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WALKTHROUGH: PART 12

Chapter 12: The Abyss

Fort Musket, then the Abyss: Caliburn, Myurdin and Umbra

Chapter Overview

Where: Fort Musket's Outpost and Fort Musket (in the Demeniss region), then the Abyss: Crow's Nest, Monolith Crown, Crescent Skybridge and Dimensional Bonds.
Main quests: The Final Battle, then The Void. Journey's End is also listed under this chapter; it is the post-credits quest and has its own page, the Epilogue.
Watch for: Once you push past The Final Battle, Damiane and Oongka cannot be played or summoned until the chapter is done. Keep a manual save before the gate to Caliburn's arena, and do not pick "Give Up" or close the game during the Myurdin fight, because you respawn far away and the gate to Caliburn cannot be entered again.

1. The Final Battle

Kliff returns to Fort Musket's Outpost to plan the assault on Fort Musket with Stefan Lanford, Drake Wells and Barden Middler. The quest is the assault itself: clear the guns, join the ceremony, break the rear gate and chase Caliburn to the top. It runs over five objectives, also listed as four missions (Precise Execution, Deferred Advance, Departure of the Brave and Forbidden Gate).

  • 1

    Precise Execution

    Report to Fort Musket's Outpost and talk to Stefan Lanford, Drake Wells and Barden Middler about what comes next. It is dialogue and cutscene only — the marker is up the wall from where you spawn, and reaching Stefan starts the next objective automatically.

  • 2

    Deferred Advance

    Three large cannons sit on the battlefield; destroy them from Blackstar's back. The sources disagree on the order: Game8 says start from the left or right end rather than the middle, where all three can reach you; PowerPyx says take out the blimps first because their homing missiles do the most damage, then the right cannon (the most aggressive, attackable from low behind the mountain), the middle one (drop to the ground to recover stamina between passes), and the left one last as the easiest; VULKK prioritises the middle weapon and the airships around it. The constraint that matters: the dragon has its own purple health bar, the quest fails if it drops to about five per cent, and you cannot dismount or fly off without failing.

  • 3

    Departure of the Brave

    Go to the outpost courtyard where the soldiers are gathering and let Stefan Lanford finish addressing them. After the scene, climb the stairs and join your comrades — the Greymanes — on the hilltop and wait for the signal to attack.

  • 4

    Breach the Rear Gate

    Down on the battlefield, fight through to the rear gate of Fort Musket. The enemy who holds it is the Righteous Inquisitors Commander, a large shielded enemy among smaller human fighters: ignore the rest and focus on him, interrupting his attacks with well-timed shield parries and landing combos — it takes about ten full combos, so bring around twenty Grilled Meat. Beating him opens the gate.

  • 5

    Pursue Caliburn

    Inside the castle, head for the highest open area, the peak of Fort Musket. No fighting is required on the way — run past the enemies to the marker. The cutscene there is the chapter's turn: Damiane joins the confrontation and Caliburn knocks her out, then flees into the Final Abyss, which starts The Void. The quest gives no reward.

2. The Void

The last quest before the credits takes place entirely in the Abyss. It has two parts, A Shadow in the Void (reach Dimensional Bonds and defeat Caliburn) and Blinding Darkness (Myurdin, then Umbra). Game8 lists Twisted Verdict and Falling Palm as the rewards; PowerPyx lists only Twisted Verdict, a two-handed sword, for A Shadow in the Void and nothing for Blinding Darkness.

Before the gate

Preparation for the Caliburn arena: a manual save, more than 200 Grilled Meat, at least five Palmer Pills for revives, gear refined as far as you can take it and the health stat at level 10 or higher. Add fire-resistant armour and food for the Myurdin arena, which is a high-temperature one.

  • 1

    Head to the Abyss

    Caliburn is in Dimensional Bonds, and getting there means working the Abyss gates. The sequence runs Crescent Skybridge to Crow's Nest, Crow's Nest to Monolith Crown, Monolith Crown back to Crescent Skybridge, and Crescent Skybridge to Dimensional Bonds. In more detail: reach Crow's Nest through the Triangle Ring on the sky map, take the skybridge to Monolith Crown, cross the wind turbines with three mid-air Force Palms and a glide, activate the fast-travel point and save, then drop to the small floating island at the back left and use Axiom Force on the glowing ring to start the puzzle. The solution is up, up, up (letting the lasers fall each time), left, left, up quickly without letting them fall, then up; a jumping Force Palm on the floor cog afterwards completes the repair. From there the open skybridge leads to Crescent Skybridge, the northern skybridge at its east end now works, and the Abyss Gate beyond it lands you in Dimensional Bonds. Put more loosely: at least one of the three Abyss puzzle chains has to be finished before the final area opens.

  • 2

    Pursue Caliburn

    In Dimensional Bonds, glide across the platforms and hit the cog on the wall with Force Palm to activate the switch that unlocks the teleporter to Caliburn. The big front gate is the arena entrance — save before you touch it.

  • 3

    Defeat Caliburn

    He is Corrupted Caliburn here, and exceptionally difficult. He has three phases: in the first he is easily interrupted, so keep throwing skills at him to end it fast; in the second he takes to the air again and again and gets more agile, so wait for openings; in the third his attacks hit harder but wind up longer, so punish him before and after each one. He has three health bars, and his tools are sword slashes, bow attacks from the air, explosive drops, and shadow copies that slash and stab. Dodge behind him whenever he stands still, land a heavy combo followed by light attacks, and repeat. His direct attacks can be parried.

  • 4

    Chase the Unknown

    Myurdin ends the Caliburn fight in a cutscene. When it is over, go through the portal.

  • 5

    Defeat Myurdin

    This opponent is the Avatar of Umbra — the god possessing Myurdin — and a huge jump in difficulty, borrowing attacks from earlier bosses and able to kill in one hit more than one way. Game8 counts three phases, VULKK two. The arena is hot: bring fire resistance and keep off the burning stones on the floor. Dodge rather than parry — go behind him, let him miss, land a combo, repeat — and answer his red laser barrage with Nature's Snare at Level 2 (Nature's Retribution), expecting a jump attack two or three seconds after the lasers stop. He can vanish and reappear elsewhere in the arena; the red marker on the minimap shows where. Whatever happens, do not choose "Give Up" and do not close the game: that spawns you far away and the gate to Caliburn cannot be entered again.

  • 6

    Defeat Umbra

    The last phase is on Blackstar against Umbra's true form, a flying angel with two attacks, thrown rocks and lasers. Stay at a distance where your fireballs land without the shockwave knocking you back, weave left and right through the lasers, and hit the central eye until the yellow stun bar fills. Then dismount, glide to the eye — stamina is unlimited for this glide — air-dash in and use Force Palm on the core. Game8 and VULKK say two rounds of this finish it; PowerPyx says two or three. Its health does not reset if you die, and you never have to refight Myurdin; the pause menu also offers a quick reset in this phase that keeps the damage you have dealt, which makes it nearly impossible to lose. Then the credits roll. Kliff comes down in a foggy place and Oongka finds him, with Blackstar helping them out; what comes after is on the Epilogue page.

3. Chapter 12 Completion

✅ Before Leaving the Abyss...

Cross-checked

Cross-checked on 21 September 2026 against the guides of Game8, PowerPyx and VULKK. 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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