- The Long Dark Broken Railroad Ravine
- Broken Railroad Map Long Dark
- The Long Dark Broken Railroad Ravine
The Long Dark – Story Mode – Wintermute Walkthrough (Episode 2)
The Long Dark is a first-person survival video game developed and published by Hinterland Studio. The player assumes the role of a crash-landed bush pilot who must survive the frigid Canadian wilderness after a geomagnetic regional storm disaster. The game received seed financing from the Canada Media Fund, and further funding was secured through a successful Kickstarter campaign in October 2013. The Long Dark Hotfix to version 1.19 33943 on STEAM. Note for GOG Users. General loot tuning for Broken Railroad region. Survival Fixed inactive container item in Hunting Lodge basement. Survival Fixed missing corpses and containers in Broken Railroad region. Purchase The Long Dark on PS4; NEW REGION. Defined by jagged cliffs and burned out forests, Ash Canyon's treacherous landscape hides treasures that might save a Survivor's life. Far on the other side of Timberwolf Mountain is a difficult-to-reach area defined by steep cavernous walls and burned-out forests. If you can navigate your.
Episode 2: Luminance Fuge
Although Will manages to drive off the Old Bear, the trapper, Jeremiah, is badly injured. Will retrieves medication strong enough to help the old man and fixes the rifle he broke while shooting the bear. Jeremiah hasn’t seen Astrid, but offers to teach Will the skills necessary to survive long enough to find her.
Chapter 1: Risk of Infection
The Trapper needs medicine, and the stuff Will has on hand isn’t good enough. Fortunately, there’s an abandoned hydroelectric dam that probably has some prescription-level stuff.
As before, the map will show you exactly where to go. I personally like to follow the railroad to get to the Dam, but feel free to get there however you want. There will be some wolves, but you can scare them away by lighting a fire or flare. You can also hit them with your weapon.
Once you reach the Dam, you’ll find that it’s properly locked up, as any industrial area should be. To get in, you need the fence key. It can be found in the left trailer (when facing them), in one of the lockers.
Head on inside. A cutscene will play once you walk forward a bit, and then it’s time to find medication. Go ahead and loot the place while you’re here, but don’t bother going down the stairs; it’s blocked off in story mode.
If you didn’t work on Grey Mother’s trust in the previous episode, you can get a flare gun here. If you did get one, go ahead and open the case anyways. There are some extra flare shells, which are always useful.
Anyways, let’s continue with story objectives. To save some time, go ahead and search the body in the bathroom; he’ll be holding an office key.
When you leave the bathroom, there will be a stairwell on your left. Head upstairs and you’ll find the office area. And how lucky for Will, there’s a red locker here that just screams “medical supplies”. On the unlucky side, it’s locked. Head to the office in the back (with an actual door instead of cubicles) and unlock it with the key you found on the dead body. You’ll find the key to the medical locker in the desk drawer. Grab the medical box and head on back to Trapper’s when you’re ready.
Chapter 2: You Fix My Rifle?
Well we’ve learned the name of the mysterious Trapper. Unfortunately, it seems Will managed to break Jeremiah’s rifle while driving the bear off. Thankfully, Will can fix it, but it’s going to be a long trip.
When you’re ready, head on out. Despite what Jeremiah said, there’s no risk of running into the Old Bear (although regular bears are still roaming about). The map will show you that you need to go down the railroad again, this time in the opposite direction.
You’ll leave Mystery Lake via the rail tunnel and enter a brand new region: Forlorn Muskeg. Like Jeremiah said, just keep following the railroad. Forlorn Muskeg is full of thin ice, so you risk a dunking in icy water if you leave the railroad. If you get a “thin ice” warning, quickly back up the way you came to avoid falling through.
Once you reach the other side of Forlorn Muskeg, you’ll leave that region and enter the Broken Railroad region. At this point, you can check your map and see the Maintenance Yard labeled with an exclamation mark. Keep following the railroad until you run into a landslide, which makes things a little more difficult.
Head to the right and you’ll come across a frozen lake. you want to cross the fallen tree up onto the ledge. You can then follow the path to bypass the landslide.
Once you find the railroad again, just keep following it until you see some trucks. Take a right, and the Maintenance Yard will be straight ahead. Will the main door is locked, there is a convinently open side door you can get into.
Once you’re inside, take some time to explore the area. A cutscene will trigger when you enter the area below.
Here is our first Forest Talker! If you explored the Dam thoroughly, you might have seen some notes about the group. Turns out they were meeting at the nearby hunting lodge, and Will decides to investigate. But we need to fix Jeremiah’s rifle first! To do so, just interact with the machine pictured below. Pick up the bolt cutters too; you’ll need them.
Now, to the Hunting Lodge! Before you leave, make sure to rest and fill up your fatigue bar. Once you exit the building, a cutscene will play and Will passes out. When he comes to, things are…strange.
Meet the aurora wolves! As Will notes, they seem to be scared of electrial lights. And luckily for us, the aurora overhead seems to have fixed all the electrical objects. Now, you have two options:
1) Go back into the Maintenance Yard building and sleep until morning. The aurora only happens at night, so do this if you don’t want to deal with the aurora wolves.
2) Head to the Hunting Lodge right now. Convinently for us, there’s a line of streetlights that lead directly to the Lodge.
I would recommend option 2. It’s a good time to learn more about the aurora with very little risk. If Will dies on the way there, he just respawns at the Yard (versus the permadeath of Survival Mode). If you choose option 1, be careful. There are open wires in the building, and they will burn/kill Will if you touch them.
Chapter 3: Survival School
After fixing Jeremiah’s rifle, Will attempts to hightail it out of the region. After all, Astrid is still out there. But Jeremiah has plenty of information about surviving in the wilderness that Will is going to need if he’s to survive long enough to actually find her.
So talk to Jeremiah and select the “Survival School” option. You have the option to learn about the following skills:
-hunting
-fishing
-clothing
-harvestable plants
You can complete these missions in any order. For this guide, we’ll be going in the order listed above.
Hunting
To complete the hunting lesson, you have to gather 10.0 kg of deer meat for Jeremiah. He’ll mark the location of the Unnamed Pond on your map, so head out there with your rifle. Once you see a deer, crouch and slowly approach the animal. You can shoot the rifle while crouching, so there is no risk of spooking the animal too soon.
Now there are two outcomes to hitting an animal. If you’re lucky, it will be a ‘critical hit’ and the animal will drop dead immediately. However, it’s more likely that you will just injure the deer. You can tell if the animal is wounded by the blood spray and trail that it leaves as it runs away. Like Jeremiah said, follow the blood trail and eventually there should be a dead animal at the end.
After harvesting your deer meat, place it in the bin outside Jeremiah’s house. It can be cooked or uncooked (uncooked is heavier but smellier), however you can’t take it out once the quest is registered as complete. Talk to Jeremiah to complete the lesson.
Fishing
You need 5.0 kg of fish to complete this lesson. Head over to the Camp Office, which should be marked on your map, and loot the place. If you didn’t have any fishing tackle before, then you’ll have it now. You can also craft extra fishing tackle using a hook and line. You might also want to collect some wood.
Once you’re ready, head out onto Mystery Lake. You’ll see some green shacks, which are fishing huts. Head inside one, and there will be an ice covered hole that you can break open with a hatchet/prybar/knife. Light stove if it’s cold, and start fishing. You want to place your fish inside the bin like you did with the deer meat.
Clothing
This lesson is all about repairing clothing. Jeremiah will give you his bearskin coat (no you can’t wear it sadly) and tells you to repair it for him. You have to go to the Lookout, where he’s left a bear hide drying. Just in case, bring either a sewing kit or fishing tackle.
To get to the Lookout, head down the railroad tracks, past the Camp Office but before the Derailment. On your left, there will be a clearing, usually filled with rabbits and/or deer, that you should enter. If you look to your right, you should seem some trees with lichen. Head up the hill, past those trees and you will eventually see the fence that marks the path up to the Lookout.
The bearskin will be on the floor of the Lookout, so pick it up. To repair the coat, select the “action” option under the bearskin coat. There will be a repair option and a harvest option. Obviously, choose repair. Once you’re done, head back to the Trapper’s Cabin and talk to Jeremiah to give him the coat back.
Harvestable Plants
The final lesson is all about the plants that are capable of surviving the harsh Canadian winters. All you have to do is gather a certain number of each plant–look in the journal–and place them in Jeremiah’s bin.
The plants are as follows:
Old man’s beard lichen–Craft into a wound dressing that will treat infection risk
Rosehips–Craft and then cook into a tea that will act as a painkiller
Reshi mushroom–Craft and then cook into a tea that serves as an antibiotic
Cattails–the stalks can be eaten while the heads serve as tinder
Once you’ve placed the plants, talk to Jeremiah and trigger the cutscene.
Chapter 4: Jeremiah’s Folly
Welp, it’s time to kill the Old Bear! Apparently this is such a blood-thristy beast that it will hunt you down at the slightest whiff of blood. And Will has just cut himself on the new knife Jeremiah just gave him.
You want to equip your rifle before leaving the cabin. You might also want to undress because the bear will be waiting right outside for you. If you’re fast with the rifle, you can shoot the bear in the face and scare it off. If not, prepare to be mauled. Unlike with wolves, there is no fighting back against a bear.
Since you’ll have to hit the bear (lets call him Teddy) six times (because apperantly Canadian bears have god mod enabled) you’ll need a strategy. Now it’s important to know that Teddy has 3 “stages” of aggression:
1. Stalking (he’s hanging around one of his haunts)
2. Locking on Target (he slowly walks to you)
3. Mating Attacking (RUN)
To avoid getting mauled, you should wait untill Teddy locks on to you and then give him a headshot. This will usually cause him to flee the scene and, once he arrives at a different haunt go back to Stalking. You can also try to headshot him while in phase 1 or 3, but i find it more effective in phase 2.
You can also use the Flare gun. Unlike with the rilfe, a flare gun shot is guarenteed to scare Teddy away, even if you don’t hit him. The downside is that it can sometimes cause him to freak out and run off his preset game path. If this happens, you essentially have to chase him around until his pathfinding kicks back in.
If using the flare gun, wait until he’s right in front of you before shooting. This is because the game will sometimes not count the encounter properly.
Now if you check your map, you’ll see that Jeremiah has kindly marked some of Teddy’s favorite hangouts. However, he actually visits each of these areas in a specific order. You’ll know you’re in the right place because the game will pause and autosave before each encounter.
Encounter 1: Right in front of Trapper’s Cabin
Encounter 2: Climb the hill to the right of Trapper’s. You should be travelling parallel to the rock wall.
Encounter 3: Teddy will be wandering around near Frozen Creek. To get there, go to Unnamed Pond and follow the water uphill
Encounter 4: Near the railroad tracks in front of the Camp Office. You want to approach directly from Frozen Creek to ensure his pathfinding doesn’t glitch
Encounter 5: In the forest by the Logging Camp
Encounter 6: On the outskirts of Clearcut. Be sure to follow his blood trail because the thick fog makes it nearly impossible to nagivate (I personally recommend restarting immediately if you lose his trail the fog is that thick)
During the 6th encounter, Teddy is guarenteed to drop dead the moment you shoot him. Once he’s dead, click on him and Will automatically obtains his ear. The fog will also lift, allowing you to find your way back to Trapper’s.
Old Bear Hunting Problems
I don’t have anymore bullets!
If you’ve run out of bullets, don’t panic. As mentioned above, you can use the flare gun for the majority of this chapter. There are also caches at each of the encounter locations with bullets and some medical supplies. I have heard that these caches respawn their contents daily, although I have not personally tested it.
I completed Encounter X, but Teddy isn’t anywhere near Encounter Y spot
This problem can occur for two reasons:
1) You used the flare gun, and now Teddy is running around panicked and off his game path. To fix this, you essentially have to run around in the general area that you last saw Teddy. Once you’re close enough, he will reset and start running in the correct direction. If you’re lucky, he’ll run right past you, allowing you to start tracking him again. Don’t worry about being attacked while he’s in this state.
2) Teddy is stuck in between the two enounter locations. This problem occurs because Hinterland didn’t seem to realize how easy it is to lose a blood trail in this game and they underestimated the power of online guides. Essentially, Teddy is programmed to stop at certain points and check that the player is still following him. If the player has gotten lost, Teddy stays exactly where he is. Unfortunately, this means that players who take alternative routes to the next encounter will not “push” Teddy along. To solve this, run around in the general area directly between the two encounter locations. This will get the player close enough to trigger Teddy’s forward movement.
Chapter 5: Renewed Hope
All right, Will has a game plan. Time to go break into the Dam. Like Jeremiah said, you won’t be able to get into the control room unless the aurora is in the sky and powering up all the electronics.
Unlike most of the story quests, the aurora is not scripted. That means you’re going to have to camp out near the dam until it shows up. I would recommend staying at the trailers right in front of the dam so you don’t have to dodge aurora wolves.
Because you could be waiting for several days until the game gives you an aurora, I would recommend you use the “hibernating” tactic. This takes advantage of the fact that you restore more condition during a standard 10 hour sleep than you lose from starving all day. In this case, you want to sleep through the day and look for signs of the aurora during the night. Before going to sleep, eat exactly 600 calories (Will’s calorie load is on the status screen) and drink so that the thirst meter is full.)
Lake Gunshots
This side quest is unlocked by talking to Jeremiah after fixing his rifle. Choose the “Forest Talkers” option, and he’ll mention that there were some gunshots at the Lake a few days ago. Head over to the exclamation point, and you’ll find a dead body. There’s also a blood trail that leads to one of the cabins.
Follow the trail and you’ll find a Forest Talker hiding in the cabin. They don’t trust you enough to let you inside, but they will tell you where secret Forest Talker documents are hidden. You’ve now been tasked with retrieving these plans and some hidden supplies. The Forest Talker will slide a key under the door, so remember to pick it up before leaving.
Lake Cabin Keys
There are several cabins surrounding Mystery Lake, three of which are locked.
Key #2: You can find this key on your way to Alan’s Cave. Search the body beside the hunter’s blind.
Key #3: This key is in the Camp Office on Mystery Lake. Check the filing cabinet on the first floor.
Mystery Lake Supply Caches
Alan’s Cave Cache
You gain access to this cache by finding the note on one of the office desks in the dam.
Alan’s Cave can be found off the Eastern’s Access to Mystery Lake. Follow the river until you reach an open area filled with trees. From here, you want to leave the river (circled in red) and follow the path through the snow (black arrow)
Eventually you will reach a hunter’s blind. Turn left and the cave will be directly in front of you. The supply cache is near the back wall, between the trees.
Broken Railroad Cache
This cache is unlocked by finding the bloody note next to the body in Forlorn Muskeg. You’ll find the body leaning beside the train car, on the Broken Railroad end of the Muskeg.
In the Broken Railroad, head to the frozen lake. You want to go under the fallen tree that leads to the Yard. The cache will be buried in a snowbank, and it has bullets!
The Long Dark Episode 1 Guides:
Chapter 2: The Crash
Now we begin the game proper. Once Will finishes monologuing, you’ll get a quest to stop the bleeding in his hand. Thankfully, Will happened to be carrying a bandage around with him, so you just need to use it on his bleeding wound from either the inventory or the radial menu.
Once that’s done, Will decides it’s a great idea to try and climb out of the ravine. You know, even though he just pulled a piece of shrapnel from his hand about 5 minutes ago. You can actually skip this objective by heading to the cave right in front of where you crashed. Doing so will automatically trigger the “start fire” quest. But if you want to check the goal off, just cross this fallen tree and try to climb the ledge (Will auto-focuses on it once you get close enough).
After Will fails miserably at climbing out of the ravine, you’ll get a new objective to find some shelter. As I said earlier, the cave you want can be found right in front of where Will initially woke up. You’ll also want to pick up some sticks, firewood, and newspaper on the way there since the next quest is starting a fire. To create a campfire, go to the Campcraft option in the radial menu and then select the fire icon.
Once the fire is lit, Will decides he needs some sleep. I recommend you wait on this. If you check your stats, Will isn’t all that tired right now. Instead, spend some time making water and warming up by the fire. Once you’ve filled your water meter and gotten about 1.5 L of extra water, click on the “bed” (aka. pile of moss) and Will automatically sleeps the day away.
After waking up, Will decides he needs to try climbing out of the ravine again. I STRONGLY recommend against following the quest objective right now. Will is dehydrated, freezing, and nearly starving at this point in the game. Unless you packed the emergency food kit into the plane, you should spend some time looting the rest of the ravine. There will be a little bit of food in the metal container, and plenty of wood lying around. You may also want to re-light your fire. Cold is the biggest danger; it will kill you faster than dehydration or starvation.
Once you’re ready, go ahead and climb out of the ravine. The path ahead is linear. There will be three ledges to climb before you reach the remains of Will’s plane. Once the dialogue is finished, you get a new objective to explore the crash site. As before, you should thoroughly explore the area, picking up sticks and other items. If you packed additional supplies during Chapter 1, those will also be somewhere around here. Make sure to pick up Will’s parka, Astrid’s case, and the clothing revealed from busting up the green crate below. And don’t forget to put the clothing on!
Grab Astrid’s case, you’ll gain a new objective: to search for clues. To proceed, just get on top of the ledge via the bit of plane wreckage shown in the picture above. Will then auto-focuses on a piece of Astrid’s scarf stuck on some branches. From here, you just need to walk straight until you reach the frozen pond. There will be a burnt-out campfire that you can re-light if you need to warm up. There are also rabbits that you can stun with rocks. If you run up and catch the rabbit before the stun wears off, you get the choice to kill it. It’s not the nicest thing to watch, but when you need food…
The Long Dark Broken Railroad Ravine
When you’re ready to proceed, just head to the left of where you entered the frozen pond area. I’ve pointed out the direction you need to go in the picture below. The burnt-out campfire is circled in yellow for reference.
Broken Railroad Map Long Dark
Eventually you’ll come across a wolf eating a deer.
Will makes the obvious comment that you should avoid tangling with it. Thankfully, it has lowered perception while eating the deer so just give the animal a wide berth on your way around.
As before, it’s a straight shot from here to your next objective. You’ll come across another frozen pond with rabbits and Will notes that there’s a radio tower in the distance. A radio tower means civilization…and beds. So, keep moving forward!
At least until you reach the fork in the road. As you can see in this picture, there’s a convenient sign showing which way you should be going to move the story forward.
If you turn left instead, you’ll find a cave. While it’s not too useful (no moss bed for Will to sleep in) there is a good amount of coal for you to pick up. Coal is one of the best fuel sources in the game, raising the fire temperature by 20 degrees Celsius and adding around one hour of burn time to the fire. The only downside is that a fire needs to burn for 30 minutes before you can add coal to it.
The Long Dark Broken Railroad Ravine
Anyways, you’ll want to climb up to the radio tower and then go past it through the gap in the rocks. Eventually you’ll see a house with the lights on and smoke coming from the chimney.
Head on inside (ignoring the blood) and talk to the woman you find there.
Well that was a nice welcome… it certainly clears up the question of the blood and dead body outside. Once the initial dialogue is done, you’ll get access to the dialogue menu above. To choose different options, just move the mouse in the direction of the prompt. The one currently selected will be highlighted. You can listen to all of them to gain more background information, but if you want to speed through just choose the ones in blue. After going through all of them, the chapter will end.