The Long Dark Broken Railroad Map
The long dark Mystery lake map connects, indeed, with Forlorn Muskeg, Milton, Coastal Highway, and pleasant valley; staying in somewhat center of these locations, even though it is actually in the west.
The Long Dark Broken Railroad Map
In the Long dark, you will need the long dark Bleak Inlet map. The reason is that Bleak Inlet is also one of the latest regions in The Long Dark. In addition to that, there are several reasons apart from lack of indoor locations just like Forlorn Muskeg, for which you might find it thrilling. Bleak Inlet perhaps is most dangerous.
While playing in the long dark, you may accidentally or may intentionally visit the broken Railroad. The broken railroad is a small zone, as the long dark Broken railroad map suggests, that exists almost entirely near a set of railroad tracks that run through it.
The Ravine is one of the favorite transition zones of long dark players. If you climb into the ravine. You may find a Distress Pistol there. Furthermore, the zone is good for a few rabbits and likely a deer.
Coastal Highway is connected to Crumbling Highway (to Desolation Point) along with Pleasant Valley and Ravine (to Mystery Lake). You can observe it by looking at the long dark Coastal Highway map, as well.
It is relatively easy to avoid predators here and it tends to have chances of amazing and decent loot. Although, we would like to mention that for an inexplicable reason, the long dark desolation point is something not much considerable or worth visiting.
States lack authority to enforce time limits on how long a railroad company can block a crossing. In 2001, the Fifth Circuit Court of Appeals ruled that federal laws preempt state anti-blocking statutes. Section 471.007 was removed from the Texas Transportation Code per the Texas attorney general's opinion in June 2005. You can read the opinion in full here.
States lack authority to enforce time limits on how long a railroad company can block a crossing, but you can report blocked crossings directly to the Federal Railroad Administration (FRA) by visiting their website.
If you wish to provide feedback regarding a particular blocked crossing, the Federal Railroad Administration (FRA) has established a new, dedicated webpage at www.fra.dot.gov/blockedcrossings, allowing the public and law enforcement to report blocked highway-rail grade crossings. Blocked crossings occur when stopped trains impede the flow of motor vehicle or pedestrian traffic at railroad tracks for extended periods of time. Communities have long dealt with the issue of blocked crossings, and FRA is now seeking broad public input to understand the scope of the problem and engage with affected parties to identify potential solutions.
Guadalicano Choo Choo takes place along the nameless southern railroad. The railroad does not have any tunnel entrances, so it's unknown how the locomotive 57 got there. Both ends of the railroad are at long garages. The western end is on a hill east of Mendoza International Airport and the eastern end of the railroad is on a hill just west of Don Ernesto Harbor. Neither end of the railroad has a road leading to it, or any cranes, so the railroad doesn't seem to have any real value.
There are two tunnel entrances near the Rioja 03 Lava camp safehouse, which look exactly the same as the tunnel entrances at the Quayside loading area, but strangely there's no railroad leading from one to the other. To find it, drive along the road away from the safehouse. There should soon be a cliff at the right side of the road. Look down and you'll see it.
Just before tunnel 1, look down the ravine to the right to see concrete plugs taken from Hoover Dam to install turbines. You come across the first and second tunnels in quick succession, and their dark interiors provide a cool respite from the desert sun. (The Lake Mead National Recreation Area discourages hikers on any of its trails in the summer months, but fall and winter are prime touring seasons.) As you pass through tunnel 2, notice that the ceiling and sidewalls have been reinforced. This work was done after the tunnel was burned by arson in 1990. Wildfire gives rise to much of the plant life along the trail; creosote and mesquite bushes, which are fire-resistant, are scattered in green and brown bundles along the trail and on the surrounding hillsides.
I will try to keep it simple and oriented as a "walkthrough" but feel free to experiment on your own. When you start, you are given the option to choose the sex of your character (doesn't affect anything) and the location where you will spawn. USE AND DOWNLOAD MAPS FROM THE LONG DARK WIKI/provided below! I highly recommend starting in the Mystery Lake region, as it has plenty of resources you will need at the start of your run, as well as (in my opinion) it allows for a well-planned route between northern regions. From the start, you will be aiming toward not killing anything for the first 25 days (Pacifist), as well as not using any guns for the first 50 days (Silent Hunter). Pacifist trophy means you cannot kill anything from the moment you start your game until the trophy pops, you can only gain your calories from harvesting dear carcass (or other animals if you get lucky), harvesting plants (teas cooked from the wild plants will provide some calories as well as act as a specific medicine) and from exploring the world for canned/manmade foods. If you start in the ML you should have more than enough food once you explore every location, as well as if you find the Prepper Bunker but there can only be one spawn on a map that supports bunkers (not all regions can have bunkers), out of several possible locations that will be marked on maps from the wiki. Note that if for some reason, you will get attacked by an animal and QTE will happen, you might hurt the animal and make it bleed. This will make it run away and possibly bleed out, dying somewhere in the region, THIS DOES NOT VOID THE PACIFIST TROPHY. However, chances of that happening on Pilgrim are slim to none. Focus on collecting good clothes, gear such as lamps and fuel, axes, knives, etc. If you happen to find a gun, that is a Rifle, a Revolver, or a Flare gun, don't ever use it as it will void the Silent Hunter trophy. You cannot fire any firearms for the first 50 days, but you can use and kill animals with a bow. So, after the Pacifist trophy pops, from day 25 till 50, you can safely hunt with a bow if you have one already. If you've found Maple and Birch saplings, as well as have some cured guts from carcasses, you may go on a trip to Forlong Muskeg (careful with the lakes) which has the nearest Forge (only three in the game, one at The Riken in Desolation Point, one at Old Spence Family Homestead in Forlorn Muskeg, and one in the Maintenance Yard in Broken Railroad. You will need a Hammer to make anything but on Pilgrim they should spawn near the Forge, as well as lots of fuel to keep above 150C for the duration of forging. The Forging mechanic is based on the temperature. Every piece of fuel for the furnace will produce a specific amount of temperature, keep in mind though, that the furnace will not lose its temperature after you reach it. In order to start forging, as stated earlier, you need to hit 150C. There are two ways to do this, depending on the amount of coal you can find. The first time you visit a forge, there will be enough coal and other fuel to make a first batch of forging. The next one though will require a bit of preparation. Every piece of coal gives 20C to the fire, so you will need 8x Coal to start forging pretty much from the start. BUT! If you can bring enough wood/sticks to the Forge, keep the fire going and add fuel as you go, you can enable Forging with just 4 pieces of coal. This means that if you can find 8 pieces of coal in a Cave or in a Mine (they respawn every 10 days or so), you can make two batches of forging with the same amount of coal. It's not ideal though, as you will need a lot of sticks/wood in order to reach 70C without any coal, and this will also take a day or even two until the fire burns long enough to reach said temperature. If you want/need to do some other things like fix clothes or read, and have enough wood and food to stay at a forge for extra hours, do it. If you just need to forge essentials and GTFO, just take 8x Coal instead. I'd say, if you can spare to carry the weight, you should make at least 30/40 arrowheads, and if you have enough materials, make a knife and a hatchet for the Desolation Point trophy. Arrowheads are the hardest part of arrows to obtain, but once you have them, you can harvest broken arrows to get the arrowhead and some feathers back. That means if you are careful with firing your arrows, you won't have to go back to the Forge anytime soon (provided you have enough Birch saplings for the arrows themselves). Harvested Arrowheads also don't decay/get worse in time, so if you recover every broken arrow, you can potentially never go back to the forge again. Feathers aren't a big issue, just remember to look for every carcass that has birds flying above them to find some feathers. Bows themselves can be found in the world, but they don't have the best durability, so after using one for a few hunting trips you may need to make a new one. Having a stockpile of Cured Maple Saplings is a must. After surviving 50 days and getting the two trophies as well as some others, you should be ful