PAYDAY 2
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Guide to Solo Stealth
Por Unknown Knight
Solo stealth generally is better due to desync. Also if you need just a little bit of an edge to find success, this guide is for you.
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Updating the Guide (2021)
Most of the gameplays are outdated and recorded before the new skill trees. Obviously I intend to update them but would like to do so properly. That means covering one heist at a time with as much details covered as possible, before moving on to the next. If there's anything that you would like me to prioritize, drop a comment.

Aim & Approach
The aim/approach of the guide has changed from 2015's "It's possible to solo" to today's "lowest risk/highest success". Naturally, it will seem dull and slow compared to other guides/videos, which I disdain, because they brute force through stealth repeatedly until RNG goes "Ok, you win". Still, I hope everyone gains something from this guide.

Roadmap (general)
  • Basics
  • Advanced (techniques, tricks, mechanics)
  • Recommended order of heists (in order of difficulty)
  • Builds (Perks, skills, AI, weapons)
  • Best/worst practices, habits.
  • Tutorial explained/enhanced
  • Multiplay (dealing with lag, roles to play, desync etc)
  • Random stuff (after a fresh Infamy, Mayhem vs Deathwish vs Death Sentence)

Focus
Will work all the heist walkthroughs, one at a time until they are all done before I begin with the miscellaneous sections.

In Progress: TBC

Completed: Black Cat, Buluc's Mansion, Car Shop, Four Stores, Diamond Heist, Dragon Heist, GO Bank.
Recent changes
7 May 2021: Dragon Heist complete.
4 Apr 2021: Revised section "Misc: Faster carry speed".
28 Jan 2021: Diamond Heist complete.
29 Nov 2020: Buluc's Mansion complete.
11 Nov 2020: Four Stores complete.
30 Oct 2020: Car Shop complete. Removed some old sections.
29 Oct 2020: Added Formatting and Aim of the Guide sections.
Aim of the Guide
The aim is to provide information & ideas to fine-tuning your approach, and improve odds for successful stealth. It is not intended for players with zero knowledge, though it can still provide a good read.

Ultimately the guide is aimed for Mayhem (if Death Wish and Death Sentence is locked) and Death Sentence. Lower difficulties may be looked at if useful, like breakable cameras for Firestarter Day 3, ATMs on Four Stores or Car Shop on Normal for achievement/trophy hunting.

Otherwise, a low risk and high success approach is taken, compared to majority of gameplays elsewhere, which are actually reckless though it looks good. This may present itself as dull and boring, but hey, it works better.
Advanced techniques, tips and tricks
Here are some of the advanced techniques, tips and tricks, if you haven't quite found them out yet. Or if you have heard/seen and gotten an idea but aren't sure how it works, this section might help.

Tagging guards via camera
When using the camera access, all guards that are visible (to a certain extent) gets tagged automatically. This can be a support role while another crew member goes around dispatching guards.

which leads to...


Quick cam tagging
When you're going solo and just want to tag guards without spending too much time at the cameras, just access the camera station and quickly cycle through the cameras with the mouse click. Of course this doesn't work all the time and is dependent on camera placements. GIF shows all 3 guards being tagged.




Crouching vs standing visibility
I'm sure we're all familiar with the mechanics that crouching reduces your visible distance. This also applies to hostages. It's useful to know that you can get a civilian to stay down until a patrolling/walking by guard/civilian has moved on before you continue moving them. One good example is in Go Bank.

Planking
No, not that type of planking. I'm talking about using planks to board up the windows (obstacles section). It's usefulness in stealth is largely limited to Go Bank and Bank Heist but may have further uses in future new heists.

Invisible hostages/corpses
Not literally invisible. The models' detection box is situated mostly at their heads so if you can get hostages to lie down and have their heads hidden in furniture or through a thick wall, they are invisible. Similar logic for corpses, however the ragdoll rarely/never clips through the wall.


Positioning can take multiple tries. If their heads are floating through a thin wall, they can be seen on the other side. Does not prevent cops from freeing hostages in loud.

Another example, see how the tied up civilian is ignored.



Camera lure
Destroying regular cameras can lure guards to investigate. When it happens, the guard will receive a radio message (loud enough to hear through walls/floors) and can be seen listening to it (image). The guard will then patrol to the camera spot and will either wave at the camera or be alerted. Only 1 guard can be given the investigate objective at any time. Camera operator need not be alive (might differ from heist to heist, can't confirm). Broken cameras alert patrolling guards, so breaking is usually done on maps with 4 guards/Big Bank. Independent from drill lure and normal patrolling, so theoretically you can have 3 guards moving in the same area.

Drill lure
Drill lure works pretty much like camera lure, only 1 guard can be given the objective at any time when they patrol in range of the drill sound. Instant alert upon seeing the drill visually. Independent from camera lure and normal patrolling, so theoretically you can have 3 guards moving in the same area.

leading to...

Guard freezing/drill jam (or whatever this is)
When a guard receives the objective and if the drill completes (by itself/keycard/ECM), the guard will stop moving and freeze on the spot. It's in my Framing Frame Day 3 and Train Heist gameplay videos.

Tag civilian and guards through walls
Fugitive skill, Sixth Sense (Basic). Allows you to tag guards and civilians when you stop moving (no interactions), even through walls. This can be useful on maps with close corners or multiple levels.




Pick up objects in casing
Fugitive skill, Sixth Sense (Ace). This allows you to pick up objects in casing mode. Usefulness is limited to cash bundles and keycard. Or maybe picking up jewelry, but you should have been masked up by then.










Aggression
Credits to The Long Guide, there's more info there.
Basically, if you can show less aggression to an alerted guard, you can delay him calling in or shooting you and lure him closer to the suspicious item.
GIF to the right (sorry for the speedup, 2MB limit on images), hiding while answering first pager for about 6 seconds before the second guard spotted me, and I aimed away to reduce aggression (less chance to shoot). You may also show aggression to force guards to fire on you instead of calling in an alarm.
.
This one might be outdated, I'll revisit it.

More to come...
Advanced: Pagers/Chaining/Juggling
Pager specifics
  • Starts after a 2 - 4 second delay after death/dominate (yellow outline).
  • Runs for 12 seconds before alarm. 6 seconds of full yellow outline then 6 seconds of flashing outline. This timer pauses when pager is being answered so there's no difference between answering at the first or the eleventh second.
  • Takes 10 seconds to answer (9 with Burglar).
  • Instant alarm if let go.

Pager blocking
With upgraded ECMs, pagers will not start until the duration is over. The 2 - 4 second delay is applied/reapplied indefinitely (assuming ECM chaining) until the ECMs run out. So pagers might start instantly after the ECM runs out or take almost 4 seconds to start.

If you can see the yellow outline of the body, it is too late to block it.

Pager Chaining
Not to be confused with Pager Juggling, Pager Chaining is the act of answering pagers one after another quickly. A technique used to take down multiple guards at/almost the same time yet still being able to answer the pagers. If you solo stealth, you'll most likely learn this after a while.

Example:
Assume 2 guards close together, e.g. back alley of Jewelry Store.
  • Kill 1st guard and wait for pager to start.
  • Kill 2nd guard and immediately answer 1st pager.
  • At this point you'll use 10 (or 9) seconds to answer the pager. Since a pager runs for 12 seconds, you'll have at 4 - 6 second window to run to the 2nd body and answer it. 4 - 6 second window obtained by 12 (pager run time) minus 10 (answer time) plus 2 - 4 second delay.

To simplify, wait for 1st pager to start before killing 2nd guard and then answer 1st pager.

Pager Juggling
Exploit or glitch, call it whatever you like. As long as the pager is being answered, other players answering the same pager can stop answering. This allows a 5th or even 6th pager to run with 2 or 3 players continuously rotating between them.

This effectively stops involved players from doing objectives and will most likely be used as a last resort.

Since the pager has to either be let go or finished answering, the heist will definitely go loud. So depending on the heist flow/objectives, it might not be viable. E.g. Framing Frame Day 3 will switch objectives once going loud, even if all coke placed and secured all gold.

Example:
Assume 2 players juggling 1 pager.
  1. P(layer)1 starts answering.
  2. Before the 10 second interaction is up, P(layer)2 starts answering.
  3. P1 then lets go of the pager, and awaits his turn to repeat step 2.
  4. Repeat indefinitely.
Advanced: Civilians and Intimidation
Civilians, are but another obstacle to our success. Understanding how they work will help greatly.

Mechanics
When a civilian is first intimidated, he gains a random maximum intimidation counter of 60 to 120 seconds. This maximum value differs for every civilian and will only reset once his intimidation hits 0 and you re-intimidate him. E.g. intimidation wears off and the civilian starts standing up and you shout at him again.

So practically, when you have multiple civilians, they will not stay intimidated for the same amount of time. At the very least (if all intimidated fully), they will stay down for at least 60 seconds.

Animated civilians
It is important to note that civilians performing animations are also affected by your intimidations. For example, Bob, our much loved civilian, always has his legs on the desk in Trustee Bank and Jewelry Store. Even when he takes his time falling off the desk and getting up, your intimidations does its work.

So if you have a pager running that needs taking care of, be at peace and know that your intimidations worked on Bob even though he's still scrambling, and work on that pager.

Shouting
The effects of shouting at a civilian uses a mathematical formula (which I can't be bothered to understand), but know that the civilian you're looking at directly will gain a full 60 intimidation when shouting while others not in your direct view will gain less. In essence, if you need to stare at a lone civilian and shout, doing it twice is enough.

Forced Friendship (basic) increases the max intimidation of your shout to 90. Note that it will not override the max intimidation value assigned to said civi. E.g. civi has max 60, and you shout at him for 90, it remains at 60.

Melee intimidation
A technique that not widely publicized or known. It's even more amazing since its usable without skills at level 0.

Basically, a melee hit to a civilian intimidates them fully. So again, like the back room of Jewelry Store, if you happen to kill the guard inside and find 3 other civilians, just melee them each once and work on the pager. They will stay intimidated for at least a minute each.

But be aware, melee with civilians work on a 2 second cooldown. If you hit them again before the cooldown is over it's an instant kill. Of course, you could melee them twice on purpose if you're trying to kill while holding a loud gun.

Fleeing (Part 1)
When intimidation wears off or if alerted and left unintimidated, they will begin to flee or call the police after a 5 to 20 second delay.

Stockholm Syndrome (basic)
This skill allows loud noises/alerts caused by the player (gunshots, revving of loud saws) to fully intimidate them. Combining both details of fleeing and intimidation, you will have to fire a shot every 65 seconds (just make it 60 to be safe) to keep civilians from fleeing.

If a player with the skill is spotted by a civilian, it counts as an alert generated from the player and so he becomes fully intimidated (while standing usually). If it's a lone civilian out of reach or shout range (behind a window that you shouldn't break like Diamond Store), you have at least 65 seconds to get to him. Of course if a chain of alerts starts by others spotting the alerted civilian you'll have to take prompt action.

Fleeing (Part 2)
Once a civilian starts to flee, it is only possible to stop them via shouting (and perhaps melee). Stockholm Syndrome (basic) is ignored at this point. So if a civilian gets out of range, your options are to let him go and hope he doesn't call the cops or shoot him.

Repeated gunshots without Stockholm Syndrome (basic) will cause even untied/intimidated civilians to freak out and flee. This usually only happens with multiple players with loud guns blasting away, which shouldn't be the case for a stealth heist.

Staring daggers
If for whatever reason you have to babysit an untied and intimidated civilian and you're out of cable ties, standing less than 7m away and staring at him will increase their intimidation by 1 per second (basically infinite intimidation). Again, no skill needed.

Intimidation aura
Granted by Confident (basic), you gain a 10m aura that fully intimidates already intimidated civilians. However it works on only 1 civilian at a time and counts tied civilians as well, so babysitting 10 civilians will only target 1 civilian every 10 seconds.

Combine this with Sixth Sense (basic) and you'll know who's affected.

Useful for AoE control without cable ties like when doing the no civilian kill achievement for Go Bank.

Intimidated/untied civilians will not run off after freaking out (from repeated unsilenced shots) while in range of the aura, which again, shouldn't happen unless players are screwing around.

Also helps for loud situations, though I can't imagine any player doing this.
Advanced: Jump Higher/Double Jump
Not to be confused with Crouch-Sprint-Jump, this trick allows you to jump higher than usual. This allows you to jump onto places which might grant a shortcut or places usually unreachable.

To perform said jump:
  • 1st, you must jump (regular).
  • Just as you are about to reach the floor, maybe 30% to 50% of the way down, press Spacebar to jump again. This time, you'll jump higher than before (or rather jump the same but kick off somewhere above the ground to reach higher).

Fun tip, this is specific to the Diesel engine (maybe?), so you can do the exact same thing in Payday: The Heist and also Raid WW2.
Advanced: 1-click deposit boxes (saw)
A deposit box requires 37.5 damage from a saw to be opened and considering that we have need for both a loud (control) saw and a silent saw, we can build it in multiple ways.

Stock saw: 23 base damage
Fast and furious perk card (+5% damage): 23 * 105% = 24.15

[Option 1] Berserker/Frenzy can double it to instantly break past 37.5 damage
[Option 2a - loud saw] Combination of a +3 damage mod (Fast Motor/Sharp Blade) and Portable Saw (aced) = (23 + 3) * 105% * 140% = 38.22
[Option 2b - silent saw] Same as Option 2a, but you'll have to forgo Fast Motor/Durable Blade and pick Silent Motor/Sharp Blade instead.

Berserker was the only way to achieve this prior to the skill update. Now it can be considered somewhat obsolete, unless you're using Berserker/Frenzy for damage (see "Damage skills" subsection).
Misc: Faster carry speed
Video - Fastest Stealth Deck (Transporter aced)

For stealth, it's possible to boost our carry speed for heavy+ bags, like gold, weapons, body bags, artifacts etc.

Summary
  • Ace Transporter with suit or both Transporter and Die Hard with LBV. Inner Pockets (aced) can offset the LBV concealment loss. Protector Crew Boost if possible. 4 - 14 skill points.
  • BV and HBV does not provide any advantages whatsoever, thus Invigorator and Concealer Crew Boosts are ignored. Arguably, Concealer can replace Inner Pockets (aced) to save 4 points.
  • Anarchist carry speed is faster than 30% health Yakuza (no molotovs) but walk speed loss is not worth it.
  • The 4.3% health Yakuza is obtained with just one molotov, with LBV, Die Hard (aced) and Protector. Going any lower is a bonus.
  • Following comparisons are against generic suit with just Parkour (basic).
  • Burglar/Hacker or "Any deck"
    • Suit; +2%/5.1% carry speed (without/with Protector Crew Boost).
    • LBV -1.8% walk speed, +5.2%/8.5% carry speed.
  • Yakuza, 30% health with Berserker/Frenzy
    • Suit; +14%, +16.2%/19.8%.
    • LBV; +12%, 22.2%/23.7%.
  • Yakuza, 4.3% health with molotov.
    • LBV, +17%, +25.4/29.2%.

Transporter (aced)
Transporter (aced) reduces the heavy+ bag penalty, based on our current armour value plus any additive bonuses (Die Hard aced, Anarchist, Protector Crew Boost). With just 4 skill points, we can gain a small boost to the suit carry speed. Whether or not the LBV is worth it is up to personal preference.

Heavy+ bags
The most common ones are body bags, weapons and gold. The only very heavy bags in stealth are Shadow Raid artifacts. There is also the rare "slightly heavy" bag which is the old wine from Framing Frame Day 3.

Movement speed comparison notes
Both tables use the Protector Crew Boost. T represents Transporter (aced) while Full represents Transporter (aced) + Die Hard (aced) + Reinforcer (for Anarchist).

Absolute value
Scenario
Light/Medium
Heavy
V. Heavy
Any, suit (baseline)
490
367.5
183.75
Any, suit (T)
490
386.24
193.12
Any, LBV (Full)
481.25
398.69
199.34
Anarchist, suit (T)
490
457.43
228.71
Anarchist, LBV (Full)
481.25
472.18
236.09
Yakuza, Suit, 30%
558.6
418.95
209.47
Yakuza, Suit, 30% (T)
558.6
440.32
220.16
Yakuza, LBV, 30% (Full)
548.62
454.51
227.25
Yakuza, Suit, 0%
587.9
440.92
220.46
Yakuza, Suit, 0% (T)
587.9
463.41
231.7
Yakuza, LBV, 0% (Full)
577.4
478.35
239.17
Yakuza, LBV, 4.3% (Full)
573.31
474.97
237.48

Percentage
Scenario
Light/Medium
Heavy/V.Heavy
Any, suit (baseline)
-
-
Any, suit (T)
0.0%
5.1%
Any, LBV (Full)
-1.8%
8.5%
Anarchist, suit (T)
0.0%
24.5%
Anarchist, LBV (Full)
-1.8%
28.5%
Yakuza, Suit, 30%
14.0%
14.0%
Yakuza, Suit, 30% (T)
14.0%
19.8%
Yakuza, LBV, 30% (Full)
12.0%
23.7%
Yakuza, Suit, 0%
20.0%
20.0%
Yakuza, Suit, 0% (T)
20.0%
26.1%
Yakuza, LBV, 0% (Full)
17.8%
30.2%
Yakuza, LBV, 4.3% (Full)
17.0%
29.2%
Misc: Multiplayer Stealth (Dealing with Lag)
Stealth in multiplayer (as a client) is usually taken for granted to be the same but is quite a different beast, due to real life limitations of the internet. It's mostly termed "desync", which I think is a misnomer, as "desync" is a state where the game is no longer able to synchronize two parties, like when enemies stop spawning for a client in loud, or a client can no longer drop/pickup bags or thrown bags ending in different places. Having a delay, lag or latency, is in no way "desync" but I digress.

The point I'm making is, when stealthing as a client, lag has to be accounted for, spiking excluded.

Points below are made with my meagre experience as a client and may require more research/playtest.

Every experience is different
Stealthing with host A, compared to stealthing with host B will potentially be different. Assess the lag and adjust. For example, observing things that require synchronization, e.g. host opening doors, host tying down civilians, answering pagers, or when we the client try to shout down civilians, pick up bags etc. This will give a pretty good idea of how good/bad the lag is.

Allowance
This mainly refers to sneaking and detection. For example, when being the host (or having a very good connection to a host), the safe distance to tail a guard without being detected is 10 metres. When accounting for lag, give allowances. With some slight lag, stay a little further, let's say 15 metres. With significant lag, possibly increase that allowance to 20 metres. In situations where the lag is really really bad, I'd volunteer for loot duty (Shadow Raid) or spotting/camera duty.

Crouch jumping
Crouch jumping (or the Sprint-Jump-Crouch), should be avoided when trying to get away from an already suspicious guard, as the sprinting will cause a sudden spike in the detection meter, potentially getting detected. Instead, stay crouched and move away. This already happens even for the host but is more pronounced for clients.

Dominate or tie first, before shooting
With lag, guards and civilians will take time to sync up their actual positions. A guard killed on a client's screen, might be in a totally different/exposed location on the host side. This can present itself with other civilians/guards being impossibly alarmed, despite being in another area (or even another floor). One good way to avoid that is to first dominate the guard or tie up the civilian, allowing some time to sync up before disposing of their corpses.

Waiting a little before launching (shotgun)
Again, similar to the point above, lag can cause a client-vs-target-positioning to be significantly different, potentially having a shotgun launch push the body into a different place, causing detection. Best to dominate/tie the guard/civilian, wait a little for positioning to catch up (host side) before launching. If in view of a camera, consider using a Pocket ECM, looping the camera, before handling the target.

Bags and loot desync
Essentially the same as the above. A bag thrown/dropped off will behave differently when interacting with collision, most noticeably with Art Gallery/Framing Frame when throwing painting through the slits, or when overloading vehicles with loot. A client seeing desynced loot appearing in front of guards will not cause any harm but is disastrous when roles are reversed. In most situations, ensure that bags dropped as out of sight as much as possible.
Formatting
This section describes the format to present each heist's walkthrough. I tried a few different formats before and it didn't work out so here's the (hopefully) finalized one.

Description & Comments
My thoughts and rating of the heist itself, on the difficulty and what to expect.

Summary
First off, credits to the Long Guide, because it will be very similar, copied or revised from there. Guard (pager info) and other heist specific details like alert triggers, suspicious objects and objectives etc.

Points of interest
Useful information that doesn't fit elsewhere, like preplanning, assets, objectives, certain parts of the heist etc.

Approach(s)
My personal suggestions to tackling the heist. Some heists allow for diverse ways to complete, which results in multiple approaches. E.g. Big Bank, spend pagers in outer area or inner area, to use glitches or not.

Gameplays & Resources
Basically videos. Time-skips will be added in the videos itself as part of YouTube's functions, which works best on desktop viewing rather than mobile.
The Alesso Heist - Introduction
Introduction
A DLC heist, soloing it can take up to 40 minutes. The 3rd map to feature a drive-able vehicle.

Can be difficult to sneak due to all the close corners. Refer to the guide section for a multiplayer strategy.

Objectives (Deathwish)
- Sneak into 4 kitchens/stalls to secure C4 from closets
- Plant C4 on 9 spots
- Hack tech booth and set off pyrotechnics (which sets off C4)
- Saw the bottom of the vault (same 9 spots of C4) with circular cutter. You can get an extra cutter from assets
- Secure 12 loot bags
- Demask
- Escape

Point of no return
If alarm triggers before demask, you'll have to escape as per loud, with any bags that you have not finished securing (at level 3 via airlifted container). Post demask alarms will have the escape at the spawn point, the van will come driving in after a short wait.

If at the objective of demask, if guards are alerted at all, drop an ECM and get into the closet. When the demask is complete, all alerted guards will disappear as the current guards/civilians are despawned while new guards/civilians spawn for the escape objective. Note that dead bodies and body bags are not despawned.

Q&A
Q: Can I pick the unmarked closets?
A: Yes, it works as an extra hiding spot, though that is mostly redundant because kitchens have at most 1 guard and 1 civilian during the C4 objective.

Q: Why can't I C4 the parking ticket machine?
A: It can only be interacted with in loud. Since it's not related to difficulty, you can attempt this in normal or Overkill (for the other achievement).

Q: The guard in front of the lounge/tech booth doesn't move away!
A: He'll walk away once you have activated the pyrotechnics objective, so if you're waiting for your teammates to sneak the C4, just wait a little longer :)

Q: Do I have a time limit to answer the intercom?
A: There's no time limit to answer the intercom, however there's a time limit to push the buttons, which might happen in loud while fending off the cops.

Q: What happens if I got the pyrotechnics wrong?
A: I tried getting it wrong 3 times in a row and 2 guards spawned. They come up from the elevators on the sides of the booth together at the same time so it's as good as 2 pagers down, so don't get it wrong.

Q: Can body bags be thrown into the chute?
A: Yes, but they do not get transported (left at the same spot).

Q: Is the chute only 1 way?
A: No, you may throw it back in from the kitchen end and it will end up at the garage again.

Q: What happens if I throw the loot bag into the wrong chute?
A: You have a total of 18 bags and you only need 12. You can still pick it up from the other side and throw it back in so it goes back to the garage, however if you threw it into the lobby chute, be prepared to ECM chain or go loud.
The Alesso Heist - Casing
Preplanning/Assets
There's no preplanning for this heist at the moment.
Noticeable assets are:
Extra Cutter - One extra cutter to cut the vault.
Body Bags - Self explanatory

Cameras
There is a camera room, which can spawn in 3 different locations; The lobby, just before the level 3 stalls and lastly, right at the end after the display room.

The lobby camera room is pretty hard to stealth due to the couple of civilians being able to spot you occasionally. You can either go for a 1) restart, 2) attempt to pick in stealth or 3) control the entire front hall. Number 3) securing the front hall requires additional pagers (2)/zip ties and body bags as dead bodies and body bags don't despawn for the escape objective (tied down civilians despawned). See Alesso Heist Gameplay section for a video on securing the front hall.

It is recommended to take out the camera operator as there are cameras in the garage that may hinder you planting C4 and securing/driving the forklift.


Guards
Definitely more than 4, I counted 16. 2 will spawn in the tech booth (via elevator) if you screw up the pyrotechnics 3 times in a row. If you exclude the camera operator, none of the guards directly hinder the objectives and may be left to live.

Civilians
2 civilians hinder your progress. The forklift technician in the garage and M.F. Stev, in the tech booth.

Kitchen/Stalls
There are a total of 4 kitchens/stalls that contains the closets. They have funny names and the number of them being open it related to the difficulty.

On normal, only 2 kitchens are open. Overkill, 3 and Deathwish all 4.
Level 2, Capital Hill Candy and Red Squares
Level 3, Miso Prawny (Full metal jacket anyone?) Japanese Sushi and Moxies Milkshakes.
I found that on normal, it happened once that 1 kitchen contained 0 marked closets and the other contained 2. Not really important but just so you know there might be a possibility of a kitchen having 0 marked closets.

Level 2 kitchens are interconnected via the basement and to the garage. Level 3 kitchens have to be sneaked and Moxies Milkshakes requires a little more care, which will be described in the Objectives section.

Every kitchen contains 1 guard and 1 civilian. 1 guard from the basement moves up to a level 2 kitchen after the pyrotechnic booth objective, so far I've seen him at Capital Hill Candy.

Closets/Grilled doors
There will be closets and grilled doors which will vary based on RNG. Unmarked ones can still be picked but does nothing.

There are 2 variations of the closet, 1 has 4 searchable spots and the other 5. Each marked closet equals 1 C4 as objective, but 2 pieces in inventory. The one you are looking for looks like this:


Garage
The garage is where you'll be completing two objectives, planting the C4 and getting the loot.
From the map, you'll see that there's 2 ways to get to the garage. 1 via the lobby and the other from the kitchens.

The first way is from the lobby and costs a pager to do so while having no usefulness because you'll have to sneak through the lobby.


Second way is via the kitchens on level 2, which you'll access anyway.


2 guards patrol during the C4 objective. 1 goes up to a level 2 kitchen, leaving 1 to patrol the connecting area during the cutting objective. Their patrol routes are quite long compared to the others and are avoidable, so you can save the pagers here.

There will be a TV in the garage, right next to the Capital Hill Candy chute. Upon turning it on, it will lure the 2 basement guards to it. They will stop in front of the TV for a random 30 to 45 seconds, before resuming their patrol. The two guards will function independently. This helps to distract them while we move the forklift or plant C4.


Forklift
The forklift is a non-loadable version of the Meltdown Heist forklift. Found in the garage, it acts as a moving ladder. A civilian is always beside.
<Forklift tech>

Pyrotechnic booth
The pyrotechnic booth on level 3, marked by the lounge sign. 1 guard stands guard (unintended pun, better than "1 guard guards") and patrols within the booth area after the C4 planting is complete. A civilian will be at the objective.


Chute
3 conveyor chutes can be found in the basement and links to the lobby stall and the level 2 kitchens (Capital Hill Candy/Red Squares). Transports loot bags only and instantly, 2 way. Body bags can be dumped in the little space provided. It spits out loot bags when the chute is open, so keep it closed if the kitchen guard is around.

Loot point
The loot point is always the aircon vent in a closet and can be an unmarked one. Stealth use only.
The Alesso Heist - Objectives
Secure C4
Marked closets have to be picked to locate the packages. They are distributed among the 4 kitchens so usually each kitchen has only 1 closet. A total of 5 packages need to be secured and the 1st one secured will always provide the cutter.

The upper floor is harder to sneak and is advised to be cleared first.

Plant C4
Only triggered after securing, cannot be done simultaneously. A total of 3 areas with 3 spots each, and the forklift is required for this so you can only do 1 area at a time.

A civilian is always next to the forklift and has to be secured. 2 guards patrol the area so timing is crucial. Safe place to hide the civilian is behind the stack of boxes in between the two stairs.


Set off pyrotechnics
This objective is in the booth on the upper floor. The guard in front only shifts and begins patrolling after the previous objective so waiting is needed.

Once inside, a civilian obstructs the way and has to be secured. After the initial hacking, a total of 3 sets of actions has to be performed.

Answer intercom, set off 2 pyrotechnics (left/right/centre) to complete 1/3 of the objective. Time limit is on the setting off and not the intercom. Getting 3 wrong in a row results in 2 extra guards/pagers. It's easy enough though, unless you have a troll player.

Each successful set sets off 1 vault to expose it's belly.

Killing the patrolling guard is optional, just hide the civilian in the wall and you'll save a pager.

Cut the vault
As per the planting, you can only work on 1 area at a time with the forklift. Cutting takes a short time and 1 spot yields 2 unbagged money loot when the cutter is retrieved. This gives a total of 18 loot.

The 2 guards shift upwards after the pyrotechnics, 1 patrols the connecting area and 1 goes off to a kitchen so cutting is relatively easy and shouldn't cause alarms.

Secure 12 bags
Picking up the 1st bag will update the objective so it can be done simultaneously with cutting.

Bain will remark which kitchen to dispose the loot of and will say the name of the kitchen, just like the Commissar's location in Hotline Miami Day 1.

Using the chute is optional but quicker. The correct chute can be located easily as the exit of the chute is marked directly above it.

Bags have to then be thrown into the aircon vent in one of the closets (can be unmarked).

If stealth is broken, the loot point changes to level 3 pyrotechnic booth entrance as per loud.

Demask
Location is the same as the loot point (stealth). Use the intercom and move to the box.

Escape
All players will be demasked and the guard locations will be reset. All you have to do is to stroll out and avoid guards. Guards will form choke points.

If stealth is broken, a new escape point will be spawned (regardless of alarm) in less than a minute, just next to the original escape point (middle entrance instead), so keep running to the entrance and survive there. Recommended dropping ECMs and using feedback to delay.
The Alesso Heist - Guide
Use of pagers
1 on camera operator, recommended. The other 3 is up to your discretion.
If you sneak carefully, the basement and pyrotechnic booth guards can be left alive, saving 3 pagers.
I would recommend spending it on the 2 guards that patrols between the level 3 stalls/display room/outside pyrotechnic booths as they have erratic patrol movements and usually overlap. If you choose to do so, take them out at the display room with a shotgun push.

Camera room
You can choose to restart if the camera room is at the lobby. Best location in my opinion is the one next to the ATMs on level 3.

Otherwise if it's the one outside the pyrotechnics room, if you want to take out the guards as I have recommended, do so now and then take out the camera room.

I prefer to start from kitchens on level 3 so I don't have to backtrack to the garage.

Sneaking Moxie's Milkshake
Miso Prawny Japanese Sushi is pretty easy to sneak with 3 accessible doors so I'll talk about Moxie's Milkshake instead.

Moxie's has 2 stall fronts and will have civilians permanently at either one. You can tell right at the start.


If you get this, you'll have to sneak via the door at Miso Prawny, watch for people and then jump in over the stall counter.


With this, just go straight and jump right in. Watch for the patrolling guard if you didn't choose to take them out.

From here, just work your way back down to the level 2 kitchens.

Level 2 - Capital Hill Candy
You should be heading back down to level 2 after the Miso Prawny kitchen. The single guard at the bar area is easily avoidable and so is the other guard patrolling the stairs/event area.

Once the civilian and guard is sneaked by, pick the door at Capital Hill Candy and work your way through the kitchen.

Once you're clear here, use the underpass (watch for guards) to get C4 from the last kitchen. Then you can move down to the garage.

Garage
The first step here is to secure the forklift and get rid of the technician/operator. There are two ways about it here.

First is the TV distraction method. Activate the TV, wait until both guards are near it before proceeding. Note that you have about 40 to 50 seconds once the 1st guard reaches the TV.

Secondly is good old stealth. Tag the guards and when they're out of sight, secure the civilian. Shoot/bag is faster and less risky or cable tie if you're a humanitarian.

Plant the C4 in the same way, by TV or stealth and once done we'll have to backtrack from Capital Hill Candy back up to Miso Prawny and to the tech booth.

Pyrotechnic Booth
The guard will be patrolling on the inside by the time you've sneaked back up. Take him out or not, secure M.F. Stev the civilian and start the hacking.

I've covered the objective here in the previous section so I'll not elaborate.

Backtracking to Garage
And now the backtrack. If you've taken out the 2 guards, it's easy to get back to Miso Prawny. Otherwise, be careful and work the same way back down to the garage.

Watch out for the 1 of the garage guard. The last time, I found him stopped permanently at Capital Hill Candy, behind one of the boxes. The other garage guard now permanently patrols in the underpass. Having him there means the garage is free of all danger. Of course, don't go leaving loot bags visible at the stairs and you're safe for the next objective.

Cutting the vault
Simple stuff here. Cut the vaults, grab the money and Bain will tell you where to put it. Throw the bags into the correct chute and work your way back up.

Securing loot
Once you're right at the kitchen end of the chute, open the chute and ALL the bags will come streaming out, so do it when the guard is away or if you have decided to spend 1 pager on him.
Pick the closet (if unmarked) and throw it all in and we're done here.
If you get detected here, drop an ECM and quickly get the bags secured to demask and the alerted guards will disappear. Just make sure your ECM lasts long enough.

Demask
Use the intercom and get to the marked area. Same as previously, if you get detected here, drop an ECM and get to the marked area and wait it out. Just make sure your ECM lasts long enough.

Escape
This is simple enough, just walk out to the front door. Guards will block off some of the areas and civilians might block you from spotting them, so take your time to walk out and tag those guards for your crew.

Multiplayer strategy
This strategy brings a fresh approach, allows players of varying skills to play and encourages teamwork.
  • Advised to split into 2 teams, C4 team and pyrotechnics team. Recommended better sneaker to be in the C4 team. C4 team has more work.
  • Pyrotechnics team will stay unmasked and help to mark guards until the pyrotechnics objective. This allows the 2 patrolling guards outside the booth to remain alive (2 pagers). They then unmask and perform pyrotechnics objective. Optional to hide and wait until demask or to sneak down to help. Waiting is safer but C4 team will have more work.
  • C4 team will pick doors (for pyro team to walk around and spot guards), grab c4 (saw goes to first C4 pickup), secure the basement/plant C4/cut vaults/move bags.
  • If pyro team is still in the booth, they can spend 1 ECM to rush to demask.
The Alesso Heist - Gameplay
0:20 - Skipping level 2 kitchens since level 3 is harder
0:38 - 1 of 3 possible camera room spawns, body here does not need to be bagged
1:10 - Checking level 3 kitchen 1
1:31 - This is the door we're looking for. There's a red X next to it but it's not too visible here
2:57 - Accessing level 3 kitchen 2
3:30 - Now that's really visible, a big red X
5:15 - Back to level 2. Level 2 kitchens and basement garage are all interconnected.
7:24 - Heading to other kitchen via connector
9:53 - Heading to basement to plant c4
10:40 - Hiding forklift operator
11:24 - Using forklift to plant C4
13:54 - Sneaking back up, to tech booth
16:51 - Entering the booth
17:33 - Hacking objective
19:08 - It's party time!!!
26:58 - Cutting the vault floor. I took a bit longer to make sure it's safe before cutting. Extra cutter from asset.
27:39 - Every vault spot yields 2 money bags.
28:14 - Chutes as called out by Bain, Capital Hill Candy. Something like Hotline Miami downtown locations. You can store body bags in the chutes distributed throughout as well.
34:23 - Warning, loot bags are spat out altogether. Open only when safe.
35:20 - Loot drop
40:10 - Preparing to unmask
40:28 - Walking out. Just be sure to avoid the guards, they form choke points.
41:39 - Got a whopping 728k exp (before bonuses)

Securing Front Hall (with camera room)
Art Gallery/Framing Frame D1 - Introduction
Introduction
One of the earlier heists, as well as one of my favourites. Arguably difficult due to close proximity stealth, but made easier with assets and sensor mines.

Objectives
- Steal and secure a minimum of 4/6 (Framing Frame/Art Gallery) paintings.

Point of no return
Although technically not a PoNR, having the alarm go off will have the steel rollers coming down, sealing players off in the gallery to await death. Paintings will also be locked down until security is hacked or the locking bars sawn off.

Q&A
Q: How many paintings are there in the gallery?
A: 9, and always 9. In older versions there is a random number of 6 to 9 but it's always 9 now.

Q: Sometimes I get an extra guard opening the door from inside the toilet!
A: This is a RNG triggered event. Read on to find out more.

Q: Bain mentions extra security?
A: When 4 guards are alerted/killed/dominated, an extra guard will spawn. Read on to find out more.

Q: A painting was flushed down the toilet, how do I get it back?
A: We don't, unfortunately. It's funny though.

Q: Why should I get more paintings than the minimum?
A: Other than for achievements and money, it serves as extra cameras on Framing Frame D3. Nothing for Art Gallery though. If doing the 9 painting achievements, be sure to secure them in the van and not carry it into the escape.

Q: Can I disable the lasers?
A: No. There is a way to bypass it, though it's not recommended. Read on to find out more.

Q: Other than the camera room and toilet, where else in the gallery can I hide bodies/paintings?
A: Unfortunately there isn't much cover in the gallery itself. You can use the benches in the gallery in a pinch, but move them away as soon as possible, or avoid killing. Paintings can be thrown out of the gallery through the roof slits. Read on to find out more.
Art Gallery/Framing Frame D1 - Casing
Preplanning/Assets
My recommendations here would be:
Spy Cams - In halls B, C and D. For close quarter sneaking, having sight of guards is very important.
Keycard - This saves us an ECM, to take out the camera room guard.

Roof access allows quick access to the roof from the escape area and doesn't contribute much for general stealth. Entry Point will spawn an additional stack of art for us to climb down into the gallery, but isn't as helpful as there will always be at least 2 halls we can already enter through.

Cameras
The security room will always be in the centre, with the access door spawning in either halls A, C or E. The guard if dominated, can still be spotted from the outside, although uncommon. As such, it's better to bag and hide. Otherwise for pacifist runs, we can either test our luck by leaving the cam guard dominated, loop cameras, or just avoid cameras altogether.

Guards
6 patrollers, 1 guard in the lobby and 1 camera guard. 15% chance for one extra guard to spawn if we approach the toilet door, while the objective is "Enter the Gallery". This can be disabled by entering the gallery first, usually easily done through the front, then swinging back to the toilet. An extra reinforcement guard can also spawn upon 4 guards alerted/killed/dominated. He will patrol to 3 random waypoints before leaving the map forever.

Apart from the camera guard, the rest are not worth killing, due to the close proximity and possibility of chain alerting. Also that there are no hiding spots for bodies (apart from the toilet and camera room). If there is a need to thin the patrollers, use the hand dryer to lure them into the toilet.

Civilians
No civilians.

Halls
The halls themselves generally have very poor cover to hide from guards, in the form of thin pillars or benches. The worst offender will be hall D (northeast), due to its open placement. Recommend to wait for guards to move away before proceeding. For initial entry, hall E is typically entered from the toilet, while the rest are through the roof.

Roof
The roofs have transparent glass and also a window to descend from. The glass allows players to spot guards, laser and most painting spots, though mostly a multiplayer luxury. Entry through the roof is usually done to avoid the lasers and the lobby guard. Halls A and B will always guarantee entry by dropping onto the partitions, though hall A is trickier. A stack of art can also randomly spawn in halls A, C and D for safe drops.

Roof slits
There are slits near the roof, in the southern part of halls A, C and E. This allows us to throw paintings out of the gallery, instead of sneaking them out one by one. Note that bagged loot physics do not sync properly for host/clients and is best for hosts to do the throwing on questionable internet.

Video - How to Throw Paintings

Laser
Laser beams can block off access in between halls and cannot be disabled. Touching it will instantly break stealth, ECMs will not disable it. Bags/paintings will trigger the laser (alarm) so we cannot pass paintings or bodies around. It can be bypassed however, by sprinting through when a guard walks through as lasers go off for a short while, though there is a risk of getting spotted. Not recommended unless the risk is acceptable.

Lobby
The lobby guard is a pain, especially when trying to get out from the left side. He does shift his position to face the toilet side from time to time and we can sneak pass then. He can also be suppressed with a silent shotgun to reduce his front vision.

Toilet
The toilet is typically used to access hall E and also stash body bags. Avoid throwing paintings on the toilet as it will be flushed, quite literally. Crouching under the hand dryer will start it and lure nearby guards in, so avoid it, unless trying to thin the patrollers.

Loot point
The secure point will be in the van, on the elevated parking area to the left of the map.
Art Gallery/Framing Frame D1 - Objectives/Guide
Objectives
There isn't much for objectives. Grab the paintings that are marked with a "Sold" sticker and secure them.

Deployables
2 ECMs for when things go bad and 7 sensor mines to help track guards. Mine placements recommended to cover where the spy cams don't; 2 at both ends of the corridor connecting the hall to the lobby and the other end of the that same hall (e.g. between hall E and D). Repeat for the other side and that leaves us with 1 to freely use.

Image - Recommended sensor mine placements (green line)

Use of pagers
The camera guard, no explanation needed. The lobby guard is a juicy target but difficult to pull off due to the many patrollers. Thinning the patrollers can also be done by luring them into the toilet with the hand dryer. I recommend saving one pager, both for the unexpected and also to not trigger the extra guard. Proficient players can get by being pacifist.

Disabling the toilet event (extra guard)
The RNG toilet event can be disabled very easily by entering the gallery first. Open the front doors, walk in to trigger the change in objectives before proceeding to the toilet door.

Clearing the right side
Typically, since the lobby can be bypassed with the toilet, I would clear the halls from the right until I meet the lasers. Any paintings grabbed will be tossed through the slits in either hall C or E, or brought outside through the toilet.

Securing first batch of paintings
I recommend securing all paintings taken out at this point. In the event of getting detected/ECM rushing, we will have less paintings to work with.

Clearing the remainder (left)
We can then access the left side using the roof. Depending on lasers/stack of art, we will enter through halls A, B or C. Place the sensor mines first as a precaution before going to work on the paintings, same as before, throwing paintings out through hall A and C's roof slits. If multiplayer, we can wait for the player outside to secure the rest of the paintings before attempting to sneak out through the lobby, or simply ECM rushing our way out.

ECM Rush
Typically, ECM rushing is saved for when things go bad. First try to get as many paintings as possible, then only rush when out of options. A full crew can rush their way out with 9 paintings, provided the laser is not touched.
Art Gallery/Framing Frame D1 - Gameplay
Bank Heist - Introduction
Introduction
This is a pretty basic map that most players will be attempting to master after Jewelry Store, Diamond Store and Ukrainian Job. Gameplay used to require more patience until the arrival of preplanning.

Objectives
Drill open the vault and escape with after looting 1 bag. For Deposit variant, pick up more than 25000 in loose loot after vault opens

Point of no return
No change of objectives regardless of stealth status

Experience (excluding bonus and modifiers)
No variables, only escape EXP.
12k (base) x 11 (Overkill) = 132k EXP
12k (base) x 14 (Deathwish) = 168k EXP

Time taken
Upgraded drills, 1 single loot bag, about 10 minutes.
Upgraded drills, all deposit boxes, about 15 - 20 minutes.

Loot
  • 2x ATMs
  • 1 regular safe containing loose loot may spawn in Bank Manager office
  • Deposit box variant doesn't have baggable loot while Cash/Gold has both loot and deposit boxes. Bank Heist variant has a chance to be either of the 3

Quick Tips
  • Bank Manager patrols, may walk in on guard takedowns and cause alarms
  • Bank employees can press alarm buttons, not protected with ECM
  • Small confined spaces, chance to get handcuffed/spotted by guards around corners
  • Skylights on roof allow civilians and guards to spot you
  • Cameras are a priority
Bank Heist - Skill Builds
Recommended skills builds will be based on Infamy 0, starting from lowest skill point requirement.

Minimal build - Level 5
Experienced players should be able to work with this. 5 points in Fugitive tree for Hidden Blade (aced) for stealth kills.


Quick note
Feel free to invest 1 level/skill point into unlocking the Ghost tree for the ECM if needed.

Control Freak (aced) - Level 12
Another 9 points into the Mastermind tree, so that you can place the keycard asset. This would be faster than getting Sixth Sense (aced) since the keycard might be on the Bank Manager.


Sixth Sense (aced) - Level 16
4 more points in Fugitive tree to ace Sixth Sense, to pick up keycard in casing.


2 ECM with/without pager delay - Level 36/42
2 ECMs will be handy for less confident players. Pager delay is optional, depending on your play style. You may pick any skills to reach the Tier 4 for the ECM Specialist skill but here are a few notable skills to pay attention to:
  • Cleaner (Tier 2), ace it for extra body bag
  • Chameleon (Tier 2), basic version for 25% more concealment in casing
  • Shinobi (Tier 3), basic for extra walk/crouch speed


Quick note
Camera Loop is optional and requires heavy investment. You can bypass one of the troublesome camera easily, check the casing section for more details.

From here, feel free to add to the skill build, be it better drills for less waiting time, a saw to get the deposit boxes and whatnot.

Saw Build with Berserker - Level 64
Most of the Enforcer tree is going to be combat related so you can pick at your own choice. The 2 skills that you are looking for would be Berserker (Tier 4, Basic) and Portable Saw (Tier 5, Basic), to get the most out of the deposit boxes.
Bank Heist - Casing
Preplanning/Assets
  • Inside Help asset allows keycard placement. I suggest putting it at the Bank Tellers if you don't have Sixth Sense (aced).
  • Ammo bag can be placed for solo saw or vault key if no saw.
  • Spy cams for auto tag. I recommend the Office Area placement and then Main Entrance if you have spare points.


Keycard at the Bank Tellers


Spy cams


Vault Key if non saw

Recommended Non Saw Preplan
  • Insider keycard, Bank Tellers if no Sixth Sense (aced)
  • Vault Key
  • Spy cams, Office Area

Recommended Saw Preplan
  • Insider keycard, Bank Tellers if no Sixth Sense (aced)
  • Ammo bag, photocopier
  • Spy cams, Office Area and Main Entrance

No Asset Skill Preplan
Vault Key

Cameras
1 single guard controls the cameras, guarded by a generic keycard door. The security room spawns either behind the bank tellers or the rear staircase.


Guards
3 patrolling guards and 1 cam room operator.

Patrol route notes
  • Guards patrol out of the staff entrance or back entrance ONLY if the doors were opened at the start of the heist
  • The photocopier room makes a good spot to kill, if the camera is not facing in.
  • 2 waypoints on roof in any direction. They may only use 1 waypoint and then head back down. Given enough time they may take the long path from main entrance and circle a big round to the side entrance staircase if both doors are closed.
  • Possible to patrol from 1 end of tellers to other end, through the bank tellers room if both doors open, otherwise from the rear.
  • On rare occasions they may patrol from rear of bank, through the car park and back in from the side entrance.

Skylights

On Deathwish, the skylights will always spawn, otherwise chance to spawn on Overkill. Guards and civilians can spot players easily if not careful.

Alarm buttons
There are alarm buttons in the bank, 1 next to the tellers and another 1 at the office area near the rear vault. These are not blocked by ECM and is the usual cause of alarm.

Bank Teller Alarm Button

This button will only be pressed by the tellers. Fully intimidating them will make them lose the alarm button objective for good. One way is to melee them once each and from there they will only attempt to make phone calls. Note that they have a very short window before pressing the button. The host will have the best success due to lag issues. Client players may also shoot the tellers to prevent this.

Office Alarm Button

Only 1 of the civilians in the office will have the objective to press the alarm, so intimidate/kill them.

Parkour Shortcut
When moving through the carpark in casing and getting stuck by the closed door and fence, you may get to the front with this trick.


Camera outside Staff Entrance
When the camera faces the closed door, you'll need Camera Loop or an ECM to pick it. Otherwise you should pick it from the inside.



External civilians
  • Total of 4 external civilians
  • 2 civilians constantly spawn and despawn by walking around in the streets. They can be taken down right at the start usually.
  • 1 civilian will spawn and sit on the bench outside.
  • 1 will sometimes spawn in the carpark from the start and walk towards the rear end of the bank, (through the bank if staff entrance and rear entrance is open) and then despawn at the end of the street. Taking him out early together with the 2 walking civilians will cause the bench civilian to not spawn.
  • The last civilian will spawn from 2.30 to 5.30 every 30 second interval. If you take out the civilians early enough, the last civilian will usually stop at the ATM.


Civilian stopping at the ATM


Civilian at bench


Carpark civilian moving through the bank

Keycard/Bank Manager
  • The keycard will either spawn on the desk or be carried by the bank manager. I'm using GageHud so it shows up right at the start if keycard is on desk.
  • You can place another keycard in Preplanning with Inside Help. Recommended to be at Bank Tellers.
  • You can pick it up with Sixth Sense (aced) in casing mode or stealth grab it.
  • The Bank Manager will patrol can usually be taken hostage at these places:
    • Photocopier room, if the camera is not facing in
    • Rear entrance if opened from start
    • Staff entrance if opened from start
    • Roof or rear staircase if Titan cam on roof
    • Behind Bank Tellers, usually when staff entrance not opened from start. Risky.

Bank Manager at the photocopier room


Bank Manager on roof


Bank Manager, rear entrance


Bank Manager, behind Bank Tellers


Bank Manager, side entrance
Bank Heist - Guide - Part 1
Steer clear of the guards
Getting too close to the guards can unmask you instantly and break stealth. Watch the corners and be alert.

Taking out the cameras
It is highly recommended to take out the cameras first, even if you do not have the Inside Help asset or Sixth Sense (aced) to pick up the card in stealth. If you can open doors with ECM that'll be straightforward, otherwise I'll guide you through on the various scenarios. Alternatively you can take out guards, though with the cameras live, it would be risky.

With Inside Help and Sixth Sense (aced)
Just pick up the keycard and mask up at an opportune time to take out the operator.

With Inside Help only
Without Sixth Sense (aced), it is recommended to have the keycard at the Bank Tellers. Cam room at tellers is straightforward. If side entrance is open and cam room is at rear, grab the keycard and leave out the side entrance. Otherwise mask up, pick the door and exit. Watch out for the Bank Manager.

With Sixth Sense (aced) only and keycard on desk
Straightforward, grab the keycard and work on the operator.

Without either and keycard on Bank Manager
Follow him until you get to a good spot to tie him down/bag him, then work on the operator.

Without either and keycard on desk
You'll have to stealth your way to the desk or mask up while in the manager's room. Once the route is clear, run from the rear staircase and into the room, grab the keycard. Wait for the suspicion meter to empty and then run back out. The lower your detection risk the better.

Taking down the guards/bank manager
There are various places to more or less safely take down guards. Take note that the Bank Manager will patrol independently of the guards and may walk in on your work. It will be prudent to use spycams or the cameras to check out the positions of the guards/bank manager before making a move.

Rear and staff entrance
This two places are the safest locations to take out the guards and the bank manager. They will only path out if the entrances were opened from the start. If you're not confident of the other kill spots you can camp these spots to take out all guards.


Rear staircase
The upper half of the staircase is a pretty safe place to take down guards and the bank manager, provided you bag and move them after. It's also an alternative to roof takedowns if there is a Titan camera facing the stairs.


Roof
The bank manager will only path onto the rear end of the roof and not across, while the guards will path across to and from the front skylight and rear end. For the front skylight, aim for the head to have the corpse fall forward, takedown while he's pathing at the metal walkway or launch him to a safe location.


Guard near the front skylight


Guard at the rear of the roof


Killing the guard on the walkway causes his corpse to fall through it and be out of view

Photocopier room
A good place to do a takedown, since only 1 guard can normally path in here at a time. Will be a risky spot if the camera is looking in. You can shotgun guards into the room while they are pathing to the rear vault.


Guard pathing in


Launching the guard in

Rear vault

If the guard is already standing at the rear vault area, you can launch him as close as possible to the wall. With luck, the head of the guard will be out of the civilian's line of sight.

Office
You can control the office in advance before securing the entire bank and once the civilians are controlled you can safely take down guards here as well. The two standing civilians will need to be blasted away into the back though.


Taking down the guard after controlling the office civs


Taking down guard near the bank manager office

Behind Bank Tellers
This is one of my favourite spots. You can blast guards toward the centre from either end, though the spot near the possible vault door is tougher to do so with less space. If you choose that spot you'll have to catch the guard before he reaches.


Dominate, launch, pager


Not the best shot, but you get the idea

Drill lure
When the vault spawns at the office (rear) and the civilians behind are secured, you can place a loud drill to lure guards to the drill for takedowns. They will then either path to the drill from the front office, photocopier room or back staircase if they were on the roof then. The only upside to this trick is that guards come to you faster and you save a bit of time drilling. Even so, it's possible to have 2 guards path to the office at the same time, making this a risky maneuver.


Guard investigating drill

Camera lure (Overkill and below, camera operator must be alive)
On Overkill and below, breaking the cameras to lure guards is a good method. If the staff entrance and roof cameras spawn, you can effectively take out 2 guards in a safe location, leaving only the camera operator and another guard left. The other cameras within the bank are not worth the risk.

Do note that the guards might path unpredictably.


Guard investigating roof camera


Guard investigating side camera
Bank Heist - Guide - Part 2
Controlling the civilians
Control Freak is useful and efficient and can control almost all the civilians. If the cameras are down, you can skimp on the ECM if you are fast enough.

The 4 external civilians can be dealt with anytime. This means you can leave 1 crew member to crouch and take them down in safe spots and then join back the crew.

As mentioned in casing, the alarm button pushers are priority and should be intimidated immediately if possible. The rear office civilians might be oblivious and not alarmed if you use silent weapons to control the tellers and front office.

For the pair of civilians at the rear, you'll have to shotgun them in the direction of the cubicle. Otherwise when alerted he stands away from the chair and can alert the standing civilians.


Cool civilians


Taken down with shotgun


Alerted

The standing civilians can be launched into the back area of the office.



ECM rushing
ECM rush is achievable both solo and with a full crew, though it requires coordination. With ECM rush, you can secure the bank in under 2 minutes. ECM rushes are meant to allow players to take out guards, regular cameras and civilians while being immune to phone calls and Titan cameras. With that in mind, the main focus in Bank Heist would be to take down guards, the camera operator, alarm button pushers and to prevent civilians from running to out of reach places.

ECM rush, full crew
Inform each other beforehand if you have pager delays. Without pager delays, after every dead guard 1 has to answer the pager and leave securing to other players. With delays, you could take 1 pager each after the mayhem. Regardless of delays, you may choose to leave guards alive to take out after the button pushers are dealt with.

1 player should search for the keycard or use ECM to open the security door to take down the operator.

With less than a full crew, you may opt for a mixed approach, to take down guards until you have enough players to deal with pagers.

Just remember that in the mayhem, communication and proactiveness is key.

ECM rush solo
When going solo, the priority is cameras. With the initial ECM run down, control the civilians with Control Freak and a loud weapon. Thereafter you should take out the lone guard so that you can answer the last 2 pagers in succession. 1 ECM is enough though you should practice with 2.

When I do a solo rush, I usually tie the external civilians last so I can keep count of how many are left.
Bank Heist - Gameplay
0:16 - Preplanning preferences, keycard and vault key.
0:30 - Picking of loud concealable to use with Control Freak (Basic)[payday.wikia.com], however I didn't use it.
0:54 - Picking up of the keycard with Sixth Sense (Aced)[payday.wikia.com].
2:15 - Copier room kill, though it was the bank manager. And he's one of the major causes for heist failures.
3:10 - Spotting the guard heading to the copier room, time for a take down!
3:25 - The proper copier room kill, showing the proper usage of the location.
4:00 - Securing the place, though it was more of a killing spree.
4:20 - Hilariously, I lost sight of the last guard.
4:45 - Found him!
Bank Heist - Misc
Watch me secure Bank Heist in 30 seconds! Need a full crew
0:00 - The How-to
1:04 - The gameplay

Learn how to solo secure Bank Heist in 2 minutes
0:00 - The How-to
1:35 - Bare Minimum Build (Level 13)
4:12 - Saw Build
Bank Heist - Challenge
Level 0 Challenge on Overkill
I could only do it on Overkill difficulty since you can't choose Deathwish at level 0.
Big Bank - Gameplay
Gameplay
Remarks
Update 92, Christmas 2015: Guards in main bank area no longer gets alarmed by open timelock door.

Yakuza deck with berserker saw.

With Update 92, strategy is changed. Since timelock doesn't cause alarm, I can choose elevator escape, disable 1 of 5 guards in the pre-vault with poisoned cake and kill the other 4 of 5 guards to empty the pre-vault area. This means earlier sneaking is harder and you can play this the legit way without drill jamming.

Also, the GenSec phone call will never send cops in when there is 0 civilian kills.

Gameplay Highlights
00:10 - Elevator escape, poisoned cake in pre-vault
01:43 - Keycard spawned in 1 of 4 possible spots in the canteen/pantry.
02:15 - Hacking the computer through the partition
04:24 - Inching forward to reach/hack the computer
07:00 - GenSec phone call will never send cops if 0 civilians killed
08:03 - Lasers can spawn in a 3 or 6 pattern set. It's a set of 3 here.
08:43 - 1 of 5 pre-vault guards, poisoned by poisoned cake. The other 4 guards are ready to be taken down for full control of pre-vault area (almost anyway)
12:00 - Last roaming guard in pre-vault taken down. I am relatively safe unless I screw up bad.
13:18 - Opening of the vault, it's all mine! And also, I was falling to reduce health till less than 25% for berserker and Yakuza move speed
15:24 - Ready to loot
17:30 - Got enough loot to end, in case I got caught. Bag moving simulator from here
21:20 - Money counting room is dangerous so I went up instead. Checking for cameras so I can chain bags
27:43 - Main room was risky so I took the isolated stairs instead
31:53 - Went back for last loot that most players overlook because lockpicking aced required. Also unsure if broken cameras will cause the guard to investigate so I left it for last

Skillset, perk deck and weapons build included in this link:
http://pd2skills.com/#/v3/mjEBDa:eplmHIjFbDa:gNlhEFGBCda:fieFCa:ibcdea:pY8::l80:w86-1-2:s26-1-21:


Outdated gameplays
Older gameplay
Big Oil Day 1 - Gameplay
Update 68: Using Loud equipment now triggers the assault. Grenades now trigger alarm.
Day 1 only. Day 2 is excluded due to the nature of the map, going loud when the helicopter arrives. This also negates the stealth build as stealth builds usually suck on Overkill and Deathwish difficulties.

Gameplay
Start to 2:08 - Stealth gameplay
5:55 - Setting off flashbang to test alarm trigger, none
8:08 - Throwing grenades to test alarm trigger, none
Black Cat
Summary
Alarm Triggers:
  • Touching lasers before the vault
  • Entering wrong code on the vault keypad
ECM-blocked: The 14 second hack of the distraction can be jammed.
Cameras: No investigations when broken. Titans on Mayhem+. Security room in casino, lobby or crew deck. Default entry disables casino spawn and crew deck entry disables crew deck spawn.
    Enemies:
  • RNG:
    • Hallway before casino, one guard on DW+.
    • Casino set 1, spawn 1/2/3 (N+H/VH+OVK/MH+): guard/guard/triad
    • Casino set 2, spawn 1/2/3 (N+H/VH+OVK/MH+) guards
    • Two triads outside the meeting room on OVK+.
    • One guard on each lifeboat balcony (OVK+).
    • Cabin corridor (both sides), spawn 1/2 (H-OVK/MH+): guard/triad
    • Courtyard, spawn 1/2/3 (N-VH/OVK+MH/DW+): guard/guard/triad
    • Lobby, spawn 1/2/3 (N+H/VH+OVK/MH+): guard/triad/triad
    • Spa, spawn 1/2/3 (N/H-OVK/MH+): guard/guard/triad
    • Crew deck, one guard on VH+.
    • Helipad, spawn 1/2 (VH-/OVK+): guard/triad
  • Fixed:
    • Two static guards and a triad near Li Deng.
    • Two vault guards.
    • Two guards outside the meeting room.
    • One static pair of guard and triad near the helipad bar.
    • Camera guard.
  • The control room will contain a civilian (OVK-) or a triad (MH+).

Civilians:
  • Bartender, either in the courtyard or the casino.
  • Casino:
    • 3/5 (OVK-/MH+) roaming civilians playing the slot machines. Only 3 group of machines are unused; the group at the base of right stairs (assume casino north and spa south), and the northern area. They stop roaming and move to a fixed position after the distraction.
    • Select 1/2 (H-DW/DS) roulette tables to spawn civilians (3 per table)
    • Select 1 (OVK+) craps table to spawn civilians (3 per table)
  • Courtyard:
    • Chatting pair of civs on bench (VH+).
    • Spawn 1/2 (MH/DW+); female seated at bar, Male on phone call pacing about.
  • Cabins: On VH+, spawn a cleaning lady in each wing. Door will be open, one holds a keycard.
  • Spa reception:
    • Receptionist, VH+.
    • Spawn 1/2 (VH-MH/DW+) civilians in the waiting areas.
  • Spa main area, spawn 1/3/4 (N+H/VH+OVK/MH+):
    • Civ at massage chairs near back entrance with stairs
    • Civ at massage chairs, opposite end
    • Same as above
    • Pair of bikini civs in middle of room
  • Civ in massage room, MH+. In this case, Li Deng's safe will always be in other room.
  • Helipad: 3/5 (H-OVK/MH+) civs on sundeck.
  • The control room will contain a civilian (OVK-) or a triad (MH+).

Points of Interest
ECM Rush:
ECM Rushing is possible with a full team, even from the start. It's quicker for a split team to go for Li Deng first instead of Xun Kang as time is needed to find the correct cabin for the business card to skip the plant bug objective.

Lobby to cabins
NPCs from the inner courtyard can still spot us in the cabin hallway. The toilets provide a safe path to avoid the doorway.

Cabins:
Cabin 10 is always reserved for the gang, even if other entries are used.
Among the 15, one will be for Xun Kang, one with the extra loot and 7 with loose loot.

Cabin doors
The last two cabins in each wing nearest to the casino, when open, can help block line-of-sight of the cabin guards/triads (towards casino hallway).

Keycards:
On hard and above, a cleaning lady will spawn in each cabin wing, with one holding a keycard. The cabin door will be open.
The camera room also has a keycard, but only if opened using a keycard or an ECM (not saw).
Apart from that, there will be keycards lying around in 8 possible locations. 5/4/3 will spawn on N/VH-MH/DW+:
  • Reception desk in spa
  • Bartender's desk in courtyard
  • One of the massage rooms, never together with Li Deng's safe.
  • Left balcony
  • Right balcony
  • Small round table in crew lounge
  • Northern-most table in casino
  • Small table in lobby, outside possible security room location

Crew lounge PC:
It can be interacted with at any time to get Xun Kang's cabin number.

Wires to disable lasers:
Two possible spots, the left/right end of the casino. It can be checked while in civilian/casing mode or by using the cameras. Cameras 1,4,5,8 will be able to see the right (exposed wire box or the toolbox) and 2,3,6,7 will be able to see the left. Even on lower difficulties where only 3 cameras spawn, it will possible to deduce by seeing that the wires is NOT on one side.

Li Deng or Xun Kang first?:
Generally doesn't matter, but Li Deng first only requires visiting spa, crew lounge and cabins only once, while with Xun Kang, multiple trips are involved.

"Find Xun Kang" objective:
We have to look at Xun Kang physically or by accessing camera #11. Physically it's easier to do so while unmasked, though that skips the bonus EXP. Otherwise we'll have to take a risk by spotting him from the sides or sneaking in a little from the front.

Plant bug objective:
This objective can be skipped by picking up the business card before sighting Xun Kang. It skips the entire triad conversation, but also skips the 4,000 base EXP.

Entering/exiting spa:
Two ways; through the reception or sundeck. The reception only has civs and cams, but we may have to take out the lobby triads. The crew deck is easy to get through, and the sundeck as well if we hug the wall behind the bar, but there is a civilian at the massage chairs to sneak pass.

Li Deng's safe:
On Mayhem+, Li Deng's private room will be empty while the public room contains a civilian. Drilling is a safe and guaranteed option though guards can get slightly suspicious walking past one of the rooms. The Spiked Drink asset lures him to the toilet, though it happens only once and after he returns permanently to the default smoking and walking about.

"Get to the vault" objective:
To complete this, we have to walk into a trigger zone. The zone covers everywhere in the casino except for the front area (image). I personally prefer the side entrances, just in and immediately out.
Image - Trigger zone

Vault guards distraction:
After the distraction, the two vault guards will stand by the slot machines at the base of the stairs permanently and will never patrol, so there's no rush to cut the wires. In fact, it's better to wait, as the roaming civilians will move to their fixed positions permanently, so wait a little while.

Cutting the wires:
This part is tricky, as the guard and civilians are plentiful and difficult to take out without being spotted. Not to mention on MH+, there are 3 guards covering each symmetrical half of the casino, so it's expensive and risky to clear them out. It's best to use Sixth Sense as much as possible at the side entrance before making a move.

The safest solo approach is to use the crew deck entry, restart until we get casino security room so we can check the area before moving, or have a support player use cameras to spot.

Poker table hide:
The poker tables (near the wires) will never spawn any civilians and can be used in a pinch to hide under.
Image - Hiding under poker tables

Sneaking money out the vault:
Taking the left entrance (looking from vault to bar) is safer as on the right, guards can stop somewhere behind the slot machines next to the vault. For the left, guards can stop at the base of the stairs, but it's easily checked before making a move. Remember to crouch!
Image - Guard outside vault
Black Cat (cont.)
Leave one money unbagged:
If all the money is bagged, they will all have to be secured for the objective to continue. This will be bad if we're caught midway and have to rely on ECMs, so leave at least one money unbagged to enable the ink bomb objective.

Approach 1 - Efficient
This approach favours efficiency over risk, as we go for cameras right away without having to sneak through the cabins or the lobby. However, cutting the wires is tricky as we won't have easy access to the cameras for spotting.

Preplan: Default entry, casino and spa spy cams, unlocked doors, spiked drink (optional) and keycard (optional).
Pagers: Cameras and guard in casino hallway for easy loot moving. Lifeboat, lobby and cabin guards are optional, though I will prefer to take out the lifeboat guard on the same side as the wires. That leaves one spare.

The main purpose of the default entry is to disable the casino security room and scout the wire location. After grabbing the gear and keycard, we clear the lobby triads and take out the cameras, whichever comes first. Get Xun Kang's cabin code from the crew lounge.

Entry/exit into the spa through the reception is safest, as long as we don't mind murdering a few civilians. Beware and keep track of the guard in the lobby; use Sixth Sense or trip mines.

After dealing with Li Deng, we use camera #11 to spot Xun Kang, grab his business card, plant the bug and wait for Xun Kang. After grabbing his prosthetic, we can complete "Get to the vault" by walking in and out of the casino side entrance and continue with the distraction.

Again, no rush since the vault guards never patrol after the distraction, make our way to the casino side entrance from the outside. Try to use Sixth Sense to sense as many guards and civilians, and take a look inside before we go for the wires.

After that, use the left entrance and be careful while moving the money out of the vault.

Approach 2 - Minimal risk
This is the approach with the least risk, as we have eyes on civilians and guards in the casino before cutting wires, though we'll have to travel through the cabins twice, regardless of Li Deng or Xun Kang first. RNG will also have to be manipulated (restart until casino security room). Spiked drink has to be skipped in preference of a guaranteed keycard, since we don't have the luxury to pick up one in casing.

The casino spy cam starts from the base of the right stairs, looking across in a NW direction. It doesn't cover the entirety of the hall, and only about 30% of the northern area, thus manual use of cameras to tag is still required for safety.

Preplan: Crew entry, casino and spa spy cams, keycard.
Pagers: Same preference as above, cameras and casino hallway plus lifeboat guard same side as wires.

At the start, we check the lounge PC. With luck, the briefcase is on the same side and without, we sneak through or clear the triads (pocket ECMs or looping cams may be needed). Since we're on the way to the casino security room, we may as well grab the business card and work on Xun Kang first.

After taking out our preferred guards, cams and acquiring the prosthetic etc., we head to the spa through the reception (as per approach 1), but we drill the safe. Then back to the casino, since we have access to cameras, we can do a quick tag to make sure it's clear, before triggering the vault and starting the distraction.

Since we were not able to case, we'll have to determine the wire location from cameras 1 to 8. The upside of this approach, is the ability to watch that the area is clear of guards before making a move for the wires, reducing the risk significantly to near zero.

An alternate arrangement to this is to have the bathroom camera access, quick tag, sprint through the cabins and to the casino but most likely requires a pager on the cabin wing guard.

Gameplay
Video - Black Cat Solo Stealth Tips
Video - Black Cat Stealth All Loot
The Bomb Dockyard - Gameplay
Gameplay
Remarks
Done with zero points in skills, zero kills and level zero weapons (Chimano 88 and Amcar). Technically not possible to play this on Deathwish at level zero, it was more of a challenge I put to myself then.

Apologies for the Facebook messaging sounds.

Gameplay Highlights
0:10 - Went left at the start, from experience the left end is easier to sneak through.
1:58 - One of the three possible ways to travel over/through the wagons. You must crouch to get through the space between the connectors. Other two ways are climbing the ladders then jumping over and opening the wagon doors to move through.
2:04 - There is a small U-shaped space in between the connectors that allow you to hide from view. Make use of it.
2:28, 2:35 - Guards can path on the walkways below. Watch before you cross or be quick when crossing.
9:00 - My preferred way to sneak to dock 3B, from the left warehouse entrance.
14:28 - Just proving that I played with minimal skills.

Gameplay

Remarks
This is my usual run of the heist, got it under ten minutes (9m 45s).

Gameplay
Breakfast in Tijuana - Info
Suspicious objects: Hack running on computer. The first hack takes 20s and the second, 1.5s. The door breaker (bagged or set up) is not suspicious.
Alarm triggers: Breaking glass with alarm active.
Enemy setup: 11 guards (all difficulties): guardhouse, outdoor carpark (2), reception, main building lower floor (2), main building upper floor (2), camera operator, break room, garage. On release, the lower floor guards can path upstairs but can no longer do so.
Loot: 3 coke in evidence room safe, 3 weapons in armoury.

Image - Map 1F
Image - Map 2F

Ignored glitches/bugs (in case of patches)
  • The door to the break room can be opened from outside when done very early in the game.
  • Items can be interacted with through walls

Assisted objectives
With the exception of finding the correct interrogation room, all the other search objectives will provide assistance (waypoints), usually after 2 minutes of the objective.

Preplanning/Assets
Most of the preplanning/assets don't provide any significant benefits. The spiked churros will disable the guardhouse guard, which makes sneaking in through the entrance/hole-in-wall easier and provide access to disabling alarms, but we can sneak in through the side gate anyway, and there are two more power boxes around the level we can cut. The camera access can be useful for know where Titan cams are, as the camera guard can only be reached in the second half of the level.

Window alarms
Opening or breaking windows will cause the alarm to go off instantly. It is best to cut the power as some windows make a good shortcut (garage) or guards can accidentally shoot them (ECM rush). There are three power boxes in the level: Guardhouse (may need spiked churro preplan), alleyway, outdoor area between cafeteria and jail cells (see Map 1F).

Armoury, Locker and Storage rooms
These will be randomized on the ground floor and we'll need to access all 3 rooms for the objectives (see Map 1F).

Evidence and IT room
These will be randomized on the upper floor. We'll need to access the evidence room and possibly the IT room for to shred evidence (see Map 2F).

Computer and RFID tag
The computer is a suspicious object while the hack is running. The first hack takes 20s and the second hack, 1.5s. The RFID tag will spawn in 4 possible locations on the upper floor. The evidence room can be drilled (120 seconds without upgrade, no jam) or sawed open to skip the first hack but that has its own risks. See Map 2F, and also the following images for RFID locations.

Image - RFID, near vending machines
Image - RFID, west table cluster
Image - RFID, east table cluster
Image - RFID, cabinet near previous location

Destroying the evidence
There are 3 possibilities (equal chance) for destroying the evidence: Flush down toilet, blender in cafeteria,shredder in IT room. See maps for locations.

Door breaker
The door breaker (bag form or set up), is not a suspicious object.

Civilians in cells
An invisible wall blocks their vision, so they are essentially blind.

Hajrudin (prisoner)
Hajrudin cannot be spotted with Sixth Sense. Either open all the cells or use the cameras to find him, either by the outline or the number above the door. The chains binding him can also be cut using the OVE9000 saw, but may alert others and will increase Detection Risk.

Shortcut from Main Building to Garage
There will be a risk, but the double doors can be opened from the break room side, for a stealth loot shortcut. Guards will not change their patrol areas when the doors are opened.

Image - Stealth shortcut

Correct car keys
Check the number of the lot where the car is.

Image - Car lot
Image - Car keys
Breakfast in Tijuana - Approach
Pager spends
The obvious to be ignored: guardhouse, carpark, reception and garage. Most of the objectives (and first half) take place in the main building, which has 4 guards (2 lower, 2 upper). The lower floor guards can be avoided pretty easily, while the upper floor is tougher due to the PC hack being suspicious, tighter spots and multiple civilians around. The second half holds the camera operator and break room guard, both which can be easily sneaked past and ignored, unless the break room civilian chain alerts the guard. I personally have two preferences of spending the pagers.

4 in the main building: All the critical objectives are here so clearing out the building makes most of the heist safe, the only difficulty here is the Titan cameras. The last stretch of Hajrudin walking to the car, can be easily covered with 2 ECMs, just let him reach the final doors before sneaking.

2 upper floors, camera operator, break room guard: We'll have to sneak around the lower floors, which isn't too bad as long as we keep track of the guards and lone civilian. The potentially difficult part will be the blender objective.

Entering
Other than the car park barrier, hole in wall and preplan vehicle, the two main gates can be picked open. After, we can enter the station safely through the left sidedoor or window in the alley, after disabling alarms. The preplan window is risky and not recommended while the sidedoor is a good place to start as there is only 1 guard in the area. The alley isn't the best due to possibility of chain-alerting both guards and civilian, but has access to cameras.

Securing lower floor
If choosing to spend pagers here, the guard near the cell entrance can be safely dominated when he walks around the corner to the bottom of the stairs. The lone civilian can be taken down safely in the cafeteria and the other guard at the vending machine. Pocket ECMs are useful to delay the pager while looping cameras.

Securing upper floor
The east end will have a guard and civilian and is easier to work on first.

#To be continued#
Breakin' Feds - Gameplay
Update: Read that based on RNG, the keycard can spawn instead of the box, forcing the player to do an extra objective by finding the box in the evidence room.

Time-skips:
00:34 - Killing 3 guards so securing loot is easy
01:36 - Whiteboard that shows where laptop is
02:27 - Cams room takedown
03:09 - Getting Garrett out
06:22 - The office
08:16 - The loot
10:42 - The exit
11:24 - Evidence room extra loot

Buluc's Mansion
A heist of moderate length and difficulty. The guard pathing is quite predictable as they don't share paths. Unique in having actual multiple approaches which strikes a balance in terms of risk/reward.

Summary
ECM-blocked: Wine cellar keypad, keycard reader and Santa Muerte statue. Hack device cannot be placed while jammers are active.
Cameras: No investigations when broken. Titans on Mayhem+. Security room is always in the right side of the mansion.
Enemies:
    All difficulties
  • Left balcony (no pager)
  • Right balcony (no pager)
  • Inner sanctum (outer area only)
  • Cam guard
  • 4 masked guards:
    • Keycard guard has no pager.
    • 1) Patrols living room, sitting area and cafeteria. Is the only guard that goes into cafeteria.
    • 2) Patrols courtyard and the two vertical corridors around the lobby like an inverted Y-shape.
    • 3) Patrols dining room, kitchen and small corridor to the garage.
    • 4) North of courtyard, through dining room to the small alcove where keycard scanner can be, and also to the toilet of the guest bedroom.
    Guard pool
  • Front of mansion. Can path into sitting area too.
  • 4 on lower floor. They each patrol a quadrant (NW/SW/SE/NE).
  • Wine cellar
  • Upper floor
Choose 4/6/7 (N/H-OVK/MH+) from guard pool.
H+, sitting wine cellar guard
MH+, Inner sanctum, secret area only.

Points of interest
Loot
  • 5 small safes with coke inside:
    • Guest bedroom (east)
    • Master bedroom (upper floor)
    • Inner sanctum main room
    • Inner sanctum left side under stairs
    • Cafeteria (west)
  • 3 coke on table in inner sanctum main room
  • 1 weapon in garage (east)
  • 4 of each (money/coke/weapons) in wine cellar

Masked guards: Guard with keycard, masks and names are always random.

Civilians:
  • Dining room: 4
  • Living room: 2
  • Courtyard: 14-16/18-20 (VH-/OVK+)
  • MH+
    • Lobby: 2
    • Sitting area: 2

The following are always in pairs:
  • Security/Utility rooms (east side)
  • Server/Break rooms
  • Keycard reader/Santa Muerte statue
E.g. when the server room is on the left next to the sitting area, the break room will be next to the dining room.

Utility room will always contain blowtorch.
Name of guard with keycard is always outside security room.
Break room will always have wine cellar code and computer (for mask/guard names).
Powerbox is always near the server room, in cafeteria or near guest bedroom door.
Break room and Utility room has wooden doors while Security and Server room have metal doors.

Assisted waypoints: Assisted waypoints are provided for some objectives, here are the important ones.

Approach Mayan door to trigger "Infiltrate inner sanctum" objective. Next set of objectives change depends on whether we approach the keycard reader or statue.
  • Keycard reader: Triggers objective "Find out who has the keycard". In 70-80s, show name list location.
    • Approach name list to trigger objective "Find the mask list". In 70-80s, show computer location.
  • Statue: Triggers objective "Return missing items". In 60/120s, show first item (random) then second item.

Boat vs Thermite Entry: Boat entry costs 6 favour points and accesses the wine cellar early with thermite, while Thermite entry requires the code as well as the blowtorch. Boat Entry is better for securing loot but has no strategic value otherwise. The 6 favour points could go into other better options, like spycams, garage entry or body bags.

Keycard reader vs Santa Muerte
Despite triggering and receiving either set of objectives, the other can still be done by using the needed objects (keycard/scythe/globe). The difficulty of the Santa Muerte route can vary from easy to difficult as the objects can spawn in safe locations, along patrol routes or in full view of civilians. Thus, the keycard objective is more reliable.

Mask order (computer)
The order of the masks (top to bottom) is always the same; Jaguar, lizard, owl and dog. Only the names change, so if we find the computer before the clipboard we only need to remember the names.

Image - Mask order

Taking out masked guards (keycard)
Living room guard can be taken out safely in cafeteria, north guard either in the alcove or guest bedroom toilet, dining room guard in the kitchen or corridor to garage. The difficult one would be the south guard patrolling the corridors on the sides of the lobby (like an inverted Y). Either wait for the stars to align (patrols are away) or clear out some guards first.

Camera access
The camera spots are annoying, especially in the sanctum and upper floor, but when used with camera access, allows us to spot the guards without potentially running into them. Tag the guards before sneaking in or wait somewhere safe until we spot them.

Scythe and globe locations
Most likely for balance purposes, the scythe and globe will never be near Santa Muerte. When Santa Muerte is on the left side, scythes will always be on the right side of the map and vice versa. Same goes for globes, it will never be near the closest scythe location. E.g. Dining room will never have scythe and globe together. Other than that, garage scythe and master bedroom globe is always enabled, and the globe near the churro chandelier is only enabled when Santa Muerte is on the right.

Maps (stealth)
Image - Map (Lower floor)
Image - Map (Upper floor)
Image - Map (Sanctum floor)

Maps (all)
Image - Map (Lower floor)
Image - Map (Upper floor)
Buluc's Mansion (cont.)
Approach(s)
With our focus on completing the heist, optional loot is ignored. As such, we'll skip the Boat Entry (as well as wine cellar), which offers no strategic value.

In Preplanning, I would spend my points like this: Camera access (front entrance), 3x spycams and semi-open garage door. It's possible to enter the garage by breaking the glass nearby in the corridor without arousing suspicion. That sounds like an oversight which might get patched, so I won't use it.

From here, we have two routes (left and right) which will dictate our approach: 1) Use living room to travel between sanctum and upper floor. 2) Use lobby and right sanctum entrance.

Left side
This approach is slightly more reliable and not dependent on keycard reader/statue locations, but requires clearing out guards and civilians due to tight spacing.

Working backwards from the living room, the two civilians and masked guard there will most likely detect us, as well as the NW and SW quadrant guards so we'll take them out. That would be 3 pagers in most cases, leaving us with 1 spare for screwups or to spend it as we like.

The masked guard can be taken out safely in the cafeteria, the SW quadrant guard in the corridor before the sitting area (loop cameras and watch for outside guard) and the NW quadrant guard in the living room, away from the doors. The civilians can be launched to the back of the sofa without needing body bags. Civilians in the sitting area can be sneaked past reliably at 3 DR so we can leave them alone.

The right side can be entered easily with the semi-open garage doors and is easy to sneak with spycams, so we shouldn't have trouble avoiding guards or gaining access to the sanctum. Use the camera access before heading into the sanctum or upstairs. From here, everything else is straightforward. Use the remaining pager(s) if we want to. After Buluc's safe, we can use ECMs to cover any screwups.

Video - Buluc's Mansion Stealth (Left Side)

Right side
Personally I prefer this. It can potentially not spend any pagers, as we can sneak upstairs through the lobby without the civilians noticing and we won't go through the living room and sitting area. The downside is a reliance on RNG:
  • 25% chance for Santa Muerte at living room and break room next to sitting area. Scythe/globe is useless in this case and we have to kill at least the cafeteria masked guard for safe passage to access the computer. Not too bad because this just costs one pager. We can also randomly kill masked guards and hope for a keycard but that's not a good way.
  • 21.875% chance for Santa Muerte on the right side but scythe or globe in the living room. We are then forced to take a risk to grab the item, which can spell the end of this game.

So taking into account that we might need the break room on the left, one pager is reserved for the mask guard, leaving us with 3. As mentioned before, the right side of the mansion is easy to sneak so our pagers are plentiful to spend as we like. I'll personally use them on the SE quadrant guard and dining room masked guard, leaving me with one pager worst case.

Same thing as the left side approach, use the camera access to spot and avoid the sanctum and upper guard and everything else is straightforward.

Video - Buluc's Mansion Stealth (Right Side)
Car Shop
This heist is basically RNG if we try brute force as there are a lot of wandering NPCs. Go at it with a proper plan and it will be simple.

We won't focus on the driving as it's not stealth, but a quick tip for those who have FPS issues; Let another player drive while we take the passenger seat.

For the "Gone in 240 Seconds" achievement (Car Shop in 4 minutes) or "I Got This" trophy (>=70 DR without using ECMs), play on Normal, gain entry to the manager's office by smashing the glass and then finish the heist. The PONR timer is generous enough.

Summary
ECM-blocked: Cannot start hack on computer and pauses hack in progress.
Suspicious objects: The computer is permanently suspicious to guards once interacted with, but they no longer path into the offices so this is moot.
Alert triggers: 1) Upon C4 explosion, which happens 6 seconds after car keys are taken and all players are inside. 2) Breaking of windows or display case glass. 3) When wrong computer hack completes.
Enemies (MH+): 1 guard at the foot of main staircase, will patrol outside once manager is tied/dead. 5 guards patrolling inside on both floors. 3 guards patrolling the outside in the back, of which one might be stationary (see alternative entrances).
PONR timer: Upon alarm, 240/205/165/135/120 seconds, N/H/VH/OVK/MH+. This basically is the driving sequence.

Points of interest
Manager: There are 7 possible setups for the manager:
  • Patrolling inside. The only time he can go downstairs.
  • Conference room + 2 civilians.
  • Office next to conference room + 1 civilian.
  • Big office + 1 civilian.
  • Sitting area outside pantry + 1 civilian.
  • Copier room at the printer.
  • Outside conference room with arguing couple (+2 civs). Used to be near the front display cases.
Of all the setups, except for patrol and copier room, the manager will have voicelines that we can listen to from the roof, otherwise Sixth Sense can be used. When in the copier room, the door away from main staircase will be opened. The big office and copier room setups can be checked right at the start from the main entrance. We may also spot the patrolling manager by chance. By default there are 7 static civilians but can be +1 or +2 due to the various setups.

Image - Big office
Image - Copier room

Computer hack: After gaining access to the manager's office with the keycard, we can find an employee name on the whiteboard. We will then need to hack the computer corresponding to the name. The big office has 1 computer (name tag on the door frame), 8 in the upstairs office and another 8 in the downstairs office. Takes 60 seconds.

Civilians: 3 will patrol inside on both floors, while 6 patrols outside. The ones outside are only a concern when getting C4 from the van. 7 to 9 static civilians will spawn on the inside, some standing around and some seated.

Alternative entrances: Apart from the front, the sides and back have alternative entrances, of which one will be unguarded. The left and right sides when guarded, will have a camera watching the doors, while the back will have a stationary guard at the foot of the spiral staircase. The right side is easy to access and usually the first choice anyway so we can ignore the other two.

Vent: This vent was added some time after release and can be found in the upstairs office, leading to the rest area outside the copier room and top of the main stairs. It should serve as a window and shortcut to the copier room though it's pointless.

Stairwell: When both doors to the inner stairwell are opened, patrols can path through. It makes for a good trap to grab civilians and guards. They will not go to the roof, so the upper part of the stairs can be used to hide hostages and bags. Sensor mines can help warn us of their approach.

Office glass: The office glass with the blinds block line-of-sight and can be used to hide hostages or bags. The metal frame door with glass windows however, can be seen through. Patrolling civilians will path into the offices, so make sure to take them all out.

Image - Office glass

Anti-ECM rush: When an ECM is active, the computer cannot be interacted or will pause if a hack is in progress. Thus it is safer to wait out the hack before going for the C4. ECMs can be freely used after the hack, though breaking of glass still has to be avoided.

Approach(s)
Apart from the accidental breaking of glass, either by bad aim, inaccurate shotguns or aggressive guards, I imagine the difficulty is due to the high number of patrols and occasional static civilians, which can cause a chain of alerts, dooming the run.

Thus the safest approach is to clear out the patrols (4 guards + 3 civilians + manager) by creating a trap in the stairwell, and bagging or tying any static civilians in the way. We can safely steer clear of the last patrolling guard by placing sensor mines around key areas.

The right side is the fastest and safest way to the stairwell, so we'll start from there. We won't need the roof at all since our aim is to clear out the patrols and civilians for safe passage. From here we will easily complete objectives all the way till the computer as there is only one patrol left.

Once the computer is hacked, we can wait it out in safety or go immediately for the C4. On the way, watch out for the patrolling guard and civilians in the front to prevent a premature alarm. With the hack and C4 done, we can drop ECMs and take out guards on the way to the keys to maximize the drive time.

Check out the video below to see this approach in action:
Video - Car Shop Stealth 2020
The Diamond - Gameplay
Gameplay
Gameplay Highlights
0:00 - Using Spycams and Thermite Paste in Preplanning, Body Bag case deployable.
0:40 - Notice the "Security" sign on the door, this is the security room.
1:18, 6:05 - Notice the "Employees Only" sign, this is an empty room. You can pick it for an extra hiding spot though.
1:40 - The "Danger High Voltage" sign is the one we're looking for.
10:02 - The Roman/Chinese exhibit guard can path into the Egyptian room when the first shutters are down, leading to a maximum of four guards in this room. So be careful if you intend to take down the three guards in this area.
11:09 - I kept waiting for a better path until I got it, because 30 seconds is too little for the complicated routes.
12:25 - Hit the paydirt for the route.
13:27 - Made a very bad slip there. Was trying to deploy Body Bag case and to restock just in case.

Usual Run
Diamond Heist
Not too difficult to stealth; the guards are all confined within their patrol zones and once we learn them (plus spend some pagers) it becomes simple. Cameras are annoying though.

Most of the sneaking and tricky stuff are in the first half. Once our loot path is secured, it's as good as done.

Summary
ECM-blocked: Pauses security box hack and jams keypad.
Alert triggers: 1) Entering the wrong code for the vault. 2) Touching the lasers. 3) Breaking display cases. Use glass cutters instead.
Cameras: Titans on MH+. Security room in 3 possible spots; NW/NE of lower floor (furthest room) or in the south office block of upper floor.
Enemies (OVK+):
  • Security room
  • Roof
  • Lower floor (7)
    • Cafeteria only
    • Cafeteria and meeting room
    • NE block (excluding cafeteria)
    • North of fountain
    • South of fountain
    • NW block (construction area) x2
  • Upper floor (5)
    • NW block (gym) x2
    • South block (office)
    • Around fountain and SE block
    • NE block (party)
Guards have flashlights and should be relatively easy to spot. Two of the guards have their patrols slightly tweaked if the player spawn is chosen. The lower floor NE block guard patrols only the meeting room area and never to the spawn if chosen, and the upper floor fountain guard will not patrol into the small office spawn if chosen. There is also a rare instance of a guard using the cafeteria stairs but I didn't manage to identify which. It shouldn't happen frequently enough to be a problem.

Points of interest
Assisted waypoints:
  • 50s from the first objective, highlight one random security box. 64 to 74 seconds after, highlight other security box.
  • 60/120/180s after find laptop objective, one random laptop is highlighted.
  • 30s after "Find keycard" objective, Ralph is highlighted.
The security box highlights are the only practical ones, as the security box hacks itself takes 150 seconds, before switching to the laptop and keycard objectives. By then we would have found the various laptops as well as Ralph. Still these are good in the event we take longer than usual.

The laptop highlight functions also work in an annoying manner. Whenever a laptop is hacked, the shortest timed function is disabled, so if two laptops are already hacked, the 60s and 120s assist functions are disabled. We'll then have to wait for 180s before the last laptop is highlighted. It would have been found before then.

Laptops: 3 laptops will spawn in 8 possible locations:
  • Lower floor (5)
    • Room under construction, NW block of lower floor
    • Office, W of lower floor (with the round windows)
    • Open office area, S of lower floor
    • Cafeteria, E of lower floor
    • Meeting room, NE of lower floor
  • Upper floor (3)
    • Office, W of upper floor (possible player spawn)
    • Gym, NW of upper floor. Can be spotted from the small office without going near (Image)
    • Open office area, E of upper floor (possible player spawn)

End of party
Upon the first security box or laptop hack, 10% chance for the party to end, after 13 to 73 seconds. The civilians will then scatter all over the building and will not move once they reach their spots. Generally most of them can be avoided, but it's easier to just restart.

Ralph
Ralph has two patrol paths. First one covers the west block, from upper floor south to north, taking gym stairs down, then south towards the SW stairs and up then repeat. Second path is upstairs only; anti-clockwise around the fountain, the south office area then the east office area. If player spawn is upper floor E, Ralph's patrol will exclude there entirely.

One of Ralph's spawn (1 of 7) when combined with the upper floor E player spawn will cut short the patrol route, leaving Ralph stuck at the bottom of the cafeteria staircase. Pretty rare, 1/7 * 1/3 for about 5% chance.

Ralph can be waited for and taken down safely where his two paths intersect; upper floor S block. If we know he's using the west block path, we can intercept him safely at the SW stairs instead. Oddly he cannot be detected with trip mines, though Sixth Sense works.

Skip keycard glitch: 30 seconds after an ECM ends, the keypad will reboot and re-enable, without needing the keycard. Use a Pocket ECM instead to save on spending a regular one.

Disposing bodies: Body bags thrown out of the building will be removed. Pointless as we will never be near the edge of the building without windows.

Ladder in elevator shaft: An alternate way to travel between floors. Watch for guards.
Diamond Heist (cont.)
Approach(s)
Generally, guards are easy to avoid as they have flashlights and the level isn't as tightly packed as say, Breakin's Feds or Alesso. We will also only visit the various areas once (security boxes, laptops, Ralph), but we have to sneak 8 bags back and forth. Thus the focus is creating a safe path from vault to escape. This amount differs depending on player spawn.

Lower floor spawn
2 - 3 pagers. Cafeteria/meeting room guard and NE block guard will path next to the vault stairs and have to be taken out. The cafeteria guard doesn't path to the NE block but can stop at the doorway facing north where the top of the vault stairs is. He can be left alive and marked with tripmines or taken out. Then spare pagers can either be kept for emergencies or on the north fountain guard or camera guard.

An alternate (fun, impractical?) way to secure loot for this spawn is to throw it from the courtyard with the statue. Need to practice with aiming upwards. If it falls off the building it'll respawn in the middle of the courtyard which might be dangerous.

GIF - Throwing loot

Upper floor party spawn (E)
2 - 3 pagers. Similar to the lower floor spawn, except we take out the cafeteria and cafeteria/meeting room guard. Then the risky one is the NE block guard which can be taken out or marked with tripmines. The upper floor fountain guard and Ralph doesn't patrol this spawn so we can ignore them. Again use the spare pagers as we'd like.

Upper floor office spawn (W)
3 - 5 pagers. Obviously we don't have 5 pagers to spare so some guards will have to be avoided/marked with tripmines. There are two different approaches, the shorter/longer path.

The shorter path is the one that has some risk. Route: exit vault from left stairs, climb up the elevator shaft and then to spawn. 5 guards along this path; construction x2, south block upper and lower floor, upper fountain guard. I find the construction area guards to be easier to avoid, compared to the upper fountain guard. We can take one out or leave both alive (and use last pager for cams/emergencies). Either way we mine the area for early notice.

The longer path is clean; head NW to the stairs, then up and SW to spawn, so that's 2x construction area guards and 2x gym guards. The lower south block guard won't path to the vault stairs so he can left alone. A variation is to take out cams and leave one guard alive and monitored with tripmines.

Regardless of spawn, here's our plan of action. At the start, we can go ahead and spend our pagers while letting the auto-highlight locate the security boxes. Then we can sweep the entire map once for laptops, security boxes and optionally the camera guard. Leave tripmines to mark any risky guards.

Ralph can be ignored since we have the ECM glitch. But if we want to deal with him (as we may run into him and cause a chain of alerts for the tricky spawn), we can either ambush him at the stairs (west block pattern) or in the upper floor south block (fountain pattern). The auto-highlight should help tremendously.

From here, if we have our loot path secure, the rest should be easy. Just watch for the north fountain guard (if alive) before we use the vault stairs. If there are any risky guards around, check for them before making a move.

Gameplay of the tricky spawn:
Video - Diamond Heist Stealth 2021
Diamond Store - Gameplay
Gameplay
Remarks
Done with zero points in skills.

Gameplay Highlights
0:00 - Just showing that I'm using a zero skill build with a non pro-stealth build.
1:29 - I started clearing out the civilians pretty early. It can be risky to do so. You can do this after clearing out the guards as well.
3:48 - Notice that I answer the pager from out of view, to provide the lowest possible aggression to any guard and walks in. More on this can be found my guide on stealth (advanced).
4:28 - Attempted to drill lure from the car showroom. Doesn't work for me in this attempt though. I cannot confirm if it no longer works.
5:52 - Note that the backdoor we picked earlier now allows the guard to path out.
6:33 - My favourite moment, not related to the map, at all :)

Gameplay

Stealth from within
Just a quick update on stealth from within, taking the camera room last, when there is no side door.
Dragon Heist
Summary
Alarm Triggers:
  • Damaging, breaking or opening any alarmed glass or door, before the alarm is disabled
  • Entering wrong code on the vault keypad
  • Touching lasers on vault gate
  • Cutting the wrong wires
  • C4 in crate going off
Uncool Triggers: Warehouse computer hack
ECM-blocked: Keycard reader and vault keypad. Vault keypad can be enabled via glitches (read further down). Warehouse PC is only blocked when hack is started before ECMs are placed.
Cameras: No investigations when broken. Titans on Mayhem+. Security room in warehouse, SW or SE corner.
    Enemies:
  • Guards:
    • Tea store
    • Alley. An extra guard may spawn on OVK+ (see extra)
    • Basement landing front
    • Basement landing rear and auction hall entrance, 1 on MH+ (see extra)
    • Auction hall, 1/2 (VH/OVK+)
    • Warehouse, 1/2 (N-VH/OVK+). An extra guard may spawn on MH+ (see extra)
    • Camera guard
  • Triads (no pager):
    • Auction hall, 2. Moves to auction display room shortly after display room light is switched on
    • Warehouse, idling in front of warehouse window (2 positions), has keycard
    • Basement landing rear, 1 on N-OVK (see extra)
    • Pair of triads having a conversation, either in alley or warehouse (see extra)
  • Extra:
    • Always 1 enemy at basement landing back. Depending on difficulty either a static triad or guard.
    • Depending on the location of the conversing triads, extra guards will spawn. Triads in warehouse = extra alley guard on OVK+, triads in alley = extra warehouse guard on MH+. For stealth on MH+, it's best to restart if we see the triads in alley to avoid the extra warehouse guard.

Civilians:
  • Storekeeper
  • Tea store, 1/2 (N-VH/OVK+)
  • Walking down the street, 1/2/3 (N+H/VH+OVK/MH+). If any of them are prevented from completing their path (tie/kill), they will never respawn
  • Static street civilians, 3 different groups; 1 individual and 2 pairs. Spawn 2/3 groups (N+H/VH+)
  • Auctioneer and 4 guests in auction hall.
Storekeeper can be shot in the leg with non-shotgun weapon and have her head clip into the ground without bagging.
When light in display room is switched on, auctioneer moves to backroom and guests to display room.
When auction room civilians, storekeeper or store civilians (except Caucasian female variant) is tied, the auctioneer will not close the door when entering the backroom.

Points of Interest
Escape: The escape van location is tied to the player spawn. Left player spawn = alley escape, right player spawn = main road escape.

Tea store door: The door behind the storekeeper is closed on MH+.

Keycard (store office): 10% chance to spawn on the coat rack or in the filing cabinet's open drawer, else in one of the lockers. (Image)

Warehouse shutter lever: The shutters when open, will attract the guard (without a cap) to lower the shutters. Can be used as a distraction to sneak into the warehouse from the back of the basement landing. Disabled once shutter is opened from inside warehouse.

Warehouse office PC: The PC can be hacked (20 seconds) to display the correct crate. Knowing the last 2 digits is enough. It is suspicious while hacked and can be jammed by ECMs, only if hack is started before ECMs are placed.

Vault code: Vault code can be determined by checking the clock in auction backroom and then the notepads lying about the auction hall and backroom. Check out my other guide for full details (vault code guide).

Crowbars: 1 crowbar guaranteed in auction backroom and 1 in warehouse, in front of the big office window.
Image - Auction backroom crowbar
Image - Warehouse crowbar

Keycard (warehouse): The triad in front of the big office window holds one and another always spawns in the office.
Image - Office keycard

Vault keypad (glitches):
  • Keypad can be activated without keycard, though not much point. After a 30 second reboot after last ECM ends, keypad will be enabled. Some EXP can be lost by doing this.
  • Keycard reader can be enabled during ECM rush, but has to be done strictly in this order: 1) Open auction backroom door 2) Reach vault. Then keycard can be inserted and keypad used, but do enter code before ECM ends otherwise it goes into reboot.

Wireboxes: 8 possible locations, see images.
Image 1
Image 2
Image 3

Zipline and garbage truck: I consider these assets to be to be useless, as guards in the alley can notice bags from the zipline, which in turn makes the garbage truck useless as well. Pagers are better spent elsewhere.

Warehouse windows: The windows can serve as a shortcut to moving loot. Open them with preplanning, pick open or break them after cutting the alarm and securing warehouse. Light bags can be directly thrown out, while heavy bags require a jump throw from on top of the boxes (2 possible spots). Store guard may see loot thrown into the alley if side door is opened. The only window that can be picked open from the inside is the third one from warehouse entrance (Image).
Dragon Heist (cont.)
Approach(s)
Preplanning
Spycams are recommended, while everything else is optional. Again, zipline and garbage truck are garbage so skip them.

Pager spends (general)
The alley is only visited at the beginning so the guards here are ignored. Only the far right powerbox is close enough to patrols to spot us but a quick restart will fix that.

The auction hall is also only visited once and the guards can be easily sneaked past.

Pager spends (Overkill)
Since broken cameras don't prompt investigations, the camera guard is less useful.
Recommendation for all loot: store guard, basement landing and 2 warehouse guards.
Recommendation for Speed Lizard; 2 auction guards and 2 warehouse guards, since the landing guard can be distracted. Won't be covered in this guide, refer to my achievement guide instead.

Pager spends (MH+)
We'll restart if the pair of triads spawn in the alley to prevent the extra warehouse guard. Then two pagers on warehouse, and other two out of the remaining: basement landing front, back or camera guard.

The landing front guard can be avoided easily, especially with the lever distraction and when only going for the main loot. Back guard patrols the front of the auction hall and makes sneaking in and out complicated, recommended to take out in the back. As for the last pager; killing the camera guard removes the annoying beeping while killing the basement landing front guard secures the entire basement (excluding auction).

Action
At the start, check the back for the pair of triads (MH+). Then cut the alarm and clear the streets (if all loot). The right side of the store is easier to enter and also take out civilians. The store civilians (except the female Caucasian) can be tied (and then bagged if needed) to disable the auctioneer from closing the door behind him, saving time and potential detection while picking.

Down in the basement, scout the guards with Sixth Sense before continuing. Watch for the occasional guard in the display room and loot first (if wanted) before turning on the light. Wait for the guards to move to the far side before heading to the backroom for the code, keyring and crowbar before coming back out.

If the landing front guard is still alive, distract him with the lever, circle around the back and enter the warehouse.

The idle triad can potentially cause a chain alert, so I prefer to taking out the guards in the office first as there are no cameras there. When it's safe to (mark guards first) do a crouch-sprint-jump to the left side and then into the office. As the host (and 3 DR) we should be able to make it past safely. After the guards are the remaining triads. Loop cameras and/or ECMs then kill and bag. Grab the warehouse crowbar if we missed the one from the auction backroom.

The rest is straightforward. Use the loot shortcut if needed, watch for the store guard if still alive. Otherwise, drop ECMs and escape.

ECM Rush
Sneaking is required for the first portion, but after the first keycard reader, the remainder of the heist can be ECM rushed using the keypad glitch, with at least 3 players. Ensure that the backroom auction door is opened and the rush started before reaching the vault, else it wouldn't work. The only portion which relies heavily on RNG is the vault gate, which can be covered easily with a 4th player's worth of ECMs.

Video - Dragon Heist ECM Rush

Gameplay
Video - Dragon Heist Stealth
Election Day, Day 1 - Introduction
Introduction
Quite a simple map. Once you get used to it, can be finished in 2 to 4 minutes.

Objectives
- Locate the right truck and plant GPS tracker on it

Point of no return
If stealth is broken before planting GPS tracker, it will go into loud objectives and this can drag from a 2 - 4 minute map, to more than 15 minutes. After planting the GPS tracker, just run back to the spawn point. Note that ending this in loud will cause a small change in Day 2.

Q&A
Q: Can I tag the truck without finding out which it is?
A: Yes you can, however it's a 1 in 6 chance.

Q: What happens if I tag the wrong truck?
A: You'll proceed to a loud only Day 2, commonly referred to as Plan C.
Election Day, Day 1 - Gameplay
Notes: The Spotter (Aced)[payday.wikia.com] skill is very useful. Keycard asset from Control Freak (Aced)[payday.wikia.com] is important as well.
0:00 - Keycard and Spotter asset used.
0:45 - Located the computer for hacking.
1:00 - Used computer and found Kranich as first use. That means Avalon.
Election Day, Day 2 - Gameplay
Notes: The Spotter (Aced)[payday.wikia.com] skill is very useful. Keycard asset from Control Freak (Aced)[payday.wikia.com] is important as well. Cleaner (Basic)[payday.wikia.com] is optional, depending on your playstyle. A weapon with a flashlight attachment is highly recommended!
0:00 - Keycard, Spotter and Body Bags asset used.
0:44 - I was a bit hasty at this part and was screwing up my jumps. The main thing I want to share/pointout here is that, try not to open doors directly. Guards will start to path out. Especially true for the first floor.
1:35, 4:40, 5:00 - Didn't bag civilian or the two guards because only two guards will path into the offices. The others have a chance to path onto the walkway only. So no body bags wasted and top floor is generally clear since first floor guards hardly path onto top walkway.
1:55 - Flashlight attachment used to locate crates in the sealed up compartments so you don't end up wasting keycards and start dangerous drilling.
3:18 - Short note here, kill guards before they're fully alerted and it's an instant takedown.
7:40 - First floor door was open, leading guards to path out. Can be a useful tool to lure guards away as well. If one side of the warehouse has many devices to hack, open doors on the extreme end of the other side to lure them out.
8:09 - Shortcut to climb onto the second floor without Warehouse ladder asset.
Firestarter - Gameplay
Gameplay
Remarks
Day 1 was a perfect play. All the thugs taken out and all bags obtained, except for the last bag which I destroyed on purpose and also threw grenades to demonstrate that only thugs trigger alerts.

Gameplay Day 1
00:15 - Checking the patrolling guards. This will show which hangar is open.
00:23 - Jumping to the right hangars without opening fence.
6:20 - Clearing of the first hangar and shifting bags in case it went loud.
14:15 - Working on the left hangars now. Got lucky with the double thugs.
16:20 - Launching guard into blind spot. It'll be reused for a bit.
19:20 - Clearing of second hangar and shifting bags in case it goes loud.
27:05 - Dispatching the last four guards.
27:54 - Destroying the gas tank and last bag. Throwing grenades to demonstrate that explosions does not trigger alerts.

Gameplay Day 2
1:18 - Hacking of the computer
2:17 - First alarm box
3:14 - Second alarm box
4:00 - Grabbing servers and getting out

Gameplay Day 3
1:00 - Camera room.
2:09 - Drilling power room, but I didn't manage to lure any guards.
2:35 - Dispatching guard on roof. Take note to answer pager away from the skylight.
3:07 - Spotted the last guard
3:10 - Checking left corner to see if there's a civilian. No civilian means this is a safe spot to take out the last guard.
12:53 - Vault opened.
First World Bank - Gameplay
Gameplay
Remarks
This video is on the achievement 1337, stealth the heist under 13 minutes and 37 seconds.
It's also done almost exactly as you would normally so not much changes.

Gameplay Highlights
3:30 - Bank Manager
3:40 - Server room and power boxes
4:32 - Security code
5:52 - Meet the insider
7:19 - Access the vault
11:34 - Shortcut and Insider bug
12:38 - Escape

Gameplay
Four Stores
Used to be simple before Titan cams were introduced. It is still a useful heist to practice team ECM rushes on Overkill and below.

Summary
Alert triggers: None.
Enemies: 1 guard in Bo Kung, 1 in Pear store.

Points of interest
ATM
The two ATMs have a 75% chance to spawn (evaluated individually) on Overkill and below. One is in the main street and the other in the convenience store, which is an easy target on lower difficulties.

Approach(s)
The easy way is to restart for good RNG. Target the ATM or safes (MH+) and hope for enough money. Then sit tight and wait for the escape.

The other 'fun' way is to eliminate everyone. Break cameras (or ECM and loop Titans), use shotguns to launch bodies, or bag and hide. Once clear, loot.

Gameplays & Resources
Video - Four Stores Stealth 2020
Framing Frame D2 - Notes
Nothing much here, just that there is a chance for a cop ambush. 1% if Day 1 ended in stealth, otherwise 76%. We can restart Day 2 until no ambush, if we really want the stealth bonus.
Framing Frame - Gameplay
Remarks
Replayed with tripmines in stealth. Did Day 3 without using glitches.

Day 1
Replaying this with trip mines. Depending on where the lasers are, I mine the side to cover either hall A or E, where there are no spy cams.

I entered at the front right at the start just to remove a map trigger/condition. If you tried to enter the via the toilet door first, there's a 30% chance an extra guard spawns while you lockpick.

00:00 - Spy cams in B, C and D. Keycard for security door.
00:22 - Clear "Enter Gallery" objective to remove chance for extra guard.
01:08 - Trick to throw paintings out, need practice and only works on halls A, C and E.
02:05 - Dropping in, only armour loss.
03:10 - Mining the small corridor for early guard detection.
06:45 - ???
08:24 - Silent shotguns can intimidate guards if you fire in their general direction (don't hit them!).

Day 3
Replaying this, with trip mines as aid with no glitch tricks. I use trip mines at checkpoints to keep track of the remaining 2 guards. Other than the common places like stairs, I set trip mines based on where the vault is. Spy cams are placed to track the outer regions of each floor.

Generally, I make sure I know where the 2 guards are before I move the coke/gold.

After 4 guards are alert/dead, an extra guard spawns. He patrols all over and leaves after a while. This leaves 2 guards.

Flashlight attachments are useful here.

00:00 - Spy cams to track guards, trip mines will cover the other spots.
00:58 - Damn rolling guard
02:32 - Vault
03:18 - Safe hiding spot
05:15 - Tripmine stairs
07:10 - Tripmines, tripmines everywhere
11:58 - Extra guard leaves, 2 left on map
13:20 - Both guards on 2F, away from bag shortcut, time to move
14:28 - Coke done
15:10 - Vault lasers off for 50 seconds, remember the timing! In this case, 14:53 + 50 s = 15:43
16:00 - Lasers back on, watching for guard locations before moving gold. All bag moving from here.

Others
Older gameplay: Day 1
Older gameplay: Day 3 with glitch
Update 97: Camera outside vault removed
Outdated: Single Run, all gold
GO Bank
Summary
Alarm Triggers:
  • Touching lasers in vault
  • Final countdown after Captain Rogers 2nd call
  • Not answering the phone (50% chance)
  • Carrying a bag across the street (where the van is) if blackmailed
Uncool Triggers: 60s after any bank employee except the manager, is alerted or killed, the teller desk is a suspicious object, which is what the GenSec reinforcements are alerted to, even if all bodies are hidden. It can be delayed by planking the front windows to block sight.
Cameras: Always regular cameras. Guards investigate when broken. Amount = 1-2/3-4/3-5/5-6 on N/H/VH/OVK+.
Guards: 1/2 bank guards on N/H+.

RNG Events
Open Vault
1% chance, no lasers, no phone calls.

GenSec Truck
If the open vault didn't happen, then 2.97% chance to have a GenSec truck (loose loot only) with 2 GenSec. One will walk into the bank about one minute after game start, then go back to the truck and stay there permanently. When this happens, Hilary will always believe that the manager is busy. But if Hilary asks for codes and the players fail, more GenSec will arrive.

Blackmailer
4% chance on each call, before the vault opens. Players must then throw a bag of cash over the wall behind the machine shop. Walking back to the van with a carried bag will trigger the alarm.

Hilary (GenSec)
20% on each call, +20% if fail. 20% chance to ask for codes, else ask for the manager. If the latter happens, 15% chance to believe that the manager is busy, else send GenSec. At the same time as the "I will send someone" voiceline, 40/46s for GenSec to spawn, depending on which direction the car comes from.

Police
Police calls can only happen 60s after the vault opens and after Hilary has called. 15% on each call, +15% if fail. When Captain Rogers starts speaking, 45s later 3 cops (no pagers) will spawn on the right side of the map. 2m30s after they do, the next call Captain Rogers will call with a 1/2/3 minute countdown before triggering the alarm. Bain will remind the players of this.

Mechanics
Planks
5/6/7 planks will spawn, for boarding up the windows.

Keycards
One bank employee will have a keycard while the other is either held by the bank manager, or in a briefcase either on the bank teller's front desk, or the car behind the bank.

Infinite civilians
50s after the timelock starts, civilians can spawn repeatedly, so any preparation work should be done before starting the timelock.

Phone calls
First call starts 20/35/50s after timelock is started. Subsequent calls have a 30/50/60s delay.

The phone will ring for 2s, then become interactable for 8. 50% chance to trigger the alarm if unanswered.

After picking up, 2s delay before Bain speaks, which can last from 4.5s to 6.67s. When the caller voiceline plays, schedule next call (30/50/60s delay).

Vault lasers
There are 11 possible laser positions, the sequence is randomly set at the start of the heist.

Normal: None.
H+VH: 1 laser changing position every 1.5s, or a 16.5s cycle.
OVK+: 2 lasers, 1 changing position every 2s, or a 22s cycle.

Approach - Full preparation
This entails hiding of all bodies, moving all civilians and boarding up the front windows, before starting the timelock, so that the spawning civilians have nothing to get alerted by. However, when GenSec reinforcement arrives, taking them out will cause any street civilians nearby to be alerted anyway, defeating the purpose of all the preparation so skip this.

Action
Two ways to secure the bank. One, restart for a camera in the back to break/lure a guard out for an easy pager, then ECM rush. Two, ECM rush directly. It is recommended to only skill ECM Specialist basic so that pagers can be set off at our discretion.

Place the first ECM below the clock and activate feedback to stun the cops, while breaking cameras, preferably with a flamethrower and Stockholm Syndrome to pacify the civilians. Then chain the two guard pagers.

For the infinitely spawning civilians, they can be pacified similarly with the flamethrower and Stockholm Syndrome.

Getting GenSec reinforcements is very likely. We can always juggle the phone and GenSec successfully, by always answering the phone first. If it rings before GenSec arrives, good. Otherwise use our second ECM to delay GenSec, answer the phone and continue.

As for the vault, only head in after picking up the call. The earliest a phone call can happen next is 37s, so try to get out before then. I personally like a 20 second rule as it guarantees I can exit the vault (laser mechanics of 22s cycle).

Assuming we're only trying to complete the heist, getting one bag with a saw will ensure will be simple.

Video - GO Bank Solo Stealth Tips
Golden Grin Casino - Gameplay
Gameplay
Remarks
Updated my video from the last patch (the usual patch that Overkill releases a week or so after the DLC launch).

Gameplay Highlights
00:00 - Body bags, all insider help assets and Heartbreaker Annie
02:50 - Safer way to reach reception from right (facing North) side
03:01 - Heartbreaker Annie (backup asset) ensures pit boss is always in VIP area
04:29 - Forgot my objectives for a moment XD
05:20 - Safest way to 2nd floor is always the external stairs
06:18 - Sometimes it's safer to kill and bag civilians
06:44 - Again, safest way to 2nd floor, remember/try it for yourselves
07:49 - Always disable lasers before getting other manager and security chief code, saves some time if you're going for under 14 minutes.
08:05 - Go for manager room first and drill, drill never jams. If locker room is below, guard might be alerted or jammed (if door is closed)
08:23 - Guard no longer patrols into locker room (to my memory)
10:05 - Drills don't jam here either
11:05 - Bags don't trigger lasers. Throw it to get some crouch speed back
11:46 - Escape triggered. You can drop an ECM, shoot Elvis and escape for 3 achievements (DW/Elvis/Under 14)
12:06 - Bag moving mini game till end

Gameplay

Outdated plays
DLC launch period stealth gameplay
Hoxton Revenge - Gameplay
Gameplay
Single Run
Note that the last bookmark at 9:48 is the spoiler. If you don't want to get spoiled you can stop there as the rest is bag moving simulation.
0:29 - One way into the house. I haven't practiced enough to make this reliable though.
0:50 - Disabling the alarm box
1:29 - Found the vault. Keycard and keypad combo.
2:14 - One way of exit. Shed roof and out.
2:33 - Another way into the house (Sprint-run-jump). You'll have to do it fast and watch for patrolling guards.
3:05 - Hacking the computer.
4:30 - Using the post to get out. Pretty much all the posts work the same way.
4:53 - Silly me. The spawned rock is also another way in. Location is random.
5:17 - Starting timelock. ECM jams the timelock so you might want to wait it out.
6:36 - Taking down the camera room. Unfortunately there's no verbal confirmation from Bain but now you know it :)
8:36 - Ladder access to second floor. Random location.
9:48 - *SPOILER ALERT* Opening the vault.
Jewelry Store - Gameplay
Gameplay
Remarks
Done with zero points in skills.

Gameplay Highlights
0:00 - Just showing that I'm using a zero skill build with a non pro-stealth build.
2:09 - Bad example of a takedown.
4:50 - You can take down civilians permanently if you melee them twice quickly. They recover if there is a 1.5 second gap between the strikes.

Gameplay
Mallcrasher - Gameplay
Remarks
For those new to this idea, yes you can stealth Mallcrasher. No bonus though.

Gameplay
My favourite few shops to trash, Liquor store, Car store, Pear store and Jewelry store for some loot.
Note that railing glass blocks vision/detection even though it's transparent.
High ammo count weapon or fast melee strike weapon recommended.
0:30 - Liquor store, nets about 20k damage. Civilians usually walk in here, good place to dispose with shotgun. Melee used because I was waiting for civilians to take down.
2:40 - Guard takedown
5:47 - Second guard, men's clothes and jewelry store takedown
6:04 - Third guard and bag store takedown
6:30 - Pear store, nets about 15k damage.
7:40 - Car store, nets about 10k damage.
8:12 - Jewelry store, for some loot and the remainder of the objective.
13:38 - Skipping of the boring wait and ending.
Murky Station - Gameplay
Gameplay
Remarks
Was doing a Pacifist and all loot (I think) run. Guard in basement freezes, not sure why yet.

Tips
- You can spot the panels from the top, can be good for spotting duty if you're bad at stealth.
Train 6 and 7 can only be spotted on the right side (see 00:19 for train 6).
If you only spot 2 or 3 panels, then the other 2 or 1 are on the other side of trains 6 and 7.
I toggled flashlight to show this.
- You can hide under the trains to avoid guards/drones.
- All equipment has a distinct sound; Server equipment (beeping), Keycards (radio), Blowtorch (welding), Thermite (sawing)
- Deliveries board lists where equipment can be found (trainyard or basement, see 02:03)
- Drones have a beeping sound to signify their change of patrol. Lights also signify (red/sleep, blue/alert)
- Bags into water will respawn at the boat. Good for fast moving, unfortunately I got the van escape.
- Basement drains can be used if murkies are left alive.
- Bag the EMP first so you know where to move the loot.
- Ladders are unguarded, it is safe to throw loot down.
- ECMs block train hacking so hack all trains first.
- Pistols and rifles have same value but pistols allow sprinting.
In case you're rushing with ECM and want some loot.

Gameplay Highlights
00:19 - Spotting the panels from the top.
Jumping to check if train 6 has a panel.
Pause and you can see a thin yellow line just above the drone.
00:55 - Train 6 is on the right side, I got this part mixed up.
I deduced train 7 from spotting the other 3.
01:01 - I spotted the server equipment (HDD) from the flashing monitor.
01:37 - You can hide under the trains while waiting for guards/drones to pass.
01:53 - Drone camera beeps that it's going back to charge/sleep.
Server equipment (beeping)
02:03 - Deliveries board shows equipment location.
06:07 - Keycards (radio)
07:00 - I thought I saw a message to pick up package, I saw wrongly, please ignore this awkward scene.
07:44 - Thermite (sawing)
07:53 - Frozen guard, not sure why yet
08:08 - Blowtorch (welding)
08:57 - Bags won't trigger lasers
09:55 - Bags dropped into water respawn near boat location
13:30 - Ladders are safe to drop loot into.
13:48 - Safe spot to hide
14:40 - Bag moving, feel free to skip to next highlight
17:14 - Using of drains.
19:05 - Bag Moving Simulator 2016

Gameplay
Nightclub - Gameplay
Gameplay
Remarks
Adding both variations of gameplay videos here.

Gameplay Highlights
Notes: No extra guard spawn, brought a loud weapon for use with Control Freak (Basic)[payday.wikia.com]. ECM Specialist (Basic/Aced)[payday.wikia.com] is very useful for the extra time to control the scene.
Start - Bad Music asset for less civilians and loot drop truck for faster looting.
0:15 - Note that the "GenSec" plate is missing.
1:04 - Securing of the nightclub, with ECM.
1:18 - Switched to loud weapon for use with Control Freak (Basic)[payday.wikia.com] to control civilians.
1:20 - Notice the ! mark turning green on first shot (HoxHud only).
1:25 - Bagged the external guard (bouncer) to prevent the spawning civilians and any extra spawned guards from being alerted too early.
4:05 - The spawned civilian walked into the club and got alerted there instead of outside.

Gameplay, with no cameras

Gameplay Highlights
Notes: One guard spawned from the rear of the club, brought a silenced shotgun (Raven) for launching bodies. ECM Specialist (Basic)[payday.wikia.com] is needed (2x ECM jammers) together with ECM Overdrive (Aced)[payday.wikia.com] as drills can trigger alerts due to within sight/hearing range of the cameras. Camera Loop[payday.wikia.com] can be useful as well. It was lucky that the cash safe spawned in the basement as drilling in the office might cause an alert.
Start - Loot drop truck for faster looting.
0:15 - Notice the "GenSec" plate. This means cameras are on site.
0:48 - Note that one of the offices didn't spawn this time.
2:00 - ECM used to secure the room due to the camera.
2:20 - The drill lure is set up to clear the guards.
2:45 - ECM used to open the door.
2:50 - Safe was skipped as drill could be spotted from across.
3:03 - First lured guard.
3:50 - Note the top right of the HoxHud, an extra guard spawned.
4:03 - Was trying to clear the top floor from afar but gave up in the end.
4:34 - Note the extra guard coming in from the rear.
4:42 - Tried to loop the camera to dispatch the extra guard.
5:06 - Drill lured guard was dispatched.
5:14 - Spawned guard walked off and I took the chance to finish him.
10:02 - Didn't take the chance to drill the safe as civilians are on the second floor. Escaped instead.

Gameplay, with cameras
Scarface Mansion - Gameplay
Gameplay
Remarks
This gameplay was going for under 13 minutes. 19 DR was used, you should get better results with 3 DR.

Gameplay Highlights
Bookmarks/Highlights:
00:00 - Build
00:46 - Gameplay
00:53 - Checking for circuit boxes
01:48 - Shotgun guards into water to save body bags
03:00 - Camping circuit box (see tips)
03:57 - Body bags can be chucked over the wall or sea
04:04 - Circuit box, I was hanging around this area because the other circuit boxes are here
05:28 - Crossing mansion central area (see tips)
06:10 - RNGesus smiles upon me, 1st coke.
07:07 - Phone
07:55 - Getting to the office hall (always use 1st floor, see tips)
08:04 - Spend 2 to 3 pagers or not, up to you. Saves time for me (see tips)
09:01 - Ernesto Sosa
09:35 - Clearing out the escape area to move bags
10:13 - Bags bags bags
11:34 - Stray guard or reinforcement?
12:45 - Gotten the escape but I was looking for flamingoes, stupid me


General Tips
  • Since we’re going for time, opening the shutters is priority and clearing out the external guards can be done after killing Ernesto.
  • Having 8 (not 100% sure of exact amount) killed/alerted guards will cause more guards to spawn (Bain tells you). Unsure of where/when. But doing this early would be good so that you can take care of them after Ernesto.
  • Always bag bodies and throw into water/over the wall as internal guards can patrol out or reinforcements will walk by.
  • There should only be 3 circuit boxes (not 100% sure) and will not be reused. So waiting at a circuit box (or in between 2 near ones) can save time since there is a high chance of it being the one (more than other similar heists anyway).
  • Sneaking in the mansion need not be confined to the corridors. The central area can be equally safe to cross, just watch for guards.
  • Coke bags can be on the 2nd floor, even in the roof area.
  • Getting to Ernesto: Always use the 1st floor, either from the corridors or from outside the mansion (garage). The guard on the 2nd floor never moves.
  • You can spend 2 to 3 pagers in the office hall if you wish to use the side exit without sneaking or save time getting to Ernesto. Make sure you kill them away from Ernesto’s door so 2nd floor guard can’t see.
  • You can clear out the garage area for bag moving. Just watch for reinforcements.
Shadow Raid - Gameplay
Remarks
I took 23 bags including armour, a total of 12 million payday. Sorry for the long gameplay!

Gameplay
A few usually overlooked loot areas:
1 - Server room (not cams room), under the desk, money.
2 - Cams room, on the desk, money.
3 - 2nd floor store room, usually weapons.
4 - Locker room, coke bags.
5 - Pantry, next to refridgerator, money.
6 - Office, on the desk nearest to the window, money.
7 - Basement, next to the palette, coke bag.
8 - Warehouse, on the crate, just outside the locker room, usually weapons.

0:00 - Preplanning, zipline to tug boat, thermal paste and trash bin loot point.
0:56 - Burning of the gate to courtyard grill for courtyard loot.
1:23 - Rooftop entry.
2:17 - Cams room, the guard will always have a keycard.
2:40 - Crowbar will always spawn here on deathwish.
2:57 - No guard here, so loot drop at this ledge.
3:26 - If you pause here, this is loot area 1.
3:43 - Loot area 3 on list.
5:03 - Heading to roof to block the helicopter spawn for 100% crate drop. You have to do this before the PA announcement. Credits to The Long Guide
6:34 - Confirmed crate drop.
7:07 - Loot area 7 but no spawn this round.
8:20 - Loot area 4, 1 coke bag.
8:41 - Loot area 6, 1 money bag.
9:18 - Loot area 5, no spawn.
11:39 - Burning of grill, sewer to dock area.
Boring bag simulator, skip ahead
17:10 - You can walk behind the container.
22:30 - Screwed up here, ECM and took care of 2 guards. No keycards on them though.
24:04 - Spotted the orange jumpsuit civilian (keycard). Going for takedown.
24:57 - Opening the vault
27:55 - Guard glitched out and didn't call the police. So I left him alone.
29:13 - Looting crate drop.
Transport: Train Heist - Gameplay
Gameplay
Single Run
I'll speed up the videos in future. Too much bag moving recorded :P

0:00 - Body bag asset
0:50 - Drill then ECM to jam the guard.
2:24 - Safe spot for body bags and civilians. Take care not to be seen by any guard overhead the train.
2:43 - Securing the red hat civilian for keycard drop.
3:17 - The jammed guard from 0:50
4:03 - Drilling the last car. This will not be visually spotted by the valley guards. However guards patrolling the side can see it.
5:18 - Wrong side of the car. Going to use keycard for the correct side.
5:32 - Taking down the 4th (out of 5) guard that patrols the trains. No more guards patrolling this end.
7:31 - Drilling on this side so that if a guard hears it he'll be jammed when drill finishes due to long time to walk here.
8:34 - Disabling security buffer. Each box can only trigger once the entire map.
9:45 - Disassemble the turret so that you'll get the option to set up the zip-line.
Bag moving simulator mode
19:53 - Safe way to drop the ammo is to crouch, face down and drop it.
Bag moving simulator mode till end
40:00 - Last bag if you're interested to see how the map ends.
Ukrainian Job - Gameplay
Gameplay
0:00 - Just me showing that I'm starting at level 0, with burglar perk deck and silenced weapons.
2:17 - Taking out the camera guard. No verbal confirmation from Bain though.
4:38 - You can fix the drill for this safe through the wall. Useful for loud I guess.
8:10 - The tiara
White House - Gameplay
Yacht Heist - Gameplay
Oddly I don't have one here too. Added to To-do list.
74 comentários
Unknown Knight  [autor] 30 out. 2021 às 5:48 
It's severely outdated on the other stuff. Working slowly, one heist at a time :(
Juan 30 out. 2021 às 3:49 
very good if i say so myself
Unknown Knight  [autor] 26 out. 2020 às 7:49 
Thanks for being patient, I appreciate Droideka!
RetroactiveAndroid TTV/YT 26 out. 2020 às 7:09 
Better late than never, and this guide is good enough to be worth the wait :D

Keep making good stuff man!
Unknown Knight  [autor] 25 out. 2020 às 23:57 
I finally got started (though at a snail's pace) to cleaning up this guide. The way I'm approaching stealth is different from when I started in 2015, as well as the way I deliver content. Sorry for the long wait.
Unknown Knight  [autor] 24 jul. 2020 às 22:36 
Hey Droideka, yes I've been planning to update this, but haven't gotten around to it. Will do it sometime, thanks for checking it out.
RetroactiveAndroid TTV/YT 24 jul. 2020 às 10:14 
Coming to the party really late here. Been trying to do some soloing, this guide is FANTASTIC! Kudos to you, man!
Are you going to update it with the newer heists?
Unknown Knight  [autor] 18 nov. 2017 às 21:20 
Thanks ShadowPhoenix :)
It needs more attention haha
TWIM 18 nov. 2017 às 21:16 
oh wow, i was browsing one down guides cus i'm doing the transport heists and i noticed this. Nice guide unknown! :D
Unknown Knight  [autor] 6 jul. 2017 às 6:51 
Thanks @VishwaThePrAWPer!