The WightO One-page Guide to Simple Orienteering.

How to get there

  1. Follow 'Line' Features roads, paths, fences, ditches, banks, vegetation boundaries.
    Remember: stay 'in contact' with the map. Count junctions as you pass them. Try to estimate distance travelled by pace-counting.

  2. Pace counting helps to estimate distance travelled.
    Work out, before the event, how many paces it takes you to go 1 cm on the map. Don't forget that 100 paces/cm on a path will be 150 paces/cm in undergrowth and 200 paces/cm uphill! Also remember that 1cm on a 1:15,000 map is equivalent to 1.5cm on a 1:10,000 map and 2.0cm on a 1:5,000 map.

  3. Relative Distances A control may be, say, 1/2 or 2/3 way along a path or between a path and a fence. Compare your position along the path with where you want to be on the map.

  4. Attack Points Choose an easy attack point near to the control such as a fence corner or a path junction rather than the control itself. You can go fast on a course leg between easy attack points, then slow down to find the control itself.

  5. Compass Use this essential instrument to show route or to check position.Silva model 3 compass

    Rough Compass is used to 'orientate' the map (to match it to the ground) or to run into a 'catching feature'. Guess the direction you want to go - like North East (or call it half-past-one on a clock) then run along an approximate line that is at half-past-one to the needle on the compass (see also tip 4).

    Accurate Compass. Lay compass on map with arrow or edge along desired direction Rotate the ring until the parallel lines align with magnetic North on the map. Now hold the compass, align the needle with the parallel lines and the arrow points the way you want to go.

  6. Catching Features - usually a 'Line Feature'.

    In front of the Control tells you to slow down. Corners and junctions in front of controls are called 'attack points' and show you are close to the control.

    Behind the Control tells you that you've gone too far. Corners and junctions help you 'relocate'.

  7. Contouring - Is this path going uphill, downhill or over a hill?
    Running along a contour should be as easy as a path, but keep choosing targets ahead to aim for or you may tend to run downhill. In complex contours remember where 'up' is and try to visualise the ground.

Tips from experienced orienteers

  1. Always ignore other runners. If they're not on your course or they're lost, you will get very lost!

  2. Before your start, check the scale of the map. Try to learn Map Symbols: Open/Wooded, runnability (walk, slow run, run etc.), features of all types, typical shapes of contour features - re-entrants, knolls etc.

  3. Always stay in contact with the map - count off features as you pass them and you shouldn't get lost.

  4. When you run to a point on a 'catching line feature', aim-off a little to one side so you can run along the feature to find the control. If you aim straight and miss, the control could be left or right and you won’t know which way to go.

  5. Cutting Corners can save time. First check runnability by looking at the vegetation, not just the map.

  6. When going to a control on a steep slope, always try to approach from above as the control flag will be more visible.

  7. If you are lost - don't panic. First think “How did I get here?". Then look for unique features, junctions of paths etc. and try to find a similar feature on the map. Check the bearing of the path you're on with your compass and compare with the map.

  8. It is always worth stopping for a minute to consider where you are, where you want to go, and what you think the best way is to get there. Good route choice should consider runnability of your course, finding attack points leading into the control and the risk of making a mistake. A minute to stop and think could save you 10 minutes the control.

Now return to registration.

This website and all photographs and maps are © Wight Orienteers 1997