Jumbleneck Mine

Another mine. This one hints at Hab Halloway's unsavory past, and offers a way to get rid of most of the necromancy-related items if you have no plans to go down that route.

From the initial, outer area you see a building, the foreman's office, and a mine entrance.

Outside
Outside you can find a gin blossom, which of course can be harvested with Foragin'.

There is also a barrel (full of old grease), and two piles of rocks. Searching the first pile turns up nothing interesting, but the second pile reveals a silver-toothed skull. If you have Doc Alice as a pardner, she will explain that it was likely removed using a pickaxe.

With the paper bag from the mine, you can get a bag of grease from the barrel.

The Mine
Accessing the mine requires you use the elevator, but you'll find that the controls are padlocked. You can open it either using Lockpickin' 3 or the Jumbleneck Mine elevator key from the mine office.

Inside
Having entered the mine you find yourself in an area with a minecart, and a route of tracks for it to follow, with a junction that leads to an open room on the left or to a blocked entrance on the right.
 * The cart itself is full of rocks. Once you have the unstable stick of dynamite you can put it in the cart.
 * You can shove the cart along the tracks. It follows the tracks according to how the switch is set.
 * A switch can be flipped, causing the arrow on the track junction to change accordingly.
 * A (headless) skeleton can also be observed. Doc Alice will inform you that they probably died from an advanced case of headlessness.
 * An old pickaxe, the kind you might use for removing someone's head, is lying around too. (Note the initials carved into it!)

Left Entrance
In here is a lever controlling a "spring-loaded ratcheting mechanism". The minecart on the tracks can be directed (shoved) here and attached to the mechanism. Getting it to work, however, requires the bag of grease. Once fully lubricated, you'll be able to fire the dynamite-loaded cart along the tracks into the rock wall blocking the right entrance.
 * The crate contains old, unstable sticks of dynamite. You can take one.
 * The lunchbox holds a paper bag and some raisins.
 * Beanslingers with Master Cookery will here find a dense bean-iron nugget.

Right Entrance
This area is initially blocked by rubble. To unblock it: Once inside this area you can find a weird silver idol. An El Vibrato rod will also reveal an El Vibrato monolith.
 * Acquire the paper bag and unstable stick of dynamite from the other room.
 * Go back up to the surface with your paper bag and interact with the barrel to the right of the foreman's office to get a bag of grease.
 * Back in the mine, put the unstable stick of dynamite in the cart.
 * Pull the switch lever to move the arrow to the up position and give the cart a shove to send it into the side chamber.
 * Pull the switch lever to move the arrow to the right position and enter the side chamber.
 * Pull the spring-loaded lever---grease it up, and send the dynamite-loaded cart along the tracks into the rubble wall.

Bottomless Pit
Into the bottomless pit you can throw various necromancy-related objects. Doing so destroys the item (possibly reducing your future options), but rewards you with experience. You can discard the following items:
 * goblet of blood (gain XP)
 * Any of the Nex-Mex series (gain XP)
 * Except the last one, Dark Forbidden Secrets of Nex-Mex, which you will find yourself unable to throw.
 * weird knife (gain XP)
 * weird silver idol (gain XP)
 * Crazy Pete would prefer you do not throw it in, although there doesn't seem to be any change in his behaviour either way.
 * silver-toothed skull (gain XP)
 * Tossing in the skull also removes the foreman's ghost.

Foreman's Office
Inside the foreman's office you can acquire a miner's helmet from the hatstand. You'll also encounter the foreman's ghost shuffling papers on his desk. The ghost does not seem to be aware of being dead, and you will not be able to access the safe or his desk without getting rid of him, either through combat, by Intimidatin' (level 3) him out of existence, by convincing him he is dead, or destroying his skull.
 * Combat occurs if you show him the weird silver idol, or attempt to open the safe after being told to stay away from it.
 * Note that he is killed instantly, with no XP given if you have the old pickaxe.
 * If you show him the weird silver idol you have the option of running away instead, but if you re-enter the office he will still be angry, with only combat or running away again as choices.
 * If you observed his silver tooth in conversation, and have the silver-toothed skull you can convince him he is dead without combat. You will, however, lose the silver-toothed skull.
 * With Outfoxin' 3 you can learn that Hab Halloway was his murderer.
 * With Hornswogglin' 3 he will tell you the safe combination.
 * Tossing the silver-toothed skull into the bottomless pit also removes the foreman's ghost.

With the foreman gone, one way or another, you can investigate the safe and the desk.
 * Use the combination you learned or crack the safe with Safecrackin' 3 to gain a sack of Meat nuggets and a weird knife.
 * Search the desk for extra-gristly jerky. If the mine is still locked you will also find the Jumbleneck Mine elevator key.