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Exterior of the safe house



The foyer is the main area of the safe house. When first visited, many packed boxes can be seen throughout the living room and in bedrooms. This is where Bain contacts the player, by calling the phone in the kitchen nearby. A statue of Lady Justice is also seen in the living room, whose scales are the key to opening the secret door to the basement.

Garage and yard

Though mostly aesthetic, the garage holds the van that the crew ride in for heists. The player must go to the yard in order to receive a bag from one of Bain's associates, which contains money for the players' "contribution to Overkill." Located throughout the yard are walls covered with graffiti with several references to the previous game, community inside jokes, and other pop culture references.


This is the area where players operate from. When a few money clips are placed on Lady Justice's scales, a small portion of the floor opens up revealing a staircase that leads to the basement. It contains many areas that players can utilize:

Armory/Mask Room

Safe house armory with some weapons.

The armory that displays both weapons and masks that players have collected. The racks display the first nine primary weapons, first eight secondary weapons, and first eight masks (ignoring the 'preferred character mask' option).

Firing Range

Adjacent to the Armory and Mask room is the Firing Range. Pressing the panel on the wall to the right as you enter causes the rows of targets to pop up. Each target can absorb one headshot or 3-4 body hits, and will pop back up 3-4 times after being shot down. Once all targets in a row have been shot down completely, the next row pops up. Once all three rows have been shot down, the targets will not pop up again until the safehouse is revisited later.

The Range has two main purposes; 1) adjusting to/getting a feel for weapon recoil, and 2) gauging a weapon's effective accuracy within set ranges - from the edge of the bench, the first row of targets is 5 meters away, the second row is 10 meters away, and the third row is 15 meters away. This can be useful for gauging shotgun spread and shot grouping of other weapons when firing bursts.

Door Training Room

A door room where players can practice lockpicking, sawing, and breaching doors. It contains all of the major types of door encountered in the game. Doors with a gun icon painted onto the wall near them can be blasted open by shooting near the lock/handle.

Safecracking Room

A small side room where players can practice cracking several basic black safes using drills, lockpicking, or shaped charges. One of these safes will contain a stack of $1,000 as an easter-egg, but this money can only be gained the very first time the tutorial is played; subsequent visits do not allow you to keep the money even if you find it (as they do not trigger the 'mission complete' screen).

Cash Vault

The Cash Vault, with stacks of spending cash and the screen displaying the offshore account.

A vault where all the cash collected during heists is stored, with a screen to display how much the player has in their offshore account. The amount of cash in the vault itself reflects spending cash, which begins by piling up on the table and then on the floor.

Control Center

Unused Rooms

There are also some rooms blocked by walls; inside of one of them are cameras, on the other one there is a briefcase painting on a wall. There are a lot of empty ones including a huge blocked room.

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