The Sword Tombs
What it is
A rare buried gallery of the Marchkeepers. A broken stone arch marks the stair down. At the bottom waits the Buried Keeper, a blindfolded stone effigy with a long bound sword.
How to get it
Search meadows, windswept hills, windswept gravelly hills, plains and snowy plains. The inside is protected: you can’t dig through or break the gallery, duel chamber or burial room.
How to use it
The two gates
Use an Intent Gate while holding an Aura weapon. The outer gate needs Flow; the inner gate needs Edge. Each gate shows two or three marks for its stage. One qualified player opens it for the whole party. Gallery chests hold modest supplies.
Wake the keeper
At the far end, clear the centre of the chamber and use the Keeper Reliquary while holding a weapon, at Edge or higher. One keeper at a time. It won’t wake on Peaceful.

The keeper fights with plain sword strokes, no magic. It has 160 health and 8 armour, and its boss bar names each move and the answer. It opens with the drill it was taught: a broad sweep, a straight thrust, then its forward guard. After that it picks its blows from what suits where you stand, and never throws the same one twice running.
| Move | How to spot it | What to do |
|---|---|---|
| Broad sweep | Blade held out to its side, stone dust scuffing its front | Leave its front, flank it, or get more than 5 blocks away. |
| Straight thrust | Blade lined up down a narrow lane, dust scuffing the lane | Step sideways. The lane is only 1.5 blocks wide, but it reaches 7. |
| Forward guard | Blade braced across its body | Blows to its front barely land. Hit its side or back, wait it out, or break it with an axe from the front. |
| Heel-turn | Blade trailed low with sparks, a ring marking its reach | Used when you get behind it. One full turn at ankle height, about 4 blocks out. Jump the blade. |
| Listening | Stands still with a hand to its blindfold, sculk clicking | Stand still or sneak. Any footfall, hop or blow on it gives you away. |
| Leaping on what it heard | A crouch, its landing marked and following you until the last moment | Leave the marked spot. Its blade sticks fast in the floor after. |
| Hands of the buried | Kneels with the blade plunged in the ground | Hands burst up under each player in 3 waves, each spot marked a moment first with grave dust and a wisp. Whoever is caught is slowed and lifted. Keep moving. It favours this when you keep far off. |
| Charging | Blade held crosswise, stamping, its lane scuffed | It runs about 12 blocks down the lane and shoves hard. Step aside, or stand before a wall and step aside late so it runs into the wall. |
| The keeper’s rite | Once, at half health: it kneels and a ring of soul fire draws in | Back away. It takes only half while it kneels, then throws back everyone within 6 blocks. |
The sweep and the thrust wind up for 1.8 seconds and lock their direction before they land. Walls block them. Each has its own wind-up sound.
Openings. These are your times to strike:
| Opening | When | It takes |
|---|---|---|
| Recovering | After a sweep, a thrust, a heel-turn or a charge that ran out | A quarter more |
| Guard broken | An axe broke its guard from the front | A quarter more, for longer |
| At a loss | It listened and heard nothing | Half again as much |
| Stuck in the wall | Its charge ran into a wall | Half again as much |
It also takes a quarter more the whole time it kneels for the hands, and all through a leap, best of all while its blade is stuck in the floor after.
Roused. After its rite the keeper fights on roused, and its bar turns red:
- Shorter rests between blows, and its sweeps and thrusts wind up in 1.2 seconds.
- A sweep runs straight into a thrust, quicker still.
- A leap runs into a heel-turn.
- A charge that runs out turns into a sweep.
- The hands come in 4 waves.
The keeper stays in its chamber and is put back if it strays. If it has no target for about ten seconds, it heals to full, calms down and starts its drill over.
The reward
When the keeper falls, each player who took part can use the reliquary once to claim:
- two different technique scrolls,
- three Aura Shards,
- The Keeper’s Testament, a three-page book.
Once the keeper is hurt by a player, any living survival player in the arena counts as taking part, healers included. Arriving after the fight does not count. Each tomb is cleared once.

Tips and counterplay
- Watch the blade, not the body: held out to the side means sweep, lined up means thrust, trailed low means it’s about to turn.
- When its hand goes to its blindfold, freeze or sneak. If it hears nothing, it’s left wide open.
- Fight near a wall. A charge that runs into it leaves the keeper stuck fast.
- Bring an axe to break its guard from the front.
- Aura Shards from the reward forge the Bulwark Maul and Skyrend Glaive.
Server settings
aura_world.sword_tombs turns new tombs, gates and the reliquary on or off. Existing blocks stay. New tombs only appear in
newly generated land.
Related: The Marchkeeper Battlefields · The Sleeping Blade · Aura