Surviving the Milky Way: An Elite Dangerous Survival Diary – Day 4: Pirates, Powerplay, and Pointless Terminals

Day 4 – Pirates, Powerplay, and Pointless Terminals

Playstyle: Courier–Bounty Hybrid (very heavy on the “hybrid”)
Optional Features: Unplanned NPC babysitting, mild existential dread

“These are the voyages of Commander Incognito aboard the Rustbucket: to dodge charity collectors, fail gracefully at space combat, and boldly lean on NPCs where no pride has survived before.”

Ramaswamy Point greeted me with the kind of smile you see on a fundraiser who’s already holding your wallet. Donation missions everywhere. Worthy causes, sure—if your definition of “worthy” includes me being broke. I decided to invest my credits in something more sustainable: self-preservation and very questionable career choices.

Mission Board Math: Credits Out vs. Hull Intact

After declining the interstellar charity gala, I grabbed two bounties that looked doable (or at least survivable): Emily Santopietro lurking in Col 285 Sector GJ-I a39-0, and a flamboyantly named menace called The Universal Alchemist in HR 7674. The order was obvious: Emily first. Why? Because between me and the Alchemist was a moon, and contrary to popular belief, I can’t Frame Shift through solid rock. Goals are good; physics is better.

Target #1: Emily Santopietro (Featuring: My Aim)

I dropped into the instance with the confidence of a pilot who’s watched several tutorials but retained none of the important bits. Pulse lasers primed, target locked, heroic music in my head—then reality. If I landed a single shot, it must have been by accident. Thankfully, the galaxy delivered: a few NPC bounty hunters showed up and treated Emily like an overdue library book. I contributed… moral support. And evasive maneuvers. Mostly evasive maneuvers.

Result: Emily down. My pride? Also down, but technically not on the mission summary screen, so we’re calling it a win.

Target #2: The Universal Alchemist (and the Loosely Organized Lunatics)

Next up: the Alchemist, a local headache apparently on the radar of an outfit calling themselves the Loosely Organized Lunatics. They asked me to “deal with him,” which feels like strong wording for someone who just discovered their own safety is optional. Still, I accepted and engaged.

Combat went much like the last one—lasers buzzing, shields whining, me squinting at the reticle like it owed me money. Once again, NPCs took the hint and piled in. Team effort! Where “team” is doing a lot of heavy lifting and I’m mostly yelling “pew pew” in the background. Nevertheless: bounty complete, hull intact, dignity negotiable.

Back to Ramaswamy Point: Rewards Claimed, Dreams Denied

I returned to Ramaswamy Point, strutted into the Contacts office like I alone had saved civilized space, and cashed out both bounties. Then I did the sensible thing: straight to Outfitting to improve my “combat performance,” which is a generous phrase for “I would like my lasers to hit things now.”

Outfitting, however, had the vibe of a pawn shop at closing time. No better pulse lasers. No real upgrades worth selling my soul for. The Rustbucket remained exactly that: rusty, bucket-shaped, and underarmed.

Courier Hop to HR 7674 (A Detour Into Powerplay)

Spotting a courier contract to HR 7674, I took it and set course for Tenn Terminal, hoping their stock list wasn’t just “no.” En route, the nav panel dangled a shiny new concept: Powerplay, where twelve galactic powers offer perks in exchange for loyalty and a suspicious amount of paperwork. Interesting, but I’m still figuring out how to keep my nose pointed at the enemy. Filing under: research later, pledge never (for now).

Tenn Terminal: Nothing to See Here, Keep Moving

I delivered the courier package, collected the pay, and jogged over to Outfitting like a kid on Life Day. The shelves? Empty of anything useful. Not a single upgrade I needed. Not even a pity laser. Apparently, HR 7674 believes in character growth via disappointment.

The mission board was heavy on bounties, which would’ve been poetic if I hadn’t just proven my lasers are purely ornamental. I parked the Rustbucket, powered down, and promised myself tomorrow would be more… accurate.

Ship Log: Rustbucket Status & Notes

  • Combat reality check: Pulse lasers feel like sternly worded emails. Consider gimballed weapons or multis when I find a station that isn’t allergic to upgrades.
  • Allies matter: NPC bounty hunters are my current business model. Must not rely on this forever (or at least learn to pretend I don’t).
  • Route planning: “There’s a moon in the way” is a valid operational constraint. Add to checklist: confirm approach vector before heroic declarations.
  • Powerplay: Interesting benefits, but I should actually win a 1v1 before choosing a galactic overlord.

Lessons Learned (So I Stop Re-Learning Them)

  • Target practice is not optional: Practice in a Resource Extraction Site (Low) or a training scenario before accepting anything with the word “notorious” in it.
  • Shields save lives: If I can’t upgrade guns yet, upgrade survival: boosters, better shield generator, maybe a hull reinforcement or two.
  • Stations aren’t equal: When looking for gear, prioritize High Tech / Large starports. “We sell dreams” is code for “we sell nothing you need.”

Continue the Journey

Elite Dangerous Hub |
Day 1 |
Day 2 |
Day 3 |
Day 4 (You Are Here) |
Day 5

Surviving the Milky Way: An Elite Dangerous Survival Diary – Day 2: The Rustbucket Rises

Day 2 – The Rustbucket Rises

“These are the voyages of one unprepared Commander. Their mission: to break in a second-hand Adder, deliver mail faster than expected, and discover that cargo pickups can crash more than just your ship.”

From Scraprunner to Rustbucket

The ISS Scraprunner got me this far, but when I spotted an Adder for sale, I couldn’t resist. A few credits later and some questionable tinkering produced the ISS Rustbucket, registry RBT-01. Upgrades included a new Frame Shift Drive, thrusters, fuel scoop, more cargo racks, and an extra weapon. The one thing I didn’t touch? Shields. Whether that’s wisdom or hubris, time will tell.

Courier Life

The mission board offered one contract labelled high threat. I decided exploding wasn’t on today’s agenda and picked safer jobs instead:

  • A data delivery to Marius Relay in the Col 285 Sector AM-R b19-4 system.
  • An agricultural supply run—which bizarrely meant transporting six units of personal weapons—to Wesker’s Pride in the Col 285 Sector BV-E a41-1 system.

On the way to Marius Relay, I got a message offering a bonus for quick delivery. Challenge accepted. The new fuel scoop kicked in automatically, topping up my tank as I skimmed stars. Docking complete, data handed over, and I even ranked up to Peddler. Not glamorous, but it’s better than “galactic stowaway.”

The Cargo That Wasn’t

Then it hit me—I hadn’t actually collected the weapons before leaving. Back to the station I went, already dreading the 20+ jump route ahead. It would at least be a good test for the Rustbucket’s scoop, or so I told myself.

Ten minutes of fiddling with menus later, I finally thought I’d sorted the cargo pickup. That’s when the game crashed. Server connection lost, mission abandoned. The Rustbucket sat waiting, but my courier career ended in digital silence.

Rustbucket Status Report

  • Ship: ISS Rustbucket (Adder)
  • Upgrades: FSD, thrusters, fuel scoop, cargo racks, weapons
  • Untouched: Shields (future-me will regret this)
  • Rank: Peddler
  • Mood: Triumphant → Confused → Disconnected

Next Time

With the Rustbucket ready and the galaxy waiting, I’ll try again. Hopefully the servers stay awake long enough for me to actually deliver cargo. Otherwise, I’ll just become the Milky Way’s most overqualified data courier.


Continue the Journey

← Day 1 | Day 2 (You Are Here) | Day 3 →


Surviving the Milky Way: Series Hub

The Rules of the Stars

Surviving the Milky Way: An Elite Dangerous Survival Diary – Day 1: The ISS Scraprunner Begins Its Journey

Day 1 – The ISS Scraprunner Begins Its Journey

“These are the voyages of one unprepared Commander. Their mission: to survive the Milky Way, avoid fiery death by sun, and boldly fail where no pilot has failed before.”

From Training Wheels to Scraprunner

After proving I could pilot a Sidewinder without immediately crashing — and sticking the landing at Mawson Dock thanks to the autopilot, not my skills — I was officially promoted to Commander. To mark the occasion, I christened my first ship the ISS Scraprunner, registry SCR-01. It rattles like it’s made of leftover bolts, but it’s mine.

First Jobs, First Mistakes

Career options were thin on the board, but I spotted two missions in the Orna system: a Conflict Training Area exercise and a Courier Job. Both in the same system? Easy credits. I accepted both, queued for launch, and let auto-launch guide me out of Mawson Dock. Only as I sat in the departure queue did I realize I’d forgotten to refuel. A promising start.

Upon arrival in Orna, two revelations hit me at once: first, I wasn’t actually allowed to train in the Conflict Area; second, the courier job wasn’t in Orna at all, but at Aldrich Station in the Otegine system. While pondering my career choices, I drifted a little too close to the local star and nearly cooked the Scraprunner. Luckily, I pulled away before it became a barbeque run. At least the courier job got done, which earned me the rank of Mostly Penniless. A fine promotion.

Out of the Nest

My next opportunity came in the form of a mission called Exploring the Galaxy. The deal: leave the Pilots’ Federation District, earn 100,000 credits, and never look back. Naturally, I accepted. The credits had nothing to do with it. Definitely.

I prepped the Scraprunner with a full refuel and minor repairs before setting off on the 14-jump trip to Rattus Mischief in the Col 285 Sector FO-I a39-0 system. After six jumps, I docked at Sasaki Horizons for a quick refuel, only to get a message that my Pilots’ Federation permit was revoked. No going back. Four jumps out, I stopped again to avoid calling the Fuel Rats for my very first rescue. Crisis narrowly avoided.

The Mischief Managed

I made a pit stop at Bluemoon Starport in LHS 3484 for fuel, then continued on my way. Finally, I arrived at Rattus Mischief. Despite my assumption, it wasn’t a person but a starport. I engaged Supercruise Assist, admired the view, docked, and turned in my mission reward. To top it off, I sold my Universal Cartographics data for a tidy 50,908 credits. That little haul bumped me up to Mostly Aimless. Not bad for a ship named Scraprunner.

Next Time

The galaxy awaits, and with the ISS Scraprunner still in one piece, I’m ready to see what kind of trouble I can find. Hopefully, not the sun again.


Continue the Journey

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Surviving the Milky Way: Series Hub

The Rules of the Stars

Isolation Protocol: An Alien Isolation Survival Diary – Log 1: Welcome to Sevastopol

Isolation Protocol – Log 1: Welcome to Sevastopol

Difficulty: Medium

Optional Features: Permadeath enabled with the Three Strikes Rule

Alien Deaths: 0/3

“Wake up, get dressed, and then—oh look—Sevastopol is already on fire. Just another day in space.”

I surface from hypersleep mid-dream: Samuels, calm as ever, telling me they might have found my mother. The memory dissolves with the condensation on the pod, and I’m back on the Torrens—groggy, curious, and already bracing for whatever comes next. A quick change (Left Stick to move, L Stick Press to sprint if you’re running late), a polite check-in with Samuels and Taylor, and it’s off to the bridge.

The view outside is a mix of stars, shadows, and the silhouette of Sevastopol Station — our intended destination. We attempt contact, but whoever’s in charge sounds less “welcoming committee” and more “we’re about to collapse into the void.” The Torrens’ captain gives us a 24-hour window before she has to leave. Naturally, the sensible next step is to spacewalk over to the station.

Spacewalk to Disaster

It starts calmly enough… and then part of Sevastopol explodes. Just, you know, explodes. The blast sends Taylor, Samuels, and me flying in separate directions. I lose sight of them immediately. Whether they’re alive or not is a question for later — right now, my only option is to board the station and hope I can make contact with the Torrens.

I make it inside, but not without blacking out first. When I wake, the game politely suggests I “find help.” Thanks for the tip, game.

Arrivals, Departures, and Dust

I strip out of my spacesuit (A to interact when prompted) and begin exploring. The arrivals and departure area is silent — not “space peaceful” silent, but “something is wrong” silent. A detour through a vent (A to climb in, Left Stick to crawl) brings me to a terminal (A to use) with a file explaining the station is being decommissioned. That explains the peeling paint and flickering lights, but not the explosion.

I scavenge what I can — scrap metal, random bits and bobs, anything that looks vaguely useful (A to pick up). The game hands me a flare and tells me how to use it (B to open the radial menu, Right Stick to select flare, ZR to raise it, R to throw). I decide to keep it for emergencies… and then immediately waste it in the next room because the tutorial insists. Lovely.

The Stash and the Strangers

A generator hums back to life under my hands (Tap A three times to crank it like a stubborn lawnmower), and another terminal gives me a code for a stash: 0340. Apparently no one’s bothered to loot it because “nobody goes there anymore.” I file that away for later.

Turning the power on triggers movement — two figures sprint across the room and vanish through a door they promptly lock behind them. Friendly bunch. I give chase, but I’m stopped cold by security glass.

Spotting the Torrens

I reach the passenger lounge, and there she is: the Torrens, still in one piece. All I need now is a way to contact her. Another terminal fills in a few more blanks about the station’s decline, and I even find a new flare to replace the one I wasted earlier. I save my progress (A at an emergency save station, then confirm with A again) — no sense tempting fate.

Next log: with luck, I’ll have more than just a handful of supplies and unanswered questions.

Log 1 Switch Pro Tips

  • Left Stick: Move
  • L Stick Press: Sprint
  • R Stick Press: Crouch
  • ZL: Peek
  • ZR: Raise Motion Tracker
  • A: Interact / Pickup / Save
  • B: Open Radial Menu
  • R: Fire / Throw equipped item
  • D-Pad Up: Open Journal
  • 0340: First stash code — note it down
  • Always save at emergency stations when you can

Continue the Journey

Log 1 (You Are Here) | Log 2

New Page Alert – Subnautica Survival Guide Now Live!

Attention survivors – your underwater playbook has arrived!

The brand-new Subnautica Survival Guide is now live on Survivor Incognito, packed with everything you need to go from panicked paddler to confident deep-sea explorer. Whether it’s your first day swimming out of the lifepod or you’re gearing up for an Aurora run, this guide covers it all – from must-have early tools to predator evasion tips and base-building advice.

We’ve even included:

  • A quick-reference predator list (because sometimes you just need to know if the big shadow is going to eat you).
  • Switch control table so you can stop pressing the wrong button when panic sets in.
  • A linked map hub for finding resources without wandering into Leviathan territory by “accident.”
  • A quick start card for Days 1–3 priorities.

If you’re starting fresh in Subnautica – or just want to survive without becoming lunch – this page is your new best friend.

🌊 Read the full Subnautica Survival Guide here

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