Lionspire
The Fall of Lionspire is a Team Objective-mode map that was released with Chivalry II. Canonically, the Mason Order wins the battle as a precursor to the Desecration of Galencourt. The map is considered generally well-balanced,
- Opening Description: “The Mason fleet seeks passage to Galencourt, yet the old city of Lionspire refuses to let it through without a fight.”
- Attackers: Mason Order
- Defenders: Agatha Knights
- Maximum Time:
Lore
The capital city of Parodin, glorious Lionspire sat on the shores of Lake Gladstone, at a strategic narrowing between Parodin and Irilla that provides control over passage through the waters. The city guard welcomed the Agathian Knights openly.
Stages
Lionspire has five stages.
Push the Battering Rams
Following an opening charge on the beach, the Masons must push one of two battering rams up to the city gates. This stage of the map features two Catapults and two Ballistas.
Destroy the City Gates
Once a ram is pushed up to the gates, the Masons must use it to destroy the gate. The ram must be used four times. Though there is a charge meter, it does not need to fill all the way. Players on the ram will be awarded 200 points per use. Two Constructable Ladders on the left side of the wall and a broken section on the right give the Masons access to the ramparts.
Capture the Town Square
The Masons must capture the town square. Three alternate paths lead up to the square. There is a ballista overlooking the middle path which may be used to attack the square.
Destroy the Banners
The Masons must battle their way up a bridge and destroy three banners on top of the overlooking gate. As the Mason’s approach, a triggered catapult shot will create an opening in the rightmost turret of the gate. Two sets of Constructable Ladders may be built on each side of the gate. A Barricade blocks the front of the gate.
Destroy the Trebuchets
The Masons must Ignite explosives placed under four Agathian trebuchets. Only two trebuchets, on the right and left sides of the map, can be reached at a time. Once the first two are destroyed, the other two will become accessible by way of Gangplanks as well as the centre keep’s dining hall, the doors of which will open.
The explosives must be defended after ignition for approximately 40 seconds each. After exploding, the Masons will receive an additional 30 seconds onto the c
lock. Because there is no overtime, if the Masons fail to ignite a remaining trebuchet with less than 40 seconds on the clock, they will lose.
Strategies
Attackers
Push the Battering Rams
Destroy the City Gates
Capture the Town Square
Destroy the Banners
Destroy the Trebuchets
Defenders
Stop the Battering Rams
Defend the Gates
Defend the Town Square
Defend the Gates
Defend the Trebuchets