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Tactical Swat Simulator How to Beat Cash Under Fire

The bank pad: rescue, secure, recover — and why speed-kills fail the grade.

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Cash Under Fire Walkthrough

Cash Under Fire is the bank. It is the first pad most recruits should walk and the pad you should replay whenever you forget how Active Tasks work. Official screenshots of this wiki’s overview image are this lobby: teller line, glass, a civilian or hostile with hands, Pump-Action or a rifle in the corner of the HUD, and the task list open.

Typical tasks:

  • Rescue all civilians
  • Secure all hostiles
  • Recover all stolen cash

Secure means cuff. Recover means walk to the bags. Rescue means the people with empty hands are still standing at extract. If you only shoot, you can empty the bank and still fail. Pair this walkthrough with how to play and the broader missions guide.

Kit

Kit A or Kit C if you already bought a sighted SR-16. Shotgun for the offices behind the lobby, rifle for the glass hall. Flashbangs if you own them — see grenades. Do not bring R700. Do not bring smoke as your opener.

Redeem codes before the first attempt so you are not on irons. Like the game and join We Have Motives for the $350 + 100 XP bonus on official links.

Lobby

Spawn, read Active Tasks, tap M if the list is closed. The lobby is long and glass-heavy. Peek the teller line before you sprint. Civilians cluster here. A spray that “clears” the room dumps Rescue in five seconds.

Hostiles who dump a mag from behind a counter are gunfights. Hostiles who put hands up are F-cuffs. The overview screenshot’s CuffNPC prompt is this space. Walk in, read the prompt, press F.

Offices and vault side

Behind the lobby the map tightens. Corners, desks, maybe a vault-adjacent cash pile. This is where a pump with 7/7 earns its Cash. Clear one door at a time. Mark evidence when the crate prompt appears — same F key, different label.

Stolen cash bags are not cosmetic. If Recover all stolen cash is on the list, you are not done when the last gunman drops. Sweep teller drawers, vault floor, and any duffel the HUD highlights. Teammates on a twelve-player server should split: two on lobby cuffs, two on bags, not six in one doorway.

How people fail this pad

  • No F. They treat it like Arsenal. Tasks stay red.
  • Shotgun across the lobby. They lose the glass fight, then blame the gun. Swap or peek.
  • Extract early. The pad lets you walk out before bags are in. That is a fail wearing a success animation. Stay until the list is green, then return to lobby.
  • Frag the teller line. M67 and civilians do not mix.
  • Empty party, panic. Solo is fine. Slow is required. AJBLOX ran this pad party size one in the getting started video for a reason.

After a green extract

You now know the scoring model every other map uses. Take the same F-habit to Locked Tenants (stairs, flashes) and Night Exhibit (dark, slow). If Cash Under Fire still fails, your problem is the task overlay, not ranks. M to open the list. Finish it.

Spend the payout on a sight if you still lack one. Then look at how to get Cash only if you need a farm loop. This pad is the farm until you get bored of banks.

Co-op: assign a bag officer. The stack that all peeks the same glass is why random twelves feel harder than solo. Split wings. Call flashes. Extract together when every line is green.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

What are the objectives on Cash Under Fire?

Usually rescue civilians, secure hostiles, and recover stolen cash. Cuff with F. Walk to bags. Do not extract early. See how to play.

Is Cash Under Fire the easiest map?

Yes for teaching. It is not free if you only shoot. The mission tier ranks it S as a teacher.

Shotgun or rifle in the bank?

Rifle in the lobby, shotgun in the offices if you own both. One sighted SR-16 is enough. Loadout planner.

Should I grenade the lobby?

Flash an office. Do not frag civilians or bags. Full throwable notes on grenades.