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Map guide · 2 sites · Venice

Valorant Ascent: callouts, map & tactics

All 22 callouts on the official map, the doors and panels explained, the pro meta with real numbers and concrete attack and defense tips – plus a callout quiz to learn Ascent in minutes.

Last updated: September 27, 2026

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How it works

The interactive Ascent map with all 22 callouts

The official Ascent minimap from the Valorant API shows all 22 callouts in their real position. Tap your way around the map or test yourself in the callout quiz – so the names stick before your next match.

1Tap a dot or a name – the map shows the area and nearby callouts.
2Use the filters and “All names” to learn one area at a time.
3“Start quiz”: 10 random callouts, you tap the right spot.
What the map does for you
  • You make precise callouts in matches instead of “one back there”.
  • You understand where rotations run and which areas connect.
  • The quiz trains fast recall – exactly what counts in a match.
  • All positions come from the official map – no made-up names.
Tip: combine “All names” with a filter for one side to learn Ascent fastest – start with the side you play most, then the rest.
⚡ Quick answer

Ascent is a Valorant map with two spike sites (A and B) and three lanes, set in a floating chunk of Venice. The official map has 22 callouts. Its defining features are the wide, open mid and the two mechanical doors at A and B that defenders can close with a switch. Ascent has been back in the map pool since patch 12.08 and is part of the current Act V pool. In pro play, Omen and Sova are practically locked in on Ascent.

How to use the interactive Ascent map

Above you see the official Ascent minimap straight from the Valorant API – with all 22 callouts exactly where the game itself places them. Tap a dot or a name in the list and the map shows you the callout, its area and the nearest neighboring callouts. Use the filters to show only A, B, mid or the spawns. “All names” labels the entire map at once – perfect for memorizing it before your first match.

If you think you know Ascent, start the callout quiz: ten random callouts, you tap the right spot, and at the end you see your hit rate. This exact drill saves you the decisive second in a match, because a fast, precise callout is often worth more than a perfect flick. For all 13 maps and several difficulty levels, try the full callout trainer.

Ascent at a glance

Valorant map Ascent – official splash artwork
Official Ascent splash artwork (source: Valorant API)
PropertyValue
ReleaseJune 2, 2020 · patch 1.0 (Episode 1, Act 1)
SettingVenice, Italy – a floating part of the city
Spike sites2 (A and B)
Lanes3
Callouts22 (official map)
Special feature2 doors with 500 HP each, 2 destructible panels (400 HP each), glass window at A
In the poolYes – since patch 12.08 (April 28, 2026)

According to the Valorant Wiki, Ascent was actually the very first map Riot ever built – yet it only released with the official launch on June 2, 2020, after the beta maps Bind, Haven and Split. The setting is unmistakably Italian: in the background you can spot recreations of St. Mark’s Campanile and St. Mark’s Basilica. In Valorant’s story, a spike explosion ripped a huge piece out of Venice, which has been floating hundreds of meters up in the sky ever since.

Ascent’s mechanics: doors, panels and glass

At first glance Ascent plays like a classic two-site map, but it has three special features you need to know. All values come from the official Valorant Wiki.

The mechanical doors at A and B

Both spike sites have a heavy door with 500 HP. The A door sits on the connection between A site and mid (called “A Link” in callout lingo), while the B door separates B site from Mid Market. Both doors are open at the start of the round. A switch – right next to the A door, and on a table in the small shed at B – closes and reopens them. A closed door is impenetrable: no bullet goes through and attackers have to take another route.

Once a door is destroyed, it stays open for the rest of the round. That is where the tactical depth lies: defenders close doors to cut off a mid route and buy rotation time. Attackers shoot a door down on purpose when they need the mid path for their take or their post-plant. Remember the downside for defenders, too: a closed door doesn’t just block enemies – it also blocks your own rotations.

Destructible panels in mid

Between Mid Courtyard and Mid Link stand two destructible panels with 400 HP each. Their color shows their state: blue means intact, yellow damaged, red about to break. Once they are gone, new sightlines and wallbang options open up. That’s why teams like to shoot them down early in the round to make mid easier to read.

The glass window at A

A window with a single pane of glass leads into A Garden. It shatters from bullets and certain ability projectiles. Since patch 9.08, Jett’s Tailwind and Skye’s Trailblazer can also burst through the window. Abilities where the agent controls an object or places something on the ground don’t break the glass. A shattered pane often gives away that someone is rotating through Garden – listen closely.

Ascent rule of thumb: doors control rotations, panels open up mid, glass gives away movement. Keep these three things in mind and you’ll read Ascent faster than your opponents.

All 22 Ascent callouts explained

The table lists every Ascent callout from the official map with its area and the three spatially closest callouts. That way you instantly understand where a spot is when your team calls it. The table uses the names from the English client. Other language versions translate only a few terms – in German, for example, “Mid” becomes “Mitte” – so the callouts work with teammates from any region.

CalloutAreaNearby
A GardenA sideA Window, A Tree, Mid Pizza
A LobbyA sideA Main, Mid Top, Mid Cubby
A MainA sideA Tree, A Lobby, Mid Cubby
A RaftersA sideA Site, A Window, A Garden
A SiteA sideA Rafters, A Main, A Tree
A TreeA sideMid Cubby, A Garden, A Main
A WindowA sideA Garden, A Rafters, A Tree
A WineA sideA Main, A Site, A Lobby
Mid BottomMidMid Courtyard, Mid Market, Mid Pizza
Mid CatwalkMidMid Courtyard, Mid Cubby, Mid Top
Mid CourtyardMidMid Catwalk, Mid Bottom, Mid Link
Mid CubbyMidA Tree, Mid Catwalk, A Main
Mid LinkMidMid Courtyard, B Main, Mid Bottom
Mid MarketMidMid Pizza, Mid Bottom, Defender Spawn
Mid PizzaMidMid Market, Mid Bottom, A Garden
Mid TopMidA Lobby, Mid Catwalk, Mid Courtyard
B Boat HouseB sideB Site, B Main, Mid Link
B LobbyB sideAttacker Spawn, Mid Link, Mid Courtyard
B MainB sideB Site, Mid Link, Mid Bottom
B SiteB sideB Main, B Boat House, Mid Market
Attacker SpawnAttacker spawnB Lobby, Mid Top, Mid Link
Defender SpawnDefender spawnMid Pizza, Mid Market, A Window

A side: Lobby, Main and the site

Attackers gather in A Lobby and push through A Main onto the site. A Wine sits at the top edge of the map next to A Main and the site. At the back of the site is A Rafters – the elevated spot many players also call “Heaven”. To the left, A Window and A Garden lead toward defender spawn; this is where the glass window is. A Tree is the transition to mid and sits right next to Mid Cubby. That gives attackers two ways onto A: the classic route through A Main or through mid via Catwalk.

Mid: the heart of Ascent

No map in the current pool has such an open, branching mid. From the attacker side you come through Mid Top onto Mid Catwalk and on through Mid Cubby toward A. The wide open area in the center is Mid Courtyard, with Mid Bottom below it. On the defender side, Mid Market and Mid Pizza sit close together, and Mid Link connects mid to B Main. Whoever holds mid can turn to either site at any time – which is why almost every round on Ascent revolves around mid control.

B side: Main, site and Boat House

From B Lobby near attacker spawn, B Main leads straight onto B Site. At the bottom edge of the map is B Boat House – a corner defenders like to use for crossfires and post-plant retakes. The second route onto B goes through mid and Market, and that’s exactly where the B door sits. If defenders close it, attackers are left with B Main only.

Is Ascent in the map pool? Rotation history

Yes. Ascent has been back in rotation since patch 12.08 (April 28, 2026) and is also part of the pool used for Competitive since patch 13.04 (August 18, 2026): Ascent, Abyss, Haven, Lotus, Split, Summit and Sunset. In the past, Ascent was rotated out several times, most recently with patch 11.08 in October 2025. That’s normal: Riot rotates the pool regularly to keep the game fresh. You’ll always find the current status for every map on our Valorant maps & map pool overview.

Over the years Ascent has received many small but important tweaks: patch 10.04 made a wall section in B Main no longer wallbangable, patches 9.06 and 9.08 changed how abilities interact with the glass window, and since patch 6.0 doors can no longer be destroyed by abilities placed next to walls. Unlike Lotus or Split, Ascent never had a big rework – its core layout has been the same since 2020.

Ascent pro meta: who gets picked

What do pros play on Ascent? The presence values show in what percentage of maps an agent was picked by at least one team. The numbers come from our pick rate overview (source: vlr.gg, VCT 2026 Americas Stage 2, 150 maps played).

Omen agent icon
OmenController
100 %
Sova agent icon
SovaInitiator
100 %
Phoenix agent icon
PhoenixDuelist
57 %
Neon agent icon
NeonDuelist
53 %
Cypher agent icon
CypherSentinel
50 %
Jett agent icon
JettDuelist
37 %
Chamber agent icon
ChamberSentinel
37 %
Vyse agent icon
VyseSentinel
17 %
KAY/O agent icon
KAY/OInitiator
17 %

Presence = share of pro maps played on Ascent in which at least one team picked the agent · data: vlr.gg, VCT 2026 Americas Stage 2 (150 maps in total)

Omen and Sova both sit at 100% – practically no pro team plays Ascent without them. The reason: Omen’s smokes (Dark Cover) cut off the open mid and the wide site entrances, and Sova’s Recon Bolt and Owl Drone deliver exactly the information that decides rounds on such an open map. Behind them come entry duelists Phoenix (57%) and Neon (53%), Cypher (50%) as sentinel, and Jett and Chamber with 37% each.

Jett – agent in the most-played pro comp on AscentJettDuelistPhoenix – agent in the most-played pro comp on AscentPhoenixDuelistSova – agent in the most-played pro comp on AscentSovaInitiatorOmen – agent in the most-played pro comp on AscentOmenControllerCypher – agent in the most-played pro comp on AscentCypherSentinel

Ascent: Most-played pro comp (12 of 39) · source: vlr.gg, VCT 2026 Stage 2 (4 regions) + Champions 2026

The most-played pro comp on Ascent is Jett, Phoenix, Sova, Omen, Cypher – it appeared in 12 of 39 recorded comps (source: vlr.gg, VCT 2026 Stage 2 across four regions plus Champions 2026). The roles are clear: Sova scouts mid, Phoenix flashes for Jett’s entry, Omen smokes, and Cypher holds the flank with his camera and traps. Try your own variations in the team comp builder.

Attacking on Ascent: tips for the attacker side

As an attacker on Ascent, you decide almost every round in mid. Give up mid without a fight and the defense can hold both sites with very few players.

  1. Contest mid early: even one or two players on Mid Top and Catwalk force the defense to invest resources in mid. With a Recon Bolt or a drone you’ll then know whether Market or Pizza is held.
  2. Use two routes per site: hit A through A Main and through Catwalk/Tree, and B through B Main and through Market. A split push from two directions overwhelms defenders who only watch one entrance.
  3. Watch the doors: if a door is closed, your mid route to that site is shut. Decide early whether you’ll shoot the door down – 500 HP costs ammo and time, so plan for it.
  4. Clear Rafters and Heaven: on A, the elevated spot at the back of the site is the most dangerous. Smoke or flash A Rafters before you come through Main.
  5. Pick your post-plant wisely: plant so you can hear and see the spike from safe angles – for example from A Main or from mid. Mollies and Nanoswarms on the spike win rounds without you having to peek.

A proven pattern is the mid split onto B: two players take control through Mid Market while three come through B Main at the same time. The B defenders suddenly find themselves in a crossfire. Timing is everything – if one group is late, you end up playing five isolated duels. Practice these plays beforehand on the strategy board.

On A, a fast, grouped hit through A Main often pays off instead: smoke A Rafters and toward A Tree, flash over the wall, then go in together. While the take is happening, one player holds Catwalk so no defenders can rotate out of mid into your flank.

Defending on Ascent: tips for the defender side

As a defender on Ascent you have one big advantage: the doors. Used well, they shrink each site down to a single attack route.

  1. Don’t give up mid for free: one player in Market or Pizza with info utility – such as Cypher’s Spycam or Killjoy’s Alarmbot – stops attackers from quietly taking Catwalk or Courtyard.
  2. Close doors situationally: if pressure comes through mid, close the door and force attackers onto the long route. If you’re rotating through mid yourselves, leave it open.
  3. A Rafters as an anchor: the elevated spot at the back of A gives you a strong view of A Main. Don’t get greedy there – after the first kill, reposition.
  4. B Boat House for crossfires: together with a player on site, Boat House creates an angle attackers can’t check from B Main at the same time.
  5. Retake instead of stack: the rotation paths through mid are short on Ascent. Give up a site in a controlled way and retake it with grouped utility rather than stacking all five players on one side.

Watch the glass: if you rotate through A Garden and shoot or jump through the window, the enemy team hears the pane break. That gives away your rotation – use that path deliberately or go around quietly.

Ascent setups: Cypher, Omen smokes & post-plant

Here are the key Ascent setups to copy – no video needed: every position is marked on the official minimap, numbered and explained step by step. The agents are the ones actually played on Ascent in VCT 2026: Omen (100% presence) and Cypher (50%), plus the standard plant spots for the post-plant.

Every Ascent setup on this page is backed by at least two matching sources. Pick a setup on the map – it zooms straight to the right spot. Important: the markers show the area, not the exact pixel. Try each setup once in a custom game before you use it in ranked.

Geometry unchanged since patch 10.04 (only the B Main wall along B Lane made non-pennable). Agents picked by VCT 2026 presence on Ascent (vlr.gg): Omen & Sova 100%, Cypher 50%.

Cypher A setup: trips A Main & A Link, camera in Heaven

Ascent: Cypher A setup: trips A Main & A Link, camera in Heaven – Trapwire, Spycam, Cyber Cage marked on the minimap

DefenseSite ACypher agent iconCypher

  1. 1Trapwire iconTrip 1: Stand on the site side of the A Main doorway and aim the wire so its far end sits just past the door frame – that way nobody can shoot it safely from inside A Main.
  2. 2Trapwire iconTrip 2: Anchor the wire at the mid door from Mid Cubby into A Link on the flower pot with the tree and angle it to the opposite wall. You now hear every Catwalk push through A Link.
  3. 3Spycam iconCamera: Go up to Heaven, aim high at the wall, jump and place the Spycam. It sees the whole site, the A Main entrance and A Link.
  4. 4Cyber Cage iconCage: Place the Cyber Cage in A Main in front of the doorway and pop it the moment the trip fires – attackers are tethered inside the smoke.

Covers: Info on both attacker routes (A Main + A Link) and vision on the plant.

Weak spot: Initiators (Sova dart, Fade) spot the Heaven camera quickly. Rotate the camera spot every 2–3 rounds.

Sources: Dignitas – Cypher Setup Guide Ascent · TheGlobalGaming – Best Cypher setups Ascent · Sportskeeda – Spycam spots Ascent

Cypher B setup: trips B Main & Market, camera over Boathouse

Ascent: Cypher B setup: trips B Main & Market, camera over Boathouse – Trapwire, Spycam, Cyber Cage marked on the minimap

DefenseSite BCypher agent iconCypher

  1. 1Trapwire iconTrip 1: Anchor the wire on the right corner of the B Main doorway and stretch it across to right next to Logs. Anyone leaving B Main walks straight into it.
  2. 2Trapwire iconTrip 2: Put the second wire very low in the Market door – it reveals flanks and rotations through Market.
  3. 3Spycam iconCamera: Stand on the Market platform, jump off and throw the Spycam high onto the wall of the building above Boathouse. From there you see B Main, Market and the plant.
  4. 4Cyber Cage iconCage: Drop the Cyber Cage into the B Main exit and pop it when the trip fires or the barrier drops.

Covers: B Main (main entrance), the Market flank and the whole site via the camera.

Weak spot: The B Main trip is well known – attackers often clear it with utility. Play with a teammate in Market.

Sources: Dignitas – Cypher Setup Guide Ascent · TheGlobalGaming – Best Cypher setups Ascent · Sportskeeda – Spycam spots Ascent

Omen A execute: smokes on Heaven & A door

Ascent: Omen A execute: smokes on Heaven & A door – Dark Cover marked on the minimap

AttackSite AOmen agent iconOmen

  1. 1Dark Cover iconSmoke 1: Place Dark Cover deep in Heaven – not on the edge. Only then can the defender see the plant from neither Heaven nor Hell.
  2. 2Dark Cover iconSmoke 2: Put the second smoke right in the A door by the switch. It blocks rotations from A Link and mid.
  3. +Tip: Clear A Main and the Wine corner first, then enter through A Main together.

Covers: The defenders' two rotation and vision points on A (Heaven and the A door).

Weak spot: Without info on Generator and the Pillar/tall box, attackers walk into hidden angles – use an initiator (Sova/Fade) first.

Sources: ONE Esports – Best Ascent smokes · 1v9.gg – Omen smokes Ascent

Omen B execute: smokes on Market & CT
Ascent: Omen B execute: smokes on Market & CT – Dark Cover marked on the minimap

AttackSite BOmen agent iconOmen

  1. 1Dark Cover iconSmoke 1: Put Dark Cover on the Market platform right in front of the Market door – defenders in Market can no longer see the plant.
  2. 2Dark Cover iconSmoke 2: Place the second smoke on CT/Stairs at the Defender Spawn exit. It stops the rotation down the stairs.
  3. +Tip: Then go in through B Main, clear Lane and Boathouse, and plant.

Covers: The defenders' two rotation routes onto B: Market and CT/Stairs.

Weak spot: Boathouse and Lane stay open – you have to clear those angles yourself.

Sources: ONE Esports – Best Ascent smokes · 1v9.gg – Omen smokes Ascent

Omen defense: one-way smokes in A Main & B Main
Ascent: Omen defense: one-way smokes in A Main & B Main – Dark Cover marked on the minimap

DefenseMidOmen agent iconOmen

  1. 1Dark Cover iconSmoke A: Put Dark Cover in A Main in front of the doorway to the site. As a one-way you see the attackers' legs while they can't see you.
  2. 2Dark Cover iconSmoke B: Place the second smoke at the B Main exit – also as a one-way to delay the push.
  3. +Tip: Use both smokes early in the round to buy time until your rotation arrives.

Covers: The attackers' two main entrances (A Main, B Main).

Weak spot: One-ways only work at the exact height – test in a custom game. Against blinds the smoke advantage fades quickly.

Sources: ONE Esports – Best Ascent smokes · 1v9.gg – Omen smokes Ascent

Post-plant A: spike in front of Dice, hold from A Main & A Link
Ascent: Post-plant A: spike in front of Dice, hold from A Main & A Link – spike spot and hold positions marked on the minimap

AttackSite APost-Plant

  1. 1Plant in front of the Dice/green boxes – on the side facing A Main.
  2. 2Player 1 falls back into A Main and holds the spike through the doorway.
  3. 3Player 2 holds from A Link through the A door. This creates a crossfire on anyone trying to defuse.

Covers: Crossfire on the spike from two directions without standing on site.

Weak spot: If defenders close the A door, the A Link angle is gone – then switch to a Heaven/Generator player.

Sources: Dignitas – Best plant spots for every map · Player Assist – Best spike plant spots

Post-plant B: spike on the Boathouse wall, hold from Lane & B Main
Ascent: Post-plant B: spike on the Boathouse wall, hold from Lane & B Main – spike spot and hold positions marked on the minimap

AttackSite BPost-Plant

  1. 1Plant against the back wall between the two Boathouse entrances.
  2. 2Player 1 holds from Lane – the spike is in plain view without walking deep into Lane.
  3. 3Player 2 holds from B Main through the doorway. Smoke off Market and CT, so retakers can only defuse in the open.

Covers: Clear view of the spike from two safe positions.

Weak spot: Defenders in Boathouse stand right next to the spike – clear Boathouse before planting.

Sources: Dignitas – Best plant spots for every map · Player Assist – Best spike plant spots

The best agents for Ascent in ranked

You don’t need to copy a pro comp in ranked, but you should cover the roles. This selection is based on the pro meta and the map’s layout:

RoleStrong pickWhy on Ascent
ControllerOmenDark Cover splits the open mid and wide site entrances; Shrouded Step allows surprising angles.
InitiatorSova, KAY/ORecon Bolt and Owl Drone reveal the long sightlines; KAY/O suppresses abilities during a site take.
DuelistJett, Phoenix, NeonJett uses the long angles with the Operator, Phoenix flashes himself in, Neon moves through mid fast.
SentinelCypher, Chamber, KilljoyCypher and Killjoy lock down a site and the flank; Chamber holds long lines with Headhunter and Tour De Force.

The agent test tells you which agent fits your playstyle on Ascent. For the overall ranking of all agents, check the agent tier list.

The 5 most common mistakes on Ascent

Many rounds on Ascent aren’t lost to bad aim but to the same thinking errors. Avoid these five and you’ll win noticeably more rounds:

Callout cheat sheet: what good calls sound like on Ascent

A good callout answers three questions in one sentence: how many, where, and in what state. That’s all your team needs. The following examples use only names from the official map and show how short and precise a call on Ascent can be:

Two rules make the difference: first, info first, emotions later – “one Pizza, 40 HP” instead of “how did he hit me?!”. Second, short and calm after you die: you can still see where the enemy is going, and that is exactly the info your team needs right now.

Ascent compared to every Valorant map

Ascent is one of the most open maps in the game. While Split, for example, works through height and tight paths and Lotus through three sites and rotating doors, Ascent is won above all by the team with better mid control. The table shows all 13 Valorant maps and their key differences at a glance:

MapSitesCalloutsCore mechanicCompetitive pool (patch 13.06)
Ascent2222 doors (500 HP), panels, glassYes
Bind2242 one-way teleporters, no midNo
Split224Ropes, towers, elevated midYes
Haven3213 sites, panels (400 HP), 2 ult orbsYes
Icebox225Ziplines at A, ropes to nestsNo
Breeze223Auto door in Mid Hall, 12.00 reworkNo
Fracture222Ziplines, central def spawn, 4 orbsNo
Pearl226No mechanics, compact mid, long wingsNo
Lotus3282 rotating doors, wall (400 HP), dropYes
Sunset217Door (500 HP) Market–CourtyardYes
Abyss223No outer walls, 4 ropes, Vent doors 120 HPYes
Corrode221No mechanics, 3 classic lanesNo
Summit2243 droppable walls (125 HP switches)Yes

Learn Ascent in 15 minutes: your plan

Want to master Ascent quickly? This short training plan combines the tools on Valorant-Spind:

  1. 5 minutes of map study: turn on “All names” above and go through A, mid and B one after another.
  2. 3 minutes of quiz: run the Ascent callout quiz until you score at least 8 out of 10.
  3. 5 minutes in a custom game: walk Ascent in the game itself – A Lobby, A Main, Catwalk, Market, B Main – and look at the doors and switches.
  4. 2 minutes of tactics: for Ascent, draw a mid split onto B on the strategy board and share it with your team.

After that, check out the other two maps in this cluster: Split with its ropes and towers, and Lotus with three sites and rotating doors. If you also want to work on your aim, the aim trainer has matching drills.

Ascent FAQ

How many callouts does Ascent have?

The official Ascent map has 22 callouts: 8 on the A side, 8 in mid, 4 on the B side, plus attacker spawn and defender spawn.

Is Ascent in the map pool right now?

Yes. Ascent has been back in rotation since patch 12.08 (April 28, 2026) and is part of the Competitive pool since patch 13.04: Ascent, Abyss, Haven, Lotus, Split, Summit and Sunset.

How do the doors on Ascent work?

A and B each have a door with 500 HP that can be closed and opened with a switch. When closed it is impenetrable. Once destroyed, it stays open for the rest of the round.

Where are the door switches on Ascent?

The switch for the A door is right next to the door. You operate the B door with a switch on a table in the small shed at B.

Where is Ascent set in the Valorant world?

Ascent takes place in a part of Venice, Italy, that was ripped out of the ground by a spike explosion and has been floating hundreds of meters up in the sky ever since.

When was Ascent released?

Ascent came out with Valorant’s official launch on June 2, 2020 (patch 1.0, Episode 1, Act 1).

What are the best agents on Ascent?

In pro play, Omen and Sova are locked in with 100% presence each, followed by Phoenix, Neon and Cypher. The most-played pro comp is Jett, Phoenix, Sova, Omen, Cypher.

What is Heaven on Ascent?

Heaven refers to the elevated spot at the back of A site, which is called A Rafters on the official map. From there, defenders have a strong view of A Main.

Can you wallbang on Ascent?

Yes, in many places. The two panels between Mid Courtyard and Mid Link have 400 HP and open new wallbang angles once destroyed. Some spots, such as a wall section in B Main, have deliberately been non-wallbangable since patch 10.04.

What’s the fastest way to learn the Ascent callouts?

Use the interactive Ascent map on this page with “All names” turned on, then the callout quiz until you score 8 out of 10. For every map, there’s the full callout trainer.

Where do you set up Cypher on Ascent?

On A, place one Trapwire across the doorway from A Main to the site and one at the doorway from Mid Cubby into A Link; the Spycam goes high on the wall in Heaven. On B, put a trip on the B Main doorway (up to just before Logs), one low in the Market door and the camera high on the building above Boathouse.

Which smokes do you need for an A execute on Ascent?

Omen smokes Heaven – deep, so Hell is blind too – and the A door by the switch that leads to A Link. For B it is Market and CT/Stairs.