Frozen Isle

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Frozen Isle
Frozen Isle
Region Shiverpeak Mountains
Environment Effects Icy Ground
Map
Frozen Isle Map

Frozen Isle is a Guild Hall introduced with the Prophecies-campaign.

Contents

[edit] Layout

This Guild Hall has two bases opposite each other in a straight line. From both bases, there are three paths onto the rest of the map:

  • A western path that leads straight to the opponents' base through two gates, that are independently operated by Gate Levers on a dias located in the center of the map (slightly off-center to the west).
  • A middle path that leads to this dias, also through a gate, which is shut when the battle commences. From the start, it is not possible to use this path to get anywhere.
  • An eastern path leading onto the ice, from where a team can go to the flagstand, towards the dias with Gate Levers or even straight to the opponents base.
  • This Guild Hall is inspired by the Southern Shiverpeaks.

[edit] Gate control

The four gates on this map are controlled by two Gate Levers on a raised dias, located off-center (west) on the map. One Lever for the northern most gates, one for the southern most gates. When the battle commences, the gate to the western path is opened, while the gate leading to this dias is closed. In order to get to this dias, both teams will have to travel from their base following the eastern path and then going to the center of the map.

When the Gate Lever is activated, the corresponding doors will close (the open Gate) and open (the closed Gate). Using this mechanism, it is possible to prevent opponents from taking the shortest route to where they need to be and it will require a detour.

[edit] Split

Frozen Isle has always been a split-tactics favored map. From the start, one of the teams can send a split-team towards the opponents base through the western path, since both doors are open. This team will have to watch out if the opponent sees this movement and proceeds to close the western gate through the Gate Lever on the dais.

[edit] Ice

This map features areas with ice. This Environment Effect comes into play when a team member stops on the ice. This can be due to attacking, casting a spell, when being knocked down or just by not moving. Retreating teams should be very aware of this negative effect, since a single knockdown will significantly reduce your movement speed for a couple of seconds. Enough for the chasing team to pounce on this player. This makes skills like Water Trident especially deadly.

[edit] Notes


  Guild Halls
Tyrian Burning IsleDruid's IsleFrozen IsleHunter's IsleIsle of the DeadNomad's IsleWarrior's IsleWizard's Isle Image:Guild_hall_icon.png
Canthan Imperial IsleIsle of JadeIsle of MeditationIsle of Weeping Stone
Elonian Corrupted IsleIsle of SolitudeIsle of WurmsUncharted Isle
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