Contract • Solo / Duo / Trio / Quatro
The Prison Contract
Get Lil' Dee into Bolingbroke, prepare a ramp, eliminate the marked targets and extract the informant from a prison bus.
PRISON / CONTRACTComplete financial model
host and every partner have a separately defined payout
Complete step-by-step operation
OPERATIONS GUIDE V2 • SOLO
Get Lil' Dee into Bolingbroke, prepare a ramp, eliminate the marked targets and extract the informant from a prison bus.
Start here
- Buy an Auto Shop through Maze Bank Foreclosures and complete its setup mission.
Use the upstairs Job Board and select “The Prison Contract — complete flow” when the contract is available.
The upper floor of your Auto Shop.
Sessanta and KDJ's Job Board: two Planning Works and the Final Job.
- A second lift, staff, personal quarters and cosmetic Auto Shop upgrades are not required for contracts.
First run and replay
These are two persistent story instructions. They are not the finance calculator's weekly-variant switch.
First story playthrough
On the first “The Prison Contract — complete flow” selection, complete both Planning Works shown on the Job Board before launching the Final Job.
Story replay
After completion, wait for the contract to return to the rotating Job Board; every new attempt requires its two Planning Works.
Official mission order
- 01
prep / preparation Planning Work: Inside Man
Contact Lil' Dee and identify the targets inside Bolingbroke.
- 02
prep / preparation Planning Work: Access Point
Prepare the entry route through the prison perimeter.
- 03
finale The Hit
Eliminate both target groups, open the gate and extract Lil' Dee in the bus.
Strategies that genuinely change the route
Ramp jump, sectors and bus
- When
- After positioning the ramp and selecting a car capable of a stable jump.
- Plan
- Land inside the prison, clear skull groups by sector, open the gate via panels and take the bus without harming Lil' Dee.
- Trade-off
- A fast car does not replace a stable landing; recovering Lil' Dee requires a controlled shot at the driver.
Plan for the selected team: SOLO
Selected in the calculator • SOLO for “The Prison Contract — complete flow”: SOLO operator: Ramp driver + First-group lead + Second-group lead + Gate and bus operator.
Concrete roles
Lines up the car, makes the stable jump and drives between prison sectors. Clears the first skull group from structural cover. Controls towers and walkways around the later targets. Destroys the panels, stops the bus and collects Lil' Dee unharmed.
Actions, risk and run recovery
- 01
prep / preparationInside Man - Action
- Meet Lil' Dee, help with Sessanta's job and arrange his arrest so he can identify the targets from inside.
- Tip
- In Inside Man secure the contact and wait for the complete target intel.
- Risk / failure condition
- Leaving before the exchange leaves the prisoner-location plan incomplete.
- How to recover the run
- Return to the contact, clear the area and finish the intel exchange.
- 02
prep / preparationAccess Point - Action
- Acquire the equipment needed for the stunt ramp and position it beside Bolingbroke's outer fence.
- Tip
- In Access Point photograph and prepare the exact wall-jump location.
- Risk / failure condition
- A wrong entry point leaves the finale without its direct route inside.
- How to recover the run
- Adjust the photograph, confirm the marker and note the approach line.
- 03
prep / preparationFinale vehicle - Action
- Choose a car capable of a stable ramp jump and line it up before the run, as landing immediately triggers the wanted level.
- Tip
- Choose a vehicle that can make the jump and carry the current crew.
- Risk / failure condition
- A slow or split transport stalls the crew outside the wall.
- How to recover the run
- Revise the choice before the finale or put everyone in one prepared vehicle.
- 04
finaleJump into the prison - Action
- Use the prepared ramp to clear the perimeter wall, then turn toward the passage into the central yard after landing.
- Tip
- Take the ramp straight and stay in the vehicle until the full crew is inside.
- Risk / failure condition
- A crooked jump leaves the car on the wall or players outside the prison.
- How to recover the run
- Back off, line up a second approach and jump with the full crew.
- 05
finaleFirst target group - Action
- Drive to the first skull markers, use the prison structures as cover and eliminate the entire marked group.
- Tip
- Remove the first target group by sector and do not trigger the second before regrouping.
- Risk / failure condition
- Moving early surrounds split players between yards.
- How to recover the run
- Bring the lead back, finish the first group and refill armor before changing zones.
- 06
finaleSecond target group - Action
- Move to the next sector and remove the remaining targets while watching fire from the guard towers and walkways.
- Tip
- At the second group preserve one retreat corridor to the prepared exit.
- Risk / failure condition
- Fighting in every direction cuts the crew off from the gate.
- How to recover the run
- Fall back to the chosen corridor, close the flank and clear targets from nearest outward.
- 07
finaleExit through the gate - Action
- Drive to the front gate and destroy the marked control panels to open the way out of the prison grounds.
- Tip
- At the gate one operator opens the route while the crew holds the yard.
- Risk / failure condition
- Putting the full crew at the panel leaves the rear open to guards.
- How to recover the run
- Two players return to cover, the operator finishes and everyone exits together.
- 08
finaleLil' Dee's bus - Action
- Catch the evacuation bus, remove its driver without harming Lil' Dee and stop it so the informant can enter your vehicle.
- Tip
- Take Lil' Dee's bus and wait until every player boards.
- Risk / failure condition
- Leaving a player behind extends the pursuit and blocks a shared escape.
- How to recover the run
- Hold the bus behind cover, collect the final player and only then leave.
- 09
finaleLose the police - Action
- Leave the Bolingbroke area, clear the four-star wanted level and only then proceed to Lil' Dee's drop-off.
- Tip
- Lose the police on one route and do not return toward the prison once escaping.
- Risk / failure condition
- Returning toward active units restores the full wanted pressure.
- How to recover the run
- Divert to a tunnel or covered route and wait for the alert to fully clear.
Common mistakes
Unstable finale car
- Consequence
- A crooked jump hits the wall or lands outside the central yard under full fire.
- Correction
- Create distance, realign with the ramp and make a second approach without a sharp correction at takeoff.
Targets cleared without sectors
- Consequence
- Running through the yard centre exposes everyone to towers and walkways.
- Correction
- Return behind the nearest building, remove elevated shooters and only then move fire to remaining skulls.
Lil' Dee hit on the bus
- Consequence
- Fire through the passenger compartment can hit the informant and fail the contract after the prison escape.
- Correction
- Cease fire, block the bus with a vehicle, take a clean driver angle and collect Lil' Dee only once stopped.
Pre-launch checklist
The car is aligned with the ramp and prison targets are split between two pairs.
The bus operator knows the safe driver angle and never fires through passengers.
Choose a car that holds a straight line and lands cleanly beyond the ramp; align it before pursuit begins.
One pair takes skull markers while the other controls towers and the return to the car.
Shoot only the driver from the side of the cab and stop the bus before the operator approaches.
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
Requirement: Auto Shop.
Contract selection
Availability may depend on a board, phone call or activity rotation.
Preparation
The model includes required stages before the final settlement.
Completion
Team choice affects pace, host payout and each partner's payout.
Replay or rotation
There is no single confirmed minute value; availability depends on a board, phone call or contract rotation.
What affects the result
Payout and time cover the complete cycle, not only its final job.
The host and every participant have separately defined payouts; the team average does not replace those values.
Setup fees and commissions are deducted before the net result.
Fast/typical/beginner: 28 min / 43 min / 1 hr 10 min.
Main strengths
- Lower entry cost than major heists.
- Flexible supported team size.
Constraints
- Some contracts depend on board rotation.
- A partner may receive a different payout from the host.
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.
Solo: full pace control and no crew wait.
- Host / owner
- $157,500
- Team net
- $157,500
- Rotation
- Rotation-dependentno single fixed minute value
Duo: the host and 1 partner have separate payouts.
- Host / owner
- $157,500
- Each partner
- $50,000
- Team net
- $207,500
- Rotation
- Rotation-dependentno single fixed minute value
Trio: the host and 2 partners have separate payouts.
- Host / owner
- $157,500
- Each partner
- $50,000
- Team net
- $257,500
- Rotation
- Rotation-dependentno single fixed minute value
Quatro: the host and 3 partners have separate payouts.
- Host / owner
- $157,500
- Each partner
- $50,000
- Team net
- $307,500
- Rotation
- Rotation-dependentno single fixed minute value
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 |
|---|---|---|---|---|---|---|---|---|
| SOLO | Rotation-dependentRotation • no single fixed minute value | $157,500min: $157,500 · typical: $157,500 · max: $157,500 | $0min: $0 · typical: $0 · max: $0 | $157,500min: $157,500 · typical: $157,500 · max: $157,500 | — | $157,500min: $157,500 · typical: $157,500 · max: $157,500 | $219,767min: $219,767 · typical: $219,767 · max: $219,767 | $219,767min: $219,767 · typical: $219,767 · max: $219,767 |
| DUO | Rotation-dependentRotation • no single fixed minute value | $207,500min: $207,500 · typical: $207,500 · max: $207,500 | $0min: $0 · typical: $0 · max: $0 | $157,500min: $157,500 · typical: $157,500 · max: $157,500 | $50,000min: $50,000 · typical: $50,000 · max: $50,000 | $207,500min: $207,500 · typical: $207,500 · max: $207,500 | $219,767min: $219,767 · typical: $219,767 · max: $219,767 | $289,535min: $289,535 · typical: $289,535 · max: $289,535 |
| TRIO | Rotation-dependentRotation • no single fixed minute value | $257,500min: $257,500 · typical: $257,500 · max: $257,500 | $0min: $0 · typical: $0 · max: $0 | $157,500min: $157,500 · typical: $157,500 · max: $157,500 | $50,000min: $50,000 · typical: $50,000 · max: $50,000 | $257,500min: $257,500 · typical: $257,500 · max: $257,500 | $219,767min: $219,767 · typical: $219,767 · max: $219,767 | $359,302min: $359,302 · typical: $359,302 · max: $359,302 |
| QUATRO | Rotation-dependentRotation • no single fixed minute value | $307,500min: $307,500 · typical: $307,500 · max: $307,500 | $0min: $0 · typical: $0 · max: $0 | $157,500min: $157,500 · typical: $157,500 · max: $157,500 | $50,000min: $50,000 · typical: $50,000 · max: $50,000 | $307,500min: $307,500 · typical: $307,500 · max: $307,500 | $219,767min: $219,767 · typical: $219,767 · max: $219,767 | $429,070min: $429,070 · typical: $429,070 · max: $429,070 |
Key facts
Video walkthrough
Verified video · EN
The Prison Contract SOLO Guide | GTA 5 Online Los Santos Tuners DLC
Inside Man, Access Point and finale; mechanics only.
- Channel
- Gtamen
- Published
- 21 Jul 2021
- Checked
- 29 Aug 2026