The Let's Play Archive

Dead in Bermuda

by Delvio

Part 4: Day 2 - Tiebreaker

Day 2 - Tiebreaker
Well, the voting was not very unanimous, so I had to be the deciding vote on a few things. We had one vote for Yuri to search the net, and one for Julia.


People seem to not like Julia, so I will have her take the hit.



Unfortunately, her reckoning will need to come another day.


So what fabulous treasures will we find in the fishing basket?



I guess it is logical to find fish and a basket in a fishing basket. Fish is a food item that is perishable, and causes a small amount of sickness to the person who consumes it.

Sickness – Sickness is another rare hazard that is difficult to cure. Sickness is only acquired from unhealthy food, random events, and as a side effect of certain item. The nasty thing about sickness is that it is self-perpetuating. If a survivor has a non-zero sickness score, then each night, they have a chance to gain more sickness, and even to spread it to others. Healing herbs will remove 3% sickness each, but right now, we do not have an easy way to get them.


I guess this is what was producing the smell. Fishing bait is another skill boosting item. If you couldn't tell, it boosts the Fishing skill.


Since Yuri searched the plane yesterday, I will send Al today. Yuri has good crafting, so he will help with construction, and Julia will go back to exploration.


Before the game will let us progress, we need to finish the tutorial.


Keeping the fire going is not a big problem. Wood is one of your main building components, so it is not a rare item, and the game gives you plenty of warning when your fire is about to go out.


Our current stock of wood will last us for a good while, as long as we do not blow it all on crafting projects.


Now that we are free from the grips of the tutorial, we can finally see where the morning will take us.





Since we have already found seven meals, along with the fish, I think that we should have enough food for the day.



Unfortunately, we cannot use the axe to get wood yet. For some odd reason, our castaways need to figure out how to use it properly first.


Tools are the Crafting boosting item. Since we are currently crafting up a storm, we should probably use it now.


With Yuri's help, the rest are should be done before nightfall.


It looks like Jacob and Illyana figured out how to use that ax already. We already have all the wood and rope we need for this project, and we just found that axe on the plane. Unfortunately, we still need to find a machete before we can build this.


Our amazon brigade manages to finally get that one square down south explored. Let's see what they found.



Looks like we found some of our lost luggage.


Again, this is a scavenging skill scene. There are other types of events, but right now, the game is being nice to us and letting us scavenge a lot of free items.


Since we have enough food for the day, and almost enough materials for the gathering tools project, I decide to let Al talk a bit to get that depression down. Winters has built up a lot of fatigue from exploring, so I let her take a break.


When we start the afternoon going, it looks like our sleeping area is done. The red on red text bleeds a little, but it says that we can send 3 people to rest and let them recover their fatigue.


Unlike chatting, you do not need a partner in order to recover. Higher Constitution will let the nappers recover more fatigue each time-period.


While Al and Winters chat, we find out that she eats like a bird. This is helpful, as we can use her share of the food to keep the others alive.

Alice and Julia manages to explore another location, but we are forced into the nighttime cutscene before we can see what they found.










A lot of times, the results of night-time events will be asymmetric. In this case, Alice meddles and Al suffers for it.



Since we only have seven pieces of decent food, I let Winters go hungry tonight (thank you Healthy Diet!)


Not too bad of a day, but we cannot start working on the Gathering Tools crafting project until we find a machete. I guess we will just spend tomorrow checking out the location the gals found in the afternoon. I mean, it's not like there are machetes just lying around for people to take.


I stand corrected. Of course, I bet we need to solve some intricate puzzle or pass some superhard skillcheck to get it.


Or we could just pick it up and take it.


It looks like there will be no rest for our crafters today.


We have no progress on our new crafting project, and a good amount of our next research item done.



Here is our end of the day status update.

Who searches the suitcase?
Who to give the Tools to?
Any changes to tasks? When should people be allowed to take breaks (25% Fatigue/Depression? 50%?)
Do we only scavenge until we find enough food for the day, or do we stock up and let some of it rot?

Current Jobs-
Scavenge the Plane (1 person max)
Craft (2 people max)
Research (2 people max)
Rest (3 people max)
Chat (no max)
Explore (3 people max)

Current Usable Items-
Toolbox (+5 Crafting)
Fishing Bait (+5 Fishing)
Spices (+5 Cooking)
Coffee (-10% Fatigue & Depression)
Medicinal Herbs (-3% Sickness)