Adventure Time: Explore the Dungeon Because IDK achievements

Adventure Time: Explore the Dungeon Because IDK

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There are a maximum of 46 Adventure Time: Explore the Dungeon Because IDK achievements worth 4,144 (1,000)

4,137 tracked gamers have this game, 78 have completed it (1.89%)

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Secret Achievement in Adventure Time: Explore the Dungeon Because IDK

Secret Achievement607 (90)

Continue playing to unlock this secret achievement. (Secret)

  • Unlocked by 91 tracked gamers (2% - TA Ratio = 6.74) 4,137  

Achievement Guide for The Limit

505,793 (299,462)
Achievement won on 09 Jul 14
TA Score for this game: 4,144
Posted on 13 July 14 at 19:16, Edited on 13 July 14 at 19:21
This solution has 7 positive votes and 0 negative votes. Please log in to vote.
In general, this will take 4-5 hours, possibly more. The goal is to survive, being a little cautious, exploring to find the exit and buttons, and exiting levels as early as possible. Despite any need for money for the other achieves, your haul is capped at a max of 999. And if you die before reaching Nightosphere level 51, you've wasted more time and money than from a regular dungeon haul. Once you have your needed equipment (sub-weapon and familiar), don't bother with chests, don't go after gold, ration your food unless an enemy drops it (as that will disappear after a short bit), and try to remember the dungeon layouts to quickly 'mark' tiles on you mini-map for button and exit locations.

Main Loadout
* Ice King (with maximum upgraded stats)
* Sub-Weapon Axe
* Token: Speed-up (Speedy Feet)
* Token: Half-Damage (Zeldron's Armor)
* Familiar: Flambo the Salamander/Flame Elemental (found in dungeon)

Ice King, with maximum upgrades.

He has a ranged attack, with his focused charge shooting three homing icicles (charge-cicles) with a pretty good turning radius. Accuracy can be a problem, but given the range, you can avoid counterattacks more easily. Note that his attacks do not cause stun, unless they freeze an enemy.
He can float over pits, saving time exploring the dungeon and allowing for shortcuts. Ice King will still be damaged by fire pits, unless Flambo is the current familiar or you switch a token for 'Fire Proof'. The former is recommended.
Attacks can sometimes freeze enemies. This rarely happens, so don't expect it, but it's a nice little bonus.
3rd-level imagination kills most enemies, leaves others with 1 hit to kill. Good for generator areas or open areas with way too many enemies. The second level is invulnerability, but the time of it is rather short, shorter than a Lamb Relic. Level 1 freezes enemies, which can help in a pinch, but normally should wait for level 3.


Although slow, it has decent range and good damage for a melee weapon.
More importantly:
1) its wide arc makes it easier to hit enemies than your icicle.
2) It can hit multiple enemies in one attack
3) It will almost always stun an enemy, allowing follow-up slices or stopping their current attack.
The stuns can also affect generators, resetting the animation and interrupting the generation of a new enemy.


No way around it, you want to make sure you have all your stats upgraded. Otherwise, you're making things even more difficult than they already are. Even imagination. Level 3 is a smart bomb that will kill most everything except hugwolves, deer, and plants. Those will need another icicle attack to finish up. Focus is also very important, to speed up the charging of your 3-shot homing icicles (Charge-cicles).

* Half-Damage Token (Zeldron's Armor)
* Speed Token (Speedy Feet)

Half damage is basically doubling your life. This is INVALUABLE, particularly on the 3-minute survival boss. Food will still heal its normal amount, but its effectiveness is doubled due to hearts now counting as 4 hits, rather than 2.

Speed token is similar, as you can get out of the way of danger, and explore the dungeon faster. The goal for this achievement is to find where you need to go, and get out of there. Worst case, the exit is locked, and you will need to search for the button that, when hit, will unlock the exit.

As far as 'Easy Mode' tokens, I attempted it before, and failed on a boss fight (3 minute survival) on level 40. Sadly, the token didn't actually make it easy. It only seems to do the following:
* Gives 1 max thump, like the token
* Gives double health from food, like the token
* Prevents all curses; does not prevent loss of sub-weapon on a hug curse, however.

The double-food health seems nice, but half damage is effectively the same thing but with more maximum health. This means better survival in a critical situation. Also, your damage appears to be the same, so it doesn't appear to have the extra damage tokens as an effect. Since it's not often that you'll get cursed (unless you keep opening chests or being bad at timing the Magic Man), the loss of speed and defense does not make up for the curse immunity.

Flambo / Fire Elemental

Prevents fire damage, including from pits and from enemies. The one and only one you should keep. Once you get this one, keep it and never open another chest. You risk getting a bad familiar that could replace him. The rest below aren't as useful, either, for the main goal of finding the exit and using it.

Useful in a pinch if you get it, to drop food to keep you healed. Since s\he disappears after some time, do not rely on it.

Clown Nurse
Her ranged attack is weak, and enemies are prone to dodging it. She's actually a hindrance when fighting birds, as she can cause them to split prematurely if you're trying to kill them with a single axe swing.

Get-out-of-curse-free card. Again, you shouldn't be encountering curses by not messing with chests after Flambo, and cursed chests are usually easy to dodge if you always move away from them.

Watermelon (Stanley)
Can block projectiles, but has a limited lifetime (either # of hits and/or time). Like BMO, don't rely on it, and prefer fire immunity.

Item Drops
Most important thing. If enemies drop them, keep an eye on them and fill up if at all injured. Enemy drops will disappear after a set time, with a very short time of blinking at the end.
Otherwise, keep a few on the ground to retreat to and heal up if necessary.

Ignore. You might grab one if it's on your way, but speed is of the essence. If you collect some in your path, you'll probably max out around levels 20-25, anyway, and the rest will be wasted regardless.

The goal is to get sub weapons if you don't have an axe, and to get the Salamander Familiar. Once you have the latter, ignore these completely, including on timed floors. Only risk opening one if a box completely blocks you from getting somewhere due to where it spawned

Demon Heart (+damage)
Doesn't last long enough to be of great use, but it can help out your icicles. Does not appear to affect the axe.

Lamb Relic (invincibility)
Immunity can allow two things:
1) Quickly clearing out enemies and generators
2) Quickly scouting an area full of enemies to see if buttons or the stairs are near.
Focus on #2, though make sure to kill generators along the way while doing so.

Molasses (Invisibility)
Similar to the Lamb Relic. You can still take damage, but all enemies ignore you, possibly lasting longer than the Relic. Plants will still shoot, so remember you are not immune.

The below are enemies found in the Nightosphere, the estimated difficulty (out of 5), about how many attacks are required to kill with a maximum-stat Ice King, and other notes. Also note that less-difficult versions may spawn, with less health or abilities. They are not accounted for, for number of hits required.

*** Spoiler - click to reveal ***

Every five floors is a boss round. Make sure to have your health topped off, as it won't heal itself and you'll be in a world of hurt on some bosses if you don't have enough life. As you should be Ice King, make good use of his ranged attack and charge attack.
*** Spoiler - click to reveal ***
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