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Isle of the Dead
Isle of the Dead
Basic Info
Campaign: Core
Type: Guild Hall
Part of: Battle Isles
Neighbor(s)
None

The Isle of the Dead is a Guild Hall, first introduced in Guild Wars Prophecies.

Layout

The Isle of the Dead features tightly enclosed corridors and a large, open middle area. The bases are adjacent to each other, making it possible to see members of the opposing team before the match actually begins. The defenders start in the southern base and the attackers are on the northern side. The flag stand is located far to the east in the central room, on the opposite side of the tar from the bases. Each base has two gates: an inner gate which opens directly out to the main level, and an outer gate that can lead both down to the main level or across a bridge directly to the enemy base.

Features

NPCs

Both teams start with several NPCs.This incudles some archers at the gate and doors when your get to there guild lord its hard but with a strong build you sould be able to get thought and kill him.

Strategy

The area around the flag stand is resonably huge, and made even more so by the slowing tar. Getting pushed back from the flag stand makes the job for the flag runner almost impossible to fullfill, so usually retreats are only staged if absolutely necessary. The guild halls do not feature gates, therefore it is very hard to protect to outer NPCs, however the guild lord area is more defensible and the lack of catapults makes it easier for a team that has been pushed back to turn the tide.

The central area also features several bridges that can be used to shoot at enemies from above (or heal team mates from a safe position) as well as a quicker access to the opponents guild hall.


Guild Halls
GuildHallIcon
Warrior's IsleHunter's IsleWizard's IsleFrozen IsleNomad's IsleDruid's IsleIsle of the DeadBurning IsleIsle of Weeping StoneIsle of MeditationImperial IsleIsle of JadeUncharted IsleCorrupted IsleIsle of WurmsIsle of Solitude
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