Facilities

"No one puts together a sprawling underground facility quite like the IAA, and no one else is quite as willing to sell it via Maze Bank Foreclosures for a quick injection of liquidity."

- Online loading screen description.

Facilities are underground bases introduced to Grand Theft Auto Online in The Doomsday Heist update.

Description
Facilities are huge multilevel underground facilities operated by the IAA. They may be customized with several additions, similar to Bunkers, Motorcycle Clubhouses and CEO Offices.

There are 9 Facilities available to purchase from Maze Bank Foreclosures after receiving an introductory phone call from Lester Crest.

"Hey, uhh, I know we've got that other thing... you're still working on that, right? Right, great... Okay, well I've got something else. Something so big and so secret, we've gotta hide it under a thousand tonnes of reinforced concrete. Buy an ex-government facility on Maze Bank and I'll meet you over there. This'll make any bank job we could pull look like small fry."

- Lester

In a similar manner to Bunkers and Hangars, facilities can be purchased for use both by Organizations and Motorcycle Clubs however there is no on-going business operation within that requires the player to register as a CEO, Biker President or VIP other than the actual Heist missions. If the player is in a crew, the crew logo will be prominently displayed on walls and the floor throughout the Facility. A new Interaction Menu Facility Management function allows the player to turn the logo display on or off, invite other players or turn the Heist Planning Screen on or off.

An intercom plays regular announcements indicating the ongoing IAA occupation of the facility.

After completing acts of The Doomsday Heist, memorabilia from said Heist will crop up around the facility:
 * Upon completion of Act I:
 * An IAA "For Valor" plaque will appear on the front desk of the facility.
 * IAA agents begin to spawn around the Lounge. All agents do not have any IAA badge present but are still equipped with a gun belt, sometimes empty or containing a Glock. Female Agents rarely spawn but are character models of random business pedestrians.
 * Upon completion of Act II:
 * A full-size model of the sea mine seen in The Bogdan Problem will appear in the lobby area.
 * A miniature model of the submarine featured in the Doomsday Heist will appear in a glass case.
 * Upon completion of Act III:
 * A large statue will appear in the previously empty space to the right of the Orbital Cannon room's location. This statue is the same model as that seen outside the FIB Headquarters.
 * Small models of the Thruster, a satellite, and the rocket seen in The Doomsday Scenario will appear in the Lounge.

These memorabilia are given to anyone who participated in the corresponding finales, meaning those who own a Facility will get these as well. Players who do not own a Facility yet will still get the memorabilia when they purchase one.

Exterior
The player enters the facility via a large oval elevator from the surface. Entering the corona on foot or with a vehicle or flying an approach and selecting the option to enter will trigger a small cutscene showing the surface platform splitting into two doors which swing upwards and reveal the elevator platform which descends into the structure. If the player is entering on foot, the cutscene will include them entering a PIN on the keypad controls for the elevator. During the entrance cutscene, the exterior of the Facility shows the style the player has chosen.

Garage
Once underground, players appear in a large oval room containing the garage storage areas. The level (designated -3) contains storage for large weaponized vehicles including the Avenger. The Weaponized Vehicle Workshop with the Weapon Mechanic is found at one end. A small keypad terminal with a yellow corona is used to return to the surface on foot. Ramps and stairs lead up to the mezzanine level that runs around the outside edge of the oval room. A blue corona in the workshop provides the vehicle management menu to rearrange the stored vehicles. A walkway is visible on a third level but it is inaccessible.

The oval room serves as storage for seven smaller personal vehicles and five large weaponized vehicles; the southern area stores the Avenger on the lower area close to the main elevator, while the southern side of the mezzanine level stores the Chernobog and the RCV on the right and left side of the Avenger, respectively, together with three personal vehicles. The northern side of the mezzanine level stores four more personal vehicles and the TM-02 Khanjali at the center of said area. The circular platform accessed by the double set of stairs stores the Thruster.

From level -3, a walkway at the opposite end to the workshop is manned by an armed guard and leads to the security area.

Security
A walk-through metal detector branded and operated by Gruppe Sechs must be passed through (with an audible buzz). A security guard can be seen typing at one dual-screen computer and another unattended computer is next to him. A small glass-walled office on the right contains a guard manning another computer and there is a re-spawning Minigun with 500 rounds that spawns on the counter and can be picked up from inside the office for free reloads.

If the optional Security Room upgrade was purchased, the entry is on the left directly opposite the Minigun.

Inside the Security Room is a central table with 5 further weapon pickups that re-spawn every 5 minutes:
 * 2 Sticky Bombs
 * Combat PDW
 * With 60 rounds SMG ammunition
 * Special Carbine
 * With 120 rounds Assault Rifle ammunition
 * Pistol .50
 * With 18 rounds Pistol ammunition
 * Assault Shotgun
 * With 64 rounds Shotgun ammunition

There is a single security staff member operating a CCTV terminal. The player can take over control and view and control the 13 available camera positions (even though there are only 12 monitors on the desk).

A gun locker is on the far wall and performs the same function as those found in Bunkers, Clubhouses and Offices, allowing the player to assign a custom subset of owned weapons to be carried around.

The Strike Team terminal is located on the desk looking out into the hallway. This allows the player to call 3 levels of mercenary strike on other players.

Lobby/Reception
Next is a large L-Shaped reception desk staffed by a male and a female Facility Receptionist. These receptionists operate similarly to the Assistant in an office and will provide free snacks and access to Pegasus Concierge Services to leave the Facility in a helicopter, with a small fee of $200 - $5,000 (depending of the aircraft).

Walkways are accessible behind the reception desk and overlook the office areas below. Three stairways lead down to the lower level. The fire doors on the opposite side of the stairways are inaccessible to the player.

Continuing along the main lobby corridor from reception leads past the sleeping quarters to another lobby.

Sleeping Quarters
A door on the left leads to the sleeping quarters (if purchased). This provides the player with a spawn location option to allow them to start a session inside the facility.

Lobby
A second lobby area with exits to the War Room on the left and 2 exits to the overhead walkways on the right. The first exit provides most convenient access to the Lounge area overlooking the offices below. The second exit provides access to the Server area and the Heists Setup Room.

War Room
The War Room is a circular room containing eight ceiling mounted curved displays surrounding a central circular control for the Orbital Cannon.

Lounge
The lounge is a rectangular room with seating and a working Internet accessible iFruit computer and can be upgraded to include a wall-mounted TV. Once installed in the Lounge, the privacy glass feature can be turned on or off using the control panel located to the left of the main door when standing in the Lounge. By default, the privacy feature is disabled but can be toggled on or off as desired.

Office
Downstairs from the lobby and gantry, there is a large office space with 8 desks with triple monitor computer displays. Breakout space is directly beneath the lounge with operational Vending Machines and tables and seats which is then followed by a second office space with a further 4 desks. IAA agents both male and female can only spawn when there isn't an active heist, with the exception of two periodically spawn near the vending machine.

Open Server Area
At the far end of the office space on two levels are computer server towers which are attended by multiple NPCs in white lab coats, all wearing generic doctor ID badges from St. Rytkonen University Medical Center claiming to be "James Smith" Attending Physician.

If the Orbital Cannon is purchased, the server towers are visually updated to be twice as tall with a much cleaner design.

Heist Planning Room
Back upstairs, the final accessible room in the facility is the Heist Planning Room where Lester Crest introduces the player to Avon Hertz and Cliffford to set in motion the events of The Doomsday Heist itself. Players can access this room to play through the heists and return to replay any of them later.

Daily Fees
Owning a facility will incur a standard daily fee of $500, plus a $50 Garage Mechanic fee. Opting for the Security Room and Orbital Cannon will cost the maximum fee of $1,050 daily.
 * $500 Base cost + $50 Garage fee
 * + $100 Security Room
 * + $400 Orbital Cannon

Modifications/Fortifications

 * * Set by default on the initial purchase. Only charges when switching back during the renovation.
 * ?The Facility Graphics will also affect the facility windows' pattern, and the wall's graphic inside the Lounge.

Staff

 * Weapon Mechanic
 * Facility Receptionist (2)
 * Gruppe Sechs security gate operator.
 * Computer scientists/doctors
 * IAA Agents/Security

The 10th Facility
A non-purchasable IAA Facility is located under the Radio Telescope Array & appears in The Doomsday Heist Act I Finale, The Data Breaches. In this version, the garage area is not present, being replaced by the entrance elevator, directly beside the security scanner. There is another elevator inside this facility which presumably is normally used to access the lower levels.

At the opposite end of this Facility, the Heist Planning Room is replaced with a hallway that leads the players further inside the premises. This section is not accessible in any player-owned Facility. Along the hallway, there are several rooms & internal stairwells leading down through level -2. A Server Room is located on the floor below (level -3) and is only accessible via an internal stairwell at the end of level -2. A larger War Room in this version is located on level -2 & has four terminals which are used to remote-control exterior defence turrets. The turrets themselves have a dual set of a machine gun (similar to most remote guns) and an autocannon (similar to the Avenger's cannons).

The 11th Facility
Another non-purchasable IAA facility is located under their headquarters, which appears in The Agency Deal finale. This one is mostly identical to the previous one and shares the same interior, but the access point is from an alternative entrance located near the construction site of the Pillbox North Station. This entrance leads the player to the Server Room on Level -3, and they must reach the interrogation room on Level -2, where the dealer is held. The War Room and Level -1 are inaccessible in this mission, although the stairs leading to Level -1 are still accessible.

Trivia

 * Sometimes after completion of the Doomsday Heist, military personnel can be found outside the player's facility. They will not attack the player if approached.
 * The lockers found below the vehicle storage level may be filled with clothing items worn during setups and finales (depending of the roles chosen on said missions). However, they serve only as decorations and cannot be used unless the player purchases the set at the clothing stores.
 * Similarly, accessories retrieved from preparations may appear on the benches, such as the paramedic equipment, the laptop and the black box.
 * By destroying any of the five facility weaponized vehicles (Avenger, Thruster, Khanjali, Chernobog and RCV) at least nine times, vehicle parts will begin to appear scattered around it. These parts are:
 * Avenger: wing, nose camera and rotor blade.
 * Thruster: exhaust, small rotors and handlebars/joysticks.
 * TM-02 Khanjali: tracks, remote grenade launcher and turret end/muzzle brake.
 * Chernobog: door, dual headlight set and wheels.
 * RCV: plow, door and water hose.
 * Owing to the continued presence of the IAA and its staff at all player-owned locations, it's very likely that the purchase of a facility is actually a co-ownership with the IAA instead of complete ownership like with other purchasable properties, such as apartments, yachts, offices, clubhouses, bunkers, hangars, and arcades.
 * A co-ownership also makes sense because the player does not have access to all visible areas within the facility, such as the 3rd floor walkway in the garage, despite the fact that they can customize the facility and expand it with additional features, like the bedroom and the orbital cannon.
 * Announcements over the intercom indicate that player-owned facilities also have non-visible areas which are inaccessible. For example, there is one announcement that states, "Bio-weapons containment area is currently in lockdown."
 * If the player visits another person's facility without the security room upgrade, the visitor will be able to access the room and find it empty. The windows looking out to the lobby can be seen through while in the room, although if the player exits to the lobby and looks at their location, they will appear as a solid wall, and will stay that way until the upgrade is purchased.
 * If the facility owner attempts to access this room, the door will not open and a message informing the owner of the security room upgrade will appear.