Crimson Desert Final Boss Guide - How To Complete A Shadow In The Void

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Are you eager to complete A Shadow in the Void in Crimson Desert? This is one of the last main quests in the game, and it directly leads you to an explosive finale. That said, the clues themselves are fairly cryptic, and you might be wondering where you need to go. Our guide has all the details that you need, since we also discuss various locations in the Abyss and the series of final boss fights at the end. However, given the topic at hand, you can certainly expect major holy moly spoilers.


Where to find Caliburn in Crimson Desert's A Shadow in the Void quest?


The Crimson Desert A Shadow in the Void quest concerns the whereabouts of Duke Caliburn. After assaulting the fortress, Caliburn manages to escape via a portal that leads to the Abyss. The quest tooltip then changes to mention the following: "Caliburn vanished along with the Abyss gate created by Grundir. Move to the Abyss and go after Caliburn, who must be somewhere within."

Your goal now is to reach the large Abyss island in the center known as Dimensional Bonds. To do this, you need to go through multiple Abyss island chains with their respective puzzles and challenges. Some branches do lead you to Dimensional Bonds, while others just have you roaming around aimlessly. There are, however, certain shortcuts that take you to that same destination as well.


The Spire of Clockwork branch: The Riddle Square time trial and the Storm Veil elemental skill


This was the branch that we took during our playthrough to find Caliburn in Crimson Desert:

  • As you can see, the main quest's objective marker is somewhere in the marshes of Demeniss. But your actual quarry is high up in the Abyss realm.
  • We went through the Spire of Clockwork, which is further to the east. At this point of the campaign, you should already have the key that unlocks the tower.
  • The Spire of Clockwork and the Abyss island that follows it, Riddle Square, also unlock a new elemental skill. You can learn about various tips and mechanics in our Storm Veil - Wind element guide.
  • The next sections of our guide discuss the remaining islands that are part of this branch/chain.

How to complete the Origin of Thoughts


Origin of Thoughts is the next island right after Riddle Square:

  • The goal is to power up the large, disc-like structure by attaching rectangular batteries into the slots. One of these batteries at the halfway point is actually hidden in a small nook below you. You can jump down and grapple it using your Axiom Force to lift it back up.
  • Upon reaching the top of the structure, check one of the corners for a small vertical shaft. The opening has a switch that enables the controls to the discs.
  • You then need to rotate the three layers of discs so that they're perfectly aligned.
  • Once the discs are aligned, skydive back down and activate the mechanism in the center.

How to complete the Forgotten Altar


The Crimson Desert Forgotten Altar has a rather tricky brain teaser for you. That's because there's a large fan-like device in the center that creates a deadly tornado, and you have to find a way to disable it.

  • As you approach the area, look to your left to find branches. Burn the thorny vines to reveal a medium-sized orb.
  • Place the orb in the empty receptacle to restore power to the facility.
  • Ride the wind current from the fans to reach high up into the sky. Then, carefully lower yourself on the windvane in the middle of the rotating mechanism.
  • Once you're standing on the mechanism, do your Nature's Snare ability. While Kliff is doing the motions for the Nature's Snare barrier--i.e. hold X on a keyboard or rotate the right thumbstick on a gamepad--you'll notice how the large fan's rotation is being reversed. Eventually, it will stop.
  • Now that the tornado is gone, hop back down and approach the metal cage. Climb/hang onto the circular opening, then hold the button prompt to "Resist"--i.e. hold L2/LT on a gamepad. While the button is held down, do your Force Palm action. You should be able to activate the mechanism/plate inside the cage.

How to complete Disconnected Truth


The Crimson Desert Disconnected Truth is a gargantuan island facility that has two levels. For the lower level, attach the disconnected cable to restore power to the area. This allows you to ride the lift to the upper level.

Once you're at the upper level, check your surroundings. You'll see three circular power receptacles on a large generator, but only one is active. The cables from the generator also lead to various areas. Your goal now is to restore power to those areas by finding the electrified square panels.

  • Area 1 - The electrified panel is floating in mid-air next to the giant inverted pyramid. Use the floating ledges or do a triple jump to grab it with your Axiom Force grapple.
  • Area 2 - The electrified panel is already attached to the wall. Use your grapple to pull it out, and bring it to the upper section.
  • Area 3 - This one already has a power receptacle that's orange by default. Bring out your lantern and follow the cables connected to it. The cables should lead you to a small nook that has a disconnected wiring.

Back in the main area, use your Axiom Force grapple on the three circular receptacles to activate them all. Then, hang onto the wheel mechanism and use your Force Palm to power it up. Finally, go to the top of the large pyramid to grab the Abyss Artifact and find an exit.


The crashed "spaceship" in Demeniss


After crossing the transition area and using the teleporter, you'll find yourself back in Demeniss. It's a bit weird, right? Well, believe it or not, you're actually one step closer to reaching Caliburn in Crimson Desert. Check your surroundings first and you'll realize that you're in some sort of crashed spaceship.

  • Use your Axiom Force grapple on the electrified square in the partially flooded depths. Bring it to the floor panel and smack it into place with your Force Palm.
  • Grab the rectangular battery next, then bring it up closer to the upper section.
  • In the upper section/main area, you'll see multiple discs that can be rotated to conduct electricity. You can move the battery around with your grapple to see how the electricity moves from one disc to the next.
  • In any case, rotate the discs using your Axiom Force grapple. Make sure that the energy courses from all exterior points and all discs, and it's funneled into the cube in the center.

Once you're done with this part, the spaceship will move and float back to the Abyss. It's going to end up in an island called Ether Fragment, but you should be able to activate the wheel mechanism immediately. Once you head past the transition point, you'll arrive at Caliburn's hiding place in Dimensional Bonds.


Is there a shortcut to finding Caliburn in Crimson Desert?


Think of the Crimson Desert A Shadow in the Void quest as a free-form way of reaching an objective. The Spire of Clockwork branch-- including all the Abyss islands that we just mentioned--was what we went through when we completed the campaign. However, upon arriving at Dimensional Bonds, we decided to check if we could've just taken a shortcut, so we loaded a backup save.

  • Yes, we can confirm that it's indeed possible to take a shortcut directly to Caliburn.
  • As you can see in the image above, players can just head straight to the crashed spaceship in Demeniss. It's in the river between the Spire of Clockwork and Drywind Valley.
  • Enter the vessel and do the steps that we outlined in the previous section--i.e. activating the floor panel and rotating the discs to funnel electricity to the core.
  • The spaceship should still fly and take you to Ether Fragment/Dimensional Bonds.

Note: The next sections of our Crimson Desert A Shadow in the Void guide discuss the concluding boss battles in the campaign. Be ready for more major spoilers.


How to defeat Caliburn


You now get to have a proper fight against the Duke. Make no mistake: The upcoming series of bouts will test your mettle. Make sure you unlock the best skills/abilities, and bring extra high-tier food with you. You're going to need to keep Kliff in tip-top condition in every encounter.

To defeat Caliburn in Crimson Desert, you need to watch out for several deadly abilities. This fight has three phases, so try to be careful when engaging your opponent.

  • Shadow Clones - The toughest part about the Caliburn boss fight is that you have to consistently deal with the shadowy clones that he spawns. More often than not, Caliburn will try to feint--i.e. it looks like he'll attack your or teleport, but a clone will hit you and you can't deal damage to it either. The clones can mess with your lock-on due to the sheer numbers and because of how often the camera switches targets depending on proximity.
  • Clone Clash - Caliburn will pause and summon multiple clones that stab at your last location.
  • Red Rain - Caliburn will leap high up into the air and charge up arrow shots. You can block and absorb these with Nature's Snare if you're quick enough.
  • King's Cross - Caliburn will create a large sword glowing with red energy. After a couple of seconds, multiple clones will appear and strike the ground, causing a linear eruption in six directions.

The best way to deal with Caliburn is by watching his maneuvers closely for a couple of attempts. Although his clones can be annoying, the last move in his attack string is actually when he's most vulnerable. For instance, one of Caliburn's combo finishers is a teleport overhead smash. If you can dodge it, you can attack him for several seconds while he's still recovering from the animation.


How to defeat Myurdin the Avatar of Umbra


Oh, look, Myurdin's back. This time, though, he's been fully empowered by a fallen god. This is another three-phase bout, so be ready. Here's how you can beat Myurdin in Crimson Desert:

  • Weaponsmith - This is an ability that Myurdin commonly uses, wherein he creates weapons using malevolent energy:
    • Hammer - Myurdin will do a wind-up animation, before jumping and smashing down with a giant hammer.
    • Sword - Myurdin will do powerful cleaves in a frontal arc.
    • Halberds - Myurdin will dual-wield halberds and do multiple chops in an area in front of him.
  • Fire Fist - Myurdin does a couple of punches with his flaming fists. This is followed by a forward jab that sends jagged rocks. These can inflict the burn status on Kliff and make him uncontrollable for a few seconds as he struggles.
  • Ancestral Warriors - Myurdin will call upon ancient spirits. If this is done in the middle of combo strings, then the spirit will do a melee jump attack. If this is charged up, then the spirits will shoot Kliff from afar.
  • Infernal Rage - Myurdin floats in mid-air and creates multiple energy singularities. These will start firing laser projectiles after a couple of seconds.
  • Infernal Barrage - When the screen turns dark, Myurdin will rain fiery meteors all over the arena. These projectiles and explosions can also inflict the burn status.

The usual one-handed sword and shield strategy--i.e. sword and board--tends to be useful against Myurdin. Defending yourself with a shield and casting Shield Bash is a given. Ideally, though, you should be side-stepping or dodging Myurdin's weapon-based attacks, before following up with a couple of hits while he's still recovering. The projectiles that target you while he's in mid-air can also be absorbed by Nature's Snare, assuming you can cast it immediately when Myurdin does his animation.

Note: During our playthrough, we actually managed to discover a "cheese" for this battle. We jumped on the platforms near the edge of the arena. Then, we spammed our Focused Shot to pelt Myurdin with arrows numerous times. The only thing he could do was his jump attack with a hammer, so we simply rolled out of the way and repositioned. That said, we're unable to confirm if the "cheese" still works.


How to defeat Umbra


This is the final boss in Crimson Desert, and the encounter itself--at least when we did it during our playthrough--was a bit wonky.

  • You battle Umbra while riding your Blackstar dragon mount. The goal is to damage the boss by shooting Fireball at it when you're close enough.
  • Umbra spawns multiple rocks and debris, which deal damage to the dragon. It also blasts you with beams that shoot out in a straight line.
  • There's an invisible barrier that prevents you from going too close to Umbra, so you have to be at a decent range so your Fireball can still deal damage.
  • The boss' stun meter is just below its health bar. Once the stun meter is full, Kliff will automatically dismount and you can control him. Keep gliding to Umbra's eye and use your Force Palm when you get in front of it.
  • The boss should die after a couple of Force Palm strikes.

Final boss gauntlet rewards


After defeating Umbra, you'll get to watch a cutscene. Here are all the rewards that you get from this endeavor:

  • Two-handed weapon: Twisted Verdict
    • Dropped by Caliburn.
    • It has +28 attack, level 1 critical rate, and level 5 refinement.
    • It has the Abyssal Rays, Attack 1, and Attack 2 Abyss Gears.
  • Skill: Falling Palm
    • Obtained once Kliff goes to the market/docks in Pailune during the epilogue.
    • This is the node in the center of the Skills menu. You can finally activate it.
  • Two-handed weapon: Axe of the Apocalypse
    • You receive this upon waking up in Pailune.
    • It has a whopping 99,999 attack. Unfortunately, it only has a durability of +1 point. Once you use it, it's going to be destroyed.
  • Character: Oongka - Oongka does get unlocked at the end of Chapter 7. However, if you advance through the campaign, he'll become unavailable again. You'll be able to summon him once you're done with the epilogue quest step. He also has a Greymane side quest called Words Left by the Riverside. If you're still unable to play as him even after beating the game, then you probably need to complete this side quest.

Crimson Desert epilogue: Journey's End


Lastly, there's an epilogue where you get to revisit different locations in Pywel just to see how your friends are doing. Here are a couple of notable tidbits:

  • Delesyia: Read the memory about the secrets of the helmet - When you get this objective, click on the Visione helmet in your inventory to bring up the Memories menu. Then, go to the Delesyia tab and pick the Visione scene. The memory that plays will be different from what transpired earlier in the campaign.
  • Varnia: New Horizons - You can travel to Varnia, which is all the way at the northeastern edge of the world map, whenever you feel like it. That said, the epilogue does require you to go there. It's also where you'll encounter Sebastian the Cartographer once more. Funnily enough, he still doesn't sell maps.

That does it for our Crimson Desert A Shadow in the Void and Caliburn location guide. If you've beaten the main story, then give yourself a pat on the back. But your journey is not over yet, as there are still lots of stuff to do in Pywel. You can have a look at our Ancient Ruins guide and Sealed Abyss Artifacts guide while you're out and about exploring.

The lands of Pywel are vast and you are the only one who can keep the peace. As you explore distant realms and battle numerous foes, you might want to read about various tips in our Crimson Desert guides hub.


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