Your Account
    Log into your account here:
       Forgot Password

    Not registered? Sign Up for free
    Registration allows you to keep track of all your content and comments, save bookmarks, and post in all our forums.

Guild Wars FAQ

by Nightblade

===============================================================================
                                GUILD WARS FAQ
                           Created By: the Nightblade
                    Started: 5/12/04 Last Update: 6/11/05
                               Version: 0.12 r1
===============================================================================


Hello and welcome to my FAQ for Guild Wars, a so called "CORPG" (Competitive
Online Role-Playing Game) by ArenaNet. My ultimate goal is making this guide as
complete as possible. Enjoy :)

************Spoiler Warning************
Even though Guild Wars is arguably lacking in the story department, this FAQ
contains many spoilers, and even looking as far as the Table of Contents might
ruin potential surprises for you.
You have been warned.
************Spoiler Warning************


------------
Legal notice
------------
This document is Copyright 2005 Ziko "the Nightblade" Baroud.
It may only be used for private use, as a reference guide. And this, as a
whole or any part of it, may never be publicly distributed electronically or 
in print without my written permission.
This guide may only be used post on the sites listed below. Please email me at
tNB((((DOT))))FAQ(@)gmail(((DOT)))com to enquire about gaining permission to
use this document on any other website.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

List of allowed sites:
http://www.gamefaqs.com (latest version can always be found here)
http://neoseeker.com
http://www.cheathappens.com
http://1up.com
http://www.supercheats.com

-----------------------------
Table of contents tip:
Throughout this FAQ I used the exact same title names as I used in the table    
of contents, this means that you can select a the complete chapter name
(including the numbers) and use the find options(CTRL+F in most browsers)
to go right to the chapter you want.
-----------------------------

1. Version history
    1.1 Coming soon to a version near you
2. Introduction
    2.1 Game Concepts
    2.1 ArenaNet
3. Basics
    3.1 On screen display
    3.2 Controls & Commands
    3.3 Chat commands
    3.4 Basic Mechanics
4. Characters
    4.1 Brief Profession summary 
    4.2 Skill Types 
    4.3 Skill Legend
5. Story Walkthrough
    5.1 New character walkthrough
    5.2 Post Searing Ascalon
    5.3 Escape over the Shiverpeaks
    5.4 Start of a new life in Kryta
    5.5 Into the Maguuma Jungle
    5.6 A stand against the White Mantle
6. Exploring the World
    5.1 Skill Trainers
    5.2 Towns
    5.3 Explorable areas
    5.4 Outposts
    5.5 Competitive areas
7. Quest Database
    7.1 Pre-searing Ascalon
    7.2 Post-Searing Ascalon
    7.3 Northern Shiverpeaks

I. FAQ  
II. Useful Links
III. Special Thanks To
IV. Contact information


+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
1. Version history
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

V 0.12~ rev 1   : My current progress is not yet ready to be compiled into a
                  new version, so in this small update the only thing changed
                  is the list of sites allowed to use this guide.
V 0.12~ 6/05/05 : Fixed many small errors, changed some section names, added
                  basic mechanics, moved conditions to status in the basic
                  mechanics.
                  First version submitted to neoseeker.com and cheathappens.com
V 0.11~ 6/02/05 : First compilation to be contributed to gamefaqs.com,
                  Walthrough and Quest Database complete up to Lion's Arch.
V 0.10~ 6/02/05 : First and final compilations before being published.


%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%
*1.1 coming soon to a version near you*
%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%

Right now the Mission Areas and Quests are on the top of my to-do list, so
that's what most of the upcoming updates will contain.

-Skill trainers.

-Remember what other sections I had planned for the Roman numbered sections.

-Expand the game mechanics section.

-More information about explorable areas and missions in general.

-NPC lists.

-Redo controls (in my defense, half of that was written over a year ago).

-Redo profession outlines/summaries.

-Items section.

-Redo the Experience section of the game mechanics.

-Skills, builds, and strategies are something for a more distant future.


+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
2. Introduction
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
As I noted before, this game is, as ArenaNet calls it, a CORPG, a Competitive
Online Role Playing Game. A nice blend between MMORPGs and Action oriented
games. This game was designed to be fun from the start to forever.

I'm sure everyone knows what a MMORPG is, the term dates was born nearly 10
years ago with game such as Nexus TK(Nexon) and Ultimate Online(EA), even
though many people would say Meridian 59(3DO) was the first true MMORPG.
However, in all those 10 years, very few online RPG games have strayed far from
the concept that emerged so long ago. And even though many developers have done
a great job improving and polishing that concept, innovations were few and far
between.

This is where ANet came in, who decided that even though they were making an
online RPG, all the cliches usually tied with this type of game should be
dropped before they even started the conceptual design phase of the basic game
mechanics.

By eliminating various elements that MMORPG gamers might find tedious or
annoying. This is done to give the best experience possible.
The intention was to not only create a fun game, but a game where people could
compete with each other in a way where time played or luck wasn't the decisive
factor, yet still stay true to the nature of "Story-driven RPGs" where the
player is led through an interesting story and to have a lot of depth when
creating characters. All while being online.

Optional expansion packs will be released to broaden the GW world.
The world will continue to change over the years, and will hopefully keep
you experience refreshed and enjoyable.

There is a reason some games are only fun for a week, and some games(Diablo,
StarCraft, Half-Life) are still being played years after their release.
Anet tried to capture that as much as possible, thus Guild Wars was born.

%-%-%-%-%-%-%-%-%-%
*2.1 Game Concepts*
%-%-%-%-%-%-%-%-%-%
The game itself can be divided into two major categories: Cooperative and
Competitive. Both of these offer the player a small variety of different
"modes" or ways to engage in these activities.
It's important to remember that While "PvP Only" character are obviously
restricted to the competitive areas only, "Full Roleplaying" characters are
able to experience the entire game, including PvP.

As a RPing character, you fight your way through the story by completing
various quests and mission. You can also chose to just go out into the world
and explore a bit, for whatever reason.
While traditional quests are usually discovered, and accomplished in the
various cities, outposts, and "Explorable areas", special "Mission quests" 
that serve to advance the storyline are accomplished in areas that you can't
reach by walking about the wilderness - they are entered through a pre-mission
outpost, which, on the other hand, are typically accessible from explorable
areas.

Also, whenever you head into an explore able area or mission area, you and your
party get their own private instance of the area you're in.
In the case of explorable areas, monsters are spawned once at specific places,
and won't respawn while you remain in that area. Sometimes spawns are somewhat
random, meaning monsters can be in different places each time you go to
a certain area, and sometimes a random boss from a list of several different
possible boss monsters for that location is spawned, meaning you might have to
play a certain mission or go to a certain explorable area multiple times if you
are looking for a specific boss monster. Quest-related monsters, bosses, NPCs,
and objects also appear in the explorable areas if you are on certain quests.

As ArenaNet says:
"Success in Guild Wars is always the result of player skill, not time spent
playing or the size of one's guild".

What this means is that almost always, a player who is good at the game but
not yet has access to all the skills, runes, and upgrade components will still
be able to easily defeat a player who is not as good yet has access to all
skills, runes, and upgrade components.

Instead of "Get your class' ultimate gear, click target, make some tea" style
duels, you're going to have to use real skill and learn to be able to make
quick decisions, and above all: the right decisions, in the heat of combat.

%-%-%-%-%-%-%-%
*2.2 ArenaNet *
%-%-%-%-%-%-%-%

This is the team that brought us Guild Wars.
They have a lot of experience creating games, and it shows.
ArenaNet is an independent subsidiary of NCsoft. You might know NCsoft for
making games like Lineage1&2 and City of Heroes. ANet was founded in March 2000
by, as they say it better than I can: "key members of the creative teams behind
Blizzard's game series Warcraft, StarCraft, and Diablo, as well as the
Battle.net gaming network".
Their web site (www.arena.net) is worth checking out if you want to learn more.


+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
3. Basics
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

The controls are usually fairly basic, but have a level of depth that WILL take
some getting used to if you want to make good use of it.

%-%-%-%-%-%-%-%-%-%-%-%
*3.1 On screen display*
%-%-%-%-%-%-%-%-%-%-%-%

Most of this can be configured, moved, and resized, but this is what it
probably looks like when you first start the game. The sizes are a bit off
but bear with me on this.


 |=========================================================|
 |      1      | [����������2���������]    ----3---   - o x|
 |_____________|  ��������������������            /�����\  |
 |                                               |       | |
 |                                               |   4   | |
 |,-----xp----,                                   \_____/  |
 | ������������                                            |
 |                                                         |
 |                                             ____________|
 |                          YOU               |____________|
 |                          ARE               |______5_____|
 |                        PROBABLY            |______�_____|
 |__                        HERE                     �     |
 | 6|                                                      |
 |��        |������HP��7�����|���7��MP������|              |
 | ____     |���|���|���|���|9��|���|���|���|       8      |
 ||menu|    |   |   |   |   |   |   |   |   |    ()()()()  |
 |=========================================================|


1  : Effects monitor. This area will show you everything currently effecting
     your character. This includes: Enchantments, Hexes, Conditions, Death
     Penalty/Morale boost, and also skills that have a lasting effect on you,
     suck as stances or preparations, but also others. If you are in a public
     area, you can select different districts from the drop down box that will
     appear in this area.

2  : Target display, this shows your targets name and remaining HP.
     If your target uses a skill, it will appear below this bar.
     If your target is a neutral or friendly player, a trade button appears
     to the right of this.

3  : This information is only drawn if you launch the game with the
       "-perfs" command line parameter.
       To do this, right click your shortcut to GW and click properties, then
       enter -perfs after the quotation marks, it should look something like:
       "C:\Guild Wars\Gw.exe" -perfs
     Tri: Keeps track of the number of polygons currently drawn by your 3D
       accelerator.
     FPS: frames per second, how many times a new wonderful picture is
       presented on your screen per second.
     Bytes/sec: Network traffic monitor, how much data you're downloading per
       second.
       This is usually from people moving, fighting, and whatnot. But sometimes
       you're streaming some other data as well.

- o x : Standard windows buttons, minimize, windowed mode, and close.

xp : This transperant bar shows your level and progress towards your next level
     or if you're already lvl 20: your progress towards you next skill point.

4  : Radar/compass, in PvE, yellow dots/triangles are NPCs, green dots are you
     and your party, red dots are cannon fodder. A compass appears around this.
     You can click on it to signal and draw on it to draw white lines.
     In outposts and cities, light blue dots.
     The small white circle around your character represents the area in which
     monsters will become aggressive towards you.

5  : Party window, displays party members and their HP, your status is also
     displayed there in case you don't have time to look down.

6  : This button makes a larger chat window appear, where you can see a history
     Which you can scroll though. The tilde button(~) also activates this.

7  : Health, and Energy bars. Arrows left of MP/energy mean they're slowly
     degenerating, while arrows on the right side mean they're regenerating.
     The effect of each arrow is 2 per second for health, and 0.66 per second
     for energy.
     The space above this is reserved for displaying the current spells with
     and upkeep you have active, which go at the cost of 1 energy regen arrow.
     Double click the icons to turn those enchantments off.
     More about "upkeep" can be found in the Skill Legend section.
     

Menu: "Start menu" opens various windows: From top to bottom:
     Customize, Inventory, Attributes, Skills, Map Travel, Quest Log, Friends,
     Guild, LogOut.
     
     From the customize menu, you can toggle almost every aspect of the UI on
     or off, you'll also be able to move and resize everything separately.
     
     The rest is fairly self-explanatory.

8  : Your equipped skills, click the buttons or press 1-8 to use them.

9  : These bubbles show your "weapon sets", by default you can toggle between
     them with the F1-4 keys.
     To activate these you might have to go to manually enable more by going
     to your inventory screen and pressing the "Weapon Sets" button.


%-%-%-%-%-%-%-%-%-%-%-%
*3.2 Keyboard & Mouse *
%-%-%-%-%-%-%-%-%-%-%-%

All of these(except mouse) can be configured through the options menu, but I'll
list the default controls for the sake of completeness:

    ___________
___/3.2.1 Mouse\______________________________________________________________

Left Mouse Button: Move/Select/action/attack. Clicking a non hostile NPC will
make you talk to it, clicking a monster will make you attack it normally,
clicking an interactive object in the game world will make your character
walk up to it and press/activate/open it. Clicking on the ground will make you
move to that location.

Right Mouse Button: Holding this will allow you to rotate the camera.

Middle/3rd/mouse wheel: Holding this down while moving your mouse allows you
to zoom in and out, you can scroll up and down to make you zoom in and out.
                  ______________
_________________/3.2.2 Keyboard\_____________________________________________

These controls can a bit strange and sometimes awkward, they might or might not
be good for you at all. If the latter is true, you can complete re-configure
these keys in the options menu.

---Movement

W/A/S/D or arrow keys: As you can probably guess, these will allow you to move
 or to be more precise, move forward and backward. Left/right or A/D will
 rotate your character, but while if you're holing your right mouse button
 these keys will make your strafe.

Q and E: Strafe left and right, it might be a little hard to adapt at first.
 But you're going to want to do this as soon as possible.

R: Run forward automatically, canceled by up/down, clicking on any ground or
 pressing R again.

X: Make a 180 degree turn with the camera and also makes you face that way.

---Functions

Spacebar: "Do it" key, will perform the default action on the target you have
 selected, such as attacking or following.

1-8: Pressing these numbers will make you use the skill equipped to that slot
 on your target. If you try using a skill that only works on allies with an
 enemy selected, you will automatically use it on yourself.

Escape: Cancel current action.

Enter: Start chat input.

~: Open full chat window.

Ctrl: Quick chat, explained below. Also shows enemies/players in town.

Z: Reverses the camera, directional movement still acts as if your camera was
 facing forward.

Backspace: Will allow you to reply to the last person that send you a message.

---Selection

F: Select your own character.

F1 - F8: Select party member according to the list on the right side of your
 screen.

Shift: If you hold shift while clicking something you will only select, and not
 preform an action on your target(such as attacking or talking).

Ctrl: Shows hostile monsters and players. Also used for quick chat.

Alt: Shows interactive object, NPCs, and signs.

C: Will select the hostile closest to you.

V: Target nearest friendly.

TAB: Will cycle forward in selection, also works with Shift, Ctrl, and Alt.

Shift+Tab: Cycle backwards in selection, also works with Shift, Ctrl, and Alt.

[ and ]: Same as TAB and Shift+Tab respectively.

T: Select the "called" target, if someone in your party used quick chat to 
 attack or select an enemy, pressing T will make you select the same target.


---Windows

H: Displays character info and attributes.
K: Displays your skill library.
I: Shows your inventory.
L: Brings up the quest log.
M: Shows you the world map.
U: Shows a smaller map of the world that you can re-size or scroll around in.
N: Opens your friend list.
G: Brings up the guild menu.
P: Hides the party list.
O: In PvP, this gives you the Score charts.

F5: Opens Backpack
F6: Opens Belt Pouch
F7: Opens Bag 1
F8: Opens Bag 2
F9: Opens backpack+pouch+bags

F11: Makes your options screen come up.
F12: Gives you a "Log out [yes/no]" dialog.
alt+f4: Logs you out without asking.
Ctrl+shift+H: Hides your entire interface.


%-%-%-%-%-%-%-%-%-%
*3.3 Chat commands*
%-%-%-%-%-%-%-%-%-%

  ______________
_/3.3.1 channels\______________________________________________________________


Public:
! or shift+1 by default
 Send a message to everyone in the area, this is useful for taunting your
 opponents in the arenas... I'm not trying to give you any ideas or anything.

Guild:
@ or shift+2 by default
 Very self explanatory, sends a message to all your online guild members. 

Party:
# or shift+3 by default
 Typing this will send a message to only your party members.

Trade:
$ or shift+4 by default
 This channel is off by default, people use this channel instead of the public
 one to sell, buy, or trade items.

Private:
"Character Name [tab] message
 Typing this will send a private message to the person you want to annoy, no
 matter where he is in the world, as long as he's online.
 After you press ", you can just type the name or sometimes use the up-down
 arrows to select the name of a person you previously whispered.
 Alternate ways of sending people a private message are pressing Backspace
 after they message you, or clicking on their name in the chat window.

                 ____________
________________/3.3.2 emotes\_________________________________________________

There are plenty of emotes, also known as actions, to be preformed in this game
I misplaced my full list, so here are the ones I remember off the top of my
head for now. Your character will perform an animation and a white message to
clarify this will appear in the public channel.

/point
 [your name here] points.
/wave
 [your name here] waves.
/cheer
 [your name here] cheers.
/jump
 [your name here] jumps.
/bow
 [your name here] bows.
/moan
 [your name here] moans.
/roar
 [your name here] roars.
/salute
 [your name here] salutes.
/laugh
 [your name here] laughs heartily.
/beckon.
 [your name here] beckons.
/dance
 [your name here] starts dancing.
/sit or /afk
 No message, you'll just sit.
/kneel
 [your name here] kneels.
/fistshake
 [your name here] shakes a fist angrily.
/shoo
 [your name here] shoos you away.
/yes
 [your name here] says, "yes."
/no
 [your name here] says, "no."
/doh
 [your name here] smacks his head. Doh!
/agree
 [your name here] agrees.
/bowhead
 [your name here] bows (his/her) head.
/sigh
 [your name here] sighs.
/bored
 [your name here] is bored.
/yawn
 [your name here] yawns.
/pout
 [your name here] pouts.
/ponder
 [your name here] ponders the situation.
/clap
 [your name here] claps.
/cough
 [your name here] coughs.
/congrats or /grats
 [your name here] offers congratulations.
/chest
 [your name here] butts chests with you.
/goteam
 [your name here] cheers wildly, "Go team!"
/highfive
 [your name here] says, "High five!"
/pickme
 [your name here] says, "Pick me!"
/help
 [your name here] requests help!
/catchbreath or /breath
 [your name here] stops to catch (his/her) breath.
/guitar
 [your name here] plays a mean air guitar.
/violin
 [your name here] plays the violin sadly.
/drums
 [your name here] plays the drums.
/flute
 [your name here] plays the flute.
/flex
 [your name here] flexes.
/taunt or /rude
 [your name here] taunts you.
/doubletake
 [your name here] does a double take.
/attention
 [your name here] comes to attention!
/sorry
 [your name here] apologizes.
/boo
 [your name here] scares you!
/ready
 [your name here] is ready for action.
/fame or rank
 Makes you do a gesture and conjures up a shiny deer head, very fancy but
 requires you to have at least a rank of 3, which requires 180 fame.
/rock or /paper or /scissors
 [your name here] plays rock, paper, scissors.
 the end of the animation will differ depending on which command you used.


Other commands that don't fit in anywhere else:

/hp
 displays your current/max health and energy
/age
 displays how many hours and minutes you've used this character, and how long
 ago you made it
/deaths
 shows how many times you've died
/preorder
 if you pre-ordered the game, this command will place all pre-order items you
 have available on your account into your inventory, if there is enough space.
/petname or /namepet
 This command, followed by a name of a maximum of 12 characters, allows you to
 change the name of your pet, if you have one.


                               ________________
______________________________/3.3.3 quick chat\_______________________________

Very useful feature, but it can still be annoying if abused, so don't!

Quick chat is preformed by holding down CTRL while you input a command.
Here are all the possibilities:

Ctrl + double click a monster, monster name, or monster health bar
 [your character name]: I'm attacking [monster name]!

Ctrl + 1-8
 [your character name]: I'm using [skill name]{ on [target name]}!

Ctrl + double click on allied NPC or player, name, or health bar.
 [your character name]: I'm following [name of person you're stalking]!

Ctrl + spacebar
 this depends on what you have selected and what you are doing. It displays
 your current action. If you have selected something you will start preforming
 the action as if you just pressed the spacebar by itself(such as attacking or
 following a target" On dead bodies this shows a message about that what you
 have selected is dead.

Ctrl + shift + click
 As you know, holding shift enables you to select hostile creatures without
 attacking, holding ctrl while clicking sends a quick message about this.

Ctrl + shift + spacebar
 Will let your team know what you're selecting, without automatically
 performing the default action on it.

Ctrl + click on an enchantment, condition, hex, or other effect.
 See the on screen display, this will let your team know that the effect you
 clicked on is active on you.

Ctrl + click on HP or energy.
 Will let your team know your current and max HP/Energy.
 Ctrl+clicking on your HP bar while you're dead lets your team know about your
 unfortunate condition, if you think they can't tell by your empty HP bar
 in the party window.

Ctrl + click on experience bar.
 Will let your team know your level, and how far you are towards getting your
 next level in the form of a percentage.

Ctrl + click on weapon bubbles.
 Will tell your team exactly what your weapon and off-hand item are.

After you use this to mark or "call" a target, all of your party members will
be able to quickly select that target by clicking the target icon next to
your name in the party menu, or by pressing the "Priority Target" key, which
is "T" by default.

Henchmen also respond to some of these commands, by giving priority to the
target you called.

KillerTruffle from the gamefaqs forum pointed out that Alesia(the healer hench)
will also give priority to resurrecting you if you give the "I'm dead" quick
chat command.


%-%-%-%-%-%-%-%-%-%-%
*3.4 Basic Mechanics*
%-%-%-%-%-%-%-%-%-%-%

  ____________
_/3.4.1 Status\________________________________________________________________


Health:
-------
This red bar symbolizes your life force. More often than not, getting hit by
an attack or skill will cause you to lose a number of health points.
The main factor in determining your health is your level, every time you gain
a new experience level, your max health will increase by 20 points.
The formula is 80+(lvl*20), which means that since you start at level one,
you start with 100 health points. From there you gain 19 new experience levels,
which puts you at 480 base health at level 20.

Certain skills allow you to get a certain number of health regeneration arrows,
each of these arrows symbolizes a health gain of 2 health per second.
These arrows appear on the right side of your health number.
Certain hexes and conditions that can affect you will give you a certain number
of degeneration arrows instead, each of theses arrows, like with
regeneration, symbolize a loss of 2 health per second.
These arrows appear on the left side of your health number.

When your health reaches 0, you die.


Energy:
-------
The blue bar represents your energy supply, which is required by almost every
skill in this game.
Everyone has a base energy of 20, although most armor in the game will increase
this. Casters(all classes except rangers and warriors) get certain off-hand
items for most of their attributes which will also increase your energy supply.

The regular energy total with armor included for each class is below, followed
by their energy totals with other armor sets between the parentheses.

Warrior      : 20 (Gladiator set: 28)
Ranger       : 25 (Druid set: 32)
Elementalist : 30 (they don't have armor that changes their max energy)
Monk         : 30 (Ascetic(tattoo) set: 38; Judge set: 26)
Mesmer       : 30 (Enchanter set: 37; Rogue set: 26)
Necromancer  : 30 (Scar(tattoo) set: 37)

The reason some of these differ 1 point is because certain sets also have a
headgear item which gives an extra point of energy, but it's far more
beneficial to take headgear which gives a +1 to an attribute in most cases.

The arrows to the right of the max energy number symbolize energy regeneration.
The base if 2 for all classes, but with their armor on, warriors still have 2,
rangers have 3, and the 4 other classes(the "casters") have 4,
Each arrow is good for 0.66 energy per second.
Some spells might cause your energy to degenerate slowly by taking away regen
arrows, if it falls below 0 you will slowly lose energy at the rate of 3 per
second for each arrow on the left of the number.


Death:
------
In this game, death is not always the end. In fact, if your brought a monk or
the healer henchman along, you will probably be resurrected before too long.
Non-monks will only be able to rez once per "game" normally, using a skill
called Resurrection Signet. This skill does recharge every time you kill a
boss, however, so it's likely that you'll be able to use this multiple times.

If your entire team dies in an explorable area: don't worry, you will be
resurrected automatically at the nearest resurrection shrine.

If your entire team dies in a mission: do worry, because you don't get a second
chance at a mission short from having to return to the mission ready area and 
starting the entire thing over.

Except for in the training area, every time you die you get a death penalty
of 15%.


Death Penalty & Moral Boost:
----------------------------
When you die, you get temporarily weakened by a death penalty of 15%, this DP
means that your health and energy are lowered by that percentage.
Dying once or twice in your journey somewhere won't hurt much, although you
have to be a little more careful, the same basic strategies that get you
though a mission will still be possible with a DP.
However, if this DP becomes larger than 30, it's a definite signal that you
rethink your strategy, or try a different approach all together.
The highest death penalty you can get is 60%, if you get this in the Tombs of
Primeval Kings or a Guild vs Guild match, reaching that % will prevent you
from resurrecting automatically every 2 minutes.

In PvE, you slowly recover from this penalty by killing monsters, killing a
boss will instantly recover 2%, and will even give you a morale boos if you
don't have a death penalty. A morale boost is the opposite of death penalty, it
gives you extra health and energy, up to a limit of 10%.
In some missions, doing certain objective related tasks gives you a small boost
of 2% towards your DP recovery or morale boost as well.

In PvP, you recover that DP a little bit by killing enemies, in the tombs you
can get a morale boost of 10% instantly(or recover 10% DP) by killing the enemy
Ghostly Hero.
In GvG, holding the flag stand for 2 minutes will give you a moral boost of 10%
as well.

You can keep track of your death penalty/morale boost through the icon in the
effects monitor area of your UI.


Conditions:
-----------
Conditions are negative side-effects caused by some skills. Conditions are
never hexes, and hexes are never conditions, they are 2 completely different
effects.

Now, a brief run-down of all conditions in the game, and the effect you are
under while suffering from that condition:

Bleeding    : 3 arrows of health degeneration.
Blind       : 90% chance to miss with all "attacks".
Burning     : 7 arrows of health degeneration.
Crippled    : 50% slower movement speed.
Dazed       : slower cast speed, additionally causes your spells to get
              interrupted by all normal hits.
Deep Wound  : 20% lower max health, also lowers benefit from healing by that
              percentage.
Diseased    : 4 arrows of health degeneration, this condition spreads to anyone
              (even party members) as soon as they come close enough to you.
Poison      : 4 arrows of health degeneration.
Weakness    : 66% damage penalty for all attacks.
              Master Nightfall informed me that this damage penalty is only
              for the base damage for attacks, and is applied before armor.

Conditions will appear in the effects monitor area of your UI.


Experience:
-----------
This one is probably more complicated than all of the above combined, but since
I want this version submitted by the end of the day, I'll keep it as short as
possible and expand on it later.

By default, you'll find a transparent bar somewhere in the top left area of
your UI, this bar will slowly fill up and be colored green as you gain
experience points.
Every time you level up, you will gain 20 extra max health points.
Every time you level up, you get a skill point.
Every time you level up until lvl 10, you will gain 5 Attribute points.
Every time you level up from 11 to 15 you will receive 10 Attribute points.
And for the next 5 levels, until lvl 20, you will get 15 Attribute points.

The highest level you can reach is 20. At this point you will no longer get
attribute points of health from leveling up.
However, you can still continue to gain experience points, and you will also
keep filling up that bar, and every time that bar fills, you will still get an
extra additional point.

Reaching lvl 2 from lvl 1 takes 2 000 experience points, and every level after
that you will have to gain the same amount experience points as you had to get
for your previous level, plus an extra 600.
EG, to get each level, starting at 0% in your exp bar, you'll need this many
more experience points:
lvl  2:  2 000
lvl  3:  2 600
lvl  4:  3 200
...
lvl 19: 12 200
lvl 20: 12 800

After this, each time you fill your exp bar, you'll need to get that much exp
once more with an additional 600 exp again to fill it up again.
That makes the formula for exp to the next level: 2 000 + (A - 1)*600, where A
is the amount of times you filled up your exp bar already.
Keep in mind that for the sake of this formula, you didn't have to fill up your
exp bar to reach lvl 1.

To get experience from killing monsters, you have to be on the hostile list for
that monster, you get on this list either by using a skill on it, attacking it,
having it in your aggro range(that circular gray area on your radar), or by
using a skill on an ally that's on the hostile list of that monster already.
(source of information for this last paragraph: gwonline.net)


+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
4. Characters
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
An important part of any RPG are its characters, Guild Wars is no exception.

Before you even start you have to make what could be the single most important
decision in the entire game: your primary profession.

Early on in the newbie area, you'll obtain a secondary profession.
Your secondary class gives you access to all of the skills of that class, and
all but one of the attributes of that class.
This is because each class has 1 attribute that is only available to your
character if that class is your primary one; furthermore, you can still only
wear armor of your primary class.
Armour available to your profession not only affects your Armour Level(which
modifies the damage you take from most skills), but also determines your energy
regeneration and your maximum energy.
The final difference is what runes you'll be able to take: because you can only
use runes of your primary class, with the exception of the Vigor runes, which
add health to any class.

Even though every class combination has builds that make them viable for both
PvE and PvP(Although Some classes being better suited to certain PvE areas then
others), you'll have to think carefully about what exactly it is you want to
do in combat.
Obviously, a warrior/elementalist can't use spells as its main damage source
because of the lacking energy supply(unless you are willing to get creative
with some of the late game abilities).
You should also note that there are also less obvious situations where
different class combinations can either make you very good or very bad at
certain things.
You'll want to take a secondary class that compliments what you want to do
with your primary class best, because it's usually not a good idea to make
a character that has multiple tasks, unless one of those tasks requires very
little energy and/or time.


%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%
*4.1 Brief Profession summary *
%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%

  _____________
_/4.1.1 Warrior\______________________________________________________________

 ������������������������������������������������������������������������������
Master of close combat, the only class that can unlock the full potential of
melee weapons. Also have access to the "Tactics" attribute and line of skills,
which are mainly used in defense or as utilities to increase your effectiveness
in combat, and allows you to use some of the better shields.

All 3 weapons are, of course, meant to get up close and deal some damage,
although the weapons have different means of accomplishing that goal.
For example: Hammers have higher damage and several knock-down skills, but
attack relatively slow and are two-handed.

Primary warriors get access to the Strength attribute, which not only gives you
some armor penetration, but also allows you to maximize the effects of
strength attribute skills, and allows you to use shields that require strength
instead of tactics.

Their armor doesn't give them any extra energy regeneration, limiting them to
only 2 arrows, but the Armor Level(damage modifier) is matched by none.

 -Attributes-
Swordsmanship: Increases damage output and with swords. Also increases the
  effectiveness of Swordsmanship skills.
Axe Mastery: Increases damage output with axes. Also increases the
  effectiveness of Axe Mastery skills. 
Hammer Mastery: Increases damage output with hammers. Also increases the
  effectiveness of Hammer Mastery skills.
Tactics: Increases the effectiveness of Tactics skills.
Strength(primary class only): Increases the effectiveness of Strength skills.
  Additionally, Each level of this attribute will give you 1% armor
  penetration.
  Master Nightfall pointed out that the armor penetration gained from this
  attribute might only work with skills. 


                   ____________
__________________/4.1.2 Ranger\______________________________________________
 
 ������������������������������������������������������������������������������
Even though they don't cost energy and have a long range, bows attack slowly
and don't have the natural damage to compensate for it.
Instead, rangers will be able to boost their damage with various preparations
they can add to their normal attacks to suit their current needs, and also have
a wide array of attack skills which they can spam to further increase their
damage out-put.
Furthermore, rangers also have a lot of defensive and utility skill, allowing
them to deal with a lot of different situations, making this class very
versatile.
Some rangers will also dabble in beast mastery, which allows them to send
an animal into battle to act as a source of damage or even as just a
distraction. But keep in mind that if you have marksmanship, expertise, and
wilderness survival, your beast mastery will not be high enough to make it
worth it to waste a skill slot with charm animal(the skill that makes you take
an animal into combat).

Primary Rangers also get access to the Expertise attribute, which not only has
some useful skills associated with it, but can potentially cut the cost of most
Ranger skills(and a very small number of skills from other classes) in half!
This allows primary rangers to use ranger skills many times more effectively
than any other class could. In fact, without expertise, Rangers will feel a
huge lack in the energy department.

Their armor provides moderate defense against physical attacks, but exceptional
protection against elemental damage.
Their energy supply is right between warriors and casters, with 3 arrows, but
their expertise attribute makes up for that.

 -Attributes-
Beast Mastery: Increases the effectiveness of Beast Mastery skills.
  Additionally, it increases the damage and critical chance of your Animal
  companion.
Wilderness Survival: Increases the effectiveness of Wilderness Survival skills.
Marksmanship: Increases damage output and critical chance with bows. Also
  increases the effectiveness of Marksmanship skills.
Expertise(primary class only): Increases the effectiveness of Expertise skills.

                                    __________
___________________________________/4.1.3 Monk\_______________________________

 ������������������������������������������������������������������������������
Monks are, in all honesty, the backbone of almost any team in this game.
It is usually the task of the monks, with their powerful healing and protection
spells, to keep teams alive in combat.

Monks can also go the way of Smiting, which allows them to deal damage instead
of healing their team.

Primary Monks get the benefit of Divine Favor, which makes their healing
even more powerful, and gives them access to many useful skills.

Their armor gives them 4 energy regeneration arrows, like all casters.
Their max energy is also average for all casters, although they have the option
to sacrifice max energy in exchange for extra physical defense, or vice versa.

 -Attributes-
Healing Prayers: Increases the effectiveness of Healing Prayers skills.
Smiting Prayers: Increases the effectiveness of Smiting Prayers skills.
Protection Prayers: Increases the effectiveness of Protection Prayers skills.
Divine Favor(primary class only): Increases the effectiveness of Divine Favor
  skills. Additionally, every time you cast a spell on an ally, they will be
  healed 3 points for each level of Divine Favor.
                                                  _________________
_________________________________________________/4.1.4 Necromancer\__________

 ������������������������������������������������������������������������������
Necromancers revolve around causing massive death and decay to their enemies.

Necromancers also have the ability to exploit corpses for various tasks, such
as create life-recovering pools or creating undead minions to do their bidding.

Some Necromancers will also use spells that sap their own health in order to
achieve something. Whether it be damaging or weakening enemies or boosting
the power of allies.

Primary Necromancers have access to the Soul Reaping attribute. This attribute
does not have any skills linked to it, but in situations with enemies dying
all around you, having a high rank in this attribute will provide a very nice
energy supply for the Necromancer.

Their armor provides Necromancer with 4 energy regeneration arrows, their
actual supply of energy varies from set to set, but is usually around the same
as other casters, as is their defense.

 -Attributes-
Blood Magic: Increases the effectiveness of Blood Magic skills.
Death Magic: Increases the effectiveness of Death Magic skills.
Curses: Increases the effectiveness of Curses skills.
Soul Reaping(primary class only): Whenever something or someone dies near you,
  you get 1 energy for each level of Soul Reaping.

______________________________________________________________________________
   ____________
 _/4.1.5 Mesmer\_______________________________________________________________

Mesmers are all about controlling the flow of battle, usually dealing indirect
damage through hexes, or using hexes to prevent people or monsters from using
skills or preventing them from attacking altogether.

As a Mesmer, you have to anticipate what enemies might throw at you, then build
your character in a way so it is able to respond to those situations.

Although their attributes all share a theme, they serve many different
purposes, as even within the same attribute, different skills allow you to
deal with completely different situations.

These things make Mesmers a lot of things, but not straight-forward, meaning
they are hard to learn and master, thus not making them the best choice for
new players. Although you might still want to use Mesmer as a secondary, for
their utility spells, which can be useful in many situations.

Primary Mesmers have access to the Fast Casting attribute, which allows them
to (surprise) cast spells faster.
There is no simple increase with each level, as the decrease varies with each
level in this attribute, and even varies depending on what the base casting
time is. Still, the change in casting speed is very noticeable, even without
putting a lot of points into the attribute.

Mesmer armor, like all caster armor, gives them 4 arrows of energy regen.
Their average energy bonus from armor is also the same as other casters,
although they can sacrifice defense for more energy, or vice versa.

 -Attributes-
Illusion Magic: Increases the effectiveness of Illusion Magic skills.
Domination Magic: Increases the effectiveness of Domination Magic skills.
Inspiration Magic: Increases the effectiveness of Inspiration Magic skills.
Fast Casting(primary class only): Each level in this attribute will reduce
  casting time for spells. This attribute only has 1 skill linked to it.


______________________________________________________________________________
                   __________________
 _________________/4.1.6 Elementalist\_________________________________________

Elementalists are the guys that cast spells which usually have one thing in
common: causing a lot of damage, with some utility spells on the side.

Each element has a slightly different approach, though,

Air magic spells usually revolve around doing maximal damage against a single
target, Water magic often slowing targets down, and Fire magic provides players
with a lot of area of effect spells.
Earth magic, though, has the most powerful defensive spells an Elementalist has
access to, but also provides some unique ways to damage opponents.

Primary Elementalists get access to the Energy Storage attribute, which doesn't
give them more energy that other classes without using Ether Renewal or Ether
Prodigy, but it does allow them to cast multiple high-energy spells quickly
one after the other without having to wait for their energy to recover in
between.

Elementalist armor also gives 4 energy regeneration arrows, and all of their
armor sets give the same average energy bonus. Each set, however, gives them
additional defense from a specific element. But keep in mind that the only
way to significantly increase the number of spells you can cast in long fights,
you need Glyphs, attunement spells, or ether prodigy/renewal.

 -Attributes-
Air Magic: Increases the effectiveness of Air Magic skills.
Earth Magic: Increases the effectiveness of Earth Magic skills.
Fire Magic: Increases the effectiveness of Fire Magic skills.
Water Magic: Increases the effectiveness of Water Magic skills.
Energy Storage: Each level of Energy Storage gives you 3 extra energy points.
  Also Increases the effectiveness of Energy Storage skills.


%-%-%-%-%-%-%-%-%
*4.2 Skill Types*
%-%-%-%-%-%-%-%-%

There are many different kinds of skills, all with their own specific rules.

The skill types also come into play with certain other skills, which might only
affect skills of certain types.

-------
Skills:
-------
Almost every skill is considered a skill, the only exception is in most cases,
signets aren't affected or don't trigger skills that affect or are triggered
by "skills".

Spells always fall under the skills category.
But far from all skills fall under the spells category, as you'll see below.

This is important when it comes to spells such as backfire, which is only
triggered by spells, not by all skills.

--------
Signets:
--------
Signets all have 1 thing in common: they don't cost anything to use.
Other than that, signets usually aren't considered "skills" when it comes to
spells such as blackout or diversion.

--------------
Attack Skills:
--------------
This is more of a family, very few skills are actually attack skills, but many
other skills fall under the attack skill category.

Spells such as diversion, which target skills, are also triggered by attack
skills.
Spells such as Judge's Insight, which affect attacks, are triggered by attack
skills as well.
But spells such as backfire, which only target spells, are not triggered by
attack skills.

--------------
Melee Attacks:
--------------
All rules from attack skills apply, additionally, these skills can only be
used with a sword, axe, or hammer equipped.

--------------
Sword Attacks:
--------------
All rules from attack skills apply, additionally, these skills can only be
used with a sword equipped.

------------
Axe Attacks:
------------
All rules from attack skills apply, additionally, these skills can only be
used with an axe equipped.

---------------
Hammer Attacks:
---------------
All rules from attack skills apply, additionally, these skills can only be
used with a (guess what), hammer equipped.

------------
Bow Attacks:
------------
All rules from attack skills apply, additionally, these skills can only be
used with a (surprise surprise), bow equipped.

------------
Sword Skill:
------------
These 2 skills can only be used with a sword, but don't count as an attack.
These skills are not attacks.

-------
Spells:
-------
Everyone reading this should know what a spell is.
All spells(unless specified otherwise) have exactly the same range.
A lot of spells are to cause direct damage, but the vast majority serve many
other purposes.
All spells cost energy and have a casting time and casting animation, even
if it's a very short one. Not all spells have a recharge time, although most
do.

-------------------
Enchantment Spells:
-------------------
Everything that affects spells, also affects enchantments being cast.
There are, however, many skills that will only affect enchantments.

Enchantments always provide some kind of beneficial effect for the person it's
cast on.
Some enchantments can only be cast on other allies, while some can only be
cast on yourself. Most of them can be cast on both.

-----------
Hex Spells:
-----------
Hex Spells are very much like enchantments, but skills that are only triggered
by enchantments are, of course, not triggered by hexes, and vice versa.

The difference is that hexes are always negative, and can only be cast on your
enemies.

--------
Stances:
--------
When you activate a stance skill, you immediately gain the benefit from it
until it runs out. You can only ever have one stance active at a time, if you
try using a new stance with another one still active, the first one will end.


-------------
Preparations:
-------------
Preparations add some kind of benefit to all of your attacks, including attack
skills.
You can only have 1 preparation active at any time, if you try activating a
2nd preparations with another one still being active, the 1st one will cancel.

-------
Shouts:
-------
There are many different types of shouts, some boost allies around you, while
some have a negative effect on enemies around you.
Other shouts will add some kind of positive effect on only your pet.
These are never spells or enchantments, but are still skills.

-------
Glyphs:
-------
Glyphs are utility spells used exclusively by elementalists.
All Glyphs have 2 distinctive thing in common: they only affect the next spell
that you cast, and none of them are tied to an attribute, making them effective
with all elements, or even no element at all(except for Glyph of Elemental
Power).

------------
Pet Attacks:
------------
These skills will add something to the next attack of your pet, activating a
pet attack will not trigger anything triggered by an attack activate on you.

---------------
Nature Rituals:
---------------
These skills are not spells, but they will summon a spirit at your current
position.
These spirits will have a specific effect on everything and everyone in
its range, even enemies.
Many of these effects are very powerful, and can change the entire flow of the
game.
All of these rituals can be instantly ended by killing the spirit.

------
Traps:
------
These skills will (surprise) place a "trap" at your current position. After
placing a trap, the Ranger will display a very distinctive effect around him,
letting friends and foes alike know what just happened at the Ranger's
location.
The trap itself, however, is completely invisible. As you probably guessed,
traps are usually triggered when an enemy comes into the range of its effect,
all traps have an area of effect, meaning they can hit multiple targets.


%-%-%-%-%-%-%-%-%-%
*4.3 Skill Legend *
%-%-%-%-%-%-%-%-%-%

Beside the name and effect of the skill, to make skills easier to read and
manage, most of them share several other properties, which are explained in
this section.

Skill Name  : Every skill has a name, as you might have guessed, this is purely
              cosmetic.

Skill Type  : All the skill types are covered in the previous section, and as
              you can read there, they are quite important.

Description : Without this, you'll be lost, aside from the name, this is the
              only property that isn't consistent between any skills, if a
              skill does damage, this is where you'll see it, but then from
              here you'll also be able to learn if it's a projectile or instant
              hit spell, or if it has some sort of other unique effect, which
              is very common, as no 2 skills are exactly the same.

Energy Cost : Most skills, but not all, have an energy cost. Although energy
              recharges very quickly, energy management and energy sufficiency
              is very important, both when choosing your skills and when using
              them.
              5 Energy could be considered cheap, while more than 10 is
              somewhat expensive and could cause energy problems.

Activation Time : Many skills, especially spells, have a slight delay before it
              is activated. During this time, you will be unable to move or
              perform any other action, but you can que up other skills so that
              they will begin activating as soon as your current skill is done.
              If your skill is interrupted by movement, you will not gain back
              the energy spend.
              If your skill is interrupted by an enemy, you will have to wait
              for it to recharge normally before you can use it again, and you
              will also still lose the energy cost of it.
              While an activation time under 1 second is almost instant, you
              should be careful with spells that take longer than 3 seconds to
              cast.

Recharge Time : This is the cool-down time in seconds that you will have to
              wait for before you can use the same skill again.
              This can actually severely limit the usefulness of a skill,
              so pay attention to this.
              A skill that seems too good to be true at first, might not be
              so good when you notice it takes 30 seconds or longer to re-use,
              which is an eternity in battle.

Attribute   : Almost all skills are aligned to an attribute, and the power or
              effectiveness of that skill is usually entirely dependant on the
              level of that attribute.

Energy Upkeep : Some enchantments used by monks will have a penalty of 1 energy
              regeneration arrow for the monk, for as long as he keeps it
              active. These enchantments will not expire after a pre-defined
              time, but can still be removed by an enemy. The enchantment
              can also be canceled by the monk at any time by clicking
              the icon in the "upkeep" area of your screen. The enchantments
              will also be canceled if the monk runs out of energy or moves
              too far from the target.

Health Sacrifice : Some necromancer spells require you to sacrifice a certain
              percentage of health, which is calculated by using your max
              health. Although this is actually specified in the description
              of the spells, my manual lists it as a separate property, so here
              you go.

Elite Skill : Some skills are "elite". These skills are often relatively more
              powerful than other skills, but you can only have one of these
              equipped at any time. This means it's always wise to pay extra
              attention to which elite skill you equip, to get the most benefit
              from their power.
              Elite skills can be identified by their gold border, and the
              confirmation of the skill being elite can be found in the skill
              description.

Adrenaline Cost : Many warrior skills require adrenaline to use instead of
              energy. These skills are favorable to warriors because of their
              lower energy supply.
              Hitting an enemy with an attack adds 1 point of adrenaline to
              all of your adrenaline skills until they are "charged".
              Using an adrenaline skill will drain the adrenaline for that
              skill, but will leave other adrenaline skills charged, unless
              the skill you used specifically says it will drain adrenaline for
              all of your other skills as well.
              Also: if you use an adrenaline based attack skill and it misses
              or gets blocked, you will lose 1 notch of adrenaline charge for
              all of your adrenaline skills.
              Getting hit 5-7 times will give you a notch of adrenaline charge
              as well.
              


+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
5. Story Walkthrough
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

So you've chosen to make a full RPing character, eh? Well, good for you,
because the world of Guild Wars is filled to the rim with hard missions and
interesting quests, and you're going to need to unlock those skills sooner or
later anyway...

In this part of the guide, I will try to document how to properly bring each
mission and primary quest to a successful end, I will also occasionally point
out some of the more beneficial side-quests and locations to visit.


%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%
*5.1 New character walkthrough*
%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%

So, you've chosen your profession, appearance and name. And after watching the
ominous intro movie, you're ready to jump right into action. Thankfully, that
is exactly what the game wants you to do, after you get yourself familiar
with walking around and I don't know what else, talk to the Town Cryer to get
your first quest! On your radar, you'll see a green marker appear to the north,
so walk across the bridge towards it. Talk to Sir Tydus, accept the reward,
and the next quest. Now, you'll see an arrow pointing west on the radar, keep
walking towards it and then walk outside of the city though the portal.
Keep in mind that if you're ever not sure what to do, you can talk to Sir Tydus
to get some advice on what to do next.

You will now get your own instance of the explorable area "Lakeside County".
This area will be filled with monsters and NPCs to reflect which quests
you are on or which you have completed, and monsters you kill won't respawn
until you change areas.

Before you, you'll see 2 NPCs: one to reflect your class and a little girl
called Gwen. First, talk to Gwen and agree to help her, you'll now get the
"Gwen's Flute" quest.
Now talk to the other NPC, which will give you a simple test depending on
your class. More details about these quests can be found in the Quests section
of this guide, but unless you're really desperate for something to read you
might as well just go down the road and do what the quest objective says.
If the objective for the quest doesn't require you to go down to the river, 
to the south, so anyway, because you'll find Gwen's Broken Flute down there.

Walk back north towards the town, and talk to Gwen and the other NPC there
to accept the rewards for your 2 quests.

Gwen will offer to follow you, even though right now all she'll do is annoy
you, giving her a new flute and some flowers will make her heal you if you get
close to dying, which might come in handy.

Now you have a some choices:
-Talk to Haversdan, who has takes the place of the trainer you got your first
 2 quests from, to get the "Further Adventures" quest which will continue the
 regular chain of events in the newbie area.
-Do the "Adventure with an Alley" quest, read more about this in the quest
 section of this guide.
-Go back into the City, and get a couple of quests. Keep in mind most quests
 from the city won't be available until you complete some more important tasks.
-Go back into the city, and talk to Armin Saberlin to receive a quest to
 take a secondary profession upon yourself.
-Find the first trainer of your first profession, to learn more skills.
-All of the above.

Eventually, it's best to do all of them, in any order, but I suggest first
taking the "Further Adventures" quest to avoid getting lost, although you might
also want to take the "Bandit Raid" and "Poor Tenant" quests from Ascalon City.

So follow the road south west, or go up the hill west of the road if you're
on the Bandit Raid quest.

Either way, talk Devona, who is at the other end of the quest arrow if you
have "Further Adventures" selected in your log.
She will give you the "Unsettling Rumors" quest, which makes you go to the
nearby Abbey.
Don't forget to complete the Poor Tenant quest while you're there.
When there, ask Mareek about the quest, to get the next objective:
Press M to open your world map, then warp back to the city by either clicking
it then pressing Travel, enter, or space. Or you can just double click the city
marker.

Talking to Armin will complete the quest and give you the next "A Second
Profession" quest.
If you want to, you can test out each of the 5 remaining professions before
finally settling on one, or you can just go straight to the one you want.
Keep talking to Armin or scroll down to the quests section if you want more
information.

Your Current options are:
-Complete "A Second Profession"
-Learn more skills for your first class, you can do this by either asking
 Armin Saberlin where to learn more skills for your class.
 Or preferably: going outside of the city, then talking to Haversdan again
 and taking the "A new [your class] Trainer" quest, which is the preferred
 way because you get some free exp.
-Do the "Adventure with an Alley" quest, read more about this in the quest
 section of this guide.
-Do some of the other minor quests you can get from NPCs in and around the city
 for some easy experience. Again, check the quests section of this guide if you
 need help finding specific quests.
-All of the above!

First, I suggest just getting the second profession over with.
When you complete it, return to Armin Saberlin to accept your reward and get
the "The Path to Glory" quest.
All you have to do to complete this is to talk to Sir Tydus, who is right next
to you!
After accepting the reward, you get the ability to leave the newbie area.

-----WARNING-----
Going to the academy means you'll leave the newbie area and proceed to the
first real part of the story, you will _never_ be able to return to this
area.
If you leave already, you will miss a LOT of free skills and experience points,
making the next part far harder than it has to be, and also means that you
will have to use valuable skill points on skills that you could have gotten
for free!
---END WARNING---

So what should you do before going to the academy?

-Do the 2-3 skill quests for your primary profession to get a bunch of free
 skills.
-Do the 1-2 remaining skill quests for your secondary profession to get more
 free skills.
-Do to "Adventure With an Ally" quest to get the Resurrection Signet skill for
 free.
-Do as many of the remaining quests as you like, I advise at least doing the
 "Tithe for Ashford Abbey" quest, because it nets you a free skill point.
 And also doing the "Charr in the Catacombs" quest because it gives you an
 easy 100 gold.
 For the remaining quests: remember that easy exp is good exp, if you are new
 to the game, you'll probably want to get to about lvl 5-8 before leaving,
 because this will not only make it easier to win the little PvP match you'll
 be subjected to after entering the Academy, but it will also make the first
 part of the game many times easier.
 Also, don't forget that all items that you get from the quests here sell
 for 10 gold each. This may not seem like a lot, but it adds up quickly!


When you tire of the newbie area, go back to Ascalon City and talk to Tydus.
A count down will appear on the screen, and when it gets to 0:00 you will be
warped to a small PvP area, 9 out of 10 newbies suggest to just try your best
and have fun, as it doesn't matter if you win or lose.
After that small PvP encounter you will once again warped to a new area, don't
worry, there will be plenty of time for PvP later, because now you have orders
to exterminate a small number of Grawl led by... a Charr! If you've done some
of the other quests before this, you'll know a thing or 2 about how fierce
the Charr can be, but with the 4 of you, he should go down easily.

After completing this easy task, sit back and enjoy the small cut-scene that
follows...


%-%-%-%-%-%-%-%-%-%-%-%-%-%
*5.2 Post Searing Ascalon *
%-%-%-%-%-%-%-%-%-%-%-%-%-%

Fast forward 2 years...

Welcome to the wasteland of what used to be the lush green lands of Ascalon,
The great searing made sure everyone agreed once and for all: the days of peace
in Ascalon are over.

Some time has passed since you entered the academy, and you are now a
full-fledged elite soldier in the army of Ascalon.
Although you have the option to roam the wastes or help the citizens of
Ascalon with their every-day problems, chances are that if you're reading this
you're more interested in advancing the story, and making a real difference in
this ruined world.

The first thing you need to do here(unless one of your party members decided
to be a pain in your ass by walking into Ascalon City while still in the party)
is to talk to Captain Osiric and accept "The Krytan Ambassador".
Then warp to Ascalon city (unless you want to keep your party intact), and find
Warmaster Tydus towards the north.

Tydus will give you a small quest to deliver a message to an Ambassador from
Kryta, who is offering to help Ascalon.
However, Ascalon isn't the happy peaceful place it used to be, so it's wise
to get 1 or more party members, depending on how far you want to go and how
confident you are in your own abilities.
Luckily, since there aren't always real people who are on the same quest you
are and are also willing to party, you can take henchmen along with you.
You'll find these henchmen by following the quest arrow. In other outposts,
you can find them easily by looking for the big banners near them or by
holding CTRL to make their names appear in green, if you're close enough.
Usually, these henchmen are conveniently placed near an exit into
and explorable area.

In any case, when you're done putting together your party, head out into Old
Ascalon, the post-apocalyptic wasteland versions of Lakeside County and Green
Hills County.

Your next objective is to go southwest to Ambassador Zain, who is having a
conversation with Prince Rurik. But if you're not interested in the story,
just rudely cut in by talking to Zain and accepting your quest reward.

For more information about the optional quests you can get around here, check
the quest section of this guide.

I strongly advise that no matter what your classes are, to at least do the
first 3 skill quests available to both your classes. But it's probably best
to save the ones from Piken Square and Serenity Temple until later.
Also don't forget to do the skill quest from Zain, who will offer 1 skill
for each of your 2 classes.

When you're done running around, exploring, getting skills, and helping the
people of Ascalon with their troubles, go back to Ascalon city and talk to
Warmaster Tydus, who has a very important task for you.
Accept it then run towards the quest marker, to your very first real mission:
The Great Northern Wall!

Here, talk to Squire Zachery for your reward and a bit of info, form a party,
then enter the mission!

  ________________________________________
_/5.2.1 Mission 1: The Great Northern Wall\___________________________________

    Scout for Bonfaaz Burntfur's Charr forces.
-Objective- Search north of the Wall to find the Charr army.
-Objective- Report your findings to captain Calhaan.

You start off on top of the wall, talk to Calhaan, who will open the gate on
the bottom of the stairs for your, where you might have to find some devourers.
Follow the trail northwest, across a small bridge. Here you can go down a slope
and fight your way past some devourers, or follow the road and fight some
Grawl. But neither way has any significant advantage.
Fight your way past some more minor monsters until the road, after a small
gate takes you west. When this road circles north you can either follow it
up a hill, where you'll see 2 wreckages(hold alt) or you can take a small
to the southeast of the hill.

First off, kill the devourers and open the 2 wrecks, one will hold and item
called "Kilnn Testibrie's Crest". Make sure you pick it up and save it, then
head east to that passage next to the hill, and go down it.
You'll find another wreck containing "Kilnn Testibrie's Cuisse", save this as
well.
North of here you'll see some monsters fighting amongst each other. Kill them
all as you see fit, then instead of following the normal road, go north into
a small passage that takes you under a bridge.
Talk to the ghost Kilnn Testibrie along this passage.

-Objective- *BONUS* Recover the four pieces of Kilnn Testibrie's armor
and return them to his tomb.

Continue following the passage, and along the way pick up the 3rd piece of
armor: his Pauldron.
Keep following the road southwest until you see a wreckage on a hill to the
left of the road, this contains the last armor piece: his Greaves.

Now, run all the way back to the ghost, give him the 4 armor pieces, and
receive your 1,000 Experience points!

-Goal completed- *BONUS* Recover the four pieces of Kilnn Testibrie's armor
and return them to his tomb.

Now run back, again, to where you found the last armor piece, but now just
follow the road, killing the Charr boss along the way, until a small cut-scene
begins.

-Goal Completed- Search north of the Wall to find the Charr army.
-Objective- ADDED: Find a new way back. Run to the wall.

As soon as it ends, start running south, and don't stop for anything!
You will take a huge shortcut back to the wall, thanks to some doors that
mysteriously open.

-Goal Completed- ADDED: Find a new way back. Run to the wall.
-Objective- Report your finding to Captain Calhaan.

I'll assume you remember where he is.

Congratulations on completing your first mission!


  ___________________________
_/5.2.2 Mission 2: Fort Ranik\_________________________________________________

    Retake the Great Northern Wall.
-Objective- Push back the invading Charr army.

The majority of this mission just involves you killing everything in your path
as you fight your way back to the wall, there are very few branches in the
road, so I'll just point out the interesting things along the way.

Early on in the mission, to the west, you'll find Gurn Blanston, who will give
you the "Deliver a Message to My Wife" quest. This is completely optional, of
course.

If you keep Armin Saberlin alive until the gateway you come, he will give you
the bonus objective of this mission, although you can still complete the
objective and get the 1,000 experience even if he dies or if you don't talk to
him. 

-Objective- *BONUS* Rescue Deeter Saberlin from his Charr imprisonment. 

After this gate, you'll soon see 2 passages leading north, take the west one.

After a while, at a boss, the road will lead you east, up on the hills on both
sides of the roads there will be Charr attacking you, it's not very important
to kill them right now, but you can if you really want to.

After that road takes you north a small bit, you will see it branch off up
to a hill to the southeast, go up here for the bonus!
You'll come across 2 Charr Overseers guarding a prison. If for some reason,
like half your party leaving, it becomes too hard to kill them, try luring them
apart a little bit, so their area heal doesn't heal both of them while they
infuse each other with health.

-Goal Completed- *BONUS* Rescue Deeter Saberlin from his Charr imprisonment.

After this, you can go north or south. Back north will be faster, but south
will give you some extra loot, it's up to you.

Either way, you'll eventually come across a large open area with lots of broken
catapults, many Charr, and on the north end: the wall.
The most important thing here is to stay together and NOT attack Charr when
there are more than 4 near each other.

Take along any spare parts you see laying around, but keep in mind: drop them
before combat!
After talking to the siegemaster you will get some new objectives.

-Objective- ADDED: Locate the RESTRAINING BOLT and return it to Siegemaster
            Lormar.
-Objective- ADDED: Locate the ARMING CRANK and return it to Siegemaster Lormar.
-Objective- ADDED: Locate the RELEASE LEVER and return it to Siegemaster
            Lormar.

When you've done all that, activate the lever twice to launch some kind of
large flaming explosive object towards a huge group of Charr.

Up ahead is another trebuchet, but to kill anything with this one you'll have
to lure the Charr towards the target area, which is usually too much trouble,
and there's a chance you'll kill a team-mate on accident.

To complete the mission, you have to kill the Boss on top of the wall.

  ____________________________________________________
_/5.2.3 Intermission: Frontier Gate & Eastern Frontier\________________________

Well well, you've done the first two missions, and now you've been granted
a short break, as you might have noticed because the area you appear in is an
outpost rather than a mission area.

Of course, if you want to, you can just pick up the "Ruins of Surmia" quest
from Warmaster Riga, this will lead you straight to the next mission.

However, if you take a short trip back to Ascalon City, you'll notice many new
quests were made available since you went off to defend the wall.
First off, of course, I advise doing all the skill quests you've missed before
going to the first mission.

Then, this would be the ideal time to check out Piken Square. And if Monk,
Elementalist, or Mesmer is either of your 2 classes, you should check out the
Serenity Temple outpost as well.
Serenity Temple only has quests for those 3 classes, so unless you're set on
completing "The Troublesome Artifact" quest, there isn't much reason to go all
the way out there.
Also, if you're taking the long route to complete the "Frontier Gate Fugitives"
quest or just want to explore everything, it's also a good idea to stop at the
Temple.
If you do plan on going there, for any reasons, do pick up the "The Trouble
Artifact" quest, then warp back to the Frontier Gate and head out into the
Eastern Frontier and complete that quest, as it will lead you straight to the
Serenity Temple!

When you're done with that, or decide to not go to the temple, you'll probably
still want check out Piken Square. As it hosts the most rewarding and fun
quests in this entire area.
It also has skill quests for Necromancer, Warrior, and Ranger, so you'll want
to go there anyway if you have one of those classes. And if that isn't enough
to convince you, about half-way there you will come across a quest that gives
skills for ALL 6 classes. 

To get there, first go back to Ascalon City and take the "Recruits for Hollis"
quest from Warmaster Tydus. This will lead you through Old Ascalon, and to
the gate to The Breach, where Piken Square is located.

After getting the reward from Hollis, accept the "Supplies for the Duke" and
"Barradin's Stand" quests.

First off, complete Barradin's Stand, as this will lead you straight to Piken
Square. Next, complete Supplies for the Duke to get your 2 skills.
When you're done with those, and if you're a Warrior, Necromancer, or Ranger,
do the remaining skill quests obtainable from Piken Square. Regardless of your
class, I advise doing the Duke's Daughter series of quests, if you're around
lvl 8-12 you should be able to complete them successfully.
In any case, as always, check the quests section of this guide if you need help
in any of those quests, or are looking for some more quests that are available
around Ascalon at this point.

When you're all done, head back to the Frontier Gate, take the Ruins of Surmia
quest, then exit into the Eastern Frontier and set off towards the north.

You'll come across a lot of Grawl along the way, but usually you can save
a lot of time by just running past them.

  ________________________________
_/5.2.4 Mission 3: Ruins of Surmia\____________________________________________

    Rescue the soldiers taken prisoner by the Charr
-Objective- Safeguard Prince Rurik's life.
-Objective- Free all the Ascalon captives.
-Objective- Get to the obelisks inside the ruined academy.

The largest part of this mission involves you following Prince Rurik, as you
rescue prisoners held by the Charr.
The fighting itself isn't too hard, as long as you are careful enough to not
attack 2 patrols close to each other, and watch out for Devourers hiding in the
ground who will ambush you when you get close, especially near bosses.

Eventually Prince Rurik and the former prisoner Erol will stop at a bridge near
Surmia, where you'll get a new objective.

-Objective- ADDED: Cross the ravine and open the drawbridge for Rurik and Erol.

You can actually do this many ways, but you'll probably want the bonus, so go
down the hill across the tar river south of you. Follow the road east a little
while holding ALT to find the NPC you need to talk to.

-Objective- *BONUS* Extinguish the Flame Temple by defeating the Flame Keepers.

Stay need the NPC for a little while, and you'll see a group of Charr carrying
some kind of torch with them. You need to follow these without them seeing you,
so stay at a safe distance.
After a while, they will pass through a gate, this is your que to run in and
kill everything. You will find the 4 Flame Keepers deep in the temple, at a
large torch.

-Goal Completed- *BONUS* Extinguish the Flame Temple by defeating the Flame
Keepers.

Now, go out of the temple through the 2nd gate, north of the Flame Keepers.
Follow the trail of wreckages and sludge east, to the Historical Monument of
Surmia.
Keep following the road east until you get to a lever, open it to have Rurik
re-join you.

-Goal Completed- ADDED: Cross the ravine and open the drawbridge for Rurik and
Erol.

Continue following him until you get to a large door, where you will have
to defend Rurik as he works towards opening it. There will be 3 mage NPCs
positioned at the 3 entrances to this area, who will help you hold off the
Charr waves, but you will have to do most of the work.

  __________________________________________________
_/5.2.5 Mission 4: Nolani Academy of the Arcane Arts\__________________________

    Return Prince Rurik south of the Wall to safety.
-Objective- Sneak out and ambush the Charr forces besieging the academy.
-Objective- Return to the Nolani Academy to rendezvous with the prince.
-Objective- Defend Prince Rurik on the way back to the capital city of Rin

You can speed up this mission by using the lever inside of the Academy, this
will open the doors and let in 20 and some odd Charr, but this will make you
miss the bonus and most likely get you killed.

Instead, go northeast, outside of the academy back entrance.
Along the way, keep an eye out for a route leading further east, into an area
with some of those giant blue crystals. In a small passage to the very
southeast of this area, you'll find Watchman Pramas, who will drop a book which
you have to pick up and carry.

-Objective- *BONUS* Return the Tome of the Fallen.

Remember that holding this book will make it impossible for you to attack, and
even though you can use spells and other non-attack skills while holding it,
all of the bonuses from the wand, focus, or staff you have equipped will be
rendered useless, so drop the book when going into a fight.

After coming down from the wall, look east, where you'll find a small passage
into the rocks, go in there. Alternately, you can also go into the passage you
see when the brick road bends west.
Either way, keep going west/southwest until you come to a grave site flooded
with ghosts, slowly fight your way past them until you get to the object where
you can place the book, which will cause all of the remaining hostile ghost
to disappear, and will give you a new ghost that you have to talk to.

-Goal Completed- *BONUS* Return the Tome of the Fallen.

Go back to the brick road, and follow it north towards the academy, or go north
through the cliffs if you prefer sniping the Charr from a safe(er) distance.

Either way, kill them all!

-Goal Completed- Sneak out and ambush the Charr forces besieging the academy.
-Goal Completed- Return to the Nolani Academy to rendezvous with the prince.
-Objective- ADDED: Take Stormcaller to Horn Hill. 

Follow the Prince south, and a after a couple of small fights and cut scenes,
you'll find that Rin is being torched by the Charr.

-Objective- ADDED: Save Rin.

The rest of this is just following Rurik again, and killing the Charr.


%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%
*5.3 Escape over the Shiverpeaks*
%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%

  _______________________________________________
_/5.3.1 Intermission: Yak's Bend & Alpine Tableau\_____________________________

Here's a brief rundown of the quests you can take at this point:
-1 skill quest for each of your classes

-1 skill quest for all classes, called "Helping the Dwarves", this will lead
 to 3 quests in the Iron Horse Mine, and doing all 4 of these is somewhat
 time consuming, but the reward is alright, and it gives you an excuse to kill
 lots of dwarves.

-Do the "Shiverpeak Stragglers" quest, followed by "Oswalt's Epitaph".

-"The Missing Artisan", which will lead you to an NPC which can craft rare
 materials out of basic materials for you, this ends in roughly the same area
 as "Oswalt's Epitaph", so you might want to do both at the same time.

-When you're ready to move on, get "The Way is Blocked" and "The Road to Borlis
 Pass" quests, which will lead you to.... Borlis Pass!

  ____________________________
_/5.3.2 Mission 5: Borlis Pass\________________________________________________

   Negotiate passage to Grooble's Gulch and shelter for the Ascalon refugees.
-Objective- Ignite all the storm beacons to light the way through the storm.
-Objective- Find out what happened to Price Rurik's negotiations with Dwarf
king Jalis Ironhammer.

First off, talk to Hayden, he'll give you a torch which you have to use to
light 7 beacons.
The first one is right next to you, and you can find all of them by simply
holding ALT and looking after each beacon you light.

After the 4th, there will be 2 torches very close to each other, and I've seen
many people walk right by one of them, so keep an eye out here.
When you're done, Tolis will open the gate for you.

-Goal Completed- Ignite all the storm beacons to light the way through the
storm.
-Objective- ADDED: Bring an end to the siege of Krok's Hollow. Destroy the
ballistae and the forces outside the gates.
-Objective- ADDED: Break through the locked gate into Maladar's Fort.

Along the way, you have to use the Dwarven Powder Kegs to blow up a gate, there
are plenty of them around, just hold ALT to find a station.

-Goal completed- ADDED: Break through the locked gate into Maladar's Fort.

Keep following the trail of monsters around the cliff, until you come to a
gate blocking your way south. You can just go through this, but instead, grab
another Powder Keg and go down the passage southeast of the gate, towards
Rornak Stonesledge, who will give you the bonus objective.

-Objective- *BONUS* Kill the ice drake.

First off, go south of Rornak and drop the Keg, which will create an avalanche,
opening the cave.
The Dryders in the cave like to cause massive health degeneration on a large
portion of your party. Unless you're the only one taking much damage, it's best
to back off a bit if you get hurt to much, because your monk(s) might have
trouble keeping up.
Killing the drake doesn't require any specific tactics, so good luck :)

-Goal Completed- *BONUS* Kill the ice drake.

Now go back to the gate you passed earlier, flip the switch and head east
through it.

You'll finally be near Krok Hollow, keep following the path, killing all the
engineers along the way, to trigger a somewhat lengthy cut-scene.

-Goal Completed- Find out what happened to Price Rurik's negotiations with
Dwarf king Jalis Ironhammer.
-Goal Completed- ADDED: Bring an end to the siege of Krok's Hollow. Destroy the
ballistae and the forces outside the gates.
-Objective- ADDED Light the magical signal beacons.

You will be given a blue torch, which you simply have to use to (surprise)
light some beacons at the end of the road, this will finish the mission.

  _______________________________
_/5.3.3 Mission 6: The Frost Gate\_____________________________________________

    Open the Frost Gate
-Objective- Destroy the ballistae to secure safe passage for Rurik and the
Ascalon refugees.
-Objective- Retrieve the Gear Lever from the Dwarven fort to open the Frost
Gate.

First off, check the ground for the dark strip that goes through the mission,
this is the road you'll want to follow through the majority of the mission.
As you go south, you'll have to kill an engineer in order to allow Rurik to
go on and to open a gate so you can go on yourself.
After that gate, there are multiple ways to go on.
It's safest to wait for the patrol to pass, then go right(west), kill the
enemies, then go left(south), then left again(east) across the bridge, then
when it's safe, go south and follow the path to another bridge with a 2nd
engineer you have to kill, then go back east across the bridge and go past
the opened gate.
Go into the cave ahead, and if you see multiple groups of monsters fighting
each other, take advantage of it by killing the side that's currently winning.

When the cave splits in 2 routes, go east to find Rornak Stonesledge, captured
once again. Talk to him to get the bonus objective.

-Objective- *BONUS* Steal the Stone Summit's secret plans for a powerful
siege weapon.

Go west, out of the cave, but instead of going over the bridge, look north
to find a secret passage, which you have to go down for the bonus.

Near the end of this path, you will come across several somewhat large groups
of dwarves that have actually banded together to form a _very_ large group of
dwarves. Still, if you're careful and fast enough, you should be able to take
out all of them before the 3 Dolyak Riders decide to work together, along with
the 10 or so other dwarves, which will likely render this part almost 
impossible.
When you do manage to get past these, Rornak will walk up to the ballista and
repair it, allowing you to use the lever to fire it at a gate up ahead.

Now return to the bridge you ignore earlier, and cross it, kill everything in
sight, then watch or skip the cutscene that follows.

-Goal Completed- Destroy the ballistae to secure safe passage for Rurik and
the Ascalon refugees.
-Objective- Retrieve the Gear Lever from the Dwarven fort to open the Frost
Gate.

Instead go back to where you just had that big fight, and head through that
gate that you opened with the ballista. On the other end of this path, you'll
find a chest with the secret plans. Now, head all the way back, across the
bridge, to Rornak, who is still waiting at that ballista.

-Goal Completed- *BONUS* Steal the Stone Summit's secret plans for a powerful
siege weapon.

Now, finally head back to where the cutscene was and go south, where you'll
find a Gear lever. Pick up this item and use it on the mechanism next to it,
this will set into motion a device that opens the gate ahead of you. Kill
everything and pass through the gate.

-Goal Completed- Retrieve the Gear Lever from the Dwarven fort to open the
Frost Gate.
-Objective- ADDED: Activate the three Frost Gate Lever Mechanisms before the
Stone Summit overwhelms Rurik.

You have 2 options here:

-Quickly activate each mechanism one after the other without attacking
 anything, this will make legions of Stone Summit attack you, and will probably
 get you killed, but the mission will still be completed if you wait a short
 while.
-Kill everything you see, then activate 1 mechanism, then kill every new Dwarf
 that appears, then move to the next mechanism, repeat.

The 1st way is obviously faster, but more risky, as the Dwarven forces might
be too much to handle when trying to get to the next mechanism.

If one of your party members DOES decide to activate a mechanism before killing
all the dwarves currently near you, quickly call him or her some insulting
nems (such as "idiot" or "your stupidness will get us all killed") then pick
up the lever, and activate the remaining mechanism(s). This will finish the
mission even though your entire party got slaughtered.

Either way, mission complete!

  ______________________________________________________________
_/5.3.4 Intermission: Beacon's Perch & the last stretch to Kryta\______________

There aren't a whole lot of things you can do at this point, so I'll just use
a small list.

-If you haven't done so already, go back to the Frost Gate mission area, and
 exit into Anvil rock, then no northwest to find an outpost where you can
 buy some skills from an NPC.
-Ask some lvl 20 friends to take you to Draknor's Forge, though Lornar's Pass,
 which will allow you to skip a huge portion of the game... if you really want
 to miss all the skills and skill points from the quests and missions, and you
 want to get to Lion's Arch and Denravi sooner or later anyway.
-Do the Hungry Devourer quest for some skills, followed by the next quest for
 even more skills.
-Start the "To Kryta" line of quests, to get on with the story of the game.
 Check the Quests section of this guide if you need help with those.

  _______________________________
_/5.3.5 Mission 7: Gates of Kryta\_____________________________________________

    Secure a safe place for your people to settle.
-Objective- Make contact with the local authorities at Lion's Arch.

I've said it before, and I'll keep saying it: it's very easy to get overwhelmed
if you don't think before running into battle.
If you see multiple patrols, stay back and study them for a while, wait for the
best opportunity to attack, pick a situation where you'll fight the least
enemies possible.
Later on in the game, patrols will often be backed up by invisible enemies that
ambush you when you get close or attack members of their patrol. Although at
this point you don't yet have to worry about that.

In any way, at the start of the mission, hold ALT to find an NPC called "Oink",
a small hog. Clicking him will make him follow you.

Keep following the path through the swamp until you get gate of Lion's Arch.

-Goal Completed- Make contact with the local authorities at Lion's Arch.
-Objective- Head south across the beach to find Justiciar Hablion.

Head southeast towards Orrian Historian McClain, he will tank Oink and give you
the bonus objective.

-Objective- *BONUS* Find and return the Tome to the Historian.

Just a word of warning, doing this bonus quest will make you encounter several
groups of extremely lethal lvl 17 Smoke Phantoms, which like nothing more than
ripping you a new one, and they probably will if your party is below lvl 15ish,
and even then it will be very hard.
So unless you're sure you can handle it, you might want to skip the bay part
of this mission and just go east past the bridges instead.

Go out of the gate, the fastest way on with the mission is to just head east,
towards those bridges, but you can also go over the south rim of the beach past
the Lightning Drakes, which may give you a lot of rare drops.

But before you go to the white mantle there, if you want to do the bonus, head
down to the sea-level and wade north into the narrow bay.

At the end of this bay you'll find a ship wreck, with a chest, which, as you
probably guessed, contains the Orrian Text.
But this will also make those Smoke Phantoms pop out... well don't say I didn't
warn you, they're tough, don't try it with henchmen unless you're lvl 20.
Bring this text back to the Historian.

-Goal Completed- *BONUS* Find and return the Tome to the Historian.

After this, or if you skip it, go to Hablion east of those bridges.

-Goal Completed- Head south across the beach to find Justiciar Hablion.
-Objective- Help Justiciar Hablion clear the swamp of undead.

You're almost done with the mission, so try your best not to die! Stay out of
the swamp water at all costs, and kill all of the monsters on your radar BEFORE
aggroing the boss at the end.


%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%
*5.4 Start of a new life in Kryta *
%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%

*Coming soon*

+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
6. Exploring the World
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

*reserved for a future update*


%-%-%-%-%-%-%-%-%-%-%
*5.1 Skill Trainers *
%-%-%-%-%-%-%-%-%-%-%

The information in this area might or might not be moved to the ouposts/cities
sections when they get completed.

Here, I will list which skills trainers will gives that can't be gotten from
quests.

Ascalon City has a skill trainer as well, but he only gives skills that you
could also have gotten from quests in the newbie area, although there are
some exceptions like Empathy for secondary mesmers

--------------------
Grendich Courthouse:
--------------------

Directions can be found in the walkthrough after the 2nd mission, and in
several quests from Piken Square.

Trainer name: Taltosh
Warrior: Disrupting Chop; Wary Stance
Ranger: Kindle Arrows; Predator's Pounce
Elementalist: Enervating Charge; Immolate; Phoenix
Monk: Judge's Insight; Restore Life
Mesmer: Epidemic; Physical Resistance
Necromancer: Enfeebling Blood

-----------
Yak's Bend:
-----------

You get here after the 4th mission.
This trainer will also give skills from skill quests you can get for free
around Ascalon.

Trainer name: Captain Osric
Warrior: Hamstring
Ranger: Called Shot; Lightning Reflexes; 
Elementalist: Fireball; Ice Spikes
Monk: Smite
Mesmer: Phantom Pain
Necromancer: Shadow of Fear

---------------
Ice Tooth Cave:
---------------

Trainer name: Marna
Warrior: Distracting Blow; Dolyak Signet
Ranger: Melandru's Assault; Revive Animal
Elementalist: Blurred Vision; Stoning
Monk: Holy Strike; Succor
Mesmer: Drain Enchantment
Necromancer: Mark of Subversion


+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
7. Quest Database
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

Everything in this section should be self-explanatory, I've tried to mark
primary quests with a "=-=" instead of a "---" whenever I could, but this
might not be 100% accurate as certain quests change into primary quests when
they near completion, especially in the case of skill quests.

If you have anything to correct or add, just drop me a line at the address you
can find at the bottom of this document.

====================
Pre-searing Ascalon:
====================

Although many of these quests might seem like a waste of time, completing
quests is by far the best way to get experience points, so try to enjoy it :).
If you do all of the quests available to your class, you should be around lvl
6-8 by the time you leave this area, meaning you'll have a huge advantage in
the next portion of the game.
Also, even though many of the weapons and off-hand items obtained from these
quests might seem weak and useless, they actually sell for a very nice 20 gold
each, which adds up to a nice little fortune by the time you're done.

-------------
Ascalon City:
-------------

---Message from a Friend:
Obtained from: Town Cryer
Reward: 100 Experience; 10 Gold

Objective: Go to the town square in Ascalon City. Talk to sir Tydus.
Comment: You can't miss him, he's right across the bridge you start at.

=-=War Preparations:
Obtained from: Sir Tydus
Reward: 250 Experience

Objective: Go out the gate to Lakeside County to find a trainer
Comment: Follow the green arrow on the radar, you can't miss it!

Objective: Talk to [trainer] to learn basic [class] skills.
Comment: Scroll down to the quest from the name of the trainer you are supposed
   to visit to read how to complete this, you'll get some exp from this right
   away.


=-=A Second Profession:
Obtained from: Armin Saberlin
Reward: 250 Experience
 
Objective: To take Warrior as your second profession, follow the road northwest
   from town, continue along the road as it turns to Green Hills County, and
   talk to Warmaster Grast.
Objective: To take Monk as your second profession, follow the road southwest
   from town, enter Ashford Abbey, and talk to Brother Mhenlo.
Objective: To take Elementalist as your second profession, follow the road
   southwest from town, continue past Ashford up into Wizard's folly, and
   talk to Elementalist Aziure.
Objective: To take Necromancer as your second profession, follow the road
   southwest from town, pass through Ashford Abbey into the catacombs, and talk
   to Mistress Munne.
Objective: To take Mesmer as your second profession, follow the road northwest
   from town to the theatre, and talk to Lady Althea.
Objective: To take Ranger as your second profession, follow the road southwest
   from town. Turn south at the bridge and follow the signs to Regent Valley.
   Talk to Master Ranger Nente.

Comment: When you chose one of the 6 professions presented to you, the quest
   objective will change to reflect the way to get to the trainer of the
   profession you selected.
   You can change this any time you want until actually having 2 classes by
   talking to Armin Saberlin again.
   It is possible to do the quest that trainer gives you without changing into
   the quest, so it's possible to do all 5 with 1 character.

=-=The Path to Glory:
Obtained from: Armin Saberlin
Reward: 100 Experience

Objective: Go to Ascalon City to speak to Sir Tydus
Comment: This Quest tells you how to end your time in the newbie area, and
   gives you some easy exp.

---Trouble in the Woods:
Obtained from: Town Cryer
Reward: 500 Experience; War Hammer(Blunt Dmg: 6-9, Two-handed)

Objective: Go to Lakeside County and follow the road to Ashford. Talk to Devona
   about the Grawl threat.
Objective: Go with Devona and destroy the Grawl threatening Ashford.
Comment: Follow Devona over the bridge and just kill everything you see. You
   might see a Charr boss there, but the pansy will run away at the mere
   sight of your mightyness.

Objective: See Devona for your reward.

---Bandit Raid:
Obtained from: Baron Egan
Reward: 250 Experience; Protective Icon(Energy +3); Tall Shield(Armor: 4)

Objective: Recover the Ashford strongbox from the bandits.
Comment: Along this quests there will be large groups of enemies that might
   overwhelm you, so if your level is still low and you don't have many skills
   yet, try not to attract more than 3 at once.
   When the strongbox comes into sight, don't get too confident, take out the
   bandits in small bursts and don't be afraid to back off a bit if too many
   decide to attack you. When you're done pick up the box and go into silly
   running mode.

Objective: Return the strongbox to Devona in Ashford.
Comment: You should know where Devona is by now... but if not, the arrow on
   your radar should make this easy anyway.


---Poor Tenant:
Obtained from: Namar
Reward: 500 Experience; Protective Icon(Energy +3)

Objective: Follow the road southwest from town to Ashford. Find Miller Upton
   and ask him to help Namar.
Comment: Easy exp just for talking to someone? Guess again! Because Upton has
   a problem of his own.

Objective: Use the honeycomb to lure the three bee swarms across the bridge.
Comment: Actually, all you have to do is pick up the honeycomb and any bee that
   comes into range will follow you, if you have trouble finding the swarms
   hold down ALT and scroll out as far as possible. When all 3 are following
   you just walk across the nearby bridge, and when the quest updates, drop
   the honeycomb.

Objective: Return to Miller Upton for your reward.


---The Poison Devourer:
Obtained from: Bardon Egan
Reward: 250 Experience; Protective Icon(Energy +3)

Objective: Cross the river and destroy the plague devourer to get a poisonous
   stinger.
Comment: You'll find this guy inside the devourer cave, to save walking time,
   do this at the same time as The Worm Problem quest.

Objective: Deliver the poisonous stinger to Brother Mhenlo in Ashford Abbey.

---The Wayward Wizard:
Obtained from: Sandre Elek
Reward: 250 Experience; Smiting Staff(Energy +3, Light Dmg: 2-4, Two-handed)

Objective: Talk to Ralena Stormbringer in Foible's Fair to learn Orion's
   whereabouts.
Comment: The next time you visit Foible's Fiar(in Wizard's Folly south of
   Ashford), talk to Relena to advance the quest.

Objective: Find Orion in Wizard's Folly and convince him to come home.
Comment: You can go over the mountain or fight your way past the bears of the
   greener areas of Wizard's Folly. Either way, just head in the general
   direction of the quest arrow.

Objective: Return to Sandre Elek for your reward.

---Charr at the Gate:
Obtained from: Prince Rurik
Reward: 200 Experience; Long Sword(Slashing Damage: 5-7)

Objective: Follow Rurik and help him defeat the Charr
Comment: This will trigger as soon as you exit Ascalon City, so be prepare for
   an easy fight.
   Since a guard, a healer, and the prince himself join you in your fight, the
   Charr should fall easily.

Objective: Return to Prince Rurik for your reward.

---Charr in the Catacombs:
Obtained from: Prince Rurik
Reward: 250 Experience; 100 Gold

Objective: Find out if the Charr Ranger is using the catacombs. Speak to
   Brother Mhenlo in Ashford Abbey.
Comment: Just do this the next time you end up in the Abbey, I also suggest
   doing this quest at the same time as The Prize Moa Bird.

Objective: Ask Necromancer Munne if she has any information on the Charr.
Comment: Follow the quest arrow into the Catacombs.

Objective: Seek out Oberan the Reviled deep within the catacombs. Ask him about
   the Charr Ranger.
Comment: Oberan is also the 3rd necromancer trainer, so every necromancer
   should do this quest.
   Go into the catacombs through the normal way, keep going until you pass
   the bridge and find yourself into a rectangular room with some skeletons.
   There is an exit to the north at the start of the room, but go to the far
   end and look at the north wall for a 2nd exit, go into it.
   Fight your way past the spiders until you see a stone corridor in front of
   you, to the west, this corridor leads to Oberan but if you also have the
   Prize Moa Bird quest go into the passage south first to complete that. When
   you've done it come back here and go into the stone corridor and follow it
   until you get to Oberan.

Objective: Return to Rurik in Ascalon City and show him the sharp Charr tooth.
Comment: Just warp back to the city when you're done down there, talking to
   Rurik finally ends this quest and gives you your experience and 100 gold(!).

---Ascalon Academy (Mission):
Obtained from: Automatic
Reward: Apocalypse

Note: This mission appears in your quest log when you enter the academy through
   Sir Tydus, completing this small mission will send you to the start of the
   real game.

Objective: Listen to the briefing given by Sir Tydus and Prince Rurik.
Comment: You can't do anything right now except watch Rurik and Sir Tydus talk.

Objective: Journey to the old bunker with Prince Rurik and defeat Vatlaaw
   Doomtooth and his minions.
Comment: Simply follow the road into the cave, then follow the trail of 
   monsters until you get to Vatlaaw, then kill him to complete this mission.
   If something happened along the lines of your entire party leaving, which
   some people love to do, and you can't beat the mission on your own, just log
   out and select your character again to get 3 henchmen with you, which should
   make this easy.

----------------
Lakeside County:
----------------

=-=Ranger Test:
Obtained from: Artemis the Ranger
Reward: 500 Experience; Power Shot; Troll Unguent

Objective: Find the river skale queen and slay it.
Comment: Down the road are some River Skale Tads, when you kill some the others
   will run away, follow them(hold CTRL if you lose them) and when you see the
   queen kill them all.

Objective: Return to Artemis the Ranger for your reward.

=-=Warrior Test:
Obtained from: Van the Warrior
Reward: 500 Experience; Frenzy; Healing Signet

Objective: Go southwest along the road to find the skale. Clear the river of
   skale.
Comment: Just follow the green quest arrow and kill everything with a red name.

=-=Elementalist Test:
Obtained from: Howland the Elementalist
Reward: 500 Experience; Flare; Aura of Restoration

Objective: Kill the skale along the road southwest. Acquire a shimmering scale.
Objective: X shimmering scales collected.
Comment: If the first skale doesn't drop a shimmering scale, they might flee
   and you might have to chase them and kill them until you get 1. Don't worry
   they aren't hostile until you attack them.

Objective: Return to Howland the Elementalist for your reward.

=-=Mesmer Test:
Obtained from: Sebedoh the Mesmer 
Reward: 500 Experience; Empathy; Ether Feast

Objective: Follow the road southwest until you find skale. Clear the road of
   skale.
Comment: You only have to kill 1 or 2, the rest will flee at the sight of your
   might.

Objective: Return to Sebedoh the Mesmer for your reward.

=-=Necromancer Test:
Obtained from: Verata the Necromancer
Reward: 500 Experience; Vampiric Gaze; Deathly Swarm

Objective: Go south to the river. Slay a skale so that Verata can make use of
   its corpse.
Comment: Just kill one and wait until Verata raises a Bone Horror from it.

Objective: Return to Verata the Necromancer for your reward.

=-=Further Adventures:
Obtained from: Haversdan
Reward: 250 Experience

Objective: Follow the road southwest from town to Ashford. Talk to Devona.
Comment: This isn't really much of a quest on its own, but it's meant to guide
   you to the next stop in the tutorial, which can be done before or after
   getting more skills and a secondary job, or even at the same time.

---Gwen's Flute:
Obtained from: Gwen
Reward: 250 Experience

Objective: There is no written objective.
Comment: Just to down to the river where the Skales were and get the Broken
   Flute for Gwen, hold down ALT if you can't find it.

Objective: You currently have Gwen's flute
Comment: Just return the flute to Gwen to rake in the exp! She will offer to
   follow you.
   
   If you're really dying to know every detail about the GW world and its 
  stories, Gwen will tell you a lot of interesting little bits and pieces,
   although most of it is just random small-talk.
   If you buy Gwen a flute, she'll even heal you from time to time. And if you
   buy her a cape and give her some flowers, she'll become more and more
   effective.
   Also, if you give her enough, she'll give you a quest item called "Tapestry
   Shred". Which you might want to hang on to for later in the game.

=-=Unsettling Rumors:
Obtained from: Devona
Reward: 250 Experience; Tall Shield(Armor: 4)

Objective: Speak with Mareek the Scribe in Ashford Abbey.
Comment: A very simple fedex quest that introduces you to map travel in case
   you haven't used it yet.

Objective: Deliver the message to Armin Saberlin. Use your map to travel to
   Ascalon City quickly.
Comment: Like Mareek says, don't walk to Ascalon City, warp there using the map
   to collect some easy exp.

---A New Ranger Trainer:
Obtained from: Haversdan
Reward: 250 Experience

Objective: Follow the road southwest from town. Turn south on the bridge near
   the village and enter Regent Valley. Talk to Master Ranger Nente.
Comment: You get this if your primary profession is a Ranger, to help you find
   the 1st trainer.

Objective: Return to Van the Warrior for your reward.

---A New Warrior Trainer:
Obtained from: Haversdan
Reward: 250 Experience

Objective: Follow the road northwest from town. Follow the signs to Green Hills
   County. Talk to Warmaster Grast.
Comment: You get this if your primary profession is a Warrior, to help you find
   the 1st trainer.


---A new Elementalist Trainer:
Obtained from: Haversdan
Reward: 250 Experience

Objective: Follow the road southwest from town and continue past Ashford to
   find Wizard's Folly. Continue to the tower. Talk to Elementalist Aziure.
Comment: You get this if your primary profession is a Elementalist, to help you
 find the 1st trainer.


---A New Mesmer Trainer:
Obtained from: Haversdan
Reward: 250 Experience

Objective: Follow the road northwest from town. Talk to Lady Althea at the
   Actor's Stage.
Comment: You get this if your primary profession is a Mesmer, to help you find
   the 1st trainer.

---A New Necromancer Trainer:
Obtained from: Haversdan
Reward: 250 Experience

Objective: Follow the road southwest from town. Proceed past Ashford Abbey to
   the Catacombs. Talk to Necromancer Munne.
Comment: You get this if your primary profession is a Necromancer, to help you
   find the 1st trainer.

---Adventure with an Alley:
Obtained from: Lina the Healer
Reward: 100 Experience; Resurrection Signet

Objective: Return to Ascalon City. Form a party with another player.
Comment: Ask around if anyone else want to get this skill as well, if nobody
   replies just start inviting people to your party at random.

Objective: Return to Lina the Healer for your reward.
Comment: If after completing the quest, you want to leave without making your
   party member getting thrown back to the city along with you, just use the
   world map to warp.


---Tithe for Ashford Abbey:
Obtained from: Devona
Reward: 250 Experience; 1 Skill Point

Objective: Head due north from Ashford until you find the road to Green Hills
   County. Go to Green Hills County and talk to Grazden the Protector.
Comment: Another fedex quest from some easy exp and a skill point(!)

Objective: Deliver Barradin's tithe to Devona.
Comment: The fastest way is to just warp back to the abbey, but even if you
   walk all the way the most you'll encounter is a wolf or 2.

---Opposition to the King:
Obtained from: Devona
Reward: 500 Experience

Objective: Go north from Ashford to find the road to Green Hills County. Once
   in the Green Hills County, question at least three locals about opposition
   to the king.
Objective: 0 locals questioned.
Comment: This quest simply makes you run a mostly peaceful errand and teaches
   you a bit about the story of the game.
   People I know whom you can ask about this quest are: Duke Barradin, Little
   Thom, Farrah Cappo, Grazden the Protector and Kasha Blackblood

Objective: Return to Devona for your reward.

---A Gift for Althea:
Obtained from: Captain Osiric (A little northwest from the city exit)
Reward: 250 Experience; Protective Icon(Energy +3)

Note: You can finish this quest a little quicker by finding one of the items,
   then talking to Lady Althea about this quest.
   Thanks to apathetic aardvark for reminding me of this trick.

Objective: Find the perfect gift for Lady Althea. It must be something
   beautiful.
Comment: If you've listened to the conversation between the prince and Osiric,
   you'll have a slight idea of what's going on. This quest foreshadows some
   quests later in the game.
   First off, head straight to the west, when you see a road going up a hill,
   go up it. If you're standing near a pond you've gone too far. Follow the
   narrow road past a couple of bandits until you find a chest, open it to get
   the Beautiful Pendant.

Objective: Give the Beautiful Pendant to Captain Osric.
Comment: Don't go back just yet, keep going south until a small coop willed
   with striders comes into view. If you hold down ALT you should be able to
   see the Beautiful Feather, go down there and take it.

Objective: Give the Beautiful Feather to Captain Osric.
Comment: Only 1 more item to go, so keep going south until you see Miller
   Upton. In the river bed next to the water mill you should see a Beautiful
   Shell, click it to get a beautiful Pearl.

Objective: Give the Beautiful Pearl to Captain Osric.
Comment: That's all, warp back to Ascalon City using the world map, go outside,
   and give him the 3 items.

---The Worm Problem:
Obtained from: Pitney (near Devona)
Reward: 250 Experience; Smiting Rod(Light Dmg: 2-4)

Objective: Acquire a devourer egg from Fadden Hathorn in the devourer cave.
Comment: It's possible that you already got some eggs from Fadden or from a
   collector, but if not head east towards the devourer cave and talk to Duke
   Gaben to do the Egg Hunter Quest.

Objective: Bring the devourer egg to Pitney in Ashford.
Comment: After completing The Egg Hunter quest, warp to the abbey. If you did
   The Poison Devourer quest too, deliver the stinger to Mhenlo. But either
   way, exit the abbey and go back to Pitney.

Objective: Follow Pitney and kill the Queen Worm.
Comment: There's nothing to this, except that she tends to go into hiding a
   lot, meaning you sometimes have to wait before being able to attack.

Objective: Return to Pitney for your reward.

---The Egg Hunter:
Obtained from: Duke Gaben
Reward: 150 Experience; 2 Devourer Eggs

Objective: Escort Fadden Hathorn into the Devourer cave and keep him safe while
   he gathers eggs.
Comment: This quest is basically part of The Worm Problem quest, but you can do
   it at any time to get 2 Devourer Eggs. Just don't go too far ahead of Fadden
   and make sure he stops at each of the 3 egg clusters along the way after
   killing the devourers.

Objective: Escort Fadden Hathorn back to Duke Gaben
Objective: Return to Duke Gaben for your reward.

---The Prize Moa Bird:
Obtained from: Pitney
Reward: 250 Experience; Smiting Staff(Energy +3, Light Dmg: 2-4, Two-handed);
   Long Sword(Slashing Dmg: 5-7)

Objective: Head to the catacombs and find Pitney's prize bird.
Comment: I suggest doing this quest at the same time as the Charr in the
   Catacombs quest, as both lead to roughly the same location in the catacombs.
   But just in case you insist on doing this separately and are too lazy to
   scroll up: enter the catacombs from the abbey and go into it through the
   usual way(south). Keep going until you get to a rectangular room filled with
   6 skeletons after a bridge. In this room are 2 passages north, take the
   west-most one furthest away from where you entered the room.
   Keep going until you see a stone corridor ahead, but instead look south
   and follow the quest arrow down that passage until you get to the bird.

Objective: Return to Pitney for your reward.

---The Rogue's Replacement:
Obtained from: Old Mack (Althea's Theatre, west of the city)
Reward: 250 Experience; Smiting Staff (Energy +3, Light Dmg: 2-4, Two-handed)

Note: This quest will only be available if you completed the "A Mesmer's
   Burden" quest, although you do not have to take mesmer as either of your
   professions.

Objective: Search for a source of devourer eggs in Lakeside County. Collect one
   devourer egg.
Comment: You'll get 2 eggs from The Egg Hunter quest, one of which you can use
   for this quest. If you lost it, you can get a replacement egg from several
   collectors in this area. Talk to Old Mack when you find one.

---Little Thom's Big Cloak:
Obtained from: Alison the Tanner
Reward: 250 Experience; Battle Axe(Slashing Dmg: 4-8); Smiting Rod(Light Dmg:
   2-4)

Objective: Acquire a bear pelt. Many bears can be found in Wizard's Folly.
Comment: Since you will encounter plenty of bears while doing other quests,
   there is no rush to complete this quest right away.

Objective: Bring the bear pelt to Alison the Tanner in Ashford.

Objective: Go to Barradin's Estate in Green Hills County and deliver the cloak
   to Little Thom.

Objective: See Little Thom for your reward.
Comment: These last 3 objectives kind of speak for themselves, the quest arrow
   makes completing them very easy.

---The Hunter's Horn:
Obtained from: Chantalle the Troubadour
Reward: 500 Experience; Longbow(Piercing Dmg: 7-10, Two-handed)

Objective: Purify the hunter's horn in the healing spring in Regent Valley.
Comment: Just follow the quest arrow south when in Regent Valley, you need to
   click on the "Healing Spring" to purify the horn.
   The area you need to click is like an invisible object in the spring itself,
   hold ALT if you have trouble locating it. Watch out for Black Bears, Skale
   Broodcallers, and Grawl Shamans, they tend to gang up on you as soon as one
   of them enters your aggro-bubble.

Objective: Go to the fishing village south of the tower in Wizard's Folly and
   deliver the purified horn to Aidan.
Comment: There is an entrance directly to Wizard's Folly conveniently placed
   near your current location! Follow the quest arrow to find it. Then just
   follow the river west until you appear in the village, go to Aidan for your
   reward.


--------------
The Catacombs:
--------------

---Rites of Remembrance:
Obtained from: Necromancer Munne
Reward: 250 Experience; Protective Icon(Energy +3)

Objective: Light candles on all four braziers in the catacombs to appease the
   angry spirits.
Objective: 0/4 candles placed.
Comment: It helps if you have a healing skill that doesn't require you to have
   a living enemy, but it's not required. Go into the catacombs south from
   Munne, and hug the left wall while holding ALT until you can see the first
   Remembrance Brazier, click it to place the candle.
   Follow the poisonous water to the remaining 3 candles.

Objective: Return to Necromancer Munne for your reward.


----------------
Barradin Estate:
----------------

---The True King:
Obtained from: Duke Barradin
Reward: 750 Experience; Protective Icon(Energy +3); War Hammer(Blunt Dmg: 6-9,
   Two-handed)

Objective: Travel east from the Barradin Estate to Lakeside County. Head south
   to Ashford. Take the southeast bridge to Regent Valley. Once in Regent
   Valley follow the road to Fort Ranik.
Comment: If you haven't been to Fort Ranik yet, it's easiest to start from
   Ashford Abbey and just keep going east, follow the signs/quest arrow.
   Just watch out for the blood sworn bandits and skale broodcallers, they
   gang up on you, so try to keep their dots outside of the white bubble on
   the radar. If you do die in the area with a lot of Skales, you'll revive
   close to Fort Ranik, so don't worry.

Objective: Deliver the message from Barradin to Lord Barrin.


--------------
Regent Valley:
--------------

---The Orchard:
Obtained from: Mary Malone (right outside the fort)
Reward: 250 Experience; Battle Axe(Slashing Dmg: 4-8); Protective Icon(Energy
   +3)

Objective: Find the Basket of Apples. Bring it to Mary Malone.
Comment: Follow the quest arrow south, it helps to kill all the spiders on the
   way. It might be wise to drop the basket if enemies appear after picking it
   up or on the way back.


-------------
Skill Quests:
-------------

In this newbie area, you can obtain many quests for free that might cost you a
   skill point later if you don't get them now.
Also, you will get the skills listed as rewards as soon as you accept the
   quests, unlike in the rest of the game where you don't get the skills until
   after you complete the quests.


1st trainer quests:
-------------------

Be careful with these quests, after accepting the reward you get a choice to
   accept being a Ranger, at this point this decision is permanent so think
   carefully!
Directions can be found from the "A new [your class] trainer" from Haversdan,
   the "A Second Profession" quest from Armin Saberlin, or any other trainer
   by asking "where can I get more skills?"

---Grawl Invasion:
Obtained from: Warmaster Grast (Green Hills County)
Reward: 250 Experience; Sever Artery; Gash; Healing Signet

Objective: Look for Grawl invaders along the road. Eliminate them.
Objective: 6 Grawl invaders remaining
Comment: This shouldn't be too hard as long as you don't get attacked by more
   than 3 at once.

Objective: Return to Warmaster Grast for your reward.

---A Mesmer's Burden:
Obtained from: Lady Althea (Lakeside County)
Reward: 250 Experience; Ether Feast; Conjure Phantasm; Imagined Burden

Objective: Kill the rogue bull that is threatening Althea's theatre.
Comment: Conjure Phantasm is probably your best bet at damaging the bull at
   that point, since health degeneration ignores armor and the bull has a lot
   in that area.

Objective: Return to Lady Althea for your reward.

---The Ranger's Companion:
Obtained from: Master Ranger Nente (Regent Valley)
Reward: 250 Experience; Comfort Animal; Troll Unguent; Charm Animal

Comment: This is the 1st Ranger trainer and the trainer you go to get Ranger
   as your secondary job. You can get the rewards for this quest without
   becoming a Ranger but if you already have 2 non-Ranger jobs you can't do
   this.

Objective: Find the shine of Melandru's statue along the path in the woods.
Comment: Simply follow the southwest road until you get to where the arrow
   points to. 

Objective: Use your Charm Animal skill on one of the Melandru's Stalkers when
   it appears.
Comment: When you get there all you have to do is select one of the Stalkers
   and use the skill, keep in mind that these animals will not appear on the
   radar and that they will attack you when you begin charming them. But even
   at lvl 1 at full health these will not be able to kill you.

Objective: Return to Master Ranger Nente for your reward.

---The Elementalist Experiment:
Obtained from: Elementalist Aziure (Wizard's Folly)
Reward: 250 Experience; Aura of Restoration; Fire Storm; Glyph of Lesser Energy

Objective: Use your Fire Storm spell to defeat the ice beasts that attack
   Aziure
Comment: Fire Storm takes a long time to recharge, and the ice beasts come in
   waves. You could do this quest with someone to help you, or you can use
   Aziure to take all the hits and wait until 5-7 ice beasts stand together in
   a group before unleashing your Fire Storm. Don't forget to make full use of
   aura of restoration, the glyph, and all the other skills you might have.

---The Necromancer's Novice:
Obtained from: Necromancer Munne (The Catacombs)
Reward: 250 Experience; Life Siphon; Deathly Swarm; Animate Bone Horror

Objective: Get past the fire traps in the burning section of the catacombs.
   (Use Bone Horrors to trigger the traps.)
Comment: You can't control Bone Horrors to walk into the traps, what you have
   to do is use the Animate spell on a corpse past the traps, so that when it
   walks towards you it'll trigger the trap. Deathly Swarm will make quick
   work of the shadow at the end.

Objective: Return to Necromancer Munne for your reward.

---A Monk's Missions:
Obtained from: Brother Mhenlo (Ashford Abbey)
Reward: 250 Experience; Bane Signet; Orison of Healing

Objective: Meet Paulus inside the Catacombs.
Comment: Just remember to take along Orison of Healing

Objective: Go with Paulus and use your healing prayers to make sure he
   survives.
Comment: The most important thing is keeping Paulus' and your own health
   above half, which requires constant healing because of the swamp water
   you're walking through.

Objective: Return to Brother Mhenlo for your reward.


2nd trainer quests:
-------------------

These trainers can be find by going to the 1st trainer of the class you're
   looking for and asking "where can I learn more skills" for that class. Eg:
   for the 2nd warrior trainer go to Warmaster Grast for directions.

---Warrior's Challenge:
Obtained from: Duke Barradin (The Barradin Estate)
Reward: 250 Experience; Frenzy; Hammer Bash

Objective: Go to Green Hills County and defeat Agnar the Foot. (Use Hammer Bash
   to interrupt his Rage skill).
Comment: This guy is a pushover even with the starter hammer, I never even got
   him to use his rage skill but if it's anything like his HP you have nothing
   to worry about.

Objective: Return to Duke Barradin for your reward.

---The Supremacy of Air:
Obtained from: Ralena Stormbringer (Foible's Fair)
Reward: 250 Experience; Blinding Flash; Lightning Javelin

Objective: Follow the road up to the wizard tower. Destroy the Tower Golem.
Comment: Go back to the tower from the first Elementalist quest, hold CTRL and
   look around for the Tower Golem. Try to fight him alone, without any ice or
   stone elementals around. Lightning Javelin should make quick work of him.

Objective: See Elementalist Aziure for your reward.
Comment: This is that first trainer at the tower, which is close to where you
   killed the golem, so go talk to her for the Exp.

---Domination Magic:
Obtained from: Vassar (Foible's Fair)
Reward: 250 Experience; Shatter Delusions; Backfire

Objective: Head east from Foible's Fair to the woods. Destroy the skale brood.
Comment: The fastest way is to follow the road south and go around the snowy
   mountain towards the arrow until you get to the river where the Skale are.
   Just be careful of all the black bears en route. Backfire will help a great
   deal against the brood spamming ice spear.

Objective: Return to Vassar for your reward.

---A Test of Marksmanship:
Obtained from: Ivor Trueshot (Regent Valley)
Reward: 250 Experience; Point Blank Shot; Read the Wind

Objective: Follow the ridge east until you find a plague worm. Kill all the
   Plague Worms in the time allotted
Objective: 5 Plague Worms remain.
Comment: Poing Blank shot and Read the Wind are your friends here, but any
   skills work, really, as long as you're fast enough.

Objective: Return to Ivor Trueshot for your reward.

=-=Protection Prayers:
Obtained from: Grazden the Protector (Green Hills County)
Reward: 250 Experience; Shielding Hands; Reversal of Fortune

Objective: Meet Farrah Cappo in Lakeside county
Comment: she's at the entrance to Green Hills County, so go back there.

Objective: Keep Farrah alive while she hunts down the infamous Alain.
Comment: Keeping her alive shouldn't be too hard, so you might as well do some
   damage too...

Objective: Return to Grazden the Protector for your reward.

---The Power of Blood:
Obtained from: Kasha Blackblood
Reward: 250 Experience; Blood Renewal; Vampiric Touch

Objective: Enter the catacombs and destroy the Blood Fanatics.
Objective: 3 Blood Fanatics Remain
Comment: Luckily for you, the catacombs entrance north of The Barradin Estate
   in Green Hills County places you very close to the Fanatics. There are 5 of
   them, but you only need to kill 3, the two remaining ones seem to be meant
   for people who enter through the Abbey entrance. I still advise to kill
   those last 2 regardless, as the architecture of the room they're in is
   amazing.

Objective: Return to Kasha Blackblood for your reward.



3rd Trainers:
-------------

These only seem to be available for a couple of classes.
Brother Mhenlo will still be in his Abbey, and Little Thom is right next to
   Duke Barradin in the estate.
Aidan and Oberan, however, are a little harder to find. The easiest way is to
   do the quests Hunter's Horn to find Aidan, and Charr in the Catacombs for
   Oberan.


---The Blessing of Balthazar:
Obtained from: Brother Mhenlo (Ashford Abbey)
Reward: 250 Experience; Retribution; Symbol of Wrath

Objective: Travel to the fields north of Ashford and dispatch the skeletons
   there.
Comment: The farmers seem to be more than capable enough to take care of
   themselves, but your smiting skills will greatly speed up the killing.

Objective: Return to Brother Mhenlo for your reward.

---Unnatural Growths:
Obtained from: Aidan (Wizard's Folly)
Reward: 250 Experience; Dual Shot; Ignite Arrows

Objective: Go to the falls to the west. Destroy the aloe husks until you find
   an aloe root.
Comment: If you have a decent bow with a good attack speed, Ignite Arrows and
   Dual Shot will allow you to take several Aloe out at once, but as always:
   trying to take on to many will get you killed, so be careful.

Objective: Return to Aidan for your reward.

---The Vineyard Problem:
Obtained from: Little Thom (The Barradin Estate)
Reward: 250 Experience; Executioner's Strike; Cyclone Axe

Objective: Go to the duke's vineyard and kill all aloe seeds.
Objective: 4 aloe seeds remaining
Comment: There are many aloe seeds out there, but only the ones named "Large
   aloe seeds" count towards completing the quest. Cyclone axe will come in
   handy as they are conveniently placed in a circle and they love to heal and
   protect each other.

Objective: Return to Little Thom for your reward.

---The Accursed Path:
Obtained from: Oberan the Reviled (The Catacombs)
Reward: 500 Experience; Soul Barbs; Faintheartedness

Objective: Go North and destroy all the crypt fiends there.
Objective: 4 crypt fiends remain.
Comment: Feel free to make use of any skills available to you at this point,
   although faintheartedness will definitely help, anything will do.

Objective: Return to Oberan the Reviled for your reward.


Non-quest stuff:
----------------

Pig Herding:
Obtained from: Farmer Dirk
Reward: 25 Gold

Comment: I have been unable to pinpoint the exact time this little game becomes
   active, but it always seems to be after reaching lvl 3, in the middle of
   doing another quest. At that point, Farmer Dirk will move outside of his
   hog pen, and start yelling and complaining about his pigs having broken
   free, and you can help him with this. The hogs will always run away
   from you when you get close, and you have to use that to lure them back
   into the pen.
   I suggest doing this right after coming out of the Abbey, as the hogs
   tend to wander far away if you spend some time in Lakeside County.
   When you're done, Dirk will get one of those green exclamation marks above
   his head and will give you the reward.
   This can be repeated as many times as you like, by simple switching areas.
   You can also make single hogs count multiple times by waiting for them to
   exit the pen after you lure them in.

Bear Hunting:
Obtained from: Benton's Hunters
Reward: Hunter's Ale; Your name in a lame hunting song

Comment: In the south-east of Regent Valley you'll find Benton and his hunting
   group, talking to any of these drunken guys(except Benton, for some reason)
   will start a little mini-game.
   The objective here is go east and kill 1 or the 2 bears, then go back and
   talk to the hunters again, all within 3 minutes.
   Some tests have led me to believe that you can only complete this little
   game if you have a bear pelt in your inventory, and obviously: your
   inventory has to have at least 1 free space.
   You can repeat this quest as many times as you want, but there are only 2
   bears close enough to do it within 3 minutes.



=====================
Post-searing Ascalon:
=====================

-------------
Ascalon City:
-------------

=-=The King's Message:
Obtained from: Warmaster Tydus
Reward: 100 Experience, War Hammer(Blunt Dmg: 11-17 (req. 3 Hammer Mastery))

Objective: Go to Old Ascalon. Deliver the royal message Ambassador Zain.
Comment: A simple little errand that shows you some of the story and the
   current situation in Ascalon.

Objective: Return to Warmaster Tydus for your reward.

=-=Defend the Wall:
Obtained from: Warmaster Tydus
Reward: 500 Experience

Objective: Talk to Squire Zachery at the Great Northern Wall
Comment: Finally, the first mission, it's a really easy one, so go there
   whenever you want.

---Counting the Fallen:
Obtained from: Symon the Scribe (north most tip of the city)
Reward: 500 Experience; Focus Item (Energy +6 (re. 5 Healing Prayers)); Focus
   Item (Energy +6 (req. 5 Healing Prayers))

Objective: Find the Ascalon census in the ruins in Old Ascalon
Comment: You'll find it in a chest in the dried up river... Warp to Sardelac
   Sanitarium if you have it, but just follow the arrow as either way.

Objective: Return to Symon the Scribe for your reward.

*******
 Note: The following quests in the City are only available after completing
   "Defend the Wall"
*******

---Vanguard Equipment:
Obtained from: Captain Arne
Reward: 500 Experience; Focus Item (Energy +6 (req. 5 Healing Prayers))

Objective: Go to Regent Valley. Acquire the Vanguard equipment from Gelsan.
Comment: Just warp to Fort Ranik then go outside to Regent Valley to find the
   merchant.

Objective: Recover Gelsan's stolen goods from the bandits.
Objective: Bring the stolen goods to Gelsan.
Comment: You didn't think this was going to be that easy, did you? Actually it
   is...
   just kill everything on the way to the quest arrow then pick up the stolen
   goods and run(not warp) back to Gelsan for him to suddenly remember where he
   left the goods for Arne.

Objective: Deliver the Vanguard equipment to Captain Arne in Ascalon City.

---Barradin's Advance:
Obtained from: Captain Arne
Reward: 250 Experience

Objective: Go to the Hammer Gate. Talk to Gate Guard Hollis.
Comment: Not really a challenge, but it eventually leads you to Piken square,
   where more difficult quests await, do this together with "Recruits for
   Hollis" to save time.

---Scavengers in Old Ascalon:
Obtained from: Warmaster Tydus
Reward: 500 Experience; Battle Axe (Dmg: 5-12 (req. 3 Axe Mastery))

Objective: Go to the Ruins in Old Ascalon. Clear out any scavengers.
Comment: From the Sanitarium, head south to where Ashford used to be to find
   Thaddiel.
   Ask him what he's doing, then tell him you have orders to clear the area of
   scavengers. Now tell him "Only if you make yourself useful." and he'll give
   up and run away.

Objective: Return to Warmaster Tydus for your reward.


---Recruits for Hollis:
Obtained from: Warmaster Tydus
Reward: 500 Experience; Focus Item (Energy +6 (req. 5 Healing Prayers))

Objective: Go from town to Old Ascalon and find the Army Recruits
Comment: You'll find these 3 recruits near Warmaster Grast.

Objective: Lead all three recruits west along the wall to the far gate and
   present them to Gate Guard Hollis.
Comment: The quest arrow tells you where to go, and there's nothing especially
   difficult along the way.

Objective: Return to Gate Guard Hollis for your reward.


---Cities of Ascalon:
Obtained from: Symon the Scribe
Reward: 1,000 Experience; Focus Item (Energy +6 (req. 5 Healing Prayers));
   Focus Item (Energy +6 (req. 5 Healing Prayers))

Objective: Find the historical monument in Surmia.
Comment: You'll find this monument near the end of the Ruins of Surmia Mission,
   across the bridge that Rurik tells you to lower, follow the road west to
   find it.
Objective: Find the historical monument in Nolani.
Comment: You'll find this monument guarded by a small legion of gargoyles a
   little north of the Nolani Academy mission.
Objective: Find the historical monument in King's Watch
Comment: The Red-Cloaked Deserter and Cities of Ascalon also take you to King's
   Watch, so you can save a lot of time by doing all 3 of these quests at once.
  
   Either way, King's Watch is in the southwest corner of Regent Valley. If you
   remember where Melandru's Statue is located from before the searing, it's
   near there.

Objective: Return to Symon the Scribe for your reward.

*******
Note: This quest becomes available after reaching the Fort Ranik mission.
*******

---The Troublesome Artifact:
Obtained from: Warmaster Tydus
Reward: 500 Experience; Focus Item (Energy +6 (req. 5 Healing Prayers))

Objective: Starting at the Frontier Gate, follow the road south through the
   Eastern Frontier and into Pockmark Flats.
Comment: Just like the quest says, finding the serenity temple just takes a lot
   of walking.

Objective: Return to Warmaster Tydus for your reward.

*******
Note: This quest seems to become available after reaching the Frontier Gate,
   I'm note entirely sure if beating Fort Ranik is required, but that seems
   to be the case.
*******

---Fires in the East:
Obtained from: Captain Arne
Reward: 500 Experience; Smiting Staff (Energy +4, Ling Dmg: 3-4(req. 4 Smiting
  Prayers), Two-handed); Long Sword (Slashing Dmg: 7-10 (req. 4 Swordsmanship))
  

Objective: Find the Charr fires northeast of the Frontier Gate. Kill the Flame
   Keepers and extinguish the flames.
Comment: Fires and mopping up Charr, my 2 favorite things combined into 1
   quest, I love it.
   Getting to the Charr shouldn't be too hard, and killing them will probably
   be easy as well, as long as you don't attract the Charr southeast of the
   quest target.

Objective: Return to Captain Arne for your reward.
Comment: Fires and mopping up Charr are not really my 2 favorite things, but
   the quest is fun regardless!


------------
Old Ascalon:
------------

=-=The Krytan Ambassador:
Obtained from: Captain Osric
Reward: 500 Experience

Objective: Return to Ascalon City and talk to Warmaster Tydus.
Comment: This game really likes to hold peoples hands and tell them what to do
   every step along the way... ah well it's easy exp.

---Rastin's Ritual:
Obtained from: Witness Rastin (near Ambassador Zain)
Reward: 500 Experience

Objective: Take Rastin's request to Artisan David in Old Ascalon.
Comment: I think this quest was just intended to show you the location of an
   Artisan, and give some easy exp.

Objective: Deliver the Scribe's supplies to Witness Rastin in Old Ascalon.

---Barradin's Stand:
Obtained from: Gate Guard Hollis
Reward: 500 Experience

Objective: Go to Piken Square and see if Duke Barradin needs assistance.
Comment: If you did both quests related to Hollis, you should be able to get
   this along with "Supplies for the Duke".
   When in The Breach, after passing Captain West, instead of heading towards
   the quest arrow look west while holding ALT to find a sign saying "Piken
   Square", head down the stairs towards it.
   After you get there, start heading east towards Piken Square, if you're
   careful not to attract too many Charr at once, it should be easy.


--------------
Regent Valley:
--------------

---Regent Valley Defense:
Obtained from: Sergeant Brannen (near Fort Ranik)
Reward: 500 Experience; Longbow (Piercing Dmg: 9-13 (req. 3 Marksmanship),
   Two-handed)

Objective: Search King's Watch for Charr.
Comment: The Red-Cloaked Deserter and Cities of Ascalon also require you to go
   to King's Watch, so you'll save a lot of time by doing all 3 of these at
   once.
   Either way, King's Watch is in the southwest corner of Regent Valley. If
   you remember where Melandru's Statue is located from before the searing,
   it's near there.

Objective: See Lord Darrin for your reward.

-------------
Piken Square:
-------------

---The Siege of Piken Square:
Obtained from: Duke Barradin
Reward: 500 Experience; Smiting Staff (Energy +4, Light Dmg: 3-4 (req. 4
   Smiting Prayers), Two-handed); War Hammer (Blunt Dmg: 11-17 (req. 3 Hammer
   Mastery), Two-handed)

Objective: Destroy the Charr forces besieging Piken Square
Comment: The Charr are right outside Piken Square, killing them is all there is
   to it.

---Fires in the North:
Obtained from: Duka Barradin
Reward: 1,000 Experience, Smiting Rod(Light Dmg: 2-4)

Objective: Find the Charr fires along the southern edge of the Diessa Lowlands.
   Kill the Flame Keepers and extinguish the flames.
Comment: The first of 3 increasingly difficult quests. Although this one isn't
   directly related to the following 2, it still requires you to go through the
   difficult Diessa Lowlands.
   If you go with henchmen, make sure you have some skills to recover your own
   health, as the healer hench will have a hard time keeping up.
   Getting to the Flame Keepers is easiest from Piken Square, just go east
   until you find the entrance to the next explorable area, then North East
   until you get to the Flame Keepers, killing them will update your log.

Objective: Return to Duke Barradin for your reward. 
  
---The Duke's Daughter:
Obtained from: Viggo
Reward: 2,000 Experience

Objective: Search for signs of Duke Barradin's lost daughter, Althea
Comment: You'll find the ghost in Diessa Lowlands, the shortest way to get
   there is from Nolani(mission 4) but the easiest way is from Piken Square.
   With the help of the quest arrow, finding the ghost shouldn't be hard, but
   the Charr and Stone Elementals on the way can be very dangerous.
   Along the way there's a good chance you'll come across 2 groups of Charr
   near 2 campfires on both sides of the road you're on, it's possible to 
   sneak between them, but it's far more likely that they'll spot you and kill
   you, so try killing them while they are separated.
   After talking to the ghost, it'll speed up your next quest if you go north
   until you find an outpost called the Grendich Courthouse. If you see a tar
   lake, you need to go west.

Objective: Tell Duke Barradin of Althea's ghost.


---Althea's Ashes:
Obtained from: Duke Barradin
Reward: 2,000 Experience

Objective: Find the temple where Althea was killed and gather her ashes.
Comment: This quest will take you through the same areas as Fires in the North
   and The Duke's Daughter.
   If you follow the arrow from Piken Square, you'll end up south of a large
   tar lake, from here go west until you get to the Grendich Courthouse.
   From the Courthouse travel a bit north until you find a way east into the
   tar lake, then keep going towards the arrow until you find your way into a
   new explorable area.
   Here, you will be joined by some NPCs, but they will probably die very early
   here. When you get into the large open area, try to stay off the elevated
   area in the middle unless you absolutely have to.
   Instead, stay to the south wall, the circle north around the elevated area
   until you get to your destination. Try to kill all the Charr around the
   staircase until there are only 8 left, in 4 groups of 2, next to the ashes.

   There are 2 ways to get the ashes: either try to kill all of the Charr, or
   run up the stairs then click the pedestal and hope you get the ashes before
   dying.
   Killing the Charr is very hard, and you don't stand a chance unless your
   party is very skillful or a very high level. So your best is to simply
   run past them, grab the ashes, then die.

   If you do want to kill them, it's easiest to stand southeast of the
   staircase, as close as possible to the shaman on your end. With 2 or 3
   casters you should be able to deal enough damage to it to kill it, while
   being relatively safe below the altar.

Objective: Bring Althea's Ashes to Duke Barradin.

---The Red-Cloaked Deserter:
Obtained from: Farrah Cappo
Reward: 1,000 Experience; Longbow (Piercing Dmg: 9-13 (req. 3 Marksmanship),
   Two-handed); Focus Item (Energy +6 (req. 5 Healing Prayers))

Objective: Deliver Farrah's message to Little Thom.
Comment: You'll find him at King's watch in Regent Valley. If you remember
   where Melandru's Statue was before the searing: it's south of there.
   Regent Valley Defense and Cities of Ascalon also take you to King's Watch,
   so you'll save a lot of time by doing all 3 of these quests at once.

Objective: Tell Farrah of the death of Little Thom.

---Hammer and Anvil:
Obtained from: Duke Barradin
Reward: 500 Experience; Tall Shield Armor: 6 (req. 4 Tactics)

Objective: Ambush the Charr in the tar pits south of Piken Square. Strike down
   Grimm Sharpfang.
Comment: Fun little search and destroy quest, keep going south from Piken
   square until you see a way down to the west, take it.
   Keep following the road, not in the direction of the quest arrow, but take
   every path you see leading to lower land. This should take you to the tar
   pits right where Sharpfang is patrolling, happy hunting :)

Objective: Return to Duke Barradin for your reward.

---Garfazz Bloodfang:
Obtained from: Go to the Diessa Lowlands. Kill Grafazz Bloodfang.
Reward: 500 Experience; Smiting Rod(Light Dmg: 2-4); Long Sword(Slashing Dmg:
   7-10 (req. 4 Swordsmanship)

Objective: Go to the Diessa Lowlands. Kill Garfazz Bloodfang.
Comment: If you have the Courthouse outpost, this will be an easy trip, but if
   not: prepare for a long walk.
  Either way, you'll just be following the quest arrow, although you'll
   probably not approach Bloodfang head-on because of the maze-like terrain.
   When you do reach him, prepare for a brutal fight, as he has a lot of
   minions surrounding him.
  Still, even with henchmen, it shouldn't be too hard, just remember to target
   and call the Shamans first by pressing ctrl+space, and to keep your healer
   alive.

Objective: Return to Viggo for your reward.

-----------
Fort Ranik:
-----------

---Deliver a Message to My Wife:
Obtained from: Gurn Blanston
Reward: 500 Experience

Note: You get this quest from an NPC in the middle of the mission, fairly near
   the beginning, check the walkthrough for details.

Objective: Find Melka Blanston, outside of Ascalon City, and tell her that Gurn
   loves her.
Comment: The next time you find yourself in Ascalon City, just exit it and
   you'll find her right in front of you.

Frontier Gate:
--------------

=-=Ruins of Surmia:
Obtained from: Warmaster Riga
Reward: 500 Experience; Smiting Rod (Light Dmg: 2-4)

Objective: Go north of the Wall in the Eastern Frontier and follow the road to
   Surmia.
Comment: This quest leads you to the next mission, if you came to this
   explorable area by completing Fort Ranik, this quest would be the next
   logical step.
   To complete this small journey, take along every skill you have that heals,
   protects, or makes you run faster.
   After going into the explorable area, run up to the sign pointing to Surmia
   and then run north to where it points.
   If you wait a bit, the Grawl in your path should move away, allowing your
   to run past without fighting.
   Keep going until you see the collector Paige Osbourne, walk up to her and
   wait next to her until the next group of Grawl leaves your range, then
   quickly run northwest to where they came from.
   All you have to do now is follow the road and run, don't stop to fight,
   just keep running.

Objective: Talk to Captain Miken.

---Frontier Gate Fugitives:
Obtained from: Warmaster Riga
Reward: 1,000 Experience; Longbow (Piercing Dmg: 9-13 (req. 3 Marksmanship),
   Two-handed); Focus Item (Energy +6 (req. 5 Healing Prayers)

Note: You can get the two runaways in whichever order you want.

Objective: Search the Eastern Frontier and Pockmark Flats for Footman Tate and 
   Footman Quinn. Bring them to justice.
Comment: This one is as easy as just following the road until you get to
   Footman Tate, taking shortcuts off-road will usually make you waste a lot of
   time fighting more battles.
   Just tell him everything will be all right and he'll follow you.

Objective: Footman Tate surrendered. Lead him back to the Frontier Gate.
Comment: Going into the Pockman flats will make him disappear, and warping to
   Frontier Gate doesn't count as leading him there, so you'll have to walk
   there.
   Be careful to let him recover his health between fights, because henchmen
   won't heal him and he has nothing to heal himself with either. Also make
   sure the quest updates before entering Frontier Gate.

   Now for Quin....
   If you have the Serenity Temple outpost, warp there.
   If you want to get that outpost while on this quest, you'll want to get to
   the Pockmark Flats from the Eastern Frontier, the gate is south if where
   you found Tate.
   In any other case, the fastest way to get to Quinn is from Fort Ranik.
   Wherever you start from, when you get to the flats, just go towards the
   quest arrow.

Objective: Kill Footman Quinn.
Comment: He's a real pushover, a suicidal pushover.

Objective: Return to Warmaster Riga for your reward.


Skill Quests:
-------------

+--------+
 Warrior:
+--------+

---Gargoyle Trouble:
Obtained from: Warmaster Grast (outside Ascalon City)
Reward: 200 Experience; Wild Blow; Sever Artery; Gash; Healing Signet

Objective: 0/5 Flash Gargoyles slain
Comment: There are plenty of gargoyles here... so go crazy.
   apathetic aardvark pointed out that as of writing, shatter gargoyles will
   count towards this objective a well.

Objective: Return to Warmaster Grast for your reward.

---Military Matters:
Obtained from: Warmaster Grast (outside Ascalon City)
Reward: 250 Experience; Power Attack; Sprint

Objective: Talk to Sergeant Clark in Regent Valley.
Objective: Escort Sergeant Clark back to Warmaster Grast.
Comment: Clark is right at the start of Regent Valley, so this shouldn't be
   too much trouble.

Objective: Return to Warmaster Grast for your reward.

---Into the Breach:
Obtained from: Warmaster Grast (outside Ascalon City)
Reward: 300 Experience; Penetrating Blow; Endure Pain

Objective: Head to the Breach and repel the Charr attacks.
Comment: Follow the quest arrow to The Breach, walk up to Captain West, and
   start killing Charr.

Objective: Return to Warmaster Grast for your reward.

---Army Life:
Obtained from: Armsman Pitney (Piken Square)
Reward: 250 Experience; Mighty Blow; Dismember

Objective: Find Old Mac's body out in the Breach.
Comment: This name might sound familiar, as Old Mac is the guy you had a
   chance to give your 2nd devourer egg to in the newbie area.
  It's not a difficult quest, though, all you have to do is follow the quest
   arrow and kill the Charr on the way.

Objective: Escort Old Mac back to Piken Square.
Comment: You just have to be careful not to enter Piken Square before getting
   the last objective.

Objective: Return to Armsman Pitney for your reward.


+-------+
 Ranger:
+-------+

---The Charr Patrol:
Obtained from: Master Ranger Nente(Old Ascalon, at Balthazar's statue)
Reward: 250 Experience; Feral Lunge; Favorable Winds

Objective: Hunt down and destroy the Charr Patrol.
Comment: For this quest you just have to follow Mente around the western half
   of Old Ascalon to find some Charr that somehow got past the wall.
   This is somewhat reverse-escort, but the problems still exist: Be careful
   that Nente doesn't go too far ahead or falls behind.	

Objective: Return to Master Ranger Nente for your reward.

---Endangered Species:
Obtained from: Master Ranger Nente (Old Ascalon, at Balthazar's statue)
Reward: 200 Experience; Hunter's Shot; Comfort Animal; Troll Unguent; Charm
   Animal

Objective: Bring Nente a Melandru's Stalker
Comment: I hope you're not too attached to your current pet, because if you
   want to complete this quest you'll have to get rid of it.

---The Charr Staging Area:
Obtained from: Master Ranger Nente (Old Ascalon, at Balthazar's statue)
Reward: 300 Experience; Dodge; Quickening Zephyr

Objective: Head to the Breach and kill Gorgaan Hatemonger.
Comment: You'll find this Charr boss close to the Breach entrance, on high
   ground across a bridge.

Objective: Return to Master Ranger Nente for your reward.

---Charr Reinforcements:
Obtained from: Ivor Trueshot (Piken Square)
Reward: 500 Experience; Distracting Shot; Call of Haste

Objective: Meet Aidan just outside of Piken Square.
Comment: I don't like repeating the objective, so just do what it says.

Objective: Ambush the Charr reinforcements.
Comment: As with a lot of quests, the difficulty here is keeping Aidan alive.
   Still, even if Aidan dies, you can still do the rest of the quest yourself.
   So it's up to you what you want to do, just try to not lose track of him,
   which is easy in the heat of combat, where he might decide to suddenly
   run the other way or attract more monsters.
   To maximize his chances of survival, you might want to run ahead of him
   so the Charr attack you instead of him, just be careful that you don't run
   into the wrong direction.

Objective: Pillage the Charr supply depot.
Comment: Everything said for the previous objective also applies here.

Objective: Kill Kaargoth Bloodclaw.
Comment: Just keep going and killing, everything applies again except there
   are only 1 boss and 1 lesser Charr in the area you have to go to this time.

Objective: Return to Ivor True shot for your reward.

+-------------+
 Elementalist:
+-------------+

---Scorched Earth:
Obtained from: Elementalist Aziure (Old Ascalon, near the ambassador)
Reward: 200 Experience; Ward Against Elements

Objective: 0/5 Hulking Stone Elementals slain.
Comment: There are plenty of Stone Elementals around here, so let the genocide
   commence!

Objective: Return to Elementalist Aziure for your reward.

---Elemental Knowledge:
Obtained from: Elementalist Aziure (Old Ascalon, near the ambassador)
Reward: 250 Experience; Armor of Earth; Frozen Burst

Objective: Seek out Shalev the Hermit.
Comment: Go a little north of the Sanctuary, then start going west, you'll walk
   straight into his cave.

---Shalev's Task:
Obtained from: Shalev the Hermit (Old Ascalon, where the above quest took you)
Reward: 300 Experience; Eruption; Shard Storm

Objective: Go to the Breach and kill Charr Fire Callers to obtain a bottle of
   fiery unguent.
Comment: You'll find the Fire Callers a little due west of the Piken Square
   outpost, so you probably want to go through there.

Objective: Return to Shalev the Hermit for your reward.

---The Way of the Geomancer:
Obtained from: Kendrick Redstaff (Serenity Temple)
Reward: 500 Experience

Note: This quest does not give you any skills, but it's required for the next
   quest so I'm listing it here.

Objective: Kill ten hulking stone elementals.
Objective: 0/10 hulking stone elementals slain.
Comment: As you probably noticed coming to the temple, hulking stone elementals
   spawn right outside. Unfortunately, there will probably be less than 10,
   meaning you'll have to go back into then out of the temple.
   In any case, bring some area of effect skills to kill them faster.
   Also, keep all the lodestones you find, you'll need them.

Objective: Return to Kendrick Redstaff for your reward.

---The Geomancer's Test:
Obtained from: Kendtrick Redstaff (Serenity Temple)
Reward: 500 Experience; Magnetic Aura; Earth Attunement

Objective: Activate all 3 earth shrines by placing Scorched Lodestones upon
   them.
Comment: Well, even if you don't have enough lodestones now, you'll find plenty
   along the way.
   The first shrine is north of the giant crystal, the 2nd is on the west side
   and the final one is on the south end, but you'll find the by just following
   the quest arrow anyway.
   When you're done, a stone golem boss will spawn southeast of the crystal.
   He'll be lvl 11 but he has no normal monsters around him, so he'll be easy.

Objective: Return to Kendrick Redstaff for your reward.

+-----+
 Monk:
+-----+

---Sowing Seeds:
Obtained from: Grazden the Protector (Old Ascalon, in the ruins of Ashford)
Reward: 200 Experience; Heal Party; Bane Signet; Orison of Healing

Objective: Escort Farmer Hamnet to Ascalon City.
Comment: There's nothing Hamnet likes to do more than running ahead, falling
   behind, and/or getting himself killed. If you're doing this with a healer
   henchman, remember that he won't heal Hamnet, you have to do that yourself.
   So remember to keep a close eye on him, and everything should go alright.

Objective: Return to Grazden the Protector for your reward.

---Protecting Ascalon:
Obtained from: Grazden the Protector (Old Ascalon, in the ruins of Ashford)
Reward: 300 Experience; Heal Area; Vital Blessing

Objective: Find Paulus the Monk in Regent Valley.
Comment: If you have Sprint or Illusion of Haste, you'll be able to just make
  a mad dash past all the monsters and reach Paulus. But if not, it might be
  wiser to just kill all the monsters.
  If you have completed the Great Northern Wall mission, start from Fort Ranik
  to shorten your travel time.

Objective: Search Paulus's body for any personal effects.
Comment: Alas, you are to late, so click on his corpse and warp back to the
   Sanitarium.

Objective: Return the holy symbol to Grazden the Protector.

---In Memory of Paulus:
Obtained from: Grazden the Protector (Old Ascalon, in the ruins of Ashford)
Reward: 300 Experience; Resurrect; Live Vicariously

Objective: Find Melka Blanston, outside of Ascalon City, and tell her that Gurn
   Loves her.
Comment: The quest objective seems to be a bug, but just warp to Ascalon, then
   go outside and talk to Melka to complete this quest and finally get your
   first Resurrect spell.
   
---Replacement Healers:
Obtained from: Priestess Rashenna (Serenity Temple)
Reward: 500 Experience; Infuse Health; Strength of Honor

Objective: Meet Devona in Pockman Flats.
Comment: She'll be waiting for you right outside the temple.

Objective: Bring Devona to the Eastern Frontier.
Comment: As usual, escorting means you have to be careful that your objective
   doesn't run away somewhere. Note that you don't get a quest update when
   Devona enters the Eastern Frontier, so just follow her when she disappears.

Objective: Help Devona defeat the Charr warband.
Comment: Follow Devona to the Charr, then kill them all! Well, starting with
   the Shaman, of course.

Objective: Return to Priestess Rashenna for your reward.

+-------+
 Mesmer:
+-------+

---Trying Times:
Obtained from: Vassar (Sardelac Sanitarium)
Reward: 300 Experience; Chaos Storm; Mantra of Flame

Objective: Find and retrieve a mossy rock form the cave near the ruins of
   Ashford.
Comment: You'll find the cave southeast of the Sanitarium and Ashford, and you
   will probably come across several bosses on the way, so be prepared. And as
   always: don't attract more than 1 group of enemies at once!
   
Objective: Return to Vassar for your reward.

---Mesmerizing the Enemy:
Obtained from: Vassar (Sardelac Sanitarium)
Reward: 200 Experience; Power Leak; Conjure Phantasm; Ether Feast; Imagined
   Burden

Objective: Go to the ruins of Ashford and defeat Ignis Phanaura.
Comment: He'll be a little south of the Sanitarium, ready to be killed by you,
   and possibly your henchmen.

Objective: Return to Vassar for your reward.

---A Cure for Ralena:
Obtained from: Vassar (Sardelac Sanitarium)
Reward: 300 Experience; Illusion of Haste; Energy Burn

Objective: Find Master Ranger Nente
Comment: You'll find him at the statue of Balthazar, which is, of course, where
   that quest arrow is currently pointing.

Objective: Return to Vassar for your reward.

---Unnatural Creatures:
Obtained from: Priestess Rashenna (Serenity Temple)
Reward: 250 Experience; Diversion

Objective: Slay Gren Mindvenom.
Comment: You'll find this Storm Rider boos somewhere around the west or south
   of the giant crystal outside of the Temple. Kill it and take Tissue Sample.

Objective: Return to Erudine for your reward.

---Experimental Elixir:
Obtained from: Erudine (Serenity Temple)
Reward: 500 Experience; Shatter Hex

Objective: Give the experimental elixir to Fadden Hathorn in Sardelac
   Sanitarium.
Comment: This is one of those quests that's only as difficult as the time it
   takes to warp to the outpost you have to go to, in this case the Sanitarium.

Objective: See Vassar for your reward.

+------------+
 Necromancer:
+------------+

---The Stolen Artifact:
Obtained from: Necromancer Munne (Sardelac Sanitarium)
Reward: 200 Experience; Insidious Parasite; Life Siphon; Deathly Swarm;
   Animate Bone Horror

Objective: Find the Grawl that have stolen the relic. Look for them in the
   fields just north of the Sanitarium.
Objective: Escort Necromancer Munne and the relic back to the sanitarium.
Comment: Just kill the Grawl and take the relic. Pay close attention to the
   objectives and what Munne says, because you have to give her the Relic
   before going to the Sanitarium.

Objective: Return to Necromancer Munne for your reward.

---Death in the Ruins:
Obtained from: Kasha Blackblood (Sardelac Sanitarium)
Reward: 250 Experience; Dark Pact; Mark of Pain

Objective: 0/6  Slay of Oberan's Minions slain.
Comment: I think the objective is some kind of obscure bug... but just follow
   the arrow and kill everything you see, use Henchmen to get it done very
   fast.

Objective: Return to Kasha Blackblood for your reward.

---Oberan's Rage:
Obtained from: Kasha Blackblood (Sardelac Sanitarium)
Reward: 350 Experience; Parasitic Bond; Putrid Explosion

Objective: Slay Oberan the Reviled.
Comment: You'll get attacked by Oberan and his minions as soon as you set foot
   outside of the Sanitarium, so be prepared.
   I like to use Dark Pact + Vampiric Gaze here, but anything works, really.

Objective: Return to Kasha Blackblood for your reward.

---Casualty Report:
Obtained from: Undertaker Cortis (Piken Square)
Reward: 150 Experience; Shadow Strike

Objective: Deliver the Casualty Report to Warmaster Tydus.
Comment: The difficulty of this quest can be measured in the distance from
   Tydus you appear at when you warp to Ascalon.

Objective: Return to Undertaker Cortis for your reward.

---Fallen Soldiers:
Obtained from: Undertaker Cortis (Piken Square)
Reward: 250 Experience; Soul Feast

Objective: Collect 10 more family sigils from the fallen soldiers.
Comment: If you're hoping for a large scale scavenger hunt all across the
   wasteland, you'll be in for a disappointment.
   All you have to do is click the 10 bodies(on the yellow name tags, not the
   gray ones)...

Objective: Return to Undertaker Cortis for your reward.


+------------+
 All Classes:
+------------+

---Helping the People of Ascalon:
Obtained from: Ambassador Zain (Old Ascalon)
Reward: 200 Experience; 2 skills

The skills you get depend on your class, you get one for both of your classes:
   Warrior      : "For Great Justice!"
   Ranger       : Penetrating Attack
   Elementalist : Lava Font
   Monk         : Mending
   Mesmer       : Energy Tap
   Necromancer  : Vile Touch

Objective: Deliver the supplies to Ellie Rigby in Ascalon City.
Comment: Very easy, but also very rewarding. These Krytan White Mantle guys
   sure are helpful aren't they?

Objective: Return to Ambassador Zain for your reward.

---Supplies for the Duke:
Obtained from: Gate Guard Hollis (Old Ascalon)
Reward: 300 Experience; 2 skills

The skills you get depend on your class, you get one for both of your classes:
   Warrior      : "Watch Yourself!"
   Ranger       : Called Shot
   Elementalist : Ice Spikes
   Monk         : Purge Conditions
   Mesmer       : Distortion
   Necromancer  : Weaken Armor

Objective: Find the lost supply column.
Comment: Follow the directions from the "Barradin's Stand" quest to find Piken
   Square.
   If you're doing this with henchmen, get the lvl 6 ones from Piken Square.
   Try keeping north while healing towards the quest point for an easy run. 
   When you get close you'll see a large amount of Charr to the southeast of
   the quest marker.
   You'll have to be careful here as pulling all of them at once will almost
   certainly get you killed.
   If you're having trouble, take the north route past the supply line and
   approach them from the west, where the Charr have weaker defense.

Objective: Escort the supply column to Piken Square.
Comment: A word of warning for when you get back to Piken square: don't enter
   until you get a quest update and the supply bearers disappear into the
   gate.

Objective: See Quartermaster Aada for your reward


=====================
Northern Shiverpeaks:
=====================

-----------
Yak's Bend:
-----------

---The Missing Artisan:
Obtained from: Tabor Woolridge
Reward: 500 Experience

Objective: Follow the road through Traveler's Vale to the Ascalon Foothills.
Objective: Talk to Artisan Rudger.
Comment: Getting to Ascalon foothills is very easy, especially if you know how
   to sneak.

   Unfortunately, the easy part stops right there, although it might seem that
   Rudger is very close, you have to fight your way past 3 or 4 Hydras.

   You probably haven't seen any Hydras if you've stuck to the main quest,
   but they're beasts. If you attract more than 1 at once, you can most likely
   kiss your ass good bye. So please, take it slowly, and kill the Hydras and
   the Elementals around them when they reach the end of their patrol route
   closest to you, and with the next Hydra as far away as possible. And when
   you attack them, make absolutely sure you call the Hydra, especially if
   you're with henchmen. Look in the quick chat section of the controls to see
   how to call a target, because if you don't, the Hydras will surely rip you
   a new one.

---Shiverpeak Stragglers:
Obtained from: Captain Osric
Reward: 500 Experience; Smiting Rod (Light Dmg: 4-7 (req. 5 Smiting Prayers));
War Hammer (Blunt Dmg: 13-20 (req. 5 Hammer Mastery), Two-handed)

Objective: Search the road to Ascalon for refugees.
Comment: You'll find the refugees to the far south, but they're under attack
   by dwarves and an ice golem so you have to kill them very quickly.

Objective: Lead the Refugees to Yak's Bend.
Comment: It doesn't help that the refugees die very quickly, and even after
   saving them, they will gladly run into the next group of 30 dwarves they
   see. If they die, you can talk to a guard outside of Yak's Bend to reset the
   quest. Like with all of these types of quests: don't enter the outpost
   until you get the quest update.

Objective: Return to Captain Osric for your reward.

---The Road to Borlis Pass:
Obtained from: Captain Osric
Reward: 500 Experience; Focus Item (Energy +7 (req. 5 Healing Prayers))

Objective: Follow the road from Yak's Bend to Borlis Pass. Defeat all the stone
summit raiders along the road.
Comment: This quest doesn't actually take you to Borlis Pass, it stops half-way
   and the next objective will be back in Yak's bend. However, there's nothing
   stopping you from doing this at the same time as the next quest, for some
   easy experience.

Objective: Return to Captain Osric for your reward.

=-=The Way is Blocked:
Obtained from: Clear the Stone Summit blocking the entrance to Borlis Pass.
Reward: 500 Experience

Objective: Clear the Stone Summit blocking the entrance to Borlis Pass.
Comment: To complete this objective, you'll have to kill a boss about 2/3rds
   of the way to Borlis Pass, there's not much else involved, as the road will
   take you straight to him.

Objective: See Beccum Reedly for your reward.
Comment: This is the "information" NPC for Borlis Pass, the next mission!

----------------
Traveler's Vale:
----------------

---Minaar's Trouble:
Obtained from: Rangil Ironbow
Reward: 500 Experience; Tall Shield (Armor: 7 (req. 5 Tactics)); Focus Item
(Energy +7 (req. 5 Healing Prayers)

Note: Do "Helping the Dwarves" to find this series of quests.

Objective: Find Minaar Stonesledge in Iron Horse Mine.
Objective: Escort Minaar back to Traveler's Vale.
Comment: The only thing you have to do here is to kill some enemies, talk to
   Minaar, then take him back to Traveler's Vale.
   Just be sure that you don't actually enter Traveler's Vale until the quest
   updates.

Objective: Return to Rangil Ironbow for your reward.

---Minaar's Worry:
Obtained from: Rangil Ironbow
Reward: 500 Experience; Battle Axe (Dmg: 6-16 (req. 5 Axe Mastery))

Objective: Go to the Iron Horse Mine and kill Ore Darkwhip
Comment: This is largely the same as the previous quest, except that you have
   to go a little further and have to kill some bosses.
   When you get to the 2 bosses, if one of them is a monk style boss (Dolyak
   Rider type), kill him first. If it's a ranger style boss, be sure to kill 
   the spirit of fertile season first. After that, finish off Rangil, clean up
   whatever is left standing, and pick up the war machine plans.

Objective: Bring the war machine plans to Rangil Ironbow.

---Iron Horse War Machine:
Obtained from: Rangil Ironbow
Reward: 500 Experience; Smiting Staff (Energy +5, Light Dmg: 4-7 (req. 5
Smiting Prayers), Two-handed); Longbow (Piercing Dmg: 11-18 (req. 5
marksmanship), Two-handed)

Objective: Go to the Iron Horse Mine. Sabotage the control levers around the
equipment used by the Stone Summit.
Objective: 9 control lever(s) are left.
Comment: Pretty much the same as the previous quest, except a little bit
   longer.
   You can also go west as you enter the Mine, but I've found no real benefit
   of going either way.

   You have to destroy the 9 levers at the quest markers, you do this by
   placing Powder Kegs obtained at a nearby station. You can take out 3 levers
   with 1 keg by placing the keg as much to the middle of the levers as
   possible. 

Objective: Return to Rangil Ironbow for your reward.

---Oswalt's Epitaph:
Obtained from: Elsa Alston
Reward: 500 Experience; Focus Item (Energy +7 (req. 5 Healing Prayers))

Note: you will need to do "Shiverpeak Stragglers" for this to become available.

Objective: Search the Ascalon Foothills for Oswalt's headstone.
Objective: Inscribe Elsa's words on the headstone.
Comment: Even with several henchmen, this quest is very hard, as the area is
   filled to the rim with nasty Hydras.
   Hold ALT when getting near the quest mark to locate the grave, check it out,
   and a ghost will appear.

Objective: See Oswalt Alston for your reward. 

---------------
Beacon's Perch:
---------------

=-=To Kryta: Refugees:
Obtained from: Master Saberlin
Reward: 500 Experience

Objective: Eliminate the 6 Centaur patrols along the main road.
Comment: This quest is part of another series of quests that will lead you to
   The Gates of Kryta, the last mission before Lion's Arch.
   All you have to do is follow the path, quest markers, or trail of enemies.

Objective: See Ranger Olson for your reward.

----------------
Griffin's Mouth:
----------------

=-=To Kryta: The Ice Cave:
Obtained from: Master Seeker Nathaniel
Reward: 500 Experience

Objective: Follow Aidan's markers through the Ice Cave.
Comment: All of these show up by just holding ALT, you don't have to pick them
   up or anything(believe it or not, I've seen people taking these), just
   follow the trail of them until you get to Aidan.

Objective: See Aidan for your reward.

=-=To Kryta: Journey's End:
Obtained from: Aidan
Reward: 500 Experience

Objective: Deliver the letter to Ambassador Braun.
Comment: You'll find him through the nearby exit of the cave, in Scoundrel's
   Rise.

Objective: See Witness Casori for your reward.
Comment: She's the information NPC for the next mission, The Gates of Kryta!



-------------
Skill Quests:
-------------

+--------+
 Warrior:
+--------+

---Securing the Vale:
Obtained from: Van the Warrior (Yak's Bend)
Reward: 500 Experience; Swift Chop; Irresistible Blow; Seeking Blade

Objective: Proceed to the first patrol point in Traveler's Vale.
Comment: All you have to do is follow the dark brown road, killing everything
   along the way. 

Objective: Proceed to the second patrol point in Traveler's Vale.
Comment: Also along the same path, just remember when pulling enemies, to let
   them come to you, so the enemies near the one you're pulling break off their
   attack.

Objective: Proceed to the third patrol point in Traveler's Vale.
Comment: The last point is in the southwest corner, near the entrance to the
    Ascalon Foothills. Simply fight/sneak/run there, then warp back to Yak's
    Bend.

Objective: Return to Van the Warrior for your reward.


+-------+
 Ranger:
+-------+

---Stone Summit Beastmasters:
Obtained from: Artemis the Ranger (Traveler's Vale)
Reward: 350 Experience; Whirling Defense; Winter; Call of Protection

Note: You'll find Artemis to the northwest of Yak's Bend, on the way to Mason
   for the Helping the Dwarves quest.

Objective: Track down and destroy Thorgrim Beastlasher in Iron Horse Mine.
Comment: This Beast Master is a lvl 14 warrior type boss, you probably guessed
   what this means: lots of HP, defense, defensive skills, and powerful
   healing signet.
   If you brought along Distracting Shot, you should be able to get this over
   with quickly. But if not, prepare for a long fight.

+-------------+
 Elementalist:
+-------------+

---A Heart of Ice:
Obtained from: Howland the Elementalist (Yak's Bend)
Reward: 350 Experience; Whirlwind; Ward Against Foes; Ice Prison

Objective: Find Greplak Froststaff and obtain the Heart of Ice from him.
Comment: You'll find him hanging out near a cluster of Ice Golems, a little off
   the main road.

Objective: Bring the Heart of Ice to Howland the Elementalist.
Objective: Return to Howland the Elementalist for your reward.


+-----+
 Monk:
+-----+

---The Wayward Monk:
Obtained from: Van the Warrior (Yak's Bend)
Reward: 350 Experience; Vigorous Spirit; Pacifism; Divine Boon

Objective: Talk to Cynn in Traveler's Vale.
Comment: She's right outside Yak's Bend, and will follow you for the rest of
   this quest.

Objective: Help Cynn find Mhenlo.
Comment: This objective will lead you straight into the Iron Horse Mine.

Objective: Find Mhenlo.
Comment: As soon as you enter the mine, you have to talk to Cynn again and take
   her along, towards that quest marker.


+-------+
 Mesmer:
+-------+

---The Stone Summit Champion:
Obtained from: Sebedoh the Mesmer (Yak's Bend)
Reward: 350 Experience; Fragility; Power Spike; Channeling

Objective: Defeat Ulrik the Undefeated in Traveler's Vale.
Comment: This guy uses many defensive spells, so it could take a while to take
   him down. Fortunately, he doesn't move, and relies on spamming stone daggers
   for offense. This makes him a perfect target for your domination spells,
   especially backfire and Chaos Storm will bring him down to his knees very
   quickly.

Objective: Return to Sebedoh the Mesmer for your reward.

+------------+
 Necromancer:
+------------+

---Renegade Necromancer:
Obtained from: Necromancer Morgan (Yak's Bend)
Reward: 350 Experience; Necrotic Traversal; Defile Flesh; Well of Blood

Objective: Find Verata in Traveler's Vale and put an end to his experiments.
Comment: The easiest way to get to him is to start from the Borlis Pass mission
   area. Go South around both rocks along your way, and sneak and/or fight your
   way through the monsters.

   When you get to Verata, he will summon mumble something about longer life,
   then escape while distracting you with Bone Fiends.

Objective: Return to Necromancer Morgan for your reward.

+------------+
 All Classes:
+------------+

---Helping the Dwarves:
Obtained from: Grand Mason Stonecleaver (Yak's Bend)
Reward: 250 Experience; 2 Skills

Note: You get the skills for this quest as soon as you accept the quest!

The skills you get depend on your class, you get one for both of your classes:
   Warrior      : Protector's Strike
   Ranger       : Debilitating Shot
   Elementalist : Gale
   Monk         : Remove Hex
   Mesmer       : Mantra of Frost
   Necromancer  : Suffering

Objective: Find Rangil Ironbow in Traveler's Vale.
Comment: This quest will lead you to a series of quest often referred to by the
   name of the last quest in the chain "Iron Horse War Machine". It can take a
   while to do all 3, so free up a bit of time before you do these, so you
   won't have to leave half-way.

---Hungry Devourer:
Obtained from: Master Saberlin (Beacon's Perch)
Reward: 400 Experience; 2 Skills

The skills you get depend on your class, you get one for both of your classes:
   Warrior      : Flurry
   Ranger       : Pin Down
   Elementalist : Lightning Strike
   Monk         : Divine Spirit
   Mesmer       : Shatter Enchantment
   Necromancer  : Rotting Flesh


Objective: Speak with Old Mac in Deldrimor's Bowl
Comment: This might be a little confusing if you haven't done the Warrior skill
   quest in Piken Square and haven't done the 1st Mesmer quest from the newbie
   area, which foreshadow this quest.
   But yes, Old Mac has a pet Devourer! (Don't try to charm a Devourer, you
   can't.)

Objective: Feed Joe 10 more succulent juniper meats.
Comment: Finding these requires you to kill (surprise) succulent junipers,
  which are common at the objective markers this quest will lead you to.
  The locations are random, but never hard to get to.
  When you get the meats, just talk to Joe, and if you don't have enough, head
  to the next marker.

Objective: Speak with Old Mac in Deldrimor's Bowl.

Objective: Return to master Saberlin for your reward.

---The Deserters:
Obtained from: Master Saberlin (Beacon's Perch)
Reward: 500 Experience; 2 Skills

The skills you get depend on your class, you get one for both of your classes:
   Warrior      : Bonetti's Defense
   Ranger       : Serpent's Quickness
   Elementalist : Ice Spear
   Monk         : Balthazar's Spirit
   Mesmer       : Inspired Hex
   Necromancer  : Strip Enchantment

Objective: Find the deserters in Delrimor Bowl.
Comment: Outside of Beacon's Perch, you can go to Devona, Mhenlo, and Cynn, who
   will follow you for this quest.
   All you have to do is kill the Ascalon Deserters at the quest marker, the
   route you take to it doesn't really matter either.

Objective: Bring word to Master Saberlin in Beacon's Perch that the supplies
   have been recovered.


+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
I. FAQ
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

Most of these are answered on the official site, but I just know people will
ask them anyway, so I hope this will function as somewhat of a buffer.

Q: Is there really no monthly fee?
A: Yes, there is no monthly fee of any kind, the only things you'll ever have
   to pay for are the first retail and any of the (optional) expansions you
   might want in the future.

Q: What are the system requirements?
A: Straight from the official site:

    Minimum System Specs:

     * Windows� XP/2000/ME/98
     * Intel Pentium� III 800 Mhz or equivalent
     * 256 MB RAM
     * CD-ROM Drive
     * 2 GB Available HDD Space
     * ATI Radeon 8500 or GeForce 3 or 4 MX Series Video Card with 32MB of VRAM
     * 16-bit Sound Card
     * Internet connection
     * Keyboard and mouse

    Recommended System Specs:

     * Windows� XP/2000/ME/98
     * Intel Pentium� III 1GHz or equivalent
     * 512 MB RAM
     * CD-ROM Drive
     * 2 GB Available HDD Space
     * ATI Radeon 9000 or GeForce 4 Ti Series Video Card with 64MB of VRAM
     * 16-bit Sound Card
     * Internet connection
     * Keyboard and mouse

Q: So will I be able to play on the max settings?
A: You will probably be able to play with most of the highest settings on with
   any CPU over 2GHz, 512MB RAM, and a decent video card released over the last
   year, with at least 128MB VRam.
   You'll have to test and see for yourself what settings work best, there are
   too many factors involved to give a good answer to that question.
   
Q: What is Guild Wars like?
A: It's like warm apple pie.

Q: Is there a demo/can I test the game for free before playing?
A: Sorry, you missed all the preview events, at th time of writing there is no
   demo available.

Q: I just got a message saying a skill/rune/upgrade was unlocked, what does it
   mean?
A: Until I get an items related section done, I'll explain unlocking and runes
   here: Sometimes, you will get an item with a colored name, and it will say
   "Unidentified" in the description, this means you'll have to buy an
   "Identification Kit" item from a merchant NPC, then use it on the colored
   item.
   If the item you used it on was a weapon, you might get a message saying
   you unlocked an upgrade component, this means that you'll be able to use
   that upgrade component an infinite number of times for ALL of your PvP-only
   characters.
   If the item you IDed was a monster armor or other type of salvageable item,
   you might unlock a rune when IDing it. This will also make that rune
   permanently available for all your PvP chars.
   Also, in case you just want the rune/upgrade component, you have to buy an
   _EXPERT_ salvage kit (normal ones won't work) and use it on that item,
   there will be a good chance(about 80%) that the rune or upgrade component
   will be salvaged from the item.
   
   The same goes for skills, if you get a skill with a full RPing character,
   all of your PvP characters of that class.

Q: Will my X/X character work/is X a good class?
A: Every class combination has builds that allow them to be useful in combat
   situations, so you can never really mess up.
   But some class combinations are more or less straight-forward than others,
   so if you're new to the game, ask yourself this question: "Will my secondary
   class help me do what I want to use my primary class for?"
   For example: if you're a healing monk, you'll want to use skills that will
   help you heal, not skills that will help you deal damage, Elementalist can
   give you Glyphs for that, and Necromancer and Mesmer offer some energy
   recovery options, warrior will help you defend a little bit better, but
   ranger won't offer much at all for most builds.
   If you're and elementalist, you'll want things that help you deal damage
   with spells, so warrior is usually out of the question unless you want
   to be melee, as is monk, since you're not going to be a healer and don't
   need smiting prayers to do damage.



+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
II. Useful Links
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

Official Guild Wars site: http://www.guildwars.com
 Many questions are answered there, and you'll also find a page for some very
 helpful fansites.
 It's a huge wealth of information on its own.

ArenaNet site: http://Arena.net
 In case you want to know something about the people who made this game.

Gwonline fansite: http://gwonline.net
 Throughout the betas, I found this site to be especially helpful and relyable.

Elite skill list: http://www.xennon.co.uk/eliteskills/
 This site contains all known locations for elite skills, sometimes even with
 a small map.
 I have not checked any of these locations for myself so I cannot verify their
 accuracy first hand, but so far I've heard nobody complain.

Damage calculations: http://abyss.pyen.com/damage.html
 This page seems to be down temporarily, you can find the same document at
 http://www.guildwarsguru.com/content/game-mechanics-id674.php .


+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
III. Special Thanks To
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

- ArenaNet for creating Guild Wars, of course, which is currently still giving
  me countless hours of fun.

- CJayC and Gamefaqs.com for hosting this FAQ, and many others, which helped
  enrich my enjoyment for many games over the years.
  And of course the gamefaqs message board for not only being a huge source of
  frustration, but also a huge source of support and being a bottomless well
  for both good and bad discussions, about any subject imaginable.
  I'd especially like to thank the "veterans" of that board, and anyone else
  who's tried to make it a better place. I'd try naming you all, but I'm afraid
  I'd forget people... but you know who you are :)

- gwonline.net and its community for being a great source of information when
  it comes to Guild Wars, which helped me through many obstacles I myself
  encountered.

- Oblivion, OoiTY, Ud�n, and Master Nightfall for reading this guide, giving
  suggestions, and pointing out errors.
  
- "The Coterie of Relios" guild, for introducing me to and training me in the
  "tricks of the trade"  when it comes to PvP, if it hadn't been for them I'd
  surely still be getting my ass handed to me by everyone.

- The "Gwonline Guild" for taking me in and providing a fun environment to play
  the game in.

- Apathetic Aardvark for reminding me about the shortcut to complete A Gift for
  Althea, reminding me of the lodestone namechange post-searing(which was an
  error in The Geomancer's Test), informing me about when "The
  Troublesome Artifact" and "Fires of the East" become available, and 
  correcting an error in "To Kryta: Refugees".
  


+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
IV. Contact information
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

If you have anything to say about this faq, have any questions, or if you have
something to contribute, feel free to contact me at tNB.FAQ [at] gmail ((dot)
com.

Please state in the subject that the mail is about Guild Wars, or I might throw
it out with the spam mail on accident.

If I am currently ingame, contact me at "The Nightblade". My alts are "Peaceful
Nightblade" "Kage No Yaiba" and "Subject To Change".

I probably won't reply if the mail is about something already answered in this
guide or on the official website. If you are stuck at a point in the game not
covered in this guide yet, I might not be able to help you if I haven't gotten
to that point myself yet, but it can't hurt to try, I suppose.

Thank you for reading.

~~end of file~~