ironclad, located northeast of your current position. You will have an objective marker displaying the exact location, so make your way there.
Enter the fortress and proceed toward the main chamber. You do not need to fight any enemies along the path, as you are not attempting to reclaim the area.

After you reach the inner castle room, you will find Woosa, Maegu’s sister, tied up inside. Just as Kliff attempts to step in and help her, you will be attacked by a guard, but Woosa will smash a vase over his head.
As you both try to leave the room together, a powerful soldier will walk by and notice that you are attempting to help the prisoner. He will attack immediately, initiating a boss fight against him.
Defeat Gregor, The Harlbert Of Carnage

Gregor is an easy boss fight with only one healthbar. As his name suggests, he uses a halberd to fight with.
Most of his basic attacks are forward dashes or lunging strikes with the halberd, which you can easily block or dodge.

Alternatively, the basic combo comes in the shape of upward and downward strikes, which you can counter the same way as the previous one.

Whenever your screen goes slightly darker, he will perform his most dangerous move. Gregor will launch himself toward you with his halberd pointed in your direction and will do multiple lunges.
This move cannot be parried, and blocking it consumes a lot of stamina.

The best choice for this is to just run in circles in the opposite direction of where he will lunge and wait for it to finish. He takes a few seconds to recover from this attack, so that is a great opening.
After you manage to defeat Gregor, head back to Woosa as she waits for you outside. Together, you need to escort her back to the shrine location.

Simply call your horse and wait for her to climb up, then ride directly to the objective marker. No need to fight any more enemies on the way.
The two sisters will reunite once again and will thank you for your help. This act of kindness will come in handy later during this chapter.
To Demeniss

Just as both Andrew and Naira were investigating, they left a message for you at the Greymane’s shrine, so you need to head back to the Howling Hill.
Here at the entrance of the camp, make your way to the shrine where the dragon head statue is located. Interact with it, and you will be able to pick it up.
Open your inventory and read the Report on Myurdin’s Whereabouts letter. According to their investigation, Andrew and Naira believe that every Demeniss intel goes through Count Azerian’s manor.
So you need to sneak in and see what you can find there. This is another long journey that you need to make toward Demeniss.
Infiltrate Azerian Manor

After you reach Azerian Manor, you need to sneak inside. If guards are alerted and you get caught, they will throw you outside the manor.
If you feel daring, you can even fight and kill the guards here, which is what we did because it made things much easier.
There are a few ways to get inside, and the best one is climbing up to the rooftop from outside and using the balcony door.

Inside, head to the upper floor, and you will come across an odd wall with a painting on it.
If you walk against it, it will reveal a secret room behind. Here, you need to pick up the Investigate Report from the bedside table.


Just as you are ready to exit the room, the guards will see you and surround you. Just when you think you are caught, Collete Azerian herself will appear and will actually be impressed.
The reason is that she believes if you took all this trouble to infiltrate the manor, there must be a good reason for it. She knows you as one of the Greymanes and that you are on the hunt for the Black Bears.

She asks you to follow her to her office and discuss more there. While she does not know exactly where Myurdin is, she knows who might have.
This is why she sent you to investigate and infiltrate the Sungrove Manor.
Infiltrate Sungrove Manor

Sungrove Manor is your next location, and it is situated just north of your current position, so make your way there.
You need to infiltrate this manor, but just like the previous one, you can still be detected, and killing guards can make things easier for you.

As you go through the main door to the ground floor, your lantern will blink, indicating there is a memory fragment you can use.
Take out your lantern and point it toward the ghosts; this will equip your Visione helmet automatically and start the memory. Shockingly, it seems Byron was the one behind all the Pailune mess, and Kliff does not mess around.
Infiltrate Windmere Manor

Byron can be found in Windmere Manor to the north, so make your way there. During this mission, you will want to remain undetected, otherwise Byron might flee.
The best way inside is to climb the side to reach the rooftop. From here, you can use the balcony door to get inside and close to Byron.

Once inside, go left and then walk right. Here you will see a door, which is Byron’s office. As soon as you enter, you need to assassinate him quickly. This will show him not to mess with the Greymanes or the people they care for.
After finishing here, head back to Azerian Manor and speak to the Countess to inform her about the information you’ve gathered so far.
As soon as you enter, you will find Daminae already speaking to her, which will surprise you. It seems he has more information than he intended to gather.

The Grand General Bastier appears to have imprisoned Daminae’s swordmaster, who happens to be the Countess’s daughter. Daminae rushes toward the castle to find her.
Just as you report to the Countess that both Byron and Marshel are working for Caliburn, and that Myurdin is in league with them, the Countess seems to have one more mission for you. She wants you to aid Duke Wells in reclaiming one of his forts.
Reclaim Thornbriar Fortress

The turncoats have taken control of Thornbriar Fortress, and you need to secure allies, which could be a good start. Head toward the barracks north of your location, then make your way to the white tent.
Here, you will find the Duke himself speaking to his soldiers; approach him. As you speak to him, you will need to help him reclaim Thornbriar Fortress.
To reclaim the fort, you need to kill enemies until the bar on the left side reaches zero percent. You can approach this objective however you want: simply walk in and fight enemies or target the siege towers.


There are three siege towers, and if you destroy them, you can gain a significant portion of the fort’s percentage. You can either set them on fire or use Force Palm on the pillars holding the towers to bring them down.
There are many enemies around the fortress, so make sure you have enough healing items.
After you reduce the left-side enemy bar to zero, they will fall back, and you will need to head to the courtyard for a boss fight.
Defeat Fortain, The Cursed Knight

Fortain is a knight that uses a sword and a large shield to block incoming attacks. He has only one health bar, but he also has an annoying ghost knight that he summons to attack alongside him.
Most of his attacks are standard sword swing combos, but he can hit very hard, which means you will need to carry plenty of high-tier healing items to survive.

The attacks you really need to keep an eye on come from the summoned knight.
This ghost knight has a melee attack that lands immediately after Fortain finishes a sword combo, and it can also launch a ranged attack using a bow.

As with all bosses, you need to take it slow: watch the boss’s attacks carefully, wait for openings, monitor your stamina, and try to block the heavy strikes from Fortain whenever possible.

After you defeat the Cursed Knight, the Thornbriar Fortress will be reclaimed, and the Duke will come to speak with you. He will ask if you need help from him so he can assist you and repay you properly for your efforts.
Kliff mentions that he is hunting Myurdin, and it seems that the Duke believes he is teaming up with Caliburn. However, no one knows exactly where he is, and he suggests that you go check his old study inside Demeniss Castle.
The Blood Coronation

Head toward the capital city of Demeniss and make your way to the castle south of it. Everyone will be hostile toward you here, so be prepared to fight.
Your objective is to find clues on the whereabouts of Caliburn or Myurdin.
Investigate The Memory Fragment
Go inside the castle and head to the upper floor, where you will come across a banquet hall room. The map picture below showcases the exact location where you need to be.


Here, pull up your lantern and scan the memory fragment, then equip the Visione and play the memory. You will notice that Myurdin is indeed here in Demeniss and teaming with Caliburn.
After the conversation with Myurdin, Bastier’s ghost will start moving, and it is important that you follow them to keep track of the memory.

Do not unequip your Visione for the next part because you need to remain in the memory realm. As you follow Bastier downstairs, you will reach the throne room.
Here, you will need to listen to a noble conversation. You will know which person it is because they will be highlighted with a different color, and you will get an interaction button.

After listening to the conversation, Caliburn will arrive, and his guard will start to murder everyone here. Caliburn seems to have access to strange powers that let him know you are in the memory fragment, so he pulls you back to him.
Meet Caliburn

It seems that Caliburn was the same person we saw in the abyss a few chapters back, but it is time to fight him.

This is an unwinnable boss fight, as you are meant to die. Even if you try to kill him, when you reach half of his health bar, the cutscene will start automatically.
Caliburn is stronger than you here, and he just throws you aside as he makes his way to the throne and puts a crown on his head.

Just as the guard tries to put Kliff in a cell and lock him up, the two sisters witnessed earlier will arrive and teleport him out of the castle in order to treat him.
Traitor

As Kliff is trying to get healed with the help of witches, you will take control of Damiane for the rest of this chapter. Damiane is still in the hunt for her swordmaster.
You need to infiltrate Demeniss Court, so make your way there. Damiane has a different playstyle than Kliff, so this is the perfect opportunity to get familiar with her if you have never played her before.


As you reach the objective marker, head inside and go to the right side behind the counter. Here, you will find a trap door that leads to the underground prison.
Go downstairs and head to the last cell on the right side. Sadly, you will find that Damiane’s swordmaster, Beatrice Azerian, is already dead.

This crushes Damiane, but she swears vengeance on whoever did this to her, the one and only traitor, Bastier.
Head back to the top and leave Demeniss Castle. You need to make a long journey to the northeast toward the tower where Bastier is waiting.
Defeat Lucian Bastier

The issue with this boss fight is not him, it is actually that you have to fight him as Damiane. This means that if you have not used her before, you will have a hard time getting the hang of how her character works.
So we recommend that you get familiar with Damiane before you attempt this boss fight. The best tip with Damiane is that you should not rely on blocking attacks as much; instead, dodging is the way to go.

Bastier has two phases that you need to go through. The first phase is quite easy: he uses a mace and a shield, and he deals fire damage. You want to always wait for him to finish his mace combos and then proceed to attack.
You can use Damiane’s greatsword to fill up Bastier’s stagger meter quickly, but it is much slower than her rapier. If you are not comfortable with dodging, you can try to run back when he uses long combos.

That is pretty much the whole first phase. When you take out the first health bar, he will consume what looks like an Abyss artifact and transform into his awakened form.
Phase 2: Awakened Lucian Bastier

The second phase is where you might struggle because Bastier will be constantly teleporting and moving a lot around the arena. This makes the number of openings that you will get smaller.
He uses his new hand form to smash and swing it in your direction. Again, dodging is your best friend here. On top of that, Bastier summons a shadow that leads his attacks or mid-combo; you cannot attack these, so you just need to dodge them as well.

Given that the number of openings is low and Bastier’s constant movement, you must take this fight patiently and not rush it, as this will only cost you.

Feel free to upgrade some of Damiane’s skills and her gear if you find yourself struggling, and farm more high-tier healing, because if you have a lot of food in your inventory, almost all boss fights are manageable.

After Damiane successfully kills Bastier, she can finally rest, just for now, as she has avenged her swordmaster. This will complete the chapter as you see Caliburn and Myurdin preparing for something together.
Thank you for checking out another Into Indie Games article covering Crimson Desert.
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Former Staff Writer at TheGamer, with over 1,000 published articles covering everything from major AAA titles like Call of Duty, Elden Ring, and Dragon’s Dogma 2 to trending indie games like Blasphemous, Palworld, and Kingdom Come: Deliverance 2, and many, many more titles!