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Shackles of Fate Crimson Desert — Quest Walkthrough

Updated 2026-06-02

Quest Overview

Shackles of Fate is a main story quest in Crimson Desert. You get it after clearing the Cleft of the Wicked. It involves a prisoner who knows the location of an ancient weapon. Your choices here matter.

Walkthrough Steps

  • Talk to Captain Aldric at the Southern Border Camp
  • Travel to the Old Prison Ruins (east of the camp)
  • Fight the prison warden (level 15 boss, weak to fire)
  • Free the prisoner Gorman from his cell (key on the warden)
  • Escort Gorman back to camp — ambush occurs halfway
  • Choose: trust Gorman or hand him to the captain

Choices and Rewards

ChoiceRewardConsequence
Trust GormanAncient Map (leads to hidden treasure)Captain Aldric becomes hostile to you
Hand Gorman overGold x500, Captain's Blade (sword)Gorman dies, Ancient Map lost permanently
I recommend trusting Gorman. The Ancient Map leads to a legendary weapon later. The sword from the captain is not as good.

FAQ

Can I complete Shackles of Fate both ways on one save?
No. The choice locks permanently. You need a second playthrough to see the other outcome.
What level should I be for this quest?
At least level 14. The warden hits hard. Bring fire bombs or a fire-enchanted weapon.
Does Gorman appear again later?
Yes. If you trust him, he shows up in Act 3 with a side quest about the ancient weapon.

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