PAYDAY 2

PAYDAY 2

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The Beginners' 5-Maps!
By Charizard-Delta
A very basic guide in the 5-maps Infamy speedrun.
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Common questions
Do I need to be Infamy XXV+ to be able to do this?

No! Being below XXV is absolutely fine, you can do it as soon as you hit your first Infamy! Of course, if you Infamy with reputation below Infamy XXV you will almost always struggle with skill points, and in turn with the build you will have in the run, and so it's more preferred to use the Infamy Pool instead, which is unlocked after your first Infamy. i have no idea why the devs decided that was a good idea

Is the 5-Maps run difficult?

The short answer is: no! Once you get the hang of your roles, you will be able to fly through runs easily. Your first runs may be very slow, but that's fine - we all start somewhere, including myself!

Can I use [x] mod?

This one is rather difficult to answer as not everyone is made equal in terms of processing power and mod likeness. I'd recommend keeping your modlist for the 5-Maps rush as light as possible, as long as you are able to have an ECM Timer (and Second Wind uptime, should you choose to be the Host (Green) or Blue.)

What's the deal with Beardlib? Can I use it in rushes? Does it impact me in any way?

Using Beardlib will grief the Team Boosts you have equipped on your weapons, and therefore your team will not be able to reach 100 without some mental gymnastics on why they're underleveled! It also causes a fair amount of instability to the game, since Beardlib syncs absolutely EVERYTHING your teammates do in their menus. Generally a VERY bad idea to have it in your modlist!

What if I don't/can't have mods? What do I do then?!
...First of all, oof, second, you can always ask your teammates to let you know when it's your time to place an ECM! Usually teammates will let you know about 5 seconds earlier when your ECM is about to run out.

I don't know what mods are, I've never used them!
They will be very helpful here! For the 5-Maps rush, you will basically only need SuperBLT[superblt.znix.xyz] and PocoHud3[modworkshop.net].

Can you pet my dog?
Uhm, let's move onto the loadout you'll be using!
Skills, builds, and weapons, oh dear!
Skills!

Skills, skills, skills and once again skills! What you bring to the team will depend on what color you are performing the run as.

I won't bog your head with more advanced strategies, as they will just confuse you a lot more than I am willing to explain!

For now, here are the skill setups you will use in your run as:

Host/Green:

Blue:

Red:

and Yellow (because that is NOT brown):

Notice how Host/Green only has 2 skill setups? That's because the host only gets 2 skill breaks in the run! The other players can skill as they wish, as soon as they can get into the Inventory, however the host MUST follow those skill breaks at Rep. 41 and Rep. 76 otherwise there will be a LOT of complaining. Don't ask how I know. Seriously.

Builds!

Host (I will continue to refer to Green as Host from this point on) and Blue will be running very simple setups - Akimbo Judges, with the HE Rounds equipped, and a secondary shotgun with Tombstone Slugs equipped! This allows both players to kill guards very quickly, even after shooting them once, as Tombstone deals 120 damage per tick. Blue will also need a SECONDARY Judge shotgun, also equipped with HE Rounds!

Red and Yellow are a different story - what they take depends on what heist they are on. The most common setup however is an akimbo SMG in the primary slot and the OVE9000 SAW equipped with a Silent Motor and Sharp Blade in the secondary slot (remember the skills?). This allows them to use the saw on doors, and be able to very quickly kill guards! The saws can also use a secondary shotgun, although it is not recommended as there is a small downtime when switching weapons which may sentence the heist you're on!

ALL players will need to have a profile for rushing, as swapping weapons takes a LOT of time! A Copycat-Hacker-only profile is absolutely fine for starting out, however in the future you will also want to have a Yakuza profile set up!

But why not just Hacker? I don't have Copycat! Copycat can be easily unlocked during the 5-Maps run, no worries! However, Copycat is a very powerful perk deck, which allows you to completely ignore the speed penalty of Gold-or-lower-tier loot! Of course, Copycat needs to be set up with the following card setup:

Weapons!

Speaking of weapons, it is crucial that everyone has the Team Boost equipped on ANY and ALL guns they use, otherwise the team will not be able to reach Rep. 100! The boost can be found while modifying any weapon, in the Boost tab, shown as a hexagon with two arrows pointing up.
Everything set up and ready to go?

If the answer to that question is a resounding (or uneasy, I'm not judging) YES, then you are ready to go! Start off with a Ukrainian Job on Death Sentence, call your roles (more on that in a second) for each heist, and off you go!
Diamond Store
Or, as I like to call it, "We Don't Know If This Run Is Alive Unless We Fully Complete This At The Start"

Diamond Store! The first and 6th heist of the run you will be doing, and quite the simple one despite what I wrote earlier!

The four roles are as follows: STORE + ECM 1 + SECURE, SSW + SECURE, CAMS + CAMS BAG and KC + STAIRS BAG

STORE + ECM 1 + SECURE
This role will usually be performed by Host!
This is how the store looks like from above... A few guards will spawn around on the floor to try and ruin your day, and it is your job after placing your first ECM to either dominate or kill the ones you see! You can safely shoot the STOREFRONT'S glass, however take care to NOT shoot the DISPLAY CASE glass before the alarm is deactivated, and make sure the guards don't either!!!

SSW + SECURE
This role will usually be performed by Blue!

Something the game doesn't tell you (and god knows why not) is that your HE Judges will make the guards VERY upset and try to kill you, despite the fact you're using silenced weapons. (Explosions are loud, aye?)

Anyways, your job is to provide the team with what's known as Silent Second Wind for the duration of when the keycard is still not used. In the picture above I have pointed out an area for where you should throw your Molotov to activate the Silent Second Wind.

Why there? From this area, you have the best shot at the guard upstairs in the offices, should one appear in your sight as you walk up to the store.

CAMS + CAMS BAG
This role will usually be performed by Red!

See that door on the left? This is what you will have to open! Be careful however, as a guard ALWAYS spawns there, and he will be VERY upset too if you saw the door open by hugging it! (Understandably so, anyway...)

You will need to perform a Silent Saw Trick if you want the guard to remain clueless - I have explained it in depth in a map[modworkshop.net] I made if you would like to know more, however let's focus on the basics!

Inside the camera room, there MAY be a panel which you will have to call out before you get ready to start bagging anything!

Do not waste time with writing a long message about the panel being in cams - just a "c" in chat will do!

KC + STAIRS BAG
This role will usually be performed by Yellow!

Your job is to deactivate the alarm and allow the team to start looting the store. Simple, right? Well... to a point.

First, you will need to get the keycard for the panel from the manager of the store. She looks like this if you have never seen her before:


Then, you will have to check three of your spawns and use the keycard on it (no need to call out the activation, the keycard is visible on everyone's HUDs):

HOST, BLUE, RED

While KC + STAIRS BAG is grabbing their keycard, I 100% advise you to get ready to grab your first bags. Usually it looks something like this (STORE + ECM 1 + SECURE can stand whereever, as long as they get a bag too):

LOBBY - AFTER KEYCARD WAS USED

After the keycard is used, shoot open the display case, grab your first bag, and start throwing/securing!
From this point on, the BAG roles will follow their split, as follows:

BAG roles will need to throw the bags over to the SECURE roles for a quicker completion!

As soon as 14+ bags have been secured, the baggers will need to take one last look at the store interior to see if any bags were missed (or just check the tabstats for a 14/14+x), since the maximum amount of loose bags is 18 on this heist.

After that's been done, everyone will need to run into the escape zone about 2s later from when the last bag was thrown into the secure zone for full EXP.

But why? For some reason the devs thought it would be a GENIUS idea to delay the bag securing, EXP giving and escape triggering by some arbitrary amount. Don't ask.

However, all that aside, congratulations on completing your first Diamond Store rush! Now onto Shadow Raid...
Shadow Raid
Or, as I like to call it, "Why Is This F***ing Warehouse So Dark?!"

Shadow Raid, the 2nd and 7th heists in the run you will be doing.

The role call out is pretty simple, it's just numbers: one through four!

However, this is the first heist that has preplanning, and this is where problems begin...

HOST

Since the host has gotten Sixth Sense Aced, he will be responsible for most of the preplanning during the run. Shadow Raid is one of them - and the preplan there will make or break your run.

Which one? The Loot Dropoff Point from the Backup tab, of course! Specifically, the Warehouse Front Doors dropoff point, located here:

HOW ROLES SPLIT UP IN THE WAREHOUSE

The roles split up to where they need to go like this:

BEFORE THE ENTRY

When you first start up Shadow Raid, you start outside of the compound you need to loot. Here, the one that isn't placng the first ECM will have to supply the team with Silent Second Wind until everyone goes through the gate at the front! After that, what the roles are and do are as follows:

ROLE 1

Since 3/4 roles on SR can be done by practically anyone, you have to coordinate who does what!
Anyways - usually, this role is done by either Host or Blue!
This role is also in charge for most of the Second Wind uptime before the vault opens!

Role 1, this big-ass area is your domain. It's also the largest of the bunch, so you'll have quite a lot to do...

Your path is through the warehouse is as follows:

The white path is what you will have to follow. The letters in (parentheses) is what can spawn, and the white boxes are what will spawn and you will have to take care of.

What I like to do now is count to 3 in your head - that is, 3 bags picked up and/or thrown over - and then start securing what was thrown into the area.

I think you missed a crate... We skip that crate anyways. No one likes it.

ROLE 2

This role is usually done by either Red or Yellow!

Role 2 - this whole downstairs area is yours. Make sure the first thing you do after busting through that window is picking up that crowbar since there will be no free air to pick it up later!

What's this "c" with an arrow pointing to the bottom? That's an extra cocaine spawn that you can grab through the wall if you go downstairs!

Same thing as with role 1 - counting to 3 in your head is enough!

What if I can't get 3 bags from my side? Then move onto securing if you have checked everything!

Why are the cages I see crossed out? We don't need 'em. That's it. That's the punchline.

ROLE 3
This role is usually done by either Red or Yellow, too!
This is also a role that Second Wind players CANNOT do!

This is what you will have to do, role 3 - saw open the camera room door, saw open the cage with the crate next to you, then loot the remainder of the upper floor that isn't in crates. Any loot you pick up goes out the window. This one you can't really count to 3 with, since role 4 will be with you, so you'll have to coordinate a bit so you don't end up with a SR ending in 17 bags or more.

Why would that matter? You only get EXP for 16 bags, not including the EXP you get for securing the armor.

ROLE 4

The big momma role - you have to do TWO whole things as role 4!
Usually, this role is done by either Host or Blue as well!

Role 4, you have the easiest and the hardest job at the same time.

Easiest, because you have barely anything to check.
Hardest, because you have to open the vault for the armor inside of it.
You only need to check the crates - role 3 will take care of the loose loot.

How do I open the vault? There's a civillian[cdn.discordapp.com] that will drop a keycard for you to use in the vault 100% of the time, but do NOT pick it up! What you will want to do, is pick up the KC1 which will drop after the camera guard is killed, go down to the vault, use the keycard you have, get the keycard from the civillian you killed, use that keycard you got at the second panel and open the vault.

All within 10 seconds.

I hope you remember how Second Wind works...

What if that civillian you showed me spawned upstairs? Ask a teammate to open the vault with you, of course! You'll need to call it in some way, either "5", or "v", whatever, just call it!

THE BAGS

But Delta, WHERE do we throw the bags? Well...


Does it matter what we pick up and throw where? Yes! Anything heavier than money will have to be thrown to the right of the back of the truck (since you can't lob those bags over it). And I implore you, do NOT pick up artefacts! They are just free timeloss all around!

When time comes for securing, the dumpster that Host bought will become a loot drop off point for your SR rush. Just yeet all your bags in there - easy!

Is it faster to only get the minimum required bags? Yes - this results in something called an SR12, where the team gets only the minimum 12 bags (8+armor) and nothing else.

How does it work? There are a few guaranteed spawns that the game will use - they are the painting box, role 2's weapons and role 3's cocaine. The team will have to count up to 5 in the in-game chat - the number referring to the random bags they find - and pick up their guaranteed spawns without counting them. Every time a RANDOM bag is picked up, it's counted in chat, so if anyone counts the same number at the same time - don't correct it! Otherwise, the team will become confused on what random bag they are on!

After that's done, and all bags you got were secured, just run to the escape! Very easy! And with that, that is Shadow Raid complete!
Election Day
Or, as I like to call it, "We Are Literally Comitting A Crime Against The People"

Election Day - the heist that comes a little too close for comfort with reality. This is your 3rd and 8th heists in the run that you will be doing.

Hold onto your seats now, because there are a whole two days that come with this heist. Insane. How could someone do such a thing... and stuff. What were we talking about again?

Oh, right! The roles are as follows:

DAY 1 - TAG, FAR RIGHT, MIDDLE + PC, FAR LEFT;
DAY 2 - LL, LUO, RMID, RR

I'm actually going to take the liberty of splitting this into two three separate sections - in this one, I'll mention what changes in the ECM order.

THE ECM ORDER (scary)

On Election Day, the Host usually starts off by activating Silent Second Wind to boost the rest of the team over (TAG can SSW to a very low health, for maximum Yakuza speedboost at this point), while Blue takes care of the first ECMs in the heist (so the host can focus on their thing, and on D2 do the Loud Escape Trick - more on that later!).
ED, DAY 1/2
Or, as I like to call it "Is This Joke Overused Yet I'm Running Out Of Funny Ideas For A Header For Each Section"

ED Day 1 starts you off at the dockyard, where you have to go on to tag the correct truck that is headed toward the warehouse we need.

The short version is this:
  • Team rushes in, FAR LEFT, MIDDLE + PC and FAR RIGHT call colors of open containters
  • TAG tags the correct truck
  • ez™

The long version...

TAG

This is usually done by Host!

The TAG role, as was mentioned previously, activates their Silent Second Wind for a few seconds to boost the team's search for the open containers. After the SSW has ran the TAG role's health low enough because it's incredibly mean, they dash over to the 6 possible trucks they can tag.

The trucks will look something like this:

In this scenario, there are 2 blue trucks, 2 green trucks, 1 yellow and 1 red truck.

How do I know which truck to tag? If you look a bit closer, you can see that the truck have some company logos on them - Avalon, HEFTY, Omni and Kranich. Let's take an example situation like the one shown in the photo:

The team rushes in, and checks their containers. In the chat, we can see:
♠️ Blue: y
♠️ Red: b
♠️ Yellow: g

We have 2 blue trucks, 2 green trucks, 1 yellow truck.

That means that the red truck is correct - so go tag it, and run to the escape with your team!

Can a correct truck have the same color as a wrong one? Yes - sometimes, the game will spawn two trucks in the same color, with one being the incorrect company, meaning if there are two trucks of the same color that have a 50% chance of being correct, the one whose company ISN'T duplicated is correct! Let's take another example, however:

The team rushes in, and checks their containers. In the chat, we can see:
♠️ Blue: y
♠️ Red: r
♠️ Yellow: g

We have 2 green trucks, 1 yellow and 1 red truck.

But we also have 2 blue trucks - and we don't know which one is correct! This is where the tagger either says the first letters of the companies of the 50/50 trucks:

♠️ Green: HK

or just points out that Day 1 rolled the low chance to have all 4 colors open and asks the team to check them again:

♠️ Green: 4

Before I get to the FAR LEFT and FAR RIGHT roles, I'll briefly talk about MIDDLE + PC which will help immensely in this situation.

MIDDLE + PC
This role is usually done by either Red or Yellow!
Before the Host can call for help from the PC database, the MIDDLE + PC has to check if any of their containers are open, which are as follows:

And so, the perfect path would look something like this:

Why go around the warehouse, and not just jump on top of the container? Going around the warehouse and up the stairs is much faster, as it doesn't require you to jump up - less air time, more speed!

What happens next if the host calls for the PC to be used? The PC has 6 spawns, one in each room of the 2 warehouses (2+4). It is easier to check the blue warehouse first as it is way closer than the red one, with the path shown on the second image, which involves jumping on top of the last container, and then onto the warehouse's balcony.

When the PC is found, MIDDLE + PC will need to start interacting with it. The PC's database follows the pattern of Avalon - Kranich - Omni - Hefty.

When I hack the PC normally, only 3 companies show up! The devs have made it so that the correct truck's company does not show up in the database. Let's take our example again: right now we are split between Kranich and HEFTY, so one of those cannot show up in the database.

If the host calls "4", it's faster if only the correct company is called:

♠️ Green: 4
♠️ Yellow: h

At this point, TAG knows which truck to tag - the HEFTY one!

If the host calls the companies, there's usually no need to go through the entire selection of the companies from the PC database.

However, let's take an example where the correct truck is actually from Kranich, and TAG calls the companies instead:

♠️ Green: HK

MIDDLE + PC completes their first hack, with Avalon showing up as the incorrect company. At this point the second hack was started, however, we don't know which of the two remaining companies will show up, so we have to keep hacking!

The second company showed up as Omni, and so the sequence would be Avalon - 3rd - 4th! At this point, what you want to do is stop hacking the PC and type the correct company down as either:
♠️ Yellow: tag k

or

♠️ Yellow: k

And with that, that is the extent of what MIDDLE + PC does on Day 1! Now let's move onto the two easier roles: FAR RIGHT and FAR LEFT.

FAR RIGHT

This role is usually done by Blue as there is less guard traffic than there would be at FAR LEFT!

Some of you may have (hopefully) seen Marcmb's video on ED, and with it the path that follows the FAR RIGHT role. For some it works reliably, but some may prefer going straight through the gate instead with this path:

However, regardless of how you walk in, you will have to check these containers:

Since this role is usually done by Blue, that means that they will be the one in charge of keeping Second Wind uptime when the Silent Second Wind is about to expire!

FAR LEFT
This role is usually done by either Red or Yellow!

This role is far easier than any others, as it only requires you to check your containers, shown here:

Ideally you want to take the shortest path to them - follow TAG for a bit, then start checking your containers! Very easy!

Containers? Checked! Truck? Tagged! Now, let's go onto Day 2!
ED, DAY 2/2
Or, as I like to call it, "We Are Literally Comitting A Crime Against The People Part 2"

Day 2 has you find yourselves in the warehouse where the voting machines are stored. If you have done Election Day on Mayhem (or Death Sentence like any self-respecting human being) in stealth, you will know that you will need a crowbar to open any of the machines you find.

I'm not going to even attempt to try and draw a path for all of them, instead I will leave example paths that are shown in Marcmb's video. I recommend watching at a speed of 0.75 or slower so you can see all the crowbars that may be on your way!

The roles for this Day are as follows: LL, LUO (sometimes abbreviated as LU), RMID and RR.

They are all relatively self explanatory, however I will still show and say what happens in each section.

THE ECM ORDER AND THE SAW SPLIT

Before that however, I will have to remind you that Host usually starts the rush (like Day 1) with a Silent Second Wind activation, and Blue places their first ECMs.

There's also an additional obstacle - the fences near the gates where you will be going into the warehouse! Of course, anyone can cut them, however it is recommended that the saws do it since then the cutting is instant!

Remember your Ukrainian Job, where you called your roles? If they looked something like this (not representative of what people usually do):

♠️ Green: RMID
♠️ Blue: LL
♠️ Red: LUO
♠️ Yellow: RR

Then it means you have succesfully split your saws up for a quicker entry and escape! (Notice Red and Yellow picked two different sides, LUO and RR!)

That's all well and good, but what the hell do the L and R's mean? The first letter of your role stands for which side you will be entering through, and the remainder stands for the area you will be clearing!

How does this saw split work? Why is it faster? Your saws will be able to rush over to the fences to cut them quicker, allowing easy access to the other two from the team!

Which fences do I cut?

Everyone inside? Good! Now let's get onto the specific roles you have!

LL

By far, the simplest role of them all!

It doesn't really matter who does this role!

Left entry, Left side only needs to check 8 spawns shown in the image below! In this side only 2-3 crates spawn at any time:


LUO

This role is a bit more advanced, however it doesn't really matter who does this role either!

Left entry, Up-and-Outside has a bit more work to do - they have to check 6 spawns on the upper floor of the warehouse and 4 outside!

Which do I check first? Check the upstairs area first - 2, and only 2 crates ever spawn there!

What do I do after I deal with the two crates upstairs? Jump out from the window upstairs - going down the stairs is really slow!

RMID

This role is fairly simple, and yet again it doesn't really matter who does this role!

Right entry, MIDdle of the warehouse will be one of the two roles going through the right side path of the crowbar spawns.

This role has 8 crates to check, and 5 to open!

RR

Once again this role is fairly simple too, and it doesn't really matter who does this role either!

Right entry, Right side has about the same work to do as LL - only on the other side!

Just like LL, RR has to check 8 crate spawns and open 3 or 4 of the ones that spawn!

ALL ROLES

Every role will have to count the machines they hack - if a crate doesn't have a machine in it to hack, don't call it!

On Death Sentence, the amount of machines you have to hack is 6 - very simple!

What if there's two of the same number in chat, since me and another role found a machine at the same time? No worries - just count the next number up or correct yourself!

With the specific roles settled, let's get onto...

ENTRY AND EXIT

As I've said before, there will be 2 directions to enter from, relative to how you spawn: Left and Right!

However, I have seen many people use the door to enter the warehouse - this is VERY, VERY SLOW! Instead, what you want to do, is enter via the windows of the warehouse!

LL, RMID, RR - you will also be exiting through these very same windows in the end, LUO has their windows covered!

I can't make the jump into the window on the right side! You will have to mash your jump button while moving forward into the window - the game sometimes gets confused and lets you jump earlier, giving you extra height to the jump and letting you enter the window!

THE LOUD TRICK
Marcmb has got a good video explaining how the loud trick works here, however I will still explain it in text form in my guide!

The loud trick works because the game gets confused on the state of stealth near the escape area, giving us a nice boost in EXP and a +20% Stealth Bonus!

Who does it? How is it performed? The loud trick is 99.9999% of the time performed by Host as the window to get it is the biggest (no latency!). It's performed by first putting an ECM down on the window...

...break the glass when the last machine's hack timer is at 10 seconds or lower...

...then get ready to step into the escape area as soon as you hear the *bloop* of Bain telling you the alarm is going off!

The rest of the team will have to hug the escape van to allow the loud trick to work!

Why does breaking at this specific point matter? There is about a 1 second window for the loud trick to work, since triggering the escape takes 1 second, and you lose the +20% Stealth Bonus after 2 seconds from when the alarm is being triggered from the first pager that runs out! By doing this, you ensure you are ready to trigger the loud escape trick!

Now that we made ourselves feel a little bit worse about the present-day, got the loud escape trick and the +20% Stealth Bonus, we can move onto the next heist in the list!
Black Cat
Or, as I like to call it, "I Haven't Seen Any Black Cats And I Don't Feel Cursed I Want A Refund Already"

Black Cat, the 4th and 9th heist in the list. After this heist is also where you will have your second skill break!

The roles are as follows:

BEFORE VAULT: KEY, SSW + LPAINT, RPAINT, INTEL + BUG;
AT VAULT: SECURE, BAG LU and BAG RD.

PREPLANNING STRIKES AGAIN (HOST)

This is the second out of the three heists that have preplanning necessary to complete this heist! The preplanning the host needs to buy is as follows:

The Unlocked Doors and Keycard assets from the Insider Help tab...

...the Camera Access from the Surveillance tab...

...and everyone needs to vote for the Entrance From The Crew Deck Entry Plan!

Preplanning down, now the specific roles!

KEY

The KEY role (har har) is usually performed by Host!

They need to get to the spa trigger as quick as possible, following the path around the front of the ship:

Why does the spa trigger matter? It allows the PAINT roles to lower the correct painting quicker!

How do I know if the spa trigger worked? A few things will happen:
  • The "?" icon will appear and disappear very quickly after INTEL + BUG opens the intel briefcase
  • Li Deng[cdn.discordapp.com] will be marked by the game
  • The PAINT roles will be able to start lowering their paintings, visible from the HUD

How do I know which painting to go to? Look in chat or on your HUD - the correct painting will be in the middle of lowering, and the one who lowered it will call it out in chat with "here"!

WHICH PAINTING IS WHICH AND WHEN TO LOWER YOURS

The PAINT roles have their designated painting rooms they need to check. The incorrect room will have a civillian[cdn.discordapp.com] in it.
The paintings are split like this:

If the civillian shown earlier isn't in your room, lower your painting and call it!

And if I find a civillian in my room? Then you need to dash over to the camera access system and start spamming cameras between 10 and 11 or 11 and 12 until you hear Vlad start to say something along the lines of: "That's him! That's the ♥♥♥♥♥♥♥♥♥♥♥♥ that got me!"

I have contractor voicelines muted, though! No worries - you can stop looking into the cameras as soon as you see KEY write the code down in chat!

SSW + LPAINT

This role is usually done by Blue as it requires Silent Second Wind!

As SSW + LPAINT, you will have to follow KEY out of your spawn point, and activate Silent Second Wind just before the stairs to get onto the front of the ship!

Ideally you want to stand in the molotov you threw for 2 damage ticks to give everyone enough time to get to where they need to go!

After that, you need to follow where KEY goes, up to the spa doors, and from there you will have to shoot open the door ahead of you to your room and check for the civillian inside! If they're not there - lower your painting and call your side!

What about the tea set[cdn.discordapp.com] that I saw in the room? You can grab it after your interaction of lowering the painting is finished, or if the civillian is there and you see the tea set! Just remember to shoot open the window and call that the tea set is done and there is no need to look for it!

RPAINT

This role is usually done by the one that ISN'T doing INTEL + BUG!

RPAINT is very easy, however they take a much different path to get to their painting earlier - they need to follow INTEL + BUG out of the crew deck area, then go upstairs to the spa with this path:

Why are there two lines in the first image? Some people prefer going around and onto the stairs, and some people prefer jumping up and over the sofa onto the stairs. Running around is a lot more consistent, but it's fine if you learn the sofa jump!

After that, it's the exact same concept as with LPAINT - shoot open the door next to your room and check for the civillian inside! If they're not there - lower your painting and call your side!

INTEL + BUG

This role is usually done by the one that ISN'T doing RPAINT!

This one gets a bit more technical - this role has to check two spawns for intel, on either side of the cabin bathrooms:

When it arrives at the briefcase, they need to open it as soon as possible, otherwise the heist won't progress! There is also a keycard that the INTEL + BUG role will have to pick up for later into the heist. We will get onto the cabins in a minute, for now let's focus on the remainder of this role!

After KEY gets the code down, you need to sprint on over to the casino and get ready to plant the bug! You will need a saw for this role.

The door is near the entrance of the casino, from the LPAINT side to put things into perspective.

Inside of that room, the bug you will need to plant will be around the top-left corner of the wall opposite to you.

And that's basically it - now, onto the thing which everyone does...

LOBBY - CABINS

After everyone is finished with their role, they move on to check all 15 cabins for coke and the number card (#).

15? Not 16? The devs forgot to add any spawn routines to cabin #10. Another reason for that could be because cabin #10 is the default starting point of this heist, and so it wouldn't make sense to put loot in there! Therefore, cabin #10 is always skipped.

CASINO DEALINGS

When it's time for Host to grab the hand[cdn.discordapp.com] from Xun Kang, they will need to get ready at the metal doors leading up to the meeting room.

At the same time, Blue needs to be ready to activate Second Wind for Host as soon as the new objective appears.

After the hand was grabbed, someone that is NOT Red will have to start the PC hack to enable the wire cut objective.

Why can't Red do it? The interaction timing will conflict with the timing of the ECM running out!
Black Cat, cont'd...
Additionally, if the tea set wasn't called by SSW + LPAINT, nor can Host see it in the meeting room, it means that the tea set is back in the crew deck - specifically, the crew deck storage, shown here:

Now onto the vault, however!

When it's time to enter the vault, one person except Red or Host will need to head over to the wires and get ready to cut them. As mentioned before, the roles for this section are SECURE, BAG LU and BAG RD.

Why isn't there a BAG RU or BAG LD? Those would be the SECURE roles - and they do NOT go back to the vault for more bags, they only take the bags that were thrown over by the BAG roles!

Do we have to wait for the vault to open? No! You can take your first bags as soon as the hand is used, from the sides shown in the image. It doesn't matter who does what, what matters is that on both sides one person will be crouching, and the other will be standing up:

So we take the bags through the vault wall? Exactly! You need to be fairly close to the vault and a distance away from the wall to be able to pick your first bag up and be able to continue on with your roles.

An example of the line-up for one of the roles looks like this, however the other roles will need to take a similar position for their first bag accordingly to their role!

AFTER THE FIRST BAG

The SECURE roles can now completely ignore the vault - they're not needed back there anymore! (Blue needs to activate and keep up SW as soon as the hand is used to open the vault, of course.)

However, the BAG roles will now follow a vault split in order to avoid ghost-bagging each other:

On top of that, the BAG roles will need to throw the bags over in the direction of the lifeboats, past the casino machines.

The SECURE roles will then have to take these bags and throw them overboard at the lifeboat deck!

I saw an ink bomb in the earlier images, what's that about? The ink is normally used to destroy the remainder of the money in this heist. However, we can abuse that for extra EXP! When 3 or less bags are left in the vault, one BAG role throws one bag out of the 3 remaining bags, and the other takes another and instead of throwing it over, they secure it instead. The BAG role that stayed behind must now place the ink down, and quickly grab the remaning bag in the vault to secure it too! There has to be a bag left, otherwise - no ink! :(

After that, it's just lowering the lifeboat to activate the escape. You can line yourself up with the railing and the ends of the lifeboat to ensure an instant escape activation in these areas!

What about the blacked out escape areas? Those are never used by the game! You can safely ignore them.

Well, we proved that someone WILL and IS in fact insane enough to rob a ship! But now, let's get back onto solid land! I'm getting sea sick...
Big Bank
Or, as I like to call it, "The Bank That Wasn't Robbed For 200 Years But We're Doing That Twice In An Afternoon Every Afternoon For Some Reason And Bain Never Acknowledges It"

Big Bank, The Benevolent, you name it, it's this. The 5th and 10th heist you will do in this run.

The roles are a bit more tame compared to Black Cat:
BEFORE TIMELOCK - LEFT SERVER/STAIRS, RIGHT SERVER/STAIRS, SS + CORNER and UP;
AFTER TIMELOCK OPENS - RIGHT BUTTON, LEFT BUTTON, MGR PC + SW and VAULT;
BEFORE VAULT OPENS - VAULT SW, BUS SW, DOWN/RIGHT and LEFT/UP

You said they were tame? They are. There's just more of them.

Is there anything else worth mentioning? Big Bank is the only heist where 3/4 players are forced to take Copycat-Hacker or else you will run out of time before you can safely escape!

Why does that matter? The start of the heist will have you go through your pocket ECMs first, in the order of Host-Blue-Red-Host-Blue-Red (big ECMs continue normally after that and until Yellow places their last ECM)!

Why are there two STAIRS? I'm fully blaming the devs on this one; there are three server spawns - two on the left, and one on the right:


Why they did it like that is beyond me, but the reason for there being two STAIRS roles is that one person checks the LEFT SERVER spawns, and the other checks RIGHT SERVER spawn! As soon as one finds the SERVER, the other fills in the STAIRS role!

What's this SS in the SS + CORNER role? That is Stockholm Syndrome, a skill Blue should have picked up in the skill break before the first Big Bank! It allows Blue to prevent civillians from running away for about 45 seconds when using their secondary Judge, which ensures the manager won't run away during the search of his keycard!

Do we need preplanning here too? Yes - you need to purchase both assets from the Hacking tab, and vote on the Bus Stop escape option.

What about the roles? I will now show where to stand in each role, and explain the servers and search phase of Big Bank!

THE SEARCH PHASE
As soon as you walk into the bank, the SERVER roles run to check their respective spawns, and take their positions once it has been found. During this, you have a small window to check which PC's are on and off, so you don't get confused when the PC beeps!

After the correct PC has been hacked, Blue (usually) camps the timelock panel, ready to activate it as soon as it lights up.

THE BORING PHASE

And after it has been activated, you have 2 minutes and 30 seconds of free time. In this phase I recommend looking for the manager AND random-spawn keycard as you will use them to disable the lasers on the timelock doors! In that time, your team will also want to look for Gage Courier packs, which will net you a nice +5% EXP boost at the end of the heist. Grab a hostage too - they will delay the inevitable assault that happens at the end of this heist!

BEFORE THE TIMELOCK RUNS OUT

Remember how I said that 3/4 of your team will be bringing Copycat-Hacker? This is because the last player - Yellow - will be bringing over a Yakuza set to be able to do something that's known as Running From Death!

What's that? How is it useful? How is it performed? RFD is a skill that Yellow picks up on the skillbreak after BCAT1. It allows them to run 30% faster for 10 seconds after being revived! It's useful, since the vault spawns at the very back of the bank, and allows for a massive timesave!

It's performed like this:

While the timelock is running, Yellow lines up with the vault door, hugging it...

...then, when the timelock is at about 35 seconds left, they throw a molotov to down themselves...

...because the custody timer is only 30 seconds, Host (usually) will have to keep the timer up higher than the timelock's timer is at...

...and, when the timelock door is about to open, at around 7 seconds of the timelock remaining Host (usually) will have to revive Yellow to activate their RFD!

THE VAULT PHASE

Before the timelock is done, your team will have to call the roles they want - RIGHT BUTTON, LEFT BUTTON, MGR PC + SW or VAULT. MGR PC + SW MUST BE HOST OR BLUE!

While the other three teammates get ready to run through the doors to the vault, MGR PC + SW will stay behind, and ready to boost the team to open the vault up in this position:

This will ensure that the MGR PC + SW role will be able to boost the team as soon as the timelock opens and be able to instantly start the manager PC hack without moving their mouse!

Meanwhile, the other three go through the timelock door as soon as it opens. While the buttons aren't too hard - they always spawn in the same place...

...the vault, annoyingly, can spawn in one of four positions.

I won't go into specifics on why did the devs think ANY of what I will write next was a good idea, but the short story is you will have to split up bags and throwing depending on what kind of vault you get.

Okay, here we go... *inhale*

The vaults you see on the picture right now have designated numbers, one through four, with "1" being the closest and "4" - the furthest away from where the bus will break through the wall. That means that you will have to adapt your bag throws to where the vault spawns to maximize the efficiency later on when you get out of the vault:

So far so good, right? The devs thought it would be an even BETTER idea to make the vault be either one floor or two when the vault is chosen. I'm at a loss for words on this one, honestly.

Whatever, not the point.
Big Bank, cont'd...
HOW DOES SPLITTING THE VAULT WORK?

Regardless of how the game decides to feel on your run, you still need to split up the vault - including the SW users, Host and Blue, since two people on the same floor isn't very efficient.

Let's say for example you got vault "1" with a single floor:

As you can see, the split in this situation is very easy - one saw goes to the left, and the other saw to the right!

A similar case would be in a "3" vault:

One saw goes to the far end of the vault, and the other goes to the closer part of it!

The split works a bit different if the vault has two floors instead of one.

Let's say the game rolled vault "2" with 2 floors:

Splitting the vault in half vertically wouldn't make sense here anymore, so instead the saws split up for each floor: one on the bottom. and the other on the top floor!

In the case you do happen to roll a two floor vault, the bags that are NOT on the floor the vault door is can be moved to the vault door first!

You gave me Bulletstorm and Jack Of All Trades Aced as Red, what do I do with it? You will need to place your ammo bag right in front of the vault - this is going to set up a trick where the saws will get the maximum length of Bulletstorm possible! It works like this:

Red places their ammo bag in front of the vault...

...either Host or Blue take from the ammo bag...

(and make sure you emptied your weapons beforehand - not too low though! Keep your saw ammo above 0 but below 16 when you empty!)

...and when the vault is about to open enough for you to walk in, depending on who has a weapon that can take 300% in total takes ammo first from the ammo bag, otherwise both saws can take the ammo at the same time!

INSIDE THE VAULT

Inside of the vault there will always be two sets of deposit box walls:

Normally, sawing through every single deposit box is fine, however there is a way to save some extra time here! You can skip some of the deposit boxes during your Bulletstorm duration.

Here are the deposit boxes you can skip sawing:

So, instead of all of the deposit boxes being open, your deposit wall should now look like this:

This saves you around 4 seconds - while it might not look big in the long run, you can save a lot more time that way regardless!

MOVING BAGS THROUGH THE BUS

The last thing I want to mention is moving bags through the bus - and more specifically, what you SHOULD NOT DO!


So you have moved all the loot where it needs to be, right? Good! Are you still in stealth? Yes? Then Host should call for no more PCM's, otherwise the bus can't be called!

Now the easy part - moving bags! You will want to focus on the gold bags first since they make more of a use of the Copycat setup shown near the start of the guide.

How do I move the bags? Move the bag through the bus, and throw the bag under it, towards the van as soon as you get out of the rear doors!

NEVER, UNDER ANY CIRCUMSTANCE, SHOULD YOU THROW YOUR BAGS INSIDE OF THE BUS! ALWAYS THROW THEM OUT OF THE BUS!

Why, though? TL;DR; Since Diesel is an old piece of... you-know-what, it doesn't handle a ton of bags bunched up into one place too well and makes moving bags difficult should that happen.

NTL;R; Diesel has been around since 2001[en.wikipedia.org] and since then it received many improvements. However, it was originally meant to be a racing game engine, with Ballistics[en.wikipedia.org] being it's first creation. Of course, developers around the world said "screw it, we're making shooters" out of it. OVERKILL Software hitched onto that ride in 2011 with PDTH[en.wikipedia.org] making it's release. In 2013, PAYDAY 2 was released and while not immediately apparent, in later heists that had a ton of bags to be moved like Golden Grin Casino the problem became painfully obvious when players stacked all of the bags on top of each other in the cargo lift and hitched a ride on it themselves, resulting in a nauseating effect where the players would rapidly bounce on the bags.

Now that that rant is out of the way, all that's left is to move all the bags you threw under the bus and into the van!

Why not immediately into the van from when the bus crashes into the wall? There's way too much movement involved and so it is just faster to throw the bags under the bus first, then move them into the van when your team got them all.

Got all the bags? Got all the packs? Got all your wits with you? Great! Then you are ready for the 5-Maps Infamy Speedrun!
---------------------------------
Closing Thoughts & W.T.F.F.A.Q.
Or, as I like to call it, "Thanks For Reading! And Way Too Frequently Frequently Asked Questions"

I've made this guide to help newer ECM Rushers with learning the 5-Maps Infamy Speedrun. If anything is unreadable or unclear, please let me know in the comments below and I will do my best to explain it and update the guide ASAP!

Thanks for reading!

- Chari

And now, for the Way Too Frequently Frequently Asked Questions™
13 Comments
Charizard-Delta  [author] Oct 26, 2023 @ 12:55pm 
Steam decided to just delete some screenshots from the Shadow Raid section for no reason :steamfacepalm: Sorry about that, they should be back now!
Yorktown_Rush_B Oct 19, 2023 @ 11:44am 
At SR ROLE 1

Since 3/4 roles on SR can be done by practically anyone, you have to coordinate who does what!

I guess you mean
1/2 roles on SR can be done by practically anyone or
3/4 roles on SR can not be done by practically anyone(role3 need saw and role4 need SW for solo vault)
Yorktown_Rush_B Oct 14, 2023 @ 4:36am 
Hello. May I translate this guide to Chinese and share it? I will put this original post link on the top of the translated guide when I share it.
Charizard-Delta  [author] Sep 10, 2023 @ 5:05am 
Unfortunately no - this guide is only meant to work with a full team , and therefore if you were to try this on your own without anyone to join your team you would end up running quite a bit short of Rep. 100
Gaming Gekota Sep 9, 2023 @ 6:36pm 
Can I use this guide for solo gameplay?
Charizard-Delta  [author] Sep 7, 2023 @ 4:34am 
I'm not sure - as far as I know the BeardLib issues are pretty undocumented, the Team Boost griefing is what we found out on our own - I suggest heading over to the ModWorkshop Discord [discord.gg] and asking about it there!
Good friend for allඞ Sep 6, 2023 @ 6:14pm 
is there anywhere i can read more about these beardlib issues?
Charizard-Delta  [author] Sep 2, 2023 @ 11:26am 
It's the same as having BeardLib in the rush, but worse, in a big TL;DR;. However you can just buy the boosts for 6 CC's each, you get about 24 each run
what do i do if i dont have the crew boosts
Nobody Aug 31, 2023 @ 6:19am 
nice