This is a sub-page of Pokémon Mystery Dungeon: Explorers of Time & Darkness.
Unused Music#
bgm0003 B_SYS_TRAINING. A rearrangement of the Makuhita Dojo theme from Rescue Team. Its internal name suggests it may have been intended for the Marowak Dojo dungeons, a role which is filled by bgm0045/B_DUN_KIZAKINOM in the final game.
Explorers of Sky would eventually use bgm0003 in the Marowak Dojo dungeons instead, and it would appropriately be titled Marowak Dojo in the Sky Jukebox. bgm0045 would be titled Random Dungeon Theme 2 and still sees use in Sky, but only as one of the 4 randomly cycling tracks that can play in Midnight Forest.
bgm0064 B_SYS_TITLE_02. An unused version of the opening theme. It is nearly identical to the used version, but some instruments cut out early and at 0:53 it includes an alternate sound intended for the title reveal.
bgm0071 B_EVENT_CALMLY_ An alternate arrangement of Goodnight, the theme used before the hero and partner go to sleep. It is placed directly after the aforementioned track, and shares its internal name.
bgm0092 B_EVENT_TITLECA An alternate version of Title Theme, the title catch used after the hero agrees to form an exploration team with the partner.
bgm0093 B_EVENT_TITLECA Another alternate version of Title Theme. All three tracks use the same internal name.
Partially Unused Music#
Farther Away... In-game, this ending track fades out by the 56 second mark, leaving the last 17 seconds unheard.
In Sky, the track can be played in full through the Sky Jukebox, but its use during the accompanying cutscene remains identical.
Unused ME#
MEs are generally used for notifications, and use the same file format as the BGM files.
me0012 ME_NUM_WAVE_S.S An earlier iteration of this ME was used in Rescue Team for the stirring wind notification in water dungeons, which is used when spending too many turns inside of them. Explorers solely uses me0010 for all stirring wind effects.
me0013 ME_NUM_WAVE_M.S An earlier iteration was used in Rescue Team as a second warning, as the player gets closer to the turn limit in water dungeons.
Unused Sound Effects#
BGM Sound Effects#
The following tracks are stored within the game's BGM folder alongside the music and ambience, and use the same file format.
bgm0110 B_SE_MAIN26_LIG A PSG noise. MAIN26 refers to the last sections of the main story, specifically the cutscenes after defeating the final boss.
bgm0111 B_SE_MAIN26_LIG A strange ringing sound.
bgm0120 B_EVENT_JIKUU_0 A pulsing PSG sawtooth tone used as a test track in one of the debug rooms.
Other Sound Effects#
Many of the following sound effects are found inside sound banks intended for cutscene use, but are not referenced by any script. Helpfully, all sound effects have internal names and the event sound banks are roughly organized in order of story events, hinting at their intended purpose.
Bank |
ID |
Sound |
Internal Name |
Notes |
|---|---|---|---|---|
N/A |
N/A |
N/A |
This sound effect is used as a placeholder; all slots marked "Placeholder" on this list will play back this sound. |
|
Motion SE |
0x106 |
SE_NUM_MOTION_ANIM_4_2 |
A secondary sound effect assigned only to Lickitung specifically using Scratch or Comet Punch. Lickitung cannot naturally learn either move, rendering this sound unused in regular gameplay. |
|
0x107 |
SE_NUM_MOTION_ANIM_4_3 |
Another secondary sound, assigned only to Heracross using Headbutt. Heracross cannot learn this move naturally. |
||
0x108 |
SE_NUM_MOTION_ANIM_4_4 |
Yet another secondary sound, assigned only to Golem using Bide. Golem cannot learn this move naturally. |
||
Stats SE |
0x202 |
SE_NUM_EFF_EXCLAMATION2 |
Assigned to an unused copy of the "!" animation. |
|
0x20A |
SE_NUM_EFF_USE_SECRET_MACHINE |
"Secret Machine" is the Japanese name for the Hidden Machine. HMs cannot be used within dungeons and use no sound in the overworld. The visual effect paired with this sound is instead internally assigned to most orbs, but it gets overridden by other effects in all cases, leaving it unused. |
||
0x21F |
SE_NUM_STATE_REVIVE |
In Rescue Team, a very similar sound effect (which coincidentally uses the same internal name) is used during Jirachi's post-battle cutscene, right before it wakes up. |
||
Trap SE |
0x306 |
SE_NUM_MOTION_WAVE_LARGE |
In Rescue Team, an earlier iteration of this sound was used for the stirring wind that takes the player out of water dungeons once the turn limit has been reached. Explorers uses me0010 for this purpose, as previously described. |
|
0x307 |
SE_NUM_MOTION_WIND_LARGE |
The windy counterpart to the previous sound effect, intended for all non-water dungeons. As with the previous sound, Rescue Team used an earlier iteration of this. |
||
Move1 SE |
0x417 |
SE_NUM_EFF_FIRE_3 |
Assigned to effect animation #77 (three small fireballs), which was previously used by Flame Wheel in Rescue Team. |
|
Move3 SE |
0x604 |
Placeholder |
SE_NUM_EFF_SURIKAE |
"Surikae" refers to Switcheroo; this move instead shares sound effect 0xB01 with Power Swap. |
0x617 |
SE_NUM_EFF_CYOUHATU |
"Chouhatsu" is the Japanese name for Taunt, and the second sound in this category is used when it takes effect on the target. This sound was clearly intended for the taunt animation itself, which remains silent in the final game. Rescue Team uses an earlier iteration of this sound for this purpose. |
||
Move5 SE |
0x801 |
Placeholder |
SE_NUM_EFF_CHARGE_BEAM_1 |
The second sound in this category is used by Charge Beam. |
0x808 |
Placeholder |
SE_NUM_EFF_DOROBAKUDAN |
The second sound in this category is used by Mud Bomb. |
|
0x80D |
Placeholder |
SE_NUM_EFF_DRAIN_PUNCH_1 |
The first sound in this category is used by Drain Punch. |
|
0x80F |
SE_NUM_EFF_ENERGYBALL_1 |
The second in a series of three sounds intended for Energy Ball. The other two sounds are used for charging and the hit itself respectively; presumably sound 1 was intended for the projectile. |
||
0x813 |
SE_NUM_EFF_GANSEKIHOU |
"Gansekihou" is the Japanese name for Rock Wrecker, and the third sound in this category is used by the impact. The charging of the move instead shares sound effect 0xC09 with Stone Edge. |
||
0x814 |
Placeholder |
SE_NUM_EFF_GANSEKIHOU_1 |
||
0x818 |
Placeholder |
SE_NUM_EFF_HADOUDAN_1 |
The first and third sounds in this category are used by Aura Sphere. |
|
0x81C |
Placeholder |
SE_NUM_EFF_HEART_SWAP |
The second sound in this category is used by Heart Swap. |
|
0x822 |
Placeholder |
SE_NUM_EFF_BUREIBUBIRD_1 |
The first and third sounds in this category are used by Brave Bird. |
|
Move6 SE |
0x904 |
Placeholder |
SE_NUM_EFF_IEKI |
The second sound in this category is used by Gastro Acid. |
0x90A |
Placeholder |
SE_NUM_EFF_IYASHINONAGAI_1 |
The first and third sounds in this category are used by Healing Wish. |
|
0x913 |
Placeholder |
SE_NUM_EFF_KIAIDAMA_1 |
The first, third and fourth sounds in this category are used by Focus Blast. |
|
0x916 |
SE_NUM_EFF_KIRIBARAI |
"Kiribarai" is the Japanese name for Defog, and the other sound in this category is used by its background effect. It is paired with what appears to be an unused "hit" effect for Defog (effect animation #489). |
||
Move7 SE |
0xA03 |
Placeholder |
SE_NUM_EFF_MANETKKO_1 |
The first and third sounds in this category are used by Copycat. |
0xA0B |
Placeholder |
SE_NUM_EFF_MIRRORSHOT_1 |
The first and third sounds in this category are used by Mirror Shot. |
|
0xA10 |
Placeholder |
SE_NUM_EFF_NAYAMINOTANE |
The second sound in this category is used by Worry Seed. |
|
0xA15 |
Placeholder |
SE_NUM_EFF_KOORINOTUBUTE_1 |
The first and third sounds in this category are used by Ice Shard. |
|
0xA1A |
Placeholder |
SE_NUM_EFF_LEAFSTOME_1 |
The first, third and fourth sounds in this category are used by Leaf Storm. |
|
Move8 SE |
0xB04 |
SE_NUM_EFF_PSYCHO_CUTTER |
"Psycho Cutter" is the Japanese name for Psycho Cut; this move instead shares the sound effect 0xB17 with Zen Headbutt. Both unused slots contain the same sound. |
|
0xB05 |
SE_NUM_EFF_PSYCHO_CUTTER_1 |
|||
0xB0C |
Placeholder |
SE_NUM_EFF_RYUUNOHADOU_1 |
The first sound in this category is used by Dragon Pulse. |
|
0xB0E |
SE_NUM_EFF_SABAKINOTUBUTE |
Intended for Arceus's signature move, Judgment. |
||
0xB10 |
Placeholder |
SE_NUM_EFF_SAKIDORI_1 |
The first and third sounds in this category are used by Me First. |
|
0xB14 |
SE_NUM_EFF_SEEDFLAR |
Intended for Shaymin's signature move, Seed Flare. It would eventually see use in Explorers of Sky. |
||
0xB1E |
Placeholder |
SE_NUM_EFF_POWERJEM_1 |
The first and third sounds in this category are used by Power Gem. |
|
Move9 SE |
0xC0A |
Placeholder |
SE_NUM_EFF_TANEBAKUDAN |
The second sound in this category is used by Seed Bomb. |
0xC0F |
Placeholder |
SE_NUM_EFF_TONBOGAERI_1 |
The first and third sounds in this category are used by U-turn. |
|
Move10 SE |
0xD06 |
SE_NUM_EFF_CHEW |
Assigned to effect animation #95 (three quick bites/chewing), which was previously used by Crunch in Rescue Team. Crunch instead shares the animation and sound effect used by Bite in Explorers. |
|
Move11 SE |
0xE17 |
SE_NUM_EFF_KAIFUKU |
Assigned to effect animations #273 and #462 (blue healing effect and what appears to be a Healing Wish projectile respectively), neither of which are used by any move. The former effect was previously used by Moonlight in Rescue Team. |
|
Move15 SE |
0x1212 |
SE_NUM_EFF_TYAKUSUI |
Assigned to effect animation #293 (small splash), which is not used by any move. |
|
Event SE |
0x1409 |
SE_NUM_EVENT_EFF_BOMB_LIGHT |
Curiously, this sound effect would eventually be used in Sky... but only in the normally unseen mdebug cutscene. |
|
0x140E |
SE_NUM_EVENT_EFF_JIKUU_MEMAI_L |
A looping version of the sound effect preceding the Dimensional Scream. |
||
0x1415 |
SE_NUM_EVENT_EFF_BOMB_HEAVY_02 |
|||
0x1416 |
SE_NUM_EVENT_EFF_BOMB_LIGHT_02 |
|||
Event Main01 SE |
0x1904 |
SE_NUM_EVENT_MAIN01_KAKERA_01 |
Main in this context refers to the main story. |
|
0x1905 |
SE_NUM_EVENT_MAIN01_KAKERA_02 |
"Iseki no Kakera" (いせきのかけら) is the Japanese name for the Relic Fragment, and the third sound in this category is coincidentally used when it is dropped to the ground. |
||
0x1907 |
SE_NUM_EVENT_MAIN02_ZOOMUP |
"MAIN02" matches the sounds used during the first visit to Wigglytuff's Guild. |
||
0x1909 |
SE_NUM_EVENT_MAIN02_KNOCK |
|||
0x1913 |
SE_NUM_EVENT_MAIN03_KUUFUKU |
"Kuufuku" translates to "empty stomach" or "hunger". The name and its position suggests this sound was intended for the guild cutscene seen after clearing Mt. Bristle, which instead uses a copy of the regular hunger sound used within dungeons (0x2210). |
||
0x1917 |
SE_NUM_EVENT_MAIN04_DOOR |
|||
Event Main05 SE |
0x1A0A |
SE_NUM_EVENT_MAIN08_GAYA_01 |
An unlooped version of the "crowd complaining" sound effect. |
|
0x1A0C |
SE_NUM_EVENT_MAIN08_MARKING |
|||
0x1A0E |
SE_NUM_EVENT_MAIN09_HIDERIISHI_01 |
HIDERIISHI_02 is used while placing a stone in the Groudon statue's chest, during the expedition to Fogbound Lake. |
||
Event Main10 SE |
0x1B10 |
Placeholder |
SE_NUM_EVENT_MAIN12_PERIPPA_01 |
|
0x1B11 |
SE_NUM_EVENT_MAIN12_PERIPPA_02_L |
This is a looping sound effect. PERIPPA refers to Pelipper. |
||
0x1B14 |
SE_NUM_EVENT_MAIN12_BIKABIKA |
"MAIN12" matches the sounds used in Amp Clearing cutscenes. |
||
Event Main14 SE |
0x1C16 |
SE_NUM_EVENT_MAIN17_SPOT |
Sandwiched between sounds used during the future prison and stockade scenes. |
|
Event Main18 SE |
0x1D08 |
SE_NUM_EVENT_MAIN19_LIGHT_02 |
"MAIN19" matches the sounds used during the Passage of Time cutscenes seen after clearing Deep Dusk Forest. |
|
0x1D0C |
SE_NUM_EVENT_MAIN19_DISAPPEAR |
|||
0x1D11 |
SE_NUM_EVENT_MAIN21_ANAHORI |
"Anahori" translates to "digging" or "excavation". |
||
0x1D12 |
SE_NUM_EVENT_MAIN21_ASHIOTO_L |
This is a looping sound effect. "Ashioto" can translate to "sound of footsteps". |
||
0x1D16 |
SE_NUM_EVENT_MAIN18_MIKARUGE_07 |
Mikaruge is Spiritomb's Japanese name. |
||
Event Main25 SE |
0x1E05 |
SE_NUM_EVENT_MAIN25_DAMAGE |
Sandwiched between sounds used after the Hidden Highland boss fight. |
|
Event Sub01 SE |
0x1F09 |
SE_NUM_EVENT_SUB01_ICE_01_L |
This is a looping sound effect. Sub in this context refers to the post-game story. |
|
0x1F0A |
SE_NUM_EVENT_SUB03_EGG_01 |
|||
0x1F12 |
SE_NUM_EVENT_SUB04_WHISTLE |
|||
0x1F13 |
Placeholder |
SE_NUM_EVENT_SUB04_WING_L |
||
Event Main26 SE |
0x2104 |
Placeholder |
SE_NUM_EVENT_MAIN26_LIGHT_01_L |
The third sound in this category is used by the hero's disappearing light during the ending. |
0x2105 |
Placeholder |
SE_NUM_EVENT_MAIN26_LIGHT_02_L |
||
0x2108 |
SE_NUM_EVENT_MAIN26_THUNDER_01 |
These two sound effects are sandwiched between sounds used after the defeat of the final boss, when Temporal Pinnacle partially collapses. |
||
0x2109 |
SE_NUM_EVENT_MAIN26_THUNDER_02 |
|||
0x210C |
SE_NUM_EVENT_MAIN26_GAREKI_01 |
"Gareki" translates to "rubble" or "debris". |
||
0x210D |
SE_NUM_EVENT_MAIN26_GAREKI_02 |
|||
Event Sub23 SE |
0x2205 |
SE_NUM_EVENT_MOTION_DOGOMU |
Dogōmu is Loudred's Japanese name. |
|
0x2211 |
SE_NUM_ME_WIND_S |
This appears to be an early version of the ME used when spending too long on a dungeon floor. |
||
0x2212 |
SE_NUM_ME_WIND_M |
This appears to be an early version of the ME used after Froslass has been defeated. |
||
System SE |
0x3F08 |
SE_NUM_SYS_08 |
These sounds were presumably intended for menu functions like the other "SYS" sound effects. Earlier iterations of these sounds were present and equally unused in Rescue Team. |
|
0x3F09 |
SE_NUM_SYS_09 |
|||
0x3F0A |
SE_NUM_SYS_10 |
(Source: SkyTemple Wiki (List of Sound Effects), Irdkwia (Identifying internal names))
(Source: Original TCRF research)