WELCOME TO PAYDAY 2 PAYDAY 2 IS AN ACTION-PACKED, FOUR-PLAYER CO-OP SHOOTER THAT ONCE AGAIN LETS GAMERS DON THE MASKS OF THE ORIGINAL PAYDAY CREW - DALLAS, HOXTON, WOLF AND CHAINS - AS THEY DESCEND ON WASHINGTON DC FOR AN EPIC CRIME SPREE. CRIME.NET BAINS NEW PROJECT THE NEW CRIME.NET NETWORK OFFERS A HUGE RANGE OF DYNAMIC CONTRACTS, AND PLAYERS ARE FREE TO CHOOSE ANYTHING FROM SMALL-TIME CONVENIENCE STORE HITS TO MAJOR LEAGUE CYBER-CRIME OR EMPTYING OUT BANK VAULTS FOR THAT EPIC PAYDAY. WHILE IN DC, WHY NOT PARTICIPATE IN THE LOCAL COMMUNITY, AND RUN A FEW POLITICAL ERRANDS? UP TO FOUR FRIENDS OR STRANGERS CO-OPERATE ON THE HITS, AND AS THE CREW PROGRESSES THE JOBS BECOME BIGGER, BETTER AND MORE REWARDING. CONTACTS CONTACTS ARE COLORFUL PERSONALITIES AND THEIR CHARACTER AND STORY DETERMINE WHAT TYPE OF JOBS THEY GIVE YOU. DIFFERENT CONTACTS GIVE DIFFERENT JOBS THROUGH CRIME.NET. THE PLAYERS CAN HAVE TO ELIMINATE A TARGET OR TARGETS, LOCATE ITEMS, USE STEALTH, DEFEND A LOCATION OR A PERSON, DO A DEAL WHERE HOSTILE PARTIES AND THE PLAYERS EXCHANGE GOODS WITH SUSPICIOUS CROOKS. CRIME.NET OFFLINE THE CRIME.NET OFFLINE MENU IS AVAILABLE FOR PLAYERS THAT WANT TO EXPERIENCE PAYDAY 2 IN SINGLE PLAYER. WELCOME TO THE SAFEHOUSE THE SAFEHOUSE IS THE ASPIRING CRIMINAL S SANCTUARY, WHERE YOU WILL BE ABLE TO LEARN THE TOOLS OF THE TRADE. THIS IS WHERE THE PLAYER LEARNS HOW TO USE SOME OF THE MOST IMPORTANT FEATURES IN PAYDAY 2 LIKE PICKING UP AND THROWING BAGS, INTERACTING WITH OBJECTS AND HOW TO MOVE AROUND IN THE WORLD OF PAYDAY 2. THE SAFEHOUSE ALSO ACTS AS PLAYERS BRAGGING RIGHTS YOU CAN SPEND CASH ON UPGRADING THE SAFEHOUSE, MAKING IT INTO YOUR OWN CRIME NEST. PLAYERS CAN SEE HOW MUCH CASH THEY HAVE EARNED ON A SCREEN AND TRY OUT THE WEAPONS THEY OWN IN THEIR PRIVATE SHOOTING GALLERY. 1
INVENTORY THROUGH THE INVENTORY MENU THE PLAYER GETS ACCESS TO DIFFERENT ITEMS THAT HE CAN CHOOSE TO BUY AND BRING WITH HIM TO A JOB. THE PLAYER CHOOSES WHAT EQUIPMENT TO CARRY IN THE JOB OVERVIEW SCREEN PRIOR TO EACH ATTEMPT AT A JOB. PRIMARY AND SECONDARY WEAPONS THERE ARE 26 DIFFERENT WEAPONS DIVIDED INTO TWO SLOT CATEGORIES SECONDARY AND PRIMARY WEAPONS. WEAPONS ARE DIVIDED BETWEEN RIFLES, SHOTGUNS, PISTOLS SUB MACHINEGUNS THERE IS EVEN A SAW. THESE WEAPONS CAN BE MODIFIED WITH WEAPON MODIFICATIONS. WEAPON MODIFICATIONS THERE ARE 178 DIFFERENT WEAPON MODIFICATIONS DIVIDED INTO EIGHT CATEGORIES; OPTICS, SUPPRESSORS, FORE GRIPS AMONG OTHERS. THE PLAYER CAN USE THESE WEAPON MODIFICATIONS ON THE WEAPONS, MAKING MORE THAN HALF A MILLION COMBINATIONS POSSIBLE. ARMOR ARMOR IS A PROTECTIVE COVERING WORN TO PREVENT DAMAGE FROM BEING INFLICTED TO YOU BY THE USE OF DIRECT CONTACT WEAPONS OR PROJECTILES. IN PAYDAY 2, THERE ARE SEVEN DIFFERENT ARMOR TYPES AVAILABLE FOR THE PLAYER. WEARING THESE AFFECT THE PLAYER IN BOTH POSITIVE AND NEGATIVE WAYS. EQUIPMENT THERE ARE SEVERAL ITEMS THAT WILL HELP YOU ON THE WAY TO A SUCCESSFUL HEIST. THERE ARE ALSO SCENARIO-SPECIFIC ITEMS THAT THE PLAYER CAN CARRY EITHER CARRY WITH THEM FROM THE BEGINNING OF THE JOB, OR ACQUIRE DURING THE COURSE OF THE JOB. THESE ITEMS ARE THEN INTERACTED WITH OR APPLIED TO THE SURROUNDINGS IN ONE WAY OR ANOTHER IN ORDER TO COMPLETE THE HEIST. THE DOCTOR BAG THE DOCTOR BAG IS A PORTABLE BAG, USUALLY USED BY A PHYSICIAN OR OTHER MEDICAL PROFESSION TO TRANSPORT MEDICAL SUPPLIES AND MEDICINE. IT IS UNLOCKED BY THE MASTERMIND AND CAN BE USED TO REGAIN HEALTH. ONCE PLACED IT CANNOT BE MOVED, BUT IT CAN BE USED BY YOU AND YOUR CREW TO REGAIN HEALTH. THE DOCTOR BAG HAS LIMITED USES AND WHEN IT IS CONSUMED, IT DISAPPEARS. HOW MANY USES THAT ARE LEFT CAN BE SEEN BY LOOKING AT THE DOCTOR BAG. THE AMMO BAG THE AMMO BAG IS A PORTABLE BAG, ORIGINALLY INTENDED TO ALLOW SOLDIERS TO CARRY EXTRA AMMUNITION. IT IS UNLOCKED BY THE ENFORCER AND CAN BE USED TO REGAIN AMMUNITION. ONCE PLACED IT CANNOT BE MOVED, BUT IT CAN BE USED BY YOU AND YOUR CREW TO GAIN MORE AMMUNITION. THE AMMO BAG HAS LIMITED USES AND WHEN IT IS CONSUMED, IT DISAPPEARS. HOW MANY USES THAT ARE LEFT CAN BE SEEN BY LOOKING AT THE AMMO BAG. THE ECM JAMMER AN ELECTRONIC COUNTERMEASURE (ECM) IS AN ELECTRONIC DEVICE DESIGNED TO TRICK RADAR, SONAR AND OTHER DETECTION SYSTEMS. IT IS UNLOCKED BY THE GHOST AND WHEN USED, THE ECM JAMMER CAN TEMPORARILY CANCEL OUT ELECTRONIC DEVICES SUCH AS CELL PHONES, CAMERAS AND EVEN DOORS. ONCE PLACED IT CANNOT BE MOVED. IF YOU HAVE THE RIGHT SKILL, YOU CAN TOGGLE THE ECM JAMMER. THE ECM JAMMER THEN HAS A CHANCE TO INCAPACITATE YOUR ENEMIES WITHIN A CERTAIN RADIUS. WHEN CONSUMED, IT STOPS WORKING. 2
THE SENTRY GUN A SENTRY GUN IS A GUN THAT AUTOMATICALLY AIMS AND FIRES AT TARGETS THAT ARE DETECTED BY ITS SENSORS. HISTORICALLY, MILITARY SENTRY GUNS WERE USED FOR DETECTING AND DESTROYING SHORT RANGE INCOMING MISSILES AND ENEMY AIRCRAFTS. IT IS UNLOCKED BY THE TECHNICIAN AND WHEN USED, IT WILL LOOK FOR ENEMY TARGETS TO SHOOT AND KILL. ONCE PLACED, THE SENTRY GUN CANNOT BE MOVED. THE SENTRY GUN CAN BE DESTROYED BY BEING FIRED AT. WHEN THE SENTRY GUN HAS NO MORE AMMUNITION, IT WILL STOP FIRING. THE TRIP MINE THE TRIP MINE IS AN EXPLOSIVE DEVICE AND IS DESIGNED TO DESTROY SAFES AND DISABLE ENEMY TARGETS AS THEY PASS OVER OR NEAR THE TRIP MINE. IT IS UNLOCKED BY THE TECHNICIAN. THE TRIP MINE CONSISTS OF A BEAM PROJECTOR AFFIXED TO A SHAPED EXPLOSIVE CASING. THE TRIGGER LASER CAN BE TOGGLED SO THAT ONCE THE TRIP MINE IS PLACED IT ACTS AS A TRIPWIRE TO DETONATE THE MINE. ONCE PLACED IT CANNOT BE MOVED BUT IT CAN BE INTERACTED WITH BY YOU AND YOUR CREW. IF THE BEAM IS BROKEN OR THE CHARGE FIRED UPON, THE MINE WILL DETONATE. WHEN THE TRIP MINE HAS EXPLODED, IT DISAPPEARS. MASKS MASKS RETURN FROM PAYDAY: THE HEIST AND ARE EVEN MORE IMPORTANT IN PAYDAY 2 AS A PRIMARY IDENTIFIER FOR THE PLAYER. UNLIKE ITS PREDECESSOR, PAYDAY 2 ALLOWS MASKS TO BE CRAFTED, MAKING THE HIGH END ONES EXTREMELY DESIRABLE. CRAFTING MASKS REQUIRES SEVERAL COMPONENTS; MASK, MATERIAL, COLOR AND A PATTERN. THERE ARE OVER 42 MASKS, 36 MATERIALS, 100 COLORS AND 100 PATTERNS, MAKING MORE THAN 15 MILLION COMBINATIONS POSSIBLE. SKILLS THE SKILLS MENU DISPLAYS YOUR PLAYER CHARACTER S DIFFERENT SKILLS. THERE ARE FOUR SKILL TREES; THE MASTERMIND, THE ENFORCER, THE GHOST, AND THE TECHNICIAN. EACH SKILL TREE HAS 6 TIERS CONSISTING OF 18 SKILLS AND A PRIMARY DEPLOYABLE ITEM ASSOCIATED WITH IT WHICH ALLOWS THE PLAYER TO CUSTOMIZE THEIR CHARACTER S SKILLSET. DEPENDING ON YOUR PLAYING STYLE, ONE MIGHT SUIT YOUR CRIMINAL PATH VERY WELL WHILST THE OTHER IS BETTER LEFT TO SOMEONE ELSE. EXPLORE THE SKILLS AND THE SKILL TREES BY ACCESSING THE SKILLS MENU. THE MASTERMIND THE MASTERMIND IS A MANIPULATIVE LEADER WHO EXCELS IN SITUATIONAL CONTROL. SPENDING THE FIRST POINT IN THE MASTERMIND SKILL TREE UNLOCKS THE ABILITY TO PLACE THE DOCTOR BAG DEPLOYABLE. THE DOCTOR BAG CAN BE USED TO REGAIN HEALTH. THE ENFORCER THE ENFORCER IS A VIOLENT CRIMINAL, USUALLY EMPLOYED BY CRIME SYNDICATES TO EXECUTE JOBS THAT NO ONE ELSE CAN. SPENDING THE FIRST POINT IN THE ENFORCER SKILL TREE UNLOCKS THE ABILITY TO PLACE THE AMMO BAG DEPLOYABLE. THE AMMO BAG CAN BE USED TO GAIN AMMO. 3
THE TECHNICIAN THE TECHNICIAN IS AN EXPERT IN THE PRACTICAL APPLICATION OF CRIMINAL SCIENCE, ENJOYING ANYTHING THAT GOES BOOM! SPENDING THE FIRST POINT IN THE TECHNICIAN SKILL TREE UNLOCKS THE ABILITY TO PLACE THE TRIP MINE DEPLOYABLE. THE TRIP MINE CAN BE USED TO BLOW THINGS UP, LIKE PEOPLE AND SAFES. THE GHOST THE GHOST IS A STEALTH ARTIST, CAPABLE OF GRAND THEFT WITHOUT FORCE OR VIOLENCE. SPENDING THE FIRST POINT IN THE GHOST SKILL TREE UNLOCKS THE ABILITY TO USE ELECTRONIC COUNTERMEASURE EQUIPMENT, ALSO KNOWN AS THE ECM JAMMER. WHEN USED, THE ECM JAMMER CAN TEMPORARILY CANCEL OUT ELECTRONIC DEVICES SUCH AS ALARMS, CELL PHONES AND EVEN CAMERAS. COMPLETING A HEIST GAINING CASH IN PAYDAY 2, CASH IS KING. THE PLAYER EARNS CASH BY COMPLETING HEISTS. A LARGE SUM OF THE EARNED CASH IS SENT AWAY TO OFFSHORE BANK ACCOUNTS FOR SAFE KEEPING. THE CASH THAT THE PLAYER KEEPS CAN BE USED TO BUY ITEMS SUCH AS WEAPONS, WEAPON MODIFICATIONS AND MASKS IN THE BLACK MARKET. CASH IS ALSO NEEDED TO BUY ASSETS WHILE PREPARING TO DO A HEIST. RAISING YOUR REPUTATION LEVEL THE MORE HEISTS YOU COMPLETE THE MORE EXPERIENCE YOU GAIN. WHEN YOU HAVE GAINED ENOUGH EXPERIENCE POINTS, YOU WILL LEVEL UP. AS THE PLAYER GAINS REPUTATION LEVELS, VARIOUS ITEMS BECOME UNLOCKED. ONCE UNLOCKED, THE PLAYER CAN THEN PURCHASE THE ITEMS ON THE BLACK MARKET VIA THE INVENTORY MENU, IF THEY HAVE THE SUFFICIENT CASH. UNLOCKING WEAPONS AND ARMOR WHEN YOU REACH A CERTAIN REPUTATION LEVEL, THE PLAYER WILL GAIN THE POSSIBILITY TO BUY NEW WEAPONS AND ARMOR. BE AWARE THAT SOME WEAPONS AND ARMOR ARE LOCKED TO SPECIFIC SKILLS. EARNING SKILL POINTS PLAYERS EARN SKILL POINTS BY LEVELING AND CAN INVEST IN ONE SKILL TREE OR SPREAD OUT THEIR INVESTMENT. AS THE PLAYER CLIMBS A SKILL TREE THE PLAYER REACHES MORE TIERS, UNLOCKING PASSIVE BONUSES CONNECTED TO THE SKILL TREE. IN THE JOB OVERVIEW MENU YOU CAN SEE HOW CLOSE YOU ARE TO REACHING THE NEXT REPUTATION LEVEL. CHOOSING YOUR SKILLS WHEN YOU REACH A NEW REPUTATION LEVEL, YOU GAIN ANOTHER SKILL POINT TO SPEND IN THE SKILLS MENU. THERE ARE TWO LEVELS TO EACH SKILL; BASIC AND ACE. INVESTING ONE SKILL POINT IN SKILL TIER 1-3 AND THREE SKILL POINTS IN SKILL TIER 4-6 EARNS THE PLAYER THE BASIC VERSION OF THE SKILL. INVESTING 3 SKILL POINTS IN SKILL TIER 1-3 AND FIVE SKILL POINTS IN TIER 4-6 EARNS THE PLAYER THE ACE VERSION OF THE SKILL. GETTING YOUR PAYDAY EVERY JOB HAS THE POSSIBILITY OF A LOOT PAYOUT CALLED PAYDAY IN ADDITION TO THE CASH AND EXPERIENCE THAT THE PLAYER WILL EARN FOR COMPLETING THE HEIST. 4