Cold-Blooded: A Skyrim Survival Diary – Log 7: The Horse Has Opinions

Cold-Blooded Log 7: The Horse Has Opinions

Difficulty: Survival Mode
Platform: Steam Deck
Build: Argonian Mage
Follower: Lydia

The plan was simple: ride out, grab Nettlebane, come home. Skyrim immediately rewrote it.

This is the horse’s first real outing.
The objective is Nettlebane.
I know the route takes me past Helgen, and that’s about all I know.

To keep things efficient, I bring Clairvoyance.
If there’s a faster or safer path, I want to know about it.

Video Log: Cold-Blooded – Log 7 (No Commentary)

YouTube embed goes here

Clairvoyance Takes Control

About halfway into the ride, confusion sets in.
I’m going in the opposite direction of where I expect to be heading.

I ignore the instinct to turn back and trust Clairvoyance.
This turns out to be a mistake.

A map check confirms it:
I’m near Silent Moon Camp.
The bounty location.

I’m fairly sure it wasn’t my active quest,
but Clairvoyance clearly disagreed and made the decision for me.

Silent Moon Camp, Horse Included

Since I’m already here, I clear the camp.
Leaving would be a waste.

I park the horse a short distance away before the fight.
The horse ignores this suggestion entirely.

The moment combat starts, it charges bandits with enthusiasm.
Between Lydia, my summoned Atronach, and now an aggressive horse,
the fight feels heavily one-sided.

I briefly consider the tactical implications of owning a battle horse.
Then I loot the bodies.

Locks, Potions, and Questionable Planning

Inside, I hit my first real obstacle:
an Adept-level lock.

It costs me a painful number of lockpicks,
but I get it open.

The reward is a pile of potions.
I have no plan for them.
I don’t know if I’ll ever use them,
or if Lydia should carry them and sort it out herself.

That decision is officially a future problem.

Rewards and Reassessment

With the bounty cleared, I return to Whiterun.
Before I can even collect the reward,
I’m handed a sword.

I don’t question it.
Skyrim likes giving me weapons I didn’t ask for.

Back outside the city, the horse gives me options.
I could head for the Greybeards.
I could try for Nettlebane again.

Given Clairvoyance’s earlier betrayal,
I decide not to push my luck.

I stop, reassess, and decide the next move needs to be deliberate.
Skyrim already proved it’s more than happy to choose for me.

Log Summary

  • Horse used in combat, without consent
  • Clairvoyance redirected me to Silent Moon Camp
  • Silent Moon Camp bounty completed
  • Adept lock opened after heavy lockpick losses
  • Large potion stash acquired, purpose unclear
  • Nettlebane postponed again

Continue the Journey

Cold-Blooded Log 6 |
Cold-Blooded Log 7 |
Cold-Blooded Log 8

More from Cold-Blooded


Cold-Blooded: A Skyrim Survival Diary Hub

Isolation Protocol: An Alien Isolation Survival Diary – Log 2: Guns, Generators, and a Very Bad Introduction

Isolation Protocol Log 2: Guns, Generators, and a Very Bad Introduction

Game: Alien: Isolation
Platform: Steam Deck
Location: Sevastopol Station – Arrivals & Transit

Video: Arrivals scavenging, orange-lock hunt, Axel meet, stealth tutorial, and first Xenomorph encounter (no commentary)

I saw people run. I decided copying them was a solid life choice.

The last log ended with survivors sprinting for their lives. I followed.
They rewarded that decision by locking the door behind them.
So, plan B: keep moving, keep quiet, and keep pretending I’m not the most lootable person on Sevastopol.

I drifted through what felt like the off-duty end of Arrivals/Departures and caught a glimpse of the Torrens.
Of course, they didn’t see me. Of course, the shutters chose that exact moment to drop like they had opinions.
New objective: find a way to contact the ship before I become another unread terminal entry.

Loot Goblin Behaviour (With Added Dread)

Progress is slow. Not “enjoy the scenery” slow — more “every door is either locked, unpowered, or mocking me” slow.
I kept scavenging anything not bolted down, reading terminals, and listening to messages from people who used to live here.
I still don’t know what happened on Sevastopol, but I’m confident it was loud, messy, and not solved by good manners.

Then I found it: a door with a big orange lock.
Not my problem yet, but definitely my future problem.
And it wasn’t the only one. The station’s decorating theme is apparently “sealed access points and regret.”

The Maintenance Jack Incident

A message mentioned someone going nuts with a maintenance jack, and that they’d been locked in a room.
I eventually found them… and it looked like one of two things happened:
something killed him, or he killed himself.

The room had an orange lock. If he had the tool to open it, he could’ve walked out.
So I’m leaning toward something got in — and that “something” didn’t leave a note.

Before committing to the obvious route, I did a quick sweep through the one other door I could open,
grabbed what I could, and then headed back toward the big, bright, orange problem.

Meet Axel: The Gun-Point Welcome Committee

Cutscene time. I meet Axel, who opens negotiations by putting a gun to my head.
I offered him a way off Sevastopol: help me contact the Torrens, and he gets a seat.
Fair deal. Mutually beneficial. Sensible.

Axel doesn’t share that offer with the two other people we bump into, though.
Which, in hindsight, should’ve been my first clue that “teamwork” isn’t exactly thriving here.

Flashlight, Batteries, and the Stealth Crash Course

Axel takes me to his hideout — apparently where he’s been camping for the past week —
and hands me a flashlight and batteries.
Great. Useful.
Also: we literally just avoided armed survivors, and he told me to avoid armed survivors,
so giving me a beacon-on-a-stick feels… optimistic.

Then it’s stealth school.
I get sent to turn off a generator so a group of people — who have been told to shoot on sight
go and investigate it.
At this point I’m already regretting offering Axel a lift.
I didn’t realise “help me escape” included “use me as bait.”

Axel Immediately Does the Opposite of His Own Advice

Axel’s big survival tips are: stay low, keep quiet, don’t draw attention.
Five minutes later he’s standing around like he’s waiting for a bus.
Not even hiding. Just… existing loudly in a corridor.

I ended up taking charge and basically herding him where he needed to go,
because apparently I’m the responsible adult now.
Which is terrifying, considering my main skill so far is “pick up scrap.”

And then Axel does it again: he headshots someone.
Loud. Clean. Final.
The exact opposite of “keep it down.”
So now we’re sprinting, because subtlety is dead and we’re trying not to join it.

The Xenomorph Introduces Itself

Another cutscene. And this time the station finally shows its real problem:
the Xenomorph.
It appears, it moves like a nightmare, and it removes Axel from my list of concerns.

I had a brief moment of wondering why Ripley doesn’t grab the gun.
Maybe it feels wrong. Maybe it’s shock. Maybe the game isn’t letting me.
Either way, I’m unarmed, underqualified, and very aware of how loud my breathing is.

Transit becomes the next lifeline — a long, stressful wait while my brain replays what I just saw.
The Xenomorph took Axel out like it was swatting a fly.
There’s absolutely no reason it wouldn’t do the same to me.

Transit finally arrives, and I step in like it’s salvation.
I’m hoping I’ve left the Xenomorph behind.
I’m also not stupid enough to believe that will last.

Log 2 Survival Notes

  • Loot everything, but assume every corridor has a consequence.
  • Orange locks = future progress gate. Make a note, don’t spiral.
  • Terminals and recordings tell you what happened here. It isn’t comforting.
  • Stealth matters, even when NPCs refuse to participate.
  • If someone says “keep it down” and then fires a gun, don’t follow their life advice.
  • Transit is safety… until it isn’t.

Continue the journey:
Log 1 | Log 3

Eight Pages – A Slender: The Arrival Survival Diary Log 1: For Sale, No Exit

Eight Pages – Log 1: For Sale, No Exit

Platform: Steam Deck
POV: Handheld camera (battery + recording timer on-screen)

Video: First steps into Oakside: the house, the generator, and Oakside Park (no commentary)



I start filming outside a giant “Land for Sale” sign, and somehow end the night being told to “FIND ME LAUREN.”
Normal property viewings don’t usually escalate like this.

My POV is through a handheld camera, complete with battery life and a recording timer in the corner.
I’ve no idea if the timer will behave across multiple recordings (because I’m doing this over several),
but we’ll find out together.

The first thing I see is a huge sign advertising land for sale, telling me to contact Kate.
I’m supposedly driving somewhere important. I’m just not told where or why.

The road is blocked by a fallen tree.
We don’t know who did it, but I’m running the theory that Kate did.
Easier to drop a tree across the road than take down a massive sign with your name on it.
Either way, I don’t take it as a no.
Instead of getting back in the car and leaving, I go for a hike.

The light drops fast.
Oakside might be a mountain town, but surely physics still applies.
Either the sun is speedrunning the sky, or my character timed this trip perfectly for sunset.
By the time I reach a house—likely part of the land Kate was selling—it’s fully night.

Both the front door and garage door are open.
I let myself in.
Because that’s always a strong opening move.

The House: Half Powered, Fully Suspicious

The house is confusing.
I check one phone: no power.
I check another: there’s a message on the answering machine.
So either one half of the house has electricity and the other doesn’t,
or the wiring here follows horror rules instead of logic.

I find scattered notes and a flashlight.
The flashlight becomes essential immediately.
The camera throws out a brief burst of static during my tour,
which is the kind of detail you pretend you didn’t notice.

The location is good, though.
Remote. Quiet. Surrounded by forest.
If you ignore the notes, the power issues, and the open doors,
it’s practically ideal.

There’s a locked door.
The key is in the bathroom.
Exactly where I’d hide something important.

The Locked Room: Paper Walls and Beacon Talk

The unlocked room is covered in paper.
Every wall layered with writing.
Panic used as wallpaper.

One note mentions someone being scared of a beacon.
That’s not a phrase you want to read at night with limited battery.
Add it to the list of things to ask Kate.

I notice the back gate is open.
Instead of leaving in my car like a sensible person,
I decide to go through it.
Survival instincts of a potato.

Before that, a quick go on the slide.
No reason.
Just committing to the bit.

Generator Detour and a Burned House

A short walk down the path leads to a generator.
It turns on easily.
Too easily.

Nearby is a burned down house and another note.
I read it.
A small child appears in front of me, back turned.

I move around to see their face.
Quick jump scare.
I leave.
For once, a decent decision.

I circle the house briefly.
Not lost.
Just getting steps in.

Eventually I reach a sign: Oakside Park.

Oakside Park: “FIND ME LAUREN”

I’ve already entered two buildings uninvited.
One more won’t hurt.

Inside, graffiti covers more paper in the same style as the locked room.
Large, direct, personal:
FIND ME LAUREN.

I’m guessing I’m Lauren.
Because Oakside doesn’t seem interested in subtlety.

Log 1 Takeaways

  • The camera HUD keeps me informed and mildly stressed.
  • Kate’s land sale feels more like a trap than an advert.
  • Sunset in Oakside runs on horror time.
  • If a key is easy to find, it was meant to be.
  • “FIND ME LAUREN” suggests this is personal.
Continue the journey:

Log 1 (You are here) |
Log 2

Submerged: A Subnautica Survival Diary – Log 7: Islands Ruins, and the Question

Submerged Log 7: Islands, Ruins, and the Question

Game: Submerged: A Subnautica Survival Diary
Platform: Steam Deck
Survivor: Riley

Video: Southern exploration and island discovery (no commentary)

This log took longer than it should have. Not because nothing happened, but because I wasn’t ready to write it.

A brief peek behind the curtain: I wasn’t in a great place mentally for a while, and these logs stalled because of it.
Things are steadier now, and I’m ready to keep going.

The last time I stopped, the Sunbeam had been destroyed.
Not delayed. Not diverted. Gone.
Whatever hope I’d attached to rescue went with it.

After the Sunbeam

With no clear direction left, I returned to the lifepod and spent far too long doing nothing useful.
Eventually, the obvious thought landed: if there’s one island, there have to be others.

I chose to head south of the Aurora first.
If that turned up nothing, I’d sweep left or right until I hit land or found the island with the weapon platform.
It wasn’t a good plan, but it was a plan.

Limits of the Seamoth

I set off in the Seamoth, aware of its limits.
I want depth modules, but that means a Moonpool, and that isn’t an option yet.
Soon, hopefully.

I checked scattered wreckage along the way and came up empty.
No upgrades, no breakthroughs, just debris and reminders that others tried and failed here first.

Then I spotted something that wasn’t wreckage.

The Second Island

Another island broke the surface ahead of me.
Solid ground, at last.

The wildlife made it clear I wasn’t welcome.
I launched a couple of them into the sea out of necessity and irritation.
They were persistent. I was done negotiating.

The upside is food.
Real food.
For the first time in a while, I’m not entirely reliant on a fish-only diet.

More importantly, the island holds man-made structures.
Old ones.
Weathered, decaying, and clearly abandoned.

The PDAs fill in the gaps.
Whoever lived here didn’t leave recently, and they probably didn’t leave by choice.

Blueprints and Bad Construction Ahead

As I scanned the ruins, another idea took hold.
I don’t need to live out of the lifepod forever.

A new base is possible.
Not today, but soon.
I’ll need materials, a location, and a rough design.
I will almost certainly ignore that design halfway through.

If you thought my Minecraft bases were questionable, this will not reassure you.

The island does at least reward me with progress:

  • Stasis Rifle blueprint
  • Improved swim fins blueprint

Useful upgrades.
Comforting ones.
Which usually means the game is about to escalate.

A Message, Then a Voice

With nothing else pulling me forward, I head back toward the lifepod.
I’d received a radio message earlier and ignored it long enough.

Another lifepod signal.
Another reason to leave safety behind.

On the way, I notice something in the distance.
A shadow that doesn’t quite exist.
It moves, but there’s nothing there to see.

Whatever it is, it waits until the radio message ends.

Then it asks a single question:

“Who are you?”

Continue the Journey

Previous Log | Next Log

Unprepared: An Interloper Survival Diary in The Long Dark Log #5 – Day 14: Wolf Welcome Party, Basin Hideout

Unprepared Log 14: Wolf Welcome Party, Basin Hideout

Difficulty: Interloper
Region: Mountain Town (Milton / Milton Basin)
Survivor: Will
Platform: Steam Deck

“Today’s plan was ‘walk to a farmhouse.’ The game heard that and queued up a wolf.”

I wake up with a sensible idea for once: head down to the farmhouse and start building a second base of operations in
Mountain Town. It would also, in theory, help with cabin fever. Which means it’s a problem for tomorrow.

Before I go anywhere, I dump a few things at Grey Mother’s. I’m heavier than I want to be, and I’m trying
to avoid that classic Interloper moment where you realise you’ve been carrying your own downfall for two hours.

Farmhouse Plans, Wolf Opinions

I don’t even reach the bridge to the farmhouse before a wolf decides I look like lunch.
And because the game loves rules more than it loves my survival, I’m not allowed to use the hacksaw to fight it off.
So I do what every Interloper hero does when faced with teeth and bad choices:
I punch it.

Somehow, I survive the attack. I limp back to Grey Mother’s to sort myself out properly:

  • Pain treatment, because my character now moves like a badly loaded shopping trolley.
  • A bandage for a sprained ankle.
  • A quiet moment to appreciate that I didn’t lose any clothing in that fight. Miracles happen.

The farmhouse plan is dead. I’m not marching straight back toward “Wolf Ambush Street” while hobbling.
So I pick a new destination: Milton Basin.

Milton Basin: Rabbits, Regret, and a Carcass I Can’t Reach

In my head, Milton Basin means caves, a bit of shelter, and hopefully fewer predators.
It also means rabbits. Which would be great… if my wrists weren’t sprained.

I spot a rabbit and immediately remember I can’t do anything about it. Again.
The game really does have a personal vendetta against me and rabbit-based nutrition.

I do see birds circling, which means there’s food somewhere.
Sure enough, I find a deer carcass… and then spend far too long trying to work out how to actually get to it.
It’s always reassuring when you can see the calories but have to solve a small geography puzzle to claim them.

Eventually, I reach it. I harvest what I can:

  • Meat (because starving is still my biggest enemy)
  • Deer hide (future plans, assuming I survive long enough to have “future”)
  • Skipped the guts this time — it felt like it would take too long, and I’m already on thin ice health-wise.

Mag Lens Logic, Cave Reality

Once I reach the bottom of the basin, I find the cave and decide to do something smart for a change:
use the sunlight while I’ve got it.

I assume I can’t use the magnifying lens inside the cave, so I start a fire outside with the lens,
load it enough to grab a torch, and plan to use the torch to start a fire in the cave.

Naturally, the game proves me wrong. I can use the lens inside the cave…
though to be fair, the fire was right near the entrance, so it’s basically “indoors” in the same way standing under
a bus stop counts as “shelter.”

The cave itself has a bed and bones. I don’t love the bones.
Bones usually mean “something big sleeps here,” and “something big” usually means bear.
I’ve never seen a bear in the basin in my past runs… but I also wouldn’t be shocked if an update made it possible.
The game’s whole brand is surprise consequences.

Cooking, Caution, and a Short Sleep

I cook whatever I can before sleeping. The goal is simple:
get warm, get fed, and don’t do anything that forces another panic retreat.

When I finally sleep, I keep it shorter than the fire’s remaining burn time.
I’m not repeating the mistake from earlier in this run where I sleep too long and wake up to a situation
that feels like punishment for having eyelids.

Farmhouse ambitions can wait. Tonight I’m alive, bandaged, and tucked into a cave that may or may not be a bear’s spare bedroom.
Interloper is about setting realistic goals.

Quick Notes (Steam Deck Survival Brain)

  • If you’re heavy, drop gear before travel. Wolves love slow targets.
  • After a struggle, fix pain + sprains immediately. Moving injured compounds risk fast.
  • Birds circling = calories, but expect awkward paths and time loss.
  • The mag lens can work near cave entrances when there’s enough light. Don’t assume “cave” means “no lens.”
  • Sleep shorter than your fire burn time when you can. Waking up cold is a classic run-ender.

Video

Continue the journey:
Unprepared Log 13 |
Unprepared Log 14 (You are here) |
Unprepared Log 15

Isolation Protocol: An Allen Isolation Survival Diary – Log 1: Five Chances on Sevastopol

Isolation Protocol Log 1: Five Chances on Sevastopol

Platform: Steam Deck
Mode: Survival
Rule Set:

The Apex Predator Rule
— The Xenomorph gets 5 chances. On the fifth one, it wins.

Video: Boarding Sevastopol, spacewalk disaster, and first exploration (no commentary)

When the title screen opens with Ellen Ripley’s final message, it doesn’t feel nostalgic. It feels like a warning.

Amanda Ripley is welding when Samuels approaches with the one thing she’s been waiting for:
possible information about her mother.
The ship is Sevastopol.
The invitation is optional in theory, mandatory in practice.

If she wants answers, she goes.
So we go.

Wake, Dress, Invade Privacy

First objective: get dressed.
Hypersleep apparently strips you of both consciousness and wardrobe.

A quick conversation with Samuels and Taylor follows.
Then I discover the Torrens’ cyber security policy is “hope no one clicks anything.”
Taylor’s personal folder is right there.
Yes, I look.

I grab the briefing document from the bridge before contacting Sevastopol.
The reply we receive sounds less like a welcome and more like a suggestion to stay away.

Naturally, we ignore it.

The Spacewalk That Went Wrong

The transition to Sevastopol is done via spacewalk.
It lasts exactly as long as it needs to before everything explodes.

I’m thrown clear.
Samuels and Taylor disappear.
I drift toward the station alone.

The adventure officially begins the moment isolation becomes literal.

Arrival and Immediate Regret

Sevastopol feels abandoned but not empty.
The lighting flickers.
The walls are layered in graffiti that reads less like vandalism and more like confession.

I let my inner loot goblin take control:

  • Scrap? Mine.
  • Flare? Mine.
  • If it flashes, it’s coming with me.

I find a terminal confirming the station is being decommissioned.
Apparently that process includes cutting power almost everywhere.
Dark corridors. Locked doors. Minimal lighting.
Excellent design choice.

Maps, Power, and Door Code 0340

I locate a map for the Arrival and Departure Lounge and manage to restore partial power.
Lights return.
Doors do not.

Access is tied to the computer systems, because of course it is.

I also find a door code: 0340.
I haven’t found the door yet, but I’m holding onto that number.
Horror games reward memory.
Or punish the lack of it.

Movement in the Dark

Once I unlock the next section, I see people running.
Actual survivors.

That confirms two things:

  • I’m not alone.
  • Whatever they’re running from is still here.

And under the Apex Predator Rule, I already know who the top of the food chain is.

The Apex Predator Rule Begins

This run follows the

Apex Predator Rule
.

The Xenomorph gets five chances.
On the fifth successful kill, it wins.

No resets.
No rewinds.
No “that didn’t count.”

Sevastopol now has a scoreboard.
And I’ve just stepped onto the field.

Continue the journey:
Next Log

Survivor’s Log: Submerged Returns

Submerged Returns

A Subnautica Survival Diary

It’s been a while since Submerged last saw an entry.

The last log ended with the Sunbeam’s destruction — the point where Subnautica makes it very clear that rescue isn’t coming, and whatever happens next is down to you.

After that moment, things stalled. I retreated back to the lifepod, kept myself alive, and didn’t really move forward.

Around that time, something happened outside of the game, and I wasn’t in the right headspace to keep recording or writing. There wasn’t a plan anymore, and forcing one wouldn’t have helped.

That pause wasn’t a failure. It was part of the experience.

Now, with some distance from that moment, Submerged is resuming.

The focus going forward isn’t speed or progression. It’s exploration, decision-making, and figuring out how to survive in a world that’s just removed the idea of being saved.

The next entries will pick up naturally from where things left off — widening the search area, testing limits, and seeing what lies beyond the familiar water around the lifepod.

No reset. No fast-forward. Just continuing on.

Follow the Series

If you’re new to the series, Submerged is a survival diary set in Subnautica, played without rushing and documented as it unfolds.

If you’ve been here since the beginning, it’s good to be back in the water.

Unprepared: An Interloper Survival Diary in The Long Dark Log #5 – Day 13: Detours, Moose, and Cabin Fever Math

Unprepared Log 13: Detours, Moose, and Cabin Fever Math

Difficulty: Interloper
Region: Mystery Lake → Mountain Town
Platform: Steam Deck
Survivor: Will

I woke up with a plan. The game woke up with a fog bank and spite.

First thought: check the snare I set yesterday, because free rabbit is the closest thing Interloper has to joy.
The problem is I can’t see five feet in front of me.
It’s full-on “walk forward and become a landmark” visibility.

So I do what any brave survivor would do: I go back inside and pretend this is part of my strategy.
If the world is going to hide itself, I’m going to sit down and research until it feels embarrassed.

Arrow Plans Meet Scrap Reality

With the weather refusing to cooperate, I do a quick sanity check on what I need for arrows.
And it’s the usual Interloper punchline: I need an improvised knife.

Which means scrap metal.
I have two.
Two scrap metal is not a plan, it’s a suggestion.

That changes everything.
I decide I’m heading to Milton, grabbing whatever scrap I can, and then pushing on to Forlorn Muskeg.
It’s not what I wanted to do, but Interloper doesn’t do “wanted.”

Through the Cave, With the Usual Drama

I take the cave route toward Mountain Town.
It goes fine, which is suspicious on its own.

When I reach the transition and the rope down into Milton, I hit the usual problem:
I can’t take everything.
So I dump gear at the top of the rope with the classic lie I tell myself every time:
“I’ll be back for this.”

I do get one small win.
In a nearby cave I find matches.
It’s not a hammer, but it’s also not death, so I’ll take it.

New Rope, Same Nonsense: The Moose

I climb another rope and, at the top, there’s a moose waiting for me.
Just standing there like it pays rent.

I swear it’s the same moose from Mystery Lake.
I know that’s not how the game works.
I also know the moose doesn’t care what I know.

I give it space and continue into town, because I’m not getting stomped into paste today if I can help it.

The Orca Gas Station Problem

I try to hit the Orca Gas Station, because it’s a solid loot stop and I’m here anyway.
Except I don’t have a prybar.

Because I left it back in Mystery Lake.
Because I didn’t think I was coming here.
Because I’m apparently doing a challenge run called “Forget the One Tool You Need.”

I do a quick look around in the hope I find another one.
No joy.
So I pivot and start looting what I can actually enter.

Milton House Tour: Scrap Notes and Low Excitement

I go house to house, grabbing what I can.
Nothing is wildly exciting, but I make a mental note of where the decent scrap is for later.
If I’m going to Forlorn Muskeg, I want to go with more than two sad bits of metal rattling in my pocket.

The trip stays surprisingly calm.
No ambush wolves.
No sudden blizzards halfway through a street crossing.
Just the moose lurking like a tax collector.

Greymother’s: Water, Pots, and a Small Clothing Win

I reach Greymother’s house without any hassle and immediately get to work on the basics:
boil water, organise gear, and pretend I’m in control.

Loot-wise, I find a couple of cooking pots.
That’s actually useful.
More water, faster cooking, less time spent watching a fire like it’s a live sports event.

I also find combat pants.
Which means I now have something in each slot.
Well… except the slot where the moose satchel would go.
But we’re not talking about that yet.

Tomorrow’s Plan: Prybar, Hammer, and a Bit of Hope

Tomorrow I want a prybar.
Ideally I also find a hammer, because my “go to a forge” plan is currently being held together with optimism and poor timing.

Mountain Town should have enough scrap to set me up properly.
The only question is whether the game lets me collect it without turning the streets into a predator convention.

And Then Interloper Remembers Cabin Fever Exists

I head to bed in Greymother’s feeling like I’ve at least moved the run forward.
Which is when the game throws the one thing I thought I was avoiding:
Cabin Fever risk.

I forgot the grace period is shorter on Interloper.
Of course it is.
Of course the punishment system is also on hard mode.

Video Log

Continue the journey:
Unprepared Log 12 |
Unprepared Log 14

Cold-Blooded: A Skyrim Survival Diary – Log 5: Swindlers, Spell Noise, and Unexpected Backup

Cold-Blooded – Log 5: Swindlers, Spell Noise, and Unexpected Backup

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

I didn’t plan to clear Swindler’s Den. Being there made the decision for me.

Since I was already inside Swindler’s Den, leaving unexplored space behind felt inefficient. In Survival Mode, walking away from shelter and loot without a reason usually comes back to punish you later.

The den made its first impression quickly. Not all bandits are thinkers.

Swindler’s Den: First Contact

The first bandit I encountered ran headfirst into an object and failed to recover. No tactics. No awareness. Just momentum and regret.

I took the opening and moved on, but the den immediately highlighted a growing problem in my setup.

I’ve been trying to build the habit of casting Oakflesh before engagements. Armor is a scarce resource for a mage in Survival Mode, and temporary protection is better than none.

The downside became obvious fast.

Oakflesh is not subtle. Every cast echoed through the cave like an announcement. Sneak into a side tunnel. Cast Oakflesh. Instantly alert every bandit within earshot.

Effective defense. Terrible stealth.

Slow Progress, Sudden Panic

I slowed my pace, checking corners and backing out of rooms instead of pushing forward. Ambushes in enclosed spaces end runs quickly.

The plan unraveled when I realized one of the bandits was a spellcaster.

At the same moment, my magicka bar hit zero.

That combination doesn’t invite confidence.

I retreated, burned through health potions, and had a brief flash of panic about Lydia’s positioning. I half-expected to hear her death cry echo through the den.

It didn’t.

Lydia held the line.

Instead of collapsing, she pushed forward, absorbed the pressure, and removed the threat. No heroics. Just competence.

Loot Decisions and Rule Checks

With the immediate danger cleared, I slowed down and searched the den properly.

  • Spell Tome: Candlelight
  • Magic Staff: Unspecified, but functional
  • Hide Helmet: Increased magicka

Candlelight isn’t flashy, but light matters underground when torches burn out and magicka management gets tight.

The staff prompted a rules check. There’s nothing in my setup that forbids staff usage. It uses magicka efficiently and gives me options when spells aren’t viable.

I equipped it.

I also upgraded Lydia’s loadout with heavy armor. She’s clearly earning her keep, and better protection keeps her standing longer.

The hide helmet turned out to be more important than it first appeared.

Cleaning House

The bandit leader went down without incident. The final member followed shortly after.

No dramatic finish. No close calls. Just a cleared den.

With Swindler’s Den secured, I turned toward Rorikstead to deal with unfinished business.

Road Encounters

On the road, I crossed paths with a member of the Imperial Legion.

I fully expected hostility. Instead, I got polite conversation and a casual suggestion that I should enlist.

I acknowledged it and moved on. Survival first. Politics later.

In Rorikstead, the Alik’r warriors confirmed their target and asked me to escort her to the stables outside Whiterun.

Why they couldn’t wait there themselves remains unanswered.

Testing Limits

On the return journey, I experimented.

The hide helmet gave me just enough magicka to successfully conjure a Flame Atronach. It worked, but the cost was steep.

This build needs more magicka if conjuration is going to be more than an emergency option.

Resolution in Whiterun

Back in Whiterun, I convinced the Redguard woman to go to the stables.

An Alik’r warrior was waiting. A spell was cast. The bounty was settled.

My share was modest, but clean. No guards. No complications.

Darkness was already setting in. In Survival Mode, that’s a warning, not scenery.

I headed for the inn and ended the day before cold or exhaustion could interfere.

End of Day Thoughts

I don’t have a clear plan for tomorrow.

But Swindler’s Den is cleared. Lydia proved reliable. My options expanded.

That’s enough progress for one day.

Video Log

No commentary gameplay footage for this log:

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Super Mario 64 Randomizer – Log 14: Wrong Turn, Right Reward

Progress: Wing Cap Unlocked
Platform: Steam Deck
Settings: Vanilla Mario & Music

“This was not the route I planned. It was, however, the route I needed.”

With access to the Tiny-Huge Island paintings finally unlocked, I head in expecting something useful.

Instead, I arrive in Hazy Maze Cave.

This is a course I actively dislike. I would genuinely take any other level over this one.

That said, there is one reason not to immediately leave: this is where the Metal Cap switch normally lives.

If the randomizer has put anything important here, this is where it would be.

Hazy Maze Cave: Reluctant Progress

Before committing to the cap route, I pick up a couple of stars tied to the swimming beast in the cavern.

While doing that, I start mentally tracking Red Coin placements.

Future me is going to regret this level.

Eventually, I reach the metal-cap transition.

It isn’t the Metal Cap.

It’s the Wing Cap switch.

The Wing Cap: Problem Solved

I wasn’t prepared for this.

Still, there’s no chance I’m leaving without activating it.

I hit the switch, unlock the Wing Cap, and leave immediately.

No exploring. No celebration. Just exit.

Just to Be Sure

Out of curiosity, I check the other painting in the area.

It also leads to Hazy Maze Cave.

Noted.

What This Changes

Finding the Wing Cap clears several long-standing blocks:

  • Shifting Sand Land can now be completed
  • Bob-Omb Battlefield is no longer locked behind flight
  • The Basement Wing Cap stage is now accessible

That’s a large chunk of the castle back on the table.

Before finishing up, I do some light scouting and manage to grab one more star.

Log 14 Status

  • Wing Cap: Found
  • Major Blocks: Removed
  • Hazy Maze Cave: Still unpleasant

I’m not sure where the next log will focus, but this finally feels like proper progress again.

YouTube – Log 14 Video

After all this time, Mario can finally leave the ground.

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Game: Super Mario 64

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