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.
DOOMSDAY / ACT / 3Complete financial model
Manual finale split
Set every player's cut. The minimum is 15%, adjustments use 5% steps, and the total always remains 100%.
Cut total100%
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.
| Payout target | Repeat — Normal | Repeat — Hard | First weekly — Normal | First 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
Complete step-by-step operation
OPERATIONS GUIDE V2 • DUO
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
- Buy a Facility through Maze Bank Foreclosures and complete Lester's Doomsday Heist introduction.
Use the Facility planning screen and select “Doomsday Act III: The Doomsday Scenario”.
The planning room inside the host's Facility.
The Doomsday Heist screen containing preps, setups and the finale.
- 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.
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.
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
- 01
prep / preparation Prep: Marked Cash
Acquire the marked cash needed for the exchange.
- 02
prep / preparation Prep: Recon
Photograph the shipyard before the rescue operation.
- 03
setup Setup: Rescue Agent 14
Clear the shipyard, survive the Juggernaut attack and escort Agent 14.
- 04
prep / preparation Prep: Chernobog
Steal the Chernobog launcher for the following setup.
- 05
setup Setup: Escort ULP
Protect ULP from both ground and air attacks.
- 06
prep / preparation Prep: Flight Path
Recover the route data for the aircraft carrying the Barrage.
- 07
setup Setup: Barrage
Take the Barrage from the Cargobob and destroy the marked operation.
- 08
prep / preparation Prep: Test Site Intel
Acquire the location data for the Khanjali test site.
- 09
setup Setup: Khanjali
Clear the test site and extract the Khanjali tank.
- 10
prep / preparation Prep: Onboard Computer
Shoot down the prototype Hydra and recover its frequency module.
- 11
setup Setup: Air Defenses
Use the Volatol to destroy the SAM sites around Mount Chiliad.
- 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
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 calculator • DUO for “Doomsday Act III: The Doomsday Scenario”: Player A: Assault-vehicle driver + Terminal hacker; Player B: Primary gunner + Hacker cover and Thruster.
Concrete roles
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.
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
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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
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
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
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.
Expanded informational overview
Guide scopeThis section organizes the complete cycle: requirements, phases, figures and dependencies. The detailed operation flow is in the walkthrough above.
How the full cycle works
This section complements the walkthrough with full-cycle dependencies: unlock, preparations, finale, settlement and the next available attempt.
Unlock
Base requirement: Facility. 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. Group heists have a 48 min wait after the 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 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.
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.
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
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
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
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 |
|---|---|---|---|---|---|---|---|---|
| DUO | 48 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 |
| TRIO | 48 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 |
| QUATRO | 48 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.
Manual finale split
Set every player's cut. The minimum is 15%, adjustments use 5% steps, and the total always remains 100%.
Cut total100%
Key facts
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