payday
v·d·e
Firestarter
Heist Info
Contractor Hector
Contract Days 3
Loud / Stealth ✔ / ✔
Stealth bonus 5-30%
Loot Money
Coke
Gold
Assault Rifles
Goat
Base experience (XP) (day 1) 8,000 (completion weapon destroyed)
10,000 (completion no weapons destroyed)
+6,000 (securing all weapons)
Experience (day 2) 6,000 (escape within 3 minutes)
12,000 (stealth escape after 3 minutes)
10,000 (loud escape after 3 minutes)
+1,000 (per additional loot bag)
Experience (day 3) 16,000 (completion)
+500 (per secured bag)
Other
Internal name firestarter
Achievement(s) On day 1 of the Firestarter job, steal all the weapons from the hangar. On day 2 of the Firestarter job, complete the heist in stealth without hacking the computer. On day 3 of the Firestarter job, find the rare hockey poster of the OVERKILL hockey team. Complete the Firestarter job on the Death Wish difficulty. In the Firestarter job, complete the heist on OVERKILL difficulty or above, with all days done in loud and with a crew of 4 players using unmodified "AK Rifle" rifles and "PARA" submachine guns. Unlocks the "DMR Kit AK.762" and the "Low Drag Magazine" for the AK weapon family, "Timothy" mask, "Prehistorical" material and "Dinosaur Stripes" pattern. In the Firestarter job, complete day one having burned all weapons on the Death Wish difficulty.
In the Firestarter job, complete day 3 with you and your crew staying inside the vault while all of the money burns out on the Death Wish difficulty. Find and secure the goat in the Firestarter heist on the OVERKILL difficulty or above. Complete the Bank Heist job after finding the 2 punks in the parking lot and bringing them next to the van, without letting them get away or die on the OVERKILL difficulty or above. Complete the Firestarter job on the Mayhem difficulty or above. Complete the Firestarter job on the Death Sentence difficulty with the One Down mechanic activated. Finish the Firestarter job on the OVERKILL difficulty or above with your crew only using the Contractor pistol. Unlocks the "Daisy" mask, "Dog Fur" material and "Daisies" pattern.
Trophies Successfully complete Day 2 of the Firestarter heist in stealth. On Day 3 of the Firestarter job, find the rare poster of the OVERKILL hockey team.
v·d·e
"We're hitting the Mendoza cartel hard for money, information and blood. You're of great use to us now."
—Hector offering the heist.

Firestarter is a three-day heist in PAYDAY 2, contracted by Hector. The goal is to cripple the arsenal and finances of a rival gang, The Mendoza Cartel. The crew must steal or destroy the weapons inside a hangar on Day 1, steal a server from an FBI office on Day 2, and burn cash inside a bank vault on Day 3.

Day 1 (Airport)

Objectives

  1. Locate the open hangar containing the weapons.
  2. Steal or destroy the required amount of weapons.
  3. (Optional) Steal or destroy the remaining weapons.
  4. Escape.

Assets

Purchasable

Asset-ammo-bag
Ammo Bag
Price: $6,000 (Normal)
$9,000 (Hard)
$12,000 (Very Hard)
$18,000 (Overkill)
$30,000 (Mayhem)
$42,000 (Death Wish)
$54,000 (Death Sentence)


Asset-medic-bag
Doctor Bag
Price: $6,000 (Normal)
$9,000 (Hard)
$12,000 (Very Hard)
$18,000 (Overkill)
$30,000 (Mayhem)
$42,000 (Death Wish)
$54,000 (Death Sentence)


Asset-vantagepoint-firestarterday1
Vantage point
Price: $7,000 (Normal)
$10,500 (Hard)
$14,000 (Very Hard)
$21,000 (Overkill)
$35,000 (Mayhem)
$49,000 (Death Wish)
$63,000 (Death Sentence)
Requires the Gage Sniper Pack DLC to unlock
Nade asset full
Grenade Case
Price: $3,000 (Normal)
$4,500 (Hard)
$6,000 (Very Hard)
$9,000 (Overkill)
$15,000 (Mayhem)
$21,000 (Death Wish)
$27,000 (Death Sentence)
Requires the Gage Weapon Pack #01 DLC to unlock
Asset-bodybags bag
Body Bags
Price: $7,000 (Normal)
$10,500 (Hard)
$14,000 (Very Hard)
$21,000 (Overkill)
$35,000 (Mayhem)
$49,000 (Death Wish)
$63,000 (Death Sentence)
Requires the Sixth Sense Aced skill to unlock


Intel

Firecracker-day1-map
Day 1 Map
(Bain's Guide)


Asset-Risk-Level
Risk Level


Asset gage assignment
Gage Courier Packages



Walkthrough

The crew starts outside of an airfield controlled by the Mendoza Cartel. There are four hangars, and the only one that is open contains all of the weapon cases (two open hangars on Mayhem or above). The weapons inside each case can either be stolen or destroyed. Inside the hangar are two trucks which contain weapons; they can be opened from the back with a drill, a saw or C4. Access to the weapons inside the truck is usually not necessary to complete the day, as sufficient cases will be present outside of trucks. However, if you have decided to steal the weapons, it is worth opening the trucks to get all the loot. Be aware of the fact that a hangar will sometimes have an accessible stairway at the back that goes up to a 2nd floor loft that will contain several weapon cases.

Originally, Day 1 was not intended to be completed in stealth and lacked a stealth icon and bonus, but could be completed in stealth as long as no patrolling Mendozas were alerted, which would cause the alarm to trigger even after immediately. As of Update #246 however, Day 1 was overhauled to make stealth easier and more rewarding with the addition of a camera room, allowing most dumpsters to be opened, a body bag case asset, changing the loud trigger to be any loud gun fire (similar to Counterfeit), and give a 10% stealth completion bonus for completing the Day in stealth. Despite the changes made however, completing Day 1 in stealth is still difficult given how the Mendozas like to bunch or be stationary and chat, how open the runway to easily get spotted or have a body be found from a far distance, and any gun fire from the Mendozas (or any source that isn't supressed) will always cause the Day to go loud, regardless if ECM's are active (In comparison to Big Oil Day 1. ECM's will still block out the Mendozas's phones to sound the alarm.)

The safest place to eliminate patrolling Mendozas is in the back alley behind the hangars, as most of the patrollers will venture down there at one point or another. Beware of any cameras placed high on the hangars exterior walls, including those in the back alleys. Consider taking out the camera operator if they're too much of a hinderance. If playing below Mayhem, it is safe to destroy all the cameras, as the gang will not be alerted by broken cameras. The walls of the hangers can not be penetrated through, so heisters will need to either enter or have a clear line of site inside the hanger to take out the Mendozas inside.

It is worth mentioning that as of Update #25.1 it is recommended that at least 2 - 3 of your crew members has 2 body bags each to hide the bodies. On Mayhem and above, the sheer amount of Mendozas means it may be wise to bring 2 heisters with 2 Body Bag Case deployables on top of their starting bags. In addition, Titan Cameras may be placed in very inconvenient locations for the elimination process. Because of this, bringing a suppressed, high DPS shotgun is very useful, as the groups of static Mendozas can usually be launched out of sight of any cameras. While the gang will be alerted to any body bags they come across, they will ignore any weapon bags, even when in plain sight of them. They will also path to drills placed without Hardware Expert, but will be treated under their respective AI (e.g. a static Mendoza moves toward a nearby drill and becomes alert; the cops won't come unless he places a call).

In light of the recent revamp of skills, it is now possible to bring two deployable types using Jack Of All Trades from Technician. This is especially useful to solo stealthers, as it allows the player to bring trip mines to assist with spotting Mendozas, and Body Bags to bag the dead gangsters.

If the police are alerted, then they will arrive very quickly. Some will enter from the back alleys, but most of them will climb either of the two chain-link fences across from the hangars.

Unlike other heists, the camping spot of Captain Winters and his minions is extremely close to the escape van, to the point they can easily barrage nearby players as they try to secure the weapons or even try to escape. It is strongly advised to either quickly secure the loot, destroy them and not be burdened with the heavy loot, or deal with Winters and his men. Notably, even if Winters is driven off, his surviving men can potentially block the cut sections of the fence and cause issues.

In Update #154, the interior of the building in the corner of the map opposite of the starting point was opened up to players. Alongside the briefcase required for a Side Job, there is a safe on a counter that can be drilled, lockpicked, or blown open, and inside is a bag of money, picking it up alerts the cops, even if there's no mendoza left alive.

Day 2 (FBI Server)

Objectives

The objectives for this mission can follow a simple branching path.

  1. Locate the server room.
  2. (Stealth) Hack the computer.
  3. (Stealth) Cut the wires.
  4. Break into the server room.
  5. Break through the inner door.
  6. (Combat) Drill through the server protection shutters if the alarm activated before cutting the wires.
  7. Take the server to the van.
  8. Escape.

Assets

Purchasable

Asset-camera-feed
Camera Feed
Price: $11,000 (Normal)
$16,500 (Hard)
$22,000 (Very Hard)
$33,000 (Overkill)
$55,000 (Mayhem)
$77,000 (Death Wish)
$99,000 (Death Sentence)


Asset-bodybags bag
Body Bags
Price: $7,000 (Normal)
$10,500 (Hard)
$14,000 (Very Hard)
$21,000 (Overkill)
$35,000 (Mayhem)
$49,000 (Death Wish)
$63,000 (Death Sentence)
Requires the Sixth Sense Aced skill to unlock
Asset-spotter
Spotter
Price: $13,000 (Normal)
$19,500 (Hard)
$26,000 (Very Hard)
$39,000 (Overkill)
$65,000 (Mayhem)
$91,000 (Death Wish)
$117,000 (Death Sentence)
Requires the Sixth Sense Aced Skill to unlock
Nade asset full
Grenade Case
Price: $3,000 (Normal)
$4,500 (Hard)
$6,000 (Very Hard)
$9,000 (Overkill)
$15,000 (Mayhem)
$21,000 (Death Wish)
$27,000 (Death Sentence)
Requires the Gage Weapon Pack #01 DLC to unlock

Intel

Firecracker-Day2-Blueprint
Day 2 Blueprint
(Bain's Guide)


Asset-Risk-Level
Risk Level


Asset gage assignment
Gage Courier Packages



Walkthrough

The FBI branch office is a medium-sized, two-story office building with about a dozen offices, an operations center, an evidence room - potentially loaded with confiscated loot - and a server room containing a server on which the whereabouts of the Mendoza Cartel's dirty money can be found.

There are 4 possible locations for the server room:

Combat walkthrough

Once inside, you must locate the server room.

Upon picking the lock to the outer door, you must break through the second door inside the room itself. It is important to note that having ECM Overdrive aced, Shaped Charges, or an OVE9000 saw are the only surefire way to avoid drilling the door open. There is occasionally a safe in the station chief's office which contains a keycard to open the inside door, but the safe spawn is uncommon. If the safe doesn't spawn, one of the guards may have the card. Finally, you must drill open the barrier protecting the server. Be ready for a good fight, as this will take a few minutes.

Internally, the layout of the office can be partially compared to Plan C of Election Day, with lots of long hallways and little partial cover, only doorways and offices to duck into, with many corners. Players taking cover in the server room itself should be especially careful, as the server room ceiling always has a ceiling vent somewhere - a Cloaker can easily drop down and incapacitate a member of the team. There are several other vents throughout the upper level office area as well.

Once you're through the barrier, you may remove and bag the server without further ado. The server itself weighs you down as much as a bag of gold, so keep that in mind when trying to escape in a hurry.

Optional Step: The previously mentioned evidence room can contain some extremely valuable loot - or possibly nothing at all. If you wish to loot that as well, it is recommended that someone on your team bring a saw or shaped charges. It is best to ignore the server and take the loot over to the van as the alarm is triggered - before the police arrive. Doing this will leave you only with the server to worry about getting across the road.

Stealth walkthrough

There are more than five guards and possibly as many as eleven – a stealthy attempt will require that the players simply avoid the guards whenever possible.

The first step is breaking in, which can be accomplished via one of two doors to the main lobby or a side entrance which leads into the main office area. These may all be picked - or shot open if you are in a hurry. Despite Bain's misgivings, either entrance can be advantageous; It really matters where the highest concentration of guards are at any given time. Be careful to check security camera locations and angles before entering the building.

Once inside, you must locate the server room.

In the next phase, Bain will tell you where to go to access a computer which he can hack to reveal the proper wire boxes to sabotage so that the alarms don't go off when you pick your way into the server room. Interestingly enough, cutting the wires in these boxes will also prevent the server barrier from engaging even if the alarm is set off by a guard, pager or camera; this allows at least part of the heist to be completed in stealth. The computer will be one of at least half a dozen possible candidates, which may occur in the station chief's office, one of several offices on the first or second floor of the main work area, or one of several computers in the operations center on the second floor. Once you've gotten Bain in, he will indicate two of the many boxes - the exact number of them depends on the difficulty level and can be as high as five. When disabling the alarm circuit boxes, be aware that disabling the wrong one will immediately trigger the alarm and close off the server from easy access - the barrier that comes down can only be drilled open. Beware, each box may be directly in the visual range of a security camera, and cameras and guards alike will be alerted upon noticing an opened wire box. Therefore, it is imperative to open the box, cut the wire and close it again as quickly as possible when the opportunity presents itself, possibly with the help of an ECM jammer if necessary. It is possible to guess at the proper boxes to disable - without first giving Bain access to a computer, but doing so is extremely risky on overkill; Only a ten percent chance. That should be avoided unless going for the achievement (Guessing Game), in which case you should probably be doing it on normal difficulty.

Finally, once the server room door alarm has been disabled, you must break through the final door inside the room itself. It is important to note that having ECM Overdrive aced is the only surefire way to avoid drilling the door open. There is occasionally a safe in the station chief's office which contains a keycard to open the inside door, but the safe spawn is uncommon. If the safe doesn't spawn, one of the guards may have the card. Since killing the guards is already a dubious prospect, it is better simply to come prepared with the properly skilled Shinobi, and/or having Hardware Expert.

Once you're through the door, you may remove and bag the server without any trouble. The server itself weighs you down as much as a bag of gold, so keep that in mind when trying to escape in a hurry.

Optional Step: The previously mentioned evidence room can contain some loot (money, coke, or guns)- or possibly nothing at all. If you wish to loot that as well during stealth then the evidence room can be silently drilled open, but there is still a slim chance the drill may be seen by passing guards if they walk close to the evidence room.

Important notes

Strategy

Stealth

Loud

Day 3 (Trustee Bank)

Objectives

  1. Shut off the power to the electrified vault
  2. Move the thermal drill to the vault door
  3. Start the drill (360 seconds)
  4. Break into the second vault door (random)
  5. Set up the camera in the vault
  6. Light money stash on fire
  7. Loot the deposit boxes (Optional)
  8. Get the recording
  9. Escape

Pre-Planning

Walkthrough

Day 3 takes place on a map that is identical to Bank Heist in many ways, with a few differences in the heist itself. Notably, the vault door is initially electrified, and prevents players from setting up the thermal drill. Any attempts to do so are punished with a taser-like effect that immobilizes the heister and causes them to inadvertently shoot for several seconds, which can alert NPCs if the victim is not wielding a silenced firearm. In order to disable the electrical defenses, the crew must breach a security door on the roof (which exists only on Firestarter Day 3, not on any version of Bank Heist), next to the stairwell. A keycard, which is located either on the bank manager, his desk, or bought via preplanning, can be used to quickly open it without any skills. However, the option to open it with a keycard should only be done if a Titan camera is overlooking the roof and the camera operator cannot be reached or if the heist goes loud. It is recommended to place a "noisy" drill on the door which can attract patrolling guards and thus, they can be eliminated without too much trouble. This can be harder to implement if a skylight has spawned.

Once through, interact with the circuit breaker inside, then start the thermal drill. Once the vault door is open, the inner cage door in the vault may be locked and must also be opened with a drill, keychain that was bought from preplanning, Shaped Charges or the OVE9000 saw. Once inside the vault, the crew must set up the camera and ignite the stack of cash. While the money burns, the crew may decide to open the deposit boxes for some extra loot. After 90 seconds of burning, the crew must take the camera and escape in the van.

Gage Mod Courier Packages

Mayhem+ Changes

All cameras are replaced with Titan variants.

Day 1:

Day 2:

Day 3:

The FBI Files

This appears to be aimed squarely at the interests of the Mendoza cartel. A private airfield that was owned by a holding company, a raid on our own regional offices and the destruction of a large cache of currency at a Harvest and Trustee Bank.

My Notes: Bain and Crime.Net are all over this but I suspect it is a contract job. The Sinaloan cartel have been warring with the Mendozas for years. Are the Sinaloans linked with Bain?

Bugs

Achievements & Trophies

Hector's Heroes Hector's Heroes
Complete the Firestarter job on the Normal difficulty or above.
Playing With Matches Playing With Matches
Complete the Firestarter job on the Hard difficulty or above.
Flame War Flame War
Complete the Firestarter job on the Very Hard difficulty or above.
A Burning Love for Loot A Burning Love for Loot
Complete the Firestarter job on the OVERKILL difficulty or above.
The Fat of the Land The Fat of the Land
Complete the Firestarter job on the Mayhem difficulty or above.
I'm a Firestarter I'm a Firestarter
Complete the Firestarter job on the Death Wish difficulty or above.
Some People Want to See the World Burn Some People Want to See the World Burn
Complete the Firestarter job on the Death Sentence difficulty.
Got Money to Burn Got Money to Burn
Complete the Firestarter job on the Death Sentence difficulty with the One Down mechanic activated.
For Daisy For Daisy
Finish the Firestarter job on the OVERKILL difficulty or above with your crew only using the Contractor pistol. Unlocks the "Daisy" mask, "Dog Fur" material and "Daisies" pattern.
This achievement, along with many others, was accidentally unlocked for players who hadn't actually completed the heist with the needed requirements on with the Difficulties & Sniper Beta 1.3 update.
Guessing Game Guessing Game
On day 2 of the Firestarter job, complete the heist in stealth without hacking the computer.
Here Comes the Pain Train Here Comes the Pain Train
In the Firestarter job, complete the heist on OVERKILL difficulty or above, with all days done in loud and with a crew of 4 players using unmodified "AK Rifle" rifles and "PARA" submachine guns. Unlocks the "DMR Kit AK.762" and the "Low Drag Magazine" for the AK weapon family, "Timothy" mask, "Prehistorical" material and "Dinosaur Stripes" pattern.
It's Getting Hot in Here It's Getting Hot in Here
In the Firestarter job, complete day 3 with you and your crew staying inside the vault while all of the money burns out on the Death Wish difficulty or above.
Lord of War Lord of War
On day 1 of the Firestarter job, steal all the weapons from the hangar.
The First Line The First Line
On day 3 of the Firestarter job, find the rare hockey poster of the OVERKILL hockey team.
Wasteful Wasteful
In the Firestarter job, complete day one having burned all weapons on the Death Wish difficulty or above.
You Can Run, but Not Hide You Can Run, but Not Hide
Find and secure the goat in the Firestarter heist on the OVERKILL difficulty or above.
From January 27, 2016, to June 2, 2016, awarded one Goat safe and drill.
Saint Francis Saint Francis
Complete the Bank Heist job after finding the 2 punks in the parking lot and bringing them next to the van, without letting them get away or die on the OVERKILL difficulty or above.
Can also be done on Firestarter Day 3.

The following achievement was removed on October 5, 2016.

Into the Lion’s Den Into the Lion’s Den
Complete the Firestarter pro job on the Death Wish difficulty.

Guessing Game Guessing Game
On day 2 of the Firestarter job, complete the heist in stealth without hacking the computer.

Play on Normal difficulty so that there are only three to four boxes to choose from, as opposed to four to five. Because the two correct wires are randomized, the probability of correctly guessing which two wires to cut is ~33.3% if there are three boxes, and ~16.7% if there are four. Because "in stealth" means "without the alarm being triggered" as opposed to "without being detected", there are several popular methods of unlocking the achievement.

Trivial approach
Sneak around the guards and stay undetected as you cut the wires and access the server room. It is advised that the crew has either ECM Overdrive or Hardware Expert because it is risky to use a loud drill on the inner door.

Brute-force ECM co-op
This approach is the fastest in general, but requires:

  • Four players who have aced ECM Specialist to delay the pagers of any dead guards and the basic ECM Overdrive for increased ECM duration.
  • One player with ECM Overdrive aced to open the inner door of the server room.
  • One player with a Two-Piece Suit to move the server.
  • Alternatively, the OVE9000 saw can be used to cut through the doors for faster access.

The player who aced ECM Overdrive must save one ECM jammer for the inner door, which leaves seven ECM jammers for delaying alarms and pagers. Because each upgraded jammer lasts approximately 30 seconds, the crew has up to 210 seconds (240 if the saw is equipped) between detection and the alarm trigger. Only one ECM jammer needs to be active at a time; to maximize the amount of time available, each jammer should be deployed just before the previous one expires. The crew may decide to start their ECM chain as soon as they enter the building for maximum speed, or once one or two wires are located to decrease the amount of searching required. Trip mines can also be used, however their lengthy deployment time can add up to over twenty seconds.

During this time, the crew must:

  • Rush through the building.
  • Locate the server room door.
  • Find two wires and cut them.
  • Breach the outer door of the server room.
  • Open the inner door with the ECM Overdrive aced.
  • Carry the server to the van (whoever has a Two-Piece Suit).

Silent Approach
This approach is possibly the hardest not only because of the large reliance on RNG but because you will not have a fallback plan in the case of a chain reaction (such as an ECM to jam cameras and pagers) or drill skills to lessen the chance of guards being alerted.

This requires:

The process involved is as follows:

  • Enter through the side door
  • Locate the FBI boss's office
  • Silently eliminate the boss and bag his body
  • Silently crack a safe that may spawn with a keycard inside
  • Find the correct circuit boxes
  • Pick the server room door
  • Use a keycard at the security door
  • Take the server and leave

Remember that if a safe is there, there will always be a keycard inside and the FBI boss will always be standing in front of it, behind his desk. Depending on how you kill and which weapon you use to kill the boss, most of the time the roaming guards will see the dead body. Guards never enter the office, but will stand in front of it for long periods of time. This should be the only guard you kill.

This approach is most helpful for low-level players. If a safe does not spawn, either risk drilling or restart immediately.

  • Lord of War is a reference to the film of the same name, which is about an illegal arms dealer.
  • The First Line is likely a reference to the first forward line in the game of Ice hockey.
  • I'm a Firestarter is a reference to same line in the song "Firestarter" by The Prodigy. It was released on the album The Fat of the Land, the name of another achievement.
  • Saint Francis is apparently a mission given by John Wick, with most of Bain's lines regarding the achievement referencing John Wick. Wick, from Bain's lines, wants the two punks required for the achievement to be brought to the Safe House so he can torture them, on the grounds of them having abused a dog, evidenced by the achievement icon and its Side Job description.
    • If the punks are killed mid-heist, Bain will say that Wick will be disappointed that he couldn't take care of them himself, bizarrely even if John Wick is the one who killed them.
    • Even though it's heavily implied that John Wick will torture and kill them after the heist and most if not all of the player characters and Bain show disgust for them, killing the two at the bank will impose the usual cleaner penalty and Bain yelling at the responsible crew member for not allowing Wick to do the deed himself.

Trivia

The Jewelry Store reflection.

The Jewelry Store reflection.

Gallery