Have you ever wanted to participate in a competitive treasure hunt? Orienteering may be just what you are looking for! In fact, orienteering involves competing with the other participants while looking for the road that leads from one point to another on the map. While it may seem simple, it requires compass skills, accuracy, and technical knowledge of the sport. Get ready, choose the path and the fun begins!
Steps
Part 1 of 3: Preparing for Orienteering
Step 1. Dress appropriately
You must have comfortable clothes, but also remember that you will probably have to run some sections of the route. Wear hiking shoes; long pants and long-sleeved shirt will help you avoid insect bites.
Check the local weather forecast before starting orienteering. It will help you dress appropriately for any type of climate
Step 2. Put everything you need together
You will need to bring a compass with you, or buy one at the time of registration; a whistle could be useful in case you get lost. Always carry water with you, especially if you plan on running a lot.
You will be given a map of the route, so do not bring any maps of the area with you
Step 3. Sign up for a course
You will be asked to specify a skill level - as a beginner, it is best to start with a white or yellow course. These routes are normally 2-3.5 km long and usually follow the trails. You will then be given a map of the route, a description of the checkpoints and probably also a tool for electronic punching.
The more advanced routes range from 3.5 to 10 km and are mostly off the trails
Part 2 of 3: Participate in a Basic Orienteering Course
Step 1. Study the map
When you start the race take a moment to take a look at the topographic map which will have a starting point, a series of control stations connected by lines and numbered in the order in which they are to be visited and a finish line.
The starting point is indicated by a red triangle while the control stations are circles connected by lines. You don't necessarily have to follow the lines, but you have to visit the circles in the order given. The end is indicated by two concentric circles
Step 2. Orient your compass with the map
Your map will have an arrow pointing north. Align the compass needle with the map arrow.
Your map will be topographic and this will allow you to know the terrain of the route. For example, white represents woods, green represents undergrowth, orange represents open land and light brown represents paved areas
Step 3. Find your first control station
It is indicated on your map by a circle with a 1. The control point description sheets will also briefly describe the point itself. These are sometimes also called clues. At the control station you will see a white and orange flag (the "lantern").
If you reach the checkpoint but it doesn't match the description of your sheets, you are probably at the wrong place. For example, if the description indicates that the control point is on a post, but you find it at a bench, you are in the wrong place
Step 4. Punch the tag or electronic "briquette"
When you reach the correct control station, you must prove that you have been there. The lantern will have a plastic punch or electronic box in which to register the briquette.
It is important to leave the control station immediately, as staying close to the control point for too long can reveal the position to other competitors. It can spoil the fun and allow others to join you on the path
Step 5. Run to the next control station
Check the map before moving on to the next station. Before continuing, make sure your compass is aligned with the map arrow. Go to all control stations in the correct order.
Take your time before leaving. If you run from one control station to another without relying on the map you can risk getting lost. Once you understand how to find the control stations, try to increase your speed. As you become familiar with the system, you will be able to go faster and be more competitive
Step 6. Find the finish line
After passing through all the control stations, look for the two concentric circles on the map. Use the compass to make sure you are in the right direction.
If you decide to stop the course, you MUST register at the finish line. Be careful, otherwise there will be some worried people who will spend the night looking for you in the woods
Part 3 of 3: Learning an Advanced Technique: the Attack Point
Step 1. Decide on an attack point
Once you have reached the intermediate or advanced level, the controls will not be visible or reachable only from the paths. You will need to think about when you want to find a specific control point. Attack points allow you to get close to the control station without revealing the location to other competitors.
An attachment point is an easy point to reach and identify (so you don't get it wrong about your location) and it is also as close as possible to the control point you are looking for. For example, a starting point is often on a path, at a precise curve, or where the vegetation line is cut by the path. It can also be anything else that is easily identifiable
Step 2. Search the map for any particular feature
A particular feature is something behind the control point concerned, easy to recognize and large enough that it cannot be missed. A typical example is the next path, a river, a trellis or a promontory. When you reach that particular trait, you know you've missed the checkpoint, so stop and plan a new attack.
Step 3. Reach the attack point
Make sure you know exactly where you are before moving on. You can move faster to the attack point.
Your attachment point should be a noticeable feature, so you don't have to continually use the compass to locate it. For example, if an escarpment is your attack point, you should be able to run along the path you have set and know when you have reached the escarpment
Step 4. Use the compass to locate the control station
Check on the map how far and in which direction to go from your attack point.
At this point, you should be careful not to reveal your location (and the location of the control station) to other competitors. Just avoid running from the attack point to the control point
Advice
- Bring a whistle with you. Make three short whistles for help.
- Know the safe direction (the compass direction for the way out). It is usually printed or provided upon departure.
- If you are lost and too tired to go any further, stay at a checkpoint or on the trail so that rescuers can find you more easily.
- When planning longer trips, be aware of the different speeds you can reach on different terrains. On a good trail you will be faster than in the woods and the chances of getting lost will be practically nil. A well-planned (advanced) route will make it unnecessary to use the trails.