A small town in an unknown land is home to a guild called Adventures to Go, which creates dungeons and monsters for enterprising adventurers looking to make some easy money. A young swordsman named Finn Courtland, against the advice of his father and sister, decides to join Adventures to Go in order to make a name for himself.
Players can customize each dungeon to their liking, setting the terrain type (plains, wasteland, cave, etc.) and the types of enemies that show up there (bugs, beasts, etc.). As you progress through the game, new terrain and enemy types become available, with tougher dungeon combinations reaping greater rewards. Clearing dungeons may reward the player with Event Tickets, which create special events to help advance the story (boss battles, new characters, etc.).
Tropes used in Adventures to Go!
- Absent-Minded Professor: Professor Moseley, who often mentions how it's "been ages" since Finn last visited him, even if Finn visits the lab after completing a quest.
- Betting Mini-Game: Examining lottery monuments gives you a 25% chance to earn money or crystal shards. If Alina is the leader of your party, she can read a clue from a magical glyphs to guess the correct answer.
- Later on in the game, you gain an event ticket which lets you access the casino to play poker for rare prizes.
- Booby Trap: When you gain the ability to order treasure chests with your dungeon, some of them will be booby trapped and cause damage to the party's leader. Each character has a set chance of disarming the trap, with Finn and Cat being the highest.
- Bread, Eggs, Milk, Squick: When Karla the receptionist asks Finn if he's ready to go out on his first adventure, she asks:"Are you all set for battle? Weapons, magic, life insurance policy?"
- Choice of Two Weapons: Each character can equip two different weapon types.
- Functional Magic: "Device magic" type. Magic spells are formed through combinations of crystal shards. Some characters, such as Alina, can use a wider repertoire of spells than others.
- Healing Factor: Finn can recover his HP by walking if he is in the lead, and is the only character on the team who can do so.
- Last-Name Basis: Garron Gifford, the lumberjack, tells Finn and Alina to call him by his last name when he first joins, since they aren't technically friends.
- Only in It for the Money: Finn treats his ATG membership as a means to get rich, and nothing more. He does, however, draw the line at taking money from those in need.
- Overly Long Name: Slygy the imp, whom Finn first meets in Chapter 3, has a long and hard-to-pronounce name, so he makes multiple suggestions on how to shorten it.
- Randomly Generated Levels: You choose the basic landscapes, but the game generates a different layout each time.
- Schmuck Bait: The "suspicious monoliths" that ask you if you "want to make a little money" will actually give it to you, at the expense of HP damage. One will give you a Revive Pill, and then deal enough damage to kill the party leader, giving you an excuse to use it.
- Take That!: One scene in the beginning of the game when Finn refers to the Adventures to Go guild by its initials "ATG", and Severn (the quest giver) says he makes it sound like a "failed bank or insurance company", a potshot at AIG.note
- Totally Radical: Dean, the armorer, talks and dresses like a middle-aged hipster, which drives Finn crazy.
- Who Dares?: The demon lord Arbitus doesn't like when his treasure gets stolen for an ATG quest in Chapter 6.