The Bomb: Dockyard | |||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Heist Info | |||||||||||||||||||
Contractor | The Butcher | ||||||||||||||||||
Contract Days | 1 | ||||||||||||||||||
Loud / Stealth | ✔ / ✔ | ||||||||||||||||||
Stealth bonus | 15% | ||||||||||||||||||
Loot | Coke Gold Assault Rifles Meth Bomb Parts Money | ||||||||||||||||||
Base experience (XP) | Both: 6,000 (completion) +500 (per secured bag) Stealth: +2,500 (opening dock gate) +2,500 (finding the comm frequency) +2,500 (communicating with captain) +2,500 (finding the bomb) Loud: +6,000 (C4 detonated) +6,000 (hack completed) +6,000 (finding the bomb) | ||||||||||||||||||
| |||||||||||||||||||
Other | |||||||||||||||||||
Internal name | crojob1 (job)
| ||||||||||||||||||
Achievement(s) | | ||||||||||||||||||
v·d·e |
- "I have learned that any problem can be solved with the careful application of explosives. I have a problem."
- —The Butcher offering the heist
The Dockyard is a heist in The Bomb Heists DLC, released on January 22, 2015. It is the first part of The Bomb heist contracted by The Butcher. It and the Forest are the first missions developed by Lion Game Lion.
Overview[]
The Dockyards is the first of the two possible scenarios the crew can undertake during The Bomb raid. It involves the players breaking into the Port of Virginia and secure the Balkan bomb for The Butcher before it leaves for Norfolk.
A stealthy approach is viable.
This heist and Forest are mutually exclusive to each other, as it involves the crew lifting the bomb parts before they have the chance to leave port, meaning there won't be an attack on the train since the mission objective had already been secured.
Objectives[]
- Enter the dockyard
- Find 2 keycards
- Open the dock gate
- Find the Moretta comm frequency(Can be skipped if done earlier)
- Call the captain
- Enter the GPS coordinates
- Wait for the ship to move
- Get on the ship
- Open the containers
- Take the bomb
- Take the bomb parts to the boat
- Escape
- Light one of the flares
- Wait for the chopper
- Collect the C4
- Place the C4
- Blow up the dock gate
- Locate the ship control terminal
- Hack the ship control terminal(300 seconds)
- Wait for the hack to finish
- Wait for the ship to move
- Get on the ship
- Drill into the containers
- Take the bomb
- Take the bomb parts to the van/helicopter/boat.
- Escape
Assets[]
Plan A | |
---|---|
Plan B | |
---|---|
Risk Level | |
---|---|
Gage Courier Packages | |
---|---|
Pre-Planning[]
Preplanning once again provides a wealth of options and flexibility in Dockyard, with some all-new assets available for use. In this heist, the crew is restricted to a maximum of 10 favours for preplanning. The number of favours does not scale with difficulty.
v·d·e PrePlanning: The Bomb: Dockyard | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Assets | Asset Costs | Favors | |||||||||
Type | Name | Normal | Hard | Very Hard | Overkill | Death Wish | 10P | Loc | Max | ||
Mission Critical | |||||||||||
Escape Plan | Van Escape | Free of charge. | 0 | 1 | 1 | ||||||
Helicopter Escape | $6,000 | $12,000 | $30,000 | $60,000 | $78,000 | 4 | 1 | 1 | |||
Boat Escape | $10,000 | $20,000 | $50,000 | $100,000 | $130,000 | 8 | 1 | 1 | |||
Mission Beneficial | |||||||||||
Dead Drop | Doctor Bag | $1,600 | $3,200 | $8,000 | $16,000 | $20,800 | 2 | 4 | 2 | ||
Ammo Bag | $1,600 | $3,200 | $8,000 | $16,000 | $20,800 | 2 | 4 | 2 | |||
Grenades | $1,600 | $3,200 | $8,000 | $16,000 | $20,800 | 2 | 4 | 2 | |||
Body Bags | $1,600 | $3,200 | $8,000 | $16,000 | $20,800 | 2 | 4 | 2 | |||
Surveillance | Camera Access | $1,000 | $2,000 | $2,600 | $4,200 | $13,000 | 2 | 3 | 1 | ||
Spycam | $1,000 | $2,000 | $5,000 | $10,000 | $13,000 | 2 | 3 | 3 | |||
Hacking | Silent Alarm 10s. delay | $1,000 | $2,000 | $5,000 | $10,000 | $13,000 | 1 | 1 | 1 | ||
Silent Alarm 30s. delay | $2,000 | $4,000 | $10,000 | $20,000 | $26,000 | 2 | 1 | 1 | |||
Backup | Spotter | $4,000 | $8,000 | $20,000 | $40,000 | $52,000 | 3 | 3 | 1 | ||
Ace Pilot | $3,000 | $6,000 | $15,000 | $30,000 | $39,000 | 3 | 1 | 1 | |||
Computer Glitch Routine | $3,000 | $6,000 | $15,000 | $30,000 | $39,000 | 3 | 1 | 1 | |||
Ilija the Sniper | $3,000 | $6,000 | $15,000 | $30,000 | $39,000 | 1 | 3 | 1 | |||
Loot Drop Off Point | $3,000 | $6,000 | $15,000 | $30,000 | $39,000 | 2 | 1 | 1 | |||
Additional mission equipment |
Crowbar | $2,000 | $4,000 | $10,000 | $20,000 | $26,000 | 2 | 1 | 1 | ||
Manifest | $2,000 | $4,000 | $10,000 | $20,000 | $26,000 | 2 | ? | 1 | |||
Zip-line | $2,000 | $4,000 | $10,000 | $20,000 | $26,000 | 2 | 1 | 1 | |||
Intel | |||||||||||
Insider info | The Ship | Moretta is moored at Dock 2B. Can't access it there. | |||||||||
Loading Dock 3B | Moretta will be moved to Dock 3B... Once you execute all the necessary steps. | ||||||||||
Dock Gate | We gotta open this Dock Gate to get the Moretta to Dock 3B. | ||||||||||
Dock Gate Control Room - Right | This is the Right Control Room for the Dock Gate. Use the keycard here. | ||||||||||
Dock Gate Control Room - Left | This is the Left Control Room for the Dock Gate. Use the keycard here. | ||||||||||
Fence Gate | This gate will open automatically once the ship moves to Dock 3B. | ||||||||||
Locker Room | This is the workers' locker room. Check for a keycard here. | ||||||||||
Office | General admin office. A terminal here might hold the Morretta's comm frequency. Good chance of a keycard or radio too. | ||||||||||
Storage Room | This is the storage room. Check for a keycard. Might be a radio here too. | ||||||||||
Ship Control Room Left | This is one of the ship control rooms. Computers can be used for finding GPS targets, or you might find Morretta's comm frequency. There could also be a keycard or radio here. | ||||||||||
Ship Control Room Right | This is one of the ship control rooms. Computers can be used for finding GPS targets. There could also be a keycard or radio here. |
Walkthrough[]
Stealth[]
General notes on stealthy approaches to The Bomb: Dockyard[]
There are a large number of guards (more than 20 on Mayhem+), civilians (up to 15) and security cameras (up to 15) on the map, hence extreme caution must be taken when eliminating guards and civilians as there is often a risk of discovery and panic can rapidly spread. Fortunately, there is relatively little randomization to the guard and civilian spawns and their patrol routes, making it relatively easy to anticipate where guards will move next. Skills like High Value Target Aced and Sixth Sense can also be rather useful.
Due to the large numbers of wandering guards and civilians it may be particularly difficult to hide cable-tied civilians. For this reason, players should consider killing troublesome civilians, bagging their bodies, and throwing the bags into the water.
At any point during the mission it may be helpful to eliminate the camera operators, of which there are two, one on either side of the map. Heisters should note that both operators see all the cameras, so both must be killed to deactivate all cameras on the map. They can be found in small rooms adjacent to the "Ship Control Rooms" on both sides of the dockyard (for the right hand side, the security room is the T-shaped room accessible from the alleyway to the right) and while reaching them safely can be done without raising suspicion, it may require some patience and skill. One advantage to this is that the keycards, radio and GPS computer can all often be located by using the security cameras. Be aware that if the left camera room guard is killed, his body must be bagged and removed from the building as the civilian and guard that patrol the control room will spot the bag and/or body through the window. He can be easily disposed of in dumpster between the buildings, however.
Conversely, given that there are two camera operators it may be preferable to leave them alive and save the pager responses for guards along more important access routes. This decision will often be dependent on the available skills, deployables and the spawn configuration of the heist - notably the GPS computer spawn in the left-side computer room is tricky to access without being spotted by the camera in the room. ECMs or Camera Loop may, however, negate the need to eliminate the camera operator.
With enough skills and some luck with regards to spawns it is entirely possible to complete the heist (even solo, on Death Sentence) without alerting or killing anyone. However, there is no reward for doing so, and players may as well eliminate some of the guards to make the task easier.
There are three routes available for crossing from one side of the dockyard to the other: via the dockgate itself (until this is opened by using the keycards), inside the dockyard behind the Moretta and outside the dockyard entirely. The latter is generally safest (as no guards or civilians will ever patrol outside the dockyard) however entering and leaving the dockyard may be particularly tricky depending on guard/tarpaulin spawns. Accessing the front and rear of the map is often best done along the extreme right of both sections of the dockyard : the alleys on the right hand side and the lowered mooring platforms on the left hand side.
The radio frequency (see below) can be found at any time, it is often easiest to check the computers early as this can usually be done without alerting cameras, guards or civilians and both computer rooms are possible spawn locations for keycards.
The manifest can be obtained as an asset, found in a safe or simply ignored. While obtaining the manifest from the safe is not very difficult in a stealth run, it also does not confer any substantial benefit if the alarm has not yet been raised.
The Objectives[]
Starting outside the secure dockyard, players must first enter the dockyard by one of three means: the main gate into the parking area, the railway entrance or cutting the wire to the extreme right of the map. It is advised to avoid the main gate even if it is open, as there can be significant guard activity around the gate. However it should be noted that there is a chance that the wire fence to the right is covered with a tarpaulin and cannot be cut.
Once inside the dockyard, two keycards must be found. These keycards will be used to open the gate to the dock holding the Moretta (the ship containing the bomb). The keycards are always in random locations on the map, four on each side of the dockyard, so players may wish to split up in order to search more effectively. Note that the security cameras can be useful in locating keycards but they will rarely be able to see both. Once both keycards are found, one must be inserted into the control panel of each of the two control rooms on either side of the dock.
Note: It may be important to plan the order in which to use the keycards, as once the second one is inserted the dock-gate will no longer be an option for crossing the map. Generally the control room on the left side of the map is easier to travel to and from, therefore it may be easier to insert the keycard on the right first.
Once the dock gates have been opened, the Moretta needs to be moved to berth 3B where the crew can search its containers away from the watch of guards and cameras. First however, players must carry out three steps: Find the radio frequencies to talk to Moretta's captain, find the radio and patch Bain in to it, then upload the GPS co-ordinates of the new berth (3B) to the captain.
To look for the frequencies, players need to interact with the bank of computers found in rooms on both sides of the dockyard - there are four in each room and money is often scattered on the desks around them.
Once the radio frequency is found, the dockyard radio must be interacted with (approx 4 seconds) to patch Bain in to the captain of the Moretta.
After this, a special computer (identifiable by the highlight as well as its dual-monitor configuration) will be marked out randomly which players must interact with (approx 6 seconds) to send the GPS coordinates of berth 3B to the Moretta.
When the captain receives the coordinates, he will begin moving the ship to its new berth. During this stage, players can wait until the ship docks again, or look for loot scattered in various warehouses and train cars in the middle of the dock.
After the Moretta has docked at 3B, players are free to board the vessel and search its containers. Players should be careful however, as although this area is out of view of the other guards, there can still be a number of guards and a civilian walking around - the guards actually spawn as the Moretta moves into dock, therefore do not rely on security camera views from earlier in the heist. If the cargo manifest asset was purchased, the potential group of containers that may have the bomb will be narrowed down to four. Note that if going for the 'Breaking Dead' achievement, players should search every container, as the meth lab may be in one of them. If cooking meth, players must find ingredients in open cardboard boxes, bring them to the ship, and cook without any instruction from Bain; ingredients are always poured in the same order with a delay of a few minutes between each one: muriatic acid, caustic soda then hydrogen chloride.
When the bomb has been found, a boat will arrive next to the Moretta. Secure the bomb parts and any additional loot, and then escape using whichever method was selected during preplanning. Successfully stealthing will always allow you to escape by boat from dock 3B so you do not need to purchase the "Boat Escape" asset during Pre-Planning.
Loud[]
The loud version of the heist, whilst much more straightforward, can be significantly harder due to high volumes of FBI to manage, large areas with reduced cover, and frequent suppression from long-distance snipers. That said, it can still be a viable alternative to stealth if done by the right team.
Note on Pre-Planning: just as a few of the items (such as "Computer Glitch Routine") are only usable in loud, a few items can only be used during stealth. "Loot Drop Off Point" is disabled when the heist goes loud.
Assuming the dock has not been opened, players must light the flare at the indicated location, chosen by the game from a few possibilities. Once lit, Bile will announce he is en route with explosives, and players must hold out for a few minutes until he arrives. You can scout during this time for the location of a specific computer, one with two black, flat-screen monitors (not CRT), which will be required later; it is located upstairs in one of the two warehouse office areas. When he drops the yellow bag, interact with the bag then place the four charges along the top of the docking gate. The C4 will detonate once all players step off the docking gate; if you have scouted the computer's location already, stepping off onto that side of the dock is advised.
The ship now free to move, players must now hack the black dual-screen computer, found upstairs in one of the two warehouse offices. The hack will take several minutes, during which players must defend the numerous white power boxes located in and around the building. If a power box is tripped, players must re-activate the power on that box then re-start the hack on the computer each time; interruptions can occur repeatedly until the hack is complete. Once the hack finishes, use the PC so the Moretta will begin moving to Dock 3B; like stealth, this takes several minutes, so gradually moving the team towards the Dock 3B is recommended. Once the ship is docked, an endless police assault will begin.
Boarding the ship, Bain will point out that the alarm has caused the crates to automatically lock, requiring the doors to be drilled or sawed open. If you have the manifest, the drill icon will appear on certain containers, reducing the quantity of containers that you must open in searching for the bomb parts; although the drill icon might appear at only one end of a container, you can drill whichever end you prefer, considering safety from enemy fire. Drills will fail only by enemy tampering. After locating the bomb parts, Bain will announce that escape is on the way, and players will need to secure the four bomb parts into the escape vehicle; if purchased, players can use the boat available in default stealth escape. After securing the bomb parts and any desired loot, players must enter the escape zone to complete the heist.
Strategy[]
- During stealth, it is possible to save a body bag if guards or civilians are near the water. Using a silenced shotgun, simply launch them off the edge into the water. Note however that guards must first be dominated or their inaccessible pagers will sink to the bottom and end the stealth attempt.
- The Blueprints section below contains a map of all possible keycard spawns for stealth.
Variations[]
- There may be a few safes in the side buildings. These will contain the cargo manifest or nothing.
- There may be tarpaulins over certain sections of wire-mesh fencing, rendering it impossible to cut through and limiting movement (and visibility) through the map.
- The truck near the dockyard entrance may be white or pink / red. If it is pink / red, it will hold one or more assault rifle cases; the truck can be opened using a drill, C4, or the OVE9000 saw.
Mayhem+ Changes[]
- All cameras are Titan versions.
- More guards and civilians now patrol the entire area.
The FBI Files[]
A Croatian ship, the Moretta, commonly hauls a cargo back and forth from Split, Croatia. Background checks into the registry checked out, and it was authorized to transport military materiel. When this incident occurred, it was carrying a shipment of thermobaric explosives.
My Notes: The Docks have always been a hotspot for crime. The amounts of drugs, guns and money that have illegally passed through those waters is incalculable. Given the origin of this cargo and the foreign crew, there is a chance that this heist originated overseas, most likely from Croatia. This could indicate that a foreign contact - possibly Horvat - is now working with Crime.Net.
Achievements[]
Maiden Voyage Complete The Bomb: Dockyard job on the Normal difficulty or above. |
Sailing Home Complete The Bomb: Dockyard job on the Hard difficulty or above.. |
Heavy Tariffs Complete The Bomb: Dockyard job on the Very Hard difficulty or above. |
Smooth Sailing Complete The Bomb: Dockyard job on the OVERKILL difficulty or above. |
What Are You Sinking About Complete The Bomb: Dockyard job on the Mayhem difficulty or above. |
Fisherman's Fiend Complete the Bomb: Dockyard heist on the Death Wish difficulty or above. |
Prepare to be Boarded Complete the Bomb: Dockyard heist on the Death Sentence difficulty or above. |
Ship It Complete The Bomb: Dockyard job on the Death Sentence difficulty with the One Down mechanic activated. |
Breaking Dead In the Bomb: Dockyard heist, find the meth lab. |
Done in 60 Seconds In the Bomb: Dockyard heist, open the dock gate in 60 seconds using the keycards. Unlocks the "Custom Slide" for the LEO pistol. |
High Times In The Bomb: Dockyard job, cook 2 bags of meth and secure them. |
I've Got the Power In the Bomb: Dockyard heist, don't let the enemies cut the power. Unlocks the "Extended Mag" for the LEO pistol. |
Sneaking With the Fishes Complete the Bomb: Dockyard heist in stealth on the Death Wish difficulty or above. Unlocks the "Lady Butcher" mask, "Rhino" material and "Checker Board" pattern. |
- A Maiden Voyage is the first successful journey made by a craft after shakedown.
- Fisherman's Fiend is a parody of Fisherman's Friend, a popular brand of English strong menthol lozenges.
- Breaking Dead is a reference to the TV show Breaking Bad.
- I've Got the Power is a reference to the song "The Power" by Snap!.
- Done in 60 Seconds is a reference to the 1974 film Gone In 60 Seconds and the 2000 remake of the same name.
Trivia[]
- Bain will often make a comment when a body bag is dumped into the sea or a dumpster, such as "Feeding the fish, eh?"
- Bain will also comment on redundant tasks and item pickups.
- If a keycard is acquired after the "Blow up the dock gate" objective in loud, Bain will chastise the player saying, "Oh great, a keycard... If only you'd have found that earlier..."
- If any cases are opened after having found the bomb, Bain will question why the player continues to open them.
- There is a graffiti of a mobster reptile holding a Chicago Typewriter on a wall. This graffiti reappears in Aftershock.
- Like Hotline Miami day 1, the cooking order of the meth is Muriatic Acid, Caustic Soda and Hydrogen Chloride.
- The screens inside the two control rooms for the gate appear to be based on the navigation and flight instrument screens from the cockpit of a commercial airliner.
Blueprints[]
References[]
Video[]
Misc. | Safe House (Laundromat Safe House) | |
Game Modes | Crime Spree • Holdout |