How to attack Clubhouse 1F
Since Crystal Guard the 1F site is Bar and Stage — one big room split by a half wall, with Stock to the east, Kitchen Hallway to the north, Pool to the west and Lobby / Porch to the south. The clean attack takes Stock, breaches the Stage wall and adds a Lobby push plus the Construction hatch from 2F.
Take Stock, open the reinforced Stage wall from Stock, and pinch the Bar / Stage room from Lobby and the 2F hatch.
Roles
Hard breach
Stand in Stock on the wall shared with Stage (orange line). Wait for the “clear” call, breach, and let the entry player swing first.
Anti-gadget
Clear Bandit/Kaid/Mute on the Stage wall from Stock, then any Mira or camera watching the plant.
Vertical / soft breach
From 2F Construction, open the hatch that drops into Stage. From Gym, open the hatch over Pool.
Intel
Drone Stage from Lobby, then Bar and Pool. Call the Mira and where the Bar anchor sits.
Entry
Swing the breach with a trade partner; clear the corner next to the wall first.
Flank watch
Hold Kitchen Hallway and watch the Lounge door; trap the Main Stairs.
Bar / Stage
- Move: Trash side → Stock north door
- Move: Kennels → Stock east door (by Red Stairs)
- Move: Construction Site → Kitchen → Kitchen Hallway
- Drone: Drone Stage and Bar from Lobby
- Vertical: 2F Construction hatch drops into Stage
- Vertical: 2F Gym hatch drops into Pool
- Enemy likely: Bar anchor behind the booth
- Enemy likely: Stage anchor off the breach line
- Hard breach: Stage wall — breach it from Stock
- Move: Main Gate → Porch → Lobby
- Move: Push through the breach into Stage
- Plant: Stage, next to the Stock wall
- Hold: Stock, watching the breach
- Hold: Lobby, watching Stage
- Hold: Kitchen Hallway (north flank)
- Hard breach: Bar wall — backup breach from Kitchen Hallway
- Plant: Bar, Pool side (backup plant)
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
- Take Stock from the Trash side (north door) and its east door by the Red Stairs; drone Stage and Bar.
- The vertical player goes up to 2F Construction and opens the hatch over Stage; a second hatch in Gym drops into Pool.
- The anti-gadget player clears the Stage wall from Stock, then the hard breacher opens it.
- Push Stage through the breach while one player hits Lobby from the Porch and another holds Kitchen Hallway.
- Plant Stage near the breach and spread out to the hold spots.
Plant
Plant Stage right after the Stock wall opens, close to that wall, so the players in Stock and in Lobby both cover it. Bar is the backup plant once Kitchen Hallway and Pool are yours.
Post-plant
- Stock, looking through the breach
- Lobby, looking up into Stage
- Kitchen Hallway (north flank)
- 2F Construction, playing the hatch over Stage
Pitfalls
- Only attacking from Stock — the breach becomes one easy angle.
- Ignoring 2F: defenders in Construction and Gym can drop or shoot through the hatches.
- Calling “Bar” without saying Bar, Stage or Pool — be specific.
If defenders…
- If the Stage wall stays denied, breach the Bar wall from Kitchen Hallway and plant Bar.
- If Kitchen is stacked, smoke Kitchen Hallway and play the Construction hatch instead.
- If a roamer keeps flanking from Lounge, breach the Lounge wall from Garage and clear it first.