🌊 Submerged: A Subnautica Survival Diary – Log 5.5: Racing the Sunbeam

5.5

“Rescue was coming. Naturally, that meant it was time to start a new project instead.”

Platform: Steam Deck
Difficulty: Survival
Recording: Lost due to file corruption — because the ocean clearly wasn’t done messing with me.

Author’s Note: Unfortunately, my recording for this session corrupted before I noticed. So this entry is reconstructed from memory — a cautionary tale for all survivors who trust autosave more than their capture software.

Message from the Heavens

It begins with the crackle of static — another message from the Sunbeam. They’ve located a landing site. They’re on their way. Forty minutes until pickup.

Forty minutes until salvation.

Naturally, I decide to ignore the pending rescue entirely and go chase the final piece of the Mobile Vehicle Bay instead. Priorities.

The Hunt for Titanium and Sanity

I swim toward the Sunbeam’s coordinates, eyes peeled for fragments. Just as I’m starting to lose hope — there it is. The final piece.

I bolt back toward my lifepod like my oxygen tank depends on it (which, to be fair, it always does). The excitement of progress pushes me faster than any propulsion cannon ever could. I check the crafting requirements — Titanium Ingot, Power Cell, a few odds and ends I already have scattered in lockers. Easy enough.

And since I clearly have time before rescue, I think, “Why not go bigger?” Enter: the Seamoth. The personal submersible of my dreams.

Building the Dream

The Mobile Vehicle Bay is first on the list. Titanium gathered, ingot forged, power cell crafted from the remains of old batteries. When it finally deploys and floats proudly on the surface, it feels like progress — real progress.

I climb aboard, ready to build my Seamoth, and immediately realise I’ve made a rookie mistake. No Titanium Ingot. Again. The ocean mocks me with its silence as I swim off once more, scavenging every bit of wreckage I can find.

Eventually, success. The Seamoth blueprint completes, and the little sub rises from the water like a gift from the deep. She’s beautiful — and mine. I climb in, listen to the AI purr, and feel an unfamiliar thing: hope.

There’s still time before the Sunbeam arrives. I point my Seamoth toward the landing site. Maybe, just maybe, I’ll make it in time to see the sky light up with something other than plasma fire.

Next: The Sky Burns

I set course for the island, my Seamoth slicing through the water like it was always meant to be there. The radio says twenty minutes until the Sunbeam arrives. The ocean says otherwise.

Continue the Journey:
Log 5: Waiting for the Sunbeam | Log 6

🌊 Submerged: A Subnautica Survival Diary – Log 5: Scanners, Stalkers, and the Elusive Bay

“Sometimes survival means chasing blueprints you’ll never find and pretending the ocean isn’t full of things that want to hypnotise you.”

Platform: Steam Deck
Objective: Wait for the Sunbeam transmission and maybe, just maybe, build something that floats.

Exploration (a.k.a. Avoiding Impatience)

With nothing to do but wait for the Sunbeam’s next message, I decide to make the most of my surface time. I remember having another lifepod distress signal stored, so I tag it on my HUD and head out exploring. At first, the ocean feels empty — just me, the waves, and a slowly draining battery supply — but that doesn’t last long.

After a bit of aimless swimming, I finally stumble upon the final fragment for the Laser Cutter. I can practically hear the sound of sealed Aurora doors opening already. Victory, thy name is “I can finally cut stuff.”

In the midst of my excitement, I make the questionable decision to scan a Stalker. It could’ve gone wrong in a hurry, but apparently it was too busy minding its own business to care. A rare win for curiosity over self-preservation.

The Hunt for the Mobile Vehicle Bay

With the Laser Cutter blueprints ready, I set my sights on something even more crucial: the Mobile Vehicle Bay. I want my Seamoth — freedom in miniature submarine form. I head toward Lifepod 17 again, the same one that’s been testing my patience since last time.

Luck strikes early — I find two out of three pieces for the Bay in fairly quick succession. Naturally, that’s where the good fortune ends. The third? Nowhere to be seen. I comb the seabed, check every wreck, and even chase shadows thinking they might be fragments. Spoiler: they weren’t.

In true Subnautica fashion, my HUD decides to stop showing the lifepod marker mid-journey. A quick reset fixes it, but it doesn’t help my sense of direction — or my growing frustration. Ten to fifteen minutes later, I’m still empty-handed.

Strange Fish and Stranger Plants

To add to the ambience, I discover a few plants with anger issues and meet a Mesmer — a deceptively pretty fish that freezes you mid-swim while whispering sweet nonsense. The first time it happened, I couldn’t move, couldn’t think, and then suddenly — WHAM. Out of the trance, face-to-face with a glowing fish that definitely wanted me gone.

Thankfully, the Propulsion Cannon was in my hands. A single blast later, and the Mesmer was forcibly introduced to the local wall. Justice served.

Calling It a Night (Reluctantly)

As darkness falls, I decide to call it a day. Nighttime on this planet is truly pitch black, and I’m not wasting my last batteries trying to play deep-sea Marco Polo with blueprints. Still, it wasn’t a wasted trip — I unlocked a few new crafting recipes and gathered plenty of scan data for the databank. Just not the one blueprint I actually wanted.

Tomorrow, the ocean and I will have words. Preferably near the wrecks that have Mobile Vehicle Bay fragments.

Video Log

Continue the Journey

⟵ Log 4: The Cannon and the Leviathan |
Log 5.5: The Sunbeam’s Shadow ⟶

🌊 Submerged: A Subnautica Survival Diary — Log 4: Extinction Prevention (Mostly)

“Turns out nuclear safety training is optional when you’re the only one left alive.”

Mode: Survival | Platform: Steam Deck

Post-Reaper Priorities

After my last close encounter with the Reaper Leviathan, I decide that maybe, just maybe, going silver-hunting anywhere near them is a bad idea. I still need that silver for my Propulsion Cannon, but I’d rather not earn another traumatic underwater flashback. I remember some sandstone outcrops near Lifepod 17, so I head there instead.

Luck is finally on my side. I find the silver pretty quickly, head back to my lifepod, and get to work. A few crafted materials later, I’m officially armed with a Propulsion Cannon. I briefly consider testing it on the Reaper — just to see what happens — but deep down, I know it would end poorly for me and hilariously for the Reaper.

Back to the Aurora

Feeling brave (or foolish), I head back to the Aurora. Naturally, my Seaglide’s battery dies halfway there, because Subnautica loves timing like that. After swapping it out, I make my way inside and retrace my previous steps. The crates that blocked me before? One satisfying Propulsion Cannon blast later, and I’m through.

I’m not sure what I expected — treasure, danger, maybe another PDA full of corporate nonsense — but what I definitely didn’t expect was a locked door with a keypad. For a moment, I almost give up. Then I remember my PDA might know something I don’t (which is most things), and there it is — a door code: 1454. It takes a few attempts — because typing underwater is hard — but eventually, the door slides open.

The Reactor Room

Behind it lies the reactor room, complete with glowing warnings telling me not to enter without training. Fortunately, no one’s around to stop me — and the ship is literally falling apart — so I take that as an invitation.

Radiation warning blaring, I dive in. The place is crawling with those little aggressive sea pests who’ve apparently decided this nuclear chamber is home sweet home. I’m too focused on repairing breaches to care. Twelve welds later, the Aurora’s no longer in danger of turning the ocean into a radioactive soup. One crisis averted, and I didn’t even vaporise myself. I’ll take that as a win.

Lifepod 4 and the Sunbeam

On my way back to Lifepod 5, I spot something bobbing on the surface. It’s an upside-down lifepod — number 4, to be exact. Curiosity wins, and I investigate. Inside, I find a PDA and a Creature Decoy blueprint. Probably not a coincidence that this pod didn’t make it.

Back at my base of operations, I reward myself with some cooked fish and clean water before checking the latest radio transmission. It’s from the Sunbeam — they’ve heard my signals and are getting closer. They just need to find somewhere to land.

Awaiting Rescue

Not sure what I’ll do while I wait. I’ve got Seamoth blueprints now, but no sign of the Mobile Vehicle Bay fragments I need to actually build one. So for the time being, it’s just me, my Seaglide, and the ever-expanding ocean of things trying to eat me.

I didn’t expect preventing an extinction-level event to be this quick — though I suspect the planet has plenty more chaos in store. For now, I’ll gather resources, explore nearby wrecks, and keep an eye out for those fragments. And maybe go swimming, just… not too deep.

Continue the journey:
Log 3: The Reaper’s Warning |
Log 5: Scanners, Stalkers & The Elusive Bay

SnowRunner Survival: The Permagear Diaries – Day Fifteen: Tyres, Tests, and a Tempting Task

SnowRunner Survival: The Permagear Diaries – Day 15

Truck of the Day: Frank (Fleetstar F2070A)
Primary Objective: Complete Steel River Supplies and Riverside Repair tasks

Tyres, Tests, and a Tempting Task

With Frank sporting his brand-new tyres, I couldn’t resist giving him a proper shakedown. Scanning my task list, Steel River Supplies caught my eye. Not only would it send me back to Black River, but it would also let me grab consumables from the farm here in Smithville Dam — a perfect excuse to see how he’d handle water crossings now.

The last time Frank tackled this road, the flooded section was a serious obstacle. This time? Just a mild inconvenience. Consumables loaded, I spun him around and headed for Black River.

Three Routes, One Choice

Once in Black River, I checked my map. To complete the task, I’d need to drop off consumables, pick up wooden planks, and deliver a fuel carrier trailer. My options:

  1. Consumables → Wooden Planks → Trailer
  2. Consumables → Trailer → Wooden Planks
  3. Trailer first, then haul it alongside the consumables straight to the destination

I chose Option 3. Why? Simple — I wanted to see what Frank could do now. If he’d dragged a large fuel carrier trailer to the warehouse before upgrades, surely he could do even better now.

Frank Goes Amphibious

Plotting my course, I took the same route Scout had previously tackled. It turns out Frank is now amphibious — or at least close enough that he handles water without drama. Good to know.

Reaching the trailer, we looped back toward our starting point. The mud tried to slow us, but with all his upgrades, Frank treated it like an irritating speed bump. No winching, no stalling — just steady progress.

Delivery Without Drama

We rolled into the destination without a hitch, dropped off the trailer and consumables, then headed for the lumber mill. Wooden planks loaded, one final short trip sealed the deal. Steel River Supplies completed with minimal hassle and maximum satisfaction. Frank’s test run? A resounding success.

Riverside Repair: The Real Test

I decide to tackle one more task: Riverside Repair. This would be the ultimate test of Frank’s mud and water handling. As expected, he took on the terrain slowly but steadily. Then I stumbled upon a small trick — if I angled the camera just right, I could see a path under the water. Handy.

Then came the real obstacle: barriers and a sign that read Water Over Road. Understatement of the year — it was a full-on river over the road. Frank pushed through, but the climb on the other side was another story. Thick mud locked him in place. Time passed. Progress was a crawl. I was creeping forward, sliding back, winching, and repeating. Just when I thought Frank was doomed to live here forever, this happened:

Yep, he somehow managed to free himself. I feel like he took that notification as a personal attack. The rest of the journey went off without a hitch, although I made sure to take the long way round back. Once I completed Riverside Repair, I turned off Frank’s engine and celebrated a job well done.

Continue the Journey

Day 14 | You are here | Day 16 (Coming Soon)

More from SnowRunner

Submerged: A Subnautica Survival Diary – Log 3 | The Aurora Problem (and the Leviathan Bigger Problem)

Platform: Steam Deck | Difficulty: Survival

“The Aurora is going to explode…” — my PDA, several minutes before the actual explosion.

Apparently the end of the world comes with buffering. The PDA warned me of the Aurora’s imminent detonation, but the ship took its sweet time about it. Still, that gave me the perfect window to craft my shiny new radiation suit from some creepvine samples. Nothing like the warm embrace of woven seaweed to make you feel safe from lethal fallout.

Once kitted out, I stocked up on the essentials: food, water, fire extinguisher, medkits — the usual “I might die but want to look prepared” loadout. Then, off to the Aurora I went, scanning everything I passed: beacons, Propulsion Cannon fragments, office chairs (because if I’m stranded on an alien ocean planet, I’m at least going to sit comfortably).

The Aurora Expedition

I reached the crash site and was immediately greeted by its new inhabitants — aggressive little crab things who were less than impressed with my knife-waving diplomacy. My PDA informed me I’d need a laser cutter to get deeper inside. Excellent. Another tool I don’t have. Add that to the “future me” problem list right under “stop the Aurora from exploding in 24 hours.”

Current me, however, had a far more pressing issue: I’d lost my flashlight. Somewhere inside the Aurora. One second I’m lighting the way through twisted corridors, the next my light vanishes into the void. After several minutes of frantic backtracking and muttering, I found it lying on the deck. Then, like the professional survivor I am, I immediately dropped it again while trying to equip it. Future me might solve radiation — present me still can’t handle basic inventory management.

The Leviathan Encounter

Deciding I couldn’t progress without a Propulsion Cannon, I returned to the Lifepod to craft one — only to discover I was missing a wiring kit. Which needs silver. Which I didn’t have.
Silver lives in sandstone outcrops, and the area near the Aurora wreck seemed like a logical place to search.

That was a mistake.

Because instead of silver, I found something much bigger. A Leviathan. Don’t ask me which type — I was too busy screaming to file a report. It was fast, loud, and apparently decided I looked like lunch. I bolted. It chased. My health bar became a decorative sliver, and then, for reasons only it knows, it broke off the attack.

I didn’t wait to question my luck. I burned through medkits and bolted home, heart pounding louder than the Aurora’s reactor. The silver can wait. I’m alive, and that’s enough for today — though after my close encounter with the Reaper Leviathan (I finally remembered what it was called), I’m not sure how many more “near misses” my nerves can take.

Log 3 Summary (Steam Deck Edition)

  • Crafted the Radiation Suit before the Aurora explosion
  • Scanned multiple new blueprints, including the Propulsion Cannon
  • Lost my flashlight inside the Aurora (twice)
  • Confirmed: Leviathans exist, and they are very fast
  • Survived a close encounter with one — barely
Continue the journey:
Log 2 |
Log 4 Coming Soon

SnowRunner Survival: The Permagear Diaries – Day Fourteen: Suspension Trials & Chevy Rescue Plans

SnowRunner Survival: The Permagear Diaries – Day 14: Suspension Trials & Chevy Rescue Plans


Frank’s New Legs

With Frank’s brand-new raised suspension fitted, I decide today’s the day to finish up The Essentials.
One small problem: Frank’s pointing the wrong way.
The boulder-clearing job from before opened a fresh path, so I follow it — partly to see where it goes, partly to avoid the awkward Austin Powers-style manoeuvring. It leads me to something familiar: another Chevrolet, the very same model I started my SnowRunner journey with.

The Stranded Chevy

I park Frank up alongside and jump in for a look. It’s going to need some upgrades before it’s worth driving… and then I notice the real problem.
It’s in no state to move at all — repairs come first. That makes this a job for Red. For now, I hop back into Frank, wiggle the wheel a few times, and get him facing the right way back toward the garage.

Warehouse Run

Back at the garage, I remember there’s a warehouse in this region with wooden planks. That’s exactly what I need for the farm delivery, and it’s perfect for two reasons:
1. I can see exactly how much fuel Frank burns on a long run.
2. I can avoid those soul-draining loading screens from switching regions.

The road’s a good test for the new suspension too. Frank does take a couple of damage points — entirely my fault for forgetting to flick on AWD — but otherwise glides over the bumps. By the time we reach the warehouse, the fuel gauge says I’ve burned about 45–50 litres. Not bad at all.

Planks on Board

I load Frank up with the planks and set off toward the farm, confident the suspension upgrade was worth every bolt.

The trip back is uneventful until I reach the flooded road leading to the farm. I spot an unflooded road I could have taken… and promptly ignore it, because this is a perfect water test for Frank.
The difference is night and day compared to before — he still struggles a little, but nothing like the swamp-crawling misery of old. The planks are dropped off, and The Essentials is finally complete.

Hungry Workers, Hungrier Roads

With Frank proving himself, I decide to tackle the Hungry Workers task next. Back to the garage for a full tank, then back to the farm for consumables. The road isn’t exactly Frank’s favourite terrain, but we reach the Drilling Site in one piece — and ding! Rank 6 unlocked.

That means one thing: new tyres. All we have to do is get back to the garage.

The Italian Job (SnowRunner Edition)

On the way back, I take an alternate route. Frank decides this is the perfect time to audition for a role in a remake of The Italian Job. One quick winch later, and I save him from early retirement.

Back at the garage, I reward him with a fresh set of All-Terrain Tyres — the perfect ending to a busy, productive day.


Continue the Journey

Day 13 | Day 14 (You Are Here) | Day 15

More from SnowRunner Survival: The Permagear Diaries

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

SnowRunner Survival: The Permagear Diaries – Day Thirteen: Amphibious Ambitions

SnowRunner Survival: The Permagear Diaries – Day 13: Amphibious Ambitions

Back at the garage with Frank, I’m staring at the raised suspension upgrade menu like it’s holding out on me. It claims the part is somewhere in Michigan — helpful, except Michigan is currently two maps and a lot of unknowns. Could the answer be hiding in plain sight?


Suspicion in Black River

Scanning the two maps I’ve unlocked — Black River and Smithville Dam — I notice there’s still a Watchtower in each I haven’t reached. But then something else catches my eye: an upgrade in Black River I’ve somehow never collected. Could this be Frank’s long-awaited lift?

I decide to put Scout to work and make the long drive from the Smithville Dam garage back to Black River. For once, Scout behaves himself. No random swerves, no unnecessary barrel rolls — it’s almost like he can sense I’m not in the mood for nonsense today.

Scout, the Amphibious Wonder

We arrive without incident, and then I realise something. Thanks to the mushroom nozzle and his existing suspension, Scout is basically amphibious. He crosses water like it’s just another patch of muddy ground, with barely a splash. Unless the water’s deep enough to drown a whale, there’s no danger of flooding the engine.

I get so distracted by testing his newfound “boat mode” that I temporarily forget why I came here. But then — jackpot. An upgrade tucked away where the map didn’t even bother to mark it. Raised suspension for Frank! My self-control kicks in: I stick to my Permagear rules and drive Scout all the way back to Smithville Dam to deliver the prize personally.

Frank’s First Lifted Job

Frank looks happier already. His debut mission with his new suspension is clearing a set of boulders blocking the way, which requires Service Spare Parts. He tackles the water crossings like a champion now, only calling on the winch when the terrain demands it.

I’m still one rank shy of giving him upgraded tyres, but even without them, he powers through and clears the boulders. With the path open and the job done, Day 13 wraps up on a high — and with a much taller Frank.


Continue the Journey

Day 12 | Day 14

SnowRunner Survival: The Permagear Diaries – Day Twelve: Scout’s Big Day

SnowRunner Survival: The Permagear Diaries – Day 12: Scout’s Big Day

Difficulty: Permagear Mode

“Scout finally gets some attention, Red hauls like a champ, and Frank still dreams of raised suspension.”
Previous Entry: Day 11


Getting Scout Back on the Road

Today’s mission: finally give Scout some love. He’s been sat in Black River for so long he’s probably forgotten what an engine sounds like. The challenge? Getting both him and Red back to Smithville Dam without using the garage transfer shortcut.

After a bit of head scratching, I come up with a plan: leave Red near the region transition, hop in Scout, drive him over, attach the winch, and haul both back. Amazingly, it works flawlessly. I might have to start giving myself credit for my more unorthodox ideas.

Upgrades Galore

Once back at the garage, Scout gets the works — new engine, differential lock, and a snorkel for good measure. The result? He’s now acting exactly like Red did before his upgrades: bouncing down the road like a caffeinated kangaroo. Progress, I suppose.

Final Watchtower of the Region

I take Scout out to nab the last Watchtower in Smithville Dam. The road is long, occasionally sketchy, but manageable. The turnoff to the tower is the real test — a twisting climb that demands patience and precise wheel placement. After setting waypoints and carefully working my way up, the tower is activated, revealing two upgrade locations.

Scout is closer to one, so we head there first. It’s a raised suspension kit… for something. Sadly, I hit the wrong button and skipped the details. Somewhere out there is a truck that will be very happy. Today, I just don’t know which one.

Red’s Turn

Red heads for the second upgrade and finds a freeway throttle that works for either him or Scout. Decision pending. He’s handling more smoothly post-upgrades — still bouncy, but in a “playful dog” way rather than “loose shopping trolley” way.

Frank’s Disappointment

Thinking the raised suspension might be for Frank, I bring him to the garage with high hopes. Sadly, no. My old workhorse has been carrying this whole operation and still can’t wade into deep water without the risk of a very wet breakdown. Tomorrow, Frank. Tomorrow.


Continue the Journey

Day 11 | Day 13 (Coming Soon)

More from SnowRunner

SnowRunner Survival: The Permagear Diaries – Day Ten: Bridges, Bumps, and Broken Dreams

SnowRunner Survival: The Permagear Diaries – Day 10: Bridges, Bumps, and Broken Dreams

Mode: Permagear Rules | Optional Features: Winch-assisted woodland detours

Back to the Dam

I start the day by taking Red back to the Smithville Dam garage to decide on my next move. Both of my current main objectives need wooden planks, and as far as I can tell, the only viable source is back in Black River. The plan: build the bridge first, then worry about the rest.

I hop into Frank for the job, only to be faced with the first challenge — actually getting him there. Instead of taking the standard road, I opt for a less-beaten path through the trees, using the winch liberally and clambering over rocks like a determined mountain goat in truck form. If Frank had feelings, I’d say he was trying to prove something.

Frank: The Reliable Workhorse

Once in Black River, I load up the planks and head back to Smithville Dam. Along the way, I can’t help but admire Frank’s handling — reliable, sturdy, and never letting you down. He’s the truck equivalent of that one friend who always brings snacks and never cancels plans.

I top him up at the fuel station as a precaution (he probably didn’t need it, but who doesn’t like a full tank?). Crossing the Dam, I briefly flash back to the Dam level in GoldenEye 64, half-expecting to see polygons of Soviet guards wandering about.

Bridge Complete

The delivery goes smoothly, and with the wooden planks in place, the bridge is now a reality. Objective one: done. Frank earns a well-deserved rest while I swap into Red for some post-bridge exploration.

Red’s Bouncy Adventure

Immediately, I’m reminded of the difference in handling: Frank sticks to the ground like he’s got magnetic tyres; Red prefers to bounce along it like an over-caffeinated pogo stick. Past the bridge, I find a promising-looking track and decide to follow it.

The path is a mix of mud, stones, and one dodgy river crossing that all but confirms Red will need a raised exhaust if such a thing exists. After wrestling through, I spot an upgrade ahead and let my hopes soar — could this be the elusive raised suspension for Frank I’ve been searching for? In my head, I’m already firing him up for a triumphant drive back to the garage.

Reality Check

It isn’t. Instead, it’s Engageable AWD for a White Star truck — a vehicle I don’t own. Still, at least it’s unlocked for the future. I follow the road and, somewhat anticlimactically, end up back on the other side of the bridge.

That’s where I call it for the day. Tomorrow, Red will keep exploring, and maybe — just maybe — I’ll finally complete The Essentials task.

Continue the Journey

Day 9 | Day 10 (You Are Here) | Day 11

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