Guild Wars: Eye of the North

In Act, I, a great earthquake tears across the three continents of Tyria, Cantha, and Elona, revealing entrances to a network of tunnels.

From there, players enter into the homelands of the Charr (from the Prophecies story) to the north, the Asura to the west, and the Norn at the far end of the Shiver Peaks.

Unlike most key-like items in earlier Guild Wars dungeons (such as gears in Sorrow's Furnace), these keys are not carried by the player.

One of the new features is an item that acts similar to a quest log, recording specific feats the player accomplishes in gameplay.

Completed log books can later be turned into one of the allied factions in the game (Norn, Asura, Ebon Vanguard, or Dwarves) for an experience and reputation bonus.

The full list of these games is as follows: Eye of the North is set eight years after an event known as "The Searing" occurs in Guild Wars: Prophecies, where a northern race of cat-like beasts known as the Charr incinerate the Tyrian kingdom of Ascalon.

[4] Earthquakes begin to increase in frequency across all the three continents of the game world; Tyria, Cantha and Elona, which correspond to the three Guild Wars stand-alone campaigns; Prophecies, Factions and Nightfall, respectively.

The party then makes their escape through an Asura Gate (a teleportation device similar in appearance and function to ones seen in Stargate) which brings them into the Far Shiverpeaks.

She informs the player of her temporary appointment as leader of the "Ebon Vanguard" (a group committed to fighting the Charr) in the absence of an officer named Captain Langmar.

Shocked by the prospect of the Destroyers being so close to their goal, Ogden, Vekk and Gwen make their own separate pleas to the player in gaining reinforcements.

The player can choose to help Ogden, Vek or Gwen in any order he/she so wishes but is required to gain the help of the Norn, Asura and the Ebon Vanguard before proceeding further into the game.

Another reveals its location, which Vekk identifies as a cavern nearby the Central Transfer Chamber, a junction for the Asura Gate network.

Jalis prepares for the final onslaught against the Destroyers by initiating a ritual that permanently changes him and the allied Dwarves by imbuing them with magical strength and transforming them into stone.

Unlike the stand-alone chapters, Eye of the North does not add extra character slots to an existing account and does not have a Collector's Edition.

[7] Although it was widely seen to be a valuable addition to the Guild Wars series for its fans[11][13]—the gameplay differs little from earlier games[9]—the content was viewed as short,[8] challenging compared to other Guild Wars offerings,[10] and, as Eye of the North completes the Prophecies story, less accessible to players approaching the expansion from either Factions or Nightfall.