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Realm of Uncertainty - Version 7 vs Version 8
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11Overview223-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.3+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 is 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.4455Quest Details6677DetailInformationChapterPrologue: Dead of Night, Unknown SpaceRegionThe AbyssLocationCorridor of the VoidPrevious QuestIn AshesNext QuestNew JourneyRequirementsComplete In AshesRewardsBlinding Flash (skill)88Walkthrough991010Initial Movement11111212Walk 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.13131414Target Jumping15151616You 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.17171818Wall Climbing19192020Two 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.21212222Crouching23232424At 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.25252626Learn Blinding Flash27272828On 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.29293030Moving Platforms31313232Three 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.33333434Lantern Navigation35353636The 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.37373838The Artifact39394040Step 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.41414242Traversal Mechanics Breakdown434344-This quest serves as a comprehensive traversal tutorial within the Corridor of the Void. Each section introduces a specific mechanic that you will use throughout the rest of the game.44+This quest is a comprehensive traversal tutorial within the Corridor of the Void. Each section introduces a specific mechanic that you will use throughout the rest of the game.45454646Sprint and Jump Timing47474848A critical detail during the platforming sections: you must tap the sprint button rather than holding it. Holding sprint prevents Kliff from jumping while running, which causes him to run straight off ledges. Tapping the sprint button lets you build speed and then press the jump button at the edge. This distinction catches many players off guard on the first rising platform.49495050Target Jumping (Jumping to Target)51515252When you reach the series of pillars with gaps between them, hold the aim button (L1/LB) and position the cursor on the next pillar. Press the jump button (Square/X on PlayStation, X/A on Xbox) to leap directly to the targeted surface. This mechanic is called "Jumping to Target" and is used in traversal sections throughout the entire game, including later puzzle areas and exploration zones.53535454Wall Climbing and Stamina55555656Two wall climbing sections test your timing. The first is a short wall directly on the path. The second wall is taller and drains stamina while Kliff hangs. Watch the stamina bar carefully: if it depletes completely, Kliff falls. Press the climb button more rapidly to scale the wall faster when your stamina gets low. There is no penalty for falling other than restarting the climb.57575858Crouching and Rolling59596060At the top of the second wall, a narrow gap blocks the path. Crouch or roll through it to continue. This teaches you the crouch mechanic, which is used later in stealth sections and tight exploration spaces.61616262Blinding Flash Skill Details63636464The Blinding Flash skill is unlocked on the bottom platform of the Corridor. The controls are:65656666Hold L1 + R1 to enter the Blinding Flash stance.While holding R1, press L1 to concentrate and project a beam of light.Aim the beam at the sphere above the locked door.Hold the beam on the sphere continuously until it activates and the door opens.67676868If you release the beam too early, the charge resets and you have to start over. The sphere requires several seconds of continuous exposure. This ability is used for puzzle-solving in later quests and exploration areas throughout the game.69697070Dark Tunnel and Lantern717172-After crossing the three moving water platforms, you enter a completely dark tunnel. Equip the lantern from your inventory to illuminate the area. A glowing pipe runs along the wall and serves as a visual guide through the darkness. Follow the pipe until you reach a courtyard with a diamond-shaped artifact on the ground.72+After crossing the three moving water platforms, you enter a completely dark tunnel. Equip the lantern from your inventory to illuminate the area. A glowing pipe runs along the wall and is a visual guide through the darkness. Follow the pipe until you reach a courtyard with a diamond-shaped artifact on the ground.73737474The Artifact and Transition75757676Stepping onto the artifact triggers a cutscene that transports Kliff to a riverside location with fishermen. Here he meets Sebastian, who invites him indoors. This moment marks the transition from the otherworldly Abyss sequence back to the physical world and leads directly into the next quest, New Journey.77777878Tips79798080Tap 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.