Gaming Guide

Permafrost: The Outpost and High Frequency Walkthrough for the Hunter’s Glade Tower

Walk the road to the steel lookout, repair all 13 damaged pieces, and play the Icarus broadcast to close both quests.

Walk the road to the steel lookout, repair all 13 damaged pieces, and play the Icarus broadcast to close both quests.

Image: SpaceRocket Games

Two main quests run back to back once you finish building your first home in Permafrost. “The Outpost” sends you on a long road march to Hunter’s Glade, and arriving there immediately opens “High Frequency,” which asks you to fix up a ruined lookout tower and get its radio working again. Both take place during the early access build, so the exact costs and counts below reflect how the game plays currently.

Quick answer: Listen to your Radio Station Bench to start “The Outpost,” follow the quest marker along the road to Hunter’s Glade, then climb the steel tower, repair all 13 damaged pieces with the Building Tool, and press F on the tower’s radio to play the Icarus transmission.


How The Outpost and High Frequency start

“The Outpost” triggers when you interact with the Radio Station Bench at your base at the end of “New Home.” It carries a single objective, “Reach Hunter’s Glade,” and that destination sits in an unexplored part of the map well away from your starting region.

The moment you arrive, “The Outpost” completes and “High Frequency” begins. That quest runs four objectives in order: go up the tower, talk to Skinwalker, renovate the Hunter’s Glade tower, and listen to the transmission from Icarus. You can finish both in one trip, and you can wrap up Robyn’s side quest, “Return to Hunter’s Glade,” on the same visit.


What to pack before you leave base

The journey can eat a full in-game day, and night falls along the way. Sleep in your bed until morning first (hold F, then Sleep, and you wake at 08:00) so you set out with a fresh day ahead of you.

Then stock your pack for the walk and the repairs waiting at the far end.

  • The Building Tool, equipped with B (used for both the watchtower trick and the renovation).
  • At least 30 Wood for the renovation and for the improvised stairs you build en route.
  • A few Scrap, since some repairs also ask for it.
  • Arrows, cooked Dishes, and Moonshine for cold resistance.
  • A Stone or Flint Shiv to open locked containers along the road.

Open the map (TAB, then MAP) before you go. The marker for “The Outpost” sits inside an unexplored circle, so you can gauge how far the road runs and where night is likely to catch you.


The route to Hunter’s Glade

Keep the compass objective marker in view and follow the fenced road out from your first base. The landmarks below tell you when you are on track.

The Outpost begins
The map after The Outpost opens, with the Reach Hunter's Glade objective sitting out in unexplored territory. Image: SpaceRocket Games / via @MissPinkPlays
Follow the road from base. A snow-covered Damaged Van parked in front of a concrete facility ringed by tank traps marks your first stop, the Bunker Checkpoint.
Clear the Bunker Checkpoint (details below), then rejoin the road. Ignore the metal staircase climbing the cliff behind the bunker; it leads into a cold zone around -32°C with a wolf and is not on your path.
Go by another Damaged Van and a Damaged Car; either vehicle may contain Scrap, Cloth, and a few Bucks. Two ladderless log watchtowers flank the road, and each has a crate of Moon Cult clothing on its roof if you want to collect it (see the climbing method below).
The marker then leaves the road and climbs a trail. A second cold zone banner can appear near some ruined cabins around -33°C, so keep moving and do not linger.
Reach the foot of the tall steel tower. You will see “THE OUTPOST – QUEST COMPLETED,” the “HUNTER’S GLADE” location banner, and an “ENTERING No Build Zone” notice. “High Frequency” starts here.
Arriving at Hunter's Glade
Reaching the base of the steel lookout marks Hunter's Glade as discovered and completes The Outpost. Image: SpaceRocket Games / via @MissPinkPlays

What to grab at Bunker Checkpoint

The concrete Bunker Checkpoint sits at roughly -20°C by day and is worth about ten minutes of looting on the way through. Here is what it holds.

  • Upper corridor: a Medical Supply Box with Surgical Spirit and Herbs.
  • At the office desk, find a Recording advertising the “Slumber Project” beside a Recipe note that unlocks Moon Cult Pants.
  • Office floor: a locked Suitcase that opens with the shiv in hand. Anything else shows “Unsuitable tool used!”
  • Upper rooms: loose Scrap, an Improvised Coffee, and tinned food.
  • Ground floor: break the Wooden pallets with an axe to reach a walled yard holding a Military crate, two Lockers, and a Recipe note that unlocks the Refined Flint Pickaxe.

Climbing the roadside watchtowers

The two log watchtowers have no ladders, but each crate of Moon Cult clothing on top is reachable with a quick building trick that costs you nothing in the end.

Set a Wooden Foundation (5 Wood) on level, flat terrain next to the tower. Add Wooden Stairs or a Floor piece on top so you can cross onto the platform. After looting the crate, deconstruct your placed pieces to get the Wood back. If the stairs or floor preview turns red and displays “FOUNDATION REQUIRED!”, place the foundation before adding it. Should a jump from the foundation alone leave you short, put a floor or stairs piece above it to close the distance.


Going up the tower and meeting Skinwalker

Once “High Frequency” is active, ascend the steel tower by its stairs to reach the cabin at the summit. The cabin is warm, a welcome change after the chilly climb.

On the desk you will find a Recipe note that unlocks the Refined Flint Shiv, and right next to it the Recording that Robyn asked you to find. A Locker in the cabin holds Bucks, and Moonshine and Beef Jerky sit on the shelf.

The recipe and Robyn's recording on the desk
The cabin desk holds a Refined Flint Shiv recipe and the recording Robyn sent you to recover. Image: SpaceRocket Games / via @MissPinkPlays

Skinwalker stands outside beside a fire basket on the walkway. Speak to him to start the “Talk to Skinwalker” objective. He says a resident operated the office radio, damaged it, and then left. After the conversation, your objective changes to “Renovate the Hunter’s Glade tower.”


Renovating the Hunter’s Glade tower

The tracker shows “BASE RENOVATION 0/13.” You repair 13 damaged pieces of the tower cabin and walkway using the Building Tool, and the on-screen “RENOVATING” prompt spells out the method: approach a blue ghost piece, and when you have enough resources, click LMB to repair it.

Equip the Building Tool by holding it. When you face a damaged part, the prompt reads “Press B to equip with the Building Tool.”
Circle the cabin and walkway to inspect them. Blue ghost outlines mark the damaged sections, and their costs appear as owned versus required. These include a Bed, the Radio Station Bench, and Patch sections on walls and windows. Each fix uses a small amount of Wood; some also require Scrap.
Use LMB on each ghost to restore it. The counter increases per repaired piece, and your Renovating skill gains levels as you work. Building new pieces is blocked here by the no-build zone, so stick to fixing the existing structures.
Repairing a patch with the Building Tool
Each blue patch repairs with a held LMB and ticks the BASE RENOVATION counter up toward 13. Image: SpaceRocket Games / via @MissPinkPlays
If your Wood supply runs out, head down from the tower and chop two or three pines at the base, then return to complete the repairs. You can claim the restored Bed with E, followed by “RESPAWN POINT SET”, and sleep there; this gives you another home at the tower.

At night, the exposed walkway can trigger a “BONE-CHILLING COLD” warning. Before working on the exposed repairs, get warm inside the cabin or beside Skinwalker’s fire basket.


Repairing the radio and hearing Icarus

At 13/13, the objective switches to “Listen to transmission from Icarus.” Press F on the repaired Radio Station Bench and let the whole broadcast play out. Icarus calls Rook by name, promises shelter, water, food, warmth, and protection, and names House Camp as the seat of resistance.

The transmission from Icarus
Pressing E on the fixed Radio Station Bench plays the Icarus broadcast and completes High Frequency. Image: SpaceRocket Games / via @MissPinkPlays

When the message finishes, “HIGH FREQUENCY – QUEST COMPLETED.” appears. Your next main quest is “The Way Home,” which prompts you to speak with Skinwalker again.


Rewards and loose ends at the tower

Tell Skinwalker the lookout is fixed and the radio is working again. He directs you along the South Road to the camp to find Anna, then asks you to retrieve the blueprint from his box. Open the platform’s “QUEST REWARD” chest for a Utility Backpack with capacity 25; it also unlocks the Tailoring Bench recipe, making that your next building objective. Skinwalker trades Simple Bow, Trap Bow, traps, and arrows, and offers hunting challenge side quests. At the tower’s foot, a wooden cabin is home to The Mule, a travelling trader.

Return to Hunter’s Glade (Robyn’s recording)

Robyn hands this out back in Horizon when you accept “Anything else I can help with?” The journal reads that a recording she is looking for sits somewhere at the top of the tower. Pick the tape up from the cabin desk, carry it back to Robyn, and she recognizes the voice as her father’s. Then open the “QUEST REWARD” crate by her fireplace to collect +400 XP, the Survivor’s Gloves and Survivor’s Uniform recipes, Candles, a Bandage, a Dish, a Survivor’s Backpack (capacity 20), Cloth, and Bucks.

With the tower standing, the radio live, and both reward crates emptied, you have everything Hunter’s Glade offers right now and a clear heading down the South Road toward House Camp. As an early access title, the costs, counts, and rewards here can shift with future updates, so treat the figures above as how the game stands today.