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Thatcher · Oregon 2F

Kids' Dorms / Dorms Main Hall

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 Oregon Kids' Dorms / Dorms Main HallMiddleTowerStairsLow AtticAtticKidsTrophyArmory CorridorGamingDormMasterWalk InWhite StairsArmory StairsDining RoofMeeting RoofMeeting RoofShooting RangeAB54321
  1. Go this way: Tower → Meeting Roof → Attic door
  2. Send your drone here: Drone Middle → Kids' Dorm door
  3. Danger — an enemy often holds here: Mira on the Kids ↔ Dorms wall
  4. Break this strong wall: Kids' Dorm wall — breach it from Low Attic
  5. Plant the defuser here: Kids' Dorm, next to the Low Attic 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

Clear the wall denial and the Mira.

Team goal: Win the Attic first, clear the Master side, then open Kids' Dorm from Low Attic and pinch with a Big Window player.

Anti-gadget (your main job)

Clear the Kids' Dorm wall, then the Mira between Kids and Dorms Main Hall.

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 plant from Low Attic and the Big Window; deny the Kids door.

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

Construction for the Tower / Meeting Roof / Attic. Junkyard or Bus for the Dining Roof (Big Window). Street for the Balcony.

  • Tower / Meeting Roof → Attic door (north).
  • Dining Roof → Big Window into Dorms Main Hall (west).
  • Street → Balcony → Master (south).

Drone checklist

  • Attic (defenders hold it early).
  • Master, Walk In and Trophy.
  • White Stairs.
  • The Kids' Dorm ↔ Dorms Main Hall wall — a Mira there is common.

Team map

Thatcher team plan on Oregon Kids' Dorms / Dorms Main HallMiddleTowerStairsLow AtticAtticKidsTrophyOfficeArmory CorridorArmoryGamingDormMasterWalk InWhite StairsArmory StairsBalconyDining RoofMeeting RoofMeeting RoofGardenShooting RangeAB1716151413121110987654321
  1. Move: Tower → Meeting Roof → Attic door
  2. Drone: Drone Middle → Kids' Dorm door
  3. Enemy likely: Mira on the Kids ↔ Dorms wall
  4. Hard breach: Kids' Dorm wall — breach it from Low Attic
  5. Move: Dining Roof → Big Window
  6. Plant: Kids' Dorm, next to the Low Attic wall
  7. Hold: Low Attic, watching the breach
  8. Hold: Dining Roof, at the Big Window
  9. Plant: Dorms Main Hall (backup)
  10. Move: Street → Balcony → Master
  11. Drone: Drone Middle → Dorms Main Hall → White Stairs
  12. Enemy likely: Attic hold
  13. Move: Attic → Low Attic
  14. Move: Meeting Roof → Kids north window
  15. Move: Push through the breach into Kids' Dorm
  16. Hold: Master, watching Gaming and the Armory side
  17. Hard breach: Kids west wall — backup breach from the Dining Roof

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. Drone 2F; take the Tower and the Meeting Roof, then fight for the Attic.
  2. Clear the Master side from the Balcony and watch the White Stairs.
  3. The anti-gadget player clears the Kids' Dorm wall from Low Attic; the hard breacher opens it.
  4. Push the breach while one player swings the Big Window from the Dining Roof.
  5. Plant Kids' Dorm; hold Low Attic, the Big Window and White Stairs.

Plant

Plant Kids' Dorm next to the Low Attic wall right after it opens, so the Low Attic and Attic players cover it. Dorms Main Hall is planted from the Big Window side once Kids is clear.

Post-plant positions

  • Low Attic, looking through the breach
  • Dining Roof, at the Big Window
  • Master / Balcony side
  • White 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.
  • Ignoring Aruni gates and Goyo shields on the doors.
  • Planting before the swing routes are called.
  • Big Window without Attic, White Stairs and Master info.
  • Solo entries.
  • Leaving the Attic to the defenders.

If defenders…

  • If the Attic is stacked, attack Dorms Main Hall from the Master side and the Big Window.
  • If a Mira covers Kids, break it before the breach (Twitch / Brava / Flores).
  • If the Low Attic wall is denied, open the Kids west wall from the Dining Roof.
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