Chapter 3: Howling Hill
Howling Hill is the third chapter of Crimson Desert's main story, marking a pivotal shift from wandering mercenary to leader. Kliff begins rebuilding the shattered Greymanes at their ancestral base, but the frontier settlement holds dark secrets that threaten the fragile new beginning.
Story Context & Lore
Howling Hill earned its name from the wind that constantly sweeps across the plateau, creating an eerie howling sound through the rock formations. But locals whisper of another source - the screams of those who died here during the Reedfield Massacre, a tragedy from 50 years ago when an entire village was slaughtered by an unknown force.
The Greymanes once maintained a small outpost here before the company grew large enough to establish a permanent camp near Hernand. After the Black Bear attack in the Prologue, Sebastian sees Howling Hill as the perfect place to rebuild - remote enough to avoid immediate threats, yet close enough to Hernand for contracts.
Marquis Serkis, surprisingly, becomes an unlikely ally. His arrest in Chapter 2 was temporary - his noble connections secured his release, but his reputation is ruined. By helping the Greymanes, he hopes to rebuild his own standing while keeping them indebted to him. His motives are never entirely pure.
The Devil of the Reed Field is not merely a monster, but a manifestation of the massacre's lingering trauma. The Abyss has a way of feeding on tragedy, creating entities from collective fear and suffering. This chapter explores how the Abyss doesn't just exist in hidden dimensions - it bleeds into the world wherever darkness takes root.
Chapter Overview
Location: Howling Hill, Hernand, Glenbright Manor, Reedfield Graves
Main Quests:
Homestead
The Face Behind the Mask
Pioneering
New Mechanics: Camp building, resource management, companion recruitment, expansion missions
Unlocks: Howling Hill as player base, crafting stations, companion abilities
Leads to: Chapter 4: The Price of Knowledge
Quest 1: Homestead
Region: City of Hernand, Howling Hill
Type: Base Building Tutorial Quest
Story Summary
With Serkis's reluctant support and Marshal Middler's official blessing, Kliff travels to Howling Hill to establish the new Greymane base. This quest introduces camp building mechanics while reuniting Kliff with surviving company members.
Mission 1: Old Friend
Objectives:
Investigate the Back Alleys of Hernand
Walkthrough:
The chapter opens with Sebastian sending Kliff to meet a contact in Hernand's back alleys - someone who can help secure supplies for the new base.
The Back Alleys:
Navigate to the lower district's eastern section. The back alleys are a maze of narrow passages between buildings. Follow the quest marker to a dead-end alley where you'll find Shakatu waiting.
Dialogue:
Shakatu reveals he's been working behind the scenes to secure Serkis's cooperation. The Abyss Artifact you retrieved in Chapter 2 was leverage - Shakatu threatened to expose Serkis's illegal Abyss research unless he helped the Greymanes.
The Deal:
Shakatu offers supplies and workers for Howling Hill, but warns: "The hill has a dark history. The Abyss remembers places where blood was spilled. Be careful what you build there."
Lore Note: Shakatu's knowledge of the Abyss is extensive, suggesting he's more than a simple merchant. His warnings about Howling Hill foreshadow the chapter's main conflict.
Mission 2: First Step to Rebuilding
Objectives:
Speak with Marquis Serkis
Follow the Soldier
Speak with Marshal Middler
Walkthrough:
With Shakatu's backing, you must secure official permission to establish a mercenary base in Hernadian territory.
1. Speak with Serkis:
Visit Serkis Estate (now under guard supervision following his arrest). Serkis is bitter but pragmatic. He agrees to support the Greymanes publicly, hoping to rehabilitate his image.
Dialogue Options:
Grateful: "We appreciate your help." (Serkis respects humility)
Suspicious: "What's your real angle?" (He admits he wants influence over the Greymanes)
Hostile: "You owe us after what you did." (He becomes defensive but still cooperates)
Your choice affects minor dialogue later but doesn't change the outcome.
2. Follow the Soldier:
A city guard escorts you to the Marshal's Office in the upper district. This is a safe walking sequence - use it to appreciate Hernand's architecture and listen to NPC conversations about recent events.
3. Speak with Marshal Middler:
Marshal Barden Middler (the merchant from Chapter 2, now revealed to hold military rank) officially grants permission to establish the Greymane base at Howling Hill.
Conditions:
The Greymanes must maintain order in the frontier region
Any bandit activity must be reported to Hernand authorities
The base cannot harbor criminals or fugitives
Accept the terms to proceed.
Lore Note: Middler's dual role as merchant and marshal reflects Hernand's pragmatic governance - military and commerce are intertwined, with wealthy merchants often holding official positions.
Mission 3: A Fresh Start
Objectives:
Move the Sacks
Drive in the Stakes
Push the Wagon
Raise the Banner
Walkthrough:
You arrive at Howling Hill with a small group of workers and surviving Greymanes. The site is barren - just windswept plateau and ancient stone ruins.
Camp Building Tutorial:
This sequence teaches base building mechanics through manual labor.
1. Move the Sacks (5 total):
Supply sacks are scattered around the site
Pick them up (interact button) and carry them to the marked storage area
Each sack slows your movement - plan efficient routes
2. Drive in the Stakes (8 total):
Wooden stakes mark where structures will be built
Approach each stake location and press the action button repeatedly (button-mashing minigame)
Stakes must be driven in specific order (follow the numbered markers)
3. Push the Wagon:
A supply wagon is stuck in mud near the hill's entrance
Requires 3 people pushing simultaneously
Position yourself at the marked spot and push (hold action button)
Sebastian and another Greymane help automatically
4. Raise the Banner:
The final act of establishing the base
Climb the central platform and interact with the flagpole
Cutscene: The Greymane banner (a grey wolf on black field) rises over Howling Hill
Sebastian gives a speech about rebuilding and honoring the fallen
Emotional Moment:
As the banner rises, you see flashbacks to the Prologue - the burning camp, fallen comrades, the desperate fight. This is more than rebuilding a mercenary company; it's honoring those who died.
Lore Note: The Greymane banner's wolf symbol represents loyalty and pack mentality. "A lone wolf dies, but the pack survives" is the company's motto.
Mission 4: Reward for Their Sweat
Objectives:
Check the Cooking Recipe
Make Modest Clear Soup
Serve a Feast
Walkthrough:
After the hard work, Sebastian suggests celebrating with a proper meal - the first feast at the new base.
Cooking Tutorial:
This introduces the crafting system, starting with cooking.
1. Check the Recipe:
Open the crafting menu (default: K key or D-pad down)
Navigate to Cooking tab
Select Modest Clear Soup recipe
Recipe Requirements:
Water x3 (from the well)
Vegetables x5 (from supply sacks)
Salt x1 (from supply sacks)
2. Make the Soup:
Approach the cooking pot (newly built near the central fire)
Interact and select the recipe
Watch the cooking animation (skippable)
Receive Clear Soup x10
3. Serve the Feast:
Distribute soup to the workers and Greymanes
Interactive cutscene: Kliff serves each person, they thank him
Final shot: Everyone gathered around the fire, eating and laughing
Character Moment:
Sebastian pulls Kliff aside: "You're not just a fighter anymore. These people look to you for leadership. Don't forget that."
This marks Kliff's transition from soldier to leader - a theme that continues throughout the game.
Mission 5: Return of the Comrade
Objectives:
Escort Marius to Camp
Walkthrough:
During the feast, a lookout reports someone approaching. It's Marius, a Greymane officer thought dead in the Prologue attack.
Escort Mission:
Marius is wounded and exhausted. Escort him from the hill's entrance to the camp.
Encounter:
Halfway to camp, wild dogs (level 14-16) attack. Fight them off while protecting Marius.
Combat Tips:
Marius has limited HP - keep enemies away from him
Use Nature's Grasp to root multiple dogs at once
Focus on the alpha (larger dog with red markings) first
Reunion:
Once safe, Marius reveals he survived by hiding in the forest. He's been tracking other survivors and has information about their locations - this sets up the chapter's recruitment subplot.
Mission 6: Familiar Curses
Objectives:
Investigate the House of Healing
Follow Yann
Walkthrough:
Marius mentions he passed through a nearby village called Reedfield and saw something disturbing at the local House of Healing (a small clinic).
Investigation:
Travel to Reedfield (15-minute walk southeast of Howling Hill). The village is eerily quiet - no people in the streets, doors barred shut.
House of Healing:
The clinic's door is ajar. Inside, you find:
Overturned furniture
Bloodstains (but no bodies)
Strange symbols painted on the walls in blood
A terrified healer named Yann hiding in the back room
Dialogue with Yann:
Yann is nearly incoherent with fear. He speaks of a "devil" that comes at night, taking villagers one by one. The symbols are protective wards, but they're not working.
Follow Yann:
He agrees to show you where the devil was last seen. Follow him through the village to the reed fields on the outskirts.
The Reed Fields:
Tall reeds sway in the wind, creating that characteristic howling sound. Yann points to a trail of broken reeds leading toward the old Reedfield Graves - a cemetery abandoned decades ago.
Before you can investigate further, Yann flees in terror. You're alone as the sun begins to set.
Chapter Transition:
This mission ends on a cliffhanger, leading directly into the next quest.
Rewards
Iron Ore x5
Large Bag x1 (increases inventory by 20 slots)
Clear Soup x10 (restores 75 HP, +10% stamina regen for 5 minutes)
St. Halssius Priest Attire x1 (chest armor, +15 defense)
St. Halssius Priest's Cloak x1 (back slot, +5% healing received)
St. Halssius Priest's Leather Footwear x1 (boots, +8 defense)
St. Halssius Priest's Hat x1 (headgear, +6 defense)
Note: The priest armor set is found in the House of Healing. It's light armor suitable for mage builds or stealth characters.
Quest 2: The Face Behind the Mask
Region: Glenbright Manor, Reedfield, Reedfield Graves
Type: Investigation & Boss Quest
Story Summary
Following the trail from Reedfield, Kliff uncovers the truth behind the "Devil of the Reed Field" - a tragic entity born from the Abyss and the village's dark history. This quest explores themes of guilt, memory, and how trauma can manifest into physical horror.
Mission 1: Return
Objectives:
Speak with Marius
Walkthrough:
Return to Howling Hill to report your findings. Marius listens to your description of the symbols and the devil, then reveals crucial information.
Marius's Story:
Fifty years ago, Glenbright Manor - a noble estate near Reedfield - was the site of a massacre. Lord Glenbright, driven mad by Abyss research, murdered his entire household and the villagers who came to investigate. The manor was sealed, but the trauma never faded.
Marius believes the "devil" is connected to that event. He suggests investigating the manor for clues.
Mission 2: Traces in the Manor
Objectives:
Go to Glenbright Manor
Investigate Glenbright Manor
Walkthrough:
Glenbright Manor is a crumbling estate north of Reedfield, surrounded by dead trees and overgrown gardens.
Exterior:
The manor's gates are chained but rusted. Break them with a heavy attack. As you approach the main building, the atmosphere becomes oppressive - the Abyss presence here is strong.
Interior Investigation:
The manor has three floors. Investigate key locations:
Ground Floor:
Main Hall: Portraits of the Glenbright family, all slashed
Dining Room: Table set for a feast that never happened, food rotted to dust
Kitchen: Bloodstains on the floor (use Memory Reading)
Memory Fragment 1 (Kitchen): Servants preparing a celebration meal. Lord Glenbright enters, eyes wild, carrying a strange artifact. He begins attacking them without warning.
Second Floor:
Lord's Study: Journals documenting Abyss experiments
Bedroom: A child's room, toys scattered, crib overturned
Gallery: More portraits, one shows Lord Glenbright holding the same artifact from the memory
Memory Fragment 2 (Study): Lord Glenbright writing frantically: "The artifact whispers. It shows me truths I cannot unsee. My family... they're not real. Nothing is real. Only the Abyss is truth."
Third Floor:
Ritual Chamber: Where Lord Glenbright conducted his final experiment
Abyss symbols cover every surface
In the center: an altar with a broken Abyss Artifact
Memory Fragment 3 (Altar): Lord Glenbright performing a ritual, trying to "transcend" into the Abyss. The artifact shatters, releasing dark energy. His screams echo as his body dissolves, but his consciousness remains, twisted into something inhuman.
Discovery:
Lord Glenbright didn't die - he became the Devil of the Reed Field, an Abyss-corrupted entity bound to the location of his crimes. The villagers' fear over generations has fed it, making it stronger.
Mission 3: Nonhuman
Objectives:
Track the Devil of the Reed Field
Follow the Trail to Reedfield Graves
Walkthrough:
Armed with knowledge of the devil's origin, you must track it to its lair.
Tracking:
Use tracking vision (V key) to follow the trail from the manor:
Disturbed earth
Dead vegetation (the devil's presence kills plant life)
Claw marks on trees
The trail leads through the reed fields to Reedfield Graves - the abandoned cemetery.
The Graves:
Ancient tombstones lean at odd angles. Mist rolls across the ground despite it being daytime. The howling wind is louder here, almost like screaming.
At the cemetery's center is a mausoleum - the Glenbright family tomb.
Mission 4: Seed of Unease
Objectives:
Track the Devil of the Reed Field
Examine the Altar and Doll
Walkthrough:
Enter the mausoleum. Inside, it's larger than should be possible - Abyss corruption has warped the space.
The Altar:
Deep within the mausoleum, you find an altar surrounded by dolls - crude figures made from reeds and cloth, each representing a villager taken by the devil.
Examine the Dolls:
Each doll contains a fragment of its victim's soul. The devil has been collecting them, trying to recreate his lost family in twisted mockery.
Central Doll:
The largest doll sits on the altar - it represents Lord Glenbright's daughter, who died in the massacre. Use Memory Reading on it.
Memory Fragment 4 (Doll): A young girl's perspective. Her father has changed, become frightening. She hides as he rampages through the manor. Her final moments: calling for her father, not understanding why he's hurting people. She dies confused and afraid.
Revelation:
The devil isn't just Lord Glenbright's corrupted form - it's his guilt and grief manifested. He's trying to bring his daughter back by collecting souls, but the Abyss has twisted his love into horror.
As you finish the memory, the devil appears.
Mission 5: Dance with the Devil
Objectives:
Defeat the Devil of the Reed Field
Walkthrough:
Boss Fight: Devil of the Reed Field
Level: 18
Type: Abyss Entity
Appearance: Humanoid but wrong - elongated limbs, mask-like face frozen in anguish, body wrapped in reeds
Phase 1 (100%-70% HP):
Attacks:
Reed Whip: Extends arm into a whip of reeds (dodge sideways)
Soul Scream: AoE attack that deals damage and fear status (block or distance yourself)
Lunge: Rapid dash attack (dodge at last second for counter opportunity)
Strategy:
Stay mobile - the arena is large, use it
Attack after Soul Scream (long recovery)
Fire damage is effective (if you have fire-enchanted weapons or abilities)
Phase 2 (70%-40% HP):
New Mechanics:
Doll Summons: Animates reed dolls to attack you (3 at a time)
Dolls are weak but numerous - use AoE attacks
Grief Aura: Standing near the devil drains HP slowly
Strategy:
Clear dolls quickly before they overwhelm you
Use ranged attacks when possible
Nature's Grasp can root the devil briefly
Phase 3 (40%-0% HP):
Desperation Phase:
Devil becomes erratic, mixing all previous attacks
Final Memory: At 10% HP, the devil shows you a vision of his daughter, begging you to end his suffering
Mercy Option: You can choose to use the Abyss Artifact from Chapter 2 to purify him instead of killing him
Mercy Route:
Use the artifact (special action prompt appears)
Cutscene: The devil's form dissolves, revealing Lord Glenbright's ghost
He thanks you and fades peacefully
Reward: Unique weapon "Glenbright's Redemption"
Kill Route:
Finish him with normal attacks
He dies screaming his daughter's name
Reward: Standard loot
Aftermath:
The mausoleum begins to collapse as the Abyss corruption fades. Escape before it buries you (timed running sequence - 60 seconds).
Outside, the reed fields are quiet. The howling has stopped. Reedfield villagers emerge from their homes, cautiously hopeful.
Rewards
Sunset Reed Cloth Gloves x1 (light armor, +12 defense, +5% Abyss resistance)
Glenbright's Redemption (if mercy route - sword, 95-102 damage, "Peaceful End" effect: attacks have chance to calm hostile enemies)
Quest 3: Pioneering
Region: Howling Hill, Various Locations
Type: Base Expansion & Recruitment Quest
Story Summary
With the devil defeated and the region safer, Kliff focuses on expanding Howling Hill and recruiting scattered Greymanes. This quest introduces the expansion mission system and brings new companions to your base.
Mission 1: Hope After Drought
Objectives:
Check on Andrew's Condition
Walkthrough:
Return to Howling Hill. A new arrival has come while you were gone - Andrew, a Greymane scout who's been injured.
Medical Scene:
Andrew is in the newly built infirmary, feverish and delirious. He keeps muttering about "others" and "the sawmill."
Use a healing potion on him (if you don't have one, the camp healer provides it). He stabilizes and reveals crucial information: he knows where other Greymane survivors are hiding.
Mission 2: Scattered Comrades
Objectives:
Speak with Marius
Walkthrough:
Marius has been compiling reports of Greymane sightings across the region. He presents a map with three locations marked:
Whispering Sawmill - 2 survivors working as laborers
Trader's Rest Inn - 1 survivor working as a guard
Abandoned Watchtower - 3 survivors hiding from bounty hunters
You can recruit them in any order, but each location has unique challenges.
Mission 3: Rumors from the Sawmill
Objectives:
Investigate the Rumor
Walkthrough:
Travel to Whispering Sawmill, a lumber operation west of Howling Hill.
The Sawmill:
The operation is run by a cruel foreman who exploits workers. The two Greymanes - Torvin and Helga - are essentially slaves, their identities hidden to avoid Black Bear bounty hunters.
Approach Options:
1. Diplomatic (Recommended):
Speak with the foreman
Offer to buy the workers' contracts (costs 5 silver)
Peaceful resolution
2. Intimidation:
Threaten the foreman
Requires high Strength or Charisma
He backs down without payment
3. Combat:
Attack the foreman and his guards (6 enemies, level 16-17)
Loud and attracts attention
Torvin and Helga help in the fight
Recruitment:
Once freed, Torvin and Helga agree to join Howling Hill. They're skilled craftsmen and unlock the Advanced Crafting Station at your base.
Mission 4: A Gentle Touch
Objectives:
Return to Howling Hill
Examine the Dragon Head Totem at the Shrine
Read the Letter
Walkthrough:
Back at base, you notice a new structure has appeared - a small shrine with a dragon head totem.
The Shrine:
This wasn't built by your people. Examine it to find a letter addressed to Kliff.
Letter Contents:
"Kliff of the Greymanes,
Your efforts to rebuild do not go unnoticed. The Abyss watches all who touch its power. The artifact you carry marks you as significant.
Beware those who would use you for their own ends. Trust is a luxury you cannot afford.
The Woman in White"
Lore Note: The Woman in White continues to observe Kliff's journey. The dragon head totem is an Abyss symbol representing transformation - a hint that Kliff's connection to the Abyss will deepen.
Mission 5: Bustling Hill
Objectives:
Dispatch the Howling Hill Expansion Mission
Expand Howling Hill
Walkthrough:
With new members and resources, it's time to expand the base.
Expansion System Tutorial:
Open the Camp Management menu (default: H key or Options button).
Available Expansions:
Barracks (Cost: 10 Iron Ore, 20 Timber)
Increases max companions at base
Unlocks training missions
Workshop (Cost: 15 Iron Ore, 5 Fine Timber)
Advanced crafting options
Repair equipment
Stable (Cost: 8 Iron Ore, 15 Timber, 5 Thick Hides)
Store multiple mounts
Mount breeding (advanced feature)
Storage Expansion (Cost: 5 Iron Ore, 10 Timber)
Increases shared storage capacity
Dispatch Missions:
You can send companions on timed missions to gather resources:
Timber Run: 30 minutes real-time, returns 15-25 Timber
Ore Expedition: 45 minutes, returns 8-15 Iron Ore
Hunting Party: 20 minutes, returns meat and hides
Build at Least Two Structures:
Choose based on your playstyle. Barracks and Workshop are recommended for first expansion.
Cutscene:
After building, a montage shows Howling Hill transforming from barren plateau to thriving base. More Greymanes arrive, drawn by word of the company's revival.
Mission 6: Greymanes United
Objectives:
Return to the Comrades Gathered at the Camp
Walkthrough:
The chapter concludes with a gathering of all recruited Greymanes around the central fire.
Sebastian's Speech:
"We've lost much. Brothers and sisters fell in the darkness, and their absence weighs on us all. But we stand here today because they would want us to continue. The Greymanes are more than a mercenary company - we're family. And family endures."
Kliff's Response:
You can choose how Kliff responds:
Inspiring: "We'll honor the fallen by building something greater."
Pragmatic: "We survive by staying strong and united."
Vengeful: "We'll make those responsible pay for what they did."
Your choice affects companion morale and unlocks different dialogue options in future chapters.
Chapter End:
As the gathering disperses, a messenger arrives from Hernand. Doctor Alustin (the healer you saved in Chapter 2) requests Kliff's help with an urgent matter - something about "forbidden knowledge" and the Abyss.
This leads directly into Chapter 4: The Price of Knowledge.
Rewards
Abyss Artifact x1 (quest item for future chapters)
Fine Timber x5
Thick Hides x6
Iron Ore x5
Base Building Guide
Essential Structures (Priority Order):
Barracks - More companions = more dispatch missions
Workshop - Equipment maintenance is crucial
Storage - You'll need space for all the loot
Stable - Mounts make travel much faster
Resource Management Tips:
Send dispatch missions whenever possible (they run in real-time, even when you're offline)
Prioritize Iron Ore - it's needed for most upgrades
Don't sell Thick Hides - they're rare and needed for advanced armor
Companion Management:
Each companion has specialties (combat, crafting, gathering)
Assign them to appropriate dispatch missions for better results
Talk to companions regularly for side quests and lore
Combat Tips
Devil of the Reed Field:
Bring fire-based weapons or consumables
The mercy option is mechanically easier than killing him
Save healing items for Phase 3
General Tips:
Howling Hill region has tougher enemies than Hernand
Always travel with full healing supplies
Upgrade armor before tackling main quests
Missable Content
Collectibles:
Lord Glenbright's Journal (complete set in the manor - 5 volumes)
Reed Doll Collection (12 dolls in the mausoleum - creepy but valuable)
Dragon Head Totem Fragment (hidden near the shrine)
Achievements:
Homesteader - Establish Howling Hill base
Merciful Soul - Choose mercy option for the Devil
Reunion - Recruit all scattered Greymanes
Master Builder - Build all base structures
Unique Rewards:
Glenbright's Redemption - Only obtainable via mercy route
St. Halssius Armor Set - Complete set provides bonus when worn together (+15% healing received)
Story Implications
Connections to Future Chapters:
Howling Hill becomes your main base for the rest of the game
Companions recruited here appear in later story missions
The Dragon Head Totem is connected to Chapter 9's desert storyline
Doctor Alustin's request leads to Chapter 4's main plot
The Woman in White's letter foreshadows betrayal in Chapter 8
Character Development:
Kliff transitions from soldier to leader
Sebastian's trust in Kliff is solidified
The Greymanes become more than a mercenary company - they're a community
Abyss Lore:
Abyss corruption can create entities from trauma and guilt
The Abyss "remembers" places where violence occurred
Purification is possible, suggesting the Abyss isn't purely evil
What's Next?
Chapter 3 ends with Howling Hill established and the Greymanes beginning to rebuild. However, Doctor Alustin's message hints at darker threats.
Chapter 4: The Price of Knowledge introduces:
Abyss research and forbidden lore
Moral choices about dangerous knowledge
New Abyss abilities
The first hints of the game's true antagonist
Preparation:
Upgrade Howling Hill structures
Complete any remaining recruitment missions
Stock up on supplies (Chapter 4 has limited merchant access)
Talk to all companions for side quests