||----------------------|| ||----------------------|| || || ||ART HEIST - STEALTH || ||DIFFICULTY: || || DEATH SENTENCE || || | * *\ / || || * * * * * * || ||----------------------|| ||----------------------|| (I tried to make ASCII art of the layout, it turned pretty sour pretty fast) Art Heist, the first day of Framing Frame made into its own separate contract. Personally, I love it. It has problems, of course, but overall it's fun. The fact that RNG does not completely dictate whether a run is viable or not is a welcome change from many of the heists seen in the closest thing PAYDAY2 has to a story mode, CAMPAIGN. The only real gripes I have with the stealth version of this heist is the luck that goes along with guard placement in the entryway. There's one guard that blocks entry from one side of the building to another. He is patrolled by two guards from both sectors of the building. Unless you want to purchase the spycams on both quadrants of the building, then it becomes a gamble whenever you need to/want to go to the other side of the building. That's my only real gripe with Art Heist however. The right side of the building is accessible through a bathroom. The bathroom's locked enterance is accompanied by a spiral staircase to the roof. This is what I love about the heist. It is heavily incentivised to observe how the guards move from the skylight before making a plan. Depending on their pathing, your strategy might differ completely than if the guard moved a slightly different way. The strategic value that comes from that one simple design decision is a favorite of mine. Along with the guards, cameras also are present. Cameras work like stationary guards, though unlike guards they immediately set off the alarm if they catch you. The cameras are put into locations that incentivise moving from one location to another quickly, otherwise everything goes down the drain. The cameras can be disabled, either from stealing a keycard from a guard, or getting the keycard insider favor, then finding the keycard locked guard station and killing the guard. While killing that guard uses up one of your four pager calls, it's worth it in the end. The main objective of the heist is to steal at the bare minimum 6 paintings marked with the SOLD sticker. These SOLD stickers can be seen from the skylights, thus adding another factor in planning a strategy. Guards usually go in pairs, split up when reaching a gallery into the two separate sections of that gallery. Usually blocked off by a display. Blind spots can be exploited to effectively avoid being spotted, in most occasions. While you might think that killing guards to clear out giant spaces would be a good idea, four guards patrol one quadrant of the building while another 4 patrol the other side. If you kill 4 guards then two more are stationed. Most of the time this would throw off your strategy completely and kill any chances of completing the heist. It's advised to kill three guards and hide the body bags outside. It takes roughly 10 seconds to answer a pager call and doing so leaves you open to being spotted easily. Killing guards should only be done after vigorously viewing their pathing and finding an effective window. Other than that, avoid guards instead of killing them. Final notes I forgot to mention: The two quadrants of the building are blocked by a laser fence that gets set off if somebody without an authorized SmartCard attempts to pass. The music composed by Simon Viklund, the tracks differ as the heist never got a custom song, as it was a community request. -------------------------- -------------------------- ||HOW WOULD YOU RATE || ||ART HEIST (stealth)? || || || ||8/10 "Slightly flawed,|| || but still immensely || || enjoyable" || -------------------------- --------------------------