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Heist • 4P

The Humane Labs Raid

Five setup jobs prepare an EMP-assisted infiltration, while the finale splits four players between the Ground Team and the Valkyrie crew.

Dedicated artwork for The Humane Labs RaidHUMANE / LABS
Required purchaseHigh-end apartment
Entry cost$200,000
Possible GTA$$472,500–$1,771,875
Possible RP1,600 RP–3,600 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$945,000min: $945,000 · typical: $945,000 · max: $945,000
Setup / supply cost$25,000min: $25,000 · typical: $25,000 · max: $25,000
Fees and commissions$0min: $0 · typical: $0 · max: $0
Team net$920,000min: $920,000 · typical: $920,000 · max: $920,000
Host / owner$494,750min: $494,750 · typical: $494,750 · max: $494,750
Partner 1 • 15%$141,750min: $141,750 · typical: $141,750 · max: $141,750
Partner 2 • 15%$141,750min: $141,750 · typical: $141,750 · max: $141,750
Partner 3 • 15%$141,750min: $141,750 · typical: $141,750 · max: $141,750
Host / owner $/h$247,375min: $247,375 · typical: $247,375 · max: $247,375
Partner 1 • $/h$70,875min: $70,875 · typical: $70,875 · max: $70,875
Partner 2 • $/h$70,875min: $70,875 · typical: $70,875 · max: $70,875
Partner 3 • $/h$70,875min: $70,875 · typical: $70,875 · max: $70,875
Team $/h$460,000min: $460,000 · typical: $460,000 · max: $460,000
Full-cycle timefast: 1 hr 25 min · typical: 2 hrs · beginner: 3 hrs
Cooldown
48 minGroup heists have a 48 min wait after the finale.
First weekly cycleThe host's state for this activity determines the first weekly finale; the pool increase covers every player.
Verified permanent rules

Gross finale pool — Humane Labs

  • 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 — Humane Labs
Payout targetRepeat — NormalRepeat — HardFirst weekly — NormalFirst weekly — Hard
Finale$945,000$1,181,250$1,417,500$1,771,875

Easy: $472,500 repeat / $708,750 first-weekly. Cuts and the setup fee 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 V2QUATRO

Five setup jobs prepare an EMP-assisted infiltration, while the finale splits four players between the Ground Team and the Valkyrie crew.

Start here

Exact requirements
  • Buy a High-End apartment through Dynasty 8 and complete Lester's introduction to the original heists.
Purchase / contact / menu

Enter the planning room and select “The Humane Labs Raid — complete flow” from the available heist sequence.

Starting location

The heist planning room in the host's High-End apartment.

Board or marker

The original heist planning board.

Purchases not required
  • Extra garage space, apartment décor and personal vehicles can help travel but do not unlock the heist.

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 playthrough takes the host through the required “The Humane Labs Raid — complete flow” setups in order before the finale unlocks.

02

Story replay

After completion, return to the planning room or accept Lester's contact; a replay again requires the selected heist's setups.

Official mission order

  1. 01
    setup

    Key Codes

    Collect the codes during the IAA contact exchange.

  2. 02
    setup

    Insurgents

    Steal two Insurgents from the Merryweather test site.

  3. 03
    setup

    EMP

    Steal the Hydra and EMP unit needed for the raid.

  4. 04
    setup

    Valkyrie

    Acquire the Valkyrie helicopter for extraction.

  5. 05
    setup

    Deliver EMP

    Deliver the EMP Insurgent into the lab without raising the alarm.

  6. 06
    finale

    The Humane Labs Raid

    The Ground Team recovers the data through the lab while the Valkyrie Team holds extraction.

Strategies that genuinely change the route

two pairs

Ground Team and Valkyrie

When
After a clean Deliver EMP and assigning two players to the lab and two to the helicopter.
Plan
The Ground Team jumps, gets the data and exits through the cooling tunnel; pilot and gunner keep the Valkyrie alive and collect them at the beach.
Trade-off
The pairs work separately through most of the finale, so they cannot repair each other's mistakes before pickup.

Plan for the selected team: QUATRO

Selected in the calculatorQUATRO for “The Humane Labs Raid — complete flow”: Ground Team — lead; Ground Team — support; Valkyrie Pilot; Valkyrie Gunner.

Concrete roles

Ground Team — lead

Leads from the jump to the terminal and cooling-tunnel entry.

Ground Team — support

Handles parallel takedowns and keeps the beach exit synchronized.

Valkyrie Pilot

Keeps the helicopter outside the heaviest fire and positions pickup.

Valkyrie Gunner

Clears air and ground targets before and after collecting the Ground Team.

Actions, risk and run recovery

  1. 01
    setupKey Codes
    Action
    Position the Buyer, Bodyguards and Lookouts at the downtown meeting. Survive the FIB ambush, collect the codes and extract the whole crew.
    Tip
    At Key Codes place two lookouts and do not start the meeting without clear exits.
    Risk / failure condition
    The ambush traps the crew in the parking center without cover sectors.
    How to recover the run
    Fall back to the corners, clear one side at a time and recover the briefcase together.
  2. 02
    setupInsurgents
    Action
    Ambush the Davis Quartz test site, clear Merryweather and deliver both Insurgents—the standard vehicle and Pick-Up—to the drop-off.
    Tip
    Insurgent drivers keep one route while gunners prioritize vehicles blocking the convoy.
    Risk / failure condition
    Split Insurgents let security focus fire on one vehicle.
    How to recover the run
    Hold the lead vehicle behind cover, wait for the second and resume as a convoy.
  3. 03
    setupEMP
    Action
    Board the aircraft carrier, fight to the deck, steal the EMP-equipped Hydra and escort it to the Sandy Shores airfield.
    Tip
    The Hydra pilot holds altitude while the ground team clears the deck before taking the EMP.
    Risk / failure condition
    Destroying the Hydra or EMP ends the setup without securing the objective.
    How to recover the run
    Move the Hydra from fire, clear guns at range and re-approach the Insurgent.
  4. 04
    setupValkyrie
    Action
    Clear the Merryweather base at the docks, take the Valkyrie and use its mounted guns against the pursuing helicopters during delivery.
    Tip
    The Valkyrie pilot gives gunners a stable angle and avoids hovering over launchers.
    Risk / failure condition
    A stationary helicopter rapidly loses armor under concentrated fire.
    How to recover the run
    Move out of range, make a wide turn and return only after targets are called.
  5. 05
    setupDeliver EMP
    Action
    Approach Humane Labs in the Insurgent, silently remove guards and park the EMP vehicle at the marked location without raising the alarm.
    Tip
    During Deliver EMP move the Insurgent only on the camera-and-patrol lookout's call.
    Risk / failure condition
    Detection before the garage immediately fails the stealth setup.
    How to recover the run
    Stop outside sight, wait for a full patrol cycle and retry the move.
  6. 06
    finaleFinale split
    Action
    Assign two players to the Ground Team plus a Valkyrie Pilot and Gunner; check parachutes, night vision and rebreathers.
    Tip
    Before the jump confirm Ground Team, Valkyrie Team and the shared extraction call.
    Risk / failure condition
    Swapping roles after launch leaves the lab or helicopter without the proper operator.
    How to recover the run
    Restart before the jump and restore each pair's vehicle and objectives.
  7. 07
    finaleJump and entry
    Action
    The Ground Team jumps from the Valkyrie, lands at the lab and blows the door control after the EMP cuts power.
    Tip
    Both Ground Team players land at the same entrance and breach together.
    Risk / failure condition
    A split landing exposes one player without support at the entrance.
    How to recover the run
    Do not breach; regroup at the marker and enter only together.
  8. 08
    finaleInside the lab
    Action
    Move together through the dark corridors, clear security and reach the research data marked as the primary objective.
    Tip
    Inside the lab one player leads to the files while the other closes the rear flank.
    Risk / failure condition
    Enemies left behind cut off the return route with the data.
    How to recover the run
    Return to the last junction, clear the rear and resume with the objective player in the middle.
  9. 09
    finaleCooling tunnel
    Action
    The Ground Team equips rebreathers, swims through the underwater cooling tunnel and surfaces at the flare-marked beach.
    Tip
    Enter the cooling tunnel together and surface at the same marker.
    Risk / failure condition
    Separating underwater complicates pickup and can leave a player without air.
    How to recover the run
    Return to the nearest air point, regroup and continue in one line.
  10. 10
    finaleValkyrie extraction
    Action
    Pilot and Gunner hold off helicopters, collect the ground team from the beach and destroy the final Merryweather wave before leaving.
    Tip
    The Valkyrie Team clears the beach before landing and does not depart without Ground Team.
    Risk / failure condition
    An early landing exposes the helicopter and an early takeoff abandons the targets.
    How to recover the run
    Circle, remove the nearest threats and collect both players on one confirmation.

Common mistakes

Deliver EMP alarm

Consequence
Detection during Deliver EMP fails the setup and does not record vehicle delivery.
Correction
Do not continue the fight; restart the setup, return to the previous guard pair and synchronize both shots.

Split Ground Team

Consequence
A solo push traps the second player behind security waves and delays the tunnel route.
Correction
Return to the last shared doorway, clear from two angles and reform one column before the terminal.

Valkyrie over the fire zone

Consequence
Hovering above the lab consumes Valkyrie health before the beach pickup.
Correction
Move out over water, clear pursuit at range and return to the beach only on the Ground Team call.

Pre-launch checklist

  • Deliver EMP is complete undetected and the ground pair knows the terminal and tunnel.

  • Pilot and gunner know the order: air targets, beach pickup, return.

  • Perform paired takedowns around the Insurgent and move the vehicle only after the route is confirmed clear.

  • Both players wait at doors and terminals and cross the lab within mutual cover range.

  • The Pilot circles outside direct fire while the Gunner prioritizes helicopters over ground targets.

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 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: High-end apartment. 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 1 hr 25 min / 2 hrs / 3 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.

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
$494,750
Each partner
$141,750
Team net
$920,000
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
QUATRO48 minCooldown$945,000min: $945,000 · typical: $945,000 · max: $945,000$25,000min: $25,000 · typical: $25,000 · max: $25,000$494,750min: $494,750 · typical: $494,750 · max: $494,750$141,750min: $141,750 · typical: $141,750 · max: $141,750$920,000min: $920,000 · typical: $920,000 · max: $920,000$247,375min: $247,375 · typical: $247,375 · max: $247,375$460,000min: $460,000 · typical: $460,000 · max: $460,000

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$920,000
Host / owner$494,750
Partner 115%$141,750
Partner 215%$141,750
Partner 315%$141,750
Host $/h$247,375
Partner 1 • $/h$70,875
Partner 2 • $/h$70,875
Partner 3 • $/h$70,875
Team $/h$460,000
Cooldown48 min
08

Key facts

Full-cycle time1 hr 25 min / 2 hrs / 3 hrs
Team4 players
Cooldown48 min
VIDEO

Video walkthrough

Verified video · EN

GTA Online - Humane Labs Raid Heist Guide!

Complete Humane Labs cycle.

Channel
Tylarious
Published
15 Apr 2025
Checked
29 Aug 2026
Open the walkthrough on YouTube