Gaiscioch Magazine Issue 1 | Page 49

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.” 49