Dungeons

Mystery Dungeons are the main source of gameplay in Pokémon Mystery Universe. Dungeons are complex structures that typically have a random layout. There are many dungeons, each with different qualities, characteristics, and difficulty. Players explore dungeons as an enterprise, training, completing missions, obtaining recruitable Pokémon, or finding rare items, either solo or with a party or guild. Rather than being able to see and enter dungeons from a list, dungeon entrances can be found throughout and entered from areas in the overworld. HMs may be necessary in order to access some dungeons, or travel through them.

Dungeons can have restrictions such as limiting the amount of items that can be in the inventory when entering, or setting the level of the team's Pokémon for the duration of the dungeon. These are frequently introduced in high-level dungeons.

Being cautious in dungeons is essential. If the player faints as their team's leader and cannot revive nor escape, they must give up, resulting in item loss and putting them back at the Crossroads or their set spawn point.

Dungeon Floors
Every dungeon has a set amount of floors until the end. Each floor in a dungeon has a randomized layout, along with wild Pokémon and items. Dungeon floors are made up of several rooms and tiles; the main tiles being the floor and walls. Walls arrange the rooms and hallways in dungeons. Dungeons can have other additional tiles, such as water or lava, with certain Pokémon types being able to traverse them while others cannot, unless holding a Mobile Scarf or similar items. In order to advance further in dungeons, the player must find and traverse onto the stairs located on a floor, which take you a floor forward in the dungeon.

Although Pokémon and items cannot normally spawn in hallways in the original games, they can in PMU, albeit depending on the dungeon.



Traps
Traps are a special type of tile, different from floors and walls as they're harmful to the player. Traps appear hidden unless stepped on or revealed through using a basic attack, eating a Gummi or using a See-Trap Orb, and can trigger all sort of negative effects when activated. There are a few ways to avoid traps, such as using the moves Rapid Spin (next to one) and Defog or a Trapbust Orb to destroy them, or holding a Trap Scarf which will not trigger them.



Wind
Wind is a feature prominent in dungeons to prevent explorers from lingering in a floor for too long. Because of the real-time gameplay, wind is not turn-based but instead goes off a timer unique to the dungeon, which begins to tick after the player's first action upon entering a floor. There will be 4 messages alerting the player of a strong gust before kicking them out of the dungeon, acting as a give up. As a result, wind can remove many items from the inventory, except if you have a Escape Rope.



Sealed Chambers
Some dungeons have locked doors set to appear on specific floors, appearing as a small wall square with a lock at the bottom. Dungeons can only have one sealed chamber, or two with the same contents. A Silver Key is required to open the lock. Inside of sealed chambers is a Silver Box, which has a chance of holding a silk among other items. The silk's type tends to match the general type of the dungeon the sealed chamber is located in (e.g. Red Silk in a dungeon with many Fire-types).



Kecleon Shops
Kecleon Shops can be found in some dungeons on specific floors. The items for sale will vary between each dungeon, however.

Monster Houses


Monster Houses, instead of being a room that becomes invaded with lots of Pokémon—usually identified with an abnormal amount of items visible—, make up an entire dungeon floor as a single square room floor filled with Pokémon, that can randomly appear upon stair entry on Floor 6 and up in most dungeons. Monster Houses are the only method to recruit Zorua, via the move Sweet Scent, and can likewise be a great spot for training as they have a x1.5 experience boost.

Midpoints
Midpoints or rest points in dungeons are intervals that are not ordinary dungeon floors. They are often accompanied by a Kangaskhan Storage statue and, rarely, a Chimecho Assembly post or heal bed, some furthermore allowing the player to exit out of the dungeon. Dungeons may also have puzzle or maze midpoints to be traversed in order to pursue the rest of the dungeon, these appearing more often than rest areas. Midpoints are commonly seen after boss rooms or around the middle of longer dungeons, as a standard breaking point or connection to a dungeon's deeper continuation.



Boss Rooms
Boss rooms are floors where the boss Pokémon of a given dungeon is fought, should there be any to complete it or proceed further. Boss Pokémon frequently have buffs applied, drops such as Mushrooms and Big Mushrooms, and cannot be recruited (with the exception of Joey at Exbel Woods). Legendary and Mythical boss Pokémon have a chance to drop their Heart Slate, serving as their method obtainment to players.

After defeating the final boss of a dungeon, there will be warps that lead out of the dungeon or to the end room if there is one. While there are boss rooms, few dungeons have boss Pokémon that will spawn in regular dungeon floors, like Lush Archipelago. Wonder Orbs can still be used in a boss room, unlike in Pokémon Mystery Dungeon.



End Rooms
End rooms are characterized by being the very last floor in a dungeon, leading to an exit warp and usually having a reward like boxes; known commonly as end boxes. End rooms may contain additional items such as Poké, or spawnable Pokémon via Honey, all determined by the particular dungeon. Not all dungeons have traditional end rooms, as boss rooms can serve as the end rooms, or the dungeon will just leave the player in the overworld upon entering the last set of stairs.

Secret Rooms


Secret Rooms are floors that can be found in a dungeon by uncovering hidden golden stairs leading to them. What lies in a Secret Room depends on the dungeon. The most common trait Secret Rooms have are Deluxe Boxes. Some can have unique Pokémon obtainable from them via Honey, even rarely including Legendary Pokémon, among other things. Sometimes, reaching a Secret Room is required for further progression in a dungeon.

Weather
Weather is a major part of dungeons. Weather can either appear naturally on floors or be set by Abilities or moves of either wild Pokémon or the player. All weather comes with their own effects, and often coordinate with the type of Pokémon found in a dungeon (e.g. Rain in a dungeon with many Water-types). Having weather control is regarded as an important feat for venturing through dungeons smoothly, as weather can not only make wild Pokémon less or more of a threat, but can hinder the player's efficiency unless equipped with the respective Crystal or Gem.

Darkness
Darkness is a hazard frequently present in dungeons. The player will have a small radius of light around them, while the remaining floor is obscured. When there is darkness, items and Pokémon cannot be seen unless they are within view range. Vision in darkness can be increased with the Ability Keen Eye, or it can be removed completely in a dungeon floor through eating a Gummi, using a Luminous Orb or the move Flash, or holding a X-Ray Specs or X-Ray Charm.

Hunger
The active Pokémon will get hungry over time in dungeons, shown by the Belly stat in the menu.

Restrictions
There are some restrictions a dungeon, or a dungeon section, may have before the player can enter:
 * Must have a specific type in the team.
 * Must have an empty inventory.
 * Must have no more than a specific amount of items in your inventory.
 * Can only bring a specific amount Pokémon.
 * No experience is gained.
 * No Pokémon can be recruited.
 * The level of the team is temporarily set to a level or reset to 1. Whether the present moves are kept or not varies from dungeon to dungeon.
 * Cannot be rescued, meaning party or guild members may not meet up with you.
 * Parties will be disbanded.

Parties
Dungeons can be entered with more than one player either by being in a party or a guild. A party can be created using the command /createparty or /cp. Up to 3 other players can join the party, by standing next to the leader and typing /joinparty or /jp, following the leader's username while also being adjacent to them on the same map. From there, players can enter dungeons together once they have all selected "Yes" to the enter prompt of the same dungeon. All online players will need to be on a floor's staircase in order to progress in dungeons.

Being in the same party or guild makes players allied in dungeons; damaging moves will not affect them, but supportive moves such as Helping Hand will. Experience from defeated enemy Pokémon will be gained by every party member. At a certain level range too low from the player that defeated a Pokémon, only 1 Experience will be gained unless the party member is nearby them. Any dialogue in a dungeon will only be seen by a party's leader. Guild meetups are independent from parties. Experience will not be shared to other guild members and stairs can be traversed normally.

A party can be left when outside of a dungeon using /leaveparty or /lp. Parties can still be created and joined when inside dungeons. The Explorer Kit has a page that lists all party members and their active Pokémon's HP and experience.

List of Dungeons
Below is a list of all non-event dungeons in Pokémon Mystery Universe.


 * Archford Training Dojo
 * ATD
 * Fighting/Grass
 * Archford
 * 40


 * Archford Tunnel
 * AT
 * Poison/Rock
 * Archford
 * 2


 * Ash Forest
 * AF
 * Bug/Flying
 * Exbel
 * 33


 * Ashen Graveyard
 * AG
 * Ghost
 * Exbel
 * 17


 * Beach Bunker
 * BB
 * Rock/Water
 * Tanren
 * 24


 * Boggy Wastes
 * Boggy/BW
 * Poison
 * Archford
 * 48


 * Caustic Sewers
 * Sewers/CS
 * Poison
 * Undercity
 * 30


 * Ancient Caustic Sewers
 * Sewers/ACS
 * Poison
 * Undercity
 * 15


 * Cliffside Relic
 * Cliffside/CR
 * Ground
 * Exbel
 * 21


 * Concealed Laboratory
 * CL
 * Steel/Psychic
 * Winden
 * 40


 * Crescent Islet
 * CI
 * Bug/Grass
 * Archford
 * 28


 * Crescent Islet Depths
 * CI Depths
 * Normal/Grass
 * Archford
 * 7


 * Cryptic Chasm
 * CCh
 * Psychic
 * Tanren
 * 60


 * Crystal Ruins
 * CR
 * Ice/Water
 * Winden
 * 20


 * Crystal Castle
 * CC
 * Ice/Ghost
 * Winden
 * 10


 * Deserted Tomb
 * DT
 * Steel/Rock/Ground
 * Tanren
 * 44


 * Dragon's Descent
 * DD
 * Dragon
 * Tanren
 * 50


 * Dragon's Descent Depths
 * DDD
 * Dragon
 * Tanren
 * 20


 * Dream Grove
 * DG
 * Fairy/Psychic Dark/Ghost
 * Undercity
 * 40


 * Dream Grove (Daydream)
 * Daydream DG/DDG
 * Fairy/Psychic
 * Undercity
 * 40


 * Dream Grove (Nightmare)
 * Nightmare DG/NDG
 * Dark/Ghost
 * Undercity
 * 40


 * Dynamo Sands
 * Dynamo/DS
 * Ground/Rock/Electric
 * Tanren
 * 60


 * Exbel Woods
 * Normal
 * Exbel
 * 3
 * 3


 * Friendship Forest
 * FF
 * Normal/Grass
 * Exbel
 * 5


 * Frigid Rivulet
 * FR
 * Water/Ice
 * Winden
 * 20


 * Fruity Grotto
 * FG
 * Grass
 * Exbel
 * 10


 * Gritty Burrow
 * Gritty/GB
 * Ground
 * Exbel
 * 15


 * Glitter Cavern
 * GC
 * Rock/Electric/Fairy
 * Winden
 * 36


 * Happiness Lake
 * HL
 * Water
 * Exbel
 * 8


 * Harmonic Tower
 * HT
 * Varies
 * Exbel
 * 99


 * Honeydrop Meadow
 * Honeydrop/HDM
 * Bug
 * Exbel
 * 27


 * Iceberg Cavern
 * Iceberg/IC
 * Ice/Water
 * Tanren
 * 7-10


 * Iceberg Frigid Waters
 * IFW
 * Water
 * Tanren
 * 34


 * Iceberg Adrift
 * Iceberg/IA
 * Ice/Water
 * Tanren
 * 42


 * Inferno Volcano
 * IV
 * Fire/Ground/Rock
 * Archford
 * 60


 * Island Garden
 * IG
 * Grass
 * Exbel
 * 13


 * Jailbreak Tunnel
 * Jailbreak/JT
 * Poison
 * Exbel
 * 12


 * Lake of Acuity
 * Acuity
 * Water
 * Winden
 * 25


 * Lake of Valor
 * Valor
 * Water
 * Archford
 * 25


 * Lake of Verity
 * Verity
 * Water
 * Tanren
 * 25


 * Loch Lenile Cavern
 * Lenile/LLC
 * Water
 * Exbel
 * 38


 * Lucent Burrow
 * LB
 * Water/Ice
 * Winden
 * 10


 * Lush Archipelago
 * Lush/LA
 * Bug/Grass
 * Archford
 * 30


 * Archipelago Thicket
 * AT
 * Bug/Grass
 * Archford
 * 25


 * Marowak Training Dojo
 * MTD
 * Varies
 * Exbel
 * 5/10/15


 * Mineral Cavern
 * MC
 * Water
 * Exbel
 * 8


 * Mt. Barricade
 * Barricade/Barr
 * Rock/Ground
 * Exbel
 * 30


 * Mt. Moon
 * MM
 * Fairy/Psychic/Normal
 * Archford
 * 60/40


 * Mt. Skylift
 * Skylift
 * Flying
 * Exbel
 * 36


 * Mt. Stormhold
 * Stormhold
 * Ice/Flying
 * Winden
 * 29


 * Murky Trench
 * Murky/MT
 * Ghost/Water
 * Archford
 * 12


 * Mysterious Jungle
 * MJ
 * Grass/Bug
 * Archford
 * 60


 * Mystic Coven
 * Mystic/MC
 * Ghost/Psychic
 * Tanren
 * 50


 * Pebble Cave
 * PC
 * Normal/Ground/Dark
 * Exbel
 * 5


 * Pitch-Black Abyss
 * PBA
 * Dark/Poison
 * Exbel
 * 1


 * Razed Fields
 * RF
 * Water/Flying
 * Exbel
 * 1


 * Risen Derelict
 * RD
 * Water/Ice/Poison
 * Winden
 * 60


 * Rocky Ravine
 * RoR/RR
 * Grass/Ground
 * Tanren
 * 35


 * Rocky Shoreline
 * RS
 * Water
 * Tanren
 * 40


 * Rustic Savannah
 * Rustic/RS
 * Electric/Normal
 * Tanren
 * 28


 * Sandy Shallows
 * SaSh/SS
 * Water
 * Archford
 * 30


 * Sauna Cavern
 * Sauna/SC
 * Fire/Rock
 * Winden
 * 23


 * Sauna Cavern Depths
 * SC Depths
 * Rock
 * Winden
 * 7


 * Sea Crevice
 * Crevice/SC
 * Ice/Water
 * Tanren
 * 21


 * Seafloor Ruins
 * SFR
 * Water
 * Archford
 * 41


 * Eastern Seafloor Ruins
 * East SFR
 * Water
 * Archford
 * 60


 * Central Seafloor Ruins
 * Central SFR
 * Water
 * Archford
 * 60


 * Western Seafloor Ruins
 * West SFR
 * Water
 * Archford
 * 60


 * Seafoam Cove
 * Seafoam
 * Water/Bug
 * Exbel
 * 15


 * Seaside Cavern
 * Seaside
 * Water
 * Exbel
 * 5


 * Scorched Grasslands
 * Scorched/SG
 * Fire/Grass
 * Archford
 * 50


 * Sentimental Aquifer
 * SA
 * Water
 * Exbel
 * 60


 * Sentimental Aquifer Depths
 * SA Depths/SAD
 * Psychic
 * Exbel
 * 1


 * Shimmering Seabed
 * Shimmering/SSB/ShS
 * Water
 * Archford
 * 60


 * Sky Fortress
 * SF
 * Varies
 * Winden
 * 99


 * Snowveil Den
 * Snowveil/SD
 * Ice/Steel
 * Winden
 * 25


 * Snowveil Lair
 * Snowveil/SL
 * Ice/Steel
 * Winden
 * 10


 * Sour Root Cave
 * Sour Root/SRC
 * Bug
 * Exbel
 * 10


 * Southern Sea
 * SS
 * Water
 * Exbel
 * 38


 * Spectral Thicket
 * Spectral/SpTh
 * Dark/Ghost/Psychic
 * Winden
 * 70


 * Stark Volcanic Woods
 * Stark/SVW
 * Fire/Grass/Ground
 * Archford
 * 60


 * Starlit Lagoon
 * Starlit/SL
 * Water/Psychic
 * Archford
 * 60


 * Sunken Gardens
 * SG
 * Grass/Water
 * Tanren
 * 40


 * Sunny Hillside
 * Hillside/SH
 * Fire/Grass
 * Exbel
 * 6


 * Sunrise Temple
 * Sunrise/ST
 * Ground/Fire
 * Tanren
 * 28


 * Tanren Chambers
 * TC
 * Varies
 * Tanren
 * 99


 * Tanren Mansion
 * TM/Mansion
 * Ghost
 * Tanren
 * 40


 * Tanren Courtyard
 * Courtyard
 * Ghost/Poison
 * Tanren
 * 25


 * Tanren Basement
 * Basement/TB
 * Ghost
 * Tanren
 * 20


 * Tanren Graveyard
 * Graveyard/TG
 * Ghost
 * Tanren
 * 35


 * Tanren Mines
 * Mines/TM
 * Ground/Poison
 * Tanren
 * 42


 * Tanren Mines Depths
 * TM Depths/TMD
 * Ground/Poison
 * Tanren
 * 14


 * Tanren Training Dojo
 * TTD
 * Fighting/Ground
 * Tanren
 * 36


 * Tanren Tunnel
 * TT
 * Ground/Poison
 * Exbel
 * 10


 * Thunderstorm Forest
 * Thunderstorm/TSF
 * Electric/Bug
 * Exbel
 * 20


 * Far Thunderstorm Forest
 * Far TSF
 * Electric/Bug
 * Exbel
 * 15


 * Tiny Grotto
 * TG
 * Grass
 * Exbel
 * 5


 * Undercity Catacombs
 * Catacombs/UC
 * Ghost/Ground
 * Undercity
 * 30


 * Verdure Bluff
 * Verdure/VB
 * Grass/Ground/Poison
 * Tanren
 * 40


 * Voltaic Rainforest
 * Voltaic/VR
 * Electric/Bug/Grass
 * Archford
 * 50


 * Wildfire Hills
 * Wildfire/WH
 * Fire
 * Exbel
 * 20


 * Winden Forest
 * WF
 * Ice
 * Winden
 * 18


 * Deep Winden Forest
 * Deep WF
 * Ice
 * Winden
 * 10


 * Winden Pass
 * WP
 * Ice
 * Winden
 * 10


 * Winden Training Dojo
 * WTD
 * Fighting/Ice
 * Winden
 * 30


 * }