Bleak Inlet: Nowhere to Run, Lots of Places to Die

Pilgrim / Voyageur / Stalker Map


Interloper / Misery Map

Interloper and Misery strip away safety nets. This map is for route planning, rope management, and avoiding assumptions that worked on lower difficulties.

Welcome To Bleak Expectations

Bleak Inlet doesn’t ease you in. It announces itself with wind and wolves.

The region is remote and sharp-edged. Ice, broken terrain, long sightlines, and very little in the way of forgiving shelter. Timberwolves patrol with confidence here, and you rarely feel like you’re moving unseen. Even when the area looks open, it rarely feels safe.

Shelter is limited and often inconveniently placed. Routes between key structures require planning, not optimism. The terrain forces awkward movement, and awkward movement is exactly what coordinated wildlife punishes.

And yet, for those who endure the welcome party, Bleak Inlet offers something few other regions can: control over ammunition.

The Cannery is the prize. Unlocking the workshop access changes how you approach the rest of the run. Ammunition crafting shifts you from reactive survival to calculated engagement. It isn’t easy to secure, but once controlled, it becomes one of the most strategically powerful locations in the game.

The Radio Tower and Lighthouse offer navigation anchors and modest resources, but they are stepping stones rather than destinations. The Cannery is the objective.

Difficulty here is high not because of one overwhelming threat, but because of how everything overlaps. Timberwolves pressure movement. Weather reduces visibility. Shelter placement stretches your margins. Mistakes compound quickly.

Bleak Inlet rewards preparation, patience, and decisive action. It is not beginner-friendly. It is not forgiving. But if you claim it, you gain leverage that lasts far beyond its shoreline.

Return To Map Hub Here

Blog at WordPress.com.

Up ↑