Ring of Fire

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This is a mission entry. For information on the outpost, see Ring of Fire (outpost).
Ring of Fire
Campaign Prophecies
Region Ring of Fire Islands
Type Cooperative
Party size 8
Duration Long
Preceded by Final Blow
Followed by Abaddon's Mouth

The Door of Komalie is not far off. Establish a foothold on the island and begin to work your way towards it.

Contents

[edit] Objectives

Establish a foothold on the Ring of Fire Island Chain

  • Gain access to the Citadel Guardhouse
  • Open the main gate to the Citadel Guardhouse
  • Clear the Guardhouse of Mursaat
  • Bonus Kill the Eidolon.

[edit] Walkthrough

You'll begin by watching Brechnar Ironhammer lure the Mursaat away from you. Do not engage them and they will go away. You cannot save Ironhammer, as he is scripted to die without even being attacked. Head northeast, following the coast. It's best to wait in the corner before engaging the Mursaat in order to take out the patrol of Jade which will inevitably catch up to you anyways.

Clear the Mursaat Elementalists and Mursaat Mesmers and go to the top of a hill looking down upon a Mursaat Tower and a number of Jade Bows. Keep the party on the hill while a player uses a long/flat bow to pull the Jade away from the tower. If done correctly, the Jade should be able to be defeated with only melee players entering the draining effects of the tower. Once the Jade are clear, rush the Ether Seal to deactivate the tower. Sometimes, a pair of Nightmares will spawn from the ground around the tower. From here, the easy way is to continue up the northern path, avoiding the Drakes. You may choose to fight them and battle the Igneous Ettins through the cave, but it is entirely unecessary.

To your left, you'll eventually see a lava pool with a group or two of ettins waiting on the other side. Occasionally, the ettins will engage the Mursaat and lose, but usually, you will have to deal with them yourself. Either pull the ettins across the lava or have the team rush to the other side to battle them. It is not recommended to fight them while standing in the lava if you can help it. If you rush across, try not to engage the Mursaat by the tower until everyone is healed and ready. From here, you can either have a player rush past the tower to trigger a cutscene on the other side (and moving the party past the tower) or attempt to defeat the forces there (recommended for the bonus). As before, if you wish to fight, pull the foes away from the tower, defeat them, then finish off the seal.

Vizier Khilbron appears and warns the party the front gate is heavily guarded and that it might be better to take the back route. However, with proper pulling techniques, the front gate is often easier to tackle than facing the fire spewing, lava-loving foes encountered along the back route. Either way, you must first push through a few groups of Breeze Keepers.

[edit] Front gate

The front gate is guarded by numerous Mursaat and towers. The hill along the right side facing the gate gives enough height for most bows as well as attacking Ritualist spirits to hit the rightmost Ether Seal as well as pull the patrols of Mursaat away from the towers. After the Mursaat patrols are clear, take out the frontmost towers. If your party has sufficient capability of dealing damage without line of sight, you can also clear a number of the Mursaat patrols from behind the gate as well. When ready, break the gate seals to open the gate.

Two more Mursaat towers stand a distance behind the gate, but their effective radii overlap just past the stairs. If you haven't cleared the roaming patrols, have someone use a bow to pull them to the stairs to be defeated. The Ether Seals on these two towers face away from the gate, so the safest way to approach them is to run past them and to the right (keeping away from the Mursaat that may be back there). Stand just outside the range of the rightmost tower to heal and regenerate energy. If there are Mursaat dangerously nearby, engage them now so they don't become a problem later. Once everyone is healed, take out the right tower followed by the left. If the bonus has been initiated, an Eidolon will appear at this time and should be easily dispatched.

Now that the draining towers are out of the way, break the seal to the lever for the main gate and defeat the boss guarding it. Touch the lever to open the main gate. Clear out any remaining Mursaat and proceed down the bridge. Follow the path to the final Mursaat boss. Defeat it and the nearby Mesmers to complete the mission.

[edit] Back road

This is the green way on the map. You should see a lone Lava Spitter marking the entrance to the back road. Following this path, you'll be confronted by many more spitters. Their Incendiary Arrows interrupt constantly, so keep healers away from their line of sight if possible. They also use dodging stances when low on health, so skills such as Wild Blow are useful for finishing them quickly. Keep an eye on the spider patrols when the cave opens up, as it is not uncommon to aggro more spiders than you would like.

Past the spiders, you'll find numerous Lava Imps. They have strong nuking capabilities, especially in groups. Luckily, they tend to bunch together, making interrupts such as Cry of Frustration or Maelstrom effective in mitigating the damage. They have relatively low armor thus fall quickly if the party isn't being rained on with meteors. Watch the compass carefully to avoid the attention of extra imp patrols while fighting a group.

Following the path, you'll run across numerous pools of lava, dotted with islands guarded by imps. Keep pushing through to finally reach an Ether Seal to open the guard house. Clear out the Mursaat inside, break the seal to a room containing a lever, and defeat the boss guarding it. Touch the lever to open the main gate. Clear out any remaining Mursaat and proceed down the bridge. Follow the path to the final Mursaat boss. Defeat it and the nearby Mesmers to complete the mission.

[edit] Bonus

Ring of Fire route
Ring of Fire route

To activate the bonus, you'll need to talk to an Ancient Seer (Point 1)in the cave east of the first lava pool. While you can reach him by fighting through the drakes and ettins on the southern side, you can easily just fight the ettins on the northern side and work your way back to him. The Ancient Seer will tell you to bring him the Spectral Essence from an Eidolon who will appear once the towers (Point 2) to the guard house are deactivated.

Defeat the Mursaat and Ether Seal after the first lava pool but before the cutscene, as you will need to be come back through this area, carrying the Spectral Essence (thus slowing your movement). You can complete the bonus by entering through the front or the back gate, but you will need to deactivate the four towers at the front gate before the Eidolon will appear. The Eidolon appears between the two far gates. Defeat the Eidolon and return the Spectral Essence to the Ancient Seer to complete the bonus. You may use this Ancient Seer to infuse armor.

[edit] Mission NPCs

[edit] Allies

[edit] Foes

Arachnids

Drakes

Ettin

Ghosts

Imp

Mursaat

Nightmares

Rider

[edit] Bosses

Arachnids

Ettins

Ghosts

Mursaat

Riders

[edit] Notes

  • In spite of what the Vizier says, most players find the front gate easier than the back route. However, the back road is the only place to find Incendiary Arrows and a second breeze keeper boss lies back there in case the first did not have a desired elite skill.
  • The Breeze Keepers near the front of the gatehouse are not friendly towards the Mursaat, and they may aggro each other.
  • After the bonus is complete, players may use the seer to infuse armor. However, it is regarded (by a majority of players) as easier to infuse their armor in the Iron Mines of Moladune mission.
  • The Ettin bosses share two spawn points, one of them will spawn at each point.
  • The Mursaat and Jade bosses share three spawn points, two of the six bosses will spawn at each point.
  • There is an effective technique for killing the Towers at the Front Gate which is especially useful in Hard Mode. Take a Ranger with a pet, and let the Pet die besides the Seal. Then two Necromancers should spike with Signet of Sorrow (which instantly recharges while the pet's corpse is there). This allows players to ignore the seals' facing and energy drain.
  • Taking the front gate places the party against numerous Mursaat and Jade along with Ether Seals. Prepare for energy drain when in the area of the seals. Seals also regenerate, so ensure the party has sufficient DPS to take them out.
  • The back route is filled with Lava Spitters with their annoying interrupts and dodging stances along with Lava Imps packing strong fire spells such as Meteor Shower. Stance-removing or block-ignoring skills help with the spiders, while interrupts (especially mass-interrupts such as Cry of Frustration or Maelstrom) help with the imps.
  • Rangers should consider bringing Melandru's Resilience if used while stood in lava they will gain +2 energy and +1 health regen (4 from crippled and 4 from burning - 7 from fire). Warriors might want want to consider "I Will Survive!" although this is less effective and lasts less time.

Prophecies missions
The Great Northern Wall » Fort Ranik » Ruins of Surmia » Nolani Academy » Borlis Pass » The Frost Gate » Gates of Kryta » D'Alessio Seaboard » Divinity Coast » The Wilds » Bloodstone Fen » Aurora Glade » Riverside Province » Sanctum Cay » Dunes of Despair and Elona Reach and Thirsty River » Augury Rock » The Dragon's Lair » Ice Caves of Sorrow » Iron Mines of Moladune » Thunderhead Keep » Ring of Fire » Abaddon's Mouth » Hell's Precipice

Missions in the Ring of Fire Islands
Ring of FireAbaddon's MouthHell's Precipice
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