All 21 callouts on the official map, the third site and the panels explained, the pro meta with real numbers and concrete attack and defense tips – plus a callout quiz to learn Haven in minutes.
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The official Haven minimap from the Valorant API shows all 21 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 Haven fastest – start with the side you play most, then the rest.
⚡ Quick answer
Haven is a Valorant map with three spike sites (A, B and C), set in a temple in Thimphu, the capital of Bhutan. The official map has 21 callouts. Its defining features are the third site, the destructible panels with 400 HP each in mid and the two ultimate orbs in A Long and C Long. Haven has been in the map pool without interruption since patch 8.11 (June 11, 2024) and is part of the current Competitive pool. In pro play, Sova and Neon are on almost every Haven team.
How to use the interactive Haven map
Above you see the official Haven minimap straight from the Valorant API – with all 21 callouts exactly where the game itself places them. Tap a dot or a name in the list: the map highlights the callout and shows its area plus the three nearest neighboring callouts. Use the filters to show only A, B, C, mid or the spawns. That’s especially useful on Haven, because with three sites it’s easy to lose track of which paths lead to which site. “All names” labels the entire map at once – you’ll immediately see that A is at the top, B in the middle and C at the bottom.
If you think you already know Haven, start the callout quiz: ten random callouts, you tap the right spot, and at the end you see your hit rate. On Haven this is extra valuable because several names sound alike – there’s an A Link and a C Link, an A Lobby and a C Lobby, an A Long and a C Long, plus a Mid Window and a C Window. Say just “Link” or “Window” and you may send your team to the wrong site. For all 13 maps and several difficulty levels, try the full callout trainer.
Haven at a glance
Official Haven splash artwork (source: Valorant API)
Property
Value
Release
Closed beta 2020 (started April 7, 2020) · in the game since launch on June 2, 2020
Setting
Temple in Thimphu, Bhutan
Spike sites
3 (A, B and C)
Callouts
21 (official map)
Special feature
Third site, destructible panels at Mid Doors and Mid Window (400 HP each)
Ultimate orbs
2 – A Long and C Long
In the pool
Yes – since patch 8.11 (June 11, 2024)
Haven is one of Valorant’s original maps: according to the official Valorant Wiki, it was already playable in the closed beta that started on April 7, 2020, and its internal codename was “Triad”. That made Haven the first Valorant map with three spike sites; Lotus only followed as the second one in January 2023. Riot’s official description reads: beneath a forgotten monastery, a clamor emerges from rival agents clashing to control three sites. There’s more territory to control, but defenders can use the extra real estate for aggressive pushes.
The story behind it: in Thimphu, the capital of Bhutan, a temple is caught up in the developments of a modern “Alpha Earth” in the era of radianite. Parts of the temple crumble and burn because a radianite-related event forced huge columns out of the ground. The Kingdom Corporation has arrived as well and now uses the site to store its radianite crates. In one voice line, Harbor marvels at the hexagonal basalt columns, while Sage feels the pain of the place. A small detail for explorers: according to the wiki, the tower at A holds an empty sniper rifle case with ammo and a poster advertising the map Breeze. And if you’ve played the Basic Training tutorial, you already know Haven – it uses a simulated version of the map where the flames are replaced with blue crystals.
Haven’s mechanics: third site, panels and orbs
Haven has no doors, ropes or teleporters. Its big feature is the layout itself: three spike sites change every round at a fundamental level, for attackers and defenders alike. On top of that, there are destructible panels in mid. All values come from the official Valorant Wiki and the official patch notes.
The third spike site
On most Valorant maps, five players defend two sites. On Haven there are three: A Site at the top edge of the map, B Site in the middle and C Site at the bottom. For the defense, that means fewer than two players per site on paper – every site is held more thinly than on a two-site map. For attackers, it means there’s almost always a gap somewhere; you just have to find it. That’s exactly why Haven is a map of information and timing. Whoever knows first where the enemy is usually wins the round before the first shot is fired. Important: according to the wiki, the third site doesn’t change the number of ultimate orbs – there are still two.
Destructible panels at Mid Doors and Mid Window
In mid, the doors to Garage (on the map: Mid Doors, right next to C Garage) and part of the wall at Mid Window are covered with destructible panels. While intact, they absorb damage and can’t be penetrated by gunfire. Each panel has 400 HP. The color shows its state: blue means intact, yellow damaged, red about to break. Once a panel is destroyed, you can wallbang through that spot for the rest of the round. Shooting the panels early opens new wallbang angles – but it also tells the enemy that someone is active in mid.
With patch 12.00 (January 6, 2026), Riot also added a breakable element at Mid Window to prevent early kills through the wall right at the start of the round. The same patch removed unintended wall penetration between A Tower and A Site and between B Site and C Garage, and patch 11.11 fixed an unintended wallbang spot on A Link near A site. If you know old wallbang spots from videos, test them in a custom game before you rely on them in ranked.
Ultimate orbs in A Long and C Long
Haven has exactly two ultimate orbs: one in A Long and one in C Long, which many players also call “Dragon”. Both sit on the long outer routes to A and C. An orb gives you one ultimate point, but whoever picks it up stands still for a moment – and can be heard – in an open lane. Grab it when the lane is safe, not while an Operator is waiting for you.
Small details that decide rounds
Some older adjustments still matter today: since patch 3.06, one stack of crates on C site can no longer be wallbanged, giving attackers a safer plant option. Since patch 4.10, you can no longer walk up the front of the A site cover, and you can only get on top of the C site cover with a boost ability. Patch 9.06 made it easier to place Vyse’s Arc Rose and Cypher’s Trapwire on crates – a detail that helps sentinel players on Haven.
Haven rule of thumb: three sites mean a thin defense – information beats aim. Panels are walls with an expiration date, and the orbs sit on the long routes. Take these three things to heart and you’ll play Haven with a plan instead of luck.
All 21 Haven callouts explained
The table lists every Haven 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. The breakdown: 7 callouts on the A side, 2 on the B side, 7 on the C side, 3 in mid, plus attacker spawn and defender spawn.
Callout
Area
Nearby
A Garden
A side
Mid Window, A Lobby, Mid Courtyard
A Link
A side
B Back, Defender Spawn, A Tower
A Lobby
A side
A Garden, Mid Window, A Sewer
A Long
A side
A Site, A Lobby, A Sewer
A Sewer
A side
A Lobby, Mid Courtyard, B Site
A Site
A side
A Tower, A Long, A Link
A Tower
A side
A Site, A Link, A Long
Mid Courtyard
Mid
Mid Window, A Lobby, Mid Doors
Mid Doors
Mid
Mid Courtyard, C Garage, C Lobby
Mid Window
Mid
Mid Courtyard, A Garden, A Lobby
B Back
B side
B Site, C Link, Defender Spawn
B Site
B side
B Back, C Window, A Sewer
C Cubby
C side
C Lobby, C Long, Mid Doors
C Garage
C side
C Window, Mid Doors, C Link
C Link
C side
C Window, C Garage, B Site
C Lobby
C side
C Cubby, C Long, Mid Doors
C Long
C side
C Cubby, C Lobby, C Site
C Site
C side
C Window, C Cubby, C Link
C Window
C side
C Garage, C Link, B Site
Attacker Spawn
Attacker spawn
A Garden, Mid Window, Mid Doors
Defender Spawn
Defender spawn
B Back, A Link, B Site
How Haven is laid out
On the official minimap, attacker spawn is on the right edge and defender spawn on the left. The three sites are stacked from top to bottom in between: A at the top, B in the middle, C at the bottom. Mid, with its three callouts, isn’t in the center of the map but clearly on the attacker side – between the routes to A and to C. That’s key to understanding the map: coming from the attacker side, you choose early between the A and C lobbies or the route through mid.
A side: Garden, Lobby, Long, Sewer and Tower
With seven callouts, A is one of the two biggest areas. A Garden sits close to attacker spawn and borders Mid Window. From there you move into A Lobby, the gathering point for every A attack. Two routes lead from the lobby toward the site: A Long runs along the top edge of the map – this is also where one of the two ultimate orbs is – while A Sewer sits further in, borders Mid Courtyard and is the shorter route. On the site itself, A Tower stands at the top left, and A Link lies between A site and defender spawn and borders B Back. For defenders, A Link is the most important rotation between A and B.
B side: the small site in the middle
B has only two callouts on the official map: B Site itself and B Back behind it, toward defender spawn. B lies between A and C and, according to the position data, is the site closest to mid – its spatial neighbors are C Window and A Sewer. Because B is so central, it’s the pivot for defenders: from B Back you reach the A side via A Link and the C side via C Link. For attackers, B is the site you reach most directly through Mid Courtyard.
C side: Lobby, Long, Cubby, Garage and Window
C has seven callouts as well. Attackers gather in C Lobby. Right next to it is C Cubby, and C Long runs along the bottom edge of the map – the “Dragon” with the second ultimate orb. C Long takes you to C Site. The second route onto C goes through mid: behind Mid Doors is C Garage, and next to it is C Window, which borders C site. Finally, C Link sits to the left of C site toward the defender side and borders B site. Because Garage can be reached through mid, the defense of C is often decided at Mid Doors.
Mid: Courtyard, Window and Doors
Mid consists of three callouts. Mid Courtyard is the open yard at its center, Mid Window sits to the right of it toward A Garden, and Mid Doors is below it, right next to C Garage. Mid Window and Mid Doors are exactly where the destructible panels are. Whoever controls mid can push toward B as well as through Garage toward C – and forces the defense to commit players there.
Is Haven in the map pool? Rotation history
Yes. Haven has been in the map pool without interruption since patch 8.11 (June 11, 2024) – the official Valorant Wiki lists it as “in rotation since v8.11”. That makes Haven part of the pool used for Competitive since patch 13.04 (August 18, 2026): Ascent, Abyss, Haven, Lotus, Split, Summit and Sunset. Since June 2024, Haven hasn’t missed a single act change – no other map in the current pool has been in rotation this long without a break. You’ll always find the current status for every map on our Valorant maps & map pool overview.
Haven hasn’t been in the pool forever, though. With patch 8.0 (January 9, 2024), Haven was missing from the new rotation, which consisted of Icebox, Lotus, Sunset, Breeze, Ascent, Bind and Split. In the patch 8.11 notes, Riot then explicitly announced Haven as “returning” – together with Breeze and Split leaving. Since then, the other maps have rotated around Haven: starting with patch 10.00, Riot changes the pool with every new act.
Haven has never had a big rework like Lotus (patch 12.05) or Sunset (B site, patch 9.08) since launch. The biggest wave of adjustments came with patch 1.02 shortly after release, when Riot made several areas – including the Garage doors, the C Long entrance, A Lobby, A Link and A Sewer – easier to clear. The changes of recent years are mostly about wallbangs: the breakable protection at Mid Window and two removed wallbang spots in patch 12.00, and the A Link fix in patch 11.11. Patch 13.00 fixed a visual bug with Viper’s ultimate on the map. The core layout with three sites, Garage and mid has stayed the same since the 2020 beta.
Haven pro meta: who gets picked
What do pros play on Haven? 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).
Presence = share of pro maps played on Haven in which at least one team picked the agent · data: vlr.gg, VCT 2026 Americas Stage 2 (150 maps in total)
Sova leads with 91%, with Neon right behind at 89%. That fits Haven perfectly: Sova’s Recon Bolt and Owl Drone show which of the three sites the defenders are holding, and Neon’s High Gear brings the speed to punish a gap immediately – or, on defense, to rotate to the right site fast. Behind them come Phoenix (78%) and Omen (74%). Among sentinels, Cypher at 50% is ahead of Chamber at 43%, and Astra reaches 26% as a second controller option. All other agents barely matter in pro play: Fade and Yoru sit at 9% each, Viper and Jett at 7% each.
Haven: Most-played pro comp (10 of 31) · source: vlr.gg, VCT 2026 Stage 2 (4 regions) + Champions 2026
The most-played pro comp on Haven is Neon, Phoenix, Sova, Omen, Cypher – it appeared in 10 of 31 recorded comps (source: vlr.gg, VCT 2026 Stage 2 across four regions plus Champions 2026). The roles mesh well: Sova’s info prevents blind rotations, Phoenix’s Curveball and Neon’s speed enable fast takes and retakes, Omen smokes the entrances with Dark Cover, and Cypher holds the third site with Trapwire and Spycam – the site nobody else could watch. Try your own variations in the team comp builder.
Attacking on Haven: tips for the attacker side
As an attacker on Haven, you have a structural advantage: the defense has to cover three sites and is therefore thinner everywhere than on other maps. Your job is to find that weakness with information and then strike faster than the defenders can rotate.
Info first, then decide: use the first seconds to find out with Recon Bolt, Owl Drone or another info ability how many defenders are at A, B and C. On Haven, that information is worth more than an early kill.
Take Mid Doors and Mid Window seriously: whoever holds mid has access to B and, through Garage, to C. Even one player at Mid Doors forces the defense to invest players or utility there.
Two routes per outer site: hit A through A Long and A Sewer, and C through C Long and through Mid Doors and C Garage. Simultaneous pressure from two directions is especially strong against thinly held sites.
Use fakes: on a three-site map, a convincing fake pays off twice. Show pressure at one site with visible utility, then hit another one as soon as the defenders rotate.
Post-plant against long rotations: after a plant, defenders often come from far away and from several directions. Position yourselves to watch the rotation paths – such as A Link, C Link or B Back – instead of everyone sitting right on the spike.
A proven pattern is the C split: two players push through Mid Doors and C Garage while three come through C Long at the same time. The C defenders then have to hold Garage, Window and Long all at once. Timing is everything – if the Garage group is late, the Long group fights alone. The same kind of split works at A with A Long and A Sewer. Practice these plays beforehand on the strategy board.
Also keep the panels in mind: once Mid Doors or Mid Window is destroyed, new lines of fire open up. That can work for you – a player in mid can pressure defenders through the opening – but also against you, because the defense can shoot through just as well. Call it out when a panel goes down.
And finally: speed after the info. Neon and Phoenix being in the pro comp is no coincidence. Once you’ve found a weak site, every second counts, because Haven rewards fast decisions. Wait too long and the defense has time to move over through A Link, C Link or B Back.
Defending on Haven: tips for the defender side
On defense, Haven is a math problem: five players, three sites. The answer isn’t to stand everywhere in equal numbers but to gather information and rotate smartly. And Riot itself names another trump card: the extra real estate lets the defense make aggressive pushes.
Information at every site: a camera, a Trapwire or an Alarmbot at a thinly held site can replace an entire player. There’s a reason Cypher is the most-played sentinel on Haven in pro play.
B as the hub: from B and B Back you reach A through A Link and C through C Link. One player in this zone can help in both directions – lose B early and every rotation gets longer.
Don’t give up mid for free: hand over Mid Doors and Mid Window without a fight and attackers walk into Garage and toward B unopposed. Even utility at Mid Doors slows down a C split.
Aggressive, but coordinated: a well-timed push – into a lobby or into mid, for example – can disrupt attackers early. Coordinate these pushes so the site behind you doesn’t suddenly end up empty.
Retake instead of solo fights: if a site falls, group up. On Haven, rotating players arrive from different directions – use that for a crossfire instead of running into the post-plant one by one.
A common mistake is rotating too early. Hearing footsteps at one site doesn’t automatically mean the attack is coming there – fakes are everyday business on Haven. Wait for a second piece of information before half the defense switches sides. A player on Neon or Chamber can rotate faster and therefore stay at their own site longer.
Watch the panels: once Mid Doors or Mid Window is destroyed, attackers can wallbang through those spots for the rest of the round. If you usually feel safe behind them, adjust your position as soon as a panel goes down.
Haven setups: Cypher, Omen smokes & post-plant
Here are the key Haven 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 Haven in VCT 2026: Omen (74% presence) with executes on all three sites and Cypher (50%) for A and C, plus the standard plant spots for A, B and C.
Every Haven 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.
Layout unchanged since the 2020 launch (patch 1.02: props/cover only; 11.11/12.00: wallbang fixes only), so older sources still apply. Agents picked by VCT 2026 presence on Haven (vlr.gg): Omen 74%, Cypher 50%.
Cypher A setup: trips A Long & A Sewer, camera under Heaven
1Trip 1: Stretch the wire across the short corridor where A Long leads onto the site. Anchor it on the site side so it isn't visible right away from inside A Long.
2Trip 2: Place the second wire at the top of A Sewer (community: A Short), where the narrow corridor opens into the room in front of the site.
3Camera: Put the Spycam in the corner right under Heaven (A Tower). From there you see both attacker entrances – A Long and A Sewer – and the plant area.
4Cage: Drop the Cyber Cage in front of the Sewer exit and pop it when the trip fires. That takes away the Short attackers' view of your position.
Covers: Info on both attacker routes onto A (A Long and A Sewer) and vision on the plant.
Weak spot: The Long and Sewer trips are standard – experienced attackers clear them with utility. Vary the wire positions every few rounds.
1Trip 1: Stretch the wire across the C Long exit, where the long corridor opens onto the site. Anyone pushing C Long walks straight into it.
2Trip 2: Place the second wire in the doorway that leads from C Garage onto the site. It reveals pushes from Mid Doors through Garage.
3Camera: Put the Spycam high on the back wall of the site right above the platform. From there you see almost the whole site plus the C Long and Garage exits.
4Cage: Drop the Cyber Cage in C Long, as close to the site entrance as possible, and pop it when the trip fires – as a one-way you see the attackers' legs.
Covers: Both attacker routes onto C (C Long and C Garage) plus vision on the site.
Weak spot: The platform camera is often spotted early, and both trips are standard spots that attackers clear with utility. Vary the positions every few rounds.
Post-plant B: spike at front of center box, hold from mid
AttackSite BPost-Plant
1Plant at the front of the big box in the middle of the site – on the left corner as you come from Mid Courtyard. That protects you from A Link and C Link.
2Player 1 falls back to Mid Courtyard and holds the spike through the entrance.
3Player 2 holds from Mid Window. Both see the spike without standing on the small site.
Covers: Clear view of the spike from mid – retakers from A Link and C Link have to defuse in the open.
Weak spot: If defenders retake Mid Courtyard or smoke the window, both angles are gone. Secure mid first.
You don’t need to copy a pro comp in ranked, but you should cover the roles. On Haven, an info agent is a must above all. This selection is based on the pro meta and the map’s layout:
Cypher guards the third site with Trapwire and Spycam; Chamber holds long lines and rotates with Rendezvous.
The agent test tells you which agent fits your playstyle on Haven. For the overall ranking of all agents, check the agent tier list.
The 5 most common mistakes on Haven
Many rounds on Haven aren’t lost to bad aim but to bad decisions. Avoid these five mistakes and you’ll win noticeably more rounds:
Blind rotations: a sound at C doesn’t mean the attack is coming to C. Rotate three players on the first signal and you open up the other two sites.
Ignoring mid: without presence at Mid Doors and Mid Window, attackers slip into Garage and toward B unnoticed. Even one player with info utility makes a big difference.
Leaving a site completely empty: with three sites, it’s tempting to give one up. But without a camera, tripwire or alarm there, you’ll only notice an attack once the spike is already beeping.
Calling Link or Window without a site: Haven has A Link and C Link, Mid Window and C Window. “One Link” is useless – always say which one.
Too slow after the info: once your initiator has found an empty site, the attack has to come immediately. Wait another ten seconds and the defense moves over.
Callout cheat sheet: what good calls sound like on Haven
A good callout answers three questions in one sentence: how many, where, and in what state. On Haven there’s a fourth: which of the three sites. The following examples use only names from the official map:
“Two A Long, one tagged” – two enemies are coming down the long route at A, one of them is damaged.
“One A Sewer, going short” – an enemy is taking the shorter route toward A site.
“Mid Doors open, panel’s down” – the Garage doors are destroyed, so you can now shoot through there.
“Three C Lobby, one C Cubby” – a C attack is building, the defense should rotate toward C Link.
“Two C Garage, Window checked” – two attackers in Garage, C Window is clear.
“Spike B Site, I’m holding B Back” – clear info on the spike’s position and your own position for the retake.
Two rules make the difference on Haven: first, always say the site letter – “C Link” instead of “Link”, “Mid Window” instead of “Window”. Second, call your own rotations: if you move from B through A Link to A, your team needs to know, or it will plan with a player who isn’t there anymore. And as everywhere: info first, emotions later.
Haven compared with all 13 maps
Haven is one of only two Valorant maps with three spike sites – the other is Lotus. Unlike Lotus, though, Haven gets by without rotating doors, walls or a silent drop: its only map mechanic is the destructible panels in mid. On top of that, Haven is surprisingly compact for a three-site map with 21 callouts, and it’s the map that has been in the current pool the longest without a break. The table compares all 13 maps side by side:
Want to master Haven quickly? This short training plan combines the tools on Valorant-Spind:
5 minutes of map study: turn on “All names” above and go through A, B, C and mid one by one using the filters. Pay special attention to the look-alike names: Link, Lobby, Long and Window.
3 minutes of quiz: run the Haven callout quiz until you score at least 8 out of 10.
5 minutes in a custom game: walk Haven in the game itself – A Lobby, A Long, A Sewer, Mid Courtyard, Mid Doors, C Garage, C Long – and shoot a panel at Mid Doors once to see the color changes.
2 minutes of tactics: for Haven, draw a C split through C Long and C Garage on the strategy board and share it with your team.
After that, check out the other three-site map: Lotus with rotating doors and a silent drop. For contrast, take a look at Sunset – a classic two-site map with three lanes. And if you want to know which agent works well against the pro picks on Haven, the counter finder can help.
Haven FAQ
How many callouts does Haven have?
The official Haven map has 21 callouts: 7 on the A side, 2 on the B side, 7 on the C side, 3 in mid, plus attacker spawn and defender spawn.
Is Haven in the map pool right now?
Yes. Haven has been in rotation without interruption since patch 8.11 (June 11, 2024) and is part of the Competitive pool since patch 13.04: Ascent, Abyss, Haven, Lotus, Split, Summit and Sunset.
How many sites does Haven have?
Haven has three spike sites: A, B and C. Haven was the first Valorant map with three sites; Lotus later became the second.
Where is Haven set in the Valorant world?
Haven takes place in a temple in Thimphu, the capital of Bhutan. A radianite-related event forced huge columns out of the ground, and the Kingdom Corporation now uses the site to store radianite crates.
When was Haven released?
Haven was already playable in Valorant’s closed beta, which began on April 7, 2020. The map’s internal codename was Triad.
Where are the ultimate orbs on Haven?
Haven has two ultimate orbs: one in A Long and one in C Long, which many players also call Dragon. The third site doesn’t change the number of orbs.
Which walls can you destroy on Haven?
In mid, the doors to Garage (Mid Doors) and part of the wall at Mid Window are covered with panels. Each panel has 400 HP and changes from blue to yellow to red. Once destroyed, you can wallbang through there for the rest of the round.
What are the best agents on Haven?
In pro play, Sova leads with 91% presence and Neon follows with 89%, then Phoenix at 78% and Omen at 74%. The most-played pro comp is Neon, Phoenix, Sova, Omen, Cypher.
What did patch 12.00 change on Haven?
A breakable element was added at Mid Window to prevent early kills through the wall at the start of the round. Unintended wallbangs between A Tower and A Site and between B Site and C Garage were also removed.
What’s the fastest way to learn the Haven callouts?
Use the interactive Haven map on this page with “All names” turned on, then the callout quiz until you score 8 out of 10. Pay special attention to look-alike names like A Link and C Link. For every map, there’s the full callout trainer.
Where do you set up Cypher on Haven?
On A, place one Trapwire across the A Long exit and one at the top of A Sewer; the Spycam goes in the corner under Heaven. On C, the trips go on the C Long exit and the C Garage doorway, and the camera goes high on the wall by the platform at the back of the site.
Which smokes does Omen need on Haven?
For A, Omen smokes Heaven and the corridor from A Link to the site; for B, the A Link and C Link passages. For C, the smokes go on the C Garage exit and on C Link (Logs).