//background="/red_satin_bkgrnd.gif"


Home

WelcomeForum

Farming Forum

Awards Forums

Officers

How to become an Officer

Maps

Screen Shots / Photo Gallery

Walk Thrus
The Great Northern Wall
Fort Ranik
Ruins of Surmia
Nolani Academy
Borlis Past
The Frost Gate
Gates of Kryta
D`Alessio Seaboard
Divinity Coast
The Wilds
Bloodstone Fen
Aurora Glade
Riverside Province
Sanctum Cay
Elona Reach
Dunes of Despair
Thirsty River
Ice Caves of Sorrow
Iron Mines of Moladune
Thunderhead keep
Ring of Fire
Abaddon`s Mouth
Hell`s Precipice

Elite Skills


GoTeamspeak.com


Welcome to Celestial Dragon Monastery Guild
A Guild Wars Guild

Ruins of Surmia

Mission: Save the prisoners.
Bonus: Kill the flamekeepers.
Start of mission.
Prisoners to be rescued.
Prince Rurik will wait here until the drawbridge has been lowered.
You MUST follow the flame carriers.(bonus starter).
Flamekeepers: Kill to complete bonus.
Lever: Activate to lower drawbridge.
Magi prisoners: They will man the obelisks.
Hold and defend this position to complete mission.

Hints and Tips

Tip for getting the bonus You must not AGRO the Charr carring the Flames untill after they open the door to the bonus area.then attack right away. Just inside the door are two healers they heal the carriers it is best if you can use a ranger or elementlist to hit the carriers and draw them back out of the gate so that the healers are not healing them.

At the end if your group is good enought and you can take out a few of the charr early before they gat a chance to bum rush you defending the magi and Rurik so before you reach the Magi Position on the map look to your left (as you look at the map) and you will see a good batch of char you can draw them out in groups of 3 to 4 Kill a couple groups but dont go in too far as you will trigger the missions end game and they will kill the magi it may be best to talk to your team mates before doing this because it could cause a failed mission if not dont right