Heist

Heists are special Bounties provided by the Vox Solaris Syndicate on Fortuna, which are aimed at taking down the Orb Mothers defending the various Corpus installations out on the Orb Vallis.
Starting/Prerequisites: To perform heists, the player must have first reached the rank of Rank 5 (Old Mate) with Solaris United. They must then talk to Eudico by interacting with the briefing table in the backroom inside Fortuna, located directly behind Eudico's normal location. The backroom can be fast traveled to via Little Duck.
==Profit-Taker Orb Heist==
Profit-Taker consists of 4 different Bounties leading up to the final confrontation. Unlike with normal Bounties, each Heist has its own unique storyline relating to the process of taking down the Orb. The Heist must initially be accomplished in sequence for the first time before being able to freely replay each stage.
===Phase 1===
Acknowledging the Orbs being a threat to Solaris United's operations, Eudico, The Business, and Little Duck coordinate a plan to destroy the Profit-Taker Orb. The Business explains that Profit-Taker is an autonomous battle platform with a hybrid AI whose commands and controls have been proven impenetrable, armed with Sentient adaptive shielding that is reinforced by a satellite in geosynchronous orbit, and a heavy armor plating that is used in Corpus warships which renders traditional weaponry ineffective. The group plans out steps to prepare to combat Profit-Taker:
#Knock out the orbital overcharger.
#Decode and bypass the Sentient shielding.
#Obtaining weaponry to penetrate the heavy duty carapace.
Little Duck has an informant in The Quills waiting to meet within a Vallis cave. However, the Tenno arrives too late to find the informant dead from a Corpus ambush, his body carrying fishing bait. Realizing this as a sign, the Tenno must fish in the cave to find three digital manifests attached to servofish.
The manifests point to a random Corpus-controlled base in the Vallis, which must be taken over. One of the Corpus will possess a datamass that will allow overriding a terminal, which must then be defended as Eudico hacks its system to take control.
Once the base is controlled, Vox Solaris discovers that the base wiped their data clean, but sent a drone out in the middle of nowhere. The Tenno must locate the drone, shoot it down, and then kill Corpus reinforcements to secure the drone.
With the drone secured and its contents containing the satellite protocols, Little Duck heads topside for the next part of the operation.
===Phase 2===
Players can initiate Phase 2 by talking to Little Duck outside of Fortuna's elevator in the Orb Vallis after they've completed Phase 1 without having to return inside to Fortuna. Alternatively, players already inside Fortuna can initiate Phase 2 by talking to Eudico at the Backroom.  
The harmonic schema of Profit-Taker's shields are located within the Enrichment Labs, so Little Duck will keep the entrance occupied as the Tenno raids the area. The designs are locked within a triple-locked data vault whose passkeys expire if not reauthorized regularly. Each passkey is guarded by a Corpus Director, all who have been ordered to self-preserve. However, knowing that the Corpus take self-profit above all else, Vox declares a credit raid on the labs, forcing the directors out of hiding.
Within four to five minutes, the Tenno must kill the Armaments Director, Vivisect Director, and the Sentient Research Director inside the Enrichment Labs, then exit and kill the two Terra Ambulas guarding the data vault. Once all the priority targets are dead, the datamass can be retrieved and taken back to Fortuna.
===Phase 3===
Little Duck has discovered that the weaponry needed to kill Profit-Taker is right beneath her, so a distraction is needed to lure her off her pedestal. The Business plans to upload the recoded protocols to disable the satellite and use the schema to gather data for the Orb's weakness, while Little Duck steals the weaponry.
The Enrichment Labs have gone into full lockdown, but Boon had rigged open a backdoor vent, leading to a terminal to upload the protocols. However, the upload fails, as an antennae outside requires reboot. Both objects must be hacked within less than one minute of each other.
With the satellite disabled, The Business bombards Profit-Taker with mortars, forcing her off the roof. Enraged, Profit-Taker engages the Tenno. For The Business to analyze the Orb, its shields must be damaged.
Once the "Data Gathered" meter reaches 66.66%, The Business asks the Tenno to cycle their damage, now requiring to adapt to Profit-Taker's weaknesses. However, the shield's Sentient adaptation makes it immune to all but the damage type displayed on its forehead. Furthermore, the Orb's weakness can change through various means:
*When the adaptation remains unchanged for 20 seconds, the shield will naturally cycle to another element.
*If the Orb takes too much damage from its current element, the shield will quickly cycle to another element as a countermeasure.
*If the Orb is struck with the Operator's Void Beam or at Rank 40, the shield will adopt another weakness. Note that when the shield changes weaknesses, it cannot change again for another five seconds.
Regardless of how much damage was dealt to the Orb, it is not possible to completely strip Profit-Taker's shield. Thankfully, the meter will be filled long before this becomes a problem. Once the meter is filled the Tenno are free to retreat to Fortuna. The first time this stage is completed they will receive a Gravimag, and an inbox message from Ordis containing an Archweapon Deployer with instructions on how to use it.
===Phase 4===
With the Gravimag and the shielding data, the Tenno are now ready to destroy Profit-Taker. However, The Business discovers that the Orb is heading to what appears to be the middle of nowhere, to which Little Duck confesses that the Orb Mother's satellite shielding didn't shut down, but simply changed alignment, and that the Orb is attempting to realign it at this location.
The Profit-Taker Orb will be found wandering in the Vallis until it is engaged, with massive Corpus reinforcements at the ready. A level 60 specter of Little Duck also appears in some locations, assisting the Tenno. The battle can be divided in a number of phases.
#The Orb's shielding behaves the same way as in Stage 3 and must be taken down fully.
#Once the Tenno successfully take down the Orb's shield layer, its main body will become invulnerable to damage, but its four legs become vulnerable. The legs must then be destroyed using Archgun fire by calling down the Archgun Deployer to disable the Orb, at which point its main body becomes vulnerable to damage.
#*The Deployer has a cooldown of 5 minutes, but resets on looting Heavy Weapon Ammo pickups dropped from spawning Terra Manker enemies.
#*Alternatively, a Necramech Summon can be deployed to bring down a Necramech, which can use Archguns with regenerative ammo while still allowing the player to use their Warframe's weapons.
#At 75% health, the Orb will launch 4 pylons that will land around the area and become invulnerable in an attempt to restore its shielding. The Tenno must destroy those pylons to continue the fight. The pylons are protected by a spherical barrier that nullifies gunfire, but can be physically passed through.
#At 50% health, the Orb's shields will fully regenerate, requiring it to be taken down again. The Orb's attacks will become stronger.
#At 25% health, the Orb will launch 6 pylons instead of 4.
#Once the 6 pylons are destroyed, the Orb's shields will regenerate again. However, Little Duck warns the Tenno that the Corpus have seen through her plan and are manually attempting to restore the Orb's satellite shielding. The squad is given 4 to 5 minutes to defeat the Orb once and for all. The Orb becomes desperate, which is reflected in its attacks, more powerful than ever.
#The Orb, finally defeated, will release its drops for the Tenno to retrieve and clear the Heist. However, this victory is short-lived as the Orb, in a last ditch attempt to wipe out the Tenno, continues to receive overcharge from the satellite and prepares to self-destruct. The Business urges the squad to run for their lives as the Orb goes out in a monstrous explosion, instantly downing anything within its 300 meter radius, only then is the battle finally over. Its drops must be collected before the explosion. 
===Rewards===
==Exploiter Orb Heist==
Unlike with Profit-Taker, Exploiter's Heist only consists of one matchmaking Bounty, without specific reward other than Solaris United standing, and leads players directly to the confrontation with the Orb Mother. However, in order to fight the Exploiter Orb, one Diluted Thermia is required, which is obtained from the bi-weekly Thermia Fractures event.
==Notes==
*Heist cutscenes can be skipped by pressing the Fire button (default ).
*During Phases 3 and 4 of the Profit-Taker Orb Heist: 
**The Profit-Taker Orb is immune to the effects of , , and .
**The 's switching elemental-status Secondary Fire mechanic does not work on the Profit-Taker Orb. Even if the player matches an element to the Orb's elemental shield vulnerability, it deals no damage.
**The at Rank 40 can cycle the Profit-Taker's shield damage just as the Operator Amps do.
**The Profit-Taker's shield can take a fifth of its total Shield Value before automatically switching to another elemental weakness. One fifth of the Shield Value is Equal to ~162,645 Shield Points.
*Prior to , the Exploiter Orb was not fought through a Heist -- only upon finding, entering, and spending a Diluted Thermia in Deck 12.
*Despite being directly tied to Vox Solaris, dealing with Profit-Taker Orb or the Exploiter Orb in their respective Heists give reputation to Solaris United instead. 
==Patch History==
==See Also==
*Bounty
de:Heists
es:Atraco
Category:Update 24
Category:Missions