Here is a guide on how to complete the Framing Frame heist stealthily. I have included videos of each day demonstrating how the execute the plans but remember that each game has a variety of randomised elements which means you have to adapt the plan to your particular spawn.
Day One
Mission Objective
The Elephant wants you to frame a senator, you're going to do this by stealing paintings that have just been sold from an art gallery, framing them in frames with cameras fitted into them and selling them to the senator. The art gallery has up to nine paintings marked with red sold stickers stickers, get them.
You need to steal at least four paintings. Get the paintings from inside the art gallery to a van outside.
The Plan
The art gallery has a total of six guards, one of these guards will remain stationed at the front desk unless alerted, and another will remain in the camera room until you breach it.
You will need the following abilities between your crew:
- at least one crew member with the Dominate ability,
- at least one crew member with the Cleaner ability aced to dispose of bodies,
- a crew member with the ECM Overdrive ability aced to get into the security room
- a crew member with Catburglar is optional for the fall into the room with active lasers
It's best to also get the Camera Feeds asset, and position one of your crew (that isn't responsible for any of the above abilities) on the camera feeds to help mark the guards. Assign another of your crew to scout around on the roof, helping the two breaching the art gallery by marking cameras and guards.
One crew member can breach via the roof if you want but my favourite method of cleaning up the guards is to draw them towards the bathroom at the front of the art gallery (there is a pickable door outside on the way up to the roof) by activating the hand dryers. This allows you to pick off the first four guards one at a time without drawing too much attention to yourself. Bag these up and hide them in one of the cubicles.
Spot the camera in the first hall from the roof before running in, and start clearing up paintings. Throw the paintings up to the spotter on the roof and he can throw them over towards the van.
Move from room to room, spotting the cameras from the roof first until you reach the room that is blocked off by lasers and then exit the building.
Normally by this point you have enough paintings to fulfil the objective but if you want or need more you can have one of your crew members breach the last room from the roof while the two of your crew move the paintings to the van. The spotter on the roof remains in position to catch paintings.
To exit, kill the guard and quickly run over to the van before the pager times out (the Sprinter ability is good for this) and you'll get out without an escape.
If all goes well, you'll be in and out without triggering an alarm and you'll get an achievement - Painting Yourself Into a Corner.
Here is a video of day one being stealthed:
Day Two
Mission Objective
Get the paintings to the buyer, get the cash to the van.
The Plan
The plan is simple - get the paintings out of the back of your van, into a train car nearby that has a ringing phone in it. Answer the phone to start the deal with the buyer and he will request that you all get into the train car and throw the paintings out through the roof.
For each painting delivered, you will get a bag of cash. Don't throw the last painting out until you've got all of the bags of cash over to the door at the far end of the train car as doing so will start the next section of the mission. Get the cash out of the train car and head towards the getaway van - ensuring that any civilians who see you are controlled quickly, or several ECM jammers are used to stop anybody phoning the police.
If you happen to get all nine paintings on day one, you'll get an achievement once you've completed trading the bags - Big Deal.
Here is a video of day two being almost stealthed:
Day Three
Mission Objective
The objective of day three is to break into the senator's house, steal five of his personal gadgets that can be used to gain access to his desktop computer, use the computer to gain access to the vault, plant cocaine in the vault and (optionally) steal all of the gold.
The paintings you stole on day one have been fitted with cameras, which can be viewed using a laptop on the roof. During the first stage of the heist you will want one of your crew members watching these cameras constantly, marking guards and locating the senator's gadgets.
The Plan
You're going to break into the senator's house, take out the first four guards and answer their pagers - dispose of the bags on the roof near the start so that nobody will find them. The fifth guard will need shouting down. You can mix this up a bit - if you get an opportunity to shout down a guard in a part of the house that nobody else is going to go, or within a timeframe where the other guards will not be a problem, then do so.
You will need the following abilities between your crew:
- at least one crew member with the Cleaner ability aced to dispose of bodies,
- at least one crew member with the Dominate ability
There isn't a security room in the house so you can't directly take control of the house cameras. You can, however, melee them to break them and clear yourself a path to the vault.
Find the five gadgets and take them to the laptop on the roof, which will allow Bain to unlock the desktop computer in the office upstairs. At this point you'll need to assign a crew member to use the computer, as it is used to open the vault and also temporarily disable the lasers in the vault.
Once the vault is open, you'll need to turn off the lasers with the desktop computer - these will only stay off for around 15 seconds but they will beep several times before reactivating.
Once you've got the gold out to the vault it should be a simple case of transporting it all to the exit point on the roof. If all goes well, you'll be in and out without triggering an alarm and you'll get an achievement - I Wasn't Even There!
Here is a video of day three being stealthed:
Best Answer
Here is a guide on how to complete the Bank Heist map without setting off any alarms. I have included a video demonstrating how the execute the plan but remember that each game has a variety of randomised elements which means you have to adapt the plan to your particular spawn.
Mission Objective
This depends, the Bank Heist level is used for the following levels, each with a differing objective;
Essentially the objective is to get into the vault, and then remove stuff from the vault (Bank Heist), or... set fire to everything in the vault (Firestarter Day 3).
The Layout
First of all, the layout of the bank, this is the insider info screen but I have made some minor modifications to highlight the important possible differences in random spawns:
The YELLOW lines indicate where the entrance to the vault can be, while the pink lines indicate where the entrance to the security room can be. It is possible to get a "relatively" easy spawn by having the vault and security room both spawn at the back of the bank. It's also possible to have a "relatively" difficult spawn by having them both spawn in the lobby. Once you've mastered the tactic of how to deal with each of these spawns though, it all boils down to react immediately when you begin to lose control of the situation. Failing to react will result in an alarm, every single time.
This means that if moving into the back room causes disruption in the lobby, control the tellers before they can set off the panic alarms. Likewise, if moving into the lobby upsets the people in the back room, get in there before they can hit the panic alarms. Work as a team - if one crew member takes down a guard and another guard is closing in, work quickly to eliminate both threats.
The Plan
The plan is simple:
So, nice and simple, right? Let's take a look at each step in more detail. You're going to want to be wearing suits and carrying minimal visibility weapons so that guards and cameras don't spot you the second you walk into visual range. You can have a crew member with the OVE9000 saw if you want, but this individual is going to be doing a lot of standing around while the appropriately geared crew members set up the heist due to the high visibility of the saw.
Walk into the bank, spot where the vault is, spot where the security room is, walk around and locate all of the guards, see what paths they're taking. You're looking for the little subtle differences caused by randomised spawns: Is the back door open? Are guards following a route that takes them out there? Are any of the guards on the roof? Is there a guard walking between the ATMs and the tellers and does he go anywhere else? Is there a civilian sat on the benches outside the bank?
Once you've got eyes on the guards, make your move on the security room, use an ECM or the managers' keycard to get in there and put a bullet in the guard, bag him and check the cameras to mark the guards. The rest of your crew probably hasn't masked up yet so they're not going to be able to mark the guards so this is going to help. If you've got guards wandering off alone outside, take them out, bag them and move their remains somewhere sensible. Quite often there is a dumpster open outside which is perfect for storing the bodies of everybody in entire bank if you want to. You don't want to rush this stage, a single mistake will result in an alarm, you want to be killing everybody cleanly without feet visible in doorways or civilians standing next to them.
Once you've got yourself into a position where the guards and cameras are no longer a threat, you have the most intense few moments of the plan. This stage requires coordination and if one crew member acts before the rest, you'll have an alarm on your hands, followed by a police assault. During this stage of the plan, you'll want one crew member to get all of the civilians in the back room on the ground - remember that there is a panic button in the back, if a civilians moves for it, put a bullet in them.
At the same time that this is going on in the back, one of your crew members needs to storm the teller's room, give them one chance to get on the ground but if they reach for the panic buttons, kill everybody in the room - don't take any chances.
Again, at the same time all of t his is going on in the back and in the tellers office, another crew member needs to storm the lobby and get everybody down on the ground. The fourth crew member needs to be on the streets outside the bank getting all of the civilians outside on the ground.
You can of course use an ECM to stop any phone calls during this stage, it will buy you a little time and prevent an alarm in the event you miss one or two people and allow you to ensure that by the time the ECM expires the situation is under control.
Cable tie EVERYBODY. If it can get up and move, it's a threat. If you run out of cable ties, kill them or assign somebody to keep watch over them. Random civilians being able to move around during the later stages of this heist is a guaranteed alarm.
Once the situation is under control, start drilling. The noise doesn't matter, neither does the amount of time the drill takes to complete - by this point you should be completely in the clear. Keep your crew member on the street in case any other civilians decide to turn up but the ones inside of the building can now pretty much stand around waiting for the drill to complete.
By this point if you've not had an alarm you're probably not going to but whichever crew member is outside the bank should remain diligent as it will be a civilian outside the bank that results in the alarm being triggered at this point since you've cable tied or otherwise disposed of everybody inside the bank. This is further demonstrated later in my video below where I can walk around the bank breaking windows and shooting breakables throughout the level without triggering any alarms.
I shouldn't need to tell you how to loot stuff, I'm sure you have that under control, and with the absence of alarms the casual walk back to the van with the contents of the bank in bags should not be an issue either.
Recommended abilities
Here is a video of Bank Heist: Cash being completed on overkill difficulty without setting off any alarms:
As stated earlier, because the Bank Heist level is reused in Firestarter, the tactic to take control of the bank during a Bank Heist is the same tactic that can be used to take control of the bank during Firestarter. The only difference is that in Firestarter the vault is electrified, and the power to this trap needs to be disabled in the room on the roof.