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 games "Hard mode", "Story mode", "Challenge mode", etc. All of these are correct. There are several things that differenciate it from the standard Survival or Sandbox Mode:
 * The Player cannot start a game in Adventure mode. You must find Maxwell's Door use it.
 * No items can be brought with you into adventure mode
 * 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 begining 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.
 * Because the Players 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, and Tallbird Nests.
 * Four items can be brought with the player to the next level. So preparations should be made accordingly.
 * Pig Torch's can be found in most of the worlds. These can be dangerous because each one spawns a Guardian Pig which are hostile when approached.
 * The Obelisks will be up, blocking the path forward when Sanity is above 30. These can be dangerous obsticals because they put the player at risk of hallucinations.

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.

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. 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.

Archipelago
Archipelago has normal weatcher 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.

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 supplys from the last island and collect as much of the current Islands resources as you need.
 * One time I went through a Worm Hole and on the other side was a cluster of Killer Bee Hives. This example shows that it is possible to land in immediate danger on the other side so go through prepared for the worst.

King of Winter
King of Winter, as the name implys, is endless winter but otherwise normal weather patterns. The player spawns with three burning trees to prevent immediate freezing. Nearby will be a dead adventurer with a backpack containing schematics 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

 * Take the Heat Stone out of the Backpack. In my game the stone didnt provide heat 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, carrots dont regrow, and berries cannot be found everywhere, trapping Rabbits will be your main source of food so a basic base near rabbits is recommended to provide food.
 * Permanent winter means Deerclops don't despawn and Mac Tusk are there year round. Appropriate care should be taken when either are in the area.

The Game is Afoot
I have not been in the level yet. Other editors please add information to this section.

The world features a resource-rich central island, surrounded by dangerous lands containing each of the teleportato. Eventually the outlying islands should be quite inhospitable. 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.

Two Worlds
I have not been in the level yet. Other editors please add information to this section.

The map and its temperament can be split into two zones: Paradise; and everything else. Although it is devoid of Boulders, the continent of Paradise has an abundance of every other resource imaginable available to the player. The day's cycle never changes, it never rains, and aside from periodic hound attacks and far-away spiders, there are no threats here. Chester is here too.

When the player leaves Paradise via a Sick Worm Hole, and travels a certain distance, the land changes to make way for rainy misery. Rain falls at all hours here and the light level will be respectively adjusted into its day-night cycle here. The biomes are primarily swamps, heavily infested by Merms and Tentacles. However, the player may find the rocks and Tallbirds here which Paradise lacked.

Darkness
I have not been in the level yet. Other editors please add information to this section.

Darkness is the final level. The level uses a Day-night cycle that is a permanent night. 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 alot 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 (similiar 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.

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. Sanity is also quite an issue in this level, even with a Tam o' Shanter and the only mushrooms available here are Blue ones.

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.