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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: Exodus Blue (timed PlayStation exclusive)

Layout

Exodus Blue sees you competing in a junkyard of scrap metal, rusted-out buildings, and old fuel lines tied to a once-mighty fleet of colony ships somewhere in the Cosmodrome of Old Russia.

Exodus Blue is laid out from end to end as a fairly clean-cut rectangle. There is a large building in the center breaking up sightlines, a second building interior on one map “edge,” and an opposite side with a fatal drop off the edge. There are also fuel lines that you can traverse to sneak around the outside of the level.

This map provides a lot of cover, with rusted-out vehicles and scattered debris breaking up sightlines.

Tactics

This map features a mix of engagement distances. If you stick to the building interiors, you can force close-range firefights, but if you stay outside and monitor your sightlines carefully, you can start fights at medium distance.

With the amount of cover present, it is fairly easy to duck away from a battle at a distance. You can also use the cover to close the gap with a known enemy position.

The central building is guaranteed to see a lot of traffic and conflict, particularly in objective modes. Consequently, don’t move through it unless you’re prepared to eat a barrage of grenades, supers, and opponents aiming at you as you exit.

The side building is a bit safer, and if you kick any defenders out, you can take it over and lock down the space to anyone who tries to enter.

The outer edge by the fuel lines has a fatal drop if you aren’t careful, but if you are, you can use your Jump abilities to sneak around the outside of the map. This often proves useful for ambushing players too focused on the central map conflict.

Motion Tracker

In this level, Motion Tracker usage is fairly easy on the edges and a bit panicked in the center.

Because of the way the map is divided up into several “lanes” that stretch across the rectangular play area, you can usually figure out where an opponent is relative to your position as long as you’re on one of the edges.

If you’re stationed closer to the middle or in the side building, you may get a fair amount of Motion Tracker pings from enemies nearby on the other side of a wall.

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