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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

Pacifica

Pacifica Map Locations

Overview

Pacifica is set on an asymmetrical rig on Titan. The broken-up layout provides quick travel times to all areas. Most of the exterior area is hazardous, due to an increased risk of falling to a quick death.

Most engagements will be within shouting distance, and this may lead a lot of people to choose short-to-mid range weaponry. However, if you’re looking to play a supportive role, Pulse and Scout Rifles will be great tools in providing cover fire as your teammates advance. Ample cover will provide plenty of spaces to tuck back into, or let you flank around to assist your advancing teammates.

The areas of engagements are broken up with cover consisting of plentiful pillars, boxes, and walls. There’s a good element of verticality and quick alternate routes to break up stand offs. Listen in a crouch position for enemy footsteps. Surprises can be around any corner.

Match Types

Quickly
  • Clash
  • Supremacy
  • Control
Competitive
  • Countdown

Pacifica: Clash, Supremacy

Pacifica: Control

Pacifica: Countdown

Landing Pad

This is an initial landing zone for the beginning of a match. It may be best to avoid lingering on the pad itself due to how exposed anyone is standing on it. However, there may be a good sightline from the Landing Pad down to the A Control zone or toward the Orange Bay, but only if the enemy isn’t paying attention.

Orange Bay

This area offers little in the way of cover. It’ll most-likely see some pitched hallway gun fights. Be careful poking your head up the stairs heading into the Red Bay. The longer nature of the halls here doesn’t make for great escapes if you are being closely hunted.

Orange Deck

Key Location: Orange Deck

Control

During Control matches, the Orange Deck contains Control Zone A.

Since the Orange Deck is located at the edge of the rig, players can fly off into the methane sea if they're caught off guard or distracted while jumping. Stay low here and use cover because enemies often approach from the Orange Bay and the Green Deck. The staircase going up to Orange Bay can have a lot of traffic and catch Guardian’s unaware if they’re dealing with threats from the Green Deck. Always pull back toward the Landing Pad if you need to eliminate that the Orange Bay flank when dealing with the approaching threat from the Green Deck.

Red Bay

Red Bay is a centrally-located interior area with long sightlines. Enemies can approach your position in this area quickly, and either from above or below. The Bomb planting point is here, along with Power ammo during Clash or Supremacy. There’s a good sightline from the Orange Bay and the Blue Bay. The Vent and Alley approaches allow enemies to quickly approach if you're otherwise distracted, making this a dangerous area, so don't linger.

Key Location: Red Bay

Control, Countdown

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

Vent

Someone is probably passing through here, or hiding here in wait for people passing through. Block approaching enemies with Barriers. Don’t hang out in here unless you're looking for close comobat.

Blue Bay

This area is much like the Orange Bay, but with more passing through. It does offer a nice protected sightline from the Blue Bay down toward the Blue Deck, making a good trap. The wall provides cover and the radar provides a warning for enemies approaching from the Red Bay or Storage.

Green Deck

Key Location: Green Deck

Countdown

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

Half of this area has plenty of walls to hug, with tight short passages for quick flanking. The other half is pretty exposed and probably easy to fall off, and you can get picked off during an ill-timed jump near the open edge.

Catwalk

What are you doing on the Catwalk? That’s not very safe. The tank does provide some helpful cover and you may jump from here toward the Blue Deck for a flank or escape route.

Access

A great flanking path ,and the door create a surprise opening, but the thing about doors is they’re always suspicious to those defending themselves. Open that door and fire down on foes when you know they’re preoccupied. You should probably keep an eye on that door if you’re on the Green Deck and see red on the radar in that direction.

Alley

This is a solid lane of battle from the Blue Bay to Deck. Blue Hallway and access create a junction here. If there’s a battle in here use those flanks or go around through storage.

Blue Hallway

The Blue Hallway serves as a good maneuvering path to move between Storage and the Alley. You most-likely will rer-oute through here in order to get an angle on enemies located within the Blue Deck, or if you're heading to the Red Bay. The Hallway connects to a bridge in the Alley that leads to Access.

Blue Deck

Key Location: Blue Deck

Control

During Control matches, the Blue Deck contains Control Zone C.

Half of this area has plenty of walls to hug, with tight short passages for quick flanking. The other half is pretty exposed and probably easy to fall off or get picked off during an ill-timed jump near the open edge. Gun fights erupt here due to the C Control Zone and the Power Ammo. The relative safety of the walls provide good cover while you're firing down toward the Blue Bay, the Green Deck, and Storage. Here you are also given ample opportunities to check the radar for approaching enemies to out flank them or retreat.

Storage

This is an area that serves as an initial spawn and maneuvering route. Located between two often-contended areas, Storage makes for a good path to approach enemies stealthily by using the provided cover or if approaching adjacent areas quickly. Covering from Storage is a good way to exert control over the C Control Zone on the Blue Deck.

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