Payday The Heist - First World Bank
- Niels Gys

- May 10, 2025
- 10 min read

"Everyone likes to make a spectacular entrance and this is going to be one for the books. Two cans of thermite should be enough to make our own personal VIP entrance in to the First World Bank Vault. After that it's just getting out with the cash..."
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Enter the Bank
Listen up, rookie. The First World Bank ain't just another day at the office. Step through those glass doors, and you better keep your head on a swivel. If you’re green behind the ears, take a stroll. Get a feel for the place. The guards? They’re the ones in white shirts, black pants, and black caps. Eyes like dead fish, nerves like damp cardboard. Take note of 'em. There’s gonna be more where they came from.
And those cameras? They’re the little glassy-eyed bastards bolted to the walls. Spot 'em now, and when the heat’s on, take ‘em out. Trust me, you don’t want those things recording your bad side.
The civilians? Think of 'em like blank checks – worth a whole lot more when they’re tied up and quiet. You got cable ties? Good. Use ‘em. Otherwise, they’ll scream, and this whole place will light up like a Christmas tree.
Now, about that server room. It’s tucked away on the second floor, right side of the bank. Corner room. You’re gonna want to know how to get there with your eyes closed. Because when the bullets start flying, you’re not gonna have time to look for signs. Got it? Good. Now, let’s move.
Find the bank manager
Alright, now we’re looking for the big man in the suit. The bank manager. This guy’s got the keycard you need, but he’s got a habit of wandering around like a lost dog. Here’s where you might find him:
Behind the teller desk, right side of the lobby. He’s probably pretending he knows how to handle money.
In the office by the drill area, left of the lobby. Smells like cheap cologne and desperation.
On the balcony overlooking the drill area. Great view for a guy who’s about to lose his keys.
On the front balcony overlooking the lobby. Smile and wave, Mr. Manager.
Balcony above the cafeteria, right of the lobby. Maybe he’s grabbing a snack. Maybe he’s hiding from you.
His office on the second floor. If you see a guard outside, the manager’s in there. Push too far, and you just kicked off the party.
Conference room on the second floor above the cafeteria. Pretending he’s got a meeting. He doesn’t.
Office next to the cafeteria, right of the lobby. Last chance, cowboy.
Once you’re close enough, he’ll glow orange – like a walking, talking target. You can take him down, but there’s a catch. Put a bullet in him, and the heist goes hot fast. Restrain him, and you get that keycard with less fuss. You’re the boss – just don’t get caught fumbling. Now, snag that keycard, and let’s keep moving.
Get the drill and thermite
Now, you've got the keycard – time to put it to work. Head straight to the server room. Swipe the card, and the door clicks open like it’s inviting you in. Behind the photocopier, you’ll find the drill and a can of thermite. One can? Yeah. If you’re flying solo, you’re gonna have to come back for the second. Got a buddy? Make ‘em carry it. It’s not heavy – unless you’re a chump.
The drill’s your ticket to the vault, but don’t get too excited. This thing’s gonna jam more than a two-bit radio station. And the thermite? That’s your insurance policy – just in case things get loud. So grab your gear and get ready to make some noise.
Start the drill
Alright, you’ve lugged that oversized hunk of junk all the way to the gate. Now what? Well, genius, it’s time to plant it and pray it doesn’t choke on its own bolts. You set it up, and the thing roars to life like a dying chainsaw. Now, here’s where it gets fun. This drill’s gonna jam more than a DJ on his first gig – and every time it does, you’re the idiot who’s gotta fix it.
Meanwhile, you’re standing there in the open, looking like a clown with a target painted on his back. Those windows up top? They’re sniper nests. And those snipers? They don’t miss. So keep moving or get dropped.
Four minutes. Four long, agonizing minutes while this drill whines and grinds and whimpers like a toddler with a skinned knee. While it’s making noise like a drunk uncle at a karaoke bar, your crew better be on camera duty. Smash ‘em, blind ‘em – do whatever you gotta do to keep those eyes off you.
And then there’s the cops. First, they’ll come through the lobby, all flashlights and big talk. Then, they’ll bust through the windows, guns blazing like it’s a Bruce Willis movie. Your job? Hold ‘em off and keep that drill running. If it dies, you’re dead. Simple as that.
Erase the Security Footage
Bain’s screeching like a cat in a blender – something about security footage. Yeah, because that’s the real problem here. You just kicked off a full-scale robbery and he’s worried about a grainy video of your ugly mug. Whatever. Time to play hide and seek with a laptop.
It’s glowing like a cockroach under a flashlight. Could be in the server room where you grabbed that drill and thermite. Could be in one of the management offices, where the walls are as thin as the excuses you’ll use if you get caught. Or maybe it’s chilling in the conference room – the place where middle management goes to pretend they know what they’re doing.
Now, here’s the fun part. You gotta cozy up to that laptop for 15 seconds, and that’s a long damn time when bullets are flying. If you’re alone, keep your back to the wall and your eyes on the windows – because if those windows crack, that’s your cue to start dancing. Cloakers and Tasers love to make an entrance.
While you’re in there, don’t forget to check the manager’s office. Two cash bundles – one next to the computer tower and another by the big, dumb TV. If you’re lucky, the next office over might have another bundle just waiting to get liberated.
Once the footage is dust, get back to the drill. You don’t get paid for half-assing this job. Now move it before Bain has an aneurysm.
Pour Out the Thermite
You smell that? That’s the scent of a burning payday. The drill’s just about done coughing up its last breath, and now it’s time to melt your way to the real money. Gate opens, and you step through – right into a nest of guards who clearly missed the memo that you own this joint now.
Pop ‘em, zip ‘em, or let ‘em cry for mama – just make sure they’re not breathing down your neck while you do the heavy lifting. The counting room’s back there, cash bundles scattered around like candy at a kid’s party. Grab some if you feel like it – just don’t waste time sniffing the ink.
Now, the vault. That’s your ticket to a hot date with molten thermite. Pop the cap, pour it out, and listen to it sizzle. If you’ve only got one can, this is gonna be a slow roast. If you’ve got the second can, now’s the time to hoof it back to the server room and snag it. Double the burn, half the waiting.
Now, while that metal’s turning to soup, keep your eyes open. Cops are getting restless, and you’re standing in the middle of a room that’s about to go nuclear. Ain’t no one getting out without a few burns.
Melt the Floor
The floor’s turning to molten goo, and you’re standing there like a turkey in November. Welcome to the waiting game. The thermite’s working its magic, and you’re on guard duty – except this ain’t no mall cop gig. Cloakers love those vents in the back. If you’re playing on Overkill 145+, they’re gonna come crawling out like roaches when the lights go out.
But most of the trouble’s coming through the elevators. Those shafts? SWAT, Tasers, Cloakers – they’re all making grand entrances, rappelling down like they’re auditioning for some action flick. Listen for the sound of boots sliding down a rope – that’s your cue to drop ‘em before they even hit the floor.
If things get too hot, back off to the security desk. It’s solid cover, and chances are someone’s stashed a doctor bag or ammo bag back there. Treat yourself, patch up, reload, and get back in the game.
And while you’re holding the line, don’t forget the cameras. There’s nine of the little buggers watching your every move – one by the gate, four in the elevator room, two above the stairs, one right above the vault doors, and another next to the thermite room. The faster you bust ‘em, the fewer places the cops can pop out of. Because right now, you’re just the star of your own live-action shooting gallery.
Empty the Vault
Hear that sizzling? That’s the sound of the floor giving up the ghost. Thermite’s done its job, and now it’s your turn. If you’re going in, go in hard. But before you drop down into that hole, make a choice – either the whole crew piles in, or you split up. One group grabs the loot, the other keeps the cops from turning you into Swiss cheese.
On Overkill 145+, you better pray you brought trip mines. There’s four Bulldozers inside, stomping around like angry rhinos with shotguns. Mines make ‘em dance. No mines? Well, I hope you like pain.
Once you’re inside, check your targets. Sometimes, there’s a lonely guard or a couple of civilians pretending not to wet themselves. Keep it quiet if you can. Otherwise, make it loud and make it quick.
Money’s piled up on the center table like it’s waiting for a wedding DJ to make it rain. Load up the bags, one stack at a time. Got a buddy in there? Divide and conquer – one grabs, the other watches his back.
Once you’re stuffed to the gills, don’t forget the carts and that open deposit box. Cash is cash, and right now, you need all you can get. Now, haul it out, because the hardest part is just around the corner.
Get Through the Lobby
You hear that? That’s the sound of hell breaking loose. The cops are swarming like ants on a sugar cube, and you’re stuck in the middle of it with bags of cash strapped to your back. You gotta get through the lobby, but it’s not just a walk in the park – it’s a goddamn gauntlet.
Make a run for it too early, and you’re gonna get chewed up by bullets faster than a meat grinder at a butcher’s shop. Stay put too long, and the cops will be coming in from the front and that hole you made – like you just opened a second front in a war you’re already losing.
You can squeeze into the space between the open vault doors and the wall, but that’s a death trap if a Cloaker decides to drop in and say hi. Instead, push up the stairs, use those big, ugly columns for cover, and move fast. Stay low, stay angry, and don’t stop shooting.
Once you’re up top, don’t even think about going up the stairs to your right. Security gate’s closed – sometimes it stays open, but you’re not that lucky. You’re taking the scenic route through the lobby, and it’s crawling with cops, SWAT, and enough Shields to make you feel like you’re storming a riot police convention.
Keep an eye on the balconies – there’s three snipers up there on higher difficulties, and they shoot like they’ve been practicing for this all their lives. If you rush it, you’re dead. Stick to cover, use your crew, and take your shots when you can.
The wall behind the tellers’ counters is your next safe spot. Hug it like it’s your last friend in the world and keep moving toward the cafeteria. This ain’t over yet.
Blow a Hole in the Wall
You made it to the cafeteria. Congratulations. But don’t break out the champagne just yet. There’s still a whole lotta concrete between you and daylight. Head up the stairs, past the manager’s office, and back to the server room. That wall on the left? Yeah, that’s your exit. And it’s time to redecorate.
You got three spots to plant C4, and it won’t blow until you set all three charges. If you’re feeling cocky and you’re ahead of the crew, plant the first two and wait. Let the others catch up, patch up, reload – because the second you slam that third charge, it’s gonna blow like a fat man at a chili contest.
Boom. And just like that, the cops know exactly where you are and what you’re planning. Endless assault wave, no more breaks, and a countdown timer that’s ticking faster than a junkie’s heartbeat. But here’s the kicker – that explosion won’t hurt you. So stop dancing around like a scared cat and get ready to move. It’s about to get a whole lot louder.
Escape
Alright, you just turned that wall into a door. Jump through the hole and hit the ground running. The bathrooms are first – take a right, and get ready to meet some new friends. On higher difficulties, those friends might be a Shield, a Bulldozer, or a Taser, just hanging out, waiting to ruin your day.
Keep moving. You’re in a big office area now, and it’s swarming. Bulldozers, Tasers, Blue SWAT, and Cloakers – it’s a party, and you’re the piñata. Don’t even think about trying to muscle past the Cloakers or Tasers. Drop them fast or they’ll have you twitching on the floor like a fish out of water.
The windows? Yeah, those are rappel points now. Cops are sliding in like it’s the Olympics. You could stick around and farm kills for a challenge – or you could be smart and haul ass. Get to the back of the room, blow past the desk jockeys, and push through the door.
Stay sharp – there are still civvies hanging around by the back desk and near the elevators. Last thing you need is some screaming idiot alerting the whole building. Hit the stairs, four flights down, and catch your breath. Reload, patch up, and get ready for the final sprint.
Basement level. Doors everywhere, and luck’s not on your side. If any of them open, you’re about to meet a Bulldozer or a Taser up close and personal. Keep your head up and your trigger finger itchy – this hallway’s a meat grinder.
Push through, and there it is – the parking garage. Your garbage truck’s waiting to haul your sorry ass outta there. But don’t get too comfortable. Last corner before the truck? Yeah, that’s where the last Bulldozer or Cloaker might be hiding, just waiting to make your day a little worse.
Check your left, check your right. If it’s clear, dive in. And just like that, you’re out. Payday, baby. Now go count your loot and hope Bain’s got a stiff drink waiting for you.





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