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Thermite · Lair Basement

Lab Support / Lab

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

Break open a strong wall so your team can get into the bomb room.

Your gadget: Exothermic Charge. Hard-breach charge that opens a large walk-through hole in a reinforced wall.

Thermite solo plan on Lair Lab Support / LabLab ExitLockersLabStockSupportMissileMissile HallwayToxinStaffStaff StairsCourtyard StairsCourtyardNorth DockCourtyard TunnelWarehouseWarehouseYellow StairsFiltrationBlue StairsBarrelsElectricalAB54321
  1. Go this way: Yellow Stairs → Missile Hallway → Lockers
  2. Go this way: Courtyard Tunnel → Courtyard → Lab Exit
  3. Danger — an enemy often holds here: Lab anchor
  4. Break this strong wall: Lab wall — breach it from Lockers
  5. Plant the defuser here: Lab, next to the Lockers 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 gadget before a teammate destroys the enemy gadgets on the wall.
  • Don’t stand right in front of the wall when it opens.
  • 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

Open Lab from Lockers.

Team goal: Open the reinforced Lockers wall into Lab, pressure the Lab Exit doors and play the 1F floor above so the anchors are hit from three sides.

Hard breach (your main job)

Stand in Lockers on the wall shared with Lab (orange line). Breach on the "clear" call and let the entry player swing first.

With Exothermic Charge: Stack on the marked hard-breach wall, wait for the anti-gadget player to call the wall clear, then place the charge on the centre of the wall. Stand off to the side while it burns — the hole becomes the team’s main entry.

Entry (if the team needs it)

Swing the breach with a trade partner, or push the Lab Exit doors when the breach opens.

With Exothermic Charge: Once the wall is down, you are often the closest player to site: clear the near corner of the hole with your team, not alone.

Spawn & approach

Gate / South Dock for Yellow Stairs and Warehouse. The north side for the Courtyard Tunnel.

  • Yellow Stairs (or Warehouse from the docks) → Missile Hallway → Lockers: the main lane to the Lab wall.
  • Courtyard Tunnel → Courtyard → Lab Exit: a second lane onto the Lab and Lab Support doors.
  • One player on 1F Armory / Reception to open the hatches and floor above the site.

Drone checklist

  • Lockers and Missile Hallway — defenders like to hold these early.
  • Toxin and Stock, south of the site, where anchors hide.
  • The Lab Support corners next to the Lab Exit doors.
  • 1F Armory and Reception for defenders playing the floor.

Team map

Thermite team plan on Lair Lab Support / LabLab ExitLockersLabStockSupportMissileMissile HallwayToxinStaffStaff StairsCourtyard StairsCourtyardNorth DockCourtyard TunnelWarehouseWarehouseYellow StairsFiltrationBlue StairsBarrelsElectricalAB1413121110987654321
  1. Move: Yellow Stairs → Missile Hallway → Lockers
  2. Move: Courtyard Tunnel → Courtyard → Lab Exit
  3. Enemy likely: Lab anchor
  4. Hard breach: Lab wall — breach it from Lockers
  5. Move: Push through the breach into Lab
  6. Plant: Lab, next to the Lockers breach
  7. Drone: Drone Lockers and the Lab wall
  8. Drone: Drone Lab Support through the Lab Exit door
  9. Vertical: 1F Armory hatch drops into Lab Support
  10. Vertical: Open the 1F Reception floor above Lab
  11. Enemy likely: Toxin player
  12. Hold: Lockers, watching the breach
  13. Hold: Missile Hallway (flank)
  14. Hold: Lab Exit, watching the doors

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 come down Yellow Stairs (or in through Warehouse from the docks) into Missile Hallway and Lockers.
  2. One player takes the Courtyard Tunnel to Courtyard and Lab Exit.
  3. One player takes 1F Armory / Reception and opens the floor and hatches above the site.
  4. The anti-gadget player clears the Lockers → Lab wall, then the hard breacher opens it.
  5. Push Lab from the breach and the Lab Exit doors at the same time; plant near the breach.

Plant

Plant Lab close to the Lockers breach, so the player in Lockers and the player playing the 1F Reception floor above can both see the defuser. Lab Support is the backup plant from the Lab Exit doors.

Post-plant positions

  • Lockers, looking through the breach
  • 1F Reception, playing the floor above Lab
  • Missile Hallway (east flank)
  • Lab Exit / Courtyard (north flank)

Pitfalls

  • Placing the charge before Bandit/Kaid/Mute is cleared — it gets fried or jammed.
  • Standing in front of the wall where defenders can shoot through the burning hole.
  • Breaching while Missile Hallway is still held behind you.
  • Swinging alone into a Maestro or Mira angle.
  • Attacking only from the docks — defenders stack Lockers and Missile Hallway.
  • Ignoring 1F: defenders there shoot down through the floor and hatches.
  • Forgetting the Yellow Stairs flank behind Missile.

If defenders…

  • If the Lab wall stays denied, push the Lab Exit doors and plant Lab Support under the Armory hatch.
  • If the 1F hatches are reinforced, open the Reception floor instead.
  • If Missile Hallway is locked down, move both dock players to the Courtyard side.
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