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How Long After Doing a Heist Can You Do It Again Gta Online

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The Cayo Perico Heist finale is a heist mission featured in Grand Theft Motorcar Online as part of The Cayo Perico Heist update. It is the final mission of The Cayo Perico Heist strand.

Contents

  • 1 Overview
  • ii Finale Screen
    • two.1 Approach Vehicle
    • 2.ii Infiltration Bespeak
    • 2.three Compound Entry Point
    • two.4 Escape Bespeak
    • 2.5 Time of Twenty-four hour period
    • 2.half dozen Weapon Loadout
    • 2.7 Hire Back up Crew
    • ii.8 Assign Crew Cuts
    • 2.ix Proceed
  • 3 Mission Walkthrough
    • three.1 Island Infiltration and Chemical compound Entry
      • 3.i.ane Aggressive arroyo
      • 3.1.ii Large Con arroyo
      • 3.1.3 Stealth approach
    • 3.2 Chief Target
    • 3.iii Secondary Targets
    • three.4 Escape
    • 3.v Guard Behavior
    • 3.6 Collectible Weapons
  • 4 Backwash
    • 4.one Madrazo Files
    • four.two Repeat Heists
    • 4.three Replay on Difficult Mode
  • 5 Rewards
    • five.1 Principal Target
    • five.2 Secondary Targets
    • 5.3 Total loot
    • v.iv Elite Challenge
    • 5.5 Awards
    • v.6 Unlocks
  • six Gallery
    • 6.i Infiltration
    • 6.2 Sabotage
    • half dozen.3 Compound Entry
    • 6.4 Looting
      • 6.iv.1 Primary Targets
      • 6.4.2 Secondary Targets
    • 6.v Weapons
    • 6.half dozen Back up Crew
    • six.7 Escape
    • half-dozen.8 Miscellaneous
    • 6.nine Video Walkthrough
  • 7 Changes
  • 8 Trivia
  • nine Bugs/Glitches
  • 10 References
  • 11 Navigation

Overview

The mission focuses on players visiting Cayo Perico after completing all mandatory training missions that unlocks the finale, in order to steal their master target from within El Rubio's Chemical compound. Although the programme for the heist must be designated when offset information technology, only the arroyo 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 Ambitious, Stealth, or Big Con approaches of The Diamond Casino Heist. Once the mission begins, the protagonist'due south master objectives are to enter the compound, achieve the basement beneath the office, steal the principal target, escape the compound, and then escape from the isle.

When players initiate the heist, they tin can choose to consummate the mission solo, or be joined by up to 3 other players - the latter option increases the maximum potential payout when seeking out secondary targets. All equipment plant during the Gather Intel mission will be marked on the players maps, and any undiscovered items can even so be institute, allowing every member of the crew to pick upwardly an individual detail if required. Players tin can besides secure boosted items in the compound that provide admission to new opportunities or some of the secondary targets bachelor in the mission. Once the primary target is found, players volition face increased difficulty in securing boosted loot items, equally they will face up 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, only their weapons will non be able to be looted. If the alert is raised and the guards are using their weapons, their weapons tin exist looted and will exist added to the histrion's weapon wheel for selection. Upwards to three additional weapons can as well exist collected within the compound.

The final payout of the heist is determined by the Primary Target (which increases by 10% on Difficult Style), 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 subsequently existence killed (with the exception of the safe cash), and the primary target volition exist dropped if the player conveying information technology is killed.

Finale Screen

" Here information technology is. The big screen! You see everything you take discovered on the isle so far... all locations, all tools, all entry and exit points, all equipment.
Here you can also hire some reinforcements... air support, sniper support, reconnaissance drone. Once everything is in identify, hitting the big button, and we go! Alone, with accomplices... this is up to yous.
"

— Pavel'southward briefing on the planning screen.

Here y'all can preview the result of your scoping and Prep work. Press Start to brainstorm The Cayo Perico Heist solitary, or invite other players.

Players admission 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 form, we must determine our approach. How we volition go there? "

— Pavel

Lists all vehicles they have secured during the preparation missions, provided they meet the requirements.

  • Kosatka (Heist Prep: Kosatka required)
  • RO-86 Alkonost (Heist Prep: Alkonost & Heist Prep: Airplane pilot required)
  • Velum 5-Seater (Heist Prep: Velum required)
  • Annihilator Stealth (Heist Prep: Stealth helicopter & Heist Prep: Pilot required. Also needs one of the two drop zones found during the intel gathering.)
  • Kurtz 31 Patrol Boat (Heist Prep: Patrol Gunkhole required)
  • Longfin (Heist Prep: Longfin required)
vehicle to use to infiltrate through the perimeter of the island        

Infiltration Point

" How do we get ashore? Which infiltration indicate volition you use? "

— Pavel

Which signal of entry to the island, may be restricted depending on which arroyo vehicle was selected, some can exist over-ridden once on arroyo.

  • West Embankment (Kosatka only)
  • Due north Dock
  • Chief Dock
  • HALO Jump (Alkonost simply)
  • Airstrip (Velum 5-Seater simply)
  • North Driblet Zone (Annihilator Stealth merely)
  • Due south Drop Zone (Annihilator Stealth only)
  • Drainage Tunnel (Kosatka simply) (Heist Prep: Cut Torch required)

Compound Entry Point

" At present, crucial question... how do you get inside the compound? Of grade, if you take the correct tools along the way, you have more options. "

— Pavel

Available entry points at the start - can exist inverse on the fly when additional equipment is nerveless on the island.

  • Primary Gate (Heist Prep: Demolition Charges required)
  • Drainage Tunnel (Heist Prep: Cutting Torch required)

Escape Bespeak

" Now, as long equally you are alive, how volition you get out? Which escape route? "

— Pavel

Available exit points - can exist inverse on the wing during the heist.

  • Airstrip - A Dodo aeroplane will be marked on the map.
  • North Dock - A Dinghy boat will be marked on the map.
  • Main Dock - Same as in a higher place.
  • Kosatka (simply if the Kosatka is selected as the approach vehicle) - The Kosatka will be marked on the north of the isle, regardless of which infiltration point is selected.

Time of Day

" Time of day can make all the difference to an performance. Cull wisely to support your strategy. "

— Pavel

Sets the fourth dimension of twenty-four hours.

  • 24-hour interval - The coiffure volition make it at the island at 12:00 midday. Fourth dimension will progress usually until seven:00 pm (nineteen:00) when information technology will freeze just earlier sunset to keep the island in perpetual daylight for the remainder of the mission.
  • Night - The crew volition get in at the island at x:00 pm (22:00). Time volition progress commonly until v:00 am when it will freeze merely earlier dawn to keep the island in perpetual semi-darkness for the rest of the mission.

Weapon Loadout

The weapon loadout is pre-selected based on what training option was picked, but the actor is now given the option to purchase suppressors for $5,000.

Hire Support Crew

Support crew provides additional assist to players during the heist. These can merely be chosen for the heist when the player completes all the mandatory prep missions to activate the Finale, and crave an upfront fee be paid for their services; some also require the thespian owns certain businesses before they tin be used (i.east. Hangars for Airstrikes, Nightclubs and a Terrorbyte for Recon Drones). All just the Weapon Stash are available for utilize on the island via the Interaction Menu, just require the player to outset disable the island's air defenses for them to exist available. The Weapon Stash is just available if the player chooses the Velum approach vehicle, and volition accept already completed their job when the actor lands.

Name Image Price Clarification
Airstrike TheCayoPericoHeist-GTAO-FinaleBoardImg-SupportCrew-01Airstrike.png $12,000 Charlie Reed drops a targeted airstrike from a P-996 LAZER on an area marked with a flare, very like to the Merryweather Airstrike service in freemode. Requires air defenses to be disabled.
Supply Drop TheCayoPericoHeist-GTAO-FinaleBoardImg-SupportCrew-02SupplyDrop.png $15,000 Unnamed character provides a Minigun and up to 9999 rounds, 5 RPGs, and 5 Sticky Bombs, per player dropped in a crate for players to collect. Requires air defenses to be disabled.
Sniper TheCayoPericoHeist-GTAO-FinaleBoardImg-SupportCrew-03Sniper.png $25,000 Viktor Sokolov deploys to the island and silently kills guards of the players' choosing using a silenced Sniper Burglarize. It is possible that he may miss some of his shots. Requires air defenses to exist disabled.
Helicopter Backup TheCayoPericoHeist-GTAO-FinaleBoardImg-SupportCrew-04HelicopterBackup.png $30,000 Rooster McCraw arrives in a Buzzard and his gunner attacks guards, drawing enemy burn away from players. Requires air defenses to exist disabled.
Recon Drone TheCayoPericoHeist-GTAO-FinaleBoardImg-SupportCrew-05ReconDrone.png $25,000 Paige Harris provides a reconnaissance drone that reveals the positions of all guards on the island. Requires air defenses to be disabled. Works within El Rubio'due south Compound. Note: Normal Mode shows the guards by default, this only becomes effective when playing a Hard Mode heist.
Weapon Stash TheCayoPericoHeist-GTAO-FinaleBoardImg-SupportCrew-06WeaponStash.png $15,000 Unnamed graphic symbol stashes the players' selected loadouts in duffel bags in the hangar at the airstrip, preventing detection when using the Velum approach vehicle. Only works with the Velum approach vehicle.

Assign Crew Cuts

" The rubber hits the route, eh? Time to assign each crew member a cutting 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 cutting).

Keep

" So, we go! I will be on your headset, as always. Skilful luck, kapitan. "

— Pavel

Once the setup is complete, and all other players have marked themselves every bit set, indicating credence of their cutting, the leader tin start the heist, at which point the mission begins.

Mission Walkthrough

Island Infiltration and Compound Entry

Once the heist begins, the crew approaches Cayo Perico via the vehicle chosen by the leader. Infiltration points can exist limited based on the approach vehicle selected.

  • Kosatka: The Kosatka arrives off the perimeter of the island and shuts off its engines. The coiffure, wearing Scuba gear, descend from the Kosatka's Moon Pool archway. From at that place, they are gratis to scuba swoop to any landfall indicate they desire.
  • Alkonost: The crew are on board the cargo bay of the Alkonost while the pilot controls it towards the island and maintains prowl speed so they can choose when to jump. The airplane pilot will reiterate multiple instructions to jump before they are automatically out of the plane. From there, players can theoretically land wherever they want (all the same the difficulty of avoiding the compound air defense "red zone").
  • Annihilator Stealth: The crew are on board the rear bay of the Annihilator Stealth while the pilot approaches the island, reach the designated drib zone and lets the crew rappel down.
  • Velum: The crew arrives to the island in a Velum 5-Seater and a guard inspects them. If weapons are stashed, the same cutscene from the Gather Intel prep mission plays and the crew remains undetected. If weapons are not stashed, still, some other baby-sit inspects them and alerts the other guards before being knocked out by the player.
  • Patrol Gunkhole: The crew arrives in a Kurtz 31 Patrol Boat and are instructed to get in at the designated dock. However, players can plough off and make landfall anywhere they choose.
  • Longfin: The crew arrives in a Longfin and are instructed to make it at the designated dock. Once more, players can turn off and brand landfall anywhere they choose.

Once on the island, their showtime 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.

  • Air Defenses:
    • Players must alienation a locked gate to access the cabinet at the Control Tower and hack the analogue circuits within to disable the air defenses everywhere on the isle except the chemical compound.
  • CCTV cameras and lights:
    • Players must breach a locked gate at the Cayo Perico Power Station and switch two circuit breakers, cut the power. This volition completely disable the CCTV cameras and decrease the size of the guards' vision cones. The power will only be disabled until the players reach the compound, when Pavel volition advise that the CCTV has been brought dorsum online. Thus, the power will always exist on inside the compound and during the escape.

Entering the compound must exist done via ane of vi entry points; how many are bachelor 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 tin can use to complete the rest of the mission:

Aggressive arroyo

  • Main Gate
    • Demolition Charges are used to blow the outer Chief Gate. A guard opens the inner gate and staggers out, dropping his weapon and collapsing. The players and so run through the gate into the compound courtyard. The inner gate is re-closed by the fourth dimension the player regains command of their graphic symbol.
      • The mission volition follow an Aggressive approach from that signal onward, regardless of whether the crew avoided detection beforehand or are using the Guard Uniforms. One time Ambitious is commenced, the alarm is raised and there is no mode to alter approach.

Big Con approach

  • Main Gate
    • Supply Truck and Guard Uniforms, only if all crew members have a uniform and ride the truck to the compound. Players arrive at the marking in front of the Main Gate and honk the truck horn. A guard examines their disguise and waves them through the gate. Players are then safely inside the compound with the Vetir parked on the due south side of the gate with three neutral guards present in the entry courtyard.
      • From the moment the crew enters the Supply Truck in Baby-sit Uniforms, they can avert detection around the island, and inside the courtyard of the compound. CCTV cameras turn white (neutral) and can be ignored. Guards retain a cone of vision which players can safely laissez passer through, but they must non remain within the guards' view for also long.
      • Players are not locked to using the Main Gate one time they have conned their way past the final checkpoint, and players can get out and access the compound using one of the stealth methods, whereby the approach volition switch to Stealth Approach.

Stealth arroyo

  • North and South Side Gates
    • Entry requires a copy of the keypad codes which will be dropped by a random guard. Once the lawmaking is looted from the guard, players can sneak to the side gate and access the keypad. The thespian attempts to enter the code using the keypad. They initially get it wrong, but afterward a brief thought procedure, they enter the correct code and sneak through the gate.
      • Occasionally, an alternative cutscene will play where, despite inbound the code, an error is displayed on the keypad. The frustrated histrion hits the keypad with their fist, unlocking the gate.
        • The baby-sit can exist continuing immediately outside the final checkpoint to the grounds but is usually inside the grounds immediately effectually the compound.
  • North and South Wall
    • Entry requires each coiffure fellow member to have nerveless a Grappling Claw to exist able to climb the wall.
  • Drainage Tunnel
    • Heist leader has the Cut Torch, cut through the grill. They then swim a short altitude to a vertical access grate and a curt cutscene plays as they open the grate and climb up the ladder into the compound.
      • All members must be present in the tunnel entry before access volition be granted. Players with maximum Lung Chapters skill should be able to cut the grill and proceeds access without scuba gear without drowning. Team members without scuba gear tin can swim on the surface until the grate is cut by the leader to avoid running out of breath during the cutting process.

Primary Target

In one case inside the chemical compound, players next objective is to gain access to the basement vault, reaching one of 2 entrances from their chosen entry point: Strickler'due south office; or an undercover tunnel accessed by two dissever locked gates. During this time, the crew tin 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 clandestine gates as well as two shortcut gates between the Primary 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 fourth dimension-limit or be forced to start once again; the others must protect this fellow member during that time. If accessing via the elevator from the office, three (4 in Hard Mode) prints must be matched, while accessing through the underground gates requires a single print match (two in Hard Style) at the additional scanner establish there.

Upon entering the basement, the crew must get through a locked gate before they can accomplish the primary target, at which point, i member must tackle the task of acquiring the detail, depending on its location, while the others protect them from the guards (if alerted):

  • Safe - Pavel will text the crew the Safe Code that was stolen from the Head of Cayo Perico Security, consisting of 3 2-digit numbers, which must be inputted correctly to open up the condom. If a number is inputted incorrectly, the actor starts again.
  • Display Case - The case must exist breached with the Plasma Cutter, in which a coiffure member must advisedly utilise the tool to access the target without overheating the cutter.

Regardless of whether their boodle bag is full of secondary targets or not, whatsoever crew member tin can deport the Main Target, but will drop it if they are killed by the guards, forcing them or some other crew fellow member to call up it, otherwise they cannot complete the mission.

Secondary Targets

Although the crew is free to go later 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 tin only secure a set amount before the purse is total and will not have additional loot. Thus the total amount of all located secondary targets is unachievable by a coiffure of four players, forcing members to decide on which targets to acquire during the heist. Nevertheless, 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 effectually the isle - cash and drugs. Most require the player to destroy the gate to these with Sabotage Charges, explosives, or past shooting its lock with a gun, which volition warning nearby guards (particularly if guns are not equipped with suppressors). The lock-ups tin can be opened silently past using a pair of bolt cutters or the Cutting Torch. However, two of the lock-ups have steel shutters which require two players to bargain with them: ane to proceed the door open with a nearby lever, and the other to enter and collect the targets inside. All secondary targets within the compound are backside a dual keycard access door, requiring ii players to have a keycard: ane will exist 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 concur gold, paintings, or additional stacks of greenbacks. A solo run does accept the opportunity for players to steal at least 1 painting, provided it spawns in the office; otherwise, they are limited to annexation the lock-ups around the island.

While players can determine how much they have from whatever stack of cash, drugs and gilded, 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 greenbacks is bachelor in the subconscious safe in the office; like the primary target, this does not take up room in the loot bag. This bonus is bachelor to both solo and team players.

Escape

Once the primary target is acquired, the crew's next objective is to escape from the chemical 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 chemical compound and the isle. The crew will only be able to go out the compound via five routes:

  • Main Gate - Available to all players.
    • Players reach the Master Gate and a minor cutscene plays with them attempting to force information technology open up, kick it in frustration. They then meet the green exit release push button to the correct of the gate, press information technology and escape from the chemical compound.
      • Only the outer gate is destroyed in the Aggressive entry, and the inner gate is opened past the dying guard who staggers out. Players who blew the Main Gate to enter volition however need to unlock the inner gate to exit the compound.
  • North and South Side Gates - Only available if the codes were obtained outside the compound prior to entry.
    • The thespian reaches a side gate and a small cutscene plays showing them entering a lawmaking; the display still says locked. The frustrated player re-enters the code. The door unlocks and the thespian(s) leave the compound.
  • North and South Walls - Only available if players take previously picked up a Grappling Hook each.
    • Upon reaching the leave corona, the player unpacks their grappling claw and throws it to the section of wall with damaged spikes. They then calibration the wall and drop down safely outside the wall.

The crew must use one of these routes, as they cannot utilize the Drainage Tunnel or the Supply Truck if these were used to enter the compound. Attempting to leap off the compound balcony to swim abroad volition result in instant decease.

After leaving the compound, the crew's last objective is to go out Cayo Perico via ane of the bachelor escape routes they tin utilise, though they take fourth dimension to seek out whatsoever secondary targets they missed. However, the latter determination is fabricated tougher when they are a certain distance from the chemical compound, as all the island's guards will exist assisted past Strickler, who will brainstorm seeking out the crew with a Valkyrie Modern.0 attack helicopter, while the dock entry points will be patrolled past Weaponized Dinghies (albeit no gunners nowadays). If the crew were detected past the guards by this signal, the Valkyrie will pursue and attack them, leaving members to either evade or endeavor 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 beyond the island for them, and only attack if it or the guards observe them. In improver, crew members will not exist able to avoid detection with guard uniforms, every bit these go useless at this bespeak.

Although the crew may use the escape route chosen by the leader, they tin change this if required. Each road will require the player to do the following:

  • Primary/Due north Dock - The crew must reach the dock and steal any of the boats there. All members must be aboard, at which point the driver must airplane pilot the vessel away from the island, while the other members set on whatsoever pursuers if they were detected.
    • Note that any boat can be used for this method, non just the ones berthed in the docks. Players are complimentary to hijack a Seashark, Jetmax, Dinghy or Squalo being used past civilians around the island, equally well as a Weaponized Dinghy that they tin can take from pursuing guards on the water or sometimes seen on the docks.
  • Airstrip - The crew must disable the isle'south air defenses earlier they can go out. Once this is washed, all members must lath an aircraft, with the pilot flying away from the isle. If the players arrived in the Velum 5-Seater, information technology volition nevertheless exist there, otherwise Dullard seaplanes will exist there.
  • Submarine - The crew must reach the Kosatka, which will be waiting for them underwater off the island'due south n coast. This route can simply be used if the crew'due south leader used the Kosatka every bit an approach vehicle on the heist.
  • Swimming - It is also possible to but swim away from Cayo Perico without using any vehicles, and the heist will succeed once all crew members go far plenty abroad from the island. If players arrived in the Kosatka, they can scuba swoop abroad.
    • Although it is usually unmentioned during the Finale, the player can equip the rebreather using the gear key (D-Pad Correct or default G on PC). If Dark Vision Goggles are selected equally the mask selection, they instead are controlled with the gear cardinal.

Baby-sit Behavior

Guards and their cones of vision will be shown on the players map/radar in Normal Mode but in Hard Mode they will only announced at close distances. The Recon Drone is required to evidence guards farther away. During the mission, the guards will initially be unaware of the coiffure's presence, but will detect them if they should enter their line of sight or brand dissonance near them. If a player gets detected by a guard and is non taken care of apace, the guard will shoot at the player, oftentimes alerting other guards. When this happens, an warning is given, and the crew is forced to conduct an Aggressive approach for the heist, as guards will continuously pursue coiffure members throughout the mission, with new ones spawning to supervene upon those evaded or killed. Some guards volition not detect the coiffure at all, depending on how they approach the heist: if they use the Longfin or Velum 5-Seater, certain guards at each vehicle'south respective entry point volition not enhance the alarm; if the crew finds Guard Uniforms, they will not be detected past 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. Beingness spotted past the Personal Bodyguards or Heavy Gunner inside the compound (marked with carmine cones of vision) will render the disguise ineffective. However, using disguises will simply work if the crew avoids acting ambitious to the guards, while they cannot remain disguised within the chemical compound upon going across the courtyard.

The players tin encounter a Heavy Gunner within the compound who volition 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 ever has an extended narrow cone of vision. He takes fiddling impairment to the body and requires multiple shots to the head to be killed, and he cannot exist killed by a melee assault.

The time of mean solar day that the crew leader chooses for the mission impacts the vision range of guards: during the 24-hour interval, their line of sight is extended; while at dark, it is reduced. If the crew chooses to disable the power station, all cameras on the island will conciliate until the players enter the compound, and guards volition have their vision range reduced farther if this is done during a night-time playthrough of the mission.

Guards are farther 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 Weapons

During the mission, it is possible for players to acquire iii weapons from within the chemical compound:

  • Pistol - Located in the safe in Strickler's function.
  • Perico Pistol - Players must complete a random result effectually San Andreas, involving the looting of a guard from Cayo Perico who has passed out near a club or bar. Doing then will non but provide a modest cash reward, simply likewise a modest key which can but be used in the Finale mission. The key unlocks a drawer on the desk-bound in the office, where the weapon can be found. Once the player has establish the key, it will be available to admission the drawer on all future heists. On return to San Andreas, the player will have the pistol in their inventory.
  • Combat Shotgun - Players must search around the compound for the weapon, equally it randomly spawns at one of a number of locations. It will spawn to a new site on a subsequent replays of the heist. Information technology is non kept after the mission, but one time collected information technology is unlocked for purchase and modification at Ammu-Nation.
Map
CombatShotgun-GTAO-Locations.png
Location Prototype
Leaning against a table nearly the big pond pool.
TheCayoPericoHeist-GTAO-CombatShotgun-Table.png
Leaning against the balcony railing near the pocket-sized pool.
TheCayoPericoHeist-GTAO-CombatShotgun-SmallPoolBalcony.png
Leaning against the pergola upright near the big pond pool.
TheCayoPericoHeist-GTAO-CombatShotgun-PoolsidePillar.png
Leaning against the circular concrete planter in a courtyard northeast of the big pool.
TheCayoPericoHeist-GTAO-CombatShotgun-TreePlanter.png
Leaning against the walkway railing on the east side ground level of the main building.
TheCayoPericoHeist-GTAO-CombatShotgun-MainBuildingWalkway.png
Outside the n entrance to the West Storage room
TheCayoPericoHeist-GTAO-CombatShotgun-OutsideStorage.png
Leaning against a fountain on a grass lawn due south of the master pool.
TheCayoPericoHeist-GTAO-CombatShotgun-Fountain.png
In the guard "tower" above the main gate.
TheCayoPericoHeist-GTAO-CombatShotgun-MainGateTower.png
In the middle of the hedge maze in the northern corner.
TheCayoPericoHeist-GTAO-CombatShotgun-HedgeMaze.png

Aftermath

Upon escaping the isle, a cutscene will play.

Madrazo Files

The player will go far at Miguel Madrazo's Mansion in Vinewood Hills where they volition exist 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 requite Miguel the document canister. Jorge and so pays the thespian. Miguel calls Martin Madrazo to announce the success, only for his father to hang up on him when he suggests this success should permit 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 time to come heists.

Miguel then opens the document canister and expresses cloy at the content, throwing them onto the fire pit. The player can meet a Matrimony Depository memo and a salacious photograph of Patricia and Trevor Philips.

The heist volition so 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 non be present for the tequila scene. The player(s) will spawn back into costless mode at the gate of Miguel's mansion with the payment in their cash fix to be banked.

Echo Heists

The 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 on Difficult Style

In one case the player spawns dorsum into free mode they accept 48 minutes (existent time) from completion of the previous heist to trigger a new heist to activate Difficult Mode. Note that exiting the game does non freeze the timer.

Pavel will transport a text explaining that he will message the actor when it is safe to attempt the heist over again. This follow-up text arrives after approximately 10 minutes (real time), leaving 38 minutes to activate the planning screen and pay the $25,000 gear up-up fee to trigger Difficult Mode on the next heist.

Rewards

Afterward the mission is completed, the last payout is calculated based on the value of the primary target, the total amount of secondary targets each participating coiffure member brought dorsum - gradually reduced if the member takes damage during the mission, or greatly reduced if they are forced to respawn with a squad life. A bonus is added to the full, if the mission's Elite Challenges are successfully completed, which is modified by the difficulty the mission was conducted nether. After the first playthrough, the payout is farther reduced by costs - Pavel'south two% cut, and the Madrazo Cartel's 10% fee for fencing the loot.

Main Target

The difficulty of the heist impacts only the value of the master target. With the exception of the first playthrough, each target in subsequent runs has a prepare value for completing the heist on normal difficulty, but an increased value if the player undertakes the heist on hard difficulty.

Principal Target Image Value Value on hard
Sinsimito Tequila G
TheCayoPericoHeist-GTAO-IntelBoardImg-PrimaryTarget-01CincimitoTequila.png
TheCayoPericoHeist-GTAO-PrimaryTarget-SinsimitoTequila.png
$900,000 $990,000
Ruby Necklace G
TheCayoPericoHeist-GTAO-IntelBoardImg-PrimaryTarget-02RubyNecklace.png
TheCayoPericoHeist-GTAO-PrimaryTarget-RubyNecklace.png
$1,000,000 $1,100,000
Bearer Bonds S
TheCayoPericoHeist-GTAO-IntelBoardImg-PrimaryTarget-03BearerBonds.png
$one,100,000 $one,210,000
Madrazo Files S *
TheCayoPericoHeist-GTAO-IntelBoardImg-PrimaryTarget-04MadrazoFiles.png
TheCayoPericoHeist-GTAO-PrimaryTarget-MadrazoFiles.png
$ane,100,000 N/A
Pink Diamond G
TheCayoPericoHeist-GTAO-IntelBoardImg-PrimaryTarget-05PinkDiamond.png
TheCayoPericoHeist-GTAO-PrimaryTarget-PinkDiamond.png
$i,300,000 $1,430,000
Panther Statue G
TheCayoPericoHeist-GTAO-IntelBoardImg-PrimaryTarget-06PantherStatue.png
TheCayoPericoHeist-GTAO-PrimaryTarget-PantherStatue.png
$1,900,000 $2,090,000

* denotes the target for the first playthrough, cannot be encountered on subsequent playthroughs.
denotes the target is only bachelor during certain Events.
S denotes the target will be locked in the prophylactic.
Chiliad denotes the target volition be inside the glass case.

Secondary Targets

The post-obit table denotes the total value of each secondary target (about per stack), and the corporeality that each histrion can deport of each in their boodle handbag:

Target Epitome Take (any difficulty) Weight (in loot bag per stack) Maximum numbers
of secondary targets
(to fill up the boodle bag)
Greenbacks
TheCayoPericoHeist-GTAO-IntelBoardImg-SecondaryTargets-01Cash.png
$78,480-$89,420/Greenbacks stack stash 25% 4 ($313,920-$357,680 full)
Artwork
TheCayoPericoHeist-GTAO-IntelBoardImg-SecondaryTargets-05Paintings.png
$176,200-$199,700/Painting 50% two ($352,iv‬00-$399,400 total)
Weed
TheCayoPericoHeist-GTAO-IntelBoardImg-SecondaryTargets-02Weed.png
$145,980-$149,265/Weed brick stash 37.5% ii.67 ($389,280-$398,040 total)
Cocaine
TheCayoPericoHeist-GTAO-IntelBoardImg-SecondaryTargets-03Cocaine.png
$220,500-$225,000/Cocaine brick stash 50% 2 ($441,000-$450,000 total)
Gold
TheCayoPericoHeist-GTAO-IntelBoardImg-SecondaryTargets-04Gold.png
$328,584-$333,192/Aureate bar stash 66.seven% 1.v ($492,876-$499,788 full)

An boosted $l,000 to $99,000 can be stolen from the rubber in El Rubio'south office inside the compound. Note that it does not take upwardly space within the lootbag.

Full boodle

The theoretical maximum loot on the isle would total over $seven,119,000, yet the 4-player carry limit ways the maximum payout would be significantly less:

MAXIMUM 1 player 2 players 3 players 4 players
Principal $ii,090,000
Secondary $499,788 $499,788 $499,788 $499,788
Safe $99,000
Gross take $2,688,788 $3,188,576 $3,688,364 $4,188,152
Fence fee 10% $268,879 $318,858 $368,836 $418,815
Pavel fee 2% $53,776 $63,772 $73,767 $83,763
Internet $2,366,133 $2,805,947 $3,245,760 $3,685,574
Leader max cut % 100% 85% seventy% 55%
Leader Gross pay $2,366,133 $ii,385,055 $2,272,032 $two,027,066
Setup fee $25,000
Leader Net $2,341,133 $ii,360,055 $2,247,032 $2,002,066
Thespian 2 pay $420,892 $486,864 $552,836
Player 3 pay $486,864 $552,836
Player 4 pay $552,836
MINIMUM 1 player two players 3 players 4 players
Master $900,000
Secondary $313,920 $313,920 $313,920 $313,920
Safe $50,000
Gross accept $1,263,920 $1,577,840 $1,891,760 $2,205,680
Fence fee 10% $126,392 $157,784 $189,176 $220,568
Pavel fee 2% $25,278 $31,557 $37,835 $44,114
Net $one,112,250 $1,388,499 $1,664,749 $1,940,998
Leader max cut % 100% 85% 70% 55%
Leader Gross pay $one,112,250 $1,180,224 $ane,165,324 $1,067,549
Setup fee $25,000
Leader Net pay $i,087,250 $1,155,224 $1,140,324 $1,042,549
Player 2 pay $208,275 $249,712 $291,150
Histrion iii pay $249,712 $291,150
Actor four pay $291,150

Elite Challenge

Criteria
  • Complete the mission in less than 15 minutes
  • No hacks failed
  • Full boodle bags
Void if
  • Quick restart used
  • Detected

Awards

In add-on to the loot payout, several awards grant additional monetary rewards the first time they are achieved.

Award Image Unlocked by Reward
The Cayo Perico Heist
TheCayoPericoHeistAward.png
Complete the heist for the get-go fourth dimension. $200,000
Going Alone
GoingAloneAward.png
Complete the heist with i player. $100,000
Teamwork
TeamworkAward.png
Complete the heist with four players. $100,000
True cat Burglar
CatBurglarAward.png
Complete the heist without ever being detected. $100,000
Elitist
ElitistAward.png
Complete the Elite Claiming. $200,000
Blow Hard
BlowHardAward.png
Complete the heist on Hard without losing a life. $200,000
Travel Plans
TravelPlansAward.png
Approach the island using all the available vehicle options. $250,000
Professional Thief
ProfessionalThiefAward.png
Steal all variations of the Primary Target. $150,000
Go for Gold
GoForGoldAward.png
Steal El Rubio'south prized weapon.
I of Them
OneOfThemAward.png
Enter the compound using a stolen disguise.

Unlocks

  • If used for the infiltration method, trade price unlocked for:
    • Longfin
    • Annihilator Stealth
    • RO-86 Alkonost
    • Vetir
    • Kurtz 31 Patrol Boat
    • Brioso 300
  • If weapons are discovered in the chemical compound:
    • Combat Shotgun, unlocked for purchase at Ammu-Nation.
    • Perico Pistol
  • If the "Conspirator" weapon loadout is chosen, the Military Rifle will be unlocked for purchase at Ammu-Nation.

Gallery

Infiltration

Sabotage

Compound Entry

Looting

Chief Targets

Secondary Targets

Weapons

Support Crew

Escape

Miscellaneous

Video Walkthrough

Changes

With the release of the Los Santos Tuners update, several fixes were made to the Cayo Perico Heist finale:

  • Guards have a narrower cone of vision and can react to nearby explosions.
  • The Heavy Gunner is no longer vulnerable to headshots or stealth kills.
  • Fixed an issue with the keypads located around the compound storage areas, which there were i.
  • Fixed an outcome with players being detected by bodyguards/security cameras through certain structures.
  • Longfin's speed was reduced, likely to avoid straight shortcuts to the compound.
  • Crew members' cuts were removed from the total if they leave/disconnect.

Trivia

  • When players attain the compound, they may find English Dave existence held in one of the animal cages. He will be muttering or calling out, only volition not betrayal the undetected player. He volition brand comments about the panther, particularly if the muzzle is opened and the panther is missing.
  • During the mission, players may sometimes hear Juan Strickler use the island's loudspeakers to inform his guards that his prized panther has escaped and must exist captured. However, while the cage can sometimes be found empty and its gate open during a playthrough of the heist, players will never encounter the beast around the island or chemical compound, though its growl can be heard anywhere on the island.
  • The action mechanic of removing the grate from the Drainage Tunnel is similar to that from the Grand Theft Auto V mission Monkey Business, in which Michael De Santa had to remove a grate blocking passage into the Humane Labs and Research facility. However, while Michael had express fuel for his cutting torch, players accept no restriction on how long to take during the Finale mission.
  • Pavel will comment if the player blows upwardly El Rubio's Brioso 300, proverb that "It'southward a shame we cannot steal it", or that the player is revengeful for bravado it up.
  • In the cutscenes that play involving the compound'southward side gate keycards, the codes are every bit follows:
    • In the cutscene where the histrion enters an wrong code, brainstorms, and so enters the correct lawmaking, the incorrect code is 3-2-1-0, and the correct lawmaking is 9-5-four-4, followed by an unknown fifth number that is not shown.
    • In the cutscene where the actor enters the code, then hits the keypad, the lawmaking is 6-5-6-one-half-dozen.
  • Information technology is not possible to kill El Rubio'due south Panther while its in the cage no matter what weapon or explosive the actor uses.

Bugs/Glitches

  • If the heist leader gave another teammate a 85% cutting of take before starting the heist finale, and disconnected or left the transaction screen afterward completing the finale, the leader could get a 100% cut of have, and the teammate'south have would remain unchanged. This was patched in afterward updates[ane].
  • The platinum award for the Fill Your Bags challenge required the player to obtain $200,000,000 of secondary loot, every bit opposed to the incorrectly stated $20,000,000, requiring the thespian to replay the Cayo Perico Heist at least 500 times to complete. This was patched in later updates[2].
  • In Hard Mode, the principal target may only display the Normal Way value when added to the accept while in the heist mission. This is just a visual glitch, and the player(south) will even so be paid the target's proper value once the heist is completed.
  • When the player finishes cutting the grate underwater with a cutting torch, the torch will still be burning while the player puts information technology back in their duffel bag. This was patched in later updates.
  • Occasionally, during a thunderstorm, the lighting may bug, making the player'south cellphone screen all black and keeping the unabridged map in a constant state of xanthous-toned brightness. Lightning flashes will briefly revert the map's lighting back to normal.
  • When the player managed to hack any of the fingerprint scanners located at El Rubio's office or at the underground area, the same scanner of a sudden moved slightly upwards, leaving the fingerprint cloner fastened to the wall. This was later fixed.
  • At times, the rubber containing the primary target did not played any sound whenever the player inputs the combination, correctly or not. This was later fixed.
  • Rarely, bodyguards or security cameras were able to detect whatever actor through sure structures, such as the lockup near the airstrip and the ability station. This was later fixed.

References

  1. Tez2 on Twitter
  2. Tez2 on Twitter

Navigation

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Source: https://gta.fandom.com/wiki/The_Cayo_Perico_Heist/Finale

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