Cayo Perico
Primary Targets
| Target | Normal | Hard Mode |
|---|---|---|
| Sinsimito Tequila | $630,000 | $693,000 |
| Ruby Necklace | $700,000 | $770,000 |
| Bearer Bonds | $770,000 | $847,000 |
| Pink Diamond | $1,300,000 | $1,430,000 |
| Panther Statue | $1,900,000 | $2,090,000 |
Secondary Loot
| Loot | Avg/Stack | Bag Fill | Value/Full Bag | Observed Range |
|---|---|---|---|---|
| Cash | $81,000 | 25% | $324,000 | $78,750–$83,250 |
| Painting | $168,750 | 50% | $337,500 | $157,500–$180,000 |
| Weed | $132,750 | 37.5% | $354,000 | $130,500–$135,000 |
| Cocaine | $200,250 | 50% | $400,500 | $198,000–$202,500 |
| Gold | $330,833 | 66.7% | $496,250 | $328,333–$333,333 |
Values shown are base averages. When the heist scope is started within 72 hours of the previous completed heist, a secondary loot buff applies — see below.
Payout Formula
Gross loot = Primary (×1.1 if Hard Mode) + optimal secondary fill across all player bags (×repeat buff if applicable) + $59,500 office safe avg (range: $20,000–$99,000).
Net distributable = (Primary + Secondary) × 0.88 + Office safe. Fencing (10%) and Pavel (2%) fees apply to loot only — the office safe passes through untouched.
Host cut = distributable × host% + elite bonus − $100,000 setup fee. Each player starts at 15%, adjustable in 5% increments, minimum 15%.
Elite Challenge adds +$50k/player (normal) or +$100k/player (hard) — applied after the split, not subject to fees. Only if all bags are full.
72-Hour Repeat Buff
When a new heist scope is started within 72 hours of the previous heist completion, secondary loot values are buffed based on the primary target. The buff applies to all secondary loot types equally.
| Primary Target | Secondary Buff |
|---|---|
| Sinsimito Tequila | ×1.20 (+20%) |
| Ruby Necklace | ×1.10 (+10%) |
| Bearer Bonds | ×1.05 (+5%) |
| Pink Diamond | No buff (×1.00) |
| Panther Statue | No buff (×1.00) |
The "Heist Within 72 Hours" toggle above applies this multiplier to all secondary and derivative calculations. Default is Yes.
Bag Optimizer Logic
Bags filled by value density ($ per full bag): Gold ($496k) → Cocaine ($401k) → Weed ($354k) → Painting ($338k) → Cash ($324k). However, because paintings are indivisible (50% of a bag, no partial fill), a pure density sort can leave gaps that a painting would fill more profitably. The optimizer explicitly tries placing 0, 1, or 2 paintings in each bag first, fills the remainder greedily with divisible loot, and keeps whichever combination yields the highest total value.
When the 72hr buff is active, the density order and per-stack values used in the optimizer are adjusted by the buff multiplier before ranking — ensuring the optimal bag allocation is computed on buffed values, not base values.
Paintings cannot be taken partially — skipped if remaining space < 50%.
Gold requires at least two players to collect — it is locked behind doors that cannot be opened solo. It is excluded from the Solo scenario entirely. While gold may be accessible solo via glitches, we do not model or endorse such approaches.
Bags are allocated host-first as a convention. Secondary values represent averages. Actual payouts may vary ±5%.