Rainbow Six Siege Map Guide

R6 Emerald Plains Callouts Guide 2026: Map Layout, Sites and Attack Plans

Emerald Plains is one of those maps where a vague “top” call can lose the round before the fight even starts. Learn CEO, Administration, Meeting, Painting, Gallery, Library, Kitchen, Dining, Bar, Lounge, Fireplace, Fountain, Orange, Green and Fountain stairs so your team can clear the Irish country club with actual direction.

ALVIRAN Editorial14 min read
Map statusUbisoft lists Emerald Plains for Quick Match, Unranked and Team Deathmatch.
ModernizedEmerald Plains was modernized in June 2026 with Operation System Override.
Core sitesCEO/Admin, Painting/Gallery, Bar/Lounge and Kitchen/Dining define site plans.
Contents
Quick Answer

What are the most important Emerald Plains callouts?

The most important Emerald Plains callouts are CEO Office, Administration, Meeting, Waiting Room, Painting Gallery, Statue Gallery, Ceramic Gallery, Vault, Library, Hunting Hall, Archive, Kitchen, Dining, Pantry, Memorial, Bar, Lounge, Pool, Bar Stock, Fireplace, Fountain, Mud Room, Lobby, Orange Stairs, Green Stairs and Fountain Stairs. These names cover the site rooms, the major vertical zones and the stair routes that decide most late-round movement.

Ubisoft describes Emerald Plains as a Northern Ireland country club and private ranch with two very distinct floors: a modern bottom floor and a classic upper floor. That matters for callouts because the map is deliberately built around orientation landmarks. If your team says “Gallery”, “Fountain” or “Orange Stairs”, everyone should instantly know both the room and the likely route.

Clean takeaway

Emerald Plains is a landmark-control map. Call the floor, the room and the nearest staircase, because defenders can disappear into a huge room and reappear from another angle fast.

Map Overview

Why Emerald Plains matters in R6 Siege in 2026

Emerald Plains is not just another pretty map in the menu. Ubisoft lists it as an Ireland map released with Demon Veil in April 2022, and the official page currently includes Quick Match, Unranked and Team Deathmatch. Operation System Override modernized Emerald Plains in June 2026 alongside Kanal and Outback, with updated visuals, lighting, shadows, 4K textures and destructible ingredients.

That does not mean you should call Emerald Plains a guaranteed ranked map. The current official map page does not list Ranked for Emerald Plains. The smart SEO and player answer is more precise: Emerald Plains is valuable for Unranked, casual, TDM orientation, Clear House practice and future rotation prep. If it returns to heavier playlists, players who already know the callouts will not be learning Fountain, Gallery and Stairs under pressure.

Map detailEmerald Plains statusWhy it matters
LocationIrelandThe country club and ranch theme gives the map strong landmark rooms.
ReleaseDemon Veil, April 2022It is old enough for community callouts, but still newer than classic ranked maps.
PlaylistsQuick Match, Unranked, Team DeathmatchWorth learning for practice, stack comms and map-pool readiness.
ModernizedJune 2026The 2026 update refreshed readability without replacing the room identity.
Comms Rules

How to make Emerald Plains callouts useful

Emerald Plains callouts should be specific because many rooms are large, connected and vertical. “Gallery” is a start, but “Ceramic above Kitchen” is better. “Stairs” is weak; “Orange Stairs from Memorial” tells a teammate exactly where the flank begins and where it can end.

1
Call the floor firstTop floor and first floor have different visual styles, so using floor plus room cuts confusion quickly.
2
Name the staircaseFountain Stairs, Orange Stairs and Green Stairs are the backbone of Emerald Plains rotations.
3
Separate the gallery roomsPainting, Statue and Ceramic are not interchangeable when Kitchen or Dining is being attacked from above.
4
Use vertical language“Above Lounge”, “below Meeting” or “Gallery hatch” can matter more than the doorway call.
5
Add movement“CEO rotating Admin”, “Fountain up”, “Orange flank” and “Mud pushing Lounge” turn information into action.
Common Emerald mistake

Do not compress Painting Gallery, Ceramic Gallery and Statue Gallery into one generic “gallery” call in late rounds. Your teammate needs the exact room, especially when attackers are using vertical pressure.

Top Floor

Emerald Plains top floor callouts: CEO, Administration, Meeting and Gallery

Top floor is where Emerald Plains feels most elegant and most dangerous. CEO Office/Administration and Painting/Gallery are the major site ideas, but the rooms around them matter just as much: Meeting, Waiting Room, Library, Hunting Hall, Archive, Ceramic, Vault and Clock Hall all shape clears, flanks and vertical pressure.

CalloutWhat it meansWhy it matters
CEO OfficeTop-floor site room paired with Administration.Important for window pressure, exterior wall pressure and plant attempts.
AdministrationTop-floor site room paired with CEO.Core anchor room with soft-floor and exterior pressure concerns.
MeetingTop-floor support room near site pressure.Useful for holding attackers off CEO/Admin or supporting Gallery defenses.
Waiting RoomConnector-style room near CEO/Admin flow.Helps separate site pressure from rotation pressure.
Painting GalleryTop-floor objective room and gallery landmark.Key site call and vertical pressure room above Dining.
Statue GalleryGallery-side room with landmark sculpture language.Separates Painting pressure from nearby Gallery routes.
Ceramic GalleryTop-floor gallery room above Kitchen pressure.Critical for Kitchen/Dining vertical play.
LibraryTop-floor room connected to Fountain Stairs.Important for northern route control and late flanks.
Hunting Hall / ArchiveLong upper route and support rooms.Used to call roamers, rotates and map-wide top pressure.

The top-floor shortcut is this: if you are attacking a top site, clear the room beside the site before the site itself. If you are attacking a bottom site, do not ignore Ceramic, Painting or Meeting because the floor above can decide the plant.

First Floor

Emerald Plains first floor callouts: Kitchen, Dining, Bar, Lounge and Fireplace

First floor is the modern lower layer and it is more open than many players expect. Kitchen/Dining and Bar/Lounge are the main bottom sites, while Pantry, Memorial, Fireplace, Fountain, Pool, Bar Stock, Mud Room, Lobby and Toilets shape the entry paths. The first floor rewards teams that clear methodically instead of walking into every angle at once.

CalloutWhat it meansWhy it matters
KitchenFirst-floor site room paired with Dining.Major plant, anchor and vertical-pressure room below Ceramic.
DiningFirst-floor site room paired with Kitchen.Important for Pantry pressure, Memorial pressure and hatch/ceiling play.
PantrySmall room beside Kitchen and Dining.Common entry, denial and shield-control callout.
MemorialRoom near Dining and Orange Stairs.Important for Dining pushes and Orange Stairs flanks.
BarFirst-floor site room paired with Lounge.Core objective room with Bar Stock, Pool and Fountain pressure.
LoungeFirst-floor site room paired with Bar.Large room vulnerable to vertical pressure from Admin and Meeting.
PoolRoom beside Bar and Lounge.Useful for attacking Bar/Lounge or cutting defender rotates.
FireplaceCentral lower room with vertical sightline pressure.Connects Fountain, Dining Hall, Lounge and upper balcony pressure.
Mud Room / LobbyEntry and rotation rooms near Green side.Important for Bar/Lounge attacks and Green Stairs movement.
First-floor shortcut

Kitchen/Dining is about vertical control and Pantry/Fountain pressure. Bar/Lounge is about Green Stairs, Pool, Bar Stock and central Fireplace awareness.

Route Control

Fountain, Orange and Green Stairs decide Emerald Plains rounds

Emerald Plains has three interior staircases, and they should be automatic in your team vocabulary. Fountain Stairs connects West Fountain to Library. Orange Stairs starts around Memorial and leads toward Clock Hall. Green Stairs starts around the Mud Rooms and leads toward Music Hall. If your team only says “stairs”, you are already late.

North routeFountain Stairs

Connects Fountain-side control to Library and upper northern pressure.

South-east routeOrange Stairs

Starts near Memorial and creates important Dining, Gallery and Clock Hall movement.

South-west routeGreen Stairs

Starts near Mud Rooms and matters heavily for Bar/Lounge and Admin-side rotates.

Central landmarkFireplace

Connects lower-floor movement and creates vertical awareness around Library and Meeting.

A good Emerald Plains call sounds like “one Orange going Clock”, “Fountain up to Library”, or “Green dropping Mud”. That gives your teammate both the immediate fight and the next likely route.

Route-control mistake

Do not leave all three stairs uncontrolled during a plant. Emerald Plains is large enough that defenders can retake late from a route your team forgot existed.

Kitchen Attack

Simple Kitchen/Dining attack plan

Kitchen/Dining is the best beginner site to learn because it forces you to understand the entire map. SiegeGG points out that top-floor Gallery control is pivotal because hatch and breachable floor pressure link directly into the site. That means a pure first-floor rush can work once, but a disciplined team should clear above before the final plant.

1
Drone Kitchen, Dining, Pantry and MemorialFind anchors, shields, denial and anyone hiding near Orange Stairs before the push begins.
2
Take Gallery and Ceramic controlCeramic and Painting let attackers open vertical pressure over Kitchen and Dining.
3
Pressure Pantry or East FountainChoose one clean lower-floor route instead of splitting into five disconnected fights.
4
Cut Orange and Fountain returnsUse flank watch so defenders cannot retake through Memorial, Clock or Fountain Stairs.
5
Plant with vertical coverThe plant works when Kitchen, Dining, Pantry, Memorial and the upstairs holes are covered.
Hard breachAce, Thermite, Hibana

Useful when defenders reinforce Kitchen, Dining or Pantry pressure lines.

Vertical clearBuck, Sledge, Ram

Emerald Plains has enough soft flooring to reward dedicated vertical work.

Flank watchNomad, Gridlock

Stops Orange, Fountain and Green routes from ruining the final plant.

Utility clearFlores, Twitch, Brava

Removes cameras, shields and denial from the Pantry and site setup.

CEO Attack

Simple CEO Office/Administration attack plan

CEO/Admin can feel exposed for defenders because the site has many angles, windows, soft flooring and exterior pressure. Attackers still need structure. If the push becomes a window-only fight, defenders can waste time in Meeting, Waiting, Green-side routes or the nearby top-floor rooms.

StepCallouts involvedGoal
Identify the holdCEO, Administration, Meeting, WaitingFind whether defenders are stacked on site or extended into support rooms.
Cut rotationsGreen Stairs, Music Hall, Clock HallStop defenders from moving back into the execute safely.
Use exterior pressure carefullyCEO windows, Admin wall, balcony routesCreate pressure without feeding solo window deaths.
Clear utilityShields, traps, denial, camerasOpen the final entry path for the planter or collapse.
Plant or collapseCEO, Admin, MeetingCommit when close corners and late stair routes are controlled.
CEO/Admin mistake

Do not let the whole attack become window watching. Use windows to cut movement, then clear Meeting, Admin and stair routes with drones and utility.

Defense Notes

Defender setup notes for Emerald Plains

Emerald Plains defense is about staying useful for the long term. The map has large rooms, soft surfaces and windows that can punish anchors who sit still. Defenders should use information, traps and protected utility to slow attackers, then fall back through named routes instead of dying in a room nobody can trade.

Kitchen/DiningProtect top control

Gallery and Ceramic pressure can decide the site before attackers touch the first floor.

CEO/AdminRespect windows

Use utility and rotate discipline so attackers cannot cut every movement path for free.

Painting/GalleryHold nearby rooms

Meeting, Library, Vault and stairs give defenders time and retake options.

Bar/LoungeControl Green and Pool

Green Stairs, Pool, Bar Stock and Fireplace decide many first-floor collapses.

Defender jobGood operatorsWhy
Projectile denialJager, WamaiProtects shields, denial gadgets and power positions from explosive clear.
InformationValkyrie, Maestro, Echo, MozzieEmerald Plains rewards early warning on windows, stairs and vertical clears.
DelaySmoke, Lesion, Melusi, FenrirSlows Kitchen, Gallery, Admin and Bar/Lounge plant attempts.
Site shapingCastle, Azami, MiraChanges lines of sight and forces attackers to spend utility before entry.
Denial and drone controlMute, Kaid, BanditUseful for reinforced surfaces, drone denial and slowing coordinated clears.
Account Angle

What Emerald Plains knowledge means for R6 account buyers

Emerald Plains is a buyer-check map because it rewards complete operator access. A good account should support hard breach, vertical clear, flank watch, utility clear, information and delay. That matters even if the map is not currently listed as Ranked, because the same operator depth carries into every map with soft floors, wide rooms and three-stair rotation pressure.

For attackers, look for Ace, Thermite, Hibana, Buck, Sledge, Ram, Iana, Ash, Zofia, Nomad, Gridlock, Flores, Twitch, Brava and Maverick. For defenders, Jager, Wamai, Valkyrie, Smoke, Lesion, Fenrir, Azami, Castle, Mira, Mozzie, Mute, Kaid and Bandit give practical value across Kitchen, Gallery, CEO and Bar setups.

Buyer checkWhy it matters on Emerald PlainsStrong signs
Vertical clearKitchen, Dining, Lounge and Bar can all be pressured from above.Buck, Sledge, Ram and flexible secondary utility.
Hard breachAdmin, Pantry, Gallery and site walls often need reliable openings.Ace, Thermite, Hibana, Maverick plus EMP or denial clear.
Flank watchFountain, Orange and Green stairs create constant late-round danger.Nomad, Gridlock and claymore-friendly attackers.
Utility clearDefenders rely on shields, traps, cameras and denial to hold big rooms.Flores, Twitch, Brava, Ash and Zofia.
Defender depthEvery site needs information, delay, denial and site shaping.Jager, Wamai, Valkyrie, Smoke, Azami, Mira, Mozzie, Kaid.

Want an R6 account that is ready for Emerald-style map control?

A strong account should let you play hard breach, vertical clear, flank watch, entry, utility clear, information and delay without being trapped in one role. Check the operator pool before you buy, especially if you want to learn maps with heavy room and stair control like Emerald Plains.

Sources

Sources used for this Emerald Plains guide

This guide combines official Ubisoft map and season information with community callout references and bombsite analysis. Team callout sets can vary, so keep the names your stack can repeat quickly and consistently.

FAQ

Emerald Plains callouts FAQ

Is Emerald Plains in Ranked in Rainbow Six Siege in 2026?

Ubisoft’s current Emerald Plains map page lists Quick Match, Unranked and Team Deathmatch, not Ranked. Operation System Override modernized the map in June 2026 and added Emerald Plains to Clear House, so it is still worth learning for practice, unranked play and future rotation prep.

What are the most important Emerald Plains callouts?

The most important Emerald Plains callouts are CEO Office, Administration, Meeting, Painting Gallery, Ceramic Gallery, Library, Hunting Hall, Kitchen, Dining, Pantry, Bar, Lounge, Pool, Fireplace, Fountain, Mud Room, Orange Stairs, Green Stairs and Fountain Stairs.

What Emerald Plains site should beginners learn first?

Beginners should learn Kitchen and Dining first because it teaches bottom-floor pressure, Pantry and Fountain routes, vertical control from Gallery and Ceramic, and the importance of clearing roamers before planting.

How do attackers win Kitchen and Dining on Emerald Plains?

Attackers usually win Kitchen and Dining by clearing top-floor Gallery and Ceramic control, pressuring Pantry or East Fountain, watching Memorial and Orange Stairs, removing denial, then planting while vertical and flank routes are covered.

Why is Emerald Plains hard for new players?

Emerald Plains is hard for new players because it has two visually different floors, large rooms, many windows, three interior staircases, strong vertical destruction and several similar gallery-style callouts that need exact names.

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