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 the Edge
Desolation Point is where the road ends and intention begins. Wind sweeps across rock and broken industrial remains, and everything about the region feels exposed. It sits at the far end of Coastal Highway, isolated enough that arriving here should never be accidental.
Shelter is limited and spaced out. Wolves patrol the open ground between structures, and the terrain funnels movement in ways that make careless travel expensive. Weather rolls in fast off the ocean, and there aren’t many fallback options if you misjudge timing.
The Riken — the grounded ship — offers one of the region’s defining advantages: a forge. Hibernia Processing expands that industrial theme, providing interior space, a workbench, and the kind of environment where long-term planning actually makes sense. The Lighthouse stands apart, offering elevation and visibility, but little in the way of security beyond its walls.
Resources here aren’t abundant, but they are meaningful. Coal, scrap, forge access — this is a region you visit to build capability. Craft tools. Prepare for harsher travel. Then leave stronger than you arrived.
Desolation Point rewards efficiency. Come with a plan. Execute it. Don’t linger without purpose. This is the edge of the map — and it feels like it.
