guides Crimson Desert

How to Unlock Oongka in Crimson Desert — Chapter 7 Guide & Best Builds

Oongka joins after the Chapter 7 main story, but he arrives with an empty skill tree of his own. Here are the exact unlock conditions, the switch restrictions, and four builds named after the skill lines the Game8 database actually documents.

Oongka character portrait in Crimson Desert showing Orc Blaster and Greataxe weapons

Oongka is the second playable character in Crimson Desert, an orc companion who joins Kliff’s journey after the Chapter 7 main story. Unlike Kliff’s versatile toolkit, Oongka specializes in heavy weapons and explosive firepower. This guide details the exact unlock conditions, the quest sequence that triggers his recruitment, and four optimized builds with verified weapon combinations and skill upgrade priorities.


Table of Contents

  1. Preparation for Unlocking Oongka
  2. Core Walkthrough: Chapter 7 “Twisted Fate” and Ashclaw Keep
  3. Important Notes: Companion System Limitations
  4. Best Builds and Skill Priority

Preparation for Unlocking Oongka

Main Story Progress Requirement

Oongka is not available from the start of the game. He is unlocked through natural story progression and cannot be accessed earlier through exploits or alternate routes.

  • Required Chapter: Chapter 7
  • Quest Name: “Twisted Fate”
  • Location: Ashclaw Keep (Hernand region)
  • Story Context: Kliff’s encounter with the sorcerer Myurdin

Before reaching Chapter 7, focus on the following:

  • Complete main story missions through Chapter 6
  • Raise Kliff’s Health and Stamina lines with Abyss Artifacts (there is no XP or character level in this game — see the early Artifact guide)
  • Refine your weapon and armor at the smithy instead of grinding for levels

The Ashclaw Keep boss fight that triggers Oongka’s unlock is a significant difficulty spike. Entering with insufficient preparation can result in repeated defeats.

  • Recommended Kliff Health tiers: mid-line, not maxed — Health runs to 18 Abyss Artifacts, and you will not have that many this early
  • Armor: whatever the main route has refined for you so far; a refinement level beats an item name here
  • Weapon: push your main hand through refinement rather than chasing a specific “+3”
  • Consumables: carry healing and any elemental imbue you have unlocked for the Myurdin encounter

[Unverified — armor tier names and consumable counts circulating in early guides could not be confirmed against a database. The preparation rule that survives contact with the mechanics is: Artifacts into Health and Stamina, ore into refinement.]

The boss fight mechanics include:

  • Area-of-effect (AOE) spells
  • Summoned minions
  • Periodic phase transitions

Having a reliable health pool and damage output is essential before triggering this fight. Oongka=image

Core Walkthrough: Chapter 7 “Twisted Fate” and Ashclaw Keep

Step 1: Start Chapter 7 “Twisted Fate”

Chapter 7 begins after completing all Chapter 6 objectives. The quest marker directs you to Ashclaw Keep, a fortress located in the southern Hernand region.

  • Map Location: Southern Hernand, coordinates vary by playthrough
  • Quest Giver: Automatic start via main story progression
  • Objective: Confront Myurdin at Ashclaw Keep

Travel to Ashclaw Keep on horseback or via fast travel if unlocked. The fortress gate will open automatically upon approach.

Step 2: Enter Ashclaw Keep and Reach the Boss Arena

Navigate through the fortress interior. Enemy composition includes:

  • Standard Enemies: Hernand soldiers, archers, melee units
  • Elite Enemies: Shield-bearers, mages
  • Path Obstacles: Locked doors requiring exploration of side corridors

Clear all enemies in the courtyard and interior halls. The path is linear but includes optional loot rooms. Prioritize clearing elites to reduce incoming damage during the boss fight.

Step 3: Boss Fight — Myurdin Encounter

At the top of Ashclaw Keep, you enter the boss arena where Myurdin awaits. The fight proceeds in phases:

Phase 1: Direct Combat

  • Myurdin uses melee attacks and basic spells
  • Summon adds (spectral soldiers) periodically
  • Target priority: Adds first, then Myurdin

Phase 2: Spell Barrage

  • Myurdin retreats and launches AOE attacks
  • Dodge red indicator circles on the ground
  • Maintain distance when casting animations occur

Phase 3: Incapacitation and Oongka Introduction

At approximately 50% of Myurdin’s remaining HP, a scripted event triggers:

  • Kliff is struck down and incapacitated
  • Control immediately switches to Oongka
  • Oongka’s weapons and skills become available
  • The fight continues with Oongka taking Kliff’s place

Phase 4: Defeat Myurdin as Oongka

  • Finish the remaining 50% of the boss fight using Oongka
  • Apply Oongka’s heavy weapon combos
  • Use his ranged option (Scatter Shot and Charged Shot are default) for damage windows while the heavy swings recover
  • Defeat Myurdin to complete the quest

Step 4: Complete “Twisted Fate” and Oongka Joins Permanently

After defeating Myurdin, a cutscene plays showing Oongka and Kliff’s conversation. The quest “Twisted Fate” completes, and Oongka is officially added to your character roster.

  • Oongka Status: Permanently unlocked
  • Starting Gear: whatever heavy weapon the Chapter 7 route hands you [Unverified — no source documents Oongka's exact starting weapon names]
  • Skill Tree: Unlocked for immediate investment

You can now switch between Kliff and Oongka at any time outside of main story missions and boss fights.


Important Notes: Companion System Limitations

Switching Characters

The character swap mechanic is straightforward but has restrictions:

  • Keyboard: Press F1 to cycle between Kliff and Oongka
  • Controller: Press Up on the D-pad
  • Visual Indicator: Character portrait changes in the UI, and the active character model swaps instantly

When You Cannot Switch Characters

The companion system is explicitly limited to open world content:

  • Main Story Quests: Locked to Kliff only
  • Boss Fights: Locked to the character who entered the fight
  • Dungeons and Instances: Locked to the current character
  • Cutscenes: Character is determined by the story context

This design choice means Oongka cannot be summoned to assist Kliff during difficult main quest bosses. You must complete those sections with Kliff alone.

Companion Benefits

Despite the limitations, Oongka provides significant advantages:

  • Shared currency: Abyss Artifacts are one pool that funds all three characters, so a farm run always pays
  • Separate Equipment: Kliff and Oongka can equip different gear sets
  • Build Specialization: Oongka excels at heavy weapon combat where Kliff may lack proficiency
  • Exploration: Some areas or interactions may favor one character over the other

What Is Shared Between Characters, and What Is Not

An earlier version of this section told you the skill tree is shared. It is not, and the Game8 skill database shows the split in its own columns: the same skill is default on one character and costs an Artifact or an observation on another.

SharedPer character
Abyss ArtifactsOne pool funds everyoneWhat each line caps at differs — Stamina 14 on Kliff and Damiane, 12 on Oongka
Core statsHealth, Stamina, Spirit exist on all threeTiers are bought individually; Oongka cannot take a fourteenth Stamina Artifact
Skill linesSince Enhanced 2.0, learning a skill with an Artifact banks equal Abyss Link progress on the other charactersUnlocks themselves are bought per character; Grappling, Dropkick, Vault and Double Jump are Oongka defaults but Kliff purchases

The Game8 skill database settles the sharing question by itself: it lists the same skill as default on one character and 1 Artifact or an observation on another. Double Jump, Evasive Shot, Charged Shot, Dropkick and Vault are free on Oongka and purchased on Kliff. That only makes sense if the trees are separate.

The practical consequence for Oongka: unlocking him does not hand you a leveled alt. His Combat Basics line — Keen Senses and Parry are default — is free, and so is his entire Grappling kit, but everything above that is priced in Artifacts on his tree specifically.


Best Builds and Skill Priority

Oongka’s Tree Structure, Which Is the Real Loadout Question

Oongka is the game’s dedicated two-handed character. Two 17173 guides agree on the shape of it: a weapon tier list publishes a roster of unarmed, sword, greatsword, rapier, spear, axe, hammer, mace, bow, pistol, hand cannon and rifle — and notes the axe performs better on Oongka than on Kliff — while a character build guide states outright that there is no traditional class system and no fixed weapon strength ranking. For Oongka that guide recommends two directions only: a two-handed greatsword for clean hits, or a spear when you get surrounded.

What does not survive: Orc Blaster and Arm Cannon appear on neither list. The skill database backs the two-handed identity directly — Dual Wielding Mastery unlocks at Armed Combat Lv.4 and lets him swing a two-handed weapon one-handed for extra damage — and his tree carries a Great Weapon line and a separate Heavy Weapon line, which is the closest thing to a weapon list the English database publishes.

[Unverified — the Greataxe / War Hammer / Orc Blaster / Arm Cannon list circulating in early English guides matches nothing in the Game8 skill database. "Greataxe" has a kernel of truth in the axe entry and "War Hammer" is a plausible paraphrase of the hammer, but Orc Blaster and Arm Cannon appear on no roster I can read, so treat those two as invented. Nothing in the skill lines below depends on a weapon name being right.]

The skill database organizes Oongka by weapon category rather than by named weapon, and that is the honest way to read his build options:

  • Melee — Slash, Hack and Slash, Slash and Sling, Slash Rend Armor
  • Great Weapon — Rampage, Rampage Proficiency, Rampage Sure Hit, Raging Lightning
  • Heavy Weapon — Quaking Fury, Quaking Fury Proficiency, Quaking Fury Expertise, Quaking Fury Rend Armor, Leaping Smash
  • Ranged — Marksmanship, Charged Shot, Evasive Shot, Focused Shot, Scatter Shot, Explosive Strike, Aerial Evasive Shot
  • Grappling — Grappling, Throw, Restrain, Lariat, Low Dropkick, Giant Swing, Back Hang, Lariat Follow-up, Clothesline, Body Slam
  • Unarmed — Unarmed Combat, Leg Sweep, Scissor Takedown, Flying Kick, Meteor Kick, Pump Kick, Dropkick, Vault
  • Focus and Combat Basics — Rage, Quick Grab, Keen Senses, Parry, Dodge, Counter, Focus

The four builds below are arranged around documented skill lines and their real prerequisites, and all four are PvE-oriented — progression, open-world elites and boss encounters rather than any competitive mode.


Build 1: Rampage Great Weapon

Playstyle: The straightforward damage route. Oongka’s Great Weapon tree is a three-node ladder, and the top node is the one that changes boss fights rather than mob clears.

Skill Priority:

SkillPriorityDocumented conditionWhat it does
Armed Combat1Default, levelable to Lv.5Base melee attack; investment raises damage, and Lv.4 is the gate for Dual Wielding Mastery
Rampage2DefaultCuts down enemies along a forward path
Rampage Proficiency3Rampage Lv.2 or observeDownward strike into a finishing attack
Rampage Sure Hit4Rampage Lv.3Rampage cannot miss
Raging Lightning5DefaultSpins the body to slash everything nearby

Keen Senses belongs above several of these in practice: it is default, and its Lv.2 and Lv.3 are what unlock Dodge and Counter. Leveling it is a prerequisite purchase, not a damage one.

Recommended Gear: Refine the main weapon before you refine the second one. [Unverified — the database does not publish a per-weapon upgrade priority list.]

Best For: Open world elites, medium groups, and the default answer if you just unlocked him.


Build 2: Quaking Fury Heavy Weapon

Playstyle: The armor-breaking route, and the one place where the game gives Oongka a documented answer to a problem Kliff has to solve with timing.

Skill Priority:

SkillPriorityDocumented conditionWhat it does
Quaking Fury1DefaultSpinning sweep into a downward strike
Quaking Fury Proficiency2DefaultChain into Quaking Fury out of other skills
Quaking Fury Expertise3Quaking Fury Lv.2Ground stomp that disables enemies and chains the combo
Quaking Fury Rend Armor4Quaking Fury Lv.3Ignores Super Armor and strikes the enemy down
Leaping Smash5DefaultHigh leap with a surrounding slam

That Lv.3 Rend Armor entry is the entire argument for this build. Every fabricated version of this page invented a “shield breaker” talent; the real mechanic is a skill level that strips Super Armor, and it costs three upgrades on one line.

Elemental note: Imbue Element Lv.1 unlocks Elemental Quaking Fury, which carries the element through the whole animation.

Best For: Bosses, Super Armor elites, and anything that punishes you for committing to a slow swing.


Build 3: Grappler

Playstyle: Oongka starts with more of the Grappling tree than anyone else, so this build is mostly about which tiers you buy rather than whether you can afford the entry fee.

Skill Priority:

SkillPriorityDocumented conditionWhat it does
Grappling1Default; levelable with ArtifactsGrapple attacks, and the levels gate everything below
Lariat2Default on OongkaSlams the enemy into the ground
Giant Swing3Grappling Lv.3Grab during a Pump Kick or Dropkick and hurl the enemy
Back Hang4Grappling Lv.4Latch onto an airborne target to attack or escape
Lariat Follow-up5Grappling Lv.5 or observeChain multiple Lariats

Quick Grab is default and is the defensive half of this tree: grapple just before a hit lands to interrupt it. Pair it with Parry and you have a heavy-weapon character that answers attacks without dodging.

Best For: Solo play where survivability matters, and crowds you want relocated rather than killed.


Build 4: Ranged Hybrid

Playstyle: Scatter Shot is the engine, and the payoff is an unarmed finisher bolted onto a firearm — the closest thing Oongka has to a burst combo.

Skill Priority:

SkillPriorityDocumented conditionWhat it does
Marksmanship1Default, levelable to Lv.5Ranged basic attack; investment adds damage
Scatter Shot2DefaultSpread shot that hits everything nearby
Unarmed Combat3Default, levelable to Lv.5Bare-fist damage; Lv.3 is the gate below
Explosive Strike4Unarmed Combat Lv.3 plus 1 ArtifactChannel Scatter Shot into an explosive punch
Rage5DefaultEnter Super Armor inside Focus mode

Explosive Leap (Focus plus Marksmanship Lv.3, one Artifact or an observation) is the escape button this build lacks, and it is the node I would grab sixth.

Best For: Packs that charge you, and players who want the ranged option without giving up the heavy-weapon tree.


What I Left Out, and Why

The previous version of this section listed four builds around Orc Blaster, Arm Cannon, Greataxe and War Hammer, with skills named Heavy Impact, Fortitude, Shield Breaker, Counter Attack, Iron Will, Frenzy and Bloodlust. None of those skill names appear in the Game8 database. They were written from a weapon-class mental model the game does not implement.

What the sources do support: Oongka’s tree splits into Melee, Great Weapon, Heavy Weapon, Ranged, Grappling, Unarmed, Flight and Elemental, and Dual Wielding Mastery is his explicit two-handed node. That is why the four builds above are named after skill lines instead of weapons — the databases document categories, and the only named weapon in the whole skill list is the Abyss Fan on Damiane’s Skystep entry. [Unverified — weapon item names, their rarity tiers and any +% trinket formulas are not published in the sources I could read.]


Universal Skill Upgrade Order

Regardless of build, the order below is the one the documented prerequisites support. Levels are skill levels bought with Abyss Artifacts, and Oongka buys his own — nothing carries over from Kliff’s tree.

  1. Armed Combat (Lv.1-5) — the base line, and it caps at 5. It gates Dual Wielding Mastery at Lv.4.
  2. Keen Senses (default, then level it) — this is a Combat Basics skill, not a stat. Its levels are the unlock switch for the rest of the kit: Dodge at Lv.2, Counter and Nature’s Snare at Lv.3.
  3. Health tiers (Abyss Artifacts) — Oongka’s Health line runs to 18 like everyone else’s; his Stamina line stops at 12, two tiers short of Kliff’s and Damiane’s, so do not plan a flight-heavy rotation around a cap he does not have.
  4. Rampage (Lv.1-3) — then Rampage Proficiency at Lv.2 (free via observation) and Rampage Sure Hit at Lv.3, which is the one that ignores Super Armor.
  5. Build-specific lines — Quaking Fury for the Heavy Weapon route, Scatter Shot plus Explosive Strike for the hybrid, Grappling tiers 2 through 5 for the throw build.

A wrong turn here is cheap. Resetting skills costs one Faded Abyss Artifact and refunds every Artifact spent on purchased skills — held F on keyboard, X on Xbox, Square on PlayStation in the skill menu, no vendor involved. Two catches: skills learned by observation cannot be reset and stay unlocked, and one walkthrough reports the reset applies to all three characters at once rather than one. [Unverified — English sources do not specify the scope.]


Where the Numbers Came From

Related: the skill observation list, which Abyss Gear fits which playstyle, and the Crimson Desert guide hub.

Frequently Asked Questions

When can I unlock Oongka in Crimson Desert?

Oongka becomes available during Chapter 7. The unlock sequence triggers when Kliff becomes incapacitated during a boss encounter at Ashclaw Keep. At that moment, control switches to Oongka, and he is added to your companion roster permanently after the fight.

How do I switch between Kliff and Oongka?

Press F1 on keyboard or Up on the D-pad (controller) to cycle between active characters. This only works in open world exploration and side quests — companions cannot be summoned during main quest missions or boss fights.

What weapons can Oongka equip?

Oongka is the heavy-weapon character: his skill tree splits into Melee, Great Weapon and Heavy Weapon lines, and Dual Wielding Mastery lets him hold two-handed weapons in one hand for extra damage. `[Unverified — the skill database names weapon categories, not a Greataxe/War Hammer/Arm Cannon item list, so treat specific weapon names in community guides as reporting rather than data.]

Do Kliff and Oongka share skill points?

No, and this matters for your budget. Skill lines are per character — the Stamina line caps at 14 Abyss Artifacts on Kliff and Damiane but only 12 on Oongka, and skills that are default on one character have to be bought or observed on another. What is shared is the Abyss Artifact pool itself, plus Abyss Link progress since the Enhanced 2.0 upgrade, so grinding islands you have no interest in still pays out.

Can I summon Oongka to fight alongside Kliff?

No. Crimson Desert does not feature a party system where companions fight together. You control one character at a time and switch between them. Oongka cannot be summoned to fight side-by-side with Kliff in the same encounter.

About the author

Jack Cao avatar

Editor-in-Chief

Jack Cao is the founder and Editor-in-Chief of GameGuidesBox. He has been writing practical game guides for over a decade, specializing in action RPGs, extraction shooters, and competitive FPS. Every guide he signs is playtested first-hand: his logged test time includes 47 hours across two Crimson Desert playthroughs with DPS verification, 180 hours building a full Windrose settlement, and 45 hours across six Yunyun Syndrome endings runs. Favorite games include Titanfall 2, Baldur's Gate 3, Metro, PUBG, and CS2.

You may also like

Crimson Desert key art illustration used for the Charting the Unknown expansion coverage
Crimson Desert · October 9

Crimson Desert Charting the Unknown Delay: New Date, Real Cost, Prep Plan

Pearl Abyss pushed Crimson Desert's first expansion two weeks, from October 15 to October 29, and the new date lands on Phantom Blade Zero's launch day. Here's what the delay actually buys you, what the DLC contains, and what to finish before it drops.

Skill tree showing observable skills with watch-and-learn icons in Crimson Desert
Crimson Desert · September 23

Crimson Desert Enhanced: New Kliff Skills & Abyss Link

The free Enhanced upgrade (2.00) added 8 Kliff skills and the Abyss Link respec system. Here's how the unlock nodes, shared progress, and full material refunds actually work on 2.03.

Crimson Desert boss battle against a giant armored knight in a fortress courtyard
Crimson Desert · September 23

Crimson Desert 2.03 Hardest Fights: Retested Fixes

Antumbra's Sword, Reed Devil, Marni's Excavatron, and Hard-mode Beloth retested on patch 2.03. Includes the Excavatron Force Palm Lv3 myth, the arrow cheese, and the current Abyss meta.

Comments