Rock Crab (dangerous)
| Rock Crab (dangerous) | |
|---|---|
| Type | Monster |
| Location | Dangerous Mines |
| Floors | 1-29 |
| HP | 272 |
| Damage | 13 |
| Defence | 2 |
| Speed | 2 |
| XP | 4 |
The dangerous Rock Crab is the shallow Mines' nastiest surprise. It keeps to exactly the same opening floors as the ordinary crab, wears the same rock on its back and hides the same way, but it carries nine times the health and hits for well over twice as much. That combination is what makes it memorable: a farmer who has flipped the Shrine of Challenge arrives on floor five, swings a pickaxe at a rock out of habit, and finds something that will not die and does not stop. The crab still counts towards the sixty rock crabs Gil pays for with the Crabshell Ring, so the harder version shortens exactly the same list.
Behaviour
The disguise works as before. A dangerous Rock Crab sits motionless, looks like stone, and cannot be damaged at all while it is tucked under the shell. The giveaway is the same: a weapon swung at it makes a knocking sound and shows a damage number of zero, which a genuine rock will never do.
Getting it out is also the same job. A pickaxe strike knocks a hidden crab back and brings it into the open, and from then on it can be hurt normally. What has changed is how long "normally" takes. The ordinary crab dies in a few swings; this one survives a long exchange, and every second of that exchange is spent beside something that hits hard.
That is why the shell tricks matter more here than on the easy mine. Enough pickaxe blows knock the shell off its back entirely, and a crab without its shell flees instead of fighting. A bomb nearby does the same. Both outcomes end the encounter without anyone having to grind down the health pool, which on these floors is usually the better deal.
Approaching with the pickaxe already in hand is the habit to build. On a dangerous floor the first blow should be the one that reveals the crab, not the one that starts a fight the farmer did not plan.
Location
Dangerous Rock Crabs appear on the first thirty floors of the Mines, and only while the Mines are in their dangerous state. That state arrives in one of two ways. Taking Mr. Qi's Danger In The Deep order from the board in Qi's Walnut Room switches the whole mine over at once and resets the elevator. Finishing that order unlocks the Shrine of Challenge at the bottom, which then works as a permanent switch, with each flip taking effect the following morning.
The shallow floors are the strangest part of the dangerous mine, because nothing about them looks threatening. The rock is the same, the layout is the same, and Blue Squids and dangerous Bugs are mixed in among the crabs. Farmers who leave the shrine on for Radioactive Nodes have to walk through this stretch on the way down, and the crab is the thing most likely to stop them.
Travelling back to the entrance resets every floor, so a run abandoned on floor eight can be restarted from the elevator in minutes.
Drops
The drop list is identical to the ordinary crab's, which is the honest complaint about this monster. Cherry Bombs come off nearly half of all kills, and on a dangerous run those are worth keeping rather than selling: a bomb is the cheapest way to deal with the next crab, and it clears rock at the same time.
A Crab appears on roughly one kill in seven. It cooks into dishes, goes into the spool of the Sewing Machine, and otherwise has to be caught in a Crab Pot set in saltwater, so a mine crab saves a trip to the beach.
Dwarf Scrolls I and IV turn up occasionally and belong in the Museum. A Diamond or a Prismatic Shard appears on the rarest rolls, which is the only way the extra health pays better than the easy version.
Items this monster can drop when it is defeated, with the chance of each.
| Item | Image | Chance |
|---|---|---|
| Cherry Bomb | 40% | |
| Crab | 15% | |
| Dwarf Scroll I | 0.5% | |
| Dwarf Scroll IV | 0.1% | |
| Diamond | 0.05% | |
| Prismatic Shard | 0.05% |
Notes
Because the loot does not improve, there is no reason to hunt these crabs for profit. The reasons to kill one are the bounty count and the fact that it is in the way.
For a farmer still short of sixty crabs, the dangerous floors are the slowest possible place to finish the goal. Switching the shrine off and sweeping the same floors in their normal state kills crabs several times faster, and Lava Crabs and Iridium Crabs count towards the same total if deeper ground is preferred.
A Magic Quiver trinket earns its slot here. Its arrows fire at a disguised Rock Crab, which means the crab is identified before the farmer is standing next to it, and on these floors that warning is worth more than the damage.
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 |