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The Bureau Raid

Heists

The Bureau Raid

Act III · Lucia & Jason

Location
FIB Building
Protagonists
Lucia & Jason
Summary
Raid federal offices for conspiracy files. Fire Crew or Roof entry. Remapped Bureau Raid.
Approaches
Fire CrewRoof Entry

Mission briefing

The Bureau Raid is a Heists mission in Act III, playable as Lucia & Jason and set primarily in FIB Building. Raid federal offices for conspiracy files. Fire Crew or Roof entry. Remapped Bureau Raid.

Inside the Leonida campaign structure, this entry feeds the Heists thread: its contacts, tone, and unlocks matter more to that lane than to unrelated hubs. Finishing it advances The Wrap Up · Finale paths, with an immediate listed payout of Conspiracy leverage · $50,000.

Tone-wise, Act III missions in this category mix free-roam travel with scripted set-pieces. You should expect driving, on-foot objectives, and at least one surprise that forces a change of plan - a chase, a betrayal, a wanted-level spike, or a dual-character switch.

Scout the pause map before committing to the first yellow pin. Players who learn district exits in FIB Building finish cleaner and medal faster than players who only follow the GPS line.

Planning is part of the fantasy: The Bureau Raid supports Fire Crew and Roof Entry. Your choice reshapes prep missions, enemy density, escape vehicles, and sometimes the take. Lock the approach only after casing is complete.

Location guide

The Bureau Raid anchors on FIB Building. Multi-floor interiors, atrium sightlines, and federal lockdown timers. Ammo conservation on early floors saves the escape.

Before the mission marker goes active, ride the block once in free roam if you can. Note one-way streets, garages, alley motorcycle cuts, and any water ramps. That five-minute scout saves restarts when the alarm hits.

Ambient threats in this district match the Heists fantasy: Private security opens most scores; police, then air units, then multi-agency response follow the alarm timeline.

If you fail and restart, your world position usually snaps to the checkpoint - but ambient wanted level and damaged personal vehicles may persist depending on how the checkpoint was written. Re-armor before re-entering the hot zone.

Objectives

  1. Execute approach
  2. Reach the evidence floor
  3. Download / steal files
  4. Escape the lockdown

Recommended loadout

Pack a carbine or assault rifle with extended magazines, a shotgun for doorways and interiors, full body armor, max snacks, and either a high-handling sports car or a motorcycle for alley escapes. Heavy weapons (RPG, MG) belong in the backup vehicle - not always in your hands at mission start - so you are not slow during the opening stealth or social beat. Dual-character note: gear both Lucia and Jason before the mission. Switches mid-fight leave the idle partner on their last weapon and armor state.

Opposition & threats

Private security opens most scores; police, then air units, then multi-agency response follow the alarm timeline. Rival crews may attempt mid-escape theft of the take on larger jobs. Federal or military opposition uses heavier armor, tighter formations, and faster air response - conserve explosives for lockdown escapes.

Detailed walkthrough

Fire Crew: fake firefighter entry. Roof: rappel and blast. Multi-floor switch combat. Atrium escape.

Mission start & preparation

Mission start places Lucia & Jason in or near FIB Building. Before you touch the first objective marker, open the full map and note police stations, hospitals, garages, and any water routes - The Bureau Raid punishes players who improvise without geography.

Read every line of the phone, corkboard, or in-person brief. Rockstar-style Leonida missions often hide soft fail conditions in dialogue: do not kill a contact, do not leave the district, keep a vehicle intact, or protect a VIP. Raid federal offices for conspiracy files. Fire Crew or Roof entry. Remapped Bureau Raid.

Recommended opening routine: repair or replace your vehicle, buy armor and snacks if a shop is available, set a waypoint to the primary pin, and approach without sideswiping traffic. Early wanted stars almost never help a gold medal run.

Multi-floor interiors, atrium sightlines, and federal lockdown timers. Ammo conservation on early floors saves the escape.

Walkthrough overview

Quick reference walkthrough: Fire Crew: fake firefighter entry. Roof: rappel and blast. Multi-floor switch combat. Atrium escape.

Rewards on completion: Conspiracy leverage · $50,000. Unlocks tied to this mission: The Wrap Up · Finale paths.

Approach options: Fire Crew, Roof Entry. Prep missions and enemy fantasy change with your selection - do not start the finale until the planning board shows every required asset checked off.

Walkthrough - Execute approach

Objective 1 of 4: Execute approach.

This opens The Bureau Raid. Travel to the marker without farming wanted stars. Use the approach roads around FIB Building that keep you off camera clusters and police stations. If a cutscene plays on arrival, your loadout and vehicle state carry through - arrive prepared.

Stay oriented on the mini-map. Heists missions in Act III often spawn secondary markers (escape vehicles, allies, or optional loot) that are easy to miss under fire.

Multi-floor interiors, atrium sightlines, and federal lockdown timers. Ammo conservation on early floors saves the escape.

Walkthrough - Reach the evidence floor

Objective 2 of 4: Reach the evidence floor.

Mid-mission objective in FIB Building. Expect the resistance level to rise compared to the previous pin. Clear the immediate area, complete the interaction or combat beat, then reassess ammo and armor before moving on.

Gameplay tip: this is often where The Bureau Raid teaches or stresses a mechanic - hacking, trailing, intimidation, boat handling, or protagonist switching. Failures commonly restart at a mid-checkpoint rather than the mission start.

Multi-floor interiors, atrium sightlines, and federal lockdown timers. Ammo conservation on early floors saves the escape.

Walkthrough - Download / steal files

Objective 3 of 4: Download / steal files.

Mid-mission objective in FIB Building. Expect the resistance level to rise compared to the previous pin. Clear the immediate area, complete the interaction or combat beat, then reassess ammo and armor before moving on.

Complication tip: plans break here on purpose. Prioritize the objective over perfect cleanup. Civilians and side enemies only matter if a gold criterion calls them out.

Multi-floor interiors, atrium sightlines, and federal lockdown timers. Ammo conservation on early floors saves the escape.

Walkthrough - Escape the lockdown

Objective 4 of 4: Escape the lockdown.

This is the closing beat. Fire Crew: fake firefighter entry. Roof: rappel and blast. Multi-floor switch combat. Atrium escape. Confirm gold-sensitive conditions before you trigger the end marker: vehicle health, VIP health, wanted level, and any cargo integrity. Once the final cutscene starts, you usually cannot reverse a failed criterion.

Stay oriented on the mini-map. Heists missions in Act III often spawn secondary markers (escape vehicles, allies, or optional loot) that are easy to miss under fire.

Multi-floor interiors, atrium sightlines, and federal lockdown timers. Ammo conservation on early floors saves the escape.

Escape, delivery & cleanup

When the last combat or interaction objective clears, The Bureau Raid still requires a clean handoff. Lose heat with tunnels, public garages, mangrove blinds, district borders, or chop shops depending on where FIB Building sits in Leonida.

Deliver cargo, intel, cash, or VIPs to the final marker with integrity intact. Damaged vehicles and bleeding allies can fail gold after an otherwise perfect shootout.

Do not skip the debrief cutscene on a first playthrough - The Wrap Up · Finale paths often appear as map icons or phone contacts immediately afterward. Save manually if you are about to chain heist prep.

Fail conditions & restarts

Common fail states in The Bureau Raid include death of a required character, destruction of a mission-critical vehicle, abandoning the mission area for too long, or killing a contact the brief told you to keep alive.

Wanted-level soft fails appear on stealth-leaning medals even when the story continues. If you are hunting gold, treat stars as a fail and checkpoint-restart rather than fighting the whole district.

On dual-character missions, letting the idle partner die in the world while you play the other can still fail the mission - watch both health bars when the UI shows them.

Gold medal strategy

Gold medal checklist for The Bureau Raid:

  • 1. Files complete
  • 2. Crew out
  • 3. Approach-specific bonus

Strategy: run a learning attempt to memorize routes, spawn points, and fail triggers. Then replay specifically for medals with cutscenes skipped and a pre-staged loadout.

If a criterion conflicts with another (speed vs stealth, for example), prioritize the harder one on a dedicated replay - many players unlock gold across two focused attempts rather than one perfect run.

After gold pops, you can freely replay for fun or collectibles without worrying about medal state.

Gold medal criteria

  • Files complete
  • Crew out
  • Approach-specific bonus

Tips & tricks

  • Replay from the last checkpoint if a gold criterion fails late - The Bureau Raid evaluates medals per attempt, not across combined sessions.
  • Stock snacks, armor, and ammo before accepting the mission; FIB Building does not always expose a shop once the script locks the area.
  • Open the pause map during the opening drive and pin a hospital plus a garage. The Bureau Raid rarely gives you time to browse mid-chase.
  • Approach lock-in (Fire Crew / Roof Entry) gates prep missions. Finish all casing photos and tails before you spend time on optional side content.
  • Before the score cutscene, mark a secondary escape on the map. Primary routes clog with scripted traffic the moment the alarm hits.
  • If your stolen ride is smoking, swap to Lucia's nearby default vehicle - story spawns are usually undamaged and untraceable.
  • Death during the final delivery drive can void payouts on heist-tier missions even after objectives show complete. Survive until the mission-passed banner.

Aftermath

When The Bureau Raid completes, the game grants The Wrap Up · Finale paths. Cash, gear, and contacts listed under Conspiracy leverage · $50,000 apply after the mission-passed state - not merely after the last shootout.

Narrative aftermath depends on cleanliness and any mid-mission choices (spare/kill, approach, loyalty). First-completion flags usually stick even if you replay for gold later.

Suggested follow-up: open the missions catalog and queue other Act III entries in Heists, restock in or near FIB Building, and check the phone for new texts from characters this mission advanced.

If this was heist prep, return to the planning board before starting unrelated side content - some assets despawn or require re-acquire if you wait too long in certain designs. Chain prep while the board is hot.

Rewards & unlocks

Rewards
Conspiracy leverage · $50,000
Unlocks
The Wrap Up · Finale paths

Trivia

  • The Bureau Raid adapts classic GTA mission pacing into Leonida's FIB Building geography - compare its beat list to similarly themed heists missions from earlier mainline games.
  • This dossier's lead image is sourced from jason-duval-02.jpg in the site media library.
  • Tracked objectives: 4. Gold criteria: 3. Act placement: Act III.
  • Documented approaches: Fire Crew, Roof Entry.
  • Heist-tier entries typically contribute more to late-game bank balance than story errands, but they also raise federal heat flags used by later missions.
  • Playable cast label: Lucia & Jason. Primary setting pin: FIB Building.
  • Short summary retained for cards and SEO: “Raid federal offices for conspiracy files. Fire Crew or Roof entry. Remapped Bureau Raid.”

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