The Wild West

The Wild West can be reached from the [A card picturing buffaloes in a rugged land.] option in Card Of Fate or from Crossroads. It can also simply be a random event.


 * On the first visit to this event, you begin by choosing Cowboys or Indians; this choice will determine the portion of the Wild West events you can go to for the rest of the entire game and can't be reversed. (You can also simply leave without making a choice, in which case you can choose on a future visit.)
 * This is a special location for the Shovel. Items which can be dug up include: Torn Memento: Right Side, Wishbone, Mining Pick, Gun, Lasso, Bow & Arrows, Skull (the one with the largest jaw), Ordinary Ring, Ordinary Necklace, and 1 Rupee.

Cowboys
In Cowboy Town, the player can enter the saloon, visit the shop, or challenge a bad guy to a duel.

[Enter the saloon.]
After entering The Saloon, the player has to choose one of the following options:

[Ask the bartender for a drink.]

 * If you've defeated exactly 0 or 1 Wild West bad guys, nothing happens.
 * If you have defeated exactly 2 bad guys, you have a Random Drink.
 * If you've defeated exactly 3 bad guys, you gain a Potion item.

[Talk to the cowboy.]
You speak to a gay cowboy.
 * If you are a female according to account settings, this event is just flavor.
 * If you are a male in your account settings, he offers to buy you a drink and, if you accept, either you'll be pretty drunk and have sex without being asked OR he'll ask if you want to go upstairs for some sex, to which you can say yes or no.
 * If you don't have males sexually preferred in account settings, having sex with him will make you lose 1 permanent Speed.
 * If you do have males sexually preferred in account settings, you have a chance to either gain 1 permanent Speed or lose 1 permanent Speed upon having sex. (Getting the "had a few too many" vs. the asking scenario appear to have the same chances for +1 and -1 Speed. Also, Mojo and being -cubus have no apparent effect on if you get +1 or -1 Speed. These conclusions are based on testing.)
 * Though he buys you a drink, you don't count as drinking for Dehydration or Cleansing Cup. Also, you don't get the Drunk neutral effect.
 * Saying no results in leaving the event with no change.

[Go to the drunk.]
You can use your (Holy) Hammer to attempt to hit a drunk man to take the item he's holding. If you fail, you Skip A Turn and don't get the item, though this risk can be removed; the Sneaky Buff makes success guaranteed. If successful, the item then revealed and received. The following are confirmed as possible items:

ACME Magnet, ACME Piano, ACME Pogo-Stick, ACME Rocket, ACME TNT, Bucket, Cat, Diss Card: Knockback/Death/Ensnare/Speed Exchange, Explosive Sheep, Glue Mine, Hammer, Hand Grenade, Holy Hand Grenade, Holy Water, Hookshot, Hypno Glasses, Lasso, any Magic Crystal, Magic Star, Potion, Shield, Space Capacitator, Teleporter, Time Travel Condom, War Helmet

[Check out the room upstairs.]

You can choose to enter the room Upstairs or not. If you enter, when The Light Switches On..., you see who you had sex with. Most of the outcomes in this subevent are purely flavor, though a few of them can affect gameplay directly:
 * Caffeinated Courtney (Mucho Macho!/What A Seductress! type): You gain Coffee.
 * Frankenstein's Monster (Sick type): You can capture the monster with your Pocket Ball.
 * The World's Ugliest Dog (Sick type): You can capture the dog with your Pocket Ball.

Use your Piano to liven up the place! (requires you to use your ACME Piano)
 * Gain 2-9 Rupees if you don't have a Pet Bear.
 * Gain 10-17 Rupees if you do have a Pet Bear.
 * Note that the Piano is not consumed upon use here.

[Challenge the local bad guy to a duel.]
In this event, success results in the bad guy being killed or imprisoned. Failure results in being knocked back 30 spaces if you aren't Bulletproof (if you fail pre-No.) OR having the Skip A Turn status applied to you if you are Bulletproof (or if you fail post-No.) This event is effectively split up into 2 sections: pre-No. skill and post-No. skill.

Pre No. skill

 * Guaranteed failure options:
 * Telling the bad guy [Nope.] regarding drawing a weapon.
 * any magic item uncharged or charged with a spell besides Death
 * any type of Bow & Arrows
 * (Holy) Hammer
 * Horn
 * Pacman
 * Sword


 * Guaranteed success options:
 * any magic item charged with Death
 * Hypno Glasses


 * Chance-based option:
 * Gun

Post No. skill

 * Guaranteed failure options:
 * Choosing [No idea. Let him beat me up.] regarding what to do now
 * Horn


 * Guaranteed success options:
 * any magic item charged with Death
 * Assassinate
 * Bow & Arrows
 * Diss Card: Death
 * Explosive Sheep
 * Gun
 * Hand Grenade
 * Holy Hand Grenade
 * (Holy Hammer)
 * Hypno Glasses
 * Pacman
 * Sword

Indians
Every time the Indian Village is visited, the player receives 2 arrows (or 3 with reputation from at least 2 successful rituals) for the bow they have. (If a form of Bow & Arrows is not in the player's inventory, they also receive a bow with the 2-3 arrows.)
 * Before selecting an option, you have a chance to be able to mine a rock with your Mining Pick for a generic item if the flavor text says "you see some boulders lying around".
 * The player can choose to take part in a ritual, trade items, or go to the Indian Casino. Also, if the player has succeeded at least once in [Take part in a ritual.] on a previous visit, they can also instead go to [Train bow skills.].

[Train bow skills.]
You gain the Skilled With Bow Buff. (Your Bow & Arrows (any type) now have 50 max. range and only a 5% miss rate.)

[Take part in a ritual.]
You randomly go to one of the following subevents (unless you have max. reputation from 3 successful rituals in one game, in which case you always go to Peace Pipe.) Upon successfully gaining reputation from the subevents a 3rd time, you instantly gain the Totem Of The Beast.
 * Shoot A Bow- You are given a bow and an arrow (not related to the item), told a cardinal direction where a target is, and told a cardinal direction from which the wind is blowing.
 * If you try to shoot [In the middle] while the wind is blowing from the same direction or from the opposite direction as the target, you should hit it.
 * If you try to shoot [To the left] while the wind is blowing from the cardinal direction to the left of the target (exs:Target is north and the wind is blowing from the west or Target is south and the wind is blowing from the east), you should hit it.
 * If you try to shoot [To the right] while the wind is blowing from the cardinal direction to the right of the target (exs:Target is north and the wind is blowing from the east or Target is south and the wind is blowing from the west), you should hit it.
 * If you choose an option without it matching one of the above parameters, it will miss (unless you have the Skilled With Bow Buff from the [Train bow skills.] option above, in which case it will hit.)
 * Dysprosium has stated that there is a rare chance to miss the target even if the optimal direction is chosen.
 * If you hit the target, you gain reputation. If you don't, effectively nothing happens.


 * Peace Pipe- You gain reputation if it isn't yet maxed. Gain 3 Rounds of the Stoned neutral effect. If you already had max. reputation when selecting the [Take part in a ritual.] option, you also gain 6-9 Rupees.

[Trade items.]
The indian chief puts forward a random item for trade with a vague description.
 * You can offer the chief nothing in return, in which case you are chased back 20 spaces.
 * You can offer the chief any item which isn't Soulbound, Ethereal, or Unremovable. He has a random chance to either accept the item for trade or chase you back 20 spaces. (He cannot deny the item for trade if you are a Merchant or if the item is Sparkling.)
 * If a Sparkling item is given to the chief, you gain 5 Rupees in addition to the vaguely described item.
 * Other players can see the vague description for the chief's offered item and can see an item you give the chief, though they can't see the specfic item you receive.
 * The following are vague descriptions along with confirmed possible corresponding items:
 * a crystal- any Magic Crystal
 * a helmet- War Helmet
 * a lasso- Lasso
 * a magical card- Diss Card: Death/Ensnare/Knockback/Speed Exchange
 * a potion- Holy Water, Potion
 * a torn picture- Torn Memento: Right Side
 * a wand- Light Wand
 * a weird device- ACME Pogo-Stick, ACME Rocket, ACME TNT, Explosive Sheep, Glue Mine, Hand Grenade, Holy Hand Grenade Hypno Glasses, Space Capacitator, Teleporter, Time Travel Condom, Tractor Beam
 * a weird instrument- ACME Piano
 * some piece of metal- ACME Magnet

[Slot Machine]
You can pay 3 Rupees (with a chance to win 10 Rupees upon winning) or leave. If you choose to pay:
 * You can pull the slot machine up to 4 times (with a chance to simply leave after each pull).
 * Each pull results in 3 separate icons being shown.
 * After each pull, the player can lock icons so that they will stay the same for the rest of the pulls. (They can't be unlocked).
 * The goal is to have all 3 icons be the same after any of the pulls, at which point the 10 Rupees are given.
 * If the 3 icons aren't the same after 4 pulls, you simply leave the event.
 * The possible icons are:
 * Banana
 * Dark Crystal
 * Lemon
 * Quest Gem: Gem Elixir
 * Silver Wedding Ring


 * Note that the subevent doesn't actually give out the items from the icons.

[Jackpot]
The player can pay 2 Rupees for a chance to win the Jackpot or can simply leave. Note that the Jackpot is an event that spans across all BGO games. When a player in any game plays the Jackpot and loses, 1 Rupee is added to the pot, and an item might be added. When a player in any game wins the pot, it resets to ? Rupees with only ? items.

Items that can appear in the pot include:
 * ACME Pogo-Stick
 * ACME Rocket
 * Cow
 * Diss Card: Death
 * Explosive Sheep
 * Hookshot
 * Hypno Glasses
 * Improbability Device
 * Lasso
 * Parachute
 * Shield
 * Sword

[Russian Roulette]
You can select another player and press [Choose] to play Russian Roulette with that player or say you changed your mind and leave.
 * A selected player cannot refuse to play Russian Roulette, and once the game has begun, typically neither player can leave till someone is shot.
 * If you choose to play with another player, they [Pull the trigger] with a 1/6 chance to die, then you do so with a 1/5 chance, then they do so with a 1/4 chance, then you do so with a 1/3 chance, then they do so with a 1/2 chance, then you do so with a guaranteed death.
 * If at any time a player dies due to this chain (including with the death blocked), the chain of death chances stops and the event ends.
 * If a player would be handed the gun or would select pulling the trigger while already dead due to a source external to Russian Roulette, the chain ends. Note that a dead player can oddly hand someone else the gun, and a living player can pull the trigger even if their opponent is dead.
 * Note that each pull of the trigger happens on separate pages, so actions can be made in response to being handed the gun before each trigger pull.
 * Being Bulletproof or having the No. Skill won't save you from death in this game.