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