Chapter 10: Counterattack
Counterattack is the tenth chapter of Crimson Desert's main story, serving as the penultimate chapter before the grand finale. After Kliff's spiritual journey in the east, he returns to find the war against Demeniss escalating. This chapter focuses on preparation for the final battle through an unlikely alliance with the Orcs of Gorthak and the construction of a devastating secret weapon.
Story Context & Lore
Gorthak is an orc stronghold in the northern mountains, a fortress-city of iron and steam. The orcs are master engineers, combining brute strength with mechanical genius. They've remained neutral in the human conflicts, but Demeniss's aggression has forced them to choose sides.
Valgash is the orc chieftain and master craftsman - a brilliant inventor who's been developing clockwork technology powered by a fusion of engineering and Abyss energy. His creations blur the line between machine and magic.
The A.T.A.G. (Automated Tactical Assault Golem) is Valgash's masterpiece - a massive war machine capable of turning the tide of battle. But it requires a power source beyond conventional means, leading to dangerous experiments with Abyss energy.
Marni's Clockwork Mantis represents the enemy's response - Demeniss has been developing their own mechanical weapons, led by the enigmatic inventor Marni. The chapter becomes an arms race between two engineering geniuses.
The chapter's title, Counterattack, signifies the shift from defense to offense. The allied forces are no longer just surviving - they're preparing to strike back at Demeniss with overwhelming force.
This chapter introduces steampunk/magitech elements to the game's medieval fantasy setting, showing how desperation drives innovation.
Chapter Overview
Location: Gorthak (Orc Stronghold), Demeniss Border, Sky Battles
Main Questlines:
Secret Weapon (5 quests)
Greater Firepower (4 quests)
New Mechanics: Mech combat, aerial battles, power plant management, large-scale warfare preparation, operating the A.T.A.G.
Unlocks: Orc alliance, mechanical weapons, A.T.A.G. as controllable unit, preparation for final battle
Leads to: Chapter 11: Truth and Reality
Questline 1: Secret Weapon
Region: Demeniss Border, Gorthak
Type: Alliance & Weapon Development Quest
Story Summary
Kliff and the Greymanes travel to Gorthak to forge an alliance with the orcs and gain access to their secret weapon - a massive war machine that could change the course of the war.
Quest 1: Untouchable
Objectives:
Rally at the Outpost
Walkthrough:
Return from the East:
Kliff returns from the Crimson Desert, enlightened and empowered. But he finds the situation has deteriorated:
Demeniss has launched a full-scale invasion
Hernand is losing ground
Casualties are mounting
Desperate measures are needed
War Council:
At a forward outpost, the allied leaders have gathered:
Sebastian (Greymanes)
Marshal Middler (Hernand military)
Marquis Lanford (Calphade)
Torstein (Pailune resistance)
Beatrice Azerian (Demenissian defector)
Damiane (present but haunted by her brother's death)
The Situation:
Marshal Middler presents the grim reality:
"Demeniss outnumbers us three to one. Their soldiers are better equipped, better trained. We're fighting a defensive war, and we're losing. We need something to even the odds."
Beatrice's Suggestion:
"The orcs of Gorthak have technology beyond anything humans possess. If we could secure their alliance..."
The Problem:
Orcs distrust humans (centuries of conflict). Convincing them will be difficult.
Kliff's Mission:
As a neutral party (not aligned with any human nation), Kliff is chosen to be the emissary.
Preparation:
This is your last chance before the endgame:
Complete all side quests
Upgrade equipment
Say goodbye to NPCs (many won't survive what's coming)
Stock up on supplies
Quest 2: The Gate of War
Objectives:
Go to the Gate of Peace
Go Activate the Device on the Upper Level
Speak with the Orc Captain
Walkthrough:
1. Journey to Gorthak:
Travel north to the orc territories. The landscape shifts:
Rocky mountains
Industrial smoke in the distance
Sounds of hammering and machinery
2. The Gate of Peace:
Ironically named, the Gate of Peace is Gorthak's heavily fortified entrance - a massive iron gate flanked by steam-powered turrets.
Guards:
Orc guards (level 52, heavily armored) block the entrance.
Dialogue:
"Human. State your business or leave."
Negotiation:
You can:
Diplomatic: "I come seeking alliance against Demeniss."
Threatening: "Let me pass or face the consequences." (leads to combat - not recommended)
Honest: "We need your help. The world is at war."
Recommended: Diplomatic approach.
Test:
The guards are skeptical but willing to test you:
"If you want to speak with Chieftain Valgash, prove your worth. Activate the defense systems on the upper level. If you survive, we'll let you in."
3. Upper Level:
Climb to the gate's upper platform - a maze of gears, pipes, and steam vents.
Puzzle:
Activate the defense system by:
Pulling three levers in sequence
Timing is crucial (pull too early/late and steam vents activate, damaging you)
Watch the pressure gauges (they indicate when to pull)
Sequence:
Left Lever: When gauge is in green zone
Center Lever: 3 seconds after left
Right Lever: When steam stops venting
Success:
The defense systems activate - turrets rotate, gates reinforce, alarms sound.
4. Orc Captain:
An orc captain arrives, impressed:
"You understand machinery. Rare for a human. Chieftain Valgash will see you. Follow."
Quest 3: Master of the Ironworks
Objectives:
Find Valgash
Follow Valgash
Walkthrough:
1. Enter Gorthak:
Pass through the gates into the orc city. Gorthak is unlike anything you've seen:
Buildings of iron and stone
Massive forges belching smoke
Clockwork automatons performing labor
Orcs working alongside machines
A fusion of medieval and industrial aesthetics
2. The Ironworks:
Navigate to the central Ironworks - Valgash's domain.
Inside:
The Ironworks is a cathedral of industry:
Towering machinery
Assembly lines
Blueprints covering every wall
Sparks flying from welding stations
3. Find Valgash:
At the center, you find Chieftain Valgash - a massive orc (8 feet tall) covered in soot and grease, working on a complex machine.
First Impression:
He doesn't look up:
"Human. You activated my defense systems. Competent. Speak quickly - I'm busy."
Kliff's Pitch:
Explain the situation:
Demeniss threatens everyone, not just humans
They're developing their own war machines
An alliance benefits both sides
Valgash's Response:
"Demeniss. Yes. They've been raiding our borders, stealing our technology. I've been... preparing a response."
He grins, revealing metal-capped tusks.
4. Follow Valgash:
He leads you deeper into the Ironworks, to a sealed chamber.
"I'll show you something. Then we'll talk alliance."
Quest 4: Hidden Ace
Objectives:
Find Valgash's Secret Weapon
Speak with the Artisan
Follow Valgash
Operate the A.T.A.G.
Walkthrough:
1. The Secret Chamber:
Valgash unlocks a massive vault door. Inside: the A.T.A.G.
The A.T.A.G. (Automated Tactical Assault Golem):
A mechanical giant - 30 feet tall, humanoid shape, made of reinforced steel and powered by glowing Abyss crystals.
Description:
Articulated limbs
Cannon mounted on one arm
Blade on the other
Cockpit in the chest
Steam vents along the back
Valgash's Pride:
"My masterpiece. One pilot, the power of a hundred soldiers. This is how we fight back."
2. Speak with the Artisan:
An orc engineer approaches - Grommash, Valgash's chief artisan.
Technical Explanation:
"The A.T.A.G. is powered by Abyss energy, channeled through crystalline matrices. It's incredibly powerful but... unstable. We've had... accidents."
The Problem:
The A.T.A.G. requires a pilot who can handle Abyss energy without being corrupted. Most orcs can't. Most humans would be consumed instantly.
Valgash's Realization:
He looks at Kliff:
"But you... you bear the Abyss mark. And you're still sane. You could pilot it."
3. Follow Valgash:
He leads you to the testing grounds - an arena outside the city.
4. Operate the A.T.A.G.:
Tutorial:
Enter the A.T.A.G.'s cockpit. The controls are complex:
Movement: Left stick (walking is slow but powerful)
Camera: Right stick
Cannon: R2 (ranged attack, 5-second cooldown)
Blade: R1 (melee attack)
Dash: Circle (quick movement, uses energy)
Special: L1+R1 (devastating attack, long cooldown)
Test Run:
Valgash releases training dummies (clockwork targets) into the arena.
Objectives:
Destroy 10 targets with the cannon
Destroy 10 targets with the blade
Use the special attack once
Controls:
The A.T.A.G. is powerful but unwieldy:
Slow turning speed
Attacks have wind-up time
Energy management is crucial (don't spam abilities)
Success:
After destroying all targets, Valgash is satisfied:
"You're a natural. With this machine and your allies' armies, we can push Demeniss back. You have your alliance."
Quest 5: Clockwork Insect Clash
Objectives:
Eliminate the Machines Occupying Gorthak
Walkthrough:
Sudden Attack:
As the alliance is being formalized, alarms blare. Demeniss has launched a surprise attack on Gorthak.
The Enemy:
Not soldiers - Clockwork Insects: mechanical creatures resembling giant beetles, spiders, and wasps.
Invasion:
Hundreds of clockwork insects swarm into Gorthak:
Beetles: Heavily armored, slow, high HP
Spiders: Fast, climb walls, moderate HP
Wasps: Flying, ranged attacks, low HP
Defense:
Large-Scale Battle:
You pilot the A.T.A.G. to defend Gorthak.
Objectives:
Destroy 50 clockwork insects
Protect the Ironworks (it has a health bar)
Survive for 15 minutes
Strategy:
Beetles: Use the blade (cannon is less effective against armor)
Spiders: Cannon works well (they're fragile)
Wasps: Cannon is essential (they fly out of blade range)
Prioritize enemies attacking the Ironworks
Use the special attack when surrounded
Waves:
The attack comes in waves:
Wave 1: 20 beetles
Wave 2: 30 spiders
Wave 3: 25 wasps
Wave 4: Mixed (15 of each type)
Wave 5: Boss wave (see below)
Mini-Boss: Clockwork Scorpion
A massive mechanical scorpion (level 54) appears in the final wave.
Attacks:
Tail Strike: Powerful melee attack
Claw Grab: Grabs the A.T.A.G., dealing continuous damage (mash buttons to escape)
Poison Spray: AoE attack (green gas)
Strategy:
Stay mobile (don't let it grab you)
Target the tail (weak point, glows red)
Use special attack when it's stunned (after tail is destroyed)
Victory:
The clockwork scorpion explodes. The remaining insects retreat.
Aftermath:
Valgash surveys the damage:
"Demeniss knows about the A.T.A.G. now. They'll be back with more machines. We need to strike first."
Rewards
None (alliance and A.T.A.G. access are the rewards)
Questline 2: Greater Firepower
Region: Gorthak, Demeniss Border, Sky
Type: Power Source & Aerial Combat Quest
Story Summary
To power the A.T.A.G. for sustained combat, Kliff must activate Gorthak's ancient power plant. But Demeniss launches an aerial assault, forcing a desperate battle in the skies.
Quest 1: Beating Heart
Objectives:
Activate the Power Plant
Follow Valgash
Fend off the Swarm of Clockwork Insects
Walkthrough:
The Power Problem:
Valgash explains:
"The A.T.A.G. runs on Abyss energy, but it drains quickly. For sustained combat, we need the Heart of Gorthak - our ancient power plant. It's been dormant for decades."
1. The Power Plant:
Deep beneath Gorthak, carved into the mountain, lies the Heart - a massive Abyss crystal surrounded by machinery.
Activation:
The plant requires:
Clearing Abyss corruption (it's accumulated over decades)
Repairing damaged conduits (3 locations)
Channeling your Abyss Mastery to jumpstart it
Clearing Corruption:
Use your Chaos Integration ability to absorb corruption from the crystal.
Minigame:
Hold button to absorb
Corruption tries to overwhelm you (resist with button prompts)
Takes 3 minutes of continuous absorption
Repairing Conduits:
Three conduits need repair:
North Conduit: Replace broken gears
East Conduit: Seal steam leaks
West Conduit: Reconnect severed cables
Each repair is a mini-puzzle (matching, timing, or assembly).
Jumpstart:
With corruption cleared and conduits repaired, channel your Abyss power into the crystal.
Activation Sequence:
The Heart roars to life:
Crystal glows brilliantly
Machinery hums
Power flows through Gorthak
Lights activate throughout the city
2. Follow Valgash:
Return to the surface. Valgash is ecstatic:
"The Heart beats again! With this power, we can field multiple A.T.A.G.s, power our defenses indefinitely. Demeniss won't know what hit them."
3. Swarm Attack:
Celebration is cut short. Another wave of clockwork insects attacks.
Defense:
Similar to the previous battle, but:
More enemies (100+ insects)
You have orc allies fighting alongside you
The Heart must be protected (if it's destroyed, mission fails)
Strategy:
Position yourself between enemies and the Heart
Use AoE attacks to clear groups
Let orc soldiers handle stragglers while you focus on large threats
Victory:
The swarm is repelled, but Valgash is concerned:
"These are probing attacks. Demeniss is testing our defenses. The real assault is coming."
Quest 2: Invaders from the East
Objectives:
Shoot Down the Sky Galleon
Walkthrough:
Aerial Assault:
Scouts report a Sky Galleon approaching - a massive airship bristling with weapons.
The Threat:
Sky Galleons are Demeniss's ultimate weapon:
Heavily armed
Carries troops and supplies
Can bombard from above (out of ground weapon range)
Valgash's Solution:
"The A.T.A.G. has anti-air capabilities. Get to the highest tower and shoot it down."
Ascent:
Pilot the A.T.A.G. up Gorthak's central tower:
Spiral ramps (designed for large machines)
Tight spaces (careful maneuvering required)
Clockwork insects harass you (ignore or quickly dispatch)
Summit:
At the tower's peak, you have a clear view of the approaching Sky Galleon.
Aerial Combat:
Phase 1: Approach
The galleon is distant. Use the cannon to damage it as it approaches.
Targets:
Engines: Glowing blue (destroying them slows the galleon)
Weapon Turrets: Firing at you (destroying them reduces incoming damage)
Hull: Main body (high HP)
Incoming Fire:
The galleon shoots back:
Cannon Fire: Telegraphed (red circles on ground)
Harpoons: Try to pull you off the tower (break free with button mashing)
Bombs: Dropped from above (dodge or shoot them mid-air)
Phase 2: Close Range
The galleon gets close enough for melee attacks.
Strategy:
Use the blade to slash at the hull
Target the command deck (weak point, top of the ship)
Avoid the ram (the galleon tries to crash into the tower)
Phase 3: Desperation
At low HP, the galleon attempts a suicide run.
Final Attack:
It accelerates directly at the tower, trying to destroy it (and you).
Counter:
Use the A.T.A.G.'s special attack (L1+R1) - a charged beam that pierces the galleon's core.
Destruction:
The galleon explodes spectacularly, debris raining down.
Victory:
Gorthak is saved. The orcs cheer. Valgash claps you on the back (nearly knocking you over):
"You're a true warrior! With you piloting the A.T.A.G., we're unstoppable!"
Quest 3: Frozen Hearted Predator
Objectives:
Find the Object that Fell from the Sky
Defeat Marni's Clockwork Mantis
Walkthrough:
Debris:
Something fell from the destroyed Sky Galleon - something that survived the crash.
1. Investigation:
Travel to the crash site (outside Gorthak's walls).
The Object:
You find a sealed container, still intact despite the fall.
Opening:
As you approach, the container opens automatically.
Emergence:
A mechanical horror emerges: Marni's Clockwork Mantis.
2. Boss Fight: Marni's Clockwork Mantis
Level: 56
Type: Advanced Clockwork Weapon
Appearance: Giant mechanical mantis - 20 feet tall, razor-sharp blades for arms, glowing red eyes
Note: You fight this on foot, not in the A.T.A.G. (it was damaged in the galleon battle and is being repaired).
Phase 1 (100%-70% HP):
Attacks:
Blade Slash: Fast, sweeping attacks with arm-blades
Lunge: Leaps forward, impaling with blades
Spinning Death: Rotates rapidly, blades extended
Optical Beam: Laser from eyes (tracks you)
Strategy:
The mantis is fast - stay mobile
Dodge Blade Slash (don't try to block - it breaks guards)
After Lunge, it's stuck briefly (attack the head)
During Spinning Death, keep distance
Interrupt Optical Beam with ranged attacks
Phase 2 (70%-40% HP):
Adaptation:
The mantis analyzes your tactics and adapts.
New Attacks:
Cloaking: Turns invisible (use Soul Sight to see it)
Blade Storm: Launches projectile blades
Ground Slam: Creates shockwaves
Strategy:
Soul Sight is essential during Cloaking
Dodge Blade Storm (they track slightly)
Jump over shockwaves from Ground Slam
Phase 3 (40%-0% HP):
Berserk Mode:
The mantis enters self-destruct mode, attacking recklessly.
Final Attacks:
Rapid Assault: Continuous attacks, no recovery time
Overload: At 10% HP, begins glowing (will explode in 30 seconds)
Strategy:
Maximum defense - focus on survival during Rapid Assault
When Overload begins, go all-out offense (kill it before it explodes)
If you fail to kill it in time, run away (explosion has limited range)
Defeat:
The mantis collapses, sparking and smoking.
Examination:
Inside, you find a maker's mark: "Marni Industries, Demeniss."
Revelation:
Demeniss has a master inventor matching Valgash's genius. The arms race is real.
Quest 4: Lingering Shadow
Objectives:
Speak with Valgash
Walkthrough:
Report:
Return to Valgash with the mantis remains.
Analysis:
He examines the wreckage:
"Impressive craftsmanship. Whoever built this understands clockwork theory at a fundamental level. They're using Abyss energy more efficiently than I am. This... Marni... is a worthy rival."
Respect:
Despite being enemies, Valgash respects Marni's skill.
The Plan:
"We need to move now. Demeniss is preparing something big - I can feel it. Gather your allies. We march on Demeniss within the week."
War Preparation:
Cutscene montage:
Orcs building more A.T.A.G.s
Human armies gathering
Weapons being forged
Soldiers training
Maps being studied
The allied forces preparing for the final campaign
Sebastian's Speech:
At a war council:
"This is it. Everything we've fought for comes down to this. Demeniss has threatened our homes, enslaved our people, and sought to become gods through blood sacrifice. No more. We end this. Together."
Chapter End:
The allied army marches toward Demeniss. The final war has begun.
Rewards
None (preparation for final chapters is the reward)
A.T.A.G. Combat Guide
Controls:
Movement: Slow but powerful
Cannon: Best for ranged/flying enemies
Blade: Best for armored/close enemies
Dash: Use sparingly (high energy cost)
Special: Save for bosses or emergencies
Energy Management:
Energy recharges slowly
Don't spam abilities
Plan your attacks
Tactics:
Prioritize high-threat targets
Use terrain (buildings provide cover)
Protect allies (they can't survive what you can)
Combat Tips
Clockwork Mantis:
This is one of the hardest non-final bosses
Bring maximum healing items
Soul Sight is essential for Phase 2
Phase 3 is a DPS race - use your strongest abilities
Sky Galleon:
Prioritize engines first (slows it down)
Then turrets (reduces damage taken)
Finally hull (finish it off)
Missable Content
Collectibles:
Valgash's Blueprints (8 blueprints for clockwork devices)
Orc History Tablets (6 tablets documenting orc culture)
Clockwork Components (various parts from destroyed machines, used for crafting)
Achievements:
Mech Pilot: Complete all A.T.A.G. missions without taking damage
Sky Hunter: Destroy the Sky Galleon in under 5 minutes
Machine Slayer: Defeat the Clockwork Mantis without using healing items
Alliance Forged: Complete Chapter 10
Story Implications
Connections to Future Chapters:
The A.T.A.G. is used in Chapter 11's battles
Orc forces join the final assault
Valgash becomes a key ally
The power plant provides energy for the final confrontation
Marni appears as an antagonist in Chapter 11
Technological Advancement:
This chapter shows how war drives innovation - both sides developing devastating weapons.
Alliance Complete:
All major factions are now united against Demeniss:
Hernand
Calphade
Pailune
Greymanes
Orcs of Gorthak
Eastern allies (from Chapter 9)
Witches (from Chapter 5)
What's Next?
Chapter 10 ends with the allied army marching on Demeniss. The endgame has begun.
Chapter 11: Truth and Reality introduces:
The invasion of Demeniss
Major revelations about the Abyss
Kliff's family quest resolution
Massive battles
The setup for the final confrontation
Preparation:
This is the LAST chapter before the finale
Complete ALL side content (it becomes unavailable after Chapter 11)
Max out equipment
Say final goodbyes to NPCs
Prepare emotionally - Chapter 11 and 12 are intense