Dark Dungeon

> *"Jimmy can feel a foreboding presence deep underground..."*
>
>

Dark Dungeon is an optional side area past the Eastern King's March part of Everchip. The four heroes of Everchip were thought to have defeated Dark Demon by sealing him at the bottom of Dark Dungeon, and any adventurer foolish enough to make it to the bottom of Dark Dungeon will be able to face off against Dark Demon, who serves as the main superboss of the game.

The Dark Dungeon is a 100-floor dungeon laid out like a board game, where die rolls determine how the player moves and different effects will happen depending on the space they land on. Each floor is randomly generated, and forces Jimmy into a random transformation that he must use for each battle that takes place on that floor. While going through the Dark Dungeon, the player will accumulate Dungeon Points which can be used to buy items at Chuff's Shop, but they can only cash in those points by escaping the Dark Dungeon through defeating the Dark Demon or using a ladder or Rubik's deal. Dying in the Dark Dungeon will force you out of the Dungeon without any of the Dungeon Points you've collected.

Every 5 floors will have a unique piece of equipment or furniture that can be found in treasure chests, see below for full item list. Enemies will also get stronger every 5 floors - the first 5 will be enemies from King's March, the next 5 will be from the Temple of Sight, etc. Once you've reached the 75th floor, the encounters will start including souped-up enemies that you can find in The Heart Prison. Due to the risk of facing enemies way out of your league, it is recommended that you challenge the Dark Dungeon when you're at the endgame or postgame.

If you're starting a new Dark Dungeon run after leaving it one way or another, you can start from any floor that's a multiple of ten that you've already visited.

The final, 100th floor is the only one with a fixed layout, consisting of three locked doors leading up to the Dark Demon, and the rest of the level consisting of concentric loops that hold extra keys to help unlock the way forward. Defeating the Dark Demon will reward the player with a Robotic Super Jimmy. Returning to the bottom of Dark Dungeon a second time will allow the player to fight a *Powered Up!* version of Dark Demon, defeating it will reward them with an Ominous Stone.

## Items

The player can also find items to use to their advantage within a Dungeon run, either by avoiding traps, opening doors to different paths, or altering die roll results. None of these items are preserved between runs, regardless of how you ended your previous run.

* Keys allow the player to open locked doors if they precisely land on the lock space.
* Trap Detectors can allow the player to safely traverse spikes and pitfall spaces and avoid encounters with Mimics.
* Ladders allow the player to exit the Dark Dungeon and bank all of their Dungeon Points. Only one of these can be carried at a time, and the player can only use them before rolling the die.
* Loaded Dice can allow the player to dictate their next roll outcome. Use only before rolling the die.
* Mulligan Dice allow the player to re-roll the die. Use after rolling, but before deciding to move.
* Double Dice add a second die roll to the player's initial result. Use after rolling, but before deciding to move.

## Spaces

* Blue spaces with stars on them will give you *Dungeon Points,* which are used to buy equipment and items at Chuff's Shop.
* Red spaces with skulls on them will trigger an inescapable enemy encounter dependent on what floor you're on.
* Red spaces with skulls with devil horns will trigger an inescapable encounter but will also *Power Up* the enemies, increasing their attack and magic attack by 25%, and their agility and maximum HP by 50%.
* Spaces with treasure chests on them will give you a unique item when landed on dependent on what floor you're on. If you've already gotten the unique item for that floor, it will give you a ton of points. It can also be a Mimic, which can be disarmed with a trap detector.
* Spaces with arrows on them will take you one space forward if landed on.
* Spaces with locks can only be opened if landed on and if you have a key, and will open up a new route on that floor.
* Spaces with fountains on them will fully heal you when landed on.
* Spaces with Rubik on them will give you a random deal when landed on, the deals are:
	+ *"I have an offer for you. It is a very special offer. Would you prefer a ladder for only half of your current points, or would you like the leave the dungeon now for free."*
	+ *"I have an offer for you. It is a very special offer. Would you like to turn all your dice into loaded dice, or one free loaded dice?"*
	+ *"I have an offer for you. It is a very special offer. Would you prefer to have one of each type of dice for ten percent of your points, or a free trap detector?"*
	+ *"I have an offer for you. It is a very special offer. For only 20 percent of your points, I'll give you either three keys or five trap detectors."*
	+ *"I have an offer for you. It is a very special offer. Would you prefer a full restore or ten percent more points?"*
* After you get deep enough into Dark Dungeon, you may encounter Rubik? instead who gives you much riskier deals than before, the deals are:
	+ *"Hmm... yes. You want keys? \*Sniff\* \*Sniff\* Yes, yes! That will do. I'll give you all the keys you can carry, but in return I want half of your blood while you're here."*
		- *"Half your blood"* means half of your current HP.
	+ *"Hmm... yes. You want dice? \*Sniff\* \*Sniff\* Yes, yes! That will do. I'll give you all the dice you can carry, but in return I want all of your current points."*
	+ *"Hmm... yes. You want points? \*Sniff\* \*Sniff\* Yes, yes! That will do. I'll vastly increase your points, but in return I want all of your dungeon items."*
		- The formula to *"Vastly increase your points"* is as follows: First the game determines the number of items that you have, then it multiplies that number by ten. Then it multiplies your dungeon points by that value as a separate value, then adds that new value to double your dungeon points. So, if you have 5 items and 20 dungeon points, you would then get: (5\*10)\*20+(2\*20).
	+ *"Hmm... yes. You want power? \*Sniff\* \*Sniff\* Yes, yes! That will do. I'll give you ten times the regular experience for the next battle, but in return I want you almost dead."*
		- *"Almost dead"* means 1 HP.
* Spaces with keys on them will give you keys.
* Spaces with pouches on them will either give you a ladder, trap detector, or a type of die.
* Spaces with spikes on them will halve everyone's HP, but a trap detector can negate this downside.
* Spaces with trapdoors on them will instantly take the player to the next floor, but a trap detector can negate this effect.

## Enemies + Items

### Floors 1-5

**Enemies:**

* Goblin Knight
* Goblin Warlock
* Mud Golem
* Naga
* Ghoul
* Virus
* Goblin Thief
* Goblin Mage
* Goblin Cleric

**Item:**

* Doughnut Bracelet (Trinket)
	+ Jonathon only; +250 LUK; Energize effects party; doubles MP cost.

### Floors 6-10

**Enemies:**

* Balanced Equation
* Landfish
* Chatterbox
* Luna
* Sol

**Item:**

* Easter Island Statue (Furniture)
	+ +3 DEF; 1/6th of the Mystical Set.

### Floors 11-15

**Enemies:**

* Pentagon
* Square
* Triangle
* Concentric Burtons
* Twofish
* Onefish

**Item:**

* Hyde Toxin (Trinket)
	+ Buck only; +50 ATK; Inner Rage triples ATK and makes you lose 25% HP per turn.

### Floors 16-20

**Enemies:**

* Mr. Fish Head
* Vendotron
* Bonus Catch
* Gracious Employee
* Fish Bucket

**Item:**

* Voodoo Mask (Furniture)
	+ +3 MAT; 1/6th of the Mystical Set.

### Floors 21-25

**Enemies:**

* Number One Mascot
* Robo-Chan
* Yesman
* Lucky Neko
* Vendotron

**Item:**

* Oven Mitts (Weapon)
	+ Jonathon only; +25 ATK, +90 MAT.

### Floors 26-30

**Enemies:**

* Security Orb
* Recovery Orb
* Counter Orb
* Holo Orb
* Broadcast Orb

**Item:**

* Holy Grail (Furniture)
	+ +3 MDF; 1/6th of the Mystical Set.

### Floors 31-35

**Enemies:**

* Skitter Bouquet
* Cloud Prince
* Mrs. Asp
* Mulvaney
* Super Rad Ghost

**Item:**

* Heavy-Handed Glove (Weapon)
	+ Helga only; +200 ATK; changes High Five to Super Slap.

### Floors 36-40

**Enemies:**

* Flamingogo
* Peliconcertina
* Sky Guardian
* Season Monkey
* Super Rad Ghost

**Item:**

* Stonehenge (Furniture)
	+ +3 LUK; 1/6th of the Mystical Set.

### Floors 41-45

**Enemies:**

* Science Guardian
* Hexagon
* Redfish
* Bluefish
* Super Rad Ghost

**Item:**

* Humming Stone (Weapon)
	+ Hitomi only; +40 ATK, +100 MAT.

### Floors 46-50

**Enemies:**

* Super Rad Ghost
* Ladybug Tank
* Shock Hornet
* Forest Guardian
* Skitter Shaman

**Item:**

* Totem (Furniture)
	+ +3 ATK; 1/6th of the Mystical Set.

### Floors 51-55

**Enemies:**

* Vendomax
* Corporate Guardian
* Super Yesman
* Robo-Chan DX
* The King of Fops

**Item:**

* Sticky Fingers (Weapon)
	+ Punch only; +80 ATK; increases steal rate by 10%.

### Floors 56-60

**Enemies:**

* The King of Fops
* Night Guardian
* Jeff-in-a-Bag
* Bog Worm
* Super Rad Ghost

**Item:**

* Golden Gloves (Weapon)
	+ Buck only; +85 ATK; increases chance of multi-hit by 50%.

### Floors 61-65

**Enemies:**

* Shark
* Follower
* Piranha Swarm
* Slithery Dee
* Murk

**Item:**

* Heart-Shaped Headphones (Trinket)
	+ Hitomi only; +100 ATK/MAT; Magical Heartbeat effects party; 12-turn cooldown.

### Floors 66-70

**Enemies:**

* Scorchy
* Prayer Flower
* Fire Guardian
* Gusto
* Smoke

**Item:**

* Messenger Bag (Weapon)
	+ Helga only; +150 ATK, +20 MAT.

### Floors 71-75

**Enemies:**

* Flesh Orb
* Brain Pile
* Contamination
* Living Shadow
* Shiver
* Gut Worm
* Grunk
* Twitching Thing

**Item:**

* Violent Video Game (Trinket)
	+ Punch only; +100 ATK; Mag. Combo does 1,000% physical damage; 10-turn cooldown.

### Floors 76-80

**Enemies**

* Lv.? Robo-Chan DX
* Lv.? Twitching Thing
* Lv.? Luna
* Lv.? Blackbelt
* Lv.? Recovery Orb
* Lv.? Mid-Level Goon

**Item:**

* Gun X Arm Cannon (Weapon)
	+ Lars only; +200 ATK; -10% HP regen.

### Floors 81-85

**Enemies:**

* Lv.? Gut Worm
* Lv.? Spitter
* Lv.? Jennifer Skunk
* Lv.? Gift Box
* Lv.? Tongue Plant
* Lv.? Shark

**Item:**

* Powers of Two (Trinket)
	+ Andrew only; +150 LUK; Analysis doubles damage; four uses per battle.

### Floors 86-90

* Lv.? Joker
* Lv.? Prayer Flower
* Lv.? Counter Orb
* Lv.? Spiraloid
* Lv.? Corporate Guardian
* Lv.? Pollyanna

**Item:**

* Retractable Boxing Gloves (Weapon)
	+ Jimmy only; +100 ATK.

### Floors 91-95

**Enemies:**

* Lv.? Super Yesman
* Lv.? Flesh Orb
* Lv.? Multiplier
* Lv.? Goblin Cleric
* Lv.? Sage
* Lv.? Smoke

**Item:**

* Kick-Me Sign (Trinket)
	+ Lars only; +100 DEF/MDF; Undulate is instant cast; 2-turn cooldown.

### Floors 96-100

**Enemies:**

* Lv.? Living Shadow
* Lv.? Unlucky Neko
* Lv.? Biter
* Lv.? Thirteen
* Lv.? Molly Raccoon
* Lv.? Cackle

**Bosses:**

* Dark Demon

**Item:**

* Necronomicon (Weapon)
	+ Andrew only; +40 ATK, +165 MAT; -3% MP regen.

In addition to regular enemies, a Mimic will occasionally be found in toy boxes throughout the dungeon. The Mimic's stats depend on which floor you're on, although its moves remain the same - see its enemy page for more details.

## Shop

* ♪ Eye of Newt ♪ - *50 DP.* -
	+ The music that plays in Dark Dungeon.
* VIP Pass - *100 DP* -
	+ Allows you to leave a dungeon, infinite uses.
* Autophonograph - *250 DP* -
	+ Randomly plays singles from your inventory in Dark Dungeon.
* Sarcophagus (Furniture) - *500 DP* -
	+ +3 AGI; 1/6th of the Mystical Set.
* Skeleton Key Ring - *1000 DP* -
	+ Start Dark Dungeon with a key.
* Trick Dice Set - *1000 DP* -
	+ Start Dark Dungeon with one of each dice.
* Safety Tips - *1000 DP* -
	+ Start Dark Dungeon with a trap detector.
* Cyber Kick (Weapon) - *3500 DP* -
	+ +50 ATK, +20 AGI.
* Cyber Suit (Clothing) - *3500 DP* -
	+ +10 ATK, +40 DEF/MDF.
* Accusing Finger (Trinket) - *5000 DP* -
	+ Buck only; +100 AGI; Insult removes alert status; 8-turn cooldown.
* Calming Bells (Trinket) - *5000 DP* -
	+ Helga only; +30 DEF/MDF; Mental Clarity targets party; 3-turn cooldown.
* Radioactive Hyperclock (Trinket) - *5000 DP* -
	+ Jonathon only; +100 AGI; Natural Alarm adds alert status; 10-turn cooldown.
* Nettle Beard (Trinket) - *5000 DP* -
	+ Lars only; +50 ATK; Lars' Counter Stance power increased to 500%; 2-turn cooldown.
* Magnifying Glass (Trinket) - *5000 DP* -
	+ Andrew only; +50 MAT; Focus halves MP consumption; 10-turn cooldown.
* Spring-Loaded Shades (Trinket) - *5000 DP* -
	+ Punch only; +30 DEF/MDF; Counter Stance power decreased to 100% and affects party; 2-turn cooldown.
* Love Circuit (Trinket) - *5000 DP*
	+ Hitomi only; +30 DEF/MDF; Protect and Lovely targets party; 3-turn cooldown.
* Pocket Ladder - *15000 DP* -
	+ Start Dark Dungeon with a ladder.
* Skeleton Key Chain - *25000 DP* -
	+ Start Dark Dungeon with an extra key.
* Trickier Dice Set - *25000 DP* -
	+ Start Dark Dungeon with another one of each dice.
* More Safety Tips - *25000 DP* -
	+ Start Dark Dungeon with an extra trap detector.
* Eradicator Ray (Weapon) - *50000 DP* -
	+ +70 ATK, +40 MAT; normal attack hits all enemies.
* Plate Mail (Clothing) - *50000 DP* -
	+ +100 DEF/MDF, -50% AGI.
* Chainsaw (Weapon) - *75000 DP* -
	+ +125 ATK.
* Light Prism (Weapon) - *75000 DP* -
	+ +150 MAT; normal attack is magical instead of physical.
* Galactitron Battle Mail (Clothing) - *75000 DP* -
	+ +65 DEF/MDF, +10 to all other stats.
* Moon Rock (Trinket) - *100000 DP* -
	+ +25% to all stats.

## Strategy

For strategies regarding Dark Demon, see its page.

The same philosophy from Arena fights can be applied to Dark Dungeon, although you should build yourself a bit more towards endurance, furniture sets that give MP or HP regen are highly recommended, also it is vital that you bring a party members capable of magic **and** physical damage, if you encounter a Redfish and a Bluefish and only have the ability to do one type of damage, you will softlock and the only way to escape is to game over. Make sure you know when to quit, the worst thing that can happen is to amass a gargantuan amount of points and then die. You should invest in getting a Pocket Ladder, from then on you can easily start racking up points and buying good equipment or dice sets.

If you're planning on grabbing all the unique items, you really want to get both dice and key sets, trap detectors aren't as important but are still useful for avoiding pitfalls. For treasures that start on for example, floor 15 and end on floor 20, it's better to just keep going into floor 20, checking for a chest, and using your pocket ladder to exit and go back in if there isn't one.

Before tackling floor 100, make sure you have all the dice, key and trap detector sets, use mulligan dice, and double dice to luck your way into a key in the first ring and to luck your way onto the first lock space, afterward use both your loaded dice and your other two keys to break open the two other locks to get to Dark Demon.

You want to avoid *Power Up!* spaces at all cost, they'll drain you of HP and MP that you *need* for Dark Demon.