Guides/Adventure Mode Guide

The purpose of this guide is to help you survive Adventure Mode which can be very difficult to survive. Be warned that this guide will naturally contain spoilers and if you do not want the surprise of the modes levels to be ruined, stop reading now.

What is Adventure Mode?
Adventure mode could be considered the game's "Hard mode", "Story mode", "Challenge mode", etc. All of these are correct. There are several things that differentiate it from the standard Survival or Sandbox Mode:
 * The Player cannot start a game in Adventure mode. You must find Maxwell's Door and use it.
 * No items can be brought with you into adventure mode
 * Note: Maxwell will bring with him his initial items, as he would on Survival Mode. These items, however, do not follow him from Chapter to Chapter - you may only bring 4 items as usual.
 * Adventure mode consists of a series of difficult worlds. Each one has its own unique challenge.
 * The Player's Health, Sanity, and Hunger will be filled upon entering the door but they DO NOT refill upon completing a level.
 * To complete a level, Players must find all four Things and use them on the Wooden Thing. To help achieve this goal, player get a Divining Rod at the beginning of each level that reacts to the presence of the Things and helps pinpoint them.

General Tips
This section is to provide general tips applicable to all levels.
 * Make a Walking Cane, and bring it with you on EVERY chapter! The King of Winter is the best chapter to make one.
 * Because the player's Health, Hunger, and Sanity don't refill at the end of each level, it is recommended to spend extra time refilling those manually, if possible, while you have bases set up in the current world.
 * While it is not recommended that you spend a lot of time building a base, I recommend that you build a basic base with a Crock Pot to help increase Health, Hunger, and Sanity at the end of the level.
 * Worlds can consist of several islands connected by bridges. The bridges are either blocked or guarded by the following: Boulders, several level 3 Spider Dens, several Hound Mounds, Obelisks, Killer Bee Hives, Evil Flowers, Clockwork Knights, Tentacles, and Tallbird Nests.
 * Four items can be brought with the player to the next level. So preparations should be made accordingly.
 * All the objects that you have built but not placed on the ground yet will be available in next levels. They can be placed on the ground without requiring any building resources. So it is easy to deploy a well equipped camp at any time.
 * Pig Torches can be found in most of the worlds. These can be dangerous because each one spawns a Guardian Pig which are hostile when approached.
 * There are two types of obelisks blocking the bridges to other islands: Some require the player to have less than 30 sanity in order to pass them, the others require the player to have a high sanity level. Dark Petals and Green Mushrooms are a good way to lower your sanity, whereas Cooked Green Caps will help raising it.
 * It is possible for worlds to generate complete devoid of berry bushes. These worlds are slightly harder because it reduces the options for food.
 * After the 2nd level, Pig Fortresses start to spawn. These are dangerous because the inhabitants are the hostile guardian pigs. To pass through it is recommended to wear at least a Log Suit. Other possibilities are to burn it down or lead hostile monsters to it. Hammering the Pig Torches will prevent the pigs from respawning.
 * If at some point you are in a position with abundant resources and you have the luxury of a little more time. You may craft structures or "placeables" before moving to the next chapter. Such as a fridge, chest, crock pot, etc. Then instead of placing them on the ground, you keep them in your sidebar to place later. Since you keep all your recipes/blueprints from the previous chapters, these "to-be-placed" items will be carried over as well.

The Levels
Each level can be extremely challenging and no preparation can be made for the first level. The levels are randomized and fundamentally different in its challenges. This section will list each level and explain them.

A Cold Reception
A Cold Reception is a normal world at first glance, which kindly includes a Campfire and an Axe at the spawn location. But looks can be deceiving. The weather is constantly poor with accelerated seasons. It can be difficult to maintain sanity due to the weather. Since the seasons go faster, the challenge during Winter isn't food, it is the cold. As it rains frequently in Summer it naturally snows frequently in Winter which accelerates the onset of Freezing. Grass will be rare.

Tips

 * Make an Umbrella. Without it Sanity will suffer in the summer.


 * As stated earlier, Sanity can be an issue. Making a Top Hat can help manage it.
 * As of The End of the Beginning update, Frogs can rain down. This poses a serious threat due to the frequent rain and care should be taken to avoid them. Attacking one frog will cause nearby frogs to turn aggressive. It can be avoided by travelling only during the brief periods of sun or during the winter but care should be taken to avoid freezing. Don't forget Trap, they are very useful against frogs and provide you a good amount of food.

Archipelago
Archipelago has normal weather patterns, normal seasons and normal Day-Night Cycles. The challenge of this level is that it is a series of islands connected by Worm Holes with no land routes between them. Players are spawned on one of six islands and the wormholes are the only way to get here and there. The starting island consists of the relatively safe Grassland that player spawns on surrounded by Marsh. Players must brave the marsh to find and use the Worm Holes to progress to the other islands.

Tips

 * Wormholes reduce sanity by 15 with each use, so players should make a way to recover the sanity that will be lost often.


 * Each island consists of only one or two Biomes . So be sure to bring sufficient supplies from the last island and collect as much of the current islands resources as is needed.


 * There is a possibility to jump through a worm hole and spawn right next to some Killer Bee Hives, so be prepared for the worst. Note: This was supposedly changed in a recent update to give players a chance before they attack.
 * Although the starting grassland area should have Flint on it, in the event it doesn't Players should either go search other islands for it quickly or make Torches and survive the night by burning things.
 * Killer Bee Hives are common in this level. They can be very dangerous. A Grassland full of them will normally be on one of the islands. It is possible to carve a path through using pigs to draw the attention of bees but this is time consuming and may not be viable in some worlds. The best way to get through is wear at least a Log Suit and if possible a Beekeeper Hat and keep moving while heading for the sections that are less dense and do not run head on into them if possible as they will quickly kill an unarmored player.

King of Winter
King of Winter, as the name implies, is an endless winter but otherwise has normal day and weather patterns. The player spawns with three burning trees around to prevent immediate freezing. Nearby will be a dead adventurer with a backpack containing a random schematic and one for the Rabbit Earmuffs, a Heat Stone, some Logs, Cut Grass, and a Torch. These wil give players a chance to survive despite the lack of preparation for winter.

Tips

 * Place the Heat Stone in your inventory. Heat Stones do not provide heat while in the backpack.
 * Making a Winter Hat or getting a Tam o' Shanter can help maintain sanity and stave off the cold.
 * Because farming is out, renewable resources such as carrots, berries and grass do regrow.
 * However, if carrots and berries are limited trapping Rabbits or beefalos will be a good source of food (if they are available on the level); so a basic base near rabbits/beefalos is recommended to provide food. Take care when hunting for beefalos as they will group to attack.
 * It is a good idea to kill every Tallbird you find. They are quite easy to kill (Just hit and run), and give you 2 Meats, plus their Tallbird Egg if they have laid one.
 * Berry Bushes do slowly regrow in this world after 5 to 7 days due to winter slowing growth (note: need to verify slow growth as my and someone elses playthrough saw no effect from winter). So players should take note of the viability of berry bush locations.
 * Permanent winter means the Deerclops doesn't despawn and Mac Tusk are there year round. Appropriate care should be taken when either are in the area.
 * Killing Deerclops is good idea, if the player is properly prepared, since his Eye can help you gain hunger and health while also reducing your sanity if you need to pass through some Obelisks. As a bonus the eye does not spoil.
 * Most importantly, make sure to get a Walrus Tusk from a MacTusk, to  make a Walking Cane - arguably the best item on the game!  Players may lure the Deerclops to a camp of MacTusks, or lure the latter to Spider Nests or Tallbirds.

The Game is Afoot
This world starts with Chest near with winter hat and some wood, because all trees around are chopped down already. Contents of the Chest may vary. Winter ends after the first night and never returns. First, make campfire, find Chester and make Garland. There are lots of Beefalos too in the world, so if you don´t want to fuel your fire with wood, you can fuel it with Manures. If you want to find some Things, you need to go over bridges guarded by spiders, chess pieces, tentacles or tallbirds. On the other island you can find normal trees, marble trees or lumpy trees. There is the possibility of an island being completely cut off from the rest of the world requiring players to find a wormhole to get to it.

Tips

 * Make Garland, shovel, tree farm on the central island and make a Marble Suit.


 * Kill lots of butterflies for emergency healing. But be careful of Krampus.
 * When dealing with the spiders, Wendy can be especially useful by using Abigail to help her kill them. Players not using Wendy should be careful, take on one nest at a time, do not take unnecessary risks, and use traps to catch them as they leave their nest..

Two Worlds
The level is divided, as the name implies, in 2 islands. Let's call them Paradise and Pandemonium. The player spawns on Paradise, with a Fire Pit, a Tent and plenty of resources on the immediate vicinity.

Paradise:

The island has an abundance of almost every resource imaginable available to the player. The Day-Night Cycle here is very different; the Day phase lasts almost the entire day, while Dusk and Night only last one segment each. It never rains, and besides the periodic hound attacks, there are almost no threats here. Chester may also be found on the island.

Plenty of carrots, berries, pigs, beefalos, bee hives, and trees are on the island. Some boulders and tallbirds may also be found. Usually there is a big group of Guardian Pigs protecting a Maxwell Statue; it is recommended that the play keep a distance until properly prepared.

When fully prepared, the player may hop in the Worm Hole to proceed to Pandemonium. NOTE: A Sick Worm Hole is guaranteed to be on the island, while a regular Worm Hole may not be present. If the latter is the case, the player WILL NOT BE ABLE TO GET BACK to Paradise after jumping into the Sick Worm Hole! Prepare accordingly!

Pandemonium

When the player leaves Paradise via a Sick Worm Hole, the land changes to make way for rainy misery. Rain is abundant, and the Day-Night Cycle is adjusted back to normal. The biomes are primarily swamps, heavily infested by Merms and Tentacles. Rocks and Tallbirds are more abundant here though.

There are also plenty of Spiders, Hound Mounds, Chess Monsters, and Maxwell's Tooth Traps. It is a highly inospitable land. All Things will be found on Pandemonium.

Tips

 * Players should prepare on Paradise not only for Pandemonium, but also for the extremely challenging Chapter of The Darkness.

Darkness
Darkness is the final level. The level has a Day-night cycle, but darkness is permanent. There are almost no food resources for you to collect and your only source of natural light is Maxwell's Lights . You spawn with a bunch of campfires and fire pits surrounding you and there will be a backpack nearby which has schematics for the Miner's Hat, a full stack of grass, a full stack of wood, a Fire Staff, gunpowder and sometimes an extra schematic that's random. Now those might sound like a lot but they're really not going to help you much if you didn't come prepared yourself. There are Pigs sleeping on the map which you can kill for meat however with their kiting A.I. they can be abit tricky. There is a chance you will find Tallbirds in this map which are in your best interest to try and kill especially if they have laid an egg. Koalefant is also quite worth it, if you haven't found any of these food sources and you're getting desperate for food, you're going to have to resort to spiders. There are Maxwell Lights positioned around the map that turn on when you get near them, use them as an opportunity to take out the Divining Rod to see if you're getting closer to the pieces.

One of the islands will be connected to the rest of the world by a bridge (similar to the ones in "King of Winter") that is blocked by rocks, make sure you have a Pickaxe or gunpowder ready to blow through them as it can potentially ruin your run if not prepared. There is the possibility of these bridges being blocked by Obelisks, it might not be a bad idea to bring some Taffy with you from the previous world just in case you need to recover sanity after passing through. It is also very easy to recover sanity using a Tent multiple times in a row because of the eternal night. Killing spiders along with Spider Dens on the way will provide plenty of Monster Meat and Silk for survival. Don't be afraid to burn the forests stuffed with Spider Dens, you'll get much better view of the area plus burn some of the dens and spiders, which will drop so much needed loot. Also dig up any mushrooms that you find for healing, sanity management and cooking purposes.

This level should put players' survival skills to the ultimate test, there are quite a few spider nests around and it can be easy to run onto the web and alarm spiders. Resources will be extremely scarce. There are fields of Maxwell Traps and there are Hound Mounds.

Tips

 * Prebuild any objects you think you might need. Having a ready to place Crock Pot, Tent, Fire Pit and an Ice Box will save loads of time.
 * Bring a Walking Cane with you. It's arguably the best item in the game.
 * Bring a Marble Suit for farming spiders.
 * The best source of food on this level is Meatballs made from Monster Meat and any mushrooms + Carrots you encounter, so always carry a Shovel to get two mushroom caps.
 * The second great source of food is fishing and cooking Fishsticks, they are very easy to cook and provide good healing. If you find a safe Pond in an open area, its good to make a camp near it. It will provide 5-7 fishes every day.


 * It is also HIGHLY recommended that you have unlocked the Bug Net, so you can catch Fireflies, which are quite abundant on this map.
 * The level will initially provide enough materials to make a Straw Hat. Kill some spiders, get 2 Silks, make a Bug Net, and catch Fireflies.


 * Also, bring a stack of Gold Nugget with you. One Straw Hat + plenty of Fireflies + Gold Nuggets = virtually unlimited Miner Hats.


 * Be aware that it will be very difficult to not run out of Grass and Twigs to continuously make torches.
 * If need be, harvest Spiky Bushes while wearing an armor. It is worth it to lose one health point to get a twig on this map.


 * In Tooth Trap fields and Hound Mound areas you're going to want the Miner's Hat so you can see a bigger radius around you.
 * Tent is quite useful here because it's darkness all day! you can refill your sanity by sleeping few times. So don't need to worry about sanity.
 * If you're bad at killing spiders - bring food, it saves time, too. Otherwise, I may bring Ropes.

Checkmate
Checkmate is the epilogue. It is basically a long road with a few stops for resources. There are several small halls full with graves, skeletons, and two others with the teleportato and with beefaloes. Just like all the previous levels you will have the Divining Rod with you. There is permanent night and Maxwell's Lights are showing your way. No matter what level your sanity may be, eyes can be seen in the darkness.