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Thatcher · Clubhouse 1F

Bar / Stage

Draft – not yet verified in-game
Playing soloJust you and random teammates — a simple plan
Your mission

Destroy the enemy gadgets that stop your team from breaking walls.

Your gadget: EMP Grenades. EMP grenades that disable electronic defender gadgets (e.g. Bandit/Kaid electricity, Mute jammers). Remastered in Y10S4 – check the current charge count and behaviour.

Thatcher solo plan on Clubhouse Bar / StageKitchenKitchenEntranceMain StairsStockStageKitchen HallwayBarLoungePorchLobbyTrashAB54321
  1. Go this way: Trash side → Stock north door
  2. Send your drone here: Drone Stage and Bar from Lobby
  3. Danger — an enemy often holds here: Stage anchor off the breach line
  4. Break this strong wall: Stage wall — breach it from Stock
  5. Plant the defuser here: Stage, next to the Stock wall

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 do this
  • 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 Stage wall breachable.

Team goal: Take Stock, open the reinforced Stage wall from Stock, and pinch the Bar / Stage room from Lobby and the 2F hatch.

Anti-gadget (your main job)

Clear Bandit/Kaid/Mute on the Stage wall from Stock, then any Mira or camera watching the plant.

With EMP Grenades: Your only job before the breach: throw EMP on the marked hard-breach wall (and any hatch you plan to open) so Bandit/Kaid/Mute can’t stop the charge. Call "wall clear" before the breacher plants.

Plant support (if the team needs it)

Cover the planter from Stock; after the plant, deny the Bar and Lobby sides.

With EMP Grenades: Save one EMP for the plant: jammers or cameras watching the plant spot can be disabled right before the planter commits.

Spawn & approach

Kennels or Trash side (north-east) for Stock. Main Gate for the Porch / Lobby player. Construction Site for the Kitchen player.

  • Take Stock through its north door (Trash side) or its east door next to the Red Stairs.
  • Send one player through the Kitchen Entrance to hold Kitchen Hallway and the Main Stairs.
  • Keep one player on the Porch to push Lobby when the wall opens.

Drone checklist

  • Stage corners next to the Stock wall (anchors wait there for the breach).
  • Behind the Bar booth and in Pool — the Bar anchor often plays deep.
  • Kitchen and Kitchen Hallway for the roamer.
  • Lobby and the Lounge door for the flank.

Team map

Thatcher team plan on Clubhouse Bar / StageGarage StairsKitchenKitchenEntranceMain StairsToiletsRed StairsStockBlue StairsStageKitchen HallwayBarPoolStorageLoungePorchLobbyGarageParkingKennelsTrashAB1716151413121110987654321
  1. Move: Trash side → Stock north door
  2. Drone: Drone Stage and Bar from Lobby
  3. Enemy likely: Stage anchor off the breach line
  4. Hard breach: Stage wall — breach it from Stock
  5. Move: Main Gate → Porch → Lobby
  6. Plant: Stage, next to the Stock wall
  7. Hold: Stock, watching the breach
  8. Hold: Lobby, watching Stage
  9. Plant: Bar, Pool side (backup plant)
  10. Move: Kennels → Stock east door (by Red Stairs)
  11. Move: Construction Site → Kitchen → Kitchen Hallway
  12. Vertical: 2F Construction hatch drops into Stage
  13. Vertical: 2F Gym hatch drops into Pool
  14. Enemy likely: Bar anchor behind the booth
  15. Move: Push through the breach into Stage
  16. Hold: Kitchen Hallway (north flank)
  17. Hard breach: Bar wall — backup breach from Kitchen Hallway

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

  1. Take Stock from the Trash side (north door) and its east door by the Red Stairs; drone Stage and Bar.
  2. The vertical player goes up to 2F Construction and opens the hatch over Stage; a second hatch in Gym drops into Pool.
  3. The anti-gadget player clears the Stage wall from Stock, then the hard breacher opens it.
  4. Push Stage through the breach while one player hits Lobby from the Porch and another holds Kitchen Hallway.
  5. 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 positions

  • Stock, looking through the breach
  • Lobby, looking up into Stage
  • Kitchen Hallway (north flank)
  • 2F Construction, playing the hatch over Stage

Pitfalls

  • Using EMP before the breacher is ready — defenders can re-trick or replace batteries.
  • Standing exposed on the breach wall while throwing.
  • Throwing your gadget before the breacher is on the wall.
  • Planting in the open middle of Bar.
  • 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.
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