PEAK progression guide: camps, supplies, rescue, and resuming

Before moving beyond Shore, check fire, food, load, and teammates. Covers daily section variations, failed campfire lighting, unconsciousness versus death, and camp-save precautions.

Edition: PC Steam app 3527290, standard release, no mods. Normal expeditions on standard Peak difficulty, solo or co-op for up to four. Tenderfoot, high Ascent, and Custom Runs are covered only where they differ.

Verification scope: Standard patch 2.6.a, dated October 2, 2026, checked against official sources on October 4, 2026. The Final Ascent and camp autosaves are implemented. Excludes beta, mods, and unreleased ports. Individual controls/item effects were checked against public sources, not tested in-game on 2.6.a.

Sources checked: 2026-10-04

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Ask whether the next rest is achievable, rather than focusing on section names

Covers actions connecting sections during normal expeditions on standard Peak. Not fixed coordinates or a correct route for a particular day. Excludes hidden late-game unlocks and final-objective solutions.

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Ask whether the next rest is achievable, rather than focusing on section names: 6 entries
Stage/landmarkRequired stateSupplies/rest/actionNext checkTerrain/version difference
Departure terminalSelect normal expedition and PeakCheck player count and controls, then boardEveryone enters the same expeditionSeparate from Custom/Mini
Shore starting pointTry controls near the groundCheck guidebook, hand slots, and collected foodClimb empty-handed and recover on a ledgeDo not assume fixed luggage contents
Before a long wallOrdinary stamina has recoveredAdjust food/injury/load and choose rest pointsCan you reach the next ledge or placed aid?Daily terrain changes distances
Camp near the section's topGather teammates within campfire-lighting rangeAim at the fire and light it using the E promptFire lights and the fog wall ahead disappearsNot every section has a camp
Around the fireEveryone remains nearbyCook food and organize hand items, bag, and next-section suppliesFinish distributing supplies to anyone shortSomeone leaving changes the conditions for protected rest
Next-section entranceEveryone ready to leaveCheck the rear player's state too before movingChoose the next foothold and fallback spot afreshForest, cold/heat, and late-game alternatives exist

Merely passing a camp does not confirm lighting or saving. Its nearby benefits also do not apply across the entire mountain.

Adjust supplies to the environment ahead

These cues help interpret ordinary hazards. This is not a list of every danger or route; use it to decide when to ready your current tools.

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Adjust supplies to the environment ahead: 6 entries
CueWhat to avoid nowRest/supply decisionVersion and terrain caution
Tropics rainWasting stamina without progress on wet wallsSecure a safe ledge first. Avoid long exposed walls during rain.Vines also consume stamina
Roots wind and sporesWind pushes you off ledges; spores block gauge capacityChoose footing before gusts and do not remain in spore cloudsAlternative to Tropics. Wind/spore placement changes daily.
Alpine blizzardCold increases; grabbing a wall without visibilityMove toward deep caves or shelter and watch whether Cold stops risingBlizzards are not permanent. Icy rocks are a separate cold source.
Mesa strong sunlightSpending too long in exposed placesIdentify the next patch of shade and ready heat-countering itemsDoes not always follow Alpine
Caldera lava and glowing rocksMissing lava rises/falls and eruption warningsRetreat to higher footing and leave heated groundDo not apply the Kiln-style explanation that it constantly rises
Gloom/Citadel sceneryContinuing to search for old Caldera/Kiln instructionsReread new footholds and use promptsAdded in 2.0. The old late-game side also rotates from 2.04 onward.

Standing at a cave entrance does not prove full shelter. Check Cold and wind from a safe position, then decide whether to move deeper inside.

Camp preparation order

If the leader runs off immediately after lighting the fire, the person still opening a bag has not finished resupplying. Agree on a departure signal and finish organizing together.

  1. First check teammates. Distinguish unconscious survivors from ghosts, then choose supplies/treatment or revival methods accordingly.
  2. Gather until lighting is possible and light the fire. Confirm the fog wall is gone and this location is the save boundary.
  3. Hold only the food you intend to eat and interact with the fire. Stop when it becomes Cooked; do not treat climbing equipment or the bag like food.
  4. Move ropes/pitons needed for the next wall into hand slots and less urgent items into the bag. Check whether weight is occupying too much of the gauge.
  5. Leave together only once everyone is ready. If ending for now, agree there with the original host on how to resume.

Ordinary camp rest is useful, but does not replenish spent consumables or guarantee complete removal of every condition. Check gauges and inventory for remaining shortages.

Treat the cause for unconscious players; use revival methods after death

Feeding a downed teammate anything does not necessarily restore them. Unconsciousness means conditions have eliminated ordinary stamina capacity; ghosts after death require different methods.

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Treat the cause for unconscious players; use revival methods after death: 5 entries
Teammate stateCheck firstActionSuccess/limit
Unconscious; body still presentInjury, hunger, temporary conditionsApproach safely and use an appropriate recovery item on themCheck whether usable gauge capacity returns and they can move
Unconscious on dangerous footingBack slot and carrying routeIf possible, carry to flat ground and treat. Watch your own load.Carrying can buy time, but exceptions include accumulated spores
Dead and a ghostAny survivors, and an available revival method such as a statue?A survivor interacts with the statue near camp to revive themDifferent from ordinary food/bandage treatment
Successfully revivedRecovery capacity, remaining conditions, and itemsRecheck meals and load, then regroup at a short wallRevival alone need not restore the pre-departure state
Everyone dead; expedition overEnd screen displayedReview causes and missing supplies for the next attemptAutosaving does not guarantee revival after an expedition ends

Carrying can stop the usual countdown toward death in ordinary cases, but cannot guarantee this with heavy spore buildup or other exceptions. Move promptly to somewhere treatment is possible rather than relying on carrying alone. Solo plans cannot assume another person's rescue.

Leaving midway and resuming

Camp autosaves were added in March 2026, and since August they no longer disappear merely upon loading. The latest 2.6.a also fixes saves/reconnection; do not use old advice saying saves are impossible or consumed on load.

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Leaving midway and resuming: 5 entries
StageActionSave precaution
Before quittingCheck the last lit camp and needed itemsNot free saving at any position halfway up a wall
LeaveUse normal quitting controls and do not start a new expeditionWinning, losing, or starting a new expedition ends the save
ResumeSelect the expedition to continue; prioritize the original host in co-opNon-host saves lack the complete world state, so item-placement differences may remain
Teammates rejoinUse Steam invitations or a room codeCode on pause screen; enter via JOIN GAME
Check itemsLook in hands, bags, and around camp2.04 saved surrounding items; 2.6 fixed some camp states. No guarantee of complete restoration.

Resuming may fail if an update removed the map being saved. Do not equate a simple date change with an update removing a map.

Where to return when progress stops

Before repeated inputs or leaving, determine whether the blockage involves your condition, tools, or teammates.

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Where to return when progress stops: 5 entries
Blocking symptomCondition/tool/teammate checksAction to tryException
Fire will not lightDistant teammates and lighting promptRegroup and aim at the fire againSome late-game sections have no camp
Cannot pass the fogIs the campfire unlit?After lighting, confirm the fog wall disappearsDo not confuse rising environmental fog with a section-boundary fog wall
Keep collapsing in blizzardsCold, shelter, and whether you are on icy rocksMove toward a cave and check whether Cold stops increasingWaiting while standing outdoors is not safe
Only the rear player cannot reachInjury/load and assistance positionStop the leader and replace aids within reach from belowThe leader's success does not guarantee everyone can reach
Objects differ after resumingVersion number and who hosted againCompare with the original host's continuation stateDo not start a different expedition. Non-host saves have known limits.

Even if a network issue is suspected, reconnecting cannot be said to fix every state. First align the current version and starting save.

Frequently asked questions

Should we rush Alpine because the blizzard never stops?

Blizzards are temporary events. You can choose shelter such as deep caves. Waiting outdoors or on icy rocks increases Cold, so check cover and the gauge before resting.

Why do hunger or fog progress at camp?

Check that the fire is lit and everyone remains around it. Someone leaving breaks the conditions for continued camp protection.

Bandages do not wake an unconscious teammate

Bandages treat injury. If hunger or another condition blocks recovery capacity, address that cause. A dead player who is already a ghost needs a revival method.

Will a backpack disappear if I quit while it is on the ground?

From standard 2.04 onward, items around camp are saved too. However, limits such as non-host saves remain. Check important items in hand and bag, and preferably continue with the original host.

Does the save always disappear when the daily map changes?

A daily rotation alone does not necessarily erase it. Official warnings concern updates that remove the saved map. Victory, defeat, or starting a new expedition also ends the save.

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Based on site-wide views, captured July 6, 2026 (previous 28 days plus capture day).