PAYDAY 2
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Dyrax Doubly ECM Rush Guide | Optimized Infamy Farming
由 SRelampago 和其他 7 人合作完成
The fastest way to farm XP without using out of bounds exploits. Go from level 0-100 in ~23 minutes!
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Introduction
Dyrax Doubly is the latest and fastest ECM rush map rotation we have found.

Using the well-known speedrunning mechanic "collision removal" (CR), two new versions of previously ECM rushed heists have been created.

Here are videos with in-depth explanations:

Also here is Captain Alpha's video of speedrunning tricks (CR included):
We will be performing our collision removal tricks mainly from the right-side of the sentry. The general angle you want to shoot at is shown here (credit to LunaYuki for the photo):
Although the rotation is a bit more advanced heist-wise, with some practice you will be able to go from level 0-100 in roughly 23 minutes!

It is preferred (and expected) that each player will do specific roles depending on what color that player wishes to be (Green / Blue / Red / Yellow). This way we can ease coordination, and beginners can learn quicker and find lobbies easier. It also makes it possible to optimize the strategies more, because some tasks are more efficiently performed by specific colors.

IMPORTANT: This guide will explain how the rotation works, what type of weapons, skills and perk decks you will need, what each player is supposed to do in each heist, and much more. However, for properly learning ANY rotation or rush, complementing this guide with VODs for your desired color is essential.

Example VODs for all roles can be found in the "Helpful VODs" section of this guide.

An example of this rotation being played from a Green/Host PoV can be found here:
Frequently Asked Questions
How hard are these runs?
Quite easy after you understand what to do! The guide might seem long, but it is written in such a way that you only need to pick a color (Green / Blue if Second Wind; Red / Yellow if Saw) and read the parts of the guide corresponding to that color. Everyone else will already know what to do, so things will work out very smoothly!

Best place to play these rushes?
Definitely our Discord server! https://discord.gg/nAJSqDzqz3
We have daily runs for players of all skill levels: learning runs, beginner runs, experienced runs... And everyone is familiar with this guide, so coordinating the runs is extremely easy!

Any mods that I should remove?
The smaller your mod list is, the better. This leads to fewer crashes, sometimes faster loading...
One mod that HAS TO BE REMOVED is BeardLib. The mod is bugged in such a way that your Team Boosts will not apply to your team, which means some teammates might not reach Level 100 at the end of the rotation. Never use BeardLib while rushing!
For more information on this, read the section «BONUS INFO - How to avoid crashing» at the end of the guide!

Can I rush without mods?
For beginners, it is recommended to play with an ECM Timer, as well as a Second Wind timer if playing Second Wind (either PocoHUD or VanillaHUD+). You can follow this modding tutorial, with download links for the mods, here: https://youtu.be/-ZXS1UpjTqI However, once you know what you're doing, rushing modless is quite easy because most ECMs are placed at set points in the heist rather than based on time left (for various timesaves by doing ECMs during free time).

What if I don't have a full crew of 4?
That is fine! Join our Discord server, get the ECM Rusher role, and head over to LFP! That is currently the best way to find crews for this coordinated Infamy Farming :)

Do I need to reset my Level back to 0 for every rotation, or can the Infamy Pool be used for this?
The Infamy Pool is recommended for beginners (so you don't need to worry about your skills while learning the heists) and for those who are not yet Infamy 25. However, the grind is much faster with the level reset approach, and it's also more fun when you need to worry about your skill points and learn your optimal skills, so this method is recommended for all rushers after they get used to the basics.

Can I follow this Guide if my Infamy Level is currently low?
The XP Bonus from Infamy caps out at Infamy 25, so for any Infamy higher than this you can follow the guide without issues. For any Infamies lower than 25, you can still follow the same guide, but you will get less XP, and therefore will have fewer skill points at the intended skill breaks (you will also need more than one rotation to reach Level 100).
The previous question mentions the obvious alternative for low infamy (using the Infamy Pool), but with experience you can start following this guide as early as Infamy 0, and the skills are never an issue as long as you start at Level ~40 rather than 0 (which can be done with 1 quick heist before the rotation).

Do I need any DLC to follow these strategies?
At the end of the day it doesn't matter: in any case, your team will always be able to adapt to whichever DLC you have, so if you don't have any, you're fine!

However, the real answer is that it depends. If you want to host, you will definitely need the DLC for a few heists (GGC, Black Cat, Hostile Takeover...). If you simply want to join, those are not needed, but you would still get a massive benefit from the Yakuza DLC (although Copycat-Yakuza is free, albeit not as fast). For SW you also need the Gage Shotgun Pack to apply HE ammo to your shotguns.

And with the Frequently Asked Questions out of the way, let's move on to the list of heists, with a brief description of the roles on each one!

Perk Decks, Skills and Loadouts
This section will introduce you to all the builds you'll need, depending on your chosen color and the heist, including optimal perk decks, skills needed, mandatory and optional loadouts...


— - — - — PERK DECKS — - — - —
Most players, for most heists, will be using the Yakuza perk deck for the free speed bonus (if you don't have the Yakuza DLC, Copycat-Yakuza is fine). However, there are some exceptions to this:

DS0
Everyone needs a Copycat-Hacker (or Hacker) profile, for the PCMs.

Hostile Takeover
Blue needs a Copycat-Yakuza for faster NEO-2 moving.

Mountain Master
Host needs a Copycat-Hacker profile for performing the gold stash downtime.

Border Crossing
Everyone but Blue needs a Copycat-Yakuza profile for faster weapons moving.

Golden Grin Casino
Host needs a Copycat-Hacker profile for performing the downtime trick.

Copycat-Hacker setup:

Copycat-Yakuza setup:


                                — - — - — SKILLS — - — - —
This rotation has the first skill break after DS0 (Level 47), then after HT1 (Level 59/60), another one before BC1 (Level 77), and finally before LGGC (level 85). During this last skill break, players will need to switch to their dedicated LGGC skillset.
The skills required for LGGC are significantly different from those which are used for the other heists in the rotation. Instead of everyone being required to completely redo their skills before LGGC, everyone will have a dedicated LGGC skillset which was configured with all skills required before the rotation begins. Then during the skillbreak before LGGC, all that is required is to change to the loadout profile which you will be using for LGGC, and then changing to the premade LGGC skillset. This will work provided you are at the expected level (and therefore have enough skill points).

Your skill order depends on your color, so check the one you need below: you should learn and remember which skills you need on each skill break!

Green/Host:
  • After DS0[pd2builder.netlify.app]
  • After HT1[pd2builder.netlify.app] (JOAT aced, Nimble aced, remove ECM overdrive, Parkour aced, SW aced. If you are level 59, you'll need to remove Equilibrium.)
  • Before BC1[pd2builder.netlify.app] (Shotgun CQB aced, Transporter aced, Shock and Awe basic, ECM overdrive basic, Akimbo Aced.)
  • LGGC[pd2builder.netlify.app]

Blue:
  • After DS0[pd2builder.netlify.app]
  • After HT1[pd2builder.netlify.app] (Akimbo aced, and start building towards Frenzy)
  • Before BC1[pd2builder.netlify.app] (Frenzy aced)
  • LGGC[pd2builder.netlify.app]

Red:
  • After DS0[pd2builder.netlify.app]
  • After HT1[pd2builder.netlify.app] (Shotgun CQB, JOAT, Nimble Aced
  • Before BC1[pd2builder.netlify.app] (Die Hard, ECM Overdrive, ECM Specialist Aced, RFD Aced)
  • LGGC[pd2builder.netlify.app]

Yellow:
  • After DS0[pd2builder.netlify.app]
  • After HT1[pd2builder.netlify.app] (ECM Overdrive, ECM Specialist aced, Parkour aced. If you are level 59, you won't be able to ace Parkour)
  • Before BC1[pd2builder.netlify.app] (Shotgun CQB aced, JOAT basic, SW aced, Parkour aced if you couldn't get it before)
  • LGGC[pd2builder.netlify.app]



                               — - — - — WEAPONS — - — - —
It is crucial that everyone has the Team Boost equipped on ANY and ALL guns they use, otherwise the team will not be able to reach level 100!

Also make sure to equip silencers on all your guns, unless specified otherwise.

The OVE9000 Saw (whether primary or secondary) always uses sharp blade and silent motor modifications.

All shotguns that are not for SW purposes should have the poison rounds equipped. If you don't have poison shells unlocked you can use 000 Buckshot, but unlock them ASAP!


Regarding everyone's weapons for DS0
Keep in mind that for Diamond Store at Level 0 you won't be able to pick your usual weapons.
We recommend Interceptor Pistol as your secondary, and the OVE9000 Saw as primary.


Host
Your default weapons are:
  • Primary: Akimbo Judges with HE rounds.
  • Secondary: Arbiter with Fire rounds.

Exceptions to these defaults are:
  • Hostile Takeover: needs a primary Flamethrower for the lab role, and any secondary pistol (Igor/STRYK recommended).

  • Mountain Master: Any primary poison shotgun to kill the boss.

  • Hyper Cat: Needs a loud (no suppresor) Queen's Wrath as primary, for Stockholm Syndrome purposes, and a secondary Judge with Buckshot rounds, useful for killing alerted 480 HP guards with 1 shot. This will let you have a low concealment build, which is needed for this heist.

  • Golden Grin Casino: needs a primary Flamethrower for civ control with Stockholm Syndrome.


Blue
Your default weapons are:
  • Primary: Akimbo Judges with HE rounds.
  • Secondary: Locomotive Shotgun.

For HCat, you will need a loud locomotive shotgun.


Red
Your default weapons are:
  • Primary: OVE9000 Saw.
  • Secondary: Igor Automatik pistol (or STRYK).

Exceptions to these defaults are:
  • Border Crossing: Primary poison shotgun (VD-12 recommended) and secondary OVE9000 Saw.

  • Loud Golden Grin Casino: needs a secondary Judge with HE rounds, since you can quickly zerk with it by shooting 4 times in a row at your feet, and any primary shotgun.


Yellow
Your default weapons are:
  • Primary: OVE9000 Saw.
  • Secondary: Igor Automatik pistol (or STRYK).

Exceptions to these defaults are:
  • Border Crossing: needs a secondary shotgun, since most guards have 480 HP, and the poison rounds will take care of them in 1 shot (Locomotive or Grimm recommended).

  • Loud Golden Grin Casino: needs a secondary Judge, to open the manager's office door in 1 shot. It also has a nice RoF for quickly killing guards.


Regarding throwables...
When using Yakuza or Copycat-Yakuza: Always molotovs, but Red should bring grenades for zerk purposes in Border Crossing.

When using Copycat-Hacker or Hacker: Always PCMs, of course.

Further reading...
If you're interested in the most optimal weapon choice for each heist, or if you want to see a summary, check out the bonus section «Optimal Heist-Specific Weapons» for a full list.
Heist Name abbreviations
When talking about these rotations, you will see that all heist names are abbreviated for convenience. Here's a full list of these abbreviations so you can understand them!

  • DS = Diamond Store.
  • DS0 = Diamond Store, rushed at Level 0 (therefore with no skills at all).
  • HT = Hostile Takeover.
  • MC = BRAND NEW Mountain Master variant, known as Mountain Cutter.
  • HCat = fastest variant of the Black Cat heist, where the host climbs on a casino guard to grab Xun Kang's hand through the floor, breaking the usual sequence of objectives.
  • BC = Border Crossing.
  • LGGC = Loud Golden Grin Casino. A variant of the common rush, but now with loud XP objectives in a faster time.


Heist Order for Dyrax Doubly
The heist order for this rotation is:
  1. DS0 (only 14 bags needed)
  2. HT
  3. MC
  4. HCat
  5. BC
  6. LGGC

  7. DS18 (similar to DS, but with full loot and skills)
  8. HT
  9. HCat
  10. LGGC

A detailed XP breakdown for this rotation can be seen here:

DS0
We call the first Diamond Store of the rotation "DS0", because everyone is at Level 0 during the rush. In this rotation, we take 14 bags (minimum amount of bags to escape) on DS0.

IMPORTANT: The display cases for the jewelry are alarmed, so if you break them the alarm will go off. Because of this, everyone should wait until Yellow inserts the keycard to start bagging. However, the windows of the store are NOT alarmed.


                           — - — - — PCM CYCLES — - — - —
We found that using PCM cycles is faster, easier, and more reliable than using ECMs without pager block. Therefore, everyone will bring a Copycat-Hacker profile for the PCMs, which will be used in 2 lobby-order cycles (Host → Blue → Red → Yellow, and again Host → Blue → Red → Yellow). Host will use the first PCM when entering the store.

Remember to use your PCM when the previous one is ABOUT to end (i.e., ~1 second before it ends). There is no need to time them frame-perfectly, especially if you have high ping to Host.


                                 — - — - — ROLES — - — - —
Host: Mid guards + Securer
Enter the store through the door and kill / dominate any guards you see. Prioritize the middle and back areas, as other roles can cover the left and right. Then look around for jewelry, especially in the back areas of the store, in order to leave some closer bags to the baggers.

As soon as Yellow inserts the keycard (pay attention at his KC icon in the HUD), take your first bag and proceed to securing. Since nobody has any skills (which means no SW, no extra movement speed, low stamina, short throw distance), securers will NOT take the bags straight to van. Instead, you will throw bags to the right of this tree.

Whoever is bagging cams side will be throwing 5 bags outside of the store for you. When you take the last of these bags, take it straight to van and start securing the other bags from next to the tree.


Blue: Right guards + Securer
Go into the store through the right window, and kill / dominate any guards on the right side of the store and upstairs. Then head to the back area of the store and look for a bag. As soon as Yellow inserts the keycard (pay attention at his KC icon in the HUD), take your first bag and proceed to securing.

Since nobody has any skills (which means no SW, no extra movement speed, low stamina, short throw distance), securers will NOT take the bags straight to van. Instead, you will throw bags to the left of this tree.

Whoever is bagging stairs side will be throwing 5 bags outside of the store for you. When you take the last of these bags, take it straight to van and start securing the other bags from next to the tree.


Red: Cams + Bagger
While masking up, you should be able to check the keypad spawn #3 through the window.

Enter the store through the left window and kill / dominate any nearby guards. You can also check the keypad spawn #1 on the right side of the store, next to stairs.

If either keypad #1 or #3 spawned, you can start looking around for jewelry, moving from the front to the back of the store, in order to make a mental map of where the bags are.

However, if neither of those keypads spawned, instantly swap to saw and open the cams door, since there's a chance the keypad #4 spawned inside. Beware your saw will alert the guard inside, and there's a risk that he'll start shooting at you and break an alarmed display case behind you, so you must kill him ASAP.

If you open it and see the keypad is there, you will swap your usual bagging side with Yellow; go to the stairs side for bagging (read "Store Distribution" below).

Once Yellow inserts the keycard (pay attention at his KC icon in the HUD), you can start bagging jewelry. You need to take 6 bags (you can count them in your head). Throw the first 5 bags outside of the store for the securers, but take the 6th one with you to the van, and start securing the bags from next to the tree.

When you get your last bag, if you are the last player exiting the store, place your ECM. This will serve as a safety net in case the team runs out of PCMs before escaping. With your ECM, the cameras and calls are blocked, and even if pagers go off, they will need 12 seconds to trigger the alarm, which is more than enough time to escape.


Yellow: KC + Bagger
You need to get the manager's keycard (she can be in one of 3 spots) and deactivate the alarm. The alarm keypad will be in 1 of 4 spots.

Manager spawn locations:

Keypad spawn locations:

While masking up, check the third keypad spawn through the window.

Run into the store through the right window, and look for the manager and keypad. You can ignore guards - the other players will take care of them so that you can focus on fast keycard. However, you can try spamming F in your way to keycard for some free dominations.

Upon reaching the 2nd floor you will have checked 3 out of 4 keypad spawns, so you will know where it is. If it is inside cams, you will swap your usual bagging side with Red; start bagging on cams side after using the KC (read "Store Distribution" below).

After inserting the keycard, you can start bagging jewelry. You need to take 6 bags (you can count them in your head); throw the first 5 bags outside of the store for the securers, but take the 6th one with you to the van, and start securing the bags from next to the tree.

When you get your last bag, if you are last player exiting the store, place your ECM. This will serve as a safety net in case the team runs out of PCMs before escaping. With your ECM, the cameras and calls are blocked, and even if pagers go off, they will need 12 seconds to trigger the alarm, which is more than enough time to escape.


                    — - — - — STORE DISTRIBUTION — - — - —
Important for Baggers (Red and Yellow)
We split the store into two halves (see image below):
  • The red display cases are cams side.
  • The yellow display cases are stairs side.

The reason we split like this is because we don't want to waste time searching the cases another has already searched.

By default, Red will do cams side (since he will be close to cams already) and Yellow stairs side (since most of the keycard panels spawns are on stairs side). However, in 25% of the runs, the keypad will be inside the camera room. In this scenario, Red will saw open the cams door and they will switch sides, so that Yellow doesn't have to go back to stairs side after using the KC (less time wasted moving). Therefore, in that case, Red will do stairs side and Yellow cams side.

In some cases where RNG is really bad, a bagger may not have 6 jewelry on his side. In this case, it's perfectly OK to go to the other side for more bags.

Hostile Takeover
                                 — - — - — ROLES — - — - —

Host: Lab
Mask up and immediately start placing the first ECM. In front of you, there will be a staircase going down to the lab; go there and switch to the flamethrower when jumping down the stairs (as there will be no speed penalty).

In front of the door, there's a guard who will drop the keycard necessary to enter the laboratory. Sometimes he can be behind the desk, or going up the stairs (depending on how much time you wasted in the preplanning screen):

Kill the guard, get his KC and open the laboratory. You will now need to destroy 8 microscopes inside the lab. Each microscope takes 3 hits to break, but the flamethrower has very high Rate of Fire, so they break almost immediately.

After destroying all the microscopes, exit the lab through the other door and head into the library (you can ECM2 before entering), and start searching the bookshelves in the corner to the right, in a counter-clockwise direction (so opposite of Yellow):

Continue searching bookshelves with Yellow until both sets of 3 documents have been found (when this happens, all remaining interaction icons will disappear). Read the final section "Library Bag Moving" to see how these bags are moved between Host and Yellow!


Blue: 1F + NEO-2
You are in charge of ECM3+4.

Mask up and immediately swap to your Akimbo HE Judges to start applying SW. If this is the first Hostile Takeover (so Frenzyless build), spam your entire magazine with your first shot of SW to zerk yourself to 50%.

Enter the main office building through the front doors, and go up through the first flight of stairs and then straight ahead into the office space!

Make sure you have your SW Judges fully reloaded when entering this room, as reloading from that point on will be impossible!

There are 7 computers in your room (some will be off randomly on each run). You have to check all of them and interact with any screens that are on. The last 4 are in sets of 2, so for each pair you can always see the outline of the next one if that PC is on (in this case it's faster to jump over the desks after finishing the hack interaction, instead of around them).

While hacking the PCs, check the office nameplates for Gabriel Santiago (the voicemail objective will be in the room with said nameplate):

Each PC hack takes 5s, and if you find the correct one, a "Hand" floating icon appears (this can be in Blue's or Red's rooms): interact with it again to get the blackmail, and stop hacking any more PCs!

After hacking all PCs and checking both nameplates, head back downstairs (at this point you can place your 1st ECM early) and then right into the event room, where the NEO-2 is located. The NEO lady has 2 spawns. If she's in front of the display case, tie her and make her walk across the front of it:

However, if she's behind it: you need to make her stand up, then you sit here during her "standing up" animation (hugging the display case as close as you can, and a bit towards the right side), which will make her move in a path that opens the display case.

As soon as the display case is opened, the civillian is no longer needed - you can safely SW on top of her, and focus on transporting the NEO-2 over to the van:


Red: 2F
At the start of the heist, kill the guard in front of you (always at the spawn area) and swap to your HE Judges. After Blue stops spamming HE, you can shoot twice for a quick zerk, then swap back to pistol. Go straight into the main office building, up the stairs (kill the 1 guard who is always between the 1st and 2nd flight of stairs) and continue up to the 2nd floor.

When you reach your floor, enter the room straight in front of you. There are up to 10 computers, and you have to interact with every PC that is on. While doing that, check the nameplates of the 2 offices in that room (on opposite corners); if the nameplate says Gabriel Santiago, the voicemail will be inside. When the voicemail is found, type "v" in the chat so Blue can stop searching!

Each PC hack takes 5s, and if you find the correct one, a "Hand" floating icon will appear on it (this can be in Blue's or Red's rooms). Interact with it again to get the blackmail, and stop hacking any more PCs! Type "g" in the chat so Blue also knows this is done.

After checking this first room, go to the other room on that same floor. There are 7 more PCs (hack them only if PC hasn't been found yet), 1 more nameplate (which has the voicemail if "v" hasn't been called yet), and the CEO Office (Alice Rainey) which has a drawer with the 3rd and final piece of blackmail:

You can go straight to the recorder, or after hacking all PCs, which gives you something to do while waiting for the 5s hacks. After all this, jump out of the building. For this, you have two options:
  • Jump on library side, if you are early and can help the team move library bags.
  • Jump on van side, if the team is almost done and most bags are close to the escape.


Yellow: Library
At the start of the heist, kill the guard in front of you (always at the spawn area) and swap to your HE Judges. Walk forward towards the far entrance (image below) and after Blue stops spamming HE, you can shoot twice for a quick zerk, then swap back to pistol. Kill the lead scientist down at the lab, and get his RFID tag to open the library:

Inside of the library, there will be several interactable bookshelves:

Start searching through every single bookcase, going in a clockwise direction from the closest bookcase from the entrance. Continue searching bookshelves with Green until both sets of 3 documents have been found (when this happens, all remaining interaction icons will disappear).


Host and Yellow: Library Bag Moving
When both sets of documents are found, each player immediately grabs 1 bag. Yellow walks all the way to the staircase and throws his bag up the stairs (don't re-enter the library). In the meantime, the host has thrown 2 more bags out from the library, which Yellow will move (throw one more up, then get the final one). The host, after throwing 2 bags, gets one more and walks straight out. At this point, Host and Yellow have to decide if they use the golf cart to move bags, or throw them towards the van / team to move them without cart. This choice is very simple:
  • If PC has been found, Red will soon be dropping down to help move bags → manually start throwing bags towards the van, skipping the golf cart.

  • If PC hasn't been found yet, the team will be behind and unable to help → throw bags into the golf cart, which the host will drive.

Mountain Cutter, Downstairs Roles
Mountain Master with CR skips! We call it "Mountain Cutter".

                            — - — - — ECM ORDER — - — - —
Red non-pager blocking ECM.
Host ECM instantly if guard in hallway is DOMINATED, otherwise wait for pager to start then ECM.
Blue ECM, Blue ECM, Host PCM, Host ECM, Yellow ECM, Yellow ECM

                                 — - — - — ROLES — - — - —
For everyone
In the first part of this rush (downstairs section), don't dominate or kill any entry guards, BUT you need to DOMINATE the corridor guard if he is in a "dom spot". Here are the specific spots he must be to ensure Host's sentry does not target him:

If he is not in these dom spots then you must kill him and let his pager turn on; one of you will answer it shortly.

Any dominated guard will despawn once you reach the elevator, and so will their pagers (the rest of the people alive will despawn after exiting the elevator upstairs). This is an essential rule of this rush, since later on during the upstairs section there will be a brief second of ECM downtime, and if any pagers were to go off downstairs the rush would be over. Note however, that the 480HP triads are ok to kill since they don't have pagers.

Some essential tips for dealing with the guards:
  • Do NOT shout at a guard if he has been alerted for more than ~1.5 seconds, as the domination will not work and the guard will enter a domination cooldown in which he can't be dominated, even if a SW player punches him with the weapon butt.

  • For this reason, the Saw players (Red and Yellow) can only shout at guards to dominate them right after they become alerted. Since they have Berserker, any melee weapon will kill them in one hit. So if you are a Saw player and a guard has been alerted for more time than the domination period, just DO NOT shout at him, and wait for the SW players to deal with him (or request their help if you really need to).

Regarding the ziplines: After Host pushes the elevator doors, each color sets up and takes a specific zipline:

Host: Upstairs Lever + Pager Answer + Elevator Push
Mask up and instantly shoot your Arbiter under your feet to apply SW. Keep running towards the back area of the building and reapply SW with your Arbiter right before you encounter the guard in the doorway:

Follow your team through the second window without dominating the guard at the doorway. If the guard in the corridor is dominated, you need to place your ECM within 2s, to guarantee that his pager wont go off.
To know if the guard is dominated even if you can't see him, either listen for your teammates voicelines or check the hostage counter in the top-right corner.

Now you will be responsible of checking 2 levers spawns in the left-side of the building. Take the first you see. These are the 2 levers you check upstairs:

If both of them spawn, prioritize #1, as Blue will go for the other. When you find a box, shoot an Arbiter fire round beneath the box before lock picking it, so that you are standing on the fire during the interaction, constantly refreshing SW for the team still looking for levers. This will leave you at ~50% HP (the fire from the Arbiter only stays for a short period of time), which should be more than enough for the rest of the heist.

Note that if a guard is too close to the box you don't want to kill him with your fire, so instead dominate him, shoot a fire round some steps away from the box so that you don't kill him, and then go lock pick the box.

When pick-locking one of these levers, you need to call whether it is in the office (Lever #1) or just upstairs (Lever #2). The calls for these are "1 off" and "1 up".

If neither of these 3 levers spawned, just keep SW uptime until the others find the 3 levers or answer the pager if there is one. After this, prepare for the elevator push.

The Elevator Push
The first of three pushes you will be performing as Host. They are known as Collision Removal or "CR" for short. This trick is possible because of discoveries from the Speedrunning community; we only used it for an XP-efficient strategy.

Here is a step-by-step photo demonstration of the push:

Mountain Cutter, Downstairs Roles continued
Blue: Left Lever Checks + Pager Answer
Mask up and head straight to the back area. Enter through the second window without dominating the guard in the doorway.

Dominate the corridor guard if he is in a dom spot.

There are a total of 4 lever spawns you need to check on the left side, but you always leave the first one that you find for the Host. In some rare scenarios where all 3 levers are in the right side, you will need to go to a 5th spawn.

These are the first 2 levers you need to check upstairs:

If both spawned, you should take #2 (Host will take #1). If only 1 or none spawned, go downstairs and check for this other spawn:

Lastly, the final spawn on the left side is here:

Now, there is a special situation where all 3 levers spawn on the right side. You will know if this happens because you won't see any of the 4 levers on your side. In this case, once you reach the 4th lever and see it's not there, you need to go to the other side of the garage to get this lever:

While lock-picking your lever or running back upstairs, swap to 30 FPS to prepare for Host's push. Never leave your lever until it is finished. You should always be covering Host's lever if he found one that wasn't green lit, or cover the pager. Do not wait and watch Host until all levers are complete or someone is answering the pager.

After entering the elevator, place your first ECM either before or after taking the zipline (depends on how fast the run goes). If the elevator is late, place before.

Red: Right Lever Checks + Pager Answer
Mask up, running jump place your ECM immediately, and head straight to the back area. Enter through the second window without dominating the guard in the doorway. You should use your pistol to break the glass if needed, but aim low as to not accidentally wallbang a guard.

Dominate the corridor guard if he is in a dom spot. Otherwise kill him on sight.

You will be checking 3 lever spawns on the right side (1 upstairs, 2 downstairs), and just take the first of these you see:

If there is a guard within a dangerous range of lever #6 or #7 then use your stun/flash grenades to temporarily remove his targeting.

While lock-picking your lever or running back upstairs, swap to 30 FPS to prepare for Host's push. Never leave your lever until it is finished. If your lever is pulled first and host has called one of their lever spawns, it is your responsibility to go to the called location and pull that lever also. If none of your three levers spawn, it is your responsibility to answer a pager should it go off. Do not wait and watch Host until all levers are complete or someone is answering the pager.

Enter the elevator after Host's push. You will need to go to the side whilst entering the elevator shaft to avoid the pushed hitbox of the door.

Yellow: Lever Checks + Pager Answer
Mask up and head straight to the back area. Enter through the second window without dominating the guard in the doorway. You should use your pistol to break the glass, but aim low as to not accidentally wallbang a guard.

Dominate the corridor guard if he is in a dom spot. Otherwise kill him on sight.

Pay attention to these levers when entering the corridor:

If both spawned, you need to go down the stairs in the left side, and check these two lever spawns:

Just take one as soon as you see it. If there's none, you can help the rest of the team with either Host's lever or answering the pager.

However, if only 1 lever or none spawned upstairs on the left, you need to go to the right side (along with Red) to check these 3 lever spawns:

Always leave the first one you see to Red, UNLESS it's the third one in the garage (you always take it if it's there). If there's not a single one on the right side, then as soon as you reach the third lever in the garage and see it's not there, you need to go to the other side to take lever #4.

While lock-picking your lever or running back upstairs, swap to 30 FPS to prepare for Host's push. Never leave your lever until it is finished. You should always be covering Host's lever if he found one that wasn't green lit or cover the pager. Do not wait and watch Host until all levers are complete or someone is answering the pager.

Enter the elevator after Host's push.
Mountain Cutter, Upstairs Roles
General knowledge for HOST and BLUE
Blue will be keeping ALL Second Wind uptime during the upstairs section. Host will be busy with pushes and searching for the keycard.

Try to time your Second Wind, so that there are no callers during the downtime.

General knowledge for RED and YELLOW
Both Saw players will be in charge of finding the drive inside a server room behind 1 out of 5 possible bookshelves (you need the saw to open the server room door), and hacking it with a laptop that will be in 1 out of 3 possible locations.

In particular, Red checks the right side, which has 2 bookshelves and 2 laptops spawns, and Yellow checks the left side, which has 3 bookshelves and 1 laptop spawn.

In most situations, whoever gets the drive will also need to hack it and take it to the dumbwaiter once the hack is done. However, if you don't have the drive but the laptop is on your side, it's important you stand in front of it until the other Saw picks up the drive and this yellow drive outline appears next to the laptop (it takes around 1 second to appear after the drive is picked up).

That way, the player with the drive can start hacking ASAP. After the outline appeared, you can leave the laptop and kill any alerted guards, or camp the dumbwaiter in order to open it as soon as Host picks up 1 gold bag, and then help with gold or pagers if needed.

However, there is 1 special scenario, where Red has the drive and the laptop is not on Yellow's side, which means it has to be in the bedroom. In this case, Yellow should realize and run to the bedroom to perform a cool trick, where Red stays inside the server room and places the drive through the wall, while Yellow stays in the bedroom and hacks the laptop. This is known as the best RNG (check this clip, and don't mind the different colors). And similarly, just like you can place the drive through the wall, you can also pick it up through the wall, for a shorter path to the dumbwaiter.

Also quick note for office laptop: remember to open this vent (nice shortcut to the dumbwaiter):

Host: CR Pushes + Bookshelf/KC Check + Killing Boss

Open your vent and prepare for your second push of the heist. This one is more forgiving than the elevator, but precision is still key.

Once through, follow yellow and look to your left to see if the Car Room gold stash has spawned.
Run to check the bookshelf located next to the triads. If it is marked correct with the gold outline, start your interaction and type "h" to let yellow know you have found it. Next, you will see if keycard #1 is on the table next to the triads. Peek around the corner, shoot your arbiter into the middle of the table and check the spawn. Make sure that all triads are dead before leaving.

Here is the bookshelf, keycard spawn, and triads:

Here are the keycard spawns.
Yellow will call #2, Blue will call #3, and if there are no calls in the chat then it's #4.

This keycard will let you open one gold stash. There are a total of 3 possible gold stashes spawns, and 2 of them spawn every run, so we can safely discard 1 spawn. Specifically, we only care about the "Car Room" gold stash and the "Bedroom" gold stash. This basically means that, if the Car Room gold stash doesn't spawn, then it's guaranteed that one spawned in the Bedroom.
So after getting the keycard, go back to the Car Room gold stash if it spawned, otherwise go to the Bedroom one, in which case you may need to move the furniture yourself, unless Yellow or Red already did it for you.

Sadly, you can't use the keycard if there's an ECM active, so you will have to wait in front of the keypad until the active ECM runs out. At that point, start spamming your interact button to place the keycard ASAP, and use a PCM as fast as you can after you placed the keycard, so that the ECM downtime will be as little as possible.
  • For car stash, you will grab one and throw it towards dumbwaiter.
  • For bedroom stash, you will secure one via the zipline.
After this, you will ECM before your PCM runs out. Apply feedback on the ECM as well for the boss later. Run to the meeting room door to perform your final push. It is the exact same as the previous one.
Run in and grab the tea set, then swap to your Poison Judges and go upstairs to kill the boss.
He has three different spawns that you need to keep a note of (remember he will have an alert symbol above him because of feedback):
Once he is killed, you will then jump off the roof and strafe onto the awning below.

Wait for your teammates and escape!

Blue: Keycard 3 check + Dumbwaiter

Place your 2nd ECM as soon as host finishes vent interaction and throw a molotov at your feet to apply SW (1-2 ticks is enough). Change to 30 FPS if you swapped during the zipline and run to the lamp interaction.

If the guard is alive and outside of the grey box you will have to kill him while running to the lamp.


After you interact with the lamp, swap to your HE judges and start SW'ing. Kill the 3 civilians in your area and run through the door, then check for the gold stash shown in the image (keep it in mind if its there or not).


Follow the path in the next images and check the keycard spawn. If it's there, type 3 and either run back to the car room stash and move it if it was there, or run to the bedroom stash if it was not and setup the zipline (the window next to the zipline is safe to break).

If car stash spawned and host is already closer to the stash with keycard, you can run to the dumbwaiter and wait for downtime to press the button. Afterwards, run to the gold stash and take a bag from the stash and secure it at the dumbwaiter. There will already be a bag on the floor and you will be using your judges to boost this one towards the dumbwaiter while carrying your first bag (this way you're basically moving 2 bags at once). Once you secure the first bag grab this one and secure it.

In the scenario where it is bedroom stash run to the bedroom and set the zip-line up, after this grab a bag and take it to the dumbwaiter.

If for whatever reason the hard drive is placed into the dumbwaiter before all 4 gold bags are secured, you and/or your team will need to take the remaining bags to the escape area. In this situation it is crucial you don't break the window too early because the remaining bags must be secured ~1 second after the glass is broken.
Mountain Cutter, Upstairs Roles continued
Red: Office + Bedroom / HDD + Gold
Once off the zipline, turn to face the wall opposite the vent and position slightly towards it. Yellow will throw a molotov at your feet; use it to zerk to ~20% HP. This is so you don't die when running through arbiter fire later.
The guard patrolling the corridor will be alerted by an explosion. Use your 5.7 to wallbang him if possible. The section of wall immediately in front of you is impervious to bullets, but anywhere to the left or right of it will work.


Whilst the vent is opening you should also shoot the civilian leaning against the wall.
Run to the closed double doors. If you are not already locked to 30 FPS then do so now.
Host will CR the double doors using two arbiter shots. You should time running through just after the second shot.
Enter at ~45deg angle towards the right to avoid being blocked by the pushed hitbox of the doors, and then proceed on the following path:

  1. Head to the office room.

  2. At first ignore the office laptop, and pay attention to the bookshelves. This is because the office laptop will NEVER spawn if you have the drive. Instead, focus on looking to the top of the bookshelves for a more consistent yellow outline.

  3. If you have a bookshelf with the yellow oultine, start moving it ASAP. After getting the drive, you'll need to either go to Yellow's laptop if he called "pc", or stay inside the server room to perform the bedroom laptop trick (check it in the "General Knowledge" section).

  4. If you don't have any bookshelves to move, then proceed to check for the laptops. First check the bedroom laptop, and call "bed" if it's there. Then check the office one, and call "off" if it's there. In either case, remember to stand in front of the laptop until the drive yellow outline appears. If you also don't have any laptop, then proceed to your next task.

  5. If you don't have the drive, after checking the laptop spawns you can check and call the KC4 spawn and/or kill any guard in the bedroom corridor and/or move the bedroom gold stash mirror/setup the zipline if it's bedroom gold.

Continue reading from "Red/Yellow - After Hack"

Yellow: Lounge / HDD + Gold

Once off the zipline, immediately interact with the vent to begin opening it. Throw a molotov under yourself and red, and zerk to ~20% HP. This is so you don't die when running through arbiter fire later.

Whilst the vent is opening you should also shoot the civilian leaning against the wall.
Run to the closed double doors. If you are not already locked to 30 FPS then do so now.
Host will CR the double doors using two arbiter shots. You should time running through just after the second shot.
Enter at ~45deg angle towards the left to avoid being blocked by the pushed hitbox of the doors, and then proceed on the following path:

  1. You should prioritize checking the bookshelves first. Focus on looking to the top of the bookshelves for a more consistent yellow outline. But even then, you can check your laptop spawn if you look to the side of your screen.

  2. If you have a bookshelf with the yellow oultine, start moving it ASAP. While the bookshelf is moving, check the keycard spawn and say "2" in chat if it's there, and then take the drive. Also note that the laptop will NEVER spawn on your side if you have one of those 2 bookshelves, so you will need to go to the bedroom or office laptop, depending on if Red calls "bed" or "off", respectively.

  3. If you don't have the bookshelf with the yellow outline, check the keycard spawn and call it if it's there, and then check if your laptop spawned (if you didn't before). After that, 2 things may happen:

  4. If Host is moving their bookshelf you need to go there and take the drive, and then go to the laptop to hack it. If the laptop spawned on your side you should've seen it before approaching Host's bookshelf. Otherwise, Red will call in chat where the laptop spawned (office or bedroom).

  5. If Host is NOT moving their bookshelf, you need to call "pc" in chat if your laptop spawned, and remember to stand in front of it for a couple of seconds until the drive yellow outline appears. However, if you don't have the laptop you need to go to the bedroom to perform the bedroom laptop trick with Red (check it in the "General Knowledge" section). Additionally, in this scenario, after approaching the bedroom laptop, you can check if the bedroom gold stash spawned, and you should have enough time to move the mirror if it did, and then start the hack.

Red/Yellow - After Hack

Whatever you do next will depend on whether you started the hack or not.
If you did, then your task is just to stay close to the laptop and take the drive to the dumbwaiter when the hack finishes. Improve your zerk if possible.


If it is bedroom gold, you must head to the dumbwaiter and interact with the button to open it once host has performed the downtime. Return to the bedroom to collect a gold from the stash and secure it in the dumbwaiter. You should only need to secure one gold in this scenario however you can assist with a second if needed.

Otherwise if it is car gold, head directly to the gold stash. You will be securing two golds in the dumbwaiter. Grab one as soon as the stash is opened and secure it, then grab the second also from the gold stash. DO NOT grab the gold which has been left on the ground.

If a pager triggers during the during the downtime, it is your responsibility to answer it if you are the closest to it. This is most common when securing from the car gold stash, in which case you should take one gold bag withn you to the pager and drop it ready to be secured at the window cleaning platform later.

After the delivered, head to the window cleaning platform back through the CR'd double doors which you initially entered by.
Hyper Cat
                                 — - — - — ROLES — - — - —
Host
Place ECM1 ASAP and rush to the casino. It's essential you don't get spotted and keep your arrest cooldown at all costs. You will know if you lose your arrest cooldown when a guard shouts at you something like "Don't move". That's the reason you have a low concealment build, while your secondary Judge with Buckshot ammo allows you to kill alerted 480 HP guards with 1 headshot.

Once you reach the casino, first check if the control room spawned to your left.

Then kill this vault guard with your Judge, pushing it in front of the other guard so that he gets alerted instantly.

At this point, if you didn't lose arrest cooldown, the guard will shout at you (to start the arrest), then he'll stay still for some seconds looking at you, and then try to handcuff you. Here is quick photo guide of where to stand for better guard movement:

While you wait for the guard to move towards you, make sure to do the following things:
  • Kill other guards nearby that might shoot you while performing the hand skip.
  • Place an ECM around this spot.
  • If you saw the control room to your left before, you need to type "L", else if it wasn't there type "R". For efficiency, you can type this during the animation while you swap to your primary loud weapon.

When the guard starts moving and gets roughly under the lamp, shoot your loud primary gun and activate the ECM feedback. The guard should stop in place and get stunned. At this point, you need to perform a double jump to get on top of his back. Then shoot again your loud gun so that the civ above lays down, and tie him up, which will make him drop the prosthetic hand.

However, don't take the hand immediately (unless you are very late). Your cue to start grabbing the hand will be when the circle animation for Blue taking the money inside the safe fades away completely, and you can add a slight delay if you need to.

Once you picked up the hand, jump off and kill the guard, and place a turret overlooking the middle of the casino, then rush to the control room (Yellow will have opened it) to hack the PC.

After hacking the PC, throw a molotov up the left stairs (opposite side to the bug room) and clear the casino a bit more (shooting your loud weapons will force civilians to get down, making it easier to identify the guards).

Then go to the bug room (always right side of casino), and throw a molotov inside as soon as the bug interaction appears (you will see a '?' marker inside the room; the earliest cue is the '!' marker disappearing from Xun Kang's office above you), and place the bug while zerking (if done correctly, you will end up at exactly 1 hit from dying).

After this, get ready for the vault section.

Blue: Keys
Start by throwing a molo to apply 1 tick of SSW, and immediately after shoot your loud gun once to alert the spa civs. Head to the spa, killing these 2 stationary guards while running, and throwing a second molo around them to refresh SW ensuring there's no downtime from the previous SW (to speed up Yellow for the fastest completions possible).

As soon as you reach the spa, wait in the trigger (see image below) until the intel is reached and the objective updates.

While you're waiting there you should be killing guards, especially the 40 HP ones, and paying attention to which side Red went to:
  • If he goes to the L-side painting, your priority is killing the 40 HP guards around Li Deng, as Red will go straight into the room, without helping at all.
  • If he goes to the R-side painting, Red will kill those 40 HP guards while running through the spa, so your priority is killing guards at the center of the spa, to protect him.

As soon as the question mark appears on the center of the spa, you can run towards Li Deng, kill him, take his keys, and go to the room where Red is lowering the painting. Once the painting has been lowered, open the safe with the keys, grab the money inside, type the code in chat, and throw the money through the window.

After this, exit the spa towards the casino. If coke was found by Yellow, or if Red calls "cd" at some point, it means the coke is done, and you can either look for tea, or go help clear the casino. Otherwise, you need to go to the opposite corridor where Red is searching cabins, and check your corresponding 3-4 cabins at the end of the corridor, but place your first ECM just before that.

If you find the loot, type "c" so that Red can help you, and similarly, Red will type "c" if he needs your help. We strongly recommend checking the 2 cabins further from the sea first, since those are the ones that take the most time to secure. Also, if you are searching in the left corridor, remember to skip cabin number 10, which is always empty.

After the loot is secured, go to the casino and open the balcony door on the right side with your Judges. If you have spare time, you can kill the guard outside, and even help clear casino if it's needed.

When Yellow starts cutting the wires, you can either use a molo or your Judges to zerk to around 40% HP (10% HP if you are playing HCat2), which will also give SW to the other players, especially so that Host can reach the keypad quicker.

Hyper Cat, continued
The previous section ran out of characters, so we continue with the remaining roles here.

Red: Painting
At the start, kill the guard that always spawns somewhere in the corridor.

Then go to the spa, killing the 2 roaming guards at the front of the ship while running.

When you reach the stairs, pay attention to the right side of the spa and check how many people are alerted.
  • If you see only 1 person alerted, then it means the safe is on the left-side room. Go there directly.
  • If you see two people alerted, it means the safe is on the right-side room. Go there taking the shortest path, breaking the glass and killing the two 40HP guards next to Li Deng along the way (both shown in the image above), otherwise you'll be killed. The 480 HP guards are irrelevant, due to their low damage, so don't shoot him nor Li Deng.

As soon as Blue activates the trigger in the spa you have to lower the painting in the safe room. During the interaction, pay attention to what corridor Yellow is checking, because you will need to search for coke in the opposite-side corridor once you are done with the painting, but remember to throw a molo and zerk to ~5 HP before that.

If you find the coke in your first 4 cabins, you can call "cd" and secure all of it on your own, otherwise you should call "c" to let Blue know that you need his help. Similarly, Blue will type "c" if he needs your help. We strongly recommend checking the 2 cabins further from the sea first, since those are the ones that take the most time to secure. Also, if you are searching in the left corridor, remember to skip cabin number 10, which is always empty. Note that if Yellow finds the coke early, he will type "c" in chat and throw a coke inside the room, in which case you are expected to secure all of it without help from Blue.

After the cokes and weapons are secured, go straight to the casino and get ready for the vault section (if you get there early, you can help clear casino if any guard is still alive).


Yellow: Intel + Business Card
Head towards the intel briefcase:

There are 2 possible intel spawns. The close one can be seen by checking this black cart in the bathroom when reaching upstairs:

Otherwise, go to the far spawn:

Always focus on fast intel, but try killing any guards you see on your way there, the rest of the team (especially Host) will thank you.

Open the briefcase, take the keycard inside, and search for coke in the 4 cabins closest to wherever you took the intel. If you find it, type "c" and drop one in the room to let Red know.

After cabins, Host will have typed either L or R to let you know on which side the control room is. You need to open it and kill the guard inside ASAP.

Once Host picks up the hand you have to open the bug room with your saw, but first make sure to kill any guards who may shoot you if you ignored them while opening. You can jump on top of the bug door handle and get the tea on the meeting room before opening it.

Clear more casino immediately after opening bug room, and throw a molotov up the right stairs (same side as bug room) to kill the 2 guards (Host will do the same on the other side).

During (or after) the molo throw animation, you should look to the right at the '?' marker on the meeting room to complete the 'Find Xun Kang' objective, which will enable the bug for Host. As soon as the '?' icon disappers, this is done and set on a ~6s delay.

Finally, take care of any guards still alive in casino (focusing on the sides and the back, since the middle can be cleared by Host usually), and zerk to ~5% HP before doing wires.

Hyper Cat (Vault Section)
For the vault section, there will be 2 baggers and 2 securers. To be more precise, 1 bagger and 1 securer will do Normal side, and the other bagger and securer will do Odd side.

You may be wondering what does Normal and Odd sides mean? Pretty simple. When exiting the vault, we call the right side "Normal", and the left side "Odd". There are 2 reasons for this distribution:
  • We avoid ghost bagging, as having both securers on the same side could lead to both of them going for the same bag, which would result in a ghost-bag for one of them.

  • One of the securers (Blue) will be doing SW for the entire vault section. By using this distribution, we can avoid the SW player from doing SW on top of the other securer.

Or if you want another perspective...

Another thing baggers need to know about is "Down-Right" (DR) and "Left-Up" (LU) bagging: Down-Right bagger bags the money on the bottom half of the vault, while Left-Up bags the top half. This is done to guarantee that there will be no ghost-bagging between the two baggers. You will understand the "Right" and "Left" parts when I explain baggerswap.

Usual vault roles:
  • Green: Down-Right Normal (DR normal) Bagger. → Wheel after baggerswap.
  • Blue: Normal Securer + SW.
  • Red: Odd Securer.
  • Yellow: Left-Up Odd (LU odd) Bagger. → Backup bug after baggerswap (if needed, details below).

How the vault section works
Before the vault opens (realistically, before the lasers are turned off), both baggers should call what side they're bagging (DR or LU) and to what side they're throwing (Normal or Odd). So, for example, if we follow the usual roles, Yellow would say "LUO" (Left-Up Odd) and Host "DRN" (Down-Right Normal).

After Yellow cuts the wires and the lasers disappears, Host will rush to the keypad, type the code that Blue has written in chat and use the hand to open the vault. Because the vault opening animation is pretty slow, everyone will take their first bag through the wall, following these guidelines:
  • The 2 Saw players will be on the right side of the vault. Red will be crouching to grab the money on the bottom, while Yellow will be standing up to grab the money on the top.

  • The 2 SW players will be on the left side of the vault. Blue will be crouching to grab the money on the bottom, while Green will be standing up to grab the money on the top.

Baggers
Grab your first money through the wall and walk up to the vault entrance to throw the bag to your respective side (Normal or Odd side).

Go back to the vault and repeat this with 4 more bags. However, you will secure the last one yourself, taking it straight to the sea (through the short path, not the long one), leaving 4 moneys inside the vault.

Speaking of the last 4 bags, as baggers you should try leaving these 4 moneys on the vault as shown on the screenshot. However, this is just a commodity more than anything, so don't worry if you accidentally took some of these bags.

If you're Yellow, then you should be placing an ECM while exiting the vault with your 5th bag (while walking the short path to throw it to the sea).

Securers
After grabbing your first money through the wall, exit the vault and head to the sea to secure it, following the long path. The baggers will be throwing you 4 more bags which you will need to secure (so 5 in total, counting the first one you took).

If you're Blue, you can place your second ECM either before the hand is used, or while exiting the vault after taking your first bag through the wall.

Baggerswap
This strategy is done to secure 12 / 12 money bags as soon as possible. When we secure our 12th bag, the game gives us the option to place ink to render the remaining money useless. The reason why we place ink instead of just grabbing the money and securing it is because it triggers the "lower the lifeboat" objective quicker. However, before the ink explodes, each player will take 1 more money bag from the vault. That way, we secure all money bags for the full XP, while also achieving faster completion times.

After everyone secures their last 5th bag, you will return to the vault, where there should still be 4 more moneys. Whoever arrives there first will start placing ink (usually we leave this for Red, but if he's late and the ink interaction already appeared, anyone can do it too).

For the 4 final bags, each player should follow these guidelines to avoid any ghost-bagging:
  • Blue will take the Top Right money.
  • Red will first place ink (if it hasn't been placed already), and after that take the Bottom Left bag.
  • Whoever was bagging Down-Right (usually Host) grabs the bag on the Bottom Right.
  • Whoever was bagging Left-Up (usually Yellow) grabs the bag on the Top Left.

After taking these 4 final bags, Host will drop his, and run towards the wheel to lower the lifeboat. The rest of the team will secure their bags, and either Blue, Red or Yellow will go back for the bag Host dropped.

If the bug has not been done yet at this point (team issue), then Yellow will do that interaction right after exiting the vault (the Host will need to enable voicelines during the wheel interaction to receive the XP from this step done late). At the end of the heist, Yellow can place his final available ECM, while waiting for the escape area to appear.
Border Crossing, DAY 1
                                 — - — - — ROLES — - — - —
For everyone
To find the tunnel ASAP, Red, Yellow and Host will each move a different tarp. Once the tunnel has been found, the team must find the correct code, which will be in 1 of 4 possible places. All three will start walking towards their code to check, but adapt their pathing when Blue calls the code that is needed. Specifically, here are all possible codes and who checks them (the underlined text is how Blue will call it, and the text in parentheses is the abreviation, if it has one):

  • Factory, checked by Host: 1111 (1) | 0000 (0) | 1234 (4)
  • Arrest, checked by Blue: 2002 (2) | 2017 (17)
  • Shitter, checked by Red: 5137 | 4828 | 0455
  • Founding, checked by Yellow: 2009 (9) | 2008 (8)

It's important Host and Red learn all these abbreviations, as they will be the ones inputting the code to open the tunnel door.

Also, before going into the tunnel to start Day 2, everyone must make sure to take 1 meth (4 in total). Blue, with help from someone else, will be moving the meth from upstairs so that the rest can easily grab one before progressing to Day 2.

Optimal meth moving (Mostly for Blue and Yellow)
Meth needs to be moved in a specific way, depending on the red door and tunnel RNG.

For close red door...

And for far red door...


Host: Right tarp + Factory code
Hold W + D during the black screen fade out, and go to the R tarp to move it. You're in charge of keeping SW uptime during the entire Day 1, first with your Arbiter after masking up, and then swapping to Judges after moving R tarp.

What you need to do after moving R tarp depends on which code Blue calls. However, always start pre-moving towards the factory code. You'll always be able to go back to the tunnel to input the code on time if needed.
  • If Blue calls "fa", you check and call it ASAP. Then go to the tunnel.
  • If Blue calls "sh", you need to input the code for the tunnel, even if it's L tunnel (Red won't be able to input it).
  • For any other code, you always input it unless it's L tunnel. In that case, Red will be inputting the code, and you'll have to help Blue upstairs by taking 1 meth bag for yourself from the Red Room table.

And this is the path you'll follow when you don't have to input the code...


Blue: Keys + Arrest code
Hold W + D during the black screen fade out. You need to get the keys and open the red room ASAP. Here's the path you'll follow:

The 2 "secondary" rooms upstairs are actually pretty important. One of them will have the cams guard, and the other will have the arrest code, which you will need to check in 25% of cases.

For that reason, get used to spotting which room has the cams guard inside while looking for the red door. This will allow you to know where the arrest code is, so that you can immediately go there if you need it.

Once you enter the red room, start bagging a meth, and call what code is the correct one by looking at the map on the table:

Instead of reading the text, it's better if you memorize their lengths and call the code accordingly.
For example, the arrest code has a really really long text, while the shi​tter code is just 2 lines.

Afterwards, grab the crowbar and keycard on the table, and quickly check where the knife is nailed, which tells you where the tunnel is.

With this information, throw 1-2 meth bags towards the tunnel for your teammates, and take 1 more for you. However, if you need to check the arrest code, two other players will take care of meth moving, so you can just go to tunnel with your bag after calling it.


Red: Left tarp + Bathroom code
Hold W + A during the black screen fade out. Your task is to reach L tarp and move it, but your pathing to get there may change depending on the spawn:
  • If the team spawned on the LEFT spawn, you will automatically walk all the way to the left alleyway. From there, just cut the fence at the end, and drop down directly into L tarp.
  • If the team spawns on the RIGHT spawn, you can cut the circled fence and go through there, but it has a 25% chance to be covered with a blue tarp. If that happens, just go through the main entrance.

What you need to do after moving L tarp depends on which code Blue calls. However, if you get the tunnel behind the tarp, you should move some steps towards the bathroom code in case it's called by Blue, so that you can check it sooner.
  • If he calls "sh", you check and call it ASAP. Then go to the tunnel.
  • If he calls "fa", you need to input the code for the tunnel, even if it's R tunnel (Host won't be able to input it).
  • For any other code, you only input it if you got the tunnel behind L tarp, otherwise Host will input the code and you'll have to help Blue upstairs by taking 1 meth bag for yourself from the Red Room table.

And this is the path you'll follow when you don't have to input the code...

If you have free time at any point, throw a granade below you and shoot it for a 99% zerk. If you don't have time for that, you can zerk with Yellow's molo during the tunnel transition (you can even die in the molotov and you'll be revived during the transition).


Yellow: Middle tarp + Founding code
Hold W + D during the black screen fade out. Place ECM1 immediately, and go through the club house to the middle tarp and move it.

After moving the tarp, go back inside through the same window you came from. What you'll be doing next depends on what code Blue calls:
  • If Blue calls "fo" you need to check and call the founding code, and then go to the tunnel.
  • If Blue calls something else, go upstairs and help him moving meth. As a general rule, you should always be able to move 2 meths (even if C4 spawns inside the Red Room), especially if it's "ar" code.

Note that you aren't supposed to help with meth if you need to check the "fo" code.

If you have a good eye, you can tell if the founding code is either 2008 or 2009 while running towards middle tarp at the beginning. If you manage to develop this skill, then you'll be able to call the founding code instantly when Blue says "fo", allowing you to always help with meth.

However, only do this if you are actually capable - don't delay middle tarp for doing this. Always focus on fast tarp, and do not stop to check the code, as you will always have time later if needed.

Before entering tunnel, make sure to take 1 meth bag with you and to place ECM2 before ECM1 expires. Most of the second ECM is wasted, but we get a faster day 1 by doing it this way.

Once you are in tunnel, throw a molo in the back area to zerk to low HP. You can even die in the molotov and you'll be revived during the transition. Just make sure the molo doesn't spread too much, so that the others don't take unwanted damage.

Border Crossing, DAY 2 (General Knowledge)
                            — - — - — ECM ORDER — - — - —
Host places ECM1 when the black screen from the tunnel transition starts fading out. Then Host will place ECM2 somewhere around the big warehouse and activate the feedback, for some extra defense. Then Red ECM3+4, and Blue ECM5+6.


                                 — - — - — ROLES — - — - —
For everyone
  • At the start of Day 2, everyone should be killing as many guards as possible, regardless of where the tunnel spawns on Day 2, otherwise it's highly likely someone will die at some point.
  • As a general rule, always prioritize moving main loot first, until 12/12 is reached.
  • If you are bagging, make sure you move and throw your loot in an orderly way. Main loot should land in a pile very clearly separated from secondary loot, to make it easier for securers to distinguish it and thus to finish 12/12 ASAP:
    • Weapons stacking with weapons, find a good spot (see VOD) to drop those depending on small / big warehouse, and always use that spot.
    • Light loot is thrown further, to ensure it doesn't land in a weapons pile.
    • Make sure light loot is thrown a bit further towards the plane if it's main loot, so it's easy to distinguish.
  • When the refueling finishes, the 12 main bags should already be secured. To avoid confusion, Host will always take care of detaching the hose, while the others can focus on securing the remaining bags.
  • After detaching the hose, Red will always take care of the lever to open the runway gates and enable the escape.
  • In most scenarios, Host will throw 4 bags near the nose of the plane. Do not secure those bags until escape. Those bags are there because, even when everybody enters the escape area, the delay before the mission actually finishes is huge. Therefore, during that delay, we have enough time to pick up those bags and secure them.


Hangar and hose sharing (For Blue, Red and Yellow)
When Day 2 starts, Blue will go to the tanker and interact with it immediately once the plane is found. The tanker will spawn in one of two places:

At the same time, Red and Yellow will each open and check a hangar to find the plane ASAP. Specifically, Red will check the big-side hangar, and Yellow the small-side hangar.

Whoever finds the plane has to open the hangar door, secure his meth on the plane, and then proceed to his warehouse to start bagging.

Whoever doesn't find the plane will be in charge of sharing hose interactions with Blue. There are a total of 5 interactions that need to be done to set up the hose. This is how we distribute each one:
  1. Blue interacts with the tanker, immediately when the plane is found.
  2. When Blue is done, a new hose interaction spot will appear on the ground. Red/Yellow are in charge of performing it, making sure they're not late to it.
  3. Blue will then interact with the pump. While he's doing that, Red/Yellow should approach the plane and secure the meth bag.
  4. When the pump is done, another hose interaction will appear on the ground. Red/Yellow are also in charge of performing it. The only exception to this is if main loot is weapons and Yellow finds the plane (worst RNG). In that case, Red should skip this second interaction, and Blue will do it for him.
  5. Blue will finish the last interaction. He can secure his meth before it, or after if he had to do the previous interaction because of worst RNG.

Red and Yellow should learn the 4 ground hose spots, so that they can quickly get in position for them.

First ground hose when tanker is in SMALL-SIDE:

First ground hose when tanker is in BIG-SIDE:

Second ground hose when plane is in SMALL-SIDE:

Second ground hose when plane is in BIG-SIDE:

Note that the first hose depends on which side the TANKER spawned on. However, the second hose depends on where the PLANE spawned, not in the tanker.

Also, beware that the second ground hose has a delay of 1 second before you can interact with it after appearing, so you have more error margin.


Pump refueling (For Host and Yellow)
Once the refueling begins, it'll take exactly 90 seconds to finish. However, the refueling process will be halted at least 1 time, and sometimes 2, depending on RNG. To resume it, Host and Yellow will need to take 1 gas can from big and small warehouse, respectively.

Host is in charge of the first refuel, which always happens between 20 to 30 seconds after refueling starts. It's important to pay attention to the IGT timer when the hose is being attached, and start camping the pump exactly 20s after that, for no time lost on refueling. Note that you don't need to strictly camp the pump if the main loot is weapons (especially if far plane).

Yellow is in charge of the second refuel, which will happen also between 20 to 30 seconds after the first refuel, or never. Similar to Host, pay attention to the IGT timer when Host is refueling.

As for the gas can spawns, each warehouse has 5 possible spawns, but only 2 will actually spawn per warehouse. You can look at this timestamped video (19m30s) to see the spawns:
https://youtu.be/gSl1ZV20lp4?t=1174

Border Crossing, DAY 2
                                 — - — - — ROLES — - — - —
Host: Big warehouse + Securer
Start by placing ECM1, and keep SW uptime with your Arbiter until you run out of ammo (safe SW without alerting the entire map and without angering the guards), and then with your primary Judges until you also run out of ammo or HP.

Throw your meth bag somewhere in between the 2 hangars, and proceed to look for a crowbar. You have a total of 3 crowbar spawns to check on your way towards lockers / crates.

If none of them spawned, you'll have to take the preplan crowbar through the ceiling. The first image is the prompt through the ceiling, and the second is the jumping spot (next to locker crowbar).

With the crowbar obtained, open all crates in big warehouse, take all loot you find, and throw it towards the plane. The crates locations and what type of loot they might contain is shown in the following image (credit to Unknown Knight). Note that there's a crate that will never have any loot:

Remember to place a turret and ECM2 with feedback around the time you get to the second big room (the one with a lot of shelves).

While looking for a crowbar and opening crates, remember to also be checking for a gas can.

Start securing loot once you are done with your crates, always prioritizing main loot to reach 12/12 ASAP, and remember to pay attention for the first pump refuel.

You are also in charge of taking these 2 guaranteed middle weapons. You can take them at any time you find convenient, but we recommend taking them after your refuel, just to not forget.


At some point during the securing, you are also expected to throw 4 secondary-loot bags near the nose of the plane, so that they can be freely secured during the escape delay. We usually recommend doing it before the refueling is finished. Note that you don't need to do this if you get money main loot + close plane (best RNG), since the team should be fast enough to secure everything on time.

Once 12/12 has been reached and refueling is done, you must detach the hose from the plane.


Blue: Small warehouse + Bagger
Head to the tanker ASAP, and kill as many guards as you can on your way. Start interacting with the tanker as soon as the plane is found by one of the saw players. Remember one saw player (whoever didn't have the plane) will be sharing hose interactions with you, so you only have to do the tanker, pump, and final interaction (except when the RNG is main weapons, with far plane; explained above).

When the hose is all set up, head to the small warehouse, where you will need to loot all 3 cages and 5 crates. The first cage must be opened with your keycard from Day 1, but the rest will be opened by Yellow.

Start looting room 1, then 2, and finally 3 (close, middle, far), always prioritizing main loot first, and opening crates as you go (keep in mind, that if yellow calls either "2" or "3" the corresponding cage is empty). The crates locations and what type of loot they might contain is shown in the following image (credit to Unknown Knight). Note that the crate on the second floor will never have any loot:

When you are done with all cages and crates, proceed to securing. Prioritize money and coke, and leave weapons for the other players who have Copycat and can move them faster.


Red: Big warehouse + Bagger
When you are done with your hangar (and done with hose sharing, if needed), enter the big warehouse and quickly kill any guards you see in the first room. Then proceed to bagging.

You'll be opening and looting cages from right to left in the first room. When you are done with the first room, proceed to the second room, where you will need to be a bit more careful because some guards might still be alive. You'll also need to open this door to walk and throw loot through it.

Once you are done looting all your warehouse, proceed to securing. When refueling is done and Host detaches the hose from the plane, you are in charge of pulling the lever to open the gates.

No need to rush to the lever though, as there is a significant delay before the lever interaction becomes available after Host detaches the hose.


Yellow: Small warehouse + Securer
When you are done with your hangar (and done with hose sharing, if needed), enter the small warehouse by opening this garage door with the saw.

Inside the warehouse, you'll need to open cage 2 and 3 (middle and far). In order to not waste the trip, each time you open a cage you must take one bag, always prioritizing weapons first, then main loot, and finally secondary loot. If the cage is left empty after taking your bag, type "2" or "3" in chat to let Blue know he can ignore that cage.

You'll also have to take this weapons outside of the far cage if it spawns:

Remember to be looking for a gas can while opening cages and bagging.

When you are done with the cages, proceed to securing. Remember to pay attention to Host's refuel, so that you are ready in case a second refuel is needed. Contrary to Host, you may only camp the pump within the 20-30 seconds after Host's refuel only if it's money main loot. For other types of main loot, it's recommended you move bags near the pump during that 20-30 seconds time window, but not camp it.

After the second refuel (or after the 20-30 seconds time window has passed) go to the loot hangar (the one that doesn't have the plane) and open the 2 adjacent metal doors that connect the hangars between them, for easier loot moving.

The loot hangar will always have 5 bags: 1 main-loot bag, and 4 other secondary-loot bags (2 of each type). The first thing you want to look for is the main-loot bag, and secure it ASAP as soon as you find it. As for the other 4 bags, you may return for them after 12/12 is reached.

Loud Golden Grin Casino
                                 — - — - — ROLES — - — - —
At the start everyone needs to get their gear from the nearest guitar case spawn:


Lockers (Yellow, Host, Red)
Lockers will primarily be checked by yellow, however host and red may also assist to find the green code here depending on RNG. Remember that the only lockers that can actually have the briefcase code are:

Host: ECM Downtimes + Painting Drill + Archives + Lockers CR + Dentist's Loot
Mask up and head towards the staff area on the back of the casino. While doing so, you need to:
  • Swap to the flamethrower to do 1 quick tap for the Stockholm Syndrome, and then back again to Arbiter to keep SW uptime. If this guard spawned, you should kill it while using your flamethrower.


  • Use your first PCM as soon as possible. Then keep spamming your PCM button, so that your second PCM is used as fast as possible after the first one finishes, resulting in a very small downtime.

Once you are in the staff area, do 1 more Arbiter shot for the SW, and then start placing ECM1 when the PCM's remaining time is between 2.3 and 2.5 seconds. Yellow will open the manager's room door for you and throw a molo in front, which he uses for zerking, and you use to keep SW uptime. Go into manager's room, shoot your Arbiter below the painting, take it, and place the drill on the safe. On your way out you can reload your Arbiter, and use the same molo Yellow threw before to keep uptime. Leave the painting in the center pillar; someone will secure it later.

Look for the Archives door, open it, and swap to the flamethrower to open the second wooden door downstairs in case it's closed. You need to check these bookshelves.

And lastly, the last bookshelf of yellow's row.
After the first bookshelf or so, you'll need to do a second downtime with your ECM2, so start placing it at 0.9-0.99s left on ECM1.

Depending on when and who finds the blueprints determines your next step:
  • If you find the blueprints, run to the server room and scan them.
  • If blue or yellow finds them, run to the locker room right away.
If you are at lockers early, you can check these 2 green code spawns before preparing for the armory CR:
Remember that the keypad needs to be reset when there is 24s left on the lasers hack. (Press enter on the keypad for a wrong code input)

Once you reboot the keypad, it is time to push the armory gate. Here are the steps:
First, place your sentry at ~45 degree angle. You can nestle yourself into the corner like the photos below.
Next, you want to angle yourself to where you are shooting the side of the sentry with enough steepness to push with ease. Here is an example of the angle:
Shoot 3-4 times, pick up your sentry, and run to the vault!
In extremely rare cases, you may need to check blue code after your push.

Once at the vault, wait for the hack to finish and input the code. Next, you will be performing another collision removal push on the Dentist's Loot door.

The steps are similar to how to do the armory gate push, so here are some quick photos. This push only needs TWO shots. Don't forget to swap to 30 fps!
After picking up the loot, swap to your flamethrower and use your PCM for any cops that might have spawned. Run to the van, secure the loot, and escape!
Loud Golden Grin Casino, continued
Blue: Keycard + Sleeping gas + Archives + Fireworks

Collect the sleeping gas in addition to your equipment from the guitar case. Mask up and hug this wall to check for the yellow PC outline. If you see the outline type "free" in the chat while you're doing the sleeping gas interaction.


Run towards the purple and white shirt civs in the middle of the casino. While running you will be checking a guard spawn (shown in the next 2 images). If this guard is there, it means that the purple civ has the keycard. If not, you'll need to kill the white civ and get the card from him. Important to note that if the guard is standing there you have to shoot him while running to the civs, however if you miss don't waste time trying to kill him.

Guard spawn:

Route:

Once you grab the keycard from the civ, a waypoint will appear on one of two sides. If the waypoint is behind you (above the reception area), you can simply take the staircase behind you to the second floor. However, if the waypoint is infront of you (above the staff area), you will need to look for a randomly spawning staircase. They're both visible from the civ area so spotting which one spawned is easy (highlighted by the squares, sometimes both spawn sometimes only 1 spawns).


Regardless of which side the correct room is on, the only possible vent spawn locations are in the center 4 rooms. If you grabbed the keycard fast enough after grabbing your gear, bain will say the correct room number. Do not worry if you don't get the call, just interact with the 4 doors until one of them opens.


After pumping the gas you must kill the 2 guards spawning on the second floor. Generally they're near the randomly spawning staircases, and sometimes there's only 1 of them there. Just kill the ones you see.


Switch to your judges and start SW'ing, run to the staff area, place your turret facing the elevator on the side yellow called, and get to the locker room to kill the guard when there's less than 2 seconds left on the first host ECM. A pager may go off during downtime. If its closer to the reception area leave it for red, otherwise run to it ASAP and answer. After this run to the archives and check these shelves if the blueprints haven't already been found.


If you get the blueprints run to the printer to scan them. Otherwise, start looking for the fireworks in one of the 2 storage rooms (if yellow has called "fire ready" in the chat that means the fireworks will be in the center of the staff area). Now run to the managers office, open the briefcase in the safe and type the number in chat. Generally you will have some extra time to secure the painting on the ground as well, however if you don't have the time just skip it and do it after you place your feedback.

Run upstairs from one of the randomly spawning staircases and, if you have time until lazer hack finishes. check these 2 areas for the white box. If the first area appears call "c" in chat if it doesn't and it's the second one call "f".


Now grab an upstairs pager and hold it until you see the "Enter code" objective disappear. You will need to drop it as soon as it disappears.

If you didn't kill any guards upstairs after the gas, there will be no pager upstairs. Therefore you will have to skip the "c" and "f" check and get a downstairs pager instead.

After the alarm is triggered, you throw the fireworks in the white box and leave. Now you will need to place an ECM and feedback it on the opposite side of locker room is. Be careful here as zeals will be spawning in the elevators and they can kill you if you are positioned badly. Once the ECM feedback is done, secure the painting if you haven't already and wait at the escape area.

Red: Security Door + USB + Red Code + C4

Mask up as you enter reception and zerk immediately whilst running using 4 HE judge shots. Make sure to reload afterwards.


In the staff area, kill both of the guards as you pass them, and any others which are dangerous for you whilst lock-picking (bear in mind guards will not shoot you through the metal bars unless they are unexpectedly close to the bars). Immediately start lock-picking the security room door. Yellow will call in chat which side the delivery room is whilst you are lock-picking the door. Head to the server room (which is on the opposite side to the delivery room), and take the USB. Then head to the main casino floor.

There will be guards alive on the left side of the casino; 2 outside by the pool, and sometimes 1 still alive inside by the slot machines. Wait nearby, but out of line of sight of them. Optionally during this time you can place your turret for the very rare occasion that enemies make it insde the casino hall whilst you are placing C4 later. When there is less than 2s left of Host's ECM, kill all remaining guards.

Enter the reception area and insert the USB into the computer. If Blue has called "Free", you will know already that the computer is in the room closest to where you collected your gear.


Whilst the hack is ongoing, go to the VIP room and open the briefcase on the bar to reveal the red code digit and call it in chat. Then tie up one of the civilians in the room.

Return to the reception computer and collect the USB. This is a safe scripted time to lock FPS to 30. Optionally you can choose to wait until you know Host is about to perform the lockers CR. (Host heading down the stairs, switching deployable to turret etc.) Also at some point before reaching the locker room, you should switch to your HE judge and ensure it is reloaded.

Run back to the server room and insert the USB into one of the laptops. At this point you will most often be able to head directly to the lockers room. However, if you observe that the blue code has not yet been called, and Blue is not obviously heading to the safe, you can instead go and call the blue code as a backup. This is mostly required if Blue needed to answer a pager and found the documents in Archives. You can safely uncap your FPS any time after Host has performed the lockers CR.

At 10s left on the laser hack you must place your ECM.
Loud Golden Grin Casino, continued
Once in lockers, if the green code has not yet been found, and Yellow is not obviously opening the last possible locker, then you can assist by lock-picking any of the remaining possible lockers and calling the green code if found.

Enter the C4 cage via the CR'd bar door. Hug the right hand wall to avoid being blocked by the door's hitbox. Position yourself within interaction range of the right side C4; the closer to the maximum interaction range the better. Use your HE judge to down yourself. Whilst downed, call the full vault code (RGB) and the side of the delivery room (R/L). If you have not already uncapped your FPS, now is a free time to do so.


Once yellow has revived you, immediately interact to pick up the C4. Exit the C4 cage the same way you entered and head to the main casino area. Be mindful that you will have both the effect of RFD, and inspire boost from Yellow, therefore your movement speed will be extremely fast.

You will be heading to place the C4 on the floor of the casino. There are two possible spots, "close" and "far". It is possible that Blue will have called which C4 spot it is, so use this information to take the best pathing and position accordingly. There are 4 total C4 interactions, arranged in a rectangle. It is your responsibility to place the closest corner first, followed by two more clockwise if the lockers were on the right side, or counter-clockwise if the lockers were on the left side. Whilst you are doing this, yellow will have placed the 4th C4.

The C4 placements shown here apply to both Close and Far C4 for their respective locker side. Only one example each is shown here for simplicity.

Once all C4 is placed, you must wait 3 seconds (2 seconds left on the C4 timer), and then suicide using your HE Judge. Immediately begin spamming spacebar to activate the Stockholm Syndrome respawn. You will respawn on Host who should be in the escape area.

Yellow: Laser hack + Archives + Lockers + C4
Mask up and take the outside route to kill the 2 guards in the smoking area. Make sure you take a secondary gun capable of one-shooting the 40HP guards, as you can't afford to lose your arrest cooldown.

Then head to the staff area. You can check which side the van is on while running to the manager's door.


Throw a molo in front of the manager's room door to zerk, and shoot the lock while standing in it. If you failed to check the van side, you can do it after your zerk. When Red finishes lockpicking the security room door, go in and hack the lasers PC. If you kept your arrest cooldown, the guards won't shoot at you. Additionally, Blue will be done with gas soon enough, making all guards disappear.

Important Drill Backup
In some extremely rare cases, host will have to answer an early pager from his first downtime. If this happens, you will skip your zerk and head straight in to the manager's office to place the drill behind the painting. After that, proceed as usual.

After hacking the PC, go to Archives and check these bookshelves. (Host will check your last)


If you find the blueprints, run to the server room and scan them. (You can delay scan for ECM)
If you don't find archives, run to the locker room and check code spawns/do the keypad reset at 24s left of the laser hack. (Press enter on the pad to input a wrong code)

REMEMBER TO ECM BETWEEN 30-35s LEFT ON THE LASER HACK

Lower your FPS to 30 once Host arrives for the push. Do not enter armory until you have found the green code.

Once inside the armory, red will down himself and you will start reviving him at ~3-3.5s left on the hack.

Pick up your bundle of C4, shout to inspire Red, and input the code on the armory keypad. Run to the planting location, inspire boost Host through the floor, and place your C4 on the closest corner opposite to the side you're coming from. Run to the escape!
Diamond Store (non-Level 0 version)
For the second Diamond Store of the rotation (aka DS18 or DS2) the roles are overall the same as DS0, but all 18 bags of loot are taken and everyone will be using a Yakuza profile, since there's no need for PCMs anymore. Keep reading for the rest of the changes.


                                 — - — - — ROLES — - — - —
Host: SSW + Securer
Equip a secondary Arbiter with fire rounds, and the Akimbo Kross Vertex as primary, because that's the gun with the fastest equip time.

You won't be entering the store in DS2. Instead, stay in the street and, immediately after masking up, shoot your Arbiter twice below you. Stand still in the fire to get a perfect zerk (don't worry, it won't kill you, it's perfectly timed). While zerking, swap to your primary to break the windows and kill this guard upstairs if he is there.

Once the fire is out, walk up to the front row of the store, take 1 bag as soon as Yellow places the keycard, and proceed to securing. In DS2 you don't need to throw the bags to the tree: you already have skills, so you will have enough stamina and speed to take the bags straight to the van.

The first ECM was placed by Blue, but the second ECM is placed by you at some point during the securing process.


Blue: ECM1 + Store + Securer
Mask up and immediately place ECM1. Enter the store through the door and kill / dominate any guards you see. Then go to the back row of the store, swap to your Judges, and look for a bag. You want to keep count as to how many will be remaining in the back row, so that you can call if there are any or even none. As soon as Yellow inserts the keycard, shoot your Judges to apply SW and to break the nearby display cases. Take your bag and proceed to securing. While leaving the store, you can zerk by shooting your Judges 3 times, which will also destroy some display cases for the baggers.

In DS2 you don't need to throw the bags to the tree: you already have skills, so you will have enough stamina and speed to take the bags straight to the van. Remember to keep SW uptime for the entire securing part, until the heist finishes!


Red: Cams + Bagger
You can open cams room immediately now, and if you see that the keycard panel is there, swap sides just like DS0. There is no need to call "c", since both you and Yellow will know. Clear your side of bags and help Yellow if needed.

Just like Yellow does, you can check two keypad spawns on your way in, and if you see the keypad then you don't even need to open cams.


Yellow: KC + Bagger
You perform the same keycard path as DS0. You have Lock n' Load now, so you can shoot any guards you see on the stairs or upstairs, without losing any time.

Also note that in DS2 there's never any need for you to type "c" if the keypad is inside cams room, as Red will open it instantly. Therefore, in those cases, just run straight to cams and remember to swap sides! Clear your side of bags and help Red if needed.


BAGGING SPLIT
How to avoid crashing
Some people really struggle with crashes when playing PAYDAY 2 casually, or when completing many heists in quick succession (like in the context of ECM Rushing), so if you're one of them, this section should help with that!


Desync after crashing
Before explaining the typical causes of crashes, there is something more important you need to know about: the desync. Whenever someone in your lobby crashes, you are almost guaranteed to experience desync when they rejoin: the connection between two or more clients will not work properly (the Host will see a full lobby, but some of the clients will only see 3/4) and the heist will be unable to start, even if everyone hits READY.

There is only one reliable way to fix this desync: everyone has to restart their game. You can't exit to main menu or you will lose your current stealth bonus, so the fastest way to solve this is for everyone to Alt+F4, which will preserve the stealth bonus. Whenever desync happens, the Host will usually type "everyone alt+f4" so that everyone knows what to do.

After this, everyone can relaunch their game, get the new lobby code if needed, and rejoin in the same order. Very importantly, the desync will not be fixed if someone skips the Alt+F4 step (there will still be desync in the newly opened lobby), so whenever there is desync and the Host tells everyone to Alt+F4, don't be lazy and do it!


Main reasons for crashing
The obvious reasons to explain crashing are listed here:
Texture Quality set to HIGH.
It doesn't matter how good your computer is: PAYDAY is a 32-bit game, so if your textures are set to the highest available option (HIGH) it will run out of memory in some heists like Black Cat.

The fix, obviously, is to lower the Texture Quality. The "Medium" setting looks virtually the same, and will almost never crash, depending on your PC. If you still struggle with crashes, lower it even more, and consider also lowering the rest of the settings (Shadow Quality, Animation Quality...).

No ALT-TABBING during loading screens!!!
The same can be said for Shift-Tabbing (which opens the ingame overlay).
There is nothing going on during loads, so many players are tempted to alt-tab to do something else while waiting. This will lead to crashes very often, so try not to alt-tab unless it's absolutely necessary!

Discord Overlay or other external software.
Some programs such as the Discord overlay will sometimes cause the game to crash. As more common programs are confirmed to be connected with crashing, we will add them to this list!

Unstable mods.
There are a few common mods that can be unstable and lead to crashes often. A classic example is 'Anticrash', which supposedly fixes crashes but there have been multiple reports of it crashing instead. 'Celer' is also a great mod which many heisters use, but it broke with a recent update and hasn't been fixed since then. Some people have also mentioned crashing due to the 'Bag Tilt Removal' mod, although others use this one without issues. If you're unsure about a particular mod, ask us about it, and we'll clarify! Other than these, some mods or mod overrides might increase the memory usage of the game, making it easier for it to run out of memory.

Outdated mods (especially SuperBLT) often lead to crashes too. Although sometimes older versions of mods are more stable, so the simple solution here is to keep your modlist small, using only mods that are stable, and knowing which ones can safely be updated to the latest version!

On the topic of certain mods that should be removed, definitely remove BeardLib if you're thinking of rushing: as explained in the FAQ, this mod is bugged in such a way that your Team Boosts will not apply to your teammates, which often causes people to finish the rotation at Level 99 instead of 100.

Fix all your ingame settings.
These are less likely to be relevant, but if you're still crashing after all this, try playing around with all your Video Settings, and see if something helps: the Effect Quality should either be set to 100, or 0 (values inbetween have led to problems in the past), you can try different Anti-Aliasing options, lower the Resolution slightly...

Heist restarts (especially with 'Instant Restart' mod).
Unfortunately, game restarts (when a heist fails) are one of the most common situations where people crash. The reason for this is unknown (could be mods, could be the game), but the simple solution is to play better, so that you never need to restart! If you're a beginner, always focus on placing your ECMs in time even if your objectives are done a bit slower in exchange. As you gain more experience, you will be able to perform objectives at top speed, and place ECMs at the proper time without even thinking about it!


Troubleshooting
If you have read all the possible crash reasons, and you're still unable to understand why you're crashing, you will need to troubleshoot! First of all, whenever you crash, find your crashlog, and look at the latest crash. The path to the file crashlog.txt is:
%localappdata%\PAYDAY 2\crashlog.txt
or
C:\Users\UsernameHere\AppData\Local\PAYDAY 2\crashlog.txt

Once you locate it, open it with any text editor (such as Notepad). Scroll all the way down to the end of the file, ensure that the date of the crash (reported at the start of the crash) matches with the crash you would like to troubleshoot, and copy-paste the crash information (from the date all the way to the end) somewhere you can ask for help! Either the PAYDAY 2 Discussion Forums, or the Comments section under this guide, or our Discord, where many others will be able to help you!
Optimal Heist-Specific Weapons
The mandatory weapons for some heists (based on your color) are already listed in the «Perk Decks, Skills, and Loadouts» section. Anything not mentioned there can safely be any weapon you like, depending on personal preference.

However, if you want to optimize the weapons on each heist for maximum performance (based on draw speed, damage, ammo...), here is a list for your Primary and Secondary, for each heist, depending on your color.

Make sure all your weapons have Team Boost equipped!

Host
Optimal weapons for host on each heist:
Heist
Primary
Secondary
DS0
Any
Interceptor pistol
Hostile Takeover
Flamethrower
Igor Automatik pistol
Mountain Cutter
Poison Akimbo Judges
Fire Arbiter
Hyper Cat
Loud Queen's Wrath
Buckshot Judge Shotgun
Border Crossing
HE Judges
Fire Arbiter
LGGC
Flamethrower
Fire Arbiter
DS2
Kross Vertex
Fire Arbiter


Blue
Optimal weapons for Blue on each heist:
Heist
Primary
Secondary
DS0
Any
Interceptor pistol
Hostile Takeover
HE Judges
Igor Automatik pistol
Mountain Cutter
HE Judges
Locomotive Shotgun
Hyper Cat
HE Judges
Loud Locomotive Shotgun*
Border Crossing
HE Judges
Locomotive or Grimm Shotgun
LGGC
HE Judges
Locomotive Shotgun*
DS2
HE Judges
Igor Automatik pistol
*(if you have Lock n' Load, you may preferably take the Igor Automatik pistol)


Red
Optimal weapons for Red on each heist:
Heist
Primary
Secondary
DS0
Saw
Interceptor pistol
Hostile Takeover
HE Judges
Igor Automatik pistol*
Mountain Cutter
Saw
5/7 AP Pistol
Hyper Cat
Akimbo HE Grimms
Locomotive Shotgun
Border Crossing
VD-12 or any primary shotgun
Secondary Saw
LGGC
VD-12 or any primary shotgun
HE Judge
DS2
Saw
Igor Automatik pistol*
*(or STRYK)


Yellow
Optimal weapons for Yellow on each heist:
Heist
Primary
Secondary
DS0
Any (Saw recommended in case something goes wrong)
Interceptor pistol
Hostile Takeover
HE Judges
Igor Automatik pistol*
Mountain Cutter
Saw
5/7 AP Pistol
Hyper Cat
Saw
Igor Automatik pistol*
Border Crossing
Saw
Locomotive or Grimm Shotgun
LGGC
Saw
Poison Judge
DS2
Saw
Igor Automatik pistol*
*(or STRYK)

How to Host + Preplanning in detail
This section will be dedicated to learning how to buy contracts for FAST heist starts and detailed preplanning. Many people overlook this but it's actually very important.

We have to establish a few rules before we get to contract buying.
  1. Host is never allowed to get any skills outside of skill breaks -- just focus on buying the heist as quickly as possible, and then starting it!

  2. Buying contracts before doing skills is generally faster.

  3. Relevant for clients as well: during skill breaks, if clients leave the "in skills" status at any time, the Host will assume they are ready, and start the heist. outside of those exceptions, the Host will insta-start anyway, even if someone is "in skills".


Now let's get onto Contract Buying
To make clicking the 'Contract Broker' easier, you should expand the sidebar so the button for the contract broker is much bigger. This makes it easier to move your mouse to it, and makes it less likely that you will missclick some other buttons. On the image next to this text you can see an example of how it looks: very wide, and extremely easy to click even when your mouse cursor isn't even close to where the usual tiny icon is.

When buying heists from the contract broker, scrolling down until you find your next heist would take way too long. Clicking on the search bar to type the name of the next heist is also not needed. The most optimal way to buy heists when you reach the lobby after finishing the previous heist is as follows:
  1. In lobby, press Enter to go into CrimeNET. You should already be moving your mouse towards contract broker, click it.

  2. Type a couple of characters (specific list for each heist is below) so that the broker will filter and only show you the heist you want. For example, for Diamond Store, you would type «d s», «re», or « st», which your game will automatically type into the search bar.

  3. Use your mouse to click on the contract.

  4. Now to confirm the contract press Enter, Arrow key up, Enter again and the contract is purchased (Death sentence dif. should already be selected, use the Lobby Settings mod). All together it should look like this.

This technique applies to all heists but they have different words you need to type to see them in the filter or whatever. Note that spacing is important, won't work otherwise.The full list is as follows:
  • Diamond Store: «d s» or «re» or « st» (there is a space before 'st')
  • Hostile Takeover: «ver» or «e t»
  • Mountain Master: «ste» or «n m»
  • Hyper Cat: «ac»
  • Border Crossing: «r » (space after the "r") or «cr»
  • Golden Grin Casino: «gr» or «cas»


Preplanning (For Host and Blue)
For most heists, Host will need to buy certain preplans / assets which will help to complete the heist as quick as possible. This is the reason why he is the only player who takes Sixth Sense aced, since nobody would be able to buy some of these preplans / assets otherwise. Additionally, for Hcat, Blue will need to help Host with the voting.

Since buying each preplan manually everytime you play a run would be quite slow and boring, we usually use a mod which saves and loads the preplanning for each heist with the press of a button! You can download the mod from this link, and it will have all preplannings already set for each heist, so that you don't have to worry about saving them![discord.com] You can change the "Save preplan" and "Load preplan" keybinds from the options menu. Note that this mod does not buy assets, so you will need to buy those manually for Election Day (just the Spotter asset for both days).

Below are the specific preplanning assets in detail.


Hostile Takeover
The only mandatory preplan is the "Open Alice Rainey's Office Door". Without it, Red would need to do a 10 seconds lockpick to get the recording.

We still have plenty spare favors, so we can spend those on these spycams!


Mountain Master
Important note: The "Unlocked Wardrobe Door" preplan is broken, meaning the door won't open even if you buy the preplan. You should get this mod[discord.com] to fix it.

  • These are must-haves!



    Hyper Cat
    1. The "Crew Deck Entrance" vote for instant masking, and the most convenient spawn point (close to the crew deck PC which the Host will hack, close to intel for Yellow, and close to the spa for Red and Blue).

    2. The "Crew Deck Unlocked Doors", so that we don't have to worry about closed doors.

    3. The "Briefcase Keycard", which Yellow will need for opening the Control Room.

    4. The "Hall Medic Bag", in case someone needs to heal. This is especially useful for Blue if he gets to a low HP: even though he needs to zerk a bit, he also needs to save some HP for SW during the vault section. It could also be useful if Red or Yellow got hit and they want to reset HP to get a precise zerk.


    Border Crossing
    1. The "Briefing Room Keys" are needed to open the red door upstairs and figure out the code.

    2. The "Crowbar - Reserve Placement", so that host always has a backup crowbar if they can not find a random one.

    3. The "Dead Drop" of an ammo bag and a doctor bag by 2 of the tunnel exits for emergencies.


    Golden Grin Casino
    1. The "Guitar Case Position" for the quickest path to gathering your gear.

    2. The "Heartbreaker Annie", so the red code is in a guaranteed location.

    3. The "Unlocked Cage Doors and Unlocked Doors" for quick access to different spots on the heist.

    4. The "Disable Metal Detectors" for smooth movement with no risk of LOUD between the casino and back employee area.

    5. The "Silent Alarm 30s delay", so that enemies coming in from loud are delayed.

    6. Some spycams in the casino to mark some guards (although they're not too reliable).

Helpful VODs
🟢 Green VODs:

🔵 Blue VODs:

🔴 Red VODs:

🟡 Yellow VODs:
Note that this is the only current pro yellow VOD we have at the moment, it is slightly outdated.
Final Notes
Here are a few other rotations that can be played with the same heists explained on this guide, just for variety, although their times per Infamy are different!

Checkmate

Fundamentals

SR Test


Other guides for different projects!
You can learn the regular Mountain Master rush, which you can do with our standalone guide:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3268728087

Our previous guide which is the fastest rotation without any CR, GGC WBA:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3331068930

You can also check out our beginner-friendly rotation guide with no exploits at all, HTFC 5-maps:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3243177877


Closing Remarks
Thanks for reading! If you've made it this far, leave a comment just under here to leave your permanent mark on the guide. If you have any questions, don't hesitate to ask!

:)
SRelampago for doing almost all of the work on the guide.
fitty for proofreading, taking pictures, strategy help, and help with sections.
Marcmb for proofreading, creating strategies, making videos, and writing sections.
ThisIsFun for creating most of the strategies.
Dominik361 for helping with sections of the guide and strategies.
Dyrax for strategy creation and development of mods.
zmani for proofreading, taking pictures, and help with sections.
Luke for proofreading, taking pictures, and help with sections.


Discord server for Infamy Farming (and more)
While you're here, make sure to join our Discord server: https://discord.gg/nAJSqDzqz3

This is the best way to learn and master the art of ECM rushing! There are plenty of people to help and teach you the things you don't understand. Furthermore, we have daily lobbies for players of all levels: learning runs, beginner runs, experienced runs... so this is also the best place to be if you want to rush! Perfect to play for fun, to grind infamies for achievements or for max level, or to speedrun for world records! Good luck in your runs :)
Finally, before you go, you would do us such a big favor if you rated (and favorited if you want) the guide to show support!

9 条留言
Marcmb  [作者] 10 月 29 日 下午 4:17 
Well said mistah Difus!!
funko  [作者] 10 月 28 日 上午 7:57 
what
Difar 10 月 27 日 下午 2:07 
This guide is exceptionally clear and well-organized, making it easy to follow and apply. The step-by-step explanations are concise yet thorough, providing just the right amount of detail without overwhelming the reader. The practical tips and examples enhance understanding and show that real thought went into helping the audience succeed. The tone is friendly and encouraging, which keeps readers engaged and motivated throughout. Overall, this guide effectively balances professionalism with approachability, making it both informative and enjoyable to read. Excellent work—it's a valuable resource that demonstrates strong expertise and a genuine desire to help others learn and improve.:steamhappy:
Homer J. 9 月 28 日 上午 10:05 
10/10
alkitgaming 9 月 24 日 下午 1:37 
i dont like tama
funko  [作者] 9 月 21 日 下午 1:01 
goated guide, never seen it before
 Puerto De Indias  9 月 21 日 上午 11:05 
nice guide guys, i like it:steamhappy::steamhappy:
Marcmb  [作者] 9 月 21 日 上午 11:04 
Very nice guide!! I rate 1/1.
Also for anyone reading this comment: join the Discord server, and join us for some rushes!!
kerb 9 月 21 日 上午 11:01 
i aint reading allat wba better (good guide tho)