Expeditions
Send pets on 1, 4, or 8 hour adventures across 9 destinations for coins, XP, exclusive Journal treasures, and rare events.
Expeditions are AFK adventures: pay a fee, send a pet to a destination, and come back later to collect coins, pet XP, items - and sometimes a destination-exclusive treasure for your Expedition Journal.
Looking for a shorter outing where you make the decisions? That is an Adventure — a walk through MiroTown with your pet, three stops and a choice at each. Expeditions stay what they are: prepare, send out, come back later.
Rigby, the base camp quartermaster, runs the trailhead. He kits your pets out before they set off and unpacks their bags when they get back, and the note at the top of the page changes depending on what your pets are doing - whether someone is waiting to be collected, whether everyone is already out, or how long your collection streak has run.
Where to find it
- Direct link: /expeditions/
- Journal: /expeditions/journal
- Menu path: Play → Expeditions
The basics
- Trips last 1, 4, or 8 hours. The entry fee is not flat - it is 40% of what that destination pays on a full return, so a richer destination costs more to visit and pays more back. Every destination clears its own fee.
- For example, Whispering Meadow costs 50 MPC for an hour (paying 80) or 160 MPC for eight hours (paying 400), while Moonlit Rooftops costs 6,000 MPC for eight hours and pays 15,000. Each destination card shows its own fee and payout range.
- Longer trips pay more: coins and XP scale 1x / 3.5x / 5x, and item hauls grow from 1 item (1h) to 2-4 (4h) to 3-5 (8h).
- You have 2 expedition slots at once, and each pet can go 3 times per day. VIP members get a 3rd slot and a 4th daily trip per pet.
- While a pet is away, it shows in the Out on the Trail panel at the top of the page, with a countdown and a progress bar for the trip. When it returns, it moves to the Back at Camp panel with its own Collect button. It is always shown in full, so a returning pet never gets lost among the pets you are choosing between below. If two or more are waiting, one Collect All button unpacks them together.
- Eggs cannot go. Pets must be at home or in their den - not at the Hotel or Pet Park.
- Baby pets can only visit Whispering Meadow. Every other destination is adults only, and says so on its card. A baby's Power cannot be raised - the Gym only trains adults - so sending one anywhere tougher could never succeed. Raise your pet to an adult, then train it up to unlock the rest of the ladder.
- If you leave a returned pet uncollected for more than 48 hours, we walk them home and unpack their bags for you, so they are never stuck away from the Hotel, Park, Arena, or Gym. You keep the rewards but miss the streak - collecting yourself is always better.
- Returning costs the pet happiness and hunger (8/10 for 1h, 15/18 for 4h, up to 25/30 for 8h), so feed and play afterward.
- If you have push notifications on, you get a ping the minute your pet is back. Expedition updates can be switched off in Notification Settings.
- Your very first collected expedition awards a one-time 1,000 MPC welcome bonus — and if you catch Rigby at the trailhead, he may even give you and your pet a shout-out by name in Global Chat.
Power, mood, and affinity
There are 15 destinations, from Whispering Meadow (power ~3, open to babies) up to Eventide Rift (power ~650). Each shows a recommended power; your pet's power is Attack + Defense + HP. Pick an explorer and every card shows how that pet would do there, so you can see at a glance which destinations are within reach (see Picking where to go below).
- At or above the recommended power: full rewards, plus up to +25% bonus for exceeding it.
- Between 60% and 99%: a partial success - roughly 60% of the loot and fewer items.
- Below 60%: the pet comes home tired and finds no items and no treasures at all - only reduced coins and XP. The page makes you confirm before you send a pet on a trip it cannot handle, so this is never an accident.
- A baby pet at Whispering Meadow always gets a full return - the destination is tuned for them.
- Mood matters: rewards scale with the pet's happiness and hunger, down to half for a neglected pet. Send them out fed and happy.
- Each destination "Loves" certain species (shown on its card), and every species has at least one destination that loves it. A matching pet earns 15% more coins and XP and has 1.5x the odds of finding an exclusive treasure.
- The picture on each destination card is worth reading too: it shows a pet of one of that destination's favorite species, and two of the exclusive treasures you can only find there. So you can see at a glance who does well at a place and what it is hiding.
Provisioned destinations
Six destinations ask for more than the entry fee: your pet must carry a cooked dish, and they eat it at the trailhead when they set off.
- Steamvale Hot Springs (power ~60) needs a Steamvale Potato Mash (Sweet Potato ×2 + Butter Stick).
- Bramblewood Thicket (power ~130) needs a Wanderer's Hotpot (Tomato ×2 + Cucumber).
- Glimmerfen Marsh (power ~275) needs a Glimmercorn Trailbread (Glimmer Corn + Sack of Flour + Sunberry).
- Bellwether Highlands (power ~400) needs a Highland Plum Oatcakes (Thunder Plum ×2 + Oatmeal).
- Skyshard Isles (power ~500) needs a Sunfire Summit Feast (Phoenix Pepper ×2 + Moonmelon).
- Eventide Rift (power ~650) needs a Eventide Fig Feast (Twilight Fig ×2 + Moonmelon).
One dish is consumed per trip, on top of the normal entry fee. Every provision is a published Kitchen recipe built on crops from the Garden - no shop sells the dishes, so the road to these trailheads runs through your garden and your pot. In return, they all pay better for their power than the rest of the ladder. The ladder runs common → rare → epic: the low trailheads want a common dish from a quick 8-hour crop, the middle ones a rare dish from a day-long crop, and the summits an epic dish whose crop takes three days in the ground — so the highest destinations open a few days after you plant, not the moment you buy the seeds. The meal is never wasted either: eating it tops up the pet's hunger and happiness at departure, which feeds straight into the mood bonus on the run. A dish listed in your shop or locked in a pending trade cannot be packed - the destination card and planner show whether you have one spendable.
The Expedition Journal
Every destination hides 4 exclusive collectibles that drop only there, on top of normal loot. The find chance is 15% (1h), 35% (4h), or 60% (8h), halved on a partial success and boosted by affinity and streaks. A tired pet cannot find them at all. Finds are recorded in your Journal, and completing a destination's full set of 4 pays a one-time coin reward - from 800 MPC at Whispering Meadow up to 46,000 MPC at Eventide Rift. The Journal page totals what you have claimed, what is ready to claim, and what is still out there. Each destination is one card with its four treasures, your research dots and its reward, and the In progress and Complete buttons narrow the list.
When you do find a treasure, the roll is weighted toward pieces you do not own yet, so duplicates are less common than pure chance would make them.
Research: no endless duplicate hunting
Each destination tracks research points for you. Every time you find a treasure there that you already own, you gain a point, up to 5. Once you are at 5 points, your next treasure find at that destination is guaranteed to be one you are missing, and the counter resets. Finding a new piece any other way also resets it to zero.
This means a destination's last treasure can never hide behind bad luck forever - keep running it and the game eventually hands it over. The destination card shows your current research progress.
Picking where to go
Tap a pet in Choose an explorer and the page re-arranges itself around that pet:
- The power path lines up every destination from weakest to toughest, with a marker showing where your pet stands. It names the next destination your pet can unlock and how much more Power that takes, or tells a baby pet to grow up first. Adult pets get a shortcut to the Gym.
- Where your pet can go shows full cards only for the places that pet can actually take on. Each card has the fee and payout, the four exclusive treasures (found ones in color, the rest as silhouettes), your research dots, any provision it needs, and the species it loves. The best pick for that pet is ringed in gold.
- Further along the trail lists the rest as small tiles, each saying how much more Power your pet needs (or that it is adults only).
- Tap any card, tile or stop on the power path to open its details: the full description, the fee and treasure chance for each trip length with your pet, every treasure and favorite species, and the Journal reward. You can send a pet from there too.
Planning a trip
Before you pay the fee, the planner previews exactly what the run will do with the pet you picked: the success tier, the item haul, your treasure chance, how much of that chance is on pieces you still need, and your research progress. Use it to compare pets and durations rather than guessing.
Streaks and events
- Collecting an expedition on consecutive days builds a streak. Each day (up to 7) adds +2 percentage points to your exclusive-treasure chance and nudges item rarity upward. Miss a full day and it resets - unless you have an Expedition Streak Keeper armed. Use one from your Backpack (350 MPC at the Ticket Counter) and it covers one missed day the next time you collect; up to 2 can be armed, and they chain over back-to-back missed days. A covered day does not add to the streak, it just keeps it going, and you get a mail when a Keeper saves you. A small Keeper badge next to your streak in the header shows how many you have armed. Expeditions we walk home for you after 48 hours still do not count as a collect.
- 1 in 10 expeditions hits a special event, revealed on collection: a Hidden Chest (+75% bonus coins), a Traveling Merchant (a free rare or epic item), or a Wrong Turn (drops 20% of the coins).
Wild Pet Encounters
The destinations are home to wild Epic and Legendary pets. Collecting an expedition sometimes reveals one watching you — return to that destination across several expeditions to earn its trust with patience and the right offerings, and it may come home with you. The full story lives in Wild Pet Encounters, and your progress in the Encounter Journal.
Good habits
- Start an 8-hour trip before logging off and a 1-hour trip when you're playing actively.
- Match species to destination whenever you can - affinity is the biggest lever on Journal finds.
- Keep both slots busy and collect daily to protect your streak.
- Work destinations in power order. Babies start at Whispering Meadow; once a pet is an adult, train at the Gym and the tougher destinations open up in turn.
- A "tired" run finds nothing and wastes the entry fee outright, so check the card's outcome badge before you send.
- Chasing a specific treasure? Keep running that destination - research points guarantee a new piece once you hit 5 duplicates.
Related pages
Try Expeditions yourself
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