__________________ * * | Shadow Raid | | DEATH SENTENCE | | | * *\ / | | * * * * * * | *__________________* Shadow raid is a very flawed stealth heist, that doesn't mean I don't love it though. The heist has multiple problems, mostly to do with how transporting bags works in Payday 2. Payday 2 has a weighted bag system. The heavier the object you're hauling, the slower you move. This becomes a problem about 10 minutes into the heist when you have each bag stored in a safe location. The van is on the opposite side of the map. I usually kill two of the guards on the side of the building since they're the only ones that patrol over there. It leaves me with one pager including the mandatory killing of the cameraman. It takes an unreasonable amount of time to move bags within that heist. It kills the pacing, 20 minutes of slowly moving bags to the other side of the map. This problem can be mitigated however, with a small favor for 15k, you can choose your way of moving the bags. Through either a zipline on the bottom right side of the map. This takes it to a boat stationed a couple of hundred meters away. Inside trash cans, etc. There's also thermite for the underground option, or just easy movability of bags to the select areas. As sewer grates block the entryways to other sewer grates, this becomes necessary if you want to go that route. Seven types of loot exist: Paintings Light Nose Candy Light Money Cannot run with Assault Rifles Cannot run with Gold Slows walking speed Samurai Armor Slows walking speed Alien Slows to a snail's pace On Death sentence difficulty, you need 12 bags. There's three sections of the map with loot. Outside the warehouse, money and gold are stored inside shipping containers. If you're lucky a crate you need a crowbar to open will be dropped by heli after about 5 minutes. This in my playtime seems to drop one of the aliens. There's two enterances to this section of the map. Through the main gate, and the side enterance that has three guards. Usually the easier option just given the positioning of the guards. The shipping containers do not require anything to open them with, this area is completely optional (most of the time) as the warehouse contains the 12 bags of loot required. Guarded by 4-5 guards that alternate around the area. While this sounds like a lot of guards, it isn't just given the distance and cover. They're not a threat once you learn their movement patterns. The loading zone of the warehouse. This area contains six crowbar accessible crates. These contain everything listed above EXCEPT for Assault rifles, paintings, and samurai armor. About two or three Murky Water guards patrol the area. They have bullet resistant armor. The important part about this area is the two keycarded 10-second time lock area containing the samurai armor. Four pieces of it are located inside and net a high value if stolen without being caught. The problem is that guards get alerted when seeing the vault door open. If you want to get the Samurai armor, you'll have to kill at least three guards so the alarm doesn't go off, or have ECM jammers and a full team of 4 carrying the armor. I'd advise against going for the armor unless you want the achievement, it's an investment getting that armor. The loading bay also serves as a good enterance to the warehouse, just given the overlook on top of it. The ladder on the side enterance of the map will lead directly to the loading bay, which will directly lead to the warehouse storage/barracks/camera room/whatever else. The storage barracks room is the most important part of the heist, especially if you're using the sewer-thermite strategy. Right next to where the vault is, a sewer grate exists leading directly to the van OR the zip-line boat area. Both options are decent, though the zip-line boat area, while it costs favors and payday 2 money, usually it isn't blocked off by sewer bars. This area contains multiple areas of loot, a crowbar isn't needed to get a good portion of the loot inside of this area, this is also where you get the crowbar. This area is covered by two floors. Only accessible to each other through one staircase used by guards. This area is the riskiest when it comes to guard placement. But becomes easier to manage with enough patience. On the second floor is where the cameraman is stationed. He is protected by a lock-pickable door. It is essential to take out the camera man given how annoying the cameras are inside of this heist. The outside warehouse section can be accessed by the staircase on the first floor, if you lockpick both doors this will introduce a new guard into the section however. So only open if it is necessary. On both floors two keycard protected sections exist. Keycards are dropped by guards. One of these sections is guaranteed to have a crowbar accessible crate. This is not garunteed to contain any loot. Depending on RNG spawns, money or nose candy can be found on the ground of those sections, the crowbar accessible crate and the loose loot cannot exist within the same section. This area must be entered at least once to finish the heist given the density of loot compared to the other areas. _________________________________________________________________ *_________________________________________________________________* What do I think about this heist? I love the first part of it, it's adrenaline inducing and requires a decent amount of attention to how you manuver through the map. It's the bag part that really makes me hate playing this heist. Which is a shame really, since the heist without the pace crushing bag section is up there with Art Gallery - Stealth. I hope if they add this map as a legacy map in Payday 3 they fix that issue with more zip lines or something to streamline the process. The other zipline that they offer isn't viable due to the amount of distance needed to travel to even access the area and the guards that surround the zip line at all times. I hope they add it to Payday 3. THE MUSIC!: Sly Gloves and Now We Wait are both amazing tracks, though I usually play with Sly Gloves. It has such a tense feeling to it. The electric guitar synth mixed with the subtle distorted drums in the background adds so much to the atmosphere. Sneaking around a dockside warehouse owned by a paramilitary organization while hearing in the background BRAUUMAUUUBAUUUMAAUUUMAUUU psh psh is dreamy. I'm not being sarcastic either, it's genuinely a great experience. While And Now We Wait is a great track, I don't think it fits the heist as well as Sly Gloves. Nothing can beat the the vibe Sly Gloves adds to the heist. Here's the song if you want to listen to it: https://www.youtube.com/watch?v=Bv75vI8aimY Final Thoughts: While this isn't my favorite stealth heist, it has elements that put it up there. Cannot say it's a good stealth heist however just given that damn bag section. ________________________ * * | FINAL RATING: | | 6/10 | | "Amazing, but the bag | | section ruins it." | *________________________*