Skip to content
GK2 Guide & Wiki
English
In this section: Database

Game reference

Forest mine — blocked entrance

Check the requirements and recorded results for this target.

full game 1.009.1 ·

Clearing & repairs · Browse this type of action

Forest mine — blocked entrance

Interact with the matching blockage, supply the listed materials and complete its clearing work. Check the task condition below where present.

The player performs this clearing action. This object has no configured zombie insertion slot.

Building mastery required: 8.

The bandit-meeting quest replaces the initial blockage with the clearing object. In the old bandit’s dialogue, “About the Mine” adds its Work interaction. The mine entrance remains hidden until this clearing finishes.

Mine entrance and sign
Mine entrance and sign
  1. 1Forest mine — blocked entrance
  2. 2Mine sign
  3. 3Mine entrance, shown after clearing

Original game world map. All three markers are close to the mine entrance; small dots mark positions and lines connect their numbers. The mine entrance appears after clearing. Numbers do not indicate an action order.

Open the full-size game map
  • Mine sign · Close to the blockage at the same mine entrance.
  • Mine entrance, shown after clearing · Close to the blockage at the same mine entrance.

Prepare before clearing

Consumed materials

Required tool

  • Hands

What clearing changes

  • Completing the clearing blasts away the blockage, reveals the entrances at both ends of the mine and enables the intact mine passage.
  • Completing both the forest mine clearing and the underground mine-side clearing reveals the zombie porter-related technology set. Either one alone is insufficient.

Base work units: 6; energy per work unit: 3. These are base configuration values, not a guaranteed final energy total.

Technology-point rewards: red 8, green 2, blue 2.

Next actions

Materials, quest conditions and clearing effects were checked against game files; no live-save playtest was performed.

This action cannot be added to the normal crafting queue; use the object’s direct action.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Sources

Recipe quantities and chances: recipe configuration, perk add/remove parameters, executor selection and output evaluation. Progress values are ticks, not seconds; costs are configured per progress. Quality and weighted groups require their own result rules.

Frozen Windows game files and code verification; no game-save playtest or other-platform verification.

Evidence policy · Data updates