Anna's Post is a simple camp with a fire situated near the Frozen Pond. Despite her injuries, Anna keeps a watchful eye for survivors from this spot, offering a glimmer of hope in the midst of the desolation.
Locations
Open the interactive map Every recipe note, recording, trader, ore boulder and loot crate, placed on the game's world map.
Fast travel
Interact with a locked point to Unlock it. An unlocked point offers Travel when usable; the interaction shows Enemy nearby when it is unavailable.
The October 15 update moved fast travel points near the Warehouse and Crow's Nest. The map still shows the earlier game-file positions; use them as approximate area references until the moved positions are checked. October 15 developer update

A dark cave with remnants of long-dead animals. Used to be a temporary shelter for travelers... until the permanent resident settled in.
Region
On the map
Open Bone Cave on the interactive map
- Moon Rock 2
- Gold 2
- Coal 8
- Flint 14
- Stone 34
- Recipe notes 1
- Medical boxes 1
- Other searchables 4
- Food & drink 17
- Recipe notes: Refined Flint Axe
Located deep in the forest at the mountainside, a massive complex of buildings once guarded by the military. Locals recall it served as headquarters for the Slumber Project - a government program focused on humanity's survival. Promotional materials that reached far beyond Metropolis spoke of comfort and security. Unfortunately, the complex no longer fulfills its former role, overtaken by dark, dangerous forces.
Variants
Biome
Exploration Zone
On the map
Open Bunker 21 on the interactive map
- Moon Rock 1
- Gold 2
- Iron 1
- Copper 1
- Coal 3
- Flint 1
- Stone 3
- Recordings 1
- Beds & sleeping bags 1
- Quality crates 1
- Military crates & bags 23
- Medical boxes 1
- Toolboxes 4
- Other searchables 15
- Medicine 1
- Food & drink 1
- Materials 1
- Moon Cult spawns 1
- Recordings: Recording - The Awakening
- Hostiles: Moon cultists (CKR-94)
A fortified checkpoint, formerly manned by soldiers protecting the Slumber Project. Today stands as a grim reminder of pre-Permafrost times, with collapsed barricades and frozen bodies. Those who search carefully might still find valuable items left behid by military.
On the map
Open Bunker Checkpoint on the interactive map
- Stone 1
- Recipe notes 2
- Military crates & bags 2
- Medical boxes 1
- Other searchables 4
- Food & drink 3
- Materials 3
- Recipe notes: Moon Cult Pants, Refined Flint Pickaxe
A house in the forest (formerly most likely a forester's lodge?), converted into the "Candlelight Inn": a cozy and welcoming stop on the way to Metropolis.
On the map
Open Candlelight Inn on the interactive map
Trapping
- Rabbit Trap: 50% per eligible normal-mode check.
- Trap Bow: 30% per eligible normal-mode check.
- Under Snow Trap: 20% per eligible normal-mode check.
Applies when placement resolves the location configuration for Central Park. Other catch conditions still apply; a catch is not guaranteed. Follow each trap for its crafting recipe, conditions and location comparison.
Possible encounters
Possible groups depend on the active area profile and time of day; they are not guaranteed on every visit.
Central Park
| Possible group | Time of day |
|---|---|
| Time of day: Day | |
| Time of day: Anytime | |
| Time of day: Day |
Possible encounter resources
Moon RockThe Moonrock Boulder belongs to a possible random encounter for this active area profile. Moon Rock is configured in its final loot. This does not guarantee that the encounter spawns or that collection succeeds; no total yield or probability is established.
Once a sanctuary of greenery in the heart of the city, Charles’ Park is now a sad reminder of what was lost. Snow-laced trees lean like mourners, cracked paths wind past rusting playgrounds and shattered memorials. Stories say something still stirs in the park at night - whether memory, madness, or something worse - but during the day, it offers a brief reprieve from the chaos beyond.
Trapping
- Rabbit Trap: 70% per eligible normal-mode check.
- Trap Bow: 50% per eligible normal-mode check.
- Under Snow Trap: 40% per eligible normal-mode check.
Applies when placement resolves the location configuration for Charles' Park. Other catch conditions still apply; a catch is not guaranteed. Follow each trap for its crafting recipe, conditions and location comparison.
On the map
Open Charles' Park on the interactive map
- Traders: Condor
An old suburban building, served as the central point of House Camp. For a long time, it was a place of refuge for survivors, offering not only spiritual comfort but also functioning as a key meeting place. Here, people gathered to exchange goods, stories, and information, making it the heart of the community. After the Moon Cult attack, it transformed into a makeshift war headquarters for the Resistance.
Access keys
Anna's KeyOpens a room on the church roof.
On the map
Open Church on the interactive map
- Recipe notes 1
- Quest objects 1
- Traders 3
- Characters 1
- Renovation spots 1
- Beds & sleeping bags 4
- Quality crates 1
- Military crates & bags 2
- Medical boxes 1
- Toolboxes 1
- Other searchables 14
- Food & drink 1
- Materials 6
- Traders: Anna, The Mule, General Trader
- Characters: Combatant (Church)
- Recipe notes: Makeshift Heater
Region
Key from Connie
Inventory and trade details
- Stackable
- No
- Can be traded
- No
A long-abandoned convoy of trucks and military vehicles, once used to transport vital supplies between the remaining outposts, now lies frozen in the ice, half-buried by snowdrifts. Most likely caught off guard by severe weather conditions, the Convoy of Couriers was left stranded and abandoned between Hunter's Glade and House Camp.
On the map
Open Convoy of Couriers on the interactive map
Hidden deep within the mountains, this cave was once home to a large cougar. Though the cougar is no longer there, jagged rocks at the entrance, resembling fangs, serve as a reminder of its former presence. Inside, the cave is said to contain a rich supply of stone and flint, attracting those in search of these valuable resources.
On the map
Open Cougar’s Den on the interactive map
- Stone 1
- Encounters 1
A massive crater formed by the impact of a moon fragment. The crater is filled with strange but valuable moon debris. However, the extreme cold makes it a perilous place to explore, with only the most prepared daring to venture into its frozen depths.
On the map
Open Crater on the interactive map
- Moon Rock 13
- Gold 5
- Copper 11
- Coal 17
- Flint 19
- Stone 28
- Military crates & bags 2
- Safes & insulated crates 5
Founded by Jeremiah Crow, a war veteran, it serves as the beating heart of the Ex-Military; those who once upheld order and now cling to it with cold precision. The faction runs like a machine: efficient, unyielding, and slow to trust. Crow’s Nest is less a home and more a doctrine built of frost and grit. It's a place where survival is not a hope but an operation.
On the map
Open Crow's Nest on the interactive map
- Recipe notes 2
- Quest objects 1
- Characters 1
- Renovation spots 1
- Beds & sleeping bags 3
- Quality crates 1
- Weapons & tools 1
- Materials 2
- Characters: Jeremiah Crow
- Recipe notes: SG9, Enhanced Barrel Brazier
- Weapons lying here: Refined Stone Axe
Once a crucial defensive position, Bunker Forest is now a dense, overgrown area. The remnants of old military installations are barely visible through the thick foliage, creating an eerie atmosphere.
Trapping
- Rabbit Trap: 50% per eligible normal-mode check.
- Trap Bow: 30% per eligible normal-mode check.
- Under Snow Trap: 20% per eligible normal-mode check.
Applies when placement resolves the location configuration for Forest around the Bunker. Other catch conditions still apply; a catch is not guaranteed. Follow each trap for its crafting recipe, conditions and location comparison.
This icy pond is marked by the grim remains of those killed by the Moon Cult, their bodies impaled on sharp ice shards. It seems the victims were random travelers, trying to reach Metropolis.
Trapping
- Rabbit Trap: 70% per eligible normal-mode check.
- Trap Bow: 50% per eligible normal-mode check.
- Under Snow Trap: 40% per eligible normal-mode check.
Applies when placement resolves the location configuration for Frozen Pond. Other catch conditions still apply; a catch is not guaranteed. Follow each trap for its crafting recipe, conditions and location comparison.
On the map
Open Frozen Pond on the interactive map
- Recipe notes: Moon Cult Helmet
Region
On the map
Open Gas Station on the interactive map
A makeshift greenhouse built in House Camp to cultivate plants in a desperate attempt to preserve dying flora. Lack of experience, deteriorating conditions, and successive misfortunes led to the gradual collapse of this beautiful idea.
Trapping
- Rabbit Trap: 20% per eligible normal-mode check.
- Trap Bow: 0% per eligible normal-mode check.
- Under Snow Trap: 0% per eligible normal-mode check.
Applies when placement resolves the location configuration for Greenhouse. Other catch conditions still apply; a catch is not guaranteed. Follow each trap for its crafting recipe, conditions and location comparison.
On the map
Open Greenhouse on the interactive map

A small camp nestled high in the mountains, reachable only through a narrow cave passage. Founded by Robyn Cane, it provides refuge for survivors of the Moon Cult's brutal attack on House Camp. This modest sanctuary may not offer much, but its friendly inhabitants and stunning panoramic views create a rare sense of peace.
On the map
Open Horizon on the interactive map
- Coal 1
- Flint 1
- Stone 10
- Recipe notes 4
- Quest objects 1
- Traders 2
- Characters 1
- Fast travel posts 1
- Beds & sleeping bags 4
- Workbenches & stoves 1
- Quality crates 1
- Military crates & bags 2
- Medical boxes 1
- Toolboxes 1
- Other searchables 8
- Food & drink 3
- Materials 3
- Traders: The Mule, General Trader
- Characters: Robyn
- Recipe notes: Survivor's Boots, Survivor's Hood, Wall Torch, Survivor's Trousers

Once a thriving suburban settlement founded by Sheriff Ethan Cane in the early days after the Shattering, House Camp served as a beacon of hope for survivors seeking refuge from the frozen wasteland. The camp grew into a close-knit community of families living in modest single-family houses clustered around a distinctive church tower that still dominates the skyline. All that progress was brought to a halt when the Moon Cult attacked the settlement, killing and kidnapping most of its inhabitants. The remaining survivors, led by Anna Ivanshchenko, are trying to bring this broken community back to life while actively resisting the Moon Cult.
Trapping
- Rabbit Trap: 20% per eligible normal-mode check (Biome configuration).
- Trap Bow: 0% per eligible normal-mode check (Biome configuration).
- Under Snow Trap: 0% per eligible normal-mode check (Biome configuration).
Applies when placement resolves the biome configuration listed for House Camp. Other catch conditions still apply; a catch is not guaranteed. Follow each trap for its crafting recipe, conditions and location comparison.
Possible encounters
Possible groups depend on the active area profile and time of day; they are not guaranteed on every visit. Combatant weapon options are alternatives, not concurrent inventory.
House Camp
| Possible group | Time of day |
|---|---|
| Time of day: Anytime |
| Time of day: Anytime |
| Time of day: Night |
| Time of day: Day | |
| Time of day: Day |
Combatant
Technocrats · Base health 300
Weapon alternatives (base NPC damage)
Combatant
Technocrats · Base health 300
Weapon alternatives (base NPC damage)
How to read these values
Base health and NPC weapon damage are configured values. They do not establish difficulty scaling, armour reduction or measured health and delivered damage in your save. Player allegiance and successful equipment selection are not established here.
Characters
Access keys
Skinwalker's KeyIt opens the suitcase at the top Skinwalker's construction in House Camp.
Possible Combatant weapon options
Crude Bow (enemy loadout)House Camp · Anytime. Combatant (Technocrats) × 2; configured weapon alternative with base NPC damage 30. Appearance and equipped weapon in your save are not confirmed.
Mrozny 91House Camp · Anytime. Combatant (Technocrats) × 2; configured weapon alternative with base NPC damage 100. Appearance and equipped weapon in your save are not confirmed.
IZGHouse Camp · Anytime. Combatant (Technocrats) × 2; configured weapon alternative with base NPC damage 20. Appearance and equipped weapon in your save are not confirmed.
Crude Bow (enemy loadout)House Camp · Anytime. Combatant (Technocrats) × 3; configured weapon alternative with base NPC damage 30. Appearance and equipped weapon in your save are not confirmed.
Mrozny 91House Camp · Anytime. Combatant (Technocrats) × 3; configured weapon alternative with base NPC damage 100. Appearance and equipped weapon in your save are not confirmed.
IZGHouse Camp · Anytime. Combatant (Technocrats) × 3; configured weapon alternative with base NPC damage 20. Appearance and equipped weapon in your save are not confirmed.
CKR-94House Camp · Night. Combatant (Technocrats) × 3; configured weapon alternative with base NPC damage 30. Appearance and equipped weapon in your save are not confirmed.
Mrozny 91House Camp · Night. Combatant (Technocrats) × 3; configured weapon alternative with base NPC damage 100. Appearance and equipped weapon in your save are not confirmed.
SG9House Camp · Night. Combatant (Technocrats) × 3; configured weapon alternative with base NPC damage 15. Appearance and equipped weapon in your save are not confirmed.
Variants
Biome
Exploration Zone
Safe Zone
On the map
Open House Camp on the interactive map
- Stone 19
- Recipe notes 12
- Recordings 4
- Quest objects 2
- Characters 1
- Fast travel posts 1
- Renovation spots 7
- Beds & sleeping bags 6
- Workbenches & stoves 1
- Quality crates 1
- Military crates & bags 21
- Medical boxes 13
- Toolboxes 48
- Safes & insulated crates 16
- Other searchables 228
- Weapons & tools 1
- Medicine 29
- Food & drink 110
- Materials 128
- Animal spawns 1
- Moon Cult spawns 14
- Encounters 10
- Characters: Sean
- Recipe notes: Copper Shiv, Basket Brazier, Scrap Axe, Under Snow Trap, Crude Bow, Copper Pickaxe, Large Wooden Chest, Copper Sledgehammer, Scrap Shiv, Scrap Pickaxe, Components, Copper Axe
- Recordings: From Connie to... Anna, From Connie to Brian (4), From Connie to Brian (1), From Connie to Brian (3)
- Weapons lying here: SW-54 Volkodav
- Animals: Wolf
- Hostiles: Moon cultists (Crude Bow), Moon cultists (Crude Bow), Moon cultists (Mrozny 91), Moon cultists (CKR-94)

Hunters Glade, once a peaceful gathering spot for hunters, was a hub of trade, exchange of goods, and sharing of information. It served as a resting point before venturing out on hunting expeditions in the frozen wilderness. Overlooking the glade stands the Red Tower, a lookout point that once kept watch over the area.
On the map
Open Hunter's Glade on the interactive map
- Recipe notes 1
- Recordings 1
- Quest objects 1
- Traders 2
- Renovation spots 1
- Quality crates 1
- Military crates & bags 1
- Other searchables 4
- Food & drink 3
- Materials 2
- Traders: The Mule, Skinwalker
- Recipe notes: Refined Flint Shiv
- Recordings: Return to Hunter's Glade
A once-bustling area for hunters, the Hunters Glade Forest is now a serene yet desolate woodland. It retains its role as a meeting spot for those who brave its quiet, frozen expanse.
A structure built from scavenged metal and scrap, intended to maintain communication in the failing city. It soon became an important waypoint on the road between House Camp and the Solars, serving as a safe haven. Currently abandoned after multiple attacks from the Moon Cult.
On the map
Open Improvised Radio Tower on the interactive map
- Quest objects 1
- Characters 1
- Military crates & bags 2
- Medical boxes 1
- Toolboxes 2
- Safes & insulated crates 1
- Other searchables 8
- Weapons & tools 2
- Characters: Scavenger (Improvised Radio Tower)
- Weapons lying here: Scrap Pickaxe, Buria
Inventory and trade details
- Stackable
- No
- Can be traded
- No
A gaping maw in the earth, Landscar Cave is filled with the unsettling smell of damp earth and death. This treacherous path leads through the chasm, where evidence of past inhabitants - and many ores - can be found.
Region
On the map
Open Landscar Cave on the interactive map
- Gold 3
- Copper 13
- Coal 7
- Flint 10
- Stone 5
- Safes & insulated crates 1
- Food & drink 10
The heart of Metropolis - a complex of skyscrapers surrounding a city park, serving as the city's showcase and proof of its size and class. However, in the first years of Permafrost, it became clear that these places, despite their expensive high-quality materials, don't cope well with strong icy winds.
Trapping
- Rabbit Trap: 50% per eligible normal-mode check.
- Trap Bow: 30% per eligible normal-mode check.
- Under Snow Trap: 20% per eligible normal-mode check.
Applies when placement resolves the location configuration for Maple Island. Other catch conditions still apply; a catch is not guaranteed. Follow each trap for its crafting recipe, conditions and location comparison.
A military complex built into the mountainside, once filled with advanced communication technology and radar systems. Fortifications and underground bunkers were meant to protect crucial military infrastructure, but today remain only as testimony to former military might.
On the map
Open Military Area on the interactive map
- Recipe notes 3
- Recordings 6
- Quality crates 1
- Military crates & bags 26
- Medical boxes 7
- Other searchables 8
- Weapons & tools 4
- Ammunition 4
- Medicine 7
- Food & drink 14
- Materials 2
- Moon Cult spawns 9
- Encounters 1
- Recipe notes: 5.56x45mm Ammo, Lunar Boots, .45ACP Ammo
- Recordings: Recording - Victor Kain's Dual Speech, Recording - Scientists’ Log: The Forgotten Ones, Hopes And Dreams: Recording #3, Recording - Final Hours Before Sleep, Hopes And Dreams: Recording #2, Hopes And Dreams: Recording #1
- Weapons lying here: Quality Pickaxe, PDW-9, Patriot A7, JPistol MK2
- Hostiles: Moon cultists (SG9), Moon cultists (Mrozny 91), Moon cultists (CKR-94)
Once a critical part of the defense perimeter around the bunker, Military Tower 1 stands in eerie silence, its structure now a stark silhouette against the cold sky. Abandoned and empty, the tower’s observation deck offers a sweeping view of the desolate landscape. Overgrown with frost and decay, it serves as a haunting reminder of the days when it was bristling with activity and vigilance.
Military Tower 2, a relic from a time of heightened alert, looms over the surrounding wasteland, its once-vigilant guards long gone. The tower’s steel frame is battered and worn, bearing the marks of harsh weather and time. Despite its dilapidated state, the remnants of old equipment and faded markings hint at its former role in safeguarding the area, now a silent witness to the passage of time.
Perched on a desolate ridge, Military Tower 3 is a forsaken sentinel, abandoned and left to weather the elements. Its structure, though still standing, shows signs of neglect and disrepair. The surrounding area, once meticulously monitored, is now a stark expanse of frozen earth. The tower’s empty rooms and rusting gear echo the once-critical mission of defense, now a quiet monument to its former purpose.
A vast municipal parking lot once bustling with residents' daily life. Today it's a graveyard of abandoned vehicles and faded parking lines - a symbol of normalcy that disappeared with Permafrost's arrival.
Trapping
- Rabbit Trap: 70% per eligible normal-mode check.
- Trap Bow: 50% per eligible normal-mode check.
- Under Snow Trap: 40% per eligible normal-mode check.
Applies when placement resolves the location configuration for Municipal Parking. Other catch conditions still apply; a catch is not guaranteed. Follow each trap for its crafting recipe, conditions and location comparison.
On the map
Open Municipal Parking on the interactive map
Nestled beside a small river, this camp served as a temporary refuge for travelers. Its simple structures and the nearby water source made it a convenient stop, though now it stands abandoned.
On the map
Open Nomad Camp on the interactive map
- Recipe notes: Moon Cult Jacket
Running through the center of House Camp, the promenade was once the crown jewel of a former suburban settlement. This paved road, full of trees and playgrounds, was a family meeting place filled with children's laughter. Now it's just empty and silent.
Trapping
- Rabbit Trap: 20% per eligible normal-mode check.
- Trap Bow: 0% per eligible normal-mode check.
- Under Snow Trap: 0% per eligible normal-mode check.
Applies when placement resolves the location configuration for Promenade (House Camp). Other catch conditions still apply; a catch is not guaranteed. Follow each trap for its crafting recipe, conditions and location comparison.
On the map
Open Promenade (House Camp) on the interactive map
- Recordings: From Connie to Brian (2)
A dangerous passage through a labyrinth of ruined structures and frozen wrecks. The only route to the valuable Solar Facility, controlled by the mysterious figure known as the Rat Queen - an eccentric woman whose motives remain an enigma, probably even to herself as well.
Region
Variants
Npc Interaction
Safe Zone
On the map
Open Rat Queen's Crossing on the interactive map
- Iron 2
- Sulfur 2
- Recipe notes 2
- Recordings 1
- Quest objects 1
- Characters 1
- Renovation spots 1
- Beds & sleeping bags 4
- Workbenches & stoves 1
- Toolboxes 2
- Other searchables 8
- Characters: The Rat Queen
- Recipe notes: 12ga flare ammo, Refined Iron Sledgehammer
- Recordings: The Lost Wife #1
When the Slumber Project turned away countless survivors, many fled into the forest seeking any shelter from the brutal weather. This camp became one such refuge, crude but vital for those trapped by the relentless cold. Local legend tells of a group of survivors attacked here by Scavengers, only to be saved by a mysterious figure known as the Renegade.
Region
On the map
Open Renegade Camp on the interactive map
- Recipe notes 1
- Military crates & bags 2
- Medical boxes 2
- Toolboxes 2
- Other searchables 22
- Food & drink 5
- Materials 1
- Recipe notes: Refined Flint Sledgehammer
A massive fissure cutting through the landscape, creating a natural barrier. Difficult to explore with steep, icy walls. Conceals ancient geological formations and traces of human activity that some connect to the moon's shattering. Dangerous and hard to climb through, needs to be approached with caution.
Region
On the map
Open Rift Cave on the interactive map
- Gold 9
- Copper 17
- Coal 16
- Flint 18
- Stone 33
- Recipe notes 1
- Other searchables 3
- Recipe notes: Barrel Brazier
Key to Sean's most valuable supplies that he shared for a bottle of whisky.
Inventory and trade details
- Stackable
- No
- Can be traded
- No
A geological anomaly that appeared near House Camp's northern border - a crack in the earth revealing valuable mineral deposits. Settlement inhabitants used these resources for crafting and construction, treating the rift as an unexpected gift from nature.
On the map
Open Shallow Rift on the interactive map
A small, isolated patch of land deep within the frozen forest, was once a bustling logging site.
On the map
Open Shattered Convoy on the interactive map
Trapping
- Rabbit Trap: 50% per eligible normal-mode check.
- Trap Bow: 30% per eligible normal-mode check.
- Under Snow Trap: 20% per eligible normal-mode check.
Applies when placement resolves the location configuration for Skyscrapers. Other catch conditions still apply; a catch is not guaranteed. Follow each trap for its crafting recipe, conditions and location comparison.
On the map
Open Skyscrapers on the interactive map

A sprawling complex of rusted metal and cracked concrete, the Solar Facility stands as a monument to a failed attempt at sustainable energy. The once-pristine solar panels are now covered in grime and snow. Scavengers have repurposed the facility, establishing a precarious foothold amidst the decaying infrastructure.
Trapping
- Rabbit Trap: 70% per eligible normal-mode check (Biome configuration).
- Trap Bow: 50% per eligible normal-mode check (Biome configuration).
- Under Snow Trap: 40% per eligible normal-mode check (Biome configuration).
Applies when placement resolves the biome configuration listed for Solar Facility. Other catch conditions still apply; a catch is not guaranteed. Follow each trap for its crafting recipe, conditions and location comparison.
Possible encounters
Possible groups depend on the active area profile and time of day; they are not guaranteed on every visit.
Solar Facility
Characters
Locations
Possible encounter resources
Moon RockThe Moonrock Boulder belongs to a possible random encounter for these active area profiles. Moon Rock is configured in its final loot. This does not guarantee that the encounter spawns or that collection succeeds; no total yield or probability is established.
Variants
Biome
Exploration Zone
On the map
Open Solar Facility on the interactive map
- Gold 1
- Iron 18
- Copper 1
- Coal 1
- Sulfur 14
- Flint 2
- Stone 4
- Recipe notes 5
- Recordings 2
- Quest objects 1
- Quest starts 1
- Traders 2
- Fast travel posts 1
- Renovation spots 1
- Beds & sleeping bags 9
- Workbenches & stoves 3
- Military crates & bags 7
- Medical boxes 1
- Toolboxes 7
- Other searchables 35
- Weapons & tools 1
- Medicine 1
- Food & drink 1
- Materials 6
- Animal spawns 5
- Encounters 5
- Traders: Logan Boyce, The Mule
- Recipe notes: Refined Iron Axe, 12ga flare ammo, Refined Iron Pickaxe, TR-22 Rudi, JPistol MK2
- Recordings: The Lost Wife #2, Ethan's Past #2
- Weapons lying here: Crude Bow
- Animals: Muskox, Bison, Wolf, Boar, Bear
Two vast circular arrays of solar panels transformed by survivors into a defensive maze of trenches and hidden passages. The original orderly rows became a fortified labyrinth providing tactical advantages for those who controlled it. Camps formed throughout the fields to scavenge materials and supply other settlements. Fierce conflicts over resources eventually drove the inhabitants away. Now the Solar Fields remain silent and abandoned; a frozen cemetery holding terrifying secrets of what transpired here.
Trapping
- Rabbit Trap: 20% per eligible normal-mode check (Biome configuration).
- Trap Bow: 10% per eligible normal-mode check (Biome configuration).
- Under Snow Trap: 5% per eligible normal-mode check (Biome configuration).
Applies when placement resolves the biome configuration listed for Solar Fields. Other catch conditions still apply; a catch is not guaranteed. Follow each trap for its crafting recipe, conditions and location comparison.
Possible encounters
Possible groups depend on the active area profile and time of day; they are not guaranteed on every visit.
Solar Fields
| Possible group | Time of day |
|---|---|
| Time of day: Anytime |
Characters
Variants
Biome
Scavenging Area
On the map
Open Solar Fields on the interactive map
- Moon Rock 23
- Gold 54
- Iron 144
- Copper 65
- Coal 86
- Sulfur 115
- Flint 121
- Stone 113
- Recipe notes 1
- Recordings 1
- Quest objects 1
- Quest starts 1
- Renovation spots 4
- Beds & sleeping bags 10
- Workbenches & stoves 1
- Quality crates 2
- Military crates & bags 18
- Medical boxes 7
- Toolboxes 8
- Other searchables 33
- Ammunition 1
- Medicine 2
- Food & drink 3
- Materials 6
- Animal spawns 1
- Moon Cult spawns 1
- Encounters 7
- Recipe notes: Refined Iron Shiv
- Recordings: Ethan's Past #1
- Animals: Wolf
- Hostiles: Moon cultists (CKR-94), Moon cultists (Mrozny 91), Moon cultists (SG9)
The central power plant housing the main electrical systems and control infrastructure for the entire solar complex. It contained advanced machinery for power conversion and distribution, plus a command center managing the electrical grid for the surrounding area.
Region
On the map
Open Solar Power Plant on the interactive map
- Recipe notes 1
- Recordings 2
- Quest objects 1
- Beds & sleeping bags 1
- Workbenches & stoves 1
- Quality crates 1
- Military crates & bags 9
- Medical boxes 3
- Toolboxes 8
- Other searchables 48
- Food & drink 1
- Materials 2
- Recipe notes: Batteries
- Recordings: Ethan's Past #3, The Lost Wife #3
The gravely ill set out into the maze of solar panels, desperately searching for the hidden clinic of old Doctor Sonnenberg. There, alone and with only modest supply support from Logan’s people, he tends to his patients and, powerless against the many limitations he faces, can often do little more than ease their pain in the final moments of their lives.
On the map
Open Sonnenberg's Clinic on the interactive map
- Characters: Dr. Sonnenberg
A fortified technological enclave situated on Estate grounds, equipped with advanced workshops where electronics were repurposed into new devices and weapons. The colony housed research laboratories and power systems maintaining the community's technological operations... to a limited degree. Technocrats leader Margery Owlgate left the Colony and moved their headquarters to a different location, while leaving her daughter Amalie Owlgate in charge of the Colony.
On the map
Open Technocrats Colony on the interactive map
- Recipe notes 4
- Recordings 2
- Quest objects 9
- Characters 1
- Renovation spots 4
- Beds & sleeping bags 2
- Workbenches & stoves 2
- Quality crates 1
- Military crates & bags 3
- Medical boxes 1
- Toolboxes 4
- Safes & insulated crates 1
- Other searchables 41
- Materials 8
- Encounters 5
- Characters: Eric Hirsch
- Recipe notes: Weapon Bench, Gunpowder, 7,62x39mm ammo, Components
- Recordings: Green-eyed Blizzard, To Chuck <3
The Military Convoy by the Crater was sent to explore the impact site but got trapped in a sudden blizzard. Now, the vehicles lie frozen and abandoned, partially buried under snow. Inside the trucks and armored vehicles, valuable supplies remain untouched, waiting for anyone brave enough to search them, despite the harsh cold.
On the map
Open The Crater's Military Convoy on the interactive map
- Weapons lying here: JPistol MK2, SG9
A massive concrete dam controlling water flow between the technologically-oriented Solar Facility and the chaotic wasteland of The Dump. This monumental engineering achievement served both as a hydroelectric power source and a crucial crossing point between regions. Until it froze, then it only became the latter.
On the map
Open The Dam on the interactive map
Once a symbol of wealth and privilege, The Estate now stands as a stark monument to a bygone era. The Technocrats have fortified this decaying opulence, transforming the ruins into a formidable fortress with barricades of scrap metal, watchtowers constructed from salvaged materials, and a network of tunnels connecting the buildings.
Trapping
- Rabbit Trap: 50% per eligible normal-mode check.
- Trap Bow: 30% per eligible normal-mode check.
- Under Snow Trap: 20% per eligible normal-mode check.
Applies when placement resolves the location configuration for The Estate. Other catch conditions still apply; a catch is not guaranteed. Follow each trap for its crafting recipe, conditions and location comparison.
Possible encounters
Possible groups depend on the active area profile and time of day; they are not guaranteed on every visit.
The Estate
| Possible group | Time of day |
|---|---|
| Time of day: Night |
On the map
Open The Estate on the interactive map
- Recordings 1
- Quest objects 4
- Renovation spots 2
- Quality crates 1
- Military crates & bags 4
- Medical boxes 2
- Toolboxes 5
- Other searchables 36
- Weapons & tools 1
- Recordings: Helicopter's Pilot Confession
- Weapons lying here: Compound Bow
A survivors' outpost located within the skeletal remains of several city blocks, serving as the final staging area before expeditions into the deadly White Hell. The settlement was built from urban building ruins and served as a place where experienced survivors known as Hell Runners share knowledge and form expeditions.
On the map
Open The Last Stand on the interactive map
- Traders 2
- Traders: General Trader, Condor
The Old Forest is the most ancient part of the woodland, nestled near the base of the mountains. Its towering, gnarled trees and dense undergrowth create an eerie, timeless atmosphere. Untouched for centuries, it holds secrets of the past, and few dare to venture too deep.
Found near the dead Tribal, presumably opens one of the doors in The Estate.
Inventory and trade details
- Stackable
- No
- Can be traded
- No

The remains of a once-busy city district, now swallowed by snow, silence, and the dangers that moved in after civilization fell.
Trapping
- Rabbit Trap: 20% per eligible normal-mode check.
- Trap Bow: 10% per eligible normal-mode check.
- Under Snow Trap: 5% per eligible normal-mode check.
Applies when placement resolves the location configuration for Urban District. Other catch conditions still apply; a catch is not guaranteed. Follow each trap for its crafting recipe, conditions and location comparison.
Possible encounters
Possible groups depend on the active area profile and time of day; they are not guaranteed on every visit.
Urban District
| Possible group | Time of day |
|---|---|
| Time of day: Night |
On the map
Open Urban District on the interactive map
- Recipe notes 1
- Recordings 2
- Fast travel posts 2
- Renovation spots 2
- Beds & sleeping bags 6
- Quality crates 5
- Military crates & bags 33
- Medical boxes 13
- Toolboxes 2
- Other searchables 184
- Medicine 2
- Materials 9
- Moon Cult spawns 12
- Recipe notes: .45ACP Ammo
- Recordings: There Were Six Of Us: Urban Birds, There Were Six Of Us: Magpie
- Hostiles: Moon cultists (Mrozny 91), Moon cultists (CKR-94), Moon cultists (SG9), Moon cultists (CKR-94), Moon cultists (SG9)
A water tower standing in the heart of House Camp. The surrounding area has transformed into a Cold Zone, creating a natural barrier that keeps most survivors at bay. Skinwalker saw potential in this hazardous location and claimed it as one of his testing grounds. Those seeking to prove their endurance to the Resistance must face his challenge here - to rise above the cold and prove they have what it takes to survive.
On the map
Open Water Tower on the interactive map
Early Access availability
White Hell is planned for Update 4 after Early Access launch, according to the developer’s 7 October 2026 roadmap.

A brutal stretch of permanent cold, where the wind bites harder than any blade and every step toward Maple Island feels earned.
Characters
A small, isolated patch of land deep within the frozen forest, was once a bustling logging site.
On the map
Open Woodcutters Outpost on the interactive map
- Gold 13
- Recipe notes 2
- Military crates & bags 1
- Safes & insulated crates 1
- Other searchables 5
- Weapons & tools 1
- Food & drink 1
- Recipe notes: Wall Torch, Moon Cult Gloves
- Weapons lying here: TR-22 Rudi

A perilous stretch of frozen wilderness that regular Metropolis citizens abandoned years ago, deeming it too treacherous for scattered survivor groups to safely traverse. In their absence, nature has seized control: the forest now thrives with life, from swift foxes to packs of wolves and massive bears. For those brave or desperate enough to venture here, prime hunting grounds and valuable natural resources await, though every step deeper carries the very real threat of becoming prey yourself. Scattered throughout are remnants of the old world: hunting towers with their ladders mysteriously gone and caves offering temporary refuge, abandoned woodcutter camps and military outposts slowly consumed by Cold Zones, and frozen convoys that never reached their destination. At the heart of it all lies Hunter's Glade, once a thriving meeting place for hunters and a center of trade, now a frozen monument to a way of life lost to the endless winter. Woods are also, as every place these days, kind of a tomb: for those who failed to secure entry into the Slumber Project, the ones heading to Metropolis from elsewhere in promise of a better tomorrow and for those consumed by whatever lurks in the dark.
Trapping
- Rabbit Trap: 70% per eligible normal-mode check (Biome configuration).
- Trap Bow: 50% per eligible normal-mode check (Biome configuration).
- Under Snow Trap: 40% per eligible normal-mode check (Biome configuration).
Applies when placement resolves the biome configuration listed for Woods. Other catch conditions still apply; a catch is not guaranteed. Follow each trap for its crafting recipe, conditions and location comparison.
Possible encounters
Possible groups depend on the active area profile and time of day; they are not guaranteed on every visit.
Woods
| Possible group | Time of day |
|---|---|
| Time of day: Day | |
| Time of day: Night | |
| Time of day: Anytime | |
| Time of day: Anytime | |
| Time of day: Night |
Eastern Woods
| Possible group | Time of day |
|---|---|
| Time of day: Day | |
| Time of day: Night | |
| Time of day: Anytime | |
| Time of day: Anytime | |
| Time of day: Day |
Southern Woods
| Possible group | Time of day |
|---|---|
| Time of day: Day | |
| Time of day: Night | |
| Time of day: Anytime | |
| Time of day: Anytime | |
| Time of day: Night |
Characters
Locations
Possible encounter resources
Moon RockThe Moonrock Boulder belongs to a possible random encounter for these active area profiles. Moon Rock is configured in its final loot. This does not guarantee that the encounter spawns or that collection succeeds; no total yield or probability is established.
Variants
Scavenging Area
Biome
On the map
Open Woods on the interactive map
- Moon Rock 8
- Gold 9
- Iron 8
- Copper 17
- Coal 31
- Flint 24
- Stone 62
- Recipe notes 2
- Recordings 4
- Quest starts 1
- Renovation spots 1
- Military crates & bags 12
- Safes & insulated crates 2
- Other searchables 6
- Weapons & tools 1
- Ammunition 2
- Food & drink 1
- Materials 8
- Animal spawns 9
- Moon Cult spawns 2
- Encounters 6
- Recipe notes: Scrap Pistol, Moon Cult Boots
- Recordings: When the Sky Turns Red, Recording - The Night of Crystal Moonlight, Ladders 101: Message from the boss, Ladders 101: A Fallen Man's Message
- Weapons lying here: SW-54 Volkodav
- Animals: Wolf, Moose, Red Deer, Boar, Fox, Bear
- Hostiles: Moon cultists (Crude Bow), Moon Cult
Other named places
These names are listed by the game, but routes, contents and services have not been established. A type label does not establish a safe route or a usable fast-travel point.
- Abandoned CampSafe Zone
- Abandoned VillageBiome
- ChurchFast travel points
- Crow's NestFast travel points
- HorizonFast travel points
- Hot Springs CaveSafe Zone
- Last StandFast travel points
- Solar FieldsFast travel points
No matching records.
24 of 64 records