Consulate · Basement Cafeteria / Garage
Site 4 · 1 setup, numbered — not ranked.
1. CCTV and pillar hold
Deny the Construction wall into Cafeteria, lock down CCTV and the Garage pillar, close the hatches from 1F and keep a player on 1F Expo.
Draft · Y11S3mediumSolo-queue friendly
Playing soloThe basics one player can do: walls, holes and where to stand
Your job
- Reinforce the Construction wall into Cafeteria first.
- Reinforce the hatch above Garage if it is still open.
- Play CCTV or the Garage pillar, not the middle of Cafeteria.
- Reinforce this wall: Cafeteria wall to Construction — The main breach from the Server Stairs side.
- Reinforce this wall: CCTV wall to the Lockers corridor — Protects the CCTV anchor from a breach.
- Reinforce this wall: Garage wall to the Lockers corridor — Protects the pillar player from the Lockers side.
- Reinforce this hatch: Hatch above Garage (from 1F Expo) — Without it, attackers drop right next to the pillar.
- Reinforce this hatch: Hatch above the Lockers corridor (from Tellers Hallway) — Stops a drop behind CCTV.
- Open a rotation hole here: Garage ↔ Cafeteria — Lets the pillar and Cafeteria anchors trade each other.
- Hold this spot (Smoke): CCTV — Sees several entries from an isolated room.
- Hold this spot (Doc): Garage pillar — Covers the Garage side and 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: Cafeteria wall to Construction — The main breach from the Server Stairs side.
- Reinforce: CCTV wall to the Lockers corridor — Protects the CCTV anchor from a breach.
- Reinforce: Garage wall to the Lockers corridor — Protects the pillar player from the Lockers side.
- Reinforce hatch: Hatch above Garage (from 1F Expo) — Without it, attackers drop right next to the pillar.
- Reinforce hatch: Hatch above the Lockers corridor (from Tellers Hallway) — Stops a drop behind CCTV.
- Rotation hole: Garage ↔ Cafeteria — Lets the pillar and Cafeteria anchors trade each other.
- Gadget (Bandit): Batteries on the Construction wall — Trick the hard breach.
- Gadget (Smoke): Smoke canisters near CCTV — Deny the plant from a safe spot.
- Stand here (Smoke): CCTV — Sees several entries from an isolated room.
- Stand here (Doc): Garage pillar — Covers the Garage side and the rotate.
- Camera: Camera on the Server Stairs — Shows when attackers come down to Construction.
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.
- Roam: Roamer on 1F Expo, above Garage — Stops attackers opening the hatch and the floor.
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
- Smoke in CCTV, Doc at the pillar, Bandit on the Construction wall.
- One player holds 1F Expo above the site; one roams the Lockers / Banana side.
- Echo or Maestro adds plant denial if the team has spare slots.
What attackers try — and your answer
- Hard breach from Construction → Bandit trick, CCTV and the rotate trade.
- Vertical from Expo → hatch reinforced and a 1F roamer.
- Push from Banana / Lockers → reinforced CCTV and Garage walls slow them.
Mistakes to avoid
- Nobody on 1F — attackers open the Expo hatch and floor.
- Leaving the Server Stairs without a camera or a player.
- Opening too many holes into Garage.