Gaming Permafrost map

Exploration zones in Permafrost

Exploration zones are one type of named place on the Permafrost world map.

  • TypeExploration zone
  • Named12

Exploration zones are one type of named place on the Permafrost world map. The map has 12 of them: Bunker 21, Bunker Checkpoint, Hunter's Glade, Nomad Camp, Charles' Park, Convoy of Couriers, Promenade (House Camp), Improvised Radio Tower, Municipal Parking, Candlelight Inn, The Dam and Water Tower.

Promenade (House Camp) has the most to loot and mine nearby, with 201 spots, followed by Water Tower with 114, then Charles' Park and Improvised Radio Tower with 66 each. Skinwalker trades at Hunter's Glade. The Mule can be met at Promenade (House Camp), and as the story goes on also turns up at Hunter's Glade. Condor turns up at Charles' Park as the story goes on.

Exploration zones in Permafrost

NameIn-game journalSpots nearbyNearest fast travel post
Bunker 21Located deep in the forest at the mountainside, a massive complex of buildings once guarded by the military. Locals recall it served as headquarters for the Slumber Project – a government program focused on humanity's survival. Promotional materials that reached far beyond Metropolis spoke of comfort and security. Unfortunately, the complex no longer fulfills its former role, overtaken by dark, dangerous forces.57Horizon (about 450 m)
Bunker CheckpointA fortified checkpoint, formerly manned by soldiers protecting the Slumber Project. Today stands as a grim reminder of pre-Permafrost times, with collapsed barricades and frozen bodies. Those who search carefully might still find valuable items left behid by military.36Horizon (about 200 m)
Candlelight InnA house in the forest (formerly most likely a forester's lodge?), converted into the "Candlelight Inn": a cozy and welcoming stop on the way to Metropolis.18Church (about 250 m)
Charles' ParkOnce a sanctuary of greenery in the heart of the city, Charles’ Park is now a sad reminder of what was lost. Snow-laced trees lean like mourners, cracked paths wind past rusting playgrounds and shattered memorials. Stories say something still stirs in the park at night—whether memory, madness, or something worse—but during the day, it offers a brief reprieve from the chaos beyond.66Last Stand (about 120 m)
Convoy of CouriersA long-abandoned convoy of trucks and military vehicles, once used to transport vital supplies between the remaining outposts, now lies frozen in the ice, half-buried by snowdrifts. Most likely caught off guard by severe weather conditions, the Convoy of Couriers was left stranded and abandoned between Hunter's Glade and House Camp.32Church (about 140 m)
Hunter's GladeHunters Glade, once a peaceful gathering spot for hunters, was a hub of trade, exchange of goods, and sharing of information. It served as a resting point before venturing out on hunting expeditions in the frozen wilderness. Overlooking the glade stands the Red Tower, a lookout point that once kept watch over the area.21Church (about 240 m)
Improvised Radio TowerA structure built from scavenged metal and scrap, intended to maintain communication in the failing city. It soon became an important waypoint on the road between House Camp and the Solars, serving as a safe haven. Currently abandoned after multiple attacks from the Moon Cult.66Church (about 260 m)
Municipal ParkingA vast municipal parking lot once bustling with residents' daily life. Today it's a graveyard of abandoned vehicles and faded parking lines—a symbol of normalcy that disappeared with Permafrost's arrival.29Last Stand (about 40 m)
Nomad CampNestled beside a small river, this camp served as a temporary refuge for travelers. Its simple structures and the nearby water source made it a convenient stop, though now it stands abandoned.37Horizon (about 90 m)
Promenade (House Camp)Running through the center of House Camp, the promenade was once the crown jewel of a former suburban settlement. This paved road, full of trees and playgrounds, was a family meeting place filled with children's laughter. Now it's just empty and silent.201Crow's Nest (about 110 m)
The DamA massive concrete dam controlling water flow between the technologically-oriented Solar Facility and the chaotic wasteland of The Dump. This monumental engineering achievement served both as a hydroelectric power source and a crucial crossing point between regions. Until it froze, then it only became the latter.5Solar Fields (about 290 m)
Water TowerA water tower standing in the heart of House Camp. The surrounding area has transformed into a Cold Zone, creating a natural barrier that keeps most survivors at bay. Skinwalker saw potential in this hazardous location and claimed it as one of his testing grounds. Those seeking to prove their endurance to the Resistance must face his challenge here – to rise above the cold and prove they have what it takes to survive.114Church (about 170 m)