Super Mario 64 Randomizer – Log 17: Quicksand Flights and a Missing Bob-Omb

Super Mario 64 Randomizer – Log 17: Quicksand Flights and a Missing Bob-Omb

Game: Super Mario 64 Randomizer
Platform: Steam Deck
Format: No Commentary

Video: Red coin hunt in Shifting Sand Land, risky Wing Cap flights over quicksand, the 100-coin star inside the pyramid, and Bob-Omb Battlefield exploration (no commentary)


Choosing the Right Star

With only two stars left in Shifting Sand Land, I knew exactly which one I wanted selected on the menu screen: In the Talons of the Big Bird. The logic behind that choice was simple. The bird only bothers you once the star is loose. If it’s already holding the star, it tends to keep to its usual route and leaves you alone. That meant I could focus on everything else in the level without worrying about being harassed mid-jump.

Naturally, I forgot to do that as, because the star I actually selected to tackle was the red coin star. So I was already off to a fantastic start.

Two Coins Missing

The real problem was that I didn’t know where two of the red coins were. On previous visits I had already located six of them, which meant the final pair had to be somewhere I had overlooked. As soon as I entered the course, though, I spotted them. Both coins were hovering near the platforms above the quicksand.

Close enough to see clearly, but not close enough that I could simply grab the edge of a platform and hang down to collect them. The moment I saw their position, it was obvious this was going to require a slightly more creative solution.

The Wing Cap Gamble

I ran through the possible options and quickly came to the conclusion that there really was only one way to do this. The Wing Cap. I would have to fly low enough to clip the coins, but still high enough to avoid landing in the quicksand beneath them. The margin for error wasn’t exactly generous.

While moving around the level, I also discovered something I hadn’t noticed before. Standing under the tree triggers a warp that takes you over near the cannon area. Useful information, but it also strips away the Wing Cap, which makes it less helpful for what I needed right now. So I warped back and prepared for the flight.

The first coin went surprisingly smoothly. I lined up my approach, dipped just low enough to grab it, and then pulled away before gravity could do anything unpleasant. The second coin was a little more nerve-wracking. I clipped it successfully, but my landing was low enough that if Mario had touched down in the wrong place, he would have been swallowed by the quicksand immediately.

Thankfully that didn’t happen. One more short flight later, the red coin star appeared.

The Bird Gets Involved

Of course, the big bird still managed to make itself part of the situation. On one of its passes it snatched my hat, which meant I had to wait for it to circle back so I could give it a well-timed boot and reclaim it. Hat recovered, star collected, and one more problem solved.

The 100-Coin Question

That left the 100-coin star. I wasn’t completely sure how many coins I would need before entering the pyramid, so I started with the Pokey enemies. Each segment drops a blue coin, which meant twenty coins almost immediately. A good start.

During this process I also discovered something else: there’s a green shell in this level. That would have been incredibly useful information before I started performing aerial gymnastics over quicksand, but at least I know about it now.

Once I felt confident that my coin total was high enough, I entered the pyramid and gathered the remaining coins needed to push the total to one hundred. With the star secured, Shifting Sand Land was finally complete.

Since the course itself was finished, there wasn’t much reason to grab another star inside the pyramid. I exited the level and turned my attention to Bob-Omb Battlefield.

The Missing Cannon Bob-Omb

The next task seemed straightforward: find the Bob-Omb who opens the cannons. In a normal run they’re hard to miss, but the randomizer has a habit of moving things around in ways that make the obvious suddenly harder to locate.

I found the Bob-Omb who tells me I need to find the cannon operator, and I even spoke to him twice just in case he might suddenly decide to help me. No luck.

While searching the level, I did manage to find the star tied to the floating island in the sky. In fact, it was sitting almost directly behind where the normal spawn point for the level would be. That made one more star for the total.

A Detour to the Island

I decided to try one more time to locate the cannon Bob-Omb. I’m not entirely sure I’ll actually need the cannons in this seed, but having them available always feels safer than not having them.

My suspicion was that the Bob-Omb might be on the floating island itself. I wasn’t particularly confident about jumping there, so I grabbed another Wing Cap and flew across instead.

No Bob-Omb waiting for me, but there was another star sitting there. At that point it would have been rude not to collect it.

Closing the Gap

That leaves the run sitting at eighty-nine stars collected, with thirty-one still out there somewhere in the castle. The randomizer has already shuffled enough things around that every familiar level still manages to hold a few surprises.

And somewhere in Bob-Omb Battlefield, there’s still a cannon-opening Bob-Omb that has decided to go missing.

Continue the Journey

← Log 16
Log 18 →

🧢 Mario 64 Randomizer Hub

Super Mario 64 Randomizer logs are written after each recording session. The plan rarely survives contact with the level.

Super Mario 74: A Survivor’s Journey Log 2 – Skyward Slopes Cleared

Super Mario 74 – Log 2: Skyward Slopes Cleared

Platform: Steam Deck
Mode: Original Edition
Rules: No savestates (except between entries)
Format: No Commentary

Video: Skyward Slopes stars, red coins, 100-coin star, and first star door unlocked (no commentary)


With Dice-Fortress currently being uncompletable for the moment, the best option was to move on to another course.
There are three available right now, and two of them can be completed without needing anything else, so I did a mental coin toss and chose
Course 2: Skyward Slopes.

The first star is another test of my wall jumping skills: To The Top of the Tower.
To even reach the tower, I need to climb some steep slopes, which I used to think required triple jumps back in the day.
Now I know that holding the jump button while pressing kick lets Mario climb steep slopes without any trouble.

Before heading up, I check the nearby sign which simply says 32.
No explanation, no hint, just the number. I have no idea why, but I’m sure it means something.

After wall jumping up the tower and grabbing the star, it was time for 8 Dangerous Red Coins.
This is where I lost my first life of the run after misjudging a jump.
Most of the coins are either floating in the air or placed dangerously close to edges, so one mistake is all it takes.

The red coins themselves weren’t the real problem though.
The real trouble came while going for the 100-coin star.
As I got closer to the total, I realised I was running out of coins to collect and had a brief moment where I wasn’t sure if I had missed some.
Then I remembered the tower had coins, so after a few more wall jumps I was able to grab enough to collect both the red coin star and the 100-coin star.

Next was The Outer Wall, which surprisingly didn’t give me much trouble at all.
I know this is still early in the hack, so I’m sure things will get harder later,
but past me definitely struggled with these courses more than current me is.

After that came No Time To Waste.
Seeing a purple switch usually means timed blocks, which normally means multiple attempts,
but somehow I managed to get this one first try, which I’m fairly sure would impress past me.

I could have collected Flotation Technology Box during the 100-coin run,
since the blue coins in this course lead straight to it,
but I decided to grab it separately, and it turned out to be another easy star.

The final star was Master of Jumping,
which is actually a bit misleading because the star itself doesn’t involve anything too difficult,
at least not for current me.
Past me might disagree.

With that star collected, Skyward Slopes is complete.
That also means I now have enough stars to open the first star door of the hack,
since that only requires ten.

So by finishing one course,
I’ve just unlocked another one to worry about.


Continue the Journey

Previous Entry:

Super Mario 74 – Log 1

Next Entry:

Super Mario 74 – Log 3

Super Mario 74 Hub:

Super Mario 74 – A Survivor’s Journey

Super Mario 74: A Survivor’s Journey Log 3 – Bowser’s Badlands

Super Mario 74 – Log 3: Bowser’s Badlands

Platform: Steam Deck
Mode: Original Edition
Rules: No savestates (except between entries)
Format: No Commentary

Video: First star door opened, Bowser’s Badlands stars, red coins, and the first Bowser fight (no commentary)


With more than enough stars collected to open the first star door, I decided there was no reason to delay it any longer.
I already knew what waited behind it: Bowser’s Badlands – Battlefield.

This level has a strange quirk where every time you leave with a star, Mario plays the key animation as if you have just unlocked a door.
Since there are four stars here along with the Bowser fight itself, I ended up seeing that animation five times before I was finished.

The first task was reaching the Pink Bob-Omb, which turned out to be the hardest part of the course.
Getting to him requires a triple jump followed by two wall kicks, and for some reason I kept missing the second one.
Either I wasn’t getting enough height, or I wasn’t pulling back on the stick enough, but after a few attempts I finally made it.

With the cannon unlocked, I decided I would collect every star in the level before facing Bowser.
I don’t know if the stars have official names in-game, so I’m using the names listed on the wiki.

The first star was Top of the Starting Tower.
Exactly what it sounds like — the star sits on top of the tower, and the only way to reach it is with the cannon.
I lined the shot up, fired, and somehow hit the perfect angle.
One of those once-in-a-lifetime cannon shots where everything just works.
Straight onto the tower, straight onto the star.

Next was Secret Corner, another cannon shot, this time to reach a hidden area that can only be accessed from above.
Once I landed, a short drop and a kick for momentum was enough to secure the star.

At this point I couldn’t help thinking that past me would be wondering where these skills were years ago.

After that I went for Scaffolding Path.
This one required a slower approach.
I took my time, played the jumps carefully, and worked my way across without rushing.
Star number three collected.

That left Red Coins of the Battlefield.
The coins are scattered all over the course, most of them placed just close enough to edges to make you think twice before jumping.
I half expected the game to leave me inside the level after collecting them,
but instead I was thrown back out again like the other stars.

With the stars finished, it was time to deal with Bowser.

One more cannon shot, a few Bob-Ombs dealt with, then onto the purple switch section with the timed blocks.
I missed the first attempt, but managed it on the second.

Bowser gave his usual speech, mentioned the bombs were set slightly higher this time,
but that didn’t stop me from throwing him straight into one.

The camera did something strange while he handed over the key,
but the result was the same.
First Bowser battle done.

There are still more courses in this area waiting,
but I have to admit, part of me keeps thinking about how much trouble this hack gave me years ago.

I’m playing better now, no question about that.
But I also know this hack well enough to understand something else.

The easy part is over.


Continue the Journey

Previous Entry:

Super Mario 74 – Log 2

Next Entry:

Super Mario 74 – Log 4

Super Mario 74 Hub:

Super Mario 74 – A Survivor’s Journey

Super Mario 64 Randomizer – Log 16: Lava Tricks and Pyramid Confusion

Mario 64 Randomizer – Log 16: Lava Tricks and Pyramid Confusion

Game: Super Mario 64 Randomizer
Platform: Steam Deck
Format: No Commentary

Video: Lethal Lava Land 100-coin strategy, finishing the course, and a return to Shifting Sand Land where the pyramid behaves nothing like expected (no commentary)


Finishing What I Started

It didn’t feel right leaving Lethal Lava Land unfinished. I knew there had to be a way to collect 100 coins there; I just hadn’t figured it out yet. The problem with the level is that the volcano is always tempting as the backup plan. If I went inside it, I could grab more coins, but there was a catch. The only way to spawn back into the main Lethal Lava Land area from inside the volcano was by collecting a star while I was in there. That meant committing to a route that I wasn’t sure I actually needed.

So instead I stayed outside and started thinking about every possible coin source I might have overlooked. That’s when something came back to me: the eye enemies. If you defeat them, they drop a blue coin worth five regular coins. The trouble was their positioning. They sit in places where making them chase you normally isn’t easy, and you need them to follow you in circles long enough to make them dizzy before they collapse.

Digging Into Old Tricks

I had to dig pretty deep into the memory bank for this one. Eventually something clicked. If Mario takes damage, he gets invincibility frames for a short time. Those frames normally just let you escape danger, but here they could be used as a tool. As long as the damage didn’t come from lava, I could briefly move through enemies without being knocked back again.

That meant I could deliberately take a hit, use the invincibility frames to move straight through the centre of the eye enemy, and effectively force it to follow me while I circled it. It was a messy idea, but it was still an idea. I tried it once, and the eye collapsed into a blue coin. Then I did it again with the second one. Two enemies down, ten coins earned, and suddenly the path to one hundred didn’t feel impossible anymore.

I was already preparing myself for another trip into the volcano to collect the last few coins I needed. But as I moved around the course gathering what remained, the total quietly ticked over to one hundred without me ever having to step inside it. Lethal Lava Land was finally complete, and it felt earned in a way the earlier stars hadn’t quite managed.

Back to the Desert

With that course finished, I felt ready to return to Shifting Sand Land and try to wrap that one up as well. The first target was obvious: the four pillars surrounding the pyramid. I grabbed a Wing Cap, launched into the air, and knocked the tops off each one in quick succession until the pyramid opened.

This is where my brain briefly forgot that I was playing a randomizer. I dropped in through the top entrance of the pyramid expecting the usual descent toward the boss platform. Instead, I landed somewhere completely different and spent a moment wondering if I had misremembered the layout entirely. Eventually I realised what had happened. The randomizer had rearranged things again.

After exploring the interior, I managed to find and grab another star. The pyramid still had more to give, though. I’m fairly sure the 100-coin star is possible in there too, but I’d rather deal with the red coin star first before committing to that kind of scavenger hunt.

Understanding the Pyramid

My next attempt was through the front entrance. This time the familiar descending platform didn’t appear at all. That was the moment the pattern became clear. The platform only descends if I enter from the top opening, something I confirmed on my third trip inside.

That still left the boss room to find. I spent a little time navigating the interior and eventually spotted the route that would take me there. When I finally stepped into the arena and defeated the boss, another thought hit me immediately: in a randomizer, the star that appears afterwards can end up anywhere.

Thankfully this one stayed close enough to reach from the platform I was standing on. I wasn’t particularly eager to fight my way back through the pyramid again just to retrieve it.

Closing the Gap

Three more stars secured in the process. The total now sits at eighty-five, leaving thirty-five still out there somewhere in the castle. The run is steadily narrowing toward its endgame, even if the randomizer keeps trying to make every familiar location feel slightly unfamiliar again.

Continue the Journey

← Log 15
Log 17 →

🧢 Mario 64 Randomizer Hub

Mario 64 Randomizer logs are written after each recording session. What looks like planning is usually just remembering old tricks at the last possible moment.

Super Mario 74: A Survivor’s Journey Log 1 – Back to Dice-Fortress

Super Mario 74 – Log 1: Back to Dice-Fortress

Platform: Steam Deck
Mode: Original Edition
Rules: No savestates (except between entries)
Format: No Commentary

Video: Dice-Fortress stars, wall jumping, red coins, and the first return to Super Mario 74 (no commentary)


Well, it has been some time since I last played this hack, and it will be interesting to see how much I remember — and how much my skills have improved since the last time I attempted it.
This run is also bigger than the original game, with an extra 31 stars to find, meaning a total of 151 stars to collect.

After talking to the Toads, it was time to enter my first course: Dice-Fortress.
Not entirely sure why it is called that, as there isn’t a dice in sight, but I’m not here to question it, I’m here to survive it.

I head straight to a sign, which is meant to be the Pink Bob-Omb, but apparently Kamek has turned them into a sign.
They inform me I can’t complete this course until I have a way to fly, so the Wing Cap is going to be needed before this level is fully cleared.

My first star is Wall Jumping Lesson.
The name makes it obvious what I’m expected to do, and while I’m reasonably comfortable with wall jumping, I also know this hack has a habit of humbling me when I least expect it.

With that star collected, I moved onto the next one.

There is a purple switch which activates timed blocks to make reaching higher platforms easier,
but I prefer taking my time with jumps when I can, so instead I practiced my wall jumps and made my way up manually before long-jumping across the pillars for Conquer the Pillars.

The next star I went for was The Box’s Treasure.
There is a box placed just awkwardly enough that it needs a bit of thinking to hit.
I remember past-me kicking the box, but this time I used a ground pound to get enough height to break it open,
followed by a quick wall jump back up to collect the star.

Next up was the familiar task of Collect the 8 Red Coins, which also meant working toward the 100-coin star at the same time.
Thankfully the coins are all in reasonable locations, so this ended up being more of a warm-up than a challenge.

At this point I can’t collect any more stars here without the Wing Cap,
so I’m mentally half-ticking Dice-Fortress off the list for now.

Next stop will be Course Two.
I do have a rough plan in my head based on what I remember from years ago…
but there is also a lot I don’t remember, which probably means this run is going to surprise me more than once.


Continue the Journey

Next Entry:

Super Mario 74 – Log 2

Super Mario 74 Hub:

Super Mario 74 – A Survivor’s Journey

Super Mario 64 Randomizer – Log 15: Lava Coins and a Missing Course

Mario 64 Randomizer – Log 15: Lava Coins and a Missing Course

Game: Super Mario 64 Randomizer
Platform: Steam Deck
Format: No Commentary

Video: Upstairs exploration, Tick Tock Clock entry leads to Lethal Lava Land, wing cap red coin attempts, 100-coin failures, and a late-session realisation (no commentary)


Dodging the Cave, Taking the Stairs

I wasn’t in the mood to deal with Hazy Maze Cave. Not today. Not when I know exactly how many ways that place can waste my time, and not when the Wing Cap stage is sitting there like a chore list pretending it’s optional. So I go upstairs instead, because upstairs at least feels like a choice.

There are three different entrances up here that can lead to something useful, plus the one door that wants 119 stars like it’s doing me a favour. I’m not there yet, so I focus on what I can touch. As I climb the stairs, I decide to see what awaits me inside the clock.

I jump in and get Lethal Lava Land.

It could have been worse, I tell myself. I’ve already tackled what felt like the two hardest courses in this randomizer seed. How bad can this be.

Lethal Lava Land, Rewritten

The answer is somewhere in the middle. Not a total disaster, but not the easy breather I was hoping for either. It has the same energy as Bowser in the Fire Sea, where you can feel the randomizer making decisions specifically to be annoying.

Pretty much all the red coins are over the lava. Of course they are. And the red coin star itself is over the lava as well, which means the last thing you want to do in a lava level is the exact thing you have to do. I hate it immediately, which is impressive, because in the original game I actually like this course.

It doesn’t help that I don’t pay enough attention to where the camera pans when stars are hinted at. I catch enough of it to have a vague idea, but most of the time I’m running on instinct and memory and whatever the course decides to show me on the way. Luckily, Lethal Lava Land isn’t huge compared to some of the other worlds, so even “mostly luck” has a higher success rate here than it probably deserves.

Wing Cap: Emergency Measures

This might be the first time I’ve ever used the Wing Cap in this stage. Ever. That’s not a brag. That’s just the randomizer forcing a new habit into me like it’s a life lesson.

I try to be clever first and use the Koopa shell to sweep up red coins quickly. It makes sense in theory. It’s fast, it keeps you moving, and it lets you pretend you’re in control. Then I lose it before the red coin star appears, and suddenly the plan is gone and I’m standing on hot rock trying to negotiate with gravity.

I briefly consider just jumping for the star and hoping the game decides to be kind. It’s not a strategy so much as it is a surrender. Then I spot the Wing Cap block and realise I’d completely forgotten it even existed here. It’s one of those moments where you don’t feel smart for remembering, you just feel annoyed that you didn’t remember sooner.

The 100 Coin Star, Postponed

I also make a few attempts at the 100 coin star, because I always tell myself I might as well “while I’m here.” Every attempt ends the same way: me in the lava, but somehow in increasingly creative ways. It’s like I’m trying to find new angles for humiliation.

I do manage to grab the six main stars in the level, which keeps the session from turning into a complete loss. But the 100 coin star will have to wait. I’m not wasting the entire recording on a coin chase that keeps ending with me sizzling.

The Click at the End

As I wrap up the recording, something clicks. I start counting what areas are left, making a mental note of where each course could potentially be, and trying to map the castle in my head the way you do when you’ve been burned enough times to stop trusting anything at face value.

And then I realise one thing.

If my calculations are correct, I’m missing a course. Not “I haven’t reached it yet.” Not “I don’t have the stars.” Missing. I have no idea where in this castle it could be, which is a problem, because the castle isn’t that big when you’re not pretending it’s a mystery.

It’s the kind of realisation that sits in the back of your skull and doesn’t let you relax. The run isn’t just about collecting stars anymore. It’s about figuring out what I’ve somehow walked past without seeing, and accepting that the randomizer probably hid it somewhere obvious just to make it feel personal.

Continue the Journey

← Log 14
Log 16 →

🧢 Mario 64 Randomizer Hub

Survivor’s Log – A Structural Overhaul

Survivor’s Log – A Structural Overhaul

Sometimes survival means rebuilding the camp before the next storm hits.

The past few weeks have been some of the busiest the blog has seen since it started. Not because of new runs or dramatic survival moments — but because the foundations of the entire site have been rebuilt.

Survivor Incognito has always been about documenting survival runs honestly. But over time something else started happening: patterns began to appear. Rules evolved. Systems formed. What began as a collection of playthroughs slowly started turning into something more structured.

So I decided to lean into that.

The site has undergone a full structural overhaul to reflect what Survivor Incognito has actually become — not just a survival diary, but a framework for playing survival games with clear stakes and defined systems.


The Rules of Survival Become the Framework

Originally the Rules of Survival were simply a set of personal guidelines: ways to add tension to runs without turning them into punishment.

Over time those rules grew into something more deliberate.

Instead of applying the same permadeath rule everywhere, each series now uses a rule set designed for that specific game. Some worlds demand strict permadeath. Others require limited strikes against a specific threat.

That evolution led to the creation of the Survivor Incognito Framework.

Rather than one rule governing everything, each run now declares its conditions upfront. The stakes are defined before the first step is taken — and the outcome is earned.

Some runs end in death. Others end in confrontation. Some allow multiple encounters with a single unstoppable threat.

What matters is that the rules exist before the story begins.


The Apex Predator Rule

One of the biggest changes is the introduction of the Apex Predator Rule.

This rule originally started as a way to handle the Xenomorph in Alien: Isolation. A traditional permadeath run would end the story far too quickly — but unlimited retries would remove the tension completely.

The solution was simple: limited lethal encounters.

Under the Apex Predator Rule, the hunter is allowed a fixed number of kills. Each encounter represents a near-death escape. When the final strike lands, the predator wins and the run ends.

What started as the “Xenomorph Rule” has now expanded into a broader system used across multiple horror runs.

Some monsters are simply too important to treat like ordinary enemies.


Expanding the Hubs

Alongside the framework changes, several major hubs across the site have been rebuilt or expanded.

  • The Survivor’s Camp continues to act as the central hub for all survival series.
  • Survivor’s Dread now focuses fully on structured survival horror runs.
  • The Subnautica Hub has expanded with a full survival roadmap and reference guides.
  • The Long Dark Map Hub is currently receiving a major update including Interloper and Misery survival context.

These hubs are designed to connect everything together — diaries, guides, maps, and survival systems — so each series builds on the others.


A Small Milestone

Amid all of this rebuilding, the site quietly passed 10,000 views.

For a project run entirely by one person — built slowly between work, family life, and the occasional wolf attack — that number means a lot.

It’s a reminder that consistency matters more than chasing trends.

The goal was never viral success. It was simply to build something honest, structured, and sustainable.

So the work continues.

More systems. More survival logs. More worlds that will almost certainly try to kill me.


What Comes Next

With the framework now in place, several series are preparing to continue or return:

  • Further updates to The Long Dark Map Hub
  • The return of Submerged: A Subnautica Survival Diary
  • The beginning of Isolation Protocol under the Apex Predator Rule
  • New horror runs under Survivor’s Dread

The systems are in place now.

All that remains is to see how long I survive inside them.

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.

Cold-Blooded: A Skyrim Survival Diary – Log 4: Gold, Guards, and Bad Ideas

Cold-Blooded – Log 4: Gold, Guards, and Bad Ideas

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

No commentary gameplay video for Cold-Blooded – Log 4.

I went to Whiterun for gold. I left with a housecarl, a title, and a mountain problem.

The plan was simple.

Reach Whiterun. Sell everything that wasn’t nailed down. Leave richer.

As I approached the city, shouting carried across the road. Loud. Urgent. The kind of noise that usually means trouble or unpaid bounties.

Inside Whiterun, two men were arguing with a guard. I slowed down to listen.

That’s when a courier appeared. Apparently he’d been looking for me. He handed over a note from a “friend,” suggesting I head somewhere important.

I added it to the mental to-do list and refocused.

Whiterun Business

The two men finally finished with the guard and approached me.

They were Alik’r warriors, hunting a Redguard woman. If I spotted her, they’d pay me.

That was an easy yes.

I sold what I could, then went straight to Farengar. Gold became spells.

I upgraded Flames and Sparks, debated a few others, then decided to report to the Jarl instead.

That decision escalated quickly.

The Greybeards had summoned me. Apparently they live at the top of a mountain. Seven thousand steps up.

I am an Argonian. Cold and altitude are not my strengths.

Before I could object, I was named Thane of Whiterun, handed an axe, and assigned a housecarl.

Lydia joined the party.

Spell Shopping and Favors

I returned to Farengar one last time.

I picked up Lesser Ward and Conjure Flame Atronach. Practical choices. Controlled chaos.

Farengar also asked me to deliver Frost Salts to Arcadia. Easy job. Possibly gold.

Lydia received the axe. She seemed happy.

Arcadia paid me in potions and casually mentioned I could help myself to her stock.

I did not question this generosity.

Delayed Justice

On the way to find a bed, I spotted the Redguard woman.

I spoke to her. She knew she’d been found.

She wanted to talk.

I wanted sleep.

The Alik’r had promised payment, and Rorikstead was on the road anyway. I made my choice.

Road to Rorikstead

I left Whiterun at first light, eager to test my new spells.

Wolves were the first volunteers.

I dual-cast my upgraded fire spell. It looked spectacular. I briefly considered shouting “Hadouken.”

It was excessive. One cast would have done the job.

Necromancers were less impressed. They used wards. My magic bounced off.

Lydia solved the problem with steel.

I looted their camp. One robe boosted magicka regeneration by 75%. A clear upgrade.

One of them carried a spell tome: Fury.

I learned it immediately.

Swindler’s Den

I reached Swindler’s Den about halfway to Rorikstead.

It looked defensible. Promising. Possibly warm.

If there’s a bed inside, I’ll find it.

If not, tomorrow is going to hurt.

Either way, that’s a problem for the next log.

Continue the Journey

Previous:
Cold-Blooded – Log 3
Next:
Cold-Blooded – Log 5

Super Mario 64 Randomizer – Log 13: Red Coins and Sunken Progress

Progress: 70+ Stars Reached
Platform: Steam Deck
Settings: Vanilla Mario & Music

“Today’s plan was simple. The execution, less so.”

I went in with one goal: finish Jolly Roger Bay and Dire, Dire Docks. Two courses I’d already poked at, now ready to be properly cleared.

Jolly Roger Bay: Chests, Coins, and Precision Jumping

First up was the treasure chest star. Finding the first chest took less time than expected, which immediately made me suspicious.

Chests two and four were conveniently paired together. Chest three, naturally, required a cannon.

With the chests dealt with, only the Red Coin Star and the 100-Coin Star remained.

The 100-coin star was painless. No drama. No surprises.

The red coins were another matter.

One coin sat in a position that rejected every sensible solution I tried. Triple jumps failed. Cannon angles failed. Repeated attempts achieved nothing except frustration.

In the end, the answer was a backflip. One precise position. One clean jump.

It worked immediately.

Jolly Roger Bay: cleared.

Dire, Dire Docks: Clean Water, Better Decisions

Next stop was Dire, Dire Docks.

This time, I changed approach. I focused on collecting all the red coins first, or at least most of them, before worrying about the 100-coin star.

The level behaved itself. No forced exits. No sudden ejections back to the castle.

I didn’t get sucked out of the course this time, which confirms that last log was just bad luck rather than punishment.

With the red coins secured, the 100-coin star followed naturally.

Dire, Dire Docks: finished without incident.

Log 13 Status

  • Total Stars: Past 70
  • Courses Cleared This Log: Jolly Roger Bay, Dire Dire Docks
  • Remaining Stars: 50
  • Wing Cap: Still missing

Two more courses off the board. The castle is opening up fast now.

Fifty stars left.

YouTube – Log 13 Video

Steady progress. Fewer exits. Still no Wing Cap.

Continue the Journey

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Super Mario 64 Randomizer Hub

Game: Super Mario 64

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