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Destiny Signature Series Strategy Guide
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Contents

  • Introduction
    • About Destiny
  • Field Manual
    • Welcome to Destiny
    • Your Character
    • Character Classes
      • TITAN
      • HUNTER
      • WARLOCK
    • Combat
    • Vehicles
    • Builds
    • Equipment
    • Customization
    • Inventory
    • Progression
    • Difficulty
    • Navigation
  • TOWER
    • About The Tower
    • A Guardian Rises
    • Overview
    • Tower Plaza – Tower Watch
    • Tower Plaza – Hall of Guardians
    • North Tower
    • Tower Hangar
    • Tower Plaza – Traveler's Walk
    • Bounties
  • EARTH
    • Overview
    • Restoration
    • The Dark Within
    • The Warmind
    • The Last Array
    • STRIKE: The Devils' Lair
    • PATROL: Patrol The Cosmodrome
  • MOON
    • Overview
    • The Dark Beyond
    • The World's Grave
    • The Sword of Crota
    • Shrine of Oryx
    • Chamber of Night
    • STRIKE: The Summoning Pits
    • PATROL: Patrol The Moon
  • VENUS
    • Overview
    • A Stranger's Call
    • Ishtar Collective
    • The Archive
    • Scourge of Winter
    • Eye of a Gate Lord
    • STRIKE: Winter's Run
    • STRIKE: The Nexus
    • RAID: Vault of Glass
    • PATROL: Patrol Venus
  • MARS
    • Overview
    • Exclusion Zone
    • The Garden's Spire
    • The Buried City
    • A Rising Tide
    • The Black Garden
    • STRIKE: Cerberus Vae II
    • STRIKE: Dust Palace
    • PATROL: Patrol the Buried City
  • Codex
    • About the Codex
    • The Fallen
    • The Hive
    • The Vex
    • The Cabal
  • Armory
    • Overview
    • Weapons
    • Weapon Stats
    • Weapon Mods
    • Mod Descriptions
    • Mod Lists
    • Weapon Tables
    • Weapon Drop Locations
    • Weapon Charts
    • Mod Stat Charts
    • Handling Charts
    • Inventory Charts
    • Magazine Charts
    • Range Charts
    • Velocity Charts
    • Reload Charts
    • Stability Charts
    • Recoil Patterns
    • Armor
    • Armor Mods
    • Exotics
  • Crucible
    • Overview
    • PvP Combat
    • Game Modes
    • General Game Mode Advice
    • MAP: Anomaly
    • MAP: Asylum
    • MAP: Bastion
    • MAP: Blind Watch
    • MAP: Burning Shrine
    • MAP: Exodus Blue (timed PlayStation exclusive)
    • MAP: Firebase Delphi
    • MAP: First Light
    • MAP: Rusted Lands
    • MAP: Shores of Time
    • MAP: Twilight Gap
  • Expansion I: The Dark Below
    • Introduction
    • Missions
      • Overview
      • Fist of Crota
      • Siege of the Warmind
      • The Wakening
      • Ritual of Sacrifice
    • Eris Morn Quests
      • Disciples of Crota
      • The Urn of Sacrifice
    • Strikes
      • STRIKE: The Undying Mind (Timed PlayStation Exclusive)
      • STRIKE: The Will of Crota
    • Eris Morn Bounties
    • Crucible Maps
      • Skyshock
      • The Cauldron
      • Pantheon
  • Trophies & Achievements
    • Overview
    • Specialization
    • Gear and Vehicles
    • Kill Enemies
    • Strikes and Raid
    • The Crucible
    • Patrol and More

Destiny Signature Series Strategy Guide › Crucible

MAP: Asylum

Layout

Asylum takes place in the overgrown remnants of a Venusian city.

A long linear map in the buildings along either side of an overgrown street, Asylum features a mix of close- and medium-range urban combat.

The street in the center is best used as a quick transition between buildings on either side. This is a very unsafe place to travel, with multiple windows and ledges overlooking it and multiple doors on the street level opening on to it.

The buildings have a mix of terrain inside, with narrow hallways, staircases, and open rooms providing a range of engagements from close to medium.

Most of the buildings have at least one window or doorway that overlooks the street in the center of the opposite building across the street.

Tactics

Because the buildings are two-floor structures, expect attacks from enemies above you. Be very careful with your transitions from the ground floor to the second floor, particularly near the middle of the map.

You are exposed to many potential avenues of attack, the worst of which involving opponents already on the second floor waiting for you to take an obvious staircase. Whenever possible, use your Jump abilities to change floors in an unusual position.

The safer method is to change floors at the end of the street—both sides of the street have entrances to the buildings, and you can get to the second floor with the entire map in front of you. This minimizes your exposure and gives you an easy read on your Motion Tracker.

Speaking of the street, if you are at either end of it, you have a decent line of fire with minimal exposure on your flanks. It is possible to pick off some targets with long-range fire fairly safely; just don’t stay out there for too long.

Motion Tracker

At either end of the street, you can get a good read on targets approaching you. When sweeping a building from end to end, you can usually get a decent sense of enemy positions ahead of you as you move through the building.

If you’re traveling through the street, you can expect to have your Motion Tracker light up with furious red all around you. Don’t bother trying to pinpoint every hostile location; just get out of there as quickly as possible when this occurs.

If you are camping in one of the building interiors on the second floor, pay attention to dim Motion Tracker alerts—if you’re attentive, you can spot a hostile prowling on the lower floor. From some positions, you can usually guesstimate where they entered, and that can give you an idea of which approach they’ll attempt if they come up to the second level.

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