Editing (section) Guild Halls 0 You are not logged in. ===How To Get There=== :If your guild already has a hall: #Click on the EQ2 button on the bottom left of you UI (User Interface) #Choose [[Housing & Leaderboards]] from the list. #Click on the My Houses tab #Scroll down and locate the guild hall on the list and click the button to travel there. :To buy a hall: *The Freeport Tier 3 and Tier 4 guild halls are accessible by a bell on the [[Commonlands]] dock, next to the main transport globe. *The Qeynos Tier 3 and Tier 4 guild halls are accessible by a bell on the [[Antonica]] dock, next to the main transport globe. *The Restored High Keep Halls (T3 and T4) can be accessed from either The Commonlands or Antonica. *[[Kelethin]], [[New Halas]] and [[Gorowyn]],which all have T1 halls tolerate visitors of any alignment. (Apart from the uppermost platform in Kelethin). If your guild has the [[Guild Hall Amenities#Transportation related|Guild Translocation Beacon]] amenity inside the hall, you can click it and receive the [[Call to Guild Hall]] spell that can be used to teleport you back to the hall later. The Call to the Guild Hall is similar to the Call to Home ability that every character (of every class and race) has when created. :Additional way to get to the hall include: [[Image:Magic_door_to_guild_hall.jpg|thumb|250px|Buying the Magic Door from a City Merchant]] *Ask a guild mate to go to the hall and, if they have it, to use [[Call of the Veteran]] to teleport you to them. *Travel there by using a {{item|Magic Door to the Guild Hall}}, by any of the following means: :*Visit a [[:Category:City Merchant (NPC Type)|City Merchants]] and can buy one for {{coin||30|||100,000}} and place it in your one of your [[Housing|homes]]. :*Ask a guild mate if they have one in a house that you can visit and use. :*Click the EQ2 button and chose Housing & Leaderboards and look for [[Decorating Houses|published homes]] with "portal" in the title. For example a player named Joe might have a house published with the title Joe's Spooky Portal Hub. Using this method to enter will always return you to the zone you were in when you went into the published house. *[[Mariner's Bell#Sneaking In|Sneak into the city]] via the sewer system if your level is too low compared to the city guards. Be aware that this final solution is very time consuming and unless you've done it many times and ''very'' easy to fail at completing, forcing one to start over. It is ''not'' impossible though at any level, but requires extreme patience to avoid guards! (See the section above this for guild hall locations.) :To leave the guild hall, you can: *Go to the door and click to exit as you would with a house. This will drop you outside where the hall is located though so if you're a low level evil character in the middle of Qeynos or vice versa, be prepared! *Type /house and chose Exit from the options in the House window. Using this method of exit is often helpful, as it is a good time to make your contribution to the hall's upkeep costs, which is done from the same window. *Use any of the travel-themed [[Guild Hall Amenities#Transportation related|Guild Hall Transportation Amenities]] your guild may have, like a druid to cast a portal for members, a mariner's bell, a globe and so on. For the most part, any form of world travel you find in most major cities and large zones can be purchased in some form for the halls. There are even some extra travel options a guild might have, like a portal that takes you directly to your character's house. *You can always use you normal Call to Home ability to return to your home city. 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