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Don't Starve Adventure Mode Ending

Sectional to: Don't Starve icon.pngDon't Starve.

Gramophone.png This folio provides an overview of Adventure Mode but and may comprise major spoilers. For detailed descriptions of each level and strategies on completing Gamble Mode, please visit: Guides/Chance Guide
Maxwell's Door in game.png

Screen view at the start of a chapter.

Flick of earth 3 showing how far away certain parts tin can spawn from the Wooden Thing.

" HIGH LEVELS OF EVIL DETECTED. "

–WX-78

Adventure Mode is the story mode of Don't Starve. In Take a chance Way, the player enters a battle of wits and endurance against the game's mastermind, Maxwell. The world is split into successive chapters with their ain themes, introduced by Maxwell. The objective of each affiliate is to survive, get together all iv pieces of the Wooden Thing, assemble information technology, and activate the device in order to progress to the adjacent chapter.

Players tin can accept up to four items of their choice with them when teleporting between chapters. Wilson'south Beard doesn't count as an item, and so it'southward maintained. WX-78's stat increases from eating Gears are also carried over betwixt capacity. Any character-specific item volition besides be replaced, meaning the role player does not necessarily take to bring such items with them. Also, whatsoever built merely not all the same placed structures will bear over with the player, gear up to be deployed in the next earth.

Entering Adventure Way

The player reaches Adventure Manner from Sandbox Mode by activating Maxwell'southward Door. The thespian is not allowed to bring anything over from Sandbox Mode (including learned recipes). Visiting Gamble Mode always starts the player at the very kickoff chapter and a newly generated map, irrespective of previous attempts.

At the start of each level and every time the role player loads upwardly an Adventure game, the title of the level is displayed and the number of chapter. The length of Adventure Mode is 5 capacity plus an Epilogue. The order of appearance for most worlds is chosen at random. However, in the tertiary, fourth, and fifth world, the map volition evidence some of the path indicating where the objectives are. A world but appears once in an Chance play-through, but in that location are more worlds than chapters, which means that some worlds may not appear. There are 72 possible combinations of these 5 levels.

For more tips on all chapters, please check Guides/Adventure Guide.

Blue Hound.png Warning! The post-obit text contains spoilers about the Adventure Manner worlds. It's always more fun for the player to explore them theirself.

A Cold Reception

May announced on chapters 1 - iii
Maxwell Greeting Adventure Mode World 1.png

" Oh, Y'all found my portal did yous? You'd retrieve yous would take learned your lesson past at present. Hmm. Let's try something a petty more challenging, shall nosotros? "

–Maxwell greeting the histrion

A Cold Reception is similar to a Sandbox earth, except the seasons alter very chop-chop. A rainy 6 days of summer followed by a snowy 3 of winter makes exploration difficult. In addition, daytime will never exceed one third of the day, and significantly less during winter. Players are more than vulnerable to insanity and freezing equally they take to face near-constant rain or snow and much less daylight. Due to the seasons existence so short, it's unlikely to run across a Deerclops in the get-go several winters.

There volition e'er be at least one resource which is very rare. Sometimes the level generated volition not have many Saplings, but a lot of Spiky Bushes instead; other times, Grass might either be deficient or plentiful, only they're all pre-picked and need to be fertilized. This makes it difficult to survive winter with Traps. Additionally, there might be no Trees, only stumps. Food sources are express; in that location are niggling to no Berry Bushes and Carrots can be rare. Furthermore, when farming Drupe Bushes and other plants, there will be a far greater chance of an unfortunate lightning strike, due to the about-constant rain, and then Lightning Rods are a necessity.

All in all, this level should experience like to a survival level, only with increased pressure on all of the thespian's resources. At least one Matter volition be on an island connected by a bridge that serves as a Guardian Pig checkpoint, which can go far quite tough to get through. However, this means that players will find a Pig Male monarch on the island. Frog Rain may be chronic due to the constant pelting, all the same, players tin can use this to their advantage as they brand an abundant nutrient source, provided the thespian finds a way to deal with them.

Tips:

  • If this is the first level, try to acquire equally many Recipes as needed, because they are kept throughout the residuum of the journey.
  • Information technology'southward important not to attack Frogs when others are nearby, equally all of them will gang up and attack the player. Effort to kite the Frogs until they give up the chase.
  • Alternatively, the player tin can trap the Frogs and they will exist a consequent food source. Other Frogs in the area will not aggro because trapping them does not count equally attacking.
  • If this is not the showtime level, prepare a Farm (in the previous level) to place, as the plentiful pelting makes crops grow incredibly fast.
  • Go along in mind that Straw Rolls and Tents are very useful to skip the night and replenish Sanity during this level. However, information technology is of import to remember that sleeping restores sanity at the cost of Hunger and is not highly recommended due to the scarcity of food sources.
  • The following sources of food are found on this level: lots of Rabbit Holes; Tallbirds, Frogs and Beefalos. Keep in mind that Tallbirds generally fight Frogs and if ane does not die to Frogs, kiting and killing it is a skillful mode to get Meat, Tallbird Eggs, and Frog Legs. Go along in heed that killing nigh of these increase Naughtiness, and then exist wary of Krampus!
  • At that place are several areas that are blocked off by Spider Dens. Edifice half-dozen or more than Traps and luring wave after wave of Spiders into it is a adept manner of cleaning them. Some other way is to attempt to burn down the Spider Dens down, but this is but recommended when the Spider Dens are in a Forest, where the histrion would first light a tree on fire, or if they happen to come up across the Fire Staff Trap where they can immediately lite the dens on burn down at a reasonably safe distance earlier making a run for it. I can as well run in, plant a Pine Cone as close to the den equally possible, then return when it is grown and low-cal fire on information technology. If the player has merely started and their expanse does not provide resources to make Traps, they can try and run through the Spider Dens at the cost of Health and Sanity.
  • Information technology's possible to travel to Archipelago, The Game is Afoot, or King of Winter (with the latter having infinite Winter). Having Rabbit Earmuffs, a Winter Hat, or a Beefalo Chapeau volition aid greatly in those levels.
  • The player should keep on their anxiety during the day and evening, stopping only to option up nutrient and the bare minimum for tools. Use every other night to set a campfire by the trees so players may chop trees and cook carrots. Between those nights, keep moving by Torch, using the reduced vision to assemble Twigs and Cut Grass, and to shave Beefalos. The role player should brand a base merely if it's their starting time earth and they need to epitome useful items, or if it is the 4th one and they want to prepare for the next earth.
  • An Umbrella is highly recommended because Sanity will drop very very speedily due to the near abiding Rain.
  • With rain comes lightning, so WX-78 volition have trouble with sanity unless using an umbrella. Comport cooked Green or Blue Mushrooms, picked on dusk and dark.
  • Consider gathering Flowers and using them to craft a Garland. Picking Flowers will restore Sanity and Garland will help gainsay Sanity loss due to Rain and foregoing slumber for the first few days. If the player manages to go a Science Auto and x6 Silk and so they tin can craft a Summit Hat, which restores three.3 Sanity/min. Rain drains 3.3 Sanity/min., so it makes 0 Sanity loss.
  • A quick and easy but rather risky style to get past blocked off areas such as the Sus scrofa Guardian checkpoint is to place 1 cut grass or i twig next to the forest wall and low-cal it up with a torch.
  • As the rain is frequent during summertime, more than flammable textile is needed to maintain burn down. Charcoal stacks up to twoscore and will be in nifty supply when the big forests take hold of fire due to the of lightning strikes.
  • When trying to find the Things, if the player is on an isle-like landform, walk effectually all the edges of it with the divining rod every bit they have a good take chances to pick up a signal without having to explore besides much of the island. This does NOT work if the isle is besides large.

King of Winter

May appear on chapters one - 4

" Well, would yous look at that, yous survived. One downward, four to go! "

–Maxwell greeting the player

Players are spawned in a Grasslands Biome. Maxwell informs them that an endless winter has already begun. Burning trees surround the player to prevent from freezing, while they hear Maxwell's dialogue. Players can expect forward to i.5–3 minutes of daytime while juggling the e'er-present furnishings of freezing, starvation, and insanity in this harsh climate. On the other hand, nights do non final long in this globe. Information technology too introduces Hound Mounds, identified past fauna Bones on the ground. These are ordinarily on a pocket-size area or isle of their own, guarding a location on the map and forcing players to go through if they want to collect all the pieces. Deerclops seems to spawn on day seven to 9. If players ignore him and leave him somewhere, this volition foreclose him from respawning somewhere closer. However, his middle can help players gain Hunger and Health dorsum, while besides reducing their sanity if they need to get through some Obelisks. This may not be worth the risk in the before days, unless the players brought a durable Log Accommodate and Football Helmet combination to shield from harm.

The journey will be blocked by a grouping of Boulders or Obelisks. For the latter, players may need to have a certain level of sanity (either depression or high level) in order to pass through the Bridges.

The world is permanently set to winter. The aim is to survive the cold without any preparation time. Players should non stay here for long; they should spend the first 2 to 3 days collecting resource and gathering plenty of food. So they must explore as quick as possible to find the balance of the pieces.

Strange Obelish.png

This is one of the more than difficult levels to outset in because players initially accept no way of keeping warm except for the Heat Stone, which isn't very constructive. It's not a bad idea to stay here a little bit longer to prepare for the levels alee. Getting the Tam o' Shanter is very helpful to raise sanity back up when players take to get insane to get through the Obelisks.

Well-nigh the start location will be a dead adventurer with a backpack containing a Blueprint for one random invention, a Rut Stone, some Logs, Cutting Grass, Twigs, and a Torch. Sometimes the haversack may too incorporate a Cerise Gem and several Nightmare Fuels. Too, lying nearby is a blueprint for Rabbit Earmuffs, a Divining Rod, Logs, and an Axe.

General Tips:

This is a very hard level and it might have more than 3 tries to laissez passer this. Information technology depends on the number of obelisks in the level, also the type and amount of natural resources bachelor (e.thousand. Rabbits may not be present at all, or limited grass in a sector).

  • Because Obelisks will block passages, it'due south important to know how to laissez passer through them. At that place are two types of Obelisks. One requires the role player to have high Sanity, another requires low Sanity. The player will need 15% maximum sanity (30 for about characters) or lower to pass through the low one.
    • Reduce Sanity by collecting (-5), eating (-5) or standing nearby (-25/min) Evil Flowers/Night Petals, eating Raw Meat (-x), eating Cooked Monster Meat (-ten), digging upwards graves (-x), eating raw Dark-green Cap (-50), and more. Refer to Sanity listing.
    • Restore Sanity past picking upwardly Flowers (+5), and eating Cooked Green Cap (+fifteen) at the toll of -one Health. If one has plenty Monster Meats/Meats, befriending a Squealer will help increment sanity (+25/min).
    • Accumulation of Greenish Mushrooms is highly suggested earlier crossing low sanity Obelisks so that one can cook to quickly restore sanity.
  • Timing is of import when moving betwixt 'sectors' that are divide off pastlow level sanityObelisks. The thespian should gather plenty resources in case the new sector is lacking a particular resource (e.g. Boulders) and if one is unable to render to the previous location; as being insane tin make it more difficult with Crawling Horror threats.
  • If the player happens to outset in or observe a 'rich' resources area, they might want to consider staying in the area for a while to gather all its resource earlier moving to the next sector.
  • It's best to stand near a burn down source until the Heat Stone is charged to max. When it is charged to max, it will plough orangish in color. This will give the role player more time to explore before edifice a burn.
  • If the actor has problems findingBoulders, remember that those can be found in modest numbers in theForests. Also,Gold Nuggets can exist scattered around Graveyards or near big amounts of Spider Dens.
  • If the player reaches a choke point with Hound Mounds scattered effectually, two of the ways to get through them is by using a Beefalo Horn to lure beefalo and distract the hounds while the histrion destroys the mounds or apartment out running, avoiding the hound'south attacks until the player reaches a place where the hounds stop following (information technology is useful to wearable a Feather Chapeau, every bit this volition attract birds which will have the hounds involvement for a curt time).
  • Hounds from Hound Mounds, Tallbirds, and even Deerclops can too be taken out with use of Tooth Traps and the kiting method.
  • Obtaining the Tam o' Shanter can be catchy due to the long range of MacTusk'southward darts and the fast speed of his hounds. The best approach to the group is to lure the hounds abroad and deal with them separately from MacTusk and his son, analyze if whatsoever healing is necessary, then going back to fight MacTusk. The player may demand to try several times, every bit the hat has merely a 25% drop rate. Information technology is the all-time hat in the game to vesture for regaining sanity and likewise helps with warmth, making information technology a worthy endeavour.

​Nutrient/Resources Tips:

  • Berry Bushes, Grass and other renewable resource no longer respawn. Programme accordingly when using up an surface area's resources.
  • If Grass is scarce, try to pick up as many as possible and utilise sparingly. Since the level has only winter, Logs and Grass are needed all the time to make Campfires. An alternative mode to quickly get warm is to use a Torch to burn down devious copse (and then information technology won't spread) and Manure (if available). Manure can be collected and used to fuel campsite fires. A great approach, if rocks are in practiced supply, is to build Fire Pits. These require no grass to build and are permanent.
  • If there are Rabbits attempt to catch them with a Trap. Employ Carrots to bait, or (preferred) 'guide' information technology towards the trap by placing it well-nigh the rabbit's home entrance so that it runs into the trap. 2 Rabbits and 1 twig are needed for Rabbit Earmuffs.
  • If at that place are no Rabbits on the map, hunting for Koalefants will provide 8 Meat which is more toll effective than hunting for Beefalo. Yet, Koalefants are also time consuming to locate and they hit a chip harder than Beefalo. It is appropriate to have Armor and a Ranged Weapon when hunting.
  • Endeavor to make a Crock Pot every bit soon as possible equally it is more effective to fulfill hunger and sanity.
  • Call back to collect Monster Meat since it can exist used to brand Pigs follow. They can be a bang-up help fighting against MacTusks and other aggressive animals. Beware, feeding them 4 Monster Meats in full turns them into Werepigs. It is besides helpful to apply Monster Meat in Crock Pot recipes.

The Game is Afoot

May appear on chapters 1 - four
Maxwell Greeting Adventure Mode 3.png

" What? You lot're still here? Impressive, but you should probably end while you're ahead. "

–Maxwell greeting the player

Players are spawned on the footing of a Marsh surrounded by normal Grassland. The thespian will spawn well-nigh a chest usually containing vii Logs, a Winter Hat, and three Flintstone. On a rare occasion, this chest may contain 10 Rot and 4 random Blueprints. Sometimes the Chest is spawned near a Campfire and can exist ignited immediately, costing the actor any items were inside. Seasonal cycles are not present in this world. The world begins in winter, and will turn to countless summer (Bound in Reign of Giants) later 10 days. Periodic Hound Attacks begin in this world.

The world features a resources-rich central island surrounded past dangerous lands containing the Teleportato Things. There is the possibility of an isle being completely cut off from the residuum of the world, requiring players to notice a Wormhole to get to it. The primal isle will ever have Grassland, Woods, and Savanna, merely no other biomes except the tiny marsh at the spawning bespeak. Outlying areas may have whatever biome.

Tips:

Players will see various mobs and mob housing occupying the bridges connecting the key landmass to the outlying areas and sometimes on bridges chaining together two outlying areas. It's besides possible for a bridge to be entirely within the primal landmass connecting already contiguous land; in this instance it can merely be avoided.

Players are advised to movement quickly and be well equipped when crossing these blockades.

Every bit Spiders volition exist present in the fundamental area, it is possible to stock up on Healing Salves before venturing out.

A Grass Suit or Log Suit volition provide protection without the reduced movement of a Marble Arrange which tin be deadly when running a blockade. It volition also be possible to craft a Football Helmet from Pigs (the Crank Thing will always spawn one and at that place volition ordinarily be a pig hamlet in an outlying area) or from Pig Heads nigh Touch Stones or Merm Houses.

Blockades on the bridges and the ways to deal with them:

  • Keep in heed that non everything needs to be killed if it tin be avoided by the actor.
  • Tier 3 Spider Dens - The Viscous Webbing effectually the dens will normally completely cover the ground, making it incommunicable to cantankerous without provoking the spiders. The player tin can usually run past the Spider Dens anyhow, at cost of Health as spiders assail. Equipping a Spiderhat and/or a Walking Cane can make this run safer. (For tips on immigration out the dens instead, come across the Spider Den page.) If left alone, the tier 3 dens will spawn Spider Queens and consequently more dens, making the crossing more dangerous as fourth dimension progresses.
  • Hound Mounds - Avoidance is fundamental here; this occludent can exist run through because mostly Hounds are not fast enough to catch a player who keeps moving. This is safer during Day when hounds are usually not roaming away from their mounds.
  • Tallbird Nests - This blockade tin exist run through during Dusk or Dark because during this time the Tallbirds sleep. This blockade will too accept Boulders, including gold vein boulders, make it a valuable source of food and resources.
  • Killer Bee Hives - A run through this blockade volition almost always toll the actor Wellness as not all attacks can exist avoided. A player cornered by multiple Killer Bee swarms tin easily be stun-locked and severely injured or killed; some cautious feints to avoid dead ends are advised. In add-on to other armor, a Beekeeper Lid volition reduce 80% of incoming damage from bees, useful either for running or for clearing the blockade. (For tips on immigration out some or all of the hives, encounter the Beehive folio.)
  • Clockwork Monsters - A run through this blockade volition almost always cost the player Health as Clockwork Bishop attacks are difficult to avoid. It is possible to clear this blockade with mob-on-mob violence: use a Beefalo Horn or a Spiderhat to lead a mob into the blockade or position the Clockwork Rook to charge into the other clockwork monsters.
  • Swamp Spiral - This spiral bridge is heavily infested with Tentacles leaving no safety place to stand up. Even so, the tentacles exercise non anticipate the player'southward movements so it is possible to simply run around the screw faster than the tentacles react, taking no damage except to Sanity. Stopping or reversing direction on the span is not advised, so spotter for dead ends at the edges of the spiral.

Archipelago

May announced on capacity 1 - 4

The map for an archipelago level

Wickerbottom in Archipelago, by some tier 3 Spider Dens and a Worm Pigsty.

" Say, pal. You lot're actually pushing your luck. Turn back at present, or I may have to resort to drastic measures. "

–Maxwell greeting the player

Players are spawned on 1 of six islands. The only way to go to other islands is past Worm Holes. In that location is one Matter on each island except on the showtime isle. One isle may contain ane or more worm holes that split off to multiple islands. It's likely that the role player may need to render to the previous island(s) after collecting 1 piece of the Thing, in order to set up the Teleportato at the Wooden Matter.

The flavour begins at the start of spring and will gradually change over fourth dimension like to sandbox style. Each island is dominated by mostly one or two biomes. The islands are placed in a circular shape, and while the shape is no indication of the order the wormholes will travel in, each isle ever has the aforementioned two biomes each fourth dimension the player tries Archipelago.

The starting island has a small square shaped biome full of Carrots, Grass, Saplings, and Berry Bushes, with the rest of the island dominated by a massive Swamp filled with Spider Dens, Tentacles, and Merms.

Tips:

  • It'southward suggested that in the first Wood biome encountered, the actor should collect enough Logs, Cut Grass, Twigs, and Flint to survive for a long while, because they won't be seeing some of the resource in the woods biome again.
  • Information technology is recommended that players establish a manner to come back from or cope with insanity, since information technology's inevitable that they volition be traveling via wormholes quite often.
  • Usually, two of the vi islands are Swamps. It tin can be very useful to stick around when Merms and Spiders are fighting Tentacles, equally this gives free items. Dead Tentacles provide a weapon. Dead Merms provide Fish and Frog Legs, which can be used to brand Fish Sticks or Meatballs. Dead Spiders provide Silk and Spider Glands. The role player merely has to be cautious non to die themselves while attempting to collect the boodle.
  • Spend the kickoff day grabbing everything in the starting biome, particularly food and flowers. Nutrient is scarce on the other v islands, and there is a high insanity run a risk as well.
  • Each island may accept a particular ready of creatures according to the biomes.
    • Starting and 2nd isle: Swamp Biome has Merms, Spiders, Mosquitoes, and Tentacles.
    • 1 island: Grassland/Forest Biome has Killer Bee Hives, Bees, and Spiders.
    • 1 island: Rockyland Biome has Tallbirds.
    • 1 isle: Rockyland/Forest Biome has Spiders and Hound Mounds.
    • 1 island: Savanna Biome has Beefalo, Spiders and usually the usual creatures near the Wooden Thing.
  • When using the wormhole, it's possible that the player will travel into the centre of a field of Killer Bee Hives, Spiders, or aggressive creatures. So be prepared to run towards safety.
  • the player tin destroy the hives/mounds with ranged weapons and fires, especially burn darts due to the affluence of trees (Charcoal) and Swamps (Reeds). (Not Advised equally it's fourth dimension and resource consuming; the objective is to locate the Things)
  • If possible, bringing a Walking Cane from the previous level is helpful to kite aggressive creatures, pass through swamps with tentacles, and locate all five Things.
  • If this is the fourth level, be prepared for the last stage Darkness as it's quite difficult.

Ii Worlds

May announced on chapters 3 - iv
Maxwell Greeting Adventure Mode Two Worlds.png

" Say. pal. Permit'south brand a deal. You can stay here. Settle down, even. I'll requite you lot food, gold, pigs, whatever you need. All I want in return is a truce. "

–Maxwell greeting the thespian

The character awakens on ground fabricated of Cobblestones surrounded by a Fire Pit, a Tent, Trees, Berry Bushes, and Carrots. Maxwell materializes to ask the player for a truce, provided they stay in that location. 7 out of eight minutes are daylight on the big mainland where the player starts. In addition, there are no Things on this land.

In order to locate the Things the actor must travel through Worm Holes that connect the mainland to the secondary land. In that location are 2 types of Worm Holes. 1 is the normal Wormhole encountered in sandbox mode, and the other is the Ill Worm Hole that can only exist used for a one manner trip.

When on the secondary island, certain parts of the biomes volition cause the 24-hour interval/night cycle to turn from vii out of 8 minutes twenty-four hour period to a more normal bike, about 3–iv minutes daylight out of 8 (Eastward.g. Walking/traveling through worm pigsty from a grassland to a swamp biome will cause the time shift). Care should exist taken of the time travelling betwixt biomes as the time modify may make information technology dark faster than expected.

Tips:

  • The mainland should have enough of food and since daylight is much longer, respawn rates from drupe bushes and other plants are faster.
  • The secondary isle has a broad range of aggressive creatures. Have caution.
  • If this world appeared on chapter 3, it's recommended that the player brings winter gear with them to the next world, as it is possible for The Game is Afoot or King of Winter to appear in chapter iv if they haven't appeared before.
  • If this world appeared on affiliate 4, it is recommended that the role player brings a stack of fireflies (for a Miner Hat) and lots of nutrient (Hasty or Honey because of their high spoilage time), every bit the adjacent earth volition exist in permanent night and scarce on food. Use this affiliate every bit a chance to set up for the challenging level Darkness.

Darkness

Always appears on chapter 5

" You insolent, pitiful, insignificant emmet! Do non agitate the wrath of the great Maxwell! You will regret coming any farther... "

–Maxwell greeting the histrion

Affiliate five has several modifiers making it the end of the journey for all but the most well-prepared players. The role player spawns with a bunch of Campfires and Burn Pits surrounding them. Besides, there will be a haversack nearby which has Blueprints for the Miner Hat, a healthy stack of grass, a stack of logs, ii random items, and an extra random blueprint. The level's Mean solar day-night cycle has only permanent night, thus players take to survive and discover the Things in complete darkness. Since at that place is no daylight, most creatures are asleep, crops won't grow and other plants may take longer to replenish themselves, and most importantly, sanity continuously declines over time. To make things worse, due to chronic depression sanity, edifice life-saving camp fires will often attract Nighttime Hands that will attempt to put out the light (they also subtract sanity when about the player).

In that location are almost no food resources and the but source of natural light is Maxwell's Lights scattered around the map. They will not help the actor much if they did not come up prepared plenty. The map is a linear progression where each Biome is connected by a span (slightly similar to the ones in "King of Winter") that might exist blocked by Boulders. Players should have a Pickaxe or gunpowder ready to blow through them. There is a chance that the bridge might be blocked past Obelisks. Each area has a Thing so they should be found before moving onto the adjacent Biome.

There are Pigs sleeping on the map which tin can be killed for meat, nevertheless with their kiting A.I. they can exist a bit tricky. At that place is a chance to find Tallbirds in this map which are in the player'southward best interest to kill, especially if they have laid an egg. Koalefant is likewise quite worth it. There are Maxwell Lights positioned around the map that plough on when the player is near; they can be used as an opportunity to take out the Divining Rod to find the Things. Cooking Mushrooms forth the way tin can prevent extreme sanity loss due east.g. Cooked Blue or Green Caps. The dual uses of the Blue Mushroom, which tin be eaten raw to replenish hunger and health at the expense of sanity, can be a life saver in certain situations.

Tips:

  • In order to build a Miner Hat, it's HIGHLY recommended that the role player unlocks the Bug Net from the previous level and so they tin can take hold of Fireflies. This will save grass and twigs from making torches. Bringing a stack of Gold from the previous level is helpful. The greater light radius provided past the Miner Hat can exist critical to survival when traveling through Tooth Trap fields and Hound Mound areas.
  • But build camp fires to melt nutrient, only hurry equally Dark Hands would put out. It'south not advised to stop them, as they will continuously assault the fire (due to permanent darkness) and besides decrease sanity (just put on the Miner's Hat and walk towards them constantly until they vanish).
  • The actor may demand to build a Log Suit while traveling through the Swamp Biomes as the darkness makes it difficult to navigate and avoid Tentacles. This means sacrificing the backpack.
  • If the player has non found any of these food sources and they are getting desperate for food, they must resort to Spiders. Cooked Monster Meat can exist a life saver at the expense of sanity.
  • Suggested items to bring over from previous level:
    • A stack of aureate to facilitate making the Miner's Hats.
    • A Walking Pikestaff to kite and travel faster.
    • A stack of Jerky or other long-lasting food supply that also restores health or sanity.
    • Spider Silk for catching Fireflies with Bug Nets and Top Hats or a Tam o' Shanter (highly recommended) to utilise when continuing near stationary lite sources; or pre-captured stack of Fireflies for Miner Hats.

Epilogue: Checkmate

Appears after all the other capacity.

" Is this how it ends? "

–Maxwell coming together the role player

This is the last level of Adventure Mode. The player has reached Maxwell'southward location.

Epilogue is a dark and dead wasteland, with a hallway in the center leading to the Nightmare Throne. The hallway branches off into small-scale areas containing resource. The first area contains iv chests filled with supplies, the second area has some grass and Berry Bushes (most are barren), the third area has iii crafting stations used for prototyping, and the last area has 3 Crock Pots and some mixed food lying on the basis next to them.

Similar to the last level, this level has permanent night, with Maxwell's Lights existence the only low-cal source. Regardless of sanity, eyes tin be seen in the darkness. Out in the wastelands is a fully assembled Teleportato that teleports the player to the Nightmare Throne.

The map volition always exist covered by the fog of war, fifty-fifty afterwards an expanse has been explored, thus rendering the map completely useless.

Maxwell on the Nightmare Throne.

At the finish of the road, players will achieve Maxwell'south Hall. A deformed Maxwell is sitting in a large chair with a phonograph nearby playing music, if the player turns it off, Maxwell will give thanks them. When meeting Maxwell, he will tell the player that when he got hither there was aught but grit and "them" and that he doesn't know what they want, that they are just watching. If the actor attacks Maxwell, the throne protects him (a lightning bolt will strike the thespian and no matter what weapon they are holding, it will vanish). Maxwell tells the thespian that the throne will not allow it. He likewise tells them that he has been around here for a long time, and that the player can stay effectually and keep him company, or to put the key in the box.

Next to the throne is the Nightmare Lock where the Divining Rod can be placed. If the Divining Rod is put in the lock, the game will ask the player if they want to take pity on Maxwell just that his captors would not be happy most it. When Maxwell is freed from the throne, he gets upwardly and instantly dies, then turns to dust and fades away. The character is grabbed by Shadow Hands and is placed on the throne, effectively taking Maxwell'southward place and becoming the new pawn (and turning the phonograph on again, if the player had turned it off before). After that, the actor volition become the final message from Klei, and so be brought back to the sandbox game as Maxwell. The actor at this indicate has browbeaten Adventure Mode and unlocked Maxwell equally a playable character.

Note: If the actor beats Risk World as Maxwell, the latest character they used to complete the game volition be sitting in the chair, still doing the terrified blitheness. Unlocking the lock will kill them, and put Maxwell dorsum in the chair. The player volition wake upward in the world as that grapheme.

Note: There volition still exist periodic Hound Attacks in this level.

Easter Egg: Far behind (in the left side) the Nightmare throne is a graveyard, with an Eyebone and a Miner Hat next to a skeleton. On the graves are the names of the developers of the game, one example being Kevin Forbes. Caution is advised if the graves are dug up, every bit ghosts have a 100% risk to spawn from them.

Easter Egg: Randomly placed somewhere on the map, there is an isle made of 2-3 tiles, on which there is a Teleportato as well as the 4 pieces. This isle cannot be reached or "mapped" without the employ of cheats, and when this Teleportato is used, it teleports the player back to the nightmare throne where a second deformed Maxwell volition spawn (not on the throne) and say "Don't y'all call back I've tried that?" then disappear.

Easter Egg: If the player uses the console to reveal the minimap fog, an island volition be visible that is completely barren relieve for the underlying grass turf.


Exiting Adventure Mode

If the player dies in Adventure Mode, they will wake up in Sandbox Manner in the same state every bit they left it.

If the player beats Run a risk Mode, they volition wake upwards in Sandbox Way in the same land as they left it, with i exception: they volition at present be the graphic symbol who was rescued from the Nightmare Throne. The role player may proceed their Sandbox survival with this new character or choose to open Maxwell's Door again and attempt to rescue their original grapheme.

When returning to the Sandbox by decease or victory, the player will have all of the items previously held in the Sandbox and know all of the recipes previously learned in the Sandbox by the character who entered Run a risk Mode. The items in the role player's Adventure Style inventory are lost and the recipes learned during Risk Mode are forgotten. The histrion tin immediately enter Adventure Mode once more if they wish.


Possible Levels Establish In Adventure Mode

A Common cold Reception King of Winter The Game Is Afoot Archipelago Two Worlds Darkness
Chapter i yes yes aye yes no no
Affiliate two yep yes yes aye no no
Chapter 3 yes yes yes yes yeah no
Affiliate four no yes yep yes yes no
Chapter five no no no no no yes

Placeholder.png Trivia

  • Caves will not spawn in this mode.
  • In adventure mode, if you put Wagstaff on the Nightmare Throne, and so return to him for another character, it seems that Wagstaff has escaped.

Mosquito.png Bugs

  • Chapters can sometimes be skipped by rapidly clicking the "Lets go" push button. Additionally, chapters will sometimes load as the previous affiliate's ending, allowing the role player to reload the teleportato and get immediately to the chapter after that.

Don't_Starve_Adventure_Mode_Glitch_Exploit

  • In Chapter 5, "Darkness", if the game is saved and reloaded during a total moon, the total moon will be permanent. However, a full moon no longer provides illumination in this affiliate.
  • Sometimes, in the "The Game is Afoot" or "Archipelago" level, there is no Metal Potato Thing.
  • If Shadow Creatures announced when the player takes pity on Maxwell they can still attack the character in the cutscene, which means if the player dies, they will be sent back without really freeing the other grapheme.
  • Sometimes, islands on "Archipelago" volition spawn fused to each other, putting two things on one large island.
  • Woodie will sit down backwards on the throne.
  • While the animation that plays when the player enters adventure mode, time still runs, making it possible for the actor to lose hunger, sanity or make information technology night on the globe.

Source: https://dontstarve.fandom.com/wiki/Adventure_Mode

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