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 | 20% | |
| Cloth | 5% | |
| Curiosity Lure | 1% | |
| Dwarf Scroll IV | 0.1% | |
| Miner's Treat | 4% | |
| Prismatic Shard | 0.1% | |
| Red Cabbage Seeds | 0.2% | |
| Solar Essence | 99% | |
| Solar Essence | 15% | |
| Diamond | 0.05% | |
| 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 | Skull Cavern | 1 | 8 | |
| Armored Bug (dangerous) | Skull Cavern | 250 | 20-27 | |
| Bats | The Mines & Skull Cavern | 24, 36, 80, 300,; 268, 277 | 06, 07, 15, 30, 13, 14 | |
| Blue Squid | The Dangerous Mines | 310 | 18 | |
| Bug | The Mines | 1 | 8 | |
| Bug (dangerous) | Dangerous Mines | 250 | 15-16 | |
| Carbon Ghost | Skull Cavern; The Dangerous Mines | 190 | 25 | |
| Cave Fly | The Mines | 22 | 6 | |
| Cave Fly (dangerous) | Dangerous Mines | 266 | 13-15 | |
| Duggy | The Mines | 40 | 6 | |
| Duggy (dangerous) | Dangerous Mines | 280 | 8 | |
| Dust Sprite | The Mines | 40 | 6 | |
| Dust Sprite (dangerous) | The Mines | 280 | 13-15 | |
| Dwarvish Sentry | Volcano Dungeon | 300 | 18 | |
| False Magma Cap | Volcano Dungeon | 290 | 15 | |
| Ghost | The Mines | 96 | 10 | |
| Grub | The Mines | 20 | 4 | |
| Grub (dangerous) | Dangerous Mines | 265 | 12-13 | |
| Haunted Skull | Quarry Mine; The Mines random dungeon floors | 160 | 15 | |
| Haunted Skull (dangerous) | Dangerous Mines | 310 | 19-26 | |
| Hot Head | Volcano Dungeon | 215 | 18 | |
| Iridium Crab | Skull Cavern | 240 | 15 | |
| Iridium Golem | Wilderness Farm | 430 | 15 | |
| Lava Crab | The Mines | 120 | 15 | |
| Lava Crab (dangerous) | Dangerous Mines | 340 | 19-26 | |
| Lava Lurk | Volcano Dungeon | 220 | 15 | |
| Magma Duggy | Volcano Dungeon | 380 | 16 | |
| Magma Sparker | Volcano Dungeon | 310 | 15 | |
| Magma Sprite | Volcano Dungeon | 220 | 15 | |
| Metal Head | The Mines | 40 | 15 | |
| Metal Head (dangerous) | Dangerous Mines | 280 | 19-26 | |
| Mummy | Skull Cavern | 260 | 30 | |
| Mummy (dangerous) | Skull Cavern | 445 | 38-55 | |
| Mutant Fly | Mutant Bug Lair, Skull Cavern | 66 | 12 | |
| Mutant Grub | Mutant Bug Lair | 100 | 12 | |
| Pepper Rex | Skull Cavern | 300 | 15 | |
| Putrid Ghost | The Dangerous Mines | 500 | 25 | |
| Rock Crab | The Mines | 30 | 5 | |
| Rock Crab (dangerous) | Dangerous Mines | 272 | 13 | |
| Royal Serpent | Skull Cavern | 150 + (50 × tail segments) | 32-48 | |
| Serpent | Skull Cavern | 150 | 23 | |
| Shadow Brute | The Mines | 160 | 18 | |
| Shadow Brute (dangerous) | Dangerous Mines | 370 | 22-32 | |
| Shadow Shaman | The Mines | 80 | 17 | |
| Shadow Shaman (dangerous) | Dangerous Mines | 310 | 21-30 | |
| Shadow Sniper | The Mines | 300 | 18 | |
| Skeleton | The Mines | 140 | 10 | |
| Skeleton (dangerous) | Dangerous Mines, Quarry Mine | 655 | 16-18 | |
| Skeleton Mage | Dangerous Mines, Quarry Mine | 355 | 20-25 | |
| Slimes | The Mines, Skull Cavern, Quarry Mine, Secret Woods, Tiger Slime Grove, and Volcano Dungeon | Varies | Varies | |
| Spider | The Mines (Shrine ON) | 200 | 15 | |
| Squid Kid | The Mines | 1 | 18 | |
| Squid Kid (dangerous) | The Dangerous Mines; Skull Cavern | 250 | 22-32 | |
| Stick Bug | The Dangerous Mines | 700 | 20 | |
| Stone Golem | The Mines | 45 | 5 | |
| Stone Golem (dangerous) | Dangerous Mines | 283 | 13 | |
| Truffle Crab | The Farm | 30 | 5 | |
| Wilderness Golem | The Farm | 30 | 5 |