Heist • Solo / Duo / Trio / Quatro
Cayo Perico
Intel, preparations and finale form one team-aware plan: the selected team determines bag capacity, roles, loot order and entry and escape route.
CAYO / PERICOComplete financial model
Primary targets and odds
- Rockstar confirms a weekly refresh but does not publish the exact trigger that consumes the favourable target state. The table therefore distinguishes first and subsequent weekly target states instead of promising a particular Gather Intel sequence.
- The 0/40/40/20% and 80/10/8/2% distributions are community-maintained observations, not an official Rockstar table.
- Base secondary-loot value is reduced by 10%; the primary-target-dependent bonus is +20/+10/+5/0%, respectively.
- The character's first-ever hosted run has the fixed Madrazo Files and sits outside the ordinary table. The Panther Statue is event-only and also remains outside the permanent distribution.
| Payout target | First weekly target state | Subsequent weekly target state |
|---|---|---|
| Sinsimito Tequila | 0% | 80% |
| Ruby Necklace | 40% | 10% |
| Bearer Bonds | 40% | 8% |
| Pink Diamond | 20% | 2% |
The character's first-ever hosted heist and event targets are outside this table.
| Payout target | Normal | Hard | Secondary bonus |
|---|---|---|---|
| Sinsimito Tequila | $400,000 | $440,000 | 20% |
| Ruby Necklace | $560,000 | $616,000 | 10% |
| Bearer Bonds | $616,000 | $677,600 | 5% |
| Pink Diamond | $910,000 | $1,001,000 | 0% |
ranking baseline: the host takes the maximum cut and every partner gets 15%; the guide supports individual cuts, while the host pays the setup cost
Complete step-by-step operation
OPERATIONS GUIDE V2 • SOLO
Intel, preparations and finale form one team-aware plan: the selected team determines bag capacity, roles, loot order and entry and escape route.
Start here
- Meet Miguel Madrazo in The Music Locker, then buy the Kosatka from Warstock Cache & Carry.
Enter the Kosatka command centre and select The Cayo Perico Heist on the planning screen.
The command centre aboard your Kosatka.
The heist planning screen beside Pavel's station.
- The Sparrow, weapon workshop and other Kosatka upgrades can shorten logistics but do not unlock the finale.
First run and replay
These are two persistent story instructions. They are not the finance calculator's weekly-variant switch.
First story playthrough
The first run includes the Music Locker meeting, Kosatka purchase, first Gather Intel and full discovery of the drainage tunnel and loot points.
Story replay
Launch a replay with Pavel once the heist is available again: run fresh Gather Intel, prepare for the current target and reuse previously discovered entry points.
Official mission order
- 01
unlockfirst run only Introduction: Madrazo Files
The Music Locker meeting, Kosatka purchase and first contact with Pavel open the heist board.
- 02
prep / preparation Gather Intel
Travel to the island and scope the primary target, drainage tunnel, secondary loot and entry points needed by the current team.
- 03
prep / preparation Approach Vehicle
Acquire the approach vehicle that matches the scoped loot and selected entry; the route model distinguishes the Kosatka from the Longfin.
- 04
prep / preparation Safe Code or Plasma Cutter
Complete the equipment mission required by the current primary target — safe codes or the plasma cutter.
- 05
prep / preparation Fingerprint Cloner
Acquire the fingerprint cloner needed to pass the security protecting the underground target.
- 06
prep / preparation Cutting Torch
Acquire the cutting torch after discovering the drainage tunnel; it opens the grate and padlocks without demolition charges.
- 07
prep / preparation Weapon Loadout and optional Disruption
Choose a weapon loadout with suppressors; complete disruption missions only when the plan genuinely expects combat.
- 08
finale The Cayo Perico Heist
Launch the finale with entry, loot, roles and escape route matched to the currently selected team.
Strategies that genuinely change the route
Longfin and loot before the compound
- When
- When the selected team cannot fill every bag with accessible compound loot.
- Plan
- Collect the precisely scoped bag shortfall at a dock or airstrip first, then enter through the drainage tunnel and finish inside the compound.
- Trade-off
- The extra stop lengthens the approach but removes improvised detours after taking the primary target.
Plan for the selected team: SOLO
Selected in the calculator • Fill the bag outside the compound first. Longfin → cocaine → tunnel → safe → target → cliff.
Concrete roles
The host handles intel, the Longfin, hacks, office safe, primary target and escape.
Actions, risk and run recovery
- 01
finaleFind one compact loot cluster - Action
- Scope the primary target, drainage tunnel, airstrip and docks. Two cocaine stacks in one location are ideal; with one office painting, only plan 50% bag space outside the compound.
- Tip
- During Gather Intel choose one compact loot stop that fills the solo bag before the compound.
- Risk / failure condition
- Scattered partial stacks force detours and increase detection risk before the primary target.
- How to recover the run
- Return to the intel map, drop the distant stop and rebuild around one scoped cluster.
- 02
finaleConfigure the Longfin and drainage tunnel - Action
- Select the Longfin, the approach point closest to the scoped loot, drainage-tunnel entry and suppressors. Exception: two office paintings let you skip outside loot and enter directly with the Kosatka.
- Tip
- Configure the Longfin, chosen dock and drainage tunnel as one approach plan.
- Risk / failure condition
- A mismatched vehicle or entry leaves the solo player on the wrong side of planned loot.
- How to recover the run
- Return to the finale screen and pair the Longfin with the actually scoped dock and tunnel.
- 03
finaleFill the bag before the compound - Action
- Sail to the chosen lock-up, cut the lock with the torch and collect the planned 100% bag. Do not circle the island for weaker stacks when one area already fills the bag.
- Tip
- Empty the chosen cluster to 100% bag capacity before sailing to the compound.
- Risk / failure condition
- Entering the compound with spare capacity leaves Solo unable to safely fill it with dual-keycard gold.
- How to recover the run
- Do not leave; return to the last scoped stack and fill the bag before the tunnel.
- 04
finaleSail to the drainage tunnel - Action
- Return to the Longfin, sail beneath the compound's south wall, jump out over the marker and cut all four grate points. Swim inside once it opens.
- Tip
- Sail the Longfin directly to the tunnel marker, dismount above the grate and use the Cutting Torch.
- Risk / failure condition
- A shallow approach or missing torch exposes the player near coastal patrols.
- How to recover the run
- Move the boat offshore, line up above the grate and dive only on the marker.
- 05
finaleFollow the outer wall to the office - Action
- After the tunnel, climb to the upper level and stay outside vision cones. Wait for the Juggernaut and patrols to turn; this route does not require keycards or storage rooms.
- Tip
- After entry follow the outer wall, avoid the courtyard and lead directly to El Rubio's office.
- Risk / failure condition
- A center shortcut crosses camera cones and patrols without adding needed loot.
- How to recover the run
- Return to the last corner, wait for the patrol and resume along the wall.
- 06
finaleTake the safe and any planned painting - Action
- Open the wall safe—its cash uses no bag space. Take a painting only if you deliberately left exactly 50% capacity, then solve the fingerprint hack.
- Tip
- In the office take the safe and only the planned painting if available and bag space allows.
- Risk / failure condition
- An unplanned painting can displace better loot or stall the route at an interaction.
- How to recover the run
- Stop the painting interaction, check bag fill and follow the preselected combination.
- 07
finaleTake the primary target as the final loot - Action
- Use the plasma cutter or safe codes, collect the target and return through the office to the main gate. The bag should already be full, so do not plan more lock-ups.
- Tip
- Enter the basement and take the primary target only after all secondary loot is complete.
- Risk / failure condition
- Leaving with the primary target and an unfilled bag forces a risky detour under patrol pressure.
- How to recover the run
- If the bag is not full, return to the planned safe point before triggering the compound exit.
- 08
finaleBike, cliff and swim - Action
- After the main gate, take the bike, turn left beyond the helipad and jump from the southwest cliff. Swim straight into open water until the finale completes.
- Tip
- After the gate take the bike, ride to the southwest cliff and swim directly away from the island.
- Risk / failure condition
- Following roads or returning to a dock increases patrol contact after taking the target.
- How to recover the run
- Leave the bike at the first safe cliff, dive and hold one heading into open water.
Common mistakes
Loot chosen without bag allocation
- Consequence
- The team can reach the primary target with unused capacity or a plan relying on gold that Solo cannot access.
- Correction
- Before the finale, match the combination to the selected team and actually scoped stacks; Solo plans outside dual-keycard storage.
Improvised entry change
- Consequence
- Approach vehicle, loot order and tunnel stop forming one route, increasing detection and empty-bag risk.
- Correction
- Return to the agreed Longfin or Kosatka variant and restore its point order before entering the compound.
Split compound escape
- Consequence
- Separated players attract patrols, lose the shared cliff point and can expose the primary-target carrier.
- Correction
- Regroup at the exit, assign one lead to the southwest cliff and enter the water in the same order.
Pre-launch checklist
Meet Miguel Madrazo in The Music Locker, then buy the Kosatka from Warstock Cache & Carry.
Gather Intel confirms the primary target, drainage tunnel and loot for the whole selected team.
The approach vehicle matches the Longfin or Kosatka plan and loot-point order.
Safe Code/Plasma Cutter, Fingerprint Cloner, Cutting Torch and Weapon Loadout are complete.
Every player knows their storage, bag limit, keycard owner and shared escape point.
The plan does not depend on the calculator's weekly variant: story first run and replay are described separately.
ROUTE PLAYBOOK • SOLO
Cayo Perico walkthrough — SOLO
Active SOLO variant: preparations, roles, loot and the full route now follow the selected crew size.
Fill the bag outside the compound first
Gold behind dual-keycard doors is unavailable solo. The safest plan is two cocaine stacks in one area, followed by the drainage tunnel, office safe and primary target.
Longfin → cocaine → tunnel → safe → target → cliffThe host handles intel, the Longfin, hacks, office safe, primary target and escape.
Preparations without wasted missions
The approach vehicle changes with the variant; the remaining preparations are shared.
Gather Intel
Scope the drainage tunnel, primary target and the best loot cluster at the airstrip or main dock.
Approach vehicle
Choose the Longfin to collect airstrip or dock loot before sailing to the tunnel. If two paintings spawned in the office, a direct Kosatka drainage-tunnel entry is a valid alternative.
Equipment
Cutting torch, fingerprint cloner and either the plasma cutter or safe codes, depending on the primary target.
Weapons and suppressors
Choose a familiar loadout such as Aggressor or Conspirator and add suppressors before launching the finale.
What to skip
Demolition charges are unnecessary with the cutting torch. Disruption missions can be skipped for a clean stealth run.
What to put in the bag
Solo priority: cocaine, weed, a convenient office painting, then cash. Gold remains visible for comparison, but it cannot normally be collected alone.
Cocaine
Best solo choice; two stacks fill the bag.
- Priority SOLO
- 1
- Stack value
- $178,200–$182,250
- Bag space
- 50%
- Full bag
- approx. $356,400–$364,500
- Access
- Outside compound
Weed
Strong fallback; 2× weed + 1× cash = 100%.
- Priority SOLO
- 2
- Stack value
- $117,450–$121,500
- Bag space
- 37.5%
- Full bag
- approx. $313,200–$324,000
- Access
- Outside compound
Cash
Use it to top up the bag when stronger loot is unavailable.
- Priority SOLO
- 4
- Stack value
- $70,875–$74,925
- Bag space
- 25%
- Full bag
- approx. $283,500–$299,700
- Access
- Outside compound / office
Gold
Best secondary loot. About 1.5 stacks fill one bag.
- Priority SOLO
- —
- Stack value
- $295,500–$300,000
- Bag space
- 66.7%
- Full bag
- approx. $443,250–$450,000
- Access
- Compound • 2 keycards
Artwork
Office artwork is stronger when it requires no extra detour.
- Priority SOLO
- 3*
- Stack value
- $141,750–$162,000
- Bag space
- 50%
- Full bag
- approx. $283,500–$324,000
- Access
- Office / compound
- 2× cocaine = 100% bag
- 1× cocaine + 1× artwork = 100%
- 2× weed + 1× cash = 100%
- 2× artwork = 100%
- 4× cash = 100%
Secondary-loot bonus: On repeat runs, secondary loot receives a primary-target bonus: Tequila +20%, Ruby Necklace +10%, Bearer Bonds +5%, Pink Diamond +0%.
Safest Solo route
Longfin → outside loot → drainage tunnel → office → primary target → southwest cliff.
- 01Intel
Find one compact loot cluster
Scope the primary target, drainage tunnel, airstrip and docks. Two cocaine stacks in one location are ideal; with one office painting, only plan 50% bag space outside the compound.
Checkpoint: Do not route to loot that was not confirmed during intel. - 02Plan
Configure the Longfin and drainage tunnel
Select the Longfin, the approach point closest to the scoped loot, drainage-tunnel entry and suppressors. Exception: two office paintings let you skip outside loot and enter directly with the Kosatka.
Checkpoint: Demolition charges are unnecessary when you have the cutting torch. - 03Island
Fill the bag before the compound
Sail to the chosen lock-up, cut the lock with the torch and collect the planned 100% bag. Do not circle the island for weaker stacks when one area already fills the bag.
Checkpoint: Two cocaine stacks complete the solo bag. - 04Entry
Sail to the drainage tunnel
Return to the Longfin, sail beneath the compound's south wall, jump out over the marker and cut all four grate points. Swim inside once it opens.
Checkpoint: Equip a rebreather if you need more time underwater. - 05Compound
Follow the outer wall to the office
After the tunnel, climb to the upper level and stay outside vision cones. Wait for the Juggernaut and patrols to turn; this route does not require keycards or storage rooms.
Checkpoint: Bypass guards instead of leaving bodies for the new shift. - 06Office
Take the safe and any planned painting
Open the wall safe—its cash uses no bag space. Take a painting only if you deliberately left exactly 50% capacity, then solve the fingerprint hack.
Checkpoint: Each next fingerprint is offset by one segment. - 07Target
Take the primary target as the final loot
Use the plasma cutter or safe codes, collect the target and return through the office to the main gate. The bag should already be full, so do not plan more lock-ups.
Checkpoint: Pulse the plasma cutter in short bursts to avoid overheating. - 08Escape
Bike, cliff and swim
After the main gate, take the bike, turn left beyond the helipad and jump from the southwest cliff. Swim straight into open water until the finale completes.
Checkpoint: Do not drive to the marked escape point—the cliff is shorter.
Primary-target priority
Values cover the primary target before secondary loot and deductions. Hard mode adds 10% to the primary target.
Panther Statue
Selected events only- Normal
- $1,900,000
- Hard
- $2,090,000
Pink Diamond
Best regular target- Normal
- $910,000
- Hard
- $1,001,000
Bearer Bonds
Requires safe codes- Normal
- $616,000
- Hard
- $677,600
Ruby Necklace
Plasma cutter- Normal
- $560,000
- Hard
- $616,000
Sinsimito Tequila
Lowest regular target- Normal
- $400,000
- Hard
- $440,000
Madrazo Files
First playthrough only- Normal
- $1,100,000
- Hard
- —
Rockstar confirms the weekly refresh but not the exact trigger that consumes the favourable state. Percentages are community-maintained observations; the first-ever Madrazo Files run and event-only Panther Statue are outside this table.
Elite Challenge
$50,000 on Normal • $100,000 on Hard- Complete the finale in under 15:00.
- Fill every player's loot bag to 100%.
- Do not fail a fingerprint hack.
- Do not get detected before leaving the compound and do not get wasted.
- Do not use Quick Restart—it removes the Elite bonus.
Common run killers
Looking for gold solo
Two cards and simultaneous readers require a second player. Solo, plan outside loot and paintings that spawned directly in the office.
Killing every guard
Patrols and cameras can spot bodies. The safest route bypasses guards instead of eliminating them.
Looting after the compound
A long detour after the primary target often loses Elite. The Longfin lets you fill the bag before the tunnel.
Skipping the office safe
The safe pays roughly $18,000–99,000 and uses no bag capacity, so it is always worth opening.
Expanded informational overview
Guide scopeThis section explains the complete-cycle model and complements the exact Solo/Duo walkthrough, loot table and escape route above.
Primary target, secondary loot, available bags, difficulty, setup fee and team composition. Cooldown is 2 hrs 24 min solo or 48 min with a team.
How the full cycle works
The complete financial cycle complements the exact walkthrough above, from intel and preparations through loot, compound and escape.
Unlock
Base requirement: Kosatka. Minimum entry cost is kept separate from the setup fee.
Plan configuration
Available approach, target, difficulty and team choices determine later costs and payout distribution.
Preparations
The model's full time includes required preparation; optional items trade extra time for a safer run.
Finale
The result depends on target or pool value, participant count, possible losses and bonus conditions.
Settlement and replay
After deductions, the pool is distributed using the payout model. 2 hrs 24 min after a solo finale; 48 min after a group finale.
What affects the result
The min–typical–max range accounts for a variable target, loot or difficulty where applicable.
The setup fee is deducted before the net result is calculated.
Player count and NPC crew fees can change the host and each partner's payout.
The model compares 48 min / 1 hr 10 min / 1 hr 50 min, not the finale alone.
Main strengths
- High payout per completed cycle.
- Clear split between preparation, finale and settlement.
Constraints
- Entry and setup costs reduce the first return.
- The result depends on team size, cuts and cooldown.
Solo / Duo / Trio / Quatro variants
Every supported team size shows its host, partner and team model; unofficial figures carry a clear source label, while lower-confidence payouts stay outside calculators.
Solo: full pace control and no crew wait.
- Host / owner
- $780,000
- Team net
- $780,000
- Cooldown
- 2 hrs 24 min
Duo: the default ranking model is 85% for the host and 15% for every partner; the guide lets you set individual cuts, while the setup cost is deducted only from the host.
- Host / owner
- $1,190,300
- Each partner
- $227,700
- Team net
- $1,418,000
- Cooldown
- 48 min
Trio: the default ranking model is 70% for the host and 15% for every partner; the guide lets you set individual cuts, while the setup cost is deducted only from the host.
- Host / owner
- $1,286,000
- Each partner
- $297,000
- Team net
- $1,880,000
- Cooldown
- 48 min
Quatro: the default ranking model is 55% for the host and 15% for every partner; the guide lets you set individual cuts, while the setup cost is deducted only from the host.
- Host / owner
- $1,194,700
- Each partner
- $353,100
- Team net
- $2,254,000
- Cooldown
- 48 min
Complete figures by team
Typical values for the selected cycle; every cell also contains a min–max range.
| Team | Cooldown | Team gross | Costs + fees | Host / owner | Each partner | Team net | Host / owner $/h | Team $/h |
|---|---|---|---|---|---|---|---|---|
| SOLO | 2 hrs 24 minCooldown | $1,000,000min: $800,000 · typical: $1,000,000 · max: $1,200,000 | $220,000min: $196,000 · typical: $220,000 · max: $244,000 | $780,000min: $556,000 · typical: $780,000 · max: $1,004,000 | — | $780,000min: $556,000 · typical: $780,000 · max: $1,004,000 | $668,571min: $476,571 · typical: $668,571 · max: $860,571 | $668,571min: $476,571 · typical: $668,571 · max: $860,571 |
| DUO | 48 minCooldown | $1,725,000min: $1,400,000 · typical: $1,725,000 · max: $2,050,000 | $307,000min: $268,000 · typical: $307,000 · max: $346,000 | $1,190,300min: $880,900 · typical: $1,190,300 · max: $1,499,700 | $227,700min: $173,100 · typical: $227,700 · max: $282,300 | $1,418,000min: $1,054,000 · typical: $1,418,000 · max: $1,782,000 | $1,020,257min: $755,057 · typical: $1,020,257 · max: $1,285,457 | $1,215,429min: $903,429 · typical: $1,215,429 · max: $1,527,429 |
| TRIO | 48 minCooldown | $2,250,000min: $1,850,000 · typical: $2,250,000 · max: $2,650,000 | $370,000min: $322,000 · typical: $370,000 · max: $418,000 | $1,286,000min: $972,400 · typical: $1,286,000 · max: $1,599,600 | $297,000min: $229,800 · typical: $297,000 · max: $364,200 | $1,880,000min: $1,432,000 · typical: $1,880,000 · max: $2,328,000 | $1,102,286min: $833,486 · typical: $1,102,286 · max: $1,371,086 | $1,611,429min: $1,227,429 · typical: $1,611,429 · max: $1,995,429 |
| QUATRO | 48 minCooldown | $2,675,000min: $2,250,000 · typical: $2,675,000 · max: $3,100,000 | $421,000min: $370,000 · typical: $421,000 · max: $472,000 | $1,194,700min: $932,900 · typical: $1,194,700 · max: $1,456,500 | $353,100min: $281,700 · typical: $353,100 · max: $424,500 | $2,254,000min: $1,778,000 · typical: $2,254,000 · max: $2,730,000 | $1,024,029min: $799,629 · typical: $1,024,029 · max: $1,248,429 | $1,932,000min: $1,524,000 · typical: $1,932,000 · max: $2,340,000 |
CALCULATOR
Custom scenario calculator
Enter your own pool, costs and fees, then set every player's cut.
Key facts
Video walkthrough
Verified video · EN
Start-to-Finish Cayo Perico Heist Guide For Beginners (GTA 5 Online Updated 2026)
Intel, setups, approach, compound, targets, escape and first completion.
- Channel
- Hazard
- Published
- 22 Aug 2026
- Checked
- 29 Aug 2026