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Cayo Perico How To Reset Primary Target

This commodity (or section) refers to content in the Enhanced version for the PlayStation 4, Xbox One and PC release of 1000 Theft Auto Online that may exist absent from other versions.
For a complete list of the features of the Enhanced version for the PlayStation four, Xbox 1 and PC version of M Theft Motorcar Online, please see here .

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The Cayo Perico Heist finale is a heist mission featured in 1000 Theft Auto Online as role of 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 subsequently completing all mandatory preparation missions that unlocks the finale, in club to steal their main target from within El Rubio'southward Compound. Although the plan for the heist must be designated when beginning information technology, merely the approach method and weapon loadout are locked in. One time the players make it on the isle they take liberty to tackle the heist in a variety of manners, like to the Aggressive, Stealth, or Big Con approaches of The Diamond Casino Heist. Once the mission begins, the protagonist'southward master objectives are to enter the compound, reach the basement beneath the office, steal the chief target, escape the chemical compound, and then escape from the isle.

When players initiate the heist, they can cull to complete the mission solo, or be joined by up to three other players - the latter pick 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 whatever undiscovered items tin can even so exist constitute, allowing every fellow member of the crew to pick up an individual detail if required. Players can too 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 volition face increased difficulty in securing boosted loot items, every bit they volition face additional guards and will exist 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 called loadout, with the additional heavy weapon Supply Drop adding to information technology. While undiscovered, killed guards may drop ammunition and snacks, but their weapons will not be able to be looted. If the warning is raised and the guards are using their weapons, their weapons tin can be looted and volition be added to the player's weapon wheel for selection. Up to three additional weapons can besides be collected within the compound.

The final payout of the heist is determined by the Primary Target (which increases past 10% on Hard Mode), simply on the value of the secondary targets that the coiffure secured. Secondary boodle is dropped if players are shot past guards or take to respawn later on being killed (with the exception of the rubber cash), and the main target will be dropped if the player carrying information technology is killed.

Finale Screen

" Here it is. The big screen! You run across everything you have discovered on the isle and so far... all locations, all tools, all entry and exit points, all equipment.
Here you can also rent some reinforcements... air back up, sniper support, reconnaissance drone. Once everything is in place, hit the big button, and we go! Alone, with accomplices... this is upwards to you.
"

— Pavel'south conference on the planning screen.

Here you tin can preview the outcome of your scoping and Prep work. Press Outset to begin The Cayo Perico Heist lone, or invite other players.

Players admission the heist from the planning screen in the Kosatka. The finale is available one time the mandatory preparations are completed, simply players can opt to continue performing optional fix-ups or another intel gathering before initiating the finale.

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

Approach Vehicle

" Of course, we must determine our arroyo. How we will get 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: Pilot required)
  • Velum 5-Seater (Heist Prep: Velum required)
  • Annihilator Stealth (Heist Prep: Stealth helicopter & Heist Prep: Pilot required. Also needs ane of the 2 drop zones constitute during the intel gathering.)
  • Kurtz 31 Patrol Boat (Heist Prep: Patrol Boat required)
  • Longfin (Heist Prep: Longfin required)

Infiltration Point

" How do we get ashore? Which infiltration signal will yous use? "

— Pavel

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

  • West Beach (Kosatka merely)
  • Northward Dock
  • Primary Dock
  • HALO Jump (Alkonost merely)
  • Airstrip (Velum v-Seater only)
  • North Drib Zone (Annihilator Stealth only)
  • S Drop Zone (Annihilator Stealth only)
  • Drainage Tunnel (Kosatka just) (Heist Prep: Cutting Torch required)

Compound Entry Point

" Now, crucial question... how exercise you become inside the compound? Of course, if you have the right tools along the way, you lot have more than options. "

— Pavel

Available entry points at the start - can be changed on the wing when boosted equipment is nerveless on the island.

  • Main Gate (Heist Prep: Sabotage Charges required)
  • Drainage Tunnel (Heist Prep: Cutting Torch required)

Escape Point

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

— Pavel

Available leave points - can be inverse on the fly during the heist.

  • Airstrip - A Dullard plane will exist marked on the map.
  • Northward Dock - A Dinghy boat volition be marked on the map.
  • Main Dock - Same as above.
  • Kosatka (only if the Kosatka is selected as the arroyo vehicle) - The Kosatka will be marked on the north of the isle, regardless of which infiltration bespeak is selected.

Time of Day

" Time of day can make all the divergence to an operation. Choose wisely to support your strategy. "

— Pavel

Sets the fourth dimension of day.

  • Twenty-four hour period - The crew will get in at the island at 12:00 midday. Fourth dimension volition progress ordinarily until seven:00 pm (19:00) when it volition freeze just before sunset to keep the island in perpetual daylight for the remainder of the mission.
  • Night - The coiffure will arrive at the island at x:00 pm (22:00). Fourth dimension will progress ordinarily until five:00 am when information technology volition freeze just before dawn to continue the island in perpetual semi-darkness for the remainder of the mission.

Weapon Loadout

The weapon loadout is pre-selected based on what training pick was picked, merely the player is at present given the option to purchase suppressors for $5,000.

Hire Back up Crew

Support crew provides additional assist to players during the heist. These can only exist chosen for the heist when the player completes all the mandatory prep missions to actuate the Finale, and require an upfront fee be paid for their services; some besides crave the histrion owns certain businesses before they tin 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, just require the player to beginning disable the isle's air defenses for them to be bachelor. The Weapon Stash is simply bachelor if the player chooses the Velum approach vehicle, and will have already completed their task when the player lands.

Proper noun Image Toll 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 actor 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. Information technology 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 fire 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 inside El Rubio's Chemical compound. Annotation: Normal Mode shows the guards by default, this only becomes constructive when playing a Hard Manner 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. Just works with the Velum approach vehicle.

Assign Crew Cuts

" The condom hits the route, eh? Fourth dimension to assign each coiffure member a cutting of the block. "

— Pavel

If there is more one player in the heist, the leader must assign a specific cut to each participant (set up to 15%, the minimum cut).

Keep

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

— Pavel

Once the setup is complete, and all other players accept marked themselves as ready, indicating acceptance of their cut, the leader can outset 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 called past the leader. Infiltration points tin can be limited based on the arroyo vehicle selected.

  • Kosatka: The Kosatka arrives off the perimeter of the island and shuts off its engines. The crew, wearing Scuba gear, descend from the Kosatka's Moon Pool entrance. From there, they are gratis to scuba dive to whatsoever landfall signal they desire.
  • Alkonost: The crew are on lath the cargo bay of the Alkonost while the pilot controls it towards the isle and maintains cruise speed and so they tin choose when to jump. The pilot will reiterate multiple instructions to spring before they are automatically out of the plane. From there, players can theoretically land wherever they want (notwithstanding the difficulty of avoiding the compound air defense "blood-red zone").
  • Annihilator Stealth: The crew are on lath the rear bay of the Annihilator Stealth while the pilot approaches the island, accomplish the designated driblet zone and lets the crew rappel down.
  • Velum: The crew arrives to the island in a Velum v-Seater and a guard inspects them. If weapons are stashed, the same cutscene from the Assemble Intel prep mission plays and the crew remains undetected. If weapons are non stashed, however, some other baby-sit inspects them and alerts the other guards before being knocked out past the histrion.
  • Patrol Boat: The coiffure arrives in a Kurtz 31 Patrol Boat and are instructed to go far at the designated dock. Nonetheless, players can plough off and make landfall anywhere they cull.
  • Longfin: The crew arrives in a Longfin and are instructed to get in at the designated dock. Once again, players can plough off and make landfall anywhere they choose.

Once on the island, their first objective is to reach the chemical compound and gain entry, though they are free to explore the island for any Secondary Targets, secure any additional equipment, and perform some demolition tasks.

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

Entering the chemical compound must exist washed via ane of six entry points; how many are available to the players depends on what equipment they have nerveless upwards to this point. How the entry point is used dictates the de-facto way of arroyo the crew can use to consummate the rest of the mission:

Aggressive approach

  • Main Gate
    • Demolition Charges are used to blow the outer Main Gate. A baby-sit 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 past the time the player regains control of their graphic symbol.
      • The mission will follow an Aggressive approach from that bespeak onward, regardless of whether the crew avoided detection beforehand or are using the Guard Uniforms. One time 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 coiffure members have a uniform and ride the truck to the chemical compound. Players arrive at the marker in front of the Primary 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 avert detection around the island, and within the courtyard of the compound. CCTV cameras plow white (neutral) and tin exist ignored. Guards retain a cone of vision which players can safely pass through, but they must not remain inside 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, and players can get out and access the compound using one of the stealth methods, whereby the approach volition switch to Stealth Approach.

Stealth approach

  • Northward 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. The thespian attempts to enter the code using the keypad. They initially go it wrong, only after a cursory thought process, they enter the correct code and sneak through the gate.
      • Occasionally, an alternative cutscene volition play where, despite entering the code, an fault is displayed on the keypad. The frustrated thespian hits the keypad with their fist, unlocking the gate.
        • The guard can be continuing immediately outside the concluding checkpoint to the grounds but is unremarkably inside the grounds immediately around the compound.
  • N and S Wall
    • Entry requires each crew member to have collected a Grappling Claw to be able to climb the wall.
  • Drainage Tunnel
    • Heist leader has the Cutting Torch, cut through the grill. They and so swim a short distance to a vertical admission grate and a brusque cutscene plays every bit they open the grate and 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 Chapters skill should be able to cutting 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 avert running out of breath during the cutting process.

Main Target

Once inside the compound, players side by side objective is to gain access to the basement vault, reaching one of two entrances from their chosen entry point: Strickler'due south function; or an hole-and-corner tunnel accessed by two divide locked gates. During this time, the coiffure tin learn two keycards, which are needed to enter the storage areas that hold the more than valuable secondary targets, as well as a ready of keys, which unlock the underground gates also every bit 2 shortcut gates between the Master Gate courtyard and the mansion tower providing boosted 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 showtime over once again; the others must protect this member during that time. If accessing via the elevator from the role, three (four in Difficult Fashion) prints must be matched, while accessing through the hole-and-corner gates requires a single print match (two in Hard Manner) at the additional scanner found there.

Upon inbound 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 job 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 exist inputted correctly to open the safe. If a number is inputted incorrectly, the histrion 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 loot bag is full of secondary targets or not, whatsoever coiffure member tin can carry the Primary Target, simply will drop information technology if they are killed by the guards, forcing them or another crew fellow member to remember it, otherwise they cannot consummate the mission.

Secondary Targets

Although the crew is gratuitous to go afterward every optional loot item that was located during the Gather Intel mission, each member tin can merely carry a express corporeality in their loot purse; even if they become after 1 category, they can simply secure a fix amount earlier the bag is total and will not accept boosted loot. Thus the full amount of all located secondary targets is unachievable by a crew of four players, forcing members to determine on which targets to learn during the heist. However, the difficulty level of the mission does not impact the value of each category of secondary targets.

If a role player conducts the Finale mission solo, they are restricted to stealing secondary targets from lock-ups effectually the island - cash and drugs. Well-nigh crave the role player to destroy the gate to these with Demolition Charges, explosives, or past shooting its lock with a gun, which will alert nearby guards (particularly if guns are not equipped with suppressors). The lock-ups can exist opened silently by using a pair of commodities cutters or the Cut Torch. However, ii of the lock-ups take steel shutters which require ii players to deal with them: i to proceed the door open with a nearby lever, and the other to enter and collect the targets inside. All secondary targets within the chemical compound are behind a dual keycard access door, requiring two players to have a keycard: one will be dropped by a guard, and the other volition exist on Strickler's desk in the office. To open the doors, players must simultaneously enter their keycard. These sites volition hold gold, paintings, or additional stacks of cash. A solo run does have the opportunity for players to steal at to the lowest degree one painting, provided information technology spawns in the part; otherwise, they are limited to looting the lock-ups effectually the island.

While players can decide how much they take from whatever stack of greenbacks, drugs and gold, paintings can only be taken when fully removed from their frame.

Although not marked on the map, nor considered a secondary target, a random corporeality of cash is bachelor in the subconscious safe in the office; like the main target, this does not take up room in the boodle pocketbook. This bonus is available to both solo and team players.

Escape

Once the primary target is acquired, the crew's side by side objective is to escape from the compound, though they can freely rail 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 island. The coiffure will only be able to leave the compound via v routes:

  • Main Gate - Bachelor to all players.
    • Players reach the Main Gate and a small cutscene plays with them attempting to force information technology open, kicking it in frustration. They then see the green exit release button to the right of the gate, printing it and escape from the chemical compound.
      • Just 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 volition still need to unlock the inner gate to exit the compound.
  • N and S Side Gates - Only available if the codes were obtained exterior the chemical 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. The door unlocks and the player(s) go out the chemical compound.
  • North and Due south Walls - Merely available if players have previously picked up a Grappling Claw each.
    • Upon reaching the exit corona, the player unpacks their grappling claw and throws it to the section of wall with damaged spikes. They and so scale the wall and drop down safely outside the wall.

The crew must apply one of these routes, equally they cannot use the Drainage Tunnel or the Supply Truck if these were used to enter the chemical compound. Attempting to jump off the compound balcony to swim away will issue in instant death.

After leaving the compound, the crew's final objective is to leave Cayo Perico via ane of the available escape routes they tin use, though they have time to seek out any secondary targets they missed. However, the latter decision is made tougher when they are a sure distance from the compound, as all the island's guards will be assisted by Strickler, who will begin seeking out the coiffure with a Valkyrie MOD.0 assail helicopter, while the dock entry points will be patrolled by Weaponized Dinghies (albeit no gunners nowadays). If the crew were detected by the guards by this indicate, the Valkyrie will pursue and attack them, leaving members to either evade or effort to disable the helicopter. Strickler is invincible and his helicopter cannot be destroyed either; later on enough damage he will simply wing away. If the coiffure has remained undetected, the Valkyrie will search beyond the island for them, and simply attack if it or the guards detect them. In improver, coiffure members will not exist able to avoid detection with guard uniforms, as these become useless at this indicate.

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

  • Main/Due north Dock - The coiffure must reach the dock and steal any of the boats there. All members must exist aboard, at which indicate the driver must pilot the vessel away from the island, while the other members attack any pursuers if they were detected.
    • Note that any boat can be used for this method, not just the ones berthed in the docks. Players are gratuitous to hijack a Seashark, Jetmax, Dinghy or Squalo existence used by civilians around the isle, as well as a Weaponized Dinghy that they can take from pursuing guards on the h2o or sometimes seen on the docks.
  • Airstrip - The crew must disable the island's air defenses before they tin go out. One time 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 volition still be there, otherwise Dodo seaplanes will exist there.
  • Submarine - The crew must achieve the Kosatka, which will be waiting for them underwater off the isle'due south due north coast. This route can merely exist used if the crew'due south leader used the Kosatka as an arroyo vehicle on the heist.
  • Swimming - It is also possible to only swim away from Cayo Perico without using any vehicles, and the heist volition succeed once all crew members get far plenty abroad from the island. If players arrived in the Kosatka, they can scuba dive abroad.
    • Although it is normally unmentioned during the Finale, the thespian can equip the rebreather using the gear central (D-Pad Right or default Thou on PC). If Night Vision Goggles are selected as the mask option, they instead are controlled with the gear cardinal.

Guard Behavior

Guards and their cones of vision will be shown on the players map/radar in Normal Mode but in Difficult Mode they volition only appear at close distances. The Recon Drone is required to bear witness guards further abroad. During the mission, the guards will initially exist unaware of the crew's presence, simply will detect them if they should enter their line of sight or make noise about them. If a player gets detected by a baby-sit and is not taken care of apace, the baby-sit will shoot at the thespian, often alerting other guards. When this happens, an alarm is given, and the crew is forced to comport an Ambitious arroyo for the heist, equally guards will continuously pursue crew members throughout the mission, with new ones spawning to replace those evaded or killed. Some guards volition not notice 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 corresponding entry point will not enhance the alarm; if the crew finds Baby-sit Uniforms, they will not exist detected by cameras, and have limited protection from detection by guards across the island, while those in the courtyard of the compound volition non heighten the alarm. Being spotted by the Personal Bodyguards or Heavy Gunner within the chemical compound (marked with cerise cones of vision) will return the disguise ineffective. However, using disguises will only piece of work if the crew avoids interim aggressive to the guards, while they cannot remain disguised inside the compound upon going beyond the courtyard.

The players tin encounter a Heavy Gunner inside the compound who will exist wearing heavy armor and wielding a minigun, marked by a red skull on the minimap. This guard is one of El Rubio'southward personal bodyguards and e'er has an extended narrow cone of vision. He takes little impairment to the trunk and requires multiple shots to the head to be killed, and he cannot be killed by a melee attack.

The time of mean solar 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 coiffure chooses to disable the ability station, all cameras on the isle will conciliate until the players enter the compound, and guards will take their vision range reduced further if this is done during a night-time playthrough of the mission.

Guards are farther impacted in how they bargain with the coiffure, depending on which Disruption missions that were completed successfully by the coiffure during the Preparations missions: disrupting supplies of weapons restricts guards from using college powered weapons; disrupting armor prevents guards from having any Body Armor, although the Heavy Gunner is not impacted; and disrupting air back up prevents the guards using Buzzard Attack Choppers when the crew is detected. In add-on, if players managed to find and utilize 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 larn three weapons from within the compound:

  • Pistol - Located in the safe in Strickler's office.
  • Perico Pistol - Players must consummate a random event around San Andreas, involving the looting of a baby-sit from Cayo Perico who has passed out near a society or bar. Doing so will not only provide a small-scale greenbacks reward, but also a small fundamental which tin simply be used in the Finale mission. The key unlocks a drawer on the desk in the office, where the weapon can exist found. One time the player has found the primal, it will be available to admission the drawer on all time to come heists. On render to San Andreas, the player will accept the pistol in their inventory.
  • Combat Shotgun - Players must search around the chemical compound for the weapon, as information technology randomly spawns at i of a number of locations. It will spawn to a new site on a subsequent replays of the heist. Information technology is not kept later the mission, but one time collected information technology is unlocked for purchase and modification at Ammu-Nation or Bureau Arsenal.
Map
CombatShotgun-GTAO-Locations.png
Location Prototype
Leaning against a tabular array almost the big swimming pool.
TheCayoPericoHeist-GTAO-CombatShotgun-Table.png
Leaning against the balustrade railing near the small pool.
TheCayoPericoHeist-GTAO-CombatShotgun-SmallPoolBalcony.png
Leaning against the pergola upright nigh the big swimming puddle.
TheCayoPericoHeist-GTAO-CombatShotgun-PoolsidePillar.png
Leaning confronting the circular physical planter in a courtyard northeast of the large pool.
TheCayoPericoHeist-GTAO-CombatShotgun-TreePlanter.png
Leaning against the walkway railing on the eastward side basis level of the main edifice.
TheCayoPericoHeist-GTAO-CombatShotgun-MainBuildingWalkway.png
Outside the north archway to the Westward Storage room
TheCayoPericoHeist-GTAO-CombatShotgun-OutsideStorage.png
Leaning confronting a fountain on a grass lawn southward of the main puddle.
TheCayoPericoHeist-GTAO-CombatShotgun-Fountain.png
In the baby-sit "tower" in a higher place the main gate.
TheCayoPericoHeist-GTAO-CombatShotgun-MainGateTower.png
In the eye of the hedge maze in the northern corner.
TheCayoPericoHeist-GTAO-CombatShotgun-HedgeMaze.png

Aftermath

Upon escaping the island, a cutscene will play.

Madrazo Files

The histrion will arrive at Miguel Madrazo's Mansion in Vinewood Hills where they will be met at the gate past a baby-sit. 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, forth with other political party guests. The player will give Miguel the document canister. Jorge then pays the player. Miguel calls Martin Madrazo to denote the success, only for his father to hang up on him when he suggests this success should let him to re-open discussions on a crypto deal or a condo project. Miguel suggests the thespian continue to rob Strickler repeatedly and that Jorge will act as a fence for any future heists.

Miguel and then opens the document canister and expresses disgust at the content, throwing them onto the burn down pit. The histrion can come across a Union Depository memo and a salacious photo of Patricia and Trevor Philips.

The heist will and then exist 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 office in the heist, Miguel will not be nowadays for the tequila scene. The histrion(southward) volition spawn back into free mode at the gate of Miguel'due south mansion with the payment in their greenbacks set up to be banked.

Repeat Heists

The role player volition hand over the loot bag to Jorge and be handed an envelope in payment. The tequila shot cutscene is and then replayed and the player will spawn back into complimentary mode outside the mansion gate.

Replay Heists

Once the player spawns back into free mode, Pavel volition send a text explaining that he will bulletin the player when it is safe to try the heist again. Heist owner will have to wait 3 game days (144 real minutes) if playing solo or 1 game 24-hour interval (48 real minutes) if playing as a group later completion of the previous heist to trigger a new heist to replay. Note that exiting the game does not freeze the timer.

Afterwards the cooldown, Pavel will send another text stating that the player can start another heist, after which they have a 48-minute time window to accomplish the sub and pay the $25,000 fix-up fee to trigger Hard Style. After 48 minutes, the player can only play the Heist in Normal Mode.

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 fellow member brought back - gradually reduced if the fellow 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 total, if the mission's Elite Challenges are successfully completed, which is modified by the difficulty the mission was conducted under. After the beginning playthrough, the payout is farther reduced by costs - Pavel'south ii% cutting, and the Madrazo Dare'south 10% fee for fencing the loot.

Primary Target

The difficulty of the heist impacts simply the value of the primary target. With the exception of the showtime 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 Tequila Thousand
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 Due south
TheCayoPericoHeist-GTAO-IntelBoardImg-PrimaryTarget-03BearerBonds.png
$ane,100,000 $ane,210,000
Madrazo Files S *
TheCayoPericoHeist-GTAO-IntelBoardImg-PrimaryTarget-04MadrazoFiles.png
TheCayoPericoHeist-GTAO-PrimaryTarget-MadrazoFiles.png
$1,100,000 Northward/A
Pink Diamond Thou
TheCayoPericoHeist-GTAO-IntelBoardImg-PrimaryTarget-05PinkDiamond.png
TheCayoPericoHeist-GTAO-PrimaryTarget-PinkDiamond.png
$i,300,000 $i,430,000
Panther Statue G
TheCayoPericoHeist-GTAO-IntelBoardImg-PrimaryTarget-06PantherStatue.png
TheCayoPericoHeist-GTAO-PrimaryTarget-PantherStatue.png
$one,900,000 $ii,090,000

* denotes the target for the first playthrough, cannot be encountered on subsequent playthroughs.
denotes the target is just available during sure Events.
Due south denotes the target will be locked in the safety.
G denotes the target volition be inside the glass case.

Secondary Targets

The following table denotes the total value of each secondary target (well-nigh per stack), and the corporeality that each actor tin carry of each in their loot bag:

Target Image Take (whatsoever difficulty) Weight (in boodle purse per stack) Maximum numbers
of secondary targets
(to fill the loot purse)
Cash
TheCayoPericoHeist-GTAO-IntelBoardImg-SecondaryTargets-01Cash.png
$78,480-$89,420/Cash stack stash 25% 4 ($313,920-$357,680 total)
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% 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/Gold bar stash 66.seven% 1.5 ($492,876-$499,788 total)

An additional $50,000 to $99,000 can exist stolen from the safe in El Rubio's function inside the compound. Note that it does not take up space inside the lootbag.

Total loot

The theoretical maximum boodle on the island would total over $7,119,000, yet the iv-role player carry limit means the maximum payout would be significantly less:

MAXIMUM 1 thespian 2 players 3 players iv players
Chief $2,090,000
Secondary $499,788 $499,788 $499,788 $499,788
Safe $99,000
Gross accept $two,688,788 $3,188,576 $iii,688,364 $4,188,152
Debate fee ten% $268,879 $318,858 $368,836 $418,815
Pavel fee 2% $53,776 $63,772 $73,767 $83,763
Net $two,366,133 $2,805,947 $iii,245,760 $iii,685,574
Leader max cut % 100% 85% 70% 55%
Leader Gross pay $two,366,133 $2,385,055 $2,272,032 $2,027,066
Setup fee $25,000
Leader Cyberspace $2,341,133 $2,360,055 $2,247,032 $2,002,066
Thespian two pay $420,892 $486,864 $552,836
Histrion 3 pay $486,864 $552,836
Player 4 pay $552,836
MINIMUM i player 2 players iii players 4 players
Chief $900,000
Secondary $313,920 $313,920 $313,920 $313,920
Condom $50,000
Gross take $1,263,920 $1,577,840 $1,891,760 $two,205,680
Debate 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 cutting % 100% 85% seventy% 55%
Leader Gross pay $1,112,250 $1,180,224 $1,165,324 $one,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
Role player 4 pay $291,150

Elite Claiming

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

Awards

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

Award Image Unlocked past Reward
The Cayo Perico Heist
TheCayoPericoHeistAward.png
Complete the heist for the first time. $200,000
Going Alone
GoingAloneAward.png
Complete the heist with 1 player. $100,000
Teamwork
TeamworkAward.png
Consummate the heist with iv players. $100,000
Cat Burglar
CatBurglarAward.png
Consummate the heist without ever beingness detected. $100,000
Elitist
ElitistAward.png
Complete the Aristocracy Challenge. $200,000
Blow Hard
BlowHardAward.png
Consummate the heist on Hard without losing a life. $200,000
Travel Plans
TravelPlansAward.png
Arroyo the isle using all the available vehicle options. $250,000
Professional Thief
ProfessionalThiefAward.png
Steal all variations of the Main Target. $150,000
Go for Gold
GoForGoldAward.png
Steal El Rubio'southward prized weapon.
One of Them
OneOfThemAward.png
Enter the compound using a stolen disguise.

Unlocks

  • If used for the infiltration method, trade cost 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

Demolition

Compound Entry

Looting

Chief Targets

Secondary Targets

Weapons

Support Crew

Escape

Miscellaneous

Video Walkthrough

Changes

With The Criminal Enterprises update, several changes were made to the Cayo Perico Heist finale:

  • The cooldown earlier the actor is allowed to replay the heist has been increased to 3 game days (144 real minutes) if playing solo or one game solar day (48 real minutes) if playing every bit a group.
  • If a high value master target has just been stolen, there's now a 72-60 minutes real-time cooldown menses in which high value primary targets are much less probable to prove upwardly again. To recoup this, the secondary loot values are increased significantly, encouraging players to get after them.

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

  • Guards take a narrower cone of vision and tin react to nearby explosions.
  • The Heavy Gunner is no longer vulnerable to headshots or stealth kills.
  • Fixed an issue with the keypads located effectually the compound storage areas, which there were one.
  • Fixed an issue with players being detected past bodyguards/security cameras through certain structures.
  • Longfin'south speed was reduced, likely to avert direct shortcuts to the compound.
  • Crew members' cuts were removed from the full if they leave/disconnect.

Trivia

  • When players achieve the compound, they may find English Dave beingness held in one of the animal cages. He will be muttering or calling out, just will not expose the undetected actor. He will make comments well-nigh the panther, especially if the cage 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 tin sometimes be found empty and its gate open during a playthrough of the heist, players volition never encounter the creature around the island or compound, though its growl tin be heard anywhere on the island.
  • The action mechanic of removing the grate from the Drainage Tunnel is similar to that from the G Theft Machine V mission Monkey Concern, in which Michael De Santa had to remove a grate blocking passage into the Humane Labs and Enquiry facility. However, while Michael had limited fuel for his cutting torch, players have no restriction on how long to take during the Finale mission.
  • Pavel volition annotate if the player blows upwards El Rubio's Brioso 300, maxim that "It's a shame we cannot steal information technology", or that the histrion is revengeful for blowing information technology upward.
  • In the cutscenes that play involving the compound's side gate keycards, the codes are as follows:
    • In the cutscene where the player enters an incorrect code, brainstorms, then enters the correct lawmaking, the wrong code is 3-2-i-0, and the correct code is nine-5-4-four, followed by an unknown fifth number that is non shown.
    • In the cutscene where the player enters the lawmaking, then hits the keypad, the code is 6-five-6-1-6.
  • It is not possible to kill El Rubio's Panther while its in the muzzle no matter what weapon or explosive the player uses.

Bugs/Glitches

  • If the heist leader gave another teammate a 85% cutting of accept earlier starting the heist finale, and disconnected or left the transaction screen subsequently completing the finale, the leader could get a 100% cut of take, and the teammate'due south accept would remain unchanged. This was patched in later updates[1].
  • The platinum award for the Fill up Your Bags claiming required the player to obtain $200,000,000 of secondary loot, as opposed to the incorrectly stated $20,000,000, requiring the actor to replay the Cayo Perico Heist at least 500 times to complete. This was patched in afterward updates[2].
  • In Difficult Way, the primary target may only display the Normal Mode value when added to the take while in the heist mission. This is just a visual glitch, and the player(s) will still be paid the target'south proper value once the heist is completed.
  • When the player finishes cutting the grate underwater with a cutting torch, the torch will even so be burning while the thespian puts information technology back in their duffel bag. This was patched in afterwards updates.
  • Occasionally, during a thunderstorm, the lighting may bug, making the player's cellphone screen all black and keeping the entire map in a abiding state of yellow-toned brightness. Lightning flashes volition briefly revert the map's lighting dorsum to normal.
  • When the player managed to hack any of the fingerprint scanners located at El Rubio'southward function or at the underground area, the same scanner suddenly moved slightly upward, leaving the fingerprint cloner attached to the wall. This was later stock-still.
  • At times, the safety 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 any player through certain structures, such as the lockup nigh the airstrip and the power station. This was later fixed.
  • The GTA Online protagonist's face up may change when coming out of the drainage tunnel, with their facial structure being completely different. This is considering the protagonist's confront in the game changes to a different structure when wearing masks or some other types of headwear, and subsequently the swimming section of this approach, they lose the scuba mask, only their face fails to revert to their normal, unmasked variant. The problem is fixed after the heist is completed.

References

  1. Tez2 on Twitter
  2. Tez2 on Twitter

Navigation

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

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