๐Ÿฉธ Derailed & Doomed: A Choo Choo Charles Survival Diary Log 3: TNT, Torpedoes & Terrible Timing

Platform: Steam Deck
Rule: Apex Predator (Charles must kill me three times for the run to end)

โš™๏ธ Survival Status: 3 Strikes Total
Only Charles can take them away.
Each egg restores a lost strike โ€” but I canโ€™t exceed three.
When the last oneโ€™s gone, the run ends.

โ€œIf thereโ€™s a bad time to use explosives, Iโ€™ll find it.โ€



I start by doing a quick sweep for guards near the mine thatโ€™s supposedly holding ammo for the rocket launcher. Thankfully, no oneโ€™s around โ€” which is rare, and suspicious. The entrance itself, however, is locked. Naturally.

My map says, โ€œFind a way in.โ€ Okay, fair enough. I look around and find some TNT. Perfect. If that doesnโ€™t open a door, nothing will.

Important survival lesson: stand further back when lighting TNT. I take a chunk of damage from the blast, and Iโ€™m pretty sure Charles just got a notification that Iโ€™m being an idiot. If he missed that one, donโ€™t worry โ€” I detonate a second explosive down the tracks. More fire, more noise, more damage to me. Subtlety is dead, but the door isnโ€™t. Yet somehow, the mine opens, and I grab the rockets.

Back to John Smith, who hands over The Boomer. Iโ€™m officially armed and ready to make even more bad decisions.

Lighthouse Lunacy

My next bright idea: go exploring. I notice a marker close to the islandโ€™s edge. Against every instinct I have, I run for it. Turns out itโ€™s a lighthouse, home to a woman named Claire โ€” who needs the breakers fixed.

Thereโ€™s a shed nearby with four breakers. Easy enough. I sprint over, slot them in, and head back. Apparently, I โ€œmissed a step.โ€ Turns out I need to turn them on, and itโ€™s a little puzzle. Thirty seconds later, lights on, job done. Claire thanks me by saying fixing the lighthouse will help others spot us more easily. Yes, Claire. Including Charles.

I make a break for the train. The moment I mark my next stop, I hear it โ€” that whistle. Round two is on.

Round 2: Return of the Rail Demon

Charles is far more persistent this time. I test out The Boomer and land a few solid hits. He claws, rams, and screeches like heโ€™s auditioning for the next Doom soundtrack. Twice, I think heโ€™s gone, and twice, he charges back in. After burning through some scrap for repairs, I finally drive him off. Victory number two to me.

Feeling cocky, I decide to visit another local โ€” Ronny, who seems like heโ€™s gearing up to tell me his life story. Nope. He just wants me to climb some dangerously tall buildings for a box of papers, promising maybe one scrap as a reward. I climb anyway, find a tin of paint for the train (score), but fail a jump and lose a scrap.

Technically, that did count as a โ€œdeathโ€ โ€” but since it wasnโ€™t at the claws or wheels of Charles himself, it doesnโ€™t break the Apex Predator Rule. Accidental gravity-assisted injuries are free passes in this run.

After a few more attempts, I decide Ronnyโ€™s box isnโ€™t worth the spinal injuries. My train, on the other hand, gets a stylish new coat of paint โ€” a well-earned upgrade after surviving two Charles encounters.

Danger on the Hill

Feeling brave โ€” or stupid, juryโ€™s out โ€” I go for Theodoreโ€™s supply box next. Unfortunately, the areaโ€™s crawling with Cultists. I spot one and think Iโ€™ve figured out his patrol pattern. I havenโ€™t. The second guard ambushes me from uphill. I sprint for the train, but pause to open my map โ€” rookie mistake. The cultist scores a hit.

As Iโ€™m running, I hear that familiar whistle again. Charles is awake, and maybe itโ€™s a blessing in disguise that I didnโ€™t grab that box. I dive into my train, patch up, and decide both Theodoreโ€™s mission and Ronnyโ€™s tower of death can wait.

For now, the plan is simple: find the next closest survivor, avoid blowing myself up again, and maybe, just maybe, make it to Log 4 without turning into train food.


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


Continue the Journey

โ† Log 2: Flame, Speed, and Fetch Quests | Log 4 โ†’

๐Ÿฉธ Derailed & Doomed: A Choo Choo Charles Survival Diary Log 2: Flame, Speed, and Fetch Quests

๐Ÿฉธ Derailed & Doomed โ€” Log 2: Flame, Speed, and Fetch Quests

โ€œThey said โ€˜force Charles into a fight.โ€™ They didnโ€™t mention the choreography involved.โ€

โš™๏ธ Survival Status: 3 Strikes Total
Only Charles can take them away.
Each egg restores a lost strike โ€” but I canโ€™t exceed three.
When the last oneโ€™s gone, the run ends.

The Setup โ€” Make โ€˜Em Fight (And Donโ€™t Get Toasted)

After being told I need to force Charles into a fight to the death, I set out to meet the islandโ€™s next eccentric resident โ€” a man who clearly enjoys watching things burn. Sgt. Flint greets me in front of his flaming house, which raises more questions than Iโ€™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 Charlesโ€™ horn in the distance. I sprint for my train, ready for chaos โ€” but he never shows. Either I scared him off or heโ€™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 โ€” 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 โ€” one setting him ablaze, the other perforating his ego. Itโ€™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 Iโ€™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 โ€” and, inevitably, their problems.

Islanders & Errands โ€” The To-Do List Grows

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

  • Theodore โ€” far too well-dressed for a place thatโ€™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 โ€œlater.โ€
  • Santiago โ€” prepping to leave the island as soon as rescue arrives, but heโ€™s left his journal at home. Add another fetch quest to the growing pile.
  • John Smith โ€” 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 โ€” appears to have misplaced his clothing and sense of urgency. Used to work for the mine owner and warns that if the eggs hatch, thereโ€™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 โ€” rocket launcher > everything else).
  2. Retrieve Theodoreโ€™s box from the canyon railcar (expect bandits).
  3. Fetch Santiagoโ€™s journal from his house (return it before he reconsiders leaving).
  4. Investigate the second mine (Gregโ€™s key in hand, nerves not included).

Next Stop โ€” The Bunker

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

I havenโ€™t seen Charles again since our fight, but I know heโ€™s out there. Watching. Waiting. Probably still smouldering a little.

Log Observations & Survival Notes

  • Scrap is life: Itโ€™s your health, armour, and upgrade material all in one. Pick up every piece you see โ€” itโ€™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 donโ€™t hear Charles, itโ€™s because heโ€™s planning something.

Pro Tips (Apex Rookie Friendly)

  • Always keep scrap handy โ€” repairs and upgrades are instant, but youโ€™ll burn through metal faster than ammo.
  • Mark every quest on your map. Itโ€™s easy to get lost between rail spurs and regret.
  • The Bug Sprayer is for Charles only. Do not waste fuel showing off. Itโ€™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 โ€” your unofficial atlas to surviving the rails.


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

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

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

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

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

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

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

First Blood โ€“ Eugeneโ€™s Farewell Tour

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

๐Ÿ“บ Watch the Run โ€“ Log 1 Gameplay

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

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

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

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

Locks, Luck, and Helenโ€™s Revelation

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

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

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

Night Falls โ€“ The Quiet Before the Screech

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


Log 1 Pro Tips (Steam Deck Edition)

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

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


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

Survivorโ€™s Dread: Platform 8 โ€“ Last Train to Nowhere

โ€œThe train keeps moving. Every carriage promises freedom. Every anomaly promises erasure.โ€

The Setup

Platform 8 is the companion nightmare to Exit 8. Same rules: walk, notice anomalies, survive. Miss them and the world resets. Only this time, youโ€™re trapped on a subway train that never stops. Played on the Steam Deck with Loop = Life: every reset is a dead survivor. Only one makes it off the train. Like Exit 8, this was my very first time playing โ€” learning the rules on the fly, with resets as my only teachers.

The Diary

First survivor: Reached the end of the carriage and saw a figure standing at the exit. I didnโ€™t realise youโ€™re meant to move when the lights flick on. The lights came, the figure moved faster than me, and I was erased.

Second survivor: This time the exit door stood wide open, platform beckoning. I trusted it. I stepped toward freedom. The world snapped back to the first carriage, and so did I. Survivors donโ€™t get second chances for gullibility.

Third survivor: Red water pooled in the aisle. The right move was to sprint. I didnโ€™t. Instead, I shut the door on the carriage like that would help. The reset came anyway, cruel and quiet.

Fourth survivor: I let curiosity win. Instead of spotting the anomaly, I pushed through to the next carriage just to see what would happen. The answer: reset. Straight back to carriage one, another survivor erased for being too nosy.

Final survivor: Paranoia sharpened me. I ran when I had to, stopped when the lights demanded it, and turned back from lies. At last, the train gave up its prisoner. I stepped onto the real platform, escaped the loop, and lived. Luck played its part too. Some of the anomalies repeated from earlier failures, familiar traps I finally knew how to dodge. That memory, plus paranoia, was enough to carry me to the platform.

The Video

Hereโ€™s the full successful run, captured on Steam Deck:

Survivorโ€™s Thoughts

The corridor in Exit 8 felt endless. The train in Platform 8 feels worse โ€” claustrophobic, restless, each carriage identical until it isnโ€™t. Four survivors erased before one finally broke free. Thatโ€™s the real distinction: Exit 8 is a test of attention, Platform 8 is a puzzle box. Both erase you for mistakes, but in different ways.

Continue the Journey

See where it started with Exit 8 โ€“ Lost in the Corridor, or browse more nightmares in the Survivorโ€™s Dread Hub.

Survivorโ€™s Dread: Exit 8 โ€“ Lost in the Corridor

โ€œThe corridor doesnโ€™t need to chase you. It just waits for you to blink.โ€

The Setup

Exit 8 is a short horror game where survival means noticing anomalies in a looping subway corridor. Miss one and you reset. I played it on the Steam Deck under my Loop = Life rule: every reset is a death, only one survivor escapes.

The Diary

First survivor: I spotted the red water in corridor two. I caught the wall-man in corridor four. Each time I turned back, rewarded by the corridorโ€™s shift. By corridor six, I thought I was safe. Thenโ€”blinkโ€”reset. No attack, no warning. Something small slipped past me, and that survivor was gone.

What I missed: Door 3 handle placement (corridor six) โ€” misaligned compared to earlier loops.

Second survivor: Paranoia sharpened my vision. Lights flickered and died. A man with a briefcase walked far too fast. A poster grew eyes that tracked me. A face stared from the ceiling. I turned back every time, trusted my instincts, and finallyโ€”finallyโ€”the real exit appeared. One survivor made it out. The corridor kept the rest.

The Video

Hereโ€™s the full successful run, captured raw on Steam Deck:

Survivorโ€™s Thoughts

Exit 8 isnโ€™t about combat. Itโ€™s about attention and paranoia. You can catch the obvious anomalies and still fail to a blink. Thatโ€™s the horror here: survival through vigilance, failure through doubt.

Continue the Journey

More eerie one-shot diaries live in the Survivorโ€™s Dread Hub. Next stop: Platform 8 โ€” the train that never ends.

It Actually Worked โ€“ Escaping RPD With a Build That Shouldnโ€™t Have

Survivorโ€™s Dread: Nintendo Switch Diaries โ€“ Escape Log

A Bit of Backstory

Iโ€™ve been playing Dead by Daylight off and on since The Clown staggered onto the scene. Back then, I was on PS4, later PS5. Frame rate was solid. Visual clarity existed. Hit validation was a rumour, but at least the screen didnโ€™t blur when I turned a corner.

Then I moved to the Nintendo Switch.

Suddenly, Dead by Daylight became a new game. Survivors float. Killers teleport. Pallets drop half a second after I hit the button. I had to rethink how I played โ€” and what I could realistically get away with.

The Build Question

Thatโ€™s when I asked for help: Whatโ€™s a build that works on Switch, plays into my sneaky tendencies, and doesnโ€™t require me to loop like a comp streamer with 20/20 vision?

Got a build that sounded too good to be true:

  • Lithe โ€“ for escape speed
  • Quick & Quiet โ€“ for stealthy vaults
  • Lucky Break โ€“ for vanishing after a hit
  • Windows of Opportunity โ€“ so I know where the heck to run

Sounded ideal for chaos, escapes, and not dying in a corner vault. I decided to give it a shot.

Survivor of Choice: Jake Park

I chose Jake. No flashy cosmetics. No glow-in-the-dark hoodies. He blends into walls, and thatโ€™s all I need. His scream isnโ€™t the worst. He looks like someone whoโ€™s given up on life just enough to survive a trial.

Also: Iron Will used to be his thing. RIP.

The Match: RPD โ€“ West Wing

Because the Entity has a sense of humour, I load into RPD West Wing.
The killer is Trapper. Of course it is.

West Wing is a maze of doorways, blind corners, and death vaults. Every room feels like it was designed to make you second-guess your pathing. So the last thing you want is a killer who literally controls where you can go.

Mid-Match Moment: The Build Delivers

Somewhere mid-trial, Trapper chases me. I get a pallet stun, but he keeps coming.
He lands a hit โ€” and now the build kicks in:

  • Lucky Break triggers
  • I hit a vault with Quick & Quiet, triggering Lithe
  • I disappear down a hallway
  • He checks the wrong room
  • I heal up and keep moving

That moment alone made the build worth it.

Endgame: Stumbling Into Freedom

Itโ€™s down to just me and one teammate. While they work on the final generator, I do what I do best โ€” roam aimlessly.

And I find an exit gate.

Seconds later, the gen pops. Iโ€™m already there. I open the gate, slip out, and the Trapper never even shows up.

What Worked

  • Windows kept me from getting caught in vault traps
  • Quick & Quiet + Lithe gave me fast, silent escapes
  • Lucky Break turned one hit into a clean getaway
  • And I accidentally found the gate just in time

Final Thought

Iโ€™ve played this game on platforms where I could see what I was doing. The Switch isnโ€™t one of them.

But with the right build โ€” and a bit of luck โ€” you can still outsmart the killer, even in RPD, even against a Trapper, even on a platform that runs like itโ€™s held together with duct tape and hope.

Would I run the build again?
Yes.
Do I expect it to work twice?
Absolutely not.

But once was enough.

โ˜ฃ๏ธ Permadeath Pending: Games That Might End Me Next

Hereโ€™s a look at the survival and horror games currently on deck at Survivor Incognito โ€” including Subnautica, Alien: Isolation, Resident Evil, and more. Expect disasters. Possibly nuclear.

While Iโ€™m still trying to survive sand, snow, sea monsters, and supply chain disasters (SnowRunner coughs in Michigan), Iโ€™ve also been staring at my backlog and thinking:

โ€œWhat else could go horribly wrong?โ€

Here are the games lurking in the blog pipeline โ€” all under consideration, none guaranteed to go well.


๐ŸŽฎ Games Under Consideration (aka: The Next Mistake)

๐Ÿชธ Subnautica & Below Zero

Status: Planned
Blog Potential: Longform underwater dread, optional screaming

Classic survival, but 500 meters underwater with alien jellyfish. Subnautica is set to follow Stranded Deep, assuming I donโ€™t starve to death on a raft before then.

Below Zero is the colder, weirder sequel. Iโ€™ll likely run it once Iโ€™ve built enough fake confidence from the original.

๐Ÿ‘ฝ Alien: Isolation

Status: “Definitely Maybe”
Blog Potential: High panic, high perishability

Itโ€™s just me, a broken flamethrower, and one very judgmental alien. Iโ€™m currently designing blog rules that allow me to survive more than one encounter without invalidating the whole series.

If I pull the trigger, itโ€™ll be part of Survivorโ€™s Dread โ€” assuming the alien doesnโ€™t pull it first.

๐Ÿงฑ Minecraft: Skyblock

Status: In Freefall
Blog Potential: Infinite resource drama, void-based trauma

Floating blocks. Limited resources. Me forgetting how gravity works. A Skyblock run could easily become a short-form Day One Diaries arc or a full permadeath challenge titled Skyward.

Every entry will involve a mistake that absolutely could have been avoided.

โ˜ข๏ธ Blast Corps (Permadeath Series)

Status: Scheduled post-SnowRunner
Blog Potential: Explosions. One life. Bulldozers.

This oneโ€™s simple: if the nuclear truck explodes, thatโ€™s the end of the series.

Expect a short, chaotic run where I flatten towns in the name of safety. The tone will be lighter. The stakes will be extremely not.

๐ŸงŸ Resident Evil (Zero, One, Revelations 1 & 2)

Status: Rotating Horror Fodder
Blog Potential: High-panic short arcs, possible scream counters

Classic survival horror. Typewriters. Puzzles. Me mismanaging ammo like itโ€™s my first zombie rodeo. These games could work as Survivorโ€™s Dread mini-series or feature as one-off challenge runs.

Permadeath rules apply. Panic is inevitable.

๐Ÿง  XCOM 2

Status: Under Tactical Review
Blog Potential: Emotional damage disguised as strategy

Turn-based survival meets naming your doomed teammates. Could become a squad diary under a name like Operation Incognito, or a straight-up permadeath campaign where I get attached and suffer the consequences.

If you want to watch me cry over fictional soldiers, this is the one.


๐Ÿ“ Completed Games & In Progress (For Nowโ€ฆ)

These titles have had their moment on the blog โ€” but might make a comeback when Iโ€™ve emotionally recovered:

  • Skyrim Survival Mode
    My Argonian necromancer lived through cold weather, clumsy ambushes, and accidental vampirism. We may revisit his tale. Justโ€ฆ not Bleak Falls Barrow again.
  • The Long Dark โ€“ Voyageur Run
    We tackled Mystery Lake, Coastal Highway, and transition zones full of regret. Future runs may include Customloper or Misery Mode, depending how brave (or foolish) I feel.
  • SnowRunner (Michigan Arc)
    Once Michigan is cleared, Iโ€™m calling it. Iโ€™ll return to stuck trucks and bad contracts eventually, but first โ€” nukes.

๐Ÿ’ฌ So, What Should I Play Next?

Hereโ€™s where you come in. Got a favorite from the list above? Think I should suffer through Alien: Isolation before jumping into the ocean? Have your own terrible suggestion?

Drop a comment. Vote with chaos. Whisper โ€œSkyblockโ€ into the void. Whatever works.

Dark Waters: A Dredge Survival โ€“ Day Six

A mysterious mansion, a weird engine, and an eyeball fish that failed to impress. Day 6 of the Dredge permadeath run brings new quests, strange artefacts, and a Collector with a taste for cursed objects.

Missed the previous day? You can find it here: Dark Waters: A Dredge Survival Day Five


A Photographer, a Mansion, and the Case of the Unsold Fish

The day starts before Iโ€™ve even had a chance to stretch my sea legs. The Mayor greets me with a new concernโ€”apparently a photographer passed through recently, heading south. I’m told I should find her and say hello. Social obligations while I’m fishing for my life? Fine. Iโ€™ll add it to the to-do listโ€ฆ just beneath โ€œdonโ€™t go mad at sea.โ€

I set off from Greater Marrow and head south, making landfall on the first island that looks like it might have plumbing. It turns out to be Blackstone Isle, which sounds charming in the โ€œhaunted Victorian manorโ€ kind of way. I arrive at 8:55 AM.

I check the mansionโ€”naturally, itโ€™s locked. I poke around the nearby workshop instead, only to find a Sign of Ruin and something called an arterial engine, which I assume isnโ€™t medically approved. I also learn a harsh lesson: I forgot to sell yesterdayโ€™s catch. Either that or the game saved before I did. Either way, Iโ€™m hauling stinky fish back to town.


Selling Fish and Summoning Fishy Deals

I dock at Greater Marrow around 12:49 PM and go through the usual unloading dance with the Fishmonger. Then I chat with the Mysterious Figure again, whoโ€”surpriseโ€”sends me back to Blackstone Isle.

Naturally, I fish on the way. Because of course I do. This time I reel in an all-seeing cod, which sounds cool until I try to impress the Fishmonger with it later and he gives me a book instead of admiration. Apparently, cod with eyeballs where they shouldnโ€™t be are so last season.

At 16:12 PM, I dock at Blackstone Isle again. This time, the mansion is open and I meet The Collector, who is absolutely not sinister at all. I hand over the handkerchief I fished out of a monster, and he offers to upgrade my ship to allow dredgingโ€”basically seabed looting. Sounds good!

He gives me a cursed scavenger hunt: find a ring, necklace, watch, music box, and key. Why do I feel like Iโ€™m helping someone complete a haunted wedding registry?


Grouper Disappointment and DIY Moving Services

I attempt once again to find the elusive Black Grouper on the return journey. I fail again. The Grouper and I are clearly not fated to meet.

Back in Greater Marrow at 22:55 PM, I get flagged down by multiple NPCs who seem to think I donโ€™t have enough to do:

The Lighthouse Keeper shares a shipwreck location.

The Builder wants to move and gives me a shopping list:

โ— 2x Lumber

โ— 2x Scrap

โ— Deliver to Steel Point

I finish my last few conversations, sell the disappointing fish, and finally restโ€”making sure to save and quit properly this time so I donโ€™t repeat the rotting-fish incident.


Daily Summary

Date: Day 6
Events:

Spoke to the Mayor about the missing Photographer

Visited Blackstone Isle and found the Sign of Ruin

Forgot to sell fish from Day 5

Met The Collector and received dredge equipment

Fished an all-seeing cod (not as exciting as it sounds)

Got quests from the Lighthouse Keeper and the Builder

Still havenโ€™t caught a Black Grouper

Slept peacefully after a long, confusing day


Want to know more about what this is and what rules I need to follow? Please read the Dark Waters: A Dredge Survival hub page

Dark Waters: A Dredge Survival โ€“ Day Two

I make a decent catch, brave the fog for squid, hit a rock, and find myself scolded by a lighthouse keeper. Also, the Mayor hands me a suspicious package. What could go wrong

Missed day one? Catch up here: Dark Waters: A Dredge Survival Day One

A Fishy Favour, Fog, and a Friendly Fright

I start the morning determined to buy that sweet engine I researched yesterdayโ€”except I immediately forget what I actually researched and stare at the rod section like it’s going to jog my memory. Spoiler: it doesn’t.

Instead, I head out and fill my boat with four Gulf Flounders and three Grey Eels, making the kind of efficient haul that would make yesterdayโ€™s version of me green with envy. At 1:37pm, my inventory is maxed out, so I rush back to townโ€”this time beating the sunset like a responsible angler. I dock at 2:55pm and breathe a sigh of relief. No second Madness Strike today. Growth!

Oh Look, A Convenient Fish Order

The Fishmonger greets me with news: a special order just came in.

Naturally, curiosity wins. Turns out the customer wants one of each fish I already caught. For once, the universe is kind. I hand them over like a champion and get a new orderโ€”two Arrow Squid and a Black Grouper. One problem: squid only show up at night. Great. But since it’s an official Pursuit, that means I can break my “no sailing after dark” rule without earning a Madness Strike. Hooray for loopholes!

I sell the rest of my fish and knock my debt down to $21.44. Progress.

Vroom Vroom into Doom

Back to the Shipwright I go, and this time I make a solid purchase: a Rusty Outboard Engine. Sure, it looks like it might explode at any second, but it installs in 2 hours and makes me marginally faster. By 4:58pm, Iโ€™m back in the water.

I fish up eight Arrow Squid while trying to stay near the light and far from danger. Thatโ€™s when I realize that the eye icon is my panic meter. Good to know! I head back, cautiously navigating the thickening fog, only to hit a rock I couldnโ€™t see. My flawless streak is over.

At 00:41am, I limp back into the dock and am greeted by a woman who clearly didnโ€™t expect visitors.

Sheโ€™s the Lighthouse Keeper, and sheโ€™s less than thrilled. I tell her the truthโ€”just here to fishโ€”and she tells me I should leave. Thatโ€™sโ€ฆ encouraging.

Suspicious Mayoral Package

The Mayor is waiting with a new task. He wants me to deliver a package to Little Marrowโ€”and quickly, because it might spoil. I donโ€™t ask questions. I just take the box. (Mistake? Possibly. But that’s tomorrowโ€™s problem.)

Before bed, I give the Fishmonger two squid from my terrifying night voyage and sell the extras. My debt is now a laughable $9.48.

The Shipwright patches up my poor dented hull, and I decide to put off the Little Marrow delivery until tomorrow. Iโ€™m sure whateverโ€™s in that box wonโ€™t mind sitting around for a bit.


Daily Summary

  • Fish Caught: 4 Gulf Flounder, 3 Grey Eel, 8 Arrow Squid
  • Debt Remaining: $9.48
  • Madness Strikes: Still just 1
  • Damage Taken: Rock collision in fog (1 hull hit)
  • Suspicious Package Count: 1

If you’d like to know more, please check out: Dark Waters: A Dredge Survival

For information on the rules, please check out: Dark Waters: Dredge Permadeath Rules & Survival Guide

Dark Waters: A Dredge Survival โ€” Launches Tomorrow

Dark Waters: A Dredge Survival begins tomorrow on Survivor Incognito. A new permadeath series exploring the dangerous waters of Dredge on Nintendo Switch.

The next permadeath adventure begins tomorrow!
In Dark Waters: A Dredge Survival, we dive headfirst into the strange world of Dredge. Expect dangerous fishing trips, hallucinations, strange encounters, and plenty of questionable choices as we attempt to survive one day at a time.

Day One drops tomorrow โ€” stay tuned right here on Survivor Incognito as the madness begins.

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