Missions and maps
Every pad, every location, and the order that teaches you fastest.
The pad list runs from Cash Under Fire at the Westbrook City bank through the prison, the house raids, the museum and the port, with three pass-locked pads on top.
Every operation starts on a pad in the lobby and loads its own place. The pad gives you the name, a one-line brief and the location; the map gives you the tasks.

The pad list
| Pad | Brief | Location | Type |
|---|---|---|---|
| Cash Under Fire | Bank robbery in progress | Westbrook City | Bank |
| Broken Bars | Prison riot out of control | Blackridge Prison | Prison |
| Forced Entry | High-risk house raid | Redwood Lane | House |
| Locked Tenants | House raid | — | House |
| Smuggler's Run | Operation Dock Line | Port (Ravenport) | Port |
| Night Exhibit | Museum, night | We Have Motives Museum | Museum |
| Block Control | Protecting apartments | Apartment block | Building |
Three more sit behind passes and are greyed out until you own one: the desert stockpile and the waters raid want Special Forces, and the FBI's quiet house job wants the FBI pass.
Where to start, and why
- Cash Under Fire. Wide rooms, clear tasks, a bank to learn the task system in. Everything you learn here transfers.
- Broken Bars. Longer wings and a lot more bodies. This is where target confirmation gets tested.
- Forced Entry. Stairs and doors. The first pad that punishes a bad entry angle.
- Night Exhibit. Light and optics instead of volume. Bring a sight.
- Smuggler's Run. Long sightlines across a dock. Bring a rifle.
How the pads differ in practice
- Indoors and tight — house raids and the museum: flashbangs, pistols and short rifles win; long optics snag.
- Wide and open — the port and the desert: rifles, muzzle control and patience. Shotguns run out of map before they run out of shells.
- Mixed — the bank and the prison: keep a rifle as the default and swap only when a room genuinely demands it.
Tasks you will be scored on
The common set across pads is rescue all civilians, secure all hostiles and secure all evidence, with recover all stolen cash on the bank and secure the laptop plus secure the stolen money on the apartment job. Every one of them becomes a line on the debrief screen.
Failing a pad you have failed before
- Read the tasks before the first door instead of after the last one.
- Match the gun to the range: shotgun for tenants, rifle for docks, mixed for the museum.
- Flash the first two rooms, then slow down. Panic sprays lose the rescue line.
- Leave one officer on evidence duty in a stack. Somebody has to press the interaction key.
- If you still fail, you missed a bag or a cuff, not a gamepass.
Common questions
Is there a mission order the game enforces?
No, but the pad list is roughly sorted by difficulty and the pass-locked pads are hard gates.
Do pads pay more as you rank up?
The payout tracks the tasks and the rating rather than the rank. Higher-difficulty pads simply carry more tasks and more hostiles.
Can a mission be failed outright?
Yes — an officer-down wipe ends the run with no payout.



