Look, let's be real for a second. The Helm of Urtkot quest in Hogwarts Legacy is basically one long, dark hallway filled with moths and disappointment if you don't know exactly where to stand. You’re sent into The Collector's Cave by Sirona Ryan’s friend Lodgok, a goblin who is surprisingly chill compared to Ranrok, but the tomb itself is a massive pain. Most players go in thinking it's a combat trial. It’s not. It is a logic test that uses the Lumos spell in ways that feel like you're herding magical flies through a wind tunnel.
I’ve run through this cave more times than I care to admit. The first time, I spent twenty minutes trying to jump to a ledge that wasn't reachable because I hadn't realized the moth pedestals could be moved with Depulso. It’s those little things that catch you out.
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Why Lodgok Wants the Helm
The whole reason you’re down in the dirt is political. Lodgok believes that returning this ancient goblin relic to Ranrok will stop the rebellion, or at least buy some influence. It's a bit of a "the enemy of my enemy is my friend" situation, though Sirona vouches for him. You meet him at the Hog's Head, follow him to the outskirts of Hogsmeade, and then you're on your own.
Goblins can't enter these tombs. It’s an "Ancestors only" kind of deal, which effectively means "Wizards only" since we're the ones with the wands.
Solving the First Few Helm of Urtkot Moth Puzzles
The mechanic is simple on paper. You find a moth, you cast Lumos to attract it, and you walk it over to a door. Simple, right?
The first door is a joke. One moth, right there in the hallway. You grab it, stick it in the door, and move on. But then the game decides to stop holding your hand. When you hit the second door, you need three moths. Two are in the room, but the third is tucked away behind some breakable doors. You’ll need Accio or just a basic cast to smash through.
Here is where people get stuck: the spinning pedestals.
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You’ll see these butterfly-shaped stands in the middle of the rooms. If you put a moth on one of these, you can hit it with Depulso to make it spin. This usually triggers a mechanical lift or moves a platform. Most players forget that once a moth is on a pedestal, it’s "occupied." You can't just leave it there if you need it for the final door. You have to timing-manage your Lumos casts so you’re never one moth short when you’re standing at the exit.
The Big Room Strategy
Eventually, you reach a cavernous area with a hanging crate. Use your basic cast to hit the hook holding the crate; it drops, smashes the floor, and opens a hole. Down you go. This leads into the final puzzle sequence which is the real "make or break" part of the Helm of Urtkot quest.
There’s a platform that rises when you spin the moth pedestal.
- Place a moth in the spinning mechanism.
- Stand on the elevator platform.
- Spam Depulso on the mechanism to go up.
- Grab the moth from the ledge up top.
It sounds straightforward, but the timing is tight. If you stop casting, the platform drops. It’s a bit of a frantic dance. Honestly, the physics in this cave are a little floaty, so don't be surprised if the moth doesn't "stick" to your wand immediately. Just keep Lumos active and move slowly.
The Inferi Fight and the Final Stretch
Just when you think you’re done with the bugs, the dead show up. Inferi are annoying. They take zero damage until they are on fire. You must have Incendio or Confringo equipped. If you don't, you're just hitting them with wet paper towels.
I usually start with a Confringo to light one up, then use Ancient Magic if I have the meter, just to clear the screen. Once they are burning, your regular spells work fine. Expelliarmus is useless here since they don't have weapons, so swap that out for Bombarda or Diffindo to maximize the damage while they're charred.
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After the fight, you finally reach the sarcophagus. And... it’s empty.
Standard RPG trope. A group of Ashwinders—Rookwood’s scouts—have already raided the place. You have to exit through the secret passage behind the tomb, which brings you out near the North Ford Bog.
Reclaiming the Helm from the Ashwinders
Lodgok stays behind while you go to a nearby bandit camp to get the Helm of Urtkot back. This part is actually much easier than the cave if you like combat. Or, if you're like me and prefer the "stealth is optional" approach, you can just fly over on your broom, drop a few Petrificus Totalus casts while under a Disillusionment charm, and call it a day.
There is a Forest Troll at the camp. Do not try to fight him and the scouts at the same time unless you’re really confident in your parry timing. I usually let the scouts engage the Troll first. They’ll do a decent job of chipping away at its health before they inevitably get smashed. Clean up the survivors, grab the helm from the chest in the big tent, and head back to Lodgok.
Avoiding Common Quest Bugs
There have been reports since the last few patches of moths not spawning or the pedestal getting stuck. If this happens, do not keep trying. It won't fix itself.
- Save your game immediately.
- Reload the manual save.
- If that fails, leave the cave entirely and fly to Hogsmeade, then fly back.
This resets the cell's assets. It’s a pain, but it's better than being soft-locked in a dark hole with a bunch of digital insects. Also, make sure you aren't in combat mode when trying to lure moths; sometimes the "aggro" state prevents the Lumos interaction from triggering properly.
The quest ends with you handing the helm to Lodgok. He’s grateful, you get a chunk of XP, and the main story progresses. You don't actually get to wear the helm—which is a shame because it looks way cooler than most of the glasses and hats you find in random chests—but the relationship you build with Lodgok is vital for the late-game missions involving the giant drills.
Practical Steps for Success
To wrap this up and get you through the tomb as fast as possible, follow this specific order of operations. First, ensure your spell set includes Lumos, Depulso, Confringo, and Accio. You will be swapping these constantly. Second, when you reach the room with the rising platform, always place the "extra" moth on the side pedestal first so you have a backup if you fall. Finally, when fighting the Inferi at the end, stay near the entrance of the room. It bottlenecks them so you don't get surrounded in the dark.
Once the helm is back with Lodgok, check your gear. The Ashwinder camp often spawns high-tier loot in the secondary chests, and you’ll want that extra defense for the upcoming trials. You've finished one of the more tedious puzzles in the game, so take the win and head back to the Room of Requirement to identify whatever loot you snagged from those bandits.