A familiar heist name does not guarantee that an old route still works. This page is a preparation guide to documented reworks, not a complete walkthrough. It does not provide guessed safe codes, fixed spawn locations or untested escape routes.
No Rest for the Wicked
Update 3.4 reworked combat, difficulty scaling and objective clarity, with more randomization. It also introduced shorter, more intense assault stages for this reworked level. Aim at waypoints to see objective text, and read the current objective before following an old sequence. For team stealth, the Advanced teammate-suspicion UI option can show a teammate's detection meter when a guard or camera sees them.
Touch the Sky
The 3.6 rework added a roof area used for starting, fighting and escaping, alongside objective adjustments. A guide that assumes only the old approach may miss this space. Check the active entry and escape markers rather than treating a screenshot from an older version as the entire map. Exact current stealth routes still require fresh gameplay verification.
Cook Off
Update 3.8 removed the old bag limit and changed lighting. This makes old cap-based advice unreliable. The change does not establish a guaranteed profit rate, a safe infinite run, or a fixed ingredient sequence. Agree on an extraction plan with your crew, follow the instructions in the actual run, and do not substitute a remembered recipe for current cues.
Feeding Frenzy
Added in 3.10, this is a night-time take on Gold & Sharke that starts loud. It is not a stealth walkthrough destination. Verify that your selected mission is the original Gold & Sharke or Feeding Frenzy before comparing routes. If the game and an article disagree, save the mission name, difficulty, objective and version when reporting the mismatch.
Sources
Based on official documentation. Gameplay advice is editorial unless a test is explicitly documented.