Chapter 2: Golden Greed
Golden Greed is the second chapter of Crimson Desert's main story, where Kliff confronts the corruption festering in Hernand. What begins as simple mercenary work evolves into a crusade against the city's criminal underbelly, culminating in a confrontation with forces far more dangerous than common bandits.
Story Context & Lore
After the events of Chapter 1, Kliff has established himself in Hernand, but the city's facade of prosperity hides a rot beneath. The Goldleaf Merchant Guild controls much of Hernand's economy, and their influence extends into every corner - from the city guard to the noble houses.
Lord Serkis, the guild's patron, represents the worst of Hernand's aristocracy. While the common people starve, he hoards wealth and uses his private army to silence dissent. His estate sits on the eastern hills overlooking the city - a constant reminder of the inequality that defines Hernand.
The chapter's title, Golden Greed, refers not just to Serkis's avarice, but to how gold corrupts everything it touches. Guards take bribes, merchants exploit the poor, and even healers are kidnapped to serve the wealthy exclusively.
Hornsplitter, the chapter's final boss, is more than a simple bandit leader. He's a symbol of what happens when the system fails people - a former soldier turned outlaw, leading desperate men in increasingly violent acts. His defeat won't solve Hernand's problems, but it's a start.
Chapter Overview
Location: City of Hernand, Lioncrest Watchtower, Springtide Mill, Serkis Estate
Main Quests:
Unexpected Gift
Hernand in Chaos
End of Greed
New Mechanics: Memory Reading (Abyss power), Notice Board quests, Reputation system
Unlocks: Access to Howling Hill region, Sword of the Lord (unique weapon)
Leads to: Chapter 3: Howling Hill
Quest 1: Unexpected Gift
Region: City of Hernand, Hernand
Type: Story Quest with Tutorial Elements
Story Summary
A mysterious light leads Kliff to Lioncrest Watchtower, where bandits have made camp. After clearing them out, Kliff discovers a strange helm that contains memory fragments - echoes of past events stored through Abyss energy. This introduces a new ability and reunites Kliff with an unexpected ally.
Mission 1: Where the Light Leads
Objectives:
Defeat the Bandits in Lioncrest Watchtower
Ascend Lioncrest Watchtower
Interact with the Suspicious Helm
Walkthrough:
The quest begins when Kliff notices a strange light emanating from Lioncrest Watchtower - an abandoned guard post on Hernand's northern border. The light is visible only to those touched by the Abyss, explaining why no one else has investigated.
Journey to the Tower:
Travel north from Hernand's main gate. The road is relatively safe, but watch for:
Wild wolves (level 8-10) - Travel in packs of 3-4
Highway bandits (level 9) - Set up ambushes near the bridge
Lioncrest Watchtower Combat:
The tower has been occupied by Red Fang Bandits - a local gang known for raiding merchant caravans.
Ground Floor (3 bandits):
Mix of sword and bow users
Use the narrow doorway to funnel them into 1v1 fights
Archers will retreat to higher ground if you get close
Second Floor (4 bandits):
One elite bandit with a two-handed axe
Tight quarters make dodging difficult - focus on blocking and countering
Kick enemies down the stairs for environmental kills
Rooftop (2 archers + 1 lieutenant):
The lieutenant dual-wields daggers and is highly aggressive
Deal with archers first - they'll pepper you with arrows during the melee
The lieutenant has a special attack: a spinning blade dance (dodge backward twice to avoid)
The Suspicious Helm:
After clearing the rooftop, you'll find a glowing helm on a pedestal. It's ornate, clearly not bandit property. As you approach, the Abyss mark on your hand (from Chapter 1) begins to pulse.
Interact with the helm to trigger a cutscene.
Lore Note: The helm belonged to a Greymane officer who died during the prologue attack. The bandits looted it from the ruins of the camp. The Abyss energy from Kliff's resurrection has "imprinted" on objects connected to that night, allowing him to read their memories.
Mission 2: Memory Fragment
Objectives:
Read the Memories Contained in the Helm
Walkthrough:
This is a tutorial for the Memory Reading ability - a new Abyss power that lets Kliff see past events by touching objects.
Memory Sequence:
You experience a first-person flashback:
The helm's owner (a Greymane scout named Marcus) is fleeing the burning camp
He's carrying a child - a young girl, maybe 8 years old
Black Bears are pursuing them through the forest
Marcus hides the child in a hollow tree, then draws the pursuers away
The memory ends with Marcus making his last stand, buying time for the child to escape
When the vision ends, Kliff realizes: someone survived the massacre.
Ability Unlocked: Memory Reading
Allows you to interact with glowing objects to see past events
Essential for solving certain puzzles and side quests
Some memories contain clues to hidden treasures or secret locations
Mission 3: Reunion
Objectives:
Speak with the Child
Watch and Learn Nature's Grasp
Watch and Learn Focus
Approach the Child
Walkthrough:
As Kliff descends the tower, he hears movement in the nearby forest. Following the sound, he finds the child from the memory - now revealed to be Yara, a young mage and survivor of the Greymane attack.
Dialogue Scene:
Yara is hostile at first, not recognizing Kliff (she only knew him by reputation, never met him personally). She's been surviving alone in the wilderness, using magic to hunt and defend herself.
Kliff must convince her he's trustworthy:
Mention Sebastian (she knows him)
Show her the Greymane Pendant (if you collected it in the Prologue)
Or simply be patient - she'll eventually recognize Kliff's sincerity
Tutorial: New Abilities
Yara agrees to teach Kliff two abilities she's developed:
Nature's Grasp:
Summons thorny vines from the ground to immobilize enemies
Hold L2 + Square (LT + X) to cast
15-second cooldown
Excellent for crowd control
Focus:
Slows time briefly, allowing precise aiming with ranged weapons
Press R3 while aiming
Drains stamina while active
Critical for headshots on distant enemies
Practice Sequence:
Yara spawns magical targets for you to practice on:
Use Nature's Grasp to root 3 targets
Use Focus to shoot 5 targets with your bow
Combine both: Root enemies, then headshot them during slow-mo
Reunion:
After training, Yara agrees to return to Hernand with Kliff. She has information about the attack - she overheard the Black Bears mention a "golden patron" who paid for the massacre. This leads directly into the next quest chain.
Rewards
Arrows x10
Medium Bag x1 (increases inventory by 15 slots)
Palmar Pill x1 (permanently increases max HP by 25)
Quest 2: Hernand in Chaos
Region: City of Hernand, Hernand
Type: Multi-part Investigation Quest
Story Summary
Returning to Hernand with Yara, Kliff finds the city in turmoil. The Greymanes' reputation has been smeared by rumors, forcing Kliff to clear their name while investigating a series of crimes plaguing the common folk. This quest introduces the Notice Board system and multiple branching objectives.
Mission 1: For Honor
Objectives:
Approach the Group Talking About Greymanes
Defeat Matthias
Walkthrough:
Upon entering Hernand, Kliff overhears a group of mercenaries mocking the Greymanes, calling them cowards who "ran from the Black Bears."
Confrontation:
Approach the group. Kliff can:
Challenge them to a duel (recommended)
Ignore them (loses reputation)
Try to reason (they won't listen)
If you choose to fight, Matthias - the loudest of the group - steps forward.
Boss: Matthias the Braggart
Level 12
Uses sword and shield
Aggressive but predictable
Weak to guard breaks (heavy attack after he blocks)
This is a duel, not a death match. Fight until Matthias's health drops to 25%, then a cutscene triggers. He yields, and the crowd's respect for Kliff increases.
Lore Note: Matthias appears later in Chapter 6 as an ally. If you defeat him honorably here, he'll remember it and offer better rewards in that chapter.
Mission 2: Awestruck
Objectives:
Speak with Barden Middler
Walkthrough:
After the duel, a well-dressed merchant approaches. This is Barden Middler, a trader who's been having trouble with bandits disrupting his supply lines.
He offers Kliff work: clear out bandit camps, and he'll pay well. More importantly, he'll spread word of the Greymanes' competence, helping restore their reputation.
This conversation unlocks the Notice Board system - you can now take on side contracts for money and reputation.
Mission 3: Shadow Cast Over the River
Objectives:
Defeat the Enemies in Springtide Mill
Walkthrough:
Barden's first contract: bandits have taken over Springtide Mill, a water-powered grain mill on the river. Without it, Hernand's bread supply is threatened.
Travel to Springtide Mill:
Located southeast of Hernand, about a 5-minute ride. You can:
Walk (15 minutes)
Rent a horse from the stable (50 copper)
Use fast travel if you've discovered the nearby waypoint
Springtide Mill Combat:
The mill is occupied by Riverrat Bandits - 8 total enemies.
Exterior (4 bandits):
2 on the bridge
2 patrolling the waterwheel
Interior (4 bandits):
Tight corridors favor quick weapons
One bandit has a crossbow - priority target
Use the flour sacks as cover
Environmental Hazard:
The waterwheel is still turning. You can kick enemies into it for instant kills. Alternatively, sabotage the brake mechanism to stop the wheel - this makes the interior fight easier (removes the noise that alerts enemies).
Loot:
After clearing the mill:
Silver x1.50 (from bandit stash)
Grain Sacks x3 (return to Barden for bonus reward)
Riverrat Bandana (cosmetic item)
Mission 4: Where Misery Gathers
Objectives:
Go to the Notice Board
Complete the Requests
Walkthrough:
Return to Hernand and visit the Notice Board in the market square. This wooden board is covered with requests from citizens - most too poor to hire mercenaries officially.
Notice Board Tutorial:
Interact with the board to see available requests
Each request has a difficulty rating (1-5 stars)
Completing requests increases your Reputation in Hernand
Higher reputation unlocks better equipment at shops and new quest lines
Available Requests (choose any 3):
Lost Heirloom - Find an old woman's stolen necklace (1 star)
Wolf Problem - Clear wolves from the north road (2 stars)
Debt Collector - Intimidate a merchant who owes money (2 stars)
Missing Supplies - Investigate missing caravan goods (3 stars)
Complete at least 3 to progress. Each rewards small amounts of silver and reputation.
Mission 5: Trial After Trial
Objectives:
Speak with the Despairing Man
Speak with the Witness
Follow the Herbalist
Defeat the Bandits at the Camp
Read the Memory on the Cows' Whereabouts
Return to Bremer
Walkthrough:
While at the Notice Board, a desperate farmer named Bremer approaches. His cattle have been stolen, and without them, his family will starve.
Investigation:
Speak with Bremer: He explains the cattle disappeared three nights ago. He suspects bandits but has no proof.
Find the Witness: An old herbalist named Mira lives near Bremer's farm. She saw suspicious figures that night.
Follow Mira: She leads you to the forest edge where she spotted the thieves. Look for tracks (use tracking vision - V key).
Bandit Camp: Follow the tracks to a hidden camp. 6 bandits guard the stolen cattle.
Combat Strategy:
Approach from the east (downwind) to avoid alerting them
Use Nature's Grasp to root 2-3 at once
The camp leader has a horn - kill him first or he'll call reinforcements
Memory Reading: After clearing the camp, examine the cattle brand. Use Memory Reading to see where they were taken from - confirms they're Bremer's.
Return the Cattle: Lead them back to Bremer's farm (they follow automatically). He rewards you with Grilled Meat x5 and Silver x0.80.
Lore Note: The bandits have a Goldleaf Guild token among their belongings. The guild is connected to the cattle theft - they're driving small farmers out of business to buy their land cheap.
Mission 6: The Man Trapped in the Mire
Objectives:
Speak with the Enraged Man
Confront the Thief
Read the Memory on the Horn Thief
Return to Ibano
Walkthrough:
Another Notice Board request: Ibano, a craftsman, had his prized hunting horn stolen. It's a family heirloom worth more than money to him.
Investigation:
Speak with Ibano: He's furious. The horn was taken from his workshop during the night. He suspects a rival craftsman.
Confront the Suspect: The rival, Gregor, denies everything. You can:
Intimidate him (requires high Strength)
Search his workshop (requires lockpicking)
Use Memory Reading on his tools (reveals the truth)
The Truth: Gregor didn't steal it - his apprentice did, hoping to sell it to pay gambling debts.
Track the Apprentice: He's already sold the horn to a fence in the lower district. Confront the fence (can buy it back for 2 silver or intimidate him into returning it).
Memory Reading: Use the ability on the horn to see its history - generations of Ibano's family used it. This unlocks a bonus dialogue option with Ibano.
Return to Ibano: He's grateful and teaches you a crafting recipe for Reinforced Leather Armor.
Mission 7: Missing Companion
Objectives:
Speak with the Crying Child
Gather Information from the Men
Gather Information from the Children
Find Wooly, the Sheep
Return to William
Walkthrough:
A child named William has lost his pet sheep, Wooly. This seems trivial, but it's a test of Kliff's character - will he help even when there's no profit?
Investigation:
Speak with William: He's crying near the fountain. Wooly wandered off this morning.
Gather Information:
Men at the tavern: They saw a sheep heading toward the eastern gate
Children playing: They mention a "fluffy cloud" near the old mill
Find Wooly: The sheep is stuck in a ravine near Springtide Mill. Climb down and carry it back (it's surprisingly heavy - reduces your movement speed).
Return to William: His joy is genuine. He gives you Fleece x5 (crafting material) and his mother gives you Apple Pie x3 (restores 100 HP, removes debuffs).
Lore Note: This quest seems minor, but William's mother is a castle servant. Helping them unlocks a secret passage into Serkis Estate in the next quest.
Mission 8: Secrets Hidden in the Dark
Objectives:
Find the Greymane
Follow Boris
Investigate the Suspicious Cave
Read the Memory in the Cave
Go Out of the Cave
Go to the Guards
Walkthrough:
Sebastian sends word: another Greymane survivor has been spotted in Hernand. His name is Boris, and he's been acting strangely.
Investigation:
Find Boris: He's in the lower district, near the docks. When you approach, he flees.
Follow Boris: Chase sequence through the city streets. Don't lose sight of him (he's marked with a red indicator).
The Cave: Boris leads you to a cave outside the city walls. He's meeting with someone.
Eavesdrop: Hide behind rocks and listen. Boris is talking to a Black Bear - he's been feeding them information about the surviving Greymanes in exchange for gold.
Confrontation:
You can:
Attack immediately (Boris and the Black Bear fight you)
Wait and follow (learn more about their plan)
If you wait, you discover they're planning to ambush Sebastian.
Memory Reading: After the fight, use Memory Reading on Boris's coin purse. You see him receiving payment from someone in a golden mask - a Goldleaf Guild member.
Report to Guards: Take evidence to the city guard. They're initially skeptical (the guild has influence), but the memory evidence is undeniable.
Consequence: Boris is arrested. This affects Chapter 7 - he'll either seek revenge or redemption depending on how you handled this quest.
Rewards
Medium Bags x4
Toasted Grains x10
Grilled Fruits x5
Silver x2.30
Cloth Pieces x5
Fleece x5
Grilled Meat x5
Quest 3: End of Greed
Region: Serkis Estate, Hernand
Type: Climactic Story Quest with Boss Fight
Story Summary
All evidence points to Lord Serkis and the Goldleaf Merchant Guild as the masterminds behind Hernand's corruption. Kliff infiltrates Serkis Estate, uncovers the guild's crimes, and confronts Hornsplitter - a brutal enforcer who's been terrorizing the region.
Mission 1: The Dark Veil
Objectives:
Investigate the Goldleaf Merchant Guild
Walkthrough:
With evidence of the guild's crimes, Kliff plans to confront them directly. The Goldleaf Merchant Guild Hall is in Hernand's upper district - a fortress-like building guarded by private soldiers.
Infiltration:
You have three entry options:
Front Door (Combat): Fight through 12 guards. Loud and difficult.
Servant Entrance (Stealth): If you helped William find his sheep, his mother gives you servant clothes. Sneak in disguised.
Rooftop (Climbing): Scale the building from the adjacent warehouse. Requires good timing to avoid guard patrols.
Inside the Guild Hall:
Navigate to the record room on the third floor. Here you'll find ledgers documenting:
Bribes paid to city officials
Contracts with the Black Bears (including the Greymane massacre)
Plans to monopolize Hernand's grain supply by burning competitor warehouses
Discovery:
Before you can leave with the evidence, you're discovered. A chase sequence begins - escape the guild hall while guards pursue you.
Mission 2: The Flames of Greed
Objectives:
Speak with the Nun Asking for Help
Go to the Healer's House
Rescue the Trapped Man
Walkthrough:
As you escape the guild hall, you see smoke rising from the healer's district - the guild is burning it down to eliminate witnesses.
Rescue Mission:
Speak with Sister Maren: A nun is trying to organize evacuations. She begs for help.
Healer's House: The main clinic is engulfed in flames. A man is trapped on the second floor.
Fire Mechanics:
Standing in flames deals damage over time
Smoke reduces visibility
Burning debris falls periodically - watch for warnings
Rescue: Navigate through the burning building. Use heavy attacks to break through blocked doors. Find the trapped man in the back room and carry him out.
Lore Note: The healer you rescue is Doctor Alustin - he becomes a major character in Chapter 4: The Price of Knowledge.
Mission 3: Kidnapped Healer
Objectives:
Rescue the Kidnapped Healer
Walkthrough:
While rescuing survivors, you learn that the guild has kidnapped the city's master healer, planning to force her to work exclusively for Lord Serkis.
Tracking:
Use Memory Reading on a dropped medical bag to see where she was taken - Serkis Estate.
This confirms your next target: infiltrate the estate and end Serkis's reign.
Mission 4: Rebellion or Revolution
Objectives:
Go to Shakatu
Speak with Shakatu
Walkthrough:
Before assaulting the estate, you need allies. Shakatu is a mysterious merchant who's been watching events unfold. He offers assistance - for a price.
Meeting Shakatu:
His shop is in the market district, marked by purple banners. Inside, he reveals he's been gathering evidence against Serkis for years.
The Deal:
Shakatu will provide:
A map of Serkis Estate's layout
Smoke bombs for infiltration
Information on Hornsplitter's location
In exchange, Kliff must promise to retrieve a specific artifact from Serkis's vault - an Abyss Artifact that Shakatu claims is "too dangerous for a man like Serkis to possess."
Lore Note: Shakatu appears throughout the game, always offering deals that seem too good to be true. His true motives aren't revealed until Chapter 11.
Mission 5: Cheers Echoing From the Edge
Objectives:
Find Hornsplitter
Defeat Hornsplitter
Walkthrough:
Armed with Shakatu's intelligence, Kliff infiltrates Serkis Estate. The estate is a sprawling complex of gardens, guard barracks, and the main manor.
Infiltration Route:
Using the map, navigate through:
Gardens: Patrolled by 6 guards. Use stealth or fight.
Servant Quarters: Disguise as a servant (optional).
Vault: Retrieve the Abyss Artifact (glowing blue stone).
Arena: Where Hornsplitter awaits.
The Arena:
In the estate's basement, Serkis has built a private fighting pit where he forces prisoners to battle for his entertainment. Hornsplitter is his champion - an undefeated gladiator.
Boss Fight: Hornsplitter
Level: 15
Weapon: Massive two-handed axe
Armor: Heavy plate with bull horns on the helmet
Phase 1 (100%-60% HP):
Slow but devastating attacks
Horizontal sweeps (dodge forward, not backward)
Overhead slam (creates shockwave - dodge sideways)
Charge attack (telegraphed by roar - sidestep and counter)
Strategy:
Stay close to avoid his charge
Attack after his overhead slam (long recovery)
Don't get greedy - 2-3 hits then back off
Phase 2 (60%-30% HP):
Hornsplitter enters "rage mode"
Attacks become faster
New move: spinning axe throw (dodge or block)
Berserker rush: series of wild swings (back away and wait it out)
Strategy:
Use Nature's Grasp to root him briefly
Focus on counters rather than aggressive combos
Save healing items for this phase
Phase 3 (30%-0% HP):
Hornsplitter's armor breaks, increasing his speed
Desperate attacks: throws everything at you
Final move at 10% HP: suicide charge (dodge or you both take massive damage)
Strategy:
Play defensively
Use ranged attacks if you have arrows
When he starts his final charge, dodge at the last second - he'll crash into the wall, stunning himself for a finishing blow
Victory:
After defeating Hornsplitter, a cutscene plays. Lord Serkis appears, furious at losing his champion. Before he can order guards to kill Kliff, the city guard (alerted by your earlier evidence) storms the estate and arrests Serkis.
Epilogue:
The chapter ends with Serkis in chains and the Goldleaf Guild disbanded. Hernand's corruption isn't entirely gone, but a major blow has been struck. Sebastian congratulates Kliff - the Greymanes' reputation is restored.
Shakatu appears one last time, collecting the Abyss Artifact. He cryptically warns: "The Abyss remembers those who touch its treasures. You'll understand soon enough."
Rewards
Copper x50
Abyss Artifact x1 (quest item - Shakatu takes it)
Medium Bag x1
Sword of the Lord x1 (unique weapon - Serkis's personal blade)
Iron Ore x7
Copper Ore x2
Sword of the Lord - Weapon Stats
Type: One-Handed Sword
Damage: 85-92
Special Effect: "Noble's Pride" - Increases damage by 15% when fighting enemies higher level than you
Lore: "Forged for a lord who never saw battle. Its edge remains sharp, waiting for a warrior worthy of its steel."
This is one of the best early-game weapons. Keep it or sell it for 5 silver.
Tips & Strategies
Reputation System:
High reputation = better shop prices and exclusive items
Help citizens whenever possible
Don't steal or attack innocents
Memory Reading:
Not all glowing objects are mandatory
Some contain hints to hidden treasures
Experiment with reading memories on different objects
Combat Tips for Hornsplitter:
Bring at least 10 healing items
Upgrade your armor before the fight
Learn his attack patterns in Phase 1 - they repeat in later phases
Missable Content
Collectibles:
Goldleaf Guild Ledger - In the guild hall record room (lore item)
Serkis's Diary - In his personal chambers (reveals his connection to Chapter 8's villain)
Hornsplitter's Trophy - Take his helmet after the fight (cosmetic armor)
Achievements:
Justice Served - Complete Golden Greed
People's Champion - Complete all Notice Board requests
Merciful Blade - Spare Boris (choose non-lethal option)
Giant Slayer - Defeat Hornsplitter without using healing items
Story Implications
Connections to Future Chapters:
The Abyss Artifact Shakatu takes is crucial in Chapter 11
Doctor Alustin becomes your ally in Chapter 4
Serkis's arrest creates a power vacuum exploited in Chapter 6
Boris's fate affects Chapter 7's storyline
Character Development:
Kliff establishes himself as more than a mercenary
Yara joins as a recurring ally
Sebastian's trust in Kliff deepens
What's Next?
Chapter 2 ends with the Greymanes' reputation restored and Hernand's immediate threats neutralized. However, Sebastian receives word of trouble in Howling Hill - a frontier settlement where the Greymanes once had a base.
Chapter 3: Howling Hill introduces:
Base building mechanics
New companion characters
Larger-scale combat encounters
The first hints of the game's true antagonist
Preparation:
Stock up on supplies in Hernand (prices are better now with high reputation)
Upgrade equipment using materials collected in Chapter 2
Complete any remaining Notice Board quests
Talk to Shakatu one more time for a side quest hint