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SecuroServ field manual · Executive clearance

The GTA Online handbook

Everything that actually moves your bank balance, in the order you should do it. Real payouts, real cooldowns, and the traps that cost people their first ten million. Figures reviewed 2026-09-29.

Download the field manualPDF · 29 PAGES · PHOTO EDITION

Top payout per minute of work

Nightclub warehouse

GTA$3,240,000 per active hour

Nightclub + storage floors

Entries

10 earners · 8 defence rules

Printable edition

I. The four-phase roadmap

Follow this in order. Nearly every stalled account skipped a phase and bought something expensive too early.

Phase 1 — Zero to a first million

GTA$0 – 1M

Earn without owning anything. Every purchase here is a mistake you pay for later.

  1. 01Run the Cluckin' Bell Farm RaidWait for Vincent's call, clear the three setups, then the raid. GTA$500,000 a run and GTA$750,000 the first time, with no property and no cooldown between runs.
  2. 02Finish Dax's First Dose missionsSix short story missions that hand you the MTL Brickade 6x6 with the Acid Lab installed, for free. This is the single best value in the game.
  3. 03Finish Last DoseFive more missions and the Ocelot Virtue supercar is yours at no cost. It also takes Imani Tech later.
  4. 04Keep buying nothing elseNo apartment, no clothing, no first car. Everything you need to earn in this phase is free.

Common trap: Buying a supercar at GTA$500,000 sets you back three hours of grinding for a car you will replace anyway.

Phase 2 — Build the solo engine

GTA$1M – 4M

One big score you control alone, plus something cooking in the background at all times.

  1. 01Unlock the Acid Lab equipment upgradeTen Fooligan jobs for Dax unlocks it. A full batch goes from roughly GTA$237,000 to GTA$335,000, and the sale is always a single bike.
  2. 02Buy the Kosatka (GTA$2,200,000)Unlocks Cayo Perico: the biggest payout one player can run start to finish. Expect GTA$1.2M–1.8M a run with a 144-minute solo cooldown.
  3. 03Or buy the Agency (from GTA$2,010,000)Cheaper route to steady work. The Dr. Dre contract replays for about GTA$1,000,000, and security contracts fill the wall safe.
  4. 04Set a target before you spendDecide the next purchase first, then grind to it. Drifting between activities is what stalls most accounts.

Common trap: Owning both the Kosatka and the Agency before either is upgraded leaves you with two half-built income streams.

Phase 3 — The passive syndicate

GTA$4M – 12M

Money that accrues while you play something else. This is where the account stops feeling like work.

  1. 01Buy the Chumash Bunker (GTA$1,650,000)Closest bunker to the Los Santos sale points. Add staff and equipment upgrades before you ever buy supplies.
  2. 02Buy a Nightclub (from GTA$1,080,000)West Vinewood or Downtown Vinewood for the short delivery routes. The warehouse fills from businesses you already own.
  3. 03Assign the five technicians that paySouth American Imports, Cargo and Shipments, Pharmaceutical Research, Sporting Goods, Cash Creation.
  4. 04Leave two technicians emptyOrganic Produce and Printing and Copying flood the warehouse with near-worthless units and force extra sale trips.

Common trap: Assigning a technician to weed or forgery is the most common way players ruin an otherwise perfect nightclub.

Phase 4 — Optimisation

GTA$12M+

Cut the walking. Every property from here buys you minutes, not money.

  1. 01Arcade + Master Control TerminalResupply and launch sales for every business from one screen. It pays for itself in saved driving inside a month.
  2. 02Agency Vehicle WorkshopImani Tech. A missile lock-on jammer ends the Oppressor Mk II problem permanently.
  3. 03Salvage Yard (GTA$2,245,000)Three robbery targets a week at GTA$218,000–292,000, plus a wall safe topped up by tow jobs.
  4. 04Auto Shop (from GTA$1,670,000)Contract jobs from GTA$170,000, and the Union Depository run pays up to GTA$375,000 in under twenty minutes.

Common trap: Buying every property for completeness. If you never run it, it is a bill with a loading screen.

II. The solo revenue matrix

Every earner one player can run alone, with the buy-in, the honest payout range and the cooldown that decides how often you can actually repeat it. Hourly rates use the midpoint and count only the minutes you spend running it, not the wait for stock to build.

Surveillance still of Elysian Island docks
CAM-05 · Elysian Island docks
DAY

Cluckin' Bell Farm Raid

Fixed payout

GTA$500,000 – GTA$750,000

Buy-in
Free
Run time
45 min
Approx. hourly
GTA$833,333/hr
Cooldown
None between runs

The best opening earner in the game. Sweep the freezer pallets before the offices, then leave north along the rail line — the track breaks line of sight and drops four stars in about a minute.

No property required

Surveillance still of Cayo Perico compound
CAM-03 · Cayo Perico compound
DAY

Cayo Perico Heist

Range

GTA$1,200,000 – GTA$1,800,000

Buy-in
GTA$2,200,000
Run time
60 min
Approx. hourly
GTA$1,500,000/hr
Cooldown
144 minutes solo (3 in-game days)

Set up hard mode when the option appears for the extra primary value and the elite challenge bonus. Secondary bag priority is cocaine, then paintings, then weed, then cash — never fill on cash while gold is on the board.

Kosatka

Surveillance still of Paleto Bay approach
CAM-06 · Paleto Bay approach
DAY

Acid Lab

Range

GTA$237,000 – GTA$335,000

Buy-in
Free
Run time
15 min
Approx. hourly
GTA$1,144,000/hr
Cooldown
About 3 hours to refill

The sale is always one bike, however full the lab is, so it never turns into a convoy you cannot defend. Use the daily production boost and let the Stash House resupply it for free.

Free from Dax's First Dose

Surveillance still of Hawick agency HQ
CAM-12 · Hawick agency HQ
DAY

Dr. Dre VIP Contract

Range

GTA$1,000,000 – GTA$1,600,000

Buy-in
GTA$2,010,000
Run time
120 min
Approx. hourly
GTA$650,000/hr
Cooldown
Replayable

About GTA$1,000,000 on replays and closer to GTA$1.6M the first time with the setup bonuses. Slower per hour than Cayo, but it never gets stale the same way.

Agency

Surveillance still of Maze Bank helipad
CAM-04 · Maze Bank helipad
DAY

Agency security contracts

Range

GTA$30,000 – GTA$80,000

Buy-in
GTA$2,010,000
Run time
14 min
Approx. hourly
GTA$235,714/hr
Cooldown
Short

Each completed contract permanently raises your Agency wall safe, up to GTA$20,000 per in-game day against a GTA$250,000 cap. The ideal filler when you have fifteen minutes.

Agency

Surveillance still of Burton custom garage
CAM-14 · Burton custom garage
DAY

Auto Shop contracts

Range

GTA$170,000 – GTA$375,000

Buy-in
GTA$1,670,000
Run time
20 min
Approx. hourly
GTA$817,500/hr
Cooldown
About 5 minutes between jobs

The Union Depository contract is the one worth repeating. The two customer car bays also pay while you do something else entirely.

Auto Shop

Surveillance still of Murrieta salvage yard
CAM-13 · Murrieta salvage yard
DAY

Salvage Yard robberies

Range

GTA$218,000 – GTA$292,000

Buy-in
GTA$2,245,000
Run time
25 min
Approx. hourly
GTA$612,000/hr
Cooldown
Three targets per week

Scrap the car unless you actually want it in your garage — scrapping is usually the better money and costs no garage space. Two tow jobs keep the wall safe at its GTA$24,000 daily maximum.

Salvage Yard

Surveillance still of Chumash coastal bunker
CAM-09 · Chumash coastal bunker
DAY

Bunker (solo rule)

Range

GTA$135,000 – GTA$210,000

Buy-in
GTA$1,650,000
Run time
12 min
Approx. hourly
GTA$862,500/hr
Cooldown
About 2.5 hours per supply bar

Buy exactly one supply bar for GTA$75,000 and sell the moment it runs out. One bar is always one delivery vehicle, which is what turns the bunker from a solo nightmare into a twelve-minute errand.

Chumash Bunker + upgrades

Surveillance still of West Vinewood nightclub
CAM-07 · West Vinewood nightclub
DAY

Nightclub warehouse

Estimate

GTA$1,200,000 – GTA$1,500,000

Buy-in
GTA$1,080,000
Run time
25 min
Approx. hourly
GTA$3,240,000/hr
Cooldown
Fills over roughly 40 hours

The wall safe pays up to GTA$250,000 on its own. Keep popularity at 100% by walking in and throwing out the troublemaker — you never need to drive the promotion missions.

Nightclub + storage floors

Surveillance still of Vinewood Hills garage
CAM-15 · Vinewood Hills garage
DAY

Payphone hits

Range

GTA$45,000 – GTA$85,000

Buy-in
Free
Run time
8 min
Approx. hourly
GTA$487,500/hr
Cooldown
20 minutes

Free money between other jobs. Complete the optional bonus kill condition — it roughly doubles the payout for about thirty extra seconds of work.

Agency unlocks them

III. Radar, cargo and defence codex

The most expensive misunderstanding in GTA Online is thinking Lester hides your cargo. He does not, and he only lasts sixty seconds.

Ghost Organization — GTA$12,000, 3 minutes

Use this for deliveries

Hides you and your whole organisation from every other player's map, cargo blip included. Buy it inside the property before the sale timer starts, not halfway down the freeway.

Off the Radar (Lester) — GTA$2,000, 60 seconds

Never use this for deliveries

One minute only, and it hides your personal dot alone. The cargo blip stays lit for the whole lobby. It is an escape button for a chase, nothing more.

Imani Out of Sight — Free, once unlocked, 3 minutes

Use it once you are already being hunted

Removes your blip and plants a decoy somewhere else, which is worth more than plain invisibility when somebody is actively chasing you.

Missile lock-on jammer — GTA$400,000

Ends the Oppressor problem

Homing missiles cannot lock on at all, so an Oppressor Mk II rider has to hit you with unguided aim. Most of them cannot.

Imani armor plating — GTA$150,000

Twelve missiles of headroom

A fully armored Buffalo STX, Granger 3600LX or Champion absorbs around a dozen homing missiles before it pops. That is more than most attackers are carrying.

The bailout rule

Leave rather than lose it all

If a sale is collapsing, switch session or quit to story mode immediately. You forfeit the cargo already destroyed, not the stock still in the vehicle. A failed sale pays nothing at all.

Deliver the biggest vehicle first

Protect the largest share

On a multi-vehicle sale, bank the highest-value drop first. If the run falls apart you keep the part that mattered.

Invite-only sales are allowed

Always an option

Every business sale can be run in an invite-only session. The only reason to be in a public lobby at all is the high-demand bonus.

IV. The daily reset circuit

Half an hour after every 06:00 UTC reset keeps every business fed and the safes full.

The 30-minute daily circuit

Resets in —

Everything that refreshes at 06:00 UTC. About 30 minutes of work left.

Ticks are saved on this device and clear at the next reset.

V. Run the numbers

Two working desks: what your empire pays per hour, and whether a public lobby is worth the risk tonight.

Empire yield calculator

0 of 10 owned

Tick what you actually own. The totals update as you go.

Per hour

GTA$0

Safes hold

GTA$0

Invested

GTA$0

Payback

—

These are steady-state estimates with upgrades bought and supplies paid for. Real sessions vary with event weeks, sale distance and how often you actually empty the safes.

Should I sell in public?

The high-demand bonus pays 2.5% per rival in the session, capped at 50%. Here is what that is actually worth against the risk.

Bonus rate

+43%

Bonus cash

GTA$446,250

Public total

GTA$1,496,250

Net vs invite-only

GTA$434,250

Worth it: you clear GTA$434,250 more than an invite-only sale. Roughly GTA$367,500 of that is at risk if the run collapses — deliver the biggest vehicle first.

VI. Where to put everything

A cheap property in the wrong place is the most expensive mistake in the game, because you pay for it in minutes every single sale. Audit what you own, then read the placements worth trading up to.

Surveillance still of Chumash coastal bunker
CAM-09 · Chumash coastal bunkerMeta: Chumash sits on the coast highway — short, flat sell routes.
DAY
Surveillance still of Elysian Island docks
CAM-05 · Elysian Island docksTrap: Elysian Island is the longest nightclub delivery in the game.
DAY
Surveillance still of Paleto Bay approach
CAM-06 · Paleto Bay approachTrap: the Paleto curse — every northern sale is a cross-map drive.
DAY

Rate my map

Where your properties sit decides how long every sale takes. Pick what you own.

Efficiency

—

Bunker

Nightclub

Arcade

Agency

Salvage Yard

Kosatka

Pick what you own and I'll tell you what is costing you time.

Bunker

Chumash

Straight run down the Great Ocean Highway into Los Santos. Nearly every sale drop lands within three minutes.

Also fine · Farmhouse — slightly longer, but better for East Los Santos and Vinewood drops.

Avoid · costs about 14 min a cycle

Paleto Bay · Grand Senora Oilfields · Route 68

Northern bunkers put the whole Chiliad range between you and the buyer. A three-vehicle sale from Paleto is a genuine twenty-minute drive before anyone even shoots at you.

Nightclub

West Vinewood

Central, flat streets, freeway on-ramps in both directions. The single most forgiving club for multi-vehicle sales.

Also fine · Downtown Vinewood — almost identical, marginally tighter parking.

Avoid · costs about 9 min a cycle

Elysian Island · La Mesa · Cypress Flats

Industrial clubs sit at the far south of the map with dock traffic and narrow exits. Every delivery starts with a crawl before the timer gives you anything back.

Arcade

Videogeddon, La Mesa

Closest arcade to the casino, and the shortest tunnel approach for the Diamond Casino Heist setups.

Also fine · Pixel Pete's, Vespucci Beach — cheap and still reasonable for casino runs.

Avoid · costs about 11 min a cycle

Wonderama, Paleto Bay

Every casino setup becomes a cross-map commute. The price saving is gone after two heists.

Agency

Hawick Avenue

Clean rooftop helipad approach with no crane or tower obstructions, and it sits in the middle of the contract map.

Also fine · Little Seoul — equally central, slightly busier street level.

Avoid · costs about 4 min a cycle

Vespucci Canals

The canals agency has the fiddliest helipad approach of the four and adds drive time to eastern contracts.

Auto Shop

La Mesa

Central to the contract delivery zones and a wide street exit for customer car deliveries.

Also fine · Burton — closest to the Vinewood and casino drop-offs.

Avoid · costs about 8 min a cycle

Paleto Bay

Customer deliveries alone will cost you five minutes each from Paleto.

Salvage Yard

Murrieta Heights

Eastern edge of the city with fast freeway access to all three robbery approach types.

Also fine · La Puerta — better if your Agency and Auto Shop are already west.

Avoid · costs about 10 min a cycle

Paleto Bay · Sandy Shores

Robbery targets are overwhelmingly in the city. A rural yard is a commute in both directions.

Kosatka

Beached off Del Perro Pier

Park the sub close to shore on the west coast. You hop straight off the Sparrow into the city instead of flying the full length of the map after each setup.

Also fine · Anywhere on the Los Santos coastline — the point is to stay near the city, not near the island.

Avoid · costs about 12 min a cycle

Parked out by Cayo Perico

Every setup starts with a two-minute flight before the mission does.

MC business

Cocaine — Alamo Sea, Meth — Terminal, Cash — Grapeseed

The cocaine lockup is the one that matters most: buy the cheapest one you will actually resupply, because the nightclub technician does the real earning.

Also fine · Any placement is acceptable if you feed them through the nightclub rather than selling directly.

Avoid · costs about 6 min a cycle

Buying all five MC businesses early

Five MC businesses is five resupply chores. Own cocaine, meth and counterfeit cash for their nightclub technicians and skip the rest.

VII. Bunker research and the Mk II meta

Two unlocks — explosive sniper rounds and the thermal scope — change what a public lobby feels like more than any vehicle you can buy. Here is how to get them without gutting your bunker output.

The unlocks worth chasing

51 projects come out of the bunker in random order. These are the only ones that change how you play.

Heavy Sniper Mk II — explosive rounds

Essential

Explosive sniper ammunition, loaded from the gun locker or an MOC/Avenger workshop.

Two shots bring down a Lazer, Hydra or Raiju. One direct hit deletes an Oppressor Mk II. This single unlock changes how safe you are in a public lobby more than any vehicle you can buy.

Thermal scope

Essential

Scope attachment for the Heavy Sniper Mk II and Marksman Rifle Mk II.

See players and NPCs through walls, smoke and distance fog. It turns defending a sale from guesswork into aiming.

Pump Shotgun Mk II — explosive slugs

Strong

Explosive shells for the Mk II pump shotgun.

One-hit ragdolls at close range and disables engines. The best answer to someone rushing you on foot during a sale.

Combat MG Mk II — heavy barrel and extended clip

Strong

Barrel and magazine upgrades for the Mk II machine gun.

The highest sustained damage output you can carry in freemode. It shreds armoured NPC vehicles in mission convoys.

Incendiary rounds

Situational

Burning ammunition for several Mk II weapons.

Damage over time that finishes runners. Nice to have, never the reason to fast-track.

Bunker vehicle and MOC unlocks

Situational

Weaponised vehicle upgrades and MOC workshop options.

Mostly obsolete now that Imani Tech exists. Do not spend supplies chasing these.

How to get there fast

  • Keep bunker staff on 100% manufacturing

    Splitting staff halves your product output and still crawls through research. Manufacturing pays; research does not sell for anything.

  • Pay the GTA$225,000 fast-track instead

    One Acid Lab batch or a single Cayo run funds several skips. Buying your way through research is strictly cheaper than the product you would have lost making it.

  • Research is random across 51 projects

    You cannot pick what comes next, so skip anything that is not on your essential list and keep fast-tracking until explosive rounds and the thermal scope are done.

  • Strip the weapon wheel with a gun locker

    The Agency, Bunker or Arcade gun locker lets you hide everything you never use. Getting down to about eight weapons means the wheel selects what you meant every time, which matters more in a fight than any attachment.

  • Cancel the snack and armour animation

    Open the interaction menu, take a snack or armour, then immediately switch weapons or vault. You get the health without standing still to eat it.

Fast-track budget

GTA$1,350,000

At GTA$225,000 a skip. That is roughly 1 Cayo run — cheaper than the product you would lose making staff research it.

VIII. Raids and how to never get one

Raids are the quietest way to lose a full bunker. Almost all of them come from one habit: staying registered as MC President while you do something else.

Nightclub

Triggers on
Popularity drops and stock sits untouched
Typical window
Roughly 4–8 hours of neglect
What you lose
A slice of warehouse stock, and popularity resets to the floor.

Prevent it: Buy the security upgrade and keep popularity topped up by ejecting the troublemaker each day.

Bunker

Triggers on
Stock sitting around half full with no security upgrade
Typical window
About 5 hours unattended
What you lose
Product destroyed outright unless you defend the raid mission.

Prevent it: Buy the security upgrade before supplies. Sell whenever a single bought bar runs out rather than hoarding.

MC businesses

Triggers on
Registering as MC President and staying registered while stock is high
Typical window
As little as 3–4 hours of registered time
What you lose
Product and supplies, plus a defence mission you probably were not near.

Prevent it: Register only to launch a sale, from inside the business, then disband the moment it is banked.

Hangar cargo

Triggers on
Full crates left sitting between sessions
Typical window
Varies
What you lose
Crates removed from storage.

Prevent it: Sell in blocks rather than filling to capacity and forgetting about it.

The golden MC rule

Never cruise around freemode registered as MC President. Registration is the clock that starts raids. Walk into the business, register, launch the sale, disband on arrival.

Ghost raids are real

Sometimes the call and the on-screen warning never arrive and you find out from an empty stock bar. If you have been away from a business for hours, check it before you assume it is fine.

The force-quit protocol

If a raid fires and you cannot get there, closing the game before the raid resolves usually preserves the stock, because the loss is written when the raid completes. It is graceless, and it is better than losing a full bunker.

Buy security before supplies

The security upgrade costs less than a single full bunker of product. Players skip it to afford supplies faster and then lose the supplies.

IX. The heist almanac

Every major vault target in one table, with the crew choices that matter and a calculator for what actually lands in your bank after cuts.

Surveillance still of Diamond Casino & Resort
CAM-02 · Diamond Casino & ResortDiamond Casino — diamonds only appear during rare events.
DAY
Surveillance still of Cayo Perico compound
CAM-03 · Cayo Perico compoundCayo Perico — the panther statue is the rare primary.
DAY
Surveillance still of Grand Senora facility
CAM-08 · Grand Senora facilityDoomsday facility — Act III pays the most of the three.
DAY

Target almanac

Maximum haul per target, before anybody gets paid.

HeistTargetMax haulHow often
Diamond Casino

The best take in the vault, and it is not always available.

GTA$3,619,000Rare — event weeks only
Diamond Casino

Heavy, so bag capacity matters more than with cash or art.

GTA$2,843,000Uncommon
Diamond Casino

Fast to bag. The reliable default target.

GTA$2,580,000Common
Diamond Casino

The weakest primary. Reset the target if you can afford the wait.

GTA$2,115,000Common
Cayo Perico

The highest single primary in the game when it appears.

GTA$1,900,000Rare — event weeks only
Cayo Perico

Secondary loot is where the rest of the run's value actually comes from.

GTA$1,100,000Common
Doomsday — Act III

Hard mode on Act III is the biggest fixed payout outside Cayo.

GTA$1,800,000Fixed
Doomsday — Act II

Famous as a two-player replay loop — the finale can be repeated without redoing setups.

GTA$1,550,000Fixed
Doomsday — Act I

The cheapest act to run and a decent first team heist.

GTA$1,125,000Fixed

Vault values are the maximum haul before Lester's cut, crew cuts and damage. What lands in your bank is always lower — use the split desk for the real number.

What you actually take home

Selected: Artwork

Your share

GTA$2,083,350

Each other player takes about GTA$367,650.

After the 5% Lester cut. Setup costs and damage are not included.

Casino crew and approaches

  • Avi Schwartzman · Hacker · 10%Longest vault time by a wide margin. Unlocked after the Diamond Shopping mission.
  • Paige Harris · Hacker · 9%The best hacker most players actually have. Take her until Avi is unlocked.
  • Christian Feltz · Hacker · 7%Cheap, and the shorter timer costs you more than the cut saves.
  • Karim Denz · Driver · 5%Cheap drivers are fine. You only need the vehicle to exist.
  • Karl Abolaji · Gunman · 5%On a stealth approach the gunman barely matters. On aggressive, pay for the better loadout.
The Big Con Easiest soloGruppe Sechs or Yung Ancestor disguises walk you straight in. The most forgiving approach if you are learning the vault.
Silent & Sneaky Highest skill ceilingFull stealth with suppressed weapons. The elite challenge is easiest here, but one alarm ruins the run.
Aggressive Fastest, loudestShoot your way in and out with a short timer. Viable with a competent second player and a lot of armour.

Take it into the session

The handbook is the theory. The war room is the live version — safes filling, cooldowns ticking, this week's bonuses.

Ask Haviland about this