Heist • 4P
The Prison Break
This four-player heist includes four setup jobs and a finale with Pilot, Demolition, Prison Officer and Prisoner roles.
PRISON / BREAKComplete 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 — Prison Break
- 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 |
|---|---|---|---|---|
| Finale | $700,000 | $875,000 | $1,050,000 | $1,312,500 |
Easy: $350,000 repeat / $525,000 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
Complete step-by-step operation
OPERATIONS GUIDE V2 • QUATRO
This four-player heist includes four setup jobs and a finale with Pilot, Demolition, Prison Officer and Prisoner roles.
Start here
- Buy a High-End apartment through Dynasty 8 and complete Lester's introduction to the original heists.
Enter the planning room and select “The Prison Break — complete flow” from the available heist sequence.
The heist planning room in the host's High-End apartment.
The original heist planning board.
- 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.
First story playthrough
The first playthrough takes the host through the required “The Prison Break — complete flow” setups in order before the finale unlocks.
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
- 01
setup Plane
Steal the Velum needed to extract Rashkovsky.
- 02
setup Bus
Steal the prison bus and obtain access to Bolingbroke.
- 03
setup Station
Two teams recover the transport schedule and Rashkovsky's vehicle.
- 04
setup Wet Work
Two teams remove the lawyers and partner threatening the breakout.
- 05
finale The Prison Break
The Ground Team extracts Rashkovsky, the Pilot lands the Velum and Demolition provides air cover.
Strategies that genuinely change the route
Four roles, one extraction window
- When
- When Prisoner, Officer, Pilot and Demolition know their separate finale objectives.
- Plan
- The ground team extracts Rashkovsky, the Pilot waits away from the worst fire until called and Demolition clears air escorts with the Buzzard.
- Trade-off
- No role can replace another mid-mission; success depends on a synchronized landing after the yard is clear.
Plan for the selected team: QUATRO
Selected in the calculator • QUATRO for “The Prison Break — complete flow”: Prisoner; Prison Officer; Pilot; Demolition.
Concrete roles
Moves through sectors with the Officer and keeps Rashkovsky moving.
Opens the route and protects the Prisoner and Rashkovsky in the yard.
Keeps the Velum airborne and lands only when called by the ground team.
Takes the Buzzard, destroys escorts and secures the Velum approach.
Actions, risk and run recovery
- 01
setupPlane - Action
- Clear the Vagos from McKenzie Airfield, take the Velum and deliver it to the LSIA hangar; the same plane extracts the crew in the finale.
- Tip
- The plane pilot keeps the Velum away from heavy fire while the crew clears the runway.
- Risk / failure condition
- Destroying the Velum fails the setup and loses the finale aircraft.
- How to recover the run
- Move the plane away, clear the nearest shooters and retry the approach.
- 02
setupBus - Action
- Stop the prison convoy, destroy its escort helicopter, take the bus, lose the police and store it at the Sandy Shores scrapyard.
- Tip
- Block the Prison Bus before boarding and remove the driver without damaging the bus.
- Risk / failure condition
- A damaged or lost bus blocks the prison disguise.
- How to recover the run
- Break from combat, reacquire the vehicle and deliver it after losing the police.
- 03
setupStation — police station - Action
- A two-player team acquires a cruiser, loses the wanted level, enters Mission Row in uniform, steals the bus schedule and destroys the cruiser.
- Tip
- The station team enters in uniform and takes the schedule without drawing weapons.
- Risk / failure condition
- Broken cover removes the safe route to the schedule.
- How to recover the run
- Leave the building, clear the alert and retry together in the prepared uniforms.
- 04
setupStation — cargo ship - Action
- The other team boards the cargo ship, opens the container and delivers Rashkovsky's Casco to the designated garage.
- Tip
- The cargo-ship team clears deck by deck and stays together at the container.
- Risk / failure condition
- A lone objective player is surrounded before the car can be recovered.
- How to recover the run
- Return to the last ladder, regroup and clear the container route again.
- 05
setupWet Work - Action
- The City Hall Team eliminates two lawyers and recovers the deposition while the Mansion Team takes out Popov and leaves his property.
- Tip
- Both Wet Work pairs confirm their targets before starting eliminations.
- Risk / failure condition
- An early shot alerts the second target and breaks the parallel plan.
- How to recover the run
- Cease fire, reacquire both targets and execute on one call.
- 06
finaleFinale roles - Action
- Prison Officer and Prisoner enter Bolingbroke in the bus; Pilot collects the Velum while Demolition intercepts the incoming bus and later takes the Buzzard.
- Tip
- Name the Prisoner, Officer, Pilot and Demolition before confirming the lobby.
- Risk / failure condition
- Mixing vehicles or outfits stalls one of the parallel branches.
- How to recover the run
- Restart before entry and return each player to their assigned vehicle.
- 07
finaleEntering Bolingbroke - Action
- The ground team parks inside and pushes through the prison sectors to Rashkovsky, using cover against guards and NOOSE.
- Tip
- The Officer leads through security while the Prisoner stays behind the opened route.
- Risk / failure condition
- Broken cover at the gate surrounds the pair before reaching Rashkovsky.
- How to recover the run
- Pull the pair to the last cover, clear one sector and resume together.
- 08
finaleAir support - Action
- The Pilot keeps the Velum clear of the jets while Demolition uses the Buzzard to destroy them and cover the prison escape.
- Tip
- Demolition takes the Buzzard and clears fighters before the Pilot starts the final approach.
- Risk / failure condition
- The Velum can be destroyed on the runway if it lands under active escorts.
- How to recover the run
- The Pilot circles away while Demolition clears aircraft and confirms safe airspace.
- 09
finaleCollecting Rashkovsky - Action
- After clearing the yard, bring Rashkovsky to the Velum, wait for the full team and take off before more units close the runway.
- Tip
- The Officer leads, the Prisoner covers the rear and both wait for Rashkovsky at every transition.
- Risk / failure condition
- Leaving the escort target behind stalls the yard exit.
- How to recover the run
- Return to his last marker, clear nearby guards and resume as a tight group.
- 10
finaleDrop and extraction - Action
- The Pilot flies to the drop zone; the players parachute to the beach and board Demolition's Buzzard for extraction.
- Tip
- Board the Velum together, jump on one call and regroup at the beach.
- Risk / failure condition
- A split jump leaves a player outside the pickup zone and delays extraction.
- How to recover the run
- Circle the shared point, wait for the final player and only then board the Buzzard.
Common mistakes
Unprepared finale roles
- Consequence
- Mixing up the prison disguise, Velum or Buzzard stalls parallel branches with no quick swap.
- Correction
- Restart the checkpoint and return everyone to their assigned vehicle or entrance before the Prisoner moves.
Rashkovsky left behind
- Consequence
- Pushing the next sector too fast separates the escort and can stall the exit sequence.
- Correction
- Return to Rashkovsky's last marker, remove nearby guards and resume as a tight group.
Velum lands too early
- Consequence
- An early landing exposes the Velum and can destroy the only extraction route.
- Correction
- Go around again, let Demolition clear pursuit and make a new approach after the Ground Team regroups.
Pre-launch checklist
Each of the four fixed roles has an owner who knows when their branch begins.
The Pilot does not land without the shared Ground Team and Demolition call.
Use the setups to rehearse the finale and name Prisoner, Officer, Pilot and Demolition before launch.
The Officer leads, the Prisoner covers the rear and both slow down whenever Rashkovsky stops at an obstacle.
The Pilot approaches only after the yard call and Demolition confirms clear airspace.
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: High-end apartment. 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 1 hr 15 min / 1 hr 45 min / 2 hrs 40 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.
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
- $360,000
- Each partner
- $105,000
- Team net
- $675,000
- 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 |
|---|---|---|---|---|---|---|---|---|
| QUATRO | 48 minCooldown | $700,000min: $700,000 · typical: $700,000 · max: $700,000 | $25,000min: $25,000 · typical: $25,000 · max: $25,000 | $360,000min: $360,000 · typical: $360,000 · max: $360,000 | $105,000min: $105,000 · typical: $105,000 · max: $105,000 | $675,000min: $675,000 · typical: $675,000 · max: $675,000 | $205,714min: $205,714 · typical: $205,714 · max: $205,714 | $385,714min: $385,714 · typical: $385,714 · max: $385,714 |
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 - Prison Break Heist Guide (Setups & Finale)
All setups, team roles and finale.
- Channel
- Tylarious
- Published
- 14 Apr 2025
- Checked
- 29 Aug 2026