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The Adventures are a series of challenges that were first introduced on June 18, 2013. The initial adventures can be played by all Jammers, but most of them are for members-only. The adventures tell the story of the Phantoms reappearance as antagonists in the world of Jamaa and the Alphas efforts to defeat them. Jammers can win Gems and a variety of items by completing each adventure.

List of Adventures

Adventures Full-12

Currently, there are twelve common adventures and eight seasonal adventures. The common adventures are available year-round and can be accessed through the portals in the Adventure Base Camp and Ocean Base Camp or by simply opening the Adventures list in the World Map. The seasonal adventures only appear during certain months each year and they are typically found at the top of the parties list.

Common Adventures

Land Adventures

Ocean Adventures

Seasonal Adventures

General Gameplay Instructions

  • An Alpha (usually Liza, Cosmo or Greely) will appear at the start of each adventure to explain what needs to be done. They may also appear in the middle of the adventure to provide further instructions.
  • Many of the adventures feature NPCs or Non-Player Characters that provide details on the current adventure or hints about future adventures. These appear like regular Jammer animals except that they have shorter names and an "AJ" badge on their name-tag.
  • Many of the adventures feature Phantoms. They have a purple, smokey circle around them that shows Jammers how far the Phantom can see. If the player goes inside the Phantom's circle, the player is in its sight and it will start chasing the player until the player escapes. 
  • The player can trap Phantoms by luring them into special plants called Chomper Plants in the land adventures or Chomper Clams in the ocean adventures. In most adventures, each one of these can only be used once.
  • The player can hide from Phantoms by standing in tall grass in the land adventures or sea weed in the ocean adventures.
  • The player can destroy Phantoms using Boomseeds in the land adventures or Whirlpearls in the ocean adventures.
  • The player can escape from Phantoms by running far enough away from them.
Revive Point

Revive point in land adventures.

  • If a Phantom touches the player, they will lose Hearts. When all of the player's Hearts are gone, they will fall asleep and wake up at the nearest revive point with all of their Hearts restored.
  • Some of the land adventures include plants that must be watered by carrying a water pail from a well to the plant.
  • Many of the adventures include locks on doors and cages. These can be unlocked by finding Phantom Keys that are hidden around the map or dropped by defeated Phantoms.
  • Many of the adventures include destructible obstacles that block certain paths. Some of these, such as Phantom Webs and Phantom Pods, can be destroyed simply by clicking on them several times. The number of clicks required is dependent on the damage done, which can be increased by wearing Gloves, Swords, and other weapon/armor type items. Most of the obstacles can also be removed by using Boomseeds in the land adventures or Whirlpearls in the ocean adventures.
  • At the end of the adventure, an alpha will appear (usually the same one that appeared at the start of the adventure) to congratulate the player and display five treasure chests. The player can choose only one of the chests to open.


In most of the common adventures (excluding Training Grounds), a player can join with up to three other Jammers to complete the adventure as a team. The seasonal adventures can be played with up to fifteen Jammers and, unlike the common adventures, the seasonal ones do not have to be finished as a team.

Difficulty Mode

For most adventures, there is a Normal Mode and Hard Mode. Normal Mode has easier maps that are typically shorter while Hard Mode maps are often larger and more complicated. Hard Mode also includes more Phantoms that move faster as well, but there are usually better treasure rewards to compensate for the added difficulty.


To level up, players must get plenty of Courage Points depending on each level. The player will need more Courage Points when they're on a higher level and less when they're on a lower level. Every 8th level (8, 16, 24) the player's animal gains another heart for its health bar. Levels 0 to 7 have only three hearts, levels 8 - 15 have four hearts, levels 16 - 23 have five hearts, and level 24 or higher will have six hearts. Every 5th level (5, 10, 15) the animal's level indicator on their name-tag will change shape. Levels 0 to 4 have a circle shape, levels 5 to 9 have a star shape, levels 10 to 14 have a diamond shape, and level 15 or higher will have a square shape.


An animal's health is represented by a bar of red hearts near the animal's picture and this will decrease from contact with Phantoms. These hearts indicate how much energy an animal has remaining and when they run out, the animal will fall into a deep sleep. The animal's health will return fully when they wake up again at a nearby revive point.

Courage Points

Courage Points (commonly abbreviated as CP) are the numbers used to level up. They can be gained by completing different actions in an adventure.

Action Courage Points
Trapping/Destroying Phantom 5
Watering Plants 5
Plugging Phantom Pipes 5
Breaking Phantom Obstacle (Pod, Web, etc) 5
Destroying Phantom Sprouter 5
Lighting Fire Drum 5
Opening Chest 5
Unlocking Cage 10
Unlocking Phantom Door 15-25
Opening Animal Passage 25
Finishing Adventure 50
Defeating Phantom King 200

Animal Passages

In most Adventures, there will be one or more special passages that may only be opened by a specific animal. These animal gates have treasure chests inside that contain a clothing item. The gates include:


  • There was a glitch where Jammers could quickly click the "Switch Animals" button when hosting an adventure, but this no longer works because now the button is grayed-out instantly when hosting an adventure.
  • There was a glitch where Jammers could buy an animal from the Diamond Shop to switch to it while hosting an adventure, but this no longer works because the hosted adventure is canceled instantly when an animal is purchased.
  • There was a glitch where Jammers could quickly click the "Switch Animals" button after clicking "Play!" but before the adventure started. This no longer works because now the switch animals menu cannot be opened when inside an adventure.
  • There is still a glitch where Jammers can host a land adventure as an amphibious animal when underwater and then go to a land area to automatically switch into their primary animal. This type of glitch can cause a flying animal to appear in a land adventure or a land animal to appear in a flying adventure.
  • In the October 2015 update, there was a glitch that caused all but one of a Jammer's animals to appear as level 1 even if they were higher level before. This was later fixed.
  • There is a glitch that occurs sometime when the player exits the adventure: the adventure bar will still be visible with the "You did it! Adventure COMPLETE!" message at the top of the screen.
  • In a 2015 update, all existing level 0 animals were raised to level 1 and new animals that are created become level 1 automatically. New Jammers still start with level 0 animals until they play the Training Grounds once.


Start a Discussion Discussions about Adventures

  • Levels

    18 messages
    • Spiritstormsawesomeness wrote::/ i guess you could say i am just thought someone would  wanna check it out geez it doesnt matter, i said it on...
    • I've seen a level 30 owl and I am a level 19 eagle
  • Untitled Room and Battle of The Beacon

    7 messages
    • I think I found a glitch. Well, you know how when you plug up a phantom pipe with a cork and it explodes into this phantom stuff? Well, I ...
    • KittyKrew101 wrote:I think I found a glitch. Well, you know how when you plug up a phantom pipe with a cork and it explodes into this phan...

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