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Heist • 2–4 players

Doomsday — Act III

Six preps and five setups prepare the missile-silo assault, followed by a finale combining tunnel combat, four hacks, orbital cannons and a Thruster chase.

Operation artwork: Doomsday — Act IIIDOOMSDAY / ACT / 3
Required purchaseFacility
Entry costFrom $1,250,000 + $25,000
Possible GTA$$1,620,000–$2,474,550
Possible RP5,411 RP
Cooldown48 min
01

Complete financial model

ADJUSTABLE CUT

Manual finale split

Set every player's cut. The minimum is 15%, adjustments use 5% steps, and the total always remains 100%.

Cut total100%

Team gross$1,620,000min: $1,620,000 · typical: $1,620,000 · max: $1,620,000
Setup / supply cost$25,000min: $25,000 · typical: $25,000 · max: $25,000
Fees and commissions$0min: $0 · typical: $0 · max: $0
Team net$1,595,000min: $1,595,000 · typical: $1,595,000 · max: $1,595,000
Host / owner$1,352,000min: $1,352,000 · typical: $1,352,000 · max: $1,352,000
Partner 1 • 15%$243,000min: $243,000 · typical: $243,000 · max: $243,000
Host / owner $/h$491,636min: $491,636 · typical: $491,636 · max: $491,636
Partner 1 • $/h$88,364min: $88,364 · typical: $88,364 · max: $88,364
Team $/h$580,000min: $580,000 · typical: $580,000 · max: $580,000
Full-cycle timefast: 2 hrs · typical: 2 hrs 45 min · beginner: 4 hrs
Cooldown
48 minGroup heists have a 48 min wait after the finale.
First weekly cycleThe host's Act III state determines the first weekly finale; the pool increase covers every player.
Verified permanent rules

Gross finale pool — Doomsday Act III

  • The host's per-activity state determines first-weekly finale eligibility; the increase covers every player. Unofficial partner rates are labelled separately in the model.
Gross finale pool — Doomsday Act III
Payout targetRepeat — NormalRepeat — HardFirst weekly — NormalFirst weekly — Hard
The Doomsday Scenario$1,620,000$2,025,000$1,979,640$2,474,550

Player cuts and prep/setup rewards are separate.

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

02

Complete step-by-step operation

OPERATIONS GUIDE V2DUO

Six preps and five setups prepare the missile-silo assault, followed by a finale combining tunnel combat, four hacks, orbital cannons and a Thruster chase.

Start here

Exact requirements
  • Buy a Facility through Maze Bank Foreclosures and complete Lester's Doomsday Heist introduction.
Purchase / contact / menu

Use the Facility planning screen and select “Doomsday Act III: The Doomsday Scenario”.

Starting location

The planning room inside the host's Facility.

Board or marker

The Doomsday Heist screen containing preps, setups and the finale.

Purchases not required
  • Owning an Avenger and the other Facility expansions is not required to launch the act.

First run and replay

These are two persistent story instructions. They are not the finance calculator's weekly-variant switch.

01

First story playthrough

The first “Doomsday Act III: The Doomsday Scenario” run unlocks each prep and setup in Facility-board order; the finale stays locked until the board is complete.

02

Story replay

After completion, select an available act again on the Facility screen and repeat its preps, setups and finale without changing the money model.

Official mission order

  1. 01
    prep / preparation

    Prep: Marked Cash

    Acquire the marked cash needed for the exchange.

  2. 02
    prep / preparation

    Prep: Recon

    Photograph the shipyard before the rescue operation.

  3. 03
    setup

    Setup: Rescue Agent 14

    Clear the shipyard, survive the Juggernaut attack and escort Agent 14.

  4. 04
    prep / preparation

    Prep: Chernobog

    Steal the Chernobog launcher for the following setup.

  5. 05
    setup

    Setup: Escort ULP

    Protect ULP from both ground and air attacks.

  6. 06
    prep / preparation

    Prep: Flight Path

    Recover the route data for the aircraft carrying the Barrage.

  7. 07
    setup

    Setup: Barrage

    Take the Barrage from the Cargobob and destroy the marked operation.

  8. 08
    prep / preparation

    Prep: Test Site Intel

    Acquire the location data for the Khanjali test site.

  9. 09
    setup

    Setup: Khanjali

    Clear the test site and extract the Khanjali tank.

  10. 10
    prep / preparation

    Prep: Onboard Computer

    Shoot down the prototype Hydra and recover its frequency module.

  11. 11
    setup

    Setup: Air Defenses

    Use the Volatol to destroy the SAM sites around Mount Chiliad.

  12. 12
    finale

    The Doomsday Scenario

    Push through the silo, complete four hacks, use the orbital cannons and defeat Avon.

Strategies that genuinely change the route

finale vehicle

Khanjali or Barrage — one tunnel plan

When
After both vehicle branches are complete and gunners are assigned before the tunnel.
Plan
Choose the crew's comfortable vehicle, destroy tunnel supplies, protect one hacker at four terminals and finish with the Thruster pursuit.
Trade-off
The Khanjali offers heavy cover and the Barrage more gun positions; both routes converge at the terminals and silo.

Plan for the selected team: DUO

Selected in the calculatorDUO for “Doomsday Act III: The Doomsday Scenario”: Player A: Assault-vehicle driver + Terminal hacker; Player B: Primary gunner + Hacker cover and Thruster.

Concrete roles

Player A: Assault-vehicle driver + Terminal hacker

Drives the Barrage or Khanjali through the tunnel and presents heavy targets to its weapons. Completes all four hacks in sequence and does not abandon a terminal for a single wave.

Player B: Primary gunner + Hacker cover and Thruster

Destroys supplies, heavy units and roadblocks without leaving targets behind the vehicle. Controls control-room entrances, then leads the coordinated pursuit of Avon.

Actions, risk and run recovery

  1. 01
    prep / preparationMarked Cash and Recon
    Action
    Acquire the marked cash needed for the exchange, then recon the meeting location before the rescue operation.
    Tip
    Acquire Marked Cash and complete Recon before launching their linked setups.
    Risk / failure condition
    Missing preps lock the next Act rows on the Facility screen.
    How to recover the run
    Return to the incomplete prep row and confirm both objectives before the setup.
  2. 02
    prep / preparationRescue Agent 14
    Action
    Enter Pacific Allied Shipyard, clear its sections, survive the cloaked Juggernaut attack and escort Agent 14 to extraction.
    Tip
    Clear the shipyard by sectors and keep Agent 14 behind the cover line.
    Risk / failure condition
    A surviving Juggernaut can stop the escort or kill the protected target.
    How to recover the run
    Pull Agent 14 behind the containers, remove the heavy target and only then resume.
  3. 03
    prep / preparationChernobog and Escort ULP
    Action
    Steal the Chernobog, then protect ULP's vehicle in the setup. The launcher operator destroys helicopters while the rest of the crew stops ground attacks.
    Tip
    Crew the Chernobog before ULP moves and escort from a safe firing distance.
    Risk / failure condition
    Swapping seats under fire leaves ULP without anti-air cover.
    How to recover the run
    Stop behind cover, restore driver and gunner, then rejoin the escort.
  4. 04
    prep / preparationFlight Path and Barrage
    Action
    Acquire the flight-path data, attack the Cargobob carrying the Barrage, take the vehicle and use its weapons to destroy the Sandy Shores operation.
    Tip
    The pilot holds the Flight Path while Barrage gunners cover separate sectors.
    Risk / failure condition
    Pointing every gun at one target opens the convoy's other flank.
    How to recover the run
    Fall back to a cleared stretch, reassign sectors and return as a fully crewed vehicle.
  5. 05
    prep / preparationTest Site Intel and Khanjali
    Action
    Collect the test-site intelligence, clear the facility, destroy the marked equipment and drive the Khanjali tank to delivery.
    Tip
    Keep the objective operator between cover in the Test Site and take the Khanjali only after clearing the bay.
    Risk / failure condition
    Entering the tank early strands the on-foot cover under heavy fire.
    How to recover the run
    Pull the operator behind the last gate, clear positions and only then approach the Khanjali again.
  6. 06
    prep / preparationOnboard Computer and Air Defenses
    Action
    Recover the onboard computer, then use the Volatol to bomb the SAM sites positioned around Mount Chiliad.
    Tip
    The computer operator keeps the role while defenders remove Air Defenses in order.
    Risk / failure condition
    An interrupted interaction or missed battery blocks the Volatol preparation.
    How to recover the run
    Return to the last active marker, secure it and finish the missing objective.
  7. 07
    finaleFinale vehicle choice
    Action
    At the start of the finale, choose the prepared Barrage or Khanjali and drive it to the Grapeseed tunnel; assign gunner roles before entering the confined complex.
    Tip
    Choose the Khanjali or Barrage for the assigned drivers and gunners before the tunnel.
    Risk / failure condition
    Changing vehicle without reassigning seats leaves weapons unmanned.
    How to recover the run
    Hold the start, fill every required seat and only then drive to the tunnel.
  8. 08
    finaleTunnel and supplies
    Action
    Push through the tunnel, destroy the marked supply crates and clear the Merryweather positions, including heavy units blocking the route.
    Tip
    Stop before heavy targets and destroy supplies one sector at a time.
    Risk / failure condition
    A missed crate or driving among Juggernauts surrounds the vehicle and blocks progress.
    How to recover the run
    Reverse to a cleared bend, remove the nearest heavy target and return together for the marker.
  9. 09
    finaleFour hacks
    Action
    In the control room, one player takes the four terminals in sequence and completes their hacks under the time limit while the rest of the team keeps enemies away.
    Tip
    One hacker completes all four terminals while defenders split the entrances.
    Risk / failure condition
    Chasing one enemy opens a doorway and interrupts the timed hack.
    How to recover the run
    Return to the terminal doors, clear the nearest wave and resume the same hack.
  10. 10
    finaleOrbital cannons
    Action
    After regaining control, use the orbital-cannon stations to locate and destroy the mobile cloud-server trucks.
    Tip
    The Orbital Cannon operator confirms each cloud server before the next shot.
    Risk / failure condition
    A wasted shot extends the control-center fight while waves remain active.
    How to recover the run
    Pause the station, reacquire the exact marker and fire again only after confirmation.
  11. 11
    finaleSilo and Thrusters
    Action
    Enter the silo, clear the last defenders and pursue Avon using the Thruster jetpacks while avoiding obstacles and escort fire.
    Tip
    Move through the silo as one front and preserve ammunition for heavy units.
    Risk / failure condition
    Splitting across levels leaves the rear group under renewing fire.
    How to recover the run
    Bring the lead back to the last stairwell, regroup and clear the next level together.
  12. 12
    finaleAvon and the Observatory
    Action
    Catch Avon, destroy his Thruster and, after the fight, deliver your own vehicle to the Galileo Observatory endpoint.
    Tip
    Keep a shared Thruster altitude and focus fire on Avon before heading to the Observatory.
    Risk / failure condition
    A solo chase stretches the team and lets the target focus one Thruster.
    How to recover the run
    Break from the fire, regroup on one heading and close the distance again.

Common mistakes

Unassigned setup specialist

Consequence
Swapping seats under fire leaves ULP, the bomber or vehicle unprotected and can fail the setup.
Correction
Pull the vehicle behind cover, refill seats in the agreed order and only then resume the objective.

Split tunnel push

Consequence
Driving among heavy units or leaving a crate behind surrounds the vehicle and blocks progress.
Correction
Reverse to a cleared bend, destroy the nearest heavy units and return together for the missed marker.

Exposed terminal hacker

Consequence
Enemies interrupt the timed hack when cover players chase isolated targets outside the control room.
Correction
Break off the chase, return to the terminal doors, clear the nearest wave and resume the same terminal before advancing.

Pre-launch checklist

  • Drivers and gunners know their vehicle in every setup and the finale.

  • One hacker has three assigned defenders and the four-terminal order.

  • Assign a driver and gunner before launching the Chernobog, Barrage, Khanjali and Volatol jobs.

  • The driver stops before heavy targets while the crew clears supplies sector by sector.

  • Three defenders divide the entrances while one hacker completes all four terminals without changing roles.

03

Expanded informational overview

Guide scopeThis section organizes the complete cycle: requirements, phases, figures and dependencies. The detailed operation flow is in the walkthrough above.

Activity formatMulti-stage heist for 2–4 players
Payout modelThe post-fee pool uses manually adjustable cuts. Rankings use the preset where the host takes the maximum and every partner gets 15%; only the host pays the setup cost.
04

How the full cycle works

This section complements the walkthrough with full-cycle dependencies: unlock, preparations, finale, settlement and the next available attempt.

01

Unlock

Base requirement: Facility. Minimum entry cost is kept separate from the setup fee.

02

Plan configuration

Available approach, target, difficulty and team choices determine later costs and payout distribution.

03

Preparations

The model's full time includes required preparation; optional items trade extra time for a safer run.

04

Finale

The result depends on target or pool value, participant count, possible losses and bonus conditions.

05

Settlement and replay

After deductions, the pool is distributed using the payout model. Group heists have a 48 min wait after the finale.

05

What affects the result

Target value

The min–typical–max range accounts for a variable target, loot or difficulty where applicable.

Setup cost

The setup fee is deducted before the net result is calculated.

Cuts and NPC crew

Player count and NPC crew fees can change the host and each partner's payout.

Complete cycle time

The model compares 2 hrs / 2 hrs 45 min / 4 hrs, 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.
06

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.

DUO2P

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
$1,352,000
Each partner
$243,000
Team net
$1,595,000
Cooldown
48 min
TRIO3P

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
$1,109,000
Each partner
$243,000
Team net
$1,595,000
Cooldown
48 min
QUATRO4P

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
$866,000
Each partner
$243,000
Team net
$1,595,000
Cooldown
48 min
07

Complete figures by team

Typical values for the selected cycle; every cell also contains a min–max range.

TeamCooldownTeam grossCosts + feesHost / ownerEach partnerTeam netHost / owner $/hTeam $/h
DUO48 minCooldown$1,620,000min: $1,620,000 · typical: $1,620,000 · max: $1,620,000$25,000min: $25,000 · typical: $25,000 · max: $25,000$1,352,000min: $1,352,000 · typical: $1,352,000 · max: $1,352,000$243,000min: $243,000 · typical: $243,000 · max: $243,000$1,595,000min: $1,595,000 · typical: $1,595,000 · max: $1,595,000$491,636min: $491,636 · typical: $491,636 · max: $491,636$580,000min: $580,000 · typical: $580,000 · max: $580,000
TRIO48 minCooldown$1,620,000min: $1,620,000 · typical: $1,620,000 · max: $1,620,000$25,000min: $25,000 · typical: $25,000 · max: $25,000$1,109,000min: $1,109,000 · typical: $1,109,000 · max: $1,109,000$243,000min: $243,000 · typical: $243,000 · max: $243,000$1,595,000min: $1,595,000 · typical: $1,595,000 · max: $1,595,000$403,273min: $403,273 · typical: $403,273 · max: $403,273$580,000min: $580,000 · typical: $580,000 · max: $580,000
QUATRO48 minCooldown$1,620,000min: $1,620,000 · typical: $1,620,000 · max: $1,620,000$25,000min: $25,000 · typical: $25,000 · max: $25,000$866,000min: $866,000 · typical: $866,000 · max: $866,000$243,000min: $243,000 · typical: $243,000 · max: $243,000$1,595,000min: $1,595,000 · typical: $1,595,000 · max: $1,595,000$314,909min: $314,909 · typical: $314,909 · max: $314,909$580,000min: $580,000 · typical: $580,000 · max: $580,000

CALCULATOR

Custom scenario calculator

Enter your own pool, costs and fees, then set every player's cut.

ADJUSTABLE CUT

Manual finale split

Set every player's cut. The minimum is 15%, adjustments use 5% steps, and the total always remains 100%.

Cut total100%

Team net$1,595,000
Host / owner$1,352,000
Partner 115%$243,000
Host $/h$491,636
Partner 1 • $/h$88,364
Team $/h$580,000
Cooldown48 min
08

Key facts

DifficultyNormal / hard
First weekly$1,979,640–2,474,550
Minimum2 players
VIDEO

Video walkthrough

Verified video · EN

GTA Online: Doomsday Heist Act #3 with 2 Players (Elite & Criminal Mastermind II)

All preps, setups and finale; retained for mechanics rather than current payouts.

Channel
GTA Series Videos
Published
22 Jan 2018
Checked
29 Aug 2026
Open the walkthrough on YouTube