Fine Arts might just be the most punishing mission in Teardown’s base campaign. With no time to waste, brutal objective placement, and unforgiving terrain, this mission forces you into a corner and demands near-perfect preparation. If you want to collect all the paintings and make your escape in time, you’ll need optimized routing, car placement, and surgical plank setups.

After over four hours of prep and testing — and a full crash of the game — here’s a tested and proven strategy that works. This isn’t just trial-and-error. It’s everything tuned to the millisecond.


1. First Painting – Coastal House Setup

  • The run starts with a painting in the beachfront house.
  • Use the Ferris Bueller sports car parked near the house as your first vehicle.
  • Create a drop chute directly from the painting to the car.
  • No jumping — just fall straight in and hit the throttle.

The hole in the wall should go through the center of the building. It’s made using a cement truck for efficiency.

Inside, a cut-in-half car is used for two purposes:

  • Buffer the drop.
  • Act as a stepping platform to help you gain elevation if needed.

To the right, use a few planks and a bit of car chassis debris to reach the next building’s second floor through a smashed wall. This lets you grab the second painting without going around.


2. Gazebo Painting – Tight Turn and Skid Grab

At the gazebo:

  • Clear all chairs.
  • Drag the painting as close to the exit as possible.

You’ll be using another sports car. This one is placed far back to allow a full-speed dash.

Create a ramp using planks to launch the car forward.

  • Aim carefully so the car skids up to the painting.
  • Blast out the wall directly behind the painting.
  • Add a plank support if needed to guarantee collection on contact.

3. Jeep to Balcony Painting

The Jeep is your next transition vehicle:

  • Place it perfectly — not too far to the right or left.
  • Use the main ramp (conveniently shaped for this mission) and aim cleanly.

Clear out all window frames and debris from the room.

  • Place the painting in the doorway for a mid-sprint grab.

To transition to the next building:

  • Go to the upper balcony.
  • Build a scaffold of planks extending to the other roof.
  • Walk off the ledge to avoid destabilizing the structure.

Clear out beds and obstacles inside the room.

  • Pipe bomb the left-hand side for an opening.
  • Cut down walkways below to allow clean drops.

4. The Indoor Drop and Chode Mobile

In the next room:

  • Pipe bomb a hole through the floor.
  • Leave the painting in place — it’s already perfectly positioned.

Below, you’ve parked a small car (nicknamed the “chode mobile”).

  • It’s slow, but tight on space.
  • Position it so you walk into it, not jump.

Clear any grass or low debris just to be safe.

  • No proof grass is essential, but why risk it?
  • Pipe bomb through the next wall.

5. Final Painting and Lambo Escape

Use pipe bombs and shotgun to clear the floor above the final painting.

  • Make sure the drop is clean.
  • Place planks across to the painting so you don’t overshoot.

The Lamborghini is parked facing the final stretch.

  • Knock down barriers and lights.
  • Ram through using another vehicle if needed.

The goal is to drive full speed across the clearing, land cleanly, and hit the boat for extraction.


6. The Full Run – Second-by-Second

  1. Drop into sports car.
  2. Smash through cement wall.
  3. Exit and climb debris planks.
  4. Grab painting, jump to second sports car.
  5. Ramp forward into gazebo.
  6. Skid to painting, grab.
  7. Hit Jeep, go through main ramp.
  8. Grab balcony painting, climb plank bridge.
  9. Enter room, grab next painting, drop to mini-car.
  10. Exit, clear wall, drop down, grab penultimate painting.
  11. Enter Lambo, blast toward dock.
  12. Launch out, hit water, jump into boat.

If executed correctly, you can make it with 1–3 seconds left. That’s it.


Final Notes and Optimization Tips

  • Grass may seem minor but removing it helps. No more slowdowns.
  • Make sure you walk into cars when possible. No jumping saves tenths of seconds.
  • Build ramps at angles that don’t require correction. Every bump costs time.
  • Quick save after each prep phase.

This is one of Teardown’s most brutal missions — but also one of the most rewarding once it clicks. You’ll feel every improvement in your route and every second saved.

Good luck — and remember: if your ramp collapses, it’s not bad luck… it’s bad plankwork.


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