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Prologue: Dead of Night - Crimson Desert Map

Crimson Desert: Dead of Night Prologue Walkthrough with Maps, main quests: Unfamiliar Lands, In Ashes, Realm of Uncertainty, New Journey.

Prologue: Dead of Night Walkthrough

The main story in Crimson Desert spans eight Chapters plus a Prologue. Each chapter is split into Sub-Chapters featuring specific Main Quests.

Your journey as Kliff kicks off with the Prologue: Dead of Night. At this point, you won't have access to every skill or mechanic. These will gradually open up as you progress through the narrative.

In Crimson Desert, you step into the world of Pywel, a massive and diverse land.

You play as Kliff, one of the leaders of the Greymanes. Hard times have hit your group, as the rival Black Bears faction has decided to take you out for good.

Prologue Chapter Breakdown

Sub-Chapter Main Quest Location

Ambush

Unfamiliar Lands

Hernandian Territory / Hills of No Return

Ambush

In Ashes

Hernandian Territory / Nas River

Unknown Space

Realm of Uncertainty

Abyss / Corridor of the Void

Unknown Space

New Journey

Hernandian Territory / Tree Saints' Falls

Unfamiliar Lands Walkthrough

You start in the Hernandian Territory in an area known as the Hills of No Return, somewhere out in the wilderness, in a forest near your camp.

Hernandian Territory: Hills of No Return for Prologue: Dead of Night - Crimson Desert
Hernandian Territory: Hills of No Return for Prologue: Dead of Night - Crimson Desert
Hernandian Territory: Hills of No Return for Prologue: Dead of Night - Crimson Desert

The Prologue: Dead of Night acts as a tutorial, getting you up to speed on movement, basic interactions, and the combat fundamentals. It’s designed to show you the ropes before things get real. The quests here flow automatically, so you'll jump straight from one to the next without any downtime.

The world map isn't available during the beginning of Prologue, so you'll have to rely on the mini-map in the corner of your screen. Keep an eye out for a red cross, which marks your next quest objective.

Main Quest
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Unfamiliar Lands - Main Quest

Prologue: Dead of Night, Sub-Chapter: Ambush.

Starter: Hernandian Territory / Hills of No Return - The beginning of the game's story.

The Greymanes weren’t allowed even a brief rest as the Black Bears relentlessly tracked the scent of blood to their cabin.

  • Head to the cabin
  • Speak with Oongka (optional)
  • Speak with Marius
  • Speak with Ross
  • Enter the cabin

This Main Quest is available right from the start of the game. You don't need to do anything to unlock it, it's already active in your quest log.

Unfamiliar Lands is a quick Main Quest. Follow the path to the hut, making sure to chat with everyone you run into along the way and outside the building. Head inside to speak with your companions; once the Black Bears’ ambush kicks off, rush back out and clear the area of enemies before regrouping to help your allies.

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Starting out

This is where your journey in Crimson Desert begins. Kliff starts on a forest path, just follow the trail toward the hut and camp, making sure to talk to any Greymanes companions you pass along the way.

Main Quest: Unfamiliar Lands.

02

The Hut and Camp

Chat with everyone outside the hut, making sure to hit up Oongka, Marius and Ross.

This is also a good time to check your Journal and Others/Knowledge tabs to see how Crimson Desert tracks your discoveries, encounters, achievements and quest progress.

Head inside the hut once you’re done looking around. You'll meet with the Greymanes, but the conversation is cut short by an Ambush.

03

Ambush

Rush back outside the hut and clear out the attacking Black Bears.

This wraps up the "Unfamiliar Lands" Main Quest and starts "In Ashes" Main Quest. Follow the sounds of the struggle and head out to back up your companions.

In Ashes Walkthrough

You start Main Quest: In Ashes in Hernandian Territory / Nas River after you exit Greymanes hut.

Main Quest
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In Ashes - Main Quest

Prologue: Dead of Night, Sub-Chapter: Ambush.

Starter: Hernandian Territory / Hills of No Return - after Unfamiliar Lands.

The Black Bears’ ambush scattered the Greymanes before anyone could count the survivors.

  • Annihilate the Black Bears
  • Help Naira
  • Help Oongka
  • Help Yann
  • Fight Myurdin

During the Ambush, you've got to support the other Greymanes by taking out anyone attacking them.

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Greymanes vs. Black Bears

Main Quest: In Ashes triggers automatically as soon as you step out of the hut.

Chaos is everywhere, with the Greymanes and the Black Bears locked in a brutal struggle.

You need to help other Greymanes, so save Oongk, Nair, and Yann by taking out their attackers.

The Black Bears will pin you against a cliff, and their leader, Myurdin, is already celebrating. Prepare for a showdown with Myurdin and his crew.

05

You're dead

You can't take Myurdin down, there's just too many of them.

Mortally wounded, you're shoved into the canyon river by Myurdin to meet your end.

As you sink into the depths, it looks like the story of the Greymanes' hero is over.

06

Corridor of the Void

You're sinking deeper into the depths, and it feels like a dying warrior's final vision. Maybe you're dreaming, or maybe this is actually happening. You push through the dark and come out on the other side, fully healed, in a strange place called the Corridor of the Void.

Main Quest: In Ashes ends here.

A Mystery Axiom Bracelet is now strapped to your wrist, pulsing with energy. You can feel a mysterious power radiating from it, is this what kept you from certain death?

You've arrived in the Abyss / Corridor of the Void.

Realm of Uncertainty Walkthrough (no map)

You're drowning after Myurdin's assault, but an unknown force just handed you a choice. You've been pulled into the Abyss, a place where your fate hangs in the balance. It’s either death or a path toward a new adventure.

You find yourself in the Corridor of the Void, representing your shot at returning to the world of Pywel. Find a way out or die, there’s no other option right now, so get moving.

The Corridor of the Void serves as the next stage of the Crimson Desert Prologue tutorial. You'll need to knock out a few basic tasks to claw your way back to the land of the living and return to Pywel.

Abyss / Corridor of the Void - Crimson Desert
Abyss / Corridor of the Void - Crimson Desert
Abyss / Corridor of the Void - Crimson Desert
Main Quest
003

Realm of Uncertainty - Main Quest

Prologue: Dead of Night, Sub-Chapter: Unknown Space.

Starter: Corridor of the Void - after finishing In Ashes.

You’ve awoken in an unknown place. Find a way forward.

This is a straightforward quest where you just need to make your way through the corridor to reach the exit. There aren't any enemies to worry about. Just follow a few basic prompts, and you'll be out of there in no time.

No. Description
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Start of Corridor of the Void

Main Quest: Realm of Uncertainty - Keep heading straight and just follow the prompts.

08

Try to Run.

09

Run and Jump.

10

Try Precision Jump

11

Try simple Climb.

Head through the gate and hang a right.

12

Try Wall Climb.

Climb up the wall, then hang a left. Just watch out for the waterfall.

13

Try Crouching.

Get inside.

14

Jump down the platforms ahead and keep going until you reach the end.

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Blind Flash

To open the door, aim at the glowing sphere above it and trigger a Blind Flash.

16

Jump across the water channel using the three moving platforms. You can pull off a Precision Jump here to make it easier.

17

Use Lantern

Lanterns do more than just light your way in the dark, they also help you track down hidden secrets, trails, and clues. Keep one handy if you don't want to miss out on what's tucked away in the shadows.

18

Move forward.

19

Exit from Corridor of the Void

Move forward.

Step onto the square platform at the end of the hallway.

20

Back among the living

Remember, the entire scene in the Corridor of the Void played out while you were drowning. You chose life and continued your adventure in Pywel. For now, mysterious forces beyond your understanding have brought you back and healed your wounds. The river carried you further toward Hernand Town.

Sebastian pulled you from the water near Tree Saints' Falls. It’s time to get moving.

You finished Main Quest: Realm of Uncertainty.

New Journey Walkthrough

After escaping the Corridor of the Void, you recover on the banks of Three Saints’ Falls in the Hernand Region. Sebastian, who pulled you from the water, invites you to travel together to nearby Hernand Town.

This begins the Main Quest: New Journey.

It’s time to begin your journey to find the remaining Greymanes and understand the mysterious forces ruling Pywel.

New Journey Walkthrough - Crimson Desert
New Journey Walkthrough - Crimson Desert
New Journey Walkthrough - Crimson Desert
Main Quest
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New Journey - Main Quest

Prologue: Dead of Night, Sub-Chapter: Unknown Space.

Starter: Hernand region / Three Saints’ Falls - after finishing Realm of Uncertainty.

Recovered from the grievous wound and able to walk freely, it is now time for you to search for your scattered comrades.

Following the unexpected events in the Corridor of the Void, you recover on the banks of Tree Saints' Falls. Sebastian, the man who pulled you from the water and saved your life, invites you to travel together to nearby Hernand Town. You set off on foot, but the road isn't clear. You’ll have to deal with bandits trying to extort Sebastian for protection money. Along the way, you'll find your first mount and finish the journey on horseback. The trip ends at the Freesword Encampment near Hernand Castle.

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From Corridor of the Void

This is where the river brought you after returning from the Corridor of the Void. You were saved and pulled from the water by Sebastian, who lives nearby at Wycliffe Mappery.

22

Three Saints’ Falls

You’re sitting on the riverbank, recovering and trying to make sense of everything.

23

Sebastian

Sebastian, your rescuer, is standing nearby. Approach him, talk to him, and follow him to the house.

Whether you're on foot or on horseback, you can automatically follow the person leading the way.

23

Sebastian

Sebastian, your rescuer, is standing nearby. Approach him, talk to him, and follow him to the house.

Whether you're on foot or on horseback, you can automatically follow the person leading the way.

Sebastian’s dog, a Floppy-Eared Bulldog, is running nearby, give him a pet.

Make sure to pet every dog, cat, or animal you come across in Crimson Desert. It fills out the "Creatures" section of your Knowledge. Petting them is how you learn about them, and honestly, it’s a nice break even for a hardened warrior.

Ignore the other NPCs in the area for now and follow Sebastian.

24

Wycliffe Mappery

Wycliffe Mappery is where Sebastian works, and you’ll be able to return here later. He suggests traveling together to nearby Hernand Town, which fits right in with your plans.

25

Bleed Bandits

Two Bleed Bandits interrupt your conversation with Sebastian, trying to extort him for protection money. In a world of sword and sorcery, there’s only one way to handle people like this - kill them. They had it coming. Once they’re dealt with, keep following Sebastian.

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Herspia

Along the way, Sebastian points out a horse you can mount. This is Herspia, your first horse. Spend the rest of the trip in the saddle. Keep following Sebastian.

28

A bridge with a beautiful view.

Keep following Sebastian.

29

Freesword Encampment

Your destination is the Freesword Encampment near Hernand Castle. This marks the end of the "New Journey" Main Quest and the conclusion of the Crimson Desert Prologue: Dead of Night.

The Freesword Encampment is a solid example of a place where you can recover by sleeping in a bed. You’ll also find a Supply Chest here, which holds any items you might have missed during combat.

This is where Chapter I: The First Encounter begins.

At this stage, you’re free to do whatever you want. However, I’d suggest sticking to the Main Quests to keep the story moving. Head over to the Hernand Tavern and start the "Where Rumors Gather" Main Quest.

Pieces of Knowledge

Pywel

A land of adventure brimming with countless tales. Rugged yet spirited Pailune, the scorching sandy winds of the Crimson Desert, fertile lands of Demeniss, Delesyia's foundations of science and reason, and the peaceful yet distinct Hernand. The vast and unique territories of Pailune beckon for exploration.

Hills of No Return

A hilly region located northeast of Hernand. Broadly speaking, it encompasses the entire area surrounding the Arboria Forest and faces Demeniss across the Denn River. As the final landmark for those heading to the battlefield, it is often called the place where those who never return are bid farewell.

Greymanes

Warriors who safeguard Pailune. People of diverse backgrounds and abilities have gathered as if by fate, taking on dangerous tasks others dare not accept. Though their foremost mission is to protect Pailune's peace, they extend a helping hand to anyone in need, and their renown now spreads across all of Pywel.

Kliff

A powerhouse of the Greymanes. He commands the deep trust of his comrades through his cool and calculating judgment. His swordsmanship is renowned as the finest in all of Pailune.

Oongka

A powerhouse of the Greymanes. Born of an orc tribe, he wields a massive axe with overwhelming skill in battle. Though taciturn and steadfast, he is Kliff's most trusted comrade-in-arms.

Yann

The loose cannon of the Greymanes. A reckless drunkard who leaves chaos in his wake and has a mouth so foul it starts a brawl at any tavern he steps into. But despite his flippant demeanor, he has earned recognition for his formidable skills.

Naira

The sentinel of the Greymanes. Her exceptional archery skills even earned her the nickname "Empress of the Bow." Having spent most of her life living in the forest, she is a master of survival. Her rough, blunt manner of speaking rivals even Yann's.

Black Bears

A faction led by the formidable Myurdin. Once counted among Pailune's strongest fighting forces alongside the Greymanes, they never came close to Greymane's character or valor. In the end, they cowardly murdered Jian, leader of Pailune, shattered the Greymanes, and brought back an age of violence and savagery.

Myurdin

Leader of the Black Bears. There are many rumors about his origins and bloodline, but nothing is known for certain. He holds a single conviction: "Only the powerful deserve everything." Using cowardly tricks, he broke the Greymanes apart, making himself known with fear for his brutality and cruelty.

Corridor of the Void

The Abyss, the source of adventure where destiny unfolds. Those who are certain of where their path leads and are ready to accept fate: move forward.

Artifact

Can be used in the Skills menu to enhance skills, or taken to a blacksmith to refine equipment. A mystical artifact concealing its true power. Some see it as nothing more than a fallen stone from the sky, while others view it as a beautiful treasure. Those aware of its grand potential seek to possess it to fuel their greed. Yet, those who truly comprehend its worth are exceedingly rare.

Nas River

A great river running through the Hernandian territory. The Nas River is the lifeblood of the land, providing drinking water and irrigation for its people. Its abundant supply of fish also make it a hub of bustling fishing activity.

Meandering Hills

The hilly terrain surrounding Hernand Castle. As the heart of Hernand, the urban district tiers down from the castle, featuring a bustling shop district and market. Further out, farms and ranches spread across the gentle plains, providing the city's provisions and essential supplies.

Three Saints' Falls

A massive waterfall located near Hernand Castle. Also known as Solumen Falls, it is a mandatory stop for pilgrims visiting Hernand. Legend has it that three saints, answering Solumen's call, caused water to flow from the mountain to create this waterfall.

Wycliffe Mappery

A cartography workshop in Hernand. It once produced precise maps, but the owner has since vanished.

Sebastian

Mapmaker of Wycliffe Mappery. After locking eyes with a white bird perched on his windowsill, he felt an inexplicable urge to go fishing at the Nas River. That very day, he discovered Kliff drifting down the river and nursed him back to health with great care.

House Celeste

The ducal house that governs Hernand. Distant descendants of the wandering knight Canta, they bear the heavy responsibility of defending the duchy and protecting its people. As multiple factions rise to threaten Hernand, they are now being tested to see whether they can truly uphold that duty.

Bleed Bandits

An armed faction that has plunged Hernand into fear. Their influence spread all across Hernand with alarming speed. A powerful and shadowy force supports their rapid rise, making their activities difficult to suppress. They addict people to Dreamer's Bliss, a drug that induces harrowing nightmares, and enslave them in the process.

Herspia

A highly sensitive breed, adept at observing its surroundings. It is easily startled by small changes in its surroundings, but it is loyal and quickly regains its composure when its master is near, following commands well.

Hernand Castle

The capital fortress of Hernand. Its deep canyons and Nas River provide natural defense and access to water, making it ideal to be the Duchy's capital.

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