Oregon · 1F Kitchen / Meeting Hall
Site 3 · 1 setup, numbered — not ranked.
1. Tower wall hold
Deny the Tower → Stage wall, close the Attic hatch over Meeting and the Kids hatch over Kitchen, and keep a rotate between Kitchen and Meeting.
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 Tower side first.
- Stand in Split or behind the Kitchen counters, not in the open hall.
- Someone must hold the 2F Attic — go there if nobody does.
- Reinforce this wall: Stage wall to the Tower — The main breach — attackers take the Tower and blow it.
- Reinforce this wall: Meeting wall to Security Corridor (west) — Stops a breach from the south corridor.
- Reinforce this wall: Meeting wall to Lobby (east) — Same on the Lobby side.
- Reinforce this wall: Kitchen wall to Security — The Kitchen breach from Security.
- Reinforce this wall: Kitchen wall to Dining — Stops attackers in Dining opening Kitchen.
- Reinforce this hatch: Hatch above Meeting (from 2F Attic) — Without it, attackers shoot down on the Meeting plant.
- Reinforce this hatch: Hatch above Kitchen (from 2F Kids) — Stops vertical onto the Kitchen anchor.
- Open a rotation hole here: Kitchen ↔ Meeting — The quick path between the two rooms.
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 the Tower — The main breach — attackers take the Tower and blow it.
- Reinforce: Meeting wall to Security Corridor (west) — Stops a breach from the south corridor.
- Reinforce: Meeting wall to Lobby (east) — Same on the Lobby side.
- Reinforce: Kitchen wall to Security — The Kitchen breach from Security.
- Reinforce: Kitchen wall to Dining — Stops attackers in Dining opening Kitchen.
- Reinforce hatch: Hatch above Meeting (from 2F Attic) — Without it, attackers shoot down on the Meeting plant.
- Reinforce hatch: Hatch above Kitchen (from 2F Kids) — Stops vertical onto the Kitchen anchor.
- Rotation hole: Kitchen ↔ Meeting — The quick path between the two rooms.
- Gadget (Mute): Jammer on the Stage wall — Blocks breach charges and drones on the main wall.
- Gadget (Jäger): ADS in the middle of Meeting — Eats grenades thrown through the breach and the corridor door.
- Camera: Valkyrie camera in the Tower — Shows when attackers set up on the Stage wall.
- Stand here: Meeting, in Split — Covered from the breach; watches the plant and the Lobby side.
- Stand here: Kitchen, by the rotate — Covers the Kitchen Corridor door and swings into Meeting.
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 2F: Attic → Low Attic — Keeps attackers off the Attic hatch above Meeting.
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
- Mute on the Stage wall, Valkyrie cameras in the Tower, Jäger in Meeting.
- Anchors in Split and Kitchen; one roamer in the Attic; one watches the Kitchen Corridor and White Stairs.
- Pulse or Smoke is a good fifth for the plant.
What attackers try — and your answer
- Hard breach from the Tower → Mute jammer, then trade the breach from Split.
- Kitchen Corridor push → Kitchen anchor and a Castle barricade on the Meeting door slow it.
- Vertical from the Attic → the 2F roamer contests it or the hatch stays reinforced.
Mistakes to avoid
- Losing the Attic for free — the hatch then opens over the plant.
- Standing on Stage when the wall opens.
- Forgetting the Kitchen Corridor — it leads straight into Meeting and Kitchen.