Adventure Mode is a goal-driven option which can be activated from within Sandbox Mode by opening Maxwell's Door. When playing as Wigfrid, recommendations for dealing with Adventure Mode are somewhat specialized and will differ from the standard Adventure guide.
This guide assumes a player with a small amount of experience (some experience is necessary for unlocking Wigfrid, after all) but not a high level of skill in the game yet. Wigfrid's journey through Maxwell's Door can be perfect for a player who struggles with Adventure Mode using other characters or who would like a more challenging surface world experience with Wigfrid before venturing into the caves.
Sanity management will be a problem on some chapters, which can come as an unpleasant surprise to many players accustomed to Wigfrid's easy sanity management in Sandbox. In particular, the Obelisk barriers which require low sanity are unusually challenging for Wigfrid as the standard mushroom-based methods are nöt fööd fit för a warriör. On the other hand, the Archipelago and Darkness chapters, sanity challenges for most characters, can actually be easier for Wigfrid because of the abundance of spiders to fight.
To quickly lower sanity, in order of ease and safety:
- Pick evil flowers: drops 5 sanity in addition to the aura from approaching it.
- Eat raw meat (meat/morsel/drumstick/frog legs): drops 10 sanity.
- Stand at the edge of a light source's range at night: drops 50 sanity per minute at the risk of a Charlie attack if the edge is misjudged.
- Eat cooked monster meat: drops 10 sanity at the cost of 3 health.
- Eat raw monster meat: drops 15 sanity at the cost of 20 health.
Most Thing setpieces will have some evil flowers available. Eating raw monster meat should be a last resort, as dropping Wigfrid from 120 (max) to 18 (the obelisk drop point) sanity will cost over 120 health points; unless she was already at the max of 200 health, this could be very dangerous, especially for the fighting-based methods of recovering sanity -- do not count on tanking anything!
To raise sanity, in order of ease and speed:
- Eat jerky: raise 15 sanity from large jerky.
- Sleep: raise 33 sanity from a straw roll or 50 from a tent.
- Fight: variable and dependent on enemies being available to attack. Here are the mobs in order of likely availability:
- Shadow Creatures: raise 5 sanity from a Crawling Horror or 12.5 from a Terrorbeak.
- Koalefant: raise 12.5 sanity.
- Spider: raise 5 sanity; 15 total for a tier 1 den, 30 for tier 2, 45 for tier 3.
- Tallbird: raise 12.5 sanity.
- Beefalo: raise 8.5 sanity.
- MacTusk N' Son: raise 23.25 sanity from MacTusk and both hounds.
- Treeguard: raise 26.25, 37.5, or 46.5 sanity from a Treeguard.
- Pick flowers: raise 5 sanity per flower.
- Wear dapper clothing: sanity gain is slower but less limited by resources. Here are the clothing items easily available:
A Tam O' Shanter plus Puffy Vest combination will raise sanity by 8.66 per minute, enough to counter the effects of dusk and still raise sanity noticably. While a straw roll will cost the rest of the night, the 33 point sanity jump can be worth it; it's certainly more effective to use a straw roll plus meatballs for hunger in the morning than to try to raise sanity on the meatballs alone at 5 sanity a shot. A tent is even better, but wasteful of resources in the linear chapters since it will likely only be used once; they will be more useful in Archipelago (where wormholes are a sanity drain) or The Game is Afoot or Two Worlds (where tentacled swamps are a sanity drain).
Note: it should be easy to acquire a Tam O' Shanter in King of Winter, as MacTusk N' Son hunting parties are plentiful. If tackled one party at a time, Wigfrid can easily defeat them. If a first round of walrus hunting does not yield a Tam O' Shanter, returning after they respawn (if possible with the world layout) is advised.
Since the other side of an obelisk barrier is unknown, one strategy is to prearrange a fight before dropping the obelisks: hunt a Koalefant and drive it over the bridge or spawn a Treeguard and lure it over the bridge to be attacked after crossing (other enemies are unlikely to be lured so far from their territories). While it is possible to cross obelisks on an 18 sanity -- higher than the 15 sanity at which shadow creatures attack -- it is very difficult to hit that number exactly and, if sanity-raising is not done immediately after crossing, sanity can quickly drop below the shadow point (in less than a minute at dusk or night). If a player is low on resources, it may be best to camp and fight a shadow creature or two before moving on to seek better sanity-raising options.
While it is more pleasant to keep sanity high, for safety's sake anything above the mid-brain level is fine in the short-term. Don't unneccesarily spend resources (such as eating food when full) to raise it higher if resources are slim.
Most chapters are set up to allow omnivorous characters to browse as they move. This will be more difficult for Wigfrid! For a back-and-forth chapter a base camp with a crock pot, ice box, and drying racks should be constructed. For a linear chapter, the player should stockpile rocks, charcoal, and sticks for multiple crockpots. In the first chapter, this makes a science machine a high priority.
The Game is Afoot is the simplest back-and-forth chapter, since the central land mass serves as the connecting point for the areas containing Things. Drying racks should be set up immediately, as the season may turn to Spring after 10 days, and a ice box added as soon as possible to keep the jerky (and other foods) fresh until the chapter is complete. If there is a Tallbird bridge off of the central land mass, this is an ideal location as it places large quantities of meat and stone nearby.
A base camp is also recommended for Archipelago as soon as resources for one are gathered (immediately if resources were prepared in previous chapters). Unless the player lucks into an entirely linear sequence of wormholes, there will likely be some to-and-froing required on this chapter; try not to set up a camp at the far end of a wormhole sequence (unless the Wooden Thing is on that chapter) to minimize the wormhole jumping required at the end of the chapter.
Two Worlds, of course, comes pre-equipped with a base camp. Set up a crockpot, ice box, and a large set of drying racks immediately and begin jerky production.
King of Winter is a mostly linear chapter with a high chance of obelisk bridges, very challenging for Wigfrid. If this is the first chapter, a science machine is the highest priority. Several short-term camps with a firepit and crockpot are advised; some good locations include near a Tallbird fort, on the edges of a Beefalo herd's territory, or in a Pig village with berry or carrot "farms" for crockpot filler. Pengulls emerging from the shoreline can also provide ice for crockpot fillers. Break the crockpot down and pre-build a new one when moving on, but leave the firepit in case of emergencies unless stones are scarce. If resources near the Wooden Thing permit, set up a final camp with a ice box before activating the Teleportato and dry (if resources are plentiful) or cook as meatballs (if not) a quantity of meat for the next chapter.
A Cold Reception is also a mostly linear chapter. As far as Wigfrid is concerned, it is nearly identical to King of Winter, with rain gear added to winter gear. It will be more difficult to dry meat due to the rain and berries can be used instead of ice as the crockpot filler of choice, but otherwise recommendations are the same.
And finally, Darkness is the last and linear chapter. Periodic crockpot camps near Maxwell's Lights can be set up without the need for firepits, which diminishes the amount of stone required. Stock up on ice and honey for crockpot fillers while travelling -- it is worth putting down a temporary camp near a killer bee field for the 15 sanity boost for each killer bee swam defeated and 3 honey for each killer bee hive destroyed. In heavily-spidered areas, a campfire or firepit can be used to cook monster meat, since the spiders can readily replenish the sanity loss. Otherwise, meat should be held for crockpot use. There is no need for a final camp, since the Epilogue does not need a food supply prepared.
As with most characters, Wigfrid's most valuable possession will be a walking cane. Acquire one by hunting MacTusk N' Son as soon as possible -- a helm, battle spear, and thermal stone or puffy vest will make it easy -- and bring it to every chapter. A stack of gold will be the next most valuable resource; always bring some between chapters.
Build up to an alchemy engine as quickly as possible to be ready to craft:
Wigfrid has an advantage in her first chapter because she begins with a weapon, a helm, and four meat for food. When possible, use this aggressively; grab only the bare necessities of flint, grass, twigs, and wood and set out immediately for rocks and gold. This will be most difficult in The Game is Afoot, since Wigfrid's helm will be sacrificed to the winter hat and grass cannot always be spared from fires for use in armor.
- The Game is Afoot: Immediately search for the Tallbird bridge and camp there to mine gold and hunt Tallbirds; set up a science machine, crockpot, and at least one drying rack (grass and twig supplies permitting) right away. Craft a log suit to fight while wearing the winter hat and/or hunt a Koalefant for the puffy vest to fight wearing the battle helm. Fight some clockwork monsters for gears for a ice box. Seek out the savanna/rockylands area within the first 10 days to hunt MacTusk N' Son.
- Archipelago: Gather a decent supply of grass, twigs, and wood and begin searching for wormholes. Rush each island to find the rockylands island, then mine as much rock and gold as you can carry. If this island is not a dead end on the chain, place a camp with a science machine; get grass, charcoal, and twigs from other islands for a crockpot and drying racks. If this is a dead end, fill up on rocks and place the camp in a better location. Once a crockpot is built, food can be acquired from Tallbirds in the rockylands or spiders and Merms in the swamps.
- King of Winter: Gather some flint and twigs and a decent supply of grass and wood and get moving to search for gold and rocks. Hunt moleworms whenever they appear. Always keep grass and wood for campfires on hand. Don't spend time on rabbits unless a large field of them turns up, in which case place a trap and chase two rabbits into it for earmuffs; when wearing earmuffs, the helm will be unequipped, so be ready to swap back for fights. If bridges aren't blocked by obelisks, it can be faster to run through several areas to find gold and rocks for a science machine and crockpot, then return to those areas with food to acquire the Things. Don't eat plain meat except as a last resort.
- A Cold Reception: In addition to flint, twigs, grass, and wood, gather flowers and extra twigs right away for Pretty Parasols. A parasol plus a battle helm will block most of the rain. As in King of Winter, if bridges aren't blocked by obelisks, it can be faster to run through several areas to find gold and rocks for a science machine and crockpot, then return to those areas with food to acquire the Things. Don't eat plain meat except as a last resort.
Wigfrid's starting items are not respawned in later chapters because they are craftable. To replace them, craft the battle spear right away, craft the battle helm as soon as feasible, and bring food from the previous chapter.
At the end of each chapter, set a camp (if one is not already set) and make jerky or meat-based crockpot meals for the next chapter; it's better to have a smaller stack of fresh food than a large stack of half-stale food, and it's useless to cook more food than will be eaten before it goes bad. Jerky can be cooked in a crockpot later even if stale, if fresh fillers are available, and also eaten as-is, so it is more useful than pre-cooked meals.
Best items to bring through the Teleportato:
- Walking Cane
- Gold, preferably a stack of 20
- Jerky, as large a stack as possible to keep reasonably fresh
If jerky can't be dried in time or Meat is not available, cook one of:
- Honey Ham, a stack of 5-8
- Bacon and Eggs, a stack of 5-10
- Meatballs, a stack of 5-6
- Meaty Stew, a stack of 4-6
- Honey Nuggets, a stack of 5-10
If a walking cane is not available, bring a resource:
If the next chapter will not be Darkness, also bring one of:
- Tam O' Shanter (preferred)
- Beefalo Wool (for making a hat and serving as fuel)
- Winter Hat
- Beefalo Hat
If the next chapter will be Darkness, bring a full stack of one of the following for Bug Net material:
If the next chapter will be Two Worlds as the fourth chapter, bring anything which seems valuable. The resources in Two Worlds will be more abundant than any in previous chapters, so don't waste time gathering. The food brought can also be minimal.
For each chapter, be sure to build without placing:
Fighting (and refraining from fighting)
Wigfrid is a tank! Wigfrid in at least one piece of armor is tougher than any single enemy found in Adventure Mode. However, remember that in some chapters armor cannot be equipped at all times; get into the habit of double-checking armor before engaging. When possible, sacrifice a backpack for a log suit (or, as a last resort, a grass suit) if the battle helm can't be worn. In particular, be wary of swamp tentacles when unarmored, and never hunt a Koalefant in a swamp without armor since halting to examine traps will be dangerous. Be cautious when hunting Tallbirds as their hits can eat through armor quickly if not dodged.
Outside of swamps, hunt Koalefants whenever time permits, as they are a great source of health and sanity from the kill in addition to being a great source of meat for jerky.
Stun-locked danger comes from large numbers of attackers at once, so groups of more than 6 spiders should be avoided, led into conflict with a different mob, or broken up into smaller groups. Smaller groups of spiders are more safely handled by standing still and tanking (in armor!) to avoid the chance of running into additional spiders who would join the fight. On some chapters massive numbers of spiders cannot be completely avoided. If it is possibly to safely engage a Spider Queen to acquire a Spiderhat, this is recommended for these chapters!
To work within an area with massive spider infestations:
- Equip a battle helm, log suit, and walking cane, leave Chester behind in a safer location, and keep moving constantly.
- Never attack a spider even if it strikes, since hitting one spider will immediately draw in all nearby spiders.
- It may be possible to burn down a forest to destroy spider dens. This will leave a number of Spider Warriors homeless and they will aggro on anything which approaches, but no more spiders will spawn.
To pass through an area with massive spider infestations that is clear on the far side:
- Do not engage in any combat, ignore any hits, and run in a straight line away from the dens until the spiders stop pursuing.
- If there is not enough space to run away, kite a large group of spiders slowly by:
- running far enough that there are no more un-aggroed spiders nearby,
- halting only long enough to land a single hit on a single spider,
- running again -- this need not be in a straight line as long as it is out of range of the mass of spiders -- while the other spiders are rearing up to strike,
- repeating once they start pursuit again,
- and tanking the remainder only when they are reduced to a group of 6 or fewer.
- (Eg, if chased by 20 spiders, this strategy requires 28 kited hits before tanking.)
The same stun-locking danger applies to killer bee hives. Killer bees lock on for aggro faster than spiders but are more territorial and will drop pursuit sooner. They will also not aggro for attacks on other hives' bees, which makes them faster to fight as they do not need to be led very far away; it is therefore not too time-consuming to clear a path though a killer bee field by destroying a line of hives (and results in a quantity of honey, which is a useful crockpot filler). A hive contains 6 killer bees, so it is safe to tank one hive's worth; they can also be partially kited if led to the edge of their territory before attacking since some will begin to turn back until attacked. If more than one hive attacks at once, retreat until they return to their hive -- or, if surrounded, run and keep running until the killer bee field is exited, which will involve taking some hits as hives passed too closely can aggro and attack immediately.
Do not engage more than one MacTusk N' Son hunting party at a time, as aggroing two MacTusks with blowdarts will allow one to attack while the other is pursued. One hunting party can be easily tanked in armor: rush in and hit MacTusk first, killing him if possible, then take out the dogs; if MacTusk is alive, use blowdarts or chase him in a straight line until he gives up and then kill him. The greatest danger is in freezing while running down MacTusk if he escapes the initial attack, but do not stop chasing until he is dead! Drop a campfire immediately after killing him if necessary. Once a Tam O' Shanter and walrus tusk have been acquired, there is no need to engage further hunting parties, but there is also no need to refrain.
At the end of each chapter, rush in and tank the Clockwork Bishops first to take care of their ranged attack, then tank or kite the Clockwork Knights at leisure. Unless the kill bonus to health or sanity is desired don't bother with other clockworks once a gear for an ice box has been obtained, since there is no other need for gears and clockworks move too slowly to effectively barricade their land bridges.