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| Official quest description: 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? |
| Release date: 21 December 2004 (Update) |
| Start: Speak to the Zealot at the mines in Morytania |
| Difficulty: ***** |
| Length: Medium-Long (depends on time for caves) |
| Members only: Yes |
Requirements:
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Items needed:
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| Monsters to kill: Treus Dayth (Level 95). |
Note:
Watch out, there are level 61 Vampires lurking around!


The Zealot can be found in the south/western part of the Mort Myre Swamp. From Canifis head south/west along the river Salve. Take the long path to Mort'ton. At the most south-east part of the path is the starting point of this quest near the Haunted mines (grey area).
In this area the Zealot is walking around. Tell him that you do not have someone that you follow and he will tell you about the secret cave and the Salve amulet. He has a key, but won't trust it to someone else. Pickpocket the Zealot's key from the Zealot to get a key used for a part of the quest. South of the Zealot is a cart track with two carts. Jump over the first and walk past the second. Go through the cave entrance.

The first cave level has two ladders going down. The first ladder (marked 1 in the map) is west of the cave entrance. Don't use this ladder yet. At the end of the corridor is another cave exit. Any blockages in your path are marked with (D). Unfortunately the blockages block your path to the ladder so you have to go around, go past ladder 1 to point B go through the cave. you will be outside of the mine continue on the track and re enter at Point C. Continue in and go down ladder 2.

An easy level. From (2), go down the ladder directly east (3).

The ladder (3) puts you on the eastern side of cave level 3. Head west to the tracks and south on the track. Be careful, a cart (E) is moving up and down. The cart will hit all players that get in its way, causing some damage and puts a player back to the end of its path. Fortunately, there are some safe spots along the track. Use them to get out of the path of the cart. Head south to the end of the track and head down the ladder (7) to cave level 4.

The level 4 cave has several key elements which are marked on the map: (F) the glowing fungi (H) the cart (G) the pointset (trackmap) panel (I) the levers A,B,C,D and E (J) the levers F,G,H,I,J and K (K) the water valve (M) the water operated elevator (L) a chisel spawn if you didn't bring yours. The map uses the corresponding numbers to indicate the locations of these key elements. There are three ladders on this level. When you went down the ladder from level 3, 7 on the map is where you will find yourself on level 4.
The glowing fungus is the light source required to access the deepest level of the mines. Unfortunately, daylight exposure will cause them to crumble to ashes and since the only path to the lowest level takes you outside, it is impossible to keep inside the inventory. The only option is to use a complicated system of carts that is still operational at this level. The carts can be used to transport the fungi light source to the other side of the rock slide blockades in the level 3 cave.
After picking a glowing fungus (F) place the fungus in the cart (H). The trackmap operates the cart system. Right click the trackmap on the northern wall of the corridor indicated by (G). The trackmap displays inside the game window.
Starting from cave level 4:
With the fungus, go back up the ladder (5) to level 3 and head back east in the direction of the ladder going up to cave level 2. Walk east past this ladder (4), quickly cross the path of the cart (E) to get to another ladder (6) going down. This ladder leads down to the east part of cave level 4.
This part of the cave features a water-powered elevator lift (M) that leads to the next level down. If you didn't bring your chisel, now is the time to get one at (L). As the water power is not going to the elevator, locate the water valve (K) and use Zealot's Key on it to activate the water flow. After activating the waterflow, a sneaky ghost will close the valve again if you take too long getting to the elevator. Therefore, run quickly around the water pipe system to the elevator and go down the lift (M) to cave level 5. The elevator remains operational after the initial activation, so the Zealot's key should no longer be needed (if required pickpocket Zealot again).

At the far east end of the corridor is a staircase (8) leading down. With the lighting fungus in the inventory the cave will be properly lit. Go through a door to a big room with cranes and carts. This quiet area is where the big fight will take place.
Familiarise yourself with the surroundings. Take note of carts and cranes. They will start to operate during the fight and can cause some harm. As the opponent will move around a lot, it may be useful to learn to navigate around the dungeon. The key to the battle is to avoid the cranes and the carts. The cranes are stationary, so just stay out of their reach. The carts can only move along the track they are on, similar to the other carts in the dungeon. These carts can hit hard (rapid 4's while dragging a player along the track). There also will be flying pickaxes. Note that the Protect from Missiles prayer ---Will Unlikely stop them from damaging you, however, they will reduce the damage and sometimes stop the damage completely.
To start the fight, try to pick up the innocent looking key (O). The ghost Treus Dayth will appear and starts the attack after a small cut scene introduction. He is level 95. The Ghost will be identified on the minimap by a flashing yellow arrow. When chasing the Ghost, try to stay out of the way from the moving carts and the cranes. The Ghost itself is not that strong. About 15 monkfish will do. An Emergency teleport, like the Ectophial, is useful too.
The ghost won't attack directly, instead, all his damage comes from the machinery.
It is not possible to freeze the Ghost from moving using magic or ancient magicks, and he is resistant to Poison.
A combat level 90 main character shouldn't expect a difficult fight. Saradomin brew offers maximum hp/slot of inventory and can be considered. Combat potions might be useful. Another very effective way to kill him, is by using the spell Iban Blast, which often hits for over 20 damage.

After defeating the Ghost, you can easily pick up the innocent looking key (Crystal-mine key). Now head back to the stairs (8) and go one level up. Walk the entire corridor west to the other staircase (9). The mining key opens the door (P) to the area where you can find the crystal outcrop (Q) (in the south east region). Use a Chisel to cut a piece from one of the Crystal outcrops in the Crystal mine to obtain a Salve shard and complete the quest.

It has been confirmed that it does NOT give any bonus against any of the Barrows brothers.
Music tracks unlocked:
Use a ball of wool on the Salve shard to make the Salve amulet. It is possible to obtain more than one Salve shard by dropping it and cutting another, then picking up the dropped ones. Having multiple Salve Amulets may help with ordering bank space, or having spares in the case that one is lost. The mining key (obtained after killing the ghost) can be put on a key ring to save some bank space.
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