This is a sub-page of Payday: The Heist.
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Changed/Unused Mission Objectives/Events#
Heat Street#
Story#
Originally, Two bank guards stole the briefcase from the crew and fleed in a van just like Matt does in the final version;
The player was supposed to open the van using a drill instead of liting it on fire using gasoline in order to get the culprits to leave due to lack of oxygen. The drill had the same model as the one seen in First World Bank and Slaughterhouse, but in this case it would be pickup unit that you could see resting inside Bruce's car trunk instead of having to manually pick it up through an interaction.
This early version of Heat Street was made while Simon Viklund was still a placeholder voice-actor.
Panic Room#
Briefing#
Bain was originally going to brief the team about the mission. In the final game, the characters talk to each other about it instead.
Using drills instead of saws#
Audio files can be found within the game assets that suggest that the players were meant to utilize drills in order to detach the panic room from the floor. In the original release of the game, Bain would tell the player to fix the jammed drills despite saws being present, the lines were replaced on December 9th, 2011 (PATCH 3).
Diamond Heist#
Murkywater presence#
According to audio files found within the game assets, Murkywater units would have made a presence in the Garnet group building, ultimately this was cut and Murkywater only appear in Slaughterhouse. This line would've played once you failed the stealth portion of Diamond Heist.
Security Cameras#
It seems that the security cameras would have made an impact to the progression of objectives throughout the level. In the final version they don't serve any purpose since destroying them will not prevent Bain from finding the CEO or his son Ralph.
No Mercy#
Cameras#
An audio file found within the game assets suggests that the players had to break twelve security cameras when playing with a full lobby opposed to the nine camera cap that is found in the final release of the game.
There is also an audio file of Bain saying that he is unaware of the amount of present cameras that the player has to take down.
Interactable Office door on North Corridor#
The empty office on north corridor has an unused breach sequence. A crowbar is required in order to breach open the door and it is unknown what purpose this event had as there are no remnants of any sub-sequent mission scripts upon opening the door nor there are any unused objectives related to this event.
Blood Cooler#
The sequence manager file for the blood cooler indicates that players had to put in four validated samples in it at some stage in development. The model for the cooler has four vials on it although it is not possible to get more than two to show up in normal gameplay.
Cut Heists#
A large amount of unused objective strings for scrapped heists can be found in the objectives.objective file.
"skyscraper" (N/A)#
<objective description="mission_skyscraper_find_manager_text" id="skyscraper_find_manager" prio="1" text="mission_skyscraper_find_manager_hl"/>
<objective description="mission_skyscraper_managers_office_text" id="skyscraper_managers_office" prio="1" text="mission_skyscraper_managers_office_hl"/>
<objective description="mission_skyscraper_money_transfer_text" id="skyscraper_money_transfer" prio="1" text="mission_skyscraper_money_transfer_hl"/>
<objective description="mission_skyscraper_server_text" id="skyscraper_server" prio="1" text="mission_skyscraper_server_hl"/>
<objective description="mission_skyscraper_get_down_text" id="skyscraper_get_down" prio="1" text="mission_skyscraper_get_down_hl"/>
<objective description="mission_skyscraper_diversion_text" id="skyscraper_diversion" prio="1" text="mission_skyscraper_diversion_hl"/>
<objective description="mission_skyscraper_roof_text" id="skyscraper_roof" prio="1" text="mission_skyscraper_roof_hl"/>
<objective description="mission_skyscraper_other_building_text" id="skyscraper_other_building" prio="1" text="mission_skyscraper_other_building_hl"/>
<objective description="mission_skyscraper_escape_text" id="skyscraper_escape" prio="1" text="mission_skyscraper_escape_hl"/>
<objective description="mission_skyscraper_chopper_text" id="skyscraper_chopper" prio="1" text="mission_skyscraper_chopper_hl"/>
"warehouse" (N/A)#
<objective description="mission_warehouse_goto_office_text" id="warehouse_goto_office" prio="1" text="mission_warehouse_goto_office_hl"/>
<objective description="mission_warehouse_use_tracking_pc_text" id="warehouse_use_tracking_pc" prio="1" text="mission_warehouse_use_tracking_pc_hl"/>
<objective description="mission_warehouse_fetch_01_text" id="warehouse_chips_01" prio="1" text="mission_warehouse_fetch_01_hl"/>
<objective description="mission_warehouse_fetch_02_text" id="warehouse_chips_02" prio="1" text="mission_warehouse_fetch_02_hl"/>
<objective description="mission_warehouse_fetch_03_text" id="warehouse_chips_03" prio="1" text="mission_warehouse_fetch_03_hl"/>
<objective description="mission_warehouse_fetch_04_text" id="warehouse_chips_04" prio="1" text="mission_warehouse_fetch_04_hl"/>
<objective description="mission_warehouse_fetch_05_text" id="warehouse_chips_05" prio="1" text="mission_warehouse_fetch_05_hl"/>
<objective description="mission_warehouse_fetch_06_text" id="warehouse_chips_06" prio="1" text="mission_warehouse_fetch_06_hl"/>
<objective description="mission_warehouse_fetch_07_text" id="warehouse_chips_07" prio="1" text="mission_warehouse_fetch_07_hl"/>
<objective description="mission_warehouse_fetch_08_text" id="warehouse_chips_08" prio="1" text="mission_warehouse_fetch_08_hl"/>
<objective description="mission_warehouse_fetch_09_text" id="warehouse_chips_09" prio="1" text="mission_warehouse_fetch_09_hl"/>
<objective description="mission_warehouse_fetch_10_text" id="warehouse_chips_10" prio="1" text="mission_warehouse_fetch_10_hl"/>
<objective description="mission_warehouse_fetch_11_text" id="warehouse_chips_11" prio="1" text="mission_warehouse_fetch_11_hl"/>
<objective description="mission_warehouse_fetch_12_text" id="warehouse_chips_12" prio="1" text="mission_warehouse_fetch_12_hl"/>
<objective description="mission_warehouse_fetch_13_text" id="warehouse_chips_13" prio="1" text="mission_warehouse_fetch_13_hl"/>
<objective description="mission_warehouse_fetch_01_container_text" id="warehouse_chips_container_01" prio="1" text="mission_warehouse_fetch_01_container_hl"/>
<objective description="mission_warehouse_fetch_02_container_text" id="warehouse_chips_container_02" prio="1" text="mission_warehouse_fetch_02_container_hl"/>
<objective description="mission_warehouse_fetch_03_container_text" id="warehouse_chips_container_03" prio="1" text="mission_warehouse_fetch_03_container_hl"/>
<objective description="mission_warehouse_fetch_04_container_text" id="warehouse_chips_container_04" prio="1" text="mission_warehouse_fetch_04_container_hl"/>
<objective description="mission_warehouse_get_to_hotel_text" id="warehouse_get_to_hotel" prio="1" text="mission_warehouse_get_to_hotel_hl"/>
<objective description="mission_warehouse_enter_hotel_room_text" id="warehouse_enter_hotel_room" prio="1" text="mission_warehouse_enter_hotel_room_hl"/>
<objective description="mission_warehouse_wait_for_money_text" id="warehouse_wait_for_money" prio="1" text="mission_warehouse_wait_for_money_hl"/>
<objective description="mission_warehouse_escape_to_roof_text" id="warehouse_escape_to_roof" prio="1" text="mission_warehouse_escape_to_roof_hl"/>
<objective description="mission_warehouse_escape_the_hotel_text" id="warehouse_escape_the_hotel" prio="1" text="mission_warehouse_escape_the_hotel_hl"/>
<objective description="mission_warehouse_firestarter_text" id="warehouse_firestarter" prio="1" text="mission_warehouse_firestarter_hl"/>
<objective description="mission_warehouse_meet_up_and_blend_in_text" id="warehouse_meet_up_and_blend_in" prio="1" text="mission_warehouse_meet_up_and_blend_in_hl"/>
"walkout" (Early Birds)#
<objective description="mission_wlkt_entry" id="wlkt_entry" prio="1" text="mission_wlkt_entry_hl"/>
<objective description="mission_wlkt_attempt" id="wlkt_attempt" prio="1" text="mission_wlkt_attempt_hl"/>
<objective description="mission_wlkt_hacker" id="wlkt_hacker" prio="1" text="mission_wlkt_hacker_hl"/>
<objective description="mission_wlkt_vault" id="wlkt_vault" prio="1" text="mission_wlkt_vault_hl"/>
<objective description="mission_wlkt_path" id="wlkt_path" prio="1" text="mission_wlkt_path_hl"/>
<objective description="mission_wlkt_wait" id="wlkt_wait" prio="1" text="mission_wlkt_wait_hl"/>
<objective description="mission_wlkt_gold" id="wlkt_gold" prio="1" text="mission_wlkt_gold_hl"/>
<objective description="mission_wlkt_sabotage" id="wlkt_sabotage" prio="1" text="mission_wlkt_sabotage_hl">
<sub_objective id="wlkt_sabotage_sub_1" text="mission_wlkt_sabotage_sub_1"/>
<sub_objective id="wlkt_sabotage_sub_2" text="mission_wlkt_sabotage_sub_2"/>
<sub_objective id="wlkt_sabotage_sub_3" text="mission_wlkt_sabotage_sub_3"/>
<sub_objective id="wlkt_sabotage_sub_4" text="mission_wlkt_sabotage_sub_4"/>
</objective>
"depart" (Departing)#
<objective description="mission_depart_security" id="depart_security" prio="1" text="mission_depart_security_hl"/>
<objective description="mission_depart_drill" id="depart_drill" prio="1" text="mission_depart_drill_hl"/>
<objective amount="16" amount_text="mission_depart_diversion_amount_text" description="mission_depart_diversion" id="depart_diversion" prio="1" text="mission_depart_diversion_hl"/>
<objective description="mission_depart_heistcargo" id="depart_heistcargo" prio="1" text="mission_depart_heistcargo_hl"/>
<objective description="mission_depart_escape" id="depart_escape" prio="1" text="mission_depart_escape_hl"/>
"boat" (Casino Boat)#
<objective description="mission_boat_get_key" id="boat_get_key" level_id="boat" prio="1" text="mission_boat_get_key_hl" xp_weight="0.8"/>
<objective description="mission_boat_destroy_security_equipment" id="boat_destroy_security_equipment" level_id="boat" prio="1" text="mission_boat_destroy_security_equipment_hl" xp_weight="0.4"/>
<objective description="mission_boat_aquire_drill" id="boat_aquire_drill" level_id="boat" prio="1" text="mission_boat_aquire_drill_hl" xp_weight="0.1"/>
<objective description="mission_boat_drill_bridge" id="boat_drill_bridge" level_id="boat" prio="1" text="mission_boat_drill_bridge_hl" xp_weight="0.6"/>
<objective description="mission_boat_restart_engine" id="boat_restart_engine" level_id="boat" prio="1" text="mission_boat_restart_engine_hl" xp_weight="0.3"/>
<objective description="mission_boat_stir" id="boat_stir" level_id="boat" prio="1" text="mission_boat_stir_hl" xp_weight="0.1"/>
<objective description="mission_boat_saw" id="boat_saw" level_id="boat" prio="1" text="mission_boat_saw_hl" xp_weight="0.8"/>
<objective description="mission_boat_money" id="boat_money" level_id="boat" prio="1" text="mission_boat_money_hl" xp_weight="0.4"/>
<objective description="mission_boat_escape" id="boat_escape" level_id="boat" prio="1" text="mission_boat_escape_hl" xp_weight="0.5"/>
Alaska#
<objective description="mission_alaska_gather" id="alaska_gather" prio="1" text="mission_alaska_gather_hl"/>
<objective description="mission_alaska_gather2" id="alaska_gather2" prio="1" text="mission_alaska_gather2_hl"/>
<objective description="mission_alaska_cut_fence" id="alaska_cut_fence" prio="1" text="mission_alaska_cut_fence_hl"/>
<objective description="mission_alaska_find_box" id="alaska_find_box" prio="1" text="mission_alaska_find_box_hl"/>
<objective description="mission_alaska_car_sawmill" id="alaska_car_sawmill" prio="1" text="mission_alaska_car_sawmill_hl"/>
<objective description="mission_alaska_gate" id="alaska_gate" prio="1" text="mission_alaska_gate_hl"/>
<objective description="mission_alaska_rotate_car" id="alaska_rotate_car" prio="1" text="mission_alaska_rotate_car_hl">
<sub_objective id="alaska_power" text="mission_alaska_power"/>
</objective>
<objective description="mission_alaska_sawmill" id="alaska_sawmill" prio="1" text="mission_alaska_sawmill_hl"/>
<objective description="mission_alaska_openbox" id="alaska_openbox" prio="1" text="mission_alaska_openbox_hl"/>
<objective description="mission_alaska_radio" id="alaska_radio" prio="1" text="mission_alaska_radio_hl"/>
<objective description="mission_alaska_clean_dock" id="alaska_clean_dock" prio="1" text="mission_alaska_clean_dock_hl"/>
<objective description="mission_alaska_empty_box" id="alaska_empty_box" prio="1" text="mission_alaska_empty_box_hl"/>
<objective description="mission_alaska_escape" id="alaska_escape" prio="1" text="mission_alaska_escape_hl"/>
<objective description="mission_alaska_defend" id="alaska_defend" prio="1" text="mission_alaska_defend_hl"/>
"crash" (N/A)#
<objective description="mission_crash_find_plane" id="crash_find_plane" prio="1" text="mission_crash_find_plane_hl"/>
<objective description="mission_crash_drill" id="crash_drill" prio="1" text="mission_crash_drill_hl"/>
<objective description="mission_crash_collect" id="crash_collect" prio="1" text="mission_crash_collect_hl">
<sub_objective id="crash_collect1" text="mission_crash_collect1"/>
<sub_objective id="crash_collect2" text="mission_crash_collect2"/>
<sub_objective id="crash_collect3" text="mission_crash_collect3"/>
<sub_objective id="crash_collect4" text="mission_crash_collect4"/>
<sub_objective id="crash_collect5" text="mission_crash_collect5"/>
</objective>
<objective description="mission_crash_wait" id="crash_wait" prio="1" text="mission_crash_wait_hl"/>
Yacht#
<objective description="mission_yacht_recon" id="yacht_recon" prio="1" text="mission_yacht_recon_hl"/>
<objective description="mission_yacht_drill" id="yacht_drill" prio="1" text="mission_yacht_drill_hl"/>
<objective description="mission_yacht_stir" id="yacht_stir" prio="1" text="mission_yacht_stir_hl"/>
<objective description="mission_yacht_engine" id="yacht_engine" prio="1" text="mission_yacht_engine_hl"/>
<objective description="mission_yacht_runningman" id="yacht_runningman" prio="1" text="mission_yacht_runningman_hl"/>
"alleys" (WFV)#
<objective description="mission_alleys_open_transport" id="alleys_open_transport" prio="1" text="mission_alleys_open_transport_hl"/>
<objective description="mission_alleys_destroy_transport" id="alleys_destroy_transport" prio="1" text="mission_alleys_destroy_transport_hl"/>
<objective description="mission_alleys_get_to_warehouse" id="alleys_get_to_warehouse" prio="1" text="mission_alleys_get_to_warehouse_hl"/>
<objective description="mission_alleys_fix_crane" id="alleys_fix_crane" prio="1" text="mission_alleys_fix_crane_hl"/>
<objective description="mission_alleys_escape" id="alleys_escape" prio="1" text="mission_alleys_escape_hl"/>
"gh" (Gold Heist)#
<objective description="mission_gh_loadup" id="gh_loadup" level_id="gold_heist" prio="1" text="mission_gh_loadup_hl" xp_weight="1"/>
<objective description="mission_gh_holdtight" id="gh_holdtight" level_id="gold_heist" prio="1" text="mission_gh_holdtight_hl" xp_weight="2"/>
<objective description="mission_gh_gettothevan" id="gh_gettothevan" level_id="gold_heist" prio="1" text="mission_gh_gettothevan_hl" xp_weight="5"/>
<objective description="mission_gh_drillthevan" id="gh_drillthevan" level_id="gold_heist" prio="1" text="mission_gh_drillthevan_hl" xp_weight="10"/>
<objective description="mission_gh_getthegold" id="gh_getthegold" level_id="gold_heist" prio="1" text="mission_gh_getthegold_hl" xp_weight="2"/>
<objective description="mission_gh_movetowardspickup" id="gh_movetowardspickup" level_id="gold_heist" prio="1" text="mission_gh_movetowardspickup_hl" xp_weight="2"/>
<objective description="mission_gh_waitforchopper" id="gh_waitforchopper" level_id="gold_heist" prio="1" text="mission_gh_waitforchopper_hl" xp_weight="4"/>
<objective amount="4" amount_text="mission_gh_gold_delivery_count" description="mission_gh_gold_delivery" id="gh_gold_delivery" level_id="gold_heist" prio="1" text="mission_gh_gold_delivery_hl" xp_weight="10">
<sub_objective id="gh_goldbag_1" text="mission_gh_goldbag_1"/>
<sub_objective id="gh_goldbag_2" text="mission_gh_goldbag_2"/>
<sub_objective id="gh_goldbag_3" text="mission_gh_goldbag_3"/>
<sub_objective id="gh_goldbag_4" text="mission_gh_goldbag_4"/>
</objective>
<objective description="mission_gh_waitforescape" id="gh_waitforescape" level_id="gold_heist" prio="1" text="mission_gh_waitforescape_hl" xp_weight="4"/>
<objective description="mission_gh_escape" id="gh_escape" level_id="gold_heist" prio="1" text="mission_gh_escape_hl" xp_weight="10"/>