Outback · 1F Red Bedroom / Green Bedroom
Site 3 · 1 setup, numbered — not ranked.
1. Yellow wall and hatch hold
Deny the Yellow → Red and hallway → Red walls, close both 2F hatches, keep a rotate between Red and Green and hold 2F above.
Draft · Y11S3mediumSolo-queue friendly
Playing soloThe basics one player can do: walls, holes and where to stand
- Reinforce the wall between Yellow and Red first.
- Stay near the Red ↔ Green rotate so you can move.
- If you hear people above you, somebody must go to 2F.
- Reinforce this wall: Red wall to the Yellow Bedroom — The main breach from the west door.
- Reinforce this wall: Red wall to the motel hallway — The backup breach from the south.
- Reinforce this wall: Closet wall to the Reptile corridor — Keeps the Green side closed from the east.
- Open a rotation hole here: Red ↔ Green — A second path between rooms besides the Bathroom.
- Hold this spot: Green, south corner — Covers the rotate and the Green plant.
- Hold this spot: Red, by the rotate — Off both breach lines; can swap to Green.
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 Dorms hatch — Stops a drop into the motel hallway outside Red.
- Reinforce this hatch: 2F Piano hatch — Stops a drop into the Closet next to Green.
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: Red wall to the Yellow Bedroom — The main breach from the west door.
- Reinforce: Red wall to the motel hallway — The backup breach from the south.
- Reinforce: Closet wall to the Reptile corridor — Keeps the Green side closed from the east.
- Rotation hole: Red ↔ Green — A second path between rooms besides the Bathroom.
- Gadget (Mute): Jammer on the Yellow wall — Blocks the hard breach into Red.
- Gadget (Maestro): Evil Eye in Green — Watches the Bathroom door and the rotate.
- Gadget (Lesion): Gu mines in the motel hallway — Slows and reveals the south push.
- Stand here: Green, south corner — Covers the rotate and the Green plant.
- Stand here: Red, by the rotate — Off both breach lines; can swap to Green.
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 Dorms hatch — Stops a drop into the motel hallway outside Red.
- Reinforce hatch: 2F Piano hatch — Stops a drop into the Closet next to Green.
- Roam: Roamer on 2F: Dorms → Laundry (floor above site) — Stops attackers from opening the floor over Red and Green.
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 Yellow wall, Maestro in Green, Lesion on the hallway.
- One roamer holds 2F Dorms / Laundry; one plays the Bathroom side.
- Close both 2F hatches — they drop right next to site.
What attackers try — and your answer
- Breach from Yellow → Mute stops it; Maverick still gets in, so trade from the rotate.
- Vertical from 2F Laundry → contest 2F early or play under cover.
- Push through the Bathroom → the Evil Eye sees it; the Green anchor holds the door.
Mistakes to avoid
- Holding the Bathroom alone — it is a tight crossfire for attackers and defenders.
- Leaving 2F empty: the whole motel floor above site is soft.
- Standing next to the Yellow wall when it gets breached.