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Chalet Map Guide: Site Control & Team Coordination

The Alpine Lodge That Rewards Real Teams

Chalet is one of Rainbow Six Siege's most recognizable maps: a snow-covered alpine lodge with warm wooden interiors, a fireplace-lit living room, and four bomb sites spread across three floors. It has been in the competitive rotation for years, received a significant rework that reshaped its basement and first floor, and still teaches the same lesson every match: this map punishes solo play harder than almost any other.

Chalet is big, vertical, and full of angles. Attackers can come from the cliffside, the lakeside, the front door, or straight down through the roof — and defenders have to cover all of it. No single player can hold everything, which is why teams that communicate win Chalet and teams that don't get picked apart room by room. If you're building your fundamentals, our R6 map knowledge guide covers the callout system this guide builds on.

This guide walks through every bomb site, how to attack and defend each one, the vertical play that decides rounds, and the coordination habits that turn Chalet from a confusing maze into your team's best map.

Chalet at a Glance

Chalet is a three-floor map (basement, first floor, second floor) plus a playable roof. The layout is roughly L-shaped, with the garage and basement on one end and the living areas stretching across. Four bomb sites rotate through the rounds:

  • B: Snowmobile Garage / Wine Cellar — the basement site
  • 1F: Kitchen / Bar — the first-floor site
  • 2F: Library / Dining — the second-floor site
  • 2F: Master Bedroom / Office — the second-floor site

A quick note on accuracy: Chalet was reworked several seasons ago, and room names and layouts can vary by region and personal callout habits. The callouts in this guide are the widely “used ones — Kitchen, Bar, Library, Dining, Master Bedroom, Office, Snowmobile Garage, Wine Cellar, Trophy Room, Mudroom, Patio, Cliffside, Lakeside — but your stack may have its own names. Agree on callouts before the match starts, not during it.

The Four Bomb Sites

B: Snowmobile Garage / Wine Cellar

The basement site. Snowmobile Garage is a large open room with vehicles for cover and multiple entry points; Wine Cellar is the tighter room behind it, full of racks that create close-quarters angles. Attackers typically push through the garage's exterior entrances or drop down from above, while defenders use the vehicles and the cellar's doorways to create crossfires.

This site is all about the garage. Whoever controls the garage floor controls the round — defenders who lose the garage early usually lose the site, and attackers who rush the wine cellar without clearing the garage walk into crossfires.

1F: Kitchen / Bar

The first-floor site sits in the heart of the lodge. Kitchen is a compact room with a central island; Bar is the adjacent room with the counter and seating. The Trophy Room and Living Room connect nearby, and the fireplace hall runs alongside. This site is flanked by multiple hallways, which makes it a defender's crossfire paradise — and an attacker's rotation nightmare.

Kitchen/Bar is the site where vertical play matters most. Attackers above can open the floor and pressure the site from the ceiling; defenders below in the basement can deny plants from beneath. We'll cover that in the vertical play section.

2F: Library / Dining

The second-floor library and dining rooms form one of the most iconic sites in Siege. Library has the big tables and bookshelves; Dining connects through with its long table. The Gaming Room and Bar areas sit adjacent (note: the upstairs "Bar" area near Gaming is distinct from the 1F Bar site — clarify which one you mean in comms).

This site has long sightlines through the dining room and tight cover in the library. Attackers love to take the roof and rappel the skylight or balcony; defenders love to hold the hallway angles and punish predictable entries.

2F: Master Bedroom / Office

The other second-floor site. Master Bedroom is the large room with the bed; Office is the smaller connected room with desks. The Bathroom connects nearby, and the bedroom hallway runs past both rooms. This site is more compact than Library/Dining, which means faster rounds and more explosive close-range fights.

The balcony and roof access make this site vulnerable from above, and the hallway is the critical rotation path — defenders who lose the hallway usually lose the site within seconds.

Attacking Each Site

Snowmobile Garage / Wine Cellar (B): Clear the garage first. Send drones through the exterior entrances, identify where defenders are playing (behind vehicles, in the wine cellar doorway, or holding from the basement halls), and take the garage floor before committing to the plant. Vertical pressure from the kitchen above can force defenders out of the cellar. Don't plant in the open garage without smokes — the sightlines are long and defenders will be watching.

Kitchen / Bar (1F): This is a vertical site. Get a player above on the second floor to open the ceiling over Kitchen and Bar, then execute with the plant while the vertical pressure pins defenders. Alternatively, take Trophy Room and Living Room to cut off rotations, then push from two directions at once. Solo pushes through the fireplace hall get punished — always clear with drones first.

Library / Dining (2F): Roof control is everything. Take the roof, open the skylight or balcony, and use the vertical and exterior angles to pressure defenders out of the library. Drones through the hallway identify the anchor positions. The dining room's long table is the plant zone — smoke it, plant behind it, and hold the library door and hallway.

Master Bedroom / Office (2F): Speed is your friend here. Take the balcony and roof quickly, drone the bedroom and office, and execute before defenders can set up their hallway crossfire. The bathroom is a common anchor spot — pre-fire it or flash it. If the execute stalls, rotate: the site is small enough that a late rotation to the other side catches defenders off-guard.

Defending Each Site

Snowmobile Garage / Wine Cellar (B): Anchor the garage, don't abandon it. Play behind the vehicles with crossfires into the exterior entrances, and keep one player in or near the wine cellar to punish attackers who push past the garage. Reinforce the garage walls and watch for the vertical pressure from Kitchen above — a defender below or a well-placed denial can stop the plant.

Kitchen / Bar (1F): This site lives and dies on the roamers. Keep players in Trophy Room, Living Room, and the hallways to catch attackers rotating in, and anchor the site itself with crossfires between Kitchen and Bar. Deny the vertical play from above — if attackers open the ceiling freely, the site is lost. Contest the second floor early.

Library / Dining (2F): Hold the hallway and punish the roof take. Defenders who let attackers set up on the roof uncontested give away the round — contest the skylight and balcony with angles from inside. Anchor the library with the bookshelves as cover and keep the dining room's long angles covered. Don't all stack in the site; the roamers in Gaming and the hallway are what stop the execute.

Master Bedroom / Office (2F): Play the hallway. The bedroom hallway is the site's lifeline — defenders who hold it control every rotation. Anchor the bedroom and office with tight crossfires, and keep the bathroom in mind as an attacker entry. This site falls fast when defenders play passively in the site, so stay active: peek the balcony, contest the roof, and don't let attackers set up for free.

The Garage and Exterior

Chalet's exterior is more important than most maps'. The Snowmobile Garage opens to the outside, the cliffside and lakeside give attackers long approaches, and the patio and campfire areas create exterior fights that decide rounds before anyone enters the building.

Attackers: use the exterior to isolate defenders. The cliffside approach gives you angles into the garage and the second floor; the lakeside approach opens the basement and first floor. Don't all funnel through the front door — spread across the exterior and force defenders to split their attention.

Defenders: respect the exterior. Spawnpeeks from the garage or the second-floor windows can punish careless attackers, but don't overcommit — a failed spawnpeek leaves the site short-handed. Keep an eye on the patio and the campfire; attackers who set up there uncontested will dismantle your garage hold.

The mudroom is the unsung hero of Chalet's exterior game. It connects the outside to the first floor and is a constant rotation path — drone it, watch it, and never assume it's clear.

Vertical Play: The Floors Decide Rounds

Chalet is one of Siege's most vertical maps, and the team that understands the floors wins.

Attacking down: The second floor sits above Kitchen/Bar, which means attackers can open the ceiling and pressure the 1F site from above. The roof sits above the 2F sites, giving attackers skylight and balcony angles. Always check: is there a floor above the site I can exploit?

Defending up: Defenders can play below the site and deny plants from beneath — the basement under Kitchen/Bar is a classic denial position. If you're defending a 2F site, consider whether attackers will come from the roof and position accordingly.

The hatches: Chalet's hatches connect the floors at key points. Control the hatches and you control the rotations. Attackers should open hatches to create new angles; defenders should guard them or use them for surprise rotations.

The golden rule of Chalet vertical play: never ignore the floor above or below you. More rounds are lost to "I didn't know they were above me" on Chalet than on almost any other map.

Team Coordination: Why Chalet Punishes Solo Play

Here's the honest truth about Chalet: it's a 5-player map. The sites are spread across three floors, the exterior approaches are wide, and the rotations are long. A solo player — or a team of five solo players — cannot cover enough ground.

What good Chalet teams do:

  • Split the map into zones and assign them. One pair takes the exterior/roof, one pair works the interior, one anchors. Everyone knows their zone and their rotation path.
  • Drone for each other. Chalet's size means you can't drone everywhere yourself. The player entering the garage should have a teammate on the drone; the player pushing the hallway should have eyes on the flank.
  • Call the rotations, not just the kills. "Two pushing garage" is useful; "two pushing garage, rotating to wine cellar in five seconds" wins rounds. Chalet's long rotations mean early calls matter more here.
  • Execute together. Chalet sites fall to coordinated executes — smokes, flashes, plant, cover — and survive piecemeal pushes. If your team pushes one at a time, defenders will collect you one at a time.
  • Play the refrag. With so many angles, trades are constant. Never take a 1v1 you don't have to; always have a teammate ready to trade the kill.

If you're queuing solo, Chalet is the map where you should be on comms the most. Even basic callouts — "garage clear," "one library," "rotating basement" — multiply your team's effectiveness. For operator ideas that suit team play, our best operators for beginners guide is a good starting point, and the Valkyrie guide shows how intel operators shine on big maps like this.

Operator Picks (General Guidance)

Chalet rewards certain operator archetypes. These are general suggestions, not a fixed meta — the right pick depends on your team and the site.

Attackers: Hard breachers open the garage walls and site reinforcements. Intel operators (drones, cameras) are invaluable on a map this large — information wins Chalet. Vertical-play operators who can open floors and ceilings turn Kitchen/Bar from a fortress into a trap. Smoke and plant-denial operators secure the execute.

Defenders: Intel denial keeps attackers blind on a map where they need information most. Area-denial operators punish the long rotations and chokepoints — the hallways, the garage entrances, the mudroom. Anchors with strong close-range kits hold the compact sites; roamers with mobility punish the spread-out attackers.

The through-line: pick operators that generate or deny information, and operators that control space. Chalet is a map-control map — the team that owns more of the building usually owns the round. Compare notes with our Oregon map guide for how these principles apply on a tighter map.

Common Mistakes on Chalet

Ignoring the exterior. Teams that rush inside without clearing the cliffside, lakeside, or patio get shot in the back. The exterior is part of the map — treat it that way.

Forgetting the floor above or below. The most common Chalet death is vertical. Check the ceilings, check the floors, and never assume the level you're on is the only one that matters.

Solo roaming with no comms. Chalet's size makes silent roamers useless and loud roamers deadly — but only if the team hears the calls. Roam without comms and you're just feeding.

Stacking the site. Five defenders in the site leaves the entire rest of the map to the attackers. They'll take the roof, open the vertical, cut every rotation, and execute into a site that never saw it coming. Spread out, hold zones, and trust the rotations.

Predictable takes. If you attack Library/Dining through the same balcony push every round, defenders will be waiting. Chalet's size is an opportunity — vary your entries, hit different sites, and keep the defense guessing.

Neglecting drones. On a map this big, dry-peeking is suicide. Drone every entry, drone the rotations, and keep a drone watching the flank during the execute.

Frequently Asked Questions

What are the bomb sites on Chalet?

Chalet has four bomb sites: Snowmobile Garage / Wine Cellar (basement), Kitchen / Bar (first floor), Library / Dining (second floor), and Master Bedroom / Office (second floor). Note that room names can vary by region and the map was reworked in the past, so confirm callouts with your team.

Is Chalet attacker or defender sided?

Chalet has historically leaned slightly defender-sided because of its size and the number of angles defenders can hold — but coordinated attacking teams with good vertical play and executes do very well. The side balance depends heavily on team coordination, which is the theme of this entire guide.

What's the most important thing to learn on Chalet?

Vertical play. Understanding which floors sit above and below each site — and how to exploit or deny those angles — is the single biggest skill gap on Chalet. After that: exterior awareness and team coordination.

How do I stop getting flanked on Chalet?

Drones and comms. Chalet's long rotations mean flanks are constant; the counter is information. Keep a drone watching your flank during executes, call rotations early, and never assume a cleared area stays clear.

Which site is the hardest to attack on Chalet?

Kitchen/Bar is often considered the toughest because of its central position, the surrounding hallways, and the vertical pressure from both above and below. It demands the most coordination — vertical play from the second floor plus a synchronized execute — which is why disorganized teams struggle with it.

Should I roam or anchor on Chalet?

Both — Chalet needs both. The map is too big to anchor with five players and too angle-dense to roam with five. A typical setup is two anchors on site, two roamers covering the key zones (hallways, garage, exterior), and one flex player who rotates based on the attack. Adjust per site.

The Bottom Line

Chalet is the map that teaches you Siege is a team game. Its three floors, wide exterior, and four spread-out bomb sites make it impossible to win alone — but deeply rewarding to win together. Learn the vertical play, respect the exterior, drone everything, and execute as a unit.

Start with one site. Learn its angles, its rotations, and its vertical relationships. Then add the next. Before long, the alpine lodge stops being a maze and starts being home turf — the map where your team's coordination shines brightest.