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There are over 100 Factions in Crimson Desert. See a list of Factions and their types here!
List of Contents
| Faction | Region | Details | Type |
|---|---|---|---|
Aeserion, the Great Serpent |
Pywel | A colossal serpent revered as the god of wisdom. It sought to restore balance to the world but was sealed away by the Ancients. When a rift formed in the Abyss, it awakened once more. Its power is now being suppressed by wicked forces that fear its wisdom and strength. | |
Antumbra Order |
Pywel | A dark religion that profanes light and life. Its followers believe in a wicked faith that worships darkness through human sacrifice. With sanctuaries scattered across Pywel, their influence runs deep. They believe Pywel is rife with discrimination and imbalance, and that only darkness can bring true equality and freedom. | |
Arcosa Tribe |
Crimson Desert | A tribe that lives in the most prosperous village in the Crimson Desert. They live in Arcosa, a town overflowing with water and resources. However, they are constantly attacked by bandits who covet it. For defense, they built four watchtowers around the town. Because it is close to Demeniss, trade is active. | |
Bastier’s Inquisitors |
Demeniss | Also known as the Righteous Inquisitors. The Righteous Tribunal was originally an inspection body meant to prevent corruption within the kingdom, but it has now degenerated into a faction loyal to Bastier. If Chelcia, who founded the Tribunal, could see what it has become today, she would have condemned them as evil for wielding power and persecuting the people. | |
Beggar’s Alliance |
Hernand | A group of vagrants in Hernand. The many troubles afflicting Hernand have driven countless people into the streets, where wanderers and refugees have formed a fragile community. Though often exposed to the temptation of crime, they are desperate individuals struggling to survive by helping one another. | |
Beighen Tribe |
Pailune | A tribe at the southeastern edge of Pailune. They live near the border with Demeniss, but the Kingshield Mountains make direct contact with the outside world difficult. Thanks to that isolation, their culture and traditions of serving ancestral spirits remain deep-rooted, and even now they pour great care into preparing ritual foods. | |
Black Bears |
Pailune | A faction led by the formidable Myurdin. Once counted among Pailune's strongest fighting forces alongside the Greymanes, they never came close to Greymane's character or valor. In the end, they cowardly murdered Jian, leader of Pailune, shattered the Greymanes, and brought back an age of violence and savagery. | |
Bleed Bandits |
Hernand | An armed faction that has plunged Hernand into fear. Their influence spread all across Hernand with alarming speed. A powerful and shadowy force supports their rapid rise, making their activities difficult to suppress. They addict people to Dreamer's Bliss, a drug that induces harrowing nightmares, and enslave them in the process. | |
| Blue Fangs | Pailune | A resistance force also known as the Beighen Militia. Even after Jian's death and the disappearance of the Greymanes who once safeguarded Pailune, the people did not simply surrender. They fell back to the southern village of Beighen, hid among the villagers, and resisted the Black Bears' and Jackals' brutal rule. | |
Bursada Ruins Research Team |
Crimson Desert | A group investigating ruins in the rainforest. The artifacts there have a primitive yet exotic style and are traded for high prices among the upper class. Countless bandit gangs, drawn by rumor, are watching for a chance to plunder. | |
| Cassius Morten | Hernand | The faction of Calphade's fallen hero, Cassius Morten. They are loyal to Cassius Morten, who was once radiant as sunlight glinting off armor. War after war wore down "Silver Armor," and disloyal whispers drifted in from foreign lands to reach his ears. Now they follow their captain into the final battle. | |
Church of Solumen |
Pywel | A religion of Pywel that worships Solumen, the god of light. It holds the strongest influence in southern Pywel. Although its teachings recount the many miracles performed by Solumen, praying for miracles is considered taboo. They believe that living in accordance with the divine order established by Solumen is the true path of life. | |
Cogknights |
Delesyia | A faction that displays the destructive power of Delesyia's technology. When technology is researched and machines are built, there must also be those who mobilize them and take them to the battlefield. The Cogknights deploy Marni's war engines tactically and ensure they efficiently annihilate the enemy. | |
| Crow Brothers | Pailune | Followers of Draven, the Crowcaller. They learn the techniques of slaughter from Draven, receive a portion of his authority, and wield wicked sorcery. They resemble Draven not only in their combat style and attire, but also in how they constantly crave their master's affection and recognition. | |
Dancing Catfish Pirates |
Hernand | A ruthless pirate crew led by Sir Catfish. They revere Sir Catfish, born from human experimentation, with near-fanatical devotion. Roaming the seas in pursuit of slaughter and plunder, they have left wrecked ships and countless victims along nearly every coastline of Pywel, from Delesyia to Hernand. | |
Delesyia National Institute |
Delesyia | An academic institution devoted to mechanical engineering. They follow and study Marni's technology, but no one has the talent to fully understand his advanced knowledge, so progress is slow. Marni's genius was simply too far ahead for others to match. Because of this, some have cautiously begun proposing research that does not rely only on his achievements. | |
Delesyian Aerial Force |
Delesyia | An organization created to conquer the skies of Delesyia. Marni sought to imitate everything found in nature, and the sky was no exception. The airships that rose into the heavens inspired awe, but as Gorthak and Dewhaven noticed them turning into weapons, fear began to take root. | |
| Dusksong | Crimson Desert | Bandits formed of musket deserters. Trained as professional soldiers, they possess formidable martial strength. Though few in number, they wield weapons stolen from the army to devastating effect. It is believed they deserted after committing crimes. | |
| Fundamentalist Goblins | Hernand | A band of goblin scholars scarcely different from common thieves. Though they see themselves as passionate seekers of knowledge, they pursue research without restraint, committing inhumane acts if it serves their goals. Established institutes condemn their brutal deeds and refuse to recognize them as true scholars. | |
Gearmelt Confectionery |
Delesyia | A group that ensures happiness at Pywel's tables. They have the capacity to mass-produce chocolate. Even the Jara, who are skeptical about adopting Delesyia's machines, eagerly import their chocolate. Numerous bandits are after them, but it is unclear whether they want the chocolate or the money. | |
Giant Yard’s Research Group |
Crimson Desert | An organization that studies the ecology of the Crimson Desert. Because of its unique climate, the Crimson Desert is home to distinctive plants and animals within Pywel. Recently, they have been investigating a mysterious red tree discovered in the southeastern rainforest. | |
Goldenscale Bandits |
Crimson Desert | Bandits that ride giant iguanas. They are centered around dwarves clad in distinctive full-body armor that protects them from head to toe. Mounted on iguanas, they move swiftly and sustain themselves by raiding trade goods from cities and villages. Other bandit groups dismiss them as mere petty thieves. | |
Goldleaf Merchant Guild |
Hernand | The largest merchant guild in Hernand, run by goblins. Their influence stretches beyond Hernand across all of Pywel. If a deal is profitable, they prioritize gain over questions of right and wrong. Widely seen as the embodiment of goblin materialism, they are also rumored to be rife with fierce internal power struggles. | |
Greymanes |
Hernand | Warriors who safeguard Pailune. People of diverse backgrounds and abilities have gathered as if by fate, taking on dangerous tasks others dare not accept. Though their foremost mission is to protect Pailune's peace, they extend a helping hand to anyone in need, and their renown now spreads across all of Pywel. | |
Hernandian Parish of Solumen |
Pywel | The Hernand parish of the Solumen Order. Though Hernand and Demeniss share an uneasy history, faith in Solumen serves as common ground between them. To prevent religion from being used as a political weapon, an independent Hernand parish was established, and the Demeniss Cathedral tacitly permitted it. | |
| Hornsplitter’s Guards | Hernand | The personal guard of Kailok the Hornsplitter, leader of the Goldleaf Merchant Guild. Comprised solely of his most trusted elite, they handle all but his most crucial dealings, as Kailok personally oversees only the gravest transactions. They are prepared to pay any price to protect his interests. | |
House Alfonso |
Hernand | The baronial house of Hernand. Renowned as a prestigious lineage of spearmasters, they preserve a family manual said to compile techniques refined by successive heads of the house. As external threats against Hernand intensify, they now hold martial tournaments more frequently and actively sponsor those skilled in arms. | |
House Azerian |
Demeniss | The count's house of Demeniss. A distinguished noble house that represents the Kingdom of Demeniss, they have always devoted themselves to the kingdom's people. When Caliburn and Bastier began gathering power through unjust means, the house opposed them both in secret and in the open, leading the fight for Demeniss's future. | |
House Byron |
Demeniss | The count's house of Demeniss. Their influence extends as far as Pailune, and they are said to have every bit of news beyond Demeniss in the palm of their hand. Bastier even calls their intelligence network the "Eyes of Demeniss." Rumors persist that this same network ile funnels vast sums of money out of Demeniss, though the purpose remains unclear. | |
House Celeste |
Hernand | The ducal house that governs Hernand. Distant descendants of the wandering knight Canta, they bear the heavy responsibility of defending the duchy and protecting its people. As multiple factions rise to threaten Hernand, they are now being tested to see whether they can truly uphold that duty. | |
House Elemore |
Demeniss | The count's house of Demeniss. They have accumulated immense wealth over many long years and have long wielded major influence in Demeniss high society. They have maintained a long-standing friendship with House Azerian, so they naturally keep their distance from Caliburn, who stands in opposition to Azerian, and many view this with concern. | |
House Felix |
Hernand | The count's house of Hernand. Often overshadowed by House Roberts in wealth and scale, and by House Serkis in reputation, they are seen as lagging behind other noble families. Nevertheless, through their mapmaking workshop and bookbinding house, they strive to lead a new intellectual movement within Hernand. | |
House Grace |
Hernand | The count's house of Hernand. A venerable family of southern Hernand, they are known for their keen interest in technology and their generous support of the Emberwind Workshop's hot-cloudcarts. Thanks to the fertile lands under their care, their people live in prosperity. However, persistent rumors surrounding the count's private life have begun to tarnish the family's reputation. | |
House Lanford |
Hernand | The marquis' house of Calphade. For generations, they have overseen the defense and governance of the Calphade region bordering Pailune on behalf of the Duchy of Hernand. Their unyielding conviction and courage earned them the title "Unyielding Shield," a name that has come to represent not only the family but Calphade as a whole. | |
House Marshell |
Demeniss | The count's house of Demeniss. They are known as Grand General Bastier's most active patron, infamous enough to be called his "Black Strongbox." Their influence in domestic affairs runs deep, and they miss nothing, from court intrigues to minor border incidents, as they reach into politics across the entire kingdom. | |
House Roberts |
Hernand | The count's house of Hernand. A long-established merchant family, they rank among the wealthiest in Hernand. They mingle with high-ranking nobles and figures in the arts, hosting lavish banquets. Yet due to a subtle rivalry with House Felix, invitations are never extended to that family. | |
House Serkis |
Hernand | The marquis' house of Hernand. Since the founding of Hernand, they have served as the right hand of House Celeste, managing internal affairs while Celeste focused on diplomacy. Amid relentless threats against Hernand, they devote themselves to safeguarding and reassuring its people. | |
House Thorel |
Demeniss | The ruling family of the Kingdom of Demeniss. After the current king, Edward Thorel, fell unconscious, the heirless House Thorel has been helplessly losing real power to various factions. Each morning, the king's servants announce that he is still alive, but their words do nothing to calm the bloodwind sweeping through Demeniss. | |
House Wells |
Demeniss | The ducal house that governs southern Demeniss. A house that swears loyalty to the Royal House Thorel, they openly oppose Caliburn and Bastier, who seized Demeniss by force. They possess both the power and the cause to ignite a civil war at any moment, so Bastier pressured Wells by every means available, even resorting to the most underhanded tactics. | |
Ironflame Orcs |
Delesyia | A faction gathered around Pywel's finest Ironworks. Led by Valgash, they are the most powerful force in Gorthak. They use the excellent steel produced here as-is to craft a wide range of goods. Mechanical engineering is especially advanced, and they also lead the way in developing weapons that use that technology. | |
Ironwheel of Dewhaven |
Delesyia | A massive production workshop located in Dewhaven. It serves as one of the three pillars that make up Delesyia. Unlike Marni, who dreams of a society centered on machines, they insist machines must exist only to assist humans. They conduct research on a variety of everyday machines. | |
Jijeong School |
Pywel | A secretive religion from the East. The Chief Monk who leads Jijeong Temple is said to have crossed over from the eastern continent to spread its teachings. It imparts spiritual guidance through sermons and physical discipline through martial arts. The temple is open to all, but most who enter eventually give up and return home. | |
Kharonso Troll Alliance |
Hernand | A troll village hidden behind the southwestern mountain range of Hernand. Though wary of outsiders, they do not turn away the kind-hearted, and a few non-trolls reside among them. Deeply devoted to tradition and strongly conservative in spirit, they frequently clash with Scholastone, which pursues knowledge and progress. | |
Knytlingar Clan |
Pailune | A tribe north of Pailune. Though their history is long, their standing is no longer what it once was, and they lacked even the strength to resist the Jackals' and Black Bears' tyranny. The invaders mocked Chief Olvald as he knelt in the mud, but his people wept for the leader who lowered even his pride for their sake. | |
| Lonely Jackals | Pailune | A faction led by Ludvig. They once lived in Pailune alongside the Greymanes, but when the Black Bears drove Greymane out, they revealed their true intentions. As if they had been waiting, they swore loyalty to the Black Bears, were promised control of the capital of Pailune, and ruthlessly oppressed its people. | |
Longleaf Tribe |
Pailune | A tribe of the Wayward Woods northwest of Pailune. They have the unusual custom of building dwellings in the trees. They are not completely cut off from other tribes, but they are especially hostile to outsiders and prefer to live quietly hidden above. The great lanterns hung in each village to drive back the darkness are said to be sacred. | |
Lords of Unclaimed Lands |
Crimson Desert | Unclaimed lands across the vast desert. The Crimson Desert is not a unified nation, unlike Hernand or Demeniss, and no one can rightfully claim the entire region as their territory. Many live outside the bounds of any major faction, carving out their own lives upon the harsh sands. | |
Marni |
Delesyia | A genius engineer who leads the city of Delesyia. Marni, said to be from an exiled noble house, opened a new era for Delesyia. He creates machines that make people's live more convenient, turning his ideal of building a paradise through technology into reality. | |
Marni’s Tinkertons |
Delesyia | The residents of Tinkerton and Timberton. Proud of their city of technology, they grandly named their community gathering the "Zenith Society," but they leisurely admire the night sky instead of conducting significant research. Accustomed to lives supported by machines, they smile brightly and offer constant gratitude to Marni. | |
Mistwood Hunters |
Pailune | Poachers who tear through the Wayward Woods in pursuit of woodland spirits. With few people ever setting foot there, the Wayward Woods' Woodland Spirits became objects of curiosity. The Mistwood Hunters turn that curiosity into coin, hunting anything that moves and throwing the forest's order into chaos. | |
Muiquun Outlaws |
Crimson Desert | The exiled, the infamous, and the outcasts of the world have all drifted to the desert, banding together to form a faction. Yet here, there's no true sense of belonging. In Muiquun, your past and your name hold no weight. The strength to survive is the only law. | |
Pailune Militia |
Pailune | The capital of Pailune and the tribes that surround it. Once branded barbarians, the northerners united under Jian's rule and achieved unprecedented prosperity, but the peace did not last. After Jian died in a Black Bear raid and the Greymanes collapsed, the Jackals' tyranny and persecution began. | |
Pororin Forest Guardians |
Hernand | A village hidden deep within the forest, shielded from prying eyes. The shais and the Fadus live there in happiness among flowers that bloom throughout the year, yet sorrow marks its past. After a scholar, driven by greed upon hearing rumors of the village's mystery, attempted to abduct a shai, its people sealed their gates and closed themselves off from the outside world. | |
Redfox Merchants |
Delesyia | A merchant company active in Delesyia. They broker trade by relaying resources from other regions and Delesyia's many manufactured goods. Because Delesyia's people can obtain high-quality products thanks to this, they are grateful. | |
Redwind Merchant Guild |
Crimson Desert | A trade company active in the Crimson Desert. They mainly trade exotic goods from Varnia via the Saltroad. They are especially famous for handling rare treasures. They are highly regarded among other trade companies' merchants and the upper class. | |
| Reed Devil | Hernand | The faction of the Demon of the Reed Fields. Those untouched by the suffering of illness may look on it with contempt, but to the patients of Sunset Valley, it is a symbol of hope. The Reed Field's foul-smelling minions do not fall, no matter how often they are stabbed or cut, because they are evil spirits inhabiting scarecrow bodies. | |
Sage of the Desert |
Crimson Desert | A sage who preaches in the barren desert. One day, a goblin appeared and proclaimed his enlightenment, moving countless pilgrims. Some also approached with their eyes blinded by treasure, but after receiving a harsh awakening from the goblin sage, they came to realize that base desires are meaningless. | |
Sandfang Marauders |
Crimson Desert | Bandits that occupy the widest territory. Every denizen of the Crimson Desert is familiar with the Sandfang Bandits' infamy. They are organized around goblins who tame and ride ferocious wolves. Their goal is to unite the Crimson Desert and build a kingdom of their own. | |
Savage Fangs |
Crimson Desert | A nomadic band that roams the Crimson Desert, preying on travelers. Because they must water the boars they ride, they claim a vast territory that includes wetlands as their base. Many hail from Kharonso, a village known for its peaceful trolls, and were once mocked by other bandit groups, but their ranks are rapidly growing. | |
Scholastone Institute |
Hernand | An academic institution founded by troll scholars. Dedicated to studying knowledge of all things in the world, it has recently intensified its research into the Abyss, focusing on uncovering and interpreting ancient lore. While most of its members are trolls, it welcomes anyone with true scholarly curiosity, regardless of race. | |
Silvermoon Trade Collective |
Demeniss | A merchant collective active throughout Demeniss. They rival the Goldleaf Merchant Guild in both scale and wealth, yet unlike that purely profit-driven faction, the Silvermoon Trade Collective values trust and relationships above all. The leader is known as the "merchant lord." | |
Skoghorn Tribe |
Pailune | A tribe of Pailune's rugged western mountain range. One of the most barren and isolated regions in Pailune, they worship the mountain spirit of the snowy peaks. In the past, a custom once held that after the first crops sprouted through the heavy snows, when the first child born that year reached five, the child was offered as a sacrifice to the mountain spirit. | |
Society of Progress |
Delesyia | The academy that leads Delesyia's mechanization. Marni dreamed of a world where machines would replace all human labor. Such radical ideas were not easily accepted in Dewhaven and Gorthak. Marni founded a society of his own and pushed it to pursue every line of research he wanted. | |
| Southern Bandits | Hernand | Bandits who threaten the southern reaches of Pywel. They mainly target merchants and travelers, ambushing and plundering them. They lack the notoriety of groups like the Bleed Bandits or the Fundamentalist Goblins, but they are a vicious rabble that further shakes Hernand's crumbling peace. | |
St. Halssius’s House of Healing |
Hernand | A House of Healing once dedicated to treating mental illness. With access strictly controlled and even family visits denied, it resembles a detention center more than a place of healing. In truth, it now confines more so-called "ideologically impure" individuals brought from places like Demeniss than genuine patients, and it no longer practices proper medicine. | |
Stjar Clan |
Pailune | A tribe north of Pailune. They live as one people divided by a river into two villages: Totemfelt and Skallcove. Though bound as a single tribe, their cultures differ. Totemfelt carves wooden totems honoring ancestors and forest spirits, while Skallcove offers rites to the lightning god of Windsong Mountain. | |
Tariv Sorcerers |
Demeniss | The sorcerers' gathering of Tariv. They take in even those burdened with unwanted magical talent, guiding them to avoid the darkness and wield their power rightly. The villagers revere the great Guardian Tree, and when children come of age, they swear before it to protect their home. | |
The Faceless |
Crimson Desert | Bandits that place faith in themselves rather than in any god. They are distinguished by their flamboyant martial robes and masks. Claiming to save and liberate people, they cannot explain from what or how such salvation is achieved. To others, they are nothing more than criminals who live by plunder. | |
The Helms |
Crimson Desert | The most vicious tribe in the Crimson Desert. The entire tribe operates as a single bandit gang. Unlike other bandits, who mainly operate in the desert, they use their numbers to attack even Demeniss and Delesyia. Using the supplies and technology they have stolen, they are building massive war machines. | |
The Wyvernflames |
Delesyia | An unidentified group that has seized Windridge Fortress. They are lawless outsiders who suddenly appeared in Dewhaven one day. They wear clothing from distant foreign lands, and they massacre residents or enslave them. They command several wyverns, and their numbers are threatening enough to bring down any fortress. | |
Tommaso |
Crimson Desert | A village that believes fists are closer than the law. Those without money risk their lives by challenging the Bonepit for the betting pot, while those with money exploit them. The prized Desert Melon is a local specialty that brings in enormous profits through trade, but it all ends up in the pockets of those in power. | |
Urdavah |
Crimson Desert | A village that serves as a gateway along the pilgrimage route. It formed around the Great Gate of Urdavah that leads to Varnia. Dead dragons were revered as sacred, believed to become stars that foretell what lies ahead. People studied the night sky every evening to understand those dragons' teachings, and that led to the development of astrology. | |
Varnia |
Crimson Desert | A holy city in the northern Crimson Desert. They worship Atima, not Solumen, and since ancient times, it has been a home to religious devotees seeking spiritual growth and closeness to the divine. Every day, pilgrims and merchants head toward Varnia, and its fame continues to grow as a city of religion and trade. | |
Vellua Fishermen’s Guild |
Hernand | A seaside village in southern Hernand. Thanks to bountiful waters teeming with fish, fishermen have long flocked here, keeping the town vibrant and full of life. However, that same abundance made it a frequent target for pirate raids, to the point where rebuilding has become a part of daily life. Now, the residents simply long for a humble and peaceful existence. | |
Whitesand Retreat |
Crimson Desert | A prayer hall standing at the center of the holy city of Varnia. It is a place where high-ranking believers can freely engage in philosophical debate. They constantly explore doctrines that conflict with their religion. They treat those with insufficient faith rather strictly. | |
Wolf Trackers |
Hernand | A roaming band that scours Pywel in search of prey. They are not hunters who give thanks to nature, but butchers addicted to the thrill of slaughter. They roam in search of ever more stimulating quarry, and recently they have been tearing across Pywel to track down the whereabouts of the wolf spoken of like a legend. |

When playing as any of the main characters, you will encounter factions that are at least neutral or friendly and open to interaction. Others are openly hostile and use force.
At the start of the story, the main protagonist faction is the Greymanes, who immediately fight against the invading Black Bears.

Across Pywel, different countries and regions are typically ruled by a primary faction. These factions are often challenged by rogue groups that are giving them grievances.
Some factions are in active conflict with one another. For example, House Celeste in driving back the Wolf Trackers around Hernand. On occasion, you can help them.
| These are the most influential houses and institutes in the region. More often than not, they hold key political positions in their respective regions and have access to resources not easily attained by a commoner. | |
| Some factions are counted as lower houses under a core faction, while others are independent factions that have little to no influence in comparison to other factions. | |
| These factions are usually made up of bandits and criminals, whether organized or not, whose sole purpose is to pillage and plunder locals. These factions will attack you on sight. | |
| These are religious orders that maintain an air of control and influence over a specific region by way of spreading their beliefs. |
List of Faction Quests (Side Quests)

| Crimson Desert Wiki Contents | |
|---|---|
Walkthrough |
Faction Quests (Side Quests) |
Weapons |
Characters |
Bosses |
News and Game Info |
Interactive Map
|
List of Abyss Gear |
Armor |
Accessories |
Items |
Gatherables |
Challenges |
Skills |
Food |
Dyes |
Collectibles |
Elixirs |
Tools |
Mounts |
Crafting Manuals |
Puzzles |
Pets |
Factions |
List of All Factions

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