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Holdout is a game mode introduced on Day 5 of operation ICEBREAKER. As the name implies, it is an endurance mode where the players must defend themselves and their hostage(s) from up to 9 waves of increasingly difficult police assaults.

Holdout becomes accessible at Reputation 65, and players with at least one rank of Infamy can access it regardless of level.

Overview[]

The main objective of Holdout mode is to defend oneself and one's hostage against 9 progressively harder assault waves in order to gain ransom from the police. Each wave is much shorter than a usual heist wave, lasting about 3 minutes each. The longer the holdout, the bigger the pay, but cops will also become more and more aggressive as the session draws out.

The lobby host can opt to quit early by trading the hostage, but the pay will be limited. Other players cannot interact with the hostage in any way. A Holdout ends in failure if the police rescue the hostage or all players are incapacitated (downed, cuffed or in custody), with no rewards being paid out. The process of a law enforcer releasing the hostage takes 8 seconds. Having at least one player in custody will trade the hostage automatically after the current wave finished. This has no negative effects on the final wave and cannot be avoided by any means.

Like Crime Spree, Holdout's baseline difficulty is Overkill.

Locke is the holdout coordinator, and will warn the crew of periodic enemy spawns.

Spawn Limits[]

Holdout Spawn Limits
Wave Shield Medic Taser Bulldozer Cloaker
1 4 3 2 2 2
2 4 3 2 2 2
3 4 3 2 2 2
4 5 3 2 3 2
5 5 3 2 3 2
6 6 3 3 4 2
7 6 3 3 4 2
8 6 4 3 4 2
9 7 4 3 5 2
Unused Extra Waves
10 7 4 3 5 2
11 8 4 4 6 3
12 8 4 4 6 3
13 8 4 4 6 3
14 9 4 4 7 3
15 9 5 4 7 3
16 10 5 5 8 3
17 10 5 5 8 3
18 10 5 5 9 3
19 11 5 5 9 3
20 11 5 5 9 3
21 12 6 6 10 4

Wave Modifiers[]

Holdout Wave Modifiers
Wave Damage Multiplier Health Multiplier Extra Modifiers
1 1.5 1.75
CS-LoudMod20
Cloakers executing a successful charge now cuffs the player instead of downing them.
2 2 2.5
3 2.5 3.25
CS-LoudMod10
Bulldozers are replaced by Skulldozers.
4 3 4
5 3.5 3.75
CS-LoudMod12
For every Heavy SWAT that spawns, there is a chance that it will be replaced by a ZEAL Heavy SWAT Marksman.
6 4 4.5
7 4.5 5.25
CS-LoudMod22
Whenever a Bulldozer spawns, there is a chance that it will be a Medic Bulldozer. A Medic Bulldozer counts as both a Medic and a Bulldozer.
8 5 6
9 5.5 6.75
CS-LoudMod21
Whenever a Bulldozer spawns, there is a chance that it will be a slow-moving minigun-wielding Bulldozer.
Unused Extra Waves
10 6 7.5
11 6.5 8.25
12 7 9
13 1.9 1.9
14 1.975 1.975
15 2.05 2.05
16 2.125 2.125
17 2.2 2.2
18 2.275 2.275
19 2.35 2.35
20 2.425 2.425
21 2.5 2.5

Notes:

  • Snipers will not receive any damage buffs.

Maps[]

Rewards[]

Monetary reward[]

Upon successfully completing a holdout, players will receive a cash payout depending on the highest wave completed.

Monetary Rewards
Wave Reward Cumulative Reward
1 1,600,000 1,600,000
2 1,840,000 3,440,000
3 2,120,000 5,560,000
4 2,440,000 8,000,000
5 2,810,000 10,810,000
6 3,240,000 14,050,000
7 3,730,000 17,780,000
8 4,290,000 22,070,000
9 4,940,000 27,010,000

Experience[]

Continental coins[]

Continental coins will be rewarded to the player depending on the highest wave completed.

Coin Rewards
Wave Reward
3 1
5 2
9 3

Card Drops[]

In addition to any tiered rewards the player receives, extra loot card drops will be given depending on the highest wave completed. These card drops are the same as standard heist card drops and pull from the same table.

Loot Cards
Wave Card Drops
3 1
5 2
9 4

Patterns[]

Patterns will drop after the player reaches both waves 3 and 5.

  • The patterns "billy", "blain", "dillan", "dutch", "hawkins", "mac", and "puncho" are direct references to the movie Predator.

Weapon Colors[]

Masks[]

Tips[]

  • The Alesso Heist Holdout can be easy to grind, as the counter with the hostage provides a lot of cover from oncoming fire. On top of that, it is difficult for law enforcers to rescue said hostage, since they are located behind the counter, with only one place for them to enter.
  • Whenever tear gas is deployed, there is usually more cover to run to nearby, so don't panic if your safe area gets gassed.
  • Due to the amount of health that team AI have, bringing some and stopping them around the hostage may prove to be useful, especially on harder waves.
  • The Golden Grin Casino holdout has a lot of cover, however much of it leaves the hostage open to rescue. Taking turns defending with teammates can help, if doctor bags or first aid kits are deployed around both the hostage and the bar, for example.
  • Bringing weapons with high ammo pickup, such as LMGs, low damage Assault Rifles and SMGs, and semi-auto shotguns can negate the need for ammo bags, as healing items can prove to be useful.
  • It is recommended to do a heist that gives a experience boost for stealth beforehand (e.g. Election Day or Framing Frame), as this can give quite an increase in experience for a crew that aims for high waves.
  • Concussion grenades or X1-ZAPpers are capable of stunning a law enforcer, which is currently freeing the hostage. Saving those for situations, where having the hostage in your direct line of fire is impossible, is advisable.
  • A law enforcer who is currently freeing the hostage cannot be healed by a Medic. Thus, it is advised to ignore any Medics around them and instead kill the law enforcer first.
  • The skill Quick Fix Aced gives your First Aid Kits and Doctor Bags the buff to take 10% less damage for 120 seconds. Since a Wave lasts 180 seconds, that is 66% of a wave. If there's a surplus of these deployables, take the buff 30 seconds into the wave so the stim takes effect when more enemies have arrived, in a wave where they are more powerful.

Notes[]

  • Additional law enforcers may spawn and attack in the middle of the trading phase, though the real assaults will be heralded by megaphone.
  • At the start of a wave, Locke will announce the latest addition to the assault, specifically speaking, new units.
  • Law enforcers who are currently freeing a hostage, are immune to almost all stunning effects. This includes melee and explosion knock-back, poison and fire stun, ECM feedback and all forms of staggering from weapon fire.
  • If a law enforcer is freeing the hostage, as the assault wave ends, the hostage will still be freed. As a result, this ends the holdout in a mission failure.
  • It is possible to earn a crew alive bonus on both money and experience.
  • You can bypass the level requirements of holdout by doing either of the following:
    • Set your quickplay difficulty to Overkill and start a quickplay search. You now have a random chance to join a holdout lobby.
    • Join or get invited to a holdout lobby over Steam.
  • Heavy Response Units, Maximum Force Responders and Medics are the only units capable of freeing the hostage.
  • The hostage is an immovable and unkillable object, that can be penetrated by bullet fire.
  • Ilija the Sniper has a random chance to spawn and begin assisting players on both the Boat Load and San Martin Bank maps. He's likely restricted to joining these maps due to the regular heist variants of these maps already having him as a purchasable asset.

Achievements[]

Don't Let Them Get Wet Don't Let Them Get Wet
Having started from wave 1, beat wave 3 of Holdout on the Boat Load heist.
How Many Life Preservers How Many Life Preservers
Having started from wave 1, beat wave 5 of Holdout on the Boat Load heist.
A Different Kind of Exchange in the Docks A Different Kind of Exchange in the Docks
Having started from wave 1, beat wave 7 of Holdout on the Boat Load heist.
Wait for a Bigger Boat Wait for a Bigger Boat
Having started from wave 1, beat wave 9 of Holdout on the Boat Load heist.
Hide Them in the Vault Hide Them in the Vault
Having started from wave 1, beat wave 3 of Holdout on the First World Bank heist.
Tie Them to the Chairs Tie Them to the Chairs
Having started from wave 1, beat wave 5 of Holdout on the First World Bank heist.
Would you Rather Be Robbing the Place? Would you Rather Be Robbing the Place?
Having started from wave 1, beat wave 7 of Holdout on the First World Bank heist.
A Different Level of Scoring A Different Level of Scoring
Having started from wave 1, beat wave 9 of Holdout on the First World Bank heist.
Maybe that Statue is Worth More Maybe that Statue is Worth More
Having started from wave 1, beat wave 3 of Holdout on The Diamond heist.
No Heisters Here, Just Us Dinosaurs No Heisters Here, Just Us Dinosaurs
Having started from wave 1, beat wave 5 of Holdout on The Diamond heist.
This Hostage Belongs in a Museum This Hostage Belongs in a Museum
Having started from wave 1, beat wave 7 of Holdout on The Diamond heist.
Worthy of Permanent Display Worthy of Permanent Display
Having started from wave 1, beat wave 9 of Holdout on The Diamond heist.
Holdout in the Sun Holdout in the Sun
Having started from wave 1, beat wave 3 of Holdout on the Heat Street heist.
A Nice Day for a Hostage Situation A Nice Day for a Hostage Situation
Having started from wave 1, beat wave 5 of Holdout on the Heat Street heist.
Sit Them Down on the Curb Sit Them Down on the Curb
Having started from wave 1, beat wave 7 of Holdout on the Heat Street heist.
Money on the Asphalt Money on the Asphalt
Having started from wave 1, beat wave 9 of Holdout on the Heat Street heist.
Three Cherries on the Slot Machine Three Cherries on the Slot Machine
Having started from wave 1, beat wave 3 of Holdout on the Golden Grin Casino heist.
Dinner, a Show and Some Blackjack Dinner, a Show and Some Blackjack
Having started from wave 1, beat wave 5 of Holdout on the Golden Grin Casino heist.
Don't Forget to Bring Rain Man Don't Forget to Bring Rain Man
Having started from wave 1, beat wave 7 of Holdout on the Golden Grin Casino heist.
Cleaning out the House Cleaning out the House
Having started from wave 1, beat wave 9 of Holdout on the Golden Grin Casino heist.
Break the ATM Break the ATM
Having started from wave 1, beat wave 3 of Holdout on the Big Bank heist.
Teller Hold Teller Hold
Having started from wave 1, beat wave 5 of Holdout on the Big Bank heist.
Higher Stock Values Higher Stock Values
Having started from wave 1, beat wave 7 of Holdout on the Big Bank heist.
The Bank Manager Must Be Worth Something The Bank Manager Must Be Worth Something
Having started from wave 1, beat wave 9 of Holdout on the Big Bank heist.
A Sale in Sporting Goods A Sale in Sporting Goods
Having started from wave 1, beat wave 3 of Holdout on the Mallcrasher heist.
Throw a Cop in the Fountain Throw a Cop in the Fountain
Having started from wave 1, beat wave 5 of Holdout on the Mallcrasher heist.
Let's Trade in the Food Court Let's Trade in the Food Court
Having started from wave 1, beat wave 7 of Holdout on the Mallcrasher heist.
Halfoffius, God of the Mall Halfoffius, God of the Mall
Having started from wave 1, beat wave 9 of Holdout on the Mallcrasher heist.
Play It Again, Hox Play It Again, Hox
Having started from wave 1, beat wave 3 of Holdout on The Alesso Heist.
Just Another Floorshow Just Another Floorshow
Having started from wave 1, beat wave 5 of Holdout on The Alesso Heist.
Louder than a Boom Box Louder than a Boom Box
Having started from wave 1, beat wave 7 of Holdout on The Alesso Heist.
Finely Tuned Heister Finely Tuned Heister
Having started from wave 1, beat wave 9 of Holdout on The Alesso Heist.
The Hat of a Mariachi The Hat of a Mariachi
Having started from wave 1, beat wave 3 of Holdout on the San Martin Bank(sic) heist.
Scorpions and Negotiators Scorpions and Negotiators
Having started from wave 1, beat wave 5 of Holdout on the San Martin Bank heist.
Seven Mexican Standoffs Seven Mexican Standoffs
Having started from wave 1, beat wave 7 of Holdout on the San Martin Bank heist.
Federales on the Run Federales on the Run
Having started from wave 1, beat wave 9 of Holdout on the San Martin Bank heist.

The following appeared on April 24, 2020 and removed on April 29, 2020

Achievement locked Listen!
Achievement locked You
Achievement locked probably
Achievement locked won't
Achievement locked believe
Achievement locked me
Achievement locked but
Achievement locked I
Achievement locked am
Achievement locked telling
Achievement locked you now
Achievement locked there
Achievement locked is
Achievement locked absolutely
Achievement locked nothing
Achievement locked hidden
Achievement locked in
Achievement locked these
Achievement locked names
Achievement locked this
Achievement locked time.
Achievement locked They
Achievement locked are
Achievement locked just
Achievement locked names that
Achievement locked added
Achievement locked for
Achievement locked fun.
Achievement locked Yes
Achievement locked it's a lot
Achievement locked of
Achievement locked them but
Achievement locked don't look
Achievement locked for clues
Achievement locked this time.
Achievement locked 1 hidden achievement remaining

Updates[]

Update #232.4
  • First World Bank - Fixed an issue that caused enemy AI to stop entering the room when a sentry turret was placed in a specific spot

Update #224

  • ZEAL Marksman has been readded to Holdout

Update #205

  • Fixed an issue on the Holdout version of the First World Bank heist that would affect enemy AI movement, when using sentry guns

Update #203

  • Fixed an issue on The Alesso Heist and it’s Holdout variant that allowed the player to see through a wall next to the vault room

Update #200.1

  • Disabled the interaction on dumpsters on San Martín Bank Holdout

Update #200

  • Fixed an issue on Boat Load Holdout where enemy AI would despawn within view of the player
  • Fixed an issue on Big Bank Holdout where the player was able to access an out of bounds area through a window
  • Fixed issue on First world Bank Holdout where players could use a bookshelf to avoid combat
  • Fixed an issue on San Martin Bank Holdout where players were able to place sentry guns inside trash bins

Update #199.6

  • Updated Crimespree & Holdout game modes with additional rewards

Update #199.5

  • Fixed an issue where players could stand on top of the hostage on some holdout levels

Update #199.3.2

  • Fixed an issue where players are able to jump out of the level on San Martín Bank Holdout
  • Replaced faulty thumbnail for San Martín bank in the Holdout level selection menu
  • Fixed an issue where a player could hide inside the hostage and not take damage on Holdout levels
  • Added the name of the Holdouts in progress to CrimeNet
  • Fixed an issue where voice lines played in Holdout for Zeal snipers even though they are not available anymore

Update #199.3.1

  • Fixed an issue where Holdout objectives would not show correctly

Update #199.3

  • Weekly holdout removed
  • 5 new maps added to the random number generator pool
  • Added holdout achievements
  • Added 10 weapon colors as rewards
  • Loot cards can now be earned by completing waves
  • Continental coins can now be earned for completing waves
  • On Holdout, the ZEAL Marksmen will no longer spawn

Update #198

  • Fixed an issue where the clients would not get progress on Holdout if the host changed from regular lobby to holdout after they joined
  • Fixed a text overlap issue in Russian when selecting weekly holdout

Update #196

  • Fixed a crash related to Holdout
  • Prevented a crash when starting up a holdout game without any holdout data

Update #187

  • Added 12 masks to the wave 9 reward pool
  • Players now fail on Holdout as soon as the hostage release animation has been completed
  • Fixed a client crash when the host chooses a regular heist contract in Crimenet from a Holdout lobby

Update #186.4

  • Fixed that hostages in HOLDOUT would get free even if the player kills the enemy in time

Update #186.3

  • Fixed a crash related to the new WEEKLY HOLDOUT

Update #186.2

  • Fixed an issue where Holdout modifiers were active for clients in non-Holdout heists

Update #186.1

  • Fixed the ERROR string that showed when joining an ongoing WEEKLY
  • Tweaked all heist descriptions to better fit the space
  • Adjusted the description field to avoid cut off text

Update #186

  • Initial Release


Trivia[]

Gameplay • Heists • Skills & Perk Decks • Weapons & Equipment • DLC

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