_______ _ _ ____ |__ __| | | | | | __| | | | |__| | | |__ | | | __ | | __| | | | | | | | | | | | | | | | |__ |_| |_| |_| |____| ____ _____ ____ ___ ____ __ _ / \ | _ \ | __| / \ / \ | \ | | | /\ | | |_) | | |__ | /\_\ | /\ | | \ | | | | | | | _ / | __| | | ___ | | | | | |\ \| | | | | | | | \ \ | | | ||_ | | | | | | | \ | | \/ | | | \ \ | |__ | \/ / | \/ | | | \ | \____/ |_| \_\ |____| \___/ \____/ |_| \_| _______ _____ _ _ _ |__ __| | _ \ / \ | | | | | | | |_) | / _ \ | | | | | | | _ / | /_\ | | | | | | | | | \ \ | _ | | | | | | | | | \ \ | | | | | | | |___ |_| |_| \_\ |_| |_| |_| |_____| 5TH EDITION VinnyVideo's FAQ/Strategy Guide for The Oregon Trail: Fifth Edition (PC) ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Table of Contents ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ [INTRO] Introduction [START] Getting Started [WALKT] Walkthrough [NOTES] Notes, Tips, and Strategies [QUEST] Frequently Asked Questions [CHART] Charts and Tables [RECRD] Record Scores [VERSN] Version History [COPYR] Copyright [CONTC] Contact Information Easy Navigation: Hold down the Ctrl key and press F to bring down a search bar. Then type in the code for the section you want to see (for example, [VERSN] for the Version History section). ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Introduction [INTRO] ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Giddyup, pardner! I know that this isn't really a cowboy game, but that's OK. To use an early 1990's word that isn't much in favor any more, The Oregon Trail is a form of "edutainment." This is my first guide of that genre, unless you count SimCity 3000, and it's a game that has a lot of fond memories for me. The Oregon Trail is a lot of fun and does a good job of teaching its players about an exciting period in American history. The graphics and music are pretty cool, at least for its the time, and the people, clothes, and landmarks are generally authentic. The replay value is excellent, too, as you can change the year you travel, the route, and many other variables. You can play quickly, or you can take the time to visit all the stores and going on hunting and fishing expeditions. The Fifth Edition lacks some of the corny charm of the original versions, which may or may not be a good thing. While this game is aimed at kids between the ages of 8 and 14 years, the game can be an educational - and challenging - experience for those at the upper end of that age range and beyond. And who knows? Maybe you'll learn some things along the way, and perhaps you'll even learn enough money-management skills to dispel the national deficit someday! ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Getting Started [START] ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ First you'll insert the game CD into your disc drive and install the game. Once you've installed the software, you might want to take a look at the manual. It's possible that you may have received a printed manual, but I think all versions of this game include a manual on the CD in PDF format. Anyway, once you start the game up, an opening sequence will play. I always press ENTER to skip the company name screen and the opening sequence, but you might want to watch them. At this point, you should select the NEW GAME option (or Quick Start if you want the computer to randomly assign information like names and occupation). Alternatively, if you've saved a previous game and want to resume play, select LOAD GAME. ------------------------------ The Character Creation screen ------------------------------ This screen appears when you start a new game. This is where you decide all the details of your new game - your name, the amount of responsibility you have in your wagon train, your occuption, the month and year you leave, your starting point, your destination, your wagon size, the number of other people in your party, the names and ages of each of your companions, and your skills. These decisions play a major role in making the game easier or more difficult, and they have a big effect on the score you can ultimately achieve. First of all, you'll want to enter your name. This might be your real name or a nickname. It's all up to you! Rookies might be wise to select the Greenhorn role, as Adventurers and Trail Guides have to make important decisions (such as choosing routes) where mistakes can cause you to go badly off course. Also, in more difficult roles, you will be more accountable for your decisions; Adventurers can be fired as captain, lowering your final score, and if morale dips too low for Trail Guides, you'll be booted - and for Trail Guides, that means game over. If you want to earn the maximum score, though, you'll have to be a Trail Guide, because you'll receive a $1,000 bonus once you reach your destination. Plus, you get an extra $500 once you're elected Trail Guide (which usually happens a couple days after departure), which is a huge boost if you're an artist, pastor, teacher, or other occupation that doesn't have much money. It's no secret that bankers and doctors tend to have more wealth than teachers, pastors, or artists, and the occupation you select determines the amount of cash you have at the beginning of the game. Some occupations have different skills, too. If you're new to the game, you'd be wise to select one of the wealthier professions. If you're trying to get a high score, choose one of the less affluent occupations. May is often recommended as the best month for departure. If you leave too early, there may not be enough grass for your animals, and if you leave too late, you greatly increase the risk of getting bogged down in winter cold near the end of the journey. Alternatively, you could start the game in April or even earlier, but if there's still snow on the ground, you might need to wait until it melts before purchasing any animals and leaving. The year you travel also makes a difference. Some starting points and destinations are only available in certain years. Travel tends to become easier in later years, as there will be more forts and trading posts available, and sometimes you'll be able to take a bridge over a river instead of having to ford or float across. A lot of players begin their adventure in Independence, Missouri, and head to a new life in Oregon. This route is called the Oregon Trail - you might've heard of it by now. However, you can also head to California, the Rogue River Valley of southern Oregon, or Salt Lake City. There are also different starting points available. While these routes overlap in places, choosing different combinations of starting points and destinations will allow you to visit different places and enjoy new experiences. Since we didn't have cars and trains and planes back then, you'll need a wagon to carry all your supplies to your destination. Larger wagons hold more supplies, but they're more expensive and harder to handle. I devote an entire section to wagons. As for party size, it's easier if you carry a small party (3 or 4) instead of 6 people. A larger group will require more food and other supplies, and they'll consume supplies more rapidly. However, you get bonus points if you get more people to your destination in one piece. You'll also probably want to change the names and/or ages of your traveling companions. The other characters don't have their own occupations or skills, but they're not just along for the ride - your companions can (and do) get sick or even die. Keep in mind that younger people have increased risk of measles and scarlet fever, but diseases like dysentery are more deadly in older people. Traveling in a later year and choosing a wealthy, high-skill occupation (like banker or doctor) will make things easier while reducing your final score. If you're looking for a high score, make sure to be a Trail Guide and choose the Teacher occupation. Choosing an earlier year, making a larger party, and not using all your skills will also boost your final score (assuming you know what you're doing!). ------------------------------ Player skills ------------------------------ Click on the Skills tab at the bottom of the Character Creation screen to select the special skills for your character. Each skill is worth a certain number of points, and you have 120 points available. The more useful the skill, the more points it costs (for example, medical skill is more valuable than Spanish). You don't have to use up all your points, and unused points will increase the final score at the end of your game. Some occupations, like doctor, have some skills selected automatically, which are not deducted from your 120-point limit. One of my readers (Kim) asked for the full list of skills, so here it is. Please let me know if any of these skills have additional effects that I'm not aware of: * Medical reduces the likelihood of sick party members getting worse and dying. It also increases the effectiveness of certain medical treatments and ensures that each illness is diagnosed properly. * Riverwork lessens the odds of accidents occurring during river crossings. * Sharpshooting makes it easier to down large game with fewer bullets. * Blacksmithing helps you repair broken wagon equipment. * Carpentry is the same as blacksmithing; it also helps you repair broken wagon equipment. * Farming/animals makes your animals healthier and less likely to die or get injured. It also makes your party immune to smallpox. * Tracking makes more game appear when hunting. It might also be helpful in finding missing people or livestock, and for finding alternate routes if the trail is blocked. * Botany helps when gathering wild fruits. * Commerce/trade lets you get better deals in trades. This helps a lot if you want to max out your pocketbook with some of the haggling tricks. * Cooking makes food go a bit farther and gets more nutrients out of it. * Musical boosts morale if you bring along a musical instrument. * Sewing makes your clothes last longer. (At least, that's what it's supposed to do.) * Spanish automatically translates messages in Spanish into English; this skill is useless even if you're bilingual. Personally, I think the medical skill is the most useful; it helps prevent illnesses and deaths, which can occur randomly and can't always be avoided by restarting from the last save point. Commerce and trade abilities can earn you a lot of money if used properly - it's an excellent choice if you're trying to earn the highest score possible. Cooking is useful, too, especially if you don't have much money. It also doesn't take away as many skill points as most of the other skills. Riverworking, which lowers the probability of suffering an accident during a river crossing, isn't really needed; instead of spending your points on this ability, just save your game before each river, and if something bad happens, simply resume the game from your last save file. Sharpshooting and tracking also probably aren't worth the points; hunting isn't usually necessary, and even when it is, most of the time it's easy to find and shoot game. Musical skills aren't bad, especially if you're an Adventurer or Trail Guide and you remember to bring along a musical instrument of some sort. Spanish is the one skill that is completely useless. The Spanish skill supposedly translates Spanish text into English. However, I've analyzed the text in the game, and there's only one character who speaks Spanish, and I've never actually encountered him, even though I've gone out of my way in an attempt to find him. ------------------------------ Buying supplies ------------------------------ When you first leave the opening screen of Independence, you'll be offered a package deal that includes most of the supplies you need. I elaborate on this in a later section. In short, accepting the 5-month offer is a good idea for beginning players, but experienced players will probably want to buy supplies individually. Never select the 6-month package - it's usually too much money and too much weight. Poorer occupations may only have the option of a 2- or 3-month deal. If you choose the package deal, be sure to go to one of the general stores (Wilson & Clark or J.S. Stone Dry Goods) and supplement the package deal with a few other items not offered in the package (namely, salt and a canteen or water keg). If you want to be able to go fishing later, make sure to buy some fishing gear, too. Almost every item in the game has a purpose, but that doesn't mean you should buy everything! Be selective and just bring what you need. ------------------------------ Buying livestock ------------------------------ Near the back of Independence is a store marked "Henderson Stables." This is where you buy animals to pull your wagon. I recommend buying eight oxen, although I provide more information in the Tips on Various Matters section. ------------------------------ Starting your journey ------------------------------ When you're ready to hit the trail, head to the front of Independence and click on the City Hall when the cursor says "Exit." Choose a wagon train (preferably one of moderate size) to join and you're ready to go! You might want to save, too. ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Walkthrough [WALKT] ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ I'm not going to take note of every single landmark on the trail, especially since landmarks will vary depending on when you choose to travel. For example, if you travel in 1857, there will be many little trading outposts with a small (but useful) selection, but those won't be available in 1840. Also, not all forts exist in all years. Your guidebook will have information pertinent to your year, although my walkthrough covers all of the most important points mentioned in the guidebook. My focus is on the more stable and more significant locations, especially rivers, forts and locations like the Barlow Toll Road. I'm assuming you're going from Independence to Oregon. And lastly: If a route contains a word like "Shortcut" or "Cutoff," you know it'll save mileage but will go through rough or unpleasant conditions and/or bypass a fort. ---------------------------------------- Independence ---------------------------------------- This is the "jumping-off" spot of most Oregon Trail pioneers. After buying supplies, make sure to visit Henderson Stables to buy livestock. It's also a good idea to visit the stores to buy some supplies (like salt), even if you didn't buy the package deal. ---------------------------------------- Blue River ---------------------------------------- As with all rivers, save your game and select the "Check River Conditions" option before making a decision on how to cross. This river isn't usually too deep, so you'll often be able to ford it without travail. ---------------------------------------- Westport ---------------------------------------- A suburb of Independence. This town can safely be skipped, along with the nearby New Santa Fe, unless you forgot some vital supplies, or if you want to visit the Pioneer Saloon, Barber Shop, or Morton Fester (a great name for an undertaker). Neither town has many supplies, and even if they did, you wouldn't find them to be too useful yet. Don't take the St. Joseph Road. ---------------------------------------- Kansas River ---------------------------------------- Starting in 1844, there may be a ferry available for $5.90. ---------------------------------------- St. Mary's Mission ---------------------------------------- A decent spot to buy a few supplies at a good price. ---------------------------------------- Red Vermillion River ---------------------------------------- Rather wide. You can pay $1 to use the bridge if it's available - if you're in 1848 or later, you should be able to use the bridge. ---------------------------------------- Big Blue River ---------------------------------------- A potentially dangerous crossing. Several scenic landmarks are up ahead. ---------------------------------------- Fort Kearny ---------------------------------------- You've now gone 330 miles. Consider resting a day. You'll want to buy a few supplies, because although things are pricier than they were in Independence, the prices will only be going up at future forts. I should also say that we're not in Kansas any more. ---------------------------------------- South Platte River ---------------------------------------- The South Platte River was your friend and companion for many a day, but now you have to cross it to continue your expedition. It's usually about half a mile wide, but fortunately it's not too deep. Definitely save before trying to cross, because this is one of the most hazardous rivers on the trip. ---------------------------------------- California Hill ---------------------------------------- Your first hill! Unfortunately, many more are coming very soon. You're going uphill here, although you won't usually have to take any special precautions. ---------------------------------------- Windlass Hill ---------------------------------------- A steep descent that comes soon after California Hill. You may want to anchor the wagon, lock the wheels, or use a rope or chain. Because of the risk of tipping, I recommend that you save your game before traversing any slopes, especially when they're downhill. ---------------------------------------- Laramie River ---------------------------------------- A bridge ($2.50) was built in later years, but this river usually isn't much of a problem. ---------------------------------------- Fort Laramie ---------------------------------------- This fort is known as Fort John in some years. Prices really start going up soon, so stock up on anything you need. On the bright side, the next leg of your journey is usually one of the smoother parts of the trip. ---------------------------------------- Independence Rock ---------------------------------------- Pioneers could see this landmark for several days before actually reaching it. If you can reach here by the Fourth of July, you'll know you're making good time - if all goes well, you'll make it to Oregon before the onset of winter. ---------------------------------------- Three Crossings ---------------------------------------- Here you must choose between the Three Crossings Route and the Deep Sand route. The former requires you to cross a river thrice, but it's often a better alternative to the Deep Sand route, which has lots of quicksand that slows you down, especially if it's been raining. Both are similar in terms of distance and travel time, although Deep Sand is just a bit longer. Regardless of your choice, when you reach the Ice Spring Slough, choose the Road to South Pass. ---------------------------------------- Parting of the Ways ---------------------------------------- This is where you make one of the most important route decisions on your Oregon Trail journey. There are two options: the Road to Fort Bridger and the Sublette Cutoff. The Road to Fort Bridger is fairly safe and takes you to a fort. If you need supplies, you should select this option, although Fort Hall isn't too far away. Taking the Sublette Cutoff saves about five days on your trip. However, you'll be traveling over a rough trail through desert wasteland. If you opt for the Sublette Cutoff, make sure to save your game at the Parting of the Ways, because taking the Sublette Cutoff can be very dangerous in a heat wave. If you choose the Fort Bridger route, make sure to steer clear of the Salt Lake Cutoff if you're going to Oregon. Either way, you'll be looking for the "Road to Fort Hall". ---------------------------------------- Green River ---------------------------------------- The $10 ferry is so expensive you might consider using the caulk and float method. This river appears on the dry Sublette Cutoff, so you might want to stop here for a day or two to rest. ---------------------------------------- Hudspeth Cutoff ---------------------------------------- The Hudspeth Cutoff allows you to bypass Fort Hall and shave some time off your trip - if luck is on your side. Unfortunately, the Hudspeth Cutoff is rough and dry, and it really isn't worth considering unless you're heading to California. You might want to skip it even if you're California-bound. ---------------------------------------- Fort Hall ---------------------------------------- Stuff is expensive here - $0.45 for a bag of flour! However, it very well may be your next-to-last chance to buy supplies before Oregon. And if you're going to California, it IS your last chance to stock up. ---------------------------------------- Raft River ---------------------------------------- This river usually isn't too tough. ---------------------------------------- California Trail Junction ---------------------------------------- This is where you must decide whether you're going to California or Oregon. Really, you made that decision back when you started your game, and if you settle in the wrong location, you're not going to achieve a very high score. By the way, it was said that the Oregon Trail fork was marked by a sign, while the way to California was supposedly indicated only by a small gem. They said if you could read, you'd go to Oregon. In reality, not all of the settlers in Sacramento were dunces, and some were quite bright (especially those who were more interested in the land than the gold). ---------------------------------------- Rock Creek Gorge ---------------------------------------- Very steep downhill. This is when you start hoping that they'd hurry up and build a railroad here. But don't worry - you'll be in Oregon soon! ---------------------------------------- Rock Creek ---------------------------------------- An easy-to-manage creek. There's some awesome fishing in this vicinity. ---------------------------------------- Three Islands ---------------------------------------- This is another fork in the road. I recommend the South Alternate Route, despite the deep sand you'll face. You can also take the Road to Fort Boise, which is another place to buy (expensive) supplies, but visiting the fort adds about 35 miles to your trip. ---------------------------------------- Bruneau Sand Dunes ---------------------------------------- Soft sand can be a problem on this section of the Three Islands route. ---------------------------------------- East Cow Hollow ---------------------------------------- This is where the South Alternate Route and Road to Fort Boise converge. Choose the Road to Farewell Bend to continue your journey. ---------------------------------------- Malheur River ---------------------------------------- Another river that isn't too scary. ---------------------------------------- Grande Ronde River ---------------------------------------- Another not-too-dangerous river, but some tough mountains are just ahead. ---------------------------------------- Doe Canyon ---------------------------------------- Take the Umatilla Shortcut, which cuts off about 60 miles from your trip, unless you can really need the supplies at Fort Walla Walla. Note that the ill- fated Whitman Mission is located along the Road to Walla Walla, just before the fort, depending on the year of travel. ---------------------------------------- Trail Junction at the Umatilla River ---------------------------------------- The Umatilla Shortcut and Road to Fort Walla Walla converge here. Take the Road to The Dalles to continue your progress. ---------------------------------------- McDonald Ford of the John Day River ---------------------------------------- A highly ordinary river with a rather long name. ---------------------------------------- Deschutes River ---------------------------------------- A ferry may be available in some years. This river is followed by a simple hill, Deschutes Hill. ---------------------------------------- Camp Dalles ---------------------------------------- Here's your last chance to buy supplies. Flour is more than twice as expensive ($0.50 per bag) as it was in Independence. There's also a doctor if you have anyone needing medical attention. This is where you make one of the most important decisions on the trip: how you'll get to Oregon. There are three options in most years. Consider carefully (and save) before making a decision. First, you can take the Barlow Toll Road - an extremely mountainous road that costs $5.60 to travel. Second, you can raft down the Columbia River (a treacherous trip I discuss in its own section). Third, you can pay someone $80 to raft you down the river. This is the safest - but most expensive - option. ---------------------------------------- Barlow Toll Road ---------------------------------------- You have to pay $5.60 to use the Barlow Toll Road. Although you're very near Oregon, this is often regarded as the most demanding section of the trip. It's a rugged, steep trail along Mount Hood, frequently blocked by fallen rocks and timbers. ---------------------------------------- Laurel Hill ---------------------------------------- Very steep. ---------------------------------------- Toll bridge ---------------------------------------- This bridge costs $0.50 to cross. It's the final obstacle between you and Oregon City! If you don't have the 50 cents, look for someone to trade with to try to get that final cash. ---------------------------------------- Oregon City ---------------------------------------- Woo-hoo! We've reached the land of opportunity and utopia. Stake a land claim (the claim will usually be bigger in earlier years), see your final score, and see what happens to your character later in life. Maybe you'll be loved as a do-gooder who helps disabled veterans and widows, or maybe your future offspring will be a bit rough around the edges. We shall see! Either way, celebrate! ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Notes, Tips, and Strategies [NOTES] ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ This section contains advice on a variety of issues relevant to players of The Oregon Trail: Fifth Edition. ------------------------------ Abandoned Wagons ------------------------------ Chances are, you'll come across at least one abandoned wagon or building during the course of your journey. If you come across one, and you've saved recently, inspect the wagon or building to see if there's anything good inside. If you like what you find, proceed as normal. If it contains something you don't need (like a grandfather clock), just dump it or re-load the game. Don't feel bad about looting these wagons; their occupants were able to hitchhike to Oregon (or maybe they just joined the Indians or kept the buzzards fat). ------------------------------ Animals ------------------------------ At the start of each game, you'll have to visit Henderson Stables (or similar places if you're starting someplace other than Independence). This is where you can buy livestock. As for pulling the wagon, you have three options. If you're going to Oregon, choose oxen without hesitation. Buy eight of them, especially if you have at least $800. They're cheap and don't have special needs. If your destination is California, Salt Lake, or south Oregon, you may prefer mules, which are the most drought-tolerant of draft animals. You can also choose horses to pull your wagon. I don't care if there are any horse-crazed 10-year- old girls reading this; horses aren't a good option because of their price and the special care and equipment they require. In addition, because of their high price, horses are also harder to trade. A few other domesticated animals are available at the stable. You could buy three or four chickens to supply eggs for at least some of the trip (and while they usually end up dying along the way, they can still be useful for fried chicken!). I haven't bought a pig before, and they're not too useful on the trail. They provide meat but are heavy and expensive, and I've heard they often get lost. If you're rich, consider buying a milk cow as a source of nutritious and delicious milk. Raymond Hou told me that if you have a cow and a butter churn, you will get butter along with milk. The game guide says you can get cheese too, but it's unknown how to do that. Cows often stop producing milk during the trip. If all else fails, the milk cow can become food or even a draft animal. ------------------------------ Diseases and Injuries ------------------------------ "You have died of dysentery." I've found that most diseases, even serious ones like cholera, can be cured pretty reliably with four or five days of rest. Keep an eye on the patient's health rating during the illness, and if it starts to drop again, rest another day or two. Even things like snakebites can be fatal a week or two after the incident, so be careful and check the health status frequently. Be careful when considering treatment options. Whenever a party member gets sick or injured, you'll be given a variety of treatment options, and one of those options will usually make the condition worse. "Immobilize affected joint" is usually a pretty effective option for sprained joints, and similar options work well for most other injuries. Snakebites are a little iffier; I've sometimes had excellent success with the tourniquet/suction method and antiseptic, but you might also want to rest a while. With wounds, cleaning and dressing the affected area is probably the way to go. If gangrene sets in, you may have to amputate. Rabies is the only disease I know of that can't be cured in this game, although I've never gotten it. I don't think you can get rabies unless someone is mauled by an animal during a hunting expedition. Keep in mind that some treatment options are useless (for example, the "quack" medicines sold in some pharmacies alongside more useful items) or even counterproductive (vigorous exercise is not a good treatment for snakebites or concussions!). Your party members may be immune to certain contagious diseases, such as diphtheria. Immunity is determined randomly, and older party members are more likely to possess this immunity. I'd love for something to verify how this mechanic works. As in real life, if someone's feeling under the weather, it's a good idea to see a doctor, available at many forts. Unfortunately, there isn't always a fort nearby. Fortunately, in this game, most illnesses and injuries can be cured by resting a few days. Certain diseases have an incubation period - your character will carry a disease but won't show symptoms for a few days or a few weeks. This is one reason why you might want to keep multiple save files, especially if you're trying for a high score. Cholera occasionally kills people instantly. Some other injuries can cause instant death as well. That's why it's crucial to save your game regularly (and maybe keep a backup version of an older save file). Cholera is more common if you travel in 1849, 1850, or 1852. Occasionally, a character will be afflicted with the mysterious "unknown illness". Whenever someone gets sick, there's a small chance that no one will be able to identify the illness. However, if you have medical skills, you'll always be able to make a proper diagnosis of the condition. Finally, try to prevent illnesses from happening in the first place. Having medical skills helps prevent, diagnose, and treat medical conditions, and keeping people well-fed with a balanced diet also helps. Carrying soap might also help promote good sanitation and keep disease at bay. ------------------------------ Fishing ------------------------------ Personally, I didn't have much luck fishing until I received this tip from Michael Valdivielso: "Fishing seems to be pretty easy for me. You hit the mouse button to send out the worm on the hook. You aim at different parts of the river every time, unless you have a sweet spot with lots of fish, then just aim the tiny crosshairs at it. I noticed that the edges of the picture seem to hold lots of fish, while other times they crowd in the middle of the river, lake, or stream. Wait till the fish takes the worm into its mouth and hit the mouse button again. Sometimes it gets away with the worm but most of the time you get it. It just takes practice and is a lot more fun than hunting. You don't waste ammo, you can't get mauled by a fish, and you can't accidentally hurt yourself. At least I haven't lost an eye yet. You can get anything from 30 to 60 pounds of fish. Some fish grow up to 33 pounds! Looking up the fish seems to be a waste of time - I have yet to find a fish that cannot be eaten. I like to rest a day in such areas - where you can fish there is usually fresh water and lots of grass." Brianna Buchanan has reported individual catches as hefty as 65 pounds. Also, carrying salt helps you preserve any fish you catch. ------------------------------ Gathering ------------------------------ Select the "Gather" option on the Main Travel screen to look for nearby edible plants. Afterwards, make sure to use the "Look it up" option on each plant before deciding whether to keep it or throw it away, because some plants are poisonous or harmful. Gathering is a great way to obtain free, fresh food to help balance your diet, especially in fertile areas around streams and rivers. Gathering also saves money by reducing the need to purchase vegetables in stores. If you get a message telling you that you're out of fruit or vegetables, gathering is a great way to replenish your supply, even if you're far from a fort or trading post. ------------------------------ Hunting ------------------------------ If you're planning to go hunting during your expedition, make sure you buy the supplies you need. Obviously, you'll need a firearm. Rifles are best for big game like buffalo and bears, and pistols work well for smaller animals like rabbits. Shotguns don't work well against large animals, but their spread effect boosts accuracy. Once you decide on your weapon, you'll need to acquire bullets (for rifles and pistols) or shot (if you chose the shotgun). And you'll need gunpowder - one unit of gunpowder should be more than enough. I don't recommend hunting unless you're fairly low on supplies or if you don't have much money. Hunting can be dangerous to humans and livestock, especially if you shoot someone else or wound (but not kill) an animal. Animal bites and maulings can even culminate in gangrene or rabies. Hunting also costs time. Yet another reason hunting isn't too useful is that you usually bring too much meat anyway, especially if you choose the package deal. You're limited in the amount of fresh meat you can carry, so don't go crazy shooting everything that moves. And if you hunt too much in a certain area, you'll deplete the game for future settlers and any local Indians, so that's not cool. But if you're going to hunt, I'd probably choose the rifle and focus on larger animals from close range. Make sure to click on your gun after each shot to reload - these guns aren't too fancy! Your mouse cursor is the crosshair, and your left mouse button is the trigger. Click on the compass to move to a different area - useful if animals aren't appearing. Shoot cautiously, as careless shooting can scare game away and waste ammunition - or even cause accidental gunshot wounds! In particular, never shoot a rock, as this may cause a bullet to rebound and hit someone in your party. Keep in mind that hunting is usually best in less populated areas (like away from forts and towns), and that buffalo is rarer in later years. One good thing is that successful hunting boosts morale. Be sure to carry some salt so you can preserve the fresh meat. ------------------------------ Mountains ------------------------------ Later in your trip, you'll have to negotiate some pretty nasty slopes. When you reach a hill, first check the hill's conditions. On most uphills, proceed as normal. If it's very steep, try double-teaming the oxen. Downhills are a little tougher. I get the best results with the "Anchor Wagon" option, especially on steeper descents. Remember that rain and mud can make hills much harder and more hazardous. Because of the risk of tipping and losing a lot of supplies, I recommend that you save your game before traversing any hills and mountains, especially on the descent. ------------------------------ Pace of Travel ------------------------------ If you have only four, maybe six, oxen, you should probably stick with 8 hours of travel per day. If you have eight oxen, and your party members and lifestock are healthy, 10 hours is best. You can go up to 12+ hours to breeze through certain deserts or to take advantage of optimal conditions in the flat plains, but this grueling pace is unsustainable. Make sure you take an occasional rest day, especially if you're going at a fast pace. ------------------------------ Rafting the Columbia River ------------------------------ Once you reach Camp Dalles, you'll have a choice of three ways (or two if you're travelling before 1848) to get to your new life. 1. Take the Barlow Toll Road. Using this costs a toll about $5, and don't expect to find lawn crews cutting the grass and a bunch of inmates picking up the beer cans and fast-food wrappers. This is one of the most hazardous spots on the trail. Seriously: Do you really think they'd name a hill the Devil's Half Acre for nothing? Besides the steep hills, this five-day journey seems to have a much higher incidence of falling rocks than usual, and these can damage your wagon or set you back several days waiting for them to be cleared. And if you're behind schedule, a snowstorm - hardly a rarity here - can be really dangerous. 2. Raft the Columbia River. If you're out of money or just want action, you'll have no choice but to raft the river yourself. The journey consists of three legs, each involving an arcade-style rafting mini-game. Your raft will follow the mouse cursor as you raft, and you're trying to avoid the rocks and whirlpools that make this a dangerous little adventure. The rocks and rapids aren't too dangerous, but the whirlpools tend to draw the raft in, so steer well clear of those. If you hit an obstacle, you'll lose some supplies, and if you take too much of a beating, party members may end up drowning. At the end of each leg, you'd be very wise to save (assuming you didn't lose too much cargo or human life). Also, when you're giving a choice to "portage the rapids," choose the portage option. 3. Pay someone to raft you. If this option is available and you have the $80 needed, this is your safest and probably best option. You'll get to your final destination in a day with no risk to life or limb. And if you're going for a high score, losing 80 bucks isn't going to hurt you much more than the supplies you'll lose on the river or taking a five-day trek through the mountains. ------------------------------ Rations ------------------------------ I'm not here to rehash the contents of the instruction manual, but the manual sums it up extremely well: "Filling: Eat three hearty meals each day. Meager: Eat just enough to take the edge off of your hunger. Your supplies will last longer, although you may not. Bare Bones: Eat barely enough to stay alive. If the people in your wagon party eat less, your food will last longer. However, your party may suffer from more illnesses and lower morale." I strongly recommend Filling rations except in desperate situations. If you're running low on food, try trading something expendable like a spare wagon tongue for staples like flour, beans, or salt pork. You can also try hunting or gathering. ------------------------------ Rivers ------------------------------ There are several options available when you reach a river. Before you make a decision, you'll want to check the river's current condition. You can find out the depth of a river by selecting the "Check river conditions" option. If a bridge or ferry is available, take it unless it's very expensive, you're critically low on cash, or there are long delays. Otherwise, you typically have two options. If the river is 2.5 feet or less in depth, you should probably ford (cross) it. If it's any higher, you'll have to caulk the wagon and float across. This method takes longer than floating, but it's necessary for crossing deeper rivers. On rare occasions, you can barter with an Indian to help you across (not a bad idea if the deal is reasonable - these guys usually know what they're doing). River crossings always have a chance of resulting in disaster, so make sure to save your game whenever you reach a river, especially a dangerous one like the South Platte. You can usually cross a frozen river safely, but watch for thin ice. This is a very rare condition, although it can happen in early spring or late fall. ------------------------------ Shopping - The Package Deal ------------------------------ The first time you change screens in Independence, you'll be offered a package deal containing all the basic items you'll need for your adventure. If you're a beginner, I recommend that you accept this offer - specifically, the 5-month one. You won't save any money by buying everything individually, and you could end up forgetting an important supply. If you're a teacher or one of the other less-wealthy occupations, you may only have the option of a 2- or 3-month deal. In such a case, you might want to buy everything individually and not buy things like the spare wagon parts. Richer people might leave out hunting gear. The biggest drawback with the package deal is that it usually saddles you with ludicrous quantities of bacon (308 pounds with a four-person party). Also, you could end up with a very heavy wagon if you have a large party (the quantities included are based on the size of your party). Keep in mind that you'll have to buy slightly less food if you have cooking skills. Always visit the stores to supplement the package deal with important items like salt and small amounts of certain spices and medicines. Fishing equipment is a smart buy, too. If your character has musical skills, buy a musical instrument so you can take advantage of that ability. Most importantly, be sure to buy a water keg and/or canteens, which add weight but can be a lifesaver in the desert (especially on the California Trail). ------------------------------ Shopping - Misc. ------------------------------ Almost every item in the game has a purpose. However, you can't take everything with you to Oregon! On the other hand, you don't want to be so cheap that you miss out on an important item. Here are a few miscellaneous items that aren't discussed elsewhere in the guide. I'm not 100% sure about all of these, so if I'm mistaken, please feel free to correct me: * Boots help you warm - and maybe prevent snakebites. * Bridles help keep horses and mules from getting stolen or stuck. * Brown muslin cloth and mending yard supposedly extend the life of clothing - I'm not sure whether the sewing skill helps. * The butcher knife stretches your meat supply. * Candles are a morale boost. * Checkerboards, playing cards, and musical instruments also boost morale. * Having adequate clothing helps prevent illness. * Just as in the 21st century, pioneers love their caffeine! Having coffee provides a morale boost, but you must have coffee beans, coffee mill, AND a coffee pot to make coffee. If you're missing one ingredient, you won't be able to make coffee. * The compass shows the location of the dungeon boss and any treasure chests you haven't opened. (Another possibility is that it helps you get around obstructions and keep people from going missing. You probably don't need this.) * Frying pans, pots, and other forms of kitchenware makes food consumption more efficient. * Lanterns might boost morale and help you find missing people and livestock. If you choose to take a lantern, remember that it's useless without lantern oil. * Matches reduce the risk of food poisoning and bad colds. * Oats are horses' favorite food. Mules like oats but don't require them, while oxen just like to munch that yummy grass. * The pitchfork is useful for gathering hay for your livestock - quite useful on the California Trail, where there are many deserts with no grass. * The washboard supposedly extends clothing life. ------------------------------ Trade ------------------------------ If you'd like to trade, you can talk with people when you visit a town or by selecting "See who's around" when you reach a landmark or fort. You can also select the "Trade" option from the Main Travel screen. If you're going to trade with someone, talk to that person or ask for advice before trying to trade. If you have Commerce & Trade abilities, you'll tend to get better deals than someone who doesn't have that skill. However, it's still possible to get a good deal even if you don't have the Commerce & Trade skill. While you don't need to trade to succeed in the game, commerce skills can be helpful. Sometimes you can get better deals by trading with other settlers than you could by buying items in stores. If you're trying to get a high score and you're patient, you can also use trading to "farm" unlimited money. Deals become less favorable the more you press the "Haggle" button to change the item for sale (thanks to Blueoriontiger for reminding me about that). Normally, the bargain gets worse every time you press the "Haggle" button, although both Raymond Hou and Brianna Buchanan have reminded me that you can change the price of the bargain as much as you want, and you'll still get a good deal. Raymond notes that the best place to do this is at the start of the game, before leaving town, where you can buy and then trade items to other wagon trains for more money than you paid for them originally. This strategy works best when you have nothing in your inventory except for a single animal (kudos to Luna for noting that). Oxen and mules seem to be the best items to trade if you're trying to "farm" cash - if you're lucky and have the Commerce & Trade skill, you can get as much as $90 for a mule you originally paid a much lower price for. One of my readers, Jeorg, has reported earning $6000 through a series of shrewd livestock trades. Luna recently told me about earning even more than that. If you spend a lot of time farming cash, you might want to keep multiple save files. Save the game under two different file names so can use one file as your template and create future save files based off of the copy. This way, you don't have to spend hours setting up your game, and you won't lose your work if the computer crashes. Just keep in mind that you can't save your game until you leave Independence, and you can't leave Independence until you have a set of draft animals. You can always go back into town after you've saved, though. ------------------------------ Trail Obstructions ------------------------------ The Oregon and California Trails weren't exactly the pinnacle of highway maintenance. When you're traveling 2,000 miles of rough, unpaved trail, you're going to run into some problems blocking your way. Sometimes, especially in rainy times during the early part of the trip, you'll find a flooded trail. Usually you can continue safely or find an alternate route. I've heard that the tracking skill helps in finding alternate routes, but you probably won't need this skill. Another option is to rest a day or two and wait for the water to recede. Fallen timbers are a greater risk. This problem is more likely to occur on narrow mountain roads. You may be able to continue over the obstruction. This is the quickest way past the obstacle, but this poses some risk of damage to your wagon. You might be able to clear the obstruction - your odds are better if you have an ax, hatchet, pickax, or saw in your inventory. In some cases, you can find an alternate route - the tracking skill might help for this. If all else fails, you'll have to wait for another group of emigrants to help clear the path, but this can take quite a few days. Fallen rocks are very similar to fallen timbers. They're especially common in the late mountains, like the Barlow Toll Road of the Oregon Trail and the Sierra Nevadas of the California Trail. My understanding is the shovel and pickax are effective in clearing boulders. I recommend picking up a few of the tools mentioned above when you start your journey. Your odds of clearing a blocked path may be higher if you have more than 50 people in your wagon train. If all else fails, you can restart from your last save point. ------------------------------ Wagons ------------------------------ The Large Farmwagon is the default option, and it's a solid choice - it gives you more space than the Small Farmwagon, but it won't get stuck or tip over as much as the Conestoga wagon. Consider the Small Farmwagon if you can keep your wagon weight under 3,000 pounds (which is quite doable). It's a good choice if you don't have much money, if you don't plan to buy the package deal, if you have a small group, or if you're going on a shorter trip (like Salt Lake). However, the Small Farmwagon doesn't give you a lot of space for all your supplies, especially if you have a large party. The Conestoga wagon is often considered too big and bulky for the Oregon Trail. If you go to the wagon store in Independence, you can actually buy multiple wagons. Thanks EnglishInFix for contributing this tip - this reader often likes to buy two Small Farmwagons, which preserves the agility of the Small Farmwagon while giving you the capacity of the Conestoga. Having multiple wagons also contributes to your bonus at the end of the game. Buying multiple wagons might not be feasible for the least wealthy professions, however, as the wagon is your single greatest expense. Don't forget to buy a wagon cover - it protects your stuff from the elements and helps guard against spoilage. ------------------------------ Wagon Breakdowns ------------------------------ Covered wagons aren't that different from modern cars - sometimes parts break on them, inevitably at the most inconvenient time possible! And sadly, the pioneers didn't have AAA or free roadside assistance! A fast pace, rough trails, and overloaded wagons increase the risk of breakdowns. Wagon parts, especially axles and wheels, often break. In some cases, you might be able to repair them. Your odds of successfully fixing them increase if you have certain tools, like a saw or a hammer and nails. (The anvil also helps for this purpose, but anvils are pretty heavy to lug around.) Sometimes you won't be able to repair a broken part. That's why it's a wise idea to buy one of each type of spare part at the beginning of the game - the package includes all of them by default, or you can easily purchase them individually. If you have a spare part on hand, you can always replace the bad part. So make sure you grab a spare ox yoke, a spare wagon tongue, a spare wagon axle, and a spare wagon wheel at the beginning of the game. Unfortunately, if you can't fix the broken part, and you don't have a spare with you, you'll have to trade for someone else's spare part. These parts are expensive, so expect to pay a pretty penny - you might find yourself having to part with one of your oxen to make a deal. The blacksmithing and carpentry skills increase your chances of being able to repair a broken part. These two skills stack, so if you have both blacksmithing and carpentry skills, your odds of fixing the broken part are higher than if you had just one of those skills. (That said, having both skills is overkill, and I'd prefer to use my skill points elsewhere.) Buying grease and turpentine reduces the risk of breakdowns from occurring. I've heard that visiting the blacksmiths found in many forts and settlements will partially repair any damage to your wagon, thus reducing the risk of breakdowns. ------------------------------ Weather ------------------------------ Weather, our ever-capricious friend! "Interesting" weather is seldom good news for the emigrant making a 2,000-mile journey by covered wagon. Rainy weather slows down the pace of travel. Rain also has the nasty side effect of making rivers deeper, wider, and more unstable. You can use less- than-ideal conditions as a chance to take a day off once you reach a river or landmark. Personally, I prefer to reduce the pace of travel to 8 hours per day when the trail becomes muddy, and I might consider accelerating to a pace of 10 hours per day when conditions clear up. If conditions are really bad, you could restart from your last save point - rain and mud appear semi-randomly, and next time you might get better conditions. Thunderstorms occur randomly and usually aren't anything to worry about. I'd probably slow down when there's a big storm. Fog isn't a big deal - it can appear randomly, although there are certain places where fog is extremely common. You can safely proceed as usual in fog, even though it might cause a very slight increase in the risk of getting lost. Snow and blizzards can cause all kinds of nasty problems - for example, you might get frostbite, or you might find yourself snowbound. Bringing warm clothes and blankets can help keep you warm when it's cold, but it's best to plan your journey so you don't have to deal with this problem at all. One of the few advantages of cold weather is it can cause rivers to freeze, which can actually make it easier to cross them (as long as the ice isn't thin, of course). Extreme heat is a common problem in the summer, especially in desert areas. Don't push yourself too hard when it's hot - you might want to reduce the pace of travel as long as you still have water. Food lasts longer in cooler temperatures. Much of the game's weather is randomly-generated. However, some weather conditions will occur whenever you reach a certain time period. For example, if you travel in 1844, you'll slog through near-constant rain in April and May, so you'll only be able to travel a few miles per day. Similarly, in 1846, the Sierra Nevadas will have early and severe snowstorms, so plan accordingly so you won't become the next Donner Party! ------------------------------ Weight ------------------------------ Remember that you don't want to overload your wagon, especially if you don't have a lot of oxen. An overloaded wagon can substantially slow down your travel speed and will be more prone to tip over when you reach the mountains. For this reason, don't buy heavy, unnecessary items like china sets or tables. With a party of four, a 2,500-pound wagon is a good weight. If your wagon's weight becomes excessive, especially in the mountains, you may wish to use the Dump option from the Main Travel screen to lighten your wagon's load ("leeverite," as some pioneers used to say, as in "leave 'er right here"). Spare wagon parts, furniture, and a large fraction of your bacon are good dumping candidates. ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Frequently Asked Questions [QUEST] ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Q: What's the most important tip you have? A: SAVE OFTEN! Especially before crossing ANY river, traversing a steep mountain, or, most of all, before the raft excursion. If something bad happens, you can simply select "End Game" and re-load your game from the last place you saved. Randomness is a major factor in determining game events, and calamities are generally not predestined. (You could even keep multiple save files to guard against diseases with a long incubation period.) Q: How can I get the highest score possible? A: Choose the Trail Guide difficulty level. Be a teacher, artist, or pastor. Get to the destination quickly and efficiently. Keep your party healthy. Don't use any of your skill points. Don't waste money on frivolities. Don't take ferries or toll bridges, and save often. Lastly, take advantage of commerce/ trade skills if you'd like to boost your score by "farming" cash (see the "Trade" section for more information.) Q: What wagon train should I join? A: Ideally, one of moderate size. A larger wagon train provides more people to trade and interact with, while smaller groups reduce problems like wagon dust. It doesn't matter a huge amount, though. Q: How do I leave a fort or town? A: Just click on the horizon or a gate on a screen where the mouse cursor turns into the word "Exit." If you can't do it on a particular screen, just click on the left or right side of the screen to move to a different part of the fort or town, and it should work somewhere. Q: Why don't I have as much money as I'm supposed to according to the Occupations screen? A: The price of the wagon is automatically deducted from your total cash. Q: My wagon tipped over while fording a 2-foot-deep river. What did I do wrong? A: Sorry, but on the Oregon Trail, nothing is guaranteed, especially when rivers are involved. Bad things can happen even if you take the recommended course of action. My advice is to start over from your last save point if you lost a lot of supplies. Q: I seem to be going in a circle. What did I do wrong? A: It's possible you selected the "Turn Around" option on the Main Travel screen. More likely, you were at a place where a fork converged and chose the wrong option. This is an extremely easy mistake to make as an Adventurer or Trail Guide. For example, let's suppose you were at the Road to Fort Bridger/ Sublette Cutoff fork. You took the Sublette Cutoff. When these two roads converged, you then selected "Road to Fort Bridger" instead of "Road to Fort Hall," taking you back where you started. To correct this problem, restart from where you last saved or use the Turn Around option. Q: One member of my party got sick and died. I started the game from my last save point (before he became ill) and he still got sick and passed away. What went wrong? A: This is kind of sad, but sometimes it takes a while for people - especially non-professional physicians - to diagnose an illness. By the time the disease has displayed its characteristic symptoms, it may be too late to save the patient. An alternative explanation is that this death has been preordained and that there wasn't any way to avoid it from the beginning. The same thing happens in SimCity 3000; somtimes there's no way to avoid a natural disaster. Of course, it's also possible that you selected the wrong treatment for the patient (a rest of 3-6 days is generally most effective). In short, if someone dies, either start the trip over or keep going. Q: What happens if I don't give a proper burial when someone dies? A: Giving a proper burial costs half a day of travel time, though this morbid job might be a bit quicker if you have a shovel. However, not giving your fallen comrade a proper burial is a massive (and easy-to-avoid) hit to your party's morale. I know it's a video game, but be a good person and give poor Nellie a decent burial so the coyotes don't have her as their lunch! Q: What do the different health ratings mean? A: "Good" indicates that the person has no illnesses or injuries. "OK" usually means someone who has suffered an injury like a sprained ankle or who is recovering from a major illness. This rating can also appear when a player is tired from intense travel or is hungry or malnourished (try increasing rations or taking a day or two off). "Fair" often means the patient is in the beginning stages of a potentially serious illness. Several days of rest is generally the most effective remedy. If the health is "Poor," "Bad," or "Critical," the patient will usually die pretty soon unless you can find a doctor. I see no need to explain what the last rating ("Dead") means. Q: Why is it that only my partners get sick? A: The leader of your party can't get sick, although accidents along the Columbia River can be fatal. The other party members can become sick or die for any reason. Q: Why haven't I ever been attacked by Indians like in the movies? A: Skirmishes between the American Indians and the white settlers were still very rare when the Oregon Trail was widely used. The manual explicitly states that Indian attacks aren't included in this game. However, you can talk to or trade with some native peoples in this game. Q: Why can't I write in my journal on all days? A: You can only make entries in your journal on days where you reached a town or landmark, or when you encountered an obstacle or adverse condition (like fog or an illness). Some lines in your diary (frequently mentioning generic characters such as Nick Tillman or Miss Whitney) are randomly added by the computer and can't be erased. Q: Why couldn't I buy an item at a shop? A: There are two possibilities. First, you might not have enough money to make the current purchase. Secondly, keep in mind that quantities at stores are limited (check the second number from the left on the Max column, which shows how much of an item the store has in stock). Raymond Hou noted that these limited quantities can be reset by leaving and re-entering a town or fort, however. Q: Why are things like wood stoves and washboards offered at the main general store? (from Blueoriontiger) A: Most of the emigrants on the Oregon Trail found that wood stoves, pianos, washboards, and other "big-ticket items" - even cherished family heirlooms - were needless burdens once the mountains hit and usually had to be "leeverited" (dumped along the trail). If you're going to Utah, you might buy them for the trading value, but otherwise, avoid buying these heavy, expensive items, especially since most of them serve no real purpose in the game. Q: Why don't my supplies ever go down? A: You'll consume them eventually. Some things, like flour, are measured in bags or sacks, and you can't tell how much food is left in a bag. Q: I am kind of a foodie, so I know to buy stuff in the shops from every food group, such as the meat/protein group, the fruit group, and so on. I remember to take spices to keep morale up and so on. But how about the fats? Like lard and butter? I assume it can be used for cooking, such as olive oil, but it is also important to diet in real life and I was wondering if the game took that into account? If we ran out of fat would they slowly starve? Maybe I should play a game and take no fats just to see? (from Michael Valdivielso) A: That's an interesting question that I've wondered about myself. I think the most important thing is to make a reasonable effort to acquire a wide range of different food items, and to keep an eye on your supplies to ensure you don't run out of basic staples like flour. All food is consumed gradually over the course of the adventure, and using spices is supposed to give a small boost to morale. Running out of items from a particular food group may be harmful to your health and morale, and it can also slow down your progress. Q: Do I need to buy feed for my chickens? (from Michael Valdivielso) A: I don't think chickens require any special care. They were "free-range" and allowed to forage for seeds, worms, and other goodies. The stable where you buy livestock sells all the necessary equipment besides the animals themselves (such as harnesses and feed), and they don't sell anything along those lines for chickens. Q: My milk cow often dies within the first week. What's wrong? (from Michael Valdivielso) A: I've had the same problem with milk cows. I haven't really done extensive research on this; I only bring a cow in about 50% of my games. However, the Farming/Animals skill helps keep your animals healthy. Other things that might cause your cow to die would be lack of good grass (possibly caused randomly, by entering an area that has no grass for a long stretch, or by leaving too early in the year) and lack of water (which could possibly be alleviated by bringing a water keg or canteen). Q: I am having trouble getting started. Every time I get ready to leave it says I have too much stuff for the wagon weight or not enough pack animals. I had tried it with two horses, two mules, and a cow, as well as with a mule and two oxen. So what do I do? (from Brenda Johnston) A: First of all, don't try to combine different kinds of draft animals. Pick oxen, mules, or horses, but don't try to mix them. Also, your cow will not be used to pull your wagon; it travels alongside the wagon. You need at least four animals to pull your wagon, and ideally six. If you select a wealthy occupation and have a lot of cash, I'd splurge and buy eight animals. You can also reduce your wagon's weight by purchasing supplies individually instead of opting for the package deal in Independence. Q: Thanks so much for the Oregon Trail 5th Edition walkthrough. I've played this game about five or six times, but I can't keep my wagon party from dying of thirst. Is there anything I can do to prevent this? (from Rachel) A: Be sure to buy a water keg or canteens at a shop in Independence or wherever you begin. And don't hang around too long in deserts and other places that don't have good water. Note that water kegs are heavier than canteens but last longer. Q: How can I get a gunshot wound? A: Here's what Ace_of_Spades sent me: An accidental gunshot wound (I think) is sustained by shooting a rock so the bullet rebounds and hits you. You can apply antiseptic or astringent, or clean and dress the wound, as well as the usual continue, rest, that sort of thing. If fortune isn't on your side, your wound could become infected, and you'll have the same options as when you first got the wound. My guy was eventually fine, all I did was clean and dress the wound, and when it became infected I cleaned and dressed it again, and got to a doctor on time. I'm not sure if the wounds vary from pistols, rifles, or shotguns, but I think I got mine from a rifle. Another reader, Luna, reports that buying at least one gun sheath for every firearm helps prevent gun accidents. If you plan to go hunting, they may be worth the $0.97. Q: Why are small streams, say 50 feet wide and 1.5 feet deep, sometimes described as dangerous or tricky? A: When you check river conditions, don't pay attention to the game's description; heed the numbers. As I state elsewhere, save your game before crossing a river, and don't try to ford any river that's 3 feet or deeper. Q: What's the best way to deal with deserts, like the Forty-Mile Desert? A: Deserts are more of a problem on the California Trail than the Oregon Trail and are among the most dangerous sectors of the trip. I recommend that you hurry through deserts, especially if temperatures aren't too high. You may want to rest when you find a place that has good water and grass (check the bottom of your screen and the guidebook). Having a water keg or canteens is very helpful when you reach a place that has no water or bad water. Q: What should I do if I get the "Animals Exhausted" message? A: Just take a day or two of rest. Try reducing the pace of travel, too, especially if you're going 12+ hours per day. Also keep in mind that bigger parties tend to carry heavier loads, and heavier loads are more likely to tire out your animals, especially when you don't have many of them. This message appears most often in the later, more mountainous sections of the trail. Q: If I'm buying everything individually, should I buy the spare wagon parts? A: I would unless I was very poor or had a very large party. These spare parts are bulky and expensive, but if a wagon part breaks (usually in the mountains), you'll have to trade for a replacement if you can't repair the damage and you don't have that part on hand. And in this era before AAA and roadside assistance, you'll have to give up something valuable (typically, one ox) to get that replacement. For that reason, if you forego the purchase of spare wagon parts, you should definitely carry at least eight oxen, in case you have to trade one of them to obtain a replacement part. It's hard to avoid breaking a part or two during the trip, even if you save frequently. Q: What happens if I don't have enough money to pay the toll for the Barlow Toll Road? A: You should have at least a few dollars left at this point in the game. But if you don't, try trading something - anything - to a fellow emigrant for enough cash to pay the bill. Or see if you can negotiate the bill; maybe you can trade something in exchange for the standard toll. Q: I'm going on the California Trail. Should I take the Carson or Truckee route? A: I only cover the Oregon Trail in my walkthrough, as the other trails overlap with most of the Oregon Trail and don't include many major route decisions. The Truckee route is 38 miles shorter, a little rougher, and probably the better option. However, the Truckee route also has a few places where you can get turned around or go in circles, and a few of the sub-routes (like Beckwourth) increase your distance. I should also note, for purposes of full disclosure, that the Truckee route was the choice of the ill-fated Donner expedition. It's really up to you. Q: I'm going on the California Trail. Is the Hastings Cutoff of any use? A: I'd think twice before going down any road with locations that have names like Skull Valley. If you're using mules and have a water keg, maybe you could consider it. The Hastings Cutoff does save a lot of time, but using it is a great way to get killed. If you try it, please save beforehand, and remember that Vinny told you not to. Q: How do I get to the Rogue River Valley? A: The Rogue River Valley, known as Jacksonville in some years, isn't the most common destination for pioneers, although some people did settle there. Take the main Oregon Trail junction when you reach it, and soon you'll reach a place called Lassen's Meadows. From here, take Applegate Road and you'll be on the way to the Rogue River Valley. Q: Occasionally a message like "Strangers in the Distance" will appear. Is it safe to approach them? A: Probably - it's unlikely that anything bad will come from such a meeting, and you might find someone to trade with. You won't be a victim of random violent crime! Indians are even rarer, but they won't hurt you either. Q: In real life, does it really freeze in June in the Mountain West? A: Sometimes. It can get pretty cold any time in the upper altitudes. Cool temperatures in summer aren't usually a bad thing, by the way. Q: Why does the guidebook talk about dogs and cats when you can't buy any? (from Kate) A: The guidebook is based on real guidebooks the pioneers actually used, and not everything discussed in them is relevant to the game (or accurate!). Q: Can I go in the attorney's office? A: The law firm Dewey, Cheatum, & Howe (sounds like a lot of 21st-century legal experts) operates above another building in Independence, and unfortunately, you can't go inside. But don't worry; you should be able to write a will yourself (5-10% of the emigrants on the Oregon Trail didn't make it to their destination alive). Q: How can I participate in a wagon council meeting? A: You can't. Wagon trains' systems of government are discussed in the guidebook - basically, a democracy, anarchy, or monarchy. However, no system of settling disputes or making decisions exists in the game. I think you're forced to go with anarchy, although you might get to be the monarch if your role is Trail Guide. As the Trail Guide, you hold absolute power until the people get sufficiently mad at you, which is when bad things happen to your career path. Q: Will buying a skirt or dress at one of the clothing stores affect the gender of any of my characters? A: No. Clothing in this game seems to be unisex, and there's no way to specify the gender of any of your party members. Q: Is that cholera drug, laudanum, a form of opium? A: Yes. Be careful. Q: What did they use the flour for? A: Sometimes the pioneers made bread, but usually they made a sturdy, unleavened cracker called hardtack. It's not necessarily good stuff. Q: How can I view a journal file without using the Oregon Trail program? A: Just use Notepad or WordPad to open the .OT5 file. There will be a little bit of gibberish, and you won't be able to find out the entry dates, but otherwise you should be able to understand it. Q: Is there any way to automatically skip Jebb's campfire stories and the Montgomery journal cutscenes? (from Becca Miliano) A: I don't know of any option to disable these. However, you can easily skip any of them by simply clicking in the middle of the screen or pressing ENTER. Q: Running the game really messed up my screen when I tried to use the computer as normal. What's wrong? (from Brenda Johnston) A: My guess is that the game crashed at some point, and when you returned to Windows, everything looked enormous in size. If that's what happened, it's because the game changed your screen resolution and didn't change it back to normal as it would have had you closed it yourself. If so, either restart your computer or change the screen resolution under the "Settings" tab of "Display Properties" (right-click on the desktop). Q: Why won't this game work on my Windows 7 computer? (from Kingkirby1234, Becca Miliano, and oodles of other people) A: Sadly, The Oregon Trail Fifth Edition doesn't run properly on all Windows 7 systems. You can try downloading one of the patches floating around the Internet, or fiddling with the game settings, but there's no guarantee it'll run properly. Playing the game on Windows 7 can result in some very strange glitches ranging from inability to save to being able to catch 1,000 pounds of fish in a single fishing trip. The fishing sequences are particularly troublesome for many systems. If you're having trouble playing this game, virtualization is an excellent alternative. Getting this game to run natively in Windows 10 is especially tricky, although I was able to install the game on my Windows 10 machine. Q: Virtualization? What's that? A: Virtualization gives the appearance of multiple computers running on the same physical "host" machine. Using tools like VMware Player or Oracle VirtualBox, you can run multiple operating systems simultaneously - for example, on my old laptop, I ran a Windows 10 host machine, a Windows XP virtual machine, and a Linux VM, all at the same time. This is great for experimenting with different operating systems and for running older applications that would otherwise be incompatible with the native operating system. In my experience, this game works perfectly in a virtualized Windows XP environment, so if you're having trouble playing this (or any Windows 98/XP-era game, for that matter), and you have some technical expertise, I'd recommend giving virtualization a try. In fact, if you have a valid Windows 7 or 8 license, you can download a Windows XP VM for free from Microsoft's Web site. Q: Is there an "alternative" way to play this game? A: Yes. Most people try to earn the highest score possible while keeping their companions alive. But if you were wondering whether people have gone out of their way to make decisions that would hurt their score and result in interesting injuries and illnesses, yes, that has been done. It's part of why this game's replay value is so great. (Please don't kill your digital friends on purpose, though. That's not nice, and you don't want to be a not-nice person!) Q: Does anything bad happen to you if you fail to reach your destination within a certain time period? A: If you're playing the game under normal conditions, you want to get to Oregon reasonably quickly. As the trip progresses, you consume supplies and may exhaust your cash reserves, and in later months, cold weather and blizzards become a grave concern. You want to get to finish the journey as quickly as possible, while not going so fast that you wear out your animals or sacrifice the health of your party members. Also, taking too long results in a duration penalty that reduces your final score. However, one of my readers, Merky, found that there is indeed a hidden time limit in the game! It won't affect you unless you go out of your way to trigger it, but if you wait outside Independence for about a year and a half, your party's health will begin to decline until all your party members die a few weeks later. Curiously, unlike The Oregon Trail II, your party leader stays alive indefinitely but remains in critical condition. Your journal will say that the party leader died instead of one of your companions, which is strange. Having adequate food will not prevent your companions' demise, although it will keep morale high even when everyone starts getting sick and dying. I guess it's great fun to die of laziness. Another oddity is that when I played, my party leader was elected captain of the wagon train the same day all the other party members died. If there are any exceptionally patient people around here, I'd love to see the longest anyone can play this game - might it possible to keep playing the game for decades after the hidden time limit kicks in? Q: What makes this game different from previous versions of the game? A: The Oregon Trail: Fifth Edition is actually based on The Oregon Trail II. Compared to The Oregon Trail II, the Fifth Edition makes some musical changes, improves some of the graphics, adds options for gathering and fishing, and adds the Montgomery family cutscenes. However, OT2's soundtrack has much greater emotional depth than OT5 - instead of the same background music playing everywhere (except for towns), OT2 had different songs for different phases of the game, with different variations depending on how well you're doing. The music also got pretty intense when you reach hills! I haven't played the Third and Fourth Editions, but 3 and 4 have very different graphic styles compared to 2 and 5. The original Oregon Trail game was quite bare-bones in terms of features and visuals, although it has a handful of features that have disappeared - newer versions of the game have taken away the ability to carve your own tombstones if you die! The newer game is "better" per se, but the original game has a special charm that everyone should try. Q: What other tips and notes do you have? A: Here are a few things that didn't fit anyplace else: * Kamikaze969 on the GameFAQs message boards posted some interesting information about game mechanics, especially the quantitative side of how the game works. It's a useful resource, although I must note that I haven't had a chance to verify any of the information provided in this post: http://www.gamefaqs.com/boards/926357-the-oregon-trail-5th-edition/67080174 * Try using different combinations of jumping-off spots and destinations. Can you make it from Nauvoo to Oregon? * In real life, this 2,000-mile journey typically took approximately five months, although it's taken me as little as four to as many as seven months. Always go looking for missing people/livestock. * At shops, supplies are always limited, but the quantities are random. For example, if you visit a fort there could be 43 pounds of salt pork in stock, but if you re-load your game and go to that fort again, they might have 339 pounds of salt pork available. * If morale starts slipping, resting a day or two at the next good location will usually make people feel better. * Salt pork seems to get consumed more quickly than bacon. The package deal always gives you way too much bacon, so if you choose it, you should NEVER buy additional bacon at future forts and trading posts. * Spices are cheap and can help boost morale, and they're valuable for trade. Plus, you don't need huge amounts of them, so they're lightweight and relatively inexpensive. * Spending exorbitantly on intoxicants (such as whisky or brandy) is a recipe for disaster, at least in real life. I don't think alcoholism is a problem in this game, though! * It's best to stock on the more expensive supplies (like tea and coffee) early on while prices are still low. Heavier, less expensive supplies (say, a bag of potatoes) can be bought later, and by then your wagon should be lighter so the weight of the new items won't be as much of a problem. * Wagon dust is a bigger problem in later years and in larger wagon trains. * Watch the map screen and you'll sometimes see photos of regional wildlife. These can also inform you of the presence of rattlesnakes or other hazards in the area. * Your save/journal files are stored in the My Documents folder by default, although you might want to create a special subfolder to store them. * In beta versions of this game, some stores are closed on Sundays. I know this because I made a text dump for the game. In the final release, though, there are no days of the week. * I got my copy of the game in spring 2002; it should be the earliest printing of the game. It's possible a few things related to gameplay might be slightly different in newer releases of the game; if so, please tell me, and I'll give you credit for your contribution. ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Charts and Tables [CHART] ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ ------------------------------------------------------------ Available Occupations ------------------------------------------------------------ ------------------------------------------------------------ Occupation Bonus Cash Skills/Abilities ------------------------------------------------------------ Banker 1.0 $2,000 Commerce/Trade Doctor 1.2 $1,900 Medical Merchant 1.4 $1,800 Commerce/Trade Pharmacist 1.5 $1,750 Botany/Medical Wainwright 1.6 $1,700 Blacksmithing Gunsmith 1.8 $1,600 Sharpshooting Mason 2.0 $1,500 Nothing Blacksmith 2.2 $1,400 Blacksmithing Wheelwright 2.4 $1,300 Blacksmithing Carpenter 2.5 $1,250 Carpentry Saddlemaker 2.6 $1,200 Nothing Brickmaker 2.8 $1,150 Nothing Prospector 3.0 $1,100 Find more gold in California Trapper 3.2 $1,050 Tracking/sharpshooting Surveyor 3.4 $1,100 Nothing Shoemaker 3.5 $ 950 Sewing Journalist 3.6 $ 900 Nothing Printer 3.8 $ 850 Nothing Butcher 4.0 $ 800 Cooking/more meat Baker 4.2 $ 750 Cooking/more flour Tailor 4.4 $ 700 Sewing Farmer 4.5 $ 650 Farming/botany Pastor 4.6 $ 600 Weekly morale boost Artist 4.8 $ 550 Nothing Teacher 5.0 $ 550 Nothing ------------------------------------------------------------ Available Options on Character Creation Screen ------------------------------------------------------------ Roles: Greenhorn, Adventurer, Trail Guide Starting Months: February, March, April, May, June, July, August Years: 1840-1860 Starting Towns: Independence (any year), St. Joseph (43-60), Nauvoo (46-60), Kanesville (46-60, becomes Council Bluffs in 1854) Destinations: Williamette Valley (40-60, becomes Oregon City in 1842), Sacramento Valley (40-60, becomes Sacramento in 1860), Rogue River Valley (46- 60, becomes Jacksonville in 1852), Great Salt Lake City (47-60) Wagons: Small Farmwagon ($60), Large Farmwagon ($75), Conestoga wagon ($100) People: 3-6 Ages: 5-20, 25, 30, 35, 40, 45, 50, 55, 60, 65 Skills: Medical (50 pts.), riverwork (50), sharpshooting (50), blacksmithing (40), carpentry (40), farming/animals (40), tracking (30), botany (20), commerce/trade (20), cooking (20), musical (10), sewing (10), Spanish (10) ------------------------------------------------------------ What the Package Deal Includes* ------------------------------------------------------------ 1 8-oz jar of aloe vera 1 8-oz bottle of alum 308 lbs. of bacon 3 boxes of 20 bullets 16 lbs. of cheese 20 lbs. of coffee beans 1 coffee mill 1 coffee pot 8 10-lb. sacks of cornmeal 8 5-lb. tins of crackers 16 10-lb. sacks of dried beans 8 5-lb. tins of dried bread 24 5-lb. sacks of dried fruit 20 5-lb. sacks of dried vegetables 16 10-lb. sacks of flour 2 25-lb kegs of gunpowder 1 4-oz. bottle of iodine 1 kettle 3 5-lb. slabs of lard 1 4-oz. bottle of laudanum 5 boxes matches 152 lbs. of pemmican 2 8-oz. bottles of pepper 1 4-oz. bottle of peppermint 1 25-lb. keg of pickles 16 5-lb. tins of preserved potatoes 8 20-lb. sacks of rice 1 rifle 1 30-lb. length of rope 2 3-lb. boxes of saleratus 12 sets of clothing 1 set of cooking utensils 1 set of eating utensils 4 pairs of shoes 1 skillet 8 10-lb. boxes of soap 12 pairs of socks 1 spare ox yoke 1 spare wagon tongue 1 spare wagon axle 1 spare wagon wheel 12 10-lb. sacks of sugar 1 6-oz. bottle of sulfur 12 lbs. of tea 4 tin cups 4 tin plates 1 5-lb. box of yeast cake * The 5-month supply, based on a party of four ------------------------------------------------------------ Illnesses/Injuries ------------------------------------------------------------ Accidental gunshot*, alkali sickness, animal bite*, animal mauling*, bad cold, beriberi*, broken arm, broken foot, broken hip*, broken leg, broken wrist, burns, cholera, concussion, consumption, cuts and abrasions, diphtheria, drowning, dysentery, food poisoning, freezing*, frostbite*, gangrene*, grippe, gunshot wounds*, infection, internal injuries, lockjaw*, malaria*, measles, mountain fever*, near-drowning, pneumonia, rabies*, scarlet fever, scurvy*, smallpox*, snakebites, sprained ankle, sprained elbow, sprained knee, sprained shoulder, sprained wrist, starvation, thirst, typhoid fever, typhus*, unknown illness, water poisoning, wound, death * I haven't gotten any of these, but they're mentioned in the guidebook, and I know they can happen because they're included in the game text (see my Oregon Trail 5 Text Dump at GameFAQs, Neoseeker, or Super Cheats) and because readers of my guide have reported experiencing some of them as well. ------------------------------------------------------------ Adverse Conditions ------------------------------------------------------------ Special screens: All stores closed, animal caught in quicksand, bad mosquitoes, blizzard*, broken wagon parts, buffalo stampede*, can't get wagon up hill, dust storms, exhausted animals, extreme cold, extreme heat, fallen rocks, fallen timbers, flooded trail, hailstorms, heavy fog, injured/diseased livestock, locusts, missing livestock, missing person, prairie fire, quicksand, river delay, severe thunderstorms, snowbound*, stuck wagon, swamped wagon, theft, thirst, tipped wagon, wagon dust, wagon fell through ice, wagon fire, wagon theft Bottom line: No draft animals, no/low food, no grass, low/slipping morale, person near death, no progress, quicksand, rainy, slow going, snow, someone's sick, rough/muddy trail, no wagon*, bad/alkali/no water ------------------------------------------------------------ Flour Prices at Selected Trading Institutions ------------------------------------------------------------ Independence $0.22 St. Mary's Mission $0.24 Fort Kearny $0.27 Fort Laramie $0.30 Fort Bridger $0.40 Fort Hall $0.45 Fort Boise $0.45 Fort Walla Walla $0.50 Camp Dalles $0.50 Fort Vancouver $0.45 These prices are per 10-pound sack. Flour was chosen because it should be representative of each fort's prices for other items. This chart is intended more to provide an example of how prices of goods increase the further you go in the game, not to show specific prices of flour at every fort or trading post that appears in the game. ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Record Scores [RECRD] ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ These are my top scores. 1. 32,770 2. 30,000 3. 29,930 4. 28,553 5. 28,431 As of 2021, Dani Newport holds the record score of 78,885. Good job! Before then, Lineka (Luna) held the record at 74,511. A little while ago, Mike Darr (Jeorg) scored 39,780, and Jessica W. Glover's record of 34,605 stood for a while as well. ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Version History [VERSN] ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Yep, I'm still maintaining this guide a decade later. ------------------------------------------------------------------------------- Date Version Size ------------------------------------------------------------------------------- 2- 6-08 | 0.05 | 2KB | Began guide. 2- 8-08 | 0.1 | 12KB | Did first real work. 2- 9-08 | 0.2 | 16KB | Added list of unfavorable conditions. 2-10-08 | 0.25 | 17KB | Began the walkthrough section. 2-11-08 | 0.35 | 20KB | Did more stuff. 2-12-08 | 0.6 | 28KB | Worked on walkthrough section. 2-13-08 | 0.8 | 36KB | Did more stuff. 2-14-08 | 1.0 | 45KB | Finished things up. 2-15-08 | | Submitted guide to GameFAQs and Neoseeker. 5-11-09 | 1.1 | 58KB | Made many additions, especially to the FAQs. 11-27-09 | 1.2 | 59KB | New note about gunshot wounds. Added a record. 1- 3-11 | 1.3 | 60KB | Added a couple of new notes. 2- 5-11 | 1.4 | 62KB | Added a note about the Haggle button. Also thanks | | | to Angela Egelston for sort of reminding me to add | | | the Columbia River section I'd forgotten to write. 3- 5-11 | 1.45 | 63KB | Added a Windows 7 note. 6-22-11 | 1.5 | 63KB | Included a couple of additions regarding hunting | | | and rare illnesses. Thanks to Papaya. 11-22-11 | 1.55 | 63KB | Updated a few things, like the high score. 9- 7-12 | 1.6 | 64KB | Another batch of updates. 3-17-14 | 1.7 | 73KB | A lot of new information. Includes new tips from | | | readers and important notes about virtualization. I | | | tweaked some of the writing and formatting, too. 11-14-15 | 1.75 | 78KB | Added some new strategies contributed by readers | | | during the past year or so, including the Hidden | | | Countdown of Doom and Luna's Money Factory. 5-10-17 | 1.76 | 78KB | Updated my top score and made a few small tweaks. 5- 5-19 | 1.77 | 83KB | Added a note about playing the game with multiple | | | wagons. Thanks EnglishInFix! Made other small | | | changes, especially in the Getting Started section. 3-21-20 | 1.78 | 83KB | Added Dani Newport's record score. 5-24-21 | 1.8 | 93KB | Added more details on miscellaneous items, trail | | | obstructions, wagon breakdowns, and weather. | | | Mentioned the duration penalty. 9-12-21 | 1.81 | 94KB | Added some additional health details - thanks | | | Katherine St. Asaph for your fascinating analysis | | | of the game's mechanics. 11-14-21 | 1.82 | 94KB | Made a few tweaks based on Banananaut's research. ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Copyright [COPYR] ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ (c) 2008-2021 VinnyVideo. All rights reserved. All trademarks and copyrights mentioned in this guide are property of their respective holders. You can post this guide on your Web site as long as you give proper credit to VinnyVideo and you don't change anything I wrote. The latest version of this guide will always be available at GameFAQs and Neoseeker, but keep in mind that I don't update this guide very frequently. ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Contact Information [CONTC] ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ If you have any questions or comments about this guide, please send an e-mail to VHamilton002@gmail.com. That's zero-zero-two, by the way. Please follow these guidelines when you e-mail me: * Do include "Oregon Trail" in the subject line. * Do send polite suggestions for ways to make this walkthrough better. * Do send information about any glitches, tricks, or codes you find. * Do ask any questions you have about The Oregon Trail 5.0 gameplay. If you've got a problem, I'm happy to help you out. * Do tell me if you break a record score. * Do make a reasonable effort to use decent spelling and grammar so that I can understand what you're trying to say. * Do use patience. I check my messages quite sporadically. * Do not send spam, pornography, "flaming," or profanity. Be nice. Interestingly, I've gotten far more reader mail about this guide than any of the other guides I've written. Also, you can connect with me on Twitter at https://twitter.com/VinnyVideo. For Katie, for getting me into this game in the first place