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Walkthrough

by VinnyVideo

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   |_|    |_|  |_| |____|
  ____    _____     ____    ___      ____    __    _
 /    \  |  _  \   |  __|  /   \    /    \  |  \  | |
|  /\  | | |_)  |  | |__  |  /\_\  |  /\  | |   \ | |
| |  | | |  _  /   |  __| | | ___  | |  | | | |\ \| |
| |  | | | | \ \   | |    | ||_  | | |  | | | | \   |
|  \/  | | |  \ \  | |__  |  \/ /  |  \/  | | |  \  |
 \____/  |_|   \_\ |____|  \___/    \____/  |_|   \_|
 _______   _____       _     _   _
|__   __| |  _  \     / \   | | | |
   | |    | |_)  |   / _ \  | | | |
   | |    |  _  /   | /_\ | | | | |
   | |    | | \ \   |  _  | | | | |
   | |    | |  \ \  | | | | | | | |___
   |_|    |_|   \_\ |_| |_| |_| |_____|           5TH EDITION

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Table of Contents
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[INTRO] Introduction
[START] Getting Started
[WALKT] Walkthrough
[QUEST] Frequently Asked Questions
[NOTES] Tips on Various Matters
[CHART] Charts and Tables
[RECRD] Vinny's Records
[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).

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Introduction                                                           [INTRO]
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Giddyup, pardner! I know that this isn't really a cowboy game, but that's OK.
This is my tenth strategy guide, and this one is for The Oregon Trail 5.0. To
use an early 1990's word that isn't much in favor any more (thankfully), The
Oregon Trail is "edutainment." This is my first guide of that genre, unless you
count SimCity 3000. The Oregon Trail is a lot of fun and does a good job of
teaching its players about an exciting time in American history. The graphics
and music are pretty cool, and most of the people, clothes, and landmarks seem
authentic. The replay value is excellent, too, as you can change the year you
travel, the route you travel, and other variables. While this is aimed at kids
between the ages of 8 and 14 years, anyone should be able to get something out
of it. And who knows? Maybe you'll learn some things along the way, and perhaps
you'll even learn how to manage money and dispel the national deficit!

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Getting Started                                                        [START]
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Once you've installed the software, I recommend that you take a good 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 be shown. 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).

---The Character Creation screen---
It's easiest if you carry a small party (3 or 4) instead of 6 people. Traveling
in a later year and choosing a wealthy, high-skill occupation (like doctor)
also make things easier while reducing your final score. Rookies might also
want to be a Greenhorn, as Adventurers and Trail Guides have to make important
decisions (like choosing routes) where mistakes can cause you to leave course
badly. You will also 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.

May is the best month for departure.

You'll also probably want to change the names and/or ages of yourself and your
traveling companions. Keep in mind that younger people have increased risk of
measles and scarlet fever, but diseases like dysentery are more deadly in older
people. Maybe you can find someone like former Atlanta Braves first baseman
Julio Franco, whose age is unknown and doesn't ever grow old, or one of those
Kokiri kids from The Legend of Zelda: Ocarina of Time.

---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. Personally, I think the medical skill is the most useful;
it helps prevent illnesses and deaths, which occur randomly and can't otherwise
be avoided by restarting from the last save point. 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 reduces the
probability of suffering an accident during a river crossing, isn't as great;
just save your game before each river, and if something bad happens, simply
resume the game from your 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.

---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, but I recommend that you accept the 5-month offer unless
you're experienced. Never select the 6-month package. Poorer occupations may be
forced to go with a 2- or 3-month deal. Then 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 water keg). If
you want to be able to go fishing later, make sure to buy some fishing gear,
too.

---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!

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Walkthrough                                                            [WALKT]
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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 1841. 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 want to visit the Pioneer Saloon, Barber Shop,
or Morton Fester (the undertaker). Neither town has many supplies, and even if
they did, you wouldn't find them to be too useful yet. And don't take the St.
Joseph Road.

---Kansas River---
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. If it's available, pay $1 to use the bridge.

---Big Blue River---
Potentially dangerous. 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 for many a day, but now you have to
cross it. It's usually about half a mile wide, but 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.

---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 should 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, select this option, although Fort Hall isn't too far away. The
latter option 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.

---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.

---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.

---Malheur River---
This river isn't usually too tough.

---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---
An ordinary river.

---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. 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 (I discuss this in its own
section). Third, you can pay someone $80 to raft you down the river.

---Barlow Toll Road---
You have to pay $5.60 to use the Barlow Toll Road. Although you're very near
Oregon, this is one of the most demanding sections of the trip, as there are
steep slopes, and the trail is frequently blocked by fallen rocks.

---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 (frequently you get a plaque
from the President for helping widows and disabled veterans).

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Frequently Asked Questions                                             [QUEST]
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Q: What's the most important tip you have?
A: SAVE OFTEN! Especially before crossing ANY river 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.

Q: How can I get the highest score possible?
A: Be a teacher, artist, or pastor. Take only two or three people with you. Get
to the destination quickly and efficiently. Don't use any of your skill points.
Don't waste money on frivolities. Don't take ferries or toll bridges, and save
often.

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: What wagon should I choose?
A: Almost certainly the Large Farmwagon. The Conestoga wagon is too big and
bulky for the Oregon Trail, and the Small Farmwagon is too small for most
people's needs. However, you could try using the Small Farmwagon if you have a
small group or if you're going on a shorter trip (like Salt Lake). You could
also consider the Small Farmwagon if you don't have much money.

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: What do the various player skills do? (from Kim)
A: Here's what each of the available skills does. I'm not completely sure about
all of these, though, since the game doesn't tell you the purpose of each
skill. If any of these are wrong, please write in and tell me.
* Medical reduces the likelihood of sick party members getting worse and dying.
* Riverwork lessens the odds of accidents occurring during river crossings.
* Sharpshooting makes it easier to down 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.
* Botany helps when gathering wild fruits.
* Commerce/trade lets you get better deals in trades.
* 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.
* Spanish automatically translates messages in Spanish into English; useless
for the bilingual or if you're going to Oregon.

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. 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. 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 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;
there's no way to avoid a natural disaster. In short, if someone dies, either
start the trip over or keep going. And please give Nellie a decent burial so
the coyotes don't have her as their lunch (or maybe their FourthMeal). 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).

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?
A: Skirmishes between the Indians and the white settlers were still very rare
when the Oregon Trail was in use. The manual explicitly states that Indian
attacks aren't included in this game. However, you can trade with or talk to
some Indians 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). I should also note that some lines in your diary (frequently
mentioning Nick Tillman or Miss Whitney) are randomly added by the computer and
can't be deleted.

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).

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: 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). But I'm not sure.

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 at least $1,200 or so, I'd splurge and buy eight animals.

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? Thanks! (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.

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 ant stringent, or clean and dress the wound, as well as the usual
continue, rest, that sort of thing. If you 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.

Q: Why are small streams, say 50 feet wide and 1.5 feet deep, sometimes
described as being 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: How should I handle fallen rocks?
A: Fallen rocks sometimes block the trail, mostly in the later part of the
trip. Select each option (continue over the obstruction, try to clear a path,
etc.) until you have to select "Wait for conditions to improve." Usually
another group of emigrants will clear a path about four days later. If not,
restart from your last save point.

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 more expensive than some things, but if a wagon part breaks
(usually in the mountains), you'll have to trade for a replacement if you don't
have that part. And usually you'll have to give up something valuable (like an
ox) to get that replacement. Also, 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 and some
canteens, 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: Yes. Nothing bad will come from such a meeting, and you might find someone
to trade with. Random violent crime wasn't a problem in 1850. Indians are even
rarer, but they won't hurt you either.

Q: I'm going really slowly because of rainy conditions. Is there anything I can
do to speed things up?
A: You could try increasing the length of time you travel per day, but you can
also try restarting from your last save point. Rain and mud appear randomly, so
next time you might get better conditions. Rain also has the nasty side effect
of making rivers deeper, wider, and more unstable. You can also 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 to resume going 10 hours per day when conditions clear
up.

Q: What should I do if it gets foggy or stormy?
A: Just keep going as usual. There's no need to slow down, although rain may
make the trail a slow go in the days to come. Fog is very common in some areas
(and might cause a slight increase in the risk of getting lost), but it
shouldn't cause any trouble.

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: 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 (about 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.

Q: Will buying a skirt at one of the clothing stores affect the gender of any
of my characters?
A: No. Clothing in this game seems to be pretty unisex, and there's no way to
determine the gender of any of your characters.

Q: Is that cholera drug, laudanum, a form of opium?
A: Yes.

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 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: 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: What other tips and notes do you have?
A: Here are a few things that didn't fit anyplace else:
* 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.
* 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 morale. Plus, you don't need huge amounts of
them.
* Spending exorbitantly on intoxicants (such as whisky or brandy) is a recipe
for disaster, at least in real life.
* It's best to stock on the more expensive supplies (like tea) 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.
* You can usually cross a frozen river safely, but watch for thin ice. This is
a very rare condition that shouldn't happen if you use sound strategy.
* 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.
* I usually press ENTER to skip the cutscenes that appear at certain locations.
The Montgomery Journal (you can access it from the main loading screen) is more
interesting than the cartoony cutscenes, in my opinion.
* 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.
* 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 it.

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Tips on Various Matters                                                [NOTES]
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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.
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 demand.

A few other domesticated animals are available at the stable. I very frequently
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 I've heard they often get lost.
If you're rich, consider buying a milk cow as a source of nutritious and
delicious milk. Cows sometimes stop producing milk during the trip. If all else
fails, the milk cow can become food or even a draft animal.

---Diseases and Injuries---
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. "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. I
should note, however, that cholera occasionally kills people instantly; that's
why it's crucial to save your game every once in a while. The best solution for
any medical problems is to see a doctor, available at many forts.
Unfortunately, there isn't always a fort nearby. Most importantly, try to
prevent illnesses from happening in the first place. Having medical skills
helps prevent and cure medical conditions, and keeping people well-fed with a
balanced diet also helps.

---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, 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 don't get mauled by a fish and you don'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."

---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. I wouldn't gather too often, but try doing it once or
twice along the trip, especially in fertile areas around streams and rivers.

---Hunting---
First of all, 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 with gangrene or rabies. And if you hunt
too much in a certain area, you'll deplete the game for future settlers and any
local Indians. Yet another reason hunting isn't too useful is that you usually
bring too much meat anyway. But if you're going to hunt, focus on larger
animals from close range, and make sure to click on your gun after each shot to
reload. Your mouse cursor is the crosshair, and your left mouse button is the
trigger. Shoot cautiously, as careless shooting can scare game away. Use rifles
for big game like bears, and pistols for smaller animals like rabbits. Also,
remember that the 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.

---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 downhill slopes.

---Pace of Travel---
If you don't have eight, maybe six, oxen, you should probably stick with 8
hours of travel per day. If you have eight oxen, 10 hours is best. I probably
wouldn't go up to 12+ hours, except maybe to breeze through certain deserts.

---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. Unless
you're a very experienced player, 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 another of the 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 large 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). Always visit the stores to supplement the package deal with important
items like salt (I'd buy a couple of bags) and small amounts of certain spices
and medicines. Fishing equipment is often a good buy, too. If your character
has musical skills, buy a musical instrument so you can take advantage of those
skills. In addition, I would strongly consider buying a water keg and/or
canteens, which add weight but can be a lifesaver in the desert (especially on
the California Trail). One more thing: You'll have to buy slightly less food if
you have cooking skills.

---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 flour or salt pork.

---Rivers---
There are several options available when you reach a river. If a toll bridge or
ferry is available, take it unless it's very expensive, you're low on cash, or
if there are delays of more than a day. Otherwise, you 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. On a few rare
occasions, you can barter with an Indian to help you across (not a bad idea if
the deal is reasonable). You can find out the depth of a river by selecting the
"Check river conditions" option. 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.

---Trade---
If you'd like to trade with someone, you can talk with someone in 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.

---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 2,700-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.

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Charts and Tables                                                      [CHART]
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---Available Occupations---

===============================================================================
Occupation   Bonus  Cash   Skills/Abilities
===============================================================================
Banker       1.0   $2000   Commerce/Trade
Doctor       1.2   $1900   Medical
Merchant     1.4   $1800   Commerce/Trade
Pharmacist   1.5   $1750   Botany/Medical
Wainwright   1.6   $1700   Blacksmithing
Gunsmith     1.8   $1600   Sharpshooting
Mason        2.0   $1500   Nothing
Blacksmith   2.2   $1400   Blacksmithing
Wheelwright  2.4   $1300   Blacksmithing
Carpenter    2.5   $1250   Carpentry
Saddlemaker  2.6   $1200   Nothing
Brickmaker   2.8   $1150   Nothing
Prospector   3.0   $1100   Find more gold in California
Trapper      3.2   $1050   Tracking/sharpshooting
Surveyor     3.4   $1100   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: 1840-60
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).

---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.

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Vinny's Records                                                        [RECRD]
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These are my top scores.

 1.   30,000
 2.   29,930
 3.   25,960
 4.   25,866
 5.   19,897
 6.   17,751
 7.   17,031
 8.   16,592
 9.   16,008
10.   15,835

One of my readers, Jessica W. Glover, earned a score of 31,115. Congrats.

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Version History                                                        [VERSN]
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 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.

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Copyright                                                              [COPYR]
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(c) 2008-2009 Vinny Hamilton. All rights reserved.

All trademarks mentioned in this guide are copyrights of their respective
holders.

You can print this guide out for your personal use.
You can download this guide to your computer for your personal use.
You can translate this guide into a foreign language (British, Southern,
Australian, and New Yorker are not considered foreign languages) and post the
translation on your Web site as long as you ask permission first.
You can post this guide on your Web site as long as you give proper credit AND
you don't change a single letter, number, or symbol (not even a tilde).
Remember that the latest version will always be available at GameFAQs.com, but
don't count on there being frequent (if any) updates.
You can't post this guide on your Web site and then say you wrote the guide
yourself.
You can't post this guide on Web sites that contain (or have links to sites that
contain) explicit depictions of naked humans (also known as pornography),
racism, or flattery of totalitarian regimes.
You can't post this guide on your Web site if you're going to change anything in
this guide that took me so many hours to write.

If you don't comply with these guidelines, your hard drive will be reformatted
inexplicably and you will suffer from constipation for the rest of your life.
Heed this warning.

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Contact Information                                                    [CONTC]
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If you have any questions or comments about this guide, please send an e-mail
to [email protected]. That's zero-zero-two, by the way. Remember that not
all e-mail messages will be read. Please follow these guidelines:

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. I will
respond eventually if you follow all of these rules.
Do tell me if you break one of my records.
Do make a reasonable effort to use decent spelling, grammar, usage, punctuation,
and capitalization so that I can understand what you're trying to say.
Do use patience. I check my messages quite sporadically.
Do not ask for technical support except as a last resort.
Do not send spam, pornography, chain letters, "flaming," or anything that
contains profanity or vulgarity. Again, violating this rule will result in
deletion of the message and permanent constipation.

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Current list of VinnyVideo guides available on GameFAQs.com and Neoseeker.com
(as of 2/15/08):
F1 ROC: Race of Champions FAQ/Walkthrough
F1 ROC II: Race of Champions FAQ/Walkthrough
SimCity 3000 Walkthrough/Strategy Guide
Nigel Mansell's World Championship Racing FAQ/Walkthrough
Kyle Petty's No Fear Racing Strategy Guide/FAQ
Madden NFL '96 (SNES) Strategy Guide/FAQ
Madden NFL '98 (SNES) Strategy Guide/FAQ
Madden NFL '97 (SNES) Strategy Guide/FAQ
ESPN SpeedWorld Strategy Guide/FAQ
The Oregon Trail: Fifth Edition (PC) FAQ/Walkthrough
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Proposed future guides:
Donkey Kong 64 FAQ/Walkthrough
The Legend of Zelda: Link's Awakening Spoiler-Free FAQ/Walkthrough
The Legend of Zelda: Ocarina of Time Master Quest FAQ/Walkthrough
The Legend of Zelda: Twilight Princess FAQ/Walkthrough

And lastly, a public service message: Fight for and affirm the rights of all
humans, regardless of race, age, or creed! And... Don't forget to brush your
teeth. No one's going to read this, anyway.

For Katie