Where: Delesyia. The outpost at Fort Musket, 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. Stefan Lanford asks 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. The quest has five parts: Untouchable, The Gate of War, Master of the Ironworks, Hidden Ace and Clockwork Insect Clash. No reward is listed 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. Help the orcs, or run past them (they can be ignored), and get to the top of the big stone tower: either climb the outside with Axiom Force and Aerial Force Palm or take the stairs inside. Up top, fit the Disruptor into the cog on the right of the machine and pull the central handle to restore 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, 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., a walking fortress packed with explosives. Talk to Marek beside it. 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 destroy fifteen targets with whatever fire you like. Return to Marek, dismount for the conversation, then follow Valgash, 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. Lean on the A.T.A.G.'s ranged attacks and repair it at the repair sites when it takes damage. If it is destroyed, Game8 says to find a replacement pod; PowerPyx says 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. The quest starts 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. The 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
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. Destroying about half of them is enough, and 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 Valgash's big gun below, 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. It is one of the easier bosses, with no defensive capabilities, and folds to sustained attacks. Its ranged attacks are the real danger: its yellow laser beams can kill in one hit, so dodge those in wide circles or catch them with Nature's Snare, and punish the weaker melee combos from behind.
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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 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 the guides of Game8, PowerPyx and VULKK. 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.