Oregon Trail 2 (and 5) Guide By Simfish/InquilineKea (simfish@gmail.com). PLEASE e-mail me suggestions if you find holes in my FAQ. Thanks! Disclaimer: feel free to distribute this guide. If you want to copy it into your own articles, please e-mail me at simfish@gmail.com for permission (and please ATTRIBUTE everything I write to this FAQ (and by my Internet name - I go by both Simfish and InquilineKea - I'd prefer it if you'd just use Simfish/InquilineKea for attribution). As characters in the Oregon Trail don't even have a gender, I'll use the masculine pronoun throughout. NOTE: Oregon Trail 2 and Oregon Trail 5 are virtually identical with the exception of the cutscenes. The only other change Oregon Trail 5 has to Oregon Trail 2 is the addition of fishing/gathering options. ========= Guide created April 4, 2008 Version 1.0: last updated April 5, 2008. ========= Background Info about me: I used to be known as simfish88 and as Tonto_Simfish (Tonto being an online gaming clan) on various gaming communities in the past (Microsoft Ants, Age of Kings Heaven) [Also my location is Westminster, CO => Redmond,WA]. I later switched to Simfish but then felt uncomfortable with the non-uniqueness of simfish, which led me to permanently switch my Internet name to InquilineKea. ========= Table of Contents: 1: General Tips 2: Starting off 2.1: Professions 2.2: Wagon party members and ages 2.3: Maximizing Score 2.4: Items you probably should buy 2.5: Food 2.6: Meals 2.7: Time of starting 3: On the Trail 3.1: Health 3.2: Diseases and Conditions 3.3: Morale 3.4: River Crossings 3.5: Hills 3.6: Cutoffs 3.7: Location Location Location 3.8: Random Events ========= 1: General tips for the game You really should read the guidebook for advice. The guidebook sounds like it's produced for REAL pioneers of the 1800s rather than computer gamers and so it has extra details that don't have any implementation in the game. But it actually does a pretty good job of listing all the details you need to know. You should also read the glossary - which includes historical information about landmarks, diseases, and wagon procedures. You should generally avoid trading with people. It's rare for people to offer you a deal better than one you could get through a fort or general store. There are a lot of actions/items that come without tradeoffs (unless you were concerned about the score). A lot of the miscellaneous items are useless and only make it more likely for your wagon to tip over. In fact, the vast majority of items are pretty much useless (or are more expensive substitutes for a cheaper item, without any additional benefit other than possibly morale). ==== 2: Starting off ==== 2.1: Professions The professions are ranked as according to how much money you get to pay. Of course if you were only concerned with game mechanics (and not with final score), then choosing one profession over another would have no tradeoffs. If not for score, then there are many choices in the game 2.2: Wagon party members and ages: The additional members in your wagon party don't seem to do anything other than consume food and get sick/die. For some reason you don't get sick until everyone else in your wagon party dies. (however, you can still get thirst/starvation or injured/[and yes even killed] in hunting accidents). So in effect, this effective "buffer" is probably the only reason for you to get more members if you were only concerned with winning. But of course they help add points to your score - more points than most other factors. Age doesn't seem to affect anything other than susceptibility/chance of death to various illnesses. 2.3: Maximizing Score Start as a teacher in 1840 with 5 other people, don't put anything into skills, buy lots of flour (45 cents for 20 pounds means 2.25 CENTS PER POUND, which makes it the cheapest food by far), and only buy the basics I've outlined above. You may want to buy winter coats if you start off in March. Avoiding delays will help you get to the destination faster (muddy trail tends to occur in the East, rough trail occurs in the West). You should predominantly rely on your hunting skills (and gathering/fishing skills in Oregon Trail 5) and only hunt when your food gets fairly low (as food tends to increase the wagon load, which makes it harder to ascend/descend hills and cross rivers). You can save and restart the game if anything "bad" happens. There is no intrinsic "best" way to play the game, but I think we can all agree that it feels more "natural" to play the entire game without saving and restarting (unless you encounter a bug or an unnatural event [aka killing yourself with a gun when you go hunting - yes that has happened to me before]). Generally though, the "not necessary if everything goes right" items (medicines, ropes/chains, shovels and saws for getting past fallen obstacles) aren't very expensive so you probably should buy them anyways. A lot of the items are extraneous, useless, and just force your wagon to carry more items (which makes it more likely for your wagon to tip/capsize/etc) 2.4: Items you probably should buy A wagon + oxen: The game will not allow you to proceed without them. You could also buy mules and horses but they cost more and have additional negative qualities (horses require hay and can't feed on the grasses, mules are just more expensive although I haven't seen them refuse to move on for me). It might be fun to go to your destination relying solely on horses (but I haven't done that before yet) Food: Your health will drastically suffer without food for obvious reasons. Water kegs: These are the only items (that I know of) that can hold water for extended periods of time. After South Pass you will encounter stretches of territory without water and you will *quickly* die of thirst without water. Salt: preserves meat, and is helpful for a lot of illnesses (though there is no option for increasing salt intake when someone gets cholera - even though this is the recommended option in the guidebook) Rope: For the "use ropes and chains" option when you have to ascend/descend mountains/hills. Items you should buy if you want to maximize score: Rifle, ammunition, and gunpowder: A box of 20 bullets will cost around 10 dollars. You can bring down a 200 pound animal with one bullet. Bacon costs 11 cents per pound. Moreover, since you don't have to carry game meat until you shoot it, it doesn't pull a burden on a wagon. You can easily go without those (especially if you start out with a lot of money), but they're essential if you want a high score. You should also buy antiseptics (iodine, hydrogen peroxide, isopropyl alcohol) if you go hunting because accidents are surprisingly common for some reason. You generally don't need to hunt unless you've intentionally started with a small amount of money. Other useful items: Winter coats: they help prevent frostbite and hypothermia during conditions of extreme cold. Spare axles/wheels/tongues: Your axle/wheel/tongues will break and if you're unable to fix them when they do, you'll need to repair them since you'll be forced to trade for them if you don't have them (and the people will often trade them to you on terms unfavorable to you). - I actually haven't found a "use" for sets of clothing. But I generally bring sets of clothing with me anyways. 2.5: Food There seem to be only 4 main purposes of food: (a) keeping you healthy and preventing starvation, (b) preventing/treating scurvy, (c) preventing/treating beriberi, and (d) keeping morale up. There are 4 main types of food: Meat, fruit, vegetables, and others (the status bar will tell you when you don't have meat, fruit, or vegetables). Meat is useful for preventing beriberi, while fruit and vegetables are useful for preventing both beriberi and scurvy. But in any case, I was able to keep everyone in high morale from Independence all the way to Independence Rock without giving them any meat (in fact, all they had were sacks of flour, and potatoes + pickles + dried fruit/vegetables) 2.6: Meals Unless you are low on ammunition or gunpowder (or somehow can't afford getting accidentally shot/getting mauled by an animal), you should set your meal options at filling (this is especially true for Oregon Trail V, where you can fish and gather plants WITHOUT PENALTY [the plant guidebook is 100% perfect for identifying poisonous plants in Oregon Trail V]). When meals are set to filling and pace is set to steady, your health will usually stay at "good" for the duration of the trail (barring illness). The chances of getting shot in a hunt are actually pretty high (also, gunshot wounds have a nasty tendency of happening to YOU for some reason). As you only can carry 200 pounds of meat or so per session, you're best advised to just shoot a single large animal and to then carry it back (before the potential of incidents). The guidebook says that buying sheaths would be useful for preventing accidents, although I have no way to confirm this. 2.7: Time of starting You can start from March to August. Of course, if you start in March, you will start in wintertime (of course March in the Great Plains isn't really that severe [as average highs tend to be in the 50s and snowstorms tend to be isolated incidents], but the game seems to treat March like January). If you start in August, of course, you run the risk of getting trapped in the mountains in wintertime. Cold weather seems to have several properties associated with it. From my numerous instances of playing the game, it seems that people don't get cholera or a lot of other illnesses when it's cold or snowy (probably because a lot of micro-organisms generally thrive in warmer climates). Of course, this doesn't apply for bad colds and the grippe, which are more likely to happen during wintertime. You also run the risk of frostbite and the rare events of freezing and "snowbound". Of course, cold weather tends to freeze rivers as well (this could be good or bad; it's explained in the "crossing rivers" section). It also makes hills harder to climb/descend (this is very bad) ====== On the Trail: (3.0) ====== 3.1: Health Health goes on a linear scale, from good to OK to fair to poor to bad to critical to dead. When a person is feeling less-than-perfect but is ailment free, health will go from good to OK, poor, bad, critical. With ailments, it goes from fair to poor, bad, critical (although "good" seems to appear when you reload the game and the person has a mild ailment). - good means that the person is free of existing ailments. - OK means either that the person has just recovered from some ailment or that you're pushing yourself too hard on the trail (your health also can go down to OK when you suffer from thirst). - fair means that the person has some ailment, but it does not differentiate between less serious and more serious ailments (i.e. a person with smallpox will start with fair health, but so will a person with a bad cold). - If health is poor, bad, or critical, you better do something pretty soon or else the person will probably die without intervention (set rations to filling and pace to steady if you haven't done so already and REST). 3.2: Diseases and Conditions We can subdivide diseases/conditions into several categories. There are relatively mild illnesses that rarely kill people by themselves (as long as you select the proper treatment), more serious illnesses that last longer and that could turn a person's health to poor in days, and conditions that can kill quickly but otherwise seem to heal quickly. Unlike Oregon Trail I (where people died just as easily from broken bones as they did from cholera (!)), there is definitely differentiation between illnesses in Oregon Trail II/V. There are two stages of an illness. Initially you will get a screen displaying the illness. Then when a person's health becomes poor or bad, another screen "a turn for the worse" pops up. This screen usually only applies for the long-acting serious illnesses (it doesn't seem to apply for cholera, The mild conditions/illnesses are bad colds, broken legs/arms, frostbite and concussions. I also think that measles, grippe (the flu) and scarlet fever also belong to this category (from what I've read of the guidebook), but I've rarely seen people getting them in my over 15 sessions of the game. Bad colds will usually resolve themselves even if you don't address them (although none of the options other than rest seem to really help with it anyways). The choice of treatment should be obvious with broken arms/legs (immobilize/splint affected joint) and frostbite (gradually warm affected area). The more serious illnesses are smallpox, pneumonia, typhoid fever, typhus, mountain fever, and possibly snakebite (historically of course, all of them had high fatality rates, often above 10%). None of them have an "obvious" course of treatment and all of them have a high chance of causing the person to make a turn for the worse if you don't rest him. At least these diseases don't kill people as quickly as cholera does. I haven't seen many cases of dysentery yet. But dysentery tends to be chronic and so even if it doesn't make a turn for the worse, it has the potential implication of forcing a person's health to be fair for the rest of the journey. Cholera belongs in a category of its own (realistically, its fatality rate without treatment is over 50% but drops down to the single digits with treatment). It kills very quickly (a person's health can go from fair to dead - whereas you generally get a second warning for the other serious illnesses if they make a turn for the worse). But if the person survives the first few days, he'll probably heal quickly. There are also internal injuries, freezing, near-drownings, gunshot wounds, food poisonings, and animal maulings. These injuries can kill you VERY QUICKLY if not taken care of, but they also seem to come with varying degrees of severity (some of them will kill the person without a warning screen [he'll just die right when you get them]) And finally, beriberi and scurvy. Those, of course, are food-related illnesses. Scurvy and fresh fruits/vegetables can treat it. Beriberi is treated with both meat and fruit/vegetables. 3.3: Morale Morale seems to be only relevant for adventurers or tour guides (although strangely adventurer/tour guide morale is based ONLY on the morale of your party). It's displayed on your status bar and goes from high to "nothing" to "slipping" to "low" to "very low". A lot of the miscellaneous items MIGHT boost morale (but I've managed to get from Independence to Independence Rock without miscellaneous items with the party remaining at high morale). Morale is lowered when you go for stretches of land without water (it's also hit when you run out of fruit, vegetables, and meat). It also is lowered when you get into accidents on river crossings and mountains, and poor health on the part of ALL members also seems to decrease it. One would expect that morale would increase with increasing proximity to the destination but this does not seem to be the case in the game. 3.4: River Crossings Historically, river crossings were the second biggest killer on the Oregon Trail (after cholera). I actually haven't seen anyone drown in a river yet (near-drownings have happened though). On the Oregon Trail, there aren't a lot of particularly dangerous rivers. The most dangerous river on the Oregon Trail is probably the Thomas Fork of the Green River (it's almost always described as "very treacherous" and it's almost always 8 to 9 feet deep). The Snake River is also fairly treacherous. Other than those two rivers though, you shouldn't have too much of a problem with river crossings. These rivers are generally over 3 feet deep and you should caulk+float on them: Oregon Trail: Kansas River Big Blue River Laramie River North Platte River (sometimes) Green River Thomas Fork (particularly dangerous, I've run into the most accidents at this) Snake River Other Trails: Mississippi River Missouri River You can easily ford most rivers that are 2 feet or under (the main risk is getting stuck in the mud, and double-teaming the animals seems to come without penalty). The South Platte River is somewhat of an exception as it's a mile wide and has quicksand. Frozen rivers seem to be easier to cross than non-frozen ones (percentage-wise) but the consequences are more severe (I actually haven't tried this out yet) if you fall through a frozen river. There doesn't seem to be much of a correlation between the "depth" of winter and the difficulty of crossing a frozen river as there is no way to measure how a river is frozen. I once managed to get to the "Three Crossings" of the Sweetwater River in early May when the river was still frozen - and still managed to cross the ice three times without incident. If a ferry is available and you don't want the money for extra points in the end, you probably should take it. There are animations in the Oregon Trail II folder that are associated with ferry accidents - but ferry accidents seem extremely rare (this is probably also true when you hire an Indian to help you). But if you like saving/reloading a lot, then you could just rely on yourself. 3.5: Hills There are two types of hills: hills and mountains. Somehow the game doesn't seem to discriminate between them (although if you immediately click on the game screen after ascending a mountain, the location screen will show the name of the mountain you're ascending rather than the words "on the trail"). This doesn't seem to make a difference though, as the game doesn't seem to discriminate between them. All of the options for ascending/descending hills are better than "continue up/down the hill" so you should use them rather than continuing up/down the hill (unfortunately you can't do several of the options even if they were all possible in real life). I haven't noticed much of a percentage-change difference between the alternative options, but you should always use them since they don't come with any penalties (although on a few occasions "continuing" up/down the hill will work when the wagon tips over on other options for some reason). 3.6: Cutoffs Read the guidebook for most information about each of the cutoffs. Cutoffs from the main trail tend to be rougher and drier than the main trail. As you'll see from the guidebook, cutoffs tend to have many segments of miles without water (where you'll need water kegs if you don't want your party members to quickly die of starvation). Moreover, if someone gets a major illness in the middle of a "no water" scenario, you're in a pretty serious condition (as resting is oftentimes the only treatment for some illnesses). Oregon Trail cutoffs: Deep Sand vs. Three Crossings. I generally choose the Three Crossings route. It's faster and the Sweetwater River is so shallow and narrow that crossings are almost always without incident. Sublette Cutoff vs. Fort Bridger: Depends on whether you're soon in need of supplies. You should make sure that you have several water kegs if you're planning on taking the cutoff as you go for miles without water. Lander Cutoff (only available in 1860) vs. road to Fort Bridger: The Lander cutoff is like the Sublette Cutoff, only more extreme (longer mileages without water and a rough trail, but you also save more miles) Three Crossings of Snake River vs. South Alternate Route: If you like saving and reloading, just choose the Three Crossings of the Snake River route. If you like playing the game more "naturally", choose the South Alternate Route (which takes you longer, is rougher and drier, and makes you avoid a potentially useful fort). Rafting down the Columbia vs. Barlow Toll Road: Rafting down the Columbia River really isn't that difficult as it plays kind of like an easy arcade game. Moreover, the Columbia River's geography is the same no matter how many times you play the game and so after your first try, you should be able to raft down the river without difficulty because you should be able to predict the locations of rocks and whirlpools afterwards. With the Barlow Toll Road, you have to ascend Devil's Half Acre and descend Laurel Hill, and Laurel Hill is the most dangerous hill of the entire Oregon Trail (that COMBINED with the fact that you have to re-ascend/re-descend hills whenever you wagon tips over on them - though this also tends to happen on accidents along the Columbia River). But rafting down the Columbia becomes quite repetitive as you play more of the game and so the Barlow Toll Road is sometimes more fun. California Trail cutoffs: Salt Lake City alternate route: this goes up from Great Salt Lake City and saves you the trouble of having to go through. But on the way to the Great Salt Lake, you have to ascend/descend numerous mountains. You will also go for miles without water (although not for as many miles as you Hastings Cutoff: Read about the Donner Party and you can imagine how difficult this cutoff is. Someone once got cholera when I was in the middle of the desert - you could imagine how screwed I was. Still, it's pretty fun to take since it probably is the most difficult part of the game (also you have to go through Truckee vs. Carson route: It's all in the guide. Trail to the Rogue River Valley: This is kind of an interesting trail that you don't tend to hear as much about in the history books. You have to go through the Black Rock Desert, but it's only 20 miles in length and so you could get through it in 3 days. 3.7: Location Location Location There seem to be three distinct regions. One is the humid region east of Fort Laramie (Wyoming is a dry state). One is the region between Fort Laramie and South Pass. And the last is the region west of South Pass. East of Fort Laramie, there is a very real risk of cholera (after all cholera was quite prevalent in the East and the West was a means of getting away from it) [unless you happen to be traveling in March]. At least you don't have to worry about running out of water. Between Fort Laramie and South Pass, the weather seems to be drier but you'll always be following a river. This is probably the easiest segment of the trail because extreme heat is rare, thick dust is rare, and you'll usually be here when it isn't winter. West of South Pass, your risk of cholera seems to decline (although your risk of mountain fever seems to increase [although mountain fever is a lot rarer than cholera]). Here the terrain is rougher and you WILL encounter segments of terrain where I haven't checked if food supplies deplete faster in the East than in the West though. 3.8: Random Events (good): Abandoned Wagon, wild fruits/vegetables, you've caught some fish "free stuff!" I think you're more likely to catch fish when you rest near a river for a day. (neutral): Thick dust, heavy fog, thunderstorm I just continue through such events as I've never seen anything bad coming out of them. Thunderstorms seem more severe than the others but I haven't seen anything bad coming out of them yet. (could be neutral or bad): prairie fire, strangers at a distance, fallen obstacles. Prairie fires have the potential to set your wagon on fire (waiting for it to end seems to decrease the risk - but prairie fires are rare compared to the above events). Strangers could steal from you (approaching them or continuing from a distance both seem to carry similar risks of theft/continuing without theft). At least they don't physically hurt you. Oxen steps on hole/exhausted oxen: You could double team the animals or continue. Such actions run the risk of causing your oxen to die - however - this doesn't seem to happen that much even when I just continue.