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 > A Call to Arms
A Call to Arms
repeatable
Common Name:Assault Weapons
Author:Aesa
Contributors:Optim Shi,
Dotcher, Allen Grey
Difficulty:Medium
Minimum Level:15
XP Reward:50,000
Introduced During:Crests of a Turbulent Sea

After a brief respite, the Virindi-modified Tumeroks have returned in force to the island of Dereth. Free of their Virindi masters, and allied with the Gotrok rebels of the Lugians, the Tumeroks are eager to form a kingdom for themselves. Unfortunately, these Tumeroks, under the leadership of Hea Amaltah, want to carve it out of Isparan held lands, starting with Dryreach!

In preparation for their plans of conquest, Hea Amaltah sent messages to the six clans and mustered them into training camps near the Aluvian walled city. Once all is in readiness, they plan to move against the Dryreach and begin their dreams of empire.

Fortunately, this has not all gone unnoticed. Military liaisons in the three Isparan capitals of Hebian-to, Cragstone, and Zaikhal are looking for volunteers to counter the Tumerok threat. Their intelligence reports on the Tumeroks are summarized in A Call to Arms, purchasable for a small fee from the capital town barkeeps. The military officers are gladly rewarding those adventurers who return with captured banners of the Tumerok clans. While the rewards are diverse, in exchange for the highest banners, the officers will give a legendary Assault Weapon. A weapon fashioned specifically to end the Tumerok menace.

Walkthrough

Starting Out

In your search for an assault weapon the other nice rewards available from the officers, you will travel to one or more training grounds infested with Virindi-altered Tumeroks.

  • Monsters. Only Tumeroks infest their training grounds. Inside, you will face Tumerok Standard Bearers, Tumerok Lieutenants, Tumerok Majors, Tumerok Commanders, and Tumerok Controllers. Though their appearance and banners will vary from training ground to training ground, all Tumerok statistics are identical regardless of clan. [Note: Tumeroks with the same names exist outside of the training grounds, but these surface Tumeroks are of much higher level and do not drop banner components]
  • Weapons. Tumeroks are equally vulnerable to all weapons. Use of Assault weapons are recommended because of the “slayer” property. Of course this is the quest to get such a weapon. But once you have it, the weapon is ideal if you desire any other banner rewards.
  • Protections. Tumeroks use all manner of melee and ranged weapons (though the most common is the pierce-only banner-spear). They also cast occasional war spells. Therefore, it is recommended that you have all protections. However, pierce, followed by slash and bludgeon protections are most important. [Note: Tumeroks of the Serpent and Falcon Clans do not cast spells]

Creating the banners:

Banners are created through the combination of two or three components: a banner, a haft, and possibly a banner top. A banner & haft can be turned in without a top, but the reward is only experience and is far less than would otherwise be received. Given all combinations, there are six possible three-component banner types per clan.

- Banners come in one type per clan (i.e. one for the Shreth Clan, one for the Reedshark Clan, etc.) They are not interchangeable outside of the clan.

- Hafts come in two styles: lesser and greater. These will vary in name depending upon the clan they belong to. Each kind of haft can be used by two different clans (Serpent and Falcon, Shreth and Reedshark, Gromnie and Mask) but will not be interchangeable with the other four.

- Tops come in three varieties: spear-head, symbol, and crest. A Spear-head top will convert the banner into a useable spear. This version has the lowest level of reward when turned in. A Symbol top will convert the banner into a magic staff with two spells on it (spells vary by clan and haft version). This is the medium level of reward for turn-in. A Crest top will create a banner with no practical purpose other than to be turned in. Once turned in, it will yield an assault weapon (exception: a Hafted Falcon Banner with Crest yields 10 High Stakes Gambling Tokens).


Note: All banners completed and incomplete are no-give/no-drop. Hafts, banner tops, and Assault Weapons are givable and droppable.

What Tumerok Carries what Banner Component

Banners – Tumerok Standard Bearers (L26)
Lesser Banner Hafts – Tumerok Lieutenants (L44)
Greater Banner Hafts – Tumerok Majors (L44)
Spear-heads – Tumerok Commanders (L53)
Symbols – Tumerok Commanders (L53)
Crests – Tumerok Controllers (L53)

Turn-in Locations & Assault Weapons

Tumerok Banners can be turned in to any one of three officers located in the three capital cities. They give the same rewards and the same assault weapons. However, if you are turning a banner in for a Gem of Worth (Casino Recall) or for Gambling Tokens, be aware that the gem and/or tokens will be for that officer’s specific casino. [For example, Ufet will give Gharu’ndim Casino Recall Gems and Gharu’ndim High Stakes Gambling Tokens.]

Shosa Kiroji Matanui (39.2 S, 83.2 E - Hebian-to)
Lieutenant Kenneth (25.8 N, 49.1 E - Cragstone)
Ufet, Prophet of Blades (13.9 N, 0.7 E - Zaikhal)

Note: Uncombined banners may also be turned in to Jordan ibn’Ikia (13.2N 0.3E) in Zaikhal for a wall hanging for your house.

To create an assault weapon, look at the following clan below:

Atlatl – Mask Clan
Axe – Reedshark Clan
Bow – Gromnie Clan
Cestus – Serpent Clan
Crossbow – Reedshark Clan
Dirk – Shreth Clan
Mace – Shreth Clan
Orb – Falcon Clan
Spear – Gromnie Clan
Staff – Mask Clan
Sword – Serpent Clan

The Serpent Clan

The Serpent Clan was traditionally one of the weakest of the Tumerok Clans. Though its members are now equal in level to the other clans, they still do not cast spells. The Serpent Clan Training Camp (1.0S 70.0E) is best reached by going to the Rithwic Settlement Portals (8.7N 60.9E) and using the Siege Road Settlement Portal (0.4S 68.2E). [Note: Do not accidentally take the similarly named Siege Road Villas Portal]. The drop room inside the training grounds is safe for buffing.

The layout of the training area is generally with the lowest level tumeroks (Standard Bearers) near the start, and the highest level tumeroks (Controllers) at the end. The dungeon is fairly linear and can be navigated fairly easily. What follows, however, are general directions for traversing it:

From the entry room, head north and down. The hallway will wind generally north and east until you come to a large open room with a meeting hall in the center filled with Standard Bearers. On the east side of the room is an exit. This will shortly lead you to a door. Go through the door, following the hall north, then east, then south. The hallway will now Y. It is actually a large loop. This area is filled predominantly with Standard Bearers and Lieutenants, though there are some Majors in the more southwestern portion of the hallways. To pass through the area, take either branch, but keep heading south where possible and east if you cannot go south. The hallways will eventually link back up as you continue south, and you will enter a small room with exits on the east and west sides. This is a second, smaller loop. Taking either way, look for a side hallway heading south and down.

You are now entering the area of the training area predominantly defended by Majors and Commanders. At the bottom of the ramp, the hall will turn east. From here just follow the hallway. It will head generally northwards. After a long distance, the hall will turn westwards and you will come to a 4-way intersection with straight ahead (West) leading down a ramp.

This area is the easiest to get turned around in. If you head West (and down) you will enter a small loop occupied by Commanders and a few Controllers. The hall will turn south, then east, and finally back north where you will encounter a ramp up (and the end of the loop). This ramp up is just down the hall to the south of the ramp you took down. From the original 4-way intersection, heading east or west will also put you on a small loop.

To proceed to the next part of the dungeon from the 4-way intersection turn right (south) and then take an immediate right again (East). This hall will lead you up a ramp. From here on, the hallway is one way. A short distance along it you will find A Note on the ground, written by Hea Amaltah.

Hear me, Serpent Clan: Your efforts are not forgotten, and you are needed by those who call you brother. Atua ngamaru has abandoned us, and it is time we carve a homeland for ourselves and take what is ours. We shall need your knowledge, your cunning, and your bite. You shall be exalted among us as brothers and heroes. Gather with us near the Isparian settlement of Dryreach. We train there for our conquest.
This portion of the training grounds is almost exclusively Controllers, though you may encounter a few Commanders and Majors. The exit portal is located at the southeast corner of the final room.

Note: Serpent hafts are interchangeable with Falcon hafts.

Banner Haft Top Resulting Item Reward


Serpent Banner
None 5,000xp

Banner Haft

None
Hafted Serpent Banner
7,500xp
Spear-Head
Hafted Serpent Spear
Gem of Worth
7,500xp
Symbol

Hafted Serpent Banner with Symbol
Gem of Worth
7,500xp
Crest
Hafted Serpent Banner with Crest
Assault Cestus
15,000xp



Reinforced Banner Haft
None
Reinforced Serpent Banner
10,000xp
Spear-Head
Reinforced Serpent Spear
2x Gem of Worth
10,000xp
Symbol
Reinforced Serpent Banner with Symbol
2x Gem of Worth
10,000xp
Crest
Reinforced Serpent Banner with Crest
Assault Sword
20,000xp

The Falcon Clan

The Falcon Clan is similar to the Serpent Clan in that they do not cast magic spells. The Falcon Clan Training Camp (2.0N 75.0E) is easiest reached by way of the Eastham Housing Portals (17.5N 61.5E) utilizing the Dryreach Beach Manors Portal (3.9S 76.E).

The layout of the training area is generally with the lowest level tumeroks (Standard Bearers) near the start, and the highest level tumeroks (Controllers) at the end. The dungeon is fairly linear and can be navigated fairly easily. What follows, however, are general directions for traversing it:

From the entry point, take the exit to the west and follow the hallway south. This will lead you to a patchwork of linked alcoves defended by Standard Bearers. The exit hallway is in the southeastern room. This hall will turn south, lead you down a ramp, and then twist a few times until you finally turn west and enter a large room. The exit is on the southwestern side of the chamber. At this point you will begin encountering Lieutenants as well. The path will curve south and then back west, leading you into a green-hued room with six large pillars in the center. There are two exits: one on the northwest side of the room, the other on the southwest. Both lead to the same place. Therefore, take either path and look for a branching hallway leading west and down.

Shortly after descending the ramp, you will enter another large chamber. This one is two-leveled with a ramp to your west leading down to the lower portion. Head down the ramp and continue north to the exit near the northwest corner of the room. This hallway will twist around until you are oriented northeast. After a short distance it will lead you into a confusing labyrinth of interconnecting, twisting hallways guarded by Standard Bearers, Lieutenants, and Majors. The way through is to, whenever possible, head northeast. You will know you are through the madness when you find a ramp leading down. After twisting south, the hall will turn east and lead you past a collection of alcoves on the left and right. Keep heading east and you will soon come to a fourth large chamber guarded by Commanders and a few Controllers. In the room, head south and then turn east to find the exit door. But also look up; you will see a large ledge. That is where the Controllers jumped down from; you will be there soon enough!

Departing the room, the hallway will lead up a ramp. At the 4-way intersection, turn east. Fight past the Majors and Commanders and follow the hall as it twists north and then after a while back west and south. Go right at the Y-intersection (left is just a small alcove), through two more alcoves and then up a pair of ramps. This will lead you onto the ledge overlooking the large chamber you left a short time before. On the edge of the ledge you will find A Note that was written to the Falcon Clan by Hea Amaltah.

My brothers, sharpen your claws and make ready your positions, for we who were once beneath the shroud of atua ngamaru have found allies. They have pledged to give assistance to us as we claim a homeland in our name. Our banners will rise alongside the breadth of all the Tonk! Now, make ready, and train our forces near the Isparian city of Dryreach. When we are prepared, we will siege the city and claim the land for our own.
The exit to the ledge is on the far (east) side of the room. At this point you encounter only Controllers. The hall will twist and turn south, leading finally to the exit portal.

Note: Falcon hafts are interchangeable with Serpent hafts.

Banner Haft Top Resulting Item Reward


Falcon Banner
None 5,000xp


Banner Haft
None
Hafted Falcon Banner
7,500xp

Spear-Head


Hafted Falcon Spear
Gem of Worth
7,500xp
Symbol

Hafted Falcon Banner with Symbol
Gem of Worth
7,500xp
Crest

Hafted Falcon Banner with Crest
10x High Stakes Gambling Tokens
15,000xp


Reinforced Banner Haft
None

Reinforced Falcon Banner
10,000xp
Spear-Head Reinforced Falcon Spear 2x Gem of Worth
10,000xp
Symbol

Reinforced Falcon Banner with Symbol
2x Gem of Worth
10,000xp
Crest

Reinforced Falcon Banner with Crest
Assault Orb
20,000xp

The Shreth Clan

The redoubtable Shreth Clan can be found in the depths of the Shreth Clan Training Camp (5.0S 68.0E). They are easiest reached by heading to the Lytelthorpe Housing Portals (2.2N 50.4E) and taking the River Bend Cottages (3.1S 64.8E). The entry point of the training grounds is safe.

The layout of the training area is generally with the lowest level tumeroks (Standard Bearers) near the start, and the highest level tumeroks (Controllers) at the end. The dungeon is fairly linear and can be navigated fairly easily. What follows, however, are general directions for traversing it:

From the entry room, exit to the east. Follow the winding path as it winds generally north and east. This will eventually lead to a labyrinth of twisting hallways defended by Standard Bearers. The exit is through a hall to the southeast. This hall will wind generally south until you finally come to a small room with an exit to the east. Heading through this, you will find yourself heading over a bridge. If you are daring, you can jump off and skip a large portion of the dungeon (see below). But of course, if you do so you will miss a great many chances for banner components to drop. Once across the bridge, the hallway will again turn south. In this portion of the training area you will continue to encounter Standard Bearers and also meet Lieutenants. Excluding the occasional small side room, the path is completely one way. Finally, after a good distance, it will turn north and open onto a large, roughly L-shaped room.

Depart the L-shaped room through a hall on the east side. This path will shortly Y. From here, if you head northward, you will enter a labyrinth filled with Majors and one Commander and one Controller. However, it is a dead end. The way through the training grounds is to head south and east. You will know you are on the right track if the hallway turns south before leading down a series of three ramps. This portion of the dungeon is defended by Lieutenants and Majors and is all one way. After a time, you will be running south past a series of small alcoves on the left and right. Take the last alcove on the west and you will realize it is actually a hallway heading down.

At this point you will be facing Commanders in addition to the Majors and Lieutenants. This portion has a loop in which it is easy to get lost in. Basically you will know you are on the loop if you head down a ramp. To get through proceed as follows: the hallway will head east for a long distance until you come to a 4-way intersection. Take the left (North) branch. At the next 4-way, turn right (East). This hallway will after a short time open up into a large open chamber. If you look up, you will notice the bridge you passed over near the beginning.

The exit to the chamber is on the north end of the room. This area is another loop with the exit on the far side. Basically, just head west where possible. When you find a hallway leading westward and down a ramp you will be past the loop. This ramp down will end in a T-intersection with both the left and the right leading down another ramp. This is yet another loop, defended by Majors and Commanders. The quickest way through is to take either direction. The path will eventually turn back eastward. Once it does, follow the path as it winds around, keeping an eye out for a four-way intersection (depending on the direction you came from, you will be running either north or south). At the intersection, turn West. This leads to the final portion of the dungeon. You will begin facing a large number of Controllers and the ground will be littered with A Note from Hea Amaltah.

The time of our emancipation is at hand! Call the Tonk, young and old, to rally beneath your Shreth banner, and join your brothers as we throw off the yoke of oppression and forge a new homeland. Gather your forces near besieged Dryreach, for there we shall train a vast horde to march against our enemies.
At the westernmost end of the hall, you will find a final room with an exit portal in it.

Note: Shreth hafts are interchangeable with Reedshark hafts.

Banner Haft Top Resulting Item Reward


Shreth Banner

None

5,000xp


Sturdy Banner Haft
None

Hafted Shreth Banner
7,500xp
Spear-Head

Hafted Shreth Spear
Gem of Worth
7,500xp
Symbol

Hafted Shreth Banner with Symbol
Gem of Worth
7,500xp
Crest
Hafted Shreth Banner with Crest
Assault Dirk
15,000xp


Plated Banner Haft
None
Reinforced Shreth Banner
10,000xp
Spear-Head
Reinforced Shreth Spear
2x Gem of Worth
10,000xp
Symbol
Reinforced Shreth Banner with Symbol
2x Gem of Worth
10,000xp
Crest
Reinforced Shreth Banner with Crest
Assault Mace
20,000xp

The Reedshark Clan

Peers of the Shreth, the Reedshark Clan are also readying themselves inside their Reedshark Training Camp (13.0S 68.0E). The quickest way to reach them is by going to the Yanshi Settlement Portals (10.3S 45.7E) and heading to the Crescent Lake Cottages (14.4S 66.4E).

The layout of the training area is generally with the lowest level tumeroks (Standard Bearers) near the start, and the highest level tumeroks (Controllers) at the end. The dungeon is fairly linear and can be navigated fairly easily. What follows, however, are general directions for traversing it:

From the entrance, follow the hallway north, past a small loop, then west and down a ramp. The hallway will then open up on a chamber defended by a handful of Standard Bearers. Dispatch them and continue through the exit hallway on the west side of the room. This will lead you down a ramp, turn north, and down a second ramp. After passing through a pair of alcoves, the path will lead west and then twist gradually back north and east. The hall will then lead through a second pair of alcoves and twist southeast before curving sharply west to a 4-way intersection. Go left (South) and the hallway will run down two more ramps before opening on a second chamber filled with grumpy Lieutenants and Majors. To get to the room’s exit, head west and then north. The exit will be near the northwest corner.

This hallway will wind north and west and then lead past a collection of alcoves on left and right. Past the alcoves, the hallway will run up a ramp and then turn south, leading you to a labyrinth. This portion of the camp is filled with twisting and interconnected hallways guarded by Standard Bearers, Lieutenants, and Majors. To pass through, run southwest whenever possible. If you persist in this you will soon find yourself exiting the maddening halls into a third large chamber. At this point, you will begin meeting Commanders as well. Clear the room and head south. Near the south end of the room, you will see that the chamber is actually made of two levels with a ramp leading up. Use the ramp and look for the exit near the southeast corner of the room.

The hallway will soon lead you up a ramp to a Y-intersection. Head left (Northeast) and follow the hallway as it turns until it orients you back south. You will then shortly hit a grid of hallways running north-south and east-west. The exit hallway is in the southeast part of the grid (though it actually leads you north). Once you are past the grid, you will begin encountering Controllers in addition to Majors and Commanders. The hall will open up onto yet another large chamber. The exit is on the far eastern side of the room. Once through, you will hit angled intersection. Head south and then east into a large room. Again, the exit is on the far side.

Once you enter the hallway, you will hit a 4-way intersection. Turn left (North) and up a ramp into the final portion of the camp. This region is almost exclusively occupied by Controllers, though you may find a few Commanders as well. It is actually a grid of interconnecting alcoves. As you battle the tumeroks here, you may notice A Note from Hea Amaltah, on the ground.

Lurkers, I call upon you now to band together with your brother clans and seek freedom from atua ngamaru. We have been given a chance at freedom, a chance to build a new homeland free from our old masters and the outdated traditions of our old world. Rally your commanders and your warriors, gather them beneath your banner, and convene with us in the brushlands near besieged Dryreach. There we shall unite our people, and train a vast horde to carve out our freedom.
To find the dungeon exit, head to the northwest part of the alcove grid and look for a hallway leading north. Follow this hall and it will soon turn east to the exit portal.

Warning: Due to a bug, the Tumerok Majors in this dungeon actually drop the greater haft used in combination with Falcon and Serpent banners. This bug will hopefully be fixed next patch, but in the meantime, In order to get the necessary greater haft for the Reedshark banner you will have to fight Majors inside the Shreth Camp.

Note: Reedshark hafts are interchangeable with Shreth hafts.

Banner Haft Top Resulting Item Reward


Reedshark Banner
None 5,000xp



Sturdy Banner Haft
None Hafted Reedshark Banner 7,500xp
Spear-Head
Hafted Reedshark Spear
Gem of Worth
7,500xp
Symbol
Hafted Reedshark Banner with Symbol
Gem of Worth
7,500xp
Crest
Hafted Reedshark Banner with Crest
Assault Crossbow
15,000xp

Plated Banner Haft
None
Reinforced Reedshark Banner
10,000xp
Spear-Head
Reinforced Reedshark Spear
2x Gem of Worth
10,000xp
Symbol
Reinforced Reedshark Banner with Symbol
2x Gem of Worth
10,000xp
Crest
Reinforced Reedshark Banner with Crest
Assault Axe
20,000xp

The Gromnie Clan

The elite Gromnie Clan lurks within the depths of its Gromnie Clan Training Camp (16.0S 70.0E). To reach them, head to the Yanshi Settlement Portals (10.3S 45.7E) and take the Crescent Lake Cottages (14.4S 66.4E).

The layout of the training area is generally with the lowest level tumeroks (Standard Bearers) near the start, and the highest level tumeroks (Controllers) at the end. The dungeon is fairly linear and can be navigated fairly easily. What follows, however, are general directions for traversing it:

The layout of the Gromnie Clan is similar to that of the Serpent Clan, but with just enough differences to keep you on your toes. From the entry room, head east to a large room and then take the hallway on the north wall down a ramp. The hallway will turn west and down a second ramp, past some small alcoves, then back north and then east until you come to a large open room with a meeting hall in the center filled with Standard Bearers. On the east side of the room is an exit. This will lead quickly to a door. Once through, the hallway will turn east then south and down again. Once down the ramp, you will begin to encounter Lieutenants in addition to the Standard Bearers. From this point the hallway will branch and loop. It is easy to get confused, however, the way through is quite easy. When possible, go south. After passing through a large number of twists and branches, you will finally find a hallway heading south down a ramp. You are through!

You are now in a region defended mainly by Lieutenants and Majors. At the end of the hallway will be a small room with an exit to the east. From this point forward, your general direction of travel is north. The hall will branch once again and lead past numerous small alcoves, but if you persist in heading north you will pass through with relative ease.

The path will eventually turn west and down another ramp. You will now begin encountering Commanders in addition to the Lieutenants and Majors. The path here is all one-way. It will lead generally south for a good distance and then turn eastwards and then north again. After a final eastward turn, you will encounter a ramp leading up. Take the ramp and then at the next small room, take the exit on the north wall. You will begin encountering Controllers a true sign you are near the end of the dungeon. Another sign will be the appearance of A Note from Hea Amaltah scattered about the ground.

Worshippers of the forebears, hear now the call of your blood. Join with the might of the Tonk to carve from this fat land a homeland which is truly ours.Put aside your former slavery, and join wiht us near the besieged settlement of Dryreach to train and prepare. There shall we begin our conquest of this world
The hallway will lead generally north for a while, then turn east, and finally back southwards to the final room. There is an exit portal on the far end.

Note: Gromnie hafts are interchangeable with Mask hafts.

The Mask Clan

Named for the dreaded Virindi themselves, the Mask Clan plots and plans inside the Mask Clan Training Camp. The quickest way to disrupt their designs is by going to the Yanshi Settlement Portals (10.3S 45.7E) and heading to the Crescent Lake Cottages (14.4S 66.4E).

The layout of the training area is generally with the lowest level tumeroks (Standard Bearers) near the start, and the highest level tumeroks (Controllers) at the end. The dungeon is fairly linear and can be navigated fairly easily. What follows, however, are general directions for traversing it:

From the entry room, head east. After a short distance this will lead to a labyrinth filled with Standard Bearers. To get through, just push eastward to the far end. The path will turn north, west, and then up a ramp. It will then turn south. You will quickly come to a branching hallway on your left (East). Take this turn (if you head straight you will go down a ramp to a dead-end collection of alcoves occupied by 5 Standard Bearers). Running east you will encounter another collection of alcoves with Standard Bearers. The way through is at the east end, heading south. This will be marked by a door with a single Lieutenant behind it.

Once through the door, the hallway will turn east into an enormous chamber with Lieutenants, Standard Bearers, and a couple Commanders in it. Look up, you will see a pair of bridges over which you pass over later (the Commanders you are fighting are actually jumping down from above)! The exit to the room is on the north side of the east end of the room. This hallway will wind generally eastward until you enter a small room with an exit on the north wall. After this you will encounter a 4-way intersection. To the right (East) is a ramp down leading to a loop filled with Lieutenants, Majors, and Standard Bearers. If you go straight (North) you will encounter a dead-end labyrinth with similar guardians. The way through is left (West).

This path will turn north and then back east up a ramp after which you will hit a loop. The exit to the loop is on the east end with a hallway running south. This hall will lead up, twist back north, and then up another ramp. At this point, your opposition will be Majors and Commanders. The path is one-way, leading predominantly north, then west through a larger room. After the room, it will turn north again and over one of the bridges you saw above you earlier (if you looked up like I told you to). Beyond the first bridge you will begin facing Commanders and Controllers. The hall will lead north then back west over a second bridge over the same room. Once over the bridge, continue westward. You will soon begin to see A Note from Hea Amaltah lying on the ground in various places.

Clan of the Mask, you who served most directly under the atua ngamaru are most in need of freedom. Your souls are blackened with the lash of our once-masters, but your bodies are hardened with the gifts that they gave. Now the atua ngamaru are dwindling -- sunk deeply into their own mire, where we have no place. I call to your blood. I call to your soul, from the ancient past when all Tonk were one. These gifts they gave transformed us, remade us without equal. Now is the time to claim this world as ours, to carve a homeland from this fat land. Convene with us near Dryreach, and we shall train together. Our might will spread across this world until we are the masters!
You are almost to the end! Keep heading westward, through a door, into the final room. The exit portal is on the south side [Note: the exit portal is currently a bug, contrary to the coordinates it displays, it will actually drop you outside of the Shreth Clan Training Grounds].

Note: Mask hafts are interchangeable with Gromnie hafts.

Banner Haft Top Resulting Item Reward

Mask Banner

None

5,000xp

Durable Banner Haft
None
Hafted Mask Banner
7,500xp
Spear-Head
Hafted Mask Spear
Gem of Worth
7,500xp
Symbol
Hafted Mask Banner with Symbol
Gem of Worth
7,500xp
Crest
Hafted Mask Banner with Crest
Assault Atlatl
15,000xp

Perfect Banner Haft
None
Reinforced Mask Banner
10,000xp
Spear-Head
Reinforced Mask Spear
2x Gem of Worth
10,000xp
Symbol
Reinforced Mask Banner with Symbol
2x Gem of Worth
10,000xp
Crest
Reinforced Mask Banner with Crest
Assault Staff
20,000xp
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