The climb order never changes. What's waiting in four of the seven biomes does, every day at 17:00 UTC
Data from build 24676019, updated
Overview
PEAK's climb runs through six fixed stops in a row: Shore, then Tropics, Alpine, Caldera and The Kiln together, then The Peak. Clear that and a seventh region opens, the pitch-black Void players call NADIR, but only for crews who grabbed all four Amulets along the way. Four of those six slots rotate, Tropics for Roots, Alpine for Mesa, and Caldera and The Kiln together for Gloom and the Citadel, with the mountain locking in a new set every day at 17:00 UTC. The order never moves. Only the terrain does, and knowing Region 3 by heart today tells you nothing about tomorrow.
Daily rotation
4 of the 6 stops on the climb have a twin waiting to swap in, and the mountain flips to the other set every day at 17:00 UTC. Same order, different terrain: you won’t know which one you got until you land there.
Amulet Statues
One statue stands in each of the first four biomes, and each one holds a different Amulet. Grab all four in a single expedition and you can forge Scout’s Honor at the summit, the key to the Void.
The Climb
6 regions in order
Region 1
Shore
Rocky cliffs, bridges that give out under weight, and jellyfish and urchins in the shallows: Shore is the crash site where every expedition begins. The first Amulet statue, Scout's Ambition, is hidden here too, for crews willing to take the detour.
The second leg of the climb runs through Tropics: trees, roots, and vines past poison spikes and bees. On alternate days the mountain swaps in Roots, a swampier route crawling with spores and fungal zombies.
Ice replaces jungle at Alpine: blizzards, heat-venting geysers, and cliffs that don't forgive a slow climber. The alternate route, Mesa, trades all of that for a sandy desert with cacti, scorpions, and a hidden entrance to track down.
Burning rock and rising lava make Caldera the point where the mountain turns hostile for real, forcing precise jumps over dawdling. It always pairs with The Kiln, and on alternate days both flip to Gloom and the Citadel together.
A narrow, near-vertical climb through hot rock, The Kiln always shows up paired with Caldera. On Gloom days, its own alternate takes over: the Citadel, swapping arrow traps, maces, and spike rollers in for the heat.
Region 6
The Peak
Every expedition is aiming for the same finish line: The Peak, the summit itself. Carry all four Amulets up here first, though, and you can forge Scout's Honor and open a door the mountain never mentions otherwise.
Players call it NADIR: a monochrome island in an endless black expanse that only opens once Scout's Honor is used at The Peak. Clear the hidden seventh biome and you free the Scoutmaster's Soul, unlocking PEAK's secret ending and the Rule Zero badge.
Unlisted region
Gloom
Published as Gloom with nothing else on the record yet.
Unlisted region
Mesa
Published as Mesa with nothing else on the record yet.
Unlisted region
Roots
Published as Roots with nothing else on the record yet.
Unlisted region
The Citadel
Published as TheCitadel with nothing else on the record yet.