In PEAK, a co-op climbing game where a team of Scouts climbs a mountain together, a fallen teammate can be saved in one of two ways. A passed-out Scout can be carried to pause their death timer and then treated for whatever knocked them out. A dead Scout needs a revival method, and most of them cost something, so it helps to know which one fits the situation.
| Method | Brings back | Cost or catch | Where to find it |
|---|---|---|---|
| Carry and treat | A passed-out Scout | Uses your Backpack Slot; the timer won't pause at 50+ Spores | Bandages and First Aid Kits from luggage |
| Ancient Statue | Every dead Scout | Revived Scouts gain Hunger and Curse; the statue breaks | Beside the campfire at the end of each biome |
| Scout Effigy | One random dead Scout, where you use it | Single use; no statue Curse penalty | Ancient Luggage or as a reward from an unused Ancient Statue |
| Book of Bones | One dead Scout's skeleton | Returns as a Living Skeleton that takes eight times the Injury; gains 5 Curse | Ancient Luggage or as an Ancient Statue reward |
| Checkpoint Flag | Only the Scout who placed it | Must be placed ahead of time; lighting a campfire destroys it | Luggage across the island |
| Nadir | Every dead Scout | Late-game route using four Amulets | Stone Scout behind the Peak |
How to Tell if a Scout Is Passed Out or Dead in PEAK
A Scout passes out when status effects fill their stamina bar. Hunger, Injury, Cold, Poison and other effects all fill that same bar. Once it's full, the Scout can't move or use items, and their death timer starts.
Check the body to see which state they're in:
- Passed out: The body is still there, and the death timer is running.
- Dead (a Ghost): The timer has run out. The body is a skeleton, or a Zombie if the Scout died with 50 or more Spores.
A passed-out Scout needs help before the timer runs out. A Ghost needs one of the revival methods.
Carry a Passed-Out Scout to Pause the Death Timer
Carrying is the fastest way to buy time. Put a passed-out Scout in your Backpack Slot and their death timer pauses, as long as they have fewer than 50 Spores. At 50 or more, the carry won't stop the clock, so you'll need to move quickly.

Carrying has a cost, too. Picking up a teammate unequips your own Backpack if you're wearing one, so you lose that storage while you carry them.
- Pick up the downed Scout and carry them in your Backpack Slot.
- Move to stable ground. The timer also speeds up with severe Injury or if the Scout gives up, and it runs faster in the fog, so get clear of the fog first.
- Treat the status that caused the collapse.
Most deaths in PEAK are really failed carries, so grab the body first and sort out the rest afterward.
Treat What Knocked the Scout Out
Once the Scout is somewhere stable, deal with the status that filled their bar. Most status effects decay with time, so if the spot is safe, waiting can be enough. The rest need a matching item.
| What's filling the bar | What helps |
|---|---|
| Injury | Bandages, First Aid Kit, or Remedy Fungus |
| Poison or Spores | Antidote, First Aid Kit, or Medicinal Root |
| Heat | Aloe Vera or Sports Drink |
| Cold | Heat Pack |
| Drowsy | The Early Worm |
| Hunger | Food, such as Airline Food |
| Most bad effects at once | Cure-All |
Don't reach for a revival item on a passed-out teammate. Those items are meant for Scouts who have died, and most of them cost something. A passed-out Scout needs the cause treated, and once it is, they can get back on their feet.
Revive a Dead Scout With an Ancient Statue
You'll find an Ancient Statue beside the campfire at the end of each biome route. A living Scout uses one to revive the whole dead team, and a passed-out teammate who reaches the statue is revived too. Each statue breaks after that single use. If nobody needs reviving, it hands you a random Mystical item instead.

The price is Hunger and Curse. Revived Scouts gain Curse, which is 15 under standard ascent rules, and it reduces the stamina they can use. Curse doesn't wear off on its own, so plan on clearing it. On Ascent 7, Scouts start cursed and take more Curse from each revival, so repeated deaths hurt more.
Use a Scout Effigy to Revive One Dead Scout at a Spot You Choose
A Scout Effigy is the portable option. It's single use, and you'll find it in Ancient Luggage or as a reward from an unused Ancient Statue. When you use it, it revives one random dead Scout at the spot where you used it. You choose the place, not the teammate.

Statues stay where they are, but an Effigy goes wherever you are. That makes it useful when a body is in a dangerous or remote spot, since the Scout comes back where you use the Effigy instead of where they fell. It also avoids the Curse penalty that comes with a statue. If several teammates are dead, though, a statue is the better pick, because an Effigy only revives one Scout.
Bring a Dead Scout Back as a Living Skeleton With the Book of Bones
The Book of Bones is another one-use item, found in Ancient Luggage or as a reward from an Ancient Statue. Use it on a dead Scout's skeleton, and that Scout returns as a Living Skeleton. They don't come back as an unconscious Scout or a Zombie.
Living Skeletons are immune to most status effects, but they take eight times the Injury from most sources. The revived Scout also gains 5 Curse, while the Book clears their other status effects except Curse and Petrify. It's a real trade-off, not a free revival.
Plan Ahead With Checkpoint Flags and a Sweeper
Some of the best revivals are set up before anyone falls. A Checkpoint Flag is single use, and it creates a respawn point for the Scout who places it. If that Scout dies, they return to the flag with the status effects they had when they placed it, except Weight. It doesn't revive anyone else, so only its owner benefits.
Plant it before a risky section, not after. Lighting a campfire destroys the flag, so place it after the last campfire you plan to light before the hard part.
Also assign a sweeper. The strongest climber shouldn't lead; they should sweep behind the group, because they're the one most able to reach a fallen teammate.
Revive the Whole Team by Entering Nadir
Nadir is a late-game route, and entering it revives every dead Scout at once. To get there, take the four Amulets, Scout's Ambition, Scout's Generosity, Scout's Initiative and Scout's Tenacity, to the Stone Scout behind the Peak. From there, use Scout's Honor to enter Nadir.
Entering also removes Hunger and 20 Petrify from every Scout. On Ascent 8, you have to escape Nadir.
Check Gear and Status After a Revival
A passed-out Scout drops the items in their inventory and hands, and an equipped Backpack stays on them with its contents. Revival doesn't guarantee that gear comes back, so check the spot where they went down.
- Pick up any dropped items still lying where they fell and hand them back. A Scout who respawns at their own Checkpoint Flag gets items still on the ground back in their inventory, but not a Backpack they were holding.
- Check the revived Scout's Curse and Hunger before heading on.
- Look for lingering status effects, and treat any that won't wear off on their own.
Items and Statues That Won't Revive Anyone in PEAK
The Cursed Skull is easy to mix up with a revival item, but it doesn't revive anyone. Using it kills the Scout who uses it, on the spot. The rest of the team gets 100 Bonus Stamina and loses their negative status effects, except Curse. It only turns up in Ancient Luggage.
The Scout Statues added with The Final Ascent are collectibles, not Ancient Statues. They don't revive anyone, so don't count on them when a teammate goes down.









