The Hall of Heroes (arena)

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Disambig icon.png This article is about the arena. For the explorable area, see The Hall of Heroes.
The Hall of Heroes
The Hall of Heroes (arena) icon.jpg
Region The Rift
Victory condition Varies
Party size 8
Allowed levels Any
Priest/Obelisk No
Effect None

The Hall of Heroes is the final map in the Heroes' Ascent ladder. It is possible to skip from other maps, but most players access it through The Vault or The Antechamber.

In the Hall of Heroes 2-3 teams compete for the glory of winning the global tournament.


HoH games are one of three objectives chosen at random:

King of the Hill[edit]

Map of the Hall of Heroes.
  • In a King of the Hill the object is to score more points than your opponents.
  • A point is scored every 30 continuous seconds you hold the altar.
  • To capture and hold the altar, the current holding team's Ghostly Hero must be killed and your Ghostly Hero must successfully cast Claim Resource while standing on the altar. Claim resource can be interrupted, but it cannot be disabled via skills such as Blackout.
  • The team with the most points at the end of the match wins. If two teams scores are tied, the team who most recently won a point wins the match.
  • Dead party members will be resurrected with full health and energy at their team's base every minute. If their team controls the altar, they will resurrect there instead.
  • If your Ghostly Hero is killed while on the altar, you will continue to score points provided no other team's Ghost can claim the altar. Once your Ghost resurrects, he will also have to use Claim Resource to secure the altar again.
  • See King of the Hill for more details.

Relic Run[edit]

  • Each team must carry the relic from their base to the central altar.
  • The relic runner must simply walk on the central altar with the relic to score a point.
  • The Ghostly Hero serves little purpose in the game type except to provide extra damage and interrupts.
  • Each relic your team brings to the central altar increases your team's score by 1.
  • The team with the most points at the end of the match wins. If two teams scores are tied, the team who most recently won a point wins the match.
  • Dead party members will be resurrected with full health and energy at their team's base every minute.
  • The usual strategy for this game type is playing passively. Let the runners do their job, and don't go out of your way to pester other teams. In most matches, the last 10 seconds is what really determines the victor.

Capture Points[edit]

  • Capture points works like Alliance Battles. One Capture Point is located at each of the three teams' Bases, and a fourth one is on the central Altar.
  • Each person you bring near a capture point adds one pip of momentum towards capturing that point. A Ghostly Hero adds 4 pips. You can't have more than 4 pips while capturing a shrine.
  • If two teams are competing for a shrine, each pip the controlling team has reduces the enemy's capture momentum by 1 pip. Therefore, the team with the most people near a given shrine will eventually capture it.
  • Every 30 seconds, each team gains one point for each shrine they control.
  • The team with the most points at the end of the match wins. If two or more teams are tied, the team which achieved the most recent kill wins.
  • To capture a neutral shrine or neutralize a captured shrine, it takes 8 seconds with 4 pips.
  • If only two teams are competing (red and blue) then the yellow base is closed off and there are only 3 shrines in play.
  • Dead party members will be resurrected with full health and energy at their team's base every minute.
  • Your team will still resurrect on your shrine even if another team is in possession of it.

Map Layout[edit]

Locations in the Hall of Heroes. The green dot is the central altar. The white dots are relic spawn points. The other colored dots are spawn points for each team.

The Hall of Heroes consists of a central area where the Altar is located. The central area is connected to Blue Base via a wide corridor opposite of where the Chest spawns. On the east and west of the central area are two more corridors, one on each side. Those corridors lead to Yellow Base and Red Base. The current locations of Yellow Base and Red Base were previously battlegrounds.

When The Hall of Heroes supported up to five teams, the defending team spawned in Blue Base, near the altar, while the other four teams would fight each other on the sides, two on the west side and two on the east. The victor of each side was then allowed to pass to the central area to fight the holding team. The Hall of Heroes has since changed, and all teams entering there can proceed directly to the altar.


  • When a team is declared the winner, it gains server-wide recognition as the party leader's name (or guild name if more than half the team is in the same guild) is broadcast across Guild Wars reading one of the following:
"<Party leader>'s team has won a battle in the Hall of Heroes."
"<Guild Name> [<Guild Tag>] has won a battle in the Hall of Heroes."
  • A Chest spawns on the ledge behind the Altar. Each player on the winning team may open it once.
  • The winning team gains Fame for winning the Hall of Heroes. Also see Rank.
  • The winning team also gains 800 Balthazar Faction for winning halls, plus an extra 200 if they achieve a Flawless Victory.


  • No Death Penalty is incurred for deaths in the Hall of Heroes.
  • At the beginning of a Relic Run objective, Blue will usually score the first point because their gate is closer to the altar than the other teams'. The distance needed to run relics, however, is equal for every team.
  • During a Relic Run match, speed boosts are almost essential in order to win.
  • On a King of The Hill battle objective, the skill Song of Concentration is almost essential to capture the altar.


  • The February 1, 2007 update changed the map objectives in the Hall of Heroes. Instead of the traditional altar objective, players will enter this mission having to complete one of three objectives.
  • Prior to the July 7, 2006 update, this map supported 5 teams, 2 pairs of two teams would fight each other on the right and left side of the map, the one that wins carries on to fight the other winning team and the team that is holding the Halls.
  • Winning a match in The Hall of Heroes used to determine who had "favor" with the gods. Whichever region won 5 matches in a row in the Hall of Heroes was given favor. Having favor with the gods would allow other members of your region to receive blessings at the statues of Gods or enter the Fissure of Woe and the Underworld. This caused some discrepancies; many people changed their region since one region seemed to always have favor, though the winning region changed over time with different updates.
  • When Guild Wars first came out, the objective in The Hall of Heroes was simply to be the team controlling the central altar after the timer expired. (Control of the central altar was achieved by capturing it with the Ghostly Hero).

  Heroes' Ascent arenas
Outposts: Heroes' Ascent
Arenas: Heroes' Ascent | The Underworld | Fetid River | Burial Mounds | Unholy Temples | Forgotten Shrines | Golden Gates | The Courtyard | Antechamber | The Vault | The Hall of Heroes
Out of rotation: Broken Tower | Scarred Earth | Sacred Temples