Burning Isle

The Burning Isle is a Guild Hall, first introduced in Guild Wars Prophecies.

Layout
The map is O-shaped with a huge volcanic hole in the middle. Defenders start southwest. Attackers start northeast. The Flag stand is northwest behind a lava pond. There is a direct way from the bases to the flag stand through lava ponds, and a zigzag path over bridges. The southeast ambush-path leads through big lava ponds guarded by neutral Lesser Flame Sentinels (they have the appearance of Flesh Golems) that don't move but have a high damage ranged attack.

Features

 * Volcano theme, looks like the Ring of Fire Islands
 * Lava pools (causing Burning and Crippled conditions)
 * Contains some Lesser Flame Sentinels

NPCs
Both teams start with several NPCs.

Strategy
Since it is very hard to get a split team past the sentinels, this guild hall can be considered an anti-split map. Therefore it is a favorite among spike teams (who usually have a hard time splitting). Ranger spike teams can also use the height advantage gained from standing on top of the bridges.

The flag stand is in the middle of a pool of lava (and the fastest way from the flag spawn point there leads through more lava), additionally, enemies how fight at the main open area near the flag stand can easily cast spells upon or use ranged attacks on the flag runner. This makes flag runner harder than usual. A common tactic is to try to delay the opponent flag runner in the lava, thus forcing a morale boost.