๐Ÿฉธ Derailed & Doomed: A Choo Choo Survival Diary Epilogue: The Train That Didnโ€™t

๐Ÿฉธ Derailed & Doomed โ€” Epilogue: The Train That Didnโ€™t

โ€œSomehow, I lived. Charles didnโ€™t. And yes, Iโ€™m framing that sentence.โ€

Series complete โ€” one survivor, one destroyed monster, zero refunds for train tickets.

Final Whistle: What Victory Looked Like

The last chase was part boss fight, part scrap economy, part improvised flamethrower cookout.
I juggled weapons, patched a screaming locomotive with spare metal like a field surgeon with duct tape,
and learned that momentum beats panic nine times out of ten. On the tenth time, you just pray your train is pointing the right way.

Charles tried the usual: ambush, vanish, reappear somewhere inconvenient. I answered with speed upgrades,
a trigger-happy finger, and the stubborn belief that if I kept the train moving, fate would have to jog to keep up.
When the smoke cleared, only one of us was still on the tracks. Spoiler: it was me.

Why This Game? (And Why Now?)

I first saw Choo Choo Charles on TikTok while it was still in development โ€” one of those โ€œthis shouldnโ€™t work, but it absolutely doesโ€ moments.
It stuck with me. When I started Survivor Incognito, Charles rolled back onto my radar like a bad idea with great marketing.
This run was me finally cashing that ticket: a strange, scrappy, horror-tinged road trip that fit my brand of portable chaos a little too well.

Triumph, But Make It Practical: What Iโ€™d Tell Future Me

  • Speed first, always. You canโ€™t out-tank what you can outrun.
  • The bug spray is your friend. It doesnโ€™t just slow Charles down โ€” it buys you breathing room, literally.
  • Scrap is a second health bar. Hoard it like snacks before a boss rush.
  • Plan your egg route. Less sightseeing, more line-of-best-fit between objectives.
  • Permadeath rule kept me honest. Every choice mattered because strikes mattered.

Lore-ish Debrief: Aftermath on the Island

With Charles gone, the island felt louder in a different way โ€” wind in the trees instead of whistles in the dark.
The tracks creaked like theyโ€™d finally exhaled. People came out of their houses and stopped pretending the storm was โ€œjust weather.โ€
Itโ€™s not a fairy-tale ending. Itโ€™s a train line with fewer teeth marks.

What the Run Meant (to Me and the Blog)

This wasnโ€™t just a boss fight; it was my first proper win added to the blogโ€™s record โ€” proof that I donโ€™t just curate chaos,
I occasionally navigate it. Itโ€™s also a reminder that Survivor Incognito isnโ€™t about masochistic difficulty;
itโ€™s about tension you can feel and choices you can live with (even if some of them involve flaming arachnid locomotives).

Supercut: Coming Soon

Iโ€™m assembling a full-series supercut โ€” the whole journey from first toot to final kaboom โ€” so you can watch the story unfold without jumping between posts.
Itโ€™ll land here when itโ€™s ready.

Credits, Thanks, & Tracks Ahead

Thanks for riding along โ€” in comments, on the blog, and across the socials. Next up: more survival, more diaries, and definitely more poor decisions told with a straight face.
If youโ€™re new here, the hub has everything in one place.

Continue the Journey

๐Ÿ”™ Read the Final Battle Log |
๐Ÿ—‚๏ธ Derailed & Doomed โ€” Series Hub |
๐Ÿ‘€ Survivorโ€™s Dread โ€” Horror Series Hub

๐ŸฉธDerailed & Doomed: A Choo Choo Charles Survival Diary Final Log: End of the Line

๐Ÿฉธ Derailed & Doomed โ€” Final Log: End of the Line

โ€œOne bridge, three eggs, and one very angry locomotive. Letโ€™s finish this.โ€

Difficulty: Standard

Permadeath Rule: Three Strikes โ€” now down to two.

Preparation and Farewell

I take whatโ€™s probably going to be my last look at the map. Theodoreโ€™s quest marker catches my eye, but in the distance I hear Charlesโ€™ unmistakable whistle. Heโ€™s readyโ€”and so am I.

I set my sights on the temple. The train, my steel companion through every panic-fueled moment on this island, begins to roll. Itโ€™s carried me this farโ€”it deserves one last fight. Before I reach my destination, I decide to make things more interesting: that extra strike I earned earlier? Gone. Iโ€™m back down to two strikes for the final confrontation. If this is the end, itโ€™ll be fair.

The Final Egg

As I arrive at the temple, I spot a lone cultist and do my best to avoid them. I almost succeedโ€ฆ until a bullet catches me in the back right as I start the ritual. The final egg slides into the altar, and Warren Charles III himself appears, demanding I stop. I donโ€™t. The altar lights flare, the air shakesโ€”and then the nightmare begins.

Charles re-emerges, but heโ€™s no longer the creature thatโ€™s stalked me for days. Heโ€™s transformedโ€”hulking, burning, furious. Hell Charles. Warren doesnโ€™t even get a full sentence out before heโ€™s swatted into oblivion. I sprint for my train. Itโ€™s time to end this.

First Attempt: Hell on Rails

I open with the Bug Sprayโ€”fire has always been my friendโ€”but itโ€™s not doing enough damage. I swap between BOB and The Boomer, trying to keep the pressure on. Itโ€™s not enough. Hell Charles hits harder than anything Iโ€™ve faced, tearing through my armor and chewing through every scrap I have. I use my last piece of scrap for repairs, but itโ€™s hopeless. He catches me, sending me down to my final strike. One life left. One last chance.

Second Attempt: Fire and Iron

This is itโ€”the final fight between me and Hell Charles. One of us is walking away from this bridge, and itโ€™s not going to be him.

Absolutely โ€” hereโ€™s your final full post, with the video placeholder inserted, the โ€œmany more eggsโ€ twist added for your ending, and everything formatted perfectly for your WordPress setup and Derailed & Doomed series style.

๐Ÿฉธ Derailed & Doomed โ€” Final Log: End of the Line

โ€œOne bridge, three eggs, and one very angry locomotive. Letโ€™s finish this.โ€

Difficulty: Standard

Permadeath Rule: Three Strikes โ€” now down to two.

Preparation and Farewell

I take whatโ€™s probably going to be my last look at the map. Theodoreโ€™s quest marker catches my eye, but in the distance I hear Charlesโ€™ unmistakable whistle. Heโ€™s readyโ€”and so am I.

I set my sights on the temple. The train, my steel companion through every panic-fueled moment on this island, begins to roll. Itโ€™s carried me this farโ€”it deserves one last fight. Before I reach my destination, I decide to make things more interesting: that extra strike I earned earlier? Gone. Iโ€™m back down to two strikes for the final confrontation. If this is the end, itโ€™ll be fair.

The Final Egg

As I arrive at the temple, I spot a lone cultist and do my best to avoid them. I almost succeedโ€ฆ until a bullet catches me in the back right as I start the ritual. The final egg slides into the altar, and Warren Charles III himself appears, demanding I stop. I donโ€™t. The altar lights flare, the air shakesโ€”and then the nightmare begins.

Charles re-emerges, but heโ€™s no longer the creature thatโ€™s stalked me for days. Heโ€™s transformedโ€”hulking, burning, furious. Hell Charles. Warren doesnโ€™t even get a full sentence out before heโ€™s swatted into oblivion. I sprint for my train. Itโ€™s time to end this.

First Attempt: Hell on Rails

I open with the Bug Sprayโ€”fire has always been my friendโ€”but itโ€™s not doing enough damage. I swap between BOB and The Boomer, trying to keep the pressure on. Itโ€™s not enough. Hell Charles hits harder than anything Iโ€™ve faced, tearing through my armor and chewing through every scrap I have. I use my last piece of scrap for repairs, but itโ€™s hopeless. He catches me, sending me down to my final strike. One life left. One last chance.

Second Attempt: Fire and Iron

This is itโ€”the final fight between me and Hell Charles. One of us is walking away from this bridge, and itโ€™s not going to be him.

This time, I play smarter. I remember how well the Bug Spray kept him at bay during egg hunts, so I double down on it. Flames roar, metal screeches, and I manage to hold him off long enough to chip away at his health. He tries teleporting around the tracks, but Iโ€™m ready for his tricks now.

His health drops bit by bit. Iโ€™m out of scrap again, the trainโ€™s on its last legs, but Hell Charles is weaker than ever. I watch his health bar disappearโ€”only for him to keep coming. Then, the bridge looms ahead.

The charges detonate. The rails give way. Hell Charles plummets into the abyss. I donโ€™t know how much health I had left, and honestly, I donโ€™t care. The island is quiet for the first time in days. I exhale as the credits roll.

After the Fire

Victory tastes like engine smoke and relief. The nightmareโ€™s overโ€”or so I thought. Because as the screen fades, the camera pans to another caveโ€ฆ and far more than just three eggs. The ground trembles. Something deep beneath the island is stirring. I mightโ€™ve won the battle, but this worldโ€™s story is far from over.

Continue the Journey

Log 6 | Final Log: You Are Here

๐Ÿฉธ Derailed & Doomed: A Choo Choo Charles Survival Diary Log 6: Three Eggs and a Funeral (Probably)

โ€œTwo eggs to go. One murderous locomotive. And a sermon that really didnโ€™t age well.โ€


๐ŸŽฅ Watch Log 6: Three Eggs and a Funeral (Probably)

Faith, Paint, and Poorly Sighted Cultists

With two eggs remaining, I decide Iโ€™m as ready as Iโ€™ll ever be. Time to face destiny โ€” or at least, sprint toward it screaming.

The first target: the mine in the middle of the island. On the way, I stumble upon a church, complete with a sermon that sounds more like a cult recruitment speech than holy scripture. I also find a can of black paint โ€” clearly divine intervention โ€” so I treat my train to a new coat before heading inside the mine.

The cultists here… well, letโ€™s just say the masks are doing more harm than good. One couldโ€™ve had a clean shot on me, but apparently, I was invisible. What begins as a stealth mission quickly devolves into โ€œgrab the egg and run.โ€ I sprint out, bullets whizzing past, praying my train hasnโ€™t wandered off without me. Once the shooting stops, I open the map, mark my train, and plan my route to the final mine.

The Bug Spray Revelation

Two mines down, two eggs in hand, one to go โ€” and Charles knows it. His whistle cuts through the air as I make my way toward the last mine. This time, though, Iโ€™m prepared.

Iโ€™ve learned that the bug spray isnโ€™t just for keeping his ugly mug at bay; it deals slow, steady chip damage if used sparingly. Itโ€™s not glamorous, but itโ€™s something. Iโ€™ll need to remember this for our inevitable final showdown.

After a short skirmish, Charles retreats. I let him go โ€” weโ€™ll finish this soon enough.

The Final Egg

The southern mine awaits. Inside, I get another chance to show off my lockpicking skills โ€” not that anyoneโ€™s watching. For a brief, glorious moment, I think the place might actually be abandoned.

Then I hear the whistling.

So, back to the classic strategy: Run. Grab. Run again. I burst out of the mine clutching the last egg, a cultist hot on my heels. Fortunately for me (and unfortunately for him), I reverse my train right over him. Efficient, if a little messy.

The three eggs are mine. One final stop remains โ€” the shrine, the signal, the point of no return. Either I end Charlesโ€ฆ or he ends me.

Next Stop: The Final Fight

I take one last look at the map. Every track, every encounter, every scrap of metal has led to this. The next log will be the last โ€” one way or another.

Itโ€™s time to finish this.

Continue the journey:
Previous Log (Log 5) |
Final Log

๐Ÿฉธ Derailed & Doomed: A Choo Choo Charles Survival Diary Log 5: Bob, Cultists & Chaos

โ€œApparently Charles had other plans today. Which is fine โ€” I had a date with destinyโ€ฆ and Gertrude.โ€

โš™๏ธ Survival Status: 3 Strikes Total
Only Charles can take them away.
Each egg restores a lost strike โ€” but I canโ€™t exceed three.
When the last oneโ€™s gone, the run ends.

Watch: Fighting Charles twice and storming the northern mine (Steam Deck Gameplay).

The Setup โ€” Gertrudeโ€™s Gift & Galeโ€™s Key

I half-expected to hear that ominous whistle the second I loaded in, but the island was unusually quiet. No ambush, no chase โ€” just eerie calm. I took it as an omen (probably a bad one) and rolled out to find my next local resident: Gertrude. She asked me to retrieve her late husbandโ€™s weapon and name it BOB in his honour. Honestly, she couldโ€™ve asked me to name it after her cat and Iโ€™d still have agreed โ€” I need firepower more than morals at this point.

Not far down the line, I met Gale, who kindly handed over the final key I needed to access the last egg mine. Suddenly, everything clicked into place: I had all three egg locations and the coordinates for my potential final weapon. The problem? Reaching them alive. Step one: get BOB.

Round One โ€” Collecting BOB (and Unwanted Attention)

I arrived at the scrapyard where cultists had taken BOB and barely had time to blink before that familiar whistle echoed across the valley. I slammed the train into forward and grabbed the Bug Spray. No visual โ€” so I backed up, regrouped, and tried again.

Thatโ€™s when I discovered two things. One: my train is a surprisingly effective cultist-flattening machine. Two: overshooting the area guarantees a personal visit from Charles himself.

The ensuing fight was messy. The Bug Spray pushed him back; the machine gun chipped away; the Boomer โ€” well, letโ€™s say my aim was more โ€œcreative fireworksโ€ than โ€œeffective combat.โ€ Eventually Charles retreated, but I somehow triggered a second encounter almost instantly. Double chaos for the price of one. After the rematch, he finally slunk away to lick his metallic wounds.

With the area silent again, I cleaned up the last surviving cultist (the train helped) and looted every scrap in sight. And there it was โ€” BOB, shiny and furious. Welcome to the team, you beautiful piece of overkill.

Island Decisions โ€” Next Stop: The Egg Mines

I debated my next step. Theodoreโ€™s mission was still on the board, Sashaโ€™s definitely wasnโ€™t, and the thought of climbing cliffs for a single scrap feltโ€ฆ inefficient. The choice was clear: time to start collecting eggs.

Egg #1 โ€” Northern Mine Mayhem

The northernmost mine seemed like the least terrible option. A lone cultist patrolled outside โ€” I introduced them to BOB. Inside, I discovered something new: I could actually lean left and right. Whether itโ€™s a mine-only feature or some unintentional stealth buff, Iโ€™ll test it later.

I crept through the tunnels, listening to a cultist whistle a cheerful little tune that made the situation feel way too casual. I tried sneaking past โ€” failed spectacularly โ€” and took a bullet for my efforts. Panic mode engaged. I sprinted, found the glowing egg, yanked a few random levers, and bolted for daylight.

One egg secured. One strike restored. Back to three lives remaining.

Log Observations & Survival Notes

  • BOB is a beast: Best used for short, devastating bursts. Donโ€™t overheat it.
  • Bug Spray still reigns supreme: Itโ€™s the best tool for making Charles think twice.
  • Scrap remains sacred: You will always need more than you have.
  • Cultists arenโ€™t bulletproof: Especially not when they meet the front of a train.
  • Leaning in mines helps: It might not save you, but it makes dying funnier.

Pro Tips (Steam Deck Edition)

  • Use gyro aiming if you can โ€” it helps land those tricky shots with the Boomer.
  • Donโ€™t linger near cultist camps โ€” they hear the train before you see them.
  • BOB + Bug Spray combo = panic fire supremacy.
  • Take fights on straight track when possible โ€” easier weapon tracking, safer retreats.
  • After Charles retreats, loot nearby paths fast โ€” his cooldown window is short.

Need a guide? Explore every stop, scrap pile, and spider sighting with the Aranearum Island Map Guide โ€” your unofficial atlas to surviving the rails.


๐Ÿฉธ Derailed & Doomed: A Choo Choo Charles Survival Diary Log 4: Pickles, Papers, and Payback

Platform: Steam Deck |

Apex Predator Rule: Three strikes to start. Only Charles can take them.
Each egg restores one โ€” never more than three total.

โ€œI knew I shouldnโ€™t have trusted the lady obsessed with pickles. Or the one hunting Slender Man. But heyโ€”scrap is scrap.โ€

๐ŸŽฅ Survivorโ€™s Reel: Log 4 โ€“ Pickles, Papers, and Payback (No Commentary)

The Pickle Lady Cometh

My first stop was a house belonging to someone I can only describe as the Pickle Lady. According to her, thereโ€™s โ€œone last jar of picklesโ€ hidden deep in her pickle cave. She wanted me to retrieve it, and honestly, the promise of scrap was enough for me to overlook how absolutely unhinged she seemed.

Charles, mercifully, must have agreedโ€”because he didnโ€™t interrupt this one. Maybe even he thought, โ€œYeah, sheโ€™s crazy,โ€ and decided to give me a pass. Pickles retrieved, reward collected, and my sanity mostly intact.

The Slender Situation

Next up was Sasha, who casually informed me that the Slender Man was also apparently hanging around the island. Sheโ€™d already collected eight pages and wanted me to grab the next set. Logical, right? Because clearly, one supernatural monster just isnโ€™t enough.

Unfortunately, the universe had other plans. No sooner had I finished talking to her than that familiar whistle pierced the air. Charles. I bolted for my train, but he was faster. The beast blindsided me and shredded my health bar like paper. Charles earns his first win. Two chances left.

Still annoyedโ€”and slightly traumatizedโ€”I decided to humor Sasha anyway. I managed to grab three pages before some unseen Slender-like presence told me to โ€œgo away.โ€ Quest abandoned. Sanity preserved.

Bridge Over Terrifying Waters

After a quick recovery, I shifted gears and tracked down Santiagoโ€™s journal. Delivered it safelyโ€”though apparently, I couldโ€™ve snooped inside first. Missed opportunities, I guess. My next stop was Eugeneโ€™s son, who still believes his father is alive and well on the mainland. I didnโ€™t have the heart to correct him.

He handed me a set of explosives and outlined the islandโ€™s master plan: lure Charles onto a wooden bridge, blow it sky-high, and end this nightmare once and for all. Itโ€™s a bold plan. Questionable, sureโ€”but bold. I now have the temple key for when itโ€™s time to place the eggs and start the final battle.

Preparing for Round Two

As the day closed, I parked the train near a residentโ€™s home rumored to hold another weapon. After my last run-in with Charles, Iโ€™m more than ready to upgrade my firepower. Whether or not I get a momentโ€™s peace to actually do itโ€”thatโ€™s another story.

For now, Iโ€™ve survived long enough to plan my next move. But I canโ€™t shake the feeling that Charles is circling again, waiting for round two.

Continue the journey:
Log 3: Explosions and Evasion |
Log 5 (Coming Soon)

๐Ÿฉธ Derailed & Doomed: A Choo Choo Charles Survival Diary Log 3: TNT, Torpedoes & Terrible Timing

Platform: Steam Deck
Rule: Apex Predator (Charles must kill me three times for the run to end)

โš™๏ธ Survival Status: 3 Strikes Total
Only Charles can take them away.
Each egg restores a lost strike โ€” but I canโ€™t exceed three.
When the last oneโ€™s gone, the run ends.

โ€œIf thereโ€™s a bad time to use explosives, Iโ€™ll find it.โ€



I start by doing a quick sweep for guards near the mine thatโ€™s supposedly holding ammo for the rocket launcher. Thankfully, no oneโ€™s around โ€” which is rare, and suspicious. The entrance itself, however, is locked. Naturally.

My map says, โ€œFind a way in.โ€ Okay, fair enough. I look around and find some TNT. Perfect. If that doesnโ€™t open a door, nothing will.

Important survival lesson: stand further back when lighting TNT. I take a chunk of damage from the blast, and Iโ€™m pretty sure Charles just got a notification that Iโ€™m being an idiot. If he missed that one, donโ€™t worry โ€” I detonate a second explosive down the tracks. More fire, more noise, more damage to me. Subtlety is dead, but the door isnโ€™t. Yet somehow, the mine opens, and I grab the rockets.

Back to John Smith, who hands over The Boomer. Iโ€™m officially armed and ready to make even more bad decisions.

Lighthouse Lunacy

My next bright idea: go exploring. I notice a marker close to the islandโ€™s edge. Against every instinct I have, I run for it. Turns out itโ€™s a lighthouse, home to a woman named Claire โ€” who needs the breakers fixed.

Thereโ€™s a shed nearby with four breakers. Easy enough. I sprint over, slot them in, and head back. Apparently, I โ€œmissed a step.โ€ Turns out I need to turn them on, and itโ€™s a little puzzle. Thirty seconds later, lights on, job done. Claire thanks me by saying fixing the lighthouse will help others spot us more easily. Yes, Claire. Including Charles.

I make a break for the train. The moment I mark my next stop, I hear it โ€” that whistle. Round two is on.

Round 2: Return of the Rail Demon

Charles is far more persistent this time. I test out The Boomer and land a few solid hits. He claws, rams, and screeches like heโ€™s auditioning for the next Doom soundtrack. Twice, I think heโ€™s gone, and twice, he charges back in. After burning through some scrap for repairs, I finally drive him off. Victory number two to me.

Feeling cocky, I decide to visit another local โ€” Ronny, who seems like heโ€™s gearing up to tell me his life story. Nope. He just wants me to climb some dangerously tall buildings for a box of papers, promising maybe one scrap as a reward. I climb anyway, find a tin of paint for the train (score), but fail a jump and lose a scrap.

Technically, that did count as a โ€œdeathโ€ โ€” but since it wasnโ€™t at the claws or wheels of Charles himself, it doesnโ€™t break the Apex Predator Rule. Accidental gravity-assisted injuries are free passes in this run.

After a few more attempts, I decide Ronnyโ€™s box isnโ€™t worth the spinal injuries. My train, on the other hand, gets a stylish new coat of paint โ€” a well-earned upgrade after surviving two Charles encounters.

Danger on the Hill

Feeling brave โ€” or stupid, juryโ€™s out โ€” I go for Theodoreโ€™s supply box next. Unfortunately, the areaโ€™s crawling with Cultists. I spot one and think Iโ€™ve figured out his patrol pattern. I havenโ€™t. The second guard ambushes me from uphill. I sprint for the train, but pause to open my map โ€” rookie mistake. The cultist scores a hit.

As Iโ€™m running, I hear that familiar whistle again. Charles is awake, and maybe itโ€™s a blessing in disguise that I didnโ€™t grab that box. I dive into my train, patch up, and decide both Theodoreโ€™s mission and Ronnyโ€™s tower of death can wait.

For now, the plan is simple: find the next closest survivor, avoid blowing myself up again, and maybe, just maybe, make it to Log 4 without turning into train food.


Need a guide? Explore every stop, scrap pile, and spider sighting with the Aranearum Island Map Guide โ€” your unofficial atlas to surviving the rails.


Continue the Journey

โ† Log 2: Flame, Speed, and Fetch Quests | Log 4 โ†’

๐Ÿฉธ Derailed & Doomed: A Choo Choo Charles Survival Diary Log 2: Flame, Speed, and Fetch Quests

๐Ÿฉธ Derailed & Doomed โ€” Log 2: Flame, Speed, and Fetch Quests

โ€œThey said โ€˜force Charles into a fight.โ€™ They didnโ€™t mention the choreography involved.โ€

โš™๏ธ Survival Status: 3 Strikes Total
Only Charles can take them away.
Each egg restores a lost strike โ€” but I canโ€™t exceed three.
When the last oneโ€™s gone, the run ends.

The Setup โ€” Make โ€˜Em Fight (And Donโ€™t Get Toasted)

After being told I need to force Charles into a fight to the death, I set out to meet the islandโ€™s next eccentric resident โ€” a man who clearly enjoys watching things burn. Sgt. Flint greets me in front of his flaming house, which raises more questions than Iโ€™m willing to ask.

I find a water tank above his home, twist the valve, and douse the flames. That act of charity apparently doubles as an invitation, because I soon hear the dulcet, horrifying blare of Charlesโ€™ horn in the distance. I sprint for my train, ready for chaos โ€” but he never shows. Either I scared him off or heโ€™s waiting for a better entrance. Flint, unbothered, rewards me with his experimental weapon: the Bug Sprayer. Which, of course, is a flamethrower.

Round One โ€” The Firestarter

Not long after, I get my wish: Charles charges in for our first real showdown. I juggle the Bug Sprayer and machine gun โ€” one setting him ablaze, the other perforating his ego. Itโ€™s messy, loud, and absolutely glorious. Charles retreats after taking enough damage, and for the first time since stepping onto this cursed island, I feel like Iโ€™ve actually won something.

With the immediate threat gone and my train held together by scrap and spite, I decide to take advantage of the quiet. Time to meet the locals โ€” and, inevitably, their problems.

Islanders & Errands โ€” The To-Do List Grows

Island socialising here is just a series of fetch quests disguised as introductions. Everyone has a task, and apparently, Iโ€™m the errand boy.

  • Theodore โ€” far too well-dressed for a place thatโ€™s one bad day away from Mad Max. Wants a box recovered from a railcar in a nearby canyon. Bandits guard it. I politely file that under โ€œlater.โ€
  • Santiago โ€” prepping to leave the island as soon as rescue arrives, but heโ€™s left his journal at home. Add another fetch quest to the growing pile.
  • John Smith โ€” working on a rocket launcher (finally, someone useful). Needs me to collect the rocket ammo from a nearby bunker. That immediately jumps to the top of the list.
  • Greg โ€” appears to have misplaced his clothing and sense of urgency. Used to work for the mine owner and warns that if the eggs hatch, thereโ€™ll be three more Charles-like horrors running around. He hands me the key to the second mine. Great. Just what I needed.

So far, my to-do list looks like this:

  1. Collect rocket ammo from the bunker (top priority โ€” rocket launcher > everything else).
  2. Retrieve Theodoreโ€™s box from the canyon railcar (expect bandits).
  3. Fetch Santiagoโ€™s journal from his house (return it before he reconsiders leaving).
  4. Investigate the second mine (Gregโ€™s key in hand, nerves not included).

Next Stop โ€” The Bunker

With Charles licking his wounds somewhere in the wilderness, I make my way toward the bunker where John Smithโ€™s rocket ammo supposedly waits. The island is eerily quiet now โ€” no horn, no tracks shaking, just the wind and my engineโ€™s occasional complaint. Perfect time to loot everything not nailed down and add more scrap to my emergency stash.

I havenโ€™t seen Charles again since our fight, but I know heโ€™s out there. Watching. Waiting. Probably still smouldering a little.

Log Observations & Survival Notes

  • Scrap is life: Itโ€™s your health, armour, and upgrade material all in one. Pick up every piece you see โ€” itโ€™s never enough.
  • Weapon swapping works: Flamethrower to make Charles back off, machine gun for consistent hits. Alternate, repair, survive.
  • Speed upgrades are essential: The faster your train, the smaller your funeral.
  • Quiet moments lie: If you donโ€™t hear Charles, itโ€™s because heโ€™s planning something.

Pro Tips (Apex Rookie Friendly)

  • Always keep scrap handy โ€” repairs and upgrades are instant, but youโ€™ll burn through metal faster than ammo.
  • Mark every quest on your map. Itโ€™s easy to get lost between rail spurs and regret.
  • The Bug Sprayer is for Charles only. Do not waste fuel showing off. Itโ€™s not that kind of game.
  • When Charles retreats, use that window to explore. The peace never lasts long.

Need a guide? Explore every stop, scrap pile, and spider sighting with the Aranearum Island Map Guide โ€” your unofficial atlas to surviving the rails.


Derailed & Doomed: A Choo Choo Charles Survival Diary Log 1 โ€“ Welcome to the Rails

๐Ÿฉธ Derailed & Doomed โ€“ Log 1: Welcome to the Rails

Difficulty: Default (Steam Deck)
Rules: I start with three strikes under the Apex Predator Rule.
Only Charles can take them away. Each egg collected restores one lost chance, but I can never hold more than three at once.

โ€œEugene called with a โ€˜big find for the museum.โ€™ I shouldโ€™ve known when he refused to say what it was until the boat was already docking.โ€

Arrival โ€“ The Call That Shouldโ€™ve Stayed Missed

Apparently Eugene has discovered something huge on Aranearum Islandโ€”something the museum โ€œcanโ€™t ignore.โ€ What he forgets to mention, until weโ€™re thirty seconds from land, is that the discovery hisses, hunts, and has legs that would make a freight spider jealous. By then, of course, itโ€™s too late to turn around.

No sooner do we dock than Eugene takes off at a sprint like heโ€™s late for his own funeral. I grab the station key, unlock the building, and meet my transportation for this misadventure: a battered yellow locomotive that looks one patch of rust away from retirement.

First Blood โ€“ Eugeneโ€™s Farewell Tour

I test-fire the roof gunโ€”short bursts, satisfying recoilโ€”and then weโ€™re moving. The honeymoon lasts roughly twenty seconds before Charles himself crashes the party. Eugene insists we โ€œkeep firing.โ€ I oblige; Charles responds by turning Eugene into exhibit material. The monster vanishes into the trees, leaving me with a wrecked train, a dying mentor, and new marching orders: find the eggs that power this nightmare.

๐Ÿ“บ Watch the Run โ€“ Log 1 Gameplay

Hereโ€™s the footage from this log โ€” the moment Eugene and I make first contact with the eight-legged nightmare himself. Recorded on Steam Deck using the built-in capture tool.

Side Tracks โ€“ The Islandโ€™s Welcoming Committee

My first stop is Tony Tiddler, who generously offers the key to his barn and a stash of scrap. I call that charity; he calls it cleaning up. Next, I reverse the train, switch tracks, and meet Candece, who points me to her balconyโ€”more scrap, fewer spiders.

Feeling brave (or stupid), I detour toward the middle of nowhere and meet the local witch, Lizbeth Murkwater. She wants swamp meat from an island guarded by something named Barry. I donโ€™t see Barry, but I feel himโ€”same energy as the invisible water creature from Amnesia: The Dark Descent. I retrieve the goods, vow never to swim again, and sprint back to dry land to upgrade my trainโ€™s speed. Priorities.

Locks, Luck, and Helenโ€™s Revelation

Next up is Daryl, a man armed with lockpicks and zero clue how to use them. Fortunately, I manage. The mini-game is all timingโ€”light on punishment, big on satisfaction. More scrap secured, more confidence gained.

My final stop of the day is Helen. As I slow the train and step off to meet her, I hear that familiar metallic shriek echoing through the forest. Instinct wins: I sprint back to the train, gun ready, waiting for the inevitable screech and charge. Nothing. Just the wind and the kind of silence that feels like itโ€™s holding its breath. After a tense minute, I risk itโ€”back down the path to Helenโ€™s camp.

Helen greets me like I havenโ€™t just done the most dramatic 100-metre dash of my life and explains that Charles canโ€™t simply be killed; he has to be lured into a one-on-one fight to the death. To do that, Iโ€™ll need to locate the three eggs hidden in mines across the island and use them to summon him. Simple plan: collect cursed objects, trigger final boss, try not to die first.

Night Falls โ€“ The Quiet Before the Screech

I head back to my train under a sky that looks like itโ€™s plotting. Thereโ€™s another survivor nearby, but they can wait. Somewhere out in the fog, metal claws scrape against steel. Charles knows Iโ€™m hereโ€”and he wants a word.


Log 1 Pro Tips (Steam Deck Edition)

  • Speed first. Running away is still a strategyโ€”just louder.
  • Scrap early, scrap often. Spend it before Charles taxes it.
  • Keep to the tracks. Wandering equals dying with extra steps.
  • Barry exists. Trust the ripples; theyโ€™re not friendly.
  • Fire in bursts. Overheated guns are invitations to funerals.

Need a guide? Explore every stop, scrap pile, and spider sighting with the Aranearum Island Map Guide โ€” your unofficial atlas to surviving the rails.


Continue the journey:
Log 1 (You Are Here) | Log 2

Here’s What You Missed This Week on Survivor Incognito โ€“ Crashes, Farewells, and Frozen Toes

Another week of survival stories has wrapped up over at Survivor Incognito, and hereโ€™s what went live:

  • ๐ŸŒด Tuesday: Sunburnt & Sinking โ€“ Stranded Deep: Day One. A plane crash, some aggressive crabs, and the beginning of another deeply questionable survival journey.
  • โ„๏ธ Wednesday: Customloper Diaries โ€“ Day Five. Moose encounters, torchlit panic, and the continuing battle to not freeze to death in The Long Dark.
  • ๐ŸฆŽ Thursday: Goodnight, Sweet Lizard โ€“ A heartfelt (and mildly roasted) farewell to my first Skyrim survivor. Gone, but not forgotten. Or fully thawed.
  • ๐Ÿšš Friday: SnowRunner Survival โ€“ Day Three. I made it to the top of a mountain. That was the easy part. Getting down? Thatโ€™s Future Meโ€™s problem.
  • ๐Ÿ›ค๏ธ Saturday: Day One Diary โ€“ Choo Choo Charles. A train with spider legs, eggs with suspicious importance, and absolutely no time to process anything.

๐Ÿงญ We also updated the Start Here page with better guidance for new readers and easier access to key blog content.

Itโ€™s been a week of rough starts, fond farewells, and terrain I was never meant to cross โ€” just how we like it.

Next week: the official start of the Subnautica permadeath run, a bit more trucking, and probably something trying to kill me with a leaf. Stay tuned.

Choo Choo Charles โ€“ Day One Diary: Eugene, Eggs, and Accidental Manslaughter

My Choo Choo Charles day one diary includes a monster-hunting job, a sprinting NPC, and Eugeneโ€™s untimely (and possibly avoidable) demise.


The Job Offer That Shouldโ€™ve Been a Red Flag

I got a call from Eugene. Said he had a job that would help โ€œmy museum.โ€ Didnโ€™t specify how, didnโ€™t ask if I had museum experience, just told me it was time to go monster hunting. I shouldโ€™ve asked questions. Like โ€œwhat kind of monster?โ€ or โ€œwhy me?โ€ or โ€œhave you ever heard of hazard pay?โ€

Instead, I said yes.


Meet Charles: Part Locomotive, Part Arachnid, All Nightmare Fuel

I found myself rowing to a misty, ominous island with Eugene casually explaining that weโ€™re up against a half-train, half-gigaspider named Charles.
Cool. Totally normal Saturday

Upon docking, Eugene says thereโ€™s a train up the hill we can use โ€” but also notes Charles isnโ€™t the only thing to worry about. Then he bolts. Full sprint. No hesitation. Just gone. Iโ€™m used to NPCs dragging their feet, not outpacing me like theyโ€™ve got somewhere better to be.


Learning the Ropes (and the Rail Controls)

Eugene points me to a nearby shack with the key to access the train. This is where I learn how to use the map and set waypoints. Handy, and slightly more intuitive than most in-game maps.

I return with the key, unlock the garage, and meet my new metal ride. Itโ€™s already equipped with a mounted machine gun and has three levers: forward, reverse, and stop. Thatโ€™s it. No cup holder. No horn. No emotional support buttons.


First Encounter: Train vs. Terror

I hit the forward lever and the train lurches ahead โ€” straight into my first encounter with Charles.

Cue panic.

The gun works, technically. But it does about as much damage as a water pistol might do to a tank. Charles shrugs it off, mauls Eugene mid-sentence, and disappears into the fog.

Iโ€™m left alone. On a moving train. Slightly traumatised.


About That Stopping Distanceโ€ฆ

After the chaos, I check the map to reorient myself and decide to go back to Eugene โ€” assuming heโ€™s maybe clinging to life. I reverse the train and, thinking Iโ€™ve lined it up just right, I slam the stop lever.

I do not stop in time.

I run over Eugene.

Itโ€™s unclear whether Charles killed him or if I finished the job by turning him into railkill. Either way, his final words croak out โ€” something about finding the eggs and stopping Charles once and for all.

No pressure.


If you enjoyed this one, please check out my other Day One Diaries | Survival Game Playthroughs & First-Day Survival Challenges

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