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Ghost


Ghost
Ghost
Type Monster
Location The Mines
Floors 51-79
HP 96
Damage 10
Defence 3
Speed 4
XP 15

The Ghost is the first monster in the Mines that cannot be shut out. It drifts in from the moment the floor loads, passes through rock, ore and the black emptiness beyond the walkable floor, and heads straight for the farmer. It is slower than a Bat, which makes it readable, and it takes enormous knockback, which makes it comic: one good swing sends it sailing across the cave. Solar Essence falls from almost every kill, so the frozen floors double as the cheapest supply of it in the game, and a Ghostfish now and then saves a fishing trip to an underground lake.


Behaviour


A Ghost floats in a direct line and keeps coming. Rocks do not stop it, and neither does the gap at the edge of the floor, so hiding behind scenery achieves nothing. The approach is slow enough to time, which is the whole secret: standing still and swinging just before it arrives lands the hit first and cancels its attack.

Landing a hit on the farmer makes it teleport. It vanishes, reappears elsewhere on the floor and begins the same slow drift again, which is why chasing a wounded Ghost wastes the afternoon. Walking towards it between swings is the faster approach, since the knockback from each blow throws it several tiles away.

Weapon choice is unusually clear-cut. A slow weapon that hits hard suits a target that comes to the farmer and then stops, while a dagger's rapid taps mostly chase an enemy already in the air. The dagger does have one answer: its special attack pins a monster in place and hits it repeatedly, which removes the teleport problem entirely. A blade carrying Crusader deals half again as much damage to ghosts, and the Dark Sword's Vampiric healing turns a long fight into a top-up.

Location


Ghosts haunt the lower half of the frozen section of the Mines, on floors fifty one to seventy nine, with Dust Sprites, Frost Bats and Frost Jellies for company, and Skeletons joining in the castle floors from seventy one. Floors fifty one to fifty nine are noticeably darker than the ice above them, which is where a glowing white shape drifting through a wall makes the strongest impression.

The family reaches further than that. The Carbon Ghost keeps to the mummy floors of the Skull Cavern and the shadowed dangerous floors in the thirties, while the Putrid Ghost prowls the dangerous frozen floors. All three fly through stone and blink away after a hit, so the timing learned here works on every one of them.

Drops


Solar Essence comes off nineteen kills in twenty, and it is genuinely useful rather than filler. It is an option for the Adventurer's Bundle in the Boiler Room, it goes into the Glowstone Ring and the Iridium Band, Krobus buys and sells it daily, and the Wizard is the one villager who loves receiving it.

Gold Ore arrives in small handfuls on one kill in five, which is a welcome find twenty floors above the gold nodes that normally supply it. Refined Quartz drops at a similar rate and saves both a furnace cycle and the coal it would burn.

A Ghostfish turns up on about one kill in twelve. It is needed for the Specialty Fish Bundle in the Fish Tank and is otherwise caught only on floors twenty and sixty, so a Ghost can finish a bundle that a rod has refused to. Ectoplasm joins the list while the Wizard's A Curious Substance order is running, and a single piece handed over completes it.

Items this monster can drop when it is defeated, with the chance of each.

Item Image Chance
Dwarf Scroll II Dwarf Scroll II 0.5%
Dwarf Scroll IV Dwarf Scroll IV 0.1%
Ghostfish Ghostfish 8%
Refined Quartz Refined Quartz 8%
Solar Essence Solar Essence 95%
Solar Essence Solar Essence 10%
Ectoplasm Ectoplasm 9.5%
Diamond Diamond 0.05%
Prismatic Shard Prismatic Shard 0.05%

Notes


The Mines are kinder to a prepared farmer here than the health bars suggest. Ghosts hit only on contact, so defence from Space Boots or a Crabshell Ring blunts most of what they do, and a Vampire Ring earned from two hundred Bat kills returns health with every ghost that falls.

A Burglar's Ring doubles the rolls on the drop list, which turns a frozen run into a sack of Solar Essence and Gold Ore rather than a handful.

Ghosts are also the reason to carry a slow, heavy weapon on the way down even when the rest of the floor suits something fast. A Claymore from Marlon's counter swings slowly but lands hard enough to end one in a blow or two, which is the difference between crossing a floor and being herded around it.

All Monsters


Every entry in this group, with its key details.

Name Image Location HP Damage
Armored Bug Armored Bug Skull Cavern 1 8
Armored Bug (dangerous) Armored Bug (dangerous) Skull Cavern 250 20-27
Bats Bats The Mines & Skull Cavern 24, 36, 80, 300,; 268, 277 06, 07, 15, 30, 13, 14
Blue Squid Blue Squid The Dangerous Mines 310 18
Bug Bug The Mines 1 8
Bug (dangerous) Bug (dangerous) Dangerous Mines 250 15-16
Carbon Ghost Carbon Ghost Skull Cavern; The Dangerous Mines 190 25
Cave Fly Cave Fly The Mines 22 6
Cave Fly (dangerous) Cave Fly (dangerous) Dangerous Mines 266 13-15
Duggy Duggy The Mines 40 6
Duggy (dangerous) Duggy (dangerous) Dangerous Mines 280 8
Dust Sprite Dust Sprite The Mines 40 6
Dust Sprite (dangerous) Dust Sprite (dangerous) The Mines 280 13-15
Dwarvish Sentry Dwarvish Sentry Volcano Dungeon 300 18
False Magma Cap False Magma Cap Volcano Dungeon 290 15
Ghost Ghost The Mines 96 10
Grub Grub The Mines 20 4
Grub (dangerous) Grub (dangerous) Dangerous Mines 265 12-13
Haunted Skull Haunted Skull Quarry Mine; The Mines random dungeon floors 160 15
Haunted Skull (dangerous) Haunted Skull (dangerous) Dangerous Mines 310 19-26
Hot Head Hot Head Volcano Dungeon 215 18
Iridium Crab Iridium Crab Skull Cavern 240 15
Iridium Golem Iridium Golem Wilderness Farm 430 15
Lava Crab Lava Crab The Mines 120 15
Lava Crab (dangerous) Lava Crab (dangerous) Dangerous Mines 340 19-26
Lava Lurk Lava Lurk Volcano Dungeon 220 15
Magma Duggy Magma Duggy Volcano Dungeon 380 16
Magma Sparker Magma Sparker Volcano Dungeon 310 15
Magma Sprite Magma Sprite Volcano Dungeon 220 15
Metal Head Metal Head The Mines 40 15
Metal Head (dangerous) Metal Head (dangerous) Dangerous Mines 280 19-26
Mummy Mummy Skull Cavern 260 30
Mummy (dangerous) Mummy (dangerous) Skull Cavern 445 38-55
Mutant Fly Mutant Fly Mutant Bug Lair, Skull Cavern 66 12
Mutant Grub Mutant Grub Mutant Bug Lair 100 12
Pepper Rex Pepper Rex Skull Cavern 300 15
Putrid Ghost Putrid Ghost The Dangerous Mines 500 25
Rock Crab Rock Crab The Mines 30 5
Rock Crab (dangerous) Rock Crab (dangerous) Dangerous Mines 272 13
Royal Serpent Royal Serpent Skull Cavern 150 + (50 × tail segments) 32-48
Serpent Serpent Skull Cavern 150 23
Shadow Brute Shadow Brute The Mines 160 18
Shadow Brute (dangerous) Shadow Brute (dangerous) Dangerous Mines 370 22-32
Shadow Shaman Shadow Shaman The Mines 80 17
Shadow Shaman (dangerous) Shadow Shaman (dangerous) Dangerous Mines 310 21-30
Shadow Sniper Shadow Sniper The Mines 300 18
Skeleton Skeleton The Mines 140 10
Skeleton (dangerous) Skeleton (dangerous) Dangerous Mines, Quarry Mine 655 16-18
Skeleton Mage Skeleton Mage Dangerous Mines, Quarry Mine 355 20-25
Slimes Slimes The Mines, Skull Cavern, Quarry Mine, Secret Woods, Tiger Slime Grove, and Volcano Dungeon Varies Varies
Spider Spider The Mines (Shrine ON) 200 15
Squid Kid Squid Kid The Mines 1 18
Squid Kid (dangerous) Squid Kid (dangerous) The Dangerous Mines; Skull Cavern 250 22-32
Stick Bug Stick Bug The Dangerous Mines 700 20
Stone Golem Stone Golem The Mines 45 5
Stone Golem (dangerous) Stone Golem (dangerous) Dangerous Mines 283 13
Truffle Crab Truffle Crab The Farm 30 5
Wilderness Golem Wilderness Golem The Farm 30 5