Saturday, August 29, 2026

Sons of the Forest: The Great Shovel Expedition

 

Can We Survive Winter?

Last week Dave had been away, which in most games would simply mean missing an evening of progress.

Sons of the Forest had other ideas.

Dave returned to discover that the tropical island holiday brochure had been withdrawn, the temperature had plummeted, and everyone was now living through winter.

More importantly, Dave had nothing.

No useful equipment. No carefully accumulated survival gear. No specialist cave-diving apparatus. Just the clothes on his back and the reassuring knowledge that somewhere on this frozen, cannibal-infested island his friends were probably doing something extremely dangerous without adequate supervision.

So Dave was dispatched along the shoreline to collect a hang glider and whatever other supplies he could scrape together.

Welcome back.

The Great Shovel Expedition

The current grand strategic objective remained the elusive shovel.

It had become our Excalibur. Our Holy Grail. Our One Ring.

Except considerably harder to obtain and apparently requiring half the equipment catalogue before anyone was allowed to touch it.

Sons of the Forest doesn't have a conventional crafting bench where missing equipment can simply be built. Important tools such as the rebreather and rope gun have to be found out in the world.

This meant Dave, having missed the previous week's adventures, didn't have them.

The others did.

And so Dave's contribution to the great shovel expedition was temporarily reduced to sitting in a cave while everyone else went exploring.

Eventually, the correct cave was found.

Naturally, finding the cave was merely the beginning of the administrative process.

Inside was a zip line.

To use the zip line, you need a rope gun.

Everyone except Dave had a rope gun.

Thus everyone except Dave headed farther into the cave while Dave remained near the entrance, presumably taking up a new role as CCF Cave Receptionist.

"Good evening. Welcome to Certain Death Caverns. The others are currently being eaten. Would you like to leave a message?"

The expedition continued.

Then came the next challenge.

Water.

Not decorative water. Not ankle-deep fantasy-adventure water where everyone splashes dramatically through it while carrying twenty-seven swords and a suit of plate armour.

Proper underwater passages.

Which required rebreathers and oxygen tanks.

Again, everyone involved had the necessary equipment.

Except Dave.

So Dave remained behind.

And this is where the evening settled into a surprisingly efficient division of labour.

Myles, Zaph and Craig explored the murderous darkness.

Dave listened.

From somewhere deep beneath the mountain came screams.

Then silence.

Then:

“I’m down”

More distant violence.

Another:

“I’m down”

Some explosions.

And, periodically, Myles swearing.

Then everyone would die, respawn outside the cave and run straight back inside.

Again.

And again.

Like lemmings who had recently completed a team-building course on persistence but skipped the module on learning from experience.

Dave found this very entertaining.

From Dave's position, it must have resembled an unusually violent radio play.

There was no need for visuals. The imagination supplied everything.

"Tonight on CCF Theatre: three men enter a cave. Several minutes later, three men inexplicably enter the same cave again."

There was so much dying that the group eventually discovered an unexpected game mechanic.

Apparently, the best way to exit the cave is to all die.

Death conveniently respawns everyone outside.

Thousands of years of human exploration produced ropes, climbing equipment, emergency procedures and carefully marked exits.

CCF had discovered something much more efficient.

Mass casualty.

Dave Gets Bored

This continued for an extraordinarily long time.

More than five minutes.

Dave became bored.

And boredom, in Dave, is a force of nature.

With the others still somewhere underground exploding things, drowning, being mutilated and occasionally announcing “I’m down”, Dave decided to go exploring up the mountain.

This was objectively a terrible idea and therefore required no further discussion.

He found a camp.

He found another cave.

He picked up some gear.

Most remarkably, when confronted by the entrance to this new cave, Dave made the extremely sensible decision not to climb down into it.

This may represent character growth.

Instead he continued up the mountain.

He made it about ¾ of the way up.

Then he slipped.

What followed was less mountaineering and more an extended practical demonstration of gravity.

Dave slid down a steep slope and died.

Somewhere deep inside the original cave, the others were presumably also dying, which at least meant the team was once again operating in harmony.

The Dave Survival Experience

Dave awoke in a Cannibal camp.

As one does.

He cut himself loose and set off on foot.

The island had already taken his dignity, altitude and possibly several bones, but Dave was not finished.

Soon he found a golf cart.

This was excellent news because CCF history has repeatedly demonstrated that giving one of us a motor vehicle dramatically improves the situation for approximately thirty seconds.

Dave drove around.

He discovered several useful sites.

He collected more stuff.

Cannibals appeared.

Dave fled.

The golf cart ended up crashed in a river.

Dave continued back on foot.

For anyone keeping score, Dave had started the evening unequipped, become stranded outside a cave, independently climbed a mountain, fallen off it, been captured by cannibals, escaped, acquired a golf cart and drowned the golf cart.

Meanwhile the actual shovel expedition had mostly consisted of screaming.

Progress.

The Bunker

Eventually, unbelievably, we had the shovel.

Which meant the next part of the island's elaborate workplace induction program could begin.

Myles and Zaph headed for the bunker that needed to be excavated.

Because ordinary travel had apparently become beneath us, they flew up the river in the dark.

There is something inherently reassuring about navigating a hang glider at night above a wilderness populated by cannibals and mutants while searching for a hole in the ground.

Dave also took his glider.

Dave managed to get as far as the beach.

Then he crashed.

This created a new problem.

It was dark.

Dave couldn't find the glider.

So after all the dangerous caves, cannibal camps, mountain accidents and vehicular river incidents, Dave was finally defeated by the timeless holiday experience of losing something on the beach after sunset.

There was nothing for it but to wait until dawn.

Once daylight returned, Dave recovered the glider.

Meanwhile Zaph got to work with the newly acquired shovel and dug our way into the bunker.

At last, actual progress.

Inside we found a security card.

We printed water bottles.

And we found a fire axe.

This was practically civilisation.

Admittedly civilisation with cannibals outside, mutants underground and several members of the expedition demonstrating only a theoretical understanding of mortality, but civilisation nonetheless.

Tonight's Campfire Song

In honour of Dolly Parton (RIP), the evening's campfire entertainment turned toward the working man's lament.

Or, more specifically, the working man's lament after being sent into a mutant-filled cave because somebody decided progression should require a shovel.

The CCF Foraging Song

Clock in at sunrise, berries in the sack,
Cannibals ahead of us and mutants at the back.
Gliders in the treetops, houseboat offshore,
Every time we find some gear the game demands one more.

Grenades in the backpack, dying on the floor,
Surely there's a survival game we'd rather explore.
Menus fighting menus, interfaces in the way,
Nothing says adventure like wrestling UI all day.

Run another bunker, crawl another hole,
Throw another explosive and surrender another soul.
Almost at the finish, enthusiasm nearly gone:
If this is island paradise, something has gone wrong.

We are almost done.

This isn't the one.

Did We Learn or Achieve Anything This Week?

An excellent question.

The evidence suggests that we learnt several things.

Mutant babies spawn in caves

Because apparently ordinary mutants were insufficient.

At some point a designer looked at the underground horrors already present and thought:

"Needs babies."

Not normal babies, obviously.

That would be weird.

Mutant babies.

Much better.

There is no point building; you only progress by exploring

This has been something of a philosophical problem for a group attempting to play a survival building game.

We can build houses.

We can reinforce them.

We can decorate them.

Craig can presumably construct another architectural monument to unsafe workplace practices.

But none of that actually gets us anywhere.

Progress requires leaving the thing we built and wandering off across the island looking for another cave, bunker, keycard, rope gun, rebreather, shovel or other piece of equipment needed to obtain the next piece of equipment.

It's less Sons of the Forest and more Sons of the Mandatory Prerequisite Chain.

Light the Molotov before you throw it

A useful technical discovery.

A Molotov cocktail which has not been lit before being thrown is essentially an aggressively delivered bottle.

This lacks some of the traditional tactical advantages associated with incendiary weapons.

So:

Light the Molotov before you throw it.

Future generations may thank us.

Boom, baby Boom

The night's other important lesson was:

Boom, baby Boom – use enough explosives to bring down a bridge and still die

There are few tactical problems CCF cannot make louder.

Grenades.

Explosives.

Fire.

Enough ordnance to warrant an inquiry.

And after producing a detonation capable of rearranging the local geology, there remains every possibility that the only creatures definitely killed will be us.

This is what decades of gaming experience bring to the table.

Final Results

So did we achieve anything?

Technically, yes.

We found the shovel.

We reached the bunker.

We excavated it.

We acquired a security card.

We printed water bottles.

We found a fire axe.

Dave reacquired a hang glider, lost it, found it again, explored a mountain, died, escaped a cannibal camp, commandeered a golf cart, crashed it into a river and returned on foot.

The rest of us repeatedly entered a cave until death became not merely an occupational hazard but the preferred exit strategy.

So perhaps the more accurate assessment is:

We all learnt nothing, but died trying a lot.

(Not really an achievement.)

And with that, another productive evening of survival came to an end.

Tune in next week to discover the greatest mystery yet:

Have we swapped to a more co-operative game?

At this point, even the cannibals are probably hoping so.







Sunday, August 23, 2026

Sons of the Forest: We’re going to need a bigger boat.

There were only three of us for this week’s expedition into Sons of the Forest.

Dave was unavailable due to an unfortunate scheduling conflict involving a highly classified mission, several government agencies, and—according to sources who definitely shouldn’t be trusted—a llama.

This was unfortunate, because Dave is our Gatherer and Farmer, responsible for maintaining the thin veneer of agricultural civilisation separating us from four middle-aged men eating squirrels in a hut.

Nevertheless, duty called.

So it was down to Zaph, Craig and Myles.

Scout. Builder. Medic.

Or, translated into more practical terms: the man who knows where he’s going, the man most likely to attract everything hostile within three postcodes, and the man following behind wondering why everybody is bleeding.

A New World, More or Less

We decided to do something slightly different this time.

Rather than return to our main world, which had already reached around Day 10, we went back to an alternate world that Zaph had started and which was still only around Day 1 or 2.

This meant Craig and Myles had to join with completely fresh characters and essentially start again.

Normally, deliberately abandoning ten days of progress would be regarded as a setback.

In Sons of the Forest, it can also be regarded as strategic planning.

One thing we’d discovered about the game is that the longer you successfully survive, the more personally offended it becomes by your continued existence. As the days pass, the hostiles become increasingly numerous and unpleasant, presumably because word gets around the cannibal community that there are four idiots on the beach who have somehow survived another Tuesday.

Our original game had therefore reached the point where simply remaining alive was becoming a significant achievement.

So we decided on a different approach.

This time, we were going in armed with knowledge.

There is an interactive map available on the internet that reveals the locations of bunkers, equipment, caves and various other useful things scattered around the island.

Previously, we’d been stumbling around largely blind, exploring the island as nature intended: by wandering into forests, falling off things and discovering important locations shortly after being attacked there.

Now we had intelligence.

The online map would become our secret weapon.

Or, at the very least, give us some idea where we were going before something tried to eat us.

Learning to Fly

Our first objective was mobility.

Zaph had constructed a small raft, which we used to travel down the beach and around the coast, heading anticlockwise towards an inlet.

This was already considerably more sophisticated than our normal travel arrangements. Nobody was swimming. Nobody had driven a golf cart into the ocean. Craig had not constructed a bridge to somewhere that didn’t need a bridge.

We were learning.

From the inlet, we made our way towards a mountain bluff.

According to our illicit intelligence source, there was a hang-glider location at the top.

Zaph already had one, so Craig and Myles collected gliders of their own.

Then we had to learn how to fly them.

This took a little experimentation, particularly for Craig, who initially struggled to gain altitude.

The problem, it turned out, was that we had mistakenly assumed the hang-gliders operated according to the conventional laws of aerodynamics.

They do not.

In the real world, gliders are aircraft without engines. They exchange altitude for forward velocity and, absent rising air, gradually descend towards an inconvenient meeting with the ground.

In Sons of the Forest, apparently nobody told the physics engine.

You pitch the glider down to gain speed.

Then you pull up.

And somehow you gain more altitude than you lost.

Then you point down again.

Then up.

Down.

Up.

Down.

Up.

Repeat this process several times and, rather than gradually descending towards the ground like an actual glider, you can climb hundreds or perhaps even thousands of feet into the air.

The Wright brothers wasted their time.

All they needed to do was waggle the controls.

Once we’d mastered this particular violation of several well-established laws of physics, the entire island opened up beneath us.

We could fly almost anywhere.

This was transformational.

Mountains ceased to be obstacles. Forests ceased to be obstacles. Cannibals ceased to be obstacles.

Gravity had submitted a formal complaint and was awaiting a response from the developers.

There was, however, one slight navigational complication.

You can pull out the in-game GPS while flying, which is useful, but you can’t put your own markers on it.

So navigation involved looking at the online map, memorising where we thought something should be, then trying to mentally transpose that location onto the GPS while simultaneously piloting a hang-glider several thousand feet above an island populated by people who regard us as takeaway.

Somehow, we became surprisingly good at it.

This should probably have worried us.

The Bunker Problem

With our new airborne transport sorted, we decided a bunker would be a sensible place to begin our search for better equipment.

The southwest of the island was apparently one of the safer areas.

“Safer” being a relative term in Sons of the Forest, much as “lightly mauled” is preferable to “completely eaten.”

So we launched ourselves into the sky and flew across the island towards a bunker down there.

And it worked.

We navigated across an enormous landscape using our improvised combination of internet cartography, GPS interpretation and physically impossible aviation.

We found the bunker.

We landed.

We approached it.

We were competent.

This was unsettling.

Then we discovered we needed a passkey.

Bugger.

This was our first proper encounter with what increasingly appeared to be the central design philosophy of Sons of the Forest:

To get A, you need B.

To get B, you need C.

To get C, you need a shovel.

To get the shovel, you need something else.

And to get that, you probably need to spend an hour underground being pursued by mutants.

It is less a survival game and more an aggressively implemented corporate dependency graph.

Having achieved precisely nothing at Bunker Number One, we consulted our map and selected another bunker.

Back into the hang-gliders.

Unfortunately, the next destination turned out to be quite close to where we’d originally collected the gliders.

After flying halfway across the island, we now had to fly almost all the way back again.

Still, we had hang-gliders.

And by now we were experts.

Down.

Up.

Down.

Up.

Isaac Newton quietly sobbing somewhere in the seventeenth century.

Eventually we arrived and spotted a large tracked excavator or backhoe near the site.

Craig looked at it.

Something stirred within the vast and mysterious archive that Craig uses instead of conventional memory.

“Hang on. Didn’t we come here in the other world?”

There was a pause.

Actually…

Yes.

This did look familiar.

Craig then remembered the important bit.

“Wasn’t this the one where we needed a shovel?”

Zaph descended to investigate while Craig remained circling overhead.

Sure enough.

Shovel required.

Bugger again.

The Quest for the Thing We Need to Get the Thing We Need

Our bunker expedition had therefore transformed into The Quest for the Shovel.

Except, naturally, you can’t simply go and get the shovel.

That would be absurd.

There were other things we needed first.

Exactly what the complete dependency tree was became increasingly difficult to remember.

We wanted access to a bunker.

The bunker needed a passkey.

Something else needed a shovel.

The shovel needed other equipment.

And one of those required pieces of equipment was a rebreather.

This was rapidly becoming less Sons of the Forest and more The Twelve Tasks of Asterix, except instead of acquiring Permit A38 we were being sent underground to fight conjoined mutants.

The rebreather was in a cave.

So, into the cave we went.

This was where we began to realise just how much of Sons of the Forest takes place underground.

These aren’t little caves.

There is no jaunty ten-minute spelunk where you wander inside, pick up a shiny object, admire some stalactites and return to the surface in time for tea.

These are enormous systems of tunnels and chambers that can take a substantial amount of real-world time to traverse.

This expedition probably took us an hour.

The caves are also extremely dark.

And they are most definitely not empty.

As we moved deeper underground we started encountering the more disturbing mutant variants.

There were strange, almost Siamese-twin-like creatures: multiple limbs, bizarre movement and surprisingly difficult to kill.

There were tall mutants apparently missing their heads, which is the sort of anatomical problem that ought to significantly reduce combat effectiveness but apparently only makes them angry.

In the dark, confined tunnels, they were deeply unpleasant.

And this forced us to become much more deliberate about how we fought.

The pistol was useful, but ammunition was limited. Firing wildly at everything that moved might be emotionally satisfying, but eventually all you have left is an empty pistol and something with six legs sprinting towards you.

Grenades suddenly became valuable rather than something to hoard indefinitely for the mythical future emergency which, despite thirty years of gaming evidence, we always assume will be worse than the thing currently trying to kill us.

Flares weren’t just another object filling up the inventory.

Throw one into a cavern and suddenly you could see.

Admittedly, what you could see was often horrible.

But at least it was horrible and illuminated.

Slowly, we started learning how the game wanted us to play.

There’s Something in the Water

Eventually the cave opened into a large cavern containing a substantial body of water.

This seemed suspicious.

We’d come here looking for a rebreather.

And now we were standing beside a large underground lake.

Even Craig could probably have followed this particular piece of environmental storytelling, although someone may have needed to draw an arrow.

We found the rebreather.

Success.

Then, almost by accident, Myles noticed something moving through the water.

Something large.

Something with a fin.

A shark.

A very large shark.

Clearly, the intended escape route involved putting on our newly acquired scuba gear and swimming through the submerged cave system.

Clearly, the shark had reviewed this plan and identified several opportunities for stakeholder engagement.

So we waited until it came close enough to shore.

One pistol shot later, it sank to the bottom.

Problem solved.

It was almost disappointingly efficient.

No screaming.

No frantic swimming.

No Craig attempting to build a defensive structure underwater.

Just shark.

Pistol.

Dead shark.

Zaph would later demonstrate that this was not necessarily the only possible outcome of a shark encounter.

But that comes later.

We equipped the rebreathers, entered the water and followed the underwater passage.

Down into the darkness.

Through the submerged cave.

And eventually…

Daylight.

We emerged back outside onto the beach.

And that felt like a bit of a turning point.

We had gone into one of these enormous cave systems.

We’d dealt with the mutants.

We’d worked out how to use the equipment scattered around us.

We’d found the thing we needed.

We’d navigated an underwater tunnel.

And we had actually made it back out again.

Alive.

Maybe—just maybe—we were starting to understand how to play Sons of the Forest.

This confidence would naturally have to be punished.

Virginia Gets a Gun

We eventually returned to our base on the northern beach to regroup and improve the defences.

There we encountered our increasingly friendly mutant neighbour: Virginia.

Virginia is the mysterious woman with three arms and three legs who had been cautiously hanging around us.

In almost any other context, “the six-limbed mutant woman is hanging around the house again” would indicate that matters had deteriorated considerably.

On this island, she was rapidly becoming one of our better neighbours.

Zaph had apparently made some progress befriending her.

She had even brought him some aloe vera.

This was touching.

We’d also collected pistols and other equipment from the floating life raft a couple of hundred metres offshore from the beach.

According to what we’d read online, once Virginia trusted you, you could give her a firearm.

This raised several questions.

Most of them could wait.

More importantly, the rumours suggested that she didn’t consume your ammunition.

Naturally, this demanded an experiment.

We gave Virginia a pistol.

There are moments in human history where someone really ought to ask whether a particular technological development is wise.

This was not one of those moments.

Not long afterwards, a cannibal approached the base.

Virginia shot it.

Excellent.

The rumours were true.

We had somehow acquired a six-limbed, unlimited-ammunition base-defence system.

She didn’t need feeding.

She didn’t need ammunition.

She had already demonstrated greater situational awareness than Craig.

This seemed like progress.

Back Underground

The shovel was still waiting for us somewhere, however.

Our ridiculous chain of prerequisites wasn’t finished.

The rebreather was merely another checkbox in the great project plan that had started with the modest objective of “let’s go and look in a bunker.”

So it was back into the hang-gliders and off to yet another cave.

This cave was big.

Very big.

By now, though, we were starting to recognise something important about the way the caves were designed.

The game actually gives you a lot of equipment underground if you’re paying attention.

There were flares.

Food.

MRE packs.

Canned supplies.

Vodka bottles.

Canvas.

And various other useful resources scattered throughout the system.

The message seemed fairly clear:

Use this stuff.

Thirty years of RPG training had taught us the opposite.

Thirty years of gaming had taught us that every grenade should be saved for later, every potion should remain untouched until the credits roll, and every consumable should be carefully preserved for an emergency more serious than being trapped underground and attacked by malformed horrors.

Sons of the Forest was attempting an intervention.

So we did something radical.

We used our inventory.

Rather than relying almost entirely on our pistols, we started diversifying our arsenal.

Vodka bottles became Molotov cocktails.

Grenades were used when grenades were clearly the correct answer to the problem.

Flares helped us see what was waiting ahead.

And, increasingly, what was waiting ahead probably wished we hadn’t found all those grenades.

At one point we encountered an enormous, horrible, blobby mass of mutant flesh that appeared to be wedged into a narrow passage through the rocks.

It was huge.

It was disgusting.

And it was directly in our way.

Fortunately, it couldn’t reach us.

Unfortunately, we couldn’t get past it.

There are complex tactical situations where Zaph’s precision shooting is invaluable.

There are situations where careful planning from Myles can save the group.

There are situations where Craig…

Well.

There are situations.

This was not a complex tactical situation.

This was a large quantity of meat blocking a narrow hole.

Fortunately, humanity solved this particular problem some centuries ago.

Grenade.

One explosion later, the passage was open.

Which was enormously satisfying.

Although it did raise an obvious question.

If that was blocking the entrance…

…what exactly was further inside?

We continued deeper.

And deeper.

And deeper.

The cave kept going.

And so did we.

There is something peculiar about exploring caves in games. Somewhere along the way you stop thinking about the fact that you’re kilometres underground beneath an island filled with cannibals and start regarding the next black tunnel as a perfectly reasonable place to investigate.

“Well, we’ve come this far.”

Possibly the last words of more doomed expeditions than any other phrase in human history.

Meanwhile, the clock in the real world continued inexorably towards midnight.

Eventually we had to admit defeat.

Not against the mutants.

Not against the cave.

Not even against the absurd multi-stage procurement process for one bloody shovel.

Against bedtime.

Some of us presumably had things to do the next morning.

Fortunately, Sons of the Forest allows you to construct what must surely be one of gaming’s least convincing campsites.

A tarpaulin.

Propped up with a stick.

That’s it.

No fortified room.

No defensible position.

No locked door.

Just a small piece of plastic arranged in the universally recognised architectural style of Please Do Not Eat Us While We Sleep.

So, somewhere deep in an enormous mutant-infested cave system, surrounded by creatures whose evolutionary history appeared to involve losing track of how many limbs a person normally has, we put up a tarp.

We saved the game.

And called it a night.

The shovel would have to wait.

We’re Going to Need a Bigger Boat

There was one other incident during the night’s adventures that deserves mentioning.

Exactly when it happened has been lost to history.

Myles didn’t actually witness it, and nobody seems entirely certain where in the evening’s increasingly improbable sequence of events it belongs.

But at some point while we were travelling through the ocean shallows, Zaph encountered another shark.

Not the shark in the cave.

That shark had been handled professionally.

Observe target.

Wait for target.

Shoot target.

Proceed with dive.

This shark encounter followed a different tactical doctrine.

Zaph got eaten.

The game, displaying impeccable comedic timing, immediately rewarded him with an achievement:

“Need a Bigger Boat” — Get killed by a shark.

Which, apart from being magnificently unsympathetic, seemed an entirely appropriate reward.

And really, it seems as good a summary of our progress in Sons of the Forest as anything.

We started the night because our original world had become too dangerous.

So we restarted from almost Day 1.

We consulted an internet map.

We learned to fly by repeatedly violating the laws of aerodynamics.

We crossed the island looking for bunkers.

The bunkers sent us looking for a shovel.

The shovel sent us looking for other equipment.

The equipment sent us into enormous caves full of mutants.

We killed one shark.

Another shark killed Zaph.

We armed a three-legged woman with an infinite-ammunition pistol.

And at midnight, we went to sleep under a piece of plastic held up by a stick, somewhere deep underground, still looking for a shovel.

Dave missed all of this.

He’ll probably turn up next week, ask whether we’ve planted anything, and wonder why Zaph smells faintly of fish.

So yes.

We’re going to need a bigger boat.





Addendum: Corrections, Clarifications and Other Alleged Heroics

Following publication, several members of the expedition lodged formal complaints regarding inaccuracies, omissions and the suspicious absence of material that portrayed them in a favourable light.

The CCF Editorial Standards Committee—consisting largely of Myles and whoever happens to remember what actually happened—has therefore agreed to issue the following corrections.

Zaph and the Extremely Brief Shark Encounter

First, some clarification is required regarding Zaph’s “Need a Bigger Boat” achievement.

The original account suggested that Zaph had simply encountered a shark in the ocean shallows and been eaten.

Apparently this understated both the circumstances and the efficiency of the shark.

Zaph had already been beaten up by something in the cave and died. His resulting respawn point was, for reasons known only to the game’s sense of humour, underwater in the ocean.

He cut himself free, turned towards the beach and his backpack, and started swimming.

Still underwater.

He managed approximately three strokes.

Then a large great white appeared and ate him before he had any chance to react.

Which is less Jaws and more an administrative error followed immediately by a catering decision.

Zaph then respawned again at exactly the same underwater location.

Fortunately, the shark was otherwise occupied.

Presumably chewing on Zaph.

The previous Zaph.

This gave the replacement Zaph sufficient time to swim away, retrieve his possessions and continue the evening while trying not to contemplate the metaphysical implications of swimming past a shark eating your previous corpse.

The achievement was therefore not merely awarded for being killed by a shark.

It was awarded after the game respawned an already injured Zaph underwater, pointed him vaguely towards safety, and then introduced him to a great white approximately three swimming strokes later.

Fair enough, really.

Craig Would Like the Record Corrected

Craig also raised a serious concern regarding the original account.

“hah. no mention of my potentially brilliant use of the stick bomb. Would have been great if Zaph hasn't got in the way just to spoil my awesome level of composure in difficult environments, (ie) undergraound in a deep, dark and wet cave with Myles and Zaph.”

We believe Craig meant sticky bomb, rather than stick bomb.

Although, given Craig’s long and distinguished history of constructing things out of sticks, neither possibility could initially be ruled out.

The blog did indeed fail to mention Craig’s potentially brilliant use of a sticky bomb.

The word potentially is doing a considerable amount of structural work in that sentence.

Somewhere underground, in a deep, dark and wet cave, Craig decided that the appropriate response to whatever was troubling us was to attach explosives to it.

This, in itself, was not unreasonable.

Indeed, by this stage of the evening we had collectively arrived at the view that most cave-related problems could be improved by explosives.

Craig prepared his sticky bomb.

He had the target.

He had the explosive.

He had, by his own account, an awesome level of composure in a difficult environment.

Unfortunately, he also had Zaph.

Zaph inconveniently occupied part of the area into which Craig intended to introduce the explosive.

According to Craig, this ruined what would otherwise have been a demonstration of tactical brilliance.

According to other interpretations, Zaph’s desire not to become an unintended component of a sticky-bomb experiment in a confined underground cave may have represented entirely reasonable risk management.

History will decide.

And Then There Was the Grenade

More troublingly, Myles had also completely omitted one of Craig’s genuine successes.

As Myles subsequently admitted:

“And ... no mention of your most excellent use of the grenade that you lobbed - that killed the mutant in one shot, and none of us died. Strange how I forget some of these minor details... That's why we need Dave - he doesn't miss these details”

This also happened.

Craig lobbed a grenade.

It killed the mutant in one shot.

Nobody else died.

All three parts of that sequence deserve to be recorded because, statistically speaking, they are not necessarily outcomes one would automatically associate with Craig throwing explosives in an enclosed space.

There was a target.

The grenade went towards the target.

The mutant died.

Craig did not die.

Zaph did not die.

Myles did not die.

No supporting structure collapsed.

Nobody had to reload a save.

There are military organisations that would issue medals for less.

So the official historical record should reflect that Craig did, on at least one occasion that evening, employ a grenade with precision, restraint and a complete absence of collateral damage.

Naturally, Myles forgot to write it down.

Which really is why we need Dave.

Dave may wander off collecting reagents, plants, sticks, mushrooms and anything else that can be placed into an inventory, but apparently he also serves the vital function of CCF Combat Historian.

Without him, major battlefield accomplishments are forgotten, explosive incompetence is left insufficiently documented, and Zaph has to explain several days later that the shark didn't merely kill him—it spawn-camped him.

The Editorial Standards Committee regrets these omissions.

Craig presumably considers himself vindicated.

Zaph remains edible.

And Dave is still required back at work next week.