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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| Stage/landmark | Required state | Supplies/rest/action | Next check | Terrain/version difference |
|---|---|---|---|---|
| Departure terminal | Select normal expedition and Peak | Check player count and controls, then board | Everyone enters the same expedition | Separate from Custom/Mini |
| Shore starting point | Try controls near the ground | Check guidebook, hand slots, and collected food | Climb empty-handed and recover on a ledge | Do not assume fixed luggage contents |
| Before a long wall | Ordinary stamina has recovered | Adjust food/injury/load and choose rest points | Can you reach the next ledge or placed aid? | Daily terrain changes distances |
| Camp near the section's top | Gather teammates within campfire-lighting range | Aim at the fire and light it using the E prompt | Fire lights and the fog wall ahead disappears | Not every section has a camp |
| Around the fire | Everyone remains nearby | Cook food and organize hand items, bag, and next-section supplies | Finish distributing supplies to anyone short | Someone leaving changes the conditions for protected rest |
| Next-section entrance | Everyone ready to leave | Check the rear player's state too before moving | Choose the next foothold and fallback spot afresh | Forest, cold/heat, and late-game alternatives exist |
No matching entries in this table. Shorten the query or clear it to restore all entries.
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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| Cue | What to avoid now | Rest/supply decision | Version and terrain caution |
|---|---|---|---|
| Tropics rain | Wasting stamina without progress on wet walls | Secure a safe ledge first. Avoid long exposed walls during rain. | Vines also consume stamina |
| Roots wind and spores | Wind pushes you off ledges; spores block gauge capacity | Choose footing before gusts and do not remain in spore clouds | Alternative to Tropics. Wind/spore placement changes daily. |
| Alpine blizzard | Cold increases; grabbing a wall without visibility | Move toward deep caves or shelter and watch whether Cold stops rising | Blizzards are not permanent. Icy rocks are a separate cold source. |
| Mesa strong sunlight | Spending too long in exposed places | Identify the next patch of shade and ready heat-countering items | Does not always follow Alpine |
| Caldera lava and glowing rocks | Missing lava rises/falls and eruption warnings | Retreat to higher footing and leave heated ground | Do not apply the Kiln-style explanation that it constantly rises |
| Gloom/Citadel scenery | Continuing to search for old Caldera/Kiln instructions | Reread new footholds and use prompts | Added in 2.0. The old late-game side also rotates from 2.04 onward. |
No matching entries in this table. Shorten the query or clear it to restore all entries.
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.
- First check teammates. Distinguish unconscious survivors from ghosts, then choose supplies/treatment or revival methods accordingly.
- Gather until lighting is possible and light the fire. Confirm the fog wall is gone and this location is the save boundary.
- 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.
- 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.
- 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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| Teammate state | Check first | Action | Success/limit |
|---|---|---|---|
| Unconscious; body still present | Injury, hunger, temporary conditions | Approach safely and use an appropriate recovery item on them | Check whether usable gauge capacity returns and they can move |
| Unconscious on dangerous footing | Back slot and carrying route | If possible, carry to flat ground and treat. Watch your own load. | Carrying can buy time, but exceptions include accumulated spores |
| Dead and a ghost | Any survivors, and an available revival method such as a statue? | A survivor interacts with the statue near camp to revive them | Different from ordinary food/bandage treatment |
| Successfully revived | Recovery capacity, remaining conditions, and items | Recheck meals and load, then regroup at a short wall | Revival alone need not restore the pre-departure state |
| Everyone dead; expedition over | End screen displayed | Review causes and missing supplies for the next attempt | Autosaving does not guarantee revival after an expedition ends |
No matching entries in this table. Shorten the query or clear it to restore all entries.
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.
Wide tables scroll horizontally.
| Stage | Action | Save precaution |
|---|---|---|
| Before quitting | Check the last lit camp and needed items | Not free saving at any position halfway up a wall |
| Leave | Use normal quitting controls and do not start a new expedition | Winning, losing, or starting a new expedition ends the save |
| Resume | Select the expedition to continue; prioritize the original host in co-op | Non-host saves lack the complete world state, so item-placement differences may remain |
| Teammates rejoin | Use Steam invitations or a room code | Code on pause screen; enter via JOIN GAME |
| Check items | Look in hands, bags, and around camp | 2.04 saved surrounding items; 2.6 fixed some camp states. No guarantee of complete restoration. |
No matching entries in this table. Shorten the query or clear it to restore all entries.
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.
Wide tables scroll horizontally.
| Blocking symptom | Condition/tool/teammate checks | Action to try | Exception |
|---|---|---|---|
| Fire will not light | Distant teammates and lighting prompt | Regroup and aim at the fire again | Some late-game sections have no camp |
| Cannot pass the fog | Is the campfire unlit? | After lighting, confirm the fog wall disappears | Do not confuse rising environmental fog with a section-boundary fog wall |
| Keep collapsing in blizzards | Cold, shelter, and whether you are on icy rocks | Move toward a cave and check whether Cold stops increasing | Waiting while standing outdoors is not safe |
| Only the rear player cannot reach | Injury/load and assistance position | Stop the leader and replace aids within reach from below | The leader's success does not guarantee everyone can reach |
| Objects differ after resuming | Version number and who hosted again | Compare with the original host's continuation state | Do not start a different expedition. Non-host saves have known limits. |
No matching entries in this table. Shorten the query or clear it to restore all entries.
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.