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Scream And Run Mines Guide: No Keys, Full Walkthrough

The Scream And Run Mines chapter uses no keys at all — a pickaxe, coal, furnace and six dynamite with a lighter instead. The full Mines walkthrough, the Thomas monster, and the No Power badge.

Last verified: 2026-09-12Priority: P0Source-tagged facts below

Mines is the second Scream And Run chapter, launched on September 3, 2026 — and it is the chapter with no keys. Not fewer keys: none. Where the School runs a five-key backpack search, the Mines runs a production chain — find a pickaxe, mine coal, feed the furnace, then plant six dynamite and ignite them with a lighter to blow the exit wall. Most guide sites describe the Mines with a key hunt copied from the School chapter and never checked the second map; this page keeps the two chapters straight. Roblox API · 2026-09-11

The Mines Walkthrough: Five Steps From Spawn to Exit

Deep in the Mines — the exit door area late in the chain

Footage credit: RBloxGames, ALL MAPS 1-4 (YouTube), captured for documentation with attribution. Seen in footage · 2026-09-23

The chain is linear, and nothing glows — there is no backpack-shine or item sparkle to guide you, so every step below is done by eye. Roblox API · 2026-09-11

Step 1: Find a Pickaxe

The round opens as a tool hunt, not a search. Do not expect a pickaxe in hand at spawn — footage shows players spending the opening minutes hunting one down ("Where is a mining pick, man? I haven't found anything") before the turn: "Oh, I got a mining pick." And the pickaxe is not permanent gear: die and you drop it along with everything else ("I dropped my coal in my pickaxe"), so treat every haul as recoverable, not secure. Roblox API · 2026-09-11 Seen in footage · 2026-09-11

Step 2: Mine Coal for the Furnace

Take the pickaxe to the veins and mine. One number most guides print — how much coal the furnace needs — is genuinely disputed: two recordings disagree, one showing 8, the other 6. The honest answer: (exact coal count required by the furnace: to be verified — sources show 6 and 8). Footage adds two practical notes: the coal drop-off is remembered as "like two places, I think", and death scatters your haul, so a lost load sends you back to the start of this step. Community report · 2026-09-11 Seen in footage · 2026-09-11

Step 3: Feed the Furnace and Open Area Two

Carry the coal to the furnace — delivering it opens the way into area two. The Mines is the only chapter in the game with two areas, and the furnace is the gate between them. Footage also catches a power-on step running alongside the furnace work — "we need to power stuff on" — so expect machinery coming online as you go. Roblox API · 2026-09-11 Seen in footage · 2026-09-11

Step 4: Collect Six Dynamite

The charges take over the collect-five job the keys do in the School: six dynamite in total. Rounds differ — some walls already have charges seated before you arrive ("Oh, okay. There's already a charge here"), so placement is shared across the whole lobby and part of your count may be done for you. Roblox API · 2026-09-11 Seen in footage · 2026-09-11

Step 5: Ignite With the Lighter and Blow the Exit

The lighter is mandatory — the dynamite cannot be ignited without it, as footage asks from the other side: "how do we blow these things? ... We need a lighter. Is that it?" Light the charges, the wall blows, and you walk out — there is no cutscene behind the exit wall. One open question from footage: a player lights a fire mid-round ("I lit a fire. Does that um That does something, right?") — what the fire interaction does: (to be verified). Roblox API · 2026-09-11 Seen in footage · 2026-09-11

The Mines Map: Two Areas, Rails and No Glow

The Mines map inverts the School's habits. Items do not glow, so sweep tunnels and rooms by eye. Rails run through the whole chapter, and the monster travels along them — the tracks are his patrol network, not scenery. The closest thing to a safe spot is size-based: low crevices a train on spider legs cannot wheel under — "they put these little crevices that he can't he can't wheel under." Community report · 2026-09-11 Seen in footage · 2026-09-11

Thomas: the Mines Monster

The Mines hunter is Thomas — a Thomas the Tank Engine on spider legs, far larger than a player and able to fold back into train form. He walks through walls like the Cat but never teleports, and his music carries far enough to track him from a distance. Community consensus is unambiguous: he is easier to handle — "way bigger, hear his music from way farther, and he doesn't teleport on top of you." The full behavior profile, the Cat comparison and the Dark Thomas naming correction are in the Thomas guide. Roblox API · 2026-09-11

No Power in the Mines

No Power is a lobby switch, not a separate map — it blanks the Mines into total darkness, played by flashlight alone, with the beam cone pointing where your camera looks rather than where danger is. The API data shows how much harder that is: You Escaped Mines stands at 64,794 awards (about a 1.0% win rate), while You Escaped Mines With No Power — created September 4, 2026 — has 2,019 awards and a 0.0% rate, the rarest badge in the game. Compare all badges in the badge win-rate table, and see the third chapter's variant in the Play Place No Power guide. Roblox API · 2026-09-11

Mines vs School at a Glance

AspectSchoolMines
MonsterThe Cat — teleports on top of youThomas — no teleporting, travels the rails
Exit itemsFive keys: White, Yellow, Green, Pink, RedSix dynamite plus a lighter — no keys exist here
Core mechanicSearch backpacksProduction chain: pickaxe, coal, furnace
Item visibilityBackpacks glow until searchedNo glow at all — found by eye
Map layoutOne connected buildingTwo areas, opened by the furnace
Behind the exitStandard round endNo cutscene

The full two-chapter route is in the walkthrough. If you arrived here looking for keys, the keys hub explains where they actually live — in the School — and new players should start with the beginner guide.

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