Where: Delesyia. The outpost at Fort Musket (Game8: Musket First Outpost), the Gate of Peace on the border with Demeniss, and the orc ironworks at Gorthak.
Main quests: Secret Weapon, Greater Firepower.
Watch for: Nothing the sources flag as missable.
1. Secret Weapon
The factions of Pywel have gathered at the outpost against Caliburn, and the problem is the flying fortress hovering over Fort Musket. VULKK's account has Stefan Lanford asking Kliff to find out why the Delesyian weaponsmith Valgash has gone quiet; the answer is an orc settlement overrun by clockwork insects and a weapon Valgash has been keeping back. Game8 and PowerPyx split the quest into five parts: Untouchable, The Gate of War, Master of the Ironworks, Hidden Ace and Clockwork Insect Clash. Neither lists a reward for it.
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1
Untouchable: rally at the outpost
Go to the marker and walk into the large white tent. The whole part is the cutscene: the fortress in the sky cannot be reached with what the alliance has, and the orcs' help is needed to get the weapon that can.
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2
The Gate of War: the Gate of Peace
The Gate of Peace, the entrance to Gorthak, is under attack by clockwork insects (Game8: large insects). Help the orcs, or run past them (PowerPyx says they can be ignored), and get to the top of the big stone tower: Game8 climbs the outside with Axiom Force and Aerial Force Palm, PowerPyx takes the stairs inside. Up top, PowerPyx says to fit the Disruptor into the cog on the right of the machine and pull the central handle; Game8 describes the result as restoring the air defences. Then go down and speak with the Orc Captain on the wall, who sends you to the chief.
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3
Master of the Ironworks: find Valgash
Valgash, the orc chief, is at the marker in central Gorthak; insects and orcs are fighting along the way and can be ridden past. A cutscene plays when you reach him, then follow him downhill to the orcs' base (VULKK names it Zagran Tankworks) for a second cutscene.
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4
Hidden Ace: the A.T.A.G.
On a cliff above the base sits Valgash's secret weapon, the A.T.A.G., which PowerPyx describes as a walking fortress packed with explosives. Talk to Marek beside it (Game8 and VULKK name him; PowerPyx just says "the dwarf"). He explains the controls, rockets and gatling guns, and you climb on from behind like mounting a horse. Go down the hill to the left to the training ground and, per PowerPyx, destroy fifteen targets with whatever fire you like. Return to Marek, dismount for the conversation, then follow Valgash (PowerPyx: the artisan orc), who says there is a stronger weapon but it needs more power than they have. Pull the lever on the right of the gate and mount the A.T.A.G. behind it.
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5
Clockwork Insect Clash: clear Gorthak
Take the A.T.A.G. into the red-marked area and destroy the machines until the enemy counter on the left reads zero, which opens the way to the Power Plant. Game8's advice is to lean on the A.T.A.G.'s ranged attacks, repair it at the repair sites when it takes damage, and find a replacement pod if it is destroyed; PowerPyx says that once it is wrecked you simply finish the rest on foot. A cutscene closes the quest.
2. Greater Firepower
The ironworks is secure; now it needs power, and the moment the plant runs, the insects come for it. Game8 starts the quest at the Power Plant in Regent's Rise. The parts are Beating Heart, Invaders from the East, Frozen Hearted Predator and Lingering Shadow; Game8 lists no rewards for the quest, PowerPyx lists two at the very end.
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1
Beating Heart: start the Power Plant
On the ground floor of the big building is the plant's machine (PowerPyx: the Thermal Power Plant). PowerPyx's sequence: pull the handle on the left; aim the lantern at the cube with the circle marking at the bottom right and kick it to free a lever; pull that lever and hold it for a few seconds to light the gas. Valgash then learns more insect machines are coming; follow him to the wall.
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2
Defend the plant for three minutes
Game8 files the defence under Beating Heart and PowerPyx under Invaders from the East; the job is the same. Open the green-lit gate of the hangar next door with the lever on its right and take the A.T.A.G. inside. For 180 seconds, shoot the flying insects down before they crash into the Turbine, without hitting the reactor yourself. PowerPyx says destroying about half of them is enough and that a few reaching the turbine is survivable; the last wave brings larger balloons carrying mines, which a rocket takes out in one hit. If the generator goes down before the timer, the section restarts.
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3
Invaders from the East: two Sky Galleons
Two Sky Galleons approach. Jump down to the big gun below (Game8: Valgash's long-range artillery cannon; PowerPyx: a rail gun; VULKK: an anti-air cannon), take the wheel on its left side, aim and fire. Each galleon goes down to a single accurate shot, and something glowing red falls out of the second one's wreckage.
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4
Frozen Hearted Predator: Marni's Clockwork Mantis
Ride to the crash site in northern Gorthak; the cutscene puts you on foot whatever you arrived on. The thing that fell is Marni's Clockwork Mantis, a single-bar boss. Game8 says it has no defensive capabilities and folds to sustained attacks; PowerPyx calls it one of the easier bosses but warns that its yellow laser beams can kill in one hit, so dodge those in wide circles and punish the weaker melee combos from behind. VULKK says its ranged attacks are the real danger and need catching with Nature's Snare.
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5
Lingering Shadow: Valgash at Krall Foundry
Find Valgash at Krall Foundry, by his horse in front of a dark tent, and ride with him along the road and through another camp. The cutscene ends the chapter: the great cannon is spent from defending the ironworks, so it cannot be turned on the flying fortress, and the weapons, VULKK notes, trace back to Marni, whose intentions nobody can read. That points the story at Delesyia Castle and Chapter 11. PowerPyx lists an Abyss Artifact and the Leofric Musket (a ranged weapon) here; Game8 lists nothing.
3. Chapter 10 Completion
✅ Before Leaving Gorthak...
Cross-checked
Cross-checked on 21 September 2026 against Game8's walkthrough pages for Secret Weapon and Greater Firepower, PowerPyx's nine sub-quest pages for the chapter (Untouchable through Lingering Shadow) and VULKK's main-story guide, which agree on the two quests, the nine parts, the Gate of Peace, Valgash and Marek, the A.T.A.G., the plant defence, the two galleons and Marni's Clockwork Mantis. They differ on where things sit and what they are called: Game8 calls the starting outpost Musket First Outpost and PowerPyx and VULKK Fort Musket; Game8 puts the three-minute defence inside Beating Heart, PowerPyx inside Invaders from the East; the gun that downs the galleons is an artillery cannon on Game8, a rail gun on PowerPyx and an anti-air cannon on VULKK; the orcs' base is Zagran Tankworks only on VULKK; PowerPyx calls Marek "the dwarf". PowerPyx lists an Abyss Artifact and the Leofric Musket after Lingering Shadow; Game8 lists no rewards for either quest. Stefan Lanford's role and the Marni connection at the end come from VULKK alone. None of the sources describes a choice with consequences in this chapter. Not from a playthrough: nobody here has played it, and what the sources do not describe is not on this page.