more difficult. Across the room on
the wall is a gear icon. One party
member can run across, avoiding
the traps and pull the chains to turn
off the traps. The rest of the party
keeps the ghosts busy using ranged
weapons until the traps disappear.
The ghosts shouldn’t be much of a
problem to melee after that.
When you leave that room, you will
move through a corridor. In that
corridor are 3 mobs, including an
Elementalist. We suggest you use
targeting and take the Elementalist
out first. Then the other two mobs.
This will only be a problem to lower
level groups. Higher levels with
their better armor and weapons
should get through these mobs
quickly.
The next door needs some help to
open. Up the stairs to the left past
two rangers, you’ll see more traps.
Melee the rangers to keep thrown
spike traps from coming into play
and then have your most agile party
member disable the traps. The wall
with the trap release mechanism
is on the right side, guarded by a
Captain. Carefully work along the
wall, avoiding the traps and pull
the chain to disable the traps so the
party can attack the Captain.
On the floor, usually not far from
the trap mechanism, is a boulder.
Someone can pick up the boulder
and place it on the plate in the lower
room. (Look for sparkles on the
floor) This will open the door to the
Flame Room.
The flame room is usually a run
through. You can try to kill all the
flames, but you will most likely also
aggro mobs that you don’t need to
deal with. It’s usually messy, but it’s
your choice. We chose to run all the
way through and down the stairs in
the next room. If you’d rather fight,
then target the source of the flames
on the walls. Be careful, because as
you’re attacking one flame, another
will find you. Keep moving and
be ready to run out of the room to
recharge. If at all possible, stay off
the stairs going up as this will aggro
the mobs on top of the stairs and
add more mess than money to the
fight.
Once we’re all through and
recharged, we move on down the
stairs into a large room with statues
and gargoyles on the walls. Moving
forward and up a couple of stairs
you will trigger a graveling burrow.
Resist the urge to run up the hallway
until after the burrow is destroyed
and the gravelings are all dead.
Note: Some groups leave these
gravelings and run up the hallway
to engage the ghosts. If you’re
powerful enough to kill the ghosts
quickly, this may work. But if your
party wipes and has to run back
before the next waypoint spawns,
you’ll have to run through them
again. I prefer the old battlefield
adage I learned in the first Guild
Wars, “Don’t leave anything alive
behind you.”
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