Highway 97 is the southern stretch of US highway running through Chemult and past Chemult Community College. It has more Hordes than any other region, including the 300-strong Lobert Draw Ridge Horde, so bring your best gear.
Chemult is the main town, with a rail station, a motel and a truck stop. Chemult Community College was a NERO refugee camp and now has a checkpoint, an infestation and a Horde. All the open-world work here pays Diamond Lake.
Most Hordes here run 125 Swarmers or more, so this is where Horde Killer gets serious. Stock napalm, attractors and proximity bombs, and fill your saddlebags before each fight.
Crashed trucks, barricades and collapsed road sections block parts of the highway, with dirt tracks around them. A blown bridge north of Chemult marks the edge of the map. Fast travel only works along routes with no live infestation, so burning the nests here opens the map up.
Crater Lake
Crater Lake is the far southern region built around the real lake and Wizard Island, the Militia's headquarters. It opens in the second half of the story and has the most encampment jobs and NERO research sites in the game.
Santiam Tunnel NERO Checkpoint
The Santiam Tunnel NERO Checkpoint is a Lost Lake checkpoint at the choked Santiam Tunnel, south of the Berley Lake Infestation. It pays Iron Mike's Camp and holds an injector.
Volcanic Legacy Scenic Byway NERO Checkpoint
The Volcanic Legacy Scenic Byway NERO Checkpoint is a Crater Lake checkpoint the Militia overran. It pays 3,500 Wizard Island credits, and its log calls it the last checkpoint holding the Highway 97 corridor.
Wizard Island
Wizard Island sits in the middle of Crater Lake and is the Deschutes County Militia's main base. You work for Colonel Garret here, with Dee's gun shop and Caleb Tomlinson's garage as the draw.