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Guild Hall
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A picture of the flagstand area in the Snowy Isle.

Snowy Isle

Art Style Far Shiverpeaks
Environmental Effects Avalanche

Map

FrozenIsle

See Also

Burning IsleDruid's IsleFrozen IsleHunter's IsleIsle of the DeadNomad's IsleWarrior's IsleWizard's Isle
Imperial IsleIsle of JadeIsle of MeditationIsle of Weeping Stone
Corrupted IsleIsle of SolitudeIsle of WurmsUncharted Isle

GvG Portal


The Snowy Isle, set in the homeland of the Norn, was introduced in Guild Wars: Eye of the North.

Layout[]

This arctic Guild Hall lays somewhere amongst the frosty Far Shiverpeaks. The Snowy Isle's layout bears a conspicuous similarity with the Frozen Isle's because of the flagstand location and split paths. However, the Snowy Isle is extraordinarily grand compared to others. The entirety of the environment is shadowy, bitter cold, and coated with several layers of pure white snow. The flagstand area is marked with a lodged iceberg emitting a chilling blue aura. Entangling this glacial structure is a colossal frozen serpent burdened with snow.

The opposing teams begin the battle on opposite sides of the Hall: north and south. Towards the east is the imposing flagstand. On the west is a narrow path for splitting. Unwary players journeying on this route are prone to be smashed by avalanches. Cautious individuals know to watch for avalanche warnings and avoid hazards. Down the middle of the Snowy Isle is a twisting path from one base to the other. Additional thin corridors branch from the center path. These, like the split route, contain the danger of avalanches. Both bases are guarded by NPC archers on high posts. The bases can only be penetrated by using a Guild Thief, who picks the lock on the main gate, or by entering through the side via the split route. At the end of each base is a chamber containing the Guild Lord, tightly packed with other NPCs.

Basic Tactics[]

AoE spells such as Savannah Heat work great in the skinny corridors of Snowy Isle, forcing the opponents to step into the avalanche's reach. AoE spells will also cause havoc in the Guild Lord's chamber where space is limited. Several tall hills and cliffs can be found throughout the Guild Hall, making excellent sniper points for Rangers. Body blocking works well here because of the abundant narrow paths.

Notable Features[]

Avalanches are a peril throughout the Snowy Isle. They strike ignorant players in the narrow split routes and numerous branches in the center path. Avalanche warning signs are posted wherever there is a hazard. Players can avoid being hit by taking notice of these warnings.

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