Casino heist big con elite challenge

Casino heist big con elite challenge

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Type

Blips-GTAVJewelryHeist-GreenTHE CAYO PERICO HEIST

The Cayo Perico Heist

TheCayoPericoHeist-GTAO-JobImage

Set-up cost

$, Set-up fee (free for 1st run)

Target

Underground vault content

  • Go to El Rubio's compound.
  • Enter El Rubio's compound.

Drainage Tunnel Entry Point


  • Go to the underground vault.
  • Steal the [primary target].
  • Escape the compound.
  • Escape Cayo Perico.

Rewards

$,$7,, (Theoretical)

Maximum gross approx $,(for leader)


Reduced prices for:


Weapon unlocks:

Time of day

  • Day (time stops)
  • Night (time stops)
The Cayo Perico Heistfinale is a heist mission featured in Grand Theft Auto Onlineas part of The Cayo Perico Heistupdate. It is the final mission of The Cayo Perico Heiststrand.

Description[]

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. If the alarm is raised and the guards are using their weapons, their weapons can be looted and will be added to the player's weapon wheel for selection. Up to three additional weapons can also be collected within the compound.

The final payout of the heist is determined by the Primary Target (which increases by 10% on Hard Mode), but on the value of the secondary targets that the crew secured. Secondary loot is dropped if players are shot by guards or have to respawn after being killed (with the exception of the safe cash), and the primary target will be dropped if the player carrying it is killed.

Finale Screen[]

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

— Pavel's briefing on the planning screen.

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

Players access the heist from the planning screen in the Kosatka. The finale is available once the mandatory preparations are completed, but players can opt to continue performing optional set-ups or another intel gathering before initiating the finale.

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

Approach Vehicle[]

Of course, we must decide our approach. How we will get there?

— Pavel

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

Infiltration Point[]

How do we get ashore? Which infiltration point will you use?

— Pavel

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

  • West Beach (Kosatka only)
  • North Dock
  • Main Dock
  • HALO Jump (Alkonost only)
  • Airstrip (Velum 5-Seater only)
  • North Drop Zone (Annihilator Stealth only)
  • South Drop Zone (Annihilator Stealth only)
  • Drainage Tunnel (Kosatka only) (Heist Prep: Cutting Torch required)

Compound Entry Point[]

Now, crucial question how do you get inside the compound? Of course, if you have the right tools along the way, you have more options.

— Pavel

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

Escape Point[]

Now, as long as you are alive, how will you leave? Which escape route?

— Pavel

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

  • Airstrip - A Dodo plane will be marked on the map.
  • North Dock - A Dinghy boat will be marked on the map.
  • Main Dock - Same as above.
  • Kosatka (only if the Kosatka is selected as the approach vehicle) - The Kosatka will be marked on the north of the island, regardless of which infiltration point is selected.

Time of Day[]

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

— Pavel

Sets the time of day.

  • Day - The crew will arrive at the island at midday. Time will progress normally until pm () when it will freeze just before sunset to keep the island in perpetual daylight for the remainder of the mission.
  • Night - The crew will arrive at the island at pm (). Time will progress normally until am when it will freeze just before dawn to keep the island in perpetual semi-darkness for the remainder of the mission.

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,

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-SupportCrewAirstrike$12, Charlie Reed drops a targeted airstrike from a P 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-SupportCrewSupplyDrop$15, Unnamed character provides a Minigun and up to 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-SupportCrewSniper$25, 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-SupportCrewHelicopterBackup$30, 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-SupportCrewReconDrone$25, 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-SupportCrewWeaponStash$15, 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[]

The rubber hits the road, eh? Time to assign each crew member a cut of the cake.

— Pavel

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

Continue[]

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

— Pavel

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

Mission Walkthrough[]

Island Infiltration and Compound Entry[]

Once the heist begins, the crew approaches Cayo Perico via the vehicle chosen by the leader. Infiltration points can be limited based on the approach 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 free to scuba dive to whatever landfall point they desire.
  • Alkonost: The crew are on board the cargo bay of the Alkonost while the pilot controls it towards the island and maintains cruise speed so they can choose when to jump. The pilot will reiterate multiple instructions to jump 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 "red zone").
  • Annihilator Stealth: The crew are on board the rear bay of the Annihilator Stealth while the pilot approaches the island, reach the designated drop zone and lets the crew rappel down.
  • Velum: The crew arrives to the island in a Velum 5-Seater and a guard inspects them. If weapons are stashed, the same cutscene from the Gather Intel prep mission plays and the crew remains undetected. If weapons are not stashed, however, another guard inspects them and alerts the other guards before being knocked out by the player. This is the only way to complete the elite challenge with the aggressive approach.
  • Patrol Boat: The crew arrives in a Kurtz 31 Patrol Boat and are instructed to arrive at the designated dock. However, players can turn off and make landfall anywhere they choose.
  • Longfin: The crew arrives in a Longfin and are instructed to arrive at the designated dock. Again, players can turn off and make landfall anywhere they choose.

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 hack the analogue circuits within to disable the air defenses everywhere on the island except the compound. Disabling the Air Defenses is required to send in reinforcements, as well as using the Dodo seaplane or the Velum 5-Seater smuggler plane (if used as entry route) to escape the island.
  • CCTV cameras and lights:
    • Players must breach a locked gate at the Cayo Perico Power Station and switch two circuit breakers, cutting the power. This will completely disable the CCTV cameras and decrease the size of the guards' vision cones at night. The power will only be disabled until the players reach the compound, when Pavel will advise that the CCTV has been brought back online. Thus, the power will always be on 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 briefly 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, and players can get out and access the compound using 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. The player attempts to enter the code using the keypad. They initially get it wrong, but after a brief thought process, they enter the correct code and sneak through the gate.
      • Occasionally, an alternative cutscene will play where, despite entering the code, an error is displayed on the keypad. The frustrated player hits the keypad with their fist, unlocking the gate.
        • The guard can be standing immediately outside the final checkpoint to the grounds but is usually inside the grounds immediately around the compound. Rarely, it is held by a guard on the checkpoint near main dock[1].
  • North and South Wall
    • Entry requires one 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 short cutscene plays as they open the grate and climb up the ladder into the compound.
      • All members must be present in the tunnel entry before access 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. If a number is inputted incorrectly, the player starts again.
  • 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, explosives, or by shooting its lock with a gun, which will alert nearby guards (particularly if guns are not equipped with suppressors). The lock-ups can be opened silently by using a pair of bolt cutters or the Cutting Torch. However, two of the lock-ups have steel shutters which require two players to deal with them: one to keep the door open with a nearby lever, and the other to enter and collect the targets inside. All secondary targets within the compound are behind a dual keycard access door, requiring two players to have a keycard: one will be dropped by a guard, and the other will be on Strickler's desk in the office. To open the doors, players must simultaneously enter their keycard. These sites will hold gold, paintings, or additional stacks of cash. A solo run does have the opportunity for players to steal one or two paintings, provided the paintings spawn in the office; otherwise, they are limited to looting the lock-ups around the island.

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

Although not marked on the map, nor considered a secondary target, a random amount of cash is available in the hidden safe in the office; like the primary target, this does not take up room in the loot bag. This bonus is available to both solo and team players.

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 failing to do so, kicking 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, which successfully unlocks the door and the player(s) exit the compound.
  • 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 down safely 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, while the dock entry points will be patrolled by Weaponized Dinghies (albeit no gunners present). If the crew were detected by the guards by this point, the Valkyrie will pursue and attack them, leaving members to either evade or attempt to disable the helicopter. Strickler is invincible and his helicopter cannot be destroyed either; after enough damage he will simply fly away. If the crew has remained undetected, the Valkyrie will search across the island for them, and only attack if it or the guards detect them. In addition, crew members will not be able to avoid detection with guard uniforms, as these become useless at this point.

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

  • 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 that 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, as well as a Weaponized Dinghy that they can take from pursuing guards on the water or sometimes seen on the docks.
  • Airstrip - The crew must disable the island's air defenses 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 Dodo seaplanes will be there. Attempting to escape the island without disabling the air defenses will result in a red warning popping up, and the players will be shot down if they ignore the warning.
  • 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 is 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 is 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 at close distances. The Recon Drone is required to show guards further away. During the mission, the guards will initially be unaware of the crew's presence, but will detect them if they should enter their line of sight or make noise near them. If a player gets detected by a guard and is not taken care of quickly, the guard will shoot at the player, often alerting other guards. When this happens, an alarm is given, and the crew is forced to conduct an Aggressive approach for the heist, as guards will continuously pursue crew members throughout the mission, with new ones spawning to replace those evaded or killed. Some guards will not detect the crew at all, depending on how they approach the heist: if they use the Longfin or Velum 5-Seater, certain guards at each vehicle's respective entry point will not raise the alarm; if the crew finds Guard Uniforms, they will not be detected by cameras, and have limited protection from detection by guards across the island, while those in the courtyard of the compound will not raise the alarm. Being spotted by the Personal Bodyguards or Heavy Gunner inside the compound (marked with red cones of vision) will render the disguise ineffective. However, using disguises will only work if the crew avoids acting aggressive to the guards, while they cannot remain disguised inside the compound upon going beyond the courtyard.

As an added difficulty, guards will also detect dead bodies and raise the alarm should they see one. This will occur even if the body itself has physically despawned; the game registers the location where the victim has been killed and alert the guards upon seeing it. The alert may also be raised upon the guard shift change after taking the primary loot should one of the newly-arrived guards see a body killed previously. This difficulty may force players to completely change tactics, closely observe guard patrols and plan out their route/kills accordingly as leaving a trail of dead guards behind runs the very high risk of raising the alarm prematurely.

The players can encounter a Heavy Gunner within the compound who will be wearing heavy armor and wielding a minigun, marked by a red skull on the minimap. This guard is one of El Rubio's personal bodyguards and always has an extended narrow cone of vision. He takes little damage to the body and requires multiple shots to the head to be killed, and he cannot be killed by a melee attack.

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

Guards are further impacted in how they deal with the crew, depending on which Disruption missions that were completed successfully by the crew during the Preparations missions: disrupting supplies of weapons restricts guards from using higher powered weapons; disrupting armor prevents guards from having any Body Armor, although the Heavy Gunner is not impacted; and disrupting air support prevents the guards using Buzzard Attack Choppers when the crew is detected. In addition, if players managed to find and use cutting powder during the Gather Intel mission, guards will have reduced firing accuracy during the Finale mission.

Collectible Weapons[]

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

  • Pistol - 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 or Agency Armory.
Источник: thisisnl.nl