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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 › Curse of Osiris › PVP

Radiant Cliffs

Radiant Cliffs Map Locations

Overview

Radiant Cliffs is set in a simulated version of Mercury’s lush organic past. Its exterior is a nearly idyllic Mercury, while the interior is undergoing transformation by the Vex. Exterior engagements are very well suited for mid-to-long-range weapons, while interiors require short-to-mid range weaponry.

The deeper into the map players go, the more cavernous the surroundings become. The interior has quite a few tight corridors and sharp angles. The interior is prime for close-quarter fire and surprise melee assaults.

The many short pathways become deathways, trapways or escapeways. The overall possibility for flanks and counter-flanks will lead to some heart-thumping engagements. Keep a grip on it, memorize your callouts, and anticipate enemy flanking movement. Keep a good SMG or Hand Cannon ready for when you feel cramped. Use the many interior corners for getting a jump on the enemy and follow up with a punch.

Match Types

Quickplay
  • Clash
  • Supremacy
  • Control
Competitive
  • Countdown
Clash, Supremacy
Control
Countdown

Meadow

Meadow is a landing zone for most game types and the initial spawn for Defenders in Countdown. There’s a massive sightline from here to Oculus. If you find yourself in need of a hiding spot near here, drop down and to the side using the cover of the landscape.

Pool

Be wary of the radiolarian pool. Fall deep enough and you’ll be dematerialized and reconstituted into Vex parts. If anyone has got a short-range Power weapon, do not hide in here. It’s going to be hard to back pedal in here as there are few exits. If you’re someone with a Super or Power ammo, then check movement in here. There are not many options for enemies to make an escape.

Cave

Key Location: Cave

Control, Countdown

During Control matches, Cave contains Control Zone B. In Countdown, it holds one of the map’s two Bombs.

The Cave area is fairly large and in opposition to the Tree. It’s more open, with a few pillars for cover along with a bit of a tunnel section for approaching from an alternate angle. It’s one of those areas where you should expect an imminent gun fight. Enemies will funnel from the Back Courtyard, Junction, and Oculus, so keep an eye on the main passages.

Back Courtyard

The Back Courtyard is the jog from an initial spawn toward the battle. Thankfully the battle is usually close at hand, and engagements are likely to occur here heading from zone B to C, or vice versa. There’s a long sightline from here looking into the Oculus and into the Front Courtyard. This area will be a hotspot, as there are several placements of Power ammo near here. Patrol this area to keep a lock on Power ammo for your team. It’s the short path between all control points, so traverse the area with an eye on your radar.

Passage

If you’re posting up a defense on C, this is a good spot to move to the Back Courtyard to keep an eye on enemies approaching from the Cave or the Oculus.

Junction

This section serves as (you guessed it) a junction between three separate areas. You may use this route to move from A to B to cover them with mid- to long-range weapons. During Countdown it’s where you may most-likely find enemies.

Trench

Key Location: Trench

Control

During Control matches, Trench contains Control zone A.

This is a nice long hall with one bit of cover in it and too many entrances to cover. Therefore, it’s ideal for a control point. Controlling this area is best done by peeking from a corridor and firing when someone is running in the open or patrolling the nearby routes leading into it.

Oculus

Key Location: Oculus

All pathways converge here and it’s one of the shorter routes to take through the map. Several Power ammos drop here, so it’s going to be white hot. Do not linger here long. If you can take out an enemy quickly out in the open, do so, but quickly reroute through a corridor or path so as not to take heavy fire from multiple angles.

Front Courtyard

Key Location: Front Courtyard

Control

During Control matches, Front Courtyard contains Control Zone C.

The Front Courtyard will have some good control via the nearby spawn, so flipping it is going to be tough. It’s got a good nook to cover from above leading into the Tree area. It’s fairly open, so enter the area with caution.

Vault

The lower initial spawn area directly attached to the A control zone is going to firmly control A. The narrow hall here is going to be a pitched battle with easy grenade kills. Move out of here quickly or use it to escape up the Curve. Hiding in the enclosed area might be a good out-of-the-way area to recover.

Platform

This connects the Oculus, the Trench, and the Tree. Use it as an overwatch during Countdown. Use it to maintain control of the Tree area from C to A. Use it to cover A. Use it to cover the aforementioned areas and to keep an eye on anyone around the Oculus, the Trench, or the Tree Power ammo. It’s also a great place to ambush an enemy with quick-short range weapons.

Curve

Tree

Key Location: Tree

Countdown

In Countdown, it holds one of the map’s two Bombs.

The Tree is an open area like the Cave, but without a ceiling. There’s a wide enough field to run and get gunned down from several accessways. If you're really not paying attention, you may fall to your death or get shoved off. Some people may use the Tree’s two-tiered hallway going toward the Oculus as a sightline to take out anyone hoping to traverse through the Back or Front Courtyard areas.

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