🩸 Derailed & Doomed: A Choo Choo Charles Survival Diary Log 2: Flame, Speed, and Fetch Quests

🩸 Derailed & Doomed — Log 2: Flame, Speed, and Fetch Quests

“They said ‘force Charles into a fight.’ They didn’t mention the choreography involved.”

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

The Setup — Make ‘Em Fight (And Don’t Get Toasted)

After being told I need to force Charles into a fight to the death, I set out to meet the island’s next eccentric resident — a man who clearly enjoys watching things burn. Sgt. Flint greets me in front of his flaming house, which raises more questions than I’m willing to ask.

I find a water tank above his home, twist the valve, and douse the flames. That act of charity apparently doubles as an invitation, because I soon hear the dulcet, horrifying blare of Charles’ horn in the distance. I sprint for my train, ready for chaos — but he never shows. Either I scared him off or he’s waiting for a better entrance. Flint, unbothered, rewards me with his experimental weapon: the Bug Sprayer. Which, of course, is a flamethrower.

Round One — The Firestarter

Not long after, I get my wish: Charles charges in for our first real showdown. I juggle the Bug Sprayer and machine gun — one setting him ablaze, the other perforating his ego. It’s messy, loud, and absolutely glorious. Charles retreats after taking enough damage, and for the first time since stepping onto this cursed island, I feel like I’ve actually won something.

With the immediate threat gone and my train held together by scrap and spite, I decide to take advantage of the quiet. Time to meet the locals — and, inevitably, their problems.

Islanders & Errands — The To-Do List Grows

Island socialising here is just a series of fetch quests disguised as introductions. Everyone has a task, and apparently, I’m the errand boy.

  • Theodore — far too well-dressed for a place that’s one bad day away from Mad Max. Wants a box recovered from a railcar in a nearby canyon. Bandits guard it. I politely file that under “later.”
  • Santiago — prepping to leave the island as soon as rescue arrives, but he’s left his journal at home. Add another fetch quest to the growing pile.
  • John Smith — working on a rocket launcher (finally, someone useful). Needs me to collect the rocket ammo from a nearby bunker. That immediately jumps to the top of the list.
  • Greg — appears to have misplaced his clothing and sense of urgency. Used to work for the mine owner and warns that if the eggs hatch, there’ll be three more Charles-like horrors running around. He hands me the key to the second mine. Great. Just what I needed.

So far, my to-do list looks like this:

  1. Collect rocket ammo from the bunker (top priority — rocket launcher > everything else).
  2. Retrieve Theodore’s box from the canyon railcar (expect bandits).
  3. Fetch Santiago’s journal from his house (return it before he reconsiders leaving).
  4. Investigate the second mine (Greg’s key in hand, nerves not included).

Next Stop — The Bunker

With Charles licking his wounds somewhere in the wilderness, I make my way toward the bunker where John Smith’s rocket ammo supposedly waits. The island is eerily quiet now — no horn, no tracks shaking, just the wind and my engine’s occasional complaint. Perfect time to loot everything not nailed down and add more scrap to my emergency stash.

I haven’t seen Charles again since our fight, but I know he’s out there. Watching. Waiting. Probably still smouldering a little.

Log Observations & Survival Notes

  • Scrap is life: It’s your health, armour, and upgrade material all in one. Pick up every piece you see — it’s never enough.
  • Weapon swapping works: Flamethrower to make Charles back off, machine gun for consistent hits. Alternate, repair, survive.
  • Speed upgrades are essential: The faster your train, the smaller your funeral.
  • Quiet moments lie: If you don’t hear Charles, it’s because he’s planning something.

Pro Tips (Apex Rookie Friendly)

  • Always keep scrap handy — repairs and upgrades are instant, but you’ll burn through metal faster than ammo.
  • Mark every quest on your map. It’s easy to get lost between rail spurs and regret.
  • The Bug Sprayer is for Charles only. Do not waste fuel showing off. It’s not that kind of game.
  • When Charles retreats, use that window to explore. The peace never lasts long.

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


Submerged: A Subnautica Survival Diary – Log 2: The Depths of Progress

Submerged: A Subnautica Survival Diary – Log 2: The Depths of Progress

Difficulty: Survival (Steam Deck Survival)
Optional Features: Grav Trap Deployed for Science and Snacks

“Silver is rarer than common sense on this planet.”

After yesterday’s fire-fighting and frantic crafting, I started the day with a new radio message: Lifepod 17 had also crashed somewhere nearby — right next to the Seamoth Bay, apparently. But priorities are priorities, and since Lifepod 3 radioed me first, they got first rescue attempt.

Priorities, Podcasts, and PDAs

Lifepod 3 wasn’t exactly a rescue success.
I did, however, find a blueprint for a compass — the kind of thing that makes you wonder why your pod didn’t come with one pre-installed. I added it straight to the “to-craft-once-I-can-see-straight” list, along with a PDA I’ll read later when I’m not holding my breath underwater. No survivors… unless you count me, which I do, enthusiastically.

Back at my pod, I realised something important: I can’t see a damn thing once it gets dark. So I finally crafted a torch — apparently the galaxy’s most underrated invention — along with a survival knife because there’s nothing like a little sharp-edged comfort in an ocean full of unknown lifeforms.

Lifepod 17 and the Great Seamoth Discovery

Next stop: Lifepod 17.
Predictably, it was another empty seat arrangement, but I did strike technological gold — enough Seamoth fragments to unlock the blueprint. I just need a Mobile Vehicle Bay now, which sounds easy enough until you remember I’m surviving on cooked bladderfish and spite.

While exploring the wrecks, I also found the last few materials to upgrade my O₂ tank. More air equals more curiosity, and more curiosity usually equals more trouble, so that’s a win all around.

Incoming Messages and Explosive Warnings

Just as I was feeling productive, I got a new transmission — this time from the Sunbeam. They wanted a response, but my comms system is, and I quote, “irreparably damaged.” Translation: I’m talking to myself for the foreseeable future.

With no one to call and no Netflix subscription in sight, I built a Grav Trap and tossed it outside the Lifepod to watch it work. Instant sushi buffet. Fish helplessly drawn into an invisible vortex of doom. It’s oddly soothing.

Science in Motion

Full gameplay log below — forty minutes of exploration, crafting, and the occasional panic swim. Featuring Grav Trap testing, Lifepod 17 dives, and my ongoing battle with visibility and oxygen management.

Watch on YouTube

I even had enough parts for a Rebreather, further extending my underwater escapades. Everything was going fine… right up until the PDA told me the Aurora will explode in approximately two hours.
Sure. Two hours to stop a planet-sized reactor meltdown with nothing but a knife and optimism. Sounds totally achievable.

Silver, Sunbeam, and Sinking Realisations

I spent the rest of the day chasing one thing: silver. I’d convinced myself it didn’t exist anymore, that I’d mined the planet dry earlier. But after far too many dives and muttered curses, I finally found some glimmering salvation among the sandstone outcrops.

Back at the Lifepod, another message awaited — the Sunbeam again. They’ve spotted the wreckage of the Aurora and are coming to investigate. They’ll be here within the week.

So not all doom and gloom then. Just mild existential dread… and a new compass freshly crafted to help me get lost in the right direction next time.

Continue the Journey:
Log 1 |
Log 3

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

🩸 Derailed & Doomed – Log 1: Welcome to the Rails

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

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

Arrival – The Call That Should’ve Stayed Missed

Apparently Eugene has discovered something huge on Aranearum Island—something the museum “can’t ignore.” What he forgets to mention, until we’re thirty seconds from land, is that the discovery hisses, hunts, and has legs that would make a freight spider jealous. By then, of course, it’s too late to turn around.

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

First Blood – Eugene’s Farewell Tour

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

📺 Watch the Run – Log 1 Gameplay

Here’s the footage from this log — the moment Eugene and I make first contact with the eight-legged nightmare himself. Recorded on Steam Deck using the built-in capture tool.

Side Tracks – The Island’s Welcoming Committee

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

Feeling brave (or stupid), I detour toward the middle of nowhere and meet the local witch, Lizbeth Murkwater. She wants swamp meat from an island guarded by something named Barry. I don’t see Barry, but I feel him—same energy as the invisible water creature from Amnesia: The Dark Descent. I retrieve the goods, vow never to swim again, and sprint back to dry land to upgrade my train’s speed. Priorities.

Locks, Luck, and Helen’s Revelation

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

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

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

Night Falls – The Quiet Before the Screech

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


Log 1 Pro Tips (Steam Deck Edition)

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

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


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

Survivor Log #1 – October 2025

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

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

Back on Track

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

Derailed & Doomed Takes the Spotlight

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

Other Series on Standby

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

Looking Ahead

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

Continue the Journey

SnowRunner Survival: The Permagear Diaries – Driver Log Thirteen: Amphibious Ambitions

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

SnowRunner Survival: The Permagear Diaries – Driver Log 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 – Driver Log Eleven: Red’s Day Out

SnowRunner Survival: The Permagear Diaries – Driver Log 11: Red’s Day Out

Today was Red’s time to shine. No trailers, no urgent deliveries — 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 hadn’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 “Road” That Was Mostly Water

This second route led to a flooded stretch of road. The map confirmed it was indeed a road — 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 — 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, I’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 AWD… 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 Red’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 I’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 water’s edge. Given Red’s aquatic performance today, I wasn’t worried. We collected it — raised suspension for the Scout — 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 he’d been on stock suspension all this time. No wonder he’d been so bouncy. Raised suspension went on immediately.

“Boulders” 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 — easy enough in theory, but the waterlogged section leading there will be a problem until Frank gets his own raised suspension. I’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. He’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 – Day 3: Honey, Zombies, and Home Improvements

Difficulty: Default Survival
Optional Rules: Permadeath, one horde night per week
“If you ever find yourself cornered by two zombies in a stranger’s living room, just remember: honey is nature’s antibiotic. Who knew bee juice would keep me alive?”

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 — 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 “suburban charm” and more “screaming corpses.”

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 — 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 Rekt’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 — white tarps, overturned stretchers, and the distinct impression that the last patients didn’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 doesn’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. “Here’s some food, survivor.” 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 yesterday’s scavenging and today’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 — stumbling around with blurry vision like I’d been on a pub crawl with the undead. Tomorrow, water is priority number one. Either the trader sells me a stash, or I’m boiling every murky puddle I find.

Still, the looming problem isn’t just thirst. It’s the horde night clock. Day 4 is practically here, and my base is still an empty shell. If I don’t switch gears soon, the zombies will be less “contained threat” and more “unwanted guests knocking down my half-finished walls.” Tomorrow, the hammer and cobblestone get priority — fetch quests can wait.

Continue the Journey

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

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

SnowRunner Survival: The Permagear Diaries – Driver Log 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

Seven Days to Survive – Day 2: Chickens, Bandages, and Pipe Bomb Decisions

Difficulty: Chill Solo
Optional Features: XP set to 150%

“The chicken wasn’t faster than me — it was simply playing 4D chess while I was stuck with a stone axe.”

Adjustments and Priorities

Loading back in, I realised I’d left my XP multiplier at default. Rookie mistake. Bumped it up to 150% — because if I’m going to die to zombies, I’d at least like to die while leveling a little faster.
First order of business: a buried food stash quest. Second: the elusive dew collector. The recipe calls for 100 scrap polymers, 4 short iron pipes, 4 duct tape, and ideally a water filter. Since I don’t have the filter yet, I’ll only get murky water — but with a cooking pot in the campfire, I can still boil it into something drinkable. Not glamorous, but thirst makes you less picky.

Survivor’s Tip: Dew Collector Water

  • With Water Filter: Collects clean water directly — no cooking needed.
  • Without Water Filter: Collects murky water. Use a cooking pot on the campfire to boil it safe.
  • Murky water is better than no water — just don’t forget to boil it, unless you enjoy dysentery roleplay.

The Chicken Incident

On the way, I decide to test my hunting skills. Enter: chicken. Exit: all my dignity. The little feathered gremlin zig-zagged through the grass like a professional sprinter, forcing me to waste more arrows than I care to admit.
After some zombie interference (probably hired muscle for the chicken mafia), I finally down it. A bone knife later, I had meat for dinner and a stockpile of feathers for arrows.

Blood and Bandages

At the buried stash location, a zombie ambushed me and managed to inflict a bleed. Thank you, starting bandage — you’ve earned your retirement.
Note to self: learn how to craft more. Turns out all you need is cotton → cloth fragments → bandage. Problem solved. My feather surplus also became arrow surplus. Feeling slightly more capable, I dug up the stash and headed back to Trader Rekt.

Pipe Bombs for Later

Rekt offered me a tough choice of rewards. I went with five pipe bombs, because nothing says “Horde Night insurance” like handheld explosives.
Next stop: Papaw residence to unload my loot, then scouting a new Horde base location.

First Steps Toward Horde Night

I laid out the foundations of a 6×3 base. Not glamorous, not reinforced, but it’s a start. I’ll reveal more of its design on the big night — for now, just know it exists, it’s square-ish, and it’s mine.
With daylight fading, I tried to squeeze in a fetch quest, but after one zombie fight it was already 9pm. Jogging zombies are not on my wishlist, so I postponed.

Evening at Papaw’s

Back at Papaw’s, I cooked up my chicken, learned eggs can be eaten raw (filed under: desperate measures), and salvaged what I could.
A zombie came knocking on my door uninvited, so I introduced them to my club. Afterwards, I excitedly crafted an armor crafting kit — only to immediately discover I had no clue how to use it. Survival irony at its finest.

Looking Ahead

Day 2 ends with preparations in motion but confidence on shaky legs. I’ve got pipe bombs, a half-built base, and one less chicken in the world. Tomorrow, I’ll knock out that fetch quest early and dedicate daylight to shoring up my defenses. Horde Night is coming, and I need all the help I can get.

Continue the journey:
Day 1 | Day 2 (You Are Here) | Day 3

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