WIKIPEDIA Quests
 All Quests
A Prismatic Helmet Of The Ancients
SlotHead
Armor14
Magic Lvl+5
Speed+40
Physical Abs+7%
Health Regen+2 / 1s
Mana Regen+2 / 1s
Weight27.60 oz

HELMET OF THE ANCIENTS

Seven pharaohs sleep under the desert, and each one was buried with a piece of the same helmet. Break into every tomb, take the key from the dead king, and carry the fragment out — seven times over. Then bring the pieces to the ancients' forge and choose what they become. Choose well: the forge answers each soul only once.

8 tombs 8 bosses Ankrahmun & the northern tombs 1 of 4 helmets — forever
How the quest works

Every tomb follows the same shape: pass its trial, kill its king, spend his key. Seven tombs give the seven pieces; the eighth — Ashmunrah's — gives the right to use the forge.

1 Pass the tomb's trialSeals, flames, melodies, doors — each tomb has its own, and every one is per character. Nobody can open a way for you.
2 Kill the pharaohHe waits in a sealed chamber behind his trial — and drops his tomb's key every single time. A guaranteed drop, not a chance.
3 Spend the key on the gateStep onto the relic gate carrying the key. It takes the key and puts you in the burial chamber.
4 Open the sarcophagusOne helmet piece, a tick in your quest log, and a running “x of 7 pieces” tally so you always know where you stand.
Where the pharaoh waits The relic gate The way between them
The gate is honest, but it is final. Without the key it turns you back and tells you why — no key is wasted on a refusal. But once you have looted a tomb's sarcophagus, that chamber is sealed to you for good: the gate answers “already claimed” no matter how many keys you bring. One piece per tomb, per character.
1 Omruc The Peninsula Tomb

Shredderthrowers and magicthrowers guard the way in.

No riddle here - the trial is the gauntlet itself. His entry portal is open to anyone who survives the walk to it.

1 Step 1

To find Omruc, enter the hidden Peninsula Tomb on the shore west of Ankrahmun. The way in is a buried hole: bring a shovel, and dig the sand more than once if it refuses to open.

2 Step 2

Head down to the fifth level below ground and follow the map to the empty coal basin — the trail runs from the stairs you arrive by all the way to the basin chamber.

3 Step 3

On other worlds the flame demands a scarab coin in the coal basin — not here. Step straight onto the mystic flame beside the basin and it carries you onward, coin or no coin. Then follow the map below.

4 Step 4

The flame sets you down one floor below. Follow the trail south through the halls — it ends at the stairs that take you further down.

5 Step 5

From the stairs, follow the map below to the maze teleporter — it waits in the pointed chamber at the trail's end.

6 Step 6

The teleporter drops you in a small chamber. Leave the forcefield beside you alone — it throws you out of the tomb. Instead open the gate of expertise to the south (level 75) and step into the maze. Its walls are invisible in game: you walk against thin air. The map below shows them revealed — follow the gold line exactly and you come out at the forcefield that carries you onward to Omruc.

7 Step 7

Lastly, step into the forcefield at the maze's end. It sets you down in Omruc's own chamber, where 2 stalkers, 5 magicthrowers and 3 shredderthrowers hold the floor with him — the throwers hit from range, so clear room to move before you commit. Kill Omruc, take his crystal arrow, spend it on the relic gate and claim the helmet adornement from the sarcophagus beyond. And bring the arrow before you step on the gate: without it the tomb turns you away, as below — only one bearing the crystal arrow may enter.

A Crystal Arrow
Duration18.1 h
Weight1.00 oz
Crystal arrowDropped by Omruc — always
A Helmet Adornement
Weight1.80 oz
Helmet adornementIn the sarcophagus inside
2 Rahemos The Oasis Tomb

The weakest pharaoh, but the scarab and larva swarms outside never stop coming.

A dead magician guards this way with his hat. Pull the handle and something comes out: usually a stuffed rabbit and a gout of flame that burns you for 200 - but sooner or later, a carrot. The carrot is the key. Keep pulling, and keep hitpoints to spare.

1 Step 1

To find Rahemos, seek out the hidden Oasis Tomb in the desert north of Ankrahmun. Like the Peninsula Tomb the way in is a buried hole: bring a shovel and dig by the cactus until it opens.

2 Step 2

After entering, go exactly as the map below leads — east down the long hall, then south-east to the chamber at its end.

3 Step 3

One floor down, keep following the trail — south from the stairs, down the slope, then west along the long corridor to its end.

4 Step 4

Deeper still, the trail runs south and then east into the last chamber, where beholders, necromancers and a pack of green djinns come at you at once — there is no getting around a dwarven ring here. Continue right towards the teleporter: a warlock guards it. Push him into the corner between the coffin and the teleport so he cannot slip away, kill him, and step through.

5 Step 5

Each member of your team must find the carrot under one of the three hats before the door opens — the carrot is yours alone, a teammate's luck does not carry you through. Guess wrong and the hat coughs up a stuffed rabbit and a gout of flame for 200 hitpoints. Keep pulling until the carrot rises, as below.

6 Step 6

Behind the door waits a walled maze. Ignore the switches you pass — they do nothing for you. Follow the gold line through the chambers instead, out the southern passage and down to the stairs at its end.

7 Step 7

On the way you must cross the lava. It looks deadly, but part of the flow is solid ground — the coins in the picture mark the tiles you can safely walk. Step only where they lie.

8 Step 8

Down the stairs, mind the flamethrower and the pair of illusions on the way to the teleporter. It carries you to Rahemos himself, flanked by a warlock and a magicthrower. Kill him, take the ancient rune he always drops, spend it on the relic gate and claim the helmet piece from the sarcophagus. And carry the rune before you step on the gate: without it the tomb turns you away, as below — only one bearing the ancient rune may enter.

An Ancient Rune
Duration18.1 h
Weight3.00 oz
Ancient runeDropped by Rahemos — always
A Helmet Piece
Weight2.60 oz
Helmet pieceIn the sarcophagus inside
3 Dipthrah The Mountain Tomb

The busiest approach on the whole quest: ghouls, mummies, vampires, a lich and green djinns.

The Mountain Tomb tests your path: rows of doors, and only one of each pair is right. The wrong door quietly resets your progress. Hold the true line to the gate - and it forgets you on the way through, so the doors must be walked again next time.

1 Step 1

To find Dipthrah, head for the Mountain Tomb where the desert meets the rock north-west of Ankrahmun. The way in hides by the rubble on the mountain ledge — dig it open and climb down.

2 Step 2

Inside, go as the map indicates — straight down the long western corridor to the chamber at its end.

3 Step 3

Keep descending to the sixth level below ground of this tomb, where the coal basin and its mystic flame await — step onto the flame and it carries you onward.

4 Step 4

Deeper in stands the forcefield that carries you onward — but it refuses everyone at first. As it tells you itself: you must touch all eleven ancient seals before you can enter.

5 Step 5

Here this tomb differs from every other world: there are no levers. Eleven ancient seals lie on the floor, and every player who wants through must step on all eleven personally — a counter floats over your head as you collect them, and once the last seal answers, the tomb remembers you forever. Only then does the forcefield let you pass. The map marks all eleven.

6 Step 6

Each seal answers with a burst of light and counts you up, as below — you always know exactly how many you still owe.

7 Step 7

Through the forcefield, follow the map — west out of the arrival room, then straight south down the long hall to its far end.

8 Step 8

After the teleporter, head south past the level 75 gate of expertise — and then comes the trial: rows of doors, only one right in each. Walk north through the doors named endless, pale-faced, deceased, unholy, doomed, righteous, sharpened and mortal, exactly as the gold line below weaves. One wrong door and the run quietly resets — back to the start you go.

9 Step 9

Past the doors, the forcefield carries you on towards Dipthrah. Kill him, take the ornamented ankh he always drops, spend it on the relic gate and claim the damaged helmet from the sarcophagus. And carry the ankh before you step on the gate: without it the tomb turns you away, as below — only one bearing the ornamented ankh may enter.

An Ornamented Ankh
Duration18.1 h
Weight5.00 oz
Ornamented ankhDropped by Dipthrah — always
A Damaged Helmet
SlotHead
Armor5
Weight18.00 oz
Damaged helmetIn the sarcophagus inside
4 Vashresamun The Ancient Ruins Tomb

Ghosts and banshees drift through here - bring a way to hit the invisible.

Her tomb answers to music: five instruments must be played in the right order. Strike a wrong one and the melody starts over. When the last note rings true, her sealed door swings open for you.

1 Step 1

To find Vashresamun, enter the Ancient Ruins Tomb by the coast east of the desert — the way in hides by the rubble at the ruins. Bring a shovel and dig it open.

2 Step 2

Inside, the passage climbs north-east in steps — follow the trail all the way up to the chamber at the top.

3 Step 3

One floor down, follow the long corridor east to the chamber at its end.

4 Step 4

From there, keep going all the way down until you reach the coal basin and its mystic flame — step onto the flame and it carries you onward.

5 Step 5

After teleporting into the deeper tomb, follow the map below — south down the long corridor, then west to the stairs that take you to the next floor.

6 Step 6

Down the stairs, keep west — through the halls and along the long corridor until the trail ends in the far western chamber.

7 Step 7

Step into the teleporter and pass the level 75 gate of expertise. Then her trial: play the five instruments in the order below — the drum, the panpipes, the mandolin, the lyre and the horn. Strike a wrong one and the melody starts over. When the last note rings true, the sealed door answers and the way is open.

8 Step 8

Play them right and the tomb tells you so — the melody is complete, and the way is open. Enter the next teleport and meet Vashresamun.

9 Step 9

Kill her, take the blue note she always drops, spend it on the relic gate and claim the left horn from the sarcophagus. And carry the note before you step on the gate: without it the tomb turns you away, as below — only one bearing the blue note may enter.

Blue Note
Duration18.1 h
Weight2.50 oz
Blue noteDropped by Vashresamun — always
A Left Horn
Weight1.40 oz
Left hornIn the sarcophagus inside
5 Morguthis The Tarpit Tomb

The toughest pharaoh of the seven, and behemoths roam the halls above him.

Seven flames burn through the Tarpit Tomb - though here they are not flames at all but thrones: step on one and the tomb counts it, and a tally floats up telling you how many of the seven you have lit. Light every one, then take the gate. Get there short and it turns you away with "the way stays shut". And unlike the seals, the flames go out again the moment you pass - every run into Morguthis means lighting all seven anew.

1 Step 1

To find Morguthis, seek out the Tarpit Tomb north-east of Ankrahmun, by the great tar pit in the desert. The way in hides beside the rubble at its edge — bring a shovel and dig it open.

2 Step 2

Descend towards the flame teleport — the ramps down are easy to spot the moment you reach each floor. At the bottom waits the coal basin and its mystic flame: on other worlds you would throw a scarab coin into the basin, but not here — simply step onto the flame and it carries you onward, coin or no coin.

3 Step 3

The flame sets you down in the deep tomb. Follow the map — north around the great pyramid hall, west along the corridor, then north-west to the trail's end.

4 Step 4

One floor down, keep following the trail — north, then south down the passage and east along the long corridor into the pillared hall at its end.

5 Step 5

From here the tomb becomes a chain of errands, one per flame. Each errand is a run out through the trapdoors, one throne touched at its far end, and a teleporter that carries you straight to the start of the next errand — so the runs follow one another without a walk back. Bring a rope. Read every map the same way: green dot = where you stand or land, the arrow shows where to walk, the gold number is what you do there, purple is a throne (touch it) — or purple with a number when the throne is that whole panel's errand — and a red X is a trap teleporter: step in and it throws you back up a floor, errand lost.
Touching a throne looks like this — it flares, and the tomb tells you how many of the seven you have lit. Step on one you have already lit and it answers "ALREADY LIT" instead, so you can always tell the two apart.

6 Errand 1 — the trapdoor dance

A dance down and back up through three floors. Six moves, then the teleporter.

1Drop through the hole.
2Drop through the next hole.
3Touch the throne — the first of the seven — then rope up beside it.
4Rope up one level higher.
5Walk north and drop through the hole.
6Walk east and enter the teleporter.
7 Errand 2 — the sinkhole run

The longest of them. You land in a chamber with a Deathslicer: the blocker holds it while the rest of the team runs for the sinkhole. Two trap teleporters wait along the way.

1Run for the sinkhole and drop through the trapdoor.
2Do NOT enter the teleporter beside you. Go west and rope up.
3Follow the corridor south to the hole and drop down.
4Cross to the next hole and drop — stay out of the teleporter here too.
5Follow the winding passage east to the rope spot and rope up.
6Skirt the hole, touch the throne, then head west and drop down.
7Walk west and north along the passage to the rope spot and rope up.
8Step around the hole and take the correct teleporter, straight north.
8 Errand 3 — the eastern wall

Short and mean: one drop, one trap to ignore, and a long curve south along the wall.

1Walk east to the trapdoor and drop through it.
2Do NOT enter the teleporter. Follow the east wall south, touch the throne, then carry on to the teleporter at the end.
9 Errand 4 — the far east throne

Down two floors, east the length of the tomb, then up and north to the loneliest throne of the seven.

1Walk south-west to the trapdoor and drop through it.
2Do NOT enter the teleporter below you. Go east instead and drop through the hole.
3Follow the passage east the whole way, then rope up at its end.
4You surface south of the hole — swing east around it and north to the throne, touch it, then carry on north-west through the passages (ignoring the trap teleporter) to the teleporter at the end.
10 Errand 5 — the long way west

The longest errand of the seven: eight moves that carry you down, back up, and all the way across the tomb to the west. Rope in hand the whole time.

1Walk west to the trapdoor and drop through it.
2Do NOT enter the teleporter. Step around it to the east and drop through the hole.
3Follow the passage south-east to its end and rope up.
4Dip south into the nook to touch the throne, then head north and drop through the hole.
5Follow the passage south-west the whole way and rope up at its end.
6Jog west across the chamber and rope up again.
7Walk south-west and drop through the hole.
8Step south-west into the teleporter.
11 Errand 6 — the western throne

West again, and deeper. The throne sits at the bottom of a long winding descent.

1Walk south-east to the trapdoor and drop through it.
2Head west down the long corridor — pass the teleporter, do not enter it — and drop through the hole at the end.
3Wind south-east to the throne, touch it, then carry on south-west and drop through the hole.
4Follow the passage south all the way round and take the teleporter at its end.
12 Errand 7 — the last flame

The last one, and the deepest reach of the tomb: a long run east along the bottom floor to the loneliest throne, then a curve back south-west.

1Loop round to the south and drop through the trapdoor.
2Do NOT enter the teleporter. Slip past it to the south-west and drop through the hole.
3Run the length of the floor east to the last throne, touch it, then curve south and west down the far passage and rope up at its end.
4Step east into the teleporter.
13 The way back, part one

Seven of seven, but you are at the wrong end of the tomb. The road back to the gate runs through two stretches you have already walked — first the rooms of Errand 3. The throne you pass is already lit: walk straight by it, there is nothing left to touch.

1Walk north to the trapdoor and drop through it.
2Do NOT enter the teleporter. Follow the east wall south and round to the teleporter at the end.
14 The way back, part two

Then the rooms of Errand 4, exactly as before. Rope in hand again, and again the throne on the way is already lit.

1Walk south-west to the trapdoor and drop through it.
2Do NOT enter the teleporter below you. Go east and drop through the hole.
3Follow the passage east the whole way, then rope up at its end.
4Swing east around the hole, north past the lit throne, then north-west through the passages to the teleporter.
15 The gate to Morguthis

You land a few steps from the gate. Step onto it: it reads your tally, opens, and sets you down in Morguthis' own chamber. Come here one flame short and it turns you away with "the way stays shut". And mind that passing the gate puts every flame out again — a second run at Morguthis means all seven errands anew.

1Step west and north onto the gate.
16 Step 16

Before you spend anything, know this about the chamber. A hole is cut in the floor a couple of steps from where the gate sets you down — walk into it and you drop to the room below, where a ladder takes you straight back up. It is there so a team never has to run the seven errands once per member: drop down, wait out the respawn, climb up and kill him again, and everyone collects their sword hilt on the same trip. Leave the tomb instead and the flames are out — the whole circuit starts over.

17 Step 17

The gate sets you down in Morguthis' own chamber, and he does not hold it alone: eight shredderthrowers ring him, and they respawn fast enough to matter — clear room to move before you commit. Kill Morguthis, take the sword hilt he always drops, spend it on the relic gate east of the chamber and claim the right horn from the sarcophagus beyond. Carry the hilt before you step on that gate: without it the tomb turns you away, as below — only one bearing the sword hilt may enter. Here that bounce costs more than at the other tombs: it drops you back at the tarpit's beginning with every flame already out, so all seven errands must be run again before you can even reach him.

A Sword Hilt
Duration18.1 h
Weight9.00 oz
Sword hiltDropped by Morguthis — always
A Right Horn
Weight1.40 oz
Right hornIn the sarcophagus inside
6 Thalas The Stone Tomb

Necromancers and plaguethrowers stand between you and the door.

Eight ancient seals lie scattered through the halls. Step on every one - a count floats up as you go - and the forcefield to his chamber opens. The seals remember you forever: touch all eight once and this door never closes to you again.

1 Step 1

To find Thalas, seek out the Stone Tomb out in the open desert north-east of Ankrahmun. Look for the scatter of dark stones on the sand — the way in is buried beneath them, so bring a shovel and dig it open.

2 Step 2

Climb down to the sixth level below ground. The descent is a chain of ladders and stairways, each easy to find once you reach its floor, and at the bottom waits the coal basin with its mystic flame. On other worlds the basin wants a scarab coin — not here. Step straight onto the flame and it carries you into the tomb proper.

3 Step 3

The flame sets you down at the western end of a long hall. Follow the map east, down through the middle passage and east again along the great corridor, all the way to the stairs at its far end — you will know them by the cobra statue standing beside them. Take them down.

4 Step 4

Below lies the seal floor, and here the Stone Tomb parts company with every other world: there are no levers. Eight ancient seals lie scattered through the halls, and every player who wants through must step on all eight personally — nobody can open the way for the rest of the team. A count floats over your head as you collect them. The green dot marks where the stairs put you down; the numbers are one tidy sweep of the eight, but the order does not matter — take them however suits you. When all eight answer, walk to 9 in the south-east corner: that is the forcefield the seals unlock, and it carries you onward to Thalas.

5 Step 5

Each seal answers with a burst of light and counts you up, as below — you always know exactly how many you still owe. Step on one you already hold and it pushes you off with "ALREADY TOUCHED" instead, so a missed seal is never a mystery. And once the eighth answers, the Stone Tomb remembers you forever — this circuit is walked once per character, never again.

6 Step 6

The forcefield drops you inside the cobra's head — look at the map and you will see the whole place is shaped like one. Do NOT step into the forcefield right beside where you land — it throws you out of the tomb. Pass the level 75 gate of expertise instead and step on the stone tile by the cobra's eye (purple): it poisons you, and that poison is the mark the tomb wants. Then run — down the winding body to the Cobra waiting in the tail, and greet it with hi while the venom still burns. Do not cure the poison, do not linger: fade too far and the Cobra only hisses "Begone! Hissssss! You bear not the mark of the cobra!" — then it is back to the switch for another dose.

7 Step 7

Stepping on the tile looks like this — the venom takes hold, and the mark is yours. The clock is already running.

8 Step 8

Say hi to the Cobra while poisoned and it answers "Venture the path of decay!" and casts you into Thalas' own chamber. He does not wait alone: six plaguethrowers hold the room with him and they return fast, and Thalas conjures slimes as he fights — up to eight at once. Clear space quickly or the room fills against you.

9 Step 9

Before you spend anything, know this about the chamber. A hole is cut in the floor by the southern wall — drop through it and a ladder takes you straight back up. It is there so a team never has to run the cobra rite once per member: drop down, wait out the respawn, climb up and kill him again, and everyone collects their cobrafang dagger on the same trip.

10 Step 10

Kill Thalas, take the cobrafang dagger he always drops, spend it on the relic gate at the chamber's southern edge and claim the gem holder from the sarcophagus beyond. Carry the dagger before you step on that gate: without it the tomb turns you away, as below — only one bearing the cobrafang dagger may enter. The bounce is gentler here than at Morguthis: you land back by the seal gate, and since the seals remember you forever, all it costs is one more poison run down the cobra's body.

A Cobrafang Dagger
Duration18.1 h
Weight6.00 oz
Cobrafang daggerDropped by Thalas — always
A Gem Holder
Weight0.80 oz
Gem holderIn the sarcophagus inside
7 Mahrdis

Dragons and a dragon lord share this stretch - the only tomb with real fire in the neighbourhood.

The gentlest way in of the seven: his entry portal stands open. Walk it.

1 Step 1

To find Mahrdis, walk out of Ankrahmun's eastern edge, along the shore — his tomb hides right by the city, under a pile of dark stones on the sand. Bring a shovel and dig it open.

2 Step 2

Climb down to the sixth level below ground — the ramps are easy to spot on each floor. At the bottom waits the coal-basin room with its mystic flame, but do not step onto the flame: walk behind it instead, down the stairs, and follow the map west on the floor below to the next stairs down.

3 Step 3

Two floors down now. Follow the long corridor — west along the wall, north up the great passage — all the way to the forcefield at its end, and step into it. This one is a friend: it carries you to the foot of the spiral tower.

4 Step 4

The forcefield sets you down at the spiral tower, and the way from here bounces across three floors. Do NOT step into the forcefield right beside where you land — it throws you out of the tomb.

1Walk east and round the tower base, through the level 75 gate of expertise, to the ramp.
2Spiral up the tower.
3At the top, walk north and take the ramp down.
4Straight north to the next ramp down.
5Follow the burning corridor round — north, east and south — to the portal at its end.
5 Step 5

The last corridor burns with purple fire, as below. Step into it and it takes 300 hitpoints — so move square by square, onto cold tiles only. And if fire blooms beneath you while you already stand on a cold square, it does nothing: hold still, let it pass, and step on. Do not rush.

6 Step 6

At the corridor's end stands Mahrdis' portal — open to anyone, no trial, no toll. Step through and you stand in his chamber: Mahrdis, flanked by 4 flamethrowers, 2 dragons and a dragon lord. The flamethrowers return fast — put them down first and keep clear ground to fight the dragons on.

7 Step 7

Kill Mahrdis, take the burning heart he always drops, spend it on the relic gate and claim the helmet ornament from the sarcophagus beyond — the forcefield right next to the sarcophagus then carries you straight out to the surface, part in hand. But carry the heart before you step on that gate: without it the tomb turns you away, as below — only one bearing the burning heart may enter. The bounce drops you back down by the tower, right beside the forcefield that leads out of the tomb — so the burning corridor must be walked again.

A Burning Heart
Duration18.1 h
Weight4.00 oz
Burning heartDropped by Mahrdis — always
A Helmet Ornament
Weight1.60 oz
Helmet ornamentIn the sarcophagus inside
8 Ashmunrah The Library Tomb

The strongest pharaoh of the eight, and he stands four steps from where his portal sets you down.

Ashmunrah drops no key and guards no piece - the eighth pharaoh guards the forge itself. In his chamber stand six levers: pull all six down and the mechanism yields, the seal breaks, and you are cast out of the tomb. The forge remembers you were here forever - like the seals, this is done once per character and never again.

1 Step 1

The eighth tomb hides in plain sight: inside Ankrahmun itself, beneath the city's own library. No shovel this time — walk in through the archway and take the way down.

2 Step 2

The way down winds through four floors of the old library, and ends in something no other tomb has: a maze whose walls cannot be seen. They show plainly on the maps below — and, mercifully, they burn red on your own minimap in game, so keep one eye on it as you thread through.

1Wind through the library halls to the stairs down.
2A short walk east to the next stairs.
3Follow the passage round — west, south, east — and back north to the stairs down.
4Round once more on the floor below, then east — and step into the forcefield at the end. This one is a friend.
5Do NOT re-enter the forcefield beside where you land — it throws you out. Pass the level 75 gate of expertise and thread the invisible maze south, exactly as drawn.
6Out of the maze, follow the corridor south and east to Ashmunrah's portal.
3 Step 3

The portal is open to anyone — and it sets you down four steps from Ashmunrah himself, the strongest pharaoh of the eight, so arrive ready to fight. He holds no quiet court: behemoths, packs of ghosts, magicthrowers, crypt shamblers and dworcs crowd the chamber with him. Around its walls stand six levers — and they answer only while Ashmunrah lies dead: try one while he breathes and it refuses you outright. So kill him first, then pull all six down. Each lever locks as it falls and stays down until the forcefield resets the mechanism, so a team does this one member at a time — and if he rises again mid-queue, he must fall again before the levers listen.

4 Step 4

With the sixth lever down, step into the forcefield at the chamber's southern end. The mechanism yields — THE SEAL IS BROKEN, as below — and the tomb casts you out where you first climbed in. That is no failure: the forge now remembers you, forever. Like the ancient seals, this is done once per character and never again. Step on the same forcefield with a lever still up and it tells you so and shoves you back into the room to finish the job.

The Forge of the Ancients
1Step 1

The forge hides deep in the northern desert, out at the barren edge past the tombs — the gate is a lone forcefield between two pillars, marked below. Walk it with all eight tombs behind you — the seven burial chambers and Ashmunrah's lever room, in any order — and it carries you inside. Step on it unready and it counts you out loud — "YOU HAVE WALKED x/8" — and names exactly which tombs you still owe. What it checks is passage, not possession: once you have walked a tomb it stays walked, and selling or losing a piece later can never close this door on you.

2Step 2

Beyond the gate lies the forge's own underworld — and passing the gate buys you two things at once: the way to your helmet, and the right to hunt Bonedemons, for this is the only place in the world they walk. The panels below lead the way; the forcefield beside where you land is the way out, open whenever you want it.

1Follow the passage north-east to the ladder and climb it.
2The floor above is Bonedemon ground — they crowd the whole cavern and return fast. Fight your way north to the stairs, or stay and hunt.
3Down the stairs waits the vault — the star marks the end of the quest, with the four treasure chests, one per helmet, ranged either side of it.
3Step 3

Bring all seven pieces to the vault, open the chest of your choosing, and the pieces fuse into that helmet on the spot. Choose with care — the forge serves each character once, for life.

A Helmet Adornement
Weight1.80 oz
A Helmet Piece
Weight2.60 oz
A Damaged Helmet
SlotHead
Armor5
Weight18.00 oz
A Left Horn
Weight1.40 oz
A Right Horn
Weight1.40 oz
A Gem Holder
Weight0.80 oz
A Helmet Ornament
Weight1.60 oz
A Sapphire Helmet Of The Ancients
SlotHead
Armor11
Magic Lvl+5
Weight27.60 oz
An Emerald Helmet Of The Ancients
SlotHead
Armor11
Physical Abs+7%
Weight27.60 oz
A Rose Helmet Of The Ancients
SlotHead
Armor11
Speed+40
Weight27.60 oz
A Ruby Helmet Of The Ancients
SlotHead
Armor11
Health Regen+2 / 1s
Mana Regen+2 / 1s
Weight27.60 oz
The forge answers each character exactly once, for life. The chest you open decides your helmet and nothing ever resets that choice. These helmets drop from no monster and are sold by no NPC — the only other way to hold one is to buy it from a player who ran the tombs themselves.
The four helmets — and the fifth

Four chests, one choice. Hover a helmet to see exactly what it carries — then pick the one your character actually lives by.

Sapphirefor the mage
A Sapphire Helmet Of The Ancients
SlotHead
Armor11
Magic Lvl+5
Weight27.60 oz
Emeraldfor the knight
An Emerald Helmet Of The Ancients
SlotHead
Armor11
Physical Abs+7%
Weight27.60 oz
Rosefor the runner
A Rose Helmet Of The Ancients
SlotHead
Armor11
Speed+40
Weight27.60 oz
Rubyfor the survivor
A Ruby Helmet Of The Ancients
SlotHead
Armor11
Health Regen+2 / 1s
Mana Regen+2 / 1s
Weight27.60 oz
A Prismatic Helmet Of The Ancients
SlotHead
Armor14
Magic Lvl+5
Speed+40
Physical Abs+7%
Health Regen+2 / 1s
Mana Regen+2 / 1s
Weight27.60 oz
The Prismatic Helmet of the Ancients

Bring all four coloured helmets to the anvil and they can be crafted into one masterwork carrying every bonus of all four at full strength. Since the forge gives each character a single helmet, the other three must be bought from players who earned their own. The prismatic helmet is, by design, the most social item on the server.