UNOFFICIAL FAN GUIDE — PATCH 1.2.0ROLES · HOW TO PLAY · PATCH NOTES
Dawson Oaks Trailer Park Guide

All roles in Dawson Oaks Trailer Park

Quick answer

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The launch roster has eleven suspect roles plus the public Supervisor and hidden Snitch. Update 1.2.0 adds the Cult Leader and conversion into a Cultist, so the old thirteen-role summary no longer describes every role state. Read your current notebook after a conversion.

The eleven launch suspect roles are: Drug Dealer, Junkie, Moonshine Cook, Creep, Scrapper, Pyromaniac, Gambler, Thief, Drunk, Prankster and Hobo. Which roles are dealt out depends on the lobby, and not every round contains all of them - the "Play Every Role" achievement is a long-term project, not a first-week one.

Launch-week gameplay: a Thief's task list on the left of the screen - pickpocket and steal objectives from official Steam store screenshot

Pairs with: Patch notes and updates · Controls and settings · Frequently asked questions

The quick roster

RoleWhat the round asks of you
Drug DealerSell weed and shrooms to other players without being seen doing it
JunkieBuy the goods; your urge list literally wants you to score
Moonshine CookBrew a batch and sell moonshine around the park
CreepBe unsettling - the role nobody wants to find behind them
ScrapperThe park's junk trade: collect scrap and junk, move it for money
PyromaniacSet things on fire; barrel fires and lighter fluid are your tools
GamblerGamble - slot machines, bets, and everyone's money but yours
ThiefPickpocket other players and empty the pockets of anyone asleep or downed
DrunkDrink, a lot, preferably in public
PranksterMess with people: pranks, weird phone calls, unhinged little crimes
HoboYou have no trailer. Live inside other people's, unnoticed
SupervisorPublic role: watch everyone, call the police on the guilty
SnitchHidden role: pose as a suspect, report roles to the Supervisor; cannot be recruited by the Cult Leader
Cult LeaderUse the bedroom Shrine, recruitment letters and rituals to recruit residents
Cultist (converted role)Follow the replacement urges; cannot recruit other residents

Cult Leader and converted Cultists in 1.2.0

The Cult Leader worships The Flame and can recruit residents. A Cultist is a resident whose previous role has been replaced by a successful ritual, not another starting role to add to the old roster count. Cultists cannot recruit further residents, and some of their urges change to benefit the Cult Leader.

  1. As Cult Leader, locate your Shrine in the bedroom. It is the role object used for rituals and offerings.
  2. Use recruitment letters in residents' mailboxes to invite people to the congregation.
  3. Perform the ritual with another resident. Conversion has a small chance of succeeding; a letter or one unsuccessful attempt does not guarantee a conversion.
  4. If you become a Cultist, reread your current objectives: some old-role urges have been replaced.

The Snitch cannot be recruited. All players can worship barrel fires, so that action alone no longer identifies one particular criminal role. Use the role information and current objectives, rather than treating every person beside a fire as the same suspect.

What you seeWhat to check
A recruitment letterAn invitation, not proof the recipient has already changed role
A ritual without a conversionThe attempt is chance-based; do not assume a guaranteed conversion
A resident is now a CultistTheir previous role has been replaced; some urges change
A Cultist cannot recruit someone elseRecruitment belongs to the Cult Leader
The target is the SnitchThat role is immune to recruitment

The eleven launch suspect roles

Drug Dealer

The Dealer's business is weed and shrooms. The catalogue is simple - test the product quality, sell to players, keep the money moving - and the hard part is doing it where the Supervisor is not. Sell five bags of weed in a single round and you unlock "Suppy And Command," which is sitting at around 1% completion in launch week, so enjoy the grind.

Junkie

The Junkie is the Dealer's best customer. Their urges push them to buy weed, which is one of the cleanest reads in the game: watch someone buy drugs and their behaviour matches one role and one role only. Buying in public is how Junkies get arrested.

Moonshine Cook

The Cook runs the park's other business: brewing moonshine and selling it around. Launch-week players describe gathering supplies, running a batch, and dealing to customers - including the bartender trade. Like the Dealer, you want a customer list you can trust, because every transaction is a potential report.

Creep

Read the Creep's current notebook objectives. Loitering beside a window or conversation by itself does not establish another player's role.

Scrapper

The park has a junk economy and the Scrapper lives off it: collect scrap metal and junk, sell it, and be the player everyone bargains with. Being needed is good cover - nobody questions the scrapper knocking on doors, which is probably why they always know who is home.

Pyromaniac

The Pyromaniac's urges involve fire, and fires are extremely visible. Lighter fluid, barrel fires, things that should not be burning - the role's checklist is a list of ways to get arrested, and public spectacle like lighting a barrel fire in the middle of the park is exactly how launch-week Pyromaniacs went to jail.

Gambler

The Gambler gambles: slot machines at the saloon, bets, and that particular grin when the reels land. It is also one of the better covers in the game - the Snitch in one of the most-watched launch streams was playing undercover as a gambling addict, which tells you how ordinary Gambler behaviour looks in the park.

Thief

The Thief is the role that made people start locking their doors. Their tasks include pickpocketing other players and going through the pockets of anyone asleep, passed out or knocked out - the in-game task list spells it out. If your weed, your money or your junk goes missing, the park has exactly one suspect and everyone knows it.

Drunk

On 1.2.0, the Drunk's sanity-drainer windup takes 60 seconds instead of 30. Allow for that setup time rather than following a launch-week thirty-second routine.

The Drunk drinks. Beer, liquor, whatever the fridge will hold - their urges revolve around alcohol, and pubs exist for a reason. Expect them at the saloon, expect them in your kitchen at 2am, and expect them to be completely unbothered by either.

Prankster

The Prankster's urges are the funniest read in the patch notes: sit in a chair in someone's house, urinate in a stranger's kitchen, call somebody and stay silent for five seconds on the line. Banana peels, air horns and general chaos follow them around. Charming role, terrible alibi.

Hobo

The Hobo has no trailer. Their job is to live inside other people's - sleeping on couches, eating leftovers, staying unnoticed, because the moment the homeowner clocks you, you are a report. It is the social stealth role of the park.

The two special roles

Supervisor

Public, loud, and playing a completely different game from the suspects: watching behaviour, matching it to role knowledge, and calling the police on the right person before the park empties out. Details in the Supervisor guide.

Snitch

Hidden. Poses as one of the suspect roles, works for the Supervisor, and reports other players' roles while trying not to get voted out. Separately there is a "Play Every Role" achievement - if you want the full checklist of everything the game can deal you, it is on the achievements page.

After arrest or a vote, follow Community Service tasks rather than assuming your participation is over.

How to read other players

Roles leak through behaviour. The park teaches you the pattern-matching part quickly:

  • The person buying weed from the Dealer is matching the Junkie's urge list - and if you caught the sighting, the notebook records what you saw.
  • Whoever keeps a fire going in public is not being subtle about the Pyromaniac's business.
  • Somebody who never opens their door and is somehow fed anyway is probably doing the Hobo lifestyle.
  • A player who checks every pocket in a room, including the pockets of people who cannot say no, is the Thief.

The corollary is the whole game: your urge list is your tell. Do crimes where nobody can see them, and save your visible appetite for the maintenance stuff - food, drinks, baths - which half the park is doing anyway. The sanity and urges guide covers how to balance both halves of your list.

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