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WALKTHROUGH: PART 11

Chapter 11: Truth and Reality

Delesyia Castle, Marni's three fortresses, Golden Star and the Flying Fortress Orbian

Chapter Overview

Where: Delesyia — Delesyia Castle in the east of the region, then Marni's manor and his three fortresses (Valvegard Garrison, Marni's Laboratorium, the Aeronautical Research Base), Marni's Hideout, Marni's Masterium, the Nest of Valor and the Flying Fortress Orbian.
Main quests: Brave New World, then Foreboding Shadow.
Watch for: Marni's Hideout holds three collectibles (a memory fragment, a blueprint and a book), and the lore there is missable. Dying during the fight at the top of Orbian sends you back to the start of the fortress to redo every step.

1. Brave New World

The chapter opens at Delesyia Castle, where everybody wears a Visione and behaves the same blank way. Kliff goes in to talk to whatever controls the flying fortress, is locked up for his trouble, and spends the rest of the quest following Marni's trail through memory puzzles and three fortified sites to reach the man himself. All of this is one quest with five objectives.

  • 1

    The City of Steel

    Equip the Visione helmet from your inventory — the guards at the gate only let you through while you wear it — and walk up through the garden into Delesyia Castle. A cutscene follows: an unnamed floating presence offers Kliff rest and then throws him in a dungeon. The captor is H.A.L.L. No fighting here and no reward.

  • 2

    Crossroads

    In the cell, pull the lever on the machine at the far end of the room to open its cover, put the Visione on and use the input device (the Visione Information Input Device). The puzzle is a clock: turn both hands at once until both lock into place — they glow blue together — and a memory plays. This is where Marni explains that H.A.L.L. is an AI. Leave through the wall that has opened while still in Visione mode, switch the Visione off to reveal the doorway beyond, and step into the Transporter. It takes you to the Eastern Hills, where Marni's manor stands.

  • 3

    Strange Manor

    Head east to the manor with a golden statue by its entrance and go in through the front door. Take the painting off the wall (use a lantern) to expose a second input device and solve a second clock puzzle the same way. From there the manor is walked by switching between Visione and normal view: some doorways exist only in one mode, some only in the other, and more Visione Input Devices are hidden behind bookshelves; turning the dial on the device reveals the hidden passages. The transporter is on the second floor and is the end of the objective. The next quest starts the moment you arrive.

  • 4

    Fortress Keys

    Three keys, three sites, any order — Valvegard Garrison first avoids backtracking. This is one of the longest and hardest quests in the game. At each site the key sits in a glowing crate or device marked with a purple icon on the minimap, and the fortress only counts as liberated once the enemy counter reaches zero and the boss is down.

    Valvegard Garrison (the westernmost, reached only by transporter through its blue barrier): the boss is Thunder Tank, an electric tank with one health bar. Keep your distance so it fires rockets and throw them back with Nature's Snare at Level 2 (Nature's Retribution); the fight takes about six to ten minutes that way.

    Marni's Laboratorium (the northernmost, transporter or on foot): the building is full of hostile machines and the key is inside. The boss is Dreadnought, a tall robot with more health than the standard kind whose one dangerous attack is a yellow laser from its eye: dodge around it in circles, and its melee is easy to avoid (it is well telegraphed and easy to parry).

    Aeronautical Research Base (the south-eastern site): the boss is Storm Crusher, a fire tank with one health bar, and the same rocket-return tactic works. The sources differ on whether you have to fight it: Game8 has you drop down while evading floating mines, keep out of Storm Crusher's arena and take the key from the machine beneath it; PowerPyx and VULKK have you defeat it.

    The quest itself gives nothing, but each of the three bosses drops one Artifact. The weak-spot mechanic on the tank bosses is reported as buggy: leave it alone.

  • 5

    Truth and Lies

    Back at a transporter — the Laboratorium's is a good one — slot all three keys into the top of the machine, pick Marni's Hideout as the destination and go. On arrival, press the button on the back of the big machine to move the story on. Before you leave, look around: there are a memory fragment, a blueprint and a book to find here, and the hideout's lore is the thing you can miss. The quest has no reward.

2. Foreboding Shadow

The quest picks up at Marni's Hideout with one more clock puzzle to unlock a Visione memory. What follows is the chapter's payoff: Orbian, the flying fortress, cannot be reached on foot, so Kliff needs a power core from Marni's mechanical dragon and a dragon of his own to get up there. It has three objectives.

  • 1

    Master of a Forgotten Land

    The core is inside Marni's Masterium, a mountain fortress, guarded by Golden Star, a big golden clockwork dragon that Marni built. It has one health bar; since patch 2.00.00 the fight is split into phases, each with its own attacks, and the tactics below come from walkthroughs written before that patch. The dragon stays put in a corner of the arena and its position decides what it does — rocks and fire from the front left, explosive drops marked orange on the floor from the back left, and on the right wall it leaves a claw exposed that takes far more melee damage while it breathes fire. Climbing the walls keeps you out of the fire, and small flying and walking robots that spawn die fast. The arena also supplies things to throw at it: Marni Disruptor Special Bullets, taken from the blue glowing generators once charged, which hurt it and fill its stagger meter quickly. Every attack except its tornado is a projectile, and reflecting its fire breath beats it. After enough damage it drops stunned for a short window. The reward for this part is Golden Fire. When the cutscene ends, approach Golden Star's Fragment and glide down to the body, where White Crow is waiting.

  • 2

    Whispers in the Wind

    One objective: go to the Nest of Valor, which the White Crow cutscene carries you to. This is where Blackstar becomes Kliff's own dragon — White Crow hands the mount over — and the objective completes when you jump off into the Abyss and land on its back. Blackstar is called afterwards from the character selection wheel (up on the d-pad), but not from anywhere: the call only works in the air, so jump from high ground and summon it while falling. Each flight lasts about 15 minutes before a 50-minute cooldown, and Calling Horns from Mission Dispatch reset that cooldown. The reward of the whole quest is Blackstar (Dragon Mount).

  • 3

    Flying Fortress Orbian

    Fly at Orbian and attack from the air first. The barrier comes down once you destroy the devices around it: Game8 counts six Rings and VULKK six cores that take three fireballs each; PowerPyx counts five yellow cores that only take damage while glowing yellow inside the red laser zones. Then land and get inside. The way in is to Stab a round pillar so the sword works as a lever, turn it until the ceiling grate lines up with an open passage, and go up with three mid-air Force Palms. Inside, the job is to destroy the glass cores — the Glass Barrier Devices — by stabbing them: pierce green glass barriers with Stab, clear each floor and climb the exterior cables to the roof, where stabbing the green glass device on top opens the northern gate; drop onto it, follow the round corridor, and rotate through the metal gate with the green cog icon by hanging off-centre and using Focused Force Palm. Charged Shot deals with the turrets and drones along the way.

    The boss in the central chamber is H.A.L.L., the fortress core: a golden eye with one health bar. It only attacks with projectiles. Use Force Palm on the rotating walls and the bow with Charged Shot; a full stun bar shuts it down long enough for each charged shot to take roughly a quarter of its health. Its lasers can be blocked and thrown back with Nature's Snare in Focus mode, and latching on with Axiom Force and using Force Current gives an instant stun. Do not die here: you respawn at the start of the fortress and redo everything. The fortress is destroyed when H.A.L.L. falls — it explodes with Kliff escaping on Blackstar — and Chapter 12 begins.

3. Chapter 11 Completion

✅ Before Leaving Delesyia...

Cross-checked

Cross-checked on 21 September 2026 against the guides of Game8, PowerPyx and VULKK, and re-checked on 26 September 2026 against those of Vandal and GameSpot, and on 8 October 2026 against Pearl Abyss's patch notes for 2.00.00. None of them gives recommended levels or enemy stats, so this page has none. Not from a playthrough: nobody here has played it, and what the sources do not describe is not on this page.

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