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* LastLousyPoint: There are ''many'' things in the game that are not required to finish it, and many ''more'' things that will lower your point score if you do them. Solving puzzles is adventure-game-easy. Solving puzzles ''correctly'' requires more effort.

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* LastLousyPoint: There are ''many'' things in the game that are not required to finish it, and many ''more'' things that will lower your point score if you do them. Solving puzzles is adventure-game-easy. Solving puzzles ''correctly'' requires more effort. Some examples of pesky point precision include:
** Stepping on the grass when you have more than zero points at the beginning of the game will reduce your score by 1 point, permanently.
** Before you leave Brooklyn, you better talk to your boss and ''quit your job''!
** Don't forget to buy a pan ''and'' a shovel in Sutter's Fort! (The pan is faster and easier to use, but the shovel is required for maximum points)
** If you're taking the Panama route and you manage to get through without a priceless treasure, try again. Good luck finding it, though! [[spoiler: Look for a place where walking through results in a very fast "ow!" dialogue box, and look to see what the heck caused it.]]
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* BreadEggsMilkSquick: Upon arriving on Rio de Janeiro, the the you observe the many kinds of ships in port. From brigs, barques, brigantines, schooners, clippers, steamers, whaling, cargo, passenger, and slave ships.
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* KarmaHoudini: Jerrod himself. Going to the hardware store or the market in New York will allow you to buy things on credit. However, before you leave, you effectively close your account at the bank, quit your job, and sell your house, meaning those stores will never actually get paid. There are no consequences for this: it's an expected part of the gameplay[[note]]In addition, there's only one thing you need to buy anyway, though it varies depending on the route[[/note]].

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* KarmaHoudini: Jerrod himself. Going to the hardware store or the market in New York will allow you to buy things on credit. However, before you leave, you effectively close your account at the bank, quit your job, and sell your house, meaning those stores will never actually get paid. There are no consequences for this: it's an expected part of the gameplay[[note]]In addition, there's only one thing you need to buy anyway, though it varies depending on the route[[/note]]. This is at least partially justified in that the shopkeeper implies that you ''have'' the credit to buy it (presumably meaning that the bank will pay for things for you), so the shopkeeper will be fine, but the bank might be out some cash.



* LastLousyPoint: There are ''many'' things in the game that are not required to finish it, and many ''more'' things that will lower your point score if you do them. Solving puzzles is adventure-game-easy. Solving puzzle ''correctly'' requires more effort.

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* LastLousyPoint: There are ''many'' things in the game that are not required to finish it, and many ''more'' things that will lower your point score if you do them. Solving puzzles is adventure-game-easy. Solving puzzle puzzles ''correctly'' requires more effort.



* TheMainCharactersDoEverything: On the overland route: Need animals? Send Jerrod to get them. Need to know when to leave? Get Jerrod to do it. Need to prepare the animals to descend down a hill to drink after traveling through a desert? Get Jerrod to do it.

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* TheMainCharactersDoEverything: On the overland route: Need animals? Send Jerrod to get them. Need to know when to leave? Get Jerrod to do it. Need to prepare the animals to descend down a hill to drink after traveling through a desert? Get Jerrod to do it. Justified in that the first thing you ''do'' on the Overland Route is to give all of your (substantial) cash to the company leader, who responds by making you his second in command as a reward.



* PointOfNoReturn: Once you leave Brooklyn, you can't go back (the journey progresses until [[HaveANiceDeath you die]] or reach Sacramento).

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* PointOfNoReturn: Once you leave Brooklyn, you can't go back (the journey progresses until [[HaveANiceDeath you die]] or reach Sacramento). [[spoiler: Once you drop down the outhouse to get to your brother's secret mine, you can't go back up either.]]
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Nice Hat is now dewicked


* NiceHat: Jerrod starts wearing one when he gets to California, and when he arrives in Independence on the overland route.
** Many miners wear one.
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* YouShouldntKnowThisAlready: You get a message to this affect if you read the Psalm before arriving in California.

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* YouShouldntKnowThisAlready: You get a message to this affect effect if you read the Psalm before arriving in California.

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* EdutainmentGame: The game gives a surprising amount of information about the 1848-49 gold rush. And yes, people really ''did'' go through Panama or around Cape horn to get to California.



* ShownTheirWork: The game is full of historical references and information, particularly during the journey from New York to California. The manual is also an accurate reference in regards to the gold rush of 1848, including information about the journey, daily life, and various tidbits that don't directly impact the game.

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* ShownTheirWork: The game is full of historical references and information, particularly during the journey from New York to California. The manual is also an accurate reference in regards to the gold rush of 1848, including information about the journey, daily life, and various tidbits that don't directly impact the game. This actually makes it an EdutainmentGame.
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Was relying entirely on memory for that, and found a video that showed that scene after the fact. Description's fixed.


* BanditMook: A group of these will pursue Jerrod if he's carrying gold for too long while prospecting. When they catch up to him--''when'', not if, as they'll follow him to the next screen--they'll steal all of his gold, train their guns on him, and back away. Any attempt to move while they're leaving, as well as a short time after they're off-screen, will result in them shooting Jerrod dead.

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* BanditMook: A group of these will pursue Jerrod if he's carrying gold for too long while prospecting. When they catch up to him--''when'', not if, as they'll follow him to the next screen--they'll steal all of his gold, train their guns on him, gold and back away.warn him not to move while they depart. Any attempt to move while they're leaving, as well as a short time after they're off-screen, will result in them shooting Jerrod dead.

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* ShoutOut: In the Brooklyn Cemetery, on one of the graves(the on below the one with that's shaped like a cross) the deceased is described as a friend to the friendless and an enemy to those who have no enemies. Which is a reference to the opening narration on the Boston Blackie radio show.

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* ShoutOut: In the Brooklyn Cemetery, on one of the graves(the on below the one with that's shaped like a cross) graves, the deceased is described as a friend to the friendless and an enemy to those who have no enemies. Which This is a reference to the opening narration on the Boston Blackie "Boston Blackie" radio show.



** Of course, [[AllThereInTheManual study of the manual]] is ''required'', in order to understand exactly why and how you've failed. Otherwise, you might end up forgetting a crucial piece of equipment, or missing a particular deadline that only results in failure many turns later.
** And even then, there are still random events such as diseases and broken bridges that could kill you instantly without warning. It's meant to simulate the danger of a cross-country trip, but it only serves to punish the player with FakeDifficulty.

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** Of course, [[AllThereInTheManual study of the manual]] is ''required'', in order to understand exactly why and how you've failed. Otherwise, you might end up forgetting a crucial piece of equipment, or missing a particular deadline that only results in failure many turns later.
**
later. And even then, there are still random events such as diseases and broken bridges that could kill you instantly without warning. It's meant to simulate the danger of a cross-country trip, but it only serves to punish the player with FakeDifficulty.



** If you take the Cape Horn route, you have to get the fruit before the Gold Rush announcement otherwise the store will close and you will die of scurvy.

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** If you take the Cape Horn route, you have to get the fruit before the Gold Rush announcement otherwise announcement. Otherwise, the store will close and you will die of scurvy.

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* CaptainObvious: Oh room 11 in Green Pasteur's Hotel was next to room 12? You don't say Hotel clerk.

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* BanditMook: A group of these will pursue Jerrod if he's carrying gold for too long while prospecting. When they catch up to him--''when'', not if, as they'll follow him to the next screen--they'll steal all of his gold, train their guns on him, and back away. Any attempt to move while they're leaving, as well as a short time after they're off-screen, will result in them shooting Jerrod dead.
* CaptainObvious: Oh room Oh, Room 11 in Green Pasteur's Hotel was next to room Room 12? You don't say say, Hotel clerk.
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* CopyProtection: Of the "X word on Y page" variety. If you fail to enter the correct word, the on-screen prospector says "Gotcha!", and you get treated to a scene of Jerrod being hanged before a rather unceremonious force-quit to DOS prompt.

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* CopyProtection: Of the "X word on Y page" variety. If you fail to enter the correct word, the on-screen prospector says "Gotcha!", and you get treated to a scene of Jerrod being hanged before a rather unceremonious force-quit to DOS prompt. If you enter the correct word, the prospector will instead let you pass to the title screen, stating that he hopes you strike it rich.
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-->"It's an utter pity that yer trip to California turned out like this, ain't it?"

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