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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 › Midtown

Locations and Match Types

Columns

Columns typically serves as one of the map’s two starting areas. It features some solid cover and a nice line of sight down a major movement lane. However, it also has what amounts to one large point of entry. This makes the area something of a mixed bag during a firefight, but it’s still a popular spot for designated snipers.

Dock

Its limited points of entry, combined with the cover the adjacent building offers, make this narrow path a good spot to recover in during hectic firefights.

Alley

Alley is part of a major movement lane—which means it’s also part of a popular sniping lane. It’s one of the map’s prime spots for long-range gun battles, but you’ll find relatively little cover within its borders.

Grass

Key Location: Grass Control

During Control matches, Grass contains Capture Point A.

Located between the water’s edge and an inaccessible building, Grass serves as one of the better flanking/escape routes on this side of the map. During Countdown matches, this location also holds one of the map’s two charges.

Canal

This tiny location is essentially a stepping stone between Grass and Marina. It’s also a handy spot to break line of sight when you need to draw an opponent into a close-quarters fight.

Marina

Marina features a narrow ramp wrapped behind one of the few accessible structures on this side of the map. The interior space is relatively small, but it offers some useful cover and plenty of escape routes.

Low Street

Key Location: Low Street

During Clash and Supremacy matches, Low Street contains one of the map’s three Power Ammo spawn points. It also serves as a source of Power Ammo during Countdown.

During games of Clash and Supremacy, Low Street acts as the map’s central Power Ammo spawn point—making it a hotly contested location in most Quickplay matches. Placed near the center of a major movement lane, it’s a difficult position to defend. However, it does feature a raised ledge that serves as an excellent sniping point.

Market

Key Location: Market

During Control matches, Market contains Capture Point C. In Countdown, this location holds one of the map’s two charges.

Market is one of the map’s larger and more open locations, but its most notable feature is the makeshift kiosk at its center. This repurposed boat is a limited but useful option for cover during mid- to long-range firefights, and the connected paths offer multiple escape routes in case things get too hot. It also serves as a key location in Control.

Service

This narrow passage is typically used to avoid or flank enemies, but like any tight space, it’s also a great place to stage an ambush for an overeager opponent.

Middle

This appropriately named location is the map’s central intersection. If you’re having trouble finding a target, making a beeline to Middle is usually the quickest way to stir up some action.

Apartments

Key Location: Apartments

During Control matches, Apartments contains one of the map’s two Power Ammo spawn points. It also serves as a source of Power Ammo during Countdown.

Apartments is a popular movement lane with multiple points of entry, making it a particularly good spot for hit-and-run tactics. It also serves as a Power Ammo spawn point during games of Control.

Courtyard

Key Location: Courtyard

During Clash and Supremacy matches, Courtyard contains one of the map’s three Power Ammo spawn points.

Tucked away at the corner of the map, Courtyard is a good place to regroup and assess between skirmishes. It offers impressive lines of sight into multiple areas, and its narrow points of entry make it one of the map’s more defensible locations. It also connects to multiple movement lanes, so a quick retreat is usually an option.

Lounge

This open structure offers a bit of cover with a good line of sight into Shop, but it also features some narrow hallways and a very low ceiling. Essentially, it’s a movement lane with very little room to move, a perfect spot for those who favor close combat.

Rugs

Key Location: Rugs

During Control matches, Rugs contains Capture Point B. In Countdown, it houses one of the map’s two charges.

Rugs is a dimly lit structure located along the edge of the map. It’s large enough to accommodate evasive maneuvering, but its ceiling does limit vertical movement. Its walls offer solid cover from nearby firefights, but the placement of its entry points makes it a difficult location to hold.

Rugs is a strategically important location in games of Control and Countdown. It also serves as one of the map’s best sniping points. Using the doorway for cover, a long-range expert can fire clear through High Street and into Market.

Shop

Shop is one of the larger exterior spaces on this side of the map, making it part of a popular sniping lane. It also connects to all six of the adjacent locations, presenting a staggering number of flanking options. A small kiosk provides limited cover, but defensive players would do well to stake their claims elsewhere.

High Street

Key Location: High Street

During Control matches, High Street contains one of the map’s two Power Ammo spawn points.

A wide path with a slight curve and limited cover, High Street is a precarious location. Moving out in the open leaves you vulnerable to long-range fire from at least two directions, meaning it’s better used as an intersection than a throughway. However, it does serve as a Power Ammo spawn point during games of Control.

Maintenance

Key Location: Maintenance

During Clash and Supremacy matches, Maintenance contains one of the map’s three Power Ammo spawn points.

While Maintenance does include a significant exterior space, this location is truly defined by the raised passage that connects to Shop. Using this passage requires a well-timed jump, making it both a popular escape route and a useful vantage point. During games of Clash and Supremacy, this space also contains a Power Ammo spawn point.

Garden

A large location with some varied terrain, Garden is a relatively open area with multiple points of entry. The central planter offers considerable cover, but the surrounding buildings limit lines of sight into adjacent areas.

In most match types, this location serves as one of the map’s team starting areas.

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