🩸 Derailed & Doomed: A Choo Choo Survival Diary Epilogue: The Train That Didn’t

🩸 Derailed & Doomed — Epilogue: The Train That Didn’t

“Somehow, I lived. Charles didn’t. And yes, I’m framing that sentence.”

Series complete — 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 — one of those “this shouldn’t work, but it absolutely does” 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 I’d Tell Future Me

  • Speed first, always. You can’t out-tank what you can outrun.
  • The bug spray is your friend. It doesn’t just slow Charles down — 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 — wind in the trees instead of whistles in the dark.
The tracks creaked like they’d finally exhaled. People came out of their houses and stopped pretending the storm was “just weather.”
It’s not a fairy-tale ending. It’s a train line with fewer teeth marks.

What the Run Meant (to Me and the Blog)

This wasn’t just a boss fight; it was my first proper win added to the blog’s record — proof that I don’t just curate chaos,
I occasionally navigate it. It’s also a reminder that Survivor Incognito isn’t about masochistic difficulty;
it’s about tension you can feel and choices you can live with (even if some of them involve flaming arachnid locomotives).

Supercut: Coming Soon

I’m assembling a full-series supercut — the whole journey from first toot to final kaboom — so you can watch the story unfold without jumping between posts.
It’ll land here when it’s ready.

Credits, Thanks, & Tracks Ahead

Thanks for riding along — 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 you’re new here, the hub has everything in one place.

Continue the Journey

🔙 Read the Final Battle Log |
🗂️ Derailed & Doomed — Series Hub |
👀 Survivor’s Dread — Horror Series Hub

🩸Derailed & Doomed: A Choo Choo Charles Survival Diary Final Log: End of the Line

🩸 Derailed & Doomed — Final Log: End of the Line

“One bridge, three eggs, and one very angry locomotive. Let’s finish this.”

Difficulty: Standard

Permadeath Rule: Three Strikes — now down to two.

Preparation and Farewell

I take what’s probably going to be my last look at the map. Theodore’s quest marker catches my eye, but in the distance I hear Charles’ unmistakable whistle. He’s ready—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. It’s carried me this far—it deserves one last fight. Before I reach my destination, I decide to make things more interesting: that extra strike I earned earlier? Gone. I’m back down to two strikes for the final confrontation. If this is the end, it’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 succeed… 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 don’t. The altar lights flare, the air shakes—and then the nightmare begins.

Charles re-emerges, but he’s no longer the creature that’s stalked me for days. He’s transformed—hulking, burning, furious. Hell Charles. Warren doesn’t even get a full sentence out before he’s swatted into oblivion. I sprint for my train. It’s time to end this.

First Attempt: Hell on Rails

I open with the Bug Spray—fire has always been my friend—but it’s not doing enough damage. I swap between BOB and The Boomer, trying to keep the pressure on. It’s not enough. Hell Charles hits harder than anything I’ve faced, tearing through my armor and chewing through every scrap I have. I use my last piece of scrap for repairs, but it’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 it—the final fight between me and Hell Charles. One of us is walking away from this bridge, and it’s not going to be him.

Absolutely — here’s your final full post, with the video placeholder inserted, the “many more eggs” twist added for your ending, and everything formatted perfectly for your WordPress setup and Derailed & Doomed series style.

🩸 Derailed & Doomed — Final Log: End of the Line

“One bridge, three eggs, and one very angry locomotive. Let’s finish this.”

Difficulty: Standard

Permadeath Rule: Three Strikes — now down to two.

Preparation and Farewell

I take what’s probably going to be my last look at the map. Theodore’s quest marker catches my eye, but in the distance I hear Charles’ unmistakable whistle. He’s ready—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. It’s carried me this far—it deserves one last fight. Before I reach my destination, I decide to make things more interesting: that extra strike I earned earlier? Gone. I’m back down to two strikes for the final confrontation. If this is the end, it’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 succeed… 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 don’t. The altar lights flare, the air shakes—and then the nightmare begins.

Charles re-emerges, but he’s no longer the creature that’s stalked me for days. He’s transformed—hulking, burning, furious. Hell Charles. Warren doesn’t even get a full sentence out before he’s swatted into oblivion. I sprint for my train. It’s time to end this.

First Attempt: Hell on Rails

I open with the Bug Spray—fire has always been my friend—but it’s not doing enough damage. I swap between BOB and The Boomer, trying to keep the pressure on. It’s not enough. Hell Charles hits harder than anything I’ve faced, tearing through my armor and chewing through every scrap I have. I use my last piece of scrap for repairs, but it’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 it—the final fight between me and Hell Charles. One of us is walking away from this bridge, and it’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 I’m ready for his tricks now.

His health drops bit by bit. I’m out of scrap again, the train’s on its last legs, but Hell Charles is weaker than ever. I watch his health bar disappear—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 don’t know how much health I had left, and honestly, I don’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 nightmare’s over—or so I thought. Because as the screen fades, the camera pans to another cave… and far more than just three eggs. The ground trembles. Something deep beneath the island is stirring. I might’ve won the battle, but this world’s story is far from over.

Continue the Journey

Log 6 | Final Log: You Are Here

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

“Two eggs to go. One murderous locomotive. And a sermon that really didn’t age well.”


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

Faith, Paint, and Poorly Sighted Cultists

With two eggs remaining, I decide I’m as ready as I’ll ever be. Time to face destiny — 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 — clearly divine intervention — so I treat my train to a new coat before heading inside the mine.

The cultists here… well, let’s just say the masks are doing more harm than good. One could’ve had a clean shot on me, but apparently, I was invisible. What begins as a stealth mission quickly devolves into “grab the egg and run.” I sprint out, bullets whizzing past, praying my train hasn’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 — and Charles knows it. His whistle cuts through the air as I make my way toward the last mine. This time, though, I’m prepared.

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

After a short skirmish, Charles retreats. I let him go — we’ll finish this soon enough.

The Final Egg

The southern mine awaits. Inside, I get another chance to show off my lockpicking skills — not that anyone’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 — the shrine, the signal, the point of no return. Either I end Charles… 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 — one way or another.

It’s time to finish this.

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

🩸 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 — never more than three total.

“I knew I shouldn’t have trusted the lady obsessed with pickles. Or the one hunting Slender Man. But hey—scrap is scrap.”

🎥 Survivor’s Reel: Log 4 – 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, there’s “one last jar of pickles” 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 agreed—because he didn’t interrupt this one. Maybe even he thought, “Yeah, she’s crazy,” 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. She’d already collected eight pages and wanted me to grab the next set. Logical, right? Because clearly, one supernatural monster just isn’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 annoyed—and slightly traumatized—I decided to humor Sasha anyway. I managed to grab three pages before some unseen Slender-like presence told me to “go away.” Quest abandoned. Sanity preserved.

Bridge Over Terrifying Waters

After a quick recovery, I shifted gears and tracked down Santiago’s journal. Delivered it safely—though apparently, I could’ve snooped inside first. Missed opportunities, I guess. My next stop was Eugene’s son, who still believes his father is alive and well on the mainland. I didn’t have the heart to correct him.

He handed me a set of explosives and outlined the island’s master plan: lure Charles onto a wooden bridge, blow it sky-high, and end this nightmare once and for all. It’s a bold plan. Questionable, sure—but bold. I now have the temple key for when it’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 resident’s home rumored to hold another weapon. After my last run-in with Charles, I’m more than ready to upgrade my firepower. Whether or not I get a moment’s peace to actually do it—that’s another story.

For now, I’ve survived long enough to plan my next move. But I can’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)

🩸 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)

⚙️ Survival Status: 3 Strikes Total
Only Charles can take them away.
Each egg restores a lost strike — but I can’t exceed three.
When the last one’s gone, the run ends.

“If there’s a bad time to use explosives, I’ll find it.”



I start by doing a quick sweep for guards near the mine that’s supposedly holding ammo for the rocket launcher. Thankfully, no one’s around — which is rare, and suspicious. The entrance itself, however, is locked. Naturally.

My map says, “Find a way in.” Okay, fair enough. I look around and find some TNT. Perfect. If that doesn’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 I’m pretty sure Charles just got a notification that I’m being an idiot. If he missed that one, don’t worry — I detonate a second explosive down the tracks. More fire, more noise, more damage to me. Subtlety is dead, but the door isn’t. Yet somehow, the mine opens, and I grab the rockets.

Back to John Smith, who hands over The Boomer. I’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 island’s edge. Against every instinct I have, I run for it. Turns out it’s a lighthouse, home to a woman named Claire — who needs the breakers fixed.

There’s a shed nearby with four breakers. Easy enough. I sprint over, slot them in, and head back. Apparently, I “missed a step.” Turns out I need to turn them on, and it’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 — 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 he’s auditioning for the next Doom soundtrack. Twice, I think he’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 — Ronny, who seems like he’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 “death” — but since it wasn’t at the claws or wheels of Charles himself, it doesn’t break the Apex Predator Rule. Accidental gravity-assisted injuries are free passes in this run.

After a few more attempts, I decide Ronny’s box isn’t worth the spinal injuries. My train, on the other hand, gets a stylish new coat of paint — a well-earned upgrade after surviving two Charles encounters.

Danger on the Hill

Feeling brave — or stupid, jury’s out — I go for Theodore’s supply box next. Unfortunately, the area’s crawling with Cultists. I spot one and think I’ve figured out his patrol pattern. I haven’t. The second guard ambushes me from uphill. I sprint for the train, but pause to open my map — rookie mistake. The cultist scores a hit.

As I’m running, I hear that familiar whistle again. Charles is awake, and maybe it’s a blessing in disguise that I didn’t grab that box. I dive into my train, patch up, and decide both Theodore’s mission and Ronny’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 — your unofficial atlas to surviving the rails.


Continue the Journey

← Log 2: Flame, Speed, and Fetch Quests | Log 4 →

Derailed & Doomed: A Choo Choo Charles Survival Diary Log 1 – Welcome to the Rails

🩸 Derailed & Doomed – 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.

“Eugene called with a ‘big find for the museum.’ I should’ve known when he refused to say what it was until the boat was already docking.”

Arrival – The Call That Should’ve Stayed Missed

Apparently Eugene has discovered something huge on Aranearum Island—something the museum “can’t ignore.” What he forgets to mention, until we’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, it’s too late to turn around.

No sooner do we dock than Eugene takes off at a sprint like he’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 – Eugene’s Farewell Tour

I test-fire the roof gun—short bursts, satisfying recoil—and then we’re moving. The honeymoon lasts roughly twenty seconds before Charles himself crashes the party. Eugene insists we “keep firing.” 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.

📺 Watch the Run – Log 1 Gameplay

Here’s the footage from this log — 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 – The Island’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 balcony—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 don’t see Barry, but I feel him—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 train’s speed. Priorities.

Locks, Luck, and Helen’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 timing—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 it’s holding its breath. After a tense minute, I risk it—back down the path to Helen’s camp.

Helen greets me like I haven’t just done the most dramatic 100-metre dash of my life and explains that Charles can’t simply be killed; he has to be lured into a one-on-one fight to the death. To do that, I’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 – The Quiet Before the Screech

I head back to my train under a sky that looks like it’s plotting. There’s another survivor nearby, but they can wait. Somewhere out in the fog, metal claws scrape against steel. Charles knows I’m here—and he wants a word.


Log 1 Pro Tips (Steam Deck Edition)

  • Speed first. Running away is still a strategy—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; they’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 — your unofficial atlas to surviving the rails.


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

Survivor Log #1 – October 2025

🪵 Survivor Log #1 – October 2025: Riding the Rails of Terror

“The trains are running again. Unfortunately, so are the screams.”

Back on Track

The Survivor Logs are officially back — revived, refuelled, and just in time for Halloween. It’s been a while since the last campfire catch-up, so let’s dive straight into what’s coming down the tracks.

Derailed & Doomed Takes the Spotlight

Choo Choo Charles has pulled into the station, and it’s hungry. October’s focus is firmly on Derailed & Doomed: A Choo Choo Charles Survival Diary, running under the Apex Predator Rule. Three lives, one monstrous train, and plenty of tracks to regret walking down. Expect new logs throughout the month — assuming I survive long enough to post them.

Other Series on Standby

While Charles hogs the spotlight, the rest of the Survivor Incognito universe is catching its breath. Alien: Isolation and Subnautica entries will appear intermittently, but October’s chaos belongs to the rails. Once the screams die down (or I do), we’ll see which world gets the next diary spotlight.

Looking Ahead

I’m keeping this month’s log short and sharp — like the claws of a certain spider-train hybrid. Expect the next Survivor Log once the Halloween smoke clears, complete with reflections on the run, blog milestones, and maybe a few hints of what’s waiting in November’s frost.

Continue the Journey

Blog at WordPress.com.

Up ↑