Oregon · 2F Kids' Dorms / Dorms Main Hall
Site 1 · 1 setup, numbered — not ranked.
1. Attic and Low Attic hold
Deny the Low Attic wall into Kids' Dorm, keep the Attic defended, and watch Dorms Main Hall from Kids through a Mira.
Draft · Y11S3mediumSolo-queue friendly
Playing soloThe basics one player can do: walls, holes and where to stand
Your job
- Reinforce the Low Attic wall into Kids' Dorm first.
- Never stand in front of that wall or the Big Window.
- If nobody holds the Attic, go there — it buys the most time.
- Reinforce this wall: Kids' Dorm wall to Low Attic — The main breach from the Attic side.
- Reinforce this wall: Kids west wall to the Dining Roof — Stops a breach from outside.
- Reinforce this wall: Dorms Main Hall wall to Gaming — Keeps the Master side from opening the Main Hall.
- Reinforce this wall: Attic wall to the Tower — Keeps the Attic worth holding — attackers cannot open it from the Tower.
- Open a rotation hole here: Kids' Dorm ↔ Dorms Main Hall — A second path between the rooms next to the Mira.
- Hold this spot: Kids' Dorm, north-west corner — Off the Low Attic breach line; watches the Main Hall through the mirror.
- Hold this spot: Dorms Main Hall, by White Stairs — Covers the Big Window and the White Stairs door.
- Hold this spot: Attic — Delays the Attic take — the round is much easier while you live.
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: Kids' Dorm wall to Low Attic — The main breach from the Attic side.
- Reinforce: Kids west wall to the Dining Roof — Stops a breach from outside.
- Reinforce: Dorms Main Hall wall to Gaming — Keeps the Master side from opening the Main Hall.
- Reinforce: Attic wall to the Tower — Keeps the Attic worth holding — attackers cannot open it from the Tower.
- Rotation hole: Kids' Dorm ↔ Dorms Main Hall — A second path between the rooms next to the Mira.
- Gadget (Kaid): Claw on the Low Attic wall — Electrifies the main breach wall.
- Gadget (Mira): Mirror on the Kids wall, facing Dorms Main Hall — Kids player watches the Main Hall, White Stairs door and plant.
- Gadget (Aruni): Surya gate on the Attic door (Meeting Roof side) — Slows the Attic take and burns attacker utility.
- Stand here: Kids' Dorm, north-west corner — Off the Low Attic breach line; watches the Main Hall through the mirror.
- Stand here: Dorms Main Hall, by White Stairs — Covers the Big Window and the White Stairs door.
- Stand here: Attic — Delays the Attic take — the round is much easier while you live.
- Roam: Roamer: Master → Trophy → Middle — Stops the Balcony push from clearing the Master side.
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 Low Attic wall, Mira on the Kids ↔ Dorms wall, Aruni on the Attic door.
- Anchors in Kids and Dorms Main Hall; one player in the Attic; one roams Master / Trophy.
- Goyo or Ela is a good fifth to slow the Kids door and the White Stairs.
What attackers try — and your answer
- Breach from Low Attic → Kaid plus a late trick; the Kids anchor plays the corner.
- Big Window swing → the Main Hall anchor plays off the window, the Mira shows it.
- Master side cleared from the Balcony → the roamer falls back to Middle.
Mistakes to avoid
- Giving up the Attic early.
- Peeking the Big Window from the Main Hall.
- Forgetting the White Stairs — attackers flank up them late.