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Current Y11S3 Ranked bomb-site directory
Checked 10 September 2026. All objective names and floors are public reference information; full-plan labels are separate.
Bank
- CEO Office / Executive Lounge · 2F
- Open Area / Staff Room · 1F
- Tellers’ Office / Archives · 1F
- CCTV Room / Lockers · B
Border
- Supply Room / Customs Inspection · 1F
- Workshop / Ventilation Room · 1F
- Bathroom / Tellers · 1F
- Armory Lockers / Archives · 2F
Calypso Casino
- CCTV / Vault Checkpoint · B
- Bar / Betting · 1F
- Blackjack / Poker · 1F
- Cigar Room / Pool · 2F
Chalet
- Office / Master Bedroom · 2F
- Gaming Room / Bar · 1F
- Kitchen / Dining Room · 1F
- Wine Cellar / Snowmobile Garage · B
Clubhouse
- Gym / Bedroom · 2F
- CCTV Room / Cash Room · 2F
- Bar / Stage · 1F
- Church / Arsenal Room · B
Coastline
- Billiards Room / Hookah Lounge · 2F
- Theater / Penthouse · 2F
- Kitchen / Reception · 1F
- Blue Bar / Sunrise Bar · 1F
Consulate
- Meeting Room / Consul Office · 2F
- Piano Room / Exposition Room · 1F
- Tellers / Servers · 1F / B
- Cafeteria / Garage · B
Fortress
- Hammam / Sitting Room · 1F
- Waiting Room / Cafeteria · 1F
- Bathroom / Commander’s Office · 2F
- Dormitory / Games Room · 2F
Kafe Dostoyevsky
- Cocktail Lounge / Bar · 3F
- Fireplace Hall / Mining Room · 2F
- Reading Room / Fireplace Hall · 2F
- Kitchen Service / Kitchen Cooking · 1F
Lair
- Master Office / R6 Room · 2F
- Bunks / Briefing · 1F
- Armory / Weapon Maintenance · 1F
- Lab / Lab Support · B
Nighthaven Labs
- Command / Server · 2F
- Control / Storage · 1F
- Kitchen / Cafeteria · 1F
- Tank / Assembly · B
Skyscraper
- Tea Room / Karaoke · 2F
- Work Office / Exhibition · 2F
- BBQ / Kitchen · 1F
- Bedroom / Bathroom · 1F
Theme Park
- Initiation Room / Office · 2F
- Bunk / Day Care · 2F
- Armory / Throne Room · 1F
- Lab / Storage · 1F
Villa
- Aviator Room / Games Room · 2F
- Trophy Room / Statuary Room · 2F
- Kitchen / Dining Room · 1F
- Art Storage / Old Office · B
Free briefings
Sixteen complete attack and defence briefings. Interactive Quick Play requires JavaScript, but these full guides remain available.
Open CCTV without abandoning Garage
clubhouse · CCTV / Cash · attack
Combine an opened CCTV wall with a manageable Garage/Rafters clear, then protect the plant instead of chasing into Cash.
Before you commit
- A hard breacher can reach the CCTV wall.
- A second player can deal with the actual breach denial.
- Garage pressure has a partner and a covered return route.
Find the hold
Drone Garage and its approaches before entering. Establish whether Rafters is occupied and whether Lounge pressure makes the clear unsafe. Tell the breacher what is actually denying the wall.
Create usable pressure
Open the CCTV wall when the denial window is real. Work Garage with a partner and suitable utility; one player covers the defender’s escape instead of everyone looking at the same door.
Commit only with cover
Recheck Rafters and Red before the planter crosses. Use the breach and won space to cover the plant. After planting, preserve the connected angles rather than running through Cash.
Five jobs
- Thermite · Hard breach: Open the exterior CCTV wall after the denial call.
- Thatcher · Denial support: Find and disable the electronic obstacle to that breach.
- Capitão · Rafters pressure: Displace a confirmed Rafters hold while a teammate covers escape.
- Buck · Second clear: Help clear Garage approaches and check accessible soft pressure.
- Nomad · Flank and cover: Cover the return route, then guard the planter’s exposed angle.
Fallback
A Garage take is not obligatory. When it consumes too many players or utility, regroup around a fresh drone read and a covered alternative; do not keep feeding one ladder or doorway.
Solo
Join the pair already creating usable pressure. Do not attempt to perform the entire Garage clear and CCTV breach alone.
Duo
Choose two connected jobs in this briefing. One player provides the information or cover while the other acts; do not assume the other three players will execute an unannounced split.
Stack
Assign the five jobs, the main route and the fallback before the round. Agree which new information changes the plan; the briefing is not a script to follow after its prerequisites disappear.
Evidence
Foretact’s own synthesis of documented map context, operator mechanics and community principles. Not a copied pro-team playbook, current win-rate claim or gameplay-tested route. Verify the live setup and adapt to bans.
Make the breach only the first problem
clubhouse · CCTV / Cash · defence
Keep Garage and Red information connected to the CCTV hold. Spend attacker time without donating an isolated Rafters player.
Before you commit
- The CCTV exterior wall has planned denial.
- The Rafters player knows a retreat route.
- Cash, Red and Garage responsibilities are called before contact.
Prepare connected holds
Reinforce and deny the CCTV wall. Assign Garage/Rafters, Red/Cash and site responsibilities, with a known fallback for the advanced player. Place projectile protection for an actual incoming utility line.
Trade space deliberately
Call a Garage split and Lounge pressure early. The Rafters player should fall back before being pinched without support. Do not send the whole defence to repair a wall while Cash is unguarded.
Contest the actual plant
After a breach, keep observation on the crossing and use area denial on a confirmed entry or plant attempt. Cover a teammate’s reposition instead of independently swinging the same breach.
Five jobs
- Bandit · Wall denial: Make the CCTV breach costly without dying for a lost wall.
- Jäger · Utility protection: Protect the Garage hold from the relevant projectile angle.
- Smoke · Late denial: Stay able to contest the CCTV crossing or plant.
- Valkyrie · Information: Connect Garage and approach information to the site players.
- Mute · Drone denial: Limit fresh drones through the defended entry routes.
Fallback
If Rafters is lost, call it immediately and reorganise from Cash/site cover. A planned retreat is better than pretending the original crossfire still exists.
Solo
Join the pair already creating usable pressure. Do not attempt to perform the entire Garage clear and CCTV breach alone.
Duo
Choose two connected jobs in this briefing. One player provides the information or cover while the other acts; do not assume the other three players will execute an unannounced split.
Stack
Assign the five jobs, the main route and the fallback before the round. Agree which new information changes the plan; the briefing is not a script to follow after its prerequisites disappear.
Evidence
Foretact’s own synthesis of documented map context, operator mechanics and community principles. Not a copied pro-team playbook, current win-rate claim or gameplay-tested route. Verify the live setup and adapt to bans.
Earn Server control before the plant
bank · CCTV / Lockers · attack
Turn Server-side control into a covered CCTV plant, with the hatch and defender returns accounted for.
Before you commit
- A drone can check Server and the immediate basement approach.
- Hard breach is reserved for the opening the team will use.
- Someone owns the flank and hatch information.
Locate the layer
Check Server, the entry approach and relevant hatch pressure. Do not assume a camera on the entry means the rest of the basement is clear. Choose where the breacher can work safely.
Convert control
Remove the utility stopping Server access, then pair the entry with a trade angle. Open the planned site wall only when the squad can protect the breacher and hold the space created.
Cover the plant
Confirm the plant area with fresh information and cover the defender return angles. Leave someone watching the route the attack used; a plant attempt is not permission for every player to turn toward site.
Five jobs
- Ace · Hard breach: Open the site-facing wall once Server control is usable.
- Thatcher · Denial support: Create the electronic-disable window for the planned opening.
- Flores · Utility clear: Remove reachable utility that protects the Server entry.
- Gridlock · Route denial: Make the secured return route harder to retake.
- Buck · Entry partner: Help clear the first layer and cover the teammate committing.
Fallback
If Server cannot be cleared with the available utility, stop attempting the same untraded entry. Re-drone a different basement route and move together; do not drop blind through an opened hatch.
Solo
Cover an identifiable missing job: denial support, a fresh Server drone or the team’s return route. Announce which one.
Duo
Choose two connected jobs in this briefing. One player provides the information or cover while the other acts; do not assume the other three players will execute an unannounced split.
Stack
Assign the five jobs, the main route and the fallback before the round. Agree which new information changes the plan; the briefing is not a script to follow after its prerequisites disappear.
Evidence
Foretact’s own synthesis of documented map context, operator mechanics and community principles. Not a copied pro-team playbook, current win-rate claim or gameplay-tested route. Verify the live setup and adapt to bans.
Keep Server, site and the return routes connected
bank · CCTV / Lockers · defence
Make Server entry expensive while preserving a way to contest the plant from connected site positions.
Before you commit
- Decide which hatches are reinforced.
- Server pressure and site denial have separate owners.
- The team knows when the forward hold must retreat.
Prepare the layers
Set hatch and wall denial to support the chosen hold. Keep a route between the forward Server contest and deeper site cover. Use observation to tell the anchors when the first layer is under pressure.
Force a costly clear
Spend utility to make Server access take time, but retreat when the hold is exposed from multiple directions. Assign another player to the attack’s return route rather than five players watching one opening.
Use information for denial
Wait for a credible plant or entry cue before spending late area denial. Coordinate one contest with another defender’s covering angle; do not peek the same breach one by one.
Five jobs
- Kaid · Hatch and wall denial: Choose the reinforced surface the attack needs most.
- Mute · Drone denial: Deny an information route into the defended layer.
- Smoke · Plant denial: Preserve a safe influence on the final CCTV plant area.
- Jäger · Projectile protection: Protect the forward hold without trapping a teammate.
- Valkyrie · Basement information: Observe a return route and give actionable calls.
Fallback
A lost Server hold changes the plan. Fall back to a connected site defence, call the lost angle and preserve remaining denial rather than immediately trying to retake alone.
Solo
Cover an identifiable missing job: denial support, a fresh Server drone or the team’s return route. Announce which one.
Duo
Choose two connected jobs in this briefing. One player provides the information or cover while the other acts; do not assume the other three players will execute an unannounced split.
Stack
Assign the five jobs, the main route and the fallback before the round. Agree which new information changes the plan; the briefing is not a script to follow after its prerequisites disappear.
Evidence
Foretact’s own synthesis of documented map context, operator mechanics and community principles. Not a copied pro-team playbook, current win-rate claim or gameplay-tested route. Verify the live setup and adapt to bans.
Take Armory with CCTV accounted for
border · Armory Lockers / Archives · attack
Create a usable Armory opening while accounting for CCTV and the Archives-side response.
Before you commit
- The team has checked the CCTV support position.
- A breacher and denial solution are available.
- A player is assigned to stairs and the return route.
Separate the threats
Drone the CCTV support area, Armory and the adjacent approach. Identify where the defenders can swing the breacher or the teammate entering; do not describe all upper-floor information as “site”.
Open and clear
Use hard breach after locating the denial. Coordinate the entry with the CCTV clear or containment so the attacker is not fighting both positions at once. Account for a defender working below before committing to a predictable plant.
Cross with a purpose
Cover the Archives-side response and stairs while the planter commits to an area checked with fresh information. Keep a crossfire from the space already won instead of abandoning it to chase an anchor.
Five jobs
- Ace · Hard breach: Create the planned Armory opening after denial is addressed.
- Thatcher · Denial support: Locate the device preventing the breach and time its disable.
- Flores · Utility clear: Remove reachable utility protecting the support hold.
- Buck · Clear and vertical check: Help clear the support layer and relevant soft angles.
- Nomad · Return-route cover: Cover a cleared stair or return route during the execute.
Fallback
When CCTV cannot be cleared, keep it actively contained before crossing or regroup on a newly checked route. A doorway being quiet is not evidence that its defender has left.
Solo
Support the breach or trade the first entry. Five independent balcony angles do not replace an inside clear.
Duo
Choose two connected jobs in this briefing. One player provides the information or cover while the other acts; do not assume the other three players will execute an unannounced split.
Stack
Assign the five jobs, the main route and the fallback before the round. Agree which new information changes the plan; the briefing is not a script to follow after its prerequisites disappear.
Evidence
Foretact’s own synthesis of documented map context, operator mechanics and community principles. Not a copied pro-team playbook, current win-rate claim or gameplay-tested route. Verify the live setup and adapt to bans.
Defend two rooms, not one exterior wall
border · Armory Lockers / Archives · defence
Force the attack to clear the supporting rooms and stairs before it can use the Armory breach.
Before you commit
- Armory and Archives each have a defined responsibility.
- CCTV support has a fallback, not an isolated last stand.
- Wall denial does not block needed friendly movement.
Keep the split playable
Reinforce the intended exterior breach line and protect it with denial. Assign CCTV support, Armory, Archives and stair information. Avoid a setup that seals a friendly fallback.
Delay without isolating
Use the supporting hold to force drones and utility. Retreat when the attacker has both an exterior opening and a trade angle. Tell the anchors whether the next threat is the breach or Archives.
React to the live opening
Use remaining cover and area denial against the route the attack has actually won. Coordinate one defender contesting with another covering the escape or plant; do not stack behind a wall already being cleared.
Five jobs
- Bandit · Wall denial: Delay the chosen Armory breach without overcommitting.
- Mute · Information denial: Limit drone access to the supporting hold.
- Jäger · Utility protection: Protect the defender buying time in the supporting room.
- Smoke · Late area denial: Contest a known entry or plant from viable cover.
- Valkyrie · Stair information: Keep the anchors informed about the next return route.
Fallback
If the supporting room is lost, do not maintain a crossfire that no longer exists. Reassign Archives and stairs and play the remaining site cover.
Solo
Support the breach or trade the first entry. Five independent balcony angles do not replace an inside clear.
Duo
Choose two connected jobs in this briefing. One player provides the information or cover while the other acts; do not assume the other three players will execute an unannounced split.
Stack
Assign the five jobs, the main route and the fallback before the round. Agree which new information changes the plan; the briefing is not a script to follow after its prerequisites disappear.
Evidence
Foretact’s own synthesis of documented map context, operator mechanics and community principles. Not a copied pro-team playbook, current win-rate claim or gameplay-tested route. Verify the live setup and adapt to bans.
Connect an Attic take to the Dorms entry
oregon · Kids’ Dorms / Dorms Main Hall · attack
Create coordinated Attic and Dorms pressure without leaving the first entry isolated.
Before you commit
- The squad agrees which Dorms entry is the main commitment.
- Attic pressure has a drone and a trading partner.
- Stair and lower-floor returns are assigned.
Find the extension
Drone the Attic approach and the part of Dorms the team will enter. Establish whether the defenders are contesting outside the site rooms or waiting for a window entry. Check the lower return before settling into a long hold.
Connect the pressure
Clear or contain the Attic-side defender with a partner. Use breach and utility only on the obstacle identified by the drone. Keep the separate Dorms pressure close enough in timing to matter.
Secure the crossing
Confirm the live positions around the intended plant and the stair return. Enter with trade cover instead of sending the defuser first through a contested window. After planting, protect the joined angles rather than separating again.
Five jobs
- Hibana · Hard breach: Open the selected reinforced boundary when the drone confirms it is needed.
- Thatcher · Denial support: Remove the electronic obstacle to that opening.
- Buck · Soft pressure: Create a useful soft angle from controlled space.
- Ying · Entry timing: Coordinate entry disruption with the teammate crossing.
- Nomad · Return-route cover: Cover the cleared approach and listen for its retake.
Fallback
If the Attic pinch is not developing, regroup around a fresh read instead of continuing a solo window vault. Switch the main route only after the flank assignment moves with it.
Solo
Pair with the person already checking the chosen entry. Name the stair route you are covering rather than claiming all flanks are safe.
Duo
Choose two connected jobs in this briefing. One player provides the information or cover while the other acts; do not assume the other three players will execute an unannounced split.
Stack
Assign the five jobs, the main route and the fallback before the round. Agree which new information changes the plan; the briefing is not a script to follow after its prerequisites disappear.
Evidence
Foretact’s own synthesis of documented map context, operator mechanics and community principles. Not a copied pro-team playbook, current win-rate claim or gameplay-tested route. Verify the live setup and adapt to bans.
Keep Attic and the stair returns in the same plan
oregon · Kids’ Dorms / Dorms Main Hall · defence
Make the attackers pay for each approach while preserving a route between the site rooms and the supporting hold.
Before you commit
- The team has a planned Attic boundary.
- Both site rooms remain defendable after a window entry.
- A supporting player can retreat before the pinch.
Prepare a retreat
Choose which Attic-facing surfaces support the hold and keep the friendly route usable. Allocate a player to the Dorms entry, another to Attic pressure and a clear owner for stair information.
Identify the main threat
Do not rotate everyone on the first window sound. Use drones denied, cameras and direct calls to distinguish the main push from distraction. Fall back from the extension when the second angle arrives.
Preserve plant denial
Use cover and remaining utility on the confirmed commit. Account for the stair flank before swinging a window or doorway. A surviving player who can contest the plant is worth more than an unnecessary re-peek.
Five jobs
- Kaid · Breach denial: Protect the important reinforced boundary.
- Mute · Drone denial: Make the Attic-side information task harder.
- Wamai · Projectile protection: Place redirection away from the friendly hold.
- Smoke · Area denial: Keep a useful way to contest the eventual plant.
- Valkyrie · Return information: Give short calls on the stair or lower return.
Fallback
Give up an exposed extension before it costs two players. Call the lost space and play a connected site defence rather than attempting an unsupported retake.
Solo
Pair with the person already checking the chosen entry. Name the stair route you are covering rather than claiming all flanks are safe.
Duo
Choose two connected jobs in this briefing. One player provides the information or cover while the other acts; do not assume the other three players will execute an unannounced split.
Stack
Assign the five jobs, the main route and the fallback before the round. Agree which new information changes the plan; the briefing is not a script to follow after its prerequisites disappear.
Evidence
Foretact’s own synthesis of documented map context, operator mechanics and community principles. Not a copied pro-team playbook, current win-rate claim or gameplay-tested route. Verify the live setup and adapt to bans.
Connect Solarium pressure to Master control
chalet · Master Bedroom / Office · attack
Pressure Master and Office from connected positions, rather than leaving one attacker alone on a window.
Before you commit
- Choose whether Master or Office is the main commitment.
- Solarium-side information has a player ready to act on it.
- A teammate covers the approach from the other side of the floor.
Build the picture
Drone Solarium, Master and the supporting route toward Office. Call whether a defender is holding the bathroom-side layer or falling deeper. Exterior pressure is useful information, not proof that the room is clear.
Join the pressure
Clear the chosen support position with a partner. Use controlled soft destruction or a required reinforced opening to make the defender’s hold harder; keep the other teammate watching the reposition rather than duplicating the same angle.
Enter with a covered return
Commit to the room the team can genuinely support. Recheck the plant area and the stair return. Keep the window or support angle connected to the planter instead of abandoning it for a deep chase.
Five jobs
- Hibana · Selective breach: Open the reinforced boundary the squad has chosen to exploit.
- Buck · Soft pressure: Work a confirmed soft angle from cleared space.
- Thatcher · Denial support: Locate the electronics preventing the needed opening.
- Ying · Entry disruption: Time utility with the teammate crossing into the chosen room.
- Nomad · Return-route cover: Cover the cleared route while the team commits upstairs.
Fallback
When Solarium pressure is not producing a usable entry, stop leaving one player exposed indefinitely. Re-drone and regroup on the side where the team can create a traded clear.
Solo
Help the pair creating the real entry. A second independent rappel is not automatically the missing job.
Duo
Choose two connected jobs in this briefing. One player provides the information or cover while the other acts; do not assume the other three players will execute an unannounced split.
Stack
Assign the five jobs, the main route and the fallback before the round. Agree which new information changes the plan; the briefing is not a script to follow after its prerequisites disappear.
Evidence
Foretact’s own synthesis of documented map context, operator mechanics and community principles. Not a copied pro-team playbook, current win-rate claim or gameplay-tested route. Verify the live setup and adapt to bans.
Keep the top-floor support positions connected
chalet · Master Bedroom / Office · defence
Use the supporting rooms to delay the clear, then retain a playable site defence after the exterior angles open.
Before you commit
- The team agrees which support position will be contested.
- The supporting player has a route back to site.
- Stair information remains assigned during window pressure.
Plan the first layer
Choose a support hold that slows the attack without requiring an isolated fight. Coordinate the reinforced boundaries and usable friendly routes. Establish separate calls for Solarium-side pressure and the Office-side response.
Read the split
Window pressure alone should not pull the whole team off its roles. Use information to identify the actual entry; retreat from the supporting room when the attacker gains the second angle that makes the hold untenable.
Defend the remaining room
After a lost support position, call which crossing is now exposed. Use remaining cover and denial against the live commitment. Cover the returning teammate before trying to reclaim space.
Five jobs
- Mute · Information denial: Limit the drones identifying the supporting hold.
- Kaid · Boundary denial: Protect the reinforced surface integral to the setup.
- Wamai · Projectile redirection: Keep the relevant incoming utility away from the hold.
- Smoke · Commit denial: Preserve a viable angle on the eventual entry or plant.
- Valkyrie · Split information: Distinguish the real entry from pressure on the other side.
Fallback
Give up a support room before a lost player also removes its information. Re-form around the site room the team can still cover.
Solo
Help the pair creating the real entry. A second independent rappel is not automatically the missing job.
Duo
Choose two connected jobs in this briefing. One player provides the information or cover while the other acts; do not assume the other three players will execute an unannounced split.
Stack
Assign the five jobs, the main route and the fallback before the round. Agree which new information changes the plan; the briefing is not a script to follow after its prerequisites disappear.
Evidence
Foretact’s own synthesis of documented map context, operator mechanics and community principles. Not a copied pro-team playbook, current win-rate claim or gameplay-tested route. Verify the live setup and adapt to bans.
Turn Aqua control into a joined Billiards push
coastline · Hookah Lounge / Billiards Room · attack
Connect Aqua-side control and Hookah pressure, then commit only when the two angles can support each other.
Before you commit
- This is not labelled as a current Ranked recommendation.
- The team has a chosen entry, not five independent windows.
- A player covers the lower or stair return into the won space.
Find the defended side
Drone Aqua and the route into Billiards, while another player checks the Hookah-side pressure. Identify the actual utility and the return route before settling into an exterior hold.
Win usable space
Clear the chosen side with a partner and remove utility that protects its close position. Keep the other pressure active enough to prevent a free defender reposition, rather than splitting the team into untraded fights.
Join the commitment
Recheck the crossing and cover the site-side response before committing the planter. Keep ownership of Aqua or the won support space; do not let it become an unobserved return route during the plant.
Five jobs
- Flores · Utility clear: Remove reachable utility protecting the chosen close hold.
- Buck · Clear partner: Help secure the support room and relevant soft angles.
- Ying · Entry timing: Coordinate disruption with the entry rather than throwing blindly.
- Nomad · Return-route cover: Cover the approach the squad has already cleared.
- Capitão · Area pressure: Displace a known hold while the team watches its escape.
Fallback
If neither side is producing a supported clear, consolidate on one fresh drone read. Do not turn a stalled split into separate solo vaults.
Solo
Choose a visible missing support job around the team’s main entry. Do not split farther just because a window is free.
Duo
Choose two connected jobs in this briefing. One player provides the information or cover while the other acts; do not assume the other three players will execute an unannounced split.
Stack
Assign the five jobs, the main route and the fallback before the round. Agree which new information changes the plan; the briefing is not a script to follow after its prerequisites disappear.
Evidence
Foretact’s own synthesis of documented map context, operator mechanics and community principles. Not a copied pro-team playbook, current win-rate claim or gameplay-tested route. Verify the live setup and adapt to bans.
Make Aqua and Hookah pressure cost time
coastline · Hookah Lounge / Billiards Room · defence
Preserve information on both approaches and avoid letting one uncontested side isolate the site players.
Before you commit
- Aqua-side and Hookah-side responsibilities are separate.
- The support player can retreat into covered space.
- Both site rooms retain information after the first contact.
Keep two-way information
Prepare a setup that tells the team whether the main pressure is Aqua or Hookah. Deny drone access where it helps the first hold, and keep friendly movement between the remaining positions possible.
Delay and preserve numbers
Use protection and cover to spend attacker utility. Retreat from the support position if the other angle makes it impossible to hold. Call the lost space so the site player does not continue trusting it.
Contest the joined push
Use late utility on the actual commitment. A defender covering a teammate’s reposition is more useful than a second player swinging the same window. Keep the remaining return route observed.
Five jobs
- Mute · Drone denial: Make the initial close-position clear less certain.
- Wamai · Projectile redirection: Place utility away from the teammate it protects.
- Smoke · Plant denial: Retain influence on the room the attack finally commits to.
- Valkyrie · Approach information: Keep calls from the two approaches distinct.
- Lesion · Return warning: Cover an entry route the team can actually respond to.
Fallback
Losing Aqua is a call to reassign the defence, not to pretend its old crossfire remains. Protect the new site boundary and contest together.
Solo
Choose a visible missing support job around the team’s main entry. Do not split farther just because a window is free.
Duo
Choose two connected jobs in this briefing. One player provides the information or cover while the other acts; do not assume the other three players will execute an unannounced split.
Stack
Assign the five jobs, the main route and the fallback before the round. Agree which new information changes the plan; the briefing is not a script to follow after its prerequisites disappear.
Evidence
Foretact’s own synthesis of documented map context, operator mechanics and community principles. Not a copied pro-team playbook, current win-rate claim or gameplay-tested route. Verify the live setup and adapt to bans.
Make the roof pressure lead to an inside clear
kafe-dostoyevsky · Bar / Cocktail Lounge · attack
Convert roof and window information into a coordinated Cigar-side clear and a covered top-floor commitment.
Before you commit
- The squad chooses a real inside entry.
- The first drop or crossing has a drone and trade cover.
- The stair return is assigned before the execute.
See before dropping
Use roof or window access to gather current information on the first inside position. Identify the utility protecting the entry and whether the defender can escape toward another top-floor angle.
Clear the first layer
Remove the identified obstacle and enter with a partner covering the trade. Extend the clear only as far as the squad can hold; an open hatch is not evidence that every position beneath it is safe.
Protect the final crossing
Recheck the chosen plant area and the stair response. Keep the inside entry connected to exterior cover, and protect the space already cleared rather than leaving the planter under several uncalled angles.
Five jobs
- Hibana · Selective breach: Open a needed reinforced surface, not every visible option.
- Thatcher · Denial support: Address the device obstructing the planned opening.
- Flores · Utility clear: Remove the reachable obstacle protecting the first inside hold.
- Ying · Entry timing: Pair disruption with the teammate entering the room.
- Nomad · Stair and return cover: Protect a cleared return route during the plant.
Fallback
A stalled roof hold is not a reason to drop one at a time. Re-drone, choose the entry with available support and move the flank assignment before changing sides.
Solo
Provide the drone or trade for the player entering. A safe place on the roof is not itself a contribution to inside control.
Duo
Choose two connected jobs in this briefing. One player provides the information or cover while the other acts; do not assume the other three players will execute an unannounced split.
Stack
Assign the five jobs, the main route and the fallback before the round. Agree which new information changes the plan; the briefing is not a script to follow after its prerequisites disappear.
Evidence
Foretact’s own synthesis of documented map context, operator mechanics and community principles. Not a copied pro-team playbook, current win-rate claim or gameplay-tested route. Verify the live setup and adapt to bans.
Connect the Cigar delay to the site defence
kafe-dostoyevsky · Bar / Cocktail Lounge · defence
Delay the first inside clear without losing the defenders needed to contest the final Bar/Cocktail push.
Before you commit
- The forward hold can fall back before a pinch.
- Bar and Cocktail responsibilities are clear.
- A player owns information on the stair return.
Prepare an exit
Set the Cigar-side delay with an explicit retreat route. Position utility for the expected approach without blocking friendly movement. Separate the support hold from the late plant-denial responsibility.
Read the entry
Distinguish an attacker gathering information from the actual inside commit. Spend utility to delay a supported entry; do not remain in a forward position after roof and window angles create an unanswerable pinch.
Hold what remains
Call the loss of the first layer and cover the site crossing from remaining positions. Use late area denial on confirmed commitment, while a teammate watches the stair response and returning players.
Five jobs
- Mute · Information denial: Deny fresh drones into the forward hold.
- Jäger · Projectile protection: Protect the relevant entry angle into that hold.
- Smoke · Late denial: Remain able to contest the final top-floor commitment.
- Valkyrie · Stair information: Keep the return route visible to the team.
- Lesion · Entry warning: Add a warning layer on a route someone can respond to.
Fallback
When the forward hold is lost, stop taking isolated fights to restore the old setup. Reassign Bar, Cocktail and stairs around the remaining cover.
Solo
Provide the drone or trade for the player entering. A safe place on the roof is not itself a contribution to inside control.
Duo
Choose two connected jobs in this briefing. One player provides the information or cover while the other acts; do not assume the other three players will execute an unannounced split.
Stack
Assign the five jobs, the main route and the fallback before the round. Agree which new information changes the plan; the briefing is not a script to follow after its prerequisites disappear.
Evidence
Foretact’s own synthesis of documented map context, operator mechanics and community principles. Not a copied pro-team playbook, current win-rate claim or gameplay-tested route. Verify the live setup and adapt to bans.
Use the Garage breach after checking its support
consulate · Cafeteria / Garage · attack
Create a Garage opening that leads to usable site control, with the inside support positions and return routes checked.
Before you commit
- Use the current reworked map, not a remembered pre-rework route.
- The breacher has a confirmed denial solution.
- The team has checked the inside position that covers the crossing.
Confirm the current setup
Drone the Garage-side hold and identify what is stopping the exterior breach. Check the current interior route before making a plan around old map memory. Keep someone watching a defender return while the support player works.
Open with a follow-up
Coordinate the denial clear and the breacher. Once the wall is open, locate the defender still covering the crossing; a successful explosion does not make Garage safe to enter.
Cover the plant and return
Use fresh information to choose a plant the squad can cover from the actual space it controls. Account for Cafeteria-side responses and the return route. After planting, protect connected angles rather than chasing deeper into basement.
Five jobs
- Thermite · Hard breach: Open the exterior Garage wall after the denial check.
- Thatcher · Denial support: Locate and disable the electronics obstructing that charge.
- Buck · Inside support: Check the supporting soft angle from controlled space.
- Flores · Utility clear: Remove a reachable device protecting the interior hold.
- Gridlock · Return-route denial: Cover the cleared route during the final commitment.
Fallback
If the wall stays denied and the team has no safe clear, re-drone an alternative inside route together. Do not spend the remaining round repeating the same failed charge.
Solo
Help solve the visible wall-denial problem or cover the team’s return route. Announce the job so it is not duplicated.
Duo
Choose two connected jobs in this briefing. One player provides the information or cover while the other acts; do not assume the other three players will execute an unannounced split.
Stack
Assign the five jobs, the main route and the fallback before the round. Agree which new information changes the plan; the briefing is not a script to follow after its prerequisites disappear.
Evidence
Foretact’s own synthesis of documented map context, operator mechanics and community principles. Not a copied pro-team playbook, current win-rate claim or gameplay-tested route. Verify the live setup and adapt to bans.
Defend the breach without sacrificing the rest of basement
consulate · Cafeteria / Garage · defence
Make the exterior opening costly while retaining information and plant denial after the wall is lost.
Before you commit
- The exterior Garage wall and its denial have an owner.
- Cafeteria-side pressure is not left unobserved.
- The defender at the wall has a retreat plan.
Prepare beyond the wall
Reinforce and deny the intended exterior opening. Keep site communication and the friendly retreat usable. Assign information on the other basement approach so wall pressure cannot distract all five players.
Spend time, not lives
Contest the breach while it is safe and supported. When vertical or interior pressure makes replacement denial unsafe, fall back and call the change. Preserve the utility needed after the wall is opened.
Defend the crossing
Use information and remaining denial on a confirmed entry or plant. Coordinate the Garage-side contest with the other site player, instead of independently swinging a breach covered by several attackers.
Five jobs
- Bandit · Exterior wall denial: Delay the opening while the hold remains safe.
- Mute · Drone denial: Make the interior setup harder to identify.
- Smoke · Late plant denial: Preserve a useful angle after the wall is lost.
- Jäger · Projectile protection: Protect the real hold rather than an abandoned position.
- Valkyrie · Other-approach information: Keep the team aware of the basement-side split.
Fallback
After losing the wall, defend the current site boundary and the plant, not the memory of an intact Garage. Call which angle is no longer safe.
Solo
Help solve the visible wall-denial problem or cover the team’s return route. Announce the job so it is not duplicated.
Duo
Choose two connected jobs in this briefing. One player provides the information or cover while the other acts; do not assume the other three players will execute an unannounced split.
Stack
Assign the five jobs, the main route and the fallback before the round. Agree which new information changes the plan; the briefing is not a script to follow after its prerequisites disappear.
Evidence
Foretact’s own synthesis of documented map context, operator mechanics and community principles. Not a copied pro-team playbook, current win-rate claim or gameplay-tested route. Verify the live setup and adapt to bans.