The Frostrune How To Solve The Loom Puzzle

admin
The Frostrune How To Solve The Loom Puzzle Average ratng: 4,9/5 2927 reviews

In return, you have to help them find eternal peace, which is how the puzzles are interwoven in the gameplay. The Frostrune incorporates its ethereal atmosphere not only in its design but also in its gameplay. Indeed, after some time, with the help of one of the spirits you come to unlock a mode that enables you to see the spirit world. The Frostrune: Complete Walkthrough Guide. Motorm4x offroad. Head back to where you got the staff. Go right to a large rock covered in frost. The other amulet piece is here. Join the two. Then pick up the whole amulet and the final loom weight.

DescriptionThe floor is covered in a sheet of ice, along with 4 squares. To complete the puzzle, players will have to land on each of the 4 squares.Skill requirementsNoneSolutionThe solution varies each time.

Though there is no official solution (there are different puzzles) the best tactic to use is to eye yourself on an obstacle or pad, and then angle each way. You can move diagonally. Clicking on the eight squares around your player instead of on the destination will help reduce errors. You will stop if you are near an obstacle (3x3 range of the obstacle itself) or hit a tile.If you have branches of any kind, it might be useful to light a fire to offset yourself from the corner.Players who have the sets will not slide across the ice and can simply run to each tile.There is currently a bug such that a player owning the outfit can simply open the doors. This does not use the team's skip for that dungeon.Seeker sentinel (Abandoned floors only). DescriptionIn this room, a rotates around in a circle with 4 patrolling and taking large breaks at certain points. The objective of this puzzle is reach another door and/or pick a key to progress through the dungeon.

If a Seeker spawn spots you, they will respond with a message appearing over their head, and the Seeker sentinel will look your way. If you are spotted, you will receive damage and be teleported behind one of the stone walls.Skill requirementsNoneSolutionThe method to get around this room is to 'subdue' the Seeker spawn when they are facing away from you, with the Seeker sentinel facing away from you too. When subdued, you can run past the Seeker spawn, into the next alcove. Continue this method until you reach the door which you need to enter. The teleportation has proven useful for progressing through the puzzle, as you are sometimes teleported next to the door. The damage dealt by the Seeker sentinel is also less than many puzzles.Sleeping guards (Furnished floors only). DescriptionIn this room, there are 4 sleeping guards and each of them has a key that can possibly unlock a door.Skill requirementshelps, but not necessarily requiredSolutionYou must get the right key to unlock the door(s), this can be done in 2 ways.The first (and recommended) method is to pickpocket the guards for the keys to unlock the doors in the room, taking care to walk, not run, over the broken glass.

Pickpocketing can fail, in which case all guards will wake up. This method avoids having to kill the brutes. An easy way to avoid accidentally running over the glass is to turn run off until the room is complete.The second method is activated if the guards wake up, either by running over the broken glass, or by failing to pickpocket the guards. Each guard killed will drop its key if the key was not previously obtained through pickpocketing. If a player tries to open door without any keys, or on the rare occasion the player steps on a bottle while walking, the guards will still wake up. With multiple players attacking, the guards tend to die very quickly.There can be multiple doors requiring keys, but each key can only unlock one of the doors.

A key disappears when it is used to unlock a door.One strategy to complete the room quickly involves pickpocketing from three close guards and hoping that they have the keys needed. When entering the room, move left to the closest corner without broken glass in the way. Take one step diagonally away from the corner and Surge. Alternatively, use Bladed Dive to move diagonally through the solid obstacles. You will end up between two guards from which you can steal keys. A third guard is a short run away with no broken glass in the way. At this point, trying the keys and killing the final guard if the room is incomplete is likely faster than pickpocketing it.Turning off run is unnecessary if care is taken.

It is safe to run onto the first tile of broken glass in a 2x2 square, stop, then run straight across the remaining tile in that square, or even to the first tile of the next square. This can be used to make one's way to the right and around the corner to the three close guards quickly.Sliding tiles.

DescriptionThis room contains a 3x3 grid with 8 tiles and 1 space. Each tile has a part of a picture on it. To complete the puzzle, the player must move the tiles to form the picture. The puzzle is the image that represents each floor theme, that appears on the floor of the auto-grouping rooms. This puzzle is similar to the one that appears in the quest.Skill requirementsNoneSolutionThe player must click the proper tile to move it into the empty space, eventually creating the image above. In a group, it is best for only one player to solve the puzzle while the others run to a door.

Any player attempting to move an incorrect tile or moving the same tile after the first member will suffer damage. Damage may still be taken from incorrectly moving the tiles even if the puzzle is completed. A player may move a second tile before the previous tile has finished moving; it is not necessary to wait the full time between each tile.Sliding statues. DescriptionThis room has eight statues split into four groups. The four southern statues will be movable, while the northern four statues are stationary.Skill requirementsNoneSolutionThe southern groups of statues can be pushed with a left click and pulled with a right click.

The statues must be matched with the northern groups to unlock the door.Make sure to copy the opposite side of the room with stationary statues and not the opposite side with movable statues. You must copy the northern statue pattern with the southern pattern exactly.In addition, if two players are moving the same statue at the same time, it can glitch and the doors won't open. To fix, move that statue one tile (north,south, east or west) until the doors click open.Attempting to push a statue onto a monster or player will result in the animation playing, but the statue not moving. It is recommended to pull statues, which allows the statue to move freely.Three statue weapon. DescriptionThis room has 3 statues that represent the in it. Two of the statues are armed with a weapon and one of the statues is unarmed. A crumbling wall will appear on one of the edges.Skill requirementsandSolutionThe player must carve a stone weapon to give to the unarmed statue.

Mine crumbling wall - receive. Carve stone block - look at the armed statues and carve the weapon that none is using. Hovering the cursor over each statue can quickly determine which weapon must be made.

You can choose between a, or. Arm statue - give the weapon to the statue.A hilarious accident might destroy the block and cause damage. In this case, the block will need to be mined again.If players right click a block, they can choose which weapon to carve without being interrupted by combat.Ten statue weapon. DescriptionThis room has two rows of up to five statues in the middle of the room. One of the rows is not armed.

A chisel is in the centre of the room and a crumbling wall can be found on the side of one of the walls.Skill requirementsMining and CraftingSolutionThe player must carve a stone weapon for each of the statues in the unarmed row. The player must carve a weapon for each unarmed statue such that the unarmed statue would win against the armed statue according to the. If the statue uses Magic (wields a staff), arm the other statue with Bow. If the statue uses Melee (wields a sword), arm the other statue with a Staff. If the statue uses Range (wields a bow), arm the other statue with a Sword. Mine crumbling wall (tool belt pickaxe works) - receive. You receive damage if you fail to mine the wall.

Carve stone block (tool belt hammer and chisel works) - look at the opposite statue and choose best weapon according to the combat triangle (Sword beats bow, bow beats staff, staff beats sword). You can choose between a, or. Arm statue - give the weapon to the statue.A hilarious accident might destroy the block and cause damage. In this case, the block will need to be mined again. It can be useful to mine one or two extra blocks before running to the statues.If you give a statue the wrong weapon, continue giving the other statues the correct weapons. After the battle, statues with correct weapons will retain their weapon and incorrectly armed statues will return to being unarmed.

You can then simply give the statue(s) the right weapon.If there is just one player, there will be 2 to 3 pairs of statues, and in general, the number of pairs roughly corresponds to the party size.If players right click a block, they can choose which weapon to carve without being interrupted by combat.Follow the leader. DescriptionThis room contains as many whole statues as players the dungeon was intended for. The remaining statues are just broken statues.

This room also contains 5 pads. The pads near the fixed statues are active and the pads near the broken statues are inactive.Skill requirementsNoneSolutionAll 5 pads are visible on the floor, but only a number of them equal to the number on members in your party (1-5) are active. Each inactive pad is associated with a broken statue. Each player must stand on an active pad and react to the closest statue by mimicking the emote that the statue does.There are 5 emotes ( offered from a menu not from the standard emote tab):. Wave.

Nod head. Shake head. Laugh. CryAll members of your party must get 3 in a row correct. Each try has a time limit to choose the correct emote. A failure to choose the right emote in the allotted time by any member of your party results in every member of your party taking some damage and having to restart the count.

It is possible to avoid damage by quickly running out of the tile if a mistake is made as this will make the statues inactive, but players will need to wait in order for the emotes to be processed by the statues.Care must be taken not to leave the pads at anytime during the puzzle as this will reset the count. Once players have made their final emotes, they must wait for the statues to call out 'You may pass' before proceeding.This puzzle will most likely prevent progress if a party member leaves the party, except when the floor is set to a lower difficulty.The damage taken is generally insignificant for teams, but grows with more failures. However the statue still deals well over 1000 damage each time a solo player does an incorrect emote.Levers. DescriptionThe puzzle consists of 5 levers, each with a 'Pull Switch' left-click option. Players need to pull all of them in the shortest time before a trap is triggered and levers reset, releasing gas harming the players in the room. The larger the team is, the less time there is before the gas is released.Skill requirementsNone, but high and low weight can help.SolutionTo unlock the door to the next room, all of the levers must be pulled.

As soon as one of the levers is pulled, all the other levers must be pulled within a certain time. If the levers are not pulled within a certain amount of time, poisonous gas will damage the player(s) and timer and levers will be reset. The more players there are, the less time the players have to pull all the levers.Important: If you are unable to pull all five levers in the time allotted, you should stand in the centre of the room to avoid taking damage. Solo scenario. Start on one side of the room, so that running to get all the levers will take the least amount of time. If you click the next lever too fast you will skip the prior click before its lever is pulled.

Watch your player as it runs to the next lever. It stops, turns, and pulls the lever in three distinct actions. Be ready to click the next lever, but wait until your avatar pulls the lever before clicking the next lever. If you suffer from high and the above doesn't work, try clicking the next lever a bit sooner, such as when your character is barely next to the current lever. Team scenario. Selecting a leader for this puzzle (usually the dungeon host) will make the puzzle's completion easier.

If there are fewer than five players in the room, the leader should make sure everybody is clear on which players are responsible for which levers. The leader will then announce when to pull the levers.

This is typically done by a phrase like 'pull', or '33333', usually with a prefixing 'on 3 no count' or '3 nc'. For teams that need a slower approach, the leader will typically count from 1 to 3. On 3, everyone should pull their lever. It is rare that the leader will count down from 3 to 1, but still occurs from time to time. Two players pulling the same lever at the same time will Un-pull the lever, possibly relocking the room and ultimately dealing damage to all members!. In order to compensate for a lack of players, keep in mind that you can use gatestones. 4 players in 5:5 difficulty scenario ( more difficult).

It is possible to complete this room with four players who are doing a dungeon for five people. This can be useful to allow one person to continue an important path or to eliminate the need for a leech or AFK player. The leader will be responsible for the two levers close by each other in the corner (top-left in the picture), running to the second after pulling the first.

In this case, the leader might choose to say something like 'Pull when I run' as a cue instead of '33333'. Either way, the other players should pull their lever after the leader pulls their first lever, while running to the second. There can be some delay between clicking and the lever being pulled, so players should click as soon as possible after the leader pulls their first lever.

The leader must be quick when running between the two levers. There is not much time after the first lever is pulled to run to the second and pull it. 3 players in 5:5 difficulty scenario ( very difficult). While not commonly done, it is also possible to complete this room with three players who are doing a dungeon for five people.

This can be useful for the same reasons as the above section. This time, in addition to the leader pulling the two levers in the corner (top-left in the picture), another player will be responsible for both of the levers straight across from each other (top-right and bottom-right in the picture), surging to the second after pulling the first. Typically, the leader, in the corner with the closest two levers, will say their cue (e.g., '33333'). They will then wait a moment for the player who is surging to react and proceed as they normally would in the four-player scenario. The player responsible for the two far levers must be quick. When the leader cues to pull, they should immediately pull their lever and start running to their second lever.

As soon as possible after facing the right direction, they should use surge to quickly reach the second lever and click on the lever to pull it as soon as possible after surge is activated. This technique can be very difficult. It is not recommended unless there is a big benefit, such as two players having left the dungeon soon before it being completed.

Failed attempts require that the cooldown of surge is finished before trying again.Flip tiles. DescriptionIn the centre of the room is an overall grid of 5x5 tiles consisting of two different colours. The tiles have a Runecrafting level requirement. When right-clicked, tiles give 2 options:. 'Imbue' - flips the imbued tile and any other tiles to the north/east/south/west of the imbued tile. 'Force' - flips only the tile itself, but the player receives damage.

It can be reduced with an Artisan or Gatherer ring.Skill requirementsSolutionThe simplest way to solve the puzzle involves 'chasing' wrong-colour tiles down the puzzle until there is only one row of wrong-colour tiles left. To do this, start on the second row from the top (the direction you are facing does not matter), 'imbuing' the tiles on the second row that are below the wrong-colour tiles on the top row.

This should leave no wrong-colour tiles on the top row. Repeat this process on the third row, 'imbuing' the tiles that are below the wrong-colour tiles on the second row. Do this two more times for the fourth and fifth rows. If you have done this correctly, there will only be wrong-colour tiles in the fifth (bottom) row, or, in rare cases, you will have solved the puzzle.

DescriptionThis room contains several ghosts who seem to be normal enemies, but one of them contains a spirit.Skill requirementsNone, though high combat skills will finish this puzzle faster.SolutionTo complete this puzzle, you must defeat all the ghosts. The ghosts are invincible unless the spirit moves inside them, after which they can be harmed. When the ghost possessing the spirit dies, the spirit will move to the closest ghost.

If the ghost is not killed in time, the spirit will move to a random ghost. Unlike the ghosts of the Occult floors, the ghosts here have 50% reduced health and cannot damage the player with their magic attacks, but are capable of doing so with melee.One ghost will have the spirit before it visibly enters a new ghost. It is recommended for those trying to do the room as quickly as possible to attack ghosts at random in the hope of dealing damage to one, meaning that one has the spirit, without initially waiting for the spirit.Suspicious grooves. DescriptionThree lines of suspicious grooves are found on the ground, separating the entrance from the rest of the room.Skill requirementsNone; although a Thieving level may helpSolutionThere is one safe path through the grooves; stepping on trapped tiles will result in spikes springing up and impaling the player's foot for up to 40% of their health as damage. The gatherer ring can help reduce damage.

If players are going to randomly guess the safe path, it is recommended to have lots of food to avoid dying. Once a trap is triggered, it will stay as such.Members can also investigate the trap to determine if the tiles are trapped or not. If the investigated tile is sure to contain a trap, players will automatically set it off from a distance, with a game message stating 'There's definitely a trap here. You set it off from a distance.'

However, players with a low Thieving level may be uncertain and not trigger the trap at all. If the investigated tile does not contain a trap, a game message will state 'There's definitely no trap here.' The ability prevents damage from triggering the spikes, making it useful when a player wishes to do the room quickly without a risk of dying. However, this is impractical due to its short duration and adrenaline requirement considering how few monsters there are in Dungeoneering.Crystal puzzle. DescriptionThis room contains four lodestones: one red, one yellow, one green, and one blue. One or more may already be active.

The inactive ones will require varying levels to power up. This room also contains a large crystal, 4 lights continually moving towards the crystal and 4 pressure pads.Skill requirementsMagic (unless all 4 lodestones are already charged)SolutionTo solve this puzzle, you must stop all 4 lights on the large crystal.

If you step onto one of the 4 pressure pads, the corresponding light will stop moving until you step off, this includes if it is in the crystal. Once you step off the pad it will start moving again.Solo players - You need to synchronise the lights so that they hit the crystal all at the same time.

Stepping on and off the pressure pad starts and stops them. Once all 4 hit the crystal at the same time, the lock will open.A good strategy is to stand on a pressure pad while watching another colour—when the other colour is just before the Large Crystal, just off the second to last spot—step off the pressure pad. The idea is to synchronise that other colour with the one you are controlling. When two colours are synchronised move to the third, then the fourth, opening the doors.A better strategy is to first choose a colour. Now, stand by an inactive stone, and when the colour chosen is in the middle, activate it. If done correctly, both colours will be synchronised.

Be sure to let other teammates know which colours to trap in the middle and which you have synchronised.The last colour can easily be finished by stepping on it while it is in the centre crystal and waiting for the other colours to meet.Another strategy is to wait near a pressure pad and step on it as soon as it is one space away from the crystal. This will cause the light to stop as soon as it reaches the crystal.Also, you can try having 3 of them at the same time, and one not coming in. This will also solve the puzzle without wasting a small amount of time.In teams of 3+ players you can have all three players stand on a different pad and trapping 3 lights in the centre. When the 4th light moves into the centre the doors will unlock.In rare occasions the puzzle will already be solved and doors open when you enter the room.Toxin maze. DescriptionA maze with long, tight corridors blocked by magical doors in which the player must reach the centre before poison gas kills them.Skill requirementsNoneSolutionNext to the entrance of the room is a switch that must be pulled to progress. When pulled, a countdown starts until a toxin spreads through the room, dealing continuous damage.

There is a chest in the centre of the room that will stop the toxin and remove the obstacles, but this is never necessary for reaching the doors. If the player is able to unlock the chest without using up the grace time, they will be rewarded with some items. Free players will sometimes encounter members only treasure in the chest. In that case nothing will be gained.

All maze centres are reachable, but a long path is often needed to reach the centre.As such, if the maze does not contain a key in the chest room, then just make your way to the doors and set gatestones past the room if necessary to avoid navigating the toxin-filled maze.Pondskaters. DescriptionThe room contains four swimming. One Pondskater has the key required to open the door. Upon catching the Pondskater with the right key, the door automatically unlocks.Skill requirementsSolutionClick the Pondskater with the key to retrieve it. This does not require feathers. This can only be attempted when a Pondskater is at the edge of the water.

If the wrong one is clicked, it will bite the player and will continue to swim around. The correct pondskater yawns when they assemble in the middle of the pond, visibly holding a key on its tongue. It will always be in the southwest position when this happens.There is a chance that the Pondskater will not bite. Keep trying and it will eventually produce the key.The correct pondskater is always the one which spawns in the south west of the group. If you are quick to look when you open the door, you may be able to see the correct one before they spread out.

This can significantly decrease time taken to solve the puzzle.Pondskater with key yawningFishing ferret. DescriptionA ferret is on an island surrounded by water with a fishing spot in it. Players must catch and cook on the provided fire.

Players then must throw the cooked fish onto tiles in the island, leading the ferret to the pressure plate and avoiding holes.Skill requirementsFishing, andSolution. Buy feathers if you do not have any already. It is recommended to have feathers for every floor. Players may also make use of if they have unlocked them. Catch some.

One more than the puzzle requires is usually a good number. If you fail, you may receive damage from a 'hilarious' accident. Cook them into. If you fail, the raw vile fish will disappear from your inventory. Toss the fish onto tiles to lure the ferret to move in a path that avoids the holes and to the pressure pad. Only the first 3 fished vile fish gives Fishing experience.

This puzzle provides only Cooking and Fishing experience, no Ranged experience. You can use vile fish caught in one puzzle to lure the ferret in another of these puzzles (if it's in the same dungeon). As a result, if you come across a puzzle with too high of a fishing (or cooking) requirement, and there is another puzzle with lower requirement, stock up on vile fish from the less demanding puzzle to clear the more demanding puzzle.

Ferrets can, and will move diagonally. You don't have to limit yourself to 90° angles. The ferret will move diagonally to its direction before heading straight (north, west, east, or south). With this in mind, all puzzles should take 2-3 cooked vile fish to complete. You can throw the second vile fish right after the first one landed. You don't have to wait for the ferret to move.

It has a good memory and will follow the order in which you are throwing the fish. However, throwing the second fish too quickly can cause the ferret to stay put on the first fish's tile, requiring another throw. Two players throwing a fish at the same time can cause the ferret to move to the plate without completing the room. In this case, throw one more fish onto the plate to complete the puzzle. Very rarely, this room will not have a fire. Any other fire, such as one made from gathered logs, will work in this case.Coloured ferrets. DescriptionIn this room, there are 5 coloured ferrets wandering around and 5 coloured plates on the ground, and each ferret has a plate of its colour.

The goal is to lure each ferret to the plate with the same colour as it.Skill requirementsNoneSolutionThis puzzle requires patience to learn. Ferrets will attempt to move away from any player within a two-square radius. Hence standing 1 square south of a ferret will make it walk two squares north away from you, resulting in it being 3 squares away from where you are standing. Ferrets stuck in a corner of a room or against a wall might need to be scared so that they randomly move 2 to 3 spaces, hopefully to a spot in which they are no longer trapped against a wall. Alternatively, one could move onto the space where the ferret is standing to make it move away, but this does not always work. It is best left to one or two experienced players to finish this room so that others don't interfere with their work.Once a ferret steps into its plate, it becomes immobile and you do not need to worry about it any more.

In doing so, the plate becomes an obstacle instead of a tile on which players can walk. Once all the ferrets are in their plates, the doors in the room open.It is recommended to use a lock melter or gorajan trailbrazer outfit to skip the room.Magical construct. DescriptionNear the entrance of the room is a construct in need of repair and a. Take the, cut them into the appropriate missing piece of the with a (Crafting level required), imbue them with the appropriate level and then charge up the construct (requires a Magic level).

The rune construct will then slowly unlock all the walls in the room. As with all puzzles, players will take moderate to severe damage if they fail.Skill requirementsCrafting, Runecrafting, and MagicSolution. Take a from the crate of magic rocks. Examine the damaged construct to find out which part is missing.

A harder way is just rotate the view and watch the missing part. Carve lump of stone into Arm, Leg, or head (failure deals some amount of damage as 'you have a hilarious accident with the hammer and chisel, destroying the block in the process.' ) This causes extremely high damage unlike the other stones. Imbue the carved part (, ). Failure to imbue will cause moderate to heavy damage to player attempting and destroy the carved stone. Repair construct - attaches new part to the damaged construct (, ). Charge Dormant construct - 'You charge the construct with magical energy and it springs to life.'

As mentioned failure will cause moderate to heavy damage with a drained Magic level.Prioritize fixing the construct before killing enemies and usually before getting a key in the center of the room. The construct takes considerable time to walk around the room and it's good to have something to do in that time.If you do not have the level to craft or imbue the body part, you can use a block from a different construct room in the same dungeon.If players right click on a lump of stone, they can choose what to carve it into. This avoid combat from interfering.Lodestone power. DescriptionA purple power crystal will appear in front of a puzzle of stepping stones. The power crystal needs to be taken to the centre to charge the lodestone to unlock the doors.Skill requirementsAgility (F2P players may still be able to complete this)SolutionTake a power key across numerous stepping stones. A floating orb will move towards a player whenever they make a move. Players may only move north, east, south or west while the orb may only move diagonally.

Orbs capturing players will deposit them on the outside of the puzzle and deal heavy damage. By crossing strategically a player may activate the lodestone in the centre with the power key.If you are carrying the group gatestone, drop it before starting the puzzle.

Placing the group gatestone or a personal gatestone at the start also allows you to teleport there if you stumble, or to return quickly from the middle once the puzzle is complete.The optimal strategy is only a little riskier than the others. First, jump to the first middle pillar.

Now, jump to the second and pay attention to the direction the orb moves. If you have a free gatestone, it is highly advisable to place it here, in the center.

Next, jump sideways one pillar away from the orb. Lastly, jump 2 pillars straight forward to the end of the puzzle. If you make it to the final jump, it is advisable to place a gatestone there instead.If you stumble and return to the start, a gatestone will mitigate the time lost.

Teleport back to the gatestone and place it again. If you placed one at the final jump, simply teleport back and jump across. If your gatestone is in the middle, the orb will either block your path directly or be behind you. If it is blocking you, there are two options. First, you can teleport away and then teleport back (repeat as many times as necessary) in the hopes that the orb is now behind you. Second, you can jump sideways once and then back once, then teleport to your gatestone again and jump straight forward twice to the lodestone.A safer strategy requires a gatestone. Jump to the first pillar on either side and drop a gatestone.

Jump back and then jump to the pillar on the opposite side of the puzzle. This will cause the orb to spawn in front of you. Teleport to your gatestone. Create another gatestone and drop it. The orb will stay on the same side of the puzzle, allowing you to very easily jump across with no threat of being caught, even if you stumble multiple times.

To return, teleport to your gatestone and make one jump back to the start.The naive strategy for this puzzle offers little to no benefit over the above strategies. Start on the leftmost platform and jump to the first pillar. Once you do that, the orb will appear on a pillar in front of you. Head all the way right then all the way to the end platform. You should bypass the orb as you only need 3 jumps to go from one side to the other whereas the orb needs five.Teams must ensure that only ONE player (usually in possession of the power key) is on the stepping stones.

An orb is spawned for each player that stands on the stones and can affect anyone that comes into contact, jeopardizing the puzzle.Collapsing room. DescriptionIn this room, several piles of rocks will be blocking your exit. The rocks need to be mined to complete the room. The largest two rocks can be mined and removed completely, however, the smallest two (and one for the middle rock on one side) will respawn and drop down again causing large damage to the player if they are underneath, unless the frames have been fixed.Skill requirementsMining; helps, but is not requiredSolutionThe solution is to mine the rocks to reach the doors. If you will need to cross again in the future, the collapsing frame that is supposed to be holding the rocks up can be repaired for quicker travel. The frame cannot be repaired on F2P worlds due to a Construction requirement, but players can still quickly run past the rocks after they are mined. The rocks often provide good Mining experience, so mining them all can be beneficial to solo players.If a gatestone is placed where rocks later fall, it will become inaccessible until those rocks are mined away.

Be careful not to put the group gatestone, or your own, where rocks could fall.If you do not have one of the requirements for a small rock, try mining the other small rock instead. It will almost always have a different requirement.Small rocks will respawn very shortly after having been mined for the first time. Be quick to move on or repair the frame. If time is an issue, you can step back and wait a few seconds until the rock has respawned. Now mine again and fix the frame.Winch bridge.