PAYDAY 2

PAYDAY 2

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Every player should know these things
By Flustig
This is a collection of small usefull tips and tricks.

This is community guide, you can contribute HERE
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General tips
Bags carried on person back to the escape van are counted the same as if you threw them in, however throwing them on the ground where the escape zone is does not count.

Finishing a heist with more than one team member alive gives you payout bonus, if you solo a heist, open it to public before finishing to help yourself and others too.

Make sure that all civilians are tied down if anyone still has cable ties left.

In stealth, be wary of lag regarding detection from guards, detection is calculated host-side.

As long as your detection level isn't horrible, just run right past cameras. Panicking and trying to find cover will only make things worse - hesitation is what gets you spotted, especially if you're trying to hide from incoming guards.

You can use grenades, grenade launchers and sniper rifles to deal with civvies alerted outside the map.

If you hear your teammate shouting at a cop to drop their weapon, be careful to not shoot the dominated cop. If you also have the Dominator skill, assist fellow heisters in dominating cops.

A Jokered enemy turns into a hostage if no other hostages are available and can be traded for teammates out of custody between assaults.

Patching up resets your bleedouts, so it's best to patch up after you have been down 3 times (4 with the Nine Lives skill).

If a drill restarts once by itself, it will always restart. If a drill doesn't self-start, it will never restart, even if the restarting skill symbol is on the display.

Grenades hurt your teammates, don't throw them to clear the path ahead if your team is low health. Never throw more than one at a time.

Instead of typing help or thx while being revived, shoot the cops and spot specials if you still have a gun in your hand.

Muscle tree and hostage taker synergize well, a high health pool coupled with % based health regen and careful play can lead to never needing a health kit.

Shotguns will deal full listed damage if just one pellet connects to the target, if more than one pellet connects, additional damage is not added. If one pellet scores a headshot, this pellet determines the damage dealt. As such, having a shotgun with a good accuracy is generally a bad idea as it will limit the abillity to get the most damage out of a shell.

Shotguns suffer from damage dropoff starting between 6-8 meters depending on the shotgun and stopping around the 25 meters mark, in which case the pellets will no longer deal damage. Flechettes increase both the starting drop distance and the max range by 50% and slugs by 15%.

Explosions do damage through walls.

Explosions will destroy boards. Be careful of where you throw grenades or shoot HE rounds or the grenade launcher.

Any shotgun loaded with HE rounds can stun bulldozers for 5+ seconds at a time, and also blast the faceplate off.

You can use silenced shotguns to blast guards and civvies into the water, or from a balcony on some missions.

Leave heavy bags to be carried by your teammates that have lighter armor.

Bags may be caught mid-air when thrown, allowing a player to skip the need to interact to pick up loot while moving.

In stealth, picking up bags while standing up makes guards see you from twice as far. Make sure you crouch while grabbing bags, or crouch afterwards. Standing up after crouching is safe as long as you're already not too close to a guard.

Every time you kill a guard, you must keep in mind that you will need to answer his pager sooner or later, don't kill more guards than you can handle.

How one moves in front of a camera doesn't change the rate at which it detects you.

If a guard sees you he will wait longer till he turns around.

If a guard sees or detects you at short range, you can lure them over to you (and potentially into better kill locations) by remaining stationary and not acting aggressively (aiming down sights can be viewed as aggressive so beware) while they walk over to try to handcuff you. Killing any guard will disable the ability to lure guards this way, killing a civilian won't.

Marking or shooting at Cloakers that are waiting for victims will make them go aggressive faster.

If a Cloaker has spawned, a second one is also spawned near him. If you see a Cloaker, it's very likely that another is skulking around.

The Not Today achievement is not referring to the Cloaker's attack at the end of a sprint, it's referring to when Cloakers jump over objects to get to you.

Being kicked by a Cloaker doesn't count towards the downs to put you into custody, nor does being tased too long.

If you have the Alesso DLC and are quick and lucky enough, it's possible to tase a Cloaker that's about to kick your face in.

When tased, mark the taser. This helps other players locate them. If a team mate is being tased, take the taser out as quickly as possible.

You can juggle a pager by never finishing the interaction while someone else is still interacting with it. It can be helpful in delaying the alarm.

On overkill difficulty and below, important damage numbers are 25, 34, 40, 50, 80 and 100.

If you lay a civilian down in a spot where their head is inside a prop or wall, they cannot be detected by anyone.

Shooting a guard or civ in the head will cause their body to move in the aimed direction. Their movement will also have an effect on this. Shooting them in the chest will generally cause them to fall on the spot or move very little. (shotguns will launch them away regardless).

Ammo bags replenish ammo using percentages. Waiting until you're empty before picking up ammo doesn't directly save the ammo bags.

If a guard spots you through a window, if possible, dominate him first. That will save getting the glass broken.

It is possible to kill two guards and answer both pagers. You are given around 12 seconds to answer a pager and it takes 10 to answer one. If possible kill one guard then wait before killing the other to give additional time.

If you need to kill a guard in front of a camera, do not drop an ECM with pager blockers. I'll just leave a body around for a while before setting off the alarm when both the pager and camera activate.

While not really useful, it's possible to kill camera operators through walls.

When moving, a sniper will almost always miss their first shot after spawning, when locating them, just run around spamming the use key if you don't know their exact locations. They have very limited spawning locations so learning them won't take long. Bain will always announce when they are coming. Kill them when they spawn.

Cleaner costs will instantly deduct money from your spendable cash, and will not reset if heist is failed.Your spending cash cannot be lowered below $0.

If a player doesn't use their equipment, they can leave and rejoin with a different one. Using them before rejoining will cause you to spawn with no equipment, even if you only used one of your two. Rejoining will also resupply your ammo and health.

Not killing cops can cause the end of an assault to drag out and hence delay the next. This doesn't completely block the next wave from spawning however.

Some doors, not the steel ones, can be shot open by aiming at the handle. Guards and civs will not detect these doors. This includes old doors that can't be lockpicked, but can be opened with C4 or saw, and is useful where stealth is required or nobody has C4 or a saw.

Killing civvies doesn't just cost you a bit of trivial cash, the Special and Sniper spawns ramp up.

When a custody trade is available and a civilian/cuffed cop is highlighted yellow, they are completely invulnerable from that point on indefinitely. Refrain from dominating cops in unreachable areas.
General tips 2
When Joining a game in-progress of a stealth optional map, you can:
a) Click on the Crew Loadout tab to see what people are wearing and have brought.
b) Look at the Pacman ghost icon and see if it’s red or not, if it's red, stealth has been compromised and you should take loud gear.
c) Listen for the assault music playing and even Bain’s random dialogue he spouts during assaults in the background.

Before going infamous, fill up your primary and secondary weapon slots as well as mask slots with expensive items then sell them after the wipe of cash and levels to get back up to a reasonable amount of funds for skill-up costs.

You can only deal headshot damage to a dozer after his visor is broken. With the Thanatos it's optimal to go for bodyshots.

There are 'glass cannon' cops that spawn on Overkill and DW difficulties. These are: blue cops, blue SWAT, heavy blue SWAT (white helmets), HRT (grey shirts). They spawn in great numbers between the assaults. Always prioritize killing them over normal SWAT because what they lack in health they make up for in firepower.

If a first aid kit is placed at your feet it is generally intended for you to use it.

The GL40 does friendly fire to your team, but rarely enough to deal health damage.

When designing a mask you can zoom in on your design in the preview screen.

Dominator aced increases the range you can mark specials at.

If you Ace the Carbon Blade skill, you can use the saw as a secondary. Because you have to buy a 2nd one for that slot this allows you to have 2 saws at once with 2 separate pools.

Breaking cameras is a good way to lure guards to kill them. If you break a camera, a guard will immediately begin his path toward it. One broken camera will lure one guard, BUT any guard that sees the broken camera will alert on it. On certain maps however, if the camera guy is dead guards won't bother checking on a camera's status.

When you shoot a camera, a guard will be seen getting a call and you will hear a buzz from that guard. Guards are chosen randomly so if you shoot two cameras before a guard checks up on the first one you can end up with the same guard receiving both calls.

When sawing deposit boxes, even with no saw skills, you only need to double-click as fast as you can once per deposit box. Anything more is wasting the saw blade.

Always mark every special enemy you see, and keep him marked as long as you see him.

Modding your gun to have more than 18 accuracy will have no effect.

Only on normal and hard you get automatically released out of custody after some time. Higher difficulties require your team to trade you for a hostage.

Placing deployables on destructible entities will make them float until the entity is fully destroyed. In which they will fall down onto the ground. The exception is the ECM jammer - if you place one on something destructible then break it, the ecm disappears instantly.

You can duplicate items that are picked up instantly if you take them at the same time as another player, however you will have a harder time doing so if the connection to the host is good quality.

Any damage dealt to unaware Guards during stealth is always an instant kill.

Cloakers can still knock you down when using Swan Song, regardless of time left.

You can revive other players while your Swan Song is active.

Swan Song Aced (Fugitive tier 4) gives you infinite ammo for 10 seconds for any loaded weapons. Use this with a powerful gun such as the M308 as it has high damage but low ammo.

Only doctor bags reset your downs. First aid kits only fill your health. Using a first aid kit prevents you from using a doctor bag as you must be injured beforehand to interact with doctor bags.

If you are seen by multiple NPCs, the detection meter only shows the highest value, but not who will be be alerted first. This means if you almost alerted a guard and you move to another NPC such as a Civilian, it will still show the guard's alert going down until the civvie's detection goes past that.

Things like body bags and hostages during stealth have their own individual detection. If a hostage is following you past a camera you will hear your own detection bar and their own detection bar. Not everything will make sounds and it doesn't always show the detection meter.

Cops with blue outlines are allies and can't do any damage to you. They also take less damage from you and your teammates.

You should take down an alerted guard in as few shots as possible, he has a chance of firing his weapon when taking damage.

Arms and legs of enemies have no hitboxes.

Cameras can be zoomed out by pressing the S key, providing a wider field of view and thus highlighting more guards. The range at which they can be highlighted is decreased, however this decrease in range is almost unnoticeable and so zooming out is almost always better than the default field of view.

Cameras can spot NPCs from quite long ranges, as long as their head is visible it will spot them.

Frag grenades have an absurd range when it comes to killing civilians.

Mission rewards are acquired instantly after escaping, this includes the card drop, which is decided as soon as you escape, you only 'pick' a card to see what you got.

Stay away from the roofs of banks or vantage points in general - you get a lot of fire there.

Tazers will reload your gun when they start tazing you.

Pressing the gadget key like you would do with the laser attachments while using GL40 Grenade Launcher toggles the leaf sight, but it is not available with the Pirate barrel.
Bank Heist
If the vault is in the back, only guards and bank manager need to be dealt with. no one in the lobby can hear or see the drill, and the only ones that can are in the back offices.

There is up to 4 civilians, that will try to get to the panic button at the back of the bank, they are the ones sitting in the back.

Deposit or Pro-Bank Heist when you get Deposit, you can finish the heist without picking any Deposit Boxes, just wait until the Thermal Drill is done, and then steal money from the ATMs.

When Bain tells you about a helicopter landing on the roof in Bank Heist it means cops are going to deploy gas into the building. When you hear the world "helicopter" make for the roof and kill them, no gas for the rest of the heist. It only happens once too.

If you need to get your health down to activate Berserker for your saw, you can down yourself by jumping from on top of the circular vent thing on the roof and jumping onto the street. It's just high enough to be a fatal fall and bypass the Cat Burgular skill; falling on the sidewalk isn't enough. Useful for the times where no one bought the Vantage Point asset.

The latest a civ will spawn at is five minutes. (They are on the map and can be tied by 5:30.) Doing anything noisy should be avoided until all four street civs are dealt with. Two of the civs will keep walking along whilst entering and leaving the map until dealt with. They normally spawn to the right of the bank if looking in at the entrance. It is safe to kill them before they come onto the map. The third and fourth street civ will always come from the left near the big green gate. One will walk into the bank and lean on an ATM. The other will sit on the benches outside the bank.

You do not need to kill the tellers, simply using melee on them both and yelling will get them down.

You can safely kill and dispose of guards in the photocopier room. A player can safely carry a body bag out the back door from the room.

When in the security room, it's usually better to not open the emergency shutters for the counter, as it offers a good place for cover when the shutters are down and you are being crowded.

Guards who are going to inspect cameras will use unlocked doors. If the doors are not unlocked they will use an alternative enterance such as the front door of the bank in order to inspect a camera.
Diamond Store
You can lure guards out by destroying cams outside the shop, placing a drill in the car shop safe or safe in the security room.

Bodybags can safely be tossed/left through the duct that you can shoot out upstairs. it lands safely in the car dealership.
Go Bank
There can be laser inside the vault, that will trigger alarm when touched, dont rush in the vault when it opens

Use control freak or explosives to deal with civilians behind invisible walls.

Vault lasers are not triggered by bags, only players.

The three cops and civilians can be dealt with by shooting through the wooden fence.

The keycards can be entered at any time. There is no need to enter them simultaneously.

Civilians start spawning when you start the timelock, and will stop spawning once the vault is open.

When escaping through sewers on GO Bank, head towards the tall building at the back of the bank.

When the cop chief calls, the cops always come from the side with a fence.

You can shoot through the fence near the end of the map.

There is a chance that there will be more 2 additional guards near the bank, or 2 additional cops in near the gas station.

When capturing the bank, spam f button to mark hard to spot cameras.
Shadow Raid
Shadow Raid is a stealth only heist.

The orange jumpsuit/yellow hardhat civ always drops a card.

The sewers is the one and only safe area. it's rare, but guards CAN walk around the outside. Don't leave bags lying around.

You can throw bags under the sewer grates and grab them from the other side.

If you get caught on Shadow Heist with no pagers left, it's better to let the guards live and try to chain ECMs to delay the alarm since killing a guard will activate the pager request.

The camera operator always drops a keycard when killed.

There's a blind spot for guards on the roof of the warehouse - the area behind the opening to the stairwell, guards never wander there, even if the nearby door is open.

If you have trouble falling from the ladders into the sewers, you can go down safely by crouch walking towards it from the side opposite the ladder. Your walking speed will stick you to the ladder and you will never fall if not carrying a heavy bag. If you do - drop it into the sewers then go.

Body bags can safely be left in the camera room in the corner between the doors if the stair-side door is still closed. They can also safely be left in the shipping containers in the boneyard if not in direct line of sight from the open door.

Given enough time, many if not all the guards will freeze in their location.

There is a 10 second time period between entering the first card for the vault and having to place the other in. Failure to do so locks the vault, but will not sound an alarm.

If the zipline spawns by the water, and the guard spawns where the ladder is, you DON'T have to kill him. If you've got bags on the roof, you can aim them for the empty red dumpster past the stairs, he may notice them for a brief second, but as long as you get them in the dumpster, he can't see them. Then, when you manage to get down to the dumpster, you can get in and out of it with him barely seeing you. Go up the stairs, through the fence next to the container, run past him, and use bags on the zipline, he will never see the bags on the zipline. Just saves you a pager, which can be used for soldiers.

Save the pagers for Murkywater guards.

Guards and civs won't go on the catwalks in the warehouse until a door on the roof has been opened.

You can use the alarm in parked trucks to attract guards.

If you are stealthing the heist and using the Waterfront Dumpster as a loot dropoff point, It is quicker when caught to break the glass window over the yellow shipping crate on the docks and throw loot out that way compared to the sewers. This is especially useful when cleaning out the vault if you get detected.

If the helicopter drops an artifact, there will only be five mercs including the camera operator. Waiting for one to become frozen and killing the rest causes the warehouse to become completely safe as civs can simply be tied when alerted.

It is possible to open the vault alone. Simply grab a keycard then wait for the orange civ to be walking past the cages on the first floor or for him to be standing in front of a camera on a pillar in the warehouse near the stairs to the roof.

There is nearly always a guard directly by the front gates, make sure you stay clear of the front gate when traveling to and fro.
Transports
Try to take civilian and gensec hostages from the start, before the cops arrive.

GenSec guards at the start of any Armoured Transport have both low health and low damage.

Park

You can hide under the plank at the street construction site and use it as cover.

Downtown

If using shaped charges to open trucks, wait for Bain to shut up before bagging the first bag to hear if he is sending a van or helicopter.

You can secure bags by hitting the heli cage from outside saving you a trip upstairs.
Train
The update that made this a standalone heist also removed the possible guards and bulldozers inside the vaults. It's now like any other stealth heist.

Bags of shells no longer explode when sliding too long a distance. Guards will still see them though, so be careful where you throw them.

There are always 10 bags of ammo in each train car that has the turret ammo.

The sloped girders at the front and end of the train can be used instead of the stairs if you need to get on top of the train.

As long as you used ECMs only to pop open train doors, you can keep rejoining the game to resupply on ECMs, allowing you to unlock each train cart. If you used a jammer on the ground however, you won't get any more by rejoining.
Firestarter
Day 1

It's possible to stealth this day even though it doesn't have a ghost symbol. You will not get any stealth bonus however, and it is very hard to do so. Any patrolling gangster including the ones inside a hangar will instantly raise the alarm once alerted.

Blowing up the weapons causes a strong explosion that can damage and even incapacitate you and your team if careless, keep a safe distance.

Don't run with one bag from the hangar all the way to the van. Leave the bags below the hill, until you get all the bags you wanted.

If you cut the fence just on the very right on Death Wish difficulty, cops won't walk through there granting you a bigger advantage camping behind the van.

If you drill/C4/saw the doors of the trucks and crouch under them as they fall, you will be immune to gunfire as cops cannot target you. You will lose this advantage if you decide to walk out from under the door. Once out, you cannot go back under again.

Day 2

You can safely leave bags in the upstairs office by the couch beside the door, provided there is no camera facing the door there.

If you are operating the cameras, move to the very left side of the feed and hide behind the pillar there while using it. That way you are in cover in case a guard walks through the side door, should it be opened.

Day 3

You can use the security door on roof of the bank to lure guards there with a loud drill, don't ECM the door nor use silent drill if you are still stealthing.

If you open the camera room door but leave the camera operator alive, If he hears the drill on the rooftop door he'll investigate it himself.
Rats
Day 1

If you are not completely sure what ingredient to add, wait for more Bain lines or confirm the ingredient with your team. To further add to any confusion, Bain also has three incorrect lines - if he mentions 'chloride soda hydrogen mix' or says '♥♥♥♥ me, we needed those cooks' then add HCl. If he says he's just guessing at this point, add Cs.

Bain's ingredient dialogue is different for each player, thus, if one player gets confused the others can clear up which ingredient to add. The wiki also details what ingredients to add upon hearing which lines Bain says.

Don't spam F when picking chemicals. You might end up receiving 1 chemical, but removing 2 from the map.

There are always enough chemicals to cook 7 bags of meth, unless ingredients desynced.

Ingredients in the sheds can be taken through the walls, although it's usually better to open the door so other players will know what's been taken.

You have to cook a minimum of 3 meth bags on Deathwish.

If cops get a hold of your meth, they will take it to the truck below the house, which can actually be useful if you have more meth bags than players.

If barricading the upstairs room behind the meth lab, a grenade in the kitchen will destroy boards there; throw them outside instead.

If a player disconnects any ingredients on that player will be given to the host.

Cooking will not begin until a person reaches the top floor. This can be used to search the place. This also delays the arrival of the police but not forever. On Cook Off however, the cops won't arrive at all until somebody goes up to the meth lab.

Day 2

All meth will count as extra loot when stolen back from gangsters, it only shows as mission loot before Day 3.

If you have cooked additional bags, the correct safe will always be in the same room as the cash.

Day 3

If you didn't get the intel from Day 2, you won't be able to defuse the C4.

Bags do not respawn. Make sure they don't fall into the water!

If you're defending, stand in front of the bus. Standing behind will give you a massive blind spot due to the size of the bus. A single Cloaker or Taser attacking a person defusing C4 can cause the bus to blow up.

If you have very high ping, you shouldn't try grabbing money from the bus as you might not be able to defuse the C4 in time, cover your teammates instead.
Watchdogs
Day 1

You don't have to throw the coke directly at the pick up truck. You can just throw it over the ledge with very terrible aim and it will still count towards the objective.

The cops don't touch the bags in the truck until the second assault wave starts.

To make the jump over the bridge in Watchdogs Day 1 on Death Wish difficulty you need the Sprinter skill aced or lighter armor. Otherwise you will need someone with the basic Inspire skill to grant you a short speed buff. Make sure you throw your bags to the other side before jumping.

If the driver is shot or you believe you will not make it in time and have to use the Heli escape, keep four bags with you instead of throwing them in the truck. Bags taken on your back will spawn with you on Day 2. When using the heli escape, this is next to the warehouse which is far more convenient than out in the parking lot.

The escape car is always triggered if you throw the 4th bag into the loottruck. It is better to wait till the assault is over and then throw the 4th bag and the rest into the truck.

You can shoot the shields through the truck door with a sniper rifle. Wait until you hear them making noise outside.

Day 2

Carry the last 4 bags on your back to the helicopter, rather than waiting for another boat, you will still get the full reward.

It makes much more sense to always have a Bag on your back at all times while waiting for the drop-offs as it makes moving toward the required dock and loading them 4 at a time much, much faster without having to bother about returning to where you have stashed them all. Coke doesn’t affect your mobility anyway.
Escapes
Park

You can tell where the van will arrive at. That corner has no SWAT trucks.

Overpass

Bain's voice line at the beginning of the escape changes depending on whether or not the escape vehicle is a van or a helicopter.

Garage

Throw all bags on upper level of the parking garage where you start.

The second floor has a ledge going across the gap between the roadways, you can run across that to avoid the cops.
Hoxton Breakout
Day 1
You can place your equipment on the vehicle and have it move along with you.

The first assault is a scripted assault and will start after you run up the stairs, ending when you reach the garage. After that normal assaults like always will start.

You can do Tabula Rasa with bots.

Day 2

There is a high chance of a keycard being up on the restricted third floor which needs a keycard or ECM to gain access to.

Bots are able to go through sealed doors in the main holdout room.

You can open and close sealed doors freely once you use a keycard on them.

The ammunition room has multiple spawn locations, but the infirmary is always just outside the main room.

Each medical cabinet in the infirmary has three uses, the total number of cabinets is randomized between 1 and 3, so before opening the door check to see if it has enough medical supplies to justify using a keycard or ECM.

C4 can be used to destroy the skywalk bridges, combining this with intelligent keycard usage can make for excellent bottlenecks to force the police into.

There can be as few as a single keycard on day two.

Snipers occasionally appear on the ground floor, look up as well as down if you hear their distinct gunfire.

It takes eight C4 to destroy all the skybridges leading into the building.

Police will travel on the roof of the second floor skywalks to access the third floor.

Closing all doors in the main room can let you trap civilians in the room, preventing them from leaving even if they are not tied down.

You can shoot through sealed doors with sniper rifles and shotgun slugs, the glass strip on the door can let you accurately kill police officers without them being able to fight back.

The assault never ends once you take the server out of the mainframe, make sure you are ready to push through the police once you grab the server.
Hoxton Revenge
There are always 8 pieces of evidence, 3 of them being picture collages on corkboards.

If the retinal scan was one of the steps to start the timelock but the FBI boss is already dead, Bain will be forced to drop a thermal drill via helicopter, ending stealth.

As long as a guard is on a balcony, the lasers will be disabled allowing you to sneak in without setting off the alarm countdown.
Election Day
Day 1

Hacking the computer will give you all necessary info to figure out the right truck, so you can ignore open containers.

When hacking the computer it always goes in the order Avalon, Kranich, Omni Exports then Hefty...the first one that is skipped is the truck and you don't need to see the others (example... if the first hack shows Kranich then correct truck is Avalon).

If you don't care about what missions you want for Day 2. just place an ECM and tag a random truck to finish Day 1 in under 30 seconds.

Day 2 Warehouse

Guards on the lower level will not alert on a crate being hacked above them. Only guards on the 2nd floor will alert on a crate on the 2nd floor, as well as crates below them on the ground floor.

Don't open any doors at first - go through the 2nd floor windows. Work on only one side of the warehouse, clearing as many crates as you can, then open all the doors on that side once you're done. Guards will start pathing through that area (already cleared) and walk outside, thus giving you much more breathing room to clear the rest of the warehouse.

If the curtains are covering the gates, you can still see what's in them by looking down the platforms from above.

Non-pager blue cop kills count towards how many kills it takes for a new guard to be dispatched. 4 kills = new guard, whether they have pagers or not. The newly spawned guard walks back and forth behind the cement wall and often stands in areas where if you kill him you will not be able to answer his pager.

Day 2 Bank

This heist can be stealthed up until the placing of C4. The explosion will raise the alarm.
Big Oil
Day 1
Weapons can be found in the house, the basement and in the two sheds outside. If the trade is happening, there is also a money bag on a chair upstairs alongside the coke bags.

Shooting cameras will alert the biker on the cams, making him blow up mines around the house, alerting any other bikers alive on the map who will then attempt to call the cops.

When stealthing, body bags can safely be left in the ATM room tucked tightly in the corner between the window and door.

If you spawn at the front of the house, fences can be electrified, tasing you if you touch them. Make sure you have a silenced weapon out before approaching.

Airplane keys cannot be burned, once the fire is out the interaction message will still show up.

Day 2

You can't find that last piece of intel on Big Oil day 2 while going loud? It is often on that small couch table in the scientist's office in the 1st floor, but the hatch from the ventilation shaft tends to drop on it when a Cloaker spawns there, covering the intel. If you can't find the intel anywhere, and the hatch is on that small table, it might be worth wasting a grenade on it.

Calculating psi into bar isn't necessary - there are only two values ever shown - ≥5783 psi and ≤5812 psi. Both convert to ≥399 and ≤401 bar respectively, so just take a look at the symbol before the number. To keep things simple, if you see ≥ sign, the pressure gauge will be higher than or equal to 400 bar, and less than or equal to 400 bar if ≤ is shown.

If you got Cold Fusion Research intel on Day 1, only engines 9 or 12 will match - you only need the pressure to find the correct engine.

Looking through the shutters can tell you where the server room is. Even if they are closed, there will still be a gap to see through. Looking to where the servers should be will tell you if it's the correct room. Being a server room, the correct one will always have black towers with blue clip like objects on them.

Defend the power boxes, the cops don't care about the computer.

Don't throw grenades inside the house at the main entrance because the explosion can possibly destroy computers in the basement.

The hacking computer above the pool table room cannot be seen by guards. The computer on the first floor can only be seen by guards pathing from the gym/hockey room to the server room. The computer above the gym can be seen by guards pathing from the striped-couch room.

Make sure you're not playing on low graphics settings or you won't be able to read any fusion reactor clues.
Framing Frame
Day 1
Paintings can be thrown to the roof from halls A, C and E. It's easier if there is someone there to catch the bags, but it is possible to 1-man throw them onto the roof.

You can avoid the extra guard which may spawn in the toilet by going in through the front doors first. Once Bain starts talking you can get out and pick the toilet door without a guard spawning inside.

After killing the camera operator, his body can be left anywhere in the room without issue in rooms C and A. In room E, his body can be seen if not launched into a hiding spot.

Opening skylights does not alert guards.

To sneak past the reception guard, wait until he faces the other way then make a break for the front doors, using the giant sculptures as cover.

In addition to the hand dryer, guards in hall D and E may randomly go to the toilet sometimes. Do not hide bodies or stolen goods there.

Day 2
If the door opens, before the chopper pilot starts his final dialogue, you know there will be an ambush (there's a 5% chance to get an ambush even if day 1 was successfully stealthed).

You can throw the money bag over the fence and directly into the van with the correct aiming.

If a money bag is randomly being thrown on the train car roof, you can get it back down with explosives.

If you're wearing a suit and have sprinting skills, if you make a straight dash, you can run through the door towards the van before the cops are able to close it when it goes loud.

The civs will not be alerted until they see you. Running off to get them down just wastes time.

If you play with AI and they wear their masks in the train, you will be assaulted by cops.

Day 3
Items can be picked up through walls.

You can stash bags behind the chair close to the windows in the bedroom.

You can see the pre-vault door border if you look between the bookshelf and the wall, at the right side of the bookshelf.

If a guard walks inside the pre-vault room, he'll not show any question mark or exclamation mark but trigger the alarm somewhen.

The central staircase should be checked with sixth sense during stealth, before using it.

You can hear computers, stick to the door and if you hear a faint beeping it is the right server door.

Bodybags can safely be left in the bottom floor closet towards the right side facing it.

You can find out which of the 3 possible vault spawns is the correct one by going to the bedroom first.
If the Bedroom wall (right next to book case) has a crack, it means the Vault is on level 2.
If the Bedroom wall has no crack and the vault isn't in the bedroom, then it means the vault is in the main lounge on the bottom level.

Be careful with the way you shoot guards on the balcony outside. There's a chance they will fall off the rail and you will not be able to get the pager. It's a great place to drop bodies though.

Bags will not be detected behind the bed in the bedroom. Bags can be safely thrown there when brought down to remove the need to constantly open and close the vault or risk leaving it open.

You don't have to move bookshelves back to their original place if there is no vault behind them.

If it goes loud, defend the power boxes, the cops don't care about the computer.
Ukrainian Job
Bodybags can safely be left behind the couch in the alley.

There can spawn more than 4 Guards.

There can be metal detector at the entrance of the store that alerts everyone in the store, which can be turned off from outside of the store.
Hotline Miami
The Hotline Miami heist is loud only.

Day 1

You can find several money bags in both cars in parking lot, as well as the gas station, as well as in random motel rooms.

Any room with an active Claymore and/or barricaded window will have a mobster.

The order for cooking meth is always Muriatic Acid -> Caustic Soda -> Hydrogen Chloride. Also you can determine which chemical to add next by the smoke coming out the lab. E.g. - if nothing is smoking, add Mu, if Mu is smoking, add Cs, if Mu and Cs are smoking, add Hcl.

The basement will always have 3 sets of chemicals, but if you want to guarantee 4 sets of chemicals, first open the flat square crate opposite the barcode scanner that has a rectangular crate to one side and another flat square crate on the other, then open the flat square crate in the corner to the left of the barcode scanner last.

When looking for the correct barcode, wait for Bain to mention a place (West End, Georgetown, etc.). Then, find the big map on the wall and look for the mentioned place. A line will then connect said place to a picture of what the correct crate will contain (chemicals, coats, etc.).

Try burning all four cars on the side furthest from the patrol station. There are four cars in a row, so the smoke only obscures vision on one side. This is advantageous as you can then spot snipers easily.

Day 2

Money can also be found on Day 2 next to the hostage with C4 strapped to him.

Do not be near the Commissar's door when you plant C4 on them. Like the gas station in Day 1, it will take off a fair bit of health or even incap you if you're too close.

Despite his appearance, the Commissar has an absolute ton of health, and serves as a somewhat old school boss fight to the end of the heist. A single RPG will kill him however.

Tying the civ at the start is only recommended if at least one player has the dominator skill to cuff a cop, else you have to run all the way back down to trade any teammate in custody. The advantage of having players run back to this civ is that the cops will be spread out in the rooms of the apartments, thus giving you time to unjam the drill or resupply and recover while the cops take several minutes to regroup and come back up to the panic room.

Leaving the fire burning does two very useful things: it stops the heli coming back, and stops the cops jamming it. If it's an autostarter drill, it makes things even easier.

Bag the coke after the Commissar is dead. It won't burn and cops won't steal your bags.
Big Bank
If you kill a guard inside the elevator, you will not be able to answer his pager.

You do not need both cards to shut off lasers. each card reader is connected to either the horizontal or vertical lasers. If you can only find one card, use it.

There's always 2 keycards on the map. One lying around at either the tellers, upper or lower offices, or on a round table near the upstairs offices towards the front of the bank. The other is either being held by the balding bank manager or in the manager's office safe.

The key box that holds the keys to the vault's inner doors can be found at either the management offices, tellers or inside the vault area at or near the security stations.

Guards in the vault area of the bank can be frozen by placing a loud drill on the manager's safe and keeping it jammed.

If you end up having to control civs in the office areas (upstairs and/or downstairs), if you tie them all up and lay them down next to certain desks, they will not get detected, even by freshly spawning wanderers.

It is possible to hack the staff terminals upstairs without being seen by crouching behind the workers' chairs. You can also hack the downstairs terminals by hacking through the cubicle walls.

To find the right PC that starts the timelock, one has to get in the server room and use the PC there repeatedly. You will hear a beeping in the office area. Teammates need to follow the beep until they find a PC which beeps and displays an error message. That's the one you want to hack.

If you're at the server and the computer hasn't been found, keep hacking it. Don't run off.

Body bags can safely be left in the garage or on the lower roof below the ladder, behind the box. Tied up civs can also safely be left in these areas. NOTE: in the garage, as long as civs are on the platform, they will not alert other civs, though you will get question marks popping up a lot.

Guards can alert on the server room being open.

Killing civs increases the chance of Gensec sending cops to investigate. Try not to kill too many until after the phone call finishes.

Cops can kick and stop 'The Beast' just like any regular drill - only this time you need the parts to fix it.

Snipers are especially dangerous in this map compared to others, as a large part of the mission requires going up the rooftop and there's a huge skylight overlooking the entire lobby.
Nightclub
You can tell if there will be cams inside or not depending on whether or not a GenSec sticker is on the outside of the building wall just right of the bouncer. if there is a GenSec sticker there, you have cams. No sticker = no cams.

A keycard may spawn in the toilet, under a cash register in the cloak room, near the DJ or at the outside bar.

There are no alarm triggers or pagers, basic ECM prevents alarm completely.

One bouncer always has a keycard.

The tasteful club manager, if not in his office, always holds a keycard, otherwise he doesn't.
Four Stores
when you try finish this heist on stealth, the easiest way is use ECM on ATM in market, when small ATM doors will be open then create a really good cover in the corner where you can safety wait for escape car.
Mallcrasher
The two most expensive stores are the jewelry store and the gym equipment store. By unlocking the gas can asset, you can destroy the gym quickly. Some enemies can also fall into the fire, causing them to instantly die.

Using grenades on multiple objects counts as less damage, Than breaking these objects one by one.

Camping in the bag shop is mostly the safest choice.

Destroying the Car with grenade gives the same damage as shooting it.

Mallcrasher is stealthable, eventhough not being marked stealthable. There's even a side job for completing Mallcrasher without raising the alarm.
The Diamond
Display cases can be smashed even before rewiring the circuit boxes, it's just that anyone within 12 meters will hear the glass breaking. Nobody cares about smashed cases if nobody heard it breaking though. Glass cutters make zero noise though and nobody will ever notice the giant hole in the case.

In stealth when activating each timelock, there is a chance for a random guard to come investigate - the guard will simply walk to and stand in front of each timelock door for a bit before walking back to his normal patrol. Sometimes they take a long path, sometimes resulting in a guard arriving just as the timelock countdown finishes.

Try to unlock as many of the small rooms in the museum hallways as possible - that way if you think a guard may be about to see you, there is at least a chance of making it to a hidey hole.

With each circuit box hack, the diamond room tile path gets easier up to a certain point. It may require a lot of patience before you get a decent path.
Alesso
You can use cops to move the bags.
146 Comments
Ed 26 Feb, 2018 @ 6:47pm 
@KEMPER to be specific, there's actually a 1% chance of ambush on framing frame day 2 if you stealth day 1 successfully, or if you manage to leave within 50 seconds of going loud. You won't get the stealth bonus however.
StableSerenity 15 Jan, 2017 @ 10:28am 
the diamond has nothing
che_lovek 6 Nov, 2016 @ 1:05am 
On Framing Frame Day 1: if stealth is compromised, but you manage to escape before the first assault, it still counts as stealth, and you probably won't get cops at day 2.
MrTailson 1 Aug, 2016 @ 10:19am 
@|JSRL| SecaNaChuva | Putting their heads through walls only stops them from being detected during stealth, not from being freed during a loud mission. I found that out from another guide (can't remember which though).
Mr. Unknown 26 Apr, 2016 @ 7:19am 
"Instead of typing help or thx while being revived, shoot the cops and spot specials if you still have a gun in your hand." -yes
SecaNaChuva 8 Apr, 2016 @ 6:58am 
Putting a civilian's head inside the wall didn't stop the cops from freeing them.
For me at least.
Aliztro 17 Jan, 2016 @ 7:17am 
On the Watchdogs heist, I am 99.999% sure that you get an EXP debuff if you take 4 bags to the heli instead of waiting for the boat to come. Your money is not affected at all however. Please can someone comfirm this, since I have tested this and got different EXP rewards when taking 4 bags to the heli instead of waiting for the boat. I got pretty significant EXP drops on DW
big dick and balls 5 Nov, 2015 @ 6:21pm 
:hoxton:
Smoqueed 19 Oct, 2015 @ 9:46am 
add the new aftershock heist
Beached Whale 5 Oct, 2015 @ 6:14pm 
On Meltdown, secure the warheads first, as their are the heaviest loot. Also, around 4-5 (Haven't really been paying attention) forklifts spawn on the map. They can fit 3 bags each, and the Longfellow can fit 4.
:steamsalty: