Loading...
Pink Paws Heist
May 2, 2026 at 09:03 AM
Expanded with floor-by-floor walkthrough, key card mechanics, multiplayer coordination, loot value table, currency breakdown, team comp recommendations, and bi-weekly cycle plan; corrected timer to 12 minutes and added 1M Fons cap
Pink Paws Heist is a team-based, large-scale anomaly dungeon in Neverness to Everness that follows an extraction-style format. Players infiltrate the Pink Paws Bank, steal valuable resources, and extract safely before a twelve-minute timer expires. The mode blends stealth with action, requiring coordination and quick decision-making under pressure. It was introduced as one of two large-scale anomaly dungeons added during the Co-Ex Test alongside The Hospital, both designed from the ground up around cooperative multiplayer.
Pink Paws Heist stands apart from standard combat content because all characters are equalized with fixed stats, removing gear and progression advantages entirely. Whether you bring a freshly obtained character or one fully built, performance inside the heist remains identical. This makes the mode one of the most accessible endgame activities in the game.
The defining feature of Pink Paws Heist is its stat equalization. Every character entering the mode receives the same fixed stats regardless of your actual progression. You can bring a level one, completely unbuilt character and perform identically to someone with a fully maxed roster. This design choice puts the emphasis on player skill, teamwork, and knowledge of the dungeon layout rather than raw power.
Gameplay revolves around three phases: infiltration (moving through patrolled areas while observing routes), resource collection (gathering valuables before calling extraction), and extraction (reaching a red cabin pad before the timer runs out, while the dungeon responds with heightened enemy activity). Failing to extract means losing every collected resource from that run, giving the mode a hard risk-versus-reward loop.
Pink Paws Heist supports full co-op play. Originally a more isolated experience in the closed beta, updates added cooperative functionality so friends can infiltrate together. Players can invite friends into their world and run the heist as a coordinated team of up to four. See the Multiplayer Coordination section below for the standard role splits and call-out conventions used at launch.

Playing with a coordinated group makes it easier to cover different angles, distract patrolling anomalies, and split up to gather resources more efficiently. One player can draw attention while another slips past to collect high-value pickups. Co-op groups who communicate consistently outperform solo players matched with strangers.
Post-launch patches have refined the mode considerably. Pacing adjustments made runs feel more natural, with downtime between high-tension encounters allowing players to regroup and plan their next move. New level variety introduced different environments and layouts, preventing the experience from becoming repetitive after repeated runs. Patrolling anomalies now behave more predictably in some areas and more aggressively in others. Early rooms tend to have simpler patrol patterns, while deeper sections feature overlapping routes and faster response times, giving the dungeon a sense of escalating difficulty.
Chiz, an S-Class Cosmos Esper, is closely associated with the Pink Paws Bank, the faction tied to this heist mode. Players encounter Chiz outside the bank during gameplay sequences, where she shyly attempts to get you to sign up for a debit card. Despite her timid demeanor, Chiz is a powerful DPS character with a reactive playstyle built around her unique Grain Market mechanic.
Chiz becomes unlockable once you reach City Tycoon Level 18, tying the heist content to your broader progression in the city management systems. The Pink Paws Bank itself is part of the City Tycoon framework, where players spend Fons to invest in properties, purchase homes, and complete various economic activities throughout Hethereau.
Because of its equalized stats, Pink Paws Heist is one of the few endgame activities where new players can participate on equal footing with veterans. There is no gear check and no progression advantage from a deeply invested roster, making it an ideal entry point for players who want challenging multiplayer content without weeks of grinding. The equalization also encourages experimentation: since every character performs at the same baseline, players are free to pick based on utility, playstyle preference, or team composition rather than raw stats.
To start a heist, open your in-game phone, switch to City Tycoon, and select the bank icon on the city map. Travel to the Pink Paws Bank HQ tower in Hethereau, walk inside, and find Chiz stationed near the lobby. Talking to Chiz opens the heist menu: select Admin, then Enter, and the team is teleported into the instance. The same NPC also gates the exchange shop, the Pink Paws Credit board, and the Pink Paws Index, so the bank lobby acts as the activity's hub between runs. Friends invited to your world before talking to Chiz will be pulled into the same instance; random matchmaking via the activity menu is also available, though most teams coordinate a pre-formed group before engaging Chiz so the directional role-split is set before the timer starts.
Each Pink Paws Heist attempt has a hard cap of twelve real-time minutes from the moment the team enters the dungeon to the moment extraction closes. The cap cannot be extended from inside the dungeon; running past it ends the run with zero payout for that attempt. This forces teams to make planning tradeoffs up front: how many rooms to scout, which loot density to chase, and when to start heading for the extraction point.
Pacing rule of thumb. Without the final boss key, most successful teams target extraction at around the three-minute mark on the second floor, leaving roughly nine minutes for looting plus a one-minute padding for the run back to a red cabin. With the final boss key in hand, the timing flips: the team rushes to the second floor, beats the level-50 boss inside roughly three to four minutes, picks up dropped Fons piles in about a minute, and uses the last minute as extraction padding. Teams that over-invest in early scouting regularly lose full runs to the clock, so most successful strategies lean toward aggressive early movement with a scouted extraction route already mapped before the timer reaches halfway.
Pink Paws Heist runs on a two-week cycle rather than as a permanently-available activity. Each cycle, every player has a personal earnings cap of 1,000,000 Fons from the heist. Once that cap is hit, additional runs in the same cycle pay out drastically reduced rewards until the next window opens. The cycle resets the cap and refreshes the activity for everyone simultaneously.
Outside the active cycle, approaching the Pink Paws Bank returns an in-game message stating that there is not enough time left in the current period. The activity icon on the city map remains visible but cannot be queued. Most experienced players treat the heist as a focused two-or-three-session sprint at the start of each cycle: hit the 1M cap fast, then ignore the activity until the next cycle opens. The scheduling reinforces the reality-TV-show framing and creates natural moments for the community to coordinate around a shared cycle window.
Multiplayer is the optimal format for hitting the bi-weekly Fons cap. Loot is not shared between players, which sounds like an argument against grouping until you factor in how key cards work: only one player on the team needs the final boss key card to unlock the boss room, and once inside, every team member loots the boss drops separately. Four players spread across the map cover four times the room volume in twelve minutes, which roughly quadruples the chance that someone finds a final boss key during a single run. The standard four-player split assigns directional zones at run start (NW, NE, SW, SE). With two players, a simple left-right split covers the same purpose. The convention many groups use for booth callouts is the format "open" or "not open" followed by the booth number, repeated for every door checked.
Players | Recommended Split | Notes |
|---|---|---|
Solo | One full sweep, prioritize the second floor | Patrol density is reduced versus co-op, but extraction is the only real risk |
Two | Left wing and right wing | Either player carries the boss key if it drops; coordinate booth numbers in chat |
Three | Left, center, right | Center player reads the second-floor hologram puzzle and watches booth 201 |
Four | NW, NE, SW, SE | Highest chance of locating a boss key in a single sweep; leaves the third-floor laser room open for whoever finishes their wing first |
Communication focuses on three signals: card finds, open booth numbers, and the nearest red cabin location. The card finder calls the card type so the team knows whether to push the boss room or fall back to a looting run. Red cabin callouts matter most in the last two minutes, since cabin spawns are partially randomized and can leave one wing without a nearby extraction option.
The April 29, 2026 launch build ships with both solo and multiplayer support. The solo variant uses the same twelve-minute timer and stat-equalization rules as co-op, but scales enemy patrol density and extraction response intensity downward so a single player can reasonably complete the run. This flexibility means players can still participate during cycles when their usual co-op group is unavailable, rather than being shut out of the activity entirely.
Inside the Pink Paws Bank, a single heist attempt spans three bank floors, each patrolled by anomalies that guard the money, paperwork, and valuables stored there. The first floor sits at the lobby and contains the elevator down to the vault floor. The second floor holds numbered booth rooms 201 through 204, the hologram puzzle room, and a corridor of statue alcoves. The third floor is the deep vault complex, with the four-guard cube fight, the lasers room, golden door rooms, and the final boss vault. Getting hit by an anomaly during the run carries a cost beyond lost health: impacts can break items already stashed in your inventory, and broken items convert into reduced Fons at the extraction point. Stealth and careful positioning therefore protect the bag you are building up, not just your character.
Floor | What You Find There | Notable Hazards |
|---|---|---|
Floor 1 (Entrance) | Lobby, counter drawers, the first elevator down, low-density patrols. Skippable on most runs. | Patrolling anomalies that can break your loot on hit |
Floor 2 (Booths) | Booths 201, 202, 203, 204 (variable open/closed each run), the hologram puzzle lady, statue alcoves worth roughly 50,000 Fons each, and desk-lined offices that can spawn vault cards. The team's hot zone for both looting runs and the second-floor extraction | Statue ambushes, denser patrols, booth 301 above is widely reported as always closed |
Floor 3 (Vault Complex) | Four-guard cube fight, the lasers room (right-side wing), multiple golden door rooms with the elk or spider golden boss, the side vault corridor, and the final boss vault. Maximum payout density | Final boss (level 50), laser hazards, blocked golden doors, RNG cabin extraction points |
The first floor is intentionally light on loot. The standard fast-path is to skip every drawer in the lobby, head straight for the first set of double doors, and rush to the elevator down to the booth floor. Most successful runs treat floor one as transit rather than as a looting target. The only meaningful interaction is the four-guard ambush that gates the elevator: defeat the four guards, the elevator unlocks, and the rest of the run can begin. On a four-player team, two players burst the guards while the other two scout the periphery for a vault card that occasionally spawns on the lobby desks.
The booth floor is the run's working zone. Every booth that opens contains at least one card-spawning desk, and the statue alcoves between booths are the densest single source of cash on the floor. Booth numbers are fixed but their open or closed status varies between runs. A typical layout: 201 sits at the front of the floor, 202 on the left, 203 on the right, 204 at the back. Players entering through the elevator usually clear 201 first as a checkpoint, then split left and right between 202 and 203, and converge on 204. Each open booth can contain vault access cards in its desks; check every desk before moving on.
Booth 301, located on the third floor at the foot of the stairs, is widely reported by experienced teams as always closed regardless of the run state. No reproducible method has been found to open it. Treat it as a permanent obstacle and route around to the alternate floor-3 entry.
One booth on the second floor opens onto a dim room hosting the hologram lady. She poses a counting puzzle: count the number of red phones placed on the tables around the room and report the answer. Correct answers reward 5,000 Fons; wrong answers do not consume the run timer in any meaningful way, so guessing is acceptable. The phone count is randomized each run. Most teams clear the puzzle whenever the booth is open since the reward is small but guaranteed and never aggros patrols.
The corridor between booths on the second floor contains statue alcoves, each worth roughly 50,000 Fons when looted. Statue counts vary per run but typically range from two to four on the second floor. Statues are silent loot: they do not aggro patrols when interacted with, which makes them the cleanest high-value pickup on the entire map. Prioritize statues before deeper rooms whenever possible.
The third floor is the run's payoff zone. Two distinct routes lead into it: the right-side route through the golden door corridor and the left-side route through the side vault row. Both converge on the final boss vault at the back of the floor. Which route opens depends on randomized door states; teams should sweep both and commit to whichever side has its golden door unblocked.
The anchor encounter on the third floor is the four-guard fight that drops the Chaotic Cube. Four heavy guards spawn around a central cube; defeating all four ends the fight and shrinks the cube into a takeable item. The fight is guaranteed every run and always drops the cube. To speed it up, characters with crowd-control like Jiuyuan or Sakiri can group the four guards together for cleave attacks. The guards drop multiple gold bars (~2,000 Fons each) plus stacks of cash on death; sweep the area thoroughly before moving on.
Behind the golden doors on the third floor, RNG selects between two boss encounters: a golden elk or a golden spider. Both fights are roughly equivalent in payout and difficulty. Sometimes the golden door is blocked entirely, in which case the team falls back to the alternate path. Defeating the golden boss drops a cash pile of roughly 50,000 Fons and opens a wall passage to the next room sequence.
The right-side third-floor room is gated by a moving laser grid. Navigating through without taking hits unlocks the densest small-loot cluster on the map; a clean run can yield up to 100,000 Fons. Hits not only damage the character but break stashed inventory, so slow movement is rewarded. Teams short on time should skip the lasers room and route through the side vault corridor instead.
One of the third-floor corridors contains elk-form patrols that take a long time to kill in straight combat. A widely-used technique is to jump back and forth at the threshold of the patrol's detection cone; the rapid motion confuses the elk's path-finding and freezes it in place long enough for a teammate to lockpick the next elevator undetected. The trick saves 30 to 60 seconds per encounter compared to fighting the elk outright.
Red cabin extraction points are scattered across all three floors. Some cabins double as golden mob fights: interacting spawns a golden enemy that must be defeated, after which the cabin finalizes the extraction with bonus cash. Cabin spawn patterns are partially randomized between runs, so teams that scout a cabin on the way down can rely on it for a fallback extraction; teams that do not should plan extra timer padding for the run back to whichever cabin spawned in their wing. The most expensive mistake new teams make is committing to the third floor without confirming a nearby cabin first.
Three distinct card types govern access inside the bank. All cards are one-time use: spending a card consumes it from inventory, and the next vault or door of the same type requires another card. Cards do not transfer between team members in real time; whoever picks up a card holds it until they spend it or the run ends.
Card Type | Color | Unlocks | Spawn Notes |
|---|---|---|---|
Vault Access Card 1-4 | Red or purple, varies | Side vault doors numbered 1 through 4 on the third floor | Spawn randomly in second-floor desks and third-floor tables; sometimes drop from defeated guards |
Final Boss Key Card | Gold or purple | The final boss vault behind the third-floor pedestal | Rare; widely searched for. Teams that find one mid-run usually finish the looting phase, save the card for the next run, and trigger the boss fight then |
Chaotic Cube | Glowing core item | Inserts into the final vault pedestal as the second part of the lock (on top of the boss key card) | Drops guaranteed from the third-floor four-guard fight; one cube per run |
Card RNG is the single largest variance source between runs. A team that sweeps the entire bank without finding a final boss key earns roughly 100,000 to 200,000 Fons from statues, cash piles, and golden mob drops; a team that finds the boss key earns closer to 350,000 Fons because the boss vault drops the largest single cash pile in the heist. Across an hour of focused multiplayer play, average RNG yields the full one-million Fons cap. Bad RNG can stretch the same total to two hours or more.
An important rule of card carryover: any vault card or final boss key card that survives the run, by being held in inventory and not spent, persists into the next attempt. Teams that find a boss key during a looting run will usually decline the boss room that attempt, extract with the card still in inventory, and use it on the very next run. This makes the looting phase strategically valuable even when extraction yields are modest.
The side vault corridor on the third floor holds a row of numbered vaults, each opened by inserting a matching vault card into a red pillar terminal next to the door. Each vault payout ranges roughly from 50,000 to 100,000 Fons depending on its contents, which always include a mix of cash, gold bars, and Pink Paws Pop coins. Lucky runs where two or more vaults open consecutively can produce very high single-run yields, particularly when paired with the boss room.
The final boss vault is the run's marquee target. It requires both the Final Boss Key Card and the Chaotic Cube to unlock, plus surviving the boss fight inside. The boss is level 50 at launch; with characters around levels 30 to 40 the fight typically takes three to four minutes, dropping toward one to two minutes once the team's roster reaches max level. After defeat, the boss drops cash piles totaling around 350,000 Fons that must be picked up off the floor before extracting. The final-vault interior also contains a guaranteed Pink Paws Index entry and unique cosmetic furnishings.
Beyond the vaults, the bank's rooms are filled with smaller interactions that contribute to each run's total haul. The three types of set-piece interactions players encounter repeatedly are:
Office pillaging. Desk drawers, filing cabinets, and cash registers contain pickups and occasional vault access cards. Unlocked drawers reveal their loot only when opened individually, so every desk costs a few seconds of timer.
Crowbar safes. Freestanding safes across all floors can be opened with a crowbar. Prying a safe open makes noise and tends to draw any nearby patrolling anomaly, so the window to crack and loot without taking a hit is tight.
Small-scale puzzles. Some larger rooms are gated by short puzzles. These rooms are optional, but they contain some of the denser loot clusters outside the vaults themselves.
Approximate Fons values for the heist's main loot sources. Numbers vary slightly between runs and with inventory damage, but the table below reflects clean-pickup averages observed by experienced teams on the launch build.
Loot Source | Approximate Fons Value | Notes |
|---|---|---|
Statue (Floor 2) | ~50,000 | Silent loot, no aggro on pickup. Highest single-action value outside vaults |
Side vault contents (single) | ~50,000-100,000 | Cash plus gold bars plus Pink Paws Pop coins. Requires matching card |
Hologram puzzle reward | 5,000 | Guaranteed if the puzzle booth is open; correct red-phone count required |
Gold bar | ~2,000 each | Drop from defeated guards and inside vaults. Stacks; collect every visible bar |
Golden mob (cabin or door) | ~50,000 | Drops from elk, spider, or hybrid cabin fights. RNG between encounters |
Lasers room (clean run) | Up to ~100,000 | Single-room high; requires patience to dodge laser grid without inventory hits |
Final boss vault drop | ~350,000-500,000 | Highest single payoff in the activity. Requires Final Boss Key Card plus Chaotic Cube plus winning the boss fight |
Desk and table cash pickups | 100-2,000 per pickup | Numerous; valuable in aggregate when collected en route |
Extraction from the bank uses red cabin pads scattered across the three floors. Standing inside an active cabin while your timer is still running converts everything currently carried in your inventory into Fons that bank permanently to your account. Some cabins are pure conversion stations; others spawn a golden mob fight first and only finalize the extraction after the mob is defeated. Both types display the same red exclamation marker on the minimap, so it is impossible to tell them apart without engaging.
If the twelve-minute timer runs out before you reach a cabin, the entire run is forfeited. You lose every item, every vault pickup, and every safe haul collected that attempt. Nothing from an unextracted run is carried over into future attempts, with one exception: vault cards and the final boss key card persist in inventory between runs even when the run is forfeited. This is the hard edge of the risk-versus-reward loop: staying for one more vault is always tempting but always carries the chance of walking out with nothing.
Because extraction is tied to cabin locations rather than a single door, experienced runners plan routes that pass near a cabin pad on the way in so that an early retreat is always possible. Teams that have already filled their inventory with high-value pickups from the upper floors can extract immediately from an upstairs pad rather than fighting back through the basement. The standard fall-back rule is to start heading toward the nearest known cabin at the two-minute mark; gambling teams stay out until thirty seconds, but the failure cost is total.
Stat equalization removes raw damage as a meaningful axis, but utility differences between characters are preserved. Three categories of utility matter inside the heist: enemy gathering for the four-guard cube fight, sustained left-click DPS for the boss, and crowd-control or distraction for patrol management. The table below lists the comp choices most experienced teams converge on at launch.
Role | Recommended Picks | Why |
|---|---|---|
Enemy gatherer | Both characters can pull or group multiple enemies for cleave damage, which is critical for the four-guard cube fight and the boss-room adds | |
Sustained DPS | Chiz holds left-click attacks that generate Fons directly on hit. Pairing this passive with the boss fight effectively double-dips: the boss falls, and the team gets bonus cash from the attack stream | |
Distraction or scout | Any high-mobility character | Mobility-focused characters cover more ground per minute, which speeds up the looting phase and the cabin search at the end of the run |
Flex slot | Any character the player has bonded for the Pink Paws Index | Stat equalization means flex slots cost nothing relative to the strongest pick; rotate in characters whose Pink Paws Index entries are still incomplete |
A common four-player launch comp is Jiuyuan plus Sakiri for guard grouping, Chiz for the boss DPS plus passive Fons generation, and one mobility flex. The flex slot rotates depending on which Index entries the team is working on. None of this is mandatory; stat equalization means any roster can clear the run, but the comp above shaves several minutes off the boss fight and the looting sweep combined.
The single-cycle Fons cap is 1,000,000. Hitting that ceiling efficiently means designing the cycle around alternating looting phases and boss phases, not running every attempt the same way. A typical four-player cycle plan looks like this:
Run | Mode | Goal | Approximate Fons |
|---|---|---|---|
Run 1 | Looting phase | Sweep all four wings, find a Final Boss Key Card, extract by the 3-minute mark on second floor | 100,000-200,000 |
Run 2 | Boss phase (if key found) | Rush to second floor, defeat the level-50 boss, collect drops, extract with one minute to spare | 300,000-400,000 |
Run 3 | Looting phase | Same as Run 1, focus on statues plus the lasers room if open | 100,000-200,000 |
Run 4 | Boss phase (if key found) | Same as Run 2 | 300,000-400,000 |
Run 5 | Looting phase, optional | Top up to the cap if not yet reached | Top-up to cap |
Total session time including downtime between attempts and lobby travel is roughly twenty-five minutes for a clean four-player cycle, ramping closer to forty-five minutes with average RNG. Bad-RNG cycles where the boss key never spawns can take two hours or more, since the team has to compensate for the missing 350,000 Fons through pure looting volume. Soloing the cycle stretches the same total to several hours but is a viable option when group play is unavailable.
Pink Paws Heist pays out three distinct currencies on top of the inventory items that count toward the Pink Paws Index. Each currency has its own ceiling and its own spending pool.
Currency | Source | Cap | Spent On |
|---|---|---|---|
Statues, vaults, boss drops, golden mobs, gold bars, desk pickups | 1,000,000 per bi-weekly cycle | City Tycoon investments, housing, vehicles, cafe upgrades, all standard Hethereau purchases | |
Pink Paws Pop coins | Vault pickups, golden mob drops, statue side-rewards, exchange shop redemption | Soft-capped by available exchange shop inventory each cycle | Heist-exclusive cosmetic skins, vehicle skins, materials in the exchange shop |
Pink Paws Credit board target completion (battle-pass-style daily and weekly tasks) | Per-target list, refreshed each cycle | Battle-pass-style progression rewards plus exchange-shop unlocks tied to the Credit track |
Fons earned from the heist is the same currency used everywhere else in the game; the bi-weekly 1M cap directly increases your spendable Fons pool. Pink Paws Pop coins are heist-only and reset their relevance each cycle as the exchange shop rotates. Pink Paws Credit sits on its own progression track and unlocks long-term rewards that persist across cycles.
Inside the bank, items collected from vaults and rooms feed an in-run collection log called the Pink Paws Index. Each unique item picked up registers an entry, similar to a Pokedex. Completing entry sets unlocks tiered rewards (Fons stipends, Pink Paws Pop coins, exchange-shop tokens, and exclusive Pink-Paws-themed cosmetic items) accessed through Chiz at the bank lobby. The Index is a longer-tail incentive: hitting the bi-weekly Fons cap is a fast goal, while completing every Index entry takes multiple cycles because some entries only spawn from rare vault contents or boss-vault drops.
The bank lobby also hosts an exchange shop where Pink Paws Pop coins are spent on heist-exclusive rewards. Inventory rotates by cycle and includes vehicle skins, character cosmetic skins, and crafting materials. Adjacent to the shop, the Pink Paws Credit board displays a daily and weekly target list ("clear five vaults this cycle," "defeat the boss in under three minutes," and so on). Completing each target awards Pink Paws Credit which spends on a parallel reward track of skins, materials, and gameplay buffs. Targets reset on the same bi-weekly cycle as the Fons cap, and a focused cycle plan typically completes them organically.
Successful heist runs pay out in Fons, the same currency spent on housing, vehicles, and City Tycoon investments across Hethereau. The amount scales with how much the team extracts and with how much of the inventory survived hits from patrolling anomalies. Item damage directly reduces the final conversion value at the cabin.
Run Path | Typical Outcome | Estimated Fons |
|---|---|---|
Offices and safes only, early extraction | Steady baseline; safe but capped | ~80,000-120,000 |
Side vaults opened with cards, no boss | Each extra vault scales the total | ~150,000-250,000 |
Looting sweep with statues plus lasers room | Strong floor-2 and floor-3 sweep without the boss key | ~200,000-300,000 |
Boss run with Final Boss Key Card plus Chaotic Cube | Maximum single-run path; boss drops plus carry-over vaults | ~350,000-500,000 |
Co-op for Pink Paws Heist was not playable in the third closed beta. During that beta, players ran the heist alone, and the mode's co-op toggle existed as a planned feature rather than a live one. The developers confirmed before launch that cooperative play would be available in the full release, not held back for a later patch.
The April 29, 2026 launch build ships with co-op live for this activity, matching the other multiplayer-capable anomaly commissions in the game. Teams of up to four players can enter the same heist instance together, share loot decisions in real time, and coordinate the Chaotic Cube route with the four-guard cube fight split across characters.
Pink Paws Heist sits under City Tycoon as one of the available Hethereau Hobbies, alongside other money-making and leisure activities in the city. Unlike most hobbies, which consume City Stamina per attempt and feed into the weekly progression currency caps, the heist is treated as a free activity in that hierarchy: once City Tycoon unlocks it, teams can continue running it (within the cycle window and the bi-weekly Fons cap) without consuming stamina.
The hobbies list also includes Mahjong, Tetris, the Rhythm Mini-Game at Super Sound, City Delivery, Street Racing, Owner Selection, the Taxi Driver Swift Travel service, and Fishing at the Sea Angler pier. See the full Side Activities and Mini-Games index for the complete roster.
Because the heist is the only hobby that pays out in bulk Fons under a twelve-minute pressure timer, it has a different pacing profile from the short rhythm, taxi, and mahjong loops. Most players who enjoy the extraction format return to it repeatedly during the active cycle window, since its Fons conversion is the single highest hourly rate of any activity in the game.
Hobby | Format | Timer |
|---|---|---|
Pink Paws Heist | Extraction-style bank heist with vaults and a boss | Twelve-minute hard cap per run |
Mahjong (Little Sparrow) | Multiplayer tile matching | No hard timer; per-match |
Tetris | Arcade block puzzle, multiplayer only | Per-match |
Super Sound (Rhythm Mini-Game) | Rhythm-note tapping on a track | Song length |
City Delivery | Truck delivery run, avoid crashing | Route timer |
Street Racing (Races) | Vehicle race across city tracks | Per-race |
Owner Selection | Serve approaching customers as a business owner | Per-shift |
Swift Travel (Taxi Driver) | Pick up customers and deliver before their patience expires | Patience timer per customer |
Sea Angler (Fishing) | Bait and catch fish through a mini-game | Per-cast |
Pink Paws Heist becomes available to a new account after the player reaches City Tycoon Level 10. Earlier tycoon levels gate the player out of the activity entirely; once Level 10 is reached, the heist appears in the Hethereau Hobbies hub and the bank approach prompts open the entry queue rather than the no-time-left message that blocks pre-unlock attempts. The unlock corresponds to first conversation availability with Chiz inside the bank lobby; talking to Chiz before Level 10 produces a placeholder dialogue rather than the heist menu.
Practical implication for early-game pacing. Reaching City Tycoon Level 10 is one of the first major milestones on the tycoon track and is reachable inside the first week of focused play through Cafe investment, Swift Travel taxi runs, and the early Anomaly Commissions arc. Players targeting the heist as their primary Fons income source should prioritize tycoon-level mission progression over loose Fons spending until Level 10 unlocks the activity.
Once unlocked, the heist runs on the same bi-weekly cycle and twelve-minute timer rules described elsewhere on this page; the unlock threshold gates only initial access, not subsequent attempts.
The in-game activity description for Pink Paws Heist presents the mode as a collaboration between the Pink Paws Bank and a popular heist movie called Vault Heist to create a reality TV show where players attempt to pull off a bank heist within a strict twelve-minute run-time. This framing explains why every attempt is visible on in-world media and why the Pink Paws Bank is willing to co-host a simulated robbery of its own premises: the whole exercise is entertainment rather than an actual crime.
Practical effect of the framing. The TV-show setup justifies several gameplay features that would otherwise feel out of place. Stat equalization across characters exists because the TV show's rules level the playing field for the broadcast. The bi-weekly cycle exists because the show airs on a scheduled run rather than continuously. The extraction payoff is the televised climax of each episode, shaped for spectacle as much as for loot efficiency.
Chiz - S-Class Cosmos Esper who hosts the heist menu inside the bank lobby and unlocks via City Tycoon Level 18.
Pink Paws Bank - Faction headquarters hosting the heist, the exchange shop, and the Pink Paws Credit target board.
Pink Paws - Broader faction tied to the bank, Beetle Coins, and the Pink Paws Pop economy.
Fons - Primary currency the heist pays out, used across Hethereau.
Currency Farming Guide - Broader Fons-earning playbook the heist sits inside; The Hospital is the sister anomaly dungeon, and Anomaly Commissions is the standard combat-mission system the heist sits beside.
Version 1.0 Banners - Launch banner schedule that overlaps with the first few heist cycles.
Stat equalization means there is no need to grind before entering. Bring whichever characters suit the dungeon layout, not your strongest builds.
The stealth approach is usually more efficient than fighting every patrol. Observe patrol routes before committing, and save combat for encounters you cannot avoid.
In co-op, assign directional roles before starting. A clear NW/NE/SW/SE split with booth callouts in chat is what separates sub-25-minute cycles from 2-hour grinds.
Sweep statue alcoves before deeper rooms. Statues are silent loot worth roughly 50,000 Fons each, and they do not aggro patrols.
Glitch the third-floor elk patrols with rapid forward-back jumps rather than fighting them. The trick saves nearly a minute per encounter.
Save vault cards across runs. A boss key card found mid-looting-run extracts to the next run, where the team can rush the boss vault first.
Always confirm a nearby cabin before committing to the third floor. If no cabin spawned in your wing, plan for a longer extraction route and start heading back at the two-minute mark.
Treat booth 301 as a permanent obstacle. Do not waste timer trying to open it; route around to the alternate floor-3 entry.
Collect every gold bar you see. At roughly 2,000 Fons each, they add up quickly across a single run and require no card to claim.
Use Chiz on the boss fight. Her left-click attacks generate Fons directly during the fight on top of the boss-vault drops.
Solve the hologram puzzle whenever the booth is open. The 5,000 Fons reward is small but guaranteed and never aggros patrols.
Avoid the lasers room if your team is short on time. The room rewards 100,000 Fons clean but punishes hits with broken inventory, which can negate the profit if rushed.
Plan the bi-weekly cap as a focused sprint. The activity is designed to hit 1,000,000 Fons in a single concentrated session, then ignored until the next cycle opens.