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v·d·e
Midland Ranch
Heist Info
Contractor Gemma McShay
Contract Days 1
Loud / Stealth ✔ / ✔
Stealth bonus 15%
Loot Assault rifles (Light)
Turret part
Base experience (XP) Both:
2,000 (completion)
+1,000 (per secured weapon)

Loud:
+3,000 (enter office)
+2,000 (hack laptop)
+1,000 (reach barn gate (only if laptop done first))
+2,000 (breach barn gate (only if laptop done first))
+3,000 (breach barn gate (only if laptop done second))
+4,000 (plant all c4)
+1,000 (assemble fulton cage)
+1,000 (fulton cage leaves)
+1,000 (turret part enters fulton cage)
+7,000 (collect required amount of weapons)

Stealth:
+1,000 (enter house/workshop)
+2,000 (access laptop)
+2,000 (acquire voice samples (only if Esteban is alive))
+2,000 (acquire fingerprint (only if Esteban is dead))
+2,000 (hack laptop)
+1,000 (reach barn gate (only if laptop done first))
+1,000 (open barn gate)
+2,000 (bag any weapon)
+7,000 (collect required amount of weapons)
+2,000 (destroy all workbenches)
Other
Internal name ranc
Achievement(s) In the Midland Ranch job on the OVERKILL difficulty or above, kill 100 enemies with a golf cart. In the Midland Ranch job, find all horseshoes hidden around the ranch. In the Midland Ranch job on the OVERKILL difficulty or above, use the turret to kill 4 US Marshal Sharpshooters. In the Midland Ranch job on the OVERKILL difficulty or above, acquire a rare treasure.
v·d·e

The Midland Ranch is a DLC heist in PAYDAY 2, released on June 21, 2022. It is the first heist offered by the contractor Gemma McShay. It involves the Payday Gang infiltrating a farm used to stockpile military firearm prototypes.

This mission can be done in both stealth and loud.

Objectives[]

Midland Ranch is unique in that the two main objectives of the heist, secure the laptop and secure the weapons, can be done in any order.

Route taken if the players use the thermite on the ranch house gate.

  1. Head towards the ranch
  2. Enter the ranch house
  3. Find Esteban's office
  4. Find a keycard or code in the bunk room to enter Esteban's office

If Esteban is killed at any point, the next three steps are skipped and an alternate route will be taken.

  1. Find bugging equipment in a car nearby to sample Esteban's voice
  2. Place them in designated areas in the map, and catch his notice
  3. Once you obtain enough samples of his vocals, Locke can access his laptop

If Esteban dies at any point before completing the laptop:

  1. Hack the laptop again
  2. Collect a piece of tape from the tape dispenser, placed randomly inside the ranch house
  3. Obtain a fingerprint sample from Esteban's phone, placed randomly outside the ranch house
  4. Access the laptop to complete the hack
  1. Find RFID panel and RFID control boxes and cut the right wire to gain access to the weapon workshop
  2. Collect, assemble, and secure the required amount of weapons (6 on Very Hard and below, 8 on Overkill and above)
  3. Destroy three weapon benches with acid
  4. Escape!

Route taken if the players use the thermite on the ranch house gate.

  1. Head towards the ranch
  2. Enter the ranch house
  3. Find Esteban's office
  4. Drill into Esteban's office and retrieve his laptop
  5. Access the IT room and decrypt the laptop
  6. Use a truck to breach the gate to the weapon workshop
  7. Find the c4 bundle left in the stockade
  8. Plant C4 on three weapon workbenches
  9. Collect, assemble, and secure the required amount of weapons (6 on Very Hard and below, 8 on Overkill and above)
  10. Escape!

Route taken if the players use the thermite on the weapons workshop gate.

  1. Head towards the weapon workshop
  2. Collect, assemble, and secure the required amount of weapons (6 on Very Hard and below, 8 on Overkill and above)
  3. Destroy three weapon benches with acid
  4. Find the RFID panel and RFID control boxes and cut the right wire to gain access to the ranch house
  5. Enter the ranch house and find Esteban's office
  6. Find a keycard or code in the bunk room to enter Esteban's office


If Esteban is killed at any point, the next three steps are skipped and an alternate route will be taken.

  1. Find bugging equipment in a car nearby to sample Esteban's voice
  2. Place them in designated areas in the map, and catch his notice
  3. Once you obtain enough samples of his vocals, Locke can access his laptop

If Esteban dies at any point before completing the laptop:

  1. Hack the laptop again
  2. Collect a piece of tape from the tape dispenser, placed randomly inside the ranch house
  3. Obtain a fingerprint sample from Esteban's phone, placed randomly outside the ranch house
  4. Access the laptop to complete the hack
  1. Escape!

Route taken if the players use the thermite on the weapons workshop gate.

  1. Head towards the weapon workshop
  2. Find the c4 bundle left in the stockade
  3. Plant C4 on three weapon workbenches
  4. Collect, assemble, and secure the required amount of weapons (6 on Very Hard and below, 8 on Overkill and above)
  5. Use c4 to breach the gate to the ranch house
  6. Enter the ranch house and find Esteban's office
  7. Drill into Esteban's office and retrieve his laptop
  8. Access the IT room and decrypt the laptop
  9. Escape!

Pre-Planning[]

Walkthrough[]

The crew starts off in the docks, and must use the provided thermite to get past the first gate. Players can choose to go to the right towards the ranch house as directed, or to the left towards the weapons workshop. Both require you to lockpick a second gate, while avoiding a civilian and guard patrols.

Ranch House[]

The room leading to Esteban's office will be locked, and will need either a keycard or code to enter. Both items will be in random locations throughout the ranch house. Once inside the office, Esteban's laptop requires authentication via voice recognition. The crew must search the trunks of the cars next to the garage in order to find surveillance equipment. Once obtained, the devices must be planted in various locations before causing a distraction that lures over Esteban.

  • A device can be planted on the back of the firepit outside, and a button on the firepit can be pressed to light it.
  • A device can be planted on the smoker on the patio, and a knob can be turned to cause the meat to burn.
  • A device can be planted on the radio on the patio, and can be shot to cause a distraction.
    • If the radio is shot at any point before the device is planted, the device can no longer be planted.

However, if Esteban is killed before obtaining the two voice samples, the crew must unlock the laptop through other means. The laptop must be hacked, which will change it to a fingerprint lock. The crew must then find a roll of tape and Esteban's cell phone in order to obtain his fingerprint, which will unlock the laptop.

The Gate[]

After completing the first objective, the crew must pass through a gate to reach the next objective. After reaching the gate in the middle of the compound, the crew must open the main RFID panel and then find its control box. The correct control box will have a colored wire that matches the color of the light in the RFID panel, similar to the boxes in The White House heist.

The process of opening the gate will be the same no matter which objective is done first.

The Workshop[]

Inside the workshop area, the crew must find, assemble, and secure a required amount of rifles, dependent on difficulty. Several crates, either empty or containing weapon parts, can be found in the workshop. If the player has bought the "mark weapon crates" asset, crates with weapon parts will be marked (see Crate Markings below for specifics). There are three different kinds of weapon parts, which will be needed to construct a lootable assault rifle. There will always be 4 bags that are available, with the other four needing to be constructed. Once completed, the crew must use bottles of acid left around the workshop to destroy the workbenches.

After the two main objectives are completed, the crew can escape back at the boat.

The crew starts off in the docks, and must use the provided thermite to get past the first gate. Players can choose to go to the right towards the ranch house as directed, or to the left towards the weapons workshop. Both require you to lockpick a second gate before entering the main area.

Ranch House[]

The room leading to Esteban's office will be locked, and will have to be drilled. There are two possible rooms, one being next to the garage, and the other in the middle of the house. Players will know the correct room as the office will have a security barrier over it. Once inside, the crew has to take the laptop to the server room and hack the desktop in order to decrypt it.

The Gate[]

After completing the first objective, the crew must pass through a gate to reach the next objective.

If the laptop was decrypted first, the crew must push a pickup truck to the gate and use a tow hook to rip the gate open. If the weapons were secured first, the crew must plant a block of c4 on the gate to blow it open.

The Workshop[]

Once inside, the crew will have to complete two tasks:

Workbenches[]

The crew will need to plant c4 charges on all three of the workbenches. Planing the c4 will not disable the workbenches, and lets the player still use them to create weapons. While this task is presented first, players are still able to craft and collect weapons while planting c4.

Weapons[]

Inside the workshop area, the crew must find, assemble, and secure a required amount of rifles, dependent on difficulty. Several crates, either empty or containing weapon parts, can be found in the workshop. If the player has bought the "mark weapon crates" asset, crates with weapon parts will be marked (see Crate Markings below for specifics). There are three different kinds of weapon parts, which will be needed to construct a lootable assault rifle. There will always be 4 bags that are available, with the other four needing to be constructed.

If the crew purchased the Fulton Airlift asset, a Fulton cage will be airdropped in once the first assault rifle has been bagged. The cage functions similar to the cage on GO Bank, where loot must be tossed into the cage before deploying a Fulton balloon. A plane will arrive to collect the cage, sometimes missing and requiring another pass (this can happen multiple times). If the crew does not have the required amount of weapons in the cage when it is picked up, the remaining bags must be carried to the escape. Cops are able to take bags out of the cage, so it's best to not place any bags into the cage until the crew is ready to single the plane.

After completing both objectives, the players can escape via the boat at the start.

Warehouse Locations[]

Crate Markings[]

If the player has purchased the "mark weapon crates" asset, crates containing parts will be marked with three shapes of one primary colour each:

This additionally makes for an easier way of keeping track of which parts are used: By only opening crates containing a part the player currently needs, the player can prevent having to search the area for the last few parts.

Strategy[]

Basic[]

  • The unique US Marshal enemies spawn on the ground among regular law enforcers as opposed to preset Sniper spawns (which are also present). They have considerably more health than Tasers and Medics, carry a constant glint effect on their weapons, and fire yellow tracer rounds to further give away their positions. Though they can be marked like special enemies via High Value Target or shouting at them, they cannot be taken hostage.
    • This also means they cannot be converted via Joker.
  • The golf carts are fast and incredibly responsive, unlike the Falcoginis in Car Shop or the Forklift in Meltdown. Much like the Longfellow from Meltdown, one golf cart can hold four loot bags in the back. However, golf carts only have room for one driver and one passenger; two heisters max.
    • Golf carts may tip over if hitting an obstacle too hard or colliding at an awkward angle. Exiting a golf cart usually flips the vehicle upright automatically and tends to wedge it free if it gets stuck between two objects. They can also suffer too much damage and require a repair interaction before they can be driven once more.
  • There is a heavy machine gun mounted on a white pickup truck in the heist, which may be disassembled into multiple bags and set up elsewhere among the barns. The machine gun rounds are highly accurate and have the same armor piercing property as sniper rifles, punching through Maximum Force Responders and Shields anywhere on the body, on top of dealing high damage per shot. It also offers free 360-degree aiming, allowing the user to aim the gun and engage enemies from behind the mount.
    • However, the machine gun has a limited amount of ammo(200 rounds) and is of little use once its ammunition is depleted.
      • Disassembling and reassembling the turret at a new location will replenish its ammo. However the old location will be permanently removed.

Stealth[]

  • At the start, going right leads to the ranch house and IT hack objectives first. The crew can also choose to go left, leading to the multiple barns and assault rifle bag objectives first, even though there is no FOV icon denoting so.
    • The camera operator is also found only in the barns/bags section, thus going left at the beginning may be the wiser option in stealth.
  • In Stealth, it may be wise to find the server room before hunting down the Keycard or code for the lock for Estebans' office, so that the player can be prepared for the countermeasures for the Laptop, should they take place.
  • In the middle of Barn B is a desktop that controls the various cages inside Barn B. The computer can open cages one at a time. Interacting with the desktop will start a hack, which takes various amounts of time to complete. This hack can be randomly interrupted by a silent alarm, which the crew will have a small window of time to disable by using a circuit box in the barn. If the "Countermeasures" asset is bought during preplanning, the silent alarm will never be raised. After running the hack five times, the computer will automatically shut down. The desktop hack has minimal use outside of the first hack, as drills only take 45 seconds to open cages. Additionally, the cage to open is chosen at random, so players may have to hack multiple times to open the desired cage.
Hack # Hack time
1 30s
2 60s
3 60s
4 90s
5 90s

Ranch House[]

  • This level has very little room randomization. With the exception of Esteban's office, server room, and camera room, every other room stays where it is. However, the placement of the guards, keycards, bugging devices and civilians are randomized each run, but they too have consistent patterns.
  • There is an additional 90 second drilling objective when trying to break into the ranch house room holding the laptop if the alarm goes off before the crew obtain the laptop, similar to the starting camera room objective in The Ukrainian Prisoner.

Weapon Workshop[]

  • It is strongly recommended to purchase the Mark Weapon Crates asset in stealth and loud, as doing so saves a tremendous amount of time and frustration trying to locate the correct crates.
  • Weapon parts placed on a bench cannot be picked back up once they are set, which may lead to mismatch problems with one bench having 2/3 parts placed while another has 1/3 parts placed. Be sure to communicate and coordinate on what benches require which parts.
    • Purchasing the Additional Weapon Parts asset can at least somewhat alleviate this matter, providing more parts to complete any mismatched or haphazardly started sets.
    • Each assembled assault rifle bag requires exactly one barrel, one receiver, and one stock placed on a single bench. One heister can only carry one of each weapon part, much like the chemicals in Rats. Likewise, clients who have weapon parts and leave the game will transfer the parts to the host.
  • Many of the potential weapon part crates, pre-made assault rifle bags, and crowbar spawns are sealed behind metal cages, like those found in Border Crossing. Likewise, they can be drilled open (45 second drills), blasted with shaped charges, or sawed open with the OVE9000. Also like in Border Crossing, the amount of cages required to open for progression is typically quite high; the best option is usually having at least one teammate bring a saw, especially with Berserker for more efficient breaching.
    • Drills set on these cages will never jam unless targeted by an enemy.
    • Some of the cages may be empty and thus may be safely skipped.
    • There are two ammo shelves in the room housing the C4 like in Brooklyn 10-10 and Breakfast in Tijuana, which can also be used to replenish the saw even if there are no Ammo bags present.

Crate Contents[]

While the contents of crates may appear to be random, they are actually all preset according to certain tables. 15 crates will always be preset on the map, regardless of difficulty or any other modifiers. If the crew has purchased the "Extra Weapon Crates' asset, 15 extra crates will be spawned in, for a total of 30 crates. The 15 "default" crates will always spawn in the same locations, and the 15 "extra" crates will also spawn in the same locations.

3 crates in the "default" group will always be empty, leaving the crew with 4 of each weapon parts. Crates in the "extra" group will always contain parts, giving the crew an additional 5 sets of weapon parts.

Both groups operate off of two separate "tables" of spawn locations.

Ranch Crate Locations

Crate Locations. Green crates only spawn with the Extra Parts asset.

B= Barrel, R= Receiver, S= Stock, E= Empty
Crate # Set 1 Set 2 Set 3 Set 4 Set 5 Set 6 Crate # Set 1 Set 2 Set 3 Set 4 Set 5 Set 6
1 B S B R B R 16 B R S R S R
2 B R R B E B 17 S S R S S S
3 E E S S S R 18 R B B S R B
4 B R B E R S 19 S S R B B S
5 B S E R R E 20 B R S B R R
6 R S E S B S 21 S B B R B S
7 R B S E S B 22 R S R B R R
8 E E R B B B 23 B R S R S B
9 R B S B S S 24 R S R S B R
10 R S R S E E 25 R B B R S B
11 S B B R B S 26 B R S B B B
12 S E S B E R 27 S B R B S S
13 E R B S S R 28 R B B S R R
14 S E R R R E 29 S S B S R B
15 S B E E R B 30 B R S R B S

With the given list, a crew could deduce which 3 crates would be empty, saving them from potentially wasting time or resources opening cages. An important note is that crates 1, 9, and 11 will never be empty.

Is the crate in this cage empty?
Crate # Crates to check
4 (Barn B Turret) If crate 11 has a receiver, crate 4 will be empty
5 (Barn B Range) If crate 3 has a receiver, crate 5 will be empty
If crate 6 is empty, crate 5 will be empty
10 (Barn C Courtyard) If crate 6 has a barrel, crate 10 will be empty
If crate 3 has a receiver, crate 10 will be empty
14 (Barn A Back) If crate 12 has a receiver, crate 14 will be empty
If crate 12 is empty and crate 13 has a receiver, crate 14 will be empty
15 (Barn A Middle) If crate 11 has a receiver, crate 15 will be empty
If crate 13 has a barrel, crate 15 will be empty

Fulton[]

  • The Fulton Cage Drop asset provides an alternative to hauling bags to the boat, requiring the crew to assemble a sky hook cage like in GO Bank and Goat Simulator, then fill the cage with bags, and hold out until a plane picks up the cage. However, much like in the aforementioned heists, the pilot can miss the cage multiple times, drawing out the heist.
    • If the cage is picked up by the pilot with less than 8 bags, the crew still needs to secure the remaining ones via the boat dropoff at the beginning of the heist. Be sure to accurately count how many bags are packed and in the cage before raising the balloon.
  • Three areas are available as cage locations:
    • The Workshop Gate location is tricky to hold, as cops will spawn in from the left and right. Marginal cover can be provided by the various vehicles parked around the area. If the crew is very fast with acquiring the weapons, this can be a good pickup location as bags do not have to be taken far to be secured in the cage.
    • The South Barn location is considered one of the hardest locations to prepare the cage at. There are four separate cop spawn locations, with three of these locations being behind cover. There is also a generic sniper spawn on top of the grain silo that overlooks the entire area. Outside of a single truck, the area has very minimal cover, making it hard to secure bags in the cage. One benefit of this location is that three turret mounts are available, each covering various angles of the pickup area.
    • The Shooting Range is often considered the easiest cage location. Bags can be safely stored on the second floor of Barn B, where cops are unable to access. They can be then thrown from the window into the shooting range, and cover can be provided by a turret mounted on the second floor as well. Only one cop spawn is present at the shooting range, which decreases the amount of cops in the area.
  • If the crew is only attempting to secure the minimum amount of weapons, it is typically easier and faster to simply use the golf carts to ferry the weapons to the escape. Two golf carts will always be present on the map, which allows the crew to move 8 bags at once. They also move incredibly fast, allowing players to quickly drive away from danger.

Bugs[]

  • There is a bug where the Texas Rangers sometimes do not possess an outline around them when converted via Joker, usually to clients.
  • There is a spawn point located behind a fence near the ranch house garage. Most of the cops will spawn behind the fence then climb over it like in Safe House Raid, but some may instantly spawn already on the other side of the fence into the playable area as the others climb over normally.
  • If the player throws a turret part into the fulton cage, it will count as securing a bag for extra experience. This only works for the first bag thrown in.
  • Locke may still mention police trying to mess with the fulton cage, even after it has been extracted.

Variations[]

  • The location of the server room and Esteban's office will be randomized between the two locations.
  • The location of the camera room and ammo stockpile will be randomized between the two locations.
  • The contents of the cages in the weapon barns will be randomized, except for the crowbar in Barn B.

Mayhem+ Changes[]

  • All cameras are Titan cameras.

Achievements[]

Welcome to Texas Welcome to Texas
Complete the Midland Ranch job on the Normal difficulty or above.
Gun Runner Gun Runner
Complete the Midland Ranch job on the Hard difficulty or above.
Giddyup! Giddyup!
Complete the Midland Ranch job on the Very Hard difficulty or above.
Showdown at Midland Ranch Showdown at Midland Ranch
Complete the Midland Ranch job on the Overkill difficulty or above.
Outlaw Country Outlaw Country
Complete the Midland Ranch job on the Mayhem difficulty or above.
Bigger in Texas Bigger in Texas
Complete the Midland Ranch job on the Death Wish difficulty or above.
The Magnificent Four The Magnificent Four
Complete the Midland Ranch job on the Death Sentence difficulty.
How the Ranch was Won How the Ranch was Won
Complete the Midland Ranch job on the Death Sentence difficulty with the One Down mechanic activated.
Caddyshacked Caddyshacked
In the Midland Ranch job on the OVERKILL difficulty or above, kill 100 enemies with a golf cart.
Lucky Streak Lucky Streak
In the Midland Ranch job, find all horseshoes hidden around the ranch.
Marshal Law Marshal Law
In the Midland Ranch job on the OVERKILL difficulty or above, use the turret to kill 4 US Marshal Sharpshooters.
Texas Treasures Texas Treasures
In the Midland Ranch job on the OVERKILL difficulty or above, acquire a rare treasure.

The following teasers were added on June 10th, 2020, and removed on June 21th, 2020.

Achievement locked To a town in Midland Texas rode four strangers one fine day.
Achievement locked Hardly spoke to folks around them, and had masks upon display.
Achievement locked No one dared to ask their business, no one dared to greet these guests.
Achievement locked For the strangers there among them had large guns and heavy vests.
Achievement locked Guns and Vests.
Achievement locked It was early in the morning when they rode out to the ranch.
Achievement locked Riding from the north, they made ready their advance.
Achievement locked They are here some heisting, came the whisper all around.
Achievement locked They are here to do some business, something is going down.
Achievement locked Is going down.
Achievement locked From the ranch, you heard commotion, a fight I do believe.
Achievement locked and later in that evening the four strangers took their leave.

  • The teaser achievement names are a reference to the song Big Iron.
  • The achievement "How the Ranch was Won" is a play on the phrase "How the West was Won".

Texas Treasures Texas Treasures
In the Midland Ranch job on the OVERKILL difficulty or above, acquire a rare treasure.

To complete this achievement, the player must find three objects hidden around the map, and combine them at the anvil in Barn C.

Hammer[]

The hammer can be found in three possible locations:

Star Mould[]

The mould can be found in three possible locations. It can be very hard to spot due to its small size.

Silver Bar[]

To find the silver bar stash, the player must first acquire a crowbar. Once obtained, the player can interact with the wall located under the stairs on the right side of Barn B. Doing so will break the wall and reveal a box full of silver bars.


Once all three items are obtained, the player must place all three items on the anvil located in Barn C. Doing so will create a sheriff's badge, and award the achievement once picked up.

Trivia[]

  • It is the one of the few heists to take place out of Washington D.C., instead taking place in Texas, others including Golden Grin Casino, Aftershock, the Gold Dagger heists, and Alaskan Deal.
  • In early development versions of the map, players could spawn at the front gate of the Ranch House. This was removed in the final release, and the area remains inaccessible.

Blueprints[]

Gallery[]

Video[]


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