

Fuze · Lair Basement
Lab Support / Lab
Draft – not yet verified in-gamePlaying soloJust you and random teammates — a simple plan
Destroy the enemy gadgets that stop your team from breaking walls.
Your gadget: Cluster Charge. Charge that fires grenades through soft walls, floors and barricades.
- Go this way: Yellow Stairs → Missile Hallway → Lockers
- Send your drone here: Drone Lockers and the Lab wall
- Open the floor or hatch here: 1F Armory hatch drops into Lab Support
- Break this strong wall: Lab wall — breach it from Lockers
- Plant the defuser here: Lab, next to the Lockers breach
Red A/B circles are the two bomb spots. Numbers on the map match this list. Positions are drawn on Ubisoft's official blueprint and are approximate.
- Don’t use your gadgets too early — wait until your wall breaker is ready.
- Don’t waste gadgets on things that don’t matter.
- Playing with strangers? Ping (mark) enemies and walls so your team knows.
Playing with a teamFull plan: every role, drones, breach, plant and what to do if it goes wrong
Make the Lab wall breachable.
Team goal: Open the reinforced Lockers wall into Lab, pressure the Lab Exit doors and play the 1F floor above so the anchors are hit from three sides.
Anti-gadget (your main job)
Clear Bandit/Kaid/Mute on the Lockers → Lab wall, then any Mira or camera looking at the plant.
With Cluster Charge: Place a cluster charge through the soft wall/floor into the room where defender utility (shields, deployables) and anchors sit, right before the entry. Avoid it if a hostage-style friendly would be hit (not relevant on bomb).
Vertical / soft breach (if the team needs it)
Open the 1F Armory hatch (over Lab Support) and the Reception floor over the south half of Lab.
With Cluster Charge: From the floor above, drop a cluster charge through the marked soft floor to flush anchors hiding under the vertical.
Spawn & approach
Gate / South Dock for Yellow Stairs and Warehouse. The north side for the Courtyard Tunnel.
- Yellow Stairs (or Warehouse from the docks) → Missile Hallway → Lockers: the main lane to the Lab wall.
- Courtyard Tunnel → Courtyard → Lab Exit: a second lane onto the Lab and Lab Support doors.
- One player on 1F Armory / Reception to open the hatches and floor above the site.
Drone checklist
- Lockers and Missile Hallway — defenders like to hold these early.
- Toxin and Stock, south of the site, where anchors hide.
- The Lab Support corners next to the Lab Exit doors.
- 1F Armory and Reception for defenders playing the floor.
Team map
- Move: Yellow Stairs → Missile Hallway → Lockers
- Drone: Drone Lockers and the Lab wall
- Vertical: 1F Armory hatch drops into Lab Support
- Vertical: Open the 1F Reception floor above Lab
- Hard breach: Lab wall — breach it from Lockers
- Move: Courtyard Tunnel → Courtyard → Lab Exit
- Drone: Drone Lab Support through the Lab Exit door
- Enemy likely: Lab anchor
- Enemy likely: Toxin player
- Move: Push through the breach into Lab
- Plant: Lab, next to the Lockers breach
- Hold: Lockers, watching the breach
- Hold: Missile Hallway (flank)
- Hold: Lab Exit, watching the doors
Red A/B circles are the two bomb spots. Numbers on the map match this list. Positions are drawn on Ubisoft's official blueprint and are approximate.
Team execute
- Two players come down Yellow Stairs (or in through Warehouse from the docks) into Missile Hallway and Lockers.
- One player takes the Courtyard Tunnel to Courtyard and Lab Exit.
- One player takes 1F Armory / Reception and opens the floor and hatches above the site.
- The anti-gadget player clears the Lockers → Lab wall, then the hard breacher opens it.
- Push Lab from the breach and the Lab Exit doors at the same time; plant near the breach.
Plant
Plant Lab close to the Lockers breach, so the player in Lockers and the player playing the 1F Reception floor above can both see the defuser. Lab Support is the backup plant from the Lab Exit doors.
Post-plant positions
- Lockers, looking through the breach
- 1F Reception, playing the floor above Lab
- Missile Hallway (east flank)
- Lab Exit / Courtyard (north flank)
Pitfalls
- Using the charge on an empty room without droning first.
- Getting shot while planting it on a thin wall.
- Clearing too early so a Bandit can plug back in.
- Playing vertical before the 1F roamers are dead.
- Attacking only from the docks — defenders stack Lockers and Missile Hallway.
- Ignoring 1F: defenders there shoot down through the floor and hatches.
- Forgetting the Yellow Stairs flank behind Missile.
If defenders…
- If the Lab wall stays denied, push the Lab Exit doors and plant Lab Support under the Armory hatch.
- If the 1F hatches are reinforced, open the Reception floor instead.
- If Missile Hallway is locked down, move both dock players to the Courtyard side.
More & sources
Sources
- Ubisoft – Lair map page (official blueprints, modernized Sept 2025)
- Ubisoft – Operation High Stakes (Y10S3) season page
- siege.gg – Lair map stats
- GamerStudio – Step by step guide to attacking Lair (2025)
- Alviran – Lair callouts guide 2026
- R6Calls – community callouts
Callouts from the community R6Calls project, aligned to Ubisoft's official blueprints.