# How to pull off a heist in DimeTown

> Get work from Ines Varga, case Dry Creek Savings & Loan or the Vance Estate, beat the vault minigames, outrun the police clock and fence the take with Rosa.

By [Jonah Ease](https://dimetown.com/about/) · Published 4 Oct 2026 · Last checked 4 Oct 2026 · https://dimetown.com/guides/dimetown-heist-guide/

A DimeTown heist starts with Ines Varga, the fixer on the docks behind Grove Freight. She offers the Vance Estate once she trusts you a little, and Dry Creek Savings & Loan once she trusts you a lot. You case the target, gear up, bring up to three crewmates, play through the minigames, get every bag 45 tiles away before the police arrive, and sell the loot to Madame Rosa. The bank holds $9,370 to $12,790 in loot. Rosa keeps 25% to 55% of it and Varga takes 15% of the rest. All the figures here come from the game's code as of 4 Oct 2026. If you're new, read the [beginner's guide](https://dimetown.com/guides/dimetown-beginners-guide/) first.

## How do I get a heist job from Ines Varga?

Talk to her like anyone else (Enter). Jev reads what you're asking for, how far she'd trust you, whether you sound like a cop and whether you're being loud. Code then adds up your trust from 0 to 4:

- Jev's read of you, from 0 to 3
- +1 if you're a hustler
- +1 if you've pulled a clean job for her before
- +1 if your Charm is level 2 or higher (250 XP)
- −1 if you talk openly about a robbery, heist or bank job where others could overhear
- −1 if you've been busted more often than you've got away clean

At 2 she offers the estate; at 3 she offers the bank too. Cops get nothing: she plays dumb. Her offer lasts 90 seconds; decline and she won't offer again for three minutes. Each target goes cold for 30 minutes after a job goes down, and a job you never start expires after 25 minutes.

## Which target: Dry Creek Savings & Loan or the Vance Estate?

| | Dry Creek Savings & Loan | The Vance Estate |
|---|---|---|
| Where | Main Street, Dry Creek (south-east) | Vance Heights, off the Coast Highway (east) |
| Loot | Vault: 8 cash bundles ($380–520 each, marked) and 3 gold bars ($950–1,150). Cage: 4 jewellery ($520–820) and 2 bearer bonds ($700–950) | Wall safe: 3 jewellery ($480–760), bonds ($650–850), 3 cash ($300–420, clean). 3 paintings ($900–1,300, scaled by how cleanly you cut them) |
| Total | $9,370–$12,790 | $5,690–$8,290 with perfect cuts |
| Crew the game suggests | 2–4 ("solo is madness") | 1–3 |
| Police after an alarm | 75 seconds | 90 seconds |
| Must-have gear | Bypass kit, thermal drill, thermite kit | Bypass kit |

The bank can be done two ways. After hours (it's open 8:00–18:00) you bypass the panel and slip in the back. During opening hours you go in masked and hold the lobby. The game pitches the estate as night work: two guards, a dog and floodlights.

## What gear do I need and what does it cost?

| Item | Varga | Rosa | What it does |
|---|---|---|---|
| Ski mask | $25 | $31 | Hides your face once the job is live; you keep it |
| Duffel bag | $20 | $25 | Holds 10 kilos of loot |
| Bypass kit | $110 | $138 | One go at an alarm panel |
| Thermal drill | $240 | $300 | Opens the vault door; two bits in the case |
| Thermite kit | $140 | $175 | Five charges for the deposit-box cage |
| Stethoscope | $60 | $75 | Helps with the safe dial; you keep it |
| Zip ties (3) | $15 | $19 | Tie up a guard from behind, or one with his hands up |
| Dog treat | $8 | $10 | About 40 seconds of a distracted dog |

Varga only sells to her own crews. Rosa sells to anyone at a 25% markup. The bypass kit and thermite kit are used up when you start their minigame, so quitting wastes them. The drill stays in the vault door until the door opens, the last bit snaps or the relocker fires. The bare minimum for a quiet bank job is $490 from Varga, plus a mask and a duffel each. For the estate it's $163 for a kit, treat, mask and duffel, or $223 with the stethoscope.

## How do I case the target?

Hover over things near the target (within about 11 tiles) to study them. Each find is shared with the whole crew.

- **Bank**: three cameras (lobby, corridor, vault), the alarm panel, the Kessler 9 vault door, the panic buttons under the teller windows, the deposit-box cage, and Hollis the guard. Hollis covers the lobby by day, watches the monitors at night, and walks to the vault now and then.
- **Estate**: Kurt the gate guard, Dmitri on patrol, Duchess the dog, the floodlights, the house alarm panel by the kitchen door, and the study safe behind the portrait.

Casing pays off in the minigames: a cased panel keeps its wires faintly coloured, a cased vault shows the drill's sweet spot, and a cased cage marks the thermite points. Don't loiter before the job goes live: a guard warns you twice, then you get a wanted star.

## Who should be on the crew?

Crews hold up to four. The leader invites anyone standing within 8 tiles, and the invite lasts 90 seconds. Everyone picks a role:

| Role | Perk |
|---|---|
| Hacker | 8 more seconds and a steadier hand on alarm panels |
| Driller | A spare drill bit, and the drill runs 15% cooler |
| Muscle | Calms the room better; zip-ties from half a tile further |
| Lookout | Sees every guard, camera, dog and floodlight without casing |
| Driver | Crewmates who walk up to your car toss their bags in the trunk |

The take is split equally between the crew members who were on site when it went down, online or not.

## Step by step: panel, safe, vault, cage, bags

![The alarm-panel minigame on a Kessler Model 7: green, blue and yellow live wires, a video wire and a striped red tamper wire tangled between two rows of clips](https://dimetown.com/img/guides/dimetown-heist-guide/alarm-panel-wires.jpg)

**Bypass the panel.** Trace the green, blue and yellow wires from the left clip to the right without slipping off, and stay off the red tamper line. You get 30 seconds, plus 2 per Sleight level and 8 more for a hacker. Three strikes and you fail. At the bank, trace the video wire as well and the cameras loop. A bypass kills the panic buttons and opens the bank's back door or the estate's kitchen door. If the tamper trips, the alarm goes off.

![The wall-safe minigame on a Duvall & Sons safe: a 0–99 dial, a tumbler meter, a pull handle and three pull lights](https://dimetown.com/img/guides/dimetown-heist-guide/wall-safe-dial.jpg)

**Crack the safe (estate).** Turn right to the first number, left to the second, right to the third, then pull. You have 80 seconds and three pulls. The right number gives a heavy click; false gates give lighter ones. A stethoscope widens each number from ±1 to ±2 and removes a false gate. Fail and the handle clanks, and guards come to look.

![The vault-drill minigame on a Kessler 9 door: a bit cutting through coloured steel layers, a pressure gauge with its sweet spot marked, a heat thermometer and two spare bits](https://dimetown.com/img/guides/dimetown-heist-guide/vault-drill.jpg)

**Drill the vault (bank).** The pointer's height is the pressure. In the drifting sweet band the bit bites cleanly. Harder cuts faster but heats the bit until it snaps; too soft and it crawls. Between 56% and 70% depth sits the relocker plate. Lean hard on it there and the door seals for good and the alarm goes off. Holding the sweet spot at middling pressure, it's roughly 34 seconds of drilling. Progress stays in the door, so a crewmate can take over.

![The thermite minigame: a barred cage door with charges placed on its hinges and bolt housings, and spare charges in a tray](https://dimetown.com/img/guides/dimetown-heist-guide/cage-thermite.jpg)

**Thermite the cage (bank).** The vault has to be open first. You have five charges for four real points: two hinges on the left and two bolt housings on the right. The scuffs are decoys. Three hits open the cage, but only all four is clean; otherwise the boxes inside lose 30% of their value. You have 30 seconds.

**Cut the paintings (estate).** Run the blade around the inside of the frame within 24 seconds. A painting keeps between 35% and 100% of its value, depending on the cut.

![The loot minigame inside the vault: cash bundles on the shelf, two duffels filling up with gold and cash, an empty armful slot and a ZIP IT button](https://dimetown.com/img/guides/dimetown-heist-guide/vault-loot-bags.jpg)

**Bag the loot.** A duffel holds 10 kilos, and without one you can carry 3 in your arms. Cash, jewellery and bonds weigh 1 each; a gold bar weighs 4. You can carry three bags at most, and with two or more, sprinting for 0.7 seconds drops one behind you.

## How does a daytime bank robbery work?

![The Hold the Room minigame: hostages on a tiled bank floor with rising nerve rings and phone icons, and a robber calming one of them](https://dimetown.com/img/guides/dimetown-heist-guide/hold-the-room.jpg)

Wear a ski mask, stand in the middle of the lobby during opening hours and announce it. If a crewmate is within 5 tiles of Hollis, he puts his hands up; otherwise he radios it in. You then have 10 seconds to get someone working the room. With nobody on it, every 9 seconds a teller hits the panic button (unless you've bypassed the panel), a customer bolts, or someone calls 911. Hold the Room lasts 35 seconds and buys 28 seconds of calm. Anyone who bolts sees your faces.

## How long until the police arrive?

The clock starts at the first alarm: 75 seconds at the bank, 90 at the estate. Each further alarm brings them 8 seconds sooner. When they arrive, two cops pull up out front, and every crew member within 8 tiles of the site gets three wanted stars. The job counts as a clean getaway once every active crew member and every bag is more than 45 tiles from the target. If you're jailed carrying bags, they go into evidence. If you die, your bags drop where you fell. Anyone can pick up a dropped bag, and a cop player who does turns it in for a $50 bounty.

## How do I fence the loot and launder marked bills?

Take the bags to Madame Rosa at the pawn shop. Jev decides how hard she squeezes you: 25% for a friend, 30% for a fair deal, 40% if she's greedy, 50% if she barely wants it. She adds 5% if she's nervous because the robbery is in the news, which is possible within 10 minutes of the job ending. Varga then takes 15% of what's left. Clean goods pay out at once, split between the crew.

Only the bank's vault cash is marked. Your share of it goes through Rosa's wash at 20% every 30 seconds, so it arrives in five payments over 2.5 minutes. As an example, a $10,000 bank haul at a fair 30% cut nets $5,950, or about $1,487 each for a crew of four.

## Who gets identified afterwards?

When the job ends, Jev judges whether each witness could pick each robber out of a lineup, based on mask, distance, how long they looked and the light. Anyone unmasked on the bank cameras for more than a second is identified automatically. Identified robbers get two wanted stars. A masked robber who never got within 1.5 tiles of a witness can't be picked out.

## Tips that follow from the rules

- Ask Varga quietly, and build Charm to level 2 first.
- At the bank, bypass the panel before anything else. It opens the back door, kills the panic buttons and can loop the cameras.
- Don't sprint within 7 tiles of a guard; he hears footsteps without seeing you. Stay out of the estate's floodlights, which let guards see you from 45% further.
- Ease off the drill between 56% and 70% depth.
- A driver saves you from running with heavy bags.
- Wait more than 10 minutes before fencing so the job is out of the news.

For how the dice and Jev decide everything else, see [how DimeTown works](https://dimetown.com/guides/how-dimetown-works/).
