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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: Burning Shrine

Layout

Burning Shrine is a battleground set within a semi-functional computational structure. Within it, beams of light bisect the hallways, and active energy is visible in the walls.

The Burning Shrine is a small map, with a very limited exterior area on the burnt surface that can be safely reached. The remainder is set inside the Vex-marked hallways. These halls contain one of the major landmarks of the level: a set of rotating stone wedges acts as a moving barrier that occasionally blocks the line of sight through the main hall. Behind the rotating barriers, a smaller set of hallways leads to the “back” of the structure. The hallways throughout are roughly symmetrical, with similar spacing and shape on both sides of the main hall.

Tactics

Close-range weaponry and combat reign in the rear of the structure, though medium-range firefights can occur in the main hallways. When traveling in the halls, be wary of corner ambushes, and always be ready for a melee fight. Watch those corners, as the sharp 90-degree turns make for easy hiding spots.

You can occasionally shake a pursuer by running out of sight into a room, crouching in a corner for a split second, and then attacking them when they sprint into the room. Even a moment’s delay on your Motion Tracker signature can make you vanish from their Motion Tracker.

A raised hallway runs through the middle of the map. You can use this to sneak from one end of the main hall to the other, and enemies may not always detect your position until you reveal yourself.

Motion Tracker

Your Motion Tracker can give you a clear read on nearby threats when you are close to the edges of the structure. With a limited number of hallway approaches, it isn’t hard to get a read on the rough position of nearby foes.

The tricky part is figuring out exactly where your opponents are located within the rooms. If you suspect an ambush, use grenades to flush out enemies rather than blindly entering a room.

Moving fast can also open up flanking opportunities if you use the different halls and passages well. Even if an adversary knows you are nearby, moving quickly enough can still let you surprise your target.

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PreviousMAP: Blind Watch NextMAP: Exodus Blue (timed PlayStation exclusive)