Overview
Horse Launch Techniques are a set of traversal methods in Crimson Desert that use the player's horse as a launch platform to achieve greater height and distance when gliding or flying. These are legitimate game mechanics (not bugs or exploits) that allow players to reach otherwise difficult-to-access areas, skip portions of ground-level travel, and dramatically extend the range of crow form flight.
The core idea is simple: your horse provides a higher launch point than jumping on foot, and dismounting mid-air transfers that momentum to your character. Combined with Crimson Desert's flight and traversal systems, this opens up routes that would be impossible or impractical on foot alone.
There are two primary techniques, each suited to different zones depending on whether combat abilities are available. Both require crow form flight to be unlocked.
The Patched Bug
Before covering the current techniques, it is worth noting that a previous traversal method involving Focus combined with Aerial Roll and Unleash was confirmed to be a bug and has been patched out of the game. This older technique allowed players to propel themselves over enormous distances by chaining these abilities mid-air. If you see older guides or videos referencing this method, be aware that it no longer works. The two techniques described below are the current, intended methods that remain fully functional.
Technique 1: Horse Launch to Crow Form (Non-Combat Zones)
This technique works in areas where the downward force palm attack is blocked because the game considers it a combat ability. In towns, safe zones, and other non-combat areas, you cannot use force palm strikes, so this simpler method is your best option.
Mount your horse. Summon and mount your horse near the edge of a cliff or elevated terrain.
Sprint to the edge. Ride your horse at full sprint toward the cliff edge. Building maximum speed before the jump is important for distance.
Jump off with the horse. At the edge, make your horse jump. This launches both you and the horse into the air.
Dismount mid-air. While airborne, dismount from the horse. Your character separates from the horse and retains the upward and forward momentum from the jump.
Transform into crow form. Immediately after dismounting, activate crow form to begin flight. You will start flying from a higher elevation than you could achieve by jumping on foot, giving you more height and distance to work with.
This method provides a moderate boost to your launch height compared to jumping on foot. It is especially useful for crossing gaps between cliffs, reaching elevated Abyss platforms from ground level, and extending flight range over valleys.
Technique 2: Horse Launch to Force Palm Flight (Combat-Allowed Zones)
This technique is available in combat zones, which includes most of the open world outside of towns. It provides significantly more height than Technique 1 because it combines the horse launch with downward force palm strikes that propel you upward.
Mount your horse. Summon and mount your horse near a cliff edge or high ground.
Sprint to the edge. Ride at full sprint toward the drop-off, building maximum speed.
Jump off the edge. Make your horse jump at the cliff edge to launch into the air.
Dismount mid-air. Separate from the horse while airborne.
Perform three downward force palm strikes. Immediately after dismounting, execute three consecutive downward force palm attacks. Each strike propels you higher into the air, stacking the height gains on top of the horse's initial launch height. This is what gives Technique 2 its massive vertical advantage.
Begin flying. After the third force palm strike, activate crow form to start flight. You will be at a much greater altitude than any other launch method in the game, giving you maximum airtime and distance.
This combination of horse jump, dismount, triple force palm, and crow form flight produces the maximum possible height and airtime achievable through normal gameplay. It is the preferred method for reaching distant locations, crossing large portions of the map without ground travel, and accessing elevated areas that seem unreachable.
Technique Comparison
Aspect | Technique 1 (Non-Combat) | Technique 2 (Combat Zones) |
|---|---|---|
Zone Requirement | Works everywhere | Combat-allowed zones only |
Height Gain | Moderate | Very high |
Distance Gain | Good | Excellent |
Difficulty | Easy | Moderate (requires timing) |
Key Step | Dismount into crow form | Dismount into 3x force palm into crow form |
Best For | Town exits, safe zone travel | Open world exploration, Abyss access |
Horse Fall Damage
A common concern among players trying these techniques for the first time is whether the horse will be injured or killed when it lands after being launched off a cliff. The good news is that horses do not take fall damage in Crimson Desert. Your horse will survive the fall regardless of the height. After landing, the horse will be available to summon again normally.
This means you can use horse launch techniques freely without worrying about losing your mount. The horse is a tool for gaining altitude, and the game does not penalize you for using it this way.
Best Launch Locations
While these techniques work from any elevated terrain, some locations offer particularly good launch points due to their height, proximity to useful destinations, or convenient fast travel access:
Cliff edges near Abyss entry points. Launching from a high cliff near an Abyss platform lets you fly directly to Abyss locations that would otherwise require climbing or platforming.
Hilltops along major roads. The rolling terrain of the Hernand region has many hilltops that serve as natural launch pads for crossing valleys.
Castle walls and ruined towers. Man-made structures in the game world provide consistent elevation. Ride your horse up a ramp or stairway, then launch from the top.
Mountain passes. The high-altitude passes between regions offer some of the longest flight distances in the game when combined with Technique 2.
Tips
Always sprint before jumping. Walking speed produces a noticeably weaker launch compared to a full sprint.
Time the dismount carefully in Technique 2. Dismounting too early wastes the horse's upward momentum. Dismounting too late may send you past the optimal height for force palm strikes.
The force palm strikes in Technique 2 consume stamina. Make sure you have a full or nearly full stamina bar before attempting the launch.
If Technique 2 is not working, check whether you are in a non-combat zone. The force palm attack will not activate in safe areas, which is why Technique 1 exists as an alternative.
Pair these techniques with the Axiom Tether Fall Recovery as a safety net. If you misjudge a launch and start falling instead of flying, the tether recovery can save you.
See the Exploration and Traversal guide for more movement tips and the Combat Tips guide for information on force palm mechanics.
Related Articles
Flight (crow form flying)
Horse Guide (horse mechanics)
Exploration and Traversal (movement overview)
Axiom Tether Fall Recovery (fall recovery technique)
Stamina (stamina management)
Combat Tips (combat mechanics)