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Mummy (dangerous)


Mummy (dangerous)
Mummy (dangerous)
Type Monster
Location Skull Cavern
Floors All
HP 445
Damage 38-55
Speed 2
XP 20

The dangerous Mummy is the Skull Cavern's answer to a farmer who has stopped being afraid of the desert. It is the same bandaged walker with the same refusal to die, but it carries almost twice the health and its damage per touch swings high. One of them can take a careless farmer from full health to the hospital in a handful of contacts. It appears while Mr. Qi's Skull Cavern Invasion order is running, which is the order that asks for floor one hundred in a week, so the hardest monster in the cavern shows up during the run with the least time to spare. Every kill still counts towards the hundred Mummies Gil pays out for, and the drop list is unchanged, so the work is harder and the reward is the same.


Behaviour


Nothing in the pattern has changed. The dangerous Mummy walks, deals damage on contact, and cannot be finished with a weapon alone. Hits knock it down into a pile of bandages, the pile cannot be walked through and cannot be hurt by any blade, and ten seconds later it trembles and stands up at full health. The tremble is the cue that the window is closing.

What has changed is the cost of a mistake. The damage range on a single contact is wide and the top of it is brutal, so a farmer who misjudges the pause while placing a bomb loses a large slice of the day's health. Keeping distance while the fuse burns matters far more here than against the ordinary version.

Bombing is still the method. A bomb dropped on a downed Mummy does fixed damage that ignores the extra health entirely, which is the one mercy in the design: a Cherry Bomb finishes a dangerous Mummy exactly as fast as it finishes a weak one. Explosive Ammo from a slingshot does the same.

Groups are where the invasion order goes wrong. Several dangerous Mummies arriving together will out-damage most healing, so the sensible play is to herd them into one patch, preferably among rocks, and spend a single Mega Bomb on the lot. A weapon forged with the Crusader enchantment removes the bombs from the plan altogether and is the cleanest way to survive these floors.

Location


Dangerous Mummies fill the Skull Cavern while the Skull Cavern Invasion order from Qi's Walnut Room is active, and they are not confined to the tomb rooms their weaker form keeps to. The order asks for floor one hundred inside a week, and Staircases are the usual way it is done, which means a farmer is dropping past floors rather than clearing them.

That shapes how these Mummies are met. Most farmers running the invasion do not fight them at all: a Staircase on the ladder tile skips the floor and the Mummy with it. The ones who do stop are there for the bounty count, not the descent, and they go down a handful of floors, bomb everything bandaged and leave.

A trip abandoned halfway starts again from the top the next day.

Drops


The list is the same as the ordinary Mummy's, which makes the dangerous version a poor place to farm anything in particular. Solar Essence comes off almost every kill, and it is the ingredient behind Mega Bombs and the fifty-essence Iridium Band, so the drops do at least restock the explosives being spent.

Cloth arrives often enough to matter for a farm with no sheep, since the usual route runs Wool through a Loom. One bolt is an option for the Artisan Bundle in the Pantry, and the first one earned unlocks Emily's Sewing Machine.

Red Cabbage Seeds, a Curiosity Lure and a Miner's Treat all appear at the same slim rates as before. A Prismatic Shard is noticeably more likely from a Mummy than from most monsters, which is the one drop worth hoping for on an invasion run.

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

Item Image Chance
Cloth Cloth 20%
Cloth Cloth 5%
Curiosity Lure Curiosity Lure 1%
Dwarf Scroll IV Dwarf Scroll IV 0.1%
Miner's Treat Miner's Treat 4%
Prismatic Shard Prismatic Shard 0.1%
Red Cabbage Seeds Red Cabbage Seeds 0.2%
Solar Essence Solar Essence 99%
Solar Essence Solar Essence 15%
Diamond Diamond 0.05%
Prismatic Shard Prismatic Shard 0.05%

Notes


Because dangerous Mummies count towards the standard eradication total, the invasion order is the fastest way to bank Mummy kills: ordinary tomb rooms appear at random, while the invasion puts Mummies on every floor.

A Napalm Ring will not clear the problem. Knocking one down with the ring on leaves it bandaged rather than dead, and the explosions from other monsters dying nearby are too weak to catch it, so the bomb still goes down by hand.

An Ice Rod trinket is worth equipping for these floors. A frozen Mummy stays in its bandage pile while the freeze holds, which widens a ten-second window into something comfortable enough to place a bomb carefully rather than quickly.

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