You’re just getting your feet wet in the Daunt. Honestly, the first few hours of Horizon Forbidden West can feel like a lot of setup, but then you stumble upon the Crimson Narrows. This is where Deep Trouble Horizon Forbidden West kicks off, and it’s arguably the moment where the game’s verticality and environmental storytelling finally click. It isn’t just a "go here, kill that" fetch quest. It’s a claustrophobic, underwater-adjacent puzzle that forces you to think about the terrain in a way the open fields of the Sundom never did.
Most players find this quest by talking to Korvend. He's a foreman who is absolutely losing his mind because his miners are trapped behind a flood and a bunch of pissed-off machines. You've got two objectives right out of the gate: drain the mine and get those Oseram out alive.
It sounds simple. It isn't.
The Reality of Deep Trouble Horizon Forbidden West
What makes this quest stand out is how it subverts your expectations of combat. Usually, Aloy has all the space in the world to roll, slide, and kite machines. Inside the Crimson Narrows, you’re trapped. The water isn't just a hazard; it’s a mechanical barrier that dictates where you can stand and how fast you can move.
The level design here is tight. You’re weaving through scaffolding and half-submerged tunnels. If you’ve played Zero Dawn, you might expect the water to be a death sentence, but Guerrilla Games used this quest to teach you the new swimming mechanics early on. You aren't just wading; you’re diving into the murk to find a way to blow the blockage.
💡 You might also like: Why the Fourth of July Baseball Doodle Still Hits a Home Run Years Later
Why the "Deep Trouble" Mine Level Works
There’s a specific tension in the air when you hear the screech of a Burrower echoing off cave walls. In the open world, a Burrower is a nuisance. In a flooded mine, it’s a genuine threat. You’re constantly checking your oxygen—at least until you realize this quest is more about platforming than a deep-sea expedition.
The goal is to reach the mine’s drainage system. To do that, you have to navigate a series of pipes and platforms that feel more like a classic Tomb Raider puzzle than a modern ARPG. You find the detonator. You see the explosives. It’s a classic setup, but the payoff is the shift in the environment. Once that water starts moving, the entire layout of the cave changes.
Dealing with the Burrowers and Scrappers
Let’s talk about the combat encounter at the end. After you’ve successfully drained the water—or at least lowered it enough to reach the trapped miners—you’re forced into a fight in a very cramped arena. This is the "sink or swim" moment for new players.
- The Burrowers: They use the remaining puddles and elevated rocks to flank you. Since the ground is uneven, your aim has to be precise.
- The Scrapper: This is the real problem. It has that annoying radar scan and a heavy jump attack. In a cave, there’s nowhere to run.
- Environmental Hazards: You’ll see logs and explosive barrels. Use them. Seriously.
If you try to play this like a standard cover shooter, you’re going to get cornered. The trick I’ve found—and what many veterans of the game suggest—is staying mobile on the scaffolding. Aloy is faster than these machines when it involves vertical movement. Use the Pullcaster. It isn’t just for puzzles; it’s your best friend for escaping a Scrapper’s lunge.
The Oseram Perspective
One thing people overlook in Deep Trouble Horizon Forbidden West is the dialogue from the miners, Gildun’s legacy (even if he’s not physically here yet), and the general vibe of Oseram industrialism. These guys are stubborn. They’d rather drown than lose their haul. It adds a layer of character to the world that makes the "Saviour of Meridian" feel more like a glorified contractor, which is a funny, grounded take on the hero trope.
Navigating the Drainage Puzzle Without Losing Your Mind
A lot of people get stuck trying to find the "path" to the explosives. The game doesn't hold your hand as much as you'd think. You need to look for the yellow handholds—guerrilla’s universal sign for "climb here"—but they are often obscured by shadows or rushing water.
- First, swim to the back of the large chamber.
- Look for the ladder that’s partially submerged.
- You’ll need to circle around the upper crane to reach the detonator.
- Once you trigger the blast, don’t just stand there. The machines spawn almost immediately.
The "aha!" moment happens when you realize the water level dropping has revealed a new path back to the miners. It’s a circular design that keeps the momentum going without forcing you to backtrack through empty hallways.
Common Misconceptions About the Crimson Narrows
I’ve seen a few forum posts claiming this quest is glitched. Usually, it’s not a glitch; it’s just that the quest marker is a bit finicky when it comes to vertical layers. If the marker says you’re "on top" of the objective but you see nothing, look up. Or down. The mine has three distinct layers.
Another thing: don't worry about having the Diving Mask yet. You don't need it. Many players see the water and think they need to come back 20 hours later after the "Sea of Sands" story mission. You don’t. The quest is designed to be completed with Aloy’s basic lung capacity. If you’re drowning, you’re taking the wrong route.
The Rewards: Is It Worth the Effort?
Aside from the XP and the Skill Points—which you desperately need early on to unlock the Resonator Blast—you get a decent chunk of Metal Shards and some Oseram-specific loot. But honestly? The real reward is the narrative beat. It establishes the tension between the Carja and the Oseram in the Daunt.
It also gives you a feel for the "new" Aloy. She’s brusque. She’s in a hurry. She doesn't really want to be helping these miners, but she can't help herself. It’s a subtle bit of character work that sets the stage for her growth later in the Forbidden West.
👉 See also: Tim Buckley and Ctrl Alt Del: Why "Loss" Still Haunts the Internet
Essential Gear for the Mine
- Shock Arrows: Essential for the Scrapper. Tripcasters are also surprisingly effective in the narrow tunnels.
- Acid Blasts: If you’ve picked up an Acid Hunter Bow, use it. The Burrowers in this area are particularly weak to it.
- Medicinal Berries: Keep your pouch full. You will take chip damage from the environmental hazards and the machines' ranged spit attacks.
How to Optimize Your Run
If you want to breeze through this, ignore the loot until the water is drained. I spent way too much time trying to grab submerged chests on my first playthrough, only to realize they are much easier to grab once the mine is dry.
Also, keep an eye out for the Datapoints. There’s some flavor text left behind by the miners that explains why they were digging so deep in the first place. It’s not essential for the "Deep Trouble" quest completion, but if you care about the lore of how the Old World's ruins are being scavenged, it’s gold.
Final Steps for the Completionist
Once the machines are scrap and the miners are safe, you have to head back to the entrance. Don't fast travel out. Talk to Korvend again. He’ll give you the final reward and some closure on the situation.
- Check your map for any missed "Unidentified Sites" nearby; the Crimson Narrows is a great jumping-off point for exploring the rest of the Daunt's northern rim.
- Make sure you spend those Skill Points in the "Survivor" or "Warrior" tree immediately. The "Deep Trouble" quest provides just enough of a boost to get your first major active ability.
- Check your inventory for "Mine Scraps" or specialized Oseram gear you might have picked up; sell the junk to the merchant in Chainscrape to clear space for the tougher areas ahead.
This quest serves as the perfect litmus test for whether you’re ready for the "real" Forbidden West. It’s a bite-sized version of the challenges you’ll face in the Cauldrons—tight spaces, environmental puzzles, and machines that won’t give you an inch of breathing room. If you can handle the Crimson Narrows, you’re ready for what lies beyond the Embassy.
Go back to Chainscrape, restock your potions, and prepare for the long trek west. The Daunt is just the beginning, and the troubles only get deeper from here.