So, to help this playthrough out a little bit, I decided to map out the overworld of Daventry in all its splendor to help me stay on track, and to give myself a little initiative to get going. The end result is here, all 47 screens of it◊. In all honestly, I'm surprised Daventry is as huge as it is, especially for a game its age. It certainly doesn't feel as large, though, when you can only walk six screens up before you get back to where you were, but that's understandable.
While I was making this map, I basically swept the entirety of the game area, and these were my findings:
- That goat could probably be useful. Maybe it's hungry for carrots? Must check.
- You lose points for giving the carrot to the woodcutter's wife, and giving the golden egg to the troll. Maybe you're supposed to come up with more devious choices?
- The cave north of the goat's pen houses nothing but a giant slab of rock that I can't move. It's apparently blocking the exit to the other side.
- The evil forest in the northeast is home to goblins and witches that would love nothing more than to crush you to death and turn you into a gingerbread man. Christ, there's a horrific death for you! However, if you can sneak around the back into the evil witch's home, you'll find a note on her desk that reads "Sometimes it's wise to think backwards". Is this some kind of clue? I'd better remember it. Sadly, I can't, because as soon as the witch saw me sneaking around her house, she turned me into a gingerbread man (or Graham cracker, as the game punnily calls me).
- Near the forest, there's a door to a cave that won't respond to my knocking. Must examine further.
- North of the cave door, there's a couple of almonds sitting around under the tree. Better take some!
- East of the cave, I spotted a tiny, adorable elf who gave me a magic ring of invisibility. This'll be useful for avoiding the witches and ogres, but Ringwraiths are going to be a different story. Thanks, Sméagol!
- The entrance to Castle Daventry exists in some kind of pocket dimension that won't show up right on the map.
- In the previous wizard-, gnome- and troll-infested mangrove, there's a ridge with an inviting-looking white mushroom just on the other side of a rapidly flowing river. I'll have to figure out a way around it, or fashion a makeshift lasso.
- Next to the woodcutter's house, there's an axe stuck in a stump, along with a well that doesn't seem to have any water in it. These could be vital clues.
Picking up a nut reveals that, inside, it's solid gold! Score! This is probably what the troll needs! There's also a patch of clovers nearby, and I'll take one for giggles. It's a four-leaved one too, what a coinkydink.
With the protective aide of my fairy godmother's spell, I explore deeper into the witch's home, grabbing both the note and a delectable piece of cheese from her cupboard. I wonder how they'll help me.
So! Before I try out anything else, what're your suggestions, tropers?