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Destiny 2 eGuide
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Contents

  • Curse of Osiris
    • An Overview
      • Osiris Backstory
      • What’s New?
    • The Lighthouse
    • Infinite Forest
    • Campaign and Strikes
      • The Gateway
      • A Deadly Trial
      • Beyond Infinity
      • Deep Storage
      • Tree of Probabilities (Campaign and Strike)
      • Hijacked
      • A Garden World (Campaign and Strike)
      • Omega
    • Mercury Adventures
    • PVP
      • Radiant Cliffs
      • Pacifica
      • Wormhaven (PS4 Exclusive)
  • Field Manual
    • Introduction and Overview
    • Guardian Creation
    • Basic Actions
    • Guardian Abilities
    • Titan Abilities
    • Hunter Abilities
    • Warlock Abilities
    • Weaponry
    • Armor
    • Other Gear and Vehicles
    • Navigation
    • Progression
    • Grinding and Gear
  • Campaign
    • Overview
    • Homecoming
      • Overview
      • Tower Watch
      • Tower Hangar
      • Tower Plaza
      • Tower North
      • The Chosen
    • Adieu
      • Overview
      • Escaping the Last City
      • The Farm
    • Spark—Pt. 1
      • Overview
      • Quarantine Sector 236
      • Blackened Forest
    • Spark—Pt. 2
      • Overview
      • The Dark Forest
    • Hope
      • Overview
      • Sinking Docks
      • Siren’s Watch
    • Combustion
      • Overview
      • Salt Mines (1st Mission)
      • Salt Mines (2nd Mission)
      • Salt Mines (3rd Mission)
    • Riptide
      • Overview
      • The Rig
      • Tidal Anchor
    • Utopia
      • Overview
      • Access Terminal
      • Festering Halls
    • Looped
      • Overview
      • Artifact’s Edge
      • Hallows
      • Sunken Cavern
      • Well of Giants
    • Six
      • Overview
      • The Cistern and Pools of Luminance
      • Glade of Echoes
      • Exodus Black
    • Sacrilege
      • Overview
      • Terrabase Charon (1st Mission)
      • The Wraith Mines
      • Terrabase Charon (2nd Mission)
    • Fury
      • Overview
      • Giant’s Scar (1st Mission)
      • Excavation Site II
      • Giant’s Scar (2nd Mission)
      • Warmind VaultJYS-2
    • Payback
      • Overview
      • The Tunnels
      • Sunken Isles
    • Unbroken
      • Overview
      • Legion’s Hold
      • Legion’s Watch
    • Larceny
      • Overview
      • Legion’s Anchor
    • 1AU
      • Overview
      • Starboard Landing
      • Mineral Processing
      • Sunside (1st Mission)
      • Sunside (2nd Mission)
    • Chosen
      • Overview
      • Peregrine District
      • Systems Deck
      • Quarterdeck
  • Strikes
    • Overview
    • The Pyramidion
      • Overview
      • The Rupture (Entrance)
      • The Rupture
    • The Inverted Spire
      • Overview
      • The Cistern
      • The Anchor
      • Legion Drill Site
      • The Inverted Spire
    • Exodus Crash
      • Overview
      • Prodromus Down
      • Exodus Black
      • Glade of Echoes
      • EX-077 Command
    • The Arms Dealer
      • Overview
      • Legion’s Anchor
      • Sunken Isles
      • Legion’s Hold
      • Echion Vae
    • Savathun’s Song
      • Overview
      • Solarium
      • Arboretum
      • Chasm of Screams
  • Crucible
    • Overview
    • Match Types
    • Crucible Map Icons
    • The Dead Cliffs
      • Overview
      • Locations and Match Types
    • Endless Vale
      • Overview
      • Locations and Match Types
    • The Fortress
      • Overview
      • Locations and Match Types
    • Legion’s Gulch
      • Overview
      • Locations and Match Types
    • Altar of Flame
      • Overview
      • Locations and Match Types
    • Vostok
      • Overview
      • Locations and Match Types
    • Midtown
      • Overview
      • Locations and Match Types
    • Javelin-4
      • Overview
      • Locations and Match Types
  • Adventures
    • Overview
    • EDZ Adventures
      • A New Frontier
      • Calling Them Home
      • Poor Reception
      • A Frame Job
      • Dark Alliance
      • Reverse the Polarity
      • Getting Your Hands Dirty
      • Unsafe at Any Speed
      • Red Legion, Black Oil
      • No Safe Distance
      • Stop and Go
      • Anti-Anti-Air
      • Supply and Demand
    • Titan Adventures
      • Thief of Thieves
      • Bad Neighbors
      • Siren Song
      • Deathless
    • Nessus Adventures
      • Unbreakable
      • Ghost in the Machine
      • The Vex Trial
      • Release
      • A Tale of Two Confluxes
      • Assault of Black
      • Key to the Network
    • Io Adventures
      • Arecibo
      • Postmodern Prometheus
      • Unexpectred Guests
      • Cliffhanger
      • Road Rage
  • Lost Sectors
    • Overview
  • World Quests
    • Overview
    • EDZ World Quest: Enhance!
      • Mission 1: Odd Symptoms
      • Mission 2: Show and Intel
      • Mission 3: Differential Diagnosis
      • Mission 4: Experimental Treatment
    • Titan World Quest: Enemy of My Enemy
      • Mission 1: A Visit to Command
      • Mission 2: Data Requisition
      • Mission 3: Report to Sloane
      • Mission 4: Lighting the Dark
      • Mission 5: Chances and Choices
      • Mission 6: At Full Power
    • Nessus World Quest: The Exodus Black
      • Introduction
      • Mission 1: Speak to Failsafe
      • Mission 2: Uncovering the Past
      • Mission 3: The Captain
      • Mission 4: Talk to Failsafe
    • Io World Quest: King’s Shadow
      • Mission 1: The Hunt
      • Mission 2: The Conversion
      • Mission 3: Asher’s Theory
      • Mission 4: The Army
      • Mission 5: Trapped
  • Patrols
    • Overview
  • Public Events
    • Overview
    • Full Public Event Types (Eight Types, 34 Total)
    • Secret Public Event Types (10 Types, 93 Total)
    • Public Event Availability Chart
  • Challenges
    • Overview
  • Director
    • Introduction and Overview
    • European Dead Zone
      • EDZ Overview
      • EDZ: Initial Activities
      • EDZ: All Activities
      • The Farm
      • Sojourner’s Camp
      • Outskirts
      • Trostland
      • Salt Mines
      • Maevic Square
      • The Reservoir
      • The Sludge
      • The Dark Forest
      • Quarantine Sector 236: Blackened Forest
      • Winding Cove
      • The Gulch
      • The Tunnels
      • Firebase Hades
      • Sunken Isles
      • Legion’s Anchor
      • Legion’s Hold
      • Legion’s Watch
      • Echion Vae
    • Titan
      • Titan Overview
      • Titan: Activities
      • Sinking Docks
      • Siren’s Watch
      • The Rig
      • Tidal Anchor
      • Solarium
      • Festering Halls
      • Arboretum
      • Chasm of Screams
    • Nessus
      • Nessus Overview
      • Nessus: Activities
      • Artifact’s Edge
      • The Tangle
      • Chamber of Stone
      • The Mists
      • Well of Echoes
      • Watcher’s Grave
      • Chamber of Water
      • The Cistern
      • Pools of Luminance
      • Well of Flame
      • The Anchor
      • Excavation Site VII
      • The Inverted Spire
      • Hallows
      • Glade of Echoes
      • EX-077 Command
      • Sunken Cavern
      • Well of Giants
      • Exodus Black
      • Chamber of Sky
      • Prodromus Down
    • Io
      • Io Overview
      • Io: Activities
      • Lost Oasis
      • Spine Burrows
      • The Rupture
      • The Endless Gate
      • Pyramidion
      • Terrabase Charon
      • The Wraith Mines
      • Warmind Vault JYS-2
      • Giant’s Scar
      • Excavation Site II
    • The Tower
      • The Tower Overview
  • The Bestiary
    • Overview
    • Cabal: The Red Legion
    • Fallen
    • The Hive
    • The Vex
    • The Taken
  • Weapons
    • Overview
    • Kinetic and Energy Weapons
    • Power Weapons
    • Exotic Kinetic Weapons
    • Exotic Energy Weapons
    • Exotic Power Weapons
  • Armor
    • Overview
    • Titan Armor
    • Hunter Armor
    • Warlock Armor
  • Trophies and Achievements
    • Achievements List
  • PS4 Exclusive Content
    • Strike: Lake of Shadows
      • Overview
      • Trostland and Maevic Square
      • The Reservoir
    • Crucible: Retribution
      • Overview
      • Locations and Match Types

Destiny 2 Guide › Crucible › Endless Vale

Locations and Match Types

Blocks

Key Location: Blocks

During matches of Clash or Supremacy, Blocks contains one of the map’s three Power Ammo spawn points. In Control, this location contains Capture Point A.

Blocks typically serves as one of the map’s team starting areas. It’s a relatively large space with some decent cover options, making it one of the better settings for mid-range gun battles.

This location plays an important role in all Quickplay matches. In Clash or Supremacy, Blocks contains a Power Ammo spawn point. During games of Control, it holds Capture Point A.

Portal

Key Location: Portal

During games of Control, Portal serves as one of the map’s two Power Ammo spawn points.

Due to its size and placement, Portal is typically used more as cover than as a flanking route. It offers a nice line of sight into Shrine, but the surrounding walls make it difficult to avoid incoming splash damage.

During Control matches, this location contains one of the map’s Power Ammo spawns.

Shrine

Key Location: Shrine

In games of Clash or Supremacy, Shrine serves as one of the map’s three Power Ammo spawn points. In Control, this location holds Capture Point B.

While the location includes some flat ground, Shrine’s defining feature is its central platform. Due to its height, this circular altar obstructs what would otherwise be one of the map’s best sniping lanes. Of course, this makes the platform itself a dangerous place to linger. The surrounding objects offer minimal cover, and the extra height serves to put posted Guardians on full display.

Shrine plays a key role in all Quickplay match types, making it a hotly contested location in virtually any game.

Mid

Placed at the center of Endless Vale, Mid is a widely used intersection and the closest thing the map has to a chokepoint. While it offers a clear path between Blocks and Gulch, cover is rarely more than a step or two away. It’s a good spot for short-range combat, and the tightly clustered cover options make a quick run through Mid one of the better ways to disrupt incoming team-fire.

Drain

Connecting Mid to Temple, Drain adds a level change to what would otherwise be a simple hallway. This quick transition is a great way to break line of sight, but using it can leave you vulnerable to whatever’s waiting on the other side.

Temple

Temple is a fairly large interior space with some nice cover options around its perimeter. The raised ceiling allows for a fair amount of vertical movement, and multiple points of entry support flanking maneuvers or quick escapes. This location also offers excellent lines of sight into Blocks and Gulch.

Gulch

Key Location: Gulch

During games of Clash or Supremacy, Gulch contains one of the map’s three Power Ammo spawn points. In Control, it holds Capture Point C.

Despite some minor variations and a wildly different aesthetic, Gulch is essentially a mirror image of Blocks. It’s roughly the same size as its counterpart, it shares a similar layout, and it generally serves as a team starting area. Here, a good mid-range weapon is likely to be your best bet; however, those who favor long-range rifles should find some potentially useful vantage points.

Like Blocks, Gulch plays an important role in all Quickplay matches. In Clash or Supremacy, Gulch features a Power Ammo spawn point. During games of Control, it contains Capture Point C.

Bend

Key Location: Bend

During games of Control, Bend serves as one of the map’s two Power Ammo spawn points.

In contrast to the sharp angles of Portal, Bend features a gentle curving path. It’s a decent place to break line of sight during hectic firefights, and it offers a semi-protected view into Shrine. Like its counterpart across the map, Bend also serves as a Power Ammo spawn point during Control matches.

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