Adventures
Send a pet on a 3-stop walk through MiroTown and decide how it responds to what happens. Choices carry forward, keepsakes reward finished threads, and everyone can see your pet out in town.
An Adventure is a walk through MiroTown with one of your pets — and unlike an Expedition, you are there for it. The pet walks a short route between 3 real places in town. At each stop something happens, and you choose how your pet responds. What you choose carries forward, the town's mascots are the cast, and everyone else walking the town can see your pet out and about.
Where to find it
- Direct link: /adventures/
- Menu path: Activities → Adventures
- In town: the Adventures door at Rigby's Trailhead in The Wilds
- Your pet's page and card show Adventure as its location while it is out
Setting off
Pick any hatched pet that is at home (or in its den). Eggs cannot go, and neither can a pet that is at the Hotel, the Park, at School or on an Expedition. The town chooses a route of 3 stops across two or three districts — 39 places can be a stop, spread over all 10 districts — and your pet sets off.
- 1 adventure a day per account; VIP members get 2. The day resets at midnight MPT.
- There is no fee.
- One pet out at a time.
- Want another? See The Adventure Pass below.
The Adventure Pass
Used up today's walks and not ready to stop? The Adventure Pass (750 MPC, rare, Ticket Counter and RARE Finds) is good for one more adventure today, on top of your daily allowance — it works the same for everyone, VIP or not.
- Use it from your backpack, or press Use Adventure Pass on the Adventures page once you are out of walks for the day.
- One pass per day. A second one the same day is refused and stays in your backpack — it is never wasted.
- The extra walk belongs to the day you used the pass on: start it before midnight MPT. (Once a pet has set off it can finish whenever you like.)
- It is still one pet out at a time, so bring the first walker home before sending the next.
- The extra adventure is a full one: the same 3 stops, encounters, rewards and keepsake chances as any other.
The walk
Each leg of the route takes about 10 minutes of real time. Your pet is not in a hurry: it wanders the district it is in, sniffs about, and arrives at the stop when the time is up. You do not have to watch — but you can. Open MiroTown and the chip at the top tells you where your pet is; tap it to walk over or travel to that district.
Something happens
When your pet reaches a stop, an encounter is rolled from a pool of 155 written for the town's places and mascots: a dropped parcel on Market Street, a wild pet watching from beside the path in The Wilds, Findley with an errand, Captain Cove with a scrap of map, Coach Roary with a challenge, Scoop after a quote, a tired bee on the path. You are shown the situation and two or three choices.
Your pet waits at the stop until you decide. There is no countdown and nothing is lost by taking your time — you get one message from Rigby per stop, and that is all. (After 48 hours a pet that is still waiting wanders home on its own with whatever it has found.)
Your choices carry forward
Some encounters are the start of a thread — a short story that continues later in the same adventure depending on what you did. Return a dropped parcel and, a stop or two later, someone may recognize your pet. Keep it and that path closes, though a guilty conscience might catch up with you. Offer the watcher on the path a snack and it may find you again with something to show you.
There are 16 threads, alongside dozens of one-off encounters written for particular places and mascots. The 8 original threads leave a keepsake (below) when followed to the end; the newer threads — the runaway kite, Scoop's story, Ellsworth's runaway exhibit, Coach Roary's challenge, Captain Cove's map, the lost bee, a lost little one from the School, and a big pet's trick — pay out in coins, XP and the occasional item instead, so the keepsake shelf stays at 8.
The town keeps things fresh on purpose: at each stop it prefers encounters written for that place over the general ones (which take at most about a quarter of rolls), skips anything you saw in the last three days while it has something else to offer, and shows the rest less often the more recently you saw it.
Your pet's traits matter
Every pet always has choices that work. A few things open extra options or better outcomes:
- Baby or adult: babies get gentler versions of some encounters, and a few heavy-lifting choices are for grown pets only. Each side also has its own beats. A grown pet might walk a lost baby back to Miss Plume, lead the School line across the road, show Fern's first-day babies how the Park works, or sit with an egg while it hatches at the Adoption Center. A baby might be taught a trick by a big pet and get to show it off later, lift its first pinecone at the Gym with a big pet spotting, or listen to a story on the Little Library step.
- Intelligence: a Bright or Clever pet notices things a Curious one walks past — a loose board, a hint in a mascot's grumbling. Those choices are marked when they appear, and a genuinely clever choice earns the pet +1 Intelligence (once per adventure, within the usual daily game cap).
- Favorite food: offering your pet's own favorite as a snack gives the best snack outcome every time.
- Time of day and the weekend: a few beats only happen in the morning, the afternoon, the evening or at night (MPT, set when the pet sets off), and a couple only at the weekend or on a weekday — dew, lantern lighting, fireflies, a weekend crowd.
- Species: some of the town knows its own kind. A bee is received at the Queen Bee's hive, a bear is watched very closely at the honey stall, a water pet is offered a dip in the Aquarium's big tank, birds gather a flock, and Atlas has a word for a fellow reindeer. Every themed variant of a species counts.
Offering items
Some choices offer a snack or a toy from your backpack — "Offer a snack" lists the food you actually have, favorite first. Offered food is usually eaten (by someone); a toy you play with comes home with you, slightly chewed. You are never asked for an item you did not choose to offer, and items listed in your shop or locked into trades cannot be offered. Skipping an item choice is always fine.
What can go wrong
Not much, and never badly. A wrong-footed choice can cost the snack you offered, close a thread for the day, or leave your pet a little less happy on the way home — never more than 10 happiness across a whole adventure. Your pet never loses health, never loses anything it did not offer, and whatever it has already found is never taken away.
Coming home
After the last stop your pet comes home with a summary of what happened and everything it found. Coins, XP and items are banked along the way and paid on return — bringing a pet home early (the Bring home button) keeps everything found so far and simply skips the rest of the route. A finished adventure also writes a line in your Journal for the day, if you have not written one yourself.
Rewards are modest on purpose: a few hundred MPC at most for a full route, some pet XP, the occasional ordinary snack, toy, seed or book, and — for the endings — keepsakes.
Recent Adventures
At the bottom of the Adventures page, Recent Adventures shows the pets that most recently came home from a walk, with their owners and how long ago they got back.
Keepsakes
Each thread followed to its end leaves one of 8 keepsakes, rare collectibles you cannot buy anywhere. They sit on the shelf on the Adventures page, show up in your backpack like any collectible, and can be deposited in the Miroseum:
- Shopkeeper's Ribbon — Tied around a parcel that found its way home.
- Shed Wild Feather — Left on the path by something that decided to trust you.
- Findley's Thank-You Note — Hoo knew an errand could be this much trouble.
- Spyglass Lens — Peek swears it still smells of hiding places.
- Fountain Wish Coin — Fished from the Town Square fountain, still a little damp.
- Rooty's Seed Pouch — A few seeds rattle inside. Rooty says they are lucky ones.
- Boardwalk Dare Token — Proof your pet took the dare and lived to tell it.
- Bellamy's Room Key Tag — For the guest who helped another guest find their way back.
Seeing pets in MiroTown
Every pet that is out on an Adventure is drawn in MiroTown: walking its route, or strolling around in front of its stop's building with a marker while it waits. Pets waiting at the same stop wander about side by side instead of piling up on one spot. Your own pet shows an exclamation mark when it needs you — tap it in town to make your choice right there, exactly as on the Adventures page. Other players' adventuring pets are company, nothing more: tap one to see who it is, but nobody can interrupt or change anyone else's adventure.
Adventure charms
- First Steps (common) — your first completed Adventure.
- Regular Rambler (rare) — ten completed.
- Old Hand (epic) — fifty completed.
- Keepsake Keeper (epic) — hold every keepsake at once.
- Wild Guide (rare) — an Adventure led a wild pet to follow you home (see Wild Pet Encounters).
Good habits
- Keep a snack or two in your backpack before you set off — the best outcomes at the wild pet, the bakery and the Adoption Center's nervous newcomer need one.
- Read the choice, not the button: the "obvious" option is not always the one that opens a thread.
- Pets with a little Intelligence see more of the town. A few books first is never wasted.
- If you are stuck, nothing is lost by leaving your pet waiting — decide when you are back.
Related pages
Try Adventures yourself
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