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[[folder: Bank Heist]]

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[[folder: Bank [[folder:Bank Heist]]



[[folder: Armored Transport (Park, Downtown, Underpass, Crossroad, Harbor)]]

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[[folder: Armored [[folder:Armored Transport (Park, Downtown, Underpass, Crossroad, Harbor)]]



[[folder: Armored Transport: Train]]

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[[folder: Armored [[folder:Armored Transport: Train]]



[[folder: Meltdown]]

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[[folder: Meltdown]][[folder:Meltdown]]



* CallBack: In Bains' rant to Vlad about securing the loot, he mentions "smashing malls", and "stealing tiara's", referring to Mallcrasher and Ukrainian Job respectively.

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* CallBack: In Bains' Bain's rant to Vlad about securing the loot, he mentions "smashing malls", and "stealing tiara's", referring to Mallcrasher and Ukrainian Job respectively.



[[folder: Boiling Point]]

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[[folder: Boiling [[folder:Boiling Point]]



[[folder: Brooklyn 10 - 10]]

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[[folder: Brooklyn [[folder:Brooklyn 10 - 10]]



[[folder: The Yacht Heist]]

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[[folder: The [[folder:The Yacht Heist]]



[[folder: Scarface Mansion]]

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[[folder: Scarface [[folder:Scarface Mansion]]



[[folder: Panic Room]]

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[[folder: Panic [[folder:Panic Room]]



* AdaptationalBadass: In this iteration of the heist, Chavez is wearing armour and fights, instead of acting like a civilian.

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* AdaptationalBadass: In this iteration of the heist, Chavez is wearing armour armor and fights, instead of acting like a civilian.



[[folder: The Dentist Trailer]]

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[[folder: The [[folder:The Dentist Trailer]]



* InTheStyleOf: The short is stylised as if it were a mini-episode of ''Series/BreakingBad'', with lots of lingering shots, character pauses, and also introduces a SpecialGuest known for being on the show.

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* InTheStyleOf: The short is stylised stylized as if it were a mini-episode of ''Series/BreakingBad'', with lots of lingering shots, character pauses, and also introduces a SpecialGuest known for being on the show.



[[folder: Big Bank]]

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[[folder: Big [[folder:Big Bank]]



[[folder: The Diamond]]

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[[folder: The [[folder:The Diamond]]



[[folder: Hotline Miami]]

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[[folder: Hotline [[folder:Hotline Miami]]



[[folder: Hoxton Breakout]]

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[[folder: Hoxton [[folder:Hoxton Breakout]]



[[folder: Hoxton's Revenge]]

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[[folder: Hoxton's [[folder:Hoxton's Revenge]]



[[folder: Golden Grin Casino]]

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[[folder: Golden [[folder:Golden Grin Casino]]



[[folder: Birth of Sky]]

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[[folder: Birth [[folder:Birth of Sky]]



[[folder: Beneath the Mountain]]

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[[folder: Beneath [[folder:Beneath the Mountain]]



[[folder: Heat Street]]

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[[folder: Heat [[folder:Heat Street]]



[[folder: Diamond Heist]]

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[[folder: Diamond [[folder:Diamond Heist]]



[[folder: Henry's Rock]]

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[[folder: Henry's [[folder:Henry's Rock]]



[[folder: Midland Ranch]]
New contractor Gemma [=McShay=] tests the Payday gangs' skills by asking them to retrieve weapons from a ranch in the middle of Texas, and destroying their workstations, as Esteban, the local gunrunning lord, is trying to sabotage her business.

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[[folder: Midland [[folder:Midland Ranch]]
New contractor Gemma [=McShay=] tests the Payday gangs' gang's skills by asking them to retrieve weapons from a ranch in the middle of Texas, and destroying their workstations, as Esteban, the local gunrunning lord, is trying to sabotage her business.



[[folder: Lost in Transit]]

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[[folder: Lost [[folder:Lost in Transit]]



[[folder: Hostile Takeover]]

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[[folder: Hostile [[folder:Hostile Takeover]]



[[folder: Crude Awakening]]

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[[folder: Crude [[folder:Crude Awakening]]
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* BorrowedBiometricByPass: Part of the way into the vault in stealth has the crew place a severed thumb on the pad for a fingerprint. Bain tells the crew [[YouDoNotWantToKnow not to ask where he got it from.]]
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* RecurringBossTemplate: Each level is functionally identical gameplay-wise to each other (even the Payday wiki and the in-universe FBI Files just groups these up as a co-ordinated hit by Bain, as they're so similar to one another), the key differences here is the location and number of transports, what cover you have to work with, and what loot spawns in each one. Judging by later lore entries, these heists occurred on the same day, making [=GenSec=] furious!

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* RecurringBossTemplate: Each level is functionally identical gameplay-wise to each other (even the Payday wiki and the in-universe FBI Files just groups these up as a co-ordinated hit by Bain, as they're so similar to one another), the key differences here is the location and number of transports, what cover you have to work with, and what loot spawns in each one. Judging by later lore entries, these the Lost Tape "Bad For Business", all five heists occurred on the same day, making [=GenSec=] furious!to [=GenSec's=] dismay.
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* EasierThanEasy: This is one of the easiest heists in the game, even in stealth, in part because of how small the map is and the low guard population.

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* EasierThanEasy: NoobCave: This is one of the easiest heists in the game, even in stealth, in part because of how small the map is and the low guard population.
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** As [[https://www.youtube.com/watch?v=XGnjF4I1egI some reviewers noted]], this is the fifth train-related heist in the game; Armored Transport: Train (stealing turret and ammo from a military train), Bomb Forest (stealing bomb parts from a wrecked train), Murky Station (stealthily stealing an [=EMP=] bomb from a secret Murkywater train yard), Biker Heist Day 2 (stealing a [=BCI=] helmet atop a ''moving'' train) and now this heist (stealing money plates and ''then'' a train to escape).

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** As [[https://www.youtube.com/watch?v=XGnjF4I1egI some reviewers TheKknowley noted]], this is the fifth train-related heist in the game; Armored Transport: Train (stealing turret and ammo from a military train), Bomb Forest (stealing bomb parts from a wrecked train), Murky Station (stealthily stealing an [=EMP=] bomb from a secret Murkywater train yard), Biker Heist Day 2 (stealing a [=BCI=] helmet atop a ''moving'' train) and now this heist (stealing money plates and ''then'' a train to escape).
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** The line ''"Through murky waters..."'' is referring to Murkywater, the [=PMC=] that the crew fight against in several heists, including some of the last in the timeline.
** The line ''"And Golden Grins..."'' refers to Golden Grin Casino -- which is doubly meta, as the name and logo of that heist is taken from [=GRIN=], the predecessor to Overkill Software, making for a nice BookEnd of sorts.

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** *** The line ''"Through murky waters..."'' is referring to Murkywater, the [=PMC=] that the crew fight against in several heists, including some of the last in the timeline.
** *** The line ''"And Golden Grins..."'' refers to Golden Grin Casino -- which is doubly meta, as the name and logo of that heist is taken from [=GRIN=], the predecessor to Overkill Software, making for a nice BookEnd of sorts.

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** The music track for this heist, "On The Road", alludes to several past events, notably Golden Grin Casino (which is doubly meta, as the name and logo of the heist is taken from [=GRIN=], the predecessor to Overkill Software), as well as Murkywater (the [=PMC=] that the crew fight against in several heists).

to:

** The music track for this heist, "On The Road", alludes to several past events, notably events:
** The line ''"Through murky waters..."'' is referring to Murkywater, the [=PMC=] that the crew fight against in several heists, including some of the last in the timeline.
** The line ''"And Golden Grins..."'' refers to
Golden Grin Casino (which -- which is doubly meta, as the name and logo of the that heist is taken from [=GRIN=], the predecessor to Overkill Software), as well as Murkywater (the [=PMC=] that the crew fight against in several heists).Software, making for a nice BookEnd of sorts.

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removed dupe


[[folder: Bank Heist]]
Bain and the crew go on a bank heist. Comes in five variants in-game; Vanilla (Cash and Deposit boxes), Cash (Cash only), Gold (Gold and Deposit Boxes), Random ([[BreadEggsBreadedEggs any of the above]]) and Deposit (Deposit Boxes only).

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[[folder: Bank Diamond Heist]]
Bain and To force Locke out of hiding, the crew go steal the Garnet Group diamonds from their main vault in a penthouse apartment, while their son has a party on a bank heist. Comes in five variants in-game; Vanilla (Cash and Deposit boxes), Cash (Cash only), Gold (Gold and Deposit Boxes), Random ([[BreadEggsBreadedEggs any one of the above]]) and Deposit (Deposit Boxes only).top floors.



* BankRobbery: As basic as it gets when it comes to heists; a local branch bank in [=D.C=] the crew hit, and the canonically one of the first the crew do.
* EasierThanEasy: This is one of the easiest heists in the game, even in stealth, in part because of how small the map is and the low guard population.
* RandomEvent: The bank vault is the only large-scale random element in the map, though keycards and money bundles also change places.
* ViolationOfCommonSense: The goal of the heist is to drill into the vault, this includes in stealth, where the drill is '''silenced''', and can oftentimes be in plain view of people.

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* BankRobbery: As basic as it gets when it comes to heists; a local branch bank in [=D.C=] DeathBySecretIdentity: The CFO of Garnet Group dies by being thrown out the crew hit, helicopter. The reason is because he had seen Bains' face, and the canonically one of the first the crew do.
he'd rather keep that a secret.
* EasierThanEasy: EmbeddedPrecursor: This is one of the easiest heists fifth heist to be remade in Payday 2, and asides from the game, even in stealth, in part because of how small story change, the map is layout and events play out largely the low guard population.
same as before.
* RandomEvent: ThePasswordIsAlwaysSwordfish: The bank vault combination is random each time, the one consistency is the only large-scale random element in order of those numbers you enter adhere to the map, though keycards and money bundles also change places.
* ViolationOfCommonSense: The goal of
RGB color spectrum when entered on the heist is to drill into vaults' keypad.
* StealthBasedMission: Unlike
the vault, this includes in stealth, where original heist, which was stealth-able until you smashed the drill is '''silenced''', and glass to get at the diamonds, you can oftentimes be in plain view of people.sneak through the whole thing as Bain packed glass cutters to get at the diamonds.



[[folder: Diamond Heist]]
To force Locke out of hiding, the crew steal the Garnet Group diamonds from their main vault in a penthouse apartment, while their son has a party on one of the top floors.

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[[folder: Diamond Heist]]
To force
Henry's Rock]]
Locke out of hiding, and the crew PAYDAY Gang go to Henry's Rock, a SecretGovernmentWarehouse owned by Murkywater to steal the Garnet Group diamonds from their main vault in a penthouse apartment, while their son has a party on one of the top floors.two coffers that can be found there.



* DeathBySecretIdentity: The CFO of Garnet Group dies by being thrown out the helicopter. The reason is because he had seen Bains' face, and he'd rather keep that a secret.
* EmbeddedPrecursor: This is the fifth heist to be remade in Payday 2, and asides from the story change, the map layout and events play out largely the same as before.
* ThePasswordIsAlwaysSwordfish: The vault combination is random each time, the one consistency is the order of those numbers you enter adhere to the RGB color spectrum when entered on the vaults' keypad.
* StealthBasedMission: Unlike the original heist, which was stealth-able until you smashed the glass to get at the diamonds, you can sneak through the whole thing as Bain packed glass cutters to get at the diamonds.
[[/folder]]

[[folder: Henry's Rock]]
Locke and the PAYDAY Gang go to Henry's Rock, a SecretGovernmentWarehouse owned by Murkywater to steal two coffers that can be found there.
----
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* ThePasswordIsAlwaysSwordfish: The vault combination is random each time, one one consistency is the order of those numbers you enter adhere to the RGB color spectrum.

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* ThePasswordIsAlwaysSwordfish: The vault combination is random each time, one the one consistency is the order of those numbers you enter adhere to the RGB color spectrum.spectrum when entered on the vaults' keypad.

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* DeathBySecretIdentity: The CFO of Garnet Group dies by being thrown out the helicopter. The reason is becase he had seen Bains' face, and he'd rather keep that a secret.
* ThePasswordIsAlwaysSwordfish: The vault combination is random each time, one one consistency is the order of thoe numbers you enter adhere to the RGB color spectrum.

to:

* DeathBySecretIdentity: The CFO of Garnet Group dies by being thrown out the helicopter. The reason is becase because he had seen Bains' face, and he'd rather keep that a secret.
* EmbeddedPrecursor: This is the fifth heist to be remade in Payday 2, and asides from the story change, the map layout and events play out largely the same as before.
* ThePasswordIsAlwaysSwordfish: The vault combination is random each time, one one consistency is the order of thoe those numbers you enter adhere to the RGB color spectrum.

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[[folder: Breakin' Feds]]
The Coffer the FBI has taken from The Elephant is in Comissioner Garrats Office, and the Gang need to steal it for future use.

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[[folder: Breakin' Feds]]
The Coffer the FBI has taken from The Elephant is in Comissioner Garrats Office,
Bank Heist]]
Bain
and the Gang need to steal it for future use.crew go on a bank heist. Comes in five variants in-game; Vanilla (Cash and Deposit boxes), Cash (Cash only), Gold (Gold and Deposit Boxes), Random ([[BreadEggsBreadedEggs any of the above]]) and Deposit (Deposit Boxes only).



* BigStormEpisode: You can hear a storm outside the building, and it's raining outside. Quite fitting, given the Gangs' actions.
* ThePasswordIsAlwaysSwordfish: The safe that has the Coffer is hidden, and when you find it, you must enter the correct code with clues that are in Garrett's office.
* SkewedPriorities: The intro to this heist has Duke, Chains and Locke discuss the proper method of making donuts... all the while breaking into '''FBI headquarters'''.
* StealthBasedMission: This heist is stealth only, and the guards are particularly jittery too. Even ignoring Payday 2's wonky stealth mechanics, much of the gameplay here is letting guards pass to get to certain places on the map, not to mention guessing the code to the safe the Coffer is in.

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* BigStormEpisode: You can hear a storm outside the building, and it's raining outside. Quite fitting, given the Gangs' actions.
* ThePasswordIsAlwaysSwordfish: The safe that has the Coffer is hidden, and
BankRobbery: As basic as it gets when you find it, you must enter it comes to heists; a local branch bank in [=D.C=] the correct code with clues that are in Garrett's office.
* SkewedPriorities: The intro to this heist has Duke, Chains
crew hit, and Locke discuss the proper method canonically one of making donuts... all the while breaking into '''FBI headquarters'''.
first the crew do.
* StealthBasedMission: EasierThanEasy: This is one of the easiest heists in the game, even in stealth, in part because of how small the map is and the low guard population.
* RandomEvent: The bank vault is the only large-scale random element in the map, though keycards and money bundles also change places.
* ViolationOfCommonSense: The goal of the
heist is stealth only, to drill into the vault, this includes in stealth, where the drill is '''silenced''', and the guards are particularly jittery too. Even ignoring Payday 2's wonky stealth mechanics, much can oftentimes be in plain view of the gameplay here is letting guards pass to get to certain places on the map, not to mention guessing the code to the safe the Coffer is in.people.



[[folder: Henry's Rock]]
Locke and the PAYDAY Gang go to Henry's Rock, a SecretGovernmentWarehouse owned by Murkywater to steal two coffers that can be found there.

to:

[[folder: Henry's Rock]]
Diamond Heist]]
To force
Locke and out of hiding, the PAYDAY Gang go to Henry's Rock, a SecretGovernmentWarehouse owned by Murkywater to crew steal two coffers that can be found there.the Garnet Group diamonds from their main vault in a penthouse apartment, while their son has a party on one of the top floors.


Added DiffLines:

* DeathBySecretIdentity: The CFO of Garnet Group dies by being thrown out the helicopter. The reason is becase he had seen Bains' face, and he'd rather keep that a secret.
* ThePasswordIsAlwaysSwordfish: The vault combination is random each time, one one consistency is the order of thoe numbers you enter adhere to the RGB color spectrum.
* StealthBasedMission: Unlike the original heist, which was stealth-able until you smashed the glass to get at the diamonds, you can sneak through the whole thing as Bain packed glass cutters to get at the diamonds.
[[/folder]]

[[folder: Henry's Rock]]
Locke and the PAYDAY Gang go to Henry's Rock, a SecretGovernmentWarehouse owned by Murkywater to steal two coffers that can be found there.
----
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Added DiffLines:

** In loud, Gabriel is the only enemy in the entire game to require a specific set of actions to be temporarily made vulnerable to damage, in this case by setting him on fire using [[HoistByHisOwnPetard SERA's own oil]]. And ''only'' the oil, as [[ObviousRulePatch he will not be ignited by any other means, even from the flamethrowers.]]

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** The music track for this heist, "On The Road", alludes to several past events, notably Golden Grin Casino (which is doubly meta, as [=GRIN=] was the predecessor to Overkill Software), as well as Murkywater (the [=PMC=] that the crew wage war on in several heists).

to:

** The music track for this heist, "On The Road", alludes to several past events, notably Golden Grin Casino (which is doubly meta, as [=GRIN=] was the name and logo of the heist is taken from [=GRIN=], the predecessor to Overkill Software), as well as Murkywater (the [=PMC=] that the crew wage war on fight against in several heists).heists).
* DeadlyGas: You kill Gabriel this way in stealth, by pouring some gas into his offices.


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* MeaningfulName: The name of the heist is a twofer:
** First "Crude Oil", the thing the gang is sent to steal.
** The second is a pun on "Rude Awakening", which Gabriel and Alice get when you kill them and shut their operation down respectively.


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* RandomEvent: There really isn't much randomness in this heist, unlike other heists where it's a staple part of the game's appeal. That said, the pipe puzzle setup is different per run (but only has a set number of configurations, so it is learnable), and the gas pumps Locke asks you to turn on and off near the end are also random.

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* GrandFinale: This is the last heist in the game (despite taking place before the storylines' ''actual'' final heist; The White House). To wit, this is one of four heists to have a song with lyrics (after Big Bank's "Ode to Greed", Scarface Mansions' "Break the Rules", Diamond Heists "I Will Give You My All 2017"), in this case "On the Road".

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* EverythingExplodesEnding: '''And how!''' The final moments has the game exploding the oil rig, so Alice cannot use the oil rig, and put her out of business. The game also does not end until the explosion happens, essentially [[NoticeThis forcing you to look at it.]]
* GrandFinale: This is the last heist in to be released for the game (despite taking place before the storylines' ''actual'' final heist; The White House). To wit, further emphasize the fact it's a finale, this is one of four heists to have a song music with lyrics (after Big Bank's "Ode to Greed", Scarface Mansions' "Break the Rules", and Diamond Heists "I Will Give You My All 2017"), 2017"); in this case "On the Road".Road".
* FakeDifficulty: The last section of the heist, where the Point of No Return activates, the game throws a large amount of officers your way, to the point that getting caught in any one section can doom the run. Even worse is that the enemy's body-block certain points due to the confined walkways and rooms, meaning brute force is the only way through.
* PointOfNoReturn: The game features one; as soon as you make the drill of the oil rig turn in on itself, you have three minutes to get off the oil rig before it explodes.



** Like with Hostile Takeover, certain objectives can be completed before they are needed to be (getting the USB stick early, for example).

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** Like with Hostile Takeover, certain objectives can be completed before they are needed required by the player to be performed (getting the USB stick early, for example).
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Added DiffLines:

[[/folder]]

[[folder: Crude Awakening]]
The crew hits the [=SERA=] oil rig to assassinate [=SERA's=] chief of security, Gabriel Santiago, and steal pure petroleum to collapse the company and force Alice Rainey out of the oil industry so that Blaine, the contractor of the heist, can take their place.
----
* ContinuityNod:
** The monitors around the oil rig feature a news report about the aftermath of the Hostile Takeover heist, as well as mentioning Lost In Transit and Midland Ranch.
** The music track for this heist, "On The Road", alludes to several past events, notably Golden Grin Casino (which is doubly meta, as [=GRIN=] was the predecessor to Overkill Software), as well as Murkywater (the [=PMC=] that the crew wage war on in several heists).
* GrandFinale: This is the last heist in the game (despite taking place before the storylines' ''actual'' final heist; The White House). To wit, this is one of four heists to have a song with lyrics (after Big Bank's "Ode to Greed", Scarface Mansions' "Break the Rules", Diamond Heists "I Will Give You My All 2017"), in this case "On the Road".
* UnexpectedGameplayChange:
** Like with Hostile Takeover, certain objectives can be completed before they are needed to be (getting the USB stick early, for example).
** The pipe puzzle is a considerable challenge as it requires someone to follow pipes from the fuel pump to the oil tank, while the other three players defend them, and there are several valves that need turning to make the oil to go the right direction.
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Added DiffLines:

* AnythingButThat: The teaser features Wolf trying to interrogate an unseen mobster for the location of the Commissar, who refuses to budge. The moment Jacket walks in to take over interrogation, though, he freaks out, knowing of his vendetta against Russians.
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* LogicalWeakness: The [=EMP=] bomb serves two purposes: 1. To let the crew into the lab, and 2. to knockout the super soldiers in the lab. Given the super soldiers all have mechanical implants to varying degrees, it makes sense that it'd knock them out. Given Akan never tried to replicate the tests, the [=EMP=] seems to actually ''kill'' the test subjects.
* MadScientistLaboratory: One situated underneath the lumbermill, where Akan does his initial experiments into super soldiers.

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* LogicalWeakness: The [=EMP=] bomb serves two purposes: 1. To let the crew into the lab, and 2. to knockout the super soldiers in the lab. Given the super soldiers all have mechanical implants to varying degrees, it makes sense that it'd knock them out. Given Akan The game never tried directly states it, but Akan also never tries to replicate the tests, so the [=EMP=] bomb seems to actually ''kill'' the test subjects.
* MadScientistLaboratory: One situated underneath the a lumbermill, where Akan does his initial experiments into super soldiers.

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[[folder: Brooklyn 10 - 10]]
The BadassBureaucrat of the New York Continental, Charon, has been kidnapped by some low-level street gang while trying to find a briefcase in a nearby rundown building.\\

to:

[[folder: Brooklyn 10 - 10]]
The BadassBureaucrat of
Boiling Point]]
Jimmy contracts
the New York Continental, Charon, has been kidnapped by PAYDAY Gang to go to a secret Russian lumbermill that's doing some low-level street gang while trying strange experiments on super soldiers, all commanded by a man named Akan. The crew is to find a briefcase in a nearby rundown building.break into the underground lab, scan all the bodies and exit, before Akan can do the tests himself.\\



Released as one of two heists as some cross-promotion with ''Film/JohnWickChapter2''.

to:

Released as one of two heists as some cross-promotion with ''Film/JohnWickChapter2''.''Film/HardcoreHenry''.


Added DiffLines:

* AdaptationalHeroism: The gang - cop and civilian murderers extraordinaire - are recruited by Jimmy to impede Akan's plans for world domination (in this case, wiping out an evil agency's facility and destroying its research on super-soldiers, which is heavily implied to trigger the plot of the film). Bain even lampshades it in the intro and the outro, commenting that it feels really weird to do '''outright good''' for once, and get paid for it.
* BorrowedBiometricBypass: To access the scanner, you need to cut off the head scientists' right hand.
--> '''Bain''': "You guys are cold. Technology can be cruel."
* BilingualBonus: Akan's mercenaries [[GratuitousRussian all speak fluent Russian]], and the various signage around the lab is also all written in genuine Russian.
* GameplayAndStorySegregation: While Bain does mention the comms being down after the [=EMP=] goes off, his chatter will still come through, albeit distorted, if someone gets downed.
* LogicalWeakness: The [=EMP=] bomb serves two purposes: 1. To let the crew into the lab, and 2. to knockout the super soldiers in the lab. Given the super soldiers all have mechanical implants to varying degrees, it makes sense that it'd knock them out. Given Akan never tried to replicate the tests, the [=EMP=] seems to actually ''kill'' the test subjects.
* MadScientistLaboratory: One situated underneath the lumbermill, where Akan does his initial experiments into super soldiers.
* MythologyGag: A sub-objective has Bain require the crew to find a briefcase before they leave. This is likely in reference to the "Bad Motherfucker" music video, which served as the basis for the film that would become ''Hardcore Henry''.
* PrivateMilitaryContractors: Akans' Russian Mercenaries are PMC's not affiliated with other law enforcement, merely hired by Akan to stop the gang.
[[/folder]]

[[folder: Brooklyn 10 - 10]]
The BadassBureaucrat of the New York Continental, Charon, has been kidnapped by some low-level street gang while trying to find a briefcase in a nearby rundown building.\\
\\
Released as one of two heists as some cross-promotion with ''Film/JohnWickChapter2''.
----

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* RandomEvent: There are four rooms the game chooses from when you pick from:

to:

* ConspiracyKitchenSink: PlayedForLaughs, as in the opening, as Chains and Duke mention several conspiracies, such as Amelia Earhearts' plane disappearance, the warehouse having ray guns, etc.
* RandomEvent: There are four rooms the game chooses from when you pick from:to get at the coffers:



** The Laboratory, which essentially has the player mix uop a specific combination of marked chemicals to make a thermite compound to open a door to get at the coffer inside.

to:

** The Laboratory, which essentially has the player mix uop up a specific combination of marked chemicals to make a thermite compound to open a door to get at the coffer inside.



* ShoutOut: The design of the heist is clearly inspired by ''Series/Warehouse13'' snd ''Film/RaidersOfTheLostArk'' (note the massive corridor with shelves filled with boxes), as well as ''VideoGame/HalfLife'' (which is mostly set in a sci-fi lab underground).

to:

* ShoutOut: The design of the heist is clearly inspired by ''Series/Warehouse13'' snd and ''Film/RaidersOfTheLostArk'' (note the massive corridor with shelves filled with boxes), as well as ''VideoGame/HalfLife'' (which is mostly set in a sci-fi lab underground).

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'''2019 - 2022: The Heists before the Greatest Heist of all:'''

Heists that take place during the AmbiguousTimePeriod before the PAYDAY Gang take on their greatest heist of all; [[spoiler:The White House]].
[[folder: Midland Ranch]]
New contractor Gemma [=McShay=] tests the Payday gangs' skills by asking them to retrieve weapons from a ranch in the middle of Texas, and destroying their workstations, as Esteban, the local gunrunning lord, is trying to sabotage her business.

to:

'''2019 - 2022: The Heists before the Greatest Heist of all:'''

Heists that take place during the AmbiguousTimePeriod before
[[folder: Henry's Rock]]
Locke and
the PAYDAY Gang take on their greatest heist of all; [[spoiler:The White House]].
[[folder: Midland Ranch]]
New contractor Gemma [=McShay=] tests the Payday gangs' skills
go to Henry's Rock, a SecretGovernmentWarehouse owned by asking them Murkywater to retrieve weapons from a ranch in the middle of Texas, and destroying their workstations, as Esteban, the local gunrunning lord, is trying to sabotage her business.steal two coffers that can be found there.



* {{BFG}}: An [=LMG=] can be found on the back of a pickup truck and on top of the barn, both that can be constructed (though only one can be active at a time). It is A: very effective at killing cops in the short radius in front of you, and B: very, '''VERY''' loud (as in, anyone on the map can hear it's cannon-esque gunfire).
* CowboyEpisode: About as close as PAYDAY can get to one anyway. There are haybales, the map is drenched in orange lighting, mimicking that of a western, and several cosmetics were released that give appropriately western headwear, such as two variants of a ten-gallon hat, and a straw hat.
* GimmickLevel: You actually have to ''construct'' most of the weapons you find and loot, which means players have to keep tabs on who has what parts (barrels, stocks, and receivers), and the crates, by default are unmarked (the "Mark Weapon Crates" pre-planning option does mark them with symbols, however).
* OutlawTown: Or, rather, Outlaw barnyard. There's a few civilians that are merely farmhands, but the great majority of the staff are guards.
* RecurringBossTemplate: Of Scarface Mansion. While the level bears very little resemblance to the heist, it does however, share surprisingly similar motivations to that of The Butcher (contractor of that heist), in that Gemma asks you to wreck Esteban's operations as Revenge because they were trying to take her business out. You even steal his weapons, mirroring how you steal Yayo in Scarface Mansion.

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* {{BFG}}: An [=LMG=] ButHeSoundsHandsome: When insulting the tech crew when running hacks on their computers, Locke mentions that the I.T. Department were always bad and unreliable, except for him of course.
* ContinuityNod: The turret the crew boosted from Transport: Train is present here, which
can be found on the back of a pickup truck and on top of the barn, both that can be constructed (though only one can be active at a time). It is A: very effective at killing cops in the short radius in front of you, and B: very, '''VERY''' loud (as in, anyone on the map can hear it's cannon-esque gunfire).
* CowboyEpisode: About as close as PAYDAY can get to one anyway. There are haybales, the map is drenched in orange lighting, mimicking that of a western, and several cosmetics were released that give appropriately western headwear, such as two variants of a ten-gallon hat, and a straw hat.
* GimmickLevel: You actually have to ''construct'' most of
the weapons you find and loot, which means players have to keep tabs on who has what parts (barrels, stocks, and receivers), testing room, and the crates, by default ammunition is close by.
* RandomEvent: There
are unmarked (the "Mark Weapon Crates" pre-planning option does mark them four rooms the game chooses from when you pick from:
** The Archives, which requires drilling a door open and finding symbols in piles of notebooks to open a large golden box.
** The Weapons Testing room, which requires charging and shooting a massive laser gun to open a nearby blast door to get at a coffer inside a crate (which itself requires a crowbar to open).
** The I.T Center, which has Locke ask you to find a computer that works
with symbols, however).
* OutlawTown: Or, rather, Outlaw barnyard. There's
a few civilians that are merely farmhands, but hack to finds the great majority of coffer on the staff are guards.
shelves in the main corridor, and then going back to the crane to get a box to open (again, with a crowbar).
** The Laboratory, which essentially has the player mix uop a specific combination of marked chemicals to make a thermite compound to open a door to get at the coffer inside.
* RecurringBossTemplate: Of Scarface Mansion. While This is Beneath the level bears very little resemblance to Mountain 2.0 essentially, even sharing a few of the heist, it does however, share surprisingly similar motivations to assets from that of The Butcher (contractor of that heist), heist too. It differs in that Gemma asks you to wreck Esteban's operations stealing the coffers for loot takes more effort than in the former, often requiring completing a logic puzzle.
* ShoutOut: The design of the heist is clearly inspired by ''Series/Warehouse13'' snd ''Film/RaidersOfTheLostArk'' (note the massive corridor with shelves filled with boxes),
as Revenge because well as ''VideoGame/HalfLife'' (which is mostly set in a sci-fi lab underground).
* ThisMeansWar: Locke mentions in the briefing that doing this contract means the PAYDAY Gang are essentially waging war on Maurkywater, given
they were trying are tied to take her business out. You even steal his weapons, mirroring how you steal Yayo in Scarface Mansion.TheConspiracy.



[[folder: Lost in Transit]]
Because of their impressive work in Texas, Gemma gives the gang first dibs on a new job for the gang; stealing money printing plates from a military trainyard. However, instead of merely taking the plates and running off, the gang ''steals a goddamn train'' to escape on (the justification being that the cops are watching the roads).

to:

'''2019 - 2022: The Heists before the Greatest Heist of all:'''

Heists that take place during the AmbiguousTimePeriod before the PAYDAY Gang take on their greatest heist of all; [[spoiler:The White House]].
[[folder: Lost Midland Ranch]]
New contractor Gemma [=McShay=] tests the Payday gangs' skills by asking them to retrieve weapons from a ranch
in Transit]]
Because
the middle of their impressive work in Texas, Gemma gives and destroying their workstations, as Esteban, the gang first dibs on a new job for the gang; stealing money printing plates from a military trainyard. However, instead of merely taking the plates and running off, the gang ''steals a goddamn train'' local gunrunning lord, is trying to escape on (the justification being that the cops are watching the roads).sabotage her business.



* {{BFG}}: An [=LMG=] can be found on the back of a pickup truck and on top of the barn, both that can be constructed (though only one can be active at a time). It is A: very effective at killing cops in the short radius in front of you, and B: very, '''VERY''' loud (as in, anyone on the map can hear it's cannon-esque gunfire).
* CowboyEpisode: About as close as PAYDAY can get to one anyway. There are haybales, the map is drenched in orange lighting, mimicking that of a western, and several cosmetics were released that give appropriately western headwear, such as two variants of a ten-gallon hat, and a straw hat.
* GimmickLevel: You actually have to ''construct'' most of the weapons you find and loot, which means players have to keep tabs on who has what parts (barrels, stocks, and receivers), and the crates, by default are unmarked (the "Mark Weapon Crates" pre-planning option does mark them with symbols, however).
* OutlawTown: Or, rather, Outlaw barnyard. There's a few civilians that are merely farmhands, but the great majority of the staff are guards.
* RecurringBossTemplate: Of Scarface Mansion. While the level bears very little resemblance to the heist, it does however, share surprisingly similar motivations to that of The Butcher (contractor of that heist), in that Gemma asks you to wreck Esteban's operations as Revenge because they were trying to take her business out. You even steal his weapons, mirroring how you steal Yayo in Scarface Mansion.
[[/folder]]

[[folder: Lost in Transit]]
Because of their impressive work in Texas, Gemma gives the gang first dibs on a new job for the gang; stealing money printing plates from a military trainyard. However, instead of merely taking the plates and running off, the gang ''steals a goddamn train'' to escape on (the justification being that the cops are watching the roads).
----



* BrickJoke: In the previous heist's intro (Lost in Transit), Locke mentions to Gemma that Dallas has never been to Dallas, and notes how silly that sounds. In this heist, Dallas actually gets to go to Dallas as that's where the contract is set.

to:

* BrickJoke: In the previous heist's intro (Lost in Transit), Locke mentions to Gemma that Dallas has never been to Dallas, and Gemma notes how silly that sounds. In this heist, Dallas actually gets ''gets'' to go to Dallas as that's where the contract is set.



* HarmlessElectrocution: Once you flood the science labs, water will spill out and electric wires will make the water electrified, which you have to cut to make it safe to traverse again, making for a game of TheGroundIsLava. While this will still hurt you, it's not by much, and the game adds MercyInvincibility so you only get shocked for a few seconds at a time if you repeatedly touch the water. Note that ''enemies'' caught in this situation also get electrified too, stunning them.



* RecurringBossTemplate: The contract is rather similar in setup to Big Oil, in that the crew steals a prototype energy device for the contractor, although in this case, Blaine is fully committing to using it to get into the oil game, The Elephant wanted the prototype in Big Oil to quash clean energy alternatives.

to:

* RecurringBossTemplate: The This contract is rather similar in setup to Big Oil, in that the crew steals a prototype energy device for the contractor, although in this case, Blaine is fully committing to using it the prototype to get into the oil game, The Elephant wanted the prototype in Big Oil to quash clean energy alternatives.



* UnexpectedGameplayChange: This heist is unusual among its peers in that almost any objective can be tackled in any order, even in loud where it's usually a linear objective cycle. It's entirely possible to split the team into two and just handle two objectives at once, finishing the heist in less than 15 minutes.

to:

* UnexpectedGameplayChange: This heist is unusual among its peers in that almost any objective can be tackled in any order, even in loud where it's usually a linear objective cycle. It's entirely possible to split the team into two and just handle two objectives at once, finishing meaning it's possible to finish the heist in less than 15 minutes.
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Bain and the crew go on a bank heist. Comes in four variants in-game; Vanilla (Cash and Deposit boxes), Gold (Gold and Deposit Boxes), Random ([[BreadEggsBreadedEggs either of the above]]) and Deposit (Deposit Boxes only).

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Bain and the crew go on a bank heist. Comes in four five variants in-game; Vanilla (Cash and Deposit boxes), Cash (Cash only), Gold (Gold and Deposit Boxes), Random ([[BreadEggsBreadedEggs either any of the above]]) and Deposit (Deposit Boxes only).



* BankRobbery: As basic as it gets when it comes to heists; a local branch bank in [=D.C=].

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* BankRobbery: As basic as it gets when it comes to heists; a local branch bank in [=D.C=].C=] the crew hit, and the canonically one of the first the crew do.

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