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Quest Helper auto-play: Misthalin Mystery stalls at door/passage transitions inside the manor #1753

@runsonmypc

Description

@runsonmypc

Description

When running Quest Helper with auto-play enabled (startStopQuestHelper config flag) on Misthalin Mystery, the script cannot navigate through the locked/gated door transitions inside the manor. The varbit stalls at steps where a door GameObject must be interacted with to change rooms; the player walks to the door tile but does not click it, or repeatedly jitters 1–2 tiles without progressing.

Affected steps

The manor interior steps that require a door interaction before the next room becomes accessible:

Varbit value Required door interaction
25 → 30 MISTMYST_FRONT_DOORL / MISTMYST_FRONT_DOORR (openManorDoor)
45 → 50 MISTMYST_DOOR_RUBY (goThroughRubyDoor)
60 MISTMYST_DOOR_RUBY (leaveExplosionRoom)
65 MISTMYST_DESTRUCTABLE_WALL_CLIMBABLE (climbWall)
80 MISTMYST_OPENINGTOTHEKITCHEN / openEmeraldDoorreturnOverBrokenWall
105 → 110 MISTMYST_DOOR_SAPPHIRE (goThroughSapphireDoor)
115 MISTMYST_DOOR_SAPPHIRE (continueThroughSapphireDoor)

Symptom

  • Player walks to the WorldPoint of the door step.
  • applyObjectStep in QuestScript.java resolves the tile and calls Rs2Walker.walkTo() to approach, but the object click either does not fire or fires the wrong menu option.
  • chooseCorrectObjectOption matches the step's text string against the object's action list. Door step texts like "Enter the manor." or "Go through the door with the ruby handle." do not contain a substring that matches the raw object actions ("Open", "Enter", etc.), so the method falls through and calls object.click("") (default left-click), which on some door objects does nothing or opens an examine menu instead of walking through.
  • After the click fails, objectsHandeled marks the door hash as done, so the step is not retried — the script then idles and the varbit never advances.

Root cause (speculative)

Two related issues in QuestScript.applyObjectStep / chooseCorrectObjectOption:

  1. Text-to-action matching is fragile for door objects. When no substring match is found the fallback is an empty-string click, which may resolve to "Examine" or nothing on certain wall/door objects. A safe fallback would be to prefer "Open" or "Enter" when the step's ObjectStep target is a door/gate.
  2. objectsHandeled blacklists on first click regardless of success. If the click does not trigger movement or a dialogue, the hash is still added and the step is never retried.

Reproduction

  1. Enable Quest Helper with auto-play.
  2. Start Misthalin Mystery from the beginning (or use the QH start-quest button).
  3. Observe the player stalling after collecting the Manor Key (varbit 25) — they reach the front door tile but do not open it.
  4. The same stall recurs at each subsequent room-transition door.

Source pointers

  • Helper definition: runelite-client/src/main/java/net/runelite/client/plugins/microbot/questhelper/helpers/quests/misthalinmystery/MisthalinMystery.java
    • loadSteps() — step→varbit map, all door ObjectSteps visible there.
  • Auto-play executor: runelite-client/src/main/java/net/runelite/client/plugins/microbot/questhelper/QuestScript.java
    • applyObjectStep() (line ~476) — walk + click logic.
    • chooseCorrectObjectOption() (line ~592) — text-to-action matching.
  • No custom quest logic is registered for Misthalin Mystery in QuestRegistry.java; it relies entirely on the generic applyObjectStep path.

Workaround

Manually clicking through each door transition unsticks the script. Dialogue and candle/barrel/piano puzzle steps execute correctly via auto-play; only door-transition ObjectSteps are affected.

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