— Advertisement —
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
| Choice | Reward | Consequence |
|---|---|---|
| Trust Gorman | Ancient Map (leads to hidden treasure) | Captain Aldric becomes hostile to you |
| Hand Gorman over | Gold 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.
Related pages
— Advertisement —