User:Victoryisyours/Isle of the Mountains

The Isle of the Mountains is a Guild Hall, first introduced in Guild Wars Eye of the North.

Layout
The bases are at the north and south ends of the map. Between them is a large lake containing the flag stand. The flag stand itself is on a small rise at the center. Both front gates open into this lake. On both sides of the map are 2 mountains, each containing a locked gate, inside containing an enclosed, wide, flat pathway up the front of them. On the very top of the mountain is 2 platforms. The first, wider one encountered has 2 archers, and 4 Footman. Connected to the wider platform is a narrow passage way, leading to a relatively small area containing 2 knights, 1 Body Guard, and the Guild Lord. Around the bottom of the mountain is a path, and a locked gate to enter the side of the mountain, in which are a large set of stairs, with 2 curves in the stairs total. Each level has about 2 archers and a footman. At the top of the stairs is a wall of weak packed dirt, able to be brought down by about 500 damage. Through this wall is the top level of the mountain.

Features
The key features of this Guild Hall is:


 * The large shallow lake in the center, causing slowdown.


 * The side caves of the mountain are useful for AoE spikers, able to spike the platforms on the stairs of NPC's, and make it's way to the guild lord.


 * The Base is Under Attack! message appears whenever a gate is opened.


 * The Guild Lord is Under Attack! message appears whenever the highest platform is reached, or whenever the wall of weak packed dirt at the top of the stairs is breached.


 * The resurrection shrine is at the wide 2nd to highest platform at the top of the mountain. It is near the footman and archers.

Strategy
This guild hall is somewhat relatively easy to gank, as the lake is wide and allows passage around the other team if fast enough. A useful strategy is to leave one party member behind to counter the 1 man gank. A bonder with heals is efficient, able to bond the NPC's to keep them alive long enough for the team to retreat and deal with the nuisance. Another strategy may be to make 2 strong teams of 4, able to stay alive well. Send each group on seperate sides of the lake, and have one group go up the front, and one up the side. The problem is that if the group that has the thief dies, the plan may fail. Theres many other strategies, since it is such a big and variable filled map.