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 Wetlands of Woe
Forlorn Muskeg looks flat from a distance. That’s the first lie it tells you.
What appears open and manageable is layered with weak ice, uneven snow cover, and long stretches of exposure. There are no comforting clusters of buildings here. No reliable town center. Just swamp, rail lines, and wind.
Thin ice is the defining threat. It doesn’t announce itself loudly. It waits for impatience. One wrong step can cost condition quickly, and repeated mistakes stack faster than most players expect. Travel here demands route discipline. You learn to read the terrain or you pay for it.
Shelter is scarce. The Spence Family Homestead stands out not because it’s comfortable, but because it has something rare — a forge. That’s the bait. The promise of crafted tools, arrowheads, and knives is what draws you across the wetlands in the first place.
Wolves patrol the open areas, and with so little cover, avoiding them becomes a matter of distance management rather than hiding. Blizzards roll through with little warning, turning the flat landscape into a white wall that erases landmarks entirely.
Loot here isn’t abundant. It’s purposeful. Coal along the rail line. Scrap where industry once tried to exist. Enough to justify the risk if you’ve planned properly.
Forlorn Muskeg rewards preparation and punishes wandering. Come for the forge. Execute your crafting. Leave before weather or weak ice makes the decision for you.
