

Thatcher · Nighthaven Labs Basement
Tank / Assembly
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: 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.
- Go this way: West stairs down from 1F → Assembly Delivery
- Send your drone here: Drone Assembly corners
- Break this strong wall: Assembly wall — breach it from Assembly Delivery
- Plant the defuser here: Assembly, right behind 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 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 Assembly wall breachable.
Team goal: Own 1F above the site, open the floors, then breach the Assembly wall from Assembly Delivery and plant Assembly.
Anti-gadget (your main job)
Clear Bandit, Kaid or Mute gadgets on the Assembly wall from Assembly Delivery, then clear any camera or Mira 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 Assembly Delivery. After the plant, watch the breach and the floor hole from 1F.
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
Generator (west) or Helipad (south). Both are close to the west side of the building and the Workshop / Control Room entrances.
- Enter 1F from the West Side and clear Control Room, Storage and Workshop.
- Use the west stairs to reach the Tank passage and Assembly Delivery.
- Send one player down the Emergency stairs on the east side to cut the rotation and watch the flank.
Drone checklist
- Assembly corners next to the Assembly Delivery wall, where anchors hide from the breach.
- Tank and the Tank passage (a common second anchor spot).
- The top hallway and the Emergency stairs for a roamer.
- 1F Control Room and Storage before you stand on the floor above the site.
Team map
- Move: West stairs down from 1F → Assembly Delivery
- Drone: Drone Assembly corners
- Hard breach: Assembly wall — breach it from Assembly Delivery
- Plant: Assembly, right behind the breach
- Plant: Tank (backup plant)
- Hold: Assembly Delivery, watching the breach
- Hold: West stairs (Tank-side flank)
- Move: Emergency stairs (east) → top hallway
- Drone: Drone Tank
- Vertical: Open the floor from 1F Storage (above Assembly)
- Vertical: Open the floor from 1F Control Room (above Tank)
- Enemy likely: Assembly back-corner anchor
- Enemy likely: Tank anchor
- Move: Push through the breach into Assembly
- Hold: Top hallway (east flank)
- Hard breach: Second Assembly wall panel (if the first is denied)
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 1F first: clear Control Room and Storage, the two rooms right above the basement sites.
- Open the soft floor above Assembly (from 1F Storage) and above Tank (from 1F Control Room).
- Two players go down the west stairs into Assembly Delivery; one comes down the Emergency stairs on the east side.
- The anti-gadget player clears the Assembly wall from Assembly Delivery, then the hard breacher opens it.
- Push Assembly through the breach while the 1F player shoots down through the floor. Plant and spread out.
Plant
Plant Assembly on the Assembly Delivery side, right behind the breach, so the players in Assembly Delivery and on 1F (playing the floor above) can both see the defuser. Tank is the backup plant once the Tank passage is clear.
Post-plant positions
- Assembly Delivery, looking through the breach
- Top hallway, watching the Emergency stairs side
- West stairs (flank from the Tank side)
- 1F Storage, playing the open floor above Assembly
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 utility before the breacher is ready — a Bandit can plug back in.
- Everyone standing inside Assembly after the plant.
- Going to the basement before 1F is clear — defenders on 1F shoot down through the soft floors.
- Ignoring the east Emergency stairs flank.
- Breaching Assembly while the Tank anchor can still shoot Assembly Delivery.
If defenders…
- If the Assembly wall stays denied, play the floors: open both 1F floors and plant Tank from the west stairs.
- The outer south wall of Assembly can also be reinforced or breached — check it on the drone before you plan around it.
- If defenders extend up to 1F Control Room, take that fight slowly with three players first.
More & sources
Thatcher on other Nighthaven Labs floors
Full team plan for this floor →
Defending instead? Tank / Assembly setups
Sources
- Ubisoft – Nighthaven Labs map page (official blueprints)
- Ubisoft – Operation High Stakes (Y10S3, Nighthaven modernized)
- siege.gg – Nighthaven Labs map stats (site win rates)
- siege.gg – Operation Solar Raid new map: Nighthaven Labs
- Recon 6 – Nighthaven Labs strategy guide (site summaries)
- Liquipedia – Nighthaven Labs (sites, spawns)
- Stratbook – Nighthaven Labs sites
- R6Calls – community callouts
Thatcher's kit changed recently; check it in-game. Callouts from the community R6Calls project, aligned to Ubisoft's official blueprints.