Dunes
Key Location: Dunes
During games of Control, Dunes contains one of the map’s two Power Ammo spawn points.
Dunes is a very large area featuring uneven terrain, multiple movement lanes, and extensive cover options. This location also includes the map’s only true interior space, a sparsely decorated room that typically serves as a team starting area. During games of Control, this location is also a source of Power Ammo.
Due to its size, Dunes tends to be a high-traffic location. While it does contain some relatively open spots, Guardians in this area are rarely more than a few steps away from cover.
Candles
Key Location: Candles
During games of Control, Candles contains Capture Point A.
Candles is a fairly small area, but it tends to see a lot of visitors over the course of a match. Although it features four points of entry, some well-placed obstacles limit line of sight from adjacent areas. In most cases, this location serves as a popular flanking route. During Control, it contains one of the map’s Capture Points.
Circuit
Key Location: Circuit
During games of Clash, Circuit contains one of the map’s three Power Ammo spawn points.
A metal corridor with three points of entry and a low ceiling, Circuit is a useful movement lane and a good spot for aggressive tactics. It’s wide enough to allow for lateral movement, but a very low ceiling covers much of it. During Clash matches, this location also serves as a source of Power Ammo.
Curve
Key Location: Curve
During Survival matches, Curve contains the map’s only Power Ammo spawn point.
Wrapping around the center of the map, Curve tends to be a frequently visited and fairly dangerous area. Despite some solid cover options, it’s a wide movement lane that can leave occupants open to fire from adjacent areas. It’s a particularly important location during games of Survival, when it serves as the map’s only source of Power Ammo.
Gate
Key Location: Gate
During games of Control, Gate contains Capture Point B. In Survival, it hosts the Capture Point that appears whenever a round ends in a tie.
Located in the center of the map, Gate consists of a round platform connected to a narrow sloping path. The surrounding walls make Gate something of an open structure. In most cases, this location is a useful (if somewhat conspicuous) vantage point.
Gate is a relatively small location, but it tends to be an important one. It contains a Capture Point during Control, or whenever a round of Survival goes into overtime.
Disc
Key Location: Disc
During games of Clash, Disc serves as one of the map’s three Power Ammo spawn points.
Disc is a small exposed area located between two fairly effective sniping lanes. It’s most commonly used as a flanking route, but it does serve as a source of Power Ammo during Clash matches.
Blocks
Key Location: Blocks
During games of Control, Blocks contains one of the map’s two Power Ammo spawn points.
Blocks is a sizable area with some nice cover options, but it’s located alongside multiple sniping lanes. The adjacent areas feature some very effective (and dimly lit) vantage points, so make good use of the available terrain, especially if you intend to grab the Power Ammo that appears here during Control matches.
Hall
Hall is a useful flanking route and one of the map’s most popular sniping points. It features a great line of sight through Blocks and plenty of handy escape routes in case things turn sour.
Shrine
Key Location: Shrine
During games of Clash, Shrine contains one of the map’s three Power Ammo spawn points. During Control, it holds Capture Point C.
While Shrine’s most notable feature is the circular platform for which it’s named, this sizable location also includes some nice flanking routes along the map’s border. Shrine is typically a team starting area, but it’s also a key location in Clash and Control.
Much of this location is dimly lit, and the available cover makes it a fairly good fallback point. It’s a great area to shake determined pursuers and a popular spot for designated snipers.