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Guild Wars: Thunderhead Keep FAQ
Version 1.0
August 17, 2005
Created by: alfredthebear, Copyright 2005
Email: poundkey@gmail.com
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Table of Contents
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1.  Introduction
2.  What to Use? ( Primary Profession)
- 3a.  Elementalist
- 3b.  Mesmer
- 3c.  Monk
- 3d.  Necromancer
- 3e.  Ranger
- 3f.  Warrior
3.  Resurrection
4.  Team Builds
5.  Walkthrough of Thunderhead Keep
6.  Credits
7.  Legal Information
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1.  Introduction
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Welcome to the Thunderhead Keep FAQ - I have structured this guide to go over
useful skills and team suggestions for PvE. With those tools in mind, the
walkthrough of Thunderhead Keep should be pretty easy to follow, no matter what
build you use.  You can just skip down to section 5 if you only want to read up
on getting through Thunderhead Keep. 
There are some spoilers since this is a FAQ - you have been warned. 
This guide was created to help those people get to the fire islands and beyond,
where nastier stuff awaits!  There is a focus on Thunderhead Keep, because
people tend to get bottlenecked here for various reasons:
1) You have horrible PUGs
2) The king keeps dying
3) Your guild is filled with members that don't have time for this
4) Your guild is still stuck on Elona Reach (ick)
5) Some weird-looking boss refuses to die
If any of the above apply, keep on reading! 
There's a long running joke in my guild about our love for Thunderhead - we
used to do Thunderhead almost daily, 'just for kicks.'  We would grab one or
two random puggers just to see how they'd respond to our random antics... I
play Thunderhead for the thrill of the beginning seige... Yes we light the
beacons! 
Anyways, consider this guide as a tool to create a decent PUG for Thunderhead
or just about any mission in this game.  I hope those that are still having
trouble with Thunderhead will be able to start a PUG, whip the team into shape
and finish it in one pass! 
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3.  What to Use? ( Primary Profession)
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This section covers a few skills to take a look at before leaving on a mission. 
PvE in general is rather simple and straight foward, given a 'good group,' but
what creates a good group? 
Good skill sets is one answer, and for Thunderhead especially, you want a
stronger team focus in disruption. 
I wish more missions require disruption so PvE players have an easier time
transitioning to PvP. Besides, I always thought PvE missions were intended to
train players for PvP, but this is no longer the case with the constant nerfing
of missions...
Many groups often go for the Heal/Tank/Nuke trinity - this configuration will
steamroll through most of the PvE missions.  You can still pass Thunderhead
Keep with this configuration, but I would like to discuss more unusual or
different builds that work more efficiently or better. 
IMPORTANT: Even if you insist on using the Heal/Tank/Nuke (a.k.a.  Hulk Smash)
combo, I recommend you ask teammates to list their skills before starting a
mission.  Treat this like PvP - will you enter the tombs with a melee Mo/W
carrying Power Attack when his supposed role was to heal the team?  Of course
not. 
Make sure people know their roles and you will have a much easier time doing
this mission. 
3a.  ELEMENTALIST
Everyone is always looking for a nuker... and naturally the Elementalist comes
to mind.  Most elementalists in PvE tend to fall in the Fire category. 
Let's take a look at the other lines. 
==========AIR============
Gale - There is the exhaustion drawback to this spell, but using it to
knockdown an enemy healer for 3 seconds is decent.  Use it sparingly. 
==========EARTH============
Ward Against Melee - 50% evasion, if you can pump your Earth Magic to 16, you
can keep a ward up forever. 
Eruption - Although the graphics aren't too impressive with this spell, the
most important effect is an AOE Blind at the end of the spell.  Mobs tend to
clump, so if you can mass blind them, you pretty much shut them down for 10
seconds. 
==========WATER============
Maelstrom - You don't need to have points in Water Magic for this because the
duration is always 10 seconds.  This spell interrupts spell casting, allowing
you to shutdown a stationary group of caster mobs. 
Blurred Vision - This causes hexed enemies in a short range to miss 50%, and
the redeeming factor of this spell is the short cast time (1 second.)  The
duration is quite long, and you can keep it up if you have enough points in
Water Magic.  However, Water doesn't do too much damage, especially in an icy
area like Thunderhead Keep. 
3b.  MESMERS
Considered the most underrated and ignored class in PvE, the mesmer is often
sitting alone in her pretty clothes.  Take pity on one and include her in your
group!  You might notice your enemies dropping dead or doing nothing for no
apparent reason...
=========DOMINATION===========
Arcane Thievery - Keep in mind that PvE mobs do not have too many spells, and
caster bosses might have at the most five spells.  If you decide to copy this
spell via Echo or Arcane Echo, you can potentially lock out several critical
healing spells for half a minute. 
Backfire - Using a Mesmer to shutdown casters in PvE is like using a war axe
(or some large sharp object) to kill a chicken.  Enemy PvE casters will always
cast through Backfire so for this reason alone, make sure to bring Backfire as
a mesmer to provide extra damage. 
Diversion - Although bosses seem to only suffer from half-duration of a hex,
you get to lock out a skill for half a minute.  No more spamming Orison of
Healing! 
Blackout - Locking your target for 7 seconds is quite fun!  If you ever wanted
to stop that Mursaat Monk boss from healing for awhile... why not Blackout the
target after your hammer warriors has finished his 8 second KD combo?  Or
Blackout those silly Dolyak Masters. 
Shatter Hex - Since Thunderhead Keep is quite hex-heavy, this is a fairly
decent AOE spike tool that nobody except you will see.  But that's just life as
a Mesmer. 
===========ILLUSION============
Definitely grill the pick-up Mesmer about this line... There is a very good
chance the Mesmer will have Conjure Phantasm and Phantom Pain... if so, please
ask them if they have a good reason to be wasting skill slots on these spells. 
I know DOT looks amazing when the health bar turns purple and starts sliding
down, but 20 damage / sec is a little shabby, and you are wasting energy that
could be used for pure spellcasting shutdown.  The Deep Wound effect from
Phantom Pain is okay, but you don't need to invest too many points into
Illusion for that.  There's a pretty good chance the warrior will be causing
Deep Wound so bring something else to help. 
Phantom Pain + Shatter Delusions is an expensive way to create a Deep Wound
fast, so leave that Fragility mesmer build at home.  You will be out of energy
way too fast and enemies have too much hp. 
Arcane Conundrum - Since spellcaster mobs are so weak in PvE, you don't really
need to Conundrum a random mob.  Save this for a boss... it will buy you time
to land a decent interrupt. 
===========INSPIRATION============
This is the Mesmer line for 'borrowing' or creating energy out of thin air, use
this line to help fuel your hexes and shutdowns.  There is not much to cover
here since people have their own personal preferences for recovering energy...
I do recommend taking a look at Energy Drain, Spirit of Failure, or even the
standard Energy Tap. 
========DISRUPTION ABILITIES========
You're a Mesmer.. you have like:
Cry of Frustration
Power Leak
Power Drain
Power Block
Leech Signet
Plenty of interrupts! 
3c.  MONKS
There isn't much to go over for monks because they are usually hired on mission
for healing or protection.  Monk is a fairly straightfoward class that requires
lots of practice and fast reflexes.  There is a pretty good FAQ on Monks on
GameFAQs, so just read for a much better indepth coverage. 
If you're a smiter monk, please let your team know that you're not going to
heal first because people do make too many assumptions, and one of them is that
all monks are healers...
============ SMITING ==============
Scourge Healing - People tend to forget about this spell, but it's like a
Backfire and monk mobs will keep spamming heals since once they take damage
they'll keep trying to heal to repair it...
============ HEALING ==============
Dwayna's Kiss - Stone Summit and Mursaat tend to use alot of hexes, and extra
enchantments like Aegis just makes this spell better.  The cost is 5 mana for a
3 second recharge, which isn't shabby for energy management. 
3d.  NECROMANCER
Little tip: If you ever want to get in a group fast, PM the leader and say, "I
have Blood Ritual, Blood is Power, or Well of Power!"  Well... is that all a
Necro is supposed to do?  I don't think so. 
A Necromancer should consideirng becoming a minion master.  Pump up Death magic
to 16 and keep the Bone Fiends alive with Verata's Sacrifice/Heal Area.  If you
encounter enemy Necromancers, target them first or just Putrid corpses.. After
all, you can keep raising minions from the next set.  Having a large minion
army allows you to clear the city in Thunderhead pretty quickly, and it also
helps hold the fort since the Bone Fiends are ranged. 
============ CURSES ==============
Defile Flesh - Use this as a substitute for Lingering Curse for now.  Reducing
healing rates is always good for stopping a healer boss. 
Shadow of Fear - The area isn't that big, but you can help slow down some
damage during the seige by reducing enemy attack rates by 50%. 
============ DEATH ==============
Putrid Explosion - Used in Tombs on the dias maps, this spell is still handy in
PvE because you can still chain corpses to wipe them out, or clear corpses to
prevent Stone Summit Gnashers from raising a minion army.  In Thunderhead Keep,
this spell will help you clear out mobs that tend to clump on the bottom of the
stairs during the seige. 
3e.  RANGERS
Rangers are probably the most vocal group when it comes to not being able to
get a group, but here are some things to consider when joining a group and not
further tarnishing the ranger class. 
Pets - Unless you want to devote 12+ points of Beast Mastery, as well as skills
in that line, please do not bring your pet on missions.  Without any points in
Beast Mastery, your pet will not do any damage.  Pet AI needs to improved, and
your pet might accidentally aggro too many mobs and refuse to stop attacking. 
Just leave Mr. Bear at home for now. 
Pin Down - How come 90% of Rangers in PUGs use this?  I hope someone can answer
this question... but I don't see any real use.  Just use a run skill if you
want to get away. 
Quickening Zephyr - QZ can help speed up your trap recharge rate, but please
let your team know you will be using this spirit so they can plan around it. 
Your monks will run out of energy too fast unless they've gone Mo/Me for energy
recovery, but even then, that might not be enough. 
Oath Shot - Why not run a Trap Spammer?  Oath Shot is easily capped in Iron
Mines (just make sure you are infused.)  Drop your payload of traps, Oath Shot,
and keep the stream of traps going. 
=========WILDERNESS SURVIVAL========
Choking Gas - If you combine this with Practiced Stance (an Elite that's
cappable in Mineral Springs,) you can keep a group of casters from casting for
a long time.  This is an important shutdown skills against caster bosses, so
bring it if you can. 
Traps (Healing Spring, Barbed Trap, Flame Trap, Dust Trap) - Especially in
Thunderhead Keep, you will not be pulling mobs much so you might have to become
an offensive trapper.  Go R/Me for Mantra of Resolve, or use Whirling Defense
to lay down traps next to mobs. 
3f.  WARRIORS
For Thunderhead Keep especially, as well as other missions, you do NOT need
five Warrior/Monks with Mending.  You can easily beat most missions with just
one 'tank.'  Why?  If you recruit pure tanks, you must take into consideration
of lowering your damage output.  We'd all like to finish this mission within a
reasonable amount of time...
===========SWORDS===========
The most popular weapon choice in PvE is... swords.  I know swords look cool
and stuff like that, but for the sake of effectiveness, if you only rely on
Power Attack, you are not doing anything for the team.  These
mobs have armor, mind you - they can soak up damage from a puny sword quite
easily. 
==========HAMMER===========
The hammer is often an overlooked PvE weapon - it swings slow and doesn't look
as cool but knockdown is key in using a hammer warrior. 
Devastating Hammer - This can be capped as early as Iron Mines so here is skill
chain:
Devastating Hammer -> Crushing Blow -> Heavy Blow -> Aftershock
Your target will be on the ground for about 8 seconds if you have Stonefist
Gauntlets (craft that in Droknar's Forge)... that should be plenty of time for
your team to finish that evil critter off. 
I personally like Backbreaker but you won't be able to get that until you reach
Ring of Fire. 
===========AXES==============
Axes are nice for their spiking ability, but mobs tend to have quite a bit more
hp.  I would rather use Evicerate, but since you're still stuck in Second
Shiverpeaks, Cleave will do. 
========TACTICS LINE==========
"Watch Yourself!" -  This is a handy way to buff up your team.. it's 4 strikes
of adrenaline so that will recharge pretty fast. 
======DISRUPTION ABILITIES======
Once again, make sure your warriors can DISRUPT!  Here's a list of what they
could use. 
- Hammer knockdown
- Disrupting Chop (Axe)
- Savage Slash (Swords)
- Skull Crack (general)
- Distracting Blow
Practice those interrupts - if you can stop a critical heal or an offensive
spell in time, the battle will swing heavily in favor towards you.  If you have
sword warrior, ask him to bring Savage Slash.  I'm sure he doesn't need to lug
around that Power Attack...
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Warriors have the best sustained damage per second (DPS), so take advantage of
that.  If your team does not have space for melee buffs, then bring your own
like Judge's Insight to increase your DPS.  The more DPS you have, the faster
your enemies fall, allowing you to concentrate on the next wave of enemies.  I
would consider using Frenzy in PvE - sometimes those mobs will ignore you so
feel free to Frenzy away to build up the adrenaline.  If you're getting hit,
switch to a different stance (like Sprint) and don't tell your monks you were
under a Frenzy. :) 
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3.  Resurrection
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Knowing when to res a very important part of Guild Wars.  During the seige of
Thunderhead Keep, teammates may die in the middle of the fight if the healers
are swamped - res sig restores the party member to 100% life.  The signet is
one-time use, but it will recharge if you kill a boss. 
If you are not a monk primary or secondary, please bring a Resurrection Signet
(res sig.)  Things happen, and the res sig will provide a safety net.  If a
monk goes down, use the sig immediately to get him up... fast.  It'll take some
time for his mana to recharge, but it's better than running around useless,
especially under a Rebirth. 
Resing in battle is often deadly, but keep in mind that you are using a 3
second signet, and not spending 8 seconds try to pull off a Rebirth or a
Resurrection.  That's like being under a Blackout for 8 seconds, and then
giving your resed friend another Blackout due to Rebirth.  Do not always rely
on the primary monks to resurrect - they're too busy healing the rest of the
team.  And never EVER use Rebirth when under fire. 
A designated fast caster Mesmer/Monk with Restore Life is often a good choice,
because Restore Life will recover a good percentage of their health and energy
back. 
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4.  Team Builds
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Rule of Thumb: Do not just grab the first 7 random people that are 'LFGing.' 
Take time to ask them questions so you can tell if they're competent.  Ask them
about their skill set, the amount of time they can set aside for this mission,
and most importantly, if they are infused. 
You'll be quite surprised at some of the responses. 
Since PvE does not require a focused build like PvP, two Healing monks is
enough.  You can go with one Protection and one Healing, or use a hybrid
Heal/Protection monk of sorts.  Since spike damage does not really happen in
PvE, you might end up using Protection for Aegis only. 
You can easily do the mission with one warrior - it reduces the chance of
getting a 'Leeroy Jenkins' and keep in mind that mobs do not deal enough damage
on missions to require 'tanking.' 
Make sure you have hex AND condition removal, so some of that responsibility
falls on the Mesmers and Monk secondaries. 
Here are some templates for PvE that my guild and pick ups ran with - they are
not perfect or optimized since we don't have the freedom of PvP characters. 
Also, most of us were bringing skill caps so they are marked with an 'X.'
TEAM #1:
The Elementalists helped bring down the first couple groups to start the minion
army.  Once we got the Bone Fiends going, nothing could really stop us from
mowing down mobs.  The trapper would look at the situation and change his
stances accordingly to drop his traps.  I'm not so sure if he had Oath Shot at
that time, so I've left it out of the build. 
The ranger and the warrior had run skills to reach the catapult faster, since
the mobs might not hang around too long to get nuked. 
Me/Mo - Resmer Shutdown
Backfire
Blackout
Diversion
Arcane Thievery
Shatter Hex
Restore Life
Heal Area
X
N/Mo - Minion Master
Verata's Sacrifice
Animate Bone Fiend
Death Nova
Taste of Death
Blood of the Master
Putrid Explosion
Heal Area
Rebirth
W/Me - Axe Disrupter
Cleave
Executioner's Strike
Penetrating Blow
Disrupting Chop
Frenzy
Sprint
Inspired Hex
Res Signet
R/Me - Trapper
Dust Trap
Barbed Trap
Healing Spring
Serpent's Quickness
Whirling Defense
Res Sig
X
X
2 Ele/Mo - Fire Nuker
Meteor Shower
Meteor
Firestorm
Fireball
Mend Ailment
Fire Attunement
Flare
Resurrect/ Res Sig
Mo/R - Healer (Come on I needed to cap some ranger skills!) 
Word of Healing
Healing Touch
Orison of Healing
Dwayna's Kiss
Heal Area
Healing Seed
Res Sig
X
Mo/Me - Healer
Word of Healing
Healing Touch
Orison of Healing
Dwayna's Kiss
Healing Seed
Inspired Hex
Res Sig
X
TEAM #2:
A trapper group that works quite well, but it does get quite boring watching
enemies running into traps for the 10000th time.  Grab all the rangers that are
'LFGing' since nobody wants them, and convert most of them to trappers. 
Now is a good time to bring Quickening Zephyr and Energizing Wind to speed up
the trap recharge rates. 
Once the mobs step on the traps, have the rangers Barrage them to finish them
off.  Barrage works extremely well in Thunderhead Keep because most of the mobs
are in tight clumps.  Running extra buffs like Order of the Vampire or Order of
Pain works quite well - it'll give your rangers a very nice offensive boost. 
Try working with 5 Rangers, 1 Necro, and 2 Monks. 
If the mobs refuse to lure, just have the rangers offensively trap the enemy by
running in with Whirling Defense. 
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5.  Walkthrough of Thunderhead Keep
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-
With a specific build in mind and a decent plan... what's next?  Let's start
the mission! 
Strategy with King Jalis Iornhammer:
As soon as the mission begins, have a Monk or someone that stays in the back of
the group talk to the king so he will follow you for the first half of the
mission.  This is essential because the king has a tendency to run out and
suicide, and if the healers are not on top of things... the king will die and
you will lose the mission. 
If you don't have trouble keeping Jalis alive, use him as an extra hammer man. 
He does good damage and will help kill enemies faster.  He is a 'tank' so make
use of that too.  Healing Seed him if he's getting hit, and you should be fine. 
You will have 3 weak Dwarven soldiers to help you - just convert them to Putrid
fodder or minions once they die.  The doors will open as soon as you talk to
King Jalis, so continue outside. 
Summit Giant Herders (3x) will be patrolling back and forth, wait for them to
come back to you and finish them off.  You will now see two groups on your
radar, hug the bend due south, and go up the curve to kill the Siege Ice Golems
(3x). 
Do not continue going East, because it's just filled with Avicara and Griffons
and there's not much else to do there that I know of. 
Instead, head down the hill and take out the group of Summit Giant Herders (4x)
and Seige Ice Golem (1x) and the beginning of the bridge. 
Now is the time to lace the bridge with traps.  If you did not bring a trapper,
just use a bow to pull the first group into the middle of the bridge.  Another
group will be wandering around close by, but if you know your healers are
competent, just take out the Summit Herders and Siege Ice golems in one big
clump. 
A level 28 Stone Summit boss will be waiting at the end of the bridge, and if
you engage the second group, there is a very likely chance he will come down to
fight.  Finish off this minions first, and then go for the boss.  If this boss
is a Monk, then by all means shut him down first. 
Continue North into the Keep.  You will have to fight Sumit Giant Herder (2x)
and Stone Summit Ranger (2x)
The Mission Objectives will now tell you to 'Clear the city.' 
Group #1 - Enslaved Frost Giants (2x) and Stone Summit Ranger(2x)
Group #2 - Head west and take out the second group - Dolyak Masters (2x) with
Mark of Protection and Stone Summit Carvers(2x)
Group #3 - Go around the bend to engage: Enslaved Frost Giants (2x) and Stone
Summit Ranger(2x)
Group #4 - Hug the left wall and engage Stone Summier Carvers (3x) and Dolyak
Master (1x)
Group #5 - Head south to hit a group on top of a small hill: Enslaved Frost
Giants (2x) and Stone Summit Ranger(2x)
Group #6- This group patrols around, but they should be close to the hill of
group #5 by the time you reach it.  Run down to engage them.  Stone Summier
Carvers (3x) and Dolyak Master (1x)
Now head back north, over to a group of Enslaved Frost Giants (2x) and Stone
Summit Ranger(2x) on top of the city.  Hide underneath the rafters and nuke
them.  Tell your warriors to try and wipe at the mobs... Guild Wars has no
height checking so they might be able to hit the people on time.  Otherwise,
just chill out for a bit and let the Eles or Necros do their job. 
Now head back south, going around the curve heading South-East
Group #7: Giant Herders (2x), Dolyak Master (1x), Stone Summit Rangers (2x)
Head up the hill to engage...
Group #8: Stone Summit Carvers (3x), Dolyak Master (1x), Boss
You have successfully cleared the city!  Now go underneath the rafters one more
time to hit a group of Enslaved Frost Giants (2x) and Stone Summit Ranger(2x)
on top. 
Bring Jalis up north and to doors blocking your way - he will open it.  Contine
onwards... entering the Keep. 
Fight #1: Stone Summit Arcanist (3x) Stone Summit Herder (1x)
Fight #2: Stone Summit Gnasher (3x), Stone Summit Herder (1x)
Fight #3: Stone Summit Arcanist (3x) Stone Summit Herder (1x)
Always target the Gnashers first - they're annoying and raise minions that make
you spend extra time to kill. 
There's a big break in between the groups - time to take a quick water break. 
Fight #4: Stone Summit Gnasher (3x), Stone Summit Herder (1x)
Fight #5: Stone Summit Gnasher (3x), Stone Summit Herder (1x)
Now head back west up the hill and find a good place to shoot Dagnar
Stoneplate.  If he refuses to be pulled, then just go back down the stairs, hug
the Keep walls and pull him. 
Jalis usually runs ahead to kill Dagnar (the guy that killed Prince Rurik,) but
he tends to not aggro the other mobs around. 
Just take out the two groups once Dagnar is dead:
Group #1: Stone Summit Arcanist (3x) Stone Summit Herder (1x)
Group #2: Stone Summit Arcanist (3x) Stone Summit Herder (1x)
Now go west, and up the stairs to the first series of Firing Levers.  You will
see: Enslaved Frost Giants (6x) and Stone Summit Herder (2x).  Feel free to
fire on them with the catapults.  This will make your job defending the keep
alot easier! ( Thanks to a guild member for pointing this out) Once they are
dead, head back down the stairs to the NE corner of the keep. 
Group #1: Stone Summit Gnasher (3x), Stone Summit Herder (1x)
Group #2: Doylak Master (1x) Stone Summit Arcanist(1x)
Group #3: Stone Summit Gnasher (3x), Stone Summit Herder (1x)
Cutscene time!  Before the Vizier pops up to hand you useless Phantom air
spikers... pick a plan to defend the keep -
Remember that communication is key, make sure people know their roles! 
A: Group at the bottom center of the Keep and run side to side, defeating
enemies that try to run in. 
I find this tactic to be riskier, especially if your team does not have killing
speed.  There is a good chance your team will be tied up on one end of the
door, allowing enemies to just sweep in from the other side and finish off the
unguarded king. 
To prevent the king from getting killed due to lack of guards on one end, you
will have to split your group at certain times because the monsters will often
rush two sides at the same time.  Pick two people - preferably a real warrior
'tank' and a monk to hold off the other end as long as possible.  This pair
must hold as long as possible until the other six people are done killing so
they can rush back to help. 
When the Mursaat Boss comes, I hope the bulk of the group must be able to kill
him fast enough... if you take too long, the pair of defenders may end up
losing the other end.  For this reason, the pair should actually take the west
entrance of Thunderhead Keep, since that's where the boss comes in.  If the
Monk Mursaat boss comes, the pair can hold off all day and night because all he
does is spam Orison and cast Spectral Agony (which you have protection
against.) 
You might need more than two monks to pull this off safely. 
B: Group around the king and hold the fort. 
My guild has always used this tactic because it makes more sense - you're
getting rushed from all sides so its better to form a circle to protect the
king.  You can ignore key mobs while taking out others because of the tight
circle. 
The monsters tend to clump at the bottom of the stairs since the majority of
them are ranged.  Rangers should drop traps there to stop them. 
Two people with run skills should fire the catapults.  Their job is to
constantly watch the radar and fire accordingly.  Since the circle of defenders
is close by, they can just run across the ramparts to assist if necessary. 
The only real problem with this tactic is getting swamped with too many mobs. 
If you have enough debuffs, the mobs will be quite harmless for awhile. 
Bonus:
All you have to do is light the two beacons on East/West ends of Thunderhead
Keep - the bonus will only activate once the mission is over and you have saved
the Dwarven villagers from getting killed.  By lighting the beacons, you lure
the Mursaat to the keep ahead of schedule - be prepared for a brutal fight. 
Assign two people to man the catapults... if you're fast enough you can get
groups coming in.  Also, they end to sit around so you should be fine. 
- Enslaved Frost Giants (1x) Stone Summit Herder (1x)
- Enslaved Frost Giants (3x) Stone Summit Herder (1x) on east
- Enslaved Frost Giants (3x) Stone Summit boss on west
King Jalis will comment about how the White Mantle got too bored to follow you
guys here. 
Watch out for Jade Bows, White Mantle Justicar and Seeker coming from the east
There will be a group of Jade Bow/Jade Armors from the west
- Jade Bow and Mursaat Elementalist (east)
- Jade Bow and Jade Armor (west)
- White Mantle Ritualist(2x) (west)
- Jade Armor (2x), White Mantle Seekers (2x) (east)
- White Mantle Sycophant, Mursaat Monk, Mursaat Boss, (west)
Defeating the Mursaat Boss: I suggest focus firing on the little guys first. 
Once they are dead, pile on the Mursaat Boss and you are pretty much done with
Thunderhead Keep! 
Well.  That's the hard part. 
For the rest of the mission (it will be about 10-15 more minutes,) just stay on
your guard.  The Mursaat will try to be tricky and come up different stairs on
to the ramparts.  As long as you are constantly watching the radar, they should
not surprise you. 
Once Confessor Dorian shows up with the White Mantle army from the east, sit
tight.  He'll run to the east entrance, and then quickly run to the west
because he's tricky like that.  He probably doesn't know you have a radar.  Just
keep the catapults going and you'll catch most of his weak army. 
When Confessor Dorian bites the dust, talk to King Jalis Ironhammer! 
Congratulations!  Good luck at Perdition Rock! 
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6.  Special Thanks
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ArenaNet - for an amazing game!  This is the first game I've bought in years
since Half-Life 1! 
My guild - whose name will not be revealed until they feel like it.  :p
YOU - for reading this :)
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7.  Legal Information
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The only sites that have permission to post this FAQ as long as I am credited:
- www.gamefaqs.com
If you would like this guide to be posted elsewhere, contact me at:
poundkey@gmail.com Otherwise... any unauthorized posting of this FAQ without
my written consent is in violation of copyright laws.  Violating this copyright
will spawn millions of evil Gwens playing bad flute music to body block you
into a wall and trap you there for an eternity. 
Guild Wars is a trademark of NCsoft Corporation.  Guild Wars is copyrighted by
NCsoft Corporation.  All Rights Reserved. 
Copyright 2005 'alfredthebear'