
Oregon is the map that teaches you how Siege actually works. Four bomb sites across a basement, two floors, and two towers — each one demanding a coordinated execute rather than a single hero push. Miss the callout, miss the rotation, lose the round. This guide covers every named room in the post-rework Oregon layout, explains how the four sites connect, and gives you Y11S3-ready attack plans with the operator picks that fit them. Oregon was reworked in March 2026 as part of Operation Silent Hunt (Y11S1) and remains active in Ranked, Quick Match, Unranked, and Team Deathmatch playlists as of Y11S3 Operation Split Fire, which launched September 1, 2026 (Source: Ubisoft official map page).
Quick Answer — The most important Oregon callouts are Laundry, Supply, Freezer, Bunker, Pillar, Laundry Stairs, Kids Dorms, Dorms Main Hall, Attic, Trophy, Master, Big Tower, Small Tower, Meeting, Kitchen, Dining, and White Stairs. Those names cover every pressure route, site anchor, and flank path that decides ranked rounds.
What Are the Most Important Oregon Callouts in Rainbow Six Siege?
Oregon has been part of Siege since the base game launched in December 2015 (Source: Ubisoft). SiegeGG rates it as "one of the most played maps in Siege" — and that longevity means the callout vocabulary is mature and widely recognized. Learn these names and your teammates will react instantly rather than asking for clarification mid-round.
Oregon has 4 bomb sites: Laundry/Supply in the basement, Kids/Dorms on the second floor, and Kitchen/Dining plus Meeting/Kitchen on the ground floor. All four sites are active in the current Y11S3 ranked pool.
Oregon is a large compound with a basement, ground floor, second floor, and two separate towers. That spread across vertical layers is why callout precision matters more here than on a single-level map.
| Floor | Bomb Site | Key Callouts |
|---|---|---|
| Basement | Laundry / Supply | Laundry, Supply, Freezer, Bunker, Pillar |
| Ground Floor | Kitchen / Dining | Kitchen, Dining, Small Tower, Showers |
| Ground Floor | Meeting / Kitchen | Meeting, Stage, Big Tower, Lobby |
| Second Floor | Kids / Dorms | Kids Dorms, Dorms Main Hall, Attic, Master, Trophy |
What Are the Oregon Basement Callouts?
Basement is Oregon's most played ranked site and the best place to start learning the map. Laundry and Supply are the two bomb rooms, but the callouts that actually decide rounds are the entry routes: Freezer, Bunker, and Pillar. Attackers who only learn the site rooms without learning those three entry names will lose execute after execute.
| Callout | Location | Why It Matters |
|---|---|---|
| Laundry | Main bomb room, common plant area | Every execute ends here — every player needs this name instantly |
| Supply | Second bomb room connected to Laundry pressure | Defenders rotate, crossfire, and delay plant from Supply |
| Freezer | Narrow basement entry route near Freezer Stairs | Attackers push through it; defenders trap and hold it |
| Bunker / Blue Bunker | External basement entry from the back side | Splits the defense when timed with Freezer; often neglected |
| Pillar | Central support area near Freezer and Supply | Controls movement, crossfires, and late plant denial |
| Laundry Stairs | Stairs down to Laundry side | Late flanks and plant denials run through here |
| Freezer Stairs | Stairs leading toward Freezer entry | Attacker pressure route and defender contest point |
| E-Box / Electric | Utility-heavy position near basement pressure | Referenced during wall denial and plant denial plays |
The rule for basement: one entry is not enough. Freezer without Bunker becomes a meat grinder. Bunker without hatch pressure stalls. Hatch pressure without a real entry gives defenders time to reload utility and wait. Good Oregon basement attacks layer all three.
Oregon Second-Floor Callouts: Dorms, Attic, and Master
Kids/Dorms is Oregon's most recognizable site and the one where Attic awareness separates coordinated teams from random stacks. The second floor feeds directly into the towers — Big Tower is the route into Attic, and Attic is the route into site. If nobody controls Attic, defenders can delay the entire execute from a single position.
| Callout | Location | Why It Matters |
|---|---|---|
| Kids Dorms | Top-floor bomb room with Big Window pressure | Default plant area; most attack plans end here |
| Dorms Main Hall | Hall space between Kids and Bunks | Defender crossfire zone and attacker rotation point |
| Bunks / Games | Beds and games area near Dorms Main Hall | Short callouts clear defenders tucked around furniture |
| Attic | Long top-floor connector from Big Tower toward Kids/Dorms | Powerful defender delay route; must be cleared for clean execute |
| Trophy | Room near Master on the tower side | Staging area for attackers clearing Master |
| Master | Bedroom side near Trophy and Closet | Site split route, post-plant hold, and roam clear zone |
| White Stairs | Stairs from ground to second floor near Dorms | Critical flank, rotate, and late retake path |
| Big Window | Exterior window into Kids | High-pressure entry, but dangerous without Attic and Master clear |
The second-floor shortcut: Kids/Dorms attacks need one player holding Big Window or clearing Master while another controls Attic or watches White Stairs. Leave Attic defended and the execute gets squeezed into a single doorway.
Oregon Ground-Floor Callouts: Meeting, Kitchen, and Towers
Ground floor connects every layer of Oregon. It feeds basement hatches, leads to both towers, and links the two ground-floor sites through Kitchen. Teams that understand ground floor can predict defender rotations before they happen instead of reacting after.
| Callout | Location | Why It Matters |
|---|---|---|
| Meeting | Large ground-floor hall near Stage and tower side | Active site, rotate room, and tower pressure hub |
| Kitchen | Ground-floor kitchen between Dining and central area | Active site room and vertical pressure point for basement |
| Dining | Room near Small Tower and Kitchen | Common attack entry and site pressure area |
| Small Tower | Exterior tower route into Dining and Kitchen | Takes ground-floor control or pressures site from outside |
| Big Tower | Large tower connected to Attic and Meeting pressure | Used for Attic takes, Meeting attacks, and roam timing |
| Stage | Raised area inside Meeting Hall | Defenders hide around Stage; call "one Stage" or "clearing Stage" |
| Lobby / Main | Central movement area near main stairs | Tracks rotations between ground floor and upper pressure |
| Showers | Ground-floor side room near main flow | Defender hides, flank routes, and site extensions |
The ground-floor link: Meeting feeds Attic and Tower. Kitchen feeds basement hatches. Small Tower feeds Dining. White Stairs feeds Dorms. A player who understands those connections predicts rotations; a player who doesn't reacts late and loses trades.
How Do Attackers Execute the Laundry and Supply Site?
The clean Laundry execute is not five players rushing one doorway — it is a layered push that forces defenders to choose between Freezer, Bunker, hatch pressure, and plant denial simultaneously. If your team only threatens one angle, defenders can stack utility and wait out the clock.
Step-by-step Laundry execute:
- Clear above. Check Dorms, Meeting, Kitchen, and both towers before committing hatch players or flank watch to position.
- Open hatch pressure. Ground-floor control through Kitchen or Meeting forces anchors out of comfortable positions and opens vertical damage lines.
- Claim Freezer or Bunker. You do not need both immediately, but you need one route that defenders cannot ignore.
- Cut Laundry Stairs. Players flanking through Laundry Stairs at the last second ruin plants consistently — assign one attacker to watch them.
- Plant covered. Plant only when Freezer, Pillar, Supply swing, and Laundry entry are covered, not just because smoke is down.
Operator picks for Laundry:
- Hard breach: Ace (S.E.L.M.A Aqua Breacher), Hibana, Thermite — opens basement hatches and site walls that defenders reinforce
- Vertical pressure: Buck, Sledge, Ram — turns ground-floor control into pressure on basement anchors from above
- Flank watch: Nomad, Gridlock — seals White Stairs, Laundry Stairs, and tower returns so your execute is not interrupted
- Utility clear: Thatcher, Twitch, Brava — strips Jäger ADS canisters, Kaid Rtila anchors, and Mute jammers before the push
Kids and Dorms — Attack Execute Plan
Kids/Dorms punishes unsupported entries faster than most Oregon sites. The compound has too many angles around Attic, White Stairs, and Master for a solo Big Window jump to work reliably. Coordinate the approach before going loud.
Step-by-step Dorms execute:
- Drone the second floor. Check Kids, Dorms Main Hall, Attic, Trophy, and Master before placing players — find where defenders invested their reinforcements.
- Take Attic. Big Tower is the safest route to Attic. Leaving Attic defended means defenders can stall the execute indefinitely from a single position.
- Clear Master side. Push Trophy and Master to create a second threat. If defenders can watch Big Window only, they will hold it all round.
- Watch White Stairs. One attacker on White Stairs stops late flanks and retakes from Meeting-side defenders who reset after roaming.
- Plant covered. Plant when Attic, Big Window, Dorms Main Hall, and White entry are all accounted for — not just when there is smoke.
In Y11S3, Solid Snake's Soliton Radar Mk. III marks defender positions on the minimap and is well suited to the pre-execute phase on Dorms — call out Attic and White positions to your team the moment you get the scan. For a full breakdown of the current Y11S3 ranked meta, see our Rainbow Six Siege Y11S3 Operator Tier List.
Which Operators Work Best on Oregon in Y11S3?
Oregon rewards teams that cover all three of its core demands: hard breach for walls and hatches, vertical pressure for multi-floor control, and flank watch for the many staircase and tower routes. A team missing any one of those categories will find its execute blocked at the exact wrong moment.
Attack operator picks for Oregon:
- Ace and Thermite handle basement hatches and site walls — bring at least one on every Oregon round, or the execute stalls at the first reinforced wall
- Buck and Sledge open vertical lines above Laundry, Kitchen, and Dining, forcing anchors to move
- Nomad seals Laundry Stairs and White Stairs; Gridlock covers Big Tower returns
- Solid Snake (Y11S3) marks defenders on the minimap via Soliton Radar Mk. III — useful for pre-execute intel on Dorms and Meeting where drone coverage is limited
- Thatcher is mandatory against Kaid and Mute setups; one EMP clears a hatch cluster instantly. In Y11S3, Kali's CSRX 300 bolt cycle dropped from 1.0 to 0.8 seconds and her total ammo increased from 36 to 51 rounds, making her the fastest hard-bypass option when Kaid anchors a reinforced wall (Source: Y11S3 Operation Split Fire patch notes, Ubisoft)
Defend operator picks for Oregon:
- Kaid and Bandit protect basement hatches and site walls — Oregon basement consistently falls when wall denial is absent
- Jäger's ADS clears grenades from Freezer and Laundry entry (Source: Ubisoft operator page)
- Smoke and Fenrir slow Freezer, Bunker, and Attic pushes and buy anchors extra seconds on post-plant
- Valkyrie — her cameras on Meeting, Attic, and Showers give defenders rotate timing that turns a 50/50 trade into a predicted one
- Azami's Kiba Barrier shapes holds in Dorms Main Hall and Supply — see our guide on countering top Siege defenders for how attackers work around her
In Y11S3, Noor is a new addition who fits Oregon's tower pressure areas. Her lances slow attacker pushes through doorways on Meeting and Kitchen approaches. For Y11S3 operator details, check our full Noor operator guide.
For the exact weapon and attachment setup on each of these operators, see our best loadout guide for every Rainbow Six Siege operator.
If you are building Oregon-specific ranked habits into a consistent win rate improvement, see our Y11S3 rank-up fast guide for the broader climbing framework.
Ready to play Tom Clancy's Rainbow Six Siege at a higher level?
Oregon Callouts FAQ
Is Oregon in Ranked in Rainbow Six Siege in 2026? Yes. Ubisoft lists Oregon in Ranked, Quick Match, Unranked, and Team Deathmatch playlists as of Y11S3. It was reworked in March 2026 as part of Operation Silent Hunt (Y11S1) with updated visuals and map health improvements, and remains a current competitive map.
What are the most important Oregon callouts in Siege? The most important Oregon callouts are Laundry, Supply, Freezer, Bunker, Pillar, Laundry Stairs, Kids Dorms, Dorms Main Hall, Attic, Trophy, Master, Big Tower, Small Tower, Meeting, Kitchen, Dining, and White Stairs. Those names cover every pressure route, site anchor, and flank path that decides ranked rounds.
What is the best bomb site to learn first on Oregon? Laundry and Supply in the basement. Basement teaches the core Oregon fundamentals — hatch pressure, Freezer pressure, Bunker pressure, plant denial, and flank control. After basement, learn Kids/Dorms for the second-floor Attic mechanic and then the two ground-floor sites.
How do attackers win the Laundry basement site? The key is layering three routes: Freezer or Bunker entry, hatch pressure from Kitchen or Meeting above, and flank watch on Laundry Stairs. Defenders cannot cover all three at once. Pushing a single doorway gives defenders time to stack utility and wait — do not do it.
What is Attic on Oregon and why does it matter? Attic is the long room connecting the Big Tower exterior to the Kids/Dorms bomb site on the second floor. Defenders hold Attic to delay the entire execute from a single position. Attackers who clear Attic through Big Tower first give themselves free access to the second-floor site from an angle defenders cannot easily contest.


