Payday Codexery

The Submarine

Four robbers, one submarine, and a warhead that doesn't want to come home quietly.

The Submarine

The Submarine is a heist in Payday 2 that sends the four-man crew of Hoxton, Wolf, Chains, and Dalton deep into the bowels of a decommissioned military submarine moored in a dockyard. Rather than the open bank vaults or sprawling factories of other missions, this heist compresses the action into the claustrophobic, multi-deck interior of a warship, where every corridor is a chokepoint and every ladder is a potential ambush.

The crew's target is a nuclear warhead stowed in the submarine's weapons bay. The tight, vertical layout forces the team to split up, coordinate across decks, and manage heat in a space where enemies can hear gunfire from nearly anywhere. It stands out in the Payday 2 roster as one of the most contained, tension-driven heists, trading wide-open arenas for a pressure-cooker of steel corridors and humming machinery.

Game
Payday 2
Setting
Decommissioned military submarine in a dockyard
Primary target
Nuclear warhead
Crew
Hoxton, Wolf, Chains, Dalton
Primary enemy type
SWAT
Layout style
Multi-deck, vertical, corridor-based

Lore & Background

The submarine in question is a retired Cold War-era vessel, its hull scarred by salt and service, now sitting in a dry dock awaiting whatever bureaucratic process will eventually scrap it. The nuclear warhead aboard was never formally decommissioned from the ship's manifest, and that oversight is exactly the kind of gap the Hoxton crew exploits. In the Payday 2 narrative, the crew is perpetually chasing money to fund Dalton's bail and their own freedom, and a warhead stashed in a forgotten dockyard is a payday that dwarfs any bank vault.

The submarine's interior is a vertical maze: the upper deck and bridge offer a vantage point but expose the crew to open fire, while the lower decks and torpedo rooms are narrow, poorly lit, and riddled with enemies who can hear a single shot bounce off the curved steel walls. The design turns the submarine into a living, breathing obstacle. Alarms cascade between decks. Enemies flood in from multiple hatches. The crew must decide whether to push through the center or peel off along the outer corridors, all while the heat meter climbs and the clock ticks.

For fans, The Submarine represents a shift in Payday 2's pacing. After the sprawling, open-heist feel of The Bank or The Oil Rig, the submarine is a reminder that the best heists aren't always the biggest. They're the ones where every footstep echoes, every corner is a gamble, and the four robbers have to trust each other in a space barely wide enough for two to pass.

In Their Own Story

The dock was quiet. Too quiet. Hoxton crouched on the upper deck, rain slicking the rusted railing, and counted the patrol cycles below. Wolf was already two decks down, boots silent on the grated floor of the torpedo room, his breath fogging in the cold. Chains had the engine room covered, a suppressed pistol in one hand and a crowbar in the other, muttering about the third time he'd had to pry a hatch open on this particular sub. Dalton was on comms, watching the heat bar inch upward on his phone, calling out enemy positions in that flat, deadpan voice that never quite rose to panic.

"Warhead's in the center bay," Dalton said. "Two guards, rotating. Sixty seconds." Hoxton nodded. Wolf raised a fist. Chains cracked his knuckles.

They moved like a single organism through the steel ribs of the submarine, deck by deck, hatch by hatch, until the warhead sat in a duffel bag and the four of them were already sprinting for the boarding ladder. Behind them, the submarine's klaxon screamed into the rain, and the dockyard lit up with searchlights that found nothing but empty steel and the smell of gunpowder.

Reader's Guide

The Submarine is a contained, multi-deck heist set inside a docked military submarine. The primary objective is to locate and extract the nuclear warhead from the weapons/torpedo bay. Secondary objectives typically include destroying equipment or collecting documents scattered across the decks. The layout is vertical and corridor-based, with ladders and stairs connecting upper deck, bridge, mid-levels, and lower engine/torpedo sections.

Enemy composition is primarily SWAT, with a moderate number spread across all decks. AI behavior is reactive: enemies hear gunfire across the curved steel interior, so a single shot can draw patrols from multiple levels. Some enemies are stationed in fixed positions near the warhead and key hatches. The tight corridors mean enemies can flank you quickly, and the vertical layout means a firefight on one deck can cascade downward.

Community-recognized strategies emphasize splitting the crew: one player holds the upper deck or bridge to control enemy flow, while the remaining three push down to the warhead. Using the outer corridors to bypass central chokepoints is a common tactic. Suppressors are highly recommended to limit the alarm cascade. Because the map is small, enemies regenerate and re-engage quickly, so maintaining movement and not camping in one spot is critical. The heat meter climbs fast in this heist, so speed and coordination matter more than raw firepower.

Did You Know?

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