Theme Park - Tom Clancy's Rainbow Six Siege Guide - IGN (2024)

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Theme Park is a multiplayer map in Rainbow Six: Siege. It was added to Siege during Y2S3: Operation Blood Orchid on September 5, 2017. It later underwent a full rework during Y4S4: Operation Shifting Tides. This guide covers Theme Parks layouts, bomb sites, basic strategies and best operator selections.

Theme Park is a medium sized 2-story map set in an abandoned Theme Park in Hong Kong. It features open-plan rooms and large lobbies & stair sets bridging the gap between the floors, making vertical play prevalent.

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1st Floor

2nd Floor

Theme Park features 4 objective sites in each game mode; Bomb, Secure and Hostage. It features 3 attacker spawn locations.

Bomb

  • 2F Initiation Room & 2F Office: This objective site can be difficult due to the Waiting Room (2F) separating the sites, which can be easily covered by attackers from afar. To rotate between the objectives, take a wide berth around through Dragon Stairs (2F), which will also let you flank any enemies attacking from this direction. Open up the soft wall in Office Vault (2F), and then reinforce the next wall while in Yellow Stairs (2F); this will give you an escape route which attackers cannot reach without a hard-breacher, as well as good angles over Yellow Corridor (2F), the most common attack point for this site.
  • 2F Bunk & 2F Day Care: This 2F objective site’s main weakness is the Break Room (2F), which has 2 exterior windows offering attackers views inside. It’s possible to runout of Barrel Room (1F) and Arcade Entrance (1F) windows to counter this position, but it’s a risky maneuver so use caution or a distraction such as a Prisma. Other common attack points are from the Northwest, via the Upper Arcade (2F) and Café (2F); trap placement here is highly advised. Reinforce the Café’s (2F) soft wall to bottleneck attackers through the primary doorway and into your view/traps.
  • 1F Armory & 1F Throne Room: One of the most popular sites on Theme Park, this 1F objective is large, but open and easy to defend. Its weakness comes from the nearby Dragon Stairs (1/2F), a wide space with a ton of tricky angles. You can use it to your advantage by placing an anchor upstairs, but if it falls into enemy hands try to avoid it at all costs. Reinforce all walls in the site and use the ample hardcover to your advantage, keeping close eyes on the only two entrances into the rooms; Dragon Stairs (1F) and Blue Room (1F) doorways.

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  • 1F Lab & 1F Storage: A popular site, but sometimes difficult due to the direct access to the exterior via the Storage window. Ensure the western wall is opened up between the sites, and keep an anchor watching the window at all times; the attackers can’t see much from outside the window, but if they get in, they’ll quickly plant the defuser for an easy victory. The Arcade Toilet (1F) is a key point of defense, as the only rotation route around the sites, so trap placement and a watchful eye are advised. Keep a roamer in the Upper Arcade (2F) to flank enemies playing from above, as well as keep an eye over the Arcade Entrance (1F) below.

Secure

  • 2F Office: A heavily fortifiable room offering great cover, especially when utilizing the Office Vault (2F) connecting to it. Open up the soft wall in Office Vault (2F), and then reinforce the next wall while in Yellow Stairs (2F); this will give you an escape route which attackers cannot reach without a hard-breacher, as well as good angles over Yellow Corridor (2F), the most common attack point for this site. Beware of the exterior window in Office Shower (2F), which an attacker can use to prevent rotation back into site. Consider anchor placement in Cash Stash (2F), which offers good flanking and lines of sight.
  • 2F Day Care: The key point of defense for Day Care is the Café Terrace (EXT), which enters into Upper Arcade (2F) and Café (2F); trap placement here is highly advised. Reinforce the Café’s (2F) soft wall to bottleneck attackers through the primary doorway and into your view/traps. A good position for wide lines of sight is the alcove on top of Yellow Stairs (2F), particularly useful for getting the jump on anyone dropping from the nearby ceiling hatch.
  • 1F Throne Room: When defending the Throne Room, consider the connecting Armory (1F) part of your objective too; This 1F objective is large, but open and easy to defend. It’s weakness comes from the nearby Dragon Stairs (1/2F), a wide space with a ton of tricky angles. You can use it to your advantage by placing an anchor upstairs, but if it falls into enemy hands try to avoid it at all costs. Reinforce all walls in the site and use the ample hardcover to your advantage, keeping close eyes on the only two entrances into the rooms; Dragon Stairs (1F) and Blue Room (1F) doorways.
  • 1F Lab: The Lab’s key point of defense is the Storage (1F) room and by extension the Arcade Toilet (1F), which is the only rotation route around site for your roamers. Open up the sites western wall (which connects to Storage) to keep a safe eye on the exterior window and prevent Storage (1F) control. Control of the Arcade Entrance (1F) is important, and can be easily held down by a single defender placed up in Upper Arcade (2F), who can offer flanking support when the enemies push through the arcade rooms.

Hostage

  • 2F Initiation Room: The key points of defense are the immediate connecting rooms—Control Room (2F) and Waiting Room (2F). The Control Room (2F) can be held down by an anchor placement using the available hardcover, or a deployable shield. Alternative, Black Mirror placement looking into the area is very useful too. Reinforce all of the western soft walls in Office (2F), which will bottleneck any attackers coming from Yellow Corridor (2F) into the Waiting Room (2F), a much tighter and more dangerous area, which you can easily control.
  • 2F Bunk: Defending the hostage in this location is much like defending the Bomb site here, too; This 2F objective site’s main weakness is the Break Room (2F), which has 2 exterior windows offering attackers views inside. It’s possible to runout of Barrel Room (1F) and Arcade Entrance (1F) windows to counter this position, but it’s a risky maneuver so use caution or a distraction such as a Prisma. Other common attack points are from the Northwest, via the Upper Arcade (2F) and Café (2F); trap placement here is highly advised. Reinforce the Café’s (2F) soft wall to bottleneck attackers through the primary doorway and into your view/traps.
  • 1F Armory: When defending the Armory, consider the connecting Throne Room (1F) part of your objective too; This 1F objective is large, but open and easy to defend. It’s weakness comes from the nearby Dragon Stairs (1/2F), a wide space with a ton of tricky angles. You can use it to your advantage by placing an anchor upstairs, but if it falls into enemy hands try to avoid it at all costs. Reinforce all walls in the site and use the ample hardcover to your advantage, keeping close eyes on the only two entrances into the rooms; Dragon Stairs (1F) and Blue Room (1F) doorways.
  • 1F Lab: The Lab’s key point of defense is the Storage (1F) room and by extension the Arcade Toilet (1F), which is the only rotation route around site for your roamers. Open up the sites western wall (which connects to Storage) to keep a safe eye on the exterior window and prevent Storage (1F) control. Control of the Arcade Entrance (1F) is important, and can be easily held down by a single defender placed up in Upper Arcade (2F), who can offer flanking support when the enemies push through the arcade rooms. Should the attackers grab the hostage, they will make a dash straight for the Storage window, so be prepared for this route.

Theme Park: Attacking Tips

  • Spawn peeking is not very prevalent on Theme Park, so your approach to the building is quite safe. Any possible peeks are most likely to be from 1F doorways and windows, so keep your eyes down as you approach.
  • Many of the 2F objective sites have nearby exterior windows which you can use to your advantage. However, beware of common runout spots to counter these angles. If rappelled onto Break Room (2F), the two windows below you are likely to be used by defenders, consider trap placement or a watchful eye.
  • When rappelled on Office Showers (2F), directly below you is Locker Room (1F), an easy counter to your position. Consider trap placement or a watchful eye.
  • If attacking Initiation Room (2F) sites, use the exterior ceiling hatch above to clear out the Control Room (2F), an important point of control for these objectives. A frag grenade or a flash-and-clear strategy will help here.
  • For any 1F objective sites, enter the building from 2F and clear the nearest lobby—Dragon Stairs or Arcade Entrance. The vertical advantage of these rooms offers wide angles on valuable rotation and flanking routes, and will help you combat roamers as your team pushes objective.

Theme Park: Defending Tips

  • Many of the 2F objective sites can benefit from utilizing the Yellow Stairs (2F) unique scaffolding pathway, accessible via Office Vault (2F) and Café (2F). Reinforce one side to use it as an anchoring position, or open both up to use it for rotation. Beware that if both sides are open, attackers will also make use of it.

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  • While defending either Initiation Room (2F) or Office (2F), ensure that you reinforce the other ones western walls. This will force attackers to bottleneck into the Waiting Room (2F), which you can use to create a deadly trap, almost guaranteed to see action. A Pulse playing from below can use a C4 to get a few easy kills.

Theme Park is a well-rounded map with many viable choices. There’s a lot of long sight lines and open spaces in Theme Park, so long range operators can prove useful. The abundance of hard-cover, and messy rooms is perfect for trappers, too.

Theme Park Attack Picks

  • Kali/Glaz: the long sight lines down the maps corridors and through exterior windows are perfect for sniper rifles. Kali’s LV Lance’s come in handy for destroying gadgets, traps and cover too.
  • IQ: Theme Park’s busy interior is ripe for trap placement and hiding intel devices. IQ’s scanner can help clear the way before you enter.
  • Thermite/Hibana: despite having minimal important soft surfaces, defenders can use reinforcements to easily herd you into traps. Hard-breaching an alternative route will help with flanking and countering these strategies.

Theme Park Defense Picks

  • Mira: there are a few objectives made weaker due to nearby connecting rooms, such as Bunks (2F) and Lab (2F). Black Mirror placement can give you a leg up on these areas.
  • Doc/Rook: the GIGN’s strong anchoring capabilities and utilities make them perfect for holding useful angles and controlling important rooms such as Upper Arcade (2F) and Dragon Stairs (2F).
  • Frost: trapping opportunities are common on Theme Park, and many common attacking routes are via windows which make for good Welcome Mat placement.

Up Next: Hereford Base

PreviousFortressNextHereford Base

Top Guide Sections

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  • Rainbow Six Siege Operation Heavy Mettle Details
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Theme Park - Tom Clancy's Rainbow Six Siege Guide - IGN (1)

Tom Clancy's Rainbow Six Siege

Ubisoft Montreal

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