Hunter's Isle

The Hunter's Isle is a Guild Hall, first introduced in Guild Wars Prophecies.

Note: The following information also applies to the Warrior's Isle and the Wizard's Isle, which have almost identical layouts.

Layout
The Hunter's Isle has a pretty basic layout: three paths in an almost Z fashion: One central path connects the two opposing bases' main gates, while secondary paths branch off at each main gate to the opponent's secondary gate. The flag stand is located in the center of the main path, and two catapults attach to the junction between the main path and the secondaries. The home team also has a path outside the base that connects both gates.

Features

 * Green hills theme, looks like Kryta by night
 * Catapults for each side
 * Two paths between bases
 * Unlike Warrior's Isle or Wizard's Isle, home team base has a path between front and side gate.

NPCs
Both teams start with several NPCs.

Strategy
Since this map is nearly identical to Warrior's Isle (the main difference being the guild hall of the defending team), almost all advice given there applies here as well. The different guild hall makes splitting somewhat easier.