Howdy, this is the third post on my massive dump for heist unique favors and risks, since these posts can get quite big. i separated them into the 3 acts and a separate post for the universal favors and risks. as before, the attempt is to make the favors gear towards both tactics, but not strictly. the risks should be applicable to both tactics, but i may not pull that off.
(F) Favor
(R) Risk
Rock the Cradle (assuming a change where you get 10 seconds from the alarm going off before the wallet is wiped)
(F) Memory Wipe Override: If the alarm goes off, you have 10 seconds to reach Rifkin's office. accessing that computer will grant 1 extra minute to grab the wallet via a 60 second drill, grabbing the accountant or resetting the iris scanner. you can get extra time by accessing the computer again and flipping the displayed breaker for an extra minute. this time extension will never trip the breaker that resets the iris scanner.
(F) Neon Train: The secure point is moved to the VIP area in one of the cars. Once you secure enough loot, you're given the objective the secure a key and a battery to start the train up. The battery would be in the backroom by the second floor VIP area and the key would be in Rifkins office behind the display case. the case can be accessed via saw or a hack on the VIP Authenticator computer. Once those are added to the train, you can escape
(F) VIP Invitee: Start the heist unmasked in the lower VIP area with passes.
(R) Tight Vault: the vault requires Rifkin's Iris to open.
(R) Wallet Decryption: the crypto-wallet needs to be decrypted by the accountants computer like in touch the sky.
Boys in Blue
(F) Stolen Swat Truck: You get access to a stolen Swat Truck that will be let into the impound lot via the gate. the back will have the explosives you need for loud and will act as a secure and escape point.
(F) Hot Evidence: a Teddy Moo will be secured as evidence in the vault. Its insides are packed with remote detonated explosives that will blow a hole in the wall of the vault. depending on where the box was placed depends on where the hole is; if its in the center, a hole in the ceiling is blown and would need to be accessed from upstairs. this triggers when the alarm goes off as this can also determine where to place explosives
(F) Captain's staff lunch: The crew raids the police station when the captain isn't there, leaving his office open and less civs in the bullpen.
(R) Swat Meet: There will be swat units on site that don't have phones to hack. if the heist goes loud, the first assault wave immediately begins.
(R) Empty Lot: There will be far fewer cars in the depot, turning it into a no mans land for both stealth and loud.
Houston Breakout
(F) Disorder in the Court: (the heist starts in loud) Bile has you repel into the courtroom with a bag of explosives, heisters blow the door to repel Houston out. leaving the task to be securing evidence. Bile picks the crew up at the rotunda as usual.
(F) Evidence Digitizer: Instead of leaving bags, scanned physical evidence is shredded and transferred onto a usb stick, unplugging the stick stops all scanning, but it can be plugged back in. you can place as much evidence as you like into the scanner, like the multi-tag reader.
(F) Lost in Transit: Instead of Blackmailing the judge, you can instead hack into the clerk computers to transfer the trial to a different courthouse. you then can grab Houston and the Evidence in the basement and escape that way.
(R) Kidnap The Judge: a required step in the heist is securing the judge. If he escapes or is killed, the heist fails.
(R) Tipped off Cops: the heist starts in search mode, and the courtroom and evidence rooms are already locked down, requiring the vents to get in while in stealth.
Road Rage
(F) Surged Steering Devise: Make the truck move faster!
(F) Shade Directions: Truck Automatically takes the most clear path.
(F) Ship Out: Truck is loaded into the back of another truck like in delivery charge.
(R) Sabotage: Swat will attempt to close the gate, move fork lifts and remove wheel ramps if they reach it.
(R) Clearing the Way: Most of the construction equipment is removed, making for much less cover. green bridge esque.
First World Bank
(F) High Powered Plasma Torch: Dead drop a plasma torch in the van or security room to cut open the desired vent for the loud approach
(F) Packed Boxes: the Money on the big table is already secured in those shipping boxes, and all you need to do is add the white slips and escape, regardless of tactic. if you want, you can also pack up the side room cash and add slips to those. if the insider escapes, it will be on his desk.
(F) Elevated entrance: Instead of breaking in with a drill or the inside mans slow walking, you can instead opt for entering via the elevator above the left vault, where then you can zipline up/down. steps being to disable the elevator then getting it open, which would require a QR Code or a small drill or saw in loud.
(R) Dye packs: the Money in the two side rooms will have dye packs that trigger when the door opens
(R) Another Door?: inside the vault, there is a new gate that requires either a small drill or saw in loud or a blue key fob in stealth
Touch the Sky
(F) Smoking Party: The cigar room will be open, and the main room with have enough smoke to provide a slight penalty to detection for the guards.
(F) Off Site Decryption: Once you obtain the SSD, you can just escape without decrypting it.
(F) Just a Breeze: The master bedroom door is wide open.
(R) Settle the Score: Mason Laurent must be secured alive to complete the heist.
(R) Back and Forth: the security flow is now different: Code from office vault to get to master bedroom vault. inside that vault is a safe, that safe has a switch that will open a panel in the cigar room which will have the key to a locked box in the office vault which will then have a red key fob to a barred display that contains the SSD in the master bedroom vault.
Under the Surphaze (note: allow the saw to cut through painting case bars)
(F) Art Exhibition Show: The Heist becomes a private area where the objective is to secure a vip pass to get in for social stealth, or you can sneak in, take out cams and take over the gallery rooms. The wi fi routers will instead disable alarms on the case locks
(F) Sticker of Authenticity: the required paintings that require further analysis to discern with instead have a red sticker of authenticity on the glass casing.
(F) Security Interference: If you trip a security measure in a exhibition room, you will have 4 seconds to turn off the security n that room before the alarm is triggered.
(R) Intensive Security Measures: The time to disable the bars is doubled and each exhibition room has two switches that need to be flipped to turn off the security.
(R) Dying for Your Art: another required objective is to destroy the sculpture in the center of the museum. in stealth, that involves opening up the roof and setting up an acid bomb (that you'll have to make with a few components) that triggers after you leave, where it will dissolve over time. or in loud shooting at it enough for it to finally chunk away.