Games & Activities Beginner

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.

Updated Sep 16, 2026 5 views

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 — 19 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.

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 32 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, Peek with a question, Rooty with a leaky seed sack. 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 recognise 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 8 threads at launch, alongside plenty of one-off encounters, so no two adventures in a week read the same. A thread followed to its end leaves a keepsake (below).

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; a few heavy-lifting choices are for grown pets only.
  • 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.

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.

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 standing at its stop with a marker while it waits. 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

  1. Keep a snack or two in your backpack before you set off — the best outcomes at the wild pet and the bakery need one.
  2. Read the choice, not the button: the "obvious" option is not always the one that opens a thread.
  3. Pets with a little Intelligence see more of the town. A few books first is never wasted.
  4. If you are stuck, nothing is lost by leaving your pet waiting — decide when you are back.