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Rainbow Six Siege Villa Callouts — Y11S3 Map Guide

Sam Okonkwo
Sam Okonkwo
Rainbow Six Siege Villa Callouts — Y11S3 Map Guide

Quick answer: Villa's four bomb sites in Y11S3 are Aviator/Games (top floor), Trophy/Statuary (top floor), Kitchen/Dining (first floor), and — as of September 1, 2026 — Art Storage/Old Office in a redesigned basement. The first-floor Living/Library site no longer exists. The Garage is now interior territory, and the basement ceiling is mostly solid masonry, which changes how attackers approach the new site entirely.

Villa callouts in Rainbow Six Siege matter more than on almost any other map — Villa is a Tuscany mansion map that punishes teams that communicate in floors instead of room names. "Upstairs" sends your teammate toward 30 different potential fights. "90 to Games, Red Stairs flank" tells them exactly where the round is going.

As of Y11S3 (Operation Split Fire, September 1, 2026), Villa received its most significant update in years. The official Y11S3 patch notes describe the change:

"The Living Room/Library bombsite moves to the basement and the garage becomes an interior space, reshaping east-side attacker approaches and defensive rotations." — Ubisoft, Y11S3 Patch Notes, September 1, 2026

What the patch notes call a "move" is more precisely a replacement: Living Room and Library still exist as rooms on the first floor, but they are no longer selectable bomb sites. The new basement bomb site is Art Storage/Old Office — a compact, close-range pairing in the redesigned lower floor. The Garage converted from an exposed outdoor section to enclosed interior territory. Most of the basement ceiling is solid masonry, so attackers cannot blow open the site from above the way they can on other maps.

This guide covers all Villa callouts floor-by-floor with Y11S3 changes clearly marked, plus attack plans and defender notes for the new Art Storage/Old Office site. Applies to Year 11 Season 3, Operation Split Fire — from September 1, 2026.


What are the biggest Y11S3 changes on Villa?

Three changes affect how rounds are played:

1. Art Storage/Old Office is the new basement bomb site. The first-floor Living/Library pairing was removed from the bomb-site pool. Any reinforcement plan, anchor position, or plant location you built around Living/Library does not transfer to the basement site — access points, ceiling composition, and nearby connections are fundamentally different.

2. The Garage is now interior territory. Previously a semi-outdoor section that attackers moved through freely on the east side, the Garage now has reinforceable soft walls and a redesigned doorway. Defenders can extend into Garage and deny attackers free access before they reach the site.

3. Basement ceiling is largely solid masonry. Unlike most Siege floors, the ceiling above Art Storage/Old Office resists broad destruction. Attackers cannot rely on vertical angles through the floor to soften the site before entry. Hatches become premium intel and entry assets.


What are the callout rules on Villa?

Villa, released with Operation Para Bellum in June 2018, is now a 3-floor map with an active basement — one of Siege's most room-dense layouts among Tom Clancy's Rainbow Six Siege's 39 attacker and 39 defender roster (78 operators total as of Y11S3). Communication precision matters more here than on aim-focused small maps.

Three rules make Villa calls useful:

  • Name the site pair first — Aviator/Games, Trophy/Statuary, Kitchen/Dining, or Art Storage/Old Office. This orients the team before route detail.
  • Separate 90 and Classical — both are top-floor route names that lead to completely different fights and rotations. Collapsing both into "the hall" wastes a call.
  • Name the stairs — Red Stairs, Main Stairs, and Astro-side routes decide most late-round flanks. "Stairs" without a name is not actionable.

What are the top floor callouts on Villa?

The top floor holds two bomb site pairs. These are unchanged in Y11S3.

Aviator / Games (top floor)

CalloutWhat it isWhy it matters
AviatorCore site room, paired with GamesPrimary plant zone and anchor position
Games RoomCore site room, paired with AviatorLate-round swings, crossfire cover, plant denial
StudyBalcony-side room; main attacker entryClear Study before pressuring Aviator safely
VaultSmall area and wall near AviatorCommon plant reference and breach target
90 HallL-shaped hall behind Aviator/GamesThe single most-cited Villa callout — flanks and control
Classical HallLong hall through the top-floor centreSeparates 90-side fights from Trophy/Statuary rotation
Red StairsWest-side staircasePrimary flank route into Aviator/Games and Kitchen
Main StairsFront-side staircaseConnects lobby movement to the Living/Library area and top retakes

Attack plan for Aviator/Games: Gain Study, then 90 Hall. Without Study, defenders hold Vault angles risk-free. Red Stairs is the obvious late flank — identify and address it before planting. A complete call here sounds like "one on 90, pushing Games from Red" rather than "I'm pushing up."

Trophy / Statuary (top floor)

CalloutWhat it isWhy it matters
TrophyCore site room, paired with StatuaryAnchor and pressure room
StatuaryCore site room, paired with TrophyDenial, crossfire, retake control
Astronomy (Astro)Support room near Trophy/StatuaryControls the main approach route and staircase into site
Master BedroomTop-floor room on Astro sideRoute between Classical and Astro; late flank source
BathroomSmall room connecting Master and TrophyShort passage responsible for many late-round flank deaths
Classical HallShared with Aviator sideCuts off Statuary defenders rotating away from Astro

Attack plan for Trophy/Statuary: Win Astro. A defender holding Astro delays the attack indefinitely. The call chain is "Astro clear, pushing Statuary from Classical" — once Astro falls, Trophy opens from two directions and the plant has a real path.


What are the first floor callouts on Villa?

The first floor changed meaningfully in Y11S3: Living Room and Library lost their bomb-site status, and their hatch position moved into the first-floor hallway. Kitchen/Dining remains intact and the Pantry hatch still connects to the floor above.

Kitchen / Dining (first floor — unchanged in Y11S3)

CalloutWhat it isWhy it matters
KitchenCore site room, paired with DiningPlant room, vertical pressure target
DiningCore site room, paired with KitchenPlant denial and attacker pressure zone
PantrySmall support room between entriesCritical for traps, smoke, and safe plant approaches
Red HallFirst-floor hall near Red StairsFlank route; defenders rotate back through here
Living RoomFirst-floor room — NO LONGER a bomb siteStill active as a rotation space and vertical route
LibraryFirst-floor room — NO LONGER a bomb siteStill used for rotations to Art Storage via stairs
PianoFirst-floor connector roomLinks Library-side to Gallery and lower approaches
GalleryConnector area toward the east sideTracks defenders moving between Living/Library area and basement
Main Entrance / LobbyFront-side ground entryPush route into first floor and Main Stairs

Important Y11S3 callout note: The Living Room and Library rooms still exist and appear on the minimap — players calling rotations through that area still use these names. The difference is that no bomb sites spawn there. A call of "defender in Living Room" is still valid; "site is Living/Library" is not.

Attack plan for Kitchen/Dining: Vertical is the deciding factor. Defenders above Kitchen stall the attack until taken off or cleared. The sequence is: drone Pantry and Dining, gain top-floor control above the site, control Red Stairs, open a clean plant path. An approach that skips the vertical step will push into Pantry but die to ceiling fire.

Vertical language for this floor: Use "above Kitchen," "hatch above Dining," or "below 90" to track vertical defenders. A "they're on site" call with no height information is half a call.


What are the Y11S3 basement callouts on Villa?

This is the new competitive zone. Before Y11S3, the Villa basement had no bomb sites and was used mainly as a roamer rotation path and occasional flank catch. Community callouts for the basement rooms were nearly nonexistent in high-Elo play.

Y11S3 changes that permanently. Art Storage and Old Office are now a selectable bomb site. The Garage is interior territory. New routes and drone paths make the basement a primary tactical layer.

Y11S3 basement callout reference:

CalloutLocationY11S3 status
Art StorageCore bomb-site room, paired with Old OfficeNEW BOMB SITE — September 1, 2026
Old OfficeCore bomb-site room, paired with Art StorageNEW BOMB SITE — September 1, 2026
Garage InteriorFormer outdoor garage, now fully enclosedNEW INTERIOR SPACE — September 1, 2026
Wine CellarBasement storage; west-side approachActive route into site from the opposite side of Garage
CryptDeep basement passageConnects Wine Cellar routing to Old Office-side pressure
Gallery (lower)Connector between first floor and basementLinks Library area to Art Storage approach
Hatch (Hallway)First-floor hallway hatch above basementMoved from Living Room in Y11S3 — premium vertical asset
Pantry HatchNear Kitchen/Dining on first floorUnchanged; connects above Kitchen to basement routing

Attacking Art Storage/Old Office:

The site can be pressured from three directions: Garage on the east, Wine Cellar/Crypt on the west, and hatches from above. A defense watching only the bomb-room doors gets surrounded. Attackers who rush in without checking all three approaches will be caught in crossfires between the two site rooms.

The Garage Interior approach is the east-side primary. In Y11S3, the Garage has a reinforceable soft wall closing one former open lane, and the old soft-wall connection between Kitchen Stairs and Garage became a door. Attackers moving through Garage are no longer exposed from both sides simultaneously — but defenders can now prepare and hold the Garage as a layered defensive position, forcing utility expenditure before the basement entry.

The Art Storage to Old Office connection is the critical split point. Defenders need a safe rotation path between the two rooms; attackers want to sever it and force isolated 1v1 fights in each room. Any push that ignores this connection ends with the planter caught between site rooms.

The ceiling problem: Most of the basement ceiling above Art Storage/Old Office is solid masonry. Players expecting to soft-destroy the floor and fire down from above will find many spots unbreakable. Identify hatch positions before committing — the Hallway Hatch (moved from Living Room) and Pantry Hatch are the two confirmed vertical entries. Using a drone through one of these before the round starts is higher value than average on this site because improvised ceiling destruction is not available as a fallback.

Rainbow Six Siege Villa map blueprint — Y11S3 floor plan with basement bomb sites (Art Storage/Old Office)

Defender setup for Art Storage/Old Office: Noor (Y11S3 new Defender, A-Tier) is well-suited here. His Horus Lance projectiles fire through the basement ceiling into attacker staging zones near Garage or on the first floor above. Pair Noor with Smoke for plant denial on the tight Art Storage/Old Office layout and Kapkan (Entry Denial Device buffed to 62 damage in Y11S3) to cover the Garage doorway and Wine Cellar entry.

For operator picks against this site, see the Rainbow Six Siege Y11S3 Operator Tier List and Best Loadout for Every Operator.


Attack Plans for All Four Villa Bomb Sites

A quick site-by-site summary:

Aviator/Games (top floor): Study entry → 90 Hall control. Red Stairs = flank exposure; plug before planting.

Trophy/Statuary (top floor): Astro control is the prerequisite. Without it, Classical-side pressure is too exposed.

Kitchen/Dining (first floor): Clear vertical. Pantry is the safe plant route. Red Hall is the flank watch.

Art Storage/Old Office (basement — Y11S3 new): Identify all three approach directions (Garage, Wine Cellar/Crypt, hatches above). Sever the Art Storage–Old Office connection before planting. Never skip drone checks — the ceiling is mostly solid masonry.


Villa Defender Rotations in Y11S3

Villa's defensive strength comes from its rotation network. Red Stairs, Main Stairs, and Astro are the three vertical pivots that connect all upper-floor sites. The Y11S3 basement adds a lower rotation corridor: defenders on Art Storage/Old Office can use the Gallery (lower), Library, and first-floor hallway as lateral paths without crossing attacker lines.

For the new Garage Interior: a defender holding Garage early forces utility before the east entry opens. One roamer in Garage with a teammate watching the Hallway Hatch denies the two main entry vectors simultaneously. The risk is a Garage roamer with no fallback route — the redesigned doorway limits exit options compared to the former open outdoor section.

For two-floor setups on Art Storage/Old Office: the site is approximately below Kitchen/Dining. Teams who know where the hatches are between Kitchen/Dining and the basement can extend their defensive layer upward without over-committing. A Kapkan trap on the Pantry Hatch and a Kapkan trap on the Hallway Hatch are both available placements — two of Kapkan's EDDs deployed to the two main vertical openings over the site.

For ranked climbing tips, see the Rainbow Six Siege Ranked System Guide and Best Settings for Y11S3.


FAQ

What is the new Villa bomb site in Y11S3? The new Y11S3 basement bomb site is Art Storage/Old Office. The former Living/Library site was removed from the pool — those rooms still exist on the first floor for rotations but no longer host a bomb site. The change went live September 1, 2026 with Operation Split Fire.

Are Living Room and Library still on the Villa map? Yes, both rooms still exist on the first floor and remain valid rotation and callout language. They simply no longer form a selectable bomb-site pair. Use "defender in Library" or "rotating through Living" as normal — just don't call the bomb site "Living/Library" because it no longer exists.

What changed about the Villa Garage in Y11S3? The Garage converted from a semi-outdoor section to a fully enclosed interior area. One former open lane is now closed by a soft wall that can be reinforced. The old soft-wall connection between Kitchen Stairs and Garage became a door. Defenders can now establish and hold the Garage as a defensive layer before attackers reach the basement entries.

Why can't attackers destroy the ceiling above the Art Storage/Old Office site? Most of the basement ceiling in the Art Storage/Old Office area is solid masonry — not soft floor material. Attackers cannot blow open the ceiling broadly to expose the site from above. The Hallway Hatch (moved from Living Room in Y11S3) and the Pantry Hatch near Kitchen/Dining are the two confirmed soft-ceiling entry points into the basement.

What is the difference between 90 Hall and Classical Hall on Villa? 90 Hall is the L-shaped corridor directly behind Aviator/Games — it is the primary pressure and flank zone for that top-floor site. Classical Hall runs through the top-floor centre and separates Aviator-side play from Trophy/Statuary approaches. Calling either one "the hall" without the name is not a usable communication.

Is Villa in the Y11S3 ranked pool? Villa is listed for Ranked, Team Deathmatch, Quick Match, and Unranked on Ubisoft's official map page. The Y11S3 ranked ban phase uses 3 Pro Pool maps and 2 Seasonal Pool maps. Check the in-game menu for the current active ranked pool — map rotation can change between seasons.


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More Rainbow Six Siege guides: Operator Tier List Y11S3 · Best Loadout for Every Operator · Ranked System Guide · Noor Guide Y11S3 · Best Settings Y11S3

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