Plan four beats
A consistent robbery has an entry, an objective, an exit, and a sell. Improvise one of those and the bag becomes someone else's arrest.
Before you touch a door: check who is already camping, equip stealth or a break power or a leave tool, and decide the success condition. One canister sold beats two canisters lost in prison.
Military Base
- Approach the giant runway inside the base, not a smaller distant strip.
- Find the air control tower beside that runway. The lever on the right side of the tower shuts off the turret covering the front. Skip it and the turret can kill you on the way out with the loot.
- Break the large secured door by punching it, or speed the break with Pyrokinesis, Conjure, or a similar impact kit. This is the vulnerable minute. Have a teammate watch, or be ready to drop Invisibility and leave.
- Pick up green canisters. Community notes put each one around 10,000 cash and say a default bag often holds only one. A bigger-bag pass is described as the way to hold two, about 20,000 on a clean double. The pass price is not in these sources.
- Leave on the path you chose: sprint, a base vehicle if the current build still has one, Flight, Super Speed, or an Invisibility break. The turret should already be off.
- Sell immediately. Re-enter only after heat drops, or rotate to Jewelry.
NanoTech plasma, Gravity pulls, and Super Strength players look for canister couriers. Do not duel them with the bag still unpaid.
Place notes: Military Base.
Hero Vault
The mechanics can feel simpler than the base while the social pressure is higher.
- Do not stack five random villains on the objective timer.
- If a Gravity user pulls a teammate mid-objective, reset instead of greed-finishing.
- After V2, a red tower is a city-wide ad. Speed beats emotes.
- Change elevation or break line of sight before the sell. Heroes pre-aim the common leave.
- A downed hero is not a reason to linger with a full bag.
Loadouts that fit the job
- Invisibility first, damage later.
- Super Speed plus sell discipline.
- Pyrokinesis or Conjure for doors, then a stealth leave.
- NanoTech only if you are choosing to fight the response instead of hiding. The suit takes every slot, so the stealth net is gone.
Bank and Jewelry execution is the economy page plus Rob the Bank. Cargo ship wants a dock exit and eyes on the sky.
Construction near the hero tower has been described as a museum-style tease. It is not a documented robbery until a patch says the objective is live.
