HomeGuidesThe Long Dark – Beginner’s Survival Guide to the Canadian Wilderness
The beauty behind Hinterland Studio’s wilderness survival game, The Long Dark, is that its rewards don’t just come from the completion of the challenge modes, or even in the story mode when it releases. It’s the magic of the journey and struggle to survive in a startlingly captivating environment with the need to constantly adapt. This beginner’s guide will not ruin The Long Dark experience for you, there will be no maps with key locations in this guide, no exploits, just pointers to help you get in the right mindset for enjoying the game and having your own wonderful journey of discovery.
No Spoilers
The Long Dark is at its core a brutal survival game and is most enjoyable when played in its Hardcore mode ‘Stalker’. However due to the game’s depth and many mechanics it is recommended that you get some play time under your belt in the easier ‘Pilgrim’ or ‘Voyageur’ settings. This gives you time to learn all the deep game mechanics and makes for a more rewarding Stalker experience in the long run, as you spend more time surviving the elements rather than just trying to figure out how to play. For the experts and perhaps slightly masochistic people among you, there is the Interloper mode; if you watched Predator and thought Arnie was a wimp, you might like this!
New Game
The start of a new game heralds the opportunity for you to practice what you learnt in your previous play through, maybe getting a better understanding of the map and its regions or perhaps changing your approach for long-term survival. If new to The Long Darkdon’t worry, in the first few attempts its just about getting to grips with the base mechanics. What makes this fun is that you can apply some real life experience and knowledge to help you on the way.
Use the sun to get your bearings depending on the time of day, the Sun will rise from the East and set in the West. This and the fact that the weather and world gets more dangerous at night means you should only travel during the day if possible.
Hypothermia is a real threat in the early stages of a game, especially when you are unsure of where to find shelter. Pressing ‘tab’ will bring up your Survival Panel, the better quality clothing you have, the warmer it will feel, but even the best clothing doesn’t protect you forever. The wind chill factor plays a big part in how cold you get, so avoid walking across open expanses if you can and stick to cliff edges where you get some protection. The colder you are the more calories you burn as well. If you do need to move from one protected area to another use sprint. Also remember that most actions take time, even breaking down branches into smaller sticks, so bare this in mind if you decide to spend a lot of time doing something in an exposed area.
Shelter Is Life
Ultimately as you get more accustomed to the world you will look to plan your exploration in stints between landmarks, don’t be afraid to get an old fashioned paper and pencil out to help you create your own map highlighting area’s of interest for later. Finding and sticking to roads, rail tracks, rivers etc will often lead to abandoned areas of civilisation that will provide you with shelter from the freezing temperatures and oppressive weather. Getting caught in a blizzard may encourage you to move with haste but be warned, while you may come across some potential sources of food like Rabbits or Deer you are also just a likely to come across other animals who see you as a food source. Certainly early in the game you want to keep you eyes peeled and your ears tuned to get any early warning of Wolves or Bears. Avoiding them is the best scenario but sometimes you’ll walk right into one as you explore. If you get to close then you need to run to the nearest shelter, one with a backdoor is best as chasing animals do have a memory and will wait for you outside the door you enter for quite a long time!
When you find a location of interest in The Long Dark, you need to make sure you search all the nooks and crannies for food and equipment, don’t forget to crouch to see under beds. Remember you have a carry weight limit so bare in mind you may want to set up a base camp in a suitable location, perhaps somewhere near renewable food sources, a workbench for crafting, stove and bed.
Keep checking the sky for crows, they are often a sign there is a corpse or landmark nearby. Caves can be a good place to get respite from the cold, make sure to look for signs of occupation before you dive in! Don’t forgot; try to only eat or drink safe food and water to minimise the risk of getting ill.
As I’m sure most boy scouts would tell you, a hatchet and knife are great tools to have when living in the wild, matches and a bedroll don’t hurt either so don’t be tempted to leave these behind when you find them. If you get unlucky and can’t find some key equipment you can craft them at a workbench if you have the right resources. If you don’t find them within a couple of days then you may want to think about crafting a source of light like a torch and a way to catch food like a rabbit snare or fishing line and hook. Be sure to harvest the guts from animal corpses and keep hold of any metal scraps and reclaimed wood.
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Time and resources are precious so think of ways to make the most of every trip or activity you are doing, if you light a fire to cook food then make sure you use what time is left to boil water.
If at First You Don’t Succeed…
There is much more to learn as you play through The Long Dark; find a place to call home and start to delve into the crafting mechanics and mid to late game survival. We hope this brief guide has set you up to dive into the Canadian Wilderness and appreciate this wonderful game.
The best piece of advice we can give you is, if and when you die, take a few seconds to appreciate the journey you just had and the story it told. Take note of what you learned, what will you do differently, what mistakes did you make? Then get back in and do it again!
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The Long Dark | |
---|---|
Developer(s) | Hinterland Studio |
Publisher(s) | Hinterland Studio |
Director(s) | Raphael van Lierop |
Designer(s) | Raphael van Lierop Alan Lawrance |
Writer(s) | Raphael van Lierop |
Composer(s) | Cris Velasco Sascha Dikiciyan |
Engine | Unity |
Platform(s) | Linux, Microsoft Windows, macOS, Xbox One, PlayStation 4 |
Release | August 1, 2017 |
Genre(s) | Survival |
Mode(s) | Single-player |
The Long Dark is a first-personsurvivalvideo game developed and published by Hinterland Studio. The player assumes the role of a crash-landed bush pilot who must survive the frigid Canadian wilderness after a global disaster. The game received seed financing from the Canada Media Fund, and further funding was secured through a successful Kickstarter campaign in October 2013.[1][2]
An alpha version was released through Steam Early Access in September 2014.[3] The alpha version was later launched on the Xbox One as one of the first two launch titles associated with Microsoft's Game Preview Program in June 2015. Early reviews of the alpha release were generally positive, and the game went on to sell around 750,000 copies by April 2016.[4] It was officially released on all aforementioned platforms on August 1, 2017, as well as for PlayStation 4.[5] A film adaptation has been confirmed to be in the works.
- 4Reception
Gameplay[edit]
In-game screenshot showing minimalist HUD elements which inform the player of important information about their current state of health
The Long Dark is a survival game set in an open world environment and played from a first-person perspective. The game takes place in the frigid Canadian wilderness where the player assumes the role of a crash-landed pilot struggling to survive after a global disaster, (a geomagnetic storm). The gameplay is stated by the developers to be a 'survival simulation that accounts for body temperature, caloric intake, hunger/thirst, fatigue, wind-chill, wildlife, and a host of other environmental factors.'[6] There are two game modes available to the player, 'Story mode' and 'Survival mode'. During the game's alpha release, the player had access to Sandbox (Survival) mode, with an option to spawn in one of the six regions: 'Mystery Lake', 'Coastal Highway', 'Pleasant Valley', 'Forlorn Muskeg', 'Desolation Point', and 'Timberwolf Mountain', all of which are connected together through transition zones.
In-game screenshot showing detailed HUD elements which inform the player of important information about their current state of health.
The objective is for the player to survive as long as possible by scavenging and utilizing whatever resources they may find within the world. This includes commodities such as food, water, firewood, medicine, and tools such as weapons, axes, knives and a host of other items. Wildlife is also present, such as deer which can be hunted for food, and wolves and bears which are a constant threat to the player as they venture outside. All items and wildlife are randomly spawned for every new game, so no two games will be alike for the player. Tools and items degrade over time, forcing the player to make careful decisions regarding their condition and their eventual need for repair. Fire, being a primary component, is necessary for warmth and cooking. The player has to forage for wood and fuel on a regular basis to stay alive. The player can also get sick from food poisoning and disease. The Long Dark simulates a full day/night cycle which is a fundamental part of the game. The game also simulates temperature and windchill, both of which are random during every playthrough, encouraging the player to monitor the weather carefully at all times to prevent death from exposure. Initially the game did not feature varied experience modes, but due to player demand, Hinterland added three experience modes to accommodate a range of playstyles, and a fourth mode added later. The easiest mode, 'Pilgrim', is for players looking for a more exploratory experience, 'Voyageur' is a middle ground and the most well rounded with regard to exploration and survival, 'Stalker' offers a more hardcore survival experience, and 'Interloper' is for players looking for a punishing, difficult experience.
Added late in 2017, 'Custom' lets the player customize many of the gameplay elements to create a unique playstyle.
The save game system enforces careful decision making by the player, saving only when the player's avatar enters a building, sleeps, passes time or receives an injury. When the player dies, this results in permadeath and the original save file is deleted, forcing the player to start a new game.
Story mode[edit]
Story mode is episodic and was initially planned to be released late 2014, but was pushed back to late 2016.[7]
Development was pushed back again and the game was ultimately released on August 1, 2017, with the first two episodes of the five-part story, entitled 'Wintermute', released together.[8] Episode one was entitled 'Do Not Go Gentle' and episode two is called 'Luminance Fugue'.[8]
A 'redux' version of episodes one and two was released in December 2018, with many changes made to the gameplay, presentation and mission structure.[9] Episode three is scheduled to be released sometime in 2019. Episodes four and five, to complete the story, will follow later.
Development[edit]
Following completion of his work as director on Warhammer 40,000: Space Marine, Raphael van Lierop left Relic Entertainment to work on projects which he felt were 'more personal' and 'more representative of [his] values'. Van Lierop also left Vancouver, moving his family from the city to the northern part of Vancouver Island. Inspired by these new surroundings, he formed Hinterland and began to work on The Long Dark, a game about surviving the Canadian wilderness.[1][10] Hinterland wanted to explore a post apocalyptic world from the fringes, away from the urban apocalypse, which 'we’ve all seen a million times' and away from 'B-movie cliches like zombies'.[1][11] Van Lierop was also keen to impact a Canadian identity upon the game, having been frustrated with homogenised AAA video games which sacrificed character for mass market appeal, he summed up his approach with, 'I'm Canadian. This game is Canadian. Deal with it.'[12][13]
When van Lierop announced the Hinterland team in September 2013, members included Alan Lawrance, formerly a lead at Volition, Marianne Krawczyk, writer of the God of War series, and David Chan, BioWare's first audio designer.[14] A year later, they'd also be joined by Ken Rolston, the lead designer of The Elder Scrolls III: Morrowind.[15] Hinterland operate as a virtual team, with its members working remotely. Lawrance cites his ability to work from home as a crucial factor in his decision to join Hinterland.[16]
Hinterland obtained seed funding from the Canada Media Fund, and in September 2013, launched a Kickstarter campaign for The Long Dark to raise C$200,000 and build a community around the game.[1] The campaign was successful, raising C$256,617 upon its completion in October 2013. PayPal contributions following the Kickstarter campaign pushed the final total to over C$275,000 by March 2014. Hinterland announced the game's voice cast during the Kickstarter campaign, allowing The Long Dark to capitalise on the actors' individual fan bases; the cast announced were Mark Meer, Elias Toufexis, Jennifer Hale and David Hayter.[17][18] Hinterland were mindful of the game's scope, not wanting to expand the team's size and increase risk, and so limited their Kickstarter stretch goals to those that added quality, rather than those that added in-game content.[11]
Van Lierop spoke of their studio's approach to early access at the 2015 Game Developers Conference where he warned against allowing the player community to dictate the game's direction. Van Lierop spoke of the differing play styles in the game's audience; though players that preferred a 'hardcore survival' experience were in the minority, they were most vocal in the player community. Had Hinterland pandered to those requests, they might have alienated the silent majority of their player community.[19]
In April 2016, Van Lierop posted an update about the Story-mode release, explaining that Hinterland had elected to delay the launch of Story mode until it contained 4-6 hours of initial gameplay instead of the originally planned 2 hours. He also declined to set a release date, saying, 'You won’t get another promise from me about when it will ship, until we are close enough to being done with it that I can say with 100% certainty, and give you a definitive date that I know isn’t going to end up with us pushing out an experience we aren’t 100% satisfied with'.[4] He pointed to the evolution of Sandbox mode as another reason for delay, saying that its popularity had grown to the point that Hinterland decided to bring back regular updates for it, even though it was originally conceived merely as a test-bed for the Story mode. His post also provided a developmental road-map with short-term, medium-term, and long-term goals for additions and improvements.[4][20]
Voice actors Mark Meer and Jennifer Hale.
Reception[edit]
Early access[edit]
Following a period of alpha access exclusive to backers of the crowdfunding campaign, a version of the game featuring only its sandbox-style survival mode was released on Steam Early Access in September 2014.[21] Early impressions from critics were generally favorable, but noted the incomplete nature of the game.
Leif Johnson, writing for PC Gamer in June 2014 felt that the game's small unchanging map rewarded route memorisation whereas the game was most engaging when allowing the player to discover its systems.[22] Andy Kelly, writing for the same publication a month later, praised the atmosphere, highlighting the art style, sound design and lighting. Kelly felt that the game's 'focus on atmosphere and environmental survival' made it '[stand] out in an increasingly crowded genre'.[23]
At GameSpot, Shaun McInnis had similar thoughts, seeing that while the survival genre was becoming ever more crowded, The Long Dark was 'one of the few games in this genre focused on capturing the solitary wonder of fighting to staying alive in the brutal wilderness'.[21] John Walker, writing at Rock, Paper, Shotgun in August 2014, enjoyed the game and found it 'impressively full of things to do', but felt that the accelerated passage of time detracted from the realism.[24] In an early access review for GameSpot in October 2014, Nick Capozzoli too criticised unrealistic systems, noting that one should not need 'a dozen energy bars and a pound of venison to sustain yourself day-to-day' and that 'a crowbar [shouldn't] lose half its integrity after being used to pry open a couple lockers'. Instead of stretching his resources as a survivalist would, he felt 'like an insatiable force that roves through the environment, picking it clean.' Like Johnson, he criticised the limited area given to explore.[25] With an update later that October, Hinterland doubled the size of the playable area, and expanded it again in February 2015 to bring the size of the game world to 25 km2.[26][27]
Wired writer Matt Peckham labelled The Long Dark a 'troubling yet beautiful gem',[28] and joined IGN columnist Lucy O'Brien in recognizing the game's beautiful artistic vision, with O'Brien noting that 'Developer Hinterland has gone to great lengths to make the world itself a beautiful place to explore'.[29] In a 2015 interview with Creative Director Raphael van Lierop about The Long Dark's launch on Xbox One, Gameranx's Holly Green addressed the unique nature of the game's survival mechanics, writing it was 'one of the first pure survival games on console, separating the genre from its horror roots and taking its themes of minimalist resource management to their most logical conclusion'.[30]
Commercial reception[edit]
By January 2015, the game had sold 250,000 copies[31] and by August 2015, 500,000 copies had been sold.[32] On April 2016, Hinterland announced that over 750,000 copies had been sold across all platforms and expressed gratitude over the 99.78% approval rating from the Steam user-base.[4]
Accolades[edit]
The game was nominated for 'Best Art Direction', 'Best Game Design' and 'Best Music/Sound Design', and won the award for both 'Best Writing' and 'Strategy/Simulation' at the 2018 Webby Awards.[33]
References[edit]
- ^ abcdSapieha, Chad (September 13, 2013). 'Post Arcade: Hinterland founder Raphael van Lierop talks about The Long Dark'. Financial Post. Retrieved March 4, 2015.
- ^Hinterland (September 16, 2013). 'THE LONG DARK, a first-person post-disaster survival sim'. Kickstarter. Retrieved March 4, 2015.
- ^Matulef, Jeffrey (September 18, 2014). 'Jennifer Hale voices a playable character in The Long Dark'. Eurogamer. Retrieved March 4, 2015.
- ^ abcd'» Community Update: Story Mode Progress'. Archived from the original on April 8, 2016.
- ^Donnelly, Joe. 'The Long Dark story mode launch trailer teases origins of winter apocalypse'. PC Gamer. Retrieved August 2, 2017.
- ^'Faq - The Long Dark'. Intothelongdark.com. Retrieved September 9, 2014.
- ^Chalk, Andy (December 16, 2015). 'The Long Dark Story Mode trailer is very dark indeed'. PC Gamer. Retrieved December 18, 2015.
- ^ abMacLeod, Riley (August 9, 2017). 'The Long Dark's New Story Has Problems, But The Game Is Still Brilliant'. Kotaku.
- ^http://www.thelongdark.com/news/episodes-one-and-two-redux-survival-mode-update/
- ^Leigh Alexander (September 17, 2014). 'Inspiration in isolation: The Long Dark takes on a different kind of survival fiction'. Gamasutra. Retrieved March 7, 2015.
- ^ abZacny, Rob (September 27, 2013). 'Talking through The Long Dark with Hinterland founder Raphael van Lierop'. PCGamesN. Retrieved March 7, 2015.
- ^Campbell, Colin (July 1, 2014). 'The Long Dark is about self-reliance in a hard country. It is a game about Canada'. Polygon. Retrieved March 8, 2015.
- ^McCarter, Reid (December 2, 2013). 'The Long Dark brings Canada to videogames'. Kill Screen. Archived from the original on February 14, 2015. Retrieved March 8, 2015.
- ^Sinclair, Brendan (September 9, 2013). 'AAA devs form Hinterland'. GamesIndustry.biz. Retrieved March 7, 2015.
- ^Haas, Rachel (September 12, 2014). 'Elder Scrolls Veteran Ken Rolston Joins The Long Dark'. IGN. Retrieved March 4, 2015.
- ^Bowman, Mitch (October 2, 2014). 'Interview: Hinterland On Going Indie, Avoiding Zombies'. Rock, Paper, Shotgun. Retrieved March 7, 2015.
- ^Bonifacic, Igor (July 21, 2014). 'Canadian-developed game The Long Dark was born during its creator's darkest moments'. Canada.com. Retrieved March 8, 2015.
- ^'Case Studies: The Long Dark (CA)'. Canada Media Fund. March 12, 2014. Retrieved March 7, 2015.
- ^Hall, Charlie (March 3, 2015). 'How The Long Dark was almost lost in the woods of early access'. Polygon. Retrieved March 4, 2015.
- ^'The Long Dark Roadmap'. Hinterlandgames.com. Archived from the original on April 12, 2016.
- ^ abMcInnis, Shaun (July 15, 2014). 'The Long Dark Is a Brutal Yet Beautiful Twist on the Survival Genre'. GameSpot. Retrieved March 8, 2015.
- ^Johnson, Leif (June 30, 2014). 'The Long Dark: hands-on with Hinterland's single-player survival game'. PC Gamer. Retrieved March 9, 2015.
- ^Kelly, Andy (July 29, 2014). 'Survival gets serious in The Long Dark'. PC Gamer. Retrieved March 9, 2015.
- ^Walker, John (August 11, 2014). 'Hands On: The Long Dark Early Access'. Rock, Paper, Shotgun. Retrieved March 9, 2015.
- ^Capozzoli, Nick (October 9, 2014). 'The Long Dark Early Access Review'. GameSpot. Retrieved March 9, 2015.
- ^Benson, Julian (October 30, 2014). 'The Long Dark update doubles world size with new Coastal Highway'. PCGamesN. Retrieved March 8, 2015.
- ^Brown, Fraser (February 10, 2015). 'The Long Dark gets bigger, again, and wolves can be scared off'. PCGamesN. Retrieved March 8, 2015.
- ^'Survival Game The Long Dark Is a Troubling Yet Beautiful Gem'. Wired. Retrieved September 3, 2015.
- ^'E3 2015: In The Long Dark, What Kills You Makes You Stronger - IGN'. Retrieved September 3, 2015.
- ^'Exploring The Emerging Survival Genre with The Long Dark's Raphael van Lierop'. Gameranx. Retrieved September 3, 2015.
- ^Matulef, Jeffrey (January 20, 2015). 'The Long Dark has sold 250k copies on Steam Early Access'. Eurogamer. Retrieved March 4, 2015.
- ^'How to Survive The Long Dark'. EPN. Archived from the original on September 23, 2015. Retrieved September 10, 2015.
- ^'2018 Winners'. The Webby Awards. April 24, 2018. Retrieved June 25, 2018.
External links[edit]
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While some players swear that The Long Dark is best enjoyed when you have no idea where you’re going, I disagree. I’m a more casual player of games, so having region maps for The Long Dark vastly improved my experience. Having put 400 hours into the game, I no longer need them, but that doesn’t mean that they aren’t handy to keep close by.
The Long Dark – All Region Maps
We’re going to mix and match the region maps we show you between those created by the legendary Whiteberry, and some that we personally made using the in-game Cartography mechanic. Basically, we’ll show you the most complete and up to date map we can find.
Mystery Lake
Mystery lake is the perfect place to start your journey in The Long Dark if you’re a new player. It has a little bit of everything and not too much of anything. There’s a good mix of indoor and outdoor locations, ice fishing, great base options, and the weather isn’t too bad. Unfortunately, the Whiteberry region maps for Mystery lake are out of date. Luckily, we mapped it for you using the Cartography mechanic.
Forlorn Muskeg
The Whiteberry region maps never featured a finished Forlorn Muskeg, but we spent 23 days there so we could map it for you.
In case you weren’t aware, there are no indoor locations besides a single cave. It’s not all bad, though. You can survive there if you’re a veteran player with good gear and an understanding of the area. You might not want to try it out long-term on Interloper, but Voyager and Stalker should be fine. There are a few decent places to sleep, so long as you can always build a fire.
Broken Railroad
This region was introduced with The Long Dark’s story mode, although it’s clear that Hinterland hasn’t finished building it. Curious explorers can climb rocks to access areas that are intended to be used, but haven’t been finished. We snuck into those areas to provide you with one of the hottest region maps out there.
Carter Hydro Dam and Environs
This region is merely a transition zone between Mystery Lake and Pleasant Valley, but there are enough resources to stay there for a few nights. There can also be some decent loot if you know where to look, and luckily Whiteberry’s region maps show you just that.
Click Apply. How fast is your inventor pc really.
Pleasant Valley
Pleasant Valley is a huge map that’s tough on unsuspecting survivors. The weather is bad, there are bears almost every direction you go, and indoor locations can be few and far between. It’s loaded with great loot that you’ll want, so prepare with an essential trip to Pleasant Valley with one of Whiteberry’s most popular region maps.
The Long Dark Map Mystery Lake Bunker
Ravine
By far the coolest transition zone in The Long Dark, Ravine is about as safe as you can be while you’re outdoors. There are no predators in the area, but there are deer and rabbits to hunt, cat tails so harvest, and at least three caves that you can sleep in. If you’re making your way from Mystery Lake to Coastal Highway, a night in the Ravine isn’t so bad.
Coastal Highway
As you become a veteran of the game, Coastal Highway is one of the better places to call home. It has everything you need to survive long-term, and is connected to several zones. The long lines of sight will allow you to spot predators before they spot you. In fact, the region is so big and there’s so much to see that you’ll want to keep one of the region maps close by for your first few hours there.
Crumbling Highway
This is easily my least favorite transition zone. Old Island Connector is used to travel between Coastal Highway and Desolation Point, but it’s small. There are wolves there and the lines of sight are terrible. Try to make sure you aren’t giving off a scent when you pass through, and hopefully you can defend yourself. Study Whiteberry’s region maps before you enter this transition zone to make sure you know where you’re going. No messing around.
Desolation Point
There’s not a lot of loot and not a lot to do. You can forge tools if you’d like, but once you’re done doing what you need to in Desolation Point, it’s probably time to move on. Exploring the zone only takes a few days at most, and it won’t be long before you miss the fishing in Costal Highway. Study Whiteberry’s region maps of the zone, then move on to a better place before you die of boredom.
Timberwolf Mountain
Timberwolf Mountain is where veteran players come to live out their days. When all other zones have been looted and you don’t want to muck around with cabin fever, Desolation Point offers you the best retirement solution. It’ll take you some time to find and gather all the loot and resources, and the Mountaineer’s Hut is one of the best bases of the game. Plus, getting to the Summit of Timberwolf Mountain is a must for any players of The Long Dark. It’s also nearly impossible if you don’t use one of the region maps your first time.
That does it for all the region maps in The Long Dark. You should now have a good understanding of where you’re at and where you want to go. For more guides on The Long Dark, visit The Long Dark guide hub on TL;DR Games.