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The floor, the stairs, the map

Each floor is drawn at random: rooms, corridors, wild Pokémon, items on the floor, and stairs to find. What you see there, what you pick up, the special stairs, reinforcements, the level cap and the end of the place.
On this page
In short
- A floor drawn at random every time you go down: rooms, corridors, wild Pokémon, items, traps, and stairs somewhere.
- The map fills in as you go; it zooms over four steps and shows everything you have seen.
- Two special stairs: the golden stairs of the game rooms, and the monster stairs of the Monster House.
- The place has a level cap: the last levels before the cap come slowly, and a place you have outgrown yields little.
Seeing and finding your way
In a room, you see the whole room; in a corridor, one or two tiles around you. A wild Pokémon outside your room notices you at two tiles. The map keeps everything the team has discovered: rooms, corridors, stairs, items on the floor, spotted traps, wild Pokémon in sight. It opens full-screen, can be dragged and zoomed, and its legend explains every sign. The grid, for its part, helps you count tiles to aim.
Picking up
Items on the floor are picked up by walking over them, if there is room left in the bag. Piles of coins go straight into the purse, without going through the bag. The bag has 16 slots and bears 40 pods: an item that stacks joins its stack, the others each take one slot.
Wild Pokémon, and reinforcements
A floor never empties for good: about every thirty turns, a wild Pokémon from its fauna arrives somewhere out of sight. Going round in circles on a floor therefore always ends up costing you. Some wild Pokémon are rarer than others, and a few are Alphas, bigger and stronger, who hit harder and rarely join you.
The stairs
The stairs take you down one floor. In front of them, a window sums up the floor and asks whether you go down. The whole team goes through with the Pokémon you control, wherever it is on the floor.
The golden stairs
From the second floor on, about one floor in twelve hides golden stairs (never on a boss’s floor), once per expedition. They lead to a game room: the Minesweeper Room, the Memory Tiles or the Ice Rink, with a chest at the end for whoever succeeds. At the entrance, a scroll reminds you of the rules.
The monster stairs
They lead to a Monster House: a whole room of wild Pokémon falling on you in waves, with a chest at stake. If the team is swept away, it is thrown out without the treasure, but the run goes on.
Gholdengo, the merchant
Gholdengo wanders through the dungeons with his stall. As soon as he sees you in his room, he comes to you and calls out; he never leaves his room. He sells at rarity prices and buys back at a tenth, like Delibird. You talk to him by touching him, or with the Talk key; hurting him closes his stall.
The level cap
Each place has a level cap, written on the departure sheet. Two levels from the cap, experience is only worth 60%; at the last level before the cap, 35%. At the cap, you gain nothing more in this place: the next place is what makes the team grow.
The end of the place
On the last floor, a boss is waiting, or the exit. Once the place is done, the team returns to the Hollow with the bag, the purse and the recruits, the run summary appears, and the requests taken are settled. An
Escape Orb brings the whole team back to the Hollow at any time, bag included; the place, for its part, remains to be finished.
See also
- DungeonsTrapsTen traps hide under the dungeon tiles. What each one does, how many there are per floor, how to spot them, and why wild Pokémon never step on them.
- DungeonsWeatherRain, sun or sandstorm: a floor’s weather changes the damage of certain types, and the sandstorm hurts. The places that have their own weather, and the moves and orbs that bring it on.
- DungeonsFaintingWhen the team falls, it returns to the Hollow without the bag or the coins it was carrying. What is lost, what remains, and the special cases: the Monster House, bosses, fleeing, playing together.
