Fast Facts
Name:
Asheron's Call
Acronym:
AC
Developer:
Turbine
Publisher:
Turbine
Release Date:
11/02/1999
Country:
USA
Genre:
RPG
ESRB Rating:
Teen
AC Database > Quests > Academy Training Halls
Academy Training Halls
Retired
Common Name:Training Hall
Author:Trai
Contributors:Sundancer
Difficulty:Newbie
Maximum Level:5
Maximum Time:30
Minimum Level:1
Minimum Time:15
XP Reward:10,000
The Fall Festival was a magnificent display of culinary delights at the Abbey. Brother Thomas outdid himself this year with his duck-ala-grape. Feeling a bit overstuffed, I decided to take a short walk to work of the extra desserts. Walking about the grounds of Freemont Abbey, I spotted a strange glow coming from the vineyard, not wanting to disturb the revelers inside, I set out towards it. As I got closer, I saw that it was a bright swirling mass... A Portal! I had heard of these occurrences sprouting up randomly around the Isparian lands, but never thought I would ever see one myself. Feeling the draw of my faith and vows to protect the innocent, I scrawled out a quick note to Father Michaels, stuck it on a grape vine to be found later and took a leap of faith stepping into the portal.

Walkthrough

Walkthrough Step-By-Step Rewards Maps Portal Routes Contributors

WALKTHROUGH (Return to Top)

Preperation

Create your character and step into the portal.

You will find yourself standing on a little rock (aka, the "newb stone") and staring at a Welcome Letter with an Important Sign in front of you. The sign reads:

Welcome, traveler! Queen Elysa Strathelar's Guard presents this Training Academy as an introduction to your new world. The Greeter waits within for you.

To enter the Training Academy, use the ARROW KEYS to the left of the numeric keypad, or the keys surrounding the [S] key to move into the swirling PURPLE PORTAL.

The Training Academy portal has a level restriction of 1-5. Upon entering the portal, you will find yourself facing the Greeter.

Calling StoneGreeter tells you, "Hail, fellow Isparian! The kingdom is in danger, and we need more brave adventurers like you. But first, we must train you. Click on the Backpack in the lower right corner of your screen to open your Inventory. Click on the blue Calling Stone, and drag it to me."

You will find a blue Calling Stone in your inventory. Click and drag the Stone to the Greeter.

Greeter tells you, "Good! Now, double-click on the Application Form on my desk to pick it up and add it to your inventory. Then, click on it and drag it to me."

Turn to the right of the Greeter and you'll see the Application Form waiting on the desk. Select the Application Form either with your mouse or by tapping the [ ] keys until you see it highlighted on the lower right between the Dove Icon and the Backpack. Pick it up by pressing F and hand it to the Greeter.

Greeter tells you, "Now we can begin to train you. Here is the key to the Practice Area Doors. It will open another door besides just this one."

Greeter gives you Greeter's Key.

Greeter tells you, "To unlock the door, double-click on the key, then click on the door. Then, double-click on the door to open it. Look inside the next room for the next Guard!"

Follow the Greeter's instructions. The Practice Area door is to the East of the Greeter. The Guard is just beyond the Practice Area Door standing by a View Controls sign.

Guard tells you, "You will see signs like these in the Training Academy. Double-click on them to read them. Double-click on me again when you are done."

The View Controls sign reads,

You can hold down the RIGHT MOUSE BUTTON and drag your mouse to change your view.

On your NUMERIC KEYPAD, the [Keypad 0] Key resets your view, and the [Keypad .] key shifts to a first-person view.

The numeric keypad has many other camera controls - try them out! Remember to press [Keypad 0] to reset your view.

Dragging items from backpack into appropriate inventory slot. (Paper Doll also shown) As you follow the Guard's instructions to look around, you'll realize that there are a variety of rooms and items around you. If you explore to the North, you'll find a pair of Leather Gauntlets and an Apple, a tasty and mildly refreshing treat that will heal 4 points of your stamina.

To the South, you'll find Leather Leggings, a Leather Cap and scrap of parchment which upon reading you will realize are Orders to the Guard which was stamped with the sigle of the High Queen of Aluvia, Elysa Strathelar:

There have recently been strange portal disturbances near the nine Nexus Towns. Sages are still uncertain of their origin, for the magic bears a quality never encountere until now. We must do what we can to protect the most vulnerable among us, those who have just arrived and lack knowledge and protection in this world. I am tasking you to train these new arrivals. Give them the skills they need to survive here, for as long as the danger endures. Once stability returns to the Nexus Towns, I will recall you to rejoin your colleagues.

As you read the note, you realize suddenly that you'd do well to equip some of the armor that you've just found. You can do this by selecting the items within your backpack and either dragging the item into the appropriate inventory slot onto your paper doll. Alternatively, you can select the items and press "R" to automatically equip the armor if you're not already wearing something in the same inventory slot.

Now that you're more ready for whatever adventures you might encounter, begin heading East through the tunnel behind the Guard. At the end of this tunnel, you will find a double, wooden and unlocked door.

Going through the unlocked door, you'll find the author of most of the notes and documents which you've been reading, the Training Master. He's standing in a large room with rows of signs, another Guard and a multitude of Sparring Golems arrayed behind him.

Training Master tells you, "As you proceed through the Practice Area, warriors should read the signs on the left. Spellcasters should read the signs on the right. There are three chests filled with goodies hidden in this room--see if you can find them all!"

Move around the room and read the signs provided to you by the Training Master:


  Wielding Items
Dereth can be a dangerous place - you must learn how to defend yourself!

First, prepare for battle. Click on the backpack button to open your Inventory Panel. Drag a weapon (if you have one) from your inventory to the WEAPON SLOT, marked with a double-bladed axe.

If needed, you can also drag ammunition to the AMMO SLOT marked with an arrow.
Combat Bar
Click the button with a DOVE to enter Combat Mode, which displays the Combat Bar.

Select a target by CLICKING on it, or on its dot on the compass.

Finally, click on the appropriate ATTACK HEIGHT (low, medium, or high) to execute your attack.
Status Bars
The three bars at the top of the screen show your Health, Stamina and Mana (magical energy). Click on them to see their numeric values.

If you run out of stamina, your attacks will be weak. If you run out of health, you will die! Your target's health is displayed below its name in the bottom-right corner of the screen.

  Basics of Magic
If you are trained in any form of magic, you need to know how to cast spells.

To see what spells you have (if any), click the green triangle-button with a wand on it to open your spellbook.

To see what a spell does, APPRAISE IT with the magnifying glass, or just RIGHT-CLICK on it.
Spellcasting
To cast a spell, go to the Inventory Panel, and drag your wand onto your WEAPON SLOT.

Then click the dove icon to display the Spell casting Bar.

Select the spell you want from the spell casting bar, then select a target (if needed), then click the Cast button.

Try casting spells on yourself or on the Sparring Golems in this room!
Magic Tips
Watch the blue MANA bar at the top of the screen. If it runs out, you can't cast spells.

Casting a spell requires a spell casting foci and components--scarabs, and prismatic tapers. If these components are consumed by a spell, you can buy new ones in town.

The Guard is quick to reassure you that the Sparring Golems are harmless even as he assigns you a quick task.

Guard tells you, "These are harmless Sparring Golems. When you kill one, double-click on its body to see if it has a yellow Academy Token. If you find one, bring it to me!"

So working up the nerve to attack the golems shouldn't be that difficult.

Once you start fighting the Golems, you may realize that there are a few other options (not mentioned on the signs) which will help you gain fluidity in your combat skills.


W
A
R
R
I
O
R
Wielding Items
You can equip weapons by selecting them within your inventory and pressing [R].

Alternatively, you can drag an item from your inventory to a hotkey slot and just press the number to equip or unequip the weapon or ammo.
Combat Bar
If you don't want to use the mouse to go into combat, instead you can hit the [`] key (which is located just above the [TAB] key) while a weapon is equipped.

To adust attack height without using your mouse, use the keys above the arrow keys: [DELETE] attacks low, [END] attacks middle, and [PAGE DOWN] attacks high.

For a temporary boost in power/accuracy, you can hold down these height aim keys. Or to change your power/accuracy settings, you can slide the power/accuracy bar by using [INSERT] or [PAGE UP] buttons.
Status Bars
Running out of stamina not only weakens attacks, it also makes less evasive, prevents jumping and lowers run speed.

Still not convinced to watch your stamina? Then realize that Health gained from using a healing kit is reduced when your stamina is too low.

Running or fighting while overburdened, swinging a weapon, drawing a bow or being unsuccessful in evading an attack are all contributing factors to losing stamina.

M
A
G
I
C
Basics of Magic
Pressing [F5] will reveal your spellbook panel and where you can see a list of your learned spells provided you have spells learned and the correct schools and spell levels selected at the bottom of the panel.

Pressing [F9] will reveal your skills panel which will show your specialized, trained and untrained skills.

Instead of using the mouse to examine spells (or items), you can press [E] while any spell (or item) is selected to view detailed information.
Spellcasting
If you don't wish to use a mouse to select and cast a spell, you can go into combat and select a spell by using the [DELETE] button to scroll to the left on a spellbar and the [PAGE DOWN] button to scroll tho the right. Pressing [END] will cast the selected spell.

As you will see, there several spell bars (marked by the tabs at the top). You can scroll through these bars using [INSERT] to scroll to the left and [PAGE UP] to scroll to the right.

You can add spells to your spellbar by clicking and dragging spells from your spellbook to your spellbar. Or just click and drag them into different locations on your bars.
Magic Tips
Mana isn't the only pool you need to worry about as a mage! Mages do need to worry about Health and Stamina also. Without Health, you'll die and the spells "Stamina to Mana" and "Stamina to Health" are two of the most effective Health and Mana recovery spells available!

The fact is, the main activity of a Derethian mage could easily be described as constant dance of balancing the resource pools of self, friends and enemies!

While listening to and fighting the Sparring Golems, you'll find and loot an Academy Token. Take it back to the Guard and give it to him.

Academy TokenYou give Guard Academy Token.
Guard tells you, "Another success! Those creatures aren't overly difficult, so you wouldn't gain any experience for killing them. But here is a measure of how far you've come."
You are now level 2!
You have 1,004 experience points and 1 skill credit available to raise skills and attributes.
You've earned 1,000 experience.
Guard tells you, "You are now ready for your first quest! Go use your key to enter the passageway on the right side of the Practice Area. When you enter the Central Courtyard, look for the Senior Guard."

Before you head off to the Central Courtyard, be sure to scout around to find and loot the three chests of useful items. Usually, there are several potions, a healing kit and some light reading (written by the Training Master, of course!):

  • Combat and Spellcasting Guide
  • Guide to Raising Skills and Attributes
  • Guide to Healing

The doors to the Central Courtyard are on the South wall. They are locked. Use the Greeter's Key to open the doors. Proceed down the tunnel beyond the locked doors. Soon you'll arrive at an unlocked door. Go on through the unlocked door. To find a Senior Guard waiting to speak with you.

Senior Guard tells you, "Greetings! As you can see, we are still fortifying this area. We are still unprepared to give proper training drills, but you can do much to help us prepare the Academy for others! Feel free to explore this area--we have hidden chests filled with goodies for you to discover. Also, talk to the others who work here with me--they all enjoy meeting new arrivals and will have tasks for you. When you have finished those tasks, come back to see me--I would love to see your progress."

Heading South down the wall to your right, you'll soon encounter the Academy Foreman who is quick to ask for your assistance:

Academy Foreman tells you, "Help has arrived at last! Quickly, Carpenter Wasps have infested my woodpile! There are so many of them--could you help me clear out a few? They are here through this door beside me. If you bring me one of their wings to prove that you have taken some of them out, I will surely reward you."

A quick little jaunt through the door to your right while bearing West and North will bring you to a walled garden type area that is infested with Carpenter Wasps. The wasps hit significantly harder than the Golems did, so my recommendation for those without melee defense trained is to attack from a distance if you have that option.

Once you have exterminated and looted a wing from one of the wasps, return to the Foreman.

Wasp Wing You give Academy Foreman Carpenter Wasp Wing.
Academy Foreman tells you, "Thank you! You are surely doing your part to ensure that this Academy will thrive. Let me reward you with experience."
You are now level 3!
You have 3,006 experience points and 2 skill credits available to raise skills and attributes.
You've earned 2,000 experience.
Academy Foreman tells you, "You should now go visit the Academy Blacksmith--the Mosswarts have been stealing from him, and I'm sure he could use your help. Good luck with the rest of the Academy!"

Again, you will need to follow the nearest wall to the South. Turn right when the opportunity presents itself and you'll find yourself talking with the Academy Blacksmith about his lost Bellows.

Academy Blacksmith tells you, "Ah! The Academy Foreman must have sent you over to me. He's always had a good eye for capable folk."

Academy Blacksmith tells you, "Perhaps you could help me with these Thieving Mosswarts. They and their noxious kin have stolen my bellows! How can I contribute to building these fortifications if I do not have them? The last time I saw them, they were running towards the vegetable gardens. Retrieve my bellows for me, and I will reward you!"

As with the Carpenter Wasps, if you do not have Melee Defense trained while fighting the Thieving Mosswarts then you will likely prefer attacking from a distance. Kill Mosswarts until you loot a Bellows but before you return to the Academy Foreman, scout around for the chests hidden in the corner of the room. In one of the chests, you'll find an Official Warning from a Strathelar Guard:

Official WarningThe Arcanum has discovered portal disturbances near the 18 arrival points. In response our Queen has sent her Guards to fortify the Academy outposts of Shoushi, Holtburg and Yaraq. Also, She has charged the Arcanum to graft the levitation magics found in the Empyrean storehouses in Xarabuydun onto freshly carved obelisks.

It is hoped that the presence of these markers around the safest perimiters of these towns will to stabilize the shifting portal space in these areas; new arrivals should take care to remain within these boundries until they gain enough experience to brave the harsher wilds of Dereth.

Run on back to the Academy Blacksmith and return his Bellows as you digest this information.

BellowsYou give Academy Blacksmith Bellows.
Academy Blacksmith tells you, "My bellows! Thank you. Take this, with my thanks!"
You are now level 4!
You have 6,006 experience points and 3 skill credits available to raise skills and attributes.
You've earned 3,000 experience.
Academy Blacksmith tells you, "Furthermore, I believe you have proven yourself worthy of a weapons upgrade. This Oil of Rendering will help you achieve one."
BellowsAcademy Blacksmith gives you Oil of Rendering.
Academy Blacksmith tells you, "Now you should visit the Quartermaster's workshop and buy one of his Training Weapons. They will serve you well in your initial travels, and if you use this special oil on them,I guarantee you will enhance it."
Academy Blacksmith tells you, "The Quartermaster has locked himself away in his shop for some reason--he must be feeling shy today. Little does he know that I smithed a copy to his key, which I will give to you! You'll find his workshop across the courtyard from where you first entered."
Academy Blacksmith gives you Quartermasters's Workshop Key.
Academy Blacksmith tells you, "Good luck!"

Walk to the east until you see a locked door in the wall on your right. Use the Workshop Key on the door and enter the Quartermaster's Workshop.

Academy Quartermaster tells you, "If you are interested in making an Academy weapon, I recommend you buy a weapon you are specialized in. I also sell wands. Appraise the items in my inventory by right-clicking on them. Also, click on the green down button to scroll through my complete inventory. Buy items by double-clicking on them."
Academy Quartermaster tells you, "Good choice! Now, you can improve this item by pouring the Blacksmith's Oil of Rendering on it. Double-click on the Oil, then click on the item you just bought. Good luck!"

The Quartermaster has a variety of Training Weapons and a Wand available for a very low cost to you. Make a purchase appropriate to your skills then open up your inventory (click the Backpack icon or press [F12]). Double-click the Oil of Rendering then click the target icon on your newly purchased Weapon or Wand to transform it into an Academy Weapon or Wand.

As you pour the Oil of Rendering onto the Training Wand, it slowly deepens to a lustrous red.
Academy Quartermaster tells you, "Once you complete your Academy weapon, you should visit the Senior Guard."

Return to the Senior Guard and tell him about your adventures. Be sure to hand him your Academy Weapon so that he can inspect it.

Senior Guard tells you, "Goodness. You've vanquished the Carpenter Wasps AND the Mosswarts? You are unbeatable! Good job! Truly deserving of a weapons upgrade, in my mind. Have you taken the Blacksmith's Oil of Rendering to the Quartermaster's yet? Once you craft your Academy weapon, give it to me for inspection--I would like to oversee your further progress."
You give Senior Guard Academy Wand.
The Senior Guard smiles as he weighs it in his hands and slowly inspects its craftmanship.
Senior Guard tells you, "Congratulations! You have created one of the Academy weapons! Your progress has been excellent. You should keep this as a reward, for you have come far."
Senior Guard gives you Academy Wand.
Suddenly the Senior Guard's face turns grave, and he pauses a moment before speaking again.
Senior Guard tells you, "I have learned that the outer courtyard of the Academy has come under attack. The blast has weakened our defenses and caused a breach in the outer walls. There is no time to lose--the Sentry in that area has requested immediate help. I now give you permission to use the Portal to the Outer Courtyard. You must go to her aid!"

The time has come for you to use your training to possibly rescue someone! Equip your new weapon and run to the gated Outer Courtyard portal located to the East.

You'll find the Sentry kneeling behind your entry point in the middle of several devestated rooms. Talk with her and see if she can offer you any advice on how to help her with her troubles.

The Sentry senses your arrival and slowly struggles to her feet.
Sentry tells you, "You have arrived, at last. A devastating force of Hollow Minions just swept through the Outer Courtyard...who sent them, I know not. Whoever it was empowered them with an unspeakable strength...and I've now just received word that twelve of the Arrival Points have been completely destroyed. We can only be thankful that our Queen had the foresight to fortify this one. Please patrol the Outer Courtyard down the passageway. If you find anything of note, be sure to bring it back to me for inspection!"

Scout around to see if there is anything in the area which will be of assistance to you in your newest and, apparently, much more dangerous mission. Once you've looted anything that you may find useful, head straight South down the hallway. You will enter another courtyard which has been decimated, in the center is a burning tree. To the left of the tree you'll see your first Minion. (Do not go into the portal in the hallway leading Southwest.)

In the middle of the Southern wall.. just beyond the Minion, you will see where the Minions busted through the courtyard. Deal with the Minion and step through the wall. Follow the tunnel down and around, dealing with Minions as needed.

Eventually, you'll come into a cavern with another tunnel bored through the floor. Follow that tunnel down into the next room where you'll find Hollow Minion Invaders. Kill an Invader and loot it until you find a Crumpled Note.

Crumpled Note I need you elsewhere, Menacet. Delegate the subversion of the last remaining Arrival Points to one of your servants and visit me immediately. The next stage of the plan will soon be in place. With these attacks we have restricted the new blood from refreshing the Isparian public body. Soon we will deliver the death blow to the body that remains.

Do not increase the pressure on the Arrival Points yet. If our next venture succeeds, then it may be beneficial to keep potential new crops ripe for harvest.

-M

Return to the Sentry and see if the note is the information for which she is looking.

You give Sentry A Crumpled Note.
Sentry tells you, "What's this?"
As the Sentry struggles to read the tattered parchment in the failing light, a wild comprehension crossed with fear dawns across her face. She begins to mutter softly to herself.
Sentry tells you, "Martine's minions. We should have known...With his disappearance it was only a matter of time before his minions struck out on their own. We must endeavour to redouble our efforts against this new..."
The Sentry suddenly becomes aware of your presence once more and pulls herself together.
Sentry tells you, "You have helped us more than you can know. Take this last gift from us at the Academy--it will serve you well in your initial travels."
You are now level 5!
You have 11,060 experience points and 4 skill credits available to raise skills and attributes.
You've earned 5,000 experience.
Sentry gives you Academy Coat.
Sentry tells you, "Also, you should keep this. Save it for your records of these strange occurrances."
Sentry gives you A Crumpled Note.
Sentry tells you, "Now, you must leave here. There is nothing more that we can teach you here, yet so much that we must thank you for. Use the portal to the Shoushi West Outpost. Once you reach the town of Shoushi, seek out Oi-Tong Ye. He has tidings from the Dereth Exploration Society that will be of great use to you. Take care in your adventures, friend."

There is a portal to the SW from the Sentry. Take it and follow the Sentry's directions to the nearest member of the Dereth Exploration Society.


STEP BY STEP GUIDE (Return to Top)

1) Make your character and step into the swirling purple portal. Level restrictions are 1-5.
2) Pick up the Application Form on the desk. Give the Greeter your Calling Stone then the Application Form. Greeter will give you a key. Use the Greeter's Key on the Door to the East.
3) Grab the Leather Gauntlets, Leggings, Cap and the Orders to the Guard from the rooms around the Guard. Read the sign and head East down the hall and through the unlocked door.
4) Talk to the Training Master and the Guard. Read the signs around the room, find and loot the chests around the room. Follow the instructions of the signs and Sparring Golems to learn how to combat and loot creatures. You'll find an Academy Token to be given to the Guard so that you can achieve level 2!
5) Head to the locked metal doors on the south wall. Use the Greeter's Key to open them. Proceed down the tunnel to the next door and the Senior Guard waiting just beyond them. Talk to the Senior Guard.
6) Follow the wall to your right Southwards until you see the Academy Foreman. Take the door nearby to find Wasps. Fetch a wing back to the Foreman and you will receive level 3!
7) Follow the same wall southwards and make a right turn around the corner to solve the Academy Blacksmith's Mosswart problems. Fetch back his Bellows from the corpse of a Mosswart. You will achieve level 4 and receive Oil of Rendering and the Quartermasters's Workshop Key. (Scout around the Mosswart room a bit to find the hidden chest with the Official Warning parchment if you want.)
8) Head East from the Blacksmith and when you see locked metal doors heading South, use the Workshop key on them. Enter the workshop, purchase a Weapon. Use the Oil of Rendering on the Weapon to turn the weapon into an Academy Weapon.
9) Go North out of the workshop and return to the Senior Guard to let him examine your new weappn. He will return it to you and authorize you to use the Outer Courtyard Portal which lies to the East. Equip your new weapon and head on over.
10) Speak with the Sentry, then head South into the Courtyard with the burning tree. To the left/East of the tree, you'll see a Hollow Minions guarding a hole in the wall. Kill him and go down deep into the Minion tunnels. Find the Hollow Minion Invaders and recover the Crumpled Note.
11) Return to the Sentry and give her the Crumpled Note. She will give you an Academy Coat and give you directions to go out the portal to the nearest member of the Dereth Exploration Society.



REWARDS (Return to Top)

REWARD DESCRIPTION RESTRICTIONS
Academy Coat A randomly colored fur coat awarded by the Academy to those who complete their training. None
Academy Weapon or Wand Weapon or wand crafted in the Training Academy. None



MAPS (Return to Top)

DUNGEON NAME COORDS RESTRICTIONS
Holtburg West Training Academy (42.3N, 30.6E) Level 1-5
Holtburg South Training Academy (39.3N, 33.4E) Level 1-5
Shoushi West Training Academy (33.7S, 69.7E) Level 1-5
Shoushi Southeast Training Academy (36.7S, 76.0E) Level 1-5
Yaraq North Training Academy (18.7S, 1.7W) Level 1-5
Yaraq East Training Academy (21.5S, 1.3E) Level 1-5

PORTAL ROUTES (Return to Top)

DESTINATION ROUTE
Starter Towns Portal Routes
Holtburg Abandoned Mines (SUB)
Shoushi Abandoned Mines (SUB)
Yaraq Abandoned Mines (SUB)


CONTRIBUTORS (Return to Top)

PLAYER NAME SERVER CONTRIBUTION(S)
Trai Thistledown Research, Writing & Editing
Sundancer Leafcull Some Images, Quest Summary

*Quest Edited by Roewin August 23, 2004.

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