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EXPLORATION CHALLENGES

Ancient Ruins

The 37 ground puzzles of the Puzzle Solver trophy, in the journal's order, with sourced solutions and a tracker

What this page is

The 37 Ancient Ruins challenges, one card each in the order the in-game journal shows them, from three published lists that agree on the names, the count and the order (named at the bottom of the page). Each card gives the location in our words, the skills the puzzle needs, the solution in outline and the reward the sources state. Nothing here is from a playthrough of our own.

1. What an Ancient Ruin Is

There are 37 ruins on the ground, each with a different puzzle; some need particular skills, and none needs story progress. They show up on the map as Mysterious Energy once you get near, and solving the puzzle activates an Abyss Cresset, which hands over an Abyss Artifact, the skill point that buys skills and core stats, and then works as a fast-travel point exactly like an Abyss Nexus. The ruins are marked by the white "?" search areas, which can hold other things too; the Lantern (L1 / LB / Ctrl) and Guiding Light (L1+R1 / LB+RB / Ctrl and left click) pick them out.

In the journal they are the challenge set The Thread in the Forest, under Exploration: Main Menu → Journal → Challenges → Exploration → The Thread in the Forest, Ancient Ruins. Completing all 37 is the Puzzle Solver trophy (the Achievements page has the list). Six of the ruins carry a second reward: a memory crystal that reveals the caves of the region the ruin stands in, worth collecting early for the chests inside. VULKK lists it on all six, PowerPyx on five and Game8's pages on three; each card says which.

The skills the puzzles call for: Stab (the one-handed sword skill, for pedestals, dials and sliding blocks), Blinding Flash for vines and lanterns, Nature's Grasp for gates and debris, Nature's Snare for the drainage mechanisms, Force Palm or Force Current for wall buttons, Turning Slash or a heavy attack for ice and clogged drains, Focus, and a bow with arrows for the statues you rotate by shooting. The Builds page covers the skills themselves.

2. Ruins, Abyss Challenges and Secret Places

Three challenge sets share the Exploration heading and the same reward, an Abyss Artifact plus a fast-travel point, and they are easy to confuse because two of them end at the same object. Each has its own trophy.

  • Ancient Ruins (this page, 37). A puzzle on the ground whose Cresset only activates once the puzzle is solved. Trophy: Puzzle Solver.
  • Secret Places (60). A Cresset that only has to be reached, usually somewhere awkward, and taken. Trophy: Pilgrim of Wonders. The Mysterious Energy label covers both, so a marker can be either a ruin or a Secret Place.
  • Abyss Challenges (40). The sky islands, entered from the Spires, each restored by its own puzzle and several gated behind the story. Trophy: Conqueror of the Abysses.

One wrinkle on "no story progress": Game8 says no ruin needs it, but PowerPyx has the Meandering Hills ruin solved during Chapter 2's Reunion, the quest that teaches Nature's Grasp, and this guide's Chapter 2 page describes that Cresset. The rule stands for the other 36, and two more ruins are met during the Secret of the Lost Seal quest line (Duskwood Waterside, Halssius Conflux) without needing it.

3. The 37 by Region

VULKK and PowerPyx file three ruins under different regions, so their counts do not match; the cards keep VULKK's region and note PowerPyx's on the three concerned.

Region VULKK PowerPyx Why they differ
Hernand1615PowerPyx puts Trembling Woods (no. 2) in Demeniss
Delesyia98PowerPyx puts Red River (18) in the Crimson Desert
Demeniss77PowerPyx gains Trembling Woods and loses Fuming Lands (24) to the Crimson Desert
Pailune55—
Crimson Desert02Red River and Fuming Lands; Game8's own page puts Fuming Lands on Demeniss's northern border

The 37 are numbered in the order of the in-game Challenges tab, which is why the cards keep it: read the list against the journal and the gaps are the ruins you are missing.

4. All 37, with Solutions

One card per ruin, numbered as the journal numbers them. Each gives the region, the location with a nearby landmark, the skills needed, the solution in outline and the reward. Where a solution depends on a reset, save and reload first; the card says so. Ticks are saved in this browser and, if you are signed in, in your account with the rest of the Crimson Desert guide.

Cross-checked

Cross-checked on 21 September 2026 against the guides of VULKK, Game8 and PowerPyx, and on 8 October 2026 against PowerPyx and Game8 again and the official patch notes; on 11 October 2026 the Screaming Vault dials against PowerPyx, Fdaytalk and Stealthy Gaming, and the Trembling Woods wheels against PowerPyx and Patch Crazy; the guides hold the same 37 ruins in the same order; where they disagree on a region, a reward, a required skill or whether story progress matters, the card or section names each side. The earlier version of this page listed 37 ruins of which 35 had invented names ("The Sundial of Kings", "Kweiden Ice Mirrors", "Vault of the Greymanes") with invented puzzles; its ids were positional, so the ticks made on it are orphaned by this rewrite, whose ids come from the real names. Not from a playthrough: nobody here has played it, and what the sources do not describe is not on this page.

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