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

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

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

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

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

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

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

First Blood โ€“ Eugeneโ€™s Farewell Tour

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

๐Ÿ“บ Watch the Run โ€“ Log 1 Gameplay

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

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

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

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

Locks, Luck, and Helenโ€™s Revelation

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

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

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

Night Falls โ€“ The Quiet Before the Screech

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


Log 1 Pro Tips (Steam Deck Edition)

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

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


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

Isolation Protocol โ€“ Log 5: The Joes Know

Isolation Protocol โ€“ Log 5: The Joes Know

Difficulty: Survivor Mode (Permadeath Rule in Effect)

โ€œI was ready for the Alien. I wasnโ€™t ready for a bunch of plastic-faced androids with the bedside manner of a toaster.โ€

Starting where I left off, I spotted a Working Joe in the distance. Their glowing eyes cut through the sterile white corridors, and the way they moved โ€” steady, unhurried โ€” felt more unsettling than if theyโ€™d been running. With a little help from my motion tracker, I eventually found a computer up a set of stairs that looked like it might let me contact the Torrens. Unfortunately, Apollo essentially told me, โ€œNOPE.โ€ Back to square one.

Not wanting to deal with the Joe directly, I ducked into a vent. The metal clanged beneath my hands as I crawled through the stale air, only to find myself right back where I started. Brilliant navigation, 10/10.

Sneaking Past the Plastic Brigade

My second attempt was a little more productive. Using the trackerโ€™s handy objective marker, I pushed forward, only to find two Joes patrolling opposite sides of the room. Their footsteps echoed across the floor like someone tapping on the inside of a coffin. Staying crouched and moving like my life depended on it (because it did), I managed to slip past them.

Along the way, I picked up the blueprint for EMP v1.1. Not sure how effective it is against the Joes, but it went into my collection of โ€œitems Iโ€™ll probably forget exist when I need them most.โ€

Soon after, I stumbled on a save point. Though Iโ€™m not religious, I thanked some higher power for that little glowing box of mercy. One save later, and I was thrown into three hacking games in quick succession โ€” tense but surprisingly fun, especially with the eerie hum of machinery pressing in around me.

Contact with Samuels

At long last, I made contact with someone from the Torrens: Samuels. I could have hugged him through the screen. He was with Taylor, who looked in rough shape and needed medical help. Samuels couldnโ€™t leave her side, but he promised to send transport for me. All I had to do was make it back to them.

Which, naturally, was when the alarm went off. The lights strobed red, the siren wailed like a dying animal, and every Joe in the area decided it was time to reenact Terminator.

Panic, Chaos, and Dripping Vents

This is where stealth went straight out the window. Iโ€™d like to say I handled it like Snake in a cardboard box. Dear reader: I did not. Instead, I panicked, sprinted, hid badly, and almost ended the entire run then and there.

Rather than just tell you about it, hereโ€™s the video in full:

Yes, I could have used the EMPs. No, I didnโ€™t โ€” because I forgot I had them in the chaos. And the revolver? Pretty sure itโ€™s about as effective as shouting at the Joes, given what Iโ€™ve seen. Meanwhile, the Alien was making its presence known again, dripping from the vents like the worldโ€™s worst plumbing problem.

I even had a staring contest with one of the Joes. Spoiler: they can, in fact, see me. And if they can find me in lockers, what chance do I have against the Xenomorph?

Somehow, against all odds, I survived the chase and stumbled into the SciMed Tower. Samuels and Taylor are waitingโ€ฆ if I can actually reach them next time.

Continue the Journey:

Log 4 |
Log 6 Coming Soon

SnowRunner Survival: The Permagear Diaries โ€“ Day Twelve: Scoutโ€™s Big Day

SnowRunner Survival: The Permagear Diaries โ€“ Day 12: Scoutโ€™s Big Day

Difficulty: Permagear Mode

โ€œScout finally gets some attention, Red hauls like a champ, and Frank still dreams of raised suspension.โ€
Previous Entry: Day 11


Getting Scout Back on the Road

Todayโ€™s mission: finally give Scout some love. Heโ€™s been sat in Black River for so long heโ€™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 โ€” new engine, differential lock, and a snorkel for good measure. The result? Heโ€™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 โ€” 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. Itโ€™s a raised suspension kitโ€ฆ 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 donโ€™t know which one.

Redโ€™s Turn

Red heads for the second upgrade and finds a freeway throttle that works for either him or Scout. Decision pending. Heโ€™s handling more smoothly post-upgrades โ€” still bouncy, but in a โ€œplayful dogโ€ way rather than โ€œloose shopping trolleyโ€ way.

Frankโ€™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 canโ€™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 โ€“ Day Eleven: Redโ€™s Day Out

SnowRunner Survival: The Permagear Diaries โ€“ Day 11: Redโ€™s Day Out

Today was Redโ€™s time to shine. No trailers, no urgent deliveries โ€” just exploration, practice, and a bit of light road-conquering in the name of science.


Finding the Quarry (and Trouble)

I started by taking Red along a road I hadnโ€™t explored yet, which eventually led me to a quarry. Always good to know where the future cargo headaches will be coming from. I tried following the road deeper in, but it came to a natural stop, so I turned back and tried another route.

The โ€œRoadโ€ That Was Mostly Water

This second route led to a flooded stretch of road. The map confirmed it was indeed a road โ€” apparently someone at the Department of Transport here has a sense of humour. I was convinced Red would sink or stall, but to my surprise he waded through like a champ, slow but steady. On the way, I even found a raised suspension upgrade for him. I thought I already had it installed, but hey โ€” spares are spares.

Watchtowers, Fuel Stops, and Mystery Upgrades

At the end of the flooded road, I had a choice: plunge into the unknown or head for a nearby Watchtower. No prizes for guessing which option I took. The tower revealed an upgrade, but before I could investigate, Red needed a refuel. Thankfully, Iโ€™d given him fuel cans in an earlier upgrade, so one quick pit stop later and we were good to go.

The upgrade turned out to be an engageable AWDโ€ฆ for something. I forgot to check which vehicle. Classic me.

Low+ and Loving It

Another Watchtower was on the map, so we headed there. This is where Redโ€™s sweet spot revealed itself: Low+. He still bounced, but it was more of a playful hop than a chaotic pogo stick. I reached the tower, got briefly excited when I thought Iโ€™d found a second fuel station in Smithville Dam, then realised the map was upside down and it was just the same one I already knew about. Disappointment levels: high.

More Upgrades and a New Task

The tower also revealed another upgrade, perched right at the waterโ€™s edge. Given Redโ€™s aquatic performance today, I wasnโ€™t worried. We collected it โ€” raised suspension for the Scout โ€” which might just drag him out of retirement. While I was at it, Red got another refuel before heading back to the garage, where I discovered heโ€™d been on stock suspension all this time. No wonder heโ€™d been so bouncy. Raised suspension went on immediately.

โ€œBouldersโ€ and the To-Do List

Before calling it a day, I checked out a new task called Boulders. It involves two service spare parts to clear a road โ€” easy enough in theory, but the waterlogged section leading there will be a problem until Frank gets his own raised suspension. Iโ€™m adding that one to the to-do list for now.

All in all, Red outdid himself today. From quarries to questionable road conditions, he handled everything without a tow truck rescue. Heโ€™s earned a well-deserved rest.


Continue the Journey

Day 10 |
You Are Here |
Day 12

More from SnowRunner Survival: The Permagear Diaries

Seven Days to Survive โ€“ Day 3: Honey, Zombies, and Home Improvements

Difficulty: Default Survival
Optional Rules: Permadeath, one horde night per week
โ€œIf you ever find yourself cornered by two zombies in a strangerโ€™s living room, just remember: honey is natureโ€™s antibiotic. Who knew bee juice would keep me alive?โ€

The Fetch Quest of Doom

The morning began with me jogging toward the latest house that Trader Rekt wanted looted for supplies. From the outside, it looked quiet โ€” shutters drawn, roof sagging slightly, just another abandoned suburban home. But this is 7 Days to Die, so I knew the interior would be less โ€œsuburban charmโ€ and more โ€œscreaming corpses.โ€

Sure enough, as soon as I hit the flag at the back of the property and stepped inside, the soundscape turned into a zombie alarm clock. Two of them barreled toward me, cutting off my escape. I managed to fight my way out, but not without a parting gift: infection. Perfect.

After clearing the stragglers and pocketing the supplies, I searched my pack for antibiotics. Nothing. A return trip to Papaw Residence confirmed the same โ€” unless you count decorative piles of junk and a near-useless jar of murky water. But buried in a chest was salvation: honey. Exactly the right cure for my low-level infection. Bee magic saves the day.

Medical Centre Run

I staggered back to Rektโ€™s, handed over the supplies, and chose skill books as my reward. Then I spent some coin on more honey, because clearly zombies see me as a chew toy. Another fetch quest? Why not. This one sent me toward what looked like a pop-up medical centre โ€” white tarps, overturned stretchers, and the distinct impression that the last patients didnโ€™t leave voluntarily.

The zombies inside were fewer and slower, which suited my still-throbbing wounds. Looting the shelves, I stumbled on something that felt like Christmas morning: a cooking grill. Finally, the days of choking down charred snake meat are behind me. Now I can prepare food that doesnโ€™t taste like it came out of a campfire accident.

I cleared the building, snagged the supplies, and returned to Rekt. My reward? Charred meat. Honestly, I think the man is trolling me. โ€œHereโ€™s some food, survivor.โ€ Yes, Rekt, I literally just looted the thing that makes your reward obsolete. Thanks for nothing, champ.

Dew Collector Dreams

Back at Papaw, I started eyeing my supplies. Between yesterdayโ€™s scavenging and todayโ€™s haul, I realised I was close to crafting a Dew Collector. After a bit more rummaging and resource-gathering, the parts came together. I placed the contraption outside, whispered a hopeful prayer to the condensation gods, and waited.

After five minutes of staring at a metal bucket with mesh, I admitted that Dew Collectors are not exciting to watch in real time. With thirst still an issue, I decided to channel my boredom into base-building. The first layer of the horde base is now fully cobblestone. The second layer is patchwork, half cobble, half wood. The third layer? Still dreams and dust. At least I can say progress is being made, even if it looks more like a construction site than a fortress.

Thirst, the Silent Killer

The Dew Collector is great in theory, but water production is glacial. By mid-afternoon I was dehydrated again โ€” stumbling around with blurry vision like Iโ€™d been on a pub crawl with the undead. Tomorrow, water is priority number one. Either the trader sells me a stash, or Iโ€™m boiling every murky puddle I find.

Still, the looming problem isnโ€™t just thirst. Itโ€™s the horde night clock. Day 4 is practically here, and my base is still an empty shell. If I donโ€™t switch gears soon, the zombies will be less โ€œcontained threatโ€ and more โ€œunwanted guests knocking down my half-finished walls.โ€ Tomorrow, the hammer and cobblestone get priority โ€” fetch quests can wait.

Continue the Journey

Day 2 | Day 3 (You Are Here) | Day 4 (Coming Soon)

Isolation Protocol โ€“ Log 4: The Joes Arenโ€™t Alright

Rule Set: Three Strikes (Xenomorph only)
Location: Seegson Communications
โ€œIโ€™ve seen enough sci-fi to know that when the friendly android offers you a seat, you probably shouldnโ€™t sit down.โ€

Back Upstairs, Back in Trouble

After possibly releasing the galaxyโ€™s worst houseguest, I have no choice but to keep moving toward Seegson Communications. The other survivors? They can fend for themselvesโ€”if theyโ€™re still breathing.

I creep upstairs just in time to hear the Xenomorph deal with the group who wanted me dead. Thatโ€™sโ€ฆ justice? Karma? Either way, I donโ€™t plan on joining the casualty list. I get a quick glimpse of the creature before ducking behind a box. No thanks, not burning Strike One yet.

Moments later, I slip into the elevator, tuner in hand, praying it doesnโ€™t decide to test its claws on the doors.

Welcome to Seegson Communications

The elevator opens, and whoโ€™s waiting? A Working Joe android. I can tell the designers blew the budget on โ€œcreepy plastic skinโ€ and โ€œunsettling stare mode.โ€ Still, the first one politely offers me a seat. I decline. Iโ€™ve already got chairs at home.

Exploring further, I try to explain I need to contact the Torrens. The Joes, in their usual customer-service-death-mask tone, tell me that Communications is off-limits. Naturally, this means Iโ€™m going to have to sneak in.

Tracker, Toys, and Trust Issues

In the middle of poking around, I find something glorious: the motion tracker. Not only does it point toward objectives, but it immediately informs me that something is behind me. Cue panicโ€”until I realise itโ€™s just another Joe, calmly asking if everything is alright. (No, everything is not alright, pal.)

I also stumble on a blueprint for a noisemaker. Given how much stomping and hissing Iโ€™ve heard lately, this feels like crafting salvation.

But then I see it: Joes canโ€™t be trusted. A human survivor argues with one, pulls a gun, firesโ€”does nothing. The Joe responds by snapping him in half like a breadstick. Great. Now I know theyโ€™re not just weird, theyโ€™re actively homicidal. Thanks, random gun guy. You doomed us all.

Shut Down the Cameras

My objective: disable the surveillance cameras so I can sneak through. Problem: I have no idea where Iโ€™m going. Solution: follow the magic beeping rectangle.

The tracker points me toward the controls, while also telling me there are two Joes nearby. Excellentโ€”nothing like disabling security while feeling like the least secure person alive.

I find the panel, turn off the cameras, and pocket a survivorโ€™s ID tag because looting under pressure is apparently my thing. Then I wait. And wait. And wait for the worldโ€™s slowest elevator. I swear it was coming from the far side of the station.

Hope on the Airwaves

At last, I reach Communications. And then I hear it: the voice of the Torrens, cutting through the static. Actual hope, actual contact, actual chance of escape. For a moment, Sevastopol doesnโ€™t feel like a tombโ€”it feels like a finish line I might actually reach.

Of course, the Joes are still wandering the halls, the Xenomorph is still on the loose, and the whole station feels one breath away from falling apart. But right now? Iโ€™ve got a signal. And thatโ€™s enough to keep going.

Log 4 Pro Tips

  • Never assume the Joes are harmless. Theyโ€™re not.
  • Motion tracker = survival MVP. Treasure it.
  • Donโ€™t trust other survivors with gunsโ€”theyโ€™ll get you all killed.
  • If an elevator takes too long, assume itโ€™s mocking you.
Continue the journey:
Log 3 |
Log 4 (You Are Here) |
Log 5

SnowRunner Survival: The Permagear Diaries โ€“ Day Ten: Bridges, Bumps, and Broken Dreams

SnowRunner Survival: The Permagear Diaries โ€“ 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 โ€” 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, Iโ€™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 canโ€™t help but admire Frankโ€™s handling โ€” reliable, sturdy, and never letting you down. Heโ€™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 didnโ€™t need it, but who doesnโ€™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.

Redโ€™s Bouncy Adventure

Immediately, Iโ€™m reminded of the difference in handling: Frank sticks to the ground like heโ€™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 โ€” could this be the elusive raised suspension for Frank Iโ€™ve been searching for? In my head, Iโ€™m already firing him up for a triumphant drive back to the garage.

Reality Check

It isnโ€™t. Instead, itโ€™s Engageable AWD for a White Star truck โ€” a vehicle I donโ€™t own. Still, at least itโ€™s unlocked for the future. I follow the road and, somewhat anticlimactically, end up back on the other side of the bridge.

Thatโ€™s where I call it for the day. Tomorrow, Red will keep exploring, and maybe โ€” just maybe โ€” Iโ€™ll finally complete The Essentials task.

Continue the Journey

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

Isolation Protocol โ€“ Log 3: Revolvers, Rewires, and the Thing in the Vents

Difficulty: Survival Diary Rule โ€“ Three Strikes
Optional Rules: NPC kills = game over, Alien kills = limited chances

โ€œAxel didnโ€™t make it. Now itโ€™s just me, a ship full of strangers who want me dead, and something in the vents that definitely isnโ€™t paying rent.โ€

Humans Are Worse

With Axel gone, my only hope of reaching the Torrens lies in the communications deck. Easy enough โ€” except the moment I step into the elevator area, another survivor decides that today is a good day to introduce me to firearms, up close and personal.

I manage to grab the gadget he dropped (which, of course, is missing a power cell), but before I can even inspect it, her mates show up, heavily armed and highly motivated. Rewiring becomes my best friend: a quick distraction lures three away, but I forgot about the fourth. He has a revolver, and apparently the aim of a cowboy.

Running seems like the best life choice, and surprisingly, they donโ€™t chase me. Probably union rules.

Scavengerโ€™s Delight

With my heart rate only slightly higher than a microwave on full blast, I take stock. A revolver. A keycard. And a flashbang blueprint that reminds me of my Counter-Strike 2 days, where I was just as likely to blind myself as the enemy.

I find a black box from the Nostromo and for one terrible moment think Iโ€™ll finally learn what happened to my mother โ€” except, of course, the recordings are gone. Figures.

Lockdowns and Maintenance Jacks

The room seals tight with a full lockdown. The gadget I picked up earlier? Now powered thanks to a conveniently placed cell. My shiny new Security Access Tuner opens doors like magic, but the ship clearly didnโ€™t get the memo: it wants me stuck.

I dig around, crack open a door with my trusty maintenance jack (still my favourite tool), and finally find the terminal to lift the lockdown.

Thatโ€™s when the vents begin to whisper.

The Monster Appears

It drops down from the ceiling โ€” long, sleek, and infinitely uninterested in human conversation. The same thing that took Axel.

I crawl under a table, holding my breath as it sniffs around. Thatโ€™s when I remember: I just unlocked extra exits for myselfโ€ฆ which also means extra exits for it. Oops.

It slips into the vent and vanishes, leaving me shaken but alive. I follow at a very safe distance and then beeline for the nearest save point, head swivelling like Iโ€™m in a budget Exorcist remake.

Game saved. Nerves fried.

Log 3 Closing Thoughts

  • Survivors are hostile and revolvers hurt.
  • Rewiring saves lives.
  • Flashbangs will probably kill me, not the Alien.
  • The Xenomorph exists, it knows I exist, and weโ€™re now on a collision course.

Next time: I find out if my revolver is a comfort, or just six shiny excuses to die loudly.

Continue the journey:
Log 2 | Log 3 (You Are Here) | Coming Soon: Log 4

Snowrunner Survival: The Permagear Diaries โ€“ Day Nine

SnowRunner Survival: The Permagear Diaries โ€“ Day 9

Day 9 in SnowRunner: Delivering fuel to the wrong farm, braving flooded roads, scouting with Red for upgrades, unlocking a long trailer, and freeing Frank from a rogue stone.

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Visit the SnowRunner Hub |
Read the Permagear Rules |
Why Permagear Works

Previous Entry: SnowRunner Survival: The Permagear Diaries โ€“ Day 8


Wrong Farm, Right Intentions

The day began with what I thought was a simple task: take a load of fuel on Frank over to the farm in Smithville Dam. The mission briefing seemed straightforward enough, and I had coffee in hand, confidence at maximum. I set off, happily trundling my way to the farmโ€ฆ or so I thought. There was one small problem: the farm I arrived at was in Black River. Wrong farm. Wrong map. Right truck, though, so points for consistency.

The moment of realisation hit when the delivery prompt didnโ€™t appear, and I stared at the job list wondering why the game had suddenly decided to ignore me. After a closer look at the contract, I realised the truth: Iโ€™d wasted fuel, time, and what little dignity Frank has left after the last eight days. With a sigh, I plotted the correct route to Smithville Damโ€™s farm and promised myself Iโ€™d read the brief properly next time.

Flooded Roads and Missing Suspension

The road to Smithvilleโ€™s farm was less of a road and more of a seasonal river. Every puddle was a knee-deep swamp, and without raised suspension for Frank, I had to pick my line like a tightrope walker with commitment issues. Each dip threatened to drown the engine, and I could almost hear Frank grumbling in protest.

Somehow, we made it without stalling. But Iโ€™ve decided that finding that raised suspension is now a top priority. The truck canโ€™t keep doing its best submarine impression every time it rains.

Scouting with Red

With Frank resting at the farm, I swapped over to Red for a little exploration. A nearby Watchtower looked promising, and Redโ€™s smaller size made it a safer bet for off-road detours. Still, caution was the name of the game โ€” one wrong move and Red would be cartwheeling down a slope again, and Iโ€™m still not over the last incident.

The Watchtower revealed an upgrade not too far away, so I crept towards it, carefully negotiating mud pits and narrow bends. The prize? An engine upgrade for an International Transtar. Useful if I had one, but otherwise about as helpful as a snorkel on a fish. The search for Frankโ€™s suspension continues.

Long Trailer, New Rank

Back at the logging station, I noticed a stack of wooden planks and got my hopes up. My excitement dimmed when I realised they were attached to a rather long trailer I didnโ€™t yet own. A quick detour later, I unlocked the ability to purchase it and, as a bonus, hit Rank 5. Sure, it wasnโ€™t the suspension I wanted, but new toys are always good for morale.

Bridge Work and Rogue Stones

With options running thin, I headed to the warehouse beyond the dam to collect bricks for the farm. Along the way, I activated the Smithville Bridge task, which โ€” naturally โ€” also requires wooden planks. Luckily, I know Black River has a stash, though itโ€™s going to mean a lot of back-and-forth tomorrow.

On the way back with the bricks, disaster struck. Frank found himself completely immobilised on what can only be described as a rogue stone โ€” the kind that hides in plain sight until your truck is perfectly balanced on it like some kind of unwanted hood ornament. With no winch points nearby, I had to call in Red for rescue duty. In an uncharacteristic display of teamwork, Red dug in, pulled Frank free, and somehow managed not to flip in the process. Small victories.

Tomorrowโ€™s Plan

Tomorrow will be all about wooden planks. Lots of wooden planks. Iโ€™ll be running between Black River and Smithville like a glorified delivery service with mud in its teeth. The bridge wonโ€™t build itself, and neither will my suspension โ€” though if I find that upgrade in the process, it might just be the happiest day Frankโ€™s ever had.


Continue the Journey

SnowRunner Survival: The Permagear Diaries โ€“ Day 10

Snowrunner Survival: The Permagear Diaries โ€“ Day Eight: Flips, Fuel, and a Double Rescue Mission

Red goes rogue in Smithville Dam, flipping twice while chasing a Watchtower. Frank clears a blocked road, performs a double rescue, secures an engine upgrade, then hauls fuel back to Black River to set up tomorrowโ€™s delivery for โ€œThe Essentials.โ€

๐Ÿ“œ Series Hub: SnowRunner Survival: The Permagear Diaries Main Hub

๐Ÿ›  Rules: SnowRunner Permagear Rules

๐Ÿ’ก Why Permagear Works: Read the reasoning behind the challenge

Missed Day Seven? Find it here.


๐Ÿ›ฃ๏ธ Crossing the Dam (and the Line)

With most of Black River mapped and missions cleared, I decide itโ€™s time to see what Smithville Dam has to offer. Redโ€™s fired up and we set โ€œThe Essentialsโ€ as the main task โ€” one item in Smithville, the rest in Black River. Easy on paper. Reality had other plans.

๐Ÿšง First Roadblock: Literal Roadblock

After finding the Smithville garage, I immediately hit a blocked road needing Service Parts. Luckily, thereโ€™s a depot basically around the corner. I pencil that in for after I grab the nearby Watchtower.

๐Ÿ”„ Red Goes Rogue (Twice)

I point Red up the Watchtower track andโ€”whoopsโ€”he flips onto his side. Full turtle. Thereโ€™s only one truck for this kind of drama: Frank.

I transport Frank into Smithville, pick up the Service Parts, clear the roadblock, and roll out to rescue Red. Frank rights him like the dependable legend he isโ€ฆ and Red immediately repays the kindness by rolling over again. Cue rescue mission #2. Frank handles it without breaking a sweat.

๐Ÿ” Watchtower Found, Upgrade Secured

With Red back on his wheels (twice), we nab the Watchtower and ping a nearby upgrade: an engine that fits both Red and Scout. Whether itโ€™s actually better is a question for the next garage visit โ€” Iโ€™ll compare stats when weโ€™re back under a roof.

โ›ฝ Frank Hauls, Like a Pro

While Red takes a breather, Frank gets back to business. He grabs Fuel for โ€œThe Essentials,โ€ hauls it over to Black River, and calls it a night โ€” textbook veteran move.

๐Ÿ“… Tomorrowโ€™s Mission

Fuel staged, Frank is ready to finish โ€œThe Essentialsโ€ delivery tomorrow. Red? Heโ€™s on probation until he proves he can stay upright for more than ten minutes.


Want more SnowRunner? Day 9 link coming soon.

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