Area 05 — Finland Starting Zone
Area 05 is your starting zone in southeastern Finland. It contains three explorable maps — Village, Shipyard, and Highway — where you'll learn core survival mechanics, meet your first traders, and build the equipment foundation needed to attempt the Border Zone crossing into Russia.
Safe Zone — Reduced Death Penalty
If you die in any Area 05 map, you only lose the equipment, weapons, and loot you were carrying at the time. Your shelter, stored resources, global currency (€), and shelter upgrades remain completely intact. This is the zone to learn, experiment, and make mistakes.
Zone Overview
Area 05 serves as the pedagogical sandbox for Road to Vostok. Developer Antti Leinonen designed this zone to introduce players to the brutal survival mechanics without the existential threat of total progression loss. The zone is primarily occupied by Bandits — opportunistic scavengers using guerrilla tactics, acoustic tracking, and ambush protocols.
The geographic progression flows from the Village (starting point, tutorial space) to the Shipyard (vertical industrial exploration, Doctor trader) to the Highway (extended sightlines, long-range engagements, underground sewers). All three maps are connected through designated extraction and entry points.
Area 05 at a Glance
Maps in Area 05
Village
Tutorial ZoneThe primary inception point. Your starting shelter attic is here. The Generalist trader operates from a basement location nearby. Features residential structures, ~14 bandit corpses, fridges, and cabinets. Best early-game loot farming area.
Full Village Guide →
Shipyard
Medical ZoneIndustrial zone featuring verticality, factory rooms, and a submarine area. The Doctor trader is located in a basement facility. This is the only reliable source of IFAKs, Antibiotics, and advanced medical supplies. Requires safe Village→Shipyard transit.
Full Shipyard Guide →
Highway
Extended CombatFeatures extended sightlines requiring long-range combat awareness. Newly implemented fish market areas and underground sewer networks. Forces players to adapt engagement distances and acoustic awareness. Higher bandit density than Village.
Full Highway Guide →Traders in Area 05
The Generalist
Village — Basement near Attic
The primary economic hub for early-game players. Purchases miscellaneous salvage and provides basic ammunition, low-tier apparel, and starter supplies. This is where you sell your excess loot to build starting capital.
The Doctor
Shipyard — Basement
Exclusive reliable source for specialized medical pharmacology. IFAKs, Antibiotics, Painkillers, and advanced treatments. Since organic loot rarely yields high-tier medical items, securing a safe Village→Shipyard transit route is mandatory for serious players.
Loot Priority — Area 05
| Item Type | Priority | Where to Find | Value (€) |
|---|---|---|---|
| Bandit Rifles (AKS-74U) | High | Bandit corpses, ~14 per run | ~240€ per unit |
| Makarov / G17 | High | Bandit corpses, nightstands | 250€ / high cap |
| Food (Caloric Items) | Medium | Fridges, freezers, cabinets | Trade value varies |
| Medical Supplies | Medium | Medical cabinets (6 spawns), Doctor trade | IFAK: 500€ |
| Industrial Components | Low | Fuseboxes, electrical boxes | Crafting only |
Bandit Threat Analysis
Bandits are the primary hostile faction in Area 05. They are a disorganized, opportunistic group using guerrilla tactics rather than military-grade equipment. Despite lacking heavy weapons, they compensate through three highly specific behavioral sub-routines that make them uniquely dangerous.
Fleeing Behavior
When heavily suppressed or taking critical damage, Bandits will tactically retreat rather than fight to the death. Use suppressive fire to manipulate their positioning.
Ambush Protocols
Bandits actively crouch behind closed doors and in obscured corners within Village structures. Check corners before looting cabinets. Listen for movement.
Auditory Tracking
Bandits detect footsteps and looting sounds in real-time. Upon hearing you, they silently close distance in a crouching/walking state. Pause to isolate sounds.