Nighthaven Labs · 1F Kitchen / Cafeteria
Site 2 · 1 setup, numbered — not ranked.
1. Cafeteria wall and Meeting hold
Deny the Cafeteria north wall and the Cafeteria ↔ Kitchen wall, keep a player on 2F Meeting and anchor Kitchen by the stairs.
Draft · Y11S3mediumSolo-queue friendly
Playing soloThe basics one player can do: walls, holes and where to stand
- Reinforce the Cafeteria north wall first.
- Stay in Kitchen near the stairs — it is the safest spot.
- Someone must hold 2F Meeting, or the floor over Cafeteria gets opened.
- Reinforce this wall: Cafeteria north wall to Cafeteria Hallway — The main breach from the Lobby side.
- Reinforce this wall: Cafeteria ↔ Kitchen wall — Stops attackers who take Cafeteria from blowing into Kitchen.
- Reinforce this wall: Wall of the room south of Kitchen — Closes the south approach next to Vending.
- Reinforce this wall: Seating-room south wall — Cuts one path from the Control Room side into Cafeteria.
- Open a rotation hole here: Storage Hallway ↔ east side (rotation from the west site) — Fast rotation from the other 1F site.
- Hold this spot: Kitchen, by the stairs — Covers the plant in both rooms from cover.
- Hold this spot: Cafeteria, east side — Behind the mirror, off the breach line.
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.
- Reinforce this hatch: 2F Electrical Balcony hatch — Stops a drop into the room right under Kitchen.
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 north wall to Cafeteria Hallway — The main breach from the Lobby side.
- Reinforce: Cafeteria ↔ Kitchen wall — Stops attackers who take Cafeteria from blowing into Kitchen.
- Reinforce: Wall of the room south of Kitchen — Closes the south approach next to Vending.
- Reinforce: Seating-room south wall — Cuts one path from the Control Room side into Cafeteria.
- Rotation hole: Storage Hallway ↔ east side (rotation from the west site) — Fast rotation from the other 1F site.
- Gadget (Kaid): Claw on the Cafeteria ↔ Kitchen wall — Electrifies the wall so charges fail.
- Gadget (Mira): Mirror on the Cafeteria north wall — Watches Cafeteria Hallway from inside site.
- Gadget (Lesion): Gu mines in Vending — Slows and reveals the south push.
- Stand here: Kitchen, by the stairs — Covers the plant in both rooms from cover.
- Stand here: Cafeteria, east side — Behind the mirror, off the breach line.
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.
- Reinforce hatch: 2F Electrical Balcony hatch — Stops a drop into the room right under Kitchen.
- Roam: Roamer holds 2F Meeting (soft floor over Cafeteria) — Stops attackers opening the floor over site.
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 divider, Mira on the north wall, Lesion on Vending.
- One roamer on 2F Meeting, one in the Lobby / Lobby Stairs early.
- Rotate through the side room from the Control Room side if the attack shows up late.
What attackers try — and your answer
- Hard breach on the Cafeteria wall → the Mira sees them; trade from Kitchen.
- Vertical from 2F Meeting → contest Meeting early, or fall back to Kitchen.
- Push through Vending → Lesion mines slow them; the Kitchen anchor holds the door.
Mistakes to avoid
- Holding the Lobby too long — it is open and easy to trade.
- Leaving the Electrical Balcony hatch open.
- Playing under the soft floor in Cafeteria when attackers take Meeting.