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Exploration and secrets

Hidden hunts, keepers and sealed arenas

Discover three hidden NPCs, complete their access missions and solve the magical entrances to the hidden arenas.

Reborn rules reference · Reviewed 18 October 2026

Follow the signs

The public-arena signs near Ankhramun, Venore and Agniter point toward secluded discoveries in the original world. Read the discovery sign to reach a concealed keeper’s chamber. The keeper is hidden; there is no public NPC standing beside the arena lever to bypass the search.

Each sign preserves a phrase. Say it to the keeper to accept their mission. You must already have the first three public oaths, through Agniter, and meet the region’s level requirement.

The three access missions

Region / keeperAccess levelMission objectives
Sepulchre of the First Sun · Serekh the Unremembered100 area gate; effectively 120 after Agniter100 Ancient Scarabs + 225 Mummies
Stillwinter Reliquary · Eira of the Last Thaw140150 Frost Giants + 50 Frost Dragon Hatchlings
Cinderwake Hollow · Namar the Ash Listener180100 Dragon Lords + 225 Fire Elementals
  1. Accept the mission before hunting. Ask mission or task to check your progress.
  2. Kill the required wild creatures outside all three hidden hunting regions. Summons do not count.
  3. These missions do not automatically share party kill credit. Ordinary Tasks have different party rules.
  4. Return and say report after both objectives are complete. This permanently unlocks passage for that character without a reporting fee.
  5. Ask for passage or travel, then confirm. Each trip costs 10,000 gold, including later visits. Leave combat before travelling.

Hunting and the sealed arena

First Sun map preview: explore the hunting ground and read the ritual inscription.
First Sun map preview: explore the hunting ground and read the ritual inscription. Click to enlarge.
Cinderwake map preview: the hidden hunt is reached through Namar’s passage.
Cinderwake map preview: the hidden hunt is reached through Namar’s passage. Click to enlarge.

First Sun’s buried halls host Bonebeasts, Ancient Scarabs and Mummies. Stillwinter holds Frost Giants, Frost Dragon Hatchlings and Frost Dragons. Cinderwake brings Dragon Lords, Lesser Hellhounds and Fire Elementals.

Read the inscription at the hunting arrival. Use the three surrounding runes in the stated order, gather on the four positions south of the seal, and use it within one minute. The hidden arenas are sealed rooms reached by this ritual; there is no ordinary door, stair or hole into them. Bring 1–4 eligible players for the arena.

The return stone beside the hunting arrival takes you back to town when out of combat. The keeper’s chamber also has a return stone.

Stillwinter hunting terrain around the ritual arrival
Stillwinter’s ritual belongs to the hunting ground’s exploration. Map preview rendered from the game map and client sprites; click to enlarge.

Hidden trial fees

Hidden arenaLevelArena fee per player
Sepulchre of the First Sun Arena10050,000 gold
Stillwinter Reliquary Arena14070,000 gold
Cinderwake Hollow Arena18090,000 gold

These fees are separate from the 10,000-gold keeper journey. Hidden trials share the 15-minute fight limit, 30-minute entry cooldown, one-character-per-account rule and one-minute loot window of the public arenas.

Titles and fishing unlocks

First clears grant the account titles Keeper of the First Sun, The Unthawed and Voice Beneath the Ash. Complete all three for Keeper of the Unseen. Arena completion also unlocks that region’s special fishing, subject to fishing skill 50 and its level gate. The three fish support the special-food economy.

Optional discovery solutions

Reveal keeper locations, phrases and rune sequences
KeeperWhere to beginPhraseRune order
SerekhFollow the weathered notice near the Ankhramun trial to the secluded signthe sun remembersWest → North → East
EiraFollow the weathered notice near the Venore trial to the secluded signice remembers warmthNorth → East → West
NamarFollow the weathered notice near the Agniter trial to the secluded signash remembers the tideEast → West → North

Read the sign, then speak its phrase inside the keeper’s chamber. Rune directions refer to the ritual around the hunting arrival, not the original town.

Boss waves in order

Three themed waves use existing world bosses and monster groups. Kill the boss and all remaining monsters, including surviving summons, to advance. Waves are separated by 5 seconds and share one 15-minute limit. The listed fee is paid once per player; no extra wave charges. Boss health scales with party size; support counts are fixed. Creatures retain their normal experience and loot tables; equipment dropped in these story arenas is capped at T4. Native pinnacle encounters outside these arenas can award T5. Every wave boss has an existing rare-drop table; rare items are chance-based, not guaranteed. Necropharus can drop boots of haste, Demodras can drop dragon scale mail, and Arch Warlock can drop magic plate armor. Normal server loot modifiers apply. Oath completion rewards unlock only after the last full wave; then you have one minute to loot.

TrialWave 1Wave 2Wave 3
Sepulchre of the First Sun ArenaBuried excavation: Dwarven Earthshaker + 3 x Dwarf Guard, 2 x Dwarf GeomancerPriestly vigil: Dipthrah + 3 x Mummy, 2 x BonebeastThe sealed dynasty: Ashmunrah + 2 x Ancient Scarab, 2 x Bonebeast
Stillwinter Reliquary ArenaWinter hunt: Amarok the Celestial Huntress + 3 x Frost Giant, 2 x Frost Dragon HatchlingFrozen honour guard: Paragon Knight + 2 x Frost Giant, 3 x Frost Dragon HatchlingFrozen arcanum: Arch Warlock + 1 x Frost Dragon, 2 x Frost Giant
Cinderwake Hollow ArenaCinder pack: Demodras + 3 x Fire Elemental, 2 x Lesser HellhoundWyrm procession: Elder Infernal Wyrm + 2 x Dragon Lord, 2 x Lesser HellhoundThe oath beneath the ash: Demon Lord + 1 x Dragon Lord, 2 x Lesser Hellhound, 2 x Fire Elemental