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

Overview

The 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. Once the alarm is raised and the guards are using their weapons, they may be lootable 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. Loot is dropped if players are shot by guards or have to respawn after being killed.

Finale Screen

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 before initiating the finale.

On the finale screen, the player is required to make selections on:

Approach Vehicle

Lists all vehicles they have secured during the preparation missions

Infiltration Point

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

Available entry points at the start - can be changed on the fly when additional equipment is collected on the island.

Escape Point

Available exit points - can be changed on the fly during the heist.

Time of Day

Day or Night (See explanation later)

Weapon Loadout

The 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 Crew

Support 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.

Name Image Cost Description
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 similar 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 Rifle. It is possible that he may miss some of his shots. Requires air defenses to be disabled.
Helicopter Backup TheCayoPericoHeist-GTAO-FinaleBoardImg-SupportCrew-04HelicopterBackup.png $30,000 Rooster McCraw arrives in a Buzzard and his gunner attacks guards, drawing enemy fire away from players. Requires air defenses to be 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 inside El Rubio's 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 character 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

If more than one player, the leader must assign at least 15% of the cut to each participant.

Continue

Once the setup is complete, and all other players have marked themselves as ready, indicating acceptance of their cut, the leader can begin the heist, at which point the mission begins.

Mission Walkthrough

Time of day

Day

If the heist leader chose a day heist, the crew will arrive at the island at 12 midday. Time will progress normally until 7 pm (19:00) when it will freeze just before sunset to keep the island in perpetual daylight for the remainder of the mission.

Night

If the heist leader chose a night heist, the crew will arrive at the island at 10 pm (22:00). Time will progress normally until 5 am when it will freeze just before dawn to keep the island in perpetual semi-darkness for the remainder of the mission.

Island Infiltration and Compound Entry

Once 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.

  • If using a smuggler disguise in the Velum 5-Seater, players must arrive at the Cayo Perico Airstrip.
  • If using a smuggler disguise in the Longfin, players are able to choose the North Dock or Main Dock, but can turn off and make landfall anywhere they choose.
  • The Kurtz 31 Patrol Boat allows players to select the North Dock or Main Dock as the infiltration point, but again, they can turn away and get off anywhere.
  • If rappelling from the Annihilator Stealth helicopter, access must be at either the North or South Drop Zone.
  • If parachuting from the RO-86 Alkonost, players can theoretically land wherever they want (notwithstanding the difficulty of avoiding the compound air defense "red zone").
  • If using the Kosatka, players can select the North Dock, Main Dock, West Beach and Drainage Tunnel, and are then free to scuba dive to whatever landfall point they desire.

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.

  • Air Defenses
    • Players must breach a locked gate to access the cabinet at the Control Tower and hacks the analogue circuits within to disable the air defenses everywhere on the island except the compound.
  • CCTV cameras and lights
    • Players must breach a locked gate at the Cayo Perico Power Station and switch two circuit breakers. CCTV will only be disabled until the players reach the compound, when Pavel will advise that it has been brought back online. Thus, CCTV will always be active inside the compound and during the escape.

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
  • Main Gate
    • Demolition Charges are used to blow the outer Main Gate. A guard opens the inner gate and staggers out, dropping his weapon and collapsing. The players then run through the gate into the compound courtyard. The inner gate is re-closed by the time the player regains control of their character.
      • The mission will follow an Aggressive approach from that point onward, regardless of whether the crew avoided detection beforehand or are using the Guard Uniforms. Once Aggressive is commenced, the alarm is raised and there is no way to change 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 marker 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 south side of the gate with three neutral guards present in the entry courtyard.
      • From the moment the crew enters the Supply Truck in Guard Uniforms, they can avoid detection around the island, and within the courtyard of the compound. CCTV cameras turn white (neutral) and can be ignored. Guards retain a cone of vision which players can safely pass through, but they must not remain within the guards' view for too long.
      • Players are not locked to using the Main Gate once they have conned their way past the final checkpoint, players can get out and access by one of the stealth methods, whereby the approach will switch to Stealth Approach.
Stealth approach
  • North and South Side Gates
    • Entry requires a copy of the keypad codes which will be dropped by a random guard. Once the code is looted from the guard, players can sneak to the side gate and access the keypad. An error is displayed when the code is entered and the frustrated player hits the control panel with their fist, unlocking the gate and allowing access to the compound.
      • The guard can be standing immediately outside the final checkpoint to the grounds but is usually inside the grounds immediately around the compound.
  • North and South Wall
    • Entry requires each crew member to have collected a Grappling Hook to be able to climb the wall.
  • Drainage Tunnel
    • Heist leader has the Cutting Torch, cutting through the grill. They then swim a short distance to a vertical access grate and a small cutscene plays as they climb up the ladder into the compound.
      • All members must be present in the tunnel entry before access will be granted. Players with maximum Lung Capacity skill should be able to cut the grill and gain access without scuba gear without drowning. Team members without scuba gear 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

Once 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):

  • Safe - Pavel will text the crew the Safe Code that was stolen from the Head of Cayo Perico Security, consisting of three two-digit numbers, which must be inputted correctly to open the safe.
  • Display Case - The case must be breached with the Plasma Cutter, in which a crew member must carefully use the tool to access the target without overheating the cutter.

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 Targets

Although 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, thrown explosives or shoot its lock with a gun, which will alert nearby guards (particularly if firearms 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 open the lock-up with a nearby lever; the other to enter and clear out what targets spawned inside. All secondary targets within the compound are behind a dual keycard access door, requiring two players to have a keycard, one of which 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, and 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.

Escape

Once 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:

  • Main Gate - Available to all players.
    • Players reach the Main Gate and a small cutscene plays with them attempting to force it open and they kick it in frustration. They then see the green exit release button to the right of the gate, press it and escape from the compound.
      • Only the outer gate is destroyed in the Aggressive entry, and the inner gate is opened by the dying guard who staggers out. Players who blew the Main Gate to enter will still 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 player reaches a side gate and a small cutscene plays showing them entering a code, the display still says locked. The frustrated player re-enters the code and the door unlocks and the player escapes.
  • North and South Walls - Only available if players have previously picked up a Grappling Hook each.
    • Upon reaching the exit corona, the player unpacks their grappling hook and throws it to the section of wall with damaged spikes. They then scale the wall and drop safely down outside the wall.

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 and the waters will be patrolled by Weaponized Dinghies. 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 getting enough hits he will simply fly away. If the crew have 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:

  • Main/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 pilot the vessel away from the island, while the other members attack any pursuers if they were detected.
    • Note: any boat can be used for this method, not just the ones berthed in the docks. Players are free to hijack a Seashark, Jetmax, Dinghy or Squalo being used by civilians around the island.
  • Airstrip - The crew must disable the island's air defenses at this point, before they can leave. Once this is done, all members must board an aircraft, with the pilot flying away from the island. If the players arrived in the Velum 5-Seater, it will still be there, otherwise a Dodo will be there.
  • Submarine - The crew must reach the Kosatka, which will be waiting for them underwater off the island's north coast. This route can only be used if the crew's leader used the Kosatka as an approach vehicle on the heist.
  • Swimming - It's also possible to simply swim away from Cayo Perico without using any vehicles, and the heist will succeed once all crew members get far enough away from the island. If players arrived in the Kosatka, they can scuba dive away.
    • Although it's normally unmentioned during the Finale, the player can equip the rebreather using the gear key (D-Pad Right or default G on PC). If Night Vision Goggles are selected as the mask option, they instead are controlled with the gear key.

Guard 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 appear when very close by. 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 isn't 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 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.

The players can encounter a Heavy Gunner within the compound who will be wearing heavy armor and wielding a minigun. This guard is one of El Rubio's bodyguards and always has an extended narrow cone of vision. Although the guard will die from a single headshot, he takes little damage to the body.

Collectible Weapons

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

  • Pistol - will be located in the safe in Strickler's office.
  • Perico Pistol - Players must complete a random event around San Andreas, involving the looting of a guard from Cayo Perico who has passed out near a club or bar. Doing so will not only provide a small cash reward, but also a small key which can only be used in the Finale mission. The key unlocks a drawer on the desk in the office, where the weapon can be found. Once the player has found the key, it will be available to access 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, as it randomly spawns at one of a number of locations. It will spawn to a new site on a subsequent replays of the heist. It is not kept after the mission, but once collected it is unlocked for purchase and modification at Ammu-Nation.
Map
CombatShotgun-GTAO-Locations.png
Location Image
Leaning against a table near the big swimming pool.
TheCayoPericoHeist-GTAO-CombatShotgun-Table.png
Leaning against the balcony railing near the small pool.
TheCayoPericoHeist-GTAO-CombatShotgun-SmallPoolBalcony.png
Leaning against the pergola upright near the big swimming 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 north entrance to the West Storage room
TheCayoPericoHeist-GTAO-CombatShotgun-OutsideStorage.png
Leaning against a fountain on a grass lawn south of the main 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.
Unknown.png

Aftermath

Upon escaping the island, a cutscene will play:

Madrazo Files

The 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, and throwing away the lime segment will be shown. 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 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 Hard Mode

Once the player spawns back into free mode they have 48 minutes (real time) from completion of the previous heist to trigger a new heist to activate Hard Mode. Note: exiting the game does not freeze the timer.

Pavel will send a text explaining that he will message the player when it is safe to try the heist 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 set-up fee to trigger Hard Mode on the next heist.

Rewards

After 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 Target

The 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.

Primary Target Image Value Value on hard
Sinsimito TequilaG
TheCayoPericoHeist-GTAO-IntelBoardImg-PrimaryTarget-01CincimitoTequila.png
TheCayoPericoHeist-GTAO-PrimaryTarget-SinsimitoTequila.png
$900,000 $990,000
Ruby NecklaceG
TheCayoPericoHeist-GTAO-IntelBoardImg-PrimaryTarget-02RubyNecklace.png
TheCayoPericoHeist-GTAO-PrimaryTarget-RubyNecklace.png
$1,000,000 $1,100,000
Bearer BondsS
TheCayoPericoHeist-GTAO-IntelBoardImg-PrimaryTarget-03BearerBonds.png
TheCayoPericoHeist-GTAO-PrimaryTarget-BearerBonds.png
$1,100,000 $1,210,000
Madrazo Files*S
TheCayoPericoHeist-GTAO-IntelBoardImg-PrimaryTarget-04MadrazoFiles.png
TheCayoPericoHeist-GTAO-PrimaryTarget-MadrazoFiles.png
$1,100,000 N/A
Pink DiamondG
TheCayoPericoHeist-GTAO-IntelBoardImg-PrimaryTarget-05PinkDiamond.png
TheCayoPericoHeist-GTAO-PrimaryTarget-PinkDiamond.png
$1,300,000 $1,430,000
Panther StatueG
TheCayoPericoHeist-GTAO-IntelBoardImg-PrimaryTarget-06PantherStatue.png
$1,900,000 $2,090,000

* Denotes the target for the first playthrough, can not be encountered on subsequent playthroughs.
denotes the target is only available for a limited time.
S denotes the target will be locked in the safe.
G denotes the target will be inside the glass case.

Secondary Targets

The 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:

Target Image Take (any difficulty) Weight (in loot bag per stack) Maximum numbers
of secondary targets
(to fill the loot bag)
Artwork
TheCayoPericoHeist-GTAO-IntelBoardImg-SecondaryTargets-05Paintings.png
$176,200-$199,700/Painting 50% 2 ($352,4‬00-$399,400 total)
Weed
TheCayoPericoHeist-GTAO-IntelBoardImg-SecondaryTargets-02Weed.png
$145,980-$149,265/Weed brick stash 37.5% 2.67 ($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)
Cash
TheCayoPericoHeist-GTAO-IntelBoardImg-SecondaryTargets-01Cash.png
$78,480-$89,420/Cash stack stash 25% 4 ($313,920-$357,680 total)
Gold
TheCayoPericoHeist-GTAO-IntelBoardImg-SecondaryTargets-04Gold.png
$328,584-$333,192/Gold bar stash 66.7% 1.5 ($492,876-$499,788 total)

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 loot

The 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:

MAXIMUM 1 player 2 players 3 players 4 players
Primary $2,090,000
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
Net $2,366,133 $2,805,947 $3,245,760 $3,685,574
Leader max cut % 100% 85% 70% 55%
Leader Gross pay $2,366,133 $2,385,055 $2,272,032 $2,027,066
Setup fee $25,000
Leader Net $2,341,133 $2,360,055 $2,247,032 $2,002,066
Player 2 pay $420,892 $486,864 $552,836
Player 3 pay $486,864 $552,836
Player 4 pay $552,836
MINIMUM 1 player 2 players 3 players 4 players
Primary $900,000
Secondary $313,920 $313,920 $313,920 $313,920
Safe $50,000
Gross take $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 $1,112,250 $1,388,499 $1,664,749 $1,940,998
Leader max cut % 100% 85% 70% 55%
Leader Gross pay $1,112,250 $1,180,224 $1,165,324 $1,067,549
Setup fee $25,000
Leader Net pay $1,087,250 $1,155,224 $1,140,324 $1,042,549
Player 2 pay $208,275 $249,712 $291,150
Player 3 pay $249,712 $291,150
Player 4 pay $291,150

Elite Challenge

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

Awards

In addition 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
Complete the heist for the first time. $200,000
Going Alone
Complete the heist with one player. $100,000
Teamwork
Complete the heist with four players. $100,000
Cat Burglar
Complete the heist without ever being detected. $100,000
Elitist
Complete the Elite Challenge. $200,000
Blow Hard
Complete the heist on Hard without losing a life. $200,000
Travel Plans
Approach the island using all the available vehicle options. $250,000
Professional Thief
Steal all variations of the Primary Target. $150,000
Go for Gold
Steal El Rubio's prized weapon. Perico Pistol
One of Them
Enter the compound using a stolen disguise. -

Unlocks

Gallery

Infiltration

Sabotage

Compound Entry

Looting

Primary Targets

Secondary Targets

Weapons

Support Crew

Escape

Miscellaneous

Video Walkthrough

Bugs/Glitches

  • If the team leader gives another teammate a 85% cut of take before starting the heist finale, and disconnect or leave the transaction screen after completing the finale, then the leader can get a 100% cut of take, and the teammate’s take remains unchanged. This was patched in later updates[1].
  • The platinum award for the Fill Your Bags challenge that was added with this update requires the player to obtain $200,000,000 of secondary loot, as opposed to the incorrectly stated $20,000,000, requiring the player to replay the Cayo Perico Heist at least 500 times to complete. This was patched in later updates[2].
  • Hard Mode primary target may only display the Normal Mode value when added to the take while in the heist mission, but it will still be paid properly once the heist is completed.
  • When the player finishes cutting the grate underwater with a cutting torch, the sound of the torch still playing while the player is putting back the torch into the duffel bag.

Trivia

  • When players reach the compound, they may find English Dave being held in one of the animal cages. He will be muttering or calling out, but will not expose the undetected player. He will make comments about the panther, particularly if the cage is opened and the panther is missing.
  • When the players are exiting the compound through the main gate in the second and future playthroughs, the players still kick the gate like they don't know what to do before pushing the green button, this also applies to the faulty keypad access to the side doors.
  • 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 be captured. However, while the cage can sometimes be found empty and its gate open during a playthrough of the Finale, players will never encounter the animal around the island or compound, although its growl can be heard anywhere on the island.
  • The action mechanic of removing the grill from the Drainage Tunnel is similar to that from the mission Monkey Business, in which Michael De Santa had to remove a grill blocking passage into the Humane Labs and Research facility. However, while Michael had limited fuel to do so, players have no restriction on how long to take during the Finale mission.
  • Pavel will comment if the player blows up El Rubio's Brioso 300, saying that "It's a shame we cannot steal it", or that the player is revengeful for blowing it up.
  • Rarely, the heist finale took place during a thunderstorm if the player chooses the time of heist by daytime. However, if the player fails the mission or dying and then restarting the mission, the weather reverts back to sunny.
  • Unlike other heists, the players have limited ammo (as opposed to up to 9999) for their weapons during the Cayo Perico Heist (around 300-600 for firearms, except the Conspirator loadout with 900 ammo for the Military Rifle, and 5 explosives). The guards drop 20 ammo each, which the players should loot it if a lot of shooting is planned.
  • While the cutting torch is colored blue when you steal it during the Heist Prep, the color of the torch oddly changes to red when you cut the underwater grate in the drainage tunnel. The cutting torch reverts back to blue as you open the gate by the basement to collect the primary objective. This was likely a developer oversight.

References


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