Unprepared: An Interloper Survival Diary in The Long Dark Log #5 – Day 12: The Lens Was In The Box

Unprepared Log 12: The Lens Was In The Box

Difficulty: Interloper
Region: Mystery Lake
Survivor: Will

The answer was not at the top of a rope. It was in a box I walked past.

This was attempt number two at the cave above the Camp Office.
This time, I committed properly: I dropped anything I didn’t absolutely need.
Rope climbing on Interloper is simple math — if you’re overencumbered, you’re not climbing.

This was the last place left in Mystery Lake that I was sure could hold the magnifying lens.
If it wasn’t here, I genuinely had no next step.

The Rope, The Ledge, The Nothing

The climb itself was uneventful.
I stopped at the ledge to catch my breath, then pushed on to the cave.

Inside the cave, there was nothing.
No magnifying lens. No useful loot.
Just cold stone and the quiet confirmation that I’d wasted the effort.

Disheartened, I climbed back down and headed for the Camp Office,
already accepting that I’d be heading to a forge run without the lens.

The Box That Mocked Me

Before committing to the long walk toward Forlorn Muskeg,
I decided to do one last check of the Camp Office.

I walked in.
I opened a box.

The magnifying lens was sitting inside it.
Found almost immediately.
Apparently waiting for me to finish wasting time elsewhere.

A lot of effort, zero reward — until suddenly there was.
Problem solved, irritation earned.

I did a quick supply check, dropped anything I didn’t need,
and staged gear at the Camp Office for later.
The next priority was clear: I needed the hammer.

A Moose With Opinions

The moose had made a grand return outside the Camp Office.
Not charging, not leaving — just existing with purpose.

I’m fairly sure it decided to follow me for part of the way.
It didn’t attack, but it didn’t help morale either.

Trapper’s Homestead and Rabbit Politics

The walk to Trapper’s Homestead was otherwise uneventful.
No wolves, no weather tantrums.
A rare gift.

Once there, I immediately entered another round of combat with rabbits.
The rabbits mostly won.

I did manage to get one eventually,
which counts as a victory under Interloper standards.

I also attempted to locate a memento cache that was supposedly in the nearby cave.
Instead, I wasted time outside the cave.
This is becoming a theme.

Reset, Cure, Sleep

Back at the Homestead, I harvested the rabbit,
set the hide and gut curing,
cooked the meat,
and shut everything down for the night.

Tomorrow’s plan is unavoidable.
I need to head for Forlorn Muskeg and start working on arrowheads.

I don’t want to go.
But I need arrows.

Video Log

Continue the journey:
Unprepared Log 11 |
Unprepared Log 13

Stranded: A Minecraft Survival Diary – Log 3: Curiosity, Copper, and a Very Bad Hole


Stranded – Log 3: Curiosity, Copper, and a Very Bad Hole

Game: Minecraft
Mode: Survival
Platform: Steam Deck

“Every sensible plan is one misplaced block away from disaster.”

Today was meant to be about mining preparation. Sensible progress. Expand infrastructure, gather materials, move forward carefully. That was the intention.

Naturally, I got distracted.

Farm Expansion and a Fence That Might Work

Before heading underground, I expanded the farm. More crops, more space, better spacing between rows. It isn’t glamorous work, but food security is survival security, especially on Hard mode.

I also began building a fence. Wolves appear to be managing the local cow population without supervision, but relying on that feels optimistic. The fence gives me control.

I didn’t install a gate. For now, I can hop around the side without issue. It feels efficient. It will almost certainly prove to be shortsighted.

A Cave, Lava, and Future Bad Decisions

With the farm sorted, I explored across the water and found a cave where lava was flowing directly into it. That’s more than scenery. Lava and water mean obsidian. Obsidian means the Nether is no longer theoretical.

I’m not ready for that step yet. I still need iron to mine obsidian properly. I still need flint and steel to activate a portal. But knowing the resource is there shifts the long-term plan forward.

One step at a time. The Nether can wait.

The Chasm Wins (Again)

The nearby chasm continues to demand attention. It’s difficult to ignore a massive cut in the earth promising both resources and a quick death.

Night began to fall before I committed to it, so I backed off and slept instead. I’ve avoided hostile mobs reasonably well so far. That streak won’t last forever. I’d rather choose my risks than stumble into them.

Enderman Quality Control

The following day, I headed toward the chasm and got my first proper look at an Enderman. Tall, still, quietly observing.

I considered turning around. Instead, I watched. I wanted to see if it would start rearranging my work. If it approved of the farm. The house. The layout.

Nothing was touched. Either I passed inspection, or I wasn’t interesting enough.

Down the Waterfall

A waterfall offered a controlled way to reach the bottom of the chasm. Controlled in theory, at least. The Enderman had reached the same conclusion, which made the descent feel less clever.

I mined for a short while and gathered a respectable amount of copper. The constant sound of nearby zombies wore on me, though. Add an Enderman within teleporting distance and the calculation changes. This wasn’t a place to push my luck.

I left with copper. Not ideal, but still progress.

Copper Armour Over False Confidence

Back at base, I smelted the copper and compared tool stats. Copper tools are effectively identical to stone. That makes the decision simple.

Stone remains my tool material. Copper becomes armour. It isn’t perfect protection, but it’s better than optimism.

Iron would be better. Armour now is better than waiting.

The Mine That Almost Ended the Run

The next day, I attempted to start a mine closer to base. I thought I had planned it properly. Measured the height. Checked the angle.

I broke through and dropped straight into water below. No warning. No graceful landing. Just a sudden descent and immediate disorientation.

Oxygen became the priority instantly. Blocks were in the way. The current wasn’t helping. For a few seconds, it was just frantic movement and calculation — break this, place that, get air, don’t panic.

I managed to carve out enough space to breathe, then found the right angle and broke the final block to escape.

That entrance was sealed immediately. No debate. No second attempt. Some mistakes only need to happen once.

Back to the Original Plan

I returned to the original mine location and started again. This entrance is two blocks wide. No tight squeezes. No hidden drops. If something goes wrong, it won’t be because I misjudged a single block.

Night arrived sooner than expected, so I headed home rather than tempt it.

One near-drowning. One Enderman inspection. Copper secured. Plans adjusted.

Progress, even if it came with a reminder that comfort underground is earned, not assumed.

Video

Continue the Journey

Previous:
Stranded – Log 2
Next:
Stranded – Log 4

Cold-Blooded: A Skyrim Survival Diary – Log 4: Gold, Guards, and Bad Ideas

Cold-Blooded – Log 4: Gold, Guards, and Bad Ideas

Game: Skyrim Special Edition
Mode: Survival Mode
Difficulty: Adept
Survivor: Treads-Through-Cold (Argonian)

No commentary gameplay video for Cold-Blooded – Log 4.

I went to Whiterun for gold. I left with a housecarl, a title, and a mountain problem.

The plan was simple.

Reach Whiterun. Sell everything that wasn’t nailed down. Leave richer.

As I approached the city, shouting carried across the road. Loud. Urgent. The kind of noise that usually means trouble or unpaid bounties.

Inside Whiterun, two men were arguing with a guard. I slowed down to listen.

That’s when a courier appeared. Apparently he’d been looking for me. He handed over a note from a “friend,” suggesting I head somewhere important.

I added it to the mental to-do list and refocused.

Whiterun Business

The two men finally finished with the guard and approached me.

They were Alik’r warriors, hunting a Redguard woman. If I spotted her, they’d pay me.

That was an easy yes.

I sold what I could, then went straight to Farengar. Gold became spells.

I upgraded Flames and Sparks, debated a few others, then decided to report to the Jarl instead.

That decision escalated quickly.

The Greybeards had summoned me. Apparently they live at the top of a mountain. Seven thousand steps up.

I am an Argonian. Cold and altitude are not my strengths.

Before I could object, I was named Thane of Whiterun, handed an axe, and assigned a housecarl.

Lydia joined the party.

Spell Shopping and Favors

I returned to Farengar one last time.

I picked up Lesser Ward and Conjure Flame Atronach. Practical choices. Controlled chaos.

Farengar also asked me to deliver Frost Salts to Arcadia. Easy job. Possibly gold.

Lydia received the axe. She seemed happy.

Arcadia paid me in potions and casually mentioned I could help myself to her stock.

I did not question this generosity.

Delayed Justice

On the way to find a bed, I spotted the Redguard woman.

I spoke to her. She knew she’d been found.

She wanted to talk.

I wanted sleep.

The Alik’r had promised payment, and Rorikstead was on the road anyway. I made my choice.

Road to Rorikstead

I left Whiterun at first light, eager to test my new spells.

Wolves were the first volunteers.

I dual-cast my upgraded fire spell. It looked spectacular. I briefly considered shouting “Hadouken.”

It was excessive. One cast would have done the job.

Necromancers were less impressed. They used wards. My magic bounced off.

Lydia solved the problem with steel.

I looted their camp. One robe boosted magicka regeneration by 75%. A clear upgrade.

One of them carried a spell tome: Fury.

I learned it immediately.

Swindler’s Den

I reached Swindler’s Den about halfway to Rorikstead.

It looked defensible. Promising. Possibly warm.

If there’s a bed inside, I’ll find it.

If not, tomorrow is going to hurt.

Either way, that’s a problem for the next log.

Continue the Journey

Previous:
Cold-Blooded – Log 3
Next:
Cold-Blooded – Log 5

Super Mario 64 Randomizer – Log 13: Red Coins and Sunken Progress

Progress: 70+ Stars Reached
Platform: Steam Deck
Settings: Vanilla Mario & Music

“Today’s plan was simple. The execution, less so.”

I went in with one goal: finish Jolly Roger Bay and Dire, Dire Docks. Two courses I’d already poked at, now ready to be properly cleared.

Jolly Roger Bay: Chests, Coins, and Precision Jumping

First up was the treasure chest star. Finding the first chest took less time than expected, which immediately made me suspicious.

Chests two and four were conveniently paired together. Chest three, naturally, required a cannon.

With the chests dealt with, only the Red Coin Star and the 100-Coin Star remained.

The 100-coin star was painless. No drama. No surprises.

The red coins were another matter.

One coin sat in a position that rejected every sensible solution I tried. Triple jumps failed. Cannon angles failed. Repeated attempts achieved nothing except frustration.

In the end, the answer was a backflip. One precise position. One clean jump.

It worked immediately.

Jolly Roger Bay: cleared.

Dire, Dire Docks: Clean Water, Better Decisions

Next stop was Dire, Dire Docks.

This time, I changed approach. I focused on collecting all the red coins first, or at least most of them, before worrying about the 100-coin star.

The level behaved itself. No forced exits. No sudden ejections back to the castle.

I didn’t get sucked out of the course this time, which confirms that last log was just bad luck rather than punishment.

With the red coins secured, the 100-coin star followed naturally.

Dire, Dire Docks: finished without incident.

Log 13 Status

  • Total Stars: Past 70
  • Courses Cleared This Log: Jolly Roger Bay, Dire Dire Docks
  • Remaining Stars: 50
  • Wing Cap: Still missing

Two more courses off the board. The castle is opening up fast now.

Fifty stars left.

YouTube – Log 13 Video

Steady progress. Fewer exits. Still no Wing Cap.

Continue the Journey

Previous Log | Next Log

Super Mario 64 Randomizer Hub

Game: Super Mario 64

Unprepared: An Interloper Survival Diary in The Long Dark Log #5 – Day 11: Threw Arrows Cold, One Step Forward

Unprepared Log 11: Three Arrows Cold, One Step Forward

Difficulty: Interloper
Region: Mystery Lake
Survivor: Will

I woke up at dawn and the game immediately informed me it hated me.

The day starts with the kind of cold you can measure in regret: three arrows.
The wind is also doing its best to make sure I feel personally targeted.

My hunger bar still has a bit left in it, so I spend that “free” time researching for an hour.
I head outside, confirm it’s still miserable, then go back in and research again.

I can’t stay in the lookout all day. I want to, but even I know that would make for a thrilling entry titled:
“Man Stares at Wall, Becomes Slightly More Educated.”

Back Down the Path

I decide to move while I still have daylight and nerve.
The plan is simple: head toward Camp Office, then try to find the cave I know exists nearby.

The ptarmigans are gone.
Either they moved on, or they saw me coming and chose life.

I skip any attempt at the plane today.
It’s too cold, and I’d rather reach Camp Office first so I can warm up without doing the Interloper shuffle in torn clothing.

The Derailment Detour Pays Off

On the way, I finally check the derailment I wanted to look at last time.
For once, curiosity actually rewards me: I find a set of simple tools.

I take them immediately.
If Interloper wants me to craft my way out of misery, I’m at least going to do it with proper equipment.

Camp Office: Warmth, Pots, and My “Great” Eyesight

I reach Camp Office and step inside like I’ve just arrived at a five-star resort.
Warmth. Shelter. A door I can close in the wind’s face.

While I’m getting my temperature back out of the red, I notice something I somehow missed on my last visit:
a cooking pot.
My observation skills remain second to none.

I carry it upstairs and place it beside my cooking skillet on the two-hob stove.
It’s not a full kitchen, but it’s dangerously close to comfort.

The Cave I Definitely Know Exists

Now for the cave.
I know where it is. I’ve been there before.
I’ve even used the route I wanted to use.

And yet, somehow, I cannot find it.
I push around in the cold until Interloper starts billing me in injuries.
First I sprain an ankle, then my wrist, and eventually I accept the truth:
I’m not exploring right now, I’m just donating condition to the weather.

I regroup and head back to Camp Office.
During the scramble, I spot a rope leading up to the cave area I was trying to reach.
So that’s a thing.
A helpful thing.
A “why didn’t I see that sooner” thing.

Furniture Crime and Firewood Math

Back inside, I decide to dismantle a chair for firewood.
The game says it takes two hours.
Fine.

The result: four reclaimed wood.
Which I’m calling nonsense on.
I’ve seen chairs with less structure than that.

I go out one more time and grab extra firewood, then return to Camp Office for the night.
Today’s theme is “warmth first, ambitions second.”

Cooking, Water, and the First Aurora

With the fire going, I use the cooking pot to make as much water as it’ll allow.
I also cook what I can to keep my cooking skill climbing.
Interloper doesn’t reward laziness, and I’m trying to get ahead of food poisoning roulette.

While I’m working, I get my first aurora of the run.
I’m not stupid enough to go outside and “see what happens.”
I stay put and read the message on the computer instead.
Safe thrills only.

Improvised Hatchet: The Scrap Metal Problem

Before I sleep, I check what I need for an improvised hatchet,
because I’m getting fed up with the game reminding me I don’t have one.

The answer is simple and annoying:
five scrap metal.

I do have some scrap metal, but I was saving it for arrowheads.
Now it’s a choice between “future hunting” and “stop bleeding time to basic tasks.”

It also feels like the game is nudging me toward Broken Railroad and the forge there.
I don’t want to go.
But if I can’t scrounge more scrap in Mystery Lake, I might have to.
Interloper loves forcing a road trip at the worst time.

Video Log

Continue the journey:
Unprepared Log 10 |
Unprepared Log 12

Survivor’s Log: The Map Hub Is Complete

Survivor’s Log: The Map Hub Is Complete

Game: The Long Dark
Status: Every region and transition zone documented


This one took time. Every region. Every transition zone. No shortcuts.

The Long Dark Map Hub is now fully complete.
All regions.
All transition zones.
All supported difficulties — including Interloper and Misery.

What started as “I should organise these properly” turned into a full structural rebuild.
Every map now links to a survival-focused breakdown.
Hazards, loot routes, forge locations, questline starts, Glimmer Fog, contamination mechanics —
it’s all there.

No hype. No recycled wiki summaries.
Just practical information written by someone who’s frozen in every one of them.

What’s Covered

Each region now includes:

  • Environmental hazards that actually matter
  • Key loot locations and realistic expectations
  • Forge and workbench availability
  • Questline starting points where relevant
  • Base recommendations that won’t get you killed
  • Difficulty considerations across modes

Transition zones are included too.
If it connects regions, it counts.

Why It Exists

Maps in The Long Dark are tools — not guarantees.
RNG shifts loot.
Difficulty changes spawns.
Weather does what it wants.

This hub isn’t here to promise perfection.
It’s here to give structure.
Direction.
Context.

If you’re new, it helps you choose wisely.
If you’re returning, it helps you plan smarter.
If you’re playing Interloper or Misery, it helps you avoid false assumptions.

Explore the Full Hub

The structure is finished.
The learning never is.


The Long Dark Region & Transition Zone Survival Guide

Cold-Blooded: A Skyrim Survival Diary – Log 3: Gold Problems and an Unwanted Destiny

Cold-Blooded – Log 3: Gold Problems and an Unwanted Destiny

Game: Skyrim Special Edition
Mode: Survival Mode
Difficulty: Adept
Survivor: Treads-Through-Cold (Argonian)

Gold doesn’t solve every problem. But right now, it would solve most of mine.

Money is becoming a recurring issue. Spells cost gold. Food costs gold. Staying alive costs gold.

With that in mind, I checked the local inn in Riverwood for work. They had a bounty available and pointed me toward a few other opportunities. None of them sounded safe. All of them sounded necessary.

I added everything to the list.

Cold-Blooded – Log 3 (No Commentary)

Full gameplay footage from Riverwood to Whiterun, including the Western Watchtower dragon fight.

The Road to Whiterun

On the way to Whiterun, I spotted a fight in progress. A giant. Several people. A lot of shouting.

I hadn’t decided who to help by the time the giant was already dead.

That earned me a mild scolding for not joining in sooner. Turns out the group were the Companions. They take jobs. Dangerous ones. For gold.

I made a mental note. I may need them.

As they left, I noticed something else. Crops. A lot of crops. Vegetables everywhere. Unattended. Unclaimed. No warnings. No angry NPC dialogue.

I harvested all of it.

I then walked past the farmer who owned those crops.

He’s in for a surprise.

Whiterun Business

Once inside Whiterun, I went straight to the inn. More work was available. One job stood out.

I was asked to retrieve something called Nettlebane.

I don’t know what it is. I don’t know if it’s a weapon. But it sounds valuable enough to investigate.

From there, I spoke to the Jarl.

He asked if I could help his court wizard, Farengar. I handed over the Dragonstone. Apparently, I’d already done the hard part.

As a reward, the Jarl offered me the chance to buy a house in Whiterun.

Buy being the key word.

The Western Watchtower

A dragon had been sighted at the Western Watchtower.

I was asked if I could help.

I agreed, reluctantly.

The dragon stayed just out of spell range most of the fight. When I could hit it, I did. When I couldn’t, I waited and tried not to die.

I need better spells. That means gold. Farengar already suggested Winterhold.

No.

  1. I’m an Argonian.
  2. The clue is in the name: Winterhold.

An Unexpected Title

The dragon fell.

I took what I could from it. Then I absorbed its soul.

A Whiterun guard called me Dragonborn.

I don’t know what that means.

But I’m confident they’ve got the wrong Argonian.

Continue the journey:
Cold-Blooded – Log 2: Bleak Falls and Poor Attitudes |
Cold-Blooded – Log 4: Gold, Guards, and Bad Ideas

Super Mario 64 Randomizer – Log 12: Every Door Is a Trick

Super Mario 64 Randomizer – Log 12: Every Door Is a Trick

Progress: 60 Stars Reached
Platform: Steam Deck
Settings: Vanilla Mario & Music

“The castle is technically helping. It’s just doing it in the worst possible way.”

I set off with a clear goal: the Snowman’s Land door.

On the way, I try the Tiny-Huge Island painting. Still locked. Still mocking me.

Back to Snowman’s Land. I open the door, jump in, and immediately realise something’s wrong.

Behind the painting is Dire Dire Docks.

At this point, I’ve stopped being surprised.

Dire Dire Docks: Progress, Eventually

I start with the chests. I get distracted by coins almost instantly, then remember why I’m here.

Most of the chests are grouped together, which makes this far easier than expected. One is awkward, but manageable.

Next up: the Manta Ray.

I miss rings in ways that feel intentional. Bad angles. Poor timing. Repeated failure.

Eventually, I abandon the attempt and swim into the other area of the docks.

Bowser’s submarine isn’t there. He’s clearly moved on.

That at least makes grabbing stars painless.

Stars, Water, and Poor Decisions

With the sub gone, I clean up:

  • A floating water star
  • The Jet Stream star

I give the Manta Ray another go. This time it works immediately, because of course it does.

That pushes me to 60 stars. Halfway through the run.

Only two stars remain here:

  • Red Coin Star
  • 100-Coin Star

I decide to clear them while I’m here.

The water has other ideas and ejects me straight out of the level and into the castle pond.

I take the hint.

The Basement: Nothing Is Where It Should Be

I head downstairs.

First job: MIPS. No trouble at all.

Next up is the entrance that should be familiar by now.

Instead of what I expect, I get Jolly Roger Bay.

The randomizer is clearly enjoying itself.

One chest is placed somewhere deeply inconvenient. I find two in the cave, not four.

The missing one stays hidden, but there’s a star nearby, so it’s not a total loss.

I move on to Plunder in the Sunken Ship.

I almost die twice trying to coax the eel out without getting electrocuted. Eventually, it behaves.

Log 12 Status

  • Total Stars: 60
  • Dire Dire Docks: 5 / 7 stars complete
  • Jolly Roger Bay: 3 stars collected
  • Wing Cap: Still missing

The castle keeps opening up. Progress is real. Directions are optional.

YouTube – Log 12 Video

Sixty stars in. Still grounded.

Continue the Journey

Previous Log | Next Log

Super Mario 64 Randomizer Hub

Game: Super Mario 64

10,000 Views — Thank You

Somehow, the chaos is adding up.

Today, Survivor Incognito passed 10,000 total views.
For a niche survival blog built on permadeath runs, structured guides, and a refusal to chase trends,
that genuinely means a lot.

This entire project — every diary entry, guide, map, rule, and redesign — has been built and written by one person.
No team. No outsourcing. Just steady work and structured chaos.

What started as chaotic diary entries on Nintendo Switch has grown into something more deliberate:
a connected system of hubs, roadmaps, maps, and rules — now running across Switch and Steam Deck.

The foundation is stronger than ever.
More worlds. More rules. More structured chaos.

Thank you for reading — even if you’ve only stopped by once.
I’m keeping this going.

Unprepared: An Interloper Survival Diary in The Long Dark Log #5 – Day 10: Quiet Before the Teeth

Unprepared Log 10: Quiet Before the Teeth

Difficulty: Interloper
Region: Mystery Lake
Survivor: Will

Thankfully the recording survived. The wolves did too. Probably.

Thankfully the recording for this and the next log didn’t get corrupted, so I can actually prove I made it through the day.
With a heavy hammer sitting safely in Trapper’s Homestead, that’s one major goal off the list.

Next goal: find a firestriker or a magnifying glass.
I’m tired of living match-to-match like some kind of frozen Victorian chimney sweep.

Charcoal, Caches, and the Bow Clock Ticking

A quick use of charcoal showed I was close to a memento cache.
I had no clue where it actually was, so I did what I always do when I’m unsure: wander deeper into the region and hope it becomes Future Me’s problem.

The wandering at least had value. I found a bunch of birch saplings and hauled them back toward Trapper’s for curing.
The bow phase is coming whether I’m ready or not, and I’d rather not arrive there with the survival equivalent of empty pockets and false confidence.

Hunter’s Blind: A Win With a Catch

I checked the nearby hunter’s blind and finally got a win: a firestriker.
The condition was under 50%, which is not what you want to see on Interloper, but it still counts as “fire insurance.”

Still no magnifying glass, though. Of course.
The game will happily give me the tool I can break, but not the one that turns sunlight into free survival.

Accidental Navigation and the Lookout Plan

Then I did something stupid: I headed off without a path in mind.
No plan, no route, just vibes and cold air.

But once I spotted the Forestry Lookout, my brain finally clicked into place.
I’ve been there on other Mystery Lake visits, so at least this was a stupid decision with a familiar destination.

On the way, I spotted ptarmigans.
My rock-throwing aim remains consistently impressive in the worst way: I missed by miles, spooked them, and watched them fly off like they’d just attended my personal comedy show.

Forestry Lookout: Warmth, Mapping, and a Skillet

The lookout gave me a cooking skillet, which immediately made it feel like I’d walked into a luxury apartment.
It was also warm inside, but I could still use charcoal.

That’s the sweet spot: shelter, warmth, and the ability to map.
I scouted, updated the area, and let myself pretend I was in control for a few minutes.

The Crashed Plane: A Great Idea That Hurt Immediately

From the lookout, I spotted a crashed plane.
And I immediately had that survival-gremlin thought: “There’s definitely something useful in there.”

Only problem: I had absolutely no clue how I was meant to reach it.
I tried a few different approaches, each one worse than the last.

I ended up in pain and tearing my clothes, which is exactly the kind of price Interloper charges for curiosity.
With night coming in, I accepted reality and retreated back to the lookout before I turned a bad climb into a body recovery mission.

Night Prep and the Suspicious Lack of Teeth

Back at the lookout, I prepped like a responsible adult survivor: cooked what I could, repaired what I could, and tried to patch up the damage caused by my brief aviation obsession.

And then it hit me.
I don’t think I saw a single predator today.

Which means they’re either:

  • all stuck behind a rock somewhere, or
  • having a meeting to decide who gets to be the first one to ruin my week.

I’m betting on the meeting.
Interloper loves a coordinated effort.

Video Log

Continue the journey:
Unprepared Log 9 |
Unprepared Log 11

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