Short answer
Need a map image? Open the community surface-map reference. Need a particular objective or trader? Choose the destination table or repair-supply locations. This page is a location-help index, not an interactive map or a complete coordinate atlas.
How do I unlock Dogface fast travel?
Finish Dogface's On the Road quest, then ask “I need a ride” at a Dogface stop. Update 0.8.0 lists stops at Arcadia, the Mire, Sontse Station, Microrayon, North Pier and the Quarry Settlement. A place becomes a destination once it appears on your Journal Map.
- Complete On the Road.Check your Journal and finish the quest before looking for the ride dialogue.
- Find a Dogface stop on the Journal Map.Talk to Dogface and choose the ride dialogue. Confirm your intended destination has been discovered.
- Review the Ride Ticket.Compare cost, travel time and the Hunger and Thirst forecast before confirming. The developer notes rides from the Quarry are free while Dogface is still there.
If a destination is missing, check whether its location appears on the Journal Map. If the ride dialogue is absent, verify the quest completion and game version; this guide has not independently tested the route or fares.
Source: Update 0.8.0 — Dogface Rides and Journal Map stops ↗
Where can I find a full surface-map reference?
Open the full-resolution Scavland community map ↗ · Read the original guide and contributor credits ↗
The original image opens in a new tab so you can enlarge it without losing these directions. On a phone, use pinch-to-zoom; on desktop, open the image at its original size. If the image link fails, open the guide's full-world-map section instead. The source guide is in Russian; use the location spellings below to match it to your English game. Image access checked September 25; routes have not been independently play-tested.
Georg · September 20 revision Open the original high-resolution community map ↗. Georg credits contributors from the official Discord. It marks NPCs, hostile areas, checkpoints, possible bunker sites and weapon-crate leads.
Use the map's roads and settlement labels to orient yourself. Possible bunker sites are not guaranteed entrances in your save, and a surface marker does not show the current underground layout. Check bunker reset behavior separately. The linked map is community evidence, not a live overlay.
Source: Georg's full-world-map section — original contributor credits retained at the source ↗
How do I use the map to reach the right place?
- Choose the destination before following a pin.For weapon repairs, use Volodymyr; for Medium or Heavy armor supplies, use Yefim. A quest search area is a different destination: use the quest-specific directions.
- Match a known settlement and its adjoining roads.Compare your Journal Map with the community image, then use the landmark table below. Do not treat another player's marker as your position or assume an unrevealed label is a missing location.
- Confirm the NPC or objective when you arrive.Check the name in dialogue and the actual trade inventory. Reaching the correct camp does not unlock a rank-gated recipe; use seller and rank checks if the item is absent.
| What you see | Next check |
|---|---|
| A possible bunker pin, but no entrance | Do not assume a fixed entrance in every save. Separate the community surface reference from bunker generation and return rules. |
| The right trader, but no repair item | Check the kit class, blueprint versus finished kit, and Trader Rank before searching for another location. |
| The place is visible, but my quest marker is absent | Use objective and marker diagnosis; reinstalling a minimap is not the first step. |
| I want a persistent corner map | The image is not a live overlay. Use Minimap controls and installation notes, or the built-in Journal Map. |
Where are the repair suppliers outside the starting town?
| Destination | Landmark to look for | Prepare before travelling |
|---|---|---|
| Volodymyr | A house south of the crossroads east of Arcadia | Weapon kit class and blueprint budget |
| Yefim | A small camp just east of Sontse Station | Medium or Heavy kit requirement |
| Nadja / Anatoly | Sontse Station | Needed materials versus ready-to-use supplies |
Matrinn's September 20 repair guides provide the Volodymyr and Yefim directions. LUKIIA's earlier station and trader references also place the armor camp east of Sontse. Confirm the NPC name on arrival; seeing the correct building does not prove a rank-gated item is available.
Source: Matrinn — Volodymyr and component-supplier locations ↗
Source: Matrinn — Yefim and Nadja locations ↗
Source: LUKIIA — armor-trader location reference; mixed 0.6 / 0.7 coverage ↗
Find a location or solve a map problem
| What are you looking for? | Open the relevant guide | What you will find |
|---|---|---|
| Berries for Crops and Robbers | Berry-field references | Community visual references and objective checks |
| The Inhuman airfield crash site | Crash-site directions | Developer-described search area and marker distinction |
| Catching Current detector or magazine prompt | Detector signal checks | Player-confirmed report, plus a separate missing-detector branch |
| A trader selling needed supplies | Named trader shopping table | Match the item to a trader; check version notes |
| A camp to store loot or craft | Named camp facilities | Arcadia, Mechanist Base, Mudlark Camp and Microrayion; separate camp inventories |
| Bunker loot or a changed interior | Bunker reset notes | Reset behavior, separate from a fixed surface-coordinate map |
| A missing quest marker | Quest-marker checks | Separate objective state, inventory markers and world-map markers |
| A persistent minimap or wider camera | Minimap and Camera Zoom mods | Original author pages, installation boundaries and untested-compatibility warning |
Which camps have a stash and crafting stations?
The 0.7.0 world notes name four additions. If you have discovered one of these camps, it is an alternative place to sort supplies. It does not give you access to items left in the main village.
| Camp named in 0.7.0 | Facilities added | Before leaving items |
|---|---|---|
| Arcadia | Crafting stations and a stash | One stash tab; separate from village storage |
| Mechanist Base | Crafting stations and a stash | One stash tab; separate from village storage |
| Mudlark Camp | Crafting stations and a stash | One stash tab; separate from village storage |
| Microrayion | Crafting stations and a stash | One stash tab; separate from village storage |
Need more tabs? The same patch limits purchased stash expansion to the main village. Check the 50,000-Ruble expansion and transfer steps before buying an upgrade for the wrong camp. For repair supplies, choose the kit or blueprint seller first.
Source: Official 0.7.0 NEW and WORLD & AI sections — checked September 20 ↗
These are confirmed facility names, not verified entrance coordinates. The official note does not place each camp on a route from your spawn. Use your discovered map labels instead of a guessed pin.
How to walk with the map open and change its zoom
- Open Journal Map, not a third-party overlay.Since 0.6.0 it can remain open while walking, and your player marker updates as you move. It remembers the zoom level.
- Read the Map Zoom / Expand binding.Use Settings → Controls → Map and the on-screen Action Hint Bar. Bindings can be changed, so an old fixed-key tutorial may not match your setup.
- Close the Journal before aiming.The 0.6.0 notes explicitly prevent aiming with the Journal open. A blocked aim action here is not evidence that your weapon is broken.
Source: Official 0.6.0 Controls and Jobs & Journal changes ↗
If you meant a persistent mod overlay, use the Minimap author listing. If walking works but your objective is absent, check Track Job or the Catching Current detector sequence rather than reinstalling a map mod.
Use your discovered map to plan the return
- Read the destination in the Journal.Choose the matching task above. A named trader, a search area and a bunker entrance need different directions.
- Match visible roads and landmarks.The official map reveals information as you explore. A community screenshot's player marker is not your spawn; use recognizable roads and settlement shapes.
- Keep the last known route home.Before an unfamiliar turn, compare supplies and the way back. A bunker interior is separate from the surface approach.
Source: Official dynamic map and procedural underground description ↗
Missing label, missing objective or missing world?
If the roads or names are unrevealed, consider discovery progress. If a tracked quest has no destination, use the screen-specific marker diagnosis. If terrain itself is failing to load, check the 0.7.2 world-loading fix. These are different symptoms.
There are no verified coordinates or full bunker maps on this page. Use bunker return-visit rules for a changed interior and hazard retreat advice when the issue is surviving the route.
Map FAQ
Where are the Scavland map locations?
Use the destination table for quest help and the community map for landmark references. Roads and information reveal as you explore Zalesye; compare the source image with your own discovered map.
Is there a complete Scavland map?
Georg's September 20 guide links a community surface map with NPCs, hostile areas and possible bunker sites. It is not an interactive overlay or a guarantee of every entrance in your save; the original map and contributor credits are linked above.
Why is my quest not on the map?
First separate an unrevealed location, an inactive objective, and a missing marker. Record the quest, screen, save, mode, and build before calling it a bug; the quest-marker page covers the inventory-marker distinction.
Where are the Scavland bunker locations?
Treat bunker entrances and procedural interiors as a separate question from surface locations. Use the map and Bunkers & Mist notes together, and do not rely on an unverified static coordinate list.
Will every quest marker show at once?
Not confirmed by the cited public sources. A recent community request asks for clearer visibility of all quest X markers, but a request is not a documented current rule.