The Cayo Perico Heist finale is a heist mission featured in Grand Theft Auto Online as part of The Cayo Perico Heist update. It is the final mission of The Cayo Perico Heist strand. OverviewThe mission focuses on players visiting Cayo Perico after completing all mandatory preparation missions that unlocks the finale, in order to steal their primary target from within El Rubio's Compound. Although the plan for the heist must be designated when beginning it, only the approach method and weapon loadout are locked in. Once the players arrive on the island they have freedom to tackle the heist in a variety of manners, similar to the Aggressive, Stealth, or Big Con approaches of The Diamond Casino Heist. Once the mission begins, the protagonist's main objectives are to enter the compound, reach the basement beneath the office, steal the primary target, escape the compound, and then escape from the island. When players initiate the heist, they can choose to complete the mission solo, or be joined by up to three other players - the latter option increases the maximum potential payout when seeking out secondary targets. All equipment found during the Gather Intel mission will be marked on the players maps, and any undiscovered items can still be found, allowing every member of the crew to pick up an individual item if required. Players can also secure additional items in the compound that provide access to new opportunities or some of the secondary targets available in the mission. Once the primary target is found, players will face increased difficulty in securing additional loot items, as they will face additional guards and will be sought out by Strickler manning the minigun in his Valkyrie MOD.0 upon leaving the compound, until the crew makes for their opted escape route. Weapon Wheel access is limited to the chosen loadout, with the additional heavy weapon Supply Drop adding to it. While undiscovered, killed guards may drop ammunition and snacks, but their weapons will not be able to be looted. If the alarm is raised and the guards are using their weapons, their weapons can be looted and will be added to the player's weapon wheel for selection. Up to three additional weapons can also be collected within the compound. The final payout of the heist is determined by the Primary Target (which increases by 10% on Hard Mode), but on the value of the secondary targets that the crew secured. Secondary loot is dropped if players are shot by guards or have to respawn after being killed (with the exception of the safe cash), and the primary target will be dropped if the player carrying it is killed. Finale Screen“Here it is. The big screen! You see everything you have discovered on the island so far... all
locations, all tools, all entry and exit points, all equipment. — Pavel's briefing on the planning screen. Here you can preview the outcome of your scoping and Prep work. Press Start to begin The Cayo Perico Heist alone, or invite other players. Players access the heist from the planning screen in the Kosatka. The finale is available once the mandatory preparations are completed, but players can opt to continue performing optional set-ups or another intel gathering before initiating the finale. On the finale screen, the player is required to make selections on the following: Approach Vehicle“Of course, we must decide our approach. How we will get there?” — Pavel Lists all vehicles they have secured during the preparation missions, provided they meet the requirements.
Infiltration Point“How do we get ashore? Which infiltration point will you use?” — Pavel Which point of entry to the island, may be restricted depending on which approach vehicle was selected, some can be over-ridden once on approach.
Compound Entry Point“Now, crucial question... how do you get inside the compound? Of course, if you have the right tools along the way, you have more options.” — Pavel Available entry points at the start - can be changed on the fly when additional equipment is collected on the island.
Escape Point“Now, as long as you are alive, how will you leave? Which escape route?” — Pavel Available exit points - can be changed on the fly during the heist.
Time of Day“Time of day can make all the difference to an operation. Choose wisely to support your strategy.” — Pavel Sets the time of day.
Weapon LoadoutThe weapon loadout is pre-selected based on what preparation option was picked, but the player is now given the option to purchase suppressors for $5,000. Hire Support CrewSupport crew provides additional assistance to players during the heist. These can only be chosen for the heist when the player completes all the mandatory prep missions to activate the Finale, and require an upfront fee be paid for their services; some also require the player owns certain businesses before they can be used (i.e. Hangars for Airstrikes, Nightclubs and a Terrorbyte for Recon Drones). All but the Weapon Stash are available for use on the island via the Interaction Menu, but require the player to first disable the island's air defenses for them to be available. The Weapon Stash is only available if the player chooses the Velum approach vehicle, and will have already completed their job when the player lands.
Assign Crew Cuts“The rubber hits the road, eh? Time to assign each crew member a cut of the cake.” — Pavel If there is more than one player in the heist, the leader must assign a specific cut to each participant (set to 15%, the minimum cut). Continue“So, we go! I will be on your headset, as always. Good luck, kapitan.” — Pavel Once the setup is complete, and all other players have marked themselves as ready, indicating acceptance of their cut, the leader can start the heist, at which point the mission begins. Mission WalkthroughIsland Infiltration and Compound EntryOnce the heist begins, the crew approaches Cayo Perico via the vehicle chosen by the leader. Infiltration points can be limited based on the approach vehicle selected.
Once on the island, their first objective is to reach the compound and gain entry, though they are free to explore the island for any Secondary Targets, secure any additional equipment, and perform some sabotage tasks.
Entering the compound must be done via one of six entry points; how many are available to the players depends on what equipment they have collected up to this point. How the entry point is used dictates the de-facto style of approach the crew can use to complete the rest of the mission: Aggressive approach
Big Con approach
Stealth approach
Primary TargetOnce inside the compound, players next objective is to gain access to the basement vault, reaching one of two entrances from their chosen entry point: Strickler's office; or an underground tunnel accessed by two separate locked gates. During this time, the crew can acquire two keycards, which are needed to enter the storage areas that hold the more valuable secondary targets, as well as a set of keys, which unlock the underground gates as well as two shortcut gates between the Main Gate courtyard and the mansion tower providing additional paths. Regardless of which entrance into the vault the crew go for, both require the player to hack a fingerprint scanner - one member must correctly reconstruct fingerprints within a time-limit or be forced to start over again; the others must protect this member during that time. If accessing via the elevator from the office, three (four in Hard Mode) prints must be matched, while accessing through the underground gates requires a single print match (two in Hard Mode) at the additional scanner found there. Upon entering the basement, the crew must get through a locked gate before they can reach the primary target, at which point, one member must tackle the task of acquiring the item, depending on its location, while the others protect them from the guards (if alerted):
Regardless of whether their loot bag is full of secondary targets or not, any crew member can carry the Primary Target, but will drop it if they are killed by the guards, forcing them or another crew member to retrieve it, otherwise they cannot complete the mission. Secondary TargetsAlthough the crew is free to go after every optional loot item that was located during the Gather Intel mission, each member can only carry a limited amount in their loot bag; even if they go after one category, they can only secure a set amount before the bag is full and will not accept additional loot. Thus the total amount of all located secondary targets is unachievable by a crew of four players, forcing members to decide on which targets to acquire during the heist. However, the difficulty level of the mission does not impact the value of each category of secondary targets. If a player conducts the Finale mission solo, they are restricted to stealing secondary targets from lock-ups around the island - cash and drugs. Most require the player to destroy the gate to these with Demolition Charges, explosives, or by shooting its lock with a gun, which will alert nearby guards (particularly if guns are not equipped with suppressors). The lock-ups can be opened silently by using a pair of bolt cutters or the Cutting Torch. However, two of the lock-ups have steel shutters which require two players to deal with them: one to keep the door open with a nearby lever, and the other to enter and collect the targets inside. All secondary targets within the compound are behind a dual keycard access door, requiring two players to have a keycard: one will be dropped by a guard, and the other will be on Strickler's desk in the office. To open the doors, players must simultaneously enter their keycard. These sites will hold gold, paintings, or additional stacks of cash. A solo run does have the opportunity for players to steal at least one painting, provided it spawns in the office; otherwise, they are limited to looting the lock-ups around the island. While players can determine how much they take from any stack of cash, drugs and gold, paintings can only be taken when fully removed from their frame. Although not marked on the map, nor considered a secondary target, a random amount of cash is available in the hidden safe in the office; like the primary target, this does not take up room in the loot bag. This bonus is available to both solo and team players. EscapeOnce the primary target is acquired, the crew's next objective is to escape from the compound, though they can freely track down any secondary targets they missed during this time. However, upon leaving the basement, a new shift of guards will spawn around the compound and the island. The crew will only be able to leave the compound via five routes:
The crew must use one of these routes, as they cannot use the Drainage Tunnel or the Supply Truck if these were used to enter the compound. Attempting to jump off the compound balcony to swim away will result in instant death. After leaving the compound, the crew's final objective is to leave Cayo Perico via one of the available escape routes they can use, though they have time to seek out any secondary targets they missed. However, the latter decision is made tougher when they are a certain distance from the compound, as all the island's guards will be assisted by Strickler, who will begin seeking out the crew with a Valkyrie MOD.0 attack helicopter, while the dock entry points will be patrolled by Weaponized Dinghies (albeit no gunners present). If the crew were detected by the guards by this point, the Valkyrie will pursue and attack them, leaving members to either evade or attempt to disable the helicopter. Strickler is invincible and his helicopter cannot be destroyed either; after enough damage he will simply fly away. If the crew has remained undetected, the Valkyrie will search across the island for them, and only attack if it or the guards detect them. In addition, crew members will not be able to avoid detection with guard uniforms, as these become useless at this point. Although the crew may use the escape route chosen by the leader, they can change this if required. Each route will require the player to do the following:
Guard BehaviorGuards and their cones of vision will be shown on the players map/radar in Normal Mode but in Hard Mode they will only appear at close distances. The Recon Drone is required to show guards further away. During the mission, the guards will initially be unaware of the crew's presence, but will detect them if they should enter their line of sight or make noise near them. If a player gets detected by a guard and is not taken care of quickly, the guard will shoot at the player, often alerting other guards. When this happens, an alarm is given, and the crew is forced to conduct an Aggressive approach for the heist, as guards will continuously pursue crew members throughout the mission, with new ones spawning to replace those evaded or killed. Some guards will not detect the crew at all, depending on how they approach the heist: if they use the Longfin or Velum 5-Seater, certain guards at each vehicle's respective entry point will not raise the alarm; if the crew finds Guard Uniforms, they will not be detected by cameras, and have limited protection from detection by guards across the island, while those in the courtyard of the compound will not raise the alarm. Being spotted by the Personal Bodyguards or Heavy Gunner inside the compound (marked with red cones of vision) will render the disguise ineffective. However, using disguises will only work if the crew avoids acting aggressive to the guards, while they cannot remain disguised inside the compound upon going beyond the courtyard. The players can encounter a Heavy Gunner within the compound who will be wearing heavy armor and wielding a minigun, marked by a red skull on the minimap. This guard is one of El Rubio's personal bodyguards and always has an extended narrow cone of vision. He takes little damage to the body and requires multiple shots to the head to be killed, and he cannot be killed by a melee attack. The time of day that the crew leader chooses for the mission impacts the vision range of guards: during the day, their line of sight is extended; while at night, it is reduced. If the crew chooses to disable the power station, all cameras on the island will deactivate until the players enter the compound, and guards will have their vision range reduced further if this is done during a night-time playthrough of the mission. Guards are further impacted in how they deal with the crew, depending on which Disruption missions that were completed successfully by the crew during the Preparations missions: disrupting supplies of weapons restricts guards from using higher powered weapons; disrupting armor prevents guards from having any Body Armor, although the Heavy Gunner is not impacted; and disrupting air support prevents the guards using Buzzard Attack Choppers when the crew is detected. In addition, if players managed to find and use cutting powder during the Gather Intel mission, guards will have reduced firing accuracy during the Finale mission. Collectible WeaponsDuring the mission, it is possible for players to acquire three weapons from within the compound:
AftermathUpon escaping the island, a cutscene will play. Madrazo FilesThe player will arrive at Miguel Madrazo's Mansion in Vinewood Hills where they will be met at the gate by a guard. He will let them in and Jorge will lead them through to a party where Miguel Madrazo, Patricia Madrazo, Kaylee and Evan will be seen, along with other party guests. The player will give Miguel the document canister. Jorge then pays the player. Miguel calls Martin Madrazo to announce the success, only for his father to hang up on him when he suggests this success should allow him to re-open discussions on a crypto deal or a condo project. Miguel suggests the player continue to rob Strickler repeatedly and that Jorge will act as a fence for any future heists. Miguel then opens the document canister and expresses disgust at the content, throwing them onto the fire pit. The player can see a Union Depository memo and a salacious photo of Patricia and Trevor Philips. The heist will then be complete and a short cutscene of the player and Miguel doing a tequila shot on the courtyard balcony, the latter throwing away his lime. If there were multiple players taking part in the heist, Miguel will not be present for the tequila scene. The player(s) will spawn back into free mode at the gate of Miguel's mansion with the payment in their cash ready to be banked. Repeat HeistsThe player will hand over the loot bag to Jorge and be handed an envelope in payment. The tequila shot cutscene is then replayed and the player will spawn back into free mode outside the mansion gate. Replay HeistsOnce the player spawns back into free mode, Pavel will send a text explaining that he will message the player when it is safe to try the heist again. Heist owner will have to wait 3 game days (144 real minutes) if playing solo or 1 game day (48 real minutes) if playing as a group after completion of the previous heist to trigger a new heist to replay. Note that exiting the game does not freeze the timer. After the cooldown, Pavel will send another text stating that the player can start another heist, after which they have a 48-minute time window to reach the sub and pay the $25,000 set-up fee to trigger Hard Mode. After 48 minutes, the player can only play the Heist in Normal Mode. RewardsAfter the mission is completed, the final payout is calculated based on the value of the primary target, the total amount of secondary targets each participating crew member brought back - gradually reduced if the member takes damage during the mission, or greatly reduced if they are forced to respawn with a team life. A bonus is added to the total, if the mission's Elite Challenges are successfully completed, which is modified by the difficulty the mission was conducted under. After the first playthrough, the payout is further reduced by costs - Pavel's 2% cut, and the Madrazo Cartel's 10% fee for fencing the loot. Primary TargetThe difficulty of the heist impacts only the value of the primary target. With the exception of the first playthrough, each target in subsequent runs has a set value for completing the heist on normal difficulty, but an increased value if the player undertakes the heist on hard difficulty.
* denotes the target for the first playthrough, cannot be encountered on subsequent playthroughs. Secondary TargetsThe following table denotes the total value of each secondary target (most per stack), and the amount that each player can carry of each in their loot bag:
An additional $50,000 to $99,000 can be stolen from the safe in El Rubio's office inside the compound. Note that it does not take up space inside the lootbag. Total lootThe theoretical maximum loot on the island would total over $7,119,000, however the 4-player carry limit means the maximum payout would be significantly less:
Elite ChallengeCriteria
AwardsIn addition to the loot payout, several awards grant additional monetary rewards the first time they are achieved.
Unlocks
GalleryInfiltrationSkydiving. Parachuting. Guards are not so neutral if the player forgets to hire the Weapon Stash and carries their weapons. Longfin smuggler disguise granting neutral guards at Main Dock (Map). SabotageBolt-cutting to access the Control Tower and disable the air defenses. Air defenses hacked. Compound air defenses zone (not disabled by Control Tower hack). Turning off the power to lights and CCTV. Compound Entry
Active access points map. Heist leader cutting the grate. Drainage Tunnel, grate cutting. Team member waiting. Entry via drainage Tunnel through "swimming pool maintenance". Collecting the Side Gate access code. Entering the code. Code error. Side Gate access granted. The Demolition Charge counting down on the Main Gate. Exterior gate destroyed. A guard staggers out and collapses. Player(s) storm in. Compound access granted aggressively. Using Grappling Equipment to scale the South Wall. Going over the top of the wall. LootingPrimary TargetsElevator access from the office. Keys to the gates dropped, allowing faster access to the vault. Fingerprint scanner in the underground vault. First person view of the fingerprint scan in action. Second player view of Fingerprint cloning. Accessing the vault through the chain-locked gate. Safe-cracking. Safe opened. Stealing the Madrazo Files. Stealing the Bearer Bonds. Plasma cutting the display case. Plasma cutter overheating. Second player view of Plasma cutter in action. The hot rim of the hole on completion of the cut. Stealing Sinsimito Tequila. Stealing the Ruby Necklace. Stealing the Pink Diamond. Stealing the Panther Statue. Secondary TargetsDual access keycard in Strickler's office. Preparing to unlock a dual-keycard door. Unlocking. Stealing gold from a dual-keycard storage room. Stealing a painting - cutting it out of the frame. Collecting a cut painting. Stealing cocaine. Single player - bags full. WeaponsMarksman loadout. Conspirator loadout. Aggressor loadout. Crack Shot loadout. Saboteur loadout. Office safe with a free Pistol. Perico Pistol added to the Weapon Wheel. Support CrewHeavy weapons Supply Drop. Supply Drop crate contents. Sniper target marked. Another target marked. Sniper misses and guard alerted. Airstrike performed. Velum smuggler Weapon Stash at the Airfield. EscapeCompound active escape routes. Exit via Main Gate. Pushing the manual gate release button. Escaping the compound. Over the south wall to escape the compound. Going through the keypad gates to exit. Escaped through the keypad gate. Attacking the player escaping in a hijacked Dinghy. Player reaching the Kosatka to escape. Attempting to fly without disabling the air defenses. Escape from the airfield in a Dodo, pursued by Strickler's helicopter. MiscellaneousUncommonly bad weather. Strickler's Brioso 300 destroyed. Dead team member spectator mode. Success! The Madrazo Files destroyed. Paying the player. Hard Mode repeat heist activation. Video WalkthroughGTA Online- The Cayo Perico Heist Finale - Elite Challenge -Solo- GTA Online- The Cayo Perico Heist Finale in Hard Mode - Elite Challenge -Solo- GTA Online- The Cayo Perico Heist Finale in Hard Mode - Elite Challenge -4 Players-
GTA Online- The Cayo Perico Heist - Panther Statue -$2,330,610 Reward - Solo- Changes
With the release of the Los Santos Tuners update, several fixes were made to the Cayo Perico Heist finale:
Trivia
Bugs/Glitches
References
Navigation
How long do you have to wait between Cayo heists?Heist owner will have to wait 3 game days (144 real minutes) if playing solo or 1 game day (48 real minutes) if playing as a group after completion of the previous heist to trigger a new heist to replay. Note that exiting the game does not freeze the timer.
Is there a limit to Cayo Perico heist?The maximum payout for the GTA Online Cayo Perico Heist is $4,188,152. However, this is the maximum you can earn when in a group of four players. But this also needs to be split, with the majority of the cut going to the heist leader.
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