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Be VERY cautious as the last members at the bottom can become incapacitated with no way to rescue them. After securing the appropriate amount, Locke says only 2 heisters at a time can escape through the shaft. The lost artifact is the simplest, as it can be quickly bagged without any hindrance.Īn elevator shaft with some zip-lines are the only way to secure the goods. To get the masterpiece, a player must interact with the circuit box in order to hack it. Upon opening a vault with the rewards, the blowtorch will be needed for a final time to obtain the master server, and when finding the prototype, players are cautioned as some of the crates are rigged with live C4. The goods are a master server, a prototype, a masterpiece (painting), and an artifact. Only four out of the six vaults have valuables and it is always random.
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To make matters harder, only one vault at a time can be opened, in which the Murkywater force will attempt to stop. True to his word, viewing the cameras will reveal a vault to be either empty or containing something of value. Locke will caution that not all of the vaults will contain loot. The climax of the heist will eventually center on another security control room that opens the vaults. An (additional) bulldozer, a sniper or two, or a line of four Shields will wait for players at the end of the corridor. After the cycling process, various enemies may appear. The door to the air lock will take some time to open. Also, a bulldozer may appear in the airlock control room.
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On some occasions, the player with the blowtorch may have to backtrack with an incoming wave of enemies. Whoever is cutting the fenced doors must be closely monitored as any delay may jeopardize the heist.Įventually, the crew finds an air lock and they must find the security room to initiate the cycling process.
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A ceiling turret and even tear gas may be deployed to greatly hamper players on higher difficulties, and the strong presence of enemies are not helping either. After the main door is blown apart, a fenced door or two must be cut open with the blowtorch. Taking cover is advised until it finishes counting down. Players are required to place 4 of the charges on the door and ensure the Murkies do not stop the timer. Players must work fast as the Murkywater force will swarm the area with assaults and additional snipers may spawn. A blowtorch and keycard are found in one and the others will have C4 charges. To differentiate them from the rest of the cargo, they are green and have a flashing red strobe light on them. Locke radios in and dictates leaving some equipment for the crew to use in 3 marked crates. On higher difficulties, snipers will have already appeared and may quickly down players. One player must open the gate and from there, the crew must charge in with brute force. The Payday gang begins this heist at the outside entrance to the Murkywater's base.
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After refueling an escape helicopter and bringing the loot onboard, the crew gets into the chopper and escape. He tasks them with destroying the radar systems, there are also a few boxes that contain money and gold scattered around. Then they must bring the valuable contents inside to the surface where they meet Locke. Once inside, the crew must open up six vaults (two of which are empty). The crew then must hijack the security center and open up the airlock into the inner complex. Be warned that there might be a turret guarding the outer complex. Once recovering breaching charges, blowtorch, and a keycard the crew then breaks into the mountain itself. The crew begins by barreling through the mountain's front entrance. It involves the crew infiltrating a secret base in Nevada to steal classified loot from Murkywater. Beneath the Mountain is one of two heists from The Point Break Heists DLC released on Decemcontracted by Vernon Locke.
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