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Clubhouse · 1F Bar / Stage

Site 3 · 1 setup, numbered — not ranked.

1. Stock wall hold

Deny the Stock → Stage wall, close both 2F hatches over the site and open the Bar / Stage half wall so the two anchors can swap.

Draft · Y11S3mediumSolo-queue friendly

Playing soloThe basics one player can do: walls, holes and where to stand
Your job
  • Reinforce the Stage wall on the Stock side first.
  • Stay out of the Lobby opening — attackers push it late.
  • Reinforce the Construction hatch above Stage if nobody has done it.
Bar / Stage solo setupToiletsStageKitchen HallwayBarPoolLoungePorchLobbyAB87654321
  1. Reinforce this wall: Stage wall to Stock — The main breach — attackers take Stock and blow it.
  2. Reinforce this wall: Bar wall to Kitchen Hallway (west) — Stops a breach from the Kitchen side into Bar.
  3. Reinforce this wall: Stage wall to Kitchen Hallway (east) — Same for the Stage half of the room.
  4. Reinforce this wall: Pool west wall — Keeps attackers from opening Pool from the Strip Club side.
  5. Reinforce this hatch: Hatch above Stage (from 2F Construction) — Without it, attackers drop or shoot down onto the Stage plant.
  6. Reinforce this hatch: Hatch above Pool (from 2F Gym) — Stops vertical onto the Bar anchor.
  7. Open a rotation hole here: Bar ↔ Stage half wall — Opens a sightline and a second path between the two halves.
  8. Hold this spot: Bar, behind the booth — Sees the Kitchen Hallway door and the Stage half through the rotate.

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
Bar / Stage team setupToiletsStockStageKitchen HallwayBarPoolLoungePorchLobbyAB13121110987654321
  1. Reinforce: Stage wall to Stock — The main breach — attackers take Stock and blow it.
  2. Reinforce: Bar wall to Kitchen Hallway (west) — Stops a breach from the Kitchen side into Bar.
  3. Reinforce: Stage wall to Kitchen Hallway (east) — Same for the Stage half of the room.
  4. Reinforce: Pool west wall — Keeps attackers from opening Pool from the Strip Club side.
  5. Reinforce hatch: Hatch above Stage (from 2F Construction) — Without it, attackers drop or shoot down onto the Stage plant.
  6. Reinforce hatch: Hatch above Pool (from 2F Gym) — Stops vertical onto the Bar anchor.
  7. Rotation hole: Bar ↔ Stage half wall — Opens a sightline and a second path between the two halves.
  8. Gadget (Kaid): Claw on the Stage wall — Electrifies the wall so charges fail.
  9. Gadget (Castle): Barricade the Porch → Lobby door — Slows the Lobby push that pinches Stage.
  10. Camera: Valkyrie camera in Stock — Shows when attackers set up on the Stage wall.
  11. Stand here: Bar, behind the booth — Sees the Kitchen Hallway door and the Stage half through the rotate.
  12. Stand here: Stage, north corner — Off the breach line but close enough to punish the plant.
  13. Roam: Roamer: Kitchen → Kitchen Hallway → Main Stairs — Stops the Kitchen player from reaching Kitchen Hallway.

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 (or Bandit / Mute) on the Stage wall, Castle on the Lobby door, Valkyrie camera in Stock.
  • One anchor in Bar, one in Stage; one player holds 2F Construction above the hatch.
  • The fifth player roams Kitchen and the Main Stairs.

What attackers try — and your answer

  • Hard breach from Stock → Kaid claw plus a late trick; the Bar anchor swings through the rotate.
  • Lobby push from the Porch → Castle slows it; Stage anchor plays off the door.
  • Vertical from Construction → the 2F player contests it or the hatch stays reinforced.

Mistakes to avoid

  • Nobody on 2F: Construction and Gym both have a hatch into the site.
  • Standing in front of the Stage wall when it opens.
  • Leaving Kitchen free — the Bar wall is the backup breach.
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