PAYDAY: The Heist

PAYDAY: The Heist

136 ratings
PAYDAY: The Heist - Komplete
By AMVX and 6 collaborators
The guide covers all of the basics and then moves on to cover the crew, the enemies, weapons and bonuses, basic level walkthroughs, known secrets/easter eggs and tips and tricks. It will also have an acheivement road-map for those, as well as suggestions and tips, tricks and hints.

It does not go through every challenge in the game however, at least in this version.
   
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Introduction
Version 1.0

Not all of this guide is complete, it is a work in progress.

This guide covers:
  • Gameplay basics
  • Level basics
  • Characters
  • Enemies
  • Weapons
  • Equipment
  • Bonuses

TO BE ADDED:
  • Secrets / Easter Eggs
  • Achievements

If you are new to the game, view the guide linked below first, and then come back to this guide for further information. http://steamcommunity.com/sharedfiles/filedetails/?id=113164248
If something is missing, or you think something should be changed, then please get in contact with me through Steam.

Special thanks to Bobmuffins, Knightmare, Jason Voorhees for helping with this guide. Thanks to those in the forums that have had element incorportated into this guide.
Gameplay Basics
You can change attachments On or OFF, so if you don't like a new sight; you can remove it. Check the "upgrades" list for stars, the stars show where graphical changes can be switched on and off.

Use "F" to call, mark and shout. Make sure to mark specials, so they don't catch someone unaware. While you are downed (even if you can't use your gun), you can use F to spot nearby specials. If a Cloaker has snuck up on you and one-shotted you, you'll need to use this to warn your team or someone trying to rescue you might get a nasty surprise (and the same fate).

Shields are annoying, but slow. Run around them and attack them either with melee or just gun them down; they can't do anything to you if they are not aiming at you.

When taking hostages, make sure they are at a spot where they will lie in cover; otherwise you might need to go out in the open when trying to do an exchange.

Each skill tree has certain "crew bonuses". These are of vital importance on higher difficulty levels. Makre sure to read through the upgrade list before lveveling one up, so you know what you are getting.

To select the tree you level up in, hold down TAB. This will bring up a screen showing several things, including more detail on your current objective, your progress on the 3 challenges you are closest to completing, and what upgrades you will get for your next level up. To select a tree, press 1, 2, or 3, for Assault, Sharpshooter, and Support respectively. If you own the Wolf Pack DLC, you unlock the Technician tree, which can be selected by pressing 4 instead of 1, 2, or 3.

Focus on cloakers and tazers before anything else, they can take down a player instantly or render them helpless. Never go toe-to-toe with a Bulldozer, two shots from them will down ANY player regardless of body armour and health level.

If you don't know a heist, ask people. Most players in Payday are nice people and will explain the heist.

If you are getting kicked; don't try to join a game with a high difficulty setting. This is the most common reason for a kick. Host a game yourself or play on easiser difficulties.

Always stand in cover, never out in the open. Snipers are lethal and your armor will regenerate if you avoid damage for a certain amount of time.

Medibags and Ammo bags are great. Cable-ties are foremost usable in "No Mercy". Trip-mines are best used as bombs, switch the laser off and shoot them when a special runs past. They are especially useful against Bulldozers, as only one trip-mine is needed to kill a Bulldozer, except on the Overkill 145+ difficulty, which is currently the highest difficulty level in the game.

In the bank heist, only one person is needed to empty the vault, the rest should hold their position to make sure the vault is not surrounded.

If the mouse is acting strange make sure v-sync is off and check that you don't have any grpahical setting too high. Payday is sneaky.

Remember to place bags at convenient locations and at key areas of the map. no-one wants to backtrack to fill up on ammo.

Try to focus 1 class first, that will make you useful quickly. If you're unsure what to level, decide which type of primary weapon you want to unlock first. If you want the Brenner machine gun, level the Assault tree. If you want the M308 rifle, level the Sharpshooter tree. If you want the Reinbeck shotgun, level the Support tree. If you want the AK rifle, level the Technician tree. However, keep in mind Assault and Support get ammo and medic bags, while Sharpshooter and Technician do not.

People can be helped up through walls sometimes. Sit in cover and see if you can pick them up without putting yourself in danger.

Shoot in bursts; except when you have the brenner, it aims like crap anyway (don't, fire in bursts)

We can change the FOV to have better accuracy in-game

Try to spare medicbags and Ammobags.

Cover yourself when armor is off.

Read the objectives.

Shoot on the vizor of the bulldozer for extreme damage.

Scream if there's a Special unit by typing F or whatever button you have designated for the interact button.(Sniper's has no interaction).

Shoot down the cameras if you can.

On every heist wait the beginning of it except on heat street,green bridge,undercover and diamond heist.(you must look for everything before pressing "F" like bank manager or other stuff that would avoid losing life for nothing).

Use only the weapons which your are best with,don't take a bronco if you can't kill soembody with it you maybe would prefer the B9-s even it will take less damage you'll kill him quicker and with less bullets.

And choose them wisely some guns are better on different heists.

Play like a team,this game is ment to played it so, don't be selfish you have all the same amount of cash at the end except if you have killed some hostages or civilians.

Don't try to help out a friend if he is in a dangerous zone of the map,but kill the cloakers,tazers,bulldozers,etc first and help him out if there is nothing that could kill you (TIP:you can sometimes aid your friends out through walls).

If you are on a difficult situation try to continue the objectives only when assault has ended (this will prevent by being killed by a swarm of tazers or cloackers).
Level Basics / Walkthrough: First World Bank
Phase 1: Before The Cops Arrive

This part is fairly simple. Once you pull your guns out, you'll have 60 seconds until the first cop car arrives. Use that 60 seconds wisely. That timer doesn't start until you get your guns out, so get in position before pulling out your guns. Find the manager, and take him out as quickly as possible. Whoever gets the key should do their best to ignore everything and rush for the server room. Once someone gets the drill, they should set it up as quickly as possible. While this is being done, everyone else should be working on killing the security guards, taking out the twelve cameras, and taking hostages. Once the drill has been set up, one or two people should head back to the server room side of the map to delete the security footage. You can probably get to a few seconds before the security footage objective activates before the first cops arrive.

Phase 2: The Drill

Delete the security footage quickly, and regroup near the drill. Hide behind the table there. If you brought 2 sets of bags, you're probably safe to drop one set here. Hold onto at least 1 ammo+1 medic for later in the map. Snipers can spawn at both the windows above the green glass offices, and on the opposite building, visible from the drill. He'll be shooting at you through a window that's fairly close to being directly above the big glass globe. Taking out snipers should be one of the highest priorities, they do a surprisingly large amount of damage. Only one person should reset the drill, as there's no reason to have two people doing this. Whoever is resetting the drill will be out of cover for a few seconds longer than they should be, so ideally whoever has the most health should do the resetting. This isn't a hard rule though, if you see it jammed and no one else is there or on their way, go ahead and reset it if you can survive.

Phase 3: The Thermite

Once the drill gate opens, run through. There's much better cover in here, so hurry in quickly. There's usually a few more security guards in here, as well as nine more security cameras. Take them all out while the two people with thermite rush to the back room and pour it out as fast as they can. Drop the second set of health/ammo bags behind the desk in the first room, with the elevators. Put one or two people inside the elevator room, as cops can enter from the elevators, and the other two should cover the hallway into this part of the bank. Be careful to not poke your head out of the hallway too far, as snipers will be ready to pick you off quickly if you do. Just defend here for a few more minutes. Once you hear a character shout "Just a few more seconds!", have someone run to the thermite room. Send just that person into the vault, leave the other three defending outside. Empty the vault as quickly as possible. On higher difficulties, a bulldozer can rarely spawn in here (more than often there's nothing, or just a security guard or two), so send in someone who can hold their own in combat. Empty out the vault as quickly as possible, then leave.

Phase 4: The Escape Run

A lot of groups will try to defend in here until the assault wave ends, then make their push. While that's a viable strategy, it's a bit risky, as it's likely you'll begin to run out of supplies. As such, I highly suggest sticking close and just sprinting. Run out the gates, and stick to the left wall. You might be tempted to run up the stairs to the right and take the direct route, but this pathway is often barricaded by a steel wall that drops down. Continue along the left wall as you run out the door into the lobby. Run behind the big wall in the lobby with the printers/photocopiers behind it, and let your shields recharge. If you have any health/ammo bags left, drop them here and use them quickly. Once everyone's got their shield back, continue along the left wall until you get into the cafeteria. Run up the stairs, and once at the top, go behind the wall here so you're near the manager's offices/server room. Plant the C4, and get ready to run. This C4 cannot kill you, so feel free to sprint at the wall. Once the C4 explodes, just begin to ignore cops. It tends to work a lot better than fighting. Sprint through the bathroom, through the second office building, and down the stairs. There's usually a bulldozer or a few other specials in the second office building, but if you run they shouldn't have enough time to react. Don't try to jump off the stairs, that usually downs you. Sprint through the basement, and get into victory circle. Personally, I've finished the run from when the C4 exploded and the escape timer started in 28 seconds, and I think that's the fastest possible.
Level Basics / Walkthrough: Heat Street
Phase 1: Catch Matt

Unlock the door. If you're playing with human players, you're already doing good. If you're playing with bots, especially if you've got 3 bots, you're probably going to find this map almost impossible, just for this first part. If you have human players, ignore the cops, and run. Keep running until you get to Matt. Just stick together, and the cops will have a hard time picking a target and will start splitting their fire between everyone. If someone goes down, ignore them and keep running. You'll want to start the run from the embassy by turning right as quickly as you can, and going up and down the small set of stairs here. Run down the street a bit, then cross the street. Run straight at the corner of the building the cop car is stopped against- if you jump, you can make it over this. Keep running down the street, and cut a diagonal through the little cement square at the end of that street. From here, cross the street, and keep running. Run up the set of stairs with the piece of plywood against the railing, then back down. Run around the pile of cinder blocks, then run straight down the road. Cross the street once you can see the construction site Matt is crashed in. If anyone got knocked out, take a hostage per person downed. You'll have time to trade them- even if Bain said "Police assault in 10 seconds!", the assault timer seems to reset to about 45 seconds once one of the characters yells at Matt to get out, giving you time to trade. If you're with bots, instead of players, don't try to rush it unless you're on Easy. The bots can't sprint, and will fall behind quickly. Fight your way up, but move up as quickly as you can- standing around makes this unnessisarily difficult.

Phase 2: Barbecue Time

Bain will tell you to pick up some gas, scattered around the construction site. It will spawn in several random places. Pick it up, and drop it near the van, then get back into cover. That gas can will burn for about a minute. Ideally, you want to take cover behind a shipping container pressed against the right-hand wall, looking from where you came into the construction site. One of these containers has a tiny gap you can squeeze into, between the wall and the container, making for great cover. Feel free to drop a set of bags here. Once Bain tells you the fire has gone out, a new gas can will spawn. Decide if you can make it safely- if you can, run for it. If you can't, wait for the assault to end before trying again. There's a chance the gas can will spawn exactly where you're taking cover, and the game might simultaneously give a gas can to several players. If this happens, send one person to drop the gas can. If the fire goes out, and Matt hasn't jumped out of the van, you don't need to worry about running to get the next gas can- someone already has one. After three gas cans, or occasionally four cans, Matt will jump out of the van, all burnt up. He'll roll around on the ground for a bit, then you can yell at him to move.

Phase 3: Get to Jake's Parking

This part is fairly easy, and you'll probably find it safer to just stay in cover at the crash site until the assault ends before starting to push Matt up the street. Send three people up the street to try to clear out cops, and one person should push Matt. Keep an eye out for snipers, they love to spawn in very, very hard to see places around here. Look around for the distinct red beam a recently fired sniper bullet gives off, that's a great way to tell where the sniper is hiding. The hardest one to find, that kills most groups, is atop a building on top of the overpass. He's VERY hard to see, let alone hit, without an M308. The SWAT also like to drop in helicopters of specials inside Jake's Parking, so be ready for a bulldozer, or maybe a few tazers. Once you get Matt to Jake's Parking, you'll stand around here for a bit while Bain calls up Alex, your personal helicopter pilot. Once Matt opens up the gate he'll stop in front of, the next part of the map starts. If you didn't drop bags at the crash site, drop them here.

Phase 4: Getting to the Hill

This is actually surprisingly difficult. Once Matt opens up the gate, a few SWAT who were hiding at the top of the staircase will start firing on you. Kill them, then push up the stairs. At the top of this is usually a few specials, even potentially a bulldozer. Clear them out, then push Matt through here. Once at the top of these stairs, you'll see three "paths" you can take. There's a building you can probably enter to your left, up a small set of stairs, though occasionally this can be locked. There's the main path, which Matt will go down. I don't reccomend this, due to a lack of cover. Finally, there's the building to the right, though this can be locked too. This is best used by just one person, ideally with an M308 or Brenner to take out shields who are fixated on people in the main/left paths. You can try to push Matt during this part, but it'll be rough, as there's a lot of SWAT firing, and if you haven't figured out yet, Matt won't move if there's bullets flying near him. As such, you usually end up defending here until the assault wave ends unless your team is very agressive. Try your best to preserve your second set of bags, though if you absolutely need to drop them, do it.

Phase 5: Armitage Avenue

Work your way up the hill, using the small amount of cover that there is. This part is literally, and figuratively, an uphill battle. Matt will go up the right side of the map, which sucks since the best cover- a few small staircases- are along the left side. If you can pull it off, try to do what you did during the Jake's Parking phase, and get 3 people to clear up the hill while one person pushes Matt. Don't worry about rushing up the hill here, there's no hurry except for your slowly diminishing amount of supplies, so carefully move up if you have to. You'll run out of supplies surprisingly quickly, however, so you'll need to take at least some risks here. Once you get Matt to the top of the hill, it's another defend phase.

Phase 6: Waiting for Alex

Once Matt sits down and stops glowing, you've pushed him as far as you can. Clear out the cops here, and drop your last supplies if you still have them. Ideally, drop them in the little niche with the car in it along the left side of the street. From here, it actually works best to do something that seems almost suicidial- run up against the barricade the cops have put up. Pick them off through the barricade, and if your shield drops, duck down until it recharges, then pop back up. This way, once Alex comes in, he likely won't tell you to clear out the street- you'll already have done it. Listen for a character shouting something about "They're coming in through the garage doors!" or something simliar- if this happens, turn left, and a little garage door will open. Usually there's two shields and some SWAT in here. In addition, listen for a helicopter- that helicopter will either be Alex, or the SWAT. I've had too many deaths right at the end of the map from a bulldozer jumping out of a SWAT helicopter and taking us out while we were staring the other way. Once Alex flies in, you should already have the nearby area cleared out, and he'll come in almost immediately. Yell at Matt once or twice, and get in victory circle. If he doesn't come in to land, and tells you to clear the pickup zone, you need to kill a few more SWAT. There might be some hiding behind the police vans, for example, so move around along the barricade a bit and try to find them. If you don't have the block cleared out in time, Alex might decide to pull back down the street. He'll fly back to the bottom of the hill again. If this happens, keep yelling at Matt, and he'll come back down the street. Get one person to look down the street towards Alex, while three keep facing back up the hill. If you've cleared out behind the cop's barricade well enough, you probably won't actually have any cops attack
Level Basics / Walkthrough: Panic Room

Phase 1: Go Through With the Deal

You'll spawn outside the apartment building. Head down the alleyway. You'll either get a thug telling you to go inside, or see a line of thugs. If you see a line of thugs, be ready. You'll walk up, and shortly someone will kick down the door and open fire on you, along with the full line of thugs. Be ready to kill them quick, as 5 guys with machine guns trained on you will hurt. You'll then immediately be in Phase 2. If that didn't happen, and you get told to go inside, follow the instructions. Walk into the room, and drop the bag of cash on the table. Once the guy you traded with goes upstairs, you can follow him. Get into a position where no thugs can see you, and pull out your gun once everyone is ready.

Phase 2: Kill the Thugs

These thugs do a quite large amount of damage, so take cover, and take cover often. If you see a closed door, be wary, as a few thugs might kick down the door and open fire on you. Get to Floor 3, and you'll see a door painted red. Walk up to this door, and Bain will tell you to find Chavez. Hunt for Chavez, he's in an orange shirt. Check floor 5, the roof, and the fire escapes, these seem to be his most common spots. Either kill him or tie him down, and take the key. Cops won't begin to spawn until you unlock the red door, so do what you need to before then. Take out the thugs, primarily. I'd also suggest running to the roof and dropping one set of bags behind the big air conditioning pipe thing beside the roof access. If the main roof access stairwell is locked, you can take the fire escape up the face of the building. Once you're ready, unlock the red door. Kill the thugs in here, and set up the saws. There's two per floor.

Phase 3: The Saws

Put two people on each floor, both in the saw rooms. If the saws jam, repair them as soon as you have a safe moment to. On floor 2, I'd suggest taking cover in the small room across the hall. On floor 3, underneath the stairs to floor 4 is a door. If you enter there and turn right, there's a bathroom. Jump into the bathtub and get behind the shower curtain- it's bulletproof, making amazing cover. This part is rather simple, so there's not much to say. Once there's 30 seconds left on both the saws on your floor, rush to the roof, where you put down the set of bags. I've never seen the saws jam if there's under 30 seconds left on them, so don't worry about it. It might be possible, but I've never seen it happen.

Phase 4: The C4

Defend on the roof. After a few seconds, Alex will tell you he'll be there in "a minute or two". During this, lots of snipers can spawn, and on higher difficulties two or more can spawn at once. Taking these out gets highest priority, unless someone is being tazed. There seems to always be 6 snipers before Alex will arrive. Once Alex flies in, there's three places the C4 can land- the alley, actually on the roof, or on the decks on the front of the building.
If it lands in the alley, jump off the back of the building onto the fire escape. Run down the stairs until you're outside the panic room. Jump off the fire escape onto the RAILING of the lower part of the fire escape- if you land on the fire escape, not the railing, you'll take some damage. If you land in the alley, you'll probably get downed. Grab some C4, then take the fire escape up to floor 2 back into the building.
If it landed on the roof, just grab it.
If it landed on the deck on the front of the building, you've got two routes. Many people will run down the front of the building, but that's quite dangerous- as cops in the street out front of the building can hit you. As such, I suggest taking a similar route to the alley spot, and jumping out to the fire escape. Run down to floor 4, then make your way to the C4 bag. If you crouch and stick as close to the building as possible, cops in the street can't hit you while picking up C4.
Once everyone in your team has C4, no matter where it appeared, start setting up the C4. There's 9 pieces of C4 to be deployed, 3 on floor 4, 3 on floor 5, and 3 on the roof, and if you have all 4 people alive (and human players), you should have a total of 12 pieces, so don't be too eager to deploy every single piece of your C4. I suggest setting up the roof ones first, as the snipers will likely still be dead when you get up here- but obviously if it isn't safe, it's not too important. Once all the C4 is down, take the fire escape down. Jump down onto the railing, just like you did with the alley route. Once everyone is on floor 2 or lower, the C4 will explode, detonating the building above the panic room. Begin making your way back to the roof.

Phase 5: Taking the Panic Room + Escape

Once you're back on the roof, work on taking out all the cops. Continue taking cover behind the air conditioning pipe. Snipers will still spawn, so remain on top of killing them. If your supply bags get emptied, feel free to drop a replacement one- there's no other place on the map you'd want to drop them. Eventually, Alex will fly in, and tell you to clear off the roof. He won't actually decide the roof is clear enough until the assault ends almost all of the time, so don't be overly agressive with your cop killing, especially since cops don't stop spawning during assaults. Once Alex flies in, he'll release the winch. Keep two people on the roof working on keeping cops dead, while another two head down to the winch. A single player can get the winch, but due to the exploded floors leaving great line-of-sights for tazers and other SWAT, it's a bit risky to do alone. Plant the winch on the top of the panic room, then make your way back to the roof. If you're heading down to the panic room, remember you can jump off down the fire escape if floor 5 is covered with cops. Once you're back on the roof, Alex will yell at you to clear off the roof again. I'm not entirely sure why once the panic room is attached the amount of cops on the roof matters, but so be it. Clear off the roof, though again, this likely won't be possible until the assault ends. Once Alex is out of sight, the final escape timer will begin. However, you can start the escape run before this. Once Alex starts flying upwards, taking the panic room with him, jump down the fire escape. Run down the stairs, jump onto the railing down here, and run down into the alley, like you might have already done for the C4. Run down the stairs back here, and plant the C4 on the door. Unlike in Bank, this C4 can actually knock you down! Get away from it, then once it explodes run into the room it opened up. Turn left, and you should be in the victory circle.
Level Basics / Walkthrough: Green Bridge
Phase 1: The Saws
For this, I'll be numbering the vans, #1 being the front-most one, #4 being the back. Since #1 and #2 are almost parallel, #1 will be the one on the left, the side you start the map on.
Mount the saws. Once you get the saws up, defend near van #3. There's a sideways car here, it makes surprisingly good cover. Drop a set of bags here if you need it, but try to conserve them. If you're in the middle of an assault wave, ignore vans #1 and 2. I realize this means the saw stays jammed for quite a while. However, you'll quite likely get damaged a lot, if not downed, fighting your way up to the saw then falling back. Once van #3 opens, you can take cover inside it. This works very well for cover. However, it's slightly bugged, and you can only get out of it if you're crouch-walking on the bench. If you don't have much experience getting back out of this, I really suggest not doing it on higher difficulties, or in multiplayer. Practice getting out in single player first. Once Giant jumps out, progress to phase 2.

Phase 2: The Tower Push
If you're playing with humans, get 3 to clear out the bridge while you scream at Giant repeatedly. If you're playing with bots, just stick with them. Keep following Giant if you don't know where you're headed. There's a surprising amount of cover during this part of the map, just keep at least one side of you to a car or other form of wall. If you're outside of an assault wave, this is really easy. The three pushing up the map will either meet next-to-no resistance, or a ton. If there's still a lot of cops, just work up slowly. If there's almost none, just rush up to the tower.

Phase 3: The Tower
Once you get Giant to the top of the tower, strap him into the chair. Drop your bags where ever works best for you, personally I drop them inside the cement tube. You can crouch-walk into this tube from one side. You probably won't get time to use bags later on in the map, so use them as much as you need to here. There's not much to say for this part of the map, though if you have anyone with the M308 they should be on sniper duty- the snipers can do a surprising amount of damage. While they don't spawn as often as Panic Room, they still pop up fairly often. The one on the crane can be hard to spot- he hides where the crane stops going up and starts going out (I have no idea what this part is called okay?) Once George comes in, just pray that he misses. If he hits, well, start running. If he misses, wait for the assault wave to expire, then raise it, and RUN. The final assault doesn't start until George says "Got it. I'm off!" or whatever his line is.

Phase 4: The Run
Even on Overkill, you have 10 minutes to do this. Don't worry about rushing, you'll have time. Run down the right side of the map, taking cover every time your shield falls off. Once you're getting close to the boat, cross to the left side of the bridge. From here, you can actually jump over the boat, at the hinge between the boat and the truck. This lets you avoid the specials (notably shields) the cops like to barricade the right side with. There's a reason the OK145+ achievement is called "Beat the Shield." If you're not in the middle of the assault, however, there tends to be absolutely no cops up here, and you can just sprint. If you have cops trying to stop you, keep going down the left side, as cops tend towards the middle and right side. Once you hear one of the characters shout "I can see the staircase!" or something similar, start making your way towards the right side of the bridge again. Once you get to the stairs, the map is basically over. Due to the spiral shape of the stairs, cops can't hit you until they come down it too, and they don't seem to like to do that. Get into the victory circle, game over.
Level Basics / Walkthrough: Diamond Heist

Phase 1: Sneaking

When you start the map, you'll have your guns out, but not actually fighting. You'll be sneaking around the Garnet Group's skyscraper. There's a few rules for this part- Don't shoot, or you'll get caught. Don't melee any glass, or you'll get caught. Don't be seen by any of the 12 guards or the party guests, or you'll get caught. The guards can't hear, however, so feel free to sprint across hardwood flooring right behind them while whispering "Got a guard over here". Police won't begin to spawn until you're caught. Three alarm boxes will be highlighted around the map. Sneak up to these, then plant a little tablet on them. Once you've activated all 3, you can sneak down to the vault. If the vault opens up, you can skip down to Phase 4. If you get caught during this process, though, things will change slightly. You can no longer immediately disable the remaining alarm boxes, and instead it will take about four minutes to disable them, complete with occasional jamming. Hopefully you've got only one alarm box left, or you might be scrambling over the entire map trying to reset several alarm boxes. Some players prefer to just throw themselves off Floor 23's atrium, down towards the vault, and die to reset the map if they get caught. If you opt to continue the map, however, once you get all the alarm boxes disabled, get down the the vault and enter the codes. There's still a chance they can work. Again, if they work, skip to Phase 4.

Phase 2: The CFO

Once the codes fail, your characters will panic for a little bit. Eventually, one of the characters will realize the CFO of the company is at the party, and you'll be told to kidnap him to get the codes to the vault. Once the "Find the CFO" objective activates, one of four closet doors will unlock, and the CFO will be inside. He can be in a closet at the end of the construction site of Floor 22. He could also be near the PR Department on Floor 23. Once you find him, shout at him a bit, and he'll start running towards a helipad on the roof. Once you get him to the roof, Bain will fly in and kidnap him, and start trying to get the codes from him. Once he stops glowing orange, you'll be able to stop shouting at him. Once this happens, you'll have to defend for a bit. Do the opposite of what the characters say. They'll tell you to "Hunker down, and see how it goes." Don't do that. Get to a spot with 3 or more exits, such as the top of a staircase in a hallway. Once the cops throw a smokebomb, run the opposite direction to another spot with 3 or more exits. Continue doing this until Bain gets back to you. If Bain manages to get the codes from the CFO, continue listening if he tells you the vault has a timelock on it. If there's a timelock on the vault, continue to run around. If there's not, or once the timelock unlocks, get to the vault and skip to Phase 4. If Mr. Garnet doesn't care about the CFO, continue running around until the kicks the CFO out of the helicopter, through the atrium. At that point, you'll get told to find Garnet's son, Ralph. If you need health/ammo at any point during this phase, or during the next, feel free to drop one set of bags.

Phase 3: Ralph

This part is surprisingly simliar to the CFO section. Find Ralph. He'll be hiding in a closet, like the CFO, though he'll be in different closets- either one near the Roof Access on floor 23, or one actually on the roof, above the party. Once you find him, shout him back towards the helipad, and get back to a spot with 3 exits, and keep running from the smoke bombs. Ralph will always get you the codes. Once you get the codes, the vault may have a timelock on it- either 30 seconds, 1 minute, 2 minutes, or 3 minutes. Keep sprinting from smoke bombs until the vault opens. Once it opens, get ready to get rich.

Phase 4: The Diamonds

Once you're in the vault, if you haven't been caught yet, you can melee out the few security cameras near the enterance. If you have, ignore the cameras. Smash the display cases, and grab the diamonds If you're going for the big diamond, leave one display case unbroken. Only the diamonds in the middle need to be taken, the ones on the side are just extra cash. Feel free to drop some bags in here. If you're going for the big diamond, skip to Phase 5. If not, once you've grabbed all the diamonds you want, skip to Phase 6.

Phase 5: The Big Diamond

If you're going for the big diamond, hopefully you didn't get caught, or you'll be running out of supplies fairly early on. I believe this is only spawns on Overkill or higher, as well. Once someone walks up to the big diamond's display case, contained in a small room in the right side of the vault, you can go back to where you entered the map and pick up the glass cutter on the ground. Get back into the vault, and mount it on the display case. If anyone shoots this display case, be it a cop or a player, the big diamond will disappear. As such, I reccomend fighting all the cops on the staircase into the vault to prevent any bullets in the direction of the display case. Feel free to drop your last set of bags here, ideally right around the corner of the enterance to the vault. Once the glass cutter is complete, send in a single person to grab the diamond and take the last few diamonds from the display cases. It's in your best interest to keep at least one diamond in the display cases, as once you take the final one a never-ending assault wave begins. Once you've either lost the diamond, or taken the diamond, it's time to escape.

Phase 6: Escape

You've got your diamonds now, so now it's time to get out. Use your bags while you can, since this is the last chance you'll get. Once everyone is on full health, get your entire team to stick together and sprint straight out of the vault. Turn left up the stairs in the atrium, then once at the top, run down the hallway to your right. Turn left, and run up the stairs here. Run down the hallway, then towards the wooden floored area. Keep running through this room, then turn to your right at the end of that room. Run down the hallway here, then right, up the stairs to the roof. Once you get to here, Bain should be flying in at about the same time. Bain has a few spots he can land- a few on the roof, one on the helipad outside the atrium. Once Bain picks a spot to land, if it's on the roof, run to that spot. If it's on the helipad out front, find one of the skylights, and shoot your way through it. Fall through into either the party or the gym, then keep running towards the helipad. Shoot out the window, and jump out it. Despite falling from Floor 23 down to the helipad, you'll only take about 5% of your health from the fall. Run into victory circle, whether it's on the roof or the helipad, and escape with your diamonds.
Level Basics / Walkthrough: Slaughterhouse
Phase 1: Ambush

You'll start on the roof some building. A convoy of cars will be driving by shortly. Get into a position you can easily overlook the alley the wooden bridges spans, as this is where the convoy will head. Once it starts driving underneath you, open fire on the convoy. The more bullets pumped into it, the less SWAT you have to fight in a few seconds. Make sure you shoot the red van at least enough to crack it's windshield, or you'll get significantly less cover in Phase 2. Once all the vehicles have crashed, run down the staircase behind you at the end of the building. Get to the bottom of it, and clear out the SWAT down here while pushing forward. Once you get to the intersection, go left, then left again when you see the broken fence. Turn right, and go down another set of stairs. Head into the slaughterhouse. There's a security camera right above your head on your way in.

Phase 2: The Slaughterhouse

If you shot the red van, shoot at the wires a bit. Once it comes down, plant the C4 on it. Once it opens, a bulldozer might be in here. He'll just collapse to the ground, though, giving you a good ten seconds or so to kill him before he gets up. Then set up the drill. If you didn't shoot the van, and the van is hanging upside-down, plant some C4 on the bottom of it. Once the vault falls out, set up the drill. Once you have the drill set up, turn towards the nearest wall, the one the door you entered through is on. You should see a conveyor belt here, with a stack of pallets half way through it. Get behind the conveyor belt, on the side of the pallets away from the door. This is where you'll be taking cover during this phase. Feel free to drop a set of bags here. When the drill jams, be sure you've got ample cover, and there's not many cops, and jump over the conveyor belt to reset it. If you shot down the van, you can actually reach through the van and reset it through the wall, giving you far more cover. Once it's reset, jump back behind the conveyor belt. Once the vault opens, send a single person out to start loading up the gold. Again, like the drill, you can reach through the van to load the gold. Once this is loaded, Phase 3 begins.

Phase 3: Running and Gas

Once the gold is loaded into the bag, get everyone to take a gold bag. However, it's important to keep in mind, you only need one bag of gold to complete the map. The other 3 are optional. If there's too many cops to get the spare bags, leave them. Designate a player for this next part. This player will sprint out to the container yard on his own. You likely won't find many cops on the way, as they're all in the main room of the slaughterhouse, but still, be ready. Once you're in the container yard, drop off the gold, and take cover. The other 3 players, who should still be behind the conveyor belt, will now be yelled at by Bain to get some gas cans. These 3 players need to get 2 cans. A 3rd helps in case someone dies, but only 2 are needed. The group of 3 should run out of the slaughterhouse, towards the shipping yard, grabbing 2 gas cans on the way. One player with a gas can should throw it on the pile of tires in the shipping yard on their way to the container area. Before dropping the second gas can, drop off all remaining gold bags. Once all gold bags are droppped, take a second can of gas and set up the trap. Then take cover with the player who ran earlier.

Phase 4: The Crane and Escape

By now, Bain should be yelling at you to move the crane. Send someone out to operate the crane controls. Then take cover. In the back corner, to your right when you enter the yard, near some short pallets that seem to be stacked with boxes of food is one of the better spots I've found- but just be ready to adapt for the most part. This part's reasonably difficult. Run out to the crane controls, and figure out which side most of the cops are on- crouch and stay opposite the cops, and operate the controls through the box they're sitting on. Just stand in here for a few minutes, until the gold container is in place. Once this is in place, either decide to wait out the assault, or just go back out to the crane controls. This decision mostly depends on the amount of supplies you have left. If you're waiting out the assault, you've probably got mostly empty/gone bags. Just stand here until the assault expires, then head out to the crane controls. If you're just going, run out to the crane controls, clearing out cops on the way- but be careful, sometimes specials can stack up fairly close to your hiding spot, so be ready for a fight. Once you're at the crane controls, operate them again, then get back to wherever you're taking cover. Hide here for another few minutes, then you should hear Bain telling you it's time to leave, and the Escape! event will trigger. Container #57, which is in the middle of the back wall, reasonably close to directly across from the entrance to the yard, will open up. Sprint out of your hiding spot, and through #57. Once you get through #57, cops seem to stop following you. Just keep running down this corridor, and into victory circle.
Level Basics / Walkthrough: Counterfiet
Phase 1: Getting to the Safe

You start out in the street, with your masks off. Walk into the middle of the housing area you're parked outside, and find a guy in a pink shirt named Mitchell. He'll take you to a door and open it up for you. Walk up to him again when he's at the bottom of the stairs, and he'll go back upstairs. From here, you'll find the alarm boxes. Don't start the map just yet. Get back upstairs, and find all the civillians. There should be 7 or 8 of them. Check:
-inside Mitchell's kitchen
-at the barbecue Mitchell was near
-at the piano in Mitchell's neighbor Wilson's house
-at Wilson's TV
-on the chairs around the pool
-near the shed in the corner.
Now, try to find the crowbars. There will always be two. Check the following spots:
-Mitchell's bedroom in a shopping bag
-Wilson's bedroom under a bed
-Mitchell's garage
-Wilson's garage
-Near the pool
-The small shed in the corner at Mitchell's pool
-Underneath Wilson's boat
Once you've found the crowbar and all the civillians, pull out your guns. Either tie down all the civillians, or, if you don't have enough cable ties, melee them to kill them. Then go pick up the crowbars. Stay out of sight of the street at all costs- otherwise you'll alert the police. If there's a crowbar in either garage, leave it for now unless you absolutely have to get it. Set up the hacking device on Mitchell's alarm box in his basement, then head into Wilson's basement, and pull aside his bookshelf. Behind the bookshelf is a hallway with his alarm box on the wall. Plant the second alarm box. You want at least 1 person with a silenced gun in Wilson's house, and at least 1 person with a crowbar in each house. If you only have 1 crowbar, put them in Wilson's house and have the people in Mitchell's house run over when their box finishes, since it'll almost certainly finish first. Two sets of police will come to Wilson's house, two at a time. Use silenced guns or melee to kill them. The first set comes in the front door, the second set comes in from around the side of the house, between the house and the garage. In the event you get seen, or if you accidentally fire a non-silenced weapon, SWAT will start coming making this a lot harder, so do your best to stay hidden. Even if you're not caught, after the two sets of police, the cops will be reported missing and SWAT will come in anyways.

Phase 2: The Trap

Once the alarm boxes finish, the doors will open. If you have only one crowbar, send everyone to one side- ideally the side that has the box finishing last. Almost always, that'll be Wilson's house. Once the doors are open, everyone go inside and pop open the second door with a crowbar. If you see money piles on the ground in the middle of the room, you'll set off a trap once you pop the door open. This trap gives you about 15 seconds to disarm 7 blocks of C4 hidden around the room. A map can be found here, made by alien3456: i.imgur.com/ZO1Zb.jpg If you have even a single bot, this C4 is impossible to fully disarm, so don't try it unless you have all 4 players as human. If two or more people try to disarm one block of C4, you'll run out of time, so organize it carefully, ideally with voice chat. If you can make it in time, you can pick up the money piles on the floor, totalling 16M cash. If you can't disarm it in time, anyone still inside the room will get downed, all the money will disappear, and a second opening will appear in the room, through the pool that just exploded. If the cash piles AREN'T in the middle of the room, just enter as normal and ignore everything about the C4 and money.

Phase 3: Setting up the Safe

Once in the room, either with or without the trap, Bain will give you the next instructions- plant a drill on the safe, plug in the drill, and pull a garden hose to the basement. Drop all your bags in this room, you likely won't need it elsewhere. The plug will always either be in Mitchell or Wilson's basement. The hose can be in four spots, three near either someone's garage or an exit of a house, the fourth being the shed in the very back corner of the map. The hose always gets a quarter of the way to the basement every time you pull it, so you'll need to pull it 4 times in total. It gets pulled from the tip of the hose, so just follow it if you don't know where it "lands" next time. If you can figure out where it lands, try to be in place to "catch" it when it gets to you. Once the hose is laid out, you're set.

Phase 4: Opening the Safe

This drill is a special kind of drill- unlike the others in the game, it takes longer (about 4 and a half minutes), but can't jam. However, the police will send Bulldozers to shut down the power grid periodically, which jams the drill anyways. When this happens, it'll either be a box inside the house, which will instantly be reset when operated, or in the street, which will take a few seconds to reset. A bulldozer, and usually another special or two, will be standing directly in front of the box. There is a slight trick, which is difficult to do- if the box spawns in the street, not inside the house, if you can manage to reset it without killing the Bulldozer, the power will never get powered down for the rest of the attempt. This doesn't work for boxes inside the house. If you're finding this difficult, just kill the Bulldozer and reset it normally. Once the drill hits 0 seconds remaining, you'll have to hook up the hose to the safe. The hose functions EXACTLY like the drill, in that the police will randomly shut it down, usually with a Bulldozer, but unlike the power- if it's in the street, keeping the Bulldozer alive won't effect them shutting it down later, so just kill the Bulldozer. The safe will spring a few leaks as it fills, and once there's 5 leaks in it the safe will be opening within moments. Once Bain tells you it's full, set up for the escape run.

Phase 5: Getting Loot and Escaping

Only players with a crowbar can begin the escape event, so have those players get ready. Send everyone with a crowbar out of the basement, and run around the map trying to find a sewer grate with several shields around it- if you haven't planted the C4 yet, they're unarmed SWAT standing there in a weird pose. Once you find this sewer grate, plant the C4. Once the C4 is planted, the safe will burst open. Any player without a crowbar should still be in the basement- ready to grab the loot. Once the safe explodes open, grab all the printing plates and diamonds. The escape event should trigger at this point. All the SWAT standing outside the escape will grab their sheilds at this point- players outside should jump over them and get ready to either take them out, then open the grate- or just open up the grate if they have enough health remaining. All players still in the basement getting the loot should rush upstairs to catch up. Once the grate is open, fall inside. Crouch-walk down the hallway here, then sprint down the hall, listening to the directions your characters call out. If you find a locked door, any player with a crowbar can rip it open. You'll likely find several of these doors. As a result of the combination of the length of the run, and the amount of time doors take to open, if you get into the sewer with under a minute left, you probably won't make it- try anyways, though. Occasionally the cops will send down a Tazer, Cloaker, and heavy SWAT to try to kill you- just shoot them up quick and keep going. Once you get to the end of the sewers, you win.
Level Basics / Walkthrough: Undercover
I'm going to preface this by saying this- If you don't have at least two people with an M308 who know how to aim on this map, you're going to hate this map. Bring M308s.

Phase 1: Preperations

You'll spawn in inside a small room, either on the ground floor or the third floor of the building. Keep a mental note of where this room is, it'll be important later. Scramble around the map, trying to find piles of planks. You want to find every single plank you can- there's 20 in total. Pick up a pile of planks, then make your way to the roof and find a fence up there with no wood in front of it. Walk up to that, and interact with the fence- you'll put up your planks, barricading the fence. If you or the cops end up shooting these planks, they'll break, so do your best to not shoot it. They'll be INCREDIBLY useful later. Keep repeating the process of hunting down planks, and boarding up fences. If all the fences on the roof are boarded, board up windows in the room you spawned in, and all the rooms nearby. Just ignore Bain. He'll tell you to hide, keep your head down, etc- just keep putting up planks. Eventually, the cops will find Alex, who's on the roof in a crane, and the fight will start. Alex will say "I'm doing this. I'm committed.", and begin picking up the limo. This is when the fight starts.

Phase 2: Getting Taxman Out

Alex will do his best to pull the limo to the roof of the building- he'll either succeed, and get it all the way to the roof, or fail and it'll land on the deck of the third floor of the building. If it lands on the roof, get up to it quickly- and listen to what the characters say. If they say a line similar to "I don't like the sound of this...", expect to fall through. If you can get off the roof in time, you'll be okay and not fall through with the limo. If they don't, the limo will stay on the roof. This is a HORRIBLE spot for it, and expect to fail early on if this happens. If it fell through, wait for the wires holding it up to turn orange, then shoot them a bit, much like the wires in Slaughterhouse. It will fall down from there, and it might catch on fire. If it lights on fire, it doesn't do anything other than reduce your visibility in the stairwell it lands in. No matter where it ends up, set up the saw. If it lands on the deck, you can set it up through the wall if you stand in the right spot. Defend around here, ideally on the stairwell. Keep hunting for planks if you get time. When Bain says "Lots of snipers sneaking up on you!" or something similar, a wave of snipers will appear on the opposite side of the map, on the building across the street. This is what the M308s are useful for. Be VERY careful with taking out the snipers, as usually at least ten spawn at once, and if you risk it in any way, you'll usually get downed from 2 or more simultaneous sniper hits. Snipers will only ever respawn when Bain informs you snipers are sneaking up, so don't worry about them too much if you've killed them all and Bain hasn't told you they're coming back. Once the saw finishes, open the roof of the limo. Taxman will fall out, and begin shouting at him, just like any other escort event. Grab the server out of the limo too afterwords. If you accidentally started the map before Taxman put the server in his shirt, you'll need to find a crowbar, and use it to pry open the trunk of the limo and get it out from there. Push Taxman into the room you started the map in.

Phase 2: Getting the Codes

Taxman, upon getting in the computer room, will kneel down on the floor and stop moving. Melee him once, then shout at him, and he'll crawl into the chair. Plug the server in, then drop a set of bags in here. Usually you'll want all 4 bags in here. Begin shouting at him. This should hopefully get the codes from him. If he seems to refuse to give you the codes, get behind him and melee the back of his head before trying again. If you melee him too often, he'll pass out, and take a few moments before coming to again. As such, only let one person melee him, though everyone can try to get the codes out of him if they've got spare time. Once he gives you the codes, type them into the computer. Wait around for WolfRoot, the program you typed "MercyKill" into to finish. Occasionally, the police may shut down the power to the entire building. If this happens, find the circuit breaker Bain marks out for you. If the box is on the roof, take out every single one of the snipers before attempting to reset it, or you'll almost certainly get downed. Once the power is reset, go back to the computer and get it running again. Once you get the first password cracked, you'll need the second password. Repeat the interrogation process. Again, the power can go out still. Once that finishes, get the third password. Repeat the interrogation process. The power can still go out while the third password is cracking. Once the third password is cracked, get back to the computer, and transfer all the money into your own account. Once the money is in your account, get ready to escape. Attempt to finish off the snipers before the transfer takes place, or the escape run will be much harder.

Phase 3: Escape!

The escape event in this map can either be really quite easy, or nearly impossible, depending on how nice the game feels like being today. Get to the roof of the building, on the left side. Go around the staircase, and through the newly opened gate in the corner of the roof. If the game decided it hates you, then two Bulldozers may be here. If not, just run through. Turn left, then across this part of the roof, and jump across the gap. If you're finding this difficult to make, get a teammate who can make the jump to hold onto a set of planks, they can use these from the other side to make the jump easier. There will be a few snipers hiding on the roof to your right near the jump- I have honestly never had these guys attack me. Feel free to kill them if it makes you more comfortable, however. Once you make the jump, just get into the victory circle, and walk out with your new $25,000,000.
Level Basics / Walkthrough: No Mercy
Everyone on your team should have a silenced gun (either the B9S or Mark11) for this map, unless you want to make it intentionally hard on yourself.

Phase 1a: Getting Into the ICU (stealth)

There's two ways to do this part of the map. Either stealth it, or go in guns-a-blazing. I'd HIGHLY suggest attempting to stealth it. If you wish to stealth it, figure out where all the security cameras are. You'll have 3 per human player, up to a maximum of 9. You ABSOLUTELY MUST use silenced weapons to destroy these cameras, or you'll end up setting off the alarm and calling the cops. When you have the locations of all cameras in mind, pull out your guns and break them all within 7 seconds. If you take longer than this, you'll raise the alarm. Have one person in the room with the elevators, and one in the "North Hallway", even if there's no cameras there. Have these two stand near the red buttons on the wall- if a civillian reaches these buttons, the alarm goes off, so yell at them to stay down, and use your cable ties at all costs. If a civillian dies, the alarm goes off too, so don't shoot anyone. There's a third panic button underneath the desk in the reception room. Once all the cameras are broken, repeatedly shout at civillians to stay down, and handcuff them all. Even if they're handcuffed, keep yelling at them to stay down. Even if you just told them to stay down, tell them to stay down. Keep pushing your yell button. Eventually, Bain will tell you to "open an access point" for him. A player in the reception room should do this. The elevator and North Hallway people should absolutely never leave their panic buttons. You want one person to do all the objectives, usually the second person in reception. Answer the phone when it rings, and keep listening to Bain. If a repairman comes, tell him to get down too. Unlike the other civillians, you can shoot him without raising the alarm, but it will still cost you the 10 second trade penalty. If a guard comes, kill him with a silenced gun, and quickly, or he'll raise the alarm. Rarely more people can come in through the elevators, just be ready for that too. Once you get the fake sentry guns set up, nearby civillians will stop moving, and you can stop telling them to stay down. Once you're done setting up the sentries, get to the changeroom, and get changed.

Phase 1b: Getting Into the ICU (no stealth)

If you get caught for any reason, you'll enter Plan B. Get the teddy bear off the table near the elevator room, and plant it on the door into the ICU, which just locked. This will take about four minutes to open. Take a right from the saw, and defend in one of the rooms down this hallway. When the saw jams, work together to push to the saw, and get a single player to repair it while the other 3 defend him. When it's reset, get back to your room. Drop a set of bags here if needed, but attempt to conserve them, as failing to stealth it makes the next part MUCH harder.

Phase 2a: Getting the Right Door (stealth)

Once you're in your doctor's outfits, walk up to Dr. Erikson, and listen to what she has to say. If she mentions a patient has a heartbeat above 90 (usually in the 100+ range), or that they'll need to stay in the ICU longer, or they'll need to perform more tests on them, make a mental note of who this potential "patient" is. If you didn't get a conclusive answer from her the first time, walk back to her after she says "If you need me, I'll be over here". She'll do a second round, giving you more information. This will almost certainly help you determine who your "patient" is. When you've got your guess as to which door you want open, look above the door- you'll see a red, yellow, or blue wire. Follow this wire back to a box in the back of the room. This box will open, and will have three wires in it. Aim at the wire connected to your room, and start the heist. Get your teammates to take out the guards while you cut the proper wire. Once the wire is cut, the other two doors will lock- but your door will still be open! Melee or shoot the glass and get in there- and hope you guessed right. If not, check out 2b for what to do. If it's the right guess, check the beginning of 2b anyways for a guide on where to take cover.

Phase 2b: Getting the Right Door (no stealth)

Once in the ICU, take the saw, and plant it on whichever door you think your man might be in. Once the saw is planted, fall back to the construction site at the end of the hallway, and place any remaining bags here. If this spot gets overrun, it will be VERY hard to get it back, so work hard on keeping it clear. If the saw jams, work as a group to push up to it, then get your teammates to cover whoever resets it. Once the door is open, break the glass, and hope it's the correct person. If it's the wrong one, replant the saw on a different door and try again. Once you get the right guy, you're set.

Phase 3: Getting the Blood + Escape

Run up to the patient, and suck blood out of him. Run around the map, and find a validation machine. There's seven in total. Put blood in the machine, then get more blood, and put it into another machine. These machines take a few moments to validate blood. Listen carefully- if you here long, low-pitched tones, a machine has failed validation, and will be available for re-validation soon. If you hear two low-pitched beeps followed by a high-pitched one, the machine properly validated. Run to this machine and pull the validated blood out of the machine. This machine will take a few more moments to clean itself before being reusable. Once you get a valid sample, run to the elevator near the construction site where your bags are, and call the elevator. A counter will start above the button and start counting down. When that counter reaches 4, the elevator will open. Keep validating blood during this, as you need at least two samples, ideally more. If you have a blood sample on you, validated or not, if you get knocked down you have a chance to drop the blood on the floor and lose it, which is why I suggest more than two samples in the event the carriers of validated samples get downed. If you're carrying a validated sample, be very careful about not getting downed and heal a lot more than you normally would. The police can occasionally shut off the power to the elevator, and despite the entire hospital going dark, the validation machines will still function. Get to the highlighted power box, and power it back up. Once it's up and running, get back to the elevator and power it up again. Keep defending, and keep validating blood. If you've got two or more samples, you can choose to just play very defensively instead of repeatedly validating. Once the elevator arrives, climb in, and place both samples in the cooler, then hit the button to send it to the roof. If no one found a crowbar yet, you can find one on the wall of the elevator. Pick it up. Rarely, while the elevator climbs up, you'll get a smoke bomb in the elevator. A few cloakers will jump in, just finish them off. If you get past floor 18, you'll end up falling to the ground floor- use the crowbar to open the bottom of the elevator, and crouch-walk your way out. This fall will deal a minor amount of damage to you. Then turn around, and pull the elevator shaft door open, and run out, climbing over the bodies on the stretchers to the escape run. If you get past floor 18, you'll get to the roof. Pry open the bottom of the elevator, since the hall will be on fire. Crouch-walk out of the bottom, then turn right. Run out onto the roof into victory circle, and fly away with Bain.
Characters
Dallas




Dallas is a 42 years old chain smoker, always out of breath. He is a brilliant criminal mind camouflaged behind the face of a common thug.

Dallas began his criminal career at a young age, working as an errand boy for a Chicago mob. He began climbing the ladder and went from violent club bouncer to hitman within years.

At the age of 30 he tried to play two of Chicago's mob families against each other a stunt that ended in a police and mobster blood bath. Several mob bosses ordered Dallas' head on a plate, but somehow he managed to go underground and survive.

For a decade he stayed below radar and made a living importing weapons and running an underground gun range where he sold weapons and taught MC gangs and members of other criminal networks how to use them. Occasionally he'd carry out assassination for foreign druglords who wanted to cut into the American market. He was a unscrupulous businessman û a criminal entrepreneur with no loyalty or honor code.

After ten years in this line of trade Dallas suddenly grew tired of this criminal's equivalent to a 9 to 5 job. He'd never admit it but he had something of a midlife crisis and it gave him an persistent urge to leave his current way of living. He took a shipment of weapons for himself and vanished, looking for a crew of bank robbers and kidnappers that he could join.

Dallas is voiced by voice actor Simon Kerr.

Hoxton



Hoxton was born 29 years ago in the dodgy end of Sheffield, Great Britain. For as long as he can remember he has been figting first with his brothers, then with the bullies at school, then with rival football supporters, then with opponents in unlicensed boxing matches.

He could never hold a job even if his life would depend on it, his idea has always been that rather than hacking away and get regular but small paychecks, jobs should be few and far between but generate a lot of money. This philosophy turned him to a life of cons and burglary. Most of the money he earned he spent on football bets and poker games.

His debts grew, as did his collection of enemies from years of swindlery. He needed to gather larger and larger sums of money to keep the loan sharks at bay. His background as a fighter made him suitable as a goon who could intimidate others in debt, so he did occasional muscle work for loan sharks or anyone who in return could protect him from his enemies.

Amongst his old gang he was famous for always managing to escape police capture. The first time he was caught by the police was in Hoxton, London, an incident so unique that it gave him his nickname.

While spending time in the big house his network of criminal acquaintances grew, as did the seriousness of the felonies he would consider. After a criminal career consisting mostly of misdemeanors he committed his first major felony, armed robbery of a London club, at the age of 24. Since then he has only raised the stakes û going for mail offices, exchange offices and even banks.

Hoxton is voiced by voice actor Pete Gold (who just like Hoxton hails from Sheffield).

Wolf



Wolf was a law abiding citizen for most of his 32-year life, and turned to a criminal career only recently. Born and raised in Sweden, he was the founder of a successful software development company and lived a serene family life with his wife and two kids in a Stockholm suburb.

During the worldwide economic slump of the late 2000's, Wolf's company temporarily had only one client. The client got cold feet and wanted out. Rather than simply pulling out and having to pay a fine for breach of contract, the client starved Wolf's company to death by delaying payments for bogus reasons.

Wolf, still thinking that he could preserve the client's trust, took personal loans to keep the project afloat, but the client had already made up its mind and Wolf's destiny was sealed. His company went bankrupt, and because of his personal loans the bank went after his personal assets. Soon he was living amongst the shattered remains of his former life, homeless and disillusioned.

At this point he had a mental breakdown and invited a new self to cope with reality, taking inspiration from the countless action movies he had watched while growing up. He now pursues a criminal career with the same determination that drove him when he used to run his company.

Wolf is voiced by Ulf Andersson, the game director of OVERKILL Software.

Chains



As a teenager, Chains always got into trouble. After years of foster homes that wouldn't have him and juvenile institutions that couldn't hold him, he finally found a home in the army. He turned out to be an excellent soldier although his disdain for authorities remained apparent.

Always eager to test his limits and challenge death, Chains went after the most extreme branch within the Army, the Navy SEALs. He got there, but his itchy trigger finger and generally unreliable personality caused him to get kicked out fairly fast.

Chains left the Army and went into the world of merc troops, offering his military expertise to the highest bidder. On the open market he was paired up with all the scum of the earth and sent on missions to all five corners of the world.

Soon the majority of Chains' acquaintances were criminals who came and went in the merc teams, either doing robberies and kidnappings as a change from the fighting, or the other way around. Chains, always looking for a new adrenaline fix, was quickly swept into this way of living.

Chains maintains the military lingo he was taught during his time in the US Army. He has reached 35 years of age and has cheated death so many times now that he considers himself invincible, and he often challenges current threats to try to kill him.

Chains is voiced by voice actor Howard Thompson.
Enemies
POLICE:

POLICE OFFICER



WEAPON: PISTOL / ASSAULT RIFLE / SHOTGUN
HEALTH: LOW

Ah, the stock standard police officer.

BLUE SWAT



WEAPON: ASSAULT RIFLE / SHOTGUN / SNIPER RIFLE
HEALTH: MODERATE

HEAVY SWAT



WEAPON: ASSAULT RIFLE / SHOTGUN
HEALTH: HIGH

FBI



WEAPON: PISTOL
HEALTH: LOW

SPECIALS:

SHIELD



WEAPON: MACHINE PISTOL
HEALTH: HIGH
VULNERABLITY: RELOADING / FLANKING

TAZER



WEAPON: ASSAULT RIFLE
HEALTH: HIGH
VULNERABLITY: DISTANCE

CLOAKER



WEAPON: SMG
HEALTH: HIGH
VULNERABLITY: DISTANCE

BULLDOZER



WEAPON: SHOTGUN
HEALTH: VERY HIGH
VULNERABLITY: GLASS VISOR

Like the other special units, the Bulldozer has a sound cue - if you hear a deep raspy voice on a radio, RUN as the Bulldozer has just made line-of-sight with you. Get to cover and start spamming F to try and find where he is.

NEVER go toe-to-toe with a Bulldozer - regardless of your health or body armor two shots from him will down you - and given he operates a shotgun, he gets off his second shot on you pretty fast. Use "F" to spot a Bulldozer so your team will help, focus on its face shield and make sure you break line-of-sight with it regularly so its deadly second shot won't ever land on you. (This will be vital if you want to get the 'Cheney?' achievement for killing a Bulldozer with a shotgun without taking any damage from him - you have to pop into cover when he shoots and then pop out to deliver more shotgun shots).

Trip mines will kill a Bulldozer in one shot. If you leave the trip mine unattended at 'higher than your characters height' then everyone will be able to pass under it - except the Bulldozer, who is the tallest unit in the game. It can take a bit of practice to determine the correct height.
In a panic, dropping a tripmine on the ground and firing your gun immediately will detonate the tripmine, taking the Bulldozer out.

Players who use the AK-47 report satisfaction with the rate it destroys a glass visor and kills the Bulldozer. Alternately, the GL-40 is a great way to destroy a glass visor (if it doesn't kill the Bulldozer outright).

After completing a lot of Bronco gun challenges, a challenge unlocks to kill 5 Dozers with your Bronco. Only the last shot needs to be from the Bronco... a common strategy is to destroy the glass visor with a GL-40, step back into cover and switch to Bronco, then pop out and finish him off with a couple of Bronco shots.

OTHER:

CIVILIANS

WEAPON: NONE
HEALTH: LOW

SECURITY GUARDS



WEAPON: PISTOL
HEALTH: LOW

GANGSTERS

WEAPON: PISTOL / SMG
HEALTH: LOW

MURKYWATER

WEAPON: ASSAULT RIFLE / SHOTGUN
HEALTH: HIGH
Weapons
PISTOLS

B9-S PISTOL

ACCURACY: HIGH / HIGH
DAMAGE: LOW
RELOAD SPEED: FAST
AMMO:

NOTE: Silenced.

Staring Pistol.

Very solid pistol for the earlier levels/easier difficulties. It is very accurate, even at distance, which makes it reliable for getting headshots on the simpler enemies.

It loses its capabilites quickly as the game gets harder though. Its weak damage makes it unreasonable to take into hard mode or higher if another option is available. Use it until you upgrade the other pistols a little, or if you need a silenced weapon and can't/do not want to take the Mark 11.

Outside of that, with its poor damage, it is not worth keeping around.

CROSSKILL .45 PISTOL

ACCURACY: MODERATE / LOW
DAMAGE: MODERATE
RELOAD SPEED: FAST
AMMO:

The crosskill is a good all round pistol. It is a quick fire meaning you can drop a whole clip before you know it. It has a reasonable damage output as well, so it will drop enemies quite well and is a decent option when out of ammo.

It has poor accuracy though, which is a major drawback. It isn't atrocious, but enough to make you only want to fire it a close/mid range - anything else is just wasting bullets.

This gun can hold it's own up to overkill difficulty, so after the B9-s this a good gun to switch two for the middle levels. While it can be taken in +145 mode, it lacks punch and it's accuracy lets it down.

BRONCO .44 REVOLVER

ACCURACY: HIGH / MODERATE
DAMAGE: HIGH
RELOAD SPEED: SLOW
AMMO:

If you're going for overkill or +145 difficulties, this is the revolver. It is quite accurate, enough to take down snipers after 2/3 bullets and decent aiming - not perfect, but good enough.

It is the slowest of all of the sidearms to reload though - you only get six shots before reloading, which is slow. While this is a small drawback, it makes up for it in it's stopping power. It will drop most police in one hit, even on the harder difficulties. If it doesn't, it should at least stun them.

Specials though will take more shots before a stun/kill happens.

Long term, this is the pistol you will probably be using the most, since its high damage allows for even a downed player to fend off police whilst being revived.

STRYK (DLC)

ACCURACY: MODERATE / LOW
DAMAGE: LOW
RELOAD SPEED: FAST
AMMO:

The stryk is an interesting one - it can do some serious damage if every bullet hit, but even at mid range it sufferes from poor accuracy and high recoil. That being said, it can be a good weapon to switch to if you need to finish of an enemy before covering to reload. The STRYK also suffers from having very little ammo, so use it sparingly. If used correctly, it can have similar firepower to a primary weapon, but for a very short time.

If you are levelling up with the DLC, this falls in the same situation as the croskill - it is good, but not great - and can hold its own in battle, though you do not want to rely on it.

PRIMARY WEAPONS

BRENNER-21 MACHINEGUN

ACCURACY: MODERATE / LOW
DAMAGE: MODERATE
RELOAD SPEED: SLOW
AMMO:

The Brenner can be an incredibly reliable weapon that excels in close combat situations on all difficulties. The Brenner has a high ammo capacity that more then makes up for its slow reload speed. The Brenner's high ammo capacity coupled with its fast fire rate and stopping power can make it the gun of choice for players who would like to spray and pray.

However due to its low accuracy it's largely ineffective in long ranged combat and cannot be used effectively to dispatch snipers at a long range. Because of this the Compact-5 can compliment the Brenner well in dispatching snipers that are in spots that are out of the Brenner's reach.
REINBECK SHOTGUN

ACCURACY: HIGH / LOW
DAMAGE: HIGH
RELOAD SPEED:
AMMO:

M308 RIFLE

ACCURACY: HIGH / HIGH
DAMAGE: MODERATE
RELOAD SPEED: FAST
AMMO:

AK RIFLE (DLC)

ACCURACY: HIGH / MODERATE
DAMAGE: HIGH
RELOAD SPEED: SLOW
AMMO:

AMCAR-4 CARBINE

ACCURACY: HIGH / MODERATE
DAMAGE: MODERATE
RELOAD SPEED: FAST
AMMO:

SECONDARY WEAPONS

LOCOMOTIVE 12-G SHOTGUN

ACCURACY: MODERATE / LOW
DAMAGE: MODERATE
RELOAD SPEED: LOW
AMMO:

NOTE: Low ammo pickup rate.

This is a joke weapon. It fires confetti.

Do not use it.

GL40 GRENADE LAUNCHER (DLC)

ACCURACY: HIGH / HIGH
DAMAGE: HIGH (+AOE)
RELOAD SPEED: SLOW
AMMO:

NOTE: Low ammo pickup rate.

COMPACT-5 SMG

ACCURACY: HIGH / HIGH
DAMAGE: LOW
RELOAD SPEED: FAST
AMMO:

MARK 11 SMG

ACCURACY: MODERATE / MODERATE
DAMAGE: MODERATE
RELOAD SPEED: MODERATE
AMMO:

NOTE: Silenced.
Equipment
AMMO BAG
Ammo bags are among the simplest items to deploy. Hit G and you'll drop your ammo bag at your feet. Strategically you should be doing this when you're in cover, or at a place that you'll know you and your team can easily access in the future. As an example: Dropping an ammo bag on the run up to Matt's crash site on Heat Street is going to be a long back-track, so it's best to try and save an ammo bag for the crash site itself where you'll be doing a lot of fighting (and perhaps a second one for Armitage Avenue). Ammo bags hold a set number of cartridges and by holding F at a bag, you'll refill your guns with whatever bullets you need. Once all the ammo in a bag is used up, it disappears.

MEDIC BAG
Medic bags are trickier to manage than ammo bags. You still drop them with G and, yes, they should be in cover, but unlike ammo bags just giving you what you need to top yourself up again, medic bags are limited to being used a set number of times (once fully upgraded, 5 times) to 'reset' your health.

What does 'resetting' your health mean? Well, you start with a full shield and 100% health. As you get shot, your shield depletes. As long as you can get to cover with some shield remaining, the shield will regenerate in a second or two and you're back at full shield again. If you're shot while your shield is down (basically sustained gunfire, snipers, explosions will cause this) then you start to lose health. The green rectangle behind your player icon will chip away as you are shot (changing to red when you're running low). If you're able to get to cover now, your shield will now again regenerate to full but you'll be stuck on your lower level of health (let's say it's 20% health remaining for you).

This is the critical bit that's counter-intuitive...

DON'T USE THE MEDIC BAG NOW. If you're shot more and get 'downed' by running out of health entirely, where you're lying on the ground waiting to be revived (hopefully helping the team out - you should be able to fire your sidearm and use F to warn your friends of special units), if your team revives you now by holding F, you return to 75% health.

And the next time you run through all your health again and get downed again, a revive will bring you back to 50% health. Then 25% health with the next revive and after that... well, by this stage you'll use a medic bag (hopefully)... and you're resetted back to the full 100% again (with the 1st 'down' you retain from then on returning you to 75% health).

So, running out of health isn't a bad thing - communicate with your teammates and get to a position where you're just poking out of cover - you'll get downed and revived (your team can revive you through walls if you're close enough, incidentally) and you'll shoot up from 20% health to 75% health (to take the example above).

So use them carefully! Medic bags are best seen as a last resort when you either know you can't be downed any more or you know you won't be revived (your other 3 players are in prison). If you get shot a few times and use a bag to put yourself back on full health, you're going to have one less bag use later for when you might need it.

TRIP MINES

Trip Mines are probably the least helpful deployable item, teamwise. They're an explosive that can be set on any flat surface that will explode if a non-team member passes through its laser. Fully upgraded, ten trip mines can be brought along on a mission.

Some key points:

1. Trip mines kill civilians as well as cops. If you put it across a doorway and a civilian passes through the doorway to escape the building, you'll be penalised for killing a civilian.

2. Their lasers can be turned on and off by the F key by anyone on your team.

3. They can be set off by being shot by anyone on your team. If you are both within its blast radius, it will only hurt you (the one who deployed it).

4. Trip mines set off other tripmines. Two tripmines side by side is a waste - the damage isn't doubled and the damage cone (the blast is directional) largely overlaps.

Due to the above, they're best saved for dealing with special units (they'll one-shot a Bulldozer, for instance). A good strategy is turning off the lasers when ordinary cops are approaching and turn them on when you see a special coming. Let's say you're in the 'drill corridor near the elevators' on First World Bank - you can safely kill most of the oncoming drill area cops so if someone has a tripmine surprise waiting here, keep the laser turned off in case a sliding SWAT cop accidentally triggers it. But when the Bulldozer shows up, flick the laser on and retreat in safety.

Tripmines are great fun to use, but they're really something for the player to use for amusement as opposes to support a team. If you're going for trip mine achievements, consider doing so in single player or with bots. And if you really like explosions, you'll get more bang out of bringing a GL-40 along as your secondary and refilling it from ammo bags and dropped shells.

One final thing on tripmines: given they one-shot Bulldozers, it's best to 'save' them for dealing with them. One thing about Bulldozers is they're the tallest unit in the game - so if you place tripmines on a wall at slightly above normal head height (as in yours and the standard cops') then for the rest of the match everyone else can safely pass under the laser and only Bulldozers will set them off (fatally).

SENTRY (DLC)

The sentry, available to those who have purchased the Wolfpack DLC, is a working version of the 'dummy' guns that are set up in No Mercy.

It uses two SMG guns that auto target onto motion. This means that so long as the system dectects motion, it will start firing. So try to avoid having it fire into columns or objects that are in the way that the cops might use for cover - since it detects them move into the cover and keeps firing.

It is best used when you need a distraction, or have a good bottleneck with no cover (e.g. the vault enterence in Diamond Heist, 'L' bend corridor in FWB, on top of the safe in CF).

The sentry can be destroyed if it takes enough damage - a bulldozer will make quick work of it, if the sentry is in a too open spot. So try to keep it at range from where people will be coming in, not right as at the enterence, or somewhere it can be easily flanked.

It doesn't have too much ammunition either - I believe it's 800 rounds when fully maxed. That is not enough to take on a whole wave, especially on the harder difficulties.

Like all equipment, there is a right time and place for this. Don't drop it at a random location and hope for the best - especially on maps like Heat Street and Green Bridge. You want to only use it when you're sure the sentry will survive until it runs out of ammo, and will be able to hold off enemies for you.

Not used correctly, and the sentry is a worthless addition to a crew that could have brough a bag instead. When the sentry is used effectively, it can take down a good portion of cops and help relieve some pressure in tight situations, or can cause a great diversion while moving/escaping.

Think before you take it, and think where it can be placed for highest damage.
Equipment Part 2
THICK SKIN

Thickskin increases the amount of hits you're able to take before getting downed. Generally it's recommended that newer and less experienced players rely on Thickskin initially before they get a grasp on how to take advantage of cover and armour regeneration. However when a player becomes more experienced and confident with cover it's advised to opt for Extra Start Out Ammo over Thickskin as the extra health can become redundant by playing it smart.

EXTRA START OUT AMMO

Extra Start Out Ammo increases the capacity of ammo you can carry for all your weapons. Generally it's advised to opt for this over all other equipment bonuses if you're confident enough to rely on cover rather then Thickskin. When Extra Start Out Ammo is fully leveled it can greatly increase your ammo supply and will mean you can get more from ammo bags before it runs out.

EXTRA CABLE TIES

These are very rarely useful.

Do not, under any circumstances, take these on Slaughterhouse, Undercover, Panic Room, Green Bridge or Counterfiet. There are less hostages (or the right amount) for that if everyone uses their ties, all the hostages will be tied down already, making this "extra" completely useless.

Maps like Heat Street or Diamond Heist, even First World Bank, I would personally recommend against taking. While there are more hostages than ties, the chance of you using more than eight hostages is unlikely.

Remember, you can always get cops and security to handcuff themselves (outside of an assualt wave) which does not require any ties. So you can always get hostages even if you have used all of your ties.

No Mercy has the most amout of civilians in close areas (HS they are all spread out as you go along), and it also has that delicate stealth phase. So if you are going to take it on any mission, probably this one. That being said, I don't think it is worth it. If you just keep mashing 'F' to yell at everyone to stay down, then they should. While you are tying someone up, you can't watch the others, which gives good opportunity for someone to start moving.

Also, because the cops will be running straight past the hostages that you've just tied down, the likelyhood is that they will be killed in the gunfire, especially if you have GL, or released. You're better off never taking these ties, because in all fairness for any use they may have, it is heavily outweighed by taking extra ammo or armor.

TOOLKIT (DLC)

Toolkit allows you to complete all interactions faster which can include objectives, reviving downed players, resupplying through an ammo/medic bag, etc... However most of the time the reduction in time taken is so small and insignificant that Toolkit won't have any strong benefit to you or the team. However Toolkit can be useful in Counterfeit in the event that the basement is booby trapped with C4, as it can improve your chances of successfully defusing all the C4 so you can take the large quantity of money before it's all destroyed.
Bonuses
SHARPSHOOTERS

Sharpshooters makes your allies targeting reticulated slightly smaller, reducing the spread of their shots.

BIG GAME HUNTERS (DLC)

Big Game Hunters causes your allies to have 12.5% more ammo than the base amount. This stacks with Extra Start-out Ammo, allowing a Bronco, which has 36 bullets with no upgrades, have up to 61 bullets with Extra Start-out Ammo.

MORE BLOOD TO BLEED

More Blood To Bleed causes your allies bleedout timer to increase by 20%, causing them to take 36 seconds to bleed out, instead of 30. The effect of this is decreased the more someone gets downed without healing, as a 20% increase on a 5 second bleedout only brings it to 6 seconds. On the Overkill 145+ difficulty, this has a unique effect. Normally, on 145+, your bleedouts last for 25 seconds, then 15, then you immediately go into custody. With More Blood To Bleed active, they instead last for 30, then 20, then 5, then immediate death, giving players an extra bleedout if they can be revived within 5 seconds.

MR. NICE GUY

Mr. Nice Guy increases all your teammates cash received (while in game) by 20%. However, it does not appear to work on cash bonuses from completing challenges, or the cash bonus from completing the map. Mr. Nice Guy is also only unlocked upon reaching maximum level, that is, 145 (or 193 with the Wolf Pack DLC). If a player reaches level 145 without the Wolf Pack, unlocks Mr. Nice Guy, then purchases the Wolf Pack DLC, they will retain Mr. Nice Guy despite no longer being the maximum level, allowing them to use it whilst levelling. However, as the bonus doesn't apply to the person carrying it, like all crew bonuses, bringing it along will not accelerate the levelling of the player carrying it.

AGGRESSOR

Aggressor allows all your teammates to deal slightly higher damage. The effects of Aggressor are currently disputed, as it seems to only inflict extra damage on specific enemy/weapon combos, or the increased damage is not enough to allow you to kill the enemy with one less shot (for example, a Heavy SWAT will still take 2 body shots, or 1 headshot, with an M308 on the Overkill difficulty, regardless of whether or not Aggressor is enabled). It seems to work against Bulldozers with every weapon, however, likely due to their high health.

PROTECTOR

Protector is intended to give your teammates slightly higher health. However, it is currently bugged and does not work. There is no reason to bring Protector until it is fixed. For evidence of this, watch the video below:


When Protector is both enabled and disabled, the player goes down in 18 shots from the Murkywater's rifle- 3 to break the armor, 15 to deplete his health.

SPEED RELOADERS

Speed Reloaders causes your allies to reload slightly faster. As it is a percentage based increase, it has a smaller effect on weapons that reload quickly, such as the Compact5 or AMCAR-4. The video below demonstrates the effects of Speed Reloaders on most of the weapons.



Secrets / Easter Eggs
If you tap your shoes together three times, you will return from Oz and wake up right at home.
Achievements
11 Comments
MT. WELSH Dec 19, 2024 @ 11:05am 
the decade update
munkey Jun 29, 2014 @ 12:19pm 
lol last secret
The Mushroom Man Nov 20, 2013 @ 6:58pm 
Thank you! ...and again, very good work with the guide!
AMVX  [author] Nov 20, 2013 @ 5:14am 
@Austintheape - upgrades that you get each level will improve you character overall, with extra weapons that you can choose from and upgrades that will automatically apply to your available loadouts.

They are automatically and passively activated - no work required on your part, aside from reaching the level to unlock them!
The Mushroom Man Nov 19, 2013 @ 9:40pm 
Very helpful! My only question is: What are upgrades used for? Such as Assault, Tech, Sharpshooter...and how is it I upgrade them in the first part? Thanks! :Burn:
woskis9161 May 26, 2013 @ 5:38am 
I got the codes from the CFO on hard
EXde Jan 25, 2013 @ 1:41am 
where is shoes ?
Sandman332/Docholiday332 Jan 21, 2013 @ 12:31pm 
A few mistakes but overall good!
clay gamer Jan 21, 2013 @ 10:13am 
goodbook ^^
ChubbiChibbai Jan 19, 2013 @ 9:16pm 
This is great thanks.
Pretty much sums up the mentality of steam community though that this useful guide has no ratings and yet some childish guide that offers no real use has four stars.