Haunted Mine - OSRS Wiki
Haunted Mine
Haunted Mine (Mor t-mir) is a dee p-like mining maze, which is rumored to have preserved a huge crystal created by the power of Saradomin. Is a quest to study. Game play is similar to Underground Pass, and you can study depending on the player's personal skills and create an intelligent atmosphere during the game.
Although this quest is considered a sel f-contained type, a backstory related to Morritania and Lord Dracan is opened.
Contents
- 1
- Two passages
- 2. 1 Achieving a mine
- 2. 2 Average Mote Rig
- 2. 3 To the deep part
- 2. 4 Get a flashlight
- 2. 4. 1 All on board
- 2. 4. 2 extraction of mushrooms
- 2. 6. 1 Strategy
Details [ edit | edit source ]
- Follow the correct mission
- Restless heart
- The priest is in the threat
- Fleas (available during quests)
- Girot's key (available from Girot)
- 50 military grade
- 15 Acute (increase) Climb through the mine's cart and proceed to crawl in the tunnel in front of the entrance.
- Complete a natural spirit or a burning hole for drainage flame for accessing a druid bag.
- 40 prayer
- Lunar cane dragon (Shades Morton or Morton Teleportation Scroll cannot go to the start point. If you can not go to the starting point. If you use a fairy B I P ring (dexterity 50), it will be at the quest starting point. Can be teleported.
- One pitch of low agile supe r-energy (strongly recommended hard potion)
- Mitrille ore collection Kirka → Quest execution (for Morritania's complex diary) (Spinning several lo w-level kirka in the mining)
- Hunter ring for the small end of "GHOST MINE" after the mini quest "Logy Tarn Rostorlor".
Fighting the boss at the end of the quest is more difficult than you can level up with the boss. Recommended to arrest with heat with yourself:
- Good combat ammunition (preferably less than 50 levels)
- 1-2 prayer potions
- Potion to enhance combat ability (by attacking method).
- A huge number of good foods are intertwined with all values from equipment and defense.
- Two empty spaces on the inventory: One is silver key, the other is for light mushrooms
- We recommend using magic. For more information, see the bos s-only management section.
- It is good to have the most powerful (extra) tools obtained in close combat, the highest ammunition, the highest power, and the magical spells with the highest hit rate. Yes. Bring something with the highest hit rate. (It is recommended to use a special technique with a high hit rate).
Link = messing around
Walkthrough [ edit | edit source ]
Reaching the mine [ edit | edit source ]
The abandoned mine is located southwest of Marty Marty.To start the quest, players must go to an abandoned mine in the southwest of Moritania, south of the swamp. You will need to go through the Mord-Mir Marshes, and if you can't use the fairies, you may need the quest "Spirits of Nature". From Canist, head west and enter the swamp through the gate. Head south along the Salva River. Start heading down the long, winding road towards Morton. The start of this quest is located southwest of the path. Look for the grey field on the map.
The fastest way to get to the Haunted Mines is to teleport to Mort' Shades or Mort'ton Quest. A much cheaper but slightly slower method is to teleport using the Burrows slab. From Mortoon, head west and follow the winding road to the mines. Also, if you have completed the quest "Help Mirek" to a certain extent, you can use the shortest route to enter the western gate of Burg-de-Potter, but beware of wild vampires. Also, although rare, there is a chance that a Lone Shadow may wander into this area.
You can use the following FEI ring codes to speed up your travel:
- C K S - West of Canifis, near the entrance gate to the swamp.
- B K R - South of Canifis, not far from the swamp.
- B I P - On the island west of the natural cave in the southern part of the swamp.
Agility level of 50 is required to reach Morytania.
The mysteries of Mort Ridge [ edit | edit source ]
High level food is highly recommended, as the boss fight will deal heavy damage at any level. If you haven't done it (or don't remember), read the "Boss Fight" section below in the quest guide. It is important to be well prepared for the fight! Take all the items you need to complete the quest, including those needed for the boss fight (don't forget to catch your druid bag when traveling through the swamp and don't light the drain fire).Zerot will tell you about the mine and its contents.
To start the quest, the player must go to the abandoned mine in the southwest of Morytania, south of the swamp. You will need to go through the Mord-Mir Swamps, and may need the quest "Nature Spirits" if you can't use faeries. From Canist, head west and enter the swamp through the gate. Head south along the River Salva. Start heading down the long, winding road towards Morton. The start of this quest is located southwest of the path. Look for the grey field on the map.
The fastest way to get to the Haunted Mines is to teleport to Mort' Shades or Mort'ton Quest. A much cheaper but slightly slower option is to teleport using the Burrows slab. From Mortoon, head west and follow the winding road to the mines. Also, if you have progressed to a certain point in the quest "Help Mirek", you can take the quickest route into the west gate of Burg-de-Potter, but beware of wild vampires. Also, on rare occasions, a Lone Shadow may wander into this area.
You can use the following FEI ring codes to speed up your travel time:
C K S - West of Canifis, near the swamp entrance gate.
Into the depths [ edit | edit source ]
B K R - South of Canifis, not far from the swamp.B I P - Island west of the natural cave in the southern part of the swamp. To get to Moritania you need agility level 50.
High level food is highly recommended, as the boss fight will deal a lot of damage at any level. If you haven't done it (or don't remember), read the "Boss Fight" section below in the quest guide. It is important to be well prepared for the fight! Take all the items you need to complete the quest, including those needed for the boss fight (don't forget to catch your druid bag when moving through the swamp and don't light the drain fire).
Zerot will tell you about the mine and its contents. To start the quest, the player must go to an abandoned mine in the southwest of Moritania, south of the swamp. You will need to go through the Mord-Mir Marsh, and may need the quest "Spirits of Nature" if you can't use the fairies. Head west from Canifis and enter the swamp through the gate. Head south along the Salva River. Start heading down the long winding road towards Mort'ton. The starting point for this quest is located southwest of the path. Look for the grey field on the map.
The quickest way to get to the Haunted Mines is to teleport to Mort' Shades or Mort'ton Quest. A much cheaper but slightly slower way is to teleport using Burrows' slab. From Mort'ton, head west and follow the winding road to the mines. Alternatively, if you have progressed to a certain point in the quest "Rescue Mirek", you can take the quickest route to the west gate of Burg-de-Potter, but beware of wild vampires. Also, on rare occasions, a Lone Shadow may wander into this area.
You can use the following FEI ring codes to speed up your travel time:
C K S - West of Canifis, near the entrance gate to the swamp.
- B K R - South of Canifis, not far from the swamp.
- B I P - On the island west of the natural cave in the southern part of the swamp. You need agility level 50 to go to Moritania.
- High level food is highly recommended for the boss fight, as you will take a lot of damage at any level. If you haven't done it (or don't remember), read the "Boss Fight" section below in the quest guide. It's important to be well prepared for the fight! Take all the items you need to complete the quest, including what you'll need for the boss fight (don't forget to catch your druid bag when moving through the swamp and don't light the drain fire).
- Zerot will tell you about the mines and their contents.
- In the area between the mines and the swamps, a Saradoman fanatic wanders around. He will try to explain your righteousness. In fact, tell him that you are walking the path of Saradomin or Guthus, or that you have no particular righteousness, and ask him what in the name of the God of Wisdom you are preparing. (If you basically declare that you are an asshole and send him away, he will not be very friendly). In fact, he will tell you what the order is to strengthen the name of Saradomin in Moritania, explaining that you are actually at the top of the abandoned Molde-Leje mine, which the Moritanians have before the war between Mystarin and Mauritania and the blessing of the river's anointing. They talk about the famous amulet Salva, carved from crystal and growing from within, being kept in the mine thanks to the blessed river waters that leak through the granite. In fact, this anointing amulet is in charge of managing evil with its own carrier, and as a result, the Spread is desperate to access the mine and prepare another amulet.
- Moreover, he adds that the mine is actually inhabited by spirits: once it was extinguished by an overseas magician called Treus Date, and destroyed by the Saradomintzi, but they were able to drag the fragments of the crystal. In fact, the evil lord of the rubble cursed Date's soul, binding it to the crystal so that it would no longer go to him. Moreover, after this conflict, the ruler of the country ordered the mine to be sealed off and everyone there to be exterminated, citing the influence of the crystal. The Morotans, not wanting to lose their workforce because of the Saradomintzi, mercilessly destroyed them. Rumor has it that the souls of the victims are haunting the mine.
- Request other inputs to the mine. Spread basically acknowledges that 2 inputs have the ability to pre-report, and in his hands was a resource that revealed access to the lower levels of the mine. He is still trying to figure out where 2 inputs have the ability to stay, but that it is not actually made for humans. Ask him if you can borrow the resource, but he basically leaves saying that this purpose is only possible for himself. No matter how much you persuade him, he will not let go of the key.
- This is to get the resources you need for the next quest. If you don't arrest him, you will have to return to him later, so keep that in mind.
Go south from the unlucky cleric and head towards the cart. Don't go through the stone steps, for example. You will be greeted by a locked door. Watch out for the wild vampire. Then go through the cart at the very back, past the last minecart, and through the cart tunnel. If you don't have 15 agility to go through the carts, go to the west side of the mountain and enter the Nordic input.
Getting a light [ edit | edit source ]
Base Note: Abandoned Mine
Go into the black cavern, and you will find large and small bats scattered there, as well as a large amount of kiliks and skeletons. Some skeletons exist in a sleeping state. They are basically named for corpses with yellowish signs, and when you approach, they come to life as shkhtere skeletons. Literally, for example, if you grow a pickle, you can be possessed by that pickle and freeze. Inside the mineshaft, you can still find a large amount of rope smokes. They are striped but safe, but sometimes they can turn into ghoulish ghosts if they are around. Your task is to go deep into the cavern and find salmon crystals. Be afraid of carts loaded with mines that move soft for themselves: they will damage you if you appear on their way.
Enter the cave along the cart path to the west. Unable to change interest to two stairs, go down the main stairs, stay west and fill through the tunnel for carts near the river salve from outside. Head south to the print to the second entrance of the cave. Once inside, go east. There is a staircase ahead that blocks the path. Go down the stairs and to the next level of the cave.
Go due east and go down another staircase.
Follow the path and you will find a cart going from north to south. A cart loaded with mines is on the path, so do not go under it. Wait until the cart goes south. Follow the cart body down south and hope in a niche on the west side of the path. When the cart goes to the Nord, run south and get to the stairs. Go down the stairs immediately.
All aboard! [ edit | edit source ]
Map of the fourth value.
On the fourth level of the cave, there is a certain number of landmarks marked on the map on the right. Each landmark has the correct bean.
(X) Lying mushroom (P) Stippled sotok (map of the mineral deposit)(T) Cart
(Q) Levers a, b, c, d, e
- (Right) Levers F, G, H, I, J, K
- (U) Water valve
- (A) Dorota-shaped caviar
- (13) Water work on the elevator
If you go outside and continue going down the stairs without using the elevator, you will reach the flooded black cave. Water turn off all light sources and turn off the fire. So you need something to see the back of the cave. Fortunately, there are many shining mushrooms in the above caves. Unfortunately, mushrooms collapse when they take them out of the cave. This is because Mollytania cannot withstand the dim day's influence. Therefore, you have to carry the mushrooms yourself to the sinking level.
You are now on the stairs (12) in the southern map. Go west and look for a glowing mushroom (X) that grows in the surrounding puddles.
Retrieving the fungus [ edit | edit source ]
The glowing mushroom is the key to light and is important to go to the deepest mine. Don't take out the glowing mushrooms out of the cave, as they will be broken in the sunshine. Also, if you perform a random action (such as a quiz master) to make the player teleport to another area, the mushrooms will become ash. Let's remove it as soon as you notice. Instead, use a complicated mining cart system to carry the mushroom light source to the right place in the cave.
Note: If you die during the boss battle, you have to recapture the shining mushrooms and send them to the mining cart again, but the lever etc. are still the same, so it is not necessary to r e-install.
After catching the glowing mushroom (x), proceed northwest. There is a nominated cart on the west side of the pool, near the four boxes. Put the mushrooms in the cart (T).
Note! No matter what, do not drop the shining mushroom.
Waterlogged [ edit | edit source ]
Go north from the mining car, then proceed west, and there is a pass map (P) that controls the mining vehicle system. Click the paved option point on the wall on the north side of the aisle. Then, a map of all cart roads in the hierarchy and a further 10 intersection are displayed, all of which are in two positions. When you press the reddish "Start" button, the trolley system starts to move. The job is to carry a trolley from the left start position to the starting point of the stairs on the upper right (northwest). If you have trouble, you can start over again, but you have to replace the mushrooms. < SPAN> If you go outside and continue going down the stairs without using the elevator, you will reach the flooded black cave. Water turn off all light sources and turn off the fire. So you need something to see the back of the cave. Fortunately, there are many shining mushrooms in the above caves. Unfortunately, mushrooms collapse when they take them out of the cave. This is because Mollytania cannot withstand the dim day's influence. Therefore, you have to carry the mushrooms yourself to the sinking level.
You are now on the stairs (12) in the southern map. Go west and look for a glowing mushroom (X) that grows in the surrounding puddles.
The glowing mushroom is the key to light and is important to go to the deepest mine. Don't take out the glowing mushrooms out of the cave, as they will be broken in the sunshine. Also, if you perform a random action (such as a quiz master) to make the player teleport to another area, the mushrooms will become ash. Let's remove it as soon as you notice. Instead, use a complicated mining cart system to carry the mushroom light source to the right place in the cave.
Note: If you die during the boss battle, you have to recapture the shining mushrooms and send them to the mining cart again, but the lever etc. are still the same, so it is not necessary to r e-install.
After catching the glowing mushroom (x), proceed northwest. There is a nominated cart on the west side of the pool, near the four boxes. Put the mushrooms in the cart (T).
Note! No matter what, do not drop the shining mushroom.
Treus's wrath [ edit | edit source ]
Go north from the mining car, then proceed west, and there is a pass map (P) that controls the mining vehicle system. Click the paved option point on the north side of the aisle. Then, a map of all cart roads in the hierarchy and a further 10 intersection are displayed, all of which are in two positions. When you press the reddish "Start" button, the trolley system starts to move. The job is to carry a trolley from the left start position to the starting point of the stairs on the upper right (northwest). If you have trouble, you can start over again, but you have to replace the mushrooms. If you go outside and continue going down the stairs without using the elevator, you will reach the flooded black cave. Water turn off all light sources and turn off the fire. So you need something to see the back of the cave. Fortunately, there are many shining mushrooms in the above caves. Unfortunately, mushrooms collapse when they take them out of the cave. This is because Mollytania cannot withstand the dim day's influence. Therefore, you have to carry the mushrooms yourself to the sinking level.
You are now on the stairs (12) in the southern map. Go west and look for a glowing mushroom (X) that grows in the surrounding puddles.
The glowing mushroom is the key to light and is important to go to the deepest mine. Don't take out the glowing mushrooms out of the cave, as they will be broken in the sunshine. Also, if you perform a random action (such as a quiz master) to make the player teleport to another area, the mushrooms will become ash. Let's remove it as soon as you notice. Instead, use a complicated mining cart system to carry the mushroom light source to the right place in the cave.
Note: If you die during the boss battle, you have to recapture the shining mushrooms and send them to the mining cart again, but the lever etc. are still the same, so it is not necessary to r e-install.
Strategy [ edit | edit source ]
After catching the glowing mushroom (x), proceed northwest. There is a nominated cart on the west side of the pool, near the four boxes. Put the mushrooms in the cart (T).
Note! No matter what, do not drop the shining mushroom.
Go north from the mining car, then proceed west, and there is a pass map (P) that controls the mining vehicle system. Click the paved option point on the north side of the aisle. Then, a map of all cart roads in the hierarchy and a further 10 intersection are displayed, all of which are in two positions. When you press the reddish "Start" button, the trolley system starts to move. The job is to carry a trolley from the left start position to the starting point of the stairs on the upper right (northwest). If you have trouble, you can start over again, but you have to replace the mushrooms.
The map also depicts a group of two levers driving at the intersection. After learning them, ask what to answer. Lever A to E is located on the southeast of the control panel ((Q) in the above map), and Lever F to J is located ((R)) where the northern corners bend ((R)). Note that both stations are ambushed by the skeleton. To guide the cart to the correct exit, study the root map well. The lever of F, G, and H cannot be pulled. Therefore, these intersections are fixed, and the options are actually limited. In each intersection, when approaching from the end of the corresponding arrow, the cart follows the footprint along the deep red (light red) route. Pressing the corresponding lever changes the space of the crimson and red arrow at the intersection. Even if you approach the intersection from the tip of the arrow, if it is a straight road, the direction (= color) does not make sense. In order not to bend the corner and hit the wall or water, it is necessary to indicate the purpose of the cart movement with a reddish arrow.
Lever F ~ K (Rock Lever F, G, H are not shown in this figure).
Solve the moving route of the mining cart.
Operate all levers according to the above rules, and make sure that the route on the map leads the mining cart to the stairs. Press the start button to start the mining cart, and the mining cart route will be displayed on the map.
Salvation at last [ edit | edit source ]
There are four endings depending on the contents and routes of the cart. They are displayed in the middle of a short scene, such as game news and players conversations:It's hard, the cart with land mines seems to have sank. -The cart fell into the water. The mushrooms in the cart are all useless.
It's great to return to the place where she started a personal trip. -The cart returns first. All mushrooms in the cart remain in the cart.
Player: Is this cart used somewhere today? -The cart arrives on the other side safely. The mushroom is on the other side.
(No message) -The cart arrived on the other side safely. Before departure, there was no mushroom in the cart.
Rewards [ edit | edit source ]
- When the cart sinks, the glowing mushrooms are removed from the cart. In this case, select another shining mushroom and put it in the cart (T). Use the appropriate lever to remove the problem and press the red button again. < SPAN> The map also depicts a group of two levers driving at the intersection. After learning them, ask what to answer. Lever A to E is located on the southeast of the control panel ((Q) in the above map), and Lever F to J is located ((R)) where the northern corners bend ((R)). Note that both stations are ambushed by the skeleton. To guide the cart to the correct exit, study the root map well. The lever of F, G, and H cannot be pulled. Therefore, these intersections are fixed, and the options are actually limited. In each intersection, when approaching from the end of the corresponding arrow, the cart follows the footprint along the deep red (light red) route. Pressing the corresponding lever changes the space of the crimson and red arrow at the intersection. Even if you approach the intersection from the tip of the arrow, if it is a straight road, the direction (= color) does not make sense. In order not to bend the corner and hit the wall or water, it is necessary to indicate the purpose of the cart movement with a reddish arrow.
- Lever F ~ K (Rock Lever F, G, H are not shown in this figure).
- Solve the moving route of the mining cart.
- Operate all levers according to the above rules, and make sure that the route on the map leads the mining cart to the stairs. Press the start button to start the mining cart, and the mining cart route will be displayed on the map.
- There are four endings depending on the contents and routes of the cart. They are displayed in the middle of a short scene, such as game news and players conversations:
- It's hard, the cart with land mines seems to have sank. -The cart fell in the water. The mushrooms in the cart are all useless.
Required for completing [ edit | edit source ]
It's great to return to the place where she started a personal trip. -The cart returns first. All mushrooms in the cart remain in the cart.
- Player: Is this cart used somewhere today? -The cart arrives on the other side safely. The mushroom is on the other side.
- (No message) -The cart arrived on the other side safely. Before departure, there was no mushroom in the cart.
- When the cart sinks, the glowing mushrooms are removed from the cart. In this case, select another shining mushroom and put it in the cart (T). Use the appropriate lever to remove the problem and press the red button again. The map also depicts a group of two levers driving at the intersection. After learning them, ask what to answer. Lever A to E is located on the southeast of the control panel ((Q) in the above map), and Lever F to J is located ((R)) where the northern corners bend ((R)). Note that both stations are ambushed by the skeleton. To guide the cart to the correct exit, study the root map well. The lever of F, G, and H cannot be pulled. Therefore, these intersections are fixed, and the options are actually limited. In each intersection, when approaching from the end of the corresponding arrow, the cart follows the footprint along the deep red (light red) route. Pressing the corresponding lever changes the space of the crimson and red arrow at the intersection. Even if you approach the intersection from the tip of the arrow, if it is a straight road, the direction (= color) does not make sense. In order not to bend the corner and hit the wall or water, it is necessary to indicate the purpose of the cart movement with a reddish arrow.
Music unlocked [ edit | edit source ]
Lever F ~ K (Rock Lever F, G, H are not shown in this figure). Solve the moving route of the mining cart. Operate all levers according to the above rules, and make sure that the route on the map leads the mining cart to the stairs. Press the start button to start the mining cart, and the mining cart route will be displayed on the map. There are four endings depending on the contents and routes of the cart. They are displayed in the middle of a short scene, such as game news and players conversations: It's hard, the cart with land mines seems to have sank. -The cart fell into the water. The mushrooms in the cart are all useless. It's great to return to the place where she started a personal trip. -The cart returns first. All mushrooms in the cart remain in the cart. Player: Is this cart used somewhere today? -The cart arrives on the other side safely. The mushroom is on the other side. (No message) -The cart arrived on the other side safely. Before departure, there was no mushroom in the cart. When the cart sinks, the glowing mushrooms are removed from the cart. In this case, select another shining mushroom and put it in the cart (T). Use the appropriate lever to remove the problem and press the red button again. When a land mine trolley reaches the final point of the purpose, you may notice that you may have reached a convenient place. If your character does not comment on the position of the cart, put another mushroom and run the cart. By the way, you have to go to the stairs yourself to get mushrooms. First, go down the stairs to the mine. Return on the stairs (12) near the pool of the light mushroom. Go north on the road and avoid carts. Follow the first road east and climb the stairs at the end. Go west, climb the stairs, and leave the cave near the Salva River. Additional tips [ edit | edit source ]
- Now you will be outside, and if you have a mushroom, you will be scattered. Head north and enter the northern cave. Immediately east, go down the first stairs and head northeast of the cave. Go down the stairs to the next floor. Go west, go to the northwest corner of the cave, and go down the stairs.
- Put your hand on the nearby cart and remove the glowing mushrooms in it. Don't lose or drop mushrooms until you complete the quest! If you drop the mushroom, it will be disassembled, so you need to remove the mushroom again. If there is no mushroom in the cart, put the new light mushroom (T) in the cart and repeat the previous process.
- Go back and hold a mushroom in your hand. Do not use the road that continues south from the ash cart. The only staircase in the southwest is not available anywhere (that is, in the mushroom pool).
Trivia [ edit | edit source ]
- Necessary item Girota key, good armor, good weapons, food that lasts a long time. In addition, we strongly recommend supe r-energy potions. You have to run a lot to defeat the ghost, so it would be even better if you had a potion drink! Emergency teleport is also useful.
- Instead, head east, pass the stairs, then head south, and pass the moving trolley. When you go down the stairs, you will reach the cave east of the flooded passage. < SPAN> When a min e-loaded trolley reaches the final point, you may notice that you may have reached a convenient place. If your character does not comment on the position of the cart, put another mushroom and run the cart.
- By the way, you have to go to the stairs yourself to get mushrooms. First, go down the stairs to the mine. Return on the stairs (12) near the pool of the light mushroom. Go north on the road and avoid carts. Follow the first road east and climb the stairs at the end. Go west, climb the stairs, and leave the cave near the Salva River.