|This article is about the safe house introduced in Update #110. For other uses, see Safe House (disambiguation).|
The new safehouse was introduced during Day 2 of Hoxton's Housewarming Party as a replacement for the old one he burned down beforehand. In order to enter the safehouse the player needs to be atleast level 0-25 and visited the old safehouse once before.
Every three days, the cops will raid the safehouse. During a raid, players cannot visit the safehouse or upgrade rooms, but can still view and redeem Side Jobs. Players can opt to skip the raid, giving them access to their safehouse and pushing the raid back half a day.
GeneralEditThe new safehouse is a very large two-story building apparently located somewhere in the outskirts of Washington D.C. From the looks of its interior, the new building was apparently a former mansion of sorts with a very large basement that can be further expanded provided the player has enough Continental Coins to afford the upgrades.
At present, there are 19 dedicated sections throughout the house, with one being the commons area on the ground floor and one in the basement serving as the vault. Each of the remaining 17 corresponds to a certain heister, who can be found loitering nearby if not already picked by the player(s). Each of these sections can be upgraded twice, which can potentially unlock minigames for the player and their guests to partake in. It has been speculated that more sections will be added as the Payday Gang gains more members, supported by the fact that there is an entire unused building adjacent to the accessible area that can be seen on the house blueprint.
Unlike the old safehouse which is single-player only and accessible from a button on the main menu, the new base has its own dedicated section in the Crime.net menu where one can host a lobby with up to three additional players. Said players can visit and interact with the items and, if the house has been upgraded, peruse the host's collection of minigames and such.
Aldstone serves as a steward of the new safe house.
Continental coinsEditTo upgrade the safehouse's features, the player must spend fixed sums of Continental Coins, a special kind of currency that can be gained through certain means. Coins can be earned by gaining experience ( 1 per every 1,000,000 XP earned), by completing daily missions given by the other heisters in the house, or by clearing Trophies, which are one-time only challenges that grant 6 upon completion. Players will also get 6 upon successfully surviving a Safe House Raid. As of Update 120, Continental coin income will have its own progress meter in the same vein as the player's XP counter.
Continental Coins can also be spent to purchase weapon mods for 6 apiece, allowing less lucky players to obtain the attachments they need without having to rely on the RNG mechanic of card drops and Side Jobs. Attachments that are awarded from achievements cannot be purchased with coins, save for Courier mods.
Dallas' Office consists mainly of a television set and paperworks related to Crime.net. The laptop on the desk can be interacted with to take the player directly to the Crime.net interface as with the old safehouse.
As it becomes upgraded, the office will be furnished with progressively fancier equipment, culminating in a large wall-mounted Side Jobs monitor, coffee table and various other expensive furniture.
Hoxton's Files is where the eponymous heister and homeowner spends his time sorting through his case files. Initially, the panel is very poorly organized and lacking in features, but upon being upgraded it will become tidier and sporting new equipment such as a bookcase and cork pinboard that Hoxton uses to pool together his clues.
Clover's Surveillance Center is where she spends time monitoring the safehouse's perimeter cameras looking for any would-be intruders or signs of the police. Initially, it will feature only two CRT displays that cannot be interacted with, and the quarters will be stacked with a few heaps of boxes.
As it becomes upgraded, the security feed will give access to the cameras around the place at Tier 2, and an elaborate surveillance rig with a large amount of monitors will replace the entire system at Tier 3.
Scarface's Room is the heister's private office styled after that of Tony Montana in the movie. Initially, the room will have rather poor facilities and is quite messy. Scarface can be found loitering around or sitting at his desk at the far end of the room.
As it becomes upgraded, the room will sport progressively fancier furniture and decor, culminating in a red carpet, a wall mount for Scarface's personal rifle, a piano, tiger skin rug, expensive tables and a gratuitous amount of cocaine at Tier 3.
Houston's Workshop is where the crew's escape van is maintained. Initially, there will be only a small handful of toolboxes and racks that are sparsely populated by worn equipment. The van's paint scheme can be changed here via the paint buckets by the driver's door.
As it becomes upgraded, the workshop will be outfitted with more updated tools such as a hydraulic car jack and equipment cabinets, culminating in a powerlift for the entire van and large, fancy toolcases. Upgrading will also unlock more van skins to use.
Sydney's Studio is where the eponymous heister spends her time designing new masks. It is initially a very small, crummy-looking back corner of the garage that Sydney occupies and only has a chair along with some stacks of paper for her to work with. Some of the player's owned masks can be found here hanging on the wall and a tablet PC nearby can be used to access the PD2Stash.
As it becomes upgraded, Sydney will progressively gain better equipment to work with, from acrylic spray paint cans to a plaster bust and eventually a 3D printer by Tier 3. The higher the Studio's upgrade tier, the more masks can be found on its racks.
Rust's Corner is a part of the garage's backcorner as the name implies, that contains what appears to be motorcycle parts and booze brought in by the eponymous heister to make himself feel at home. Rust can be seen tinkering with certain parts and toolboxes as they become available to him.
As it becomes upgraded, the corner will receive better furnishing such as newer toolboxes, even more packs of beer and a few motorcycle wheels and frames for Rust to work with.
Bonnie's Gambling Den is initially a very small quarter around the bar section of the ground floor and stacked full of boxes.
As it becomes upgraded, the Den will gain a usable slot machine at Tier 2, similar to the ones seen at Golden Grin Casino, and a working roulette table at Tier 3.
Jiro's Lounge is initially furnished with only a few woodern boards. Located next to the bar, it is where Jiro meditates and hones his martial arts skills.
As it becomes upgraded, several junior members of the Yakuza will join Jiro in his meditation and tea sessions.
Jimmy's Bar is where the titular heister will spend most of his time asleep and slumped over the counter. The location is initially very small and has mismatched stools and chairs all over the place.
As it becomes upgraded, the bar will get a new, upgraded counter that will eventually be staffed with a bartender, the seats will be replaced with fancy stools and a stack of coke bags can be found sitting nearby.
Chains' Weapons Workshop acts as the safehouse's armory and where Chains spends most of his time tinkering with new firearms. Initially the room is very unorganized, dirty and featureless save for a few shelves and table in the center.
As it becomes upgraded, the boxes will be removed and the room will progressively sport new equipment, the most prominent of which being the wall-mounted gun rack that displays some of the weapons owned by the player. Some weapon schematics and a fancy small couch can be found in the room by Tier 3 as well.
The Common Rooms are the safehouse's equivalent of a normal household's living room, consisting of several couches, a jukebox, answering machine and a coffee table. It is initially very limited in space, being taken up by large stacks of boxes and the couches are of rather low quality.
As it becomes upgraded, the furniture in the room will be replaced with progressively fancier hardware, culminating in several bookshelves, a TV set, a chandelier, black leather couches and a carpet. Upgrading this will also improve the kitchen upstairs, and allows access to the 2 bathrooms.
Bodhi's Surfboard Workshop is the titular heister's digs where he goes to craft surfboards in his free time, or prepare for his Ozaki 8 trials when he is serious. This room contains paint, tools, and display racks for the surfboards that Bodhi constructs here.
As it becomes upgraded, the boxes are cleared away and more completed surfboards are displayed on the walls and the central table.
Jacket's Hangout is a small side room under the staircase leading down to the basement where Jacket relaxes between missions and records more voicelines and tapes in his free time.
As it becomes upgraded, the Hangout will receive better furniture, with the most visible changes being the couch and the neon lights on the wall, and a Hotline Miami-based arcade machine at tier 3.
Sokol's Hockey Gym is where he passes his time during missions and practice his passing skills. The room begins with just a small toy hockey net and Sokol will stand idly around not doing anything.
As it becomes upgraded, the section will gain new flooring along with a decorated background to serve as a rudimentary hockey rink where Sokol can be found practicing on every once in a while.
At Tier 3, the player can interact with the puck in the middle of the room to play a hockey minigame. The player must time shots to they'll pass cardboard cutout defenders that move side to side, and which get faster and more numerous as the player scores shots. The time limit is one minute, with Sokol initially holding the high score with 15 shots.
Dragan's Gym is the heister's own workout area where he can be found loitering around this room exercising. By default, the quarter has very little to its name, with only a few weights and dumbbells scattered about. Dragan will only be doing basic stretches at Tier 1 due to lack of equipment.
As it becomes upgraded, the floor will receive a new lining and a plexiglass panel will be set up to separate it from the hallway. At Tier 2, a punching bag will be added that displays the damage of the last melee attack against it.
Wolf's Workshop is where the heister spends his time working on improving the whole crew's mechanical gadgets like drills, hacking devices and sentry guns. Initially, the "room" is just a small corner to the side of John Wick's shooting range, with relatively poor lighting and only a few tables worth of tools.
As it becomes upgraded, more equipment will be moved into the workshop and the equipment being worked on by Wolf will progressively become more advanced.
John Wick's Shooting Range initially consists of only a few racks with Krinkovs, RPKs and various other configurations of the AK family, along with an ammo shelf similar to the one in Hoxton Breakout Day 2, Golden Grin Casino, and The Biker Heist Day 1.
As it becomes upgraded, the area will gain a target range at Tier 2, with damage counters for cumulative damage dealt to the targets. At Tier 3, it gains a playable killhouse time trial course. Clearing the Snipe It trophy will replace the dummy target silhouettes at the range with images of Maximum Force Responders.
The Vault is, as its name implies, a large safety room for the player's riches. As the player earns spending money, more and more money will be piled up inside the initially small side vaults and then in the middle of the room when those are full. Various monitors will also show your offshore money.
As it becomes upgraded, the Vault will gain two more strongrooms at Tier 2 and an entire second floor with four rooms at Tier 3.
- An unused icon found in the game's files suggests that the kitchen area was originally treated as its own room with upgradable features before being merged into the Commons section.
- The purpose and contents of this room suggests that Hoxton still haven't discovered the identity of the snitch, despite the Housewarming party update and the new safe house being released more than a year after the official revelation.
- He could be studying the clues to find out additional accomplices of the rat, however. As noted by the ghostly voices in the Prison Nightmare heist, there is apparently another snitch out there that Hoxton and the crew didn't know about.
- Upgrading this room will also create a mounting rack with a Little Friend 7.62 rifle on the wall within an arm's reach of Scarface's desk.
Chains' Weapon WorkshopEdit
- Upon fully upgrading Chains' room, a GROM sniper rifle can be seen on a desk, months before it is officially introduced to the game as a player-usable weapon. Also, the blueprints for what seems to be the COP .357 Derringer and Pancor Jackhammer appear in said room.
- An Arbiter can be found on the table in Chain's workshop. As the player collects the Arbiter's part kits, the copy in the workshop will progressively gain more components until it is replaced by the actual launcher upon collecting all 4 cases. It will not have modifications, even if the heisters' Arbiter has mods.
- Weapons displayed on the rack with Legendary skins applied will appear as their usual counterparts with the unique parts being untextured.
The Commons RoomEdit
- Sometimes when visiting the safe house, Bonnie or Jimmy may occupy the ground floor bathroom, disabling players from entering it and seeing trophies located within. Players that wish to do so will have to restart at least once, if not more.
- Approaching the closed bathroom door will initiate the occupying heister to say a line to the player.
- The answering machine found near the spawn location of the safehouse has 3 calls per session, each containing a prank call that would reference some sort of trope from the PAYDAY series, such as the crew's inability to carry two keycards at one time, or the "Battle of the Beards."
- All of the answering machine prank responses were part of a contest on the forums.
- Upon fully upgrading the Common Rooms, two bookshelves are added to the safehouse containing two books, titled "The Vast Wilderness" by Martin Tegnemark, and "Pencils and Money" by Michael Nermark. These are likely references to PAYDAY 2 level designer Martin Tegnemark, and Chief Operating Officer of Starbreeze AB Mikael Nermark.
- The bartender in Jimmy's bar is Bobblehead Bob.
John Wick's Shooting RangeEdit
- Despite him firing non-stop at the targets, Wick will not register any damage on the counter at all.
- Wick currently holds the killhouse's highscore at 30 seconds flat, though this can be easily broken by a reasonably experienced player.
- Wolf and Wick will move and observe the killhouse from above should a player participate in the course.
- Shooting a shotgun at the targets at the shooting range will display that every individual pellet that connects deals full damage rather than a shotgun blast only dealing full damage to a single enemy once.
- Despite its name and associated heister, the artwork for Day 7 of the Housewarming Party claims the range belongs to Chains. It is possible that the range was co-owned by Chains and Wick, however, given their close friendship and overall similar nature of their rooms.
- The Rasmus, Aubrey, Don Juan, and Tony masks can be seen hung up in Jacket's room.
- The arcade machine added in tier 3 plays the song heard in the DeLorean in the Hotline Miami heist.
- The tier 3 arcade machine has a joystick for movement, and three buttons for shooting, throwing, and locking onto enemies. It is unclear how the lock function works if there is no joystick or similar control for moving the cursor.
Bodhi's Surfboard WorkshopEdit
- According to a sheet of paper hung up in his room, Bodhi has completed 6 of the Ozaki 8's eight trials.
- Among the equipment and deployables on Wolf's desks is a single Bootstrap Compensator.
The Trophies are a set of challenges added alongside the new safehouse, to give the players a little something to strive towards. Essentially they are the same as achievements, requiring certain feats to be accomplished before they will unlock, and some are literally copy-pasted from the achievement list themselves.
Clearing a Trophy will award the player with 6 that they can use to purchase new upgrades for the safehouse along with a relevant static decoration. Trophies are one-time only, possibly to prevent coin farming by constantly repeating some of the easier ones.
As of Update 120, all obtained trophies can be toggled on or off in the pre-game Safe House menu.
Complete Beneath the Mountain heist on Mayhem difficulty or above, without killing any medics.
This trophy does not require all members of the group to not kill any Medics, only those that desire to obtain it have to abide by the requirements. Thus, one can play with players that already have obtained the trophy, players that do not currently wish to obtain it, or even bots and they can deal with the Medics for the player.
For this trophy, it is best to maximize accuracy and stability in weaponry instead of raw power, as precision is almost required to avoid harm to enemy Medics and high damage-per-shot is likely to be negated by nearby Medics' healing.
| I Got This|
Successfully complete the Car Shop heist with a detection risk of 70 or above, without using ECM Jammers.
The best way to complete this is to just run straight to the manager's office, smash open the window, get the name of the IT technician, then find and hack their computer, as the player's (or players') high detection risk and lack of electronic-disabling equipment throws the possibility of actually stealthing the heist out the window.
The same tactics can also be applied to the Gone in 240 Seconds achievement.
Find the hobo's knife in the Aftershock heist.
The knife will always be on a hobo that wears a blue hood. The civilian will always run to escape the map, meaning players will have to be quick to tie him down or shoot him.
| Long Fellow|
Finish the Meltdown job within 7 minutes, on OVERKILL difficulty or above.
The best way to obtain the trophy is arguably the most straight-forward one: All crates are ignored and crowbars are jammed into the vault's vents immediately. One player takes a warhead-filled Longfellow to the train, two players take the remaining 4 warheads with forklifts, and a fourth player supporting the forklift drivers.
| Pelican Killer|
Shoot 20 pelicans on the Scarface Mansion job.
The flamingo ornaments spawn in two of 6 different locations, all beyond the boundaries of the map, making the use of high-accuracy weapons almost required for the trophy. For their exact locations, consult this guide.
| Spooky Pumpkin|
Destroy the pumpkin on the Prison Nightmare job.
The pumpkin has 9 spawn locations throughout the prison. For the exact locations, consult this guide.
Due to a bug, destroying the pumpkin will only reward the trophy to the host of the lobby.
| The Ring|
In the Birth of Sky heist, find all 9 rings.
The rings only spawn in the buildings and have 31 (of which 30 known) spawn locations. For their exact locations, consult this guide.
- Big Daddy references the Big Daddies from BioShock.
- Failed Assassination is internally called jfk, referencing John F. Kennedy.
- Jason is a reference to Jason Voorhees from the Friday the 13th movie series.
- Staying Alive references the song Stayin' Alive by the Bee Gees in Saturday Night Fever. The poster also imitates a famous pose from the movie.
- The Ring is a reference to The Lord of the Rings, the rings based on the Rings of Power. Without the Cleaner skill aced, they're worth $1,954, the year The Lord of the Rings came out, and having to acquire 9 rings is a reference to how 9 of the Rings of Power were intended for man. On the rings are Elvish inscriptions reading "One gang to rule them all in the hunt for riches and glory," referencing the inscription on the One Ring, "One ring to rule them all, one ring to find them, one ring to bring them all and in the darkness bind them." The reward is the Ring of Sauron.
- Meth is a reference to the For Dummies series of books.
- The total amount of kills required for Robbedacop is the entire population of Washington, D.C. at the time of the update's release.
- True Ace is a reference to the song Ace of Spades by Motörhead, with its description being a line in the lyrics.
- The title of Get Off My Lawn! is a probable reference to the movie Gran Torino where it is uttered by the main character against a group of thugs trespassing onto his front yard.
- The barbed wires set does not actually prevent law enforcers from climbing into the house during subsequent raids.
- The description for But It's The Tooth! is a reference to the same exclamation by UberHaxorNova when said YouTuber first found a big toothbrush while playing through the original Panic Room.
- Despite what the trophy name claims, actual pelicans are not present in the Scarface Mansion heist. The target decorations the player must shoot for the Pelican Killer trophy are plastic flamingos instead, which is a completely different type and genus of birds from pelicans altogether.
- The World Is Yours is on the statue that Tony Montana falls in front of in his demise in Scarface, as well as being the subtitle of the 2006 video game based on the film. Additionally, the trophy's description refers to a quote from Tony Montana.
- The Continental Coins used to purchase upgrades for the safehouse are a reference to the movie John Wick, where they are a form of untraceable currency employed by the criminal underground, worthing thousands of dollars each. Their name came from the in-movie Continental, a hotel catering exclusively for assassins that accepts payments only in such coins, though itself is not the only source of this currency.
- This is actually mentioned as part of the in-game lore for the coins themselves. Due to Wick having managed to secure Continental membership status for the whole crew, the hotel and by extension some of its connections have extended their offer to renovate the premises as long as they are paid, with the only form of currency they'll accept being those coins. Charlie, Wick's trusted cleaner in the movie, is apparently the leader of said connections.
- The standard fee of 12 per Tier 2 upgrade is likely a nod to the scene where Charlie is first introduced in the film, during which Wick called upon his services to book a "dinner reservation for twelve" a.k.a. having twelve bodies he needed Charlie to dispose of, with the corpses costing one coin each.
- Along with gameplay Mutators, the ability to use a specialized kind of currency to purchase weapon mods are based on a similar system present in the popular GoonMod, of which its creator had been hired by Overkill Software.
- While the player can use weapons while in the safehouse, Aldstone, the player, and the other heisters are immune to damage.
- There is a Teddy Moo doll in the garage from the No Mercy heist, which also appeared in the old safehouse. In Update #111, the doll was "burned", covering it in soot, implying it is the exact same doll from the old safehouse and it survived the fire. This was later confirmed by the "Plush Phoenix" legendary skin from the Hoxton Safe.
- The Safe House strangely does not have any bedding, mattresses or furniture of the same description. While there are some couches at certain areas, where the rest of the crew goes for an occasional nap is never shown.
- Just like with the old safehouse, the new safehouse contains graffiti all over it. The most prominent pieces of vandalism are three large pieces of the PAYDAY 2 Community Moderator Managers (Tessio McTess, Abomination Jones, and Ashley.), the PAYDAY 2 Community Moderators, and a piece of graffiti dedicated to AngusBurger who created all of the promotional art on the Hoxton's Housewarming Party website.
- During the Hoxton's Housewarming Party Day 2 reveal, members of the OVERKILL team showed off the new safehouse along with Tuffcooke, a PAYDAY 2 Community Moderator and Streamer for Rusty Chains, a stream that occasionally streams PAYDAY 2. Right before the stream ended, the OVERKILL devs showed the graffiti of Rusty Chains to Tuffcooke. He proceeded to squeal in excitement.
| "No, I'm retired!"|
Warning: This section contains spoiler for John Wick: Chapter Two.
- Due to his murder of Santino D'Antonio at the end of John Wick: Chapter Two being in direct violation of the Continental's rules, Wick has been summarily excommunicated from all Continental services and locations worldwide and his membership revoked, in addition to him being hunted by many assassins, some of which are even employees of the hotel. As such, it remains unclear why the Continental still makes its services and contracts available to him and the player crew, who are his explicit accomplices.
|End of Spoilers|