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Overview
Crimson Desert's open world spans the vast continent of Pywel, featuring five distinct regions with diverse terrain ranging from towering mountains and rushing rivers to industrial cities and arid red deserts. The entire world is fully seamless: no loading screens during normal traversal between regions, cities, interiors, or even the floating Abyss islands high above the surface. Players can walk, ride, climb, glide, or fly from any point to any other point without interruption.
The map covers an estimated 90 square kilometers of explorable terrain, derived from Pearl Abyss stating it is at least twice the size of Skyrim's playable area and larger than Red Dead Redemption 2. Crossing the entire continent on horseback takes approximately two hours. Pearl Abyss has emphasized that "size doesn't really matter if there's nothing to do," stressing content density over raw acreage.
Traversal Methods
Method | Description | Availability |
|---|---|---|
Wraith-like raven wings for gliding from high points. Stamina-dependent; depletes while gliding. Unlocked by completing the Woman in White main quest in Hernand. | Kliff only (story unlock) | |
Physics-based energy grapple that latches onto surfaces and anchor points. Slingshots the player through the air rather than pulling directly to the target. Upgradeable to Aerial Maneuver (level 2) and Aerial Swing (level 3). | All characters (story unlock via Polar Opposites quest) | |
Mid-air jump providing significant vertical reach. Costs 5 Spirit per use. Can be chained with grappling hooks and Crow's Wing for extended aerial traversal. | Kliff (1 Abyss Artifact to unlock); Damiane and Oongka have it by default | |
Energy blast that provides vertical boosts when combined with jumps. Used creatively for reaching elevated platforms and launching into glides. | ||
Climbing | Scale nearly any surface including cliff faces, mountain walls, building exteriors, and trees. Stamina-dependent; depletes while climbing. | All characters |
Skydiving | Leap from any high point and free-fall. Jumps from Abyss islands provide 16+ seconds of freefall before reaching the surface. | All characters |
Mechanical propeller enabling true sustained flight, not just gliding. Unique traversal option unavailable to other characters. | Damiane only | |
Swimming | Traverse water bodies including rivers, lakes, and coastal areas. Stamina-dependent. Diving underwater is not available. | All characters |
Sprinting | Faster on-foot movement. Consumes stamina while active; walking is free. | All characters |
Horses, bears, wolves, raptors, dragons, War Robot, Cloudcart (hot air balloon), wagons, and rowing skiffs. | All characters |

Stamina and Traversal
Stamina is the governing resource for most traversal actions. Climbing, gliding, swimming, sprinting, and dodging all consume stamina. When stamina depletes mid-climb, the character falls. When it depletes mid-glide, they drop from the air. Walking and basic movement are free.
Players can increase their stamina capacity through the Abyss Skill Tree by spending Abyss Artifacts on stamina-related nodes in the Blue (Stamina) branch. Higher stamina allows longer climbs, extended glides, and more sustained combat evasion. Mount stamina is also upgradeable through dedicated horse-related skill tree nodes.
Regular attacks and basic walking do not consume stamina, which keeps the flow of combat smooth. Only advanced movement and special skills drain the meter. Investing Abyss Artifacts into the stamina branch early is one of the most impactful progression choices for exploration-focused players.
Character-Specific Differences
Each of the three playable characters has a distinct traversal identity that shapes how they interact with the world.
Character | Traversal Identity |
|---|---|
The most versatile. Crow's Wing gliding, Axiom Force grappling, double jump, and Force Palm vertical boosts give him the widest range of aerial options. He can chain these abilities together for sustained aerial traversal. | |
Her Parasol Machine enables true sustained flight, making her uniquely capable of reaching areas the other characters struggle to access. She also has double jump by default. | |
A grounded powerhouse. He relies on standard movement, climbing, and mounts. No flight or gliding ability, but high stamina for sustained climbing. He also has double jump by default. |
Climbing
Kliff can climb nearly any surface in the game world, from sheer rock faces and cliff sides to buildings, walls, and trees. The climbing system works similarly to Breath of the Wild: Kliff grabs onto surfaces and pulls himself upward, consuming stamina as he ascends. Running out of stamina causes him to fall, making route planning and stamina management important for reaching high points.
Players can climb trees in the wild to gain high ground for scouting or combat advantage. When approaching a climbable surface, Kliff automatically grabs on if the player presses toward it while jumping. The climbing speed is consistent regardless of surface angle, but steeper surfaces consume stamina faster.

Gliding (Crow's Wing)
After completing the Woman in White main quest in the Hernand region, Kliff receives the Crow's Wing from an NPC named White Crow the Witch. This quest becomes available after completing the Traces main quest, which involves a series of subquests on the Axiom Archive and the Ethereal Path Abyss.
Despite the name "Flight" in the skill menu, the Crow's Wing functions as a glider rather than true flight. When Kliff jumps from any elevated position, activating the skill transforms his cloak into large, tattered raven wings that carry him across large distances. On PlayStation, press Square while airborne; on Xbox, press X; on keyboard, press the assigned glide key.
Gliding consumes stamina gradually, and the distance achievable depends on starting altitude and available stamina. The most effective use of Crow's Wing is in combination with the Axiom Force grapple: fire the hook at an elevated anchor point, slingshot upward to gain altitude, then activate Crow's Wing at the apex to convert vertical height into horizontal distance. This grapple-to-glide combo is the fastest non-mounted traversal method in the game.

Axiom Force (Grappling Hook)
The Axiom Force is automatically unlocked during the Polar Opposites quest in an Abyss Nexus. It fires a ghostly energy strand that attaches to surfaces and grapple points. Rather than pulling Kliff directly to the target, it slingshots him through the air, giving the traversal a momentum-based feel closer to Spider-Man's web-swinging than a simple zip-to-point mechanic.
Controls: Enter the Axiom Force stance by holding Tab on keyboard or L3 on controller. Aim with the camera until the reticle turns valid (changes color when locked onto a grapple point), then release the stance button to fire the claw.
Upgrade Levels
Level | Upgrade | Effect |
|---|---|---|
1 | Axiom Force (Base) | Basic grapple. Fires a strand at surfaces and pulls Kliff toward the anchor point. |
2 | Turns the grapple into a high-speed slingshot. Lock onto a point and violently launch yourself over walls, cliffs, and enemy blockades. Costs 200 Stamina per use. | |
3 | Builds momentum and swings through the environment like a pendulum. Hold and release Tab/L3 to lock on, then press Space + Middle Mouse (or Square/X + R3) to swing forward. Costs 200 Stamina per use. |
In the air, Kliff can transition from a grapple swing directly into gliding or into aerial combat attacks. The grapple is also used in boss fights; against enemies like the Queen Stoneback Crab, players swing around the boss to reposition and deliver smashing attacks from above.

Parkour
Pywel's cities and settlements feature climbable architecture that supports fluid parkour movement. Kliff can grab onto ledges, pull himself through windows, vault onto rooftops, and quickly clamber up buildings. Pole vaulting lets him clear outpost barricades and fences in a single motion.
In natural environments, rope swinging carries him across ravines and gaps between cliffs. Tree slingshotting is a unique mechanic where Kliff uses the Axiom Force to attach to the top of a tree, pull its trunk toward him, and release it to catapult himself into the air. The angle matters: standing directly underneath the tree flings Kliff straight upward for maximum height, while tethering from a distance throws him forward for maximum horizontal distance. Combining a tree slingshot with Crow's Wing at the apex of the launch creates an effective traversal combo in forested areas.
Double Jump
The Double Jump ability is unlocked through the Green (Spirit) branch of the Abyss Skill Tree. It costs 1 Abyss Artifact to unlock for Kliff. Notably, Damiane and Oongka have Double Jump unlocked by default and do not need to spend an Artifact.
Each double jump costs 5 Spirit on use. The second jump should be performed at the peak of the first jump, just before Kliff starts falling, for maximum height. When chained with the Axiom Force grapple and Crow's Wing glider, double jump extends aerial movement considerably.
In combat, double jump enables aerial combos that are difficult for grounded enemies to counter. Players can launch into the air with a double jump, transition into a dive kick or Force Palm ground slam, and chain the landing impact into standard melee combos. The Axiom Force ability further extends aerial options by letting Kliff crash into the ground with a damaging shockwave directly from glide height.
Traversal Chaining
One of Crimson Desert's defining qualities is how individual traversal mechanics flow together into seamless chains. The standard sequence for rapid aerial movement is: fire the Axiom Force grapple at an elevated anchor point, slingshot upward to gain altitude, then activate Crow's Wing at the apex to convert vertical height into horizontal distance.
Skilled players can chain this combo repeatedly. After a glide, the player fires the grappling hook at a new anchor point encountered mid-flight, pulls themselves higher, and re-enters the glide for extended aerial traversal. In mountainous environments with dense anchor point distribution, this creates a fluid, almost flight-like movement pattern. One previewer described it as "Peter Parker-style parkour webswings above guard outposts."
Other effective chains include:
Double Jump + Glide: Jump, double jump at peak height, then activate Crow's Wing for extended horizontal distance from flat ground.
Force Palm Launch + Glide: Use Force Palm's vertical boost on the ground, then immediately deploy Crow's Wing at the apex for height-to-distance conversion.
Tree Slingshot + Glide: Use Axiom Force on a tree trunk, release to catapult upward, then glide from the peak for fast forest traversal.
Grapple + Aerial Attack: Mid-grapple, transition directly into a dive kick or aerial strike for seamless traversal-to-combat flow.
Traversal and Combat Integration
Traversal mechanics flow directly into combat. Kliff can vault off enemies mid-fight, use the Axiom Force grapple to launch aerial attacks, transition from a glide into a dive kick that sends enemies flying, or use wind magic to gain quick altitude for aerial combos. One reviewer described chaining a vault into the air, deploying the glider, landing on a tank, and destroying it with an aerial strike, all in one fluid sequence.
The grapple hook can also yank enemies off their mounts, allowing Kliff to commandeer the mount for himself. The button combination system supports complex inputs that chain traversal and combat moves together, such as finishing grapple moves that require multi-button sequences.
Environmental Interactions
The world supports creative traversal through environmental interactions. Elemental effects can be used for traversal purposes: for example, shooting ice arrows into water creates floating ice platforms that can be walked across, effectively building temporary bridges. Force Palm can be used for vertical boosts, and the Axiom Force grapple interacts with physics objects in the world.
The BlackSpace Engine's real-time physics enable destructible environments. Trees fall when struck, buildings sustain damage, and environmental objects react to combat. This physics system sometimes reveals hidden areas: destroying a wall might expose a concealed chamber, or toppling a tree might create a bridge to a previously unreachable ledge.
Mounted Travel
For long-distance travel, players can ride a variety of mounts. Horses are the primary mount, obtained through a wild taming minigame first available at Deepfog Basin in Hernand. Each horse has randomized stats for Speed, Stamina, and Strength. Beyond horses, players can ride bears, wolves, raptors, and eventually dragons that allow true flight across the map.
Bears are tamed in forested regions and can perform claw swipes, bite attacks, and body slams without rider input, effectively doubling offensive pressure during mounted combat. Raptors are the fastest land combat mount, ideal for hit-and-run tactics. The War Robot provides a mechanical mount option with jet propulsion, missile armaments, and an EMP blast capability.
On horseback, the world is estimated to take over two hours to cross, giving a sense of the continent's scale. The Cloudcart (hot air balloon) provides aerial survey capabilities, wagons transport goods between settlements for trading, and rowing skiffs cross waterways to reach riverside settlements and coastal caves that ground mounts cannot access.
Cloudcart (Hot Air Balloon)
The Cloudcart is a craftable hot air balloon that provides aerial traversal. It rises by boosting thermal power and is mainly used for gaining altitude rather than covering long horizontal distances. When thermal power runs out, the player skydives back down to the ground.
How to Unlock
Crafting a Cloudcart requires two prerequisites. First, the player must discover the Emberwind Workshop, located in Hernand Highlands directly south of the Greymane Camp at Howling Hill. Second, a Greymane recruit with the Engineering skill must be available at camp. Comrades with this skill may not appear initially, so upgrading the camp and completing commissions is necessary.
The Cloudcart blueprints are hidden in Glenbright Manor inside a secret basement. Once the blueprints are in hand, the option to craft the Cloudcart becomes available at the Emberwind Workshop as a dispatch mission.
Upgrades
Research Project | Result | Cost | Time |
|---|---|---|---|
Enhanced Cloudcart Efficiency | 9 Silver | 6 hours | |
Enhanced Cloudcart Altitude | 100 Silver | 18 hours |
The Skystreaker is the top-tier variant, capable of soaring into the Abyss itself. Completing the Enhanced Cloudcart Altitude research unlocks the dispatch mission to craft it.
Swimming
Kliff can swim across rivers, lakes, and coastal waters. Swimming consumes stamina gradually, and running out of stamina in water is dangerous. However, diving is not available; Pearl Abyss has confirmed that players cannot submerge underwater. Swimming provides a way to cross bodies of water and access areas separated by rivers, but underwater exploration is not part of the traversal toolkit. Players cannot fast travel while swimming.
Sliding
While sprinting, pressing the crouch button (L3 on PlayStation, LS on Xbox, or the crouch key on PC) transitions Kliff into a slide. On flat ground the slide is brief, but on a downhill slope, Kliff will keep sliding for as long as the terrain angles downward. This covers ground significantly faster than sprinting on declines and, crucially, does not consume Stamina. Sliding is a simple but effective traversal tool for descending mountains, hills, and slopes without wasting stamina that you may need for climbing or combat at the bottom.
There is a Challenge tied to sliding: the 50 Meter Slope challenge near Bloomwood Ranch requires the player to slide at least 50 meters down a designated slope. Finding a steep enough incline and maintaining the slide for the full distance is the key to completing it.
Dragon Riding
In the late game, players unlock the ability to ride dragons (wyverns) for full aerial traversal. Dragon mounts provide true flight, not just gliding, allowing players to fly freely across the entire map and even engage enemies from the air with fire-breathing attacks that spread Burn across clustered targets.
Dragon riding is the ultimate traversal unlock, removing virtually all terrain restrictions and enabling rapid travel between any two points on Pywel. While mounted on a dragon, players can transition seamlessly between flight and ground combat by dismounting at any height. Combining dragon flight with the Crow's Wing glider lets players leap off the dragon and glide to precise landing spots. The War Robot mech provides an alternative late-game aerial option with jet propulsion and missile armaments for combat-focused traversal.
Exploration Activities
Treasure Hunting
Treasure Maps found throughout the world point toward hidden loot. Environmental puzzles guard many of the best rewards, requiring players to manipulate mechanisms, platform across obstacles, and interact creatively with the world.
Abyss Portals
Portals to the Abyss are scattered across Pywel. These portals lead to a separate dimension of floating sky islands filled with puzzles, platforming challenges, and Abyss Artifacts. The Abyss features an Ultrahand-like tool for aligning fragments and solving spatial puzzles. Players can leap off Abyss islands and skydive back to the surface below, with freefall lasting over 16 seconds from the highest points.
Ancient Ruins Puzzles
Ancient Ruins are puzzle locations scattered across the continent. Completing a ruin's puzzle activates an Abyss Cresset that becomes a fast travel point and yields an Abyss Artifact. Puzzle types include statue rotation (turn statues until they all face a central pedestal), bell-striking (pick up a mallet and strike bells based on symbols on a board), mural deciphering (check different locations for clues), and device-matching (move a device to align with symbols). Using Blinding Flash while exploring can reveal glints on the horizon that indicate nearby Ancient Ruins locations.
Hidden Settlements
Unique hidden settlements can be discovered through the Rumor System or thorough exploration. Each hidden settlement has its own stories, resident NPCs, vendors, and lore.
Environmental Discovery
The world is designed to reward attention and curiosity. Secret caves behind waterfalls, abandoned structures on clifftops, boarded-up passages in ruins, and other hidden areas contain rare items, knowledge entries, and Abyss fragments. The Knowledge System tracks discoveries and encourages completionist exploration with its 2,921 unique entries.
Visione and Memory Fragments
The Visione is a special helmet that allows Kliff to view Memory Fragments scattered throughout the world. These fragments are echoes of past events that provide lore, story context, and quest-related information. The Visione is obtained during the Chapter 2 main quest Unexpected Gift, found at the top of the Lioncrest Watchtower after liberating it.
Finding Memory Fragments
Memory Fragments are detected using the lantern. While exploring, if the lantern begins emitting a blue glow and pulsing, it means a Memory Fragment is nearby. To reveal it, hold out the lantern (CTRL on keyboard, L1 on PlayStation, LB on Xbox while out of combat) and scan the surrounding environment. Bluish-white blobs will become visible, and looking at them with the lantern raised causes a "Leaning in Progress" bar to appear in the top-left corner. Wait for the bar to fill completely to produce the Memory Fragment.
Viewing Memories
Once a Memory Fragment is revealed, the Visione can be used to watch it. The quickest method is to open the Inventory and use the Visione directly from there, which avoids navigating the Gear Radial. Alternatively, press the Start/Options button when the memory icon appears on screen to automatically equip and activate the Visione. The world shifts to a blue-tinted view as the memory plays out, showing past events at that location.
Blinding Flash (Exploration Tool)
Blinding Flash is a free skill with no cooldown and no stamina cost, automatically unlocked during the first visit to the Abyss in the Prologue. It is one of the most important exploration tools in the game. When activated, it reveals hidden Abyss Nexus fast travel points, Sealed Abyss Artifacts, Ancient Ruins, and other points of interest as glints of light on the horizon.
Controls: Press and hold CTRL + Left Mouse Button simultaneously on keyboard. On controller, hold the lantern button and normal attack button at the same time. Release, then hold again to focus the light at a specific point. Blinding Flash can be used while mounted, making it practical to scan for points of interest while traveling on horseback.
Revealed locations appear on the map as Mysterious Energy markers with question mark icons. Investigating these markers typically leads to an Abyss-related discovery: a new fast travel point, a Sealed Abyss Artifact (some require puzzle-solving to claim), or an Ancient Ruins puzzle. Using Blinding Flash frequently while traveling is strongly recommended, as many important locations are invisible without it.
Bell Towers and Map Unfogging
The world map in Crimson Desert uses a fog of war system that hides unexplored areas. While exploring on foot gradually reveals nearby terrain, the fastest way to unfog large sections of the map is by finding and ringing the 8 Hidden Bells scattered across Pywel. This is part of the Toll of Pywel quest, which is tied to the Pororin Forest Guardians faction.
Ringing a bell triggers a cutscene where a Shai Resident appears and uses their magic to clear the fog of war for the entire surrounding region, revealing roads, settlements, rivers, and points of interest on the map. The bells are not marked on the map and must be discovered through exploration. The Shai cutscene will not trigger in hostile areas; if the region is under enemy control or an active conflict is happening during the current chapter, the Shai will not appear until the area is safe.
All 8 Bell Locations
Bell | Region | Location and Notes |
|---|---|---|
Hernand City | Western part of the city, to the right of the Prison. Climb the tower and ring it. Available early in the game. | |
Scholastone Institute | In the pagoda at the end of the garden path, at the top of the institute plaza. Available early in the game. | |
In the Church of Calphade in Thalwynd Village, to the west of Calphade Castle. Climb the bell tower and ring it. Temporarily unavailable during Chapter 6. | ||
Tallest clocktower in the city. Climb to the flagpole hanging on the side of the clocktower. Hanging from it causes the flagpole to lower under the player's weight, bringing down the bell so it can be rung. | ||
Delesyia Town | Inside the capital of the Delesyia region. The bell is in the clocktower in the northwest part of town, near the shops. | |
Far northeast of Hernand city, located below "Tash" in Tashkalp on the map. A remote and easy-to-miss location. | ||
Far north. The bell is in the highest dome at the top of the palace. Climb up underneath the dome and push the handle to slowly open the top, causing the bell to drop down so it can be rung. | ||
Red wooden tower with a ladder near the docks. Only available after liberating Pailune in Chapter 7. |
Tip: Prioritize ringing the bells early in your playthrough. Having the full map visible makes navigation, quest tracking, and finding collectibles significantly easier. The Hernand and Scholastone bells can be reached as soon as you have access to the Hernand region.
Abyss Nexus Fast Travel
Fast travel in Crimson Desert uses a network of Abyss Nexus nodes. These are stone platforms with a pressure disk in the center. To activate one, simply step on it and wait a few seconds for the node to charge. Once activated, the Nexus becomes a permanent fast travel point accessible from the Sky Map.
Abyss Nexus locations are not marked on the map by default. They appear as Mysterious Energy markers (white round question mark search areas) after being detected with Blinding Flash. The Blinding Flash ability highlights nearby Nexus points with a blue glow, making them easier to spot in dense environments.
There are also Abyss Cressets, which are teleporter points found at Ancient Ruins. Each Cresset rewards an Abyss Artifact upon activation, though many of them require solving a puzzle first. The Greymane Camp at Howling Hills also has its own fast travel point, which must be activated separately by interacting with the Abyss Nexus near the camp entrance. Having the camp as a fast travel destination is essential for efficient crafting and resource management.
Tips for Efficient Exploration
Use Blinding Flash constantly. It has no cooldown and no stamina cost. Fire it regularly while traveling to reveal hidden fast travel points, Sealed Abyss Artifacts, and Ancient Ruins.
Ring bells as early as possible. Clearing the fog of war across all regions makes it far easier to plan routes and track quest objectives.
Invest in Stamina early. The Blue branch of the Abyss Skill Tree increases maximum stamina, directly improving climbing range, gliding distance, and grappling endurance.
Master the grapple-to-glide combo. Firing the Axiom Force at an elevated anchor, slingshotting upward, and deploying Crow's Wing at the apex is the fastest non-mounted traversal in the game.
Use high ground for scouting. Climb or glide from elevated positions to survey the landscape and spot undiscovered locations. Bell towers and cliff edges are ideal vantage points.
Activate the Greymane Camp fast travel. The Abyss Nexus near the camp entrance must be activated manually. Having the camp as a teleport destination saves significant travel time.
Watch for the blue lantern glow. When the lantern emits a blue pulse, a Memory Fragment is nearby. Stop and scan with the lantern to reveal it, then use the Visione to watch the memory for lore and quest clues.
Check behind waterfalls and inside cliff faces. Hidden caves, abandoned structures, and concealed chambers often contain rare items and Knowledge System entries.