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Thatcher · Kafe Dostoyevsky 3F

Cocktail Lounge / Bar

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 Kafe Dostoyevsky Cocktail Lounge / BarTerraceBakery RoofPianoWhite CorridorWhite StairsBarFreezerBathroomCocktail EntranceCocktailStorageCigarBarRed StairsCigar BalconyCocktailBalconyWood StairsAB54321
  1. Go this way: Roof → New Hatch → Cigar → Piano → corridor
  2. Send your drone here: Drone Bar and the Cocktail doorway
  3. Danger — an enemy often holds here: Storage anchor
  4. Break this strong wall: Bar wall — breach it from the Piano-side corridor
  5. Plant the defuser here: Bar, behind the counter near the 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 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 Bar wall breachable and clear the site.

Team goal: Win the top of the map (roof, Cigar, Piano), open the reinforced Bar wall from the Piano-side corridor and plant Bar while White Stairs is watched.

Anti-gadget (your main job)

Clear Kaid/Bandit/Mute on the Bar wall, then cameras and any Mira in Storage.

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)

After the plant, play the breach and Cigar Balcony; deny the Cocktail doorway.

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

River Docks (north) or Christmas Market (west) for the roof. Park (south) for the White Stairs player.

  • Climb to the roof and open the Red Hatch (over Red Stairs) and New Hatch (over Cigar Balcony).
  • Take Cigar and Piano together — one player alone gets traded.
  • Send one player up White Stairs to cut the defenders who rotate from 2F.

Drone checklist

  • Cigar and Piano first (early defender holds).
  • Storage and the Cocktail Lounge doorway (common anchor spots).
  • White Corridor and Bathroom for a roamer coming up White Stairs.
  • Behind the Bar counter.

Team map

Thatcher team plan on Kafe Dostoyevsky Cocktail Lounge / BarTerracePianoWhite CorridorWhite StairsBarFreezerBathroomCocktail EntranceCocktailStorageCigarBarRed StairsCigar BalconyCocktailBalconyWood StairsAB151413121110987654321
  1. Move: Roof → New Hatch → Cigar → Piano → corridor
  2. Move: White Stairs → Cocktail Entrance
  3. Drone: Drone Bar and the Cocktail doorway
  4. Enemy likely: Storage anchor
  5. Hard breach: Bar wall — breach it from the Piano-side corridor
  6. Plant: Bar, behind the counter near the breach
  7. Hold: Corridor by Piano, watching the breach
  8. Hold: Cigar Balcony, watching Bar
  9. Move: Roof → Red Hatch → Red Stairs → Cigar
  10. Vertical: Red Hatch (roof) drops into Red Stairs
  11. Vertical: New Hatch (roof) drops into Cigar Balcony
  12. Enemy likely: Cocktail Lounge anchor
  13. Move: Push through the breach into Bar
  14. Hold: White Corridor (flank)
  15. Hard breach: Bar → Cocktail wall (backup, from Bar)

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. Two players take the roof and drop the Red Hatch and New Hatch into Red Stairs and Cigar Balcony.
  2. Clear Cigar and Piano together, then hold the corridor next to Piano.
  3. One player comes up White Stairs to White Corridor and Cocktail Entrance.
  4. The anti-gadget player clears the Bar wall on the corridor side, then the hard breacher opens it.
  5. Push Bar from the breach and Cigar Balcony at the same time; plant behind the counter.

Plant

Plant Bar behind the counter, close to the south wall you opened, so the players in the Piano-side corridor and on Cigar Balcony can both see the defuser. Cocktail Lounge is the plant once the Cocktail anchor is dead.

Post-plant positions

  • Piano-side corridor, looking through the breach
  • Cigar Balcony / Wood Stairs, looking into Bar
  • White Corridor / Cocktail Entrance (flank)
  • Red Stairs (flank)

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 hard breacher is ready.
  • Planting in the middle of Bar where Cocktail can see you.
  • Rushing through one hatch into a waiting Cigar defender.
  • Ignoring White Stairs — the easiest flank on 3F.
  • Planting Bar while the Cocktail Lounge anchor is alive and watching.

If defenders…

  • If the Bar wall is denied, take Bar through Cigar Balcony / Wood Stairs and open the Bar → Cocktail wall for Cocktail.
  • If defenders stack Storage, open its walls from the corridor or Bathroom for extra angles.
  • If the roof is locked down, come up Red Stairs and White Stairs instead.
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