The Ruins of Lion’s Arch

Lion’s Arch has always been where Guild Wars 2 makes Tyria’s long story feel immediate. Long before Scarlet Briar, the city had already died once: the original Krytan capital that players knew from Guild Wars was destroyed when Zhaitan rose and sent a tidal wave crashing down the coast, submerging the old harbour and leaving only the underwater ruins we glimpse now. In the aftermath, pirates and opportunists rebuilt on the same site with what they had to hand—ship hulls, broken masts, scrap timber—gradually turning a scavenged refuge into a cosmopolitan free port under the Captain’s Council, with the Lionguard acting as a de facto city watch. That second Lion’s Arch, perched in layers of flotsam on sandstone cliffs, became the game’s social centre at launch: messy, vertical, slightly awkward to navigate and very clearly a place rather than just a menu of services.

​Early live events established that the city was not completely sacrosanct. The Lost Shores weekend in 2012 introduced Southsun Cove and the karka, staging an invasion that briefly turned Lion’s Arch’s beaches and plazas into a battleground. Karka shells crashed through buildings, Lionguard scrambled to respond, and for a few days, the city felt under siege. When the event ended, though, the map snapped back to normal; the wreckage vanished, and Lion’s Arch resumed its role as a stable hub, the attack remembered mainly in achievements and player anecdotes. That pattern—big crisis, limited‑time disruption, then reset—was familiar to MMO players and shaped expectations for how far ArenaNet would really go with its main city.

​Living World Season 1 took that pattern and slowly undermined it. Across updates like Flame and Frost, Sky Pirates of Tyria, Clockwork Chaos, Tower of Nightmares and The Origins of Madness, Scarlet Briar positioned herself as a roaming threat with a long memory and a restless curiosity about Tyria’s weak points. She formed and discarded alliances with the dredge and Flame Legion, co‑opted krait and Nightmare Court to build the Tower of Nightmares in Kessex Hills, and created the Aetherblades—pirates with stolen Pact technology—to further her own goals. The assassination of Councillor Theo Ashford during Dragon Bash and the subsequent raid on Mai Trin’s Aetherblade hideout in Lion’s Arch were early hints that the Captain’s Council and the Lionguard were out of their depth: they knew there was a pattern, but they did not yet see where all of this was going.

​By early 2014, those threads converged on Lion’s Arch itself. The Battle for Lion’s Arch release was split into stages, the first being Escape from Lion’s Arch. In that phase, the familiar hub instance was transformed into a city in the act of falling: miasma clouds crept across districts, bombardments and drill strikes shattered landmarks, and Scarlet’s Molten, Toxic, Aetherblade and clockwork forces established footholds in key neighbourhoods. Dynamic events had players escort civilians to evacuation points, break open blocked routes, put out fires and fight running skirmishes against invaders while the city burned around them. There was a genuine sense of time pressure; achievements encouraged efficiency, and conversations at the time revolved around whether it was “better” to prioritise rescues or combat chains if you wanted to complete everything before the event moved on.

Once the evacuation window closed, Lion’s Arch shifted into an occupied‑city state for the second phase of the release. Scarlet’s forces controlled swathes of the map, with miasma and environmental hazards limiting safe routes; allied factions, Lionguard, Vigil, Order of Whispers and others set up forward camps and launched counter‑attacks to retake capture points, shut down siege engines and push towards the centre. Above Sanctum Harbour hung the Breachmaker, a huge airship built around a ley‑line drill, whose anchors and support pylons loomed over the shattered ship hulls of the old city. Public events focused on defeating the coloured Assault Knight constructs that guarded access to the Breachmaker; only after those world bosses were brought down could players board the ship and fight their way to Scarlet herself in the finale instance.

The end of that fight did not restore the status quo. Scarlet died, but the drill had already pierced a major ley‑line nexus under Lion’s Arch. Its failure, triggered in her death throes, caused a magical shockwave that visibly rippled out across Tyria and, in the lore, redirected the flow of dragon magic and jolted Mordremoth toward waking. Later, Season 2 story and Heart of Thorns explicitly tie Mordremoth’s rise to this moment, framing Scarlet as the person who saw the pattern of the Eternal Alchemy clearly enough to poke it, but not clearly enough to understand the consequences. Lion’s Arch became the literal point at which one Elder Dragon’s era gave way to another.

For players, the immediate consequence was a ruined capital. After the Battle for Lion’s Arch episode rotated out of the live schedule, the open‑world version of the city remained a smoke‑stained, half‑submerged wreck: central districts cratered or flooded, ship‑buildings collapsed into heaps of timber, the old lion statue smashed, and the horizon still marked by broken masts. Story and open‑world content elsewhere sprouted refugee camps and displaced NPCs: Lion’s Arch citizens turned up in Vigil Keep and outposts around Kryta, talking about lost homes and uncertain futures. Mechanically, the game nudged players toward other hubs—Divinity’s Reach, Rata Sum, Hoelbrak, the Black Citadel, the Grove—and toward temporary service clusters in and around the ruins. For the first time, the main social space really had become unfit for its old purpose.

As patches rolled on through 2014, ArenaNet slowly reintroduced functionality to the ruins. Makeshift banks, trading posts, crafting stations and asura gate clusters appeared in tents and scaffolding camps set around the devastated harbour. This “functional ruin” phase lasted about a year and a half, with NPC labourers visibly hammering away at the same spots, scaffolding slowly spreading and small updates hinting that a more radical rebuild was on the way. The arrangement of these temporary hubs decentralised services in a way that many players found more convenient than the original tight cluster around the Grand Piazza: you could choose which camp to use, and no single courtyard bore the full brunt of festival crowds.

Behind the scenes, the team was using this breathing space to rethink Lion’s Arch’s layout from the ground up. The shipwreck aesthetic that had charmed so many players also brought headaches: dense verticality, confusing sightlines, heavy geometry for older machines, and limited room to grow as more festivals, story instances and systems appeared. Developers like environment artist Dave Beetlestone, who had worked on the old city, spoke in interviews about using Scarlet’s attack as an in‑universe justification for necessary changes: stronger defences, clearer districts, more open plazas, and better integration of travel infrastructure.

When the rebuilt Lion’s Arch arrived in mid‑2015, it did not attempt to recreate the old skyline. The new design replaced stacked hulls with white stone and metalwork, laid out in broad terraces and districts ringed by fortifications and gun emplacements. Thematically, it suggested a city rebuilt with investment from groups like the Consortium and the Black Lion Trading Company: more polished, more commercial, and more obviously designed to withstand another assault. Practically, services were spread out across several plazas—multiple banks, trading posts and crafting clusters—so that festival crowds and everyday traffic could disperse. Asura gates moved into a dedicated transport district with better sightlines; the central lion motif reappeared as new sculptures and arcades instead of a single, towering statue, and the Mystic Forge found a new home in its own corner of the map, equidistant from the bank and crafting plaza.

Reaction to this new Lion’s Arch was and remains mixed. Some players welcomed the improved performance, clearer layout and lore‑consistent fortification, and enjoyed the more open spaces and the fact that holiday decorations no longer had to fight quite so hard for physical space. Others missed the shipwreck chaos and pirate‑harbour feel, arguing that the new city felt more generic and less immediately recognisable—“sterile”, in the words of one forum thread—than the launch version. On forums and Reddit, debates flared about whether players should have had more input into the redesign, or whether the reconstruction should have unfolded in visible stages rather than arriving effectively overnight after a long wait.

The one thing that did not return with the new map was the ability to revisit the old siege itself. Living World Season 1 had been conceived as one‑time content, and once its episodes ended, there was no official way for new players to experience the Escape from Lion’s Arch or the original Battle for Lion’s Arch, only scattered references, YouTube recordings and wiki summaries. That gap lingered for years and became a regular point of frustration for people trying to follow the game’s story in order. It was not until 2022 that ArenaNet fully addressed it by re‑releasing Season 1 as permanent story chapters, culminating in a rebuilt Battle for Lion’s Arch episode that combines the evacuation, city assault and Breachmaker finale into a single, repeatable instance.

​Alongside the story chapter, the studio added two new hooks into that past. The Battle for Lion’s Arch instance is available at any time via Lionguard Peltgnaw outside the city gates or through the Eye of the North, letting groups of up to fifty players repeat the city defence as a promoted world event in the same rotation as Dragonstorm and the Twisted Marionette. Separately, completing the Season 1 meta‑achievement “Lion’s Memory” now unlocks the Lion’s Pride, a permanent teleport that takes you to an instanced version of pre‑Scarlet Lion’s Arch. That old map functions as a nostalgia space and a story backdrop rather than a live hub, so it does not conflict with the current city’s role while still honouring what was lost.

Over more than a decade of live development, Lion’s Arch has been sunk, rebuilt, besieged, ruined, re‑imagined and then partially restored in memory. The arc from Zhaitan’s wave through Scarlet’s Breachmaker and Mordremoth’s awakening to the present‑day strike mission in Old Lion’s Court has left marks not only on the lore but on how players move, meet and remember. For someone arriving now, the city you see is the end point of all of that: a fortified, commercially polished harbour built over two older ghosts, with one preserved in an instance and the other drowned just offshore, and with the echo of a drill that once woke a jungle dragon still humming somewhere deep beneath its stones.

Previous
Previous

Freewheeling in Freemarch

Next
Next

Elder Scrolls Online Beta