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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.

Dedicated artwork for The Prison ContractPRISON / CONTRACT
Required purchaseAuto Shop
Entry cost$1,670,000
Possible GTA$$157,500–$307,500
Possible RP1,614 RP–1,678 RP
RotationRotation-dependentno single fixed minute value
01

Complete financial model

Team gross$157,500min: $157,500 · typical: $157,500 · max: $157,500
Setup / supply cost$0min: $0 · typical: $0 · max: $0
Fees and commissions$0min: $0 · typical: $0 · max: $0
Player payout (net)$157,500min: $157,500 · typical: $157,500 · max: $157,500
Player $/h (from payout)$219,767min: $219,767 · typical: $219,767 · max: $219,767
Full-cycle timefast: 28 min · typical: 43 min · beginner: 1 hr 10 min
Rotation
Rotation-dependent • no single fixed minute valueThere is no single confirmed minute value; availability depends on a board, phone call or contract rotation.
First weekly cycleThere is no separate permanent first-completion bonus in this model.

host and every partner have a separately defined payout

02

Complete step-by-step operation

OPERATIONS GUIDE V2SOLO

Get Lil' Dee into Bolingbroke, prepare a ramp, eliminate the marked targets and extract the informant from a prison bus.

Start here

Exact requirements
  • Buy an Auto Shop through Maze Bank Foreclosures and complete its setup mission.
Purchase / contact / menu

Use the upstairs Job Board and select “The Prison Contract — complete flow” when the contract is available.

Starting location

The upper floor of your Auto Shop.

Board or marker

Sessanta and KDJ's Job Board: two Planning Works and the Final Job.

Purchases not required
  • 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.

01

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.

02

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

  1. 01
    prep / preparation

    Planning Work: Inside Man

    Contact Lil' Dee and identify the targets inside Bolingbroke.

  2. 02
    prep / preparation

    Planning Work: Access Point

    Prepare the entry route through the prison perimeter.

  3. 03
    finale

    The Hit

    Eliminate both target groups, open the gate and extract Lil' Dee in the bus.

Strategies that genuinely change the route

Bolingbroke

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 calculatorSOLO for “The Prison Contract — complete flow”: SOLO operator: Ramp driver + First-group lead + Second-group lead + Gate and bus operator.

Concrete roles

SOLO operator: Ramp driver + First-group lead + Second-group lead + Gate and bus operator

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

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.

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 formatContract or mission strand for 1–4 players
Payout modelThe host and every participant have separately defined payouts; the team average does not replace those values.
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

Requirement: Auto Shop.

02

Contract selection

Availability may depend on a board, phone call or activity rotation.

03

Preparation

The model includes required stages before the final settlement.

04

Completion

Team choice affects pace, host payout and each partner's payout.

05

Replay or rotation

There is no single confirmed minute value; availability depends on a board, phone call or contract rotation.

05

What affects the result

Complete strand

Payout and time cover the complete cycle, not only its final job.

Host and partner model

The host and every participant have separately defined payouts; the team average does not replace those values.

Costs

Setup fees and commissions are deducted before the net result.

Time

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.
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.

SOLO1P

Solo: full pace control and no crew wait.

Host / owner
$157,500
Team net
$157,500
Rotation
Rotation-dependentno single fixed minute value
DUO2P

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
TRIO3P

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
QUATRO4P

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
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
SOLORotation-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
DUORotation-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
TRIORotation-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
QUATRORotation-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
08

Key facts

Full-cycle time28 min / 43 min / 1 hr 10 min
Team1–4 players
RotationRotation-dependent • no single fixed minute value
VIDEO

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
Open the walkthrough on YouTube