Gameplay

Permafrost Map: Sled Posts and How to Fast Travel

Use this permafrost map guide to follow the story route, find every sled post, unlock fast travel, and handle combat or snowstorms that block trips.

Permafrost Game media
Permafrost · Game media
01

Navigate by landmarks and unlock sled posts

Follow the opening route through Horizon, Bone Cave and the Woods toward Hunter's Glade and House Camp's Church to get your bearings. Unlock at least two sled posts in person, then press F at an unlocked post, select another unlocked sled icon and confirm to fast travel between them.

02

Follow the landmarks along the story route

The opening route takes you from the first shelter to Horizon, then through Bone Cave and the Woods to Hunter's Glade. Skinwalker's tower and the South Road help orient the route before you reach the Church at House Camp. Horizon is your early safe-zone and trading landmark, while the Church becomes a later story and trading hub.

Horizon is reached through a short cave from the starting ravine, and it is a No Build Zone. Bone Cave lies on the route for Dog Days and New Home, with an exit into the Woods. At House Camp, look for the LOCAL CHURCH sign and the steps leading to the double doors. The Way Home sends you inside to Anna, making the Church an easy landmark to connect with your quest progress.

03

Sled posts and their destination names

The sled network has five posts, located at named safe zones. The Solar Power Plant post uses Solar Fields as its travel name. Match the destination name to the place you want to visit when choosing your sled icon.

PlaceSled post and useful landmark
HorizonFast Travel: Horizon, at the early safe zone and trading hub.
Solar Power PlantFast Travel: Solar Fields. This is the Solar Power Plant's sled post.
Church at House CampFast Travel: Church, on the snow outside the Church's front steps.
Crow's NestFast Travel: Crow's Nest, at the safe zone where Jeremiah Crow trades.
The Last StandFast Travel: Last Stand, at the safe zone; Municipal Parking is a nearby landmark.

Nomad Camp is an exploration zone, not a separate sled destination. Its relevant travel access is Horizon, whose post is about 90 m away. Use Horizon for the fast-travel portion of the journey, then continue to Nomad Camp on foot. Beds also do not serve as fast-travel destinations, so a sleeping spot cannot replace an unlocked sled post.

04

Unlock a post and make your trip

Each post must be reached and unlocked in person before you can use it as a destination. Unlocking a post is a one-time action, and travel works between posts you have unlocked. Discovering a place does not replace the action at its sled post.

  1. Approach a sled post on foot until Unlock appears. At the Church, the wooden post and sleds stand on the snow before the front steps beside a notice board.
  2. Press F when Unlock appears. At the Church post, the prompt changes to Press F Travel once the point is unlocked.
  3. Unlock another sled post in person. You need at least two unlocked posts so that your departure point has an available destination.
  4. Press F at an unlocked post when Press F Travel appears. This opens the map for selecting your trip.
  5. Select another unlocked sled icon on the map. This chooses the destination you will travel to from your current post.
  6. Choose Confirm to make the journey. After the black screen, you arrive beside the sleds at the destination.
05

Use region names to understand the landscape

The Woods are frozen wilderness with Hunter's Glade, hunting towers, caves, abandoned camps and stranded convoys. The Estate is fortified by the Technocrats, with barricades, watchtowers and tunnels connecting its buildings. Solar Facility is the decaying energy complex, recognizable by snow-covered solar panels and infrastructure repurposed by scavengers.

Urban District names a former city district buried under snow and occupied by new dangers. White Hell is a region of permanent cold on the approach toward Maple Island. Maple Island is the heart of Metropolis, with skyscrapers surrounding a city park. Skyscrapers is also a named region on the map.

06

What stops fast travel?

Fast travel is unavailable during combat or severe snowstorms. Finish the fight or move away from it, or wait for the severe storm to clear before trying the post again. If your intended destination is missing, check that you have physically unlocked its sled post.

Custom map markers can disappear after you relaunch the game. Keep a note of the named landmark you were using so you can recover your bearings if a marker vanishes. For a route back to Nomad Camp, remember that the sled destination is Horizon.

07

Plan your arrival and onward walk

Sled travel requires no items or Bucks. Your dog comes along if it is following when you depart, and the contents of its pack remain stored. The in-game clock continues advancing during the journey, so leave room in your plans for the walk after you arrive.

The Church at House Camp combines Anna, a General Trader, beds and a free Dismantle Bench with its outside sled point. Use the House Camp Church guide when you need to find those services after arriving.

For the story route into House Camp, use The Way Home guide alongside the Church landmark. It follows the same stretch of the opening route through the Woods toward House Camp.

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