Overview
Realm of Uncertainty is the third main quest in Crimson Desert, set during the Prologue: Dead of Night. After being defeated by Myurdin and pushed into the river during In Ashes, Kliff awakens in the Corridor of the Void, a strange dimension between dream and reality. This quest serves as the game's traversal and platforming tutorial, teaching jumping, wall climbing, crouching, and target-based movement. Kliff also learns the Blinding Flash skill by the end of the sequence.
Quest Details
Detail | Information |
|---|---|
Chapter | Prologue: Dead of Night, Unknown Space |
Region | |
Location | |
Previous Quest | |
Next Quest | |
Requirements | Complete In Ashes |
Rewards | Blinding Flash (skill) |
Walkthrough
Initial Movement
Walk forward along the path. After a short distance, a platform rises automatically beneath you. Sprint toward it by tapping (not holding) the sprint button, then jump across. Tapping the sprint button is necessary here because holding it does not allow Kliff to jump while running.
Target Jumping
You reach a series of pillars with gaps between them. Hold the aim button (L1/LB) and position the cursor on the pillar ahead, then press the jump button (Square/X) to leap to it. Repeat this for each pillar in the sequence until you reach the far platform. This mechanic, called Jumping to Target, is used throughout the game for traversal sections.
Wall Climbing
Two wall climbing sections follow. The first is a short wall directly on the path. Press the climb button to scale it. The second wall is taller and accessed through a doorway to the right. Climb quickly here because Kliff's stamina drains while hanging. If stamina runs out, he falls.
Crouching
At the top of the second wall, there is a small gap. Crouch or roll through it to continue. Walk across a set of platforms on the other side until you reach a wider area.
Learn Blinding Flash
On the bottom platform, Kliff learns the Blinding Flash skill. Hold L1 + R1 to enter the stance, then hold R1 while pressing L1 to concentrate light into a beam. Aim the beam at the sphere above the door and hold it there until the sphere activates. The door below opens when the light charge is complete. This ability is used in puzzle-solving throughout the rest of the game.
Moving Platforms
Three platforms float on water, drifting back and forth. Time your jumps so you land on each one when it is close. Wait for a platform to drift near before jumping, and do not try to rush across all three at once.
Lantern Navigation
The final section is a dark tunnel. Equip the lantern to light the way. Follow the glowing pipe on the wall as a guide through the darkness. The pipe leads to a courtyard with a diamond-shaped artifact on the ground.
The Artifact
Step onto the artifact in the courtyard to trigger a cutscene. Kliff is transported to a riverside location with fishermen. Here he meets Sebastian, which transitions directly into the next quest, New Journey.
Tips
Tap the sprint button instead of holding it. Holding sprint prevents jumping, which will cause you to run off ledges.
Watch Kliff's stamina bar during wall climbs. If it gets low, climb faster by pressing the button more rapidly.
For Blinding Flash, you need to hold the beam on the sphere continuously. If you release too early, the charge resets and you have to start over.
There is no combat in this quest. Take it slow and practice the traversal mechanics.