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Mystery Dungeons

A mystery dungeon is an adventure for a fixed party of trainers. You go in together, clear several rooms, each with a different challenge, and face a boss at the end. All against the clock.

Open dungeons​

DungeonEntrancePartyLevelTime
Pokemon Lab: Mewtwo EscapedLab Director, in the Cinnabar Lab (Cinnabar Island)exactly 4 trainers15 to 3030 minutes

Mewtwo broke out of its containment chamber under the lab, and the security Pokémon have gone wild. The Lab Director is looking for a team to go down there and bring it back.

How to enter​

  1. Form a party with the right number of trainers.
  2. Everyone goes to the Lab Director and stays close to him.
  3. The party leader talks to the Director and picks "We will bring Mewtwo back!".

The Director refuses, naming who is holding the team back, when:

  • someone is far from him, outside the level range or riding a Pokémon;
  • someone is already in another dungeon, in a gym run or in a trainer battle;
  • someone has no Pokémon able to battle.

Only one party at a time can be in the dungeon. If it is in use, the Director tells you when it frees up.

Rules inside​

  • One clock for the whole party. Warnings show with 5 minutes and 1 minute left. When time runs out, everyone is sent back outside.
  • Only Pokémon fight. Dungeon Pokémon never attack a trainer.
  • Dungeon Pokémon give normal experience (shared with the party) and drop their usual materials, but cannot be caught.
  • Inside you cannot ride, use field abilities or travel.
  • The panel shows the room's objectives. When a room is done, everyone sees the CLEAR! stamp and a pad lights up: step on it to go to the next room.
  • Items that only exist in the dungeon (the Keycard Fragments) leave your bag when you leave.
  • The Give Up button takes you out of the dungeon. Whoever leaves (giving up or logging out) lands next to the Director and cannot come back to this run. The rest of the party carries on. If the leader leaves, the next member becomes the leader.

The rooms​

Each room has a Lab Scientist who explains what to do.

1. Security Wing​

Each member asks the scientist for a question whose answer is a number (for example, how many heads a Dodrio has). Defeat the security Pokémon (Magnemite, Voltorb, Porygon) to collect Keycard Fragments and hand in exactly the number of the answer. The room is done when every member has handed theirs in.

2. Calibration Room​

There are five pads, and three of them are the right ones. Members stand on the pads and the leader asks the scientist to check. On a wrong try, the scientist says how many of the pressed pads are right. Swap places and try again.

3. Toxic Storage​

Three waves of Grimer, Koffing, Muk and Weezing. Meanwhile, toxic vents light red tiles on the floor before they vent: get your Pokémon off them. The room is done when the last wave falls.

4. Research Archive​

Four Research Terminals each hold a dated journal page. Upload the pages in the order they were written. A wrong order trips the alarm: the uploads are wiped, a wave of Psychic Pokémon shows up and the terminals lock for a few seconds.

5. Containment Core: the boss​

The party gathers on the observation deck, each member sends out a Pokémon and the leader asks the scientist to start. From then on:

  • Each trainer stays put on the deck, and their Pokémon fights in the arena in a locked Pokeview.
  • Mewtwo (level 32) uses its own moves and, every few seconds, paints red tiles on the arena. When the red finishes filling, every party Pokémon standing on one takes a heavy hit. That hit takes a share of max HP and ignores type and defense: dodging is the only defense.
  • As its HP drops, Mewtwo gets more aggressive: the patterns come faster, it teleports, it casts two patterns at once and, at the end, fills almost the whole arena with red, leaving only a few safe tiles.
  • Mewtwo's HP depends on the size of the party.
  • If your Pokémon faints, send out the next one: it lands straight on your spot in the arena.
Charizard against Mewtwo in the Pokémon Lab
Charizard against Mewtwo in the Pokémon Lab
No medicine in the arena

In the boss arena no medicine works: no Potions, no Revives, no status cures. In the other rooms they work as usual. Go in with a healed team and Pokémon in reserve.

If for 20 seconds nobody in the party has a Pokémon able to fight, the containment fails and the run ends for everyone.

Reward​

When Mewtwo is beaten, it is returned to the scientists and a chest appears in the arena. Each member opens the chest once and gets a roll of their own:

Leave room in your bag: the chest does not open if the prize would not fit. After the boss falls, you have up to 3 minutes to open the chest and step on the pad that takes you back to the Director.

There is no cooldown before entering again, and no entry cost.