Adventures Are Open: Walk Your Pet Through MiroTown and Decide What Happens
Rigby has been saying it for months from the Trailhead: adventure is out there. As of today it is a little closer than the expedition trails — it is right here in town. Adventures are open, and every pet in MiroPets can go on one.
What an Adventure is
Pick a pet that is at home and send it for a walk through MiroTown. It follows a short route between three real places — the fountain in Town Square, Findley's stall, the Hotel porch, the clearing in The Wilds — and at each stop something happens. A parcel under a bench. A wild pet watching from beside the path. Peek with a very professional question about hiding places. You are shown the situation and two or three choices, and you decide what your pet does.
That is the difference from an Expedition. An Expedition is prepare, send out, come back later. An Adventure is being there: your pet waits at every stop until you have chosen, for as long as it takes. There is no countdown and nothing is lost by taking your time — Rigby sends one message per stop, and that is all.
Choices that carry forward
Return the parcel and, a stop or two later, someone may recognise your pet and press a ribbon-tied bundle on you. Keep it and that thread closes — though a guilty conscience has a way of catching up. Offer the watcher on the path a snack and it might find you again with something to show you. There are eight of these threads at launch, woven through a pool of thirty-two encounters, so no two walks in a week read the same.
Your pet's own traits open doors too. A Bright or Clever pet (Intelligence from books, puzzle games and School) notices things a Curious one walks past — a loose board, a hint in Sterling's muttering — and a genuinely clever choice earns Intelligence right there. Offer your pet's favorite food as the snack and it gets the best outcome every time. Babies get gentler versions of some encounters; a few heavy-lifting jobs are for grown pets only. Every pet always has choices that work.
Keepsakes
Follow a thread to its end and your pet comes home with a keepsake: a rare collectible you cannot buy anywhere, only earn. There are eight, one per thread, and they sit on the shelf on the Adventures page (and in your backpack, and on the Miroseum's donation list if you are feeling generous).

Shopkeeper's Ribbon
rareA length of striped shop ribbon, the kind Market Street ties around every parcel, coiled and knotted in a neat bow. Given to the pet who brought a dropped parcel home. Found only at the end of an Adventure thread through MiroTown.

Shed Wild Feather
rareOne long feather, banded green and gold, left on the path by a wild pet that decided to trust you. It still smells faintly of the clearing. Found only at the end of an Adventure thread through MiroTown.

Findley's Thank-You Note
rareA folded note in Findley's looping hand, sealed with a tiny wax owl. Proof that a box got across town with careful paws. Found only at the end of an Adventure thread through MiroTown.

Spyglass Lens
rareA round brass-rimmed lens from Peek's own spyglass, given only to a fellow professional. Hold it up and everything looks like a hiding place. Found only at the end of an Adventure thread through MiroTown.

Fountain Wish Coin
rareAn old coin worn smooth by years under the Town Square fountain, its face rubbed to a soft shine. Somebody's wish, passed on. Found only at the end of an Adventure thread through MiroTown.

Rooty's Seed Pouch
rareA small burlap pouch tied with green twine. A few seeds rattle inside; Rooty says they are the lucky ones and would rather you did not tell anyone. Found only at the end of an Adventure thread through MiroTown.

Boardwalk Dare Token
rareA stamped wooden token from the Games Boardwalk, handed to a pet that walked the painted line from one end to the other without stepping off. Proof of nerve. Found only at the end of an Adventure thread through MiroTown.

Bellamy's Room Key Tag
rareA brass Hotel key tag on a short chain, the kind the Hotel never gives to non-residents. Bellamy made an exception for the guest who walked a lost guest home. Found only at the end of an Adventure thread through MiroTown.
Hold all eight at once and the Keepsake Keeper charm is yours. Four more charms mark your first Adventure, your tenth, your fiftieth, and the rare day a wild pet follows you home.
See them in town
This is the part we are proudest of. Every pet out on an Adventure is drawn in MiroTown — wandering its route through the district it is in, crossing to the next one past the signposts, and standing at its stop with a marker while it waits. No two walks look alike. Your own pet shows an exclamation mark when it needs you; tap it, or the chip at the top of the town screen, and make your choice right there. Tap anyone else's to see whose it is. They are company, not competition: nobody can interrupt or change anyone else's adventure.
The small print
- One Adventure a day per account (VIP members get two). No fee.
- Each leg of the walk takes about ten minutes of real time.
- An adventuring pet cannot visit the Hotel, the Park, the Gym or the Arena, or go on an Expedition, until it is home. You can bring it home early at any time and keep everything it has found.
- Rewards are modest on purpose: a few hundred MPC at most, some pet XP, the odd ordinary snack or toy — and the keepsakes.
- A pet left waiting for two days wanders home on its own with whatever it found.
Start at Adventures in the Activities menu, or walk up to Rigby's Trailhead in The Wilds. The full rules are in the Wiki.
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