System · night shift
Moonlighter 2 dungeon
A Moonlighter 2 dungeon run is the night half of the ledger: dimensional combat, chests, backpack ejections, and the left-to-right dungeon map shown in official Aeolia Zephyr Fields UI. Community guides place Tomo at Trade Research by the Dimensional Gate and credit her with radar and research upgrades. Official copy never publishes encounter tables or drop rates, so this page stays on named tools: backpack, broom, gun, Blo-Blitz, and the Hex, Poison, and Bomb paths. Keep the radar’s job specific — chests, elite rooms, and the exit — rather than treating it as a generic minimap skin. Return to Tresna before the pack is full of junk you will not sell. Night shift tools are backpack, radar, broom, gun, Blo-Blitz, and the Hex, Poison, and Bomb paths. Drop rates stay unpublished. Come home before Hardcore would punish a greedy pack.
Dungeon radar and the Zephyr Fields map
The official Aeolia Zephyr Fields UI shows a left-to-right dungeon map with nodes for chest, event, potion, blacksmith, recipe, elite, miniboss, boss, Ice Perk, and Thunder Perk. That screenshot is bound to the dimensions gallery because the map names a floor; this page uses it as the radar contract rather than reprinting the still. Community guides say Tomo sells radar and research upgrades beside the Dimensional Gate. Treat Tomo as guide language for finding the stall, not a second official NPC roster. The radar’s job is to mark rooms you can spend a backpack slot on. If a node is a boss, plan a weapon; if it is a chest, plan an empty slot. Early Access launched with three biomes of two floors each — historical, not a 1.0 bestiary. Greed Colosseum is the Greed & Glory arena, not a fourth starter biome. The Zephyr Fields map still lives on the dimensions route because it names a floor. This page only borrows the node list as the radar contract: chest, elite, boss, exit.
Backpack as inventory and weapon
The backpack holds relics and also knocks enemies. Home Run requires ejecting 50 enemies with it. Bag of Holding adds 10 capacity slots. Endless Backpack increases capacity to max. If a floor drops a better relic, eject junk before you get stuck at the portal. Flying Flee is escaping with the pendant 10 times — a retreat tool, not a shop perk. Master Looter is opening 100 chests. Pocket-sized Burglar is a hidden public-page row until unlocked. The pack is why this wiki refuses a fake loot spreadsheet: the constraint is slots, not a hidden percent. Bring Perfect candidates home and leave the rest on the floor. The canyon fight still is the combat language of a run: a yellow enemy exploding beside a red-armored foe while Will is mid-swing. Capacity stamps are Bag of Holding and Endless Backpack. Ejection combat is Home Run. Retreat is Flying Flee. Those three jobs are why the pack is a weapon and a suitcase at once.

Weapons, gadgets, and perk paths on a run
Weapon classes on a run include broom, gun, and the 1.0 Endless aspects: Short Sword, Great Sword, Spear, and Gauntlets. Humble Hero is a boss kill with the broom. Bullseye is 100 gun shots. Blo-Blitz is the official dual-gun gadget; the recipe card is described by Babyl as the ultimate ambidextrous trial, while Instagram and EA notes also spell Bio-Blitz. This wiki keeps the in-game card spelling Blo-Blitz. Hex and Poison paths arrived in Early Access. 1.0 adds the Bomb Path that marks enemies to explode after enough hits and damage nearby foes. Part-time Adventurer is crafting one weapon of each type. Full-Patch Fighter is getting all of Le Patchelier's patches. First Aid Kit is all Wooden Hat upgrades. Pick a path for the run, then bring the gold home. The orb-rain still is an encounter, not a weather overlay. Blo-Blitz stays spelled as the in-game card. Bio-Blitz is the Instagram/EA note. Pick one spelling at the desk: the recipe pedestal wins. Bomb Path is the 1.0 mark-and-explode route.

Leaving with sellable relics
A finished night shift is a backpack of Perfect candidates plus empty slots you protected on purpose. If the floor is still dropping better relics, eject junk and stay one chest longer only when Hardcore is off. When Hardcore is on, leave earlier; a dungeon death restarts the whole journey. Radar nodes for elite and boss rooms are the reason to keep one weapon path in mind before you greed another chest. Then portal home and price what you kept.
A good run ends at the counter, not at a wipe. Hardcore mode, added in 1.0, restarts the journey from the beginning if you die in a dungeon — a reason to eject junk and leave before greed fills the pack. Infinite Endless Vault is a separate post-story gold-threshold sequence and does not replace a normal night shift. Between Dimensions is the Ultimate Interdimensional Challenge. Red Pill, Twilight Knight, and Dream Catcher are the ultimate stamps for Gallery, Kalina, and Aeolia. Use those names when you are chasing 1.0 completion, not when you are learning the backpack. For named bosses and floor stills, open the dimensions gallery. For attested relic names and the four gold tags, open the relics desk. For shop perks after you return, open the Moonlighter shop page. Hardcore is a 1.0 death-restart mode, not vault trial eight. Infinite Endless Vault is post-story gold thresholds. Leave those on the vault page when you are still learning to eject junk.