Fortress · 1F Waiting Room / Cafeteria
Site 3 · 1 setup, numbered — not ranked.
1. Infirmary wall hold
Deny the Infirmary wall into Cafeteria and the Kitchen wall into Waiting Room, reinforce the Briefing hatch above Waiting, and keep a Waiting ↔ Cafeteria rotate.
Draft · Y11S3easySolo-queue friendly
Playing soloThe basics one player can do: walls, holes and where to stand
Your job
- Reinforce the Infirmary wall into Cafeteria first.
- Then the Kitchen wall into Waiting Room.
- Reinforce the hatch above Waiting Room — it is in the 2F Briefing floor.
- Play the west part of Cafeteria, away from the breach.
- Reinforce this wall: Cafeteria wall to Infirmary — The main breach — attackers take Infirmary from the Cliffside door.
- Reinforce this wall: Waiting Room wall to Kitchen — The second breach, from the Kitchen side.
- Reinforce this wall: Cafeteria wall to Cafeteria Hallway — Closes a thin angle from the hallway.
- Reinforce this hatch: Hatch above Waiting Room (2F Briefing) — Attackers upstairs drop or shoot down onto Waiting.
- Open a rotation hole here: Waiting Room ↔ Cafeteria, next to the door — A second path between the rooms.
- Hold this spot: Cafeteria, west part — Hidden from the Infirmary breach.
- Hold this spot: Waiting Room, west corner — Covers the courtyard door 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 Infirmary — The main breach — attackers take Infirmary from the Cliffside door.
- Reinforce: Waiting Room wall to Kitchen — The second breach, from the Kitchen side.
- Reinforce: Cafeteria wall to Cafeteria Hallway — Closes a thin angle from the hallway.
- Reinforce hatch: Hatch above Waiting Room (2F Briefing) — Attackers upstairs drop or shoot down onto Waiting.
- Rotation hole: Waiting Room ↔ Cafeteria, next to the door — A second path between the rooms.
- Gadget (Kaid): Claw on the Infirmary wall — Makes the main breach fail.
- Gadget (Aruni): Surya Gate on the courtyard door — Slows the push from the outdoor courtyard.
- Gadget (Goyo): Volcán shield by the Cafeteria Hallway door — Blocks the south door and burns the planter.
- Stand here: Cafeteria, west part — Hidden from the Infirmary breach.
- Stand here: Waiting Room, west corner — Covers the courtyard door and the rotate.
- Roam: Roamer: Cafeteria Hallway → Old Stairs — Holds the south flank and can go up to 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 on the Infirmary wall, Aruni on the courtyard door, Goyo on the south door.
- Two anchors (Cafeteria and Waiting); one roamer on the Old Stairs side; one player holds 2F Briefing.
- Valkyrie cameras in the courtyard help, since attackers there are outdoors.
What attackers try — and your answer
- Breach from Infirmary → Kaid claw, then trade from the west part of Cafeteria.
- Courtyard push → Aruni gate plus the Waiting anchor.
- Vertical from 2F Briefing → reinforced hatch and a 2F player.
Mistakes to avoid
- Leaving the Briefing hatch open with nobody on 2F.
- Peeking Infirmary through the wall before it opens.
- Standing next to the courtyard door, where attackers pre-fire.