Starter Island — Tutorial Zone (Port 2332)

A small island where all new survivors arrive. This is the intake zone — a safe, guided introduction to the world of Checkpoint K. Here you'll learn to survive, meet your first NPCs, understand the enclave system, and earn the basic equipment you'll need before stepping onto the Chernarus mainland.

The island is compact by design. No player can get lost, every mechanic is introduced in sequence, and the transition to Chernarus happens naturally once you're ready. Think of it as boot camp before the war.

Chernarus — The Mainland (Port 2302)

Chernarus is where the real journey begins. The largest map, the most populated, and the most varied — from coastal fishing towns to deep inland forests to military installations in the mountains.

Five enclaves cover the full spectrum from beginner-friendly coastal survival to mid-game military operations. The Shore Wardens control the southern coast. The Hearthland Compact farm the central plains. The Cartographers' Guild map the inland ruins. The Iron Wardens hold the northern military bases. And the Tide Runners pirate anything that moves by water.

Deer Isle — The Research Coast (Port 2312)

Deer Isle is where the story deepens. A smaller island east of Chernarus, accessible only by earning the Shore Wardens' trust and crossing the sea.

The Field Medics work from an abandoned hospital, gathering samples. The Bayou Traders run the marshland black market. The Deerhunter Lodge practice old-world survival in the deep forest.

Namalsk — The Frozen Frontier (Port 2322)

Namalsk is the endgame. A frozen archipelago so cold that exposure kills faster than infected do.

The Remnant hold the A2 Research Institute — Krechet's old facility. Frost Watch patrol the frozen tundra. Ada_Firewatch maintain the comms array, broadcasting to the outside world that never responds.

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01 The Fall of Chernarus 02 Four Landmasses 03 The Cure — The Lazarus Project