|Haunted Mine (#66)|
|Release date||21 December 2004 (Update)|
|Combat||NPC combat level 60–69|
|Quest create ID||58|
|Infobox • Talk page|
Haunted Mine is a quest that explores the depths of a maze-like mine located south of Mort Myre swamp rumoured to contain powerful crystals infused with Saradomin's power. It is similar in terms of gameplay to Underground Pass, relying mainly on the player's own aptitude for exploration and aiming to instil an eerie atmosphere throughout.
Official description[edit | edit source]
|“||Recent forays into Morytania by some of Saradomin's more fanatical supporters have unearthed murky rumours concerning an abandoned mine in the south.
Legend speaks of an unusual material, hidden in the depths of the mines, that is somehow linked to the desolation and fear that now surrounds the place. Do you have the nerve to find out more, and enter the haunted mines of Morytania?
Overview[edit | edit source]
|Start point||Speak to the Zealot at the entrance of the Abandoned Mine in south Morytania. Show on map|
|Member requirement||Members only|
|Items required||Items from the tool belt are not listed unless they do not work or are not automatically added.
|Enemies to defeat||
The Mort Ridge mines[edit | edit source]
In the area between the mine and the swamps, a Saradominist zealot is walking around. He demands to know your allegiance. Tell him either you are on the path of Saradomin or Guthix or have no particular allegiance, then ask about what he is doing in the name of the god of wisdom. (He will be less than friendly if you state you are Zamorakian and send you away.) He divulges he is on a quest to strengthen Saradomin's name in Morytania, explaining that you are standing atop the now abandoned Mort Ridge Mines that used to be exploited by the Morytanians until the Misthalin - Morytania War and the blessing of the River Salve. The mine is also said to contain the legendary Salve amulet, carved from the crystals that grow within due to the blessed river water seeping through the rock. This Salve amulet is said to afford its bearer power over evil, wherefore the zealot seeks to gain access to the mines and craft another.
He moreover adds that the mine is haunted; it was once protected by a Zamorakian mage named Treus Dayth, who was slain by Saradominists that managed to make off with a shard of crystal. The livid chaos god is said to then have cursed Dayth's soul and bound it to the crystals to prevent their being reached again. Moreover, following this incident, the ruler of the land ordered the mines to be sealed and everyone within to be slaughtered. You may ask why this happened, to which he replies that the miners were said to be 'bestowed with the love of Saradomin' simply by being in the crystals' presence. Rather than risk losing their workforce to the Saradominists, the Morytanians brutally killed them. The victims' souls are now rumoured to haunt the mine.
Ask about other entrances into the mine. The zealot confirms a second entrance may exist by discreetly asking around and has come into possession of a key granting access to the lower levels of the mine. If you ask how one so clearly aligned to Saradomin managed to remain discreet, he will angrily remark that his god watches over him and there are many to take his place should be fall. He concludes he would rather be murdered whilst proclaiming Saradomin's goodness than hide his faith. He is still trying to work out where the second entrance may be, but remarks it was not made for humans.
Ask him whether you may borrow the key; he refuses, saying the mission can only be entrusted to himself. No matter how much you attempt to persuade him, he will not part with the key. Pickpocket him to get his key, which is needed later in the quest. Do not forget to get this, or you will have to come back for it later.
Imminent danger[edit | edit source]
Walk south of the unfortunate cleric to the cart track; do not descend the stone stairs for you will be met by locked doors. Beware of the feral vampyres on the prowl. Climb over the second-to-last cart, then walk past the last cart and crawl through the cart tunnel. If you don't have 15 Agility to climb over the cart, go to the west side of the mountain instead and enter the northern entrance.
If you die or exit the cave at any point, you must obtain another key from the zealot.
Level 1[edit | edit source]
You find yourself in a dank cave with many bats big and small and many pickaxes and corpses strewn about. Some skeletons are dormant; the ones called corpses in yellow letters spring alive as skeletal miners when you approach. Similarly, some pickaxes may become possessed and attack you when you pick them up. Throughout the mine, you will also encounter many creepy hazes. They are spooky but harmless, although they can sometimes turn into aggressive ghosts when adjacent. Your task is to make your way to the depths of the caves and find the Salve crystal. Make sure to avoid any mine carts moving on their own accord; they will damage you if you get in their way.
You'll arrive at the entrance to the first level (1), which has two ladders that lead deeper into the mines. The first ladder (2) is not yet of interest, and the path to the second ladder (4) is blocked by obstructions.
Go west past the first ladder and exit the cave out of the mine. On the surface, follow the road (3) marked by a visible track and re-enter the mine. Once inside, head east and go down ladder 4.
Level 2[edit | edit source]
You'll find yourself at the south-western ladder (4). Simply walk east and head down the nearby ladder (6).
Level 3[edit | edit source]
From the eastern-most ladder (6), head west and south along the tracks, while being wary of the haunted cart (G). If the cart hits you, you'll be damaged and pushed back to the beginning of the cart's path.
Naturally, you can use the alcoves beside the tracks as safe spots to avoid the cart. Once across, head down the ladder (12) to level 4.
Level 4[edit | edit source]
Level 4 of the mine has several key elements, which are marked on the map as:
- (J) – the glowing fungi
- (L) – the point-set (track map) panel
- (K) – the cart
- (M) – the levers A, B, C, D, and E
- (N) – the levers F, G, H, I, J, and K
- (P) – the water valve
- (13) – the water-powered lift
To access the deepest and darkest levels of the mine, you need to use the glowing fungus found on this level as a light source. Unfortunately, the path to reach the lowest level involves going back up to the surface, and daylight exposure causes the fungi to crumble to ashes instantly.
Your only option is to use a complicated system of operational carts to transport the fungi to the other side of the blockades found on level 3.
Transporting the fungus[edit | edit source]
Pick up a few glowing fungus (J) and place one in the southernmost cart (K).
You must now make use of the points settings (L), which display a track map, to operate the cart system and move the fungus to the desired spot, marked by ladders on the top-right of the map. Pressing the red start button will set the cart system in motion. The objective is to get the cart from the start position on the left to the exit point at the ladder in the top right corner (north-west). If you fail, you can simply retry but you will need to replace the fungus.
The map also shows two groups of levers controlling the junctions, marked with letters. The levers A through E are south-east of the control panel, whereas F through J are north, around the corner. Examining them reveals to which they correspond. Beware of skeletal miners lying in ambush at both stations. In order to get the cart towards the correct exit, study the route map carefully. The levers F, G and H cannot be pulled, as they are inaccessible. These junctions are therefore fixed, limiting your options. The cart will follow the (bright) crimson route at any junction when approaching from the tail direction of the corresponding arrow. Pulling the respective lever exchanges the (bright) crimson and (dull) burgundy arrows at the junction. When approaching a junction from the arrow head's direction, its orientation (i.e. colour) does not matter as long as it is a straight path. In order to round a corner and not plunge into a wall or the water, the direction taken by the cart must be marked by a crimson arrow.
The starting position of the points levers (arrows on the map) varies between players, so the levers that need to be pulled will differ based on this. Pull whichever levers need to be changed in order to match the 'desired track map' above. Check that the points settings map matches this before proceeding. Once you have loaded the fungus and set the right path, press 'Start' on the track map.
If you've done this correctly, a dialogue box will appear where you wonder whether the cart ended up anywhere useful. If you end up sinking your cart, you must place another glowing fungus in it.
Collecting the fungus[edit | edit source]
To reach the fungus, you need to go back up to level 1 by using the ladders 12, 6, and 4 on levels 4, 3, and 2 respectively (reversing the route you took with with the ladders previously). Exit the cart tunnel to the east and re-enter the cart tunnel to the north (again, reversing the previous route) to enter the northern section of level 1. Alternatively, use Drakan's medallion to teleport back to Burgh de Rott, then hop over the fence and enter the mine the way you did initially to put you just east of ladder 2 on level 1.
- On level 1, go directly to the western ladder (2). Use it to go down to the other side of level 2.
- On level 2, head north-east and go down the ladder (7) to reach level 3.
- On level 3, go to the north-west corner and take the ladder (10) down to level 4.
- On level 4, collect the glowing fungus that you transported from the nearby cart (K).
If the cart is empty, you made a mistake at the track map. You must go back to the cart system, load a new fungus, and repeat the entire process. Don't lose or drop the fungus until you have completed the quest (it will disintegrate if you do and you shall have to obtain another)!
Climb back up with the fungus in your possession. There is a mine cart track leading south. Do not take this route; the only ladder you will be able to access, in the south-west, does not lead anywhere useful (namely, across the pool with fungi). Instead, head all the way east past the ladder going up and then south past a moving cart (G). Climb down the ladder (9) to end up in a side cave east of the flooded tracks on level 4. Make sure that you are not on the west side of the ladder when you climb down or else you will not be able to walk past the ladder on the lower level. If this does happen, ascend the ladder and climb down it again from a different side.
Deeper into the mines[edit | edit source]
Head south down the corridor. Pick up the chisel from the spawn on top of a crate if you did not bring one. There is a water-powered lift (13) going further down but it isn't working. There is a water valve (P) next to it, at the other side of a large pipe, which requires turning in order to power the lift. Locate the water valve and attempt to turn it; it's locked but there is a small keyhole in its side.
Use the zealot's key on the valve to activate the water flow from the nearby basin. Make sure you have sufficient run energy before heading back to the lift, for a mischievous ghost will appear and try to shut off the valve before you can reach the lift. Run quickly around the water pipe system to the lift and go down to the fifth level. If the ghosts beats you, simply turn the valve again and retry. The lift remains operational after the initial activation, so the zealot's key is no longer needed.
Treus Dayth[edit | edit source]
After you've gone down the lift, you will find yourself in a vast water-filled chamber that extinguishes all light sources except the glowing fungus. To go back up, simply click on the lift and you will automatically swim towards it. From the flooded chamber, walk south onto the track (beware of possessed pickaxes) and follow it to the east. (The western corridor leads to a locked door that you cannot open yet.) Proceed down the staircase (14) to descend to the 6th level. Once down these stairs, head west and through the door to reach a room full of loading cranes and mine carts. With the glowing fungus, the cave will be properly lit.
At the centre of the room, try to pick up the Innocent-looking Key (T). Treus Dayth, now turned into a ghost, will ambush you and possess the machinery in there to damage you if you get too close. The mine carts will knock you down, rapidly damaging you, if you get in their path and the cranes will hit fairly hard if you stand on a tile adjacent to them. Treus must be killed to proceed.
He appears at different locations in the room, and each hit to his visible form will cause him to flee to the next location. You can view his movements through a flashing yellow arrow on your screen. During his flight, he'll conjure pickaxes and throw them at you. Protect from Missiles may help reduce the incoming damage from his projectile attacks. Switching to Legacy combat mode may help lower-levelled players.
Dying to Treus Dayth will turn the glowing fungus into ashes, requiring you to repeat the whole process.
The Salve crystals[edit | edit source]
With the key in possession, walk back through the door and up the stairs you used to enter the level (14) and head all the way west to the other staircase (15). Descend and go a short way east to a set of doors. Use the crystal-mine key to open the door (U) and go south-east to find the Salve crystal outcrops (Y).
Simply click on any one of them to cut a piece and obtain a Salve shard.
Congratulations, quest complete!
Rewards[edit | edit source]
- 2 quest points
- 22,000 experience lamp
- Crystal-mine key (which can be added to the steel key ring)
- The ability to make salve amulets, which gives combat bonuses against undead creatures. Simply use the salve shard obtained at the end of the quest with a ball of wool.
- Access to the Lair of Tarn Razorlor miniquest, where players can create an enhanced version of the salve amulet
- 2 Treasure Hunter keys (Ironman accounts will not receive these)
- Music unlocked
Achievements[edit | edit source]
- Haunted Mine ( 0) – Complete this quest.
- Are You The Keymaster? ( 20) – Add all valid keys to the steel key ring after 'One Small Favour'.
- Morytania achievements
- Desert achievements
Required for completing[edit | edit source]
Haunted Mine is directly required for the following quests/miniquests:
Transcript[edit | edit source]
Credits[edit | edit source]
|Art & Graphics|
|Graphics||Ian Gower, Mod Ian|
|Quality assurance||Daniel G|
|Quest Help||Dan O'H, Mod Osborne|
|Databox • Talk page|
Update history[edit | edit source]
- patch 24 January 2022 (Update):
- Updated the clickbox for the Innocent-Looking Key found during the Haunted Mine quest, making it easier to interact with on both desktop and mobile.
- ninja 12 July 2021 (Update):
- Players may now collect as many Salve shards from the Haunted Mines as they desire.
- ninja 6 November 2017 (Update):
- The Haunted Mine quest now awards a 22,000 Strength XP lamp, requiring 35 Strength.
- patch 26 January 2015 (Update):
- patch 6 September 2011 (Update):
- The prospect option on rocks in the Haunted Mine have been removed.
- patch 13 May 2010 (Update):
- Fixed some of the cave walls in the Haunted Mine to meet the water levels properly.
- The Haunted Mine now correctly extinguishes all light sources.
- patch 3 December 2009 (Update):
- A message now warns you that the seers' headband light source will not work in the haunted mine.
- patch 10 February 2009 (Update):
- The Haunted Mine quest journal is a little more helpful regarding requirements.
Trivia[edit | edit source]
- Upon completing this quest, your Adventurer's Log will read "Deep beneath Morytania, I dodged pickaxes, puzzled with mine carts and collected fungi. Not only that, but I defeated Treus and collected a salve shard!"
- If you have the zealot's key in your possession, you can give it back to him by saying you did it and then saying "correction, the key that was in your possession".
- A Seer's headband cannot be used in lieu of a glowing mushroom, despite the headband not requiring fire and thus not being water-susceptible in the pool. Bringing a Seer's headband gives the message "Your light source doesn't feel as strong as usual in this sinister gloom. It's probably not going to be much help down here."
- If you try to replace the glowing fungus into the cart (K), a message will appear saying "I just went to all the effort of getting this over here. I'm not sending it back."
|Related to the Myreque quest series|
|Lores and Histories|