PAYDAY 2

PAYDAY 2

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GGC WBA ECM Rush Guide | Optimized Infamy Farming
By fitty and 5 collaborators
The fastest way without the use of any major exploits to farm XP. Go from Level 0-100 in ~25 minutes!
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Quick Introduction
GGC WBA (Golden Grin Casino Without Bug Abuse) is currently the fastest ECM rush map rotation without the use of any over-the-top game-breaking exploits

With the latest discovery made by Dyrax, he found that you can trick the previously jammed keypad on Golden Grin Casino into thinking no ECMs are currently active. This opens up the heist completely for fast and reliable XP farming.

See video here:

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 25 minutes!

In previous guides, each rush had 4 roles and any player was able to pick what role they wanted to do for each heist. However, nowadays 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.

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.

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.
Yellow needs a Copycat-Yakuza profile for faster Dentist's Loot moving.

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 75/76), and finally before GGC (level 96). In reality only Host needs the last skill break, but the other players can get some other helpful skills.

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, unace 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, Akimbo Aced. If you are level 75, don't ace Transporter)
  • Before GGC[pd2builder.netlify.app] (You should make a separate skill set with these skills, you can just swap to your GGC profile and assign this skill set using the scroll wheel, just once per rotation)

Blue:

Red:
  • After DS0[pd2builder.netlify.app]
  • After HT1[pd2builder.netlify.app] (Shotgun CQB, JOAT, ECM Overdrive, SW aced)
  • Before BC1[pd2builder.netlify.app] (Nimble aced, ECM Specialist aced)

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] (JOAT aced, SW aced, Parkour aced if you couldn't get it before)


                               — - — - — 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).

  • 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.

  • Election Day, DAY1: the secondary Arbiter needs to have the default explosive rounds.

  • 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 Hostile Takeover, DS2, and Election Day DAY1, you should bring a secondary pistol (Igor/STRYK recommended).


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

Exceptions to these defaults are:
  • Hyper Cat: needs a primary and secondary Shotgun (Raven and Locomotive recommended).

  • Election Day, DAY2: needs a secondary OVE9000 Saw (Saw is needed at the start of the heist, and switching weapons would be too slow), and any primary (Kross Vertex recommended for their quick equipment time).

  • Border Crossing: Same as before, but take a primary shotgun, since most guards have 480 HP, and the poison rounds will take care of them in 1 shot (VD-12 recommended).

  • 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:
  • Election Day, Day 2: needs a secondary OVE9000 Saw (Saw is needed at the start of the heist, and switching weapons would be too slow), and any primary (Kross Vertex recommended for their quick equipment time).

  • 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).

  • 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.
  • 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.
  • ED = Election Day.
  • EDG = Election Day with all 7 gold, and also bonus money during the free downtime. In particular, EDG(4) refers to the best variation, where the team coordinates to ensure 4 moneys are obtained (one per player).
  • BC = Border Crossing.
  • GGC = Golden Grin Casino. The most common variant is GGC (4 4 4 1), where the host bags 1 money from the vault, and each client bags 4.
  • SR12 = Shadow Raid, aiming for exactly 12 bags.


Heist Order for GGC WBA
The heist order for this rotation is:
  1. DS0 (only 14 bags needed)
  2. HT
  3. HCat
  4. EDG (with 4 money)
  5. BC

  6. HT
  7. HCat
  8. BC
  9. GGC (4 4 4 1)
  10. DS14 (again 14 bags only, but now with full skills)

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

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

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 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 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 next to the tree.

When you get your last bag, if you are last player exiting the store, place your ECM, which 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/or keypad. You can ignore guards, as the other players will take care of them, and 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 next to the tree.

When you get your last bag, if you are last player exiting the store, place your ECM, which 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 and Red 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.

Hyper Cat
          — - — - — SUMMARY OF CHANGES FROM FCAT — - — - —
For those of you who are familiar with the HTFC rotation (linked at the bottom of this guide), here's a quick summary of the main changes compared to FCat (Fast Cat):
  • Yellow doesn't do loud check anymore.

  • Host does ECM1, while Blue takes care of 1st SW. Blue does a second SW refresh at the front of the ship, to ensure there's no drops until intel is completed.

  • Host doesn't check nor call the safe room on spa.

  • The coke corridors are split differently: Red goes to whichever corridor Yellow is not in, then Blue goes to the corridor opposite of Red.

  • Prior to the vault securing part, the short path door (which always spawns closed) must be opened. This is done by Blue / Red with a quick HE shot from a distance, which doesn't even need to be aimed.

  • After the ink, Host (instead of Yellow) will go do the wheel, this is just to save a tiny amount of time due to less ping. Therefore Yellow is in charge of securing his own last bag, and the Host's.

  • Note that the escape guard isn't always killed before the end, since there isn't much time and he can just be shot immediately before wheel with no timeloss.


                                 — - — - — 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 shout at you (to start the arrest), then he'll stay still for some seconds looking at you, and then try to handcuff you. 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.
Election Day, DAY 1
The basic idea of the first day is:
  • 1 person goes to tag the correct truck, while remembering the colors of any open containers he sees.
  • The other players check the colors of the open containers, typing their initials in chat (Red, Green, Blue, Yellow).
  • 1 of these players uses the PC if needed.
Always make sure to kill any guards you see while doing your role, in order to prevent other players from getting downed while running around the map.


                            — - — - — ECM ORDER — - — - —
For this short heist, Blue takes care of ECM 1+2. Note that ECM1 always has to be placed immediately as the heist starts!


                                 — - — - — ROLES — - — - —
I'll provide images showing the containers each role needs to check, as well as the pathing they'd need to follow. The white arrows indicate the pathing, and the purple rectangles and circles the containers (the purple arrows indicate in which direction the containers would be open).

Host: SSW + Tagger
As soon as you spawn, throw two molotovs and zerk to ~5% HP for the yakuza boost, while also doing SSW for your team. After zerking, rush to the trucks using the following path.

There's always a total of 6 trucks, and you need to tag the correct one. But how do you know which one is the correct one? By ruling out trucks based on their color and their company. Let me explain.

Colors
You can rule out colors by looking for open containers. Each role is assigned a specified set of containers they need to check for around the map, and if they find any, they will type the initial of its color in chat. Host should also be looking for open containers on his way to trucks, with the only difference that Host doesn't need to type them in chat, since he's the only one who needs that information.

Once all containers have been checked, you will usually end up having 3 colors, which means you need to tag the truck whose color was not found.

Companies
The correct truck will always have a unique company. This means that if 2 trucks have the same company, then you can rule them out. However, most of the time this information will not be enough, as there will always be 2 trucks with unique companies, and that's why we also need the color information.

Different scenarios
Depending on RNG, you will encounter one of these situations when having to tag the right truck:
  1. The simplest scenario is when there's only 1 truck of the correct color. In this case the company doesn't matter.
  2. In some cases you will have 2 trucks of the correct color. If this happens, you need to check their companies and look at the other trucks' companies to determine which one is unique.
  3. Sometimes, when the above happens, you may also realize that both trucks have unique companies, at which point you need to call their initials in chat (this gives more information to whoever has found the PC, so he can tell you which is the correct one earlier).


Blue: Far Right + SW
You will be in charge of ECM 1+2 (although usually only 1 is needed), so place your first ECM immediately while heading towards the gate.

You have a total of 6 containers to check, using the following path from zmani.

As for SW, you don't need to start SWing as soon as the heist starts, since Host will be doing SSW for everyone at the start. Instead, you want to swap your weapon while jumping on the containers, then start SW and keep it up until the end.


Red: Far Left
Start by killing the guards at spawn and opening the gate if it's not open.

You need to check 5 containers, and then head to the Far Left warehouse to search for the PC in case it's in there.

Pathing and containers to check:

Possible PCs spawn locations in your warehouse (the upstairs ones are behind a metal door which often spawns closed, so you will need a saw to open those):

If you find the PC and Host didn't tag yet, start hacking immediately until you figure out which company is the correct one (check the AK Rule below) or until Tagger tags a truck, at which point you can head to the escape.


Yellow: Mid
You need to check 8 containers (some of which are at the very spawn), and then head to the Mid warehouse to search for the PC in case it's in there.

Pathing and containers to check:

Possible PCs spawn locations in your warehouse:

If you find the PC and Host didn't tag yet, start hacking immediately until you figure out which company is the correct one (check the AK Rule below) or until Tagger tags a truck, at which point you can head to the escape.


How to use the PC properly and the AK Rule (Important for Red and Yellow!)
When using the PC, there are 2 things that you need to keep in mind:
  • The order at which the companies appear is always the same: Avalon → Kranich → Omni Exports → Hefty.

  • However, the correct company will NOT appear.

And this implies two things:
  • When you complete a hack and the company that appears is not the expected one (according to the order I specified above), then you can immediately stop hacking and call the company that didn't appear.

  • You will NEVER need to do 4 PC hacks. If Avalon and Kranich appeared on your first two hacks, by process of elimination you can determine if the right company is either Omni or Hefty immediately after your third hack.

But it doesn't end there. When Tagger has 2 company options, he will type them in chat. So for example, if both Avalon and Omni are an option, Tagger will type "AO" or "OA" in the chat. At this point, the player that has PC would only need to do 1 PC hack: If Avalon doesn't show up on the first hack, then we know that Avalon is the correct truck, but if it does appear, then the only remaining option is Omni.

So, as a rule of thumb, when Tagger types two companies in the chat, you should think which one should appear first on the PC, so that you can easily determine the right company with just the minimum amount of hacks possible.

The worst case would be when Host calls "OH" or "HO", since you will need a total of 3 PC hacks to determine whether Omni or Hefty is the correct company.

The 5% chance
Every now and then the 4 colors will be found, in which case Host will type "4" in chat to let everyone know. When this happens, this means that one of the containers spawned containing voting posters, which means that container's color is the correct one.

For this reason, after you checked your respective containers and if you don't have PC, your next priority should be to check all the containers you can in case one of them has the voting posters, until Host finally tags a truck, at which point you can go straight to the escape.

As an example, if you find the voting posters, you can type "r vote", to let the Tagger know that red is the correct color. However, since this has a 5% chance of happening, we always assume no voting posters spawned for faster completions.

That's it for Day 1! Here are some videos you might want to watch.

Election Day, DAY 2
Your goal is to hack 6 voting machines, which will be inside random crates: each time someone finds a machine, they will count it in chat while interacting with it. Each hack takes 30s to complete.

You will need a crowbar to open these crates. There are always 6 available crowbars, so everyone will be able to find one. Two players will be entering the building from the left side, and two from the right side, to make sharing crowbar spawns easier. Here's a video that shows paths for checking crowbar spawns (timestamp = 13m00s):
https://youtu.be/ZnsTzScQeaE?t=778
After starting the last 6th hack, the team will search for 4 MANDATORY money bags inside the cages, and when the last hack finishes they will take the 7 golds inside the truck.

Important notes for all players:
  • The "no cages" rule: You may notice there are crates inside some of the cages (the same ones we'll search later for money). However, do NOT open the cages until the 6th machine has been found. There will always be 6 machines outside of the cages.

  • The backup rule: When you finish your role, you should go help others if they have not finished theirs. You can usually help with Mid or Outside crates, but if you notice that a teammate doesn't have a crowbar by the time you finish your role, you can definitely go cover him.

  • We will be performing a trick known as the "loud escape". With this strategy you get more than double the usual stealth experience, while keeping the huge 20% stealth bonus. To peform it, everyone should kill as many guards as possible around the map, and if some are still alive by the end, Red will place his ECM without pager block when the last hack has around 8-10 seconds left, while walking out with the money, allowing Host to break his ECM without worrying about guards still alive.

                                 — - — - — ROLES — - — - —
For this heist, we're dividing the building into 5 areas: Left, Mid, Right, Upstairs, and Outside. Each of these areas has a fixed amount of possible crate spawns, as well as a limit in how many crates can actually spawn in them. Here's a video that explains the crates spawns for each of these areas, so make sure to learn at least your area (timestamp = 10m45s):
https://youtu.be/ZnsTzScQeaE?t=645

Important note for all players: We say that the LUO role (Blue) will be the one doing Outside as a formality. In reality, any role that has finished his area can cover Outside. Whenever you are OPENING your last crate in your area, you can decide either to cover another player (remember the backup rule), or you can call "o", meaning that you will be doing Outside. If you happen to have a machine in your last crate, that's ok, because if you type a number immediately after calling "o", everyone can assume you'll be going outside after a 6s delay, so other people can also call "o" if needed.


Host: Rmid
Similar to DAY1, first thing you do is throw 1 molo to SSW (1 armor hit only). Follow Red and enter through the Right side of the building, but you'll be doing the Mid room, which has a total of 8 crates to check, all of which may or may not spawn.

Blue will be doing ECM 1+2. As for your ECMs, if the 6th machine hasn't been found yet and Blue's second ECM is running out, you can place an ECM anywhere without worries. However, after the 6th machine has been found, you want to place an ECM on any window/glass you can see, that can also be easily shot from outside.

Once the last hack has around 2 seconds left, shoot the window/glass where you placed your ECM, then secure your money, and get ready to take your gold and perform the loud escape trick (more on this at the end).


Blue: LUO
Similar to DAY1, you'll be in charge of ECM 1+2, so as soon as the day starts, immediately place an ECM while heading towards the Left side.

You'll be doing the Upstairs and Outside crates (although remember that in reality, any role can do Outside if they finished their role, so if that happens, just help another area).

There's a total of 6 possible crate spawns upstairs, but only 2 crates will actually spawn, so as soon as you open your second crate upstairs, you can stop checking the other spawns and go Outside if nobody's doing it, or help another player.

There's a total of 4 possible crate spawns outside, but only 1-2 crates will actually spawn.

If you get a crowbar quickly, you should be able to place your second ECM around the time that you open your second crate.


Red: RR
You'll be doing the crates on the Right side of the building. Make sure to equip a secondary saw, as you will need it to cut open the fence to the right of the gate when you spawn.

You need to check 2 rooms. The first room has a total of 4 possible crate spawns, but only 1-2 crates will actually spawn, and the same goes for the second room.

Remember to place your ECM without pager block when the last hack has around 8-10 seconds left.

Yellow: LL
You will be checking the crates on the Left side of the building. Make sure to equip a secondary saw, as you will need it to cut open the fence to the left of the gate when you spawn.

You need to check 2 rooms. The first room has a total of 4 possible crate spawns, but only 1-2 crates will actually spawn. The second room also has 4 possible crate spawns, but will always have only 1 crate.


                                 — - — - — MONEY — - — - —
All cages and loot are ignored until the 6th machine is found (i.e., someone types "6" in the chat). At that point, the two saw players will go to one side each, and open the cages on their side to find money. Open all 4 first, and then check inside starting from the last one you opened. At the same time, each SW player will follow one Saw player, and start checking for money inside the cages, starting from the 1st cage.

Note for all 4 players
If you find 2 moneys inside a cage, and the partner on your side doesn't have money, you should throw one out for them, and grab the second one for yourself. While you do this, you can also type "2" in the chat, to make sure your partner notices. This is much faster than forcing them to continue checking cages until they reach your current one, and it also lets them know immediately if there aren't any more.

For this rotation, you only need 2 moneys on each ED, although most of the time you can get 3 without any time loss, sometimes even 4 if the spawns are nice. Never risk the run for bonus money beyond 2 though!


                                  — - — - — GOLD — - — - —
As soon as the 6th hack finishes, the gold will spawn inside the truck after a brief ~0.5s delay, so we'll grab the first 3 golds through the wall before the truck even opens. These will be taken by Blue, Red, and Yellow, and the line-ups are as follows (check POVs at the top of the guide for detailed line-ups):

The truck will finish opening very quickly after securing these 3 golds, and all 4 players will go inside to grab one more gold each. Each color is assigned one of the 4 golds, to avoid ghost-bagging:

After all gold has been secured, all clients (Blue, Red and Yellow) will stand inside the escape area. Host will be hugging the truck wall (which is slightly out of the escape area, see image below), and as soon as one pager triggers the alarm, he will walk into the escape area, therefore performing the loud escape trick described in the video above.

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 may be able to 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. In other words, do not 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 can 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. 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:

Also, beware of this weapons on the third/far room. If weapons is the main loot, Yellow will take it, otherwise you should take them and just quickly drop it outside, no need to move it too far (someone else will secure it).

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.

If the main loot is weapons, 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.

Golden Grin Casino
                            — - — - — ECM ORDER — - — - —
Host PCM, Host PCM, Host start placing ECM1 at ~2.5s left on 2nd PCM,
Host start placing ECM2 at 0.9-0.99s left on ECM1.
Lobby order after.


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

Only Host is required to delay his gear grabbing interaction by half a second, otherwise some clients might get their interaction cancelled.

For the Archives roles (Host, Blue and Yellow)
Each player has a specified set of bookshelves they need to check (check each role section). Whoever gets the blueprints goes to the server room, scans them (remember to hit the button again after scanning, otherwise XP will be lost) and calls the escape/secure side during the interaction, which is always opposite to the server room.

Whoever does NOT get blueprints should help searching the green code in the Locker room. Remember that the only lockers that can actually have the briefcase code are:

Then someone should check the blue code in the manager's safe (opened by the drill), and another player can secure the painting. Then everyone head to the vault.


Host: ECM Downtimes + Painting Drill + Archives
Mask up and head towards the staff area on the back of the casino. While doing so, you need to:
  • Proc SW with your Arbiter ASAP, then 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 Red starts shooting his Judge. 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 3 bookshelves, and you may do 1 more if Blue needs to answer a pager.

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.

As for the vault section, you'll be the one inputting the code, so make sure to be there in front of lasers before they disable, for fast code. When it opens, first thing you do is place the drill in the private room door, and then take 1 money from the closest table.

Each client will throw 4 more bags up the stairs, and your job is to move and throw them towards the escape room.

Once all bags are moved, you can join Blue and Red.


Blue: Keycard + Sleeping gas + Archives
Take your gear, AND the sleeping gas. Mask up and run towards the middle of the casino, where there will be 2 civs, one with a white and another with a purple shirt. One of them will have the keycard you need, so kill him and take it.

You can kill both civs, or you can determine which one will have the keycard by watching at this far guard spawn. If he spawned, then the purple one will have the keycard, otherwise the white one will have it. You should also kill that guard while running for the keycard anyway.

Once you have the keycard, pay attention to the waypoint that will spawn in one of the sides upstairs (above reception, or above staff area). Head to that waypoint, open the correct room, and plant the gas in the vent.

Bain will say which room is the correct one if you have the contractors voices turned on, and if you manage to get the keycard in less than 10 seconds after someone picked up his gear. Otherwise, you will have to try all 4 rooms until you get the correct one.

After gas, kill the 2 guards that always spawn upstairs, above the staff area, where you can go back downstairs using the stairs on that side. Sometimes these guards can walk very far, even all the way downstairs. Try your best to spot them.

Wait until Host places his second ECM, as there will be downtime, and a pager may go off. If you go directly to the Archives, and a pager goes off upstairs for example, you may not reach it, so wait around the staff area. If a pager does go off near the staff area, go and take it, but if the pager is closer to the reception area, leave it for Red.

If you don't need to answer any pager (or if you already answered one), proceed to the Archives, where Yellow and Host will be checking for blueprints, unless they got a good RNG. You need to check these 4 bookshelves. Remember that at some point around here you need to place ECM3.

For the vault section, you'll need to keep SW uptime since the vault opens until the end of the heist, so make sure to not waste much HE ammo, because you will need lots here. As soon as the vault opens, start taking moneys from the closest cage (Yellow will open them all).

You may also take your first money from this table ONLY if there are 3.

In total you need to take 4 moneys: the first 3 are thrown up the stairs outside of vault:

When you have the 4th one, take it straight to the escape room and start securing bags from the pile near you.

Golden Grin Casino, continued
The previous section ran out of characters, so we continue with the remaining roles here.

Red: Security door + USB + Red Code
Mask up and shoot 4 times your HE Judge to your feet for a quick zerk, while heading to the staff area. Make sure to reload your Judge after the 4 shots.

In the staff area, kill any guards you can see who may be a threat to you, and start lockpicking the security room door. Then go to the server room (which can be either on the Left or Right side), take the USB, and go place it in the reception's computer. On your way to reception kill any guards you see in the casino.

While the USB is being hacked, go to the VIP room, open this briefcase containing the red code, and type it in chat. Then go back for the USB, and take plug it in one of the laptops in the server room. After that, you can help securing the painting, checking the blue code on the manager's safe, or just wait on vault until it opens.

When the vault opens, you'll need to take 4 bags: the first one is taken from the closest table, and the rest from the middle cage.

Your first 3 bags need to be thrown up these stairs, outside of vault.

Your 4th bag is taken upstairs and thrown towards the escape room like Host will be doing. You also need to move 2 more bags from the downstairs pile, where Host will also be taking, and finally start securing them along with Blue.


Yellow: Laser hack + Archives + Dentist's loot
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, throw a molo in front of the manager's room door to zerk, and shoot the lock while standing in it. 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, plus Blue will be done with gas soon enough, making all guards disappear.

After hacking the PC, go to Archives and check these bookshelves.

Regarding the vault section, as soon as it opens, you need to open all 3 cages with your saw, and then start bagging. You'll need to take 4 bags from the furthest and middle cages, and throw them up these stairs, outside of vault.

Then, stand in front of the private room door and watch closely the laser patterns to remember them, so that when the door opens you can quickly dodge them, take the loot, and secure it.

Diamond Store (non-Level 0 version)
For the second Diamond Store of the rotation (aka DS2) the roles are overall the same as DS0, but 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 of the store, swap to your Judges, and look for a bag. 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 3 times your Judges, 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. Other than that, it's all the same.

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 really just do the same 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!

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
Hyper Cat
Loud Queen's Wrath
Buckshot Judge Shotgun
Election Day, DAY1
HE Judges
Explosive Arbiter
Election Day, DAY2
HE Judges
Fire Arbiter
Border Crossing
HE Judges
Fire Arbiter
GGC
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
Hyper Cat
HE Judges
Loud Locomotive Shotgun*
Election Day, DAY1
HE Judges
Igor Automatik pistol
Election Day, DAY2
HE Judges
Locomotive Shotgun*
Border Crossing
HE Judges
Locomotive or Grimm Shotgun
GGC
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*
Hyper Cat
HE Akimbo Grimms
Locomotive Shotgun
Election Day, DAY1
Saw
Igor Automatik pistol*
Election Day, DAY2
Kross Vertex
Secondary Saw
Border Crossing
VD-12 or any primary shotgun
Secondary Saw
GGC
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*
Hyper Cat
Saw
Igor Automatik pistol*
Election Day, DAY1
Saw
Igor Automatik pistol*
Election Day, DAY2
Kross Vertex
Secondary Saw
Border Crossing
Saw
Locomotive or Grimm Shotgun
GGC
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»
  • Hyper Cat: «ac»
  • Election Day: «da»
  • 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.

Diamond Store
No assets are needed at all! Easy enough.


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!


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.


Election Day
For both days, you should buy the "Spotter" asset (you can "Buy all assets" for quicker buy). It's not really mandatory, but it's always nice for easily spotting guards.


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 potential loud are delayed.

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

Helpful VODs
🟢 Green VOD:

🔵 Blue VOD

🔴 Red VOD

🟡 Yellow VOD

Final Notes
Here are some other rotations that can be played with the same heists explained on this guide, just for variety, although their times per Infamy are a bit longer.

Golden NEO 5-maps

Golden 6-maps

2 BC 2 GGC

HTFCBC

No HT Testing


Other guides for different projects!
For some of the rotations mentioned above, you will need to learn the Mountain Master rush, which you can do with our standalone guide:
https://steamproxy.net/sharedfiles/filedetails/?id=3268728087

You can also check out our previous beginner-friendly rotation guide, HTFC 5-maps:
https://steamproxy.net/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.

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! Regardless of your reason for rushing, 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!

15 Comments
fitty  [author] 11 Nov @ 6:03pm 
Updated with NEW Border Crossing VODs for those who want extra help in learning the rush.
theo 6 Nov @ 7:13am 
(no theo jump 0/10 guide)<- A loser would say this:steammocking:
LeftNegative 4 Oct @ 3:05pm 
this guide amazing trust (i was blackmailed please send help)
Tama 2 Oct @ 8:04am 
missing a ukj
alkitgaming 1 Oct @ 10:24pm 
marcmb is the guy on the painting in ggc cuz hes so old :steammocking:
TheBigOgre 1 Oct @ 4:19pm 
when sub 15 min rotation?
Penguin 🐧 1 Oct @ 3:05pm 
gumo guin time
Piel 1 Oct @ 2:08pm 
Awesome work once again! :chainspd3:
Johan 1 Oct @ 2:08pm 
cracked
Prycx the 2nd 1 Oct @ 1:58pm 
GUMO :steamhappy: