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Bank · 1F Tellers' Office / Archives

Site 3 · 1 setup, numbered — not ranked.

1. Deny Tellers, hold Admin

Reinforce the Tellers-side and Admin-side walls, keep a rotate between Tellers' Office and Archives, and hold the vertical from 2F.

Draft · Y11S3mediumSolo-queue friendly

Playing soloThe basics one player can do: walls, holes and where to stand
Your job
  • Reinforce the Tellers' Office wall and the Admin wall first.
  • Stay near the rotate so you can move between the two rooms.
  • Listen for players above you on 2F — they will open the floor.
Tellers' Office / Archives solo setupSquareSquare StairsAdminArchivesTellers OfficeTellersAB654321
  1. Reinforce this wall: Tellers' Office wall to Tellers — The Lobby-side breach attackers use first.
  2. Reinforce this wall: Archives wall to Admin — Stops the second breach from Admin.
  3. Reinforce this wall: Archives wall to Square — Square is an easy attacker room — keep it closed.
  4. Open a rotation hole here: Tellers' Office ↔ Archives — One opening between the rooms so anchors can swap.
  5. Hold this spot: Archives, back corner — Covers the rotate and Square door.
  6. Hold this spot: Tellers' Office, near the rotate — Off the breach line, ready to swing to Archives.

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.

Playing with a teamEvery wall, rotate, gadget and position — with the reason
Tellers' Office / Archives team setupSquareSquare StairsKitchenElevatorsElevatorsOpen Space HallwayAdminArchivesTellers OfficeTellersAB87654321
  1. Reinforce: Tellers' Office wall to Tellers — The Lobby-side breach attackers use first.
  2. Reinforce: Archives wall to Admin — Stops the second breach from Admin.
  3. Reinforce: Archives wall to Square — Square is an easy attacker room — keep it closed.
  4. Rotation hole: Tellers' Office ↔ Archives — One opening between the rooms so anchors can swap.
  5. Gadget (Kaid): Claw on the Tellers' Office wall — Electrifies the wall so charges fail.
  6. Gadget (Mira): Mirror on the Admin wall — Watches Admin and Open Area pushes from Archives.
  7. Stand here: Archives, back corner — Covers the rotate and Square door.
  8. Stand here: Tellers' Office, near the rotate — Off the breach line, ready to swing to Archives.

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.

Tellers' Office / Archives team setupATMsJanitorMain StairsTerraceStockMeeting HallwayLobby StairsStock HallwayMeetingSquare StairsTop SquareCEOExecExec HallwayFront DeskLoanElevatorsGarage RoofBananaLobbyMain EntranceGarage RampPlaza1
  1. Roam: Roamer on 2F: Exec → CEO → Top Square — Attackers above you can open the floor — someone must hold 2F.

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.

How the five fit together

  • Kaid and Mute keep the two breach walls safe.
  • Mira watches Admin from Archives; one roamer holds 2F above the site.
  • Smoke or Pulse is a good fifth pick near the plant.

What attackers try — and your answer

  • Attackers take 2F and play vertical → contest 2F early with your roamer.
  • Hard breach from Tellers → trick it with Bandit/Kaid and swing from the rotate.
  • Push through Admin → the Mira spots them first; trade from Archives.

Mistakes to avoid

  • Nobody holding 2F — the whole ceiling is destructible.
  • Standing in the open Lobby side.
  • Opening too many rotates.
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