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Enemies and Hazards Guide

Most failed heists are not caused by one enemy. They are caused by a bad chain: one player triggers danger, another blocks the door, someone drops loot in the path, and then the rescue creates a second disaster.

ThreatRoleBest Response
HomeownerPrimary stealth pressure.Call sightings immediately, stop carrying oversized objects through tight halls, and regroup after the patrol passes.
Evil gnomesCommunity-reported hostile gnomes.Avoid solo cleanup. The safest plan is to kite, rescue, and finish the objective rather than turning the heist into a fight.
RedcapsMentioned in demo/community discussions as a danger category.Assume they punish careless wandering until the launch build confirms exact behavior.
CatHousehold hazard and movement threat.Do not drag bulky loot past it without a teammate watching the route.
RoombaEnvironmental moving hazard.Watch floor-level movement when carrying items; small bumps can ruin controlled physics movement.
RoachesReported in task/hazard feedback.Keep task areas clear and avoid crowding the trigger room.
  1. Call the threat by name.
  2. Clear the route before carrying bulky loot.
  3. Rescue with one or two players, not the whole team.
  4. Leave if the house is no longer controllable.

If your team keeps dying to the same hazard, assign one player to watch that hazard for the next run. That feels inefficient until it saves the whole heist.