The Long Dark: How to Navigate Tales from the Far Territory Map

FinalBoss·6/14/2026·10 min read

Tales from the Far Territory changes how you read The Long Dark world map. Instead of one isolated DLC region, the Far Territory is structured as a rail-linked frontier, and the most useful way to think about it is simple: Transfer Pass is the hub, while Far Range Branch Line is the gateway, and the major destination regions branch outward from there.

If you only need the shortest practical answer, the commonly documented route into the DLC starts in Mystery Lake, then goes through Forlorn Muskeg, Broken Railroad, Far Range Branch Line, and finally Transfer Pass. From that network, the expansion’s core regions are Forsaken Airfield, Zone of Contamination, and Sundered Pass. Public map references also separate the transit areas from the destination regions, which matters more than it sounds when you are planning food, fuel, and backtracking.

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How the Far Territory map is laid out

The official framing for the Far Territory is a remote part of Great Bear built around forgotten railways and abandoned industrial routes. In practice, that means navigation is less about one huge open landmass and more about understanding a chain of connected regions. Community map guides consistently treat Far Range Branch Line and Transfer Pass as distinct transit zones, not just unnamed hallways between “real” maps.

  • Main access route from the base game: Mystery Lake → Forlorn Muskeg → Broken Railroad → Far Range Branch Line → Transfer Pass
  • Transit zones you should treat as real maps: Far Range Branch Line and Transfer Pass
  • Major DLC destination regions: Forsaken Airfield, Zone of Contamination, and Sundered Pass
  • Important map note: public map sets show a dedicated transition cave reference for Forsaken Airfield, Zone of Contamination, and Sundered Pass, which suggests a specific connector rather than one fully seamless overworld

That last point is the one many players miss. If you assume the three headline regions all flow into each other naturally, your route planning gets sloppy. The better assumption is that you will be moving through bottlenecks and transitions, so you should plan for weather delays and supply staging instead of treating the DLC like a casual detour.

The standard route into the Far Territory

The most widely repeated route begins in Mystery Lake. From there, move into Forlorn Muskeg, continue to Broken Railroad, follow the rail route into Far Range Branch Line, and keep pushing until you reach Transfer Pass. If you are already based in Broken Railroad, you can skip the earlier legs and enter the DLC by following the main track into the branch line.

This route matters because it matches how most community map references explain the Far Territory network. Even where guides disagree on exact shortcut wording or minor path names, they generally agree on the region sequence. That makes the sequence more reliable than any one transcript or offhand label.

One naming issue worth clearing up: some public guide text has referenced “Fallon Muske Egg,” which appears to be a transcription or spelling mistake for Forlorn Muskeg. The route itself still lines up with the broader documentation, so do not overthink that mismatch if you run into it while checking older guide material.

What to bring before you make the move

  • A pry bar: repeatedly recommended because gated access points and shortcuts can affect efficient routing and backtracking
  • Supplies for a multi-day relocation: not a quick scouting run, especially if you are heading all the way toward the deeper regions
  • Extra food and fuel margin: one documented run estimated roughly four in-game days to reach the airfield from the access route used there
  • A mindset shift: plan for staging and return travel, not only the outbound journey

The pry bar note is especially important. In a game where a blocked shortcut can mean losing an entire daylight window, one tool can decide whether your route stays efficient or turns into a cold, expensive loop.

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Far Range Branch Line: the gateway players should not undervalue

Far Range Branch Line is the first true DLC transit region for most players coming from the base game. If you are entering from Broken Railroad, follow the main rail line forward rather than treating the area like an optional spur. Community guides consistently frame this branch line as the entry path into the Far Territory proper.

Its importance is easy to underestimate because it sounds like infrastructure, not a destination. On the map, though, that is exactly why it matters. Branch lines in The Long Dark are natural navigation aids: they reduce guesswork, give you a directional backbone in bad visibility, and help you keep track of how far you are from your last safe fallback region.

The practical mistake here is wandering too aggressively before you understand where the exits are. Treat Far Range Branch Line as a route-finding zone first. Learn how it feeds into Transfer Pass, mark important shelters and containers as you go, and do not spend condition chasing side loot if your main goal is to establish access to the wider DLC map.

Transfer Pass: the hub that ties the expansion together

Once you reach Transfer Pass, the Far Territory map starts making sense. This region is the connective tissue of the DLC. Guides, map references, and official descriptions all point toward the same interpretation: Transfer Pass is the central linking area between the rail access route and the major explorable regions.

If you are planning a longer stay in the Far Territory, this is the place to think like a logistics player. Use it as your orientation anchor. Know which direction takes you back toward Broken Railroad and which direction pushes you deeper into the DLC. If you are carrying extra weight, this is also the point where a stash strategy starts making sense, because every kilogram hurts more once weather and transition segments start stacking up.

Public maps separating Transfer Pass from the three headline regions are useful for exactly this reason: they remind you that reaching the hub is not the same thing as having finished the approach. It is the point where the real decision-making begins.

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Forsaken Airfield: the first major region many players target

Forsaken Airfield is one of the Far Territory’s three major narrative regions and often the first big destination players are trying to reach after entering the DLC network. The exact micro-route from the hub can vary depending on the map reference you are using, but the consistent high-level picture is that you reach it through the Transfer Pass side of the Far Territory structure rather than by some hidden direct shortcut from the older world maps.

The main planning takeaway is to treat Forsaken Airfield as a full expedition objective. Do not think of it as “just beyond” the rail line. Guides that measure the travel in days rather than hours are a better mental model. If your kit is already strained by the time you arrive at Transfer Pass, it is smarter to stabilize there than to force the trip deeper on fading condition.

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Zone of Contamination: a separate region, not a side room

Zone of Contamination is another major DLC region, and public map resources treat it as a distinct destination with its own transitions rather than a minor appendix to Forsaken Airfield. That separation matters because players often flatten the Far Territory into one mental blob after they have entered it once.

The more reliable way to read the map is to assume controlled connectors between the big regions. Public map sets showing a dedicated Forsaken Airfield + Zone of Contamination + Sundered Pass transition cave reinforce that idea. In other words, movement between these regions appears to rely on a specific transitional segment instead of broad, open borders.

For route planning, that means you should budget time for bottlenecks. When a region link is funneled through a cave or defined transition, a storm or bad timing hurts more because you have fewer improvisational alternatives.

Sundered Pass: the third major destination on the Far Territory map

Sundered Pass rounds out the DLC’s three core explorable regions. Like Zone of Contamination, it is consistently mapped as its own destination rather than an extension of the rail entry path. The cleanest way to think about it is this: Broken Railroad and Far Range Branch Line get you into the Far Territory, Transfer Pass organizes your movement inside it, and regions like Sundered Pass are where the DLC fully opens into separate expedition goals.

Because public map references group Sundered Pass with the transition cave information, it is safest to plan for a deliberate transfer rather than expecting freeform travel from anywhere in the Far Territory. If you are doing a long sweep through all DLC regions, that structure should shape your carry weight, emergency supplies, and turn-back points.

Map references that are worth trusting, and where uncertainty remains

There is strong agreement on the Far Territory’s hub-and-spoke structure. There is weaker agreement on exact shortcut placement and on some route phrasing, partly because parts of the public guide ecosystem rely on video transcript text rather than clean written maps. That is why the most dependable information is the region order and the role each region plays:

  • Mystery Lake and Forlorn Muskeg are approach regions
  • Broken Railroad is the launch point into the DLC path
  • Far Range Branch Line is the gateway transit zone
  • Transfer Pass is the central hub
  • Forsaken Airfield, Zone of Contamination, and Sundered Pass are the major destination regions

If a guide conflicts with that framework, trust the framework first. It is the piece that repeats across community documentation and official framing.

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FinalBoss
Published 6/14/2026
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