System localLS clock Clock loadingDaily reset Clock loadingWar room · secure
All guides
HeistsUpdated Sep 27, 2026Verified

The Cluckin' Bell Raid: Zero-Property Heist

A complete raid chain with no purchase, no setup fee, and a solo-friendly finale.

9 minBeginner$0 setup

Requirements

  • Tutorial completed
  • Basic loadout
  • One evening
Ask Haviland about this

Time

9 min

Payout

$0 setup

Difficulty

Beginner

The Cluckin' Bell Raid: Zero-Property Heist — Heists guide hero image

Contact

Vincent Effenburger (phone call)

Missions

5 setups + finale

Leader pay

$500,000 (+$250,000 first-time bonus)

Helpers / cooldown

$50,000 each · 1 hour

Step by step

  1. 1Stay in free roam outside any property and wait for Vincent's call.
  2. 2Complete the five setup missions — your choices change how hard the finale is.
  3. 3Play the finale at the Cluckin' Bell farm in Paleto Bay, loud or stealthy (same pay).
  4. 4Replay after the 1-hour cooldown for $500,000 as leader (no repeat first-time bonus).

Common mistakes

  • Rushing the factory without armor.
  • Expecting the $250,000 first-time bonus on replays.
  • Thinking stealth pays more — the payout is identical.

Section 01

The brief

The Cluckin' Bell raid is the rare heist that asks for no property, no setup cost, and no crew beyond a phone call.

  • Pays a flat $500,000 on completion regardless of difficulty, and needs no property at all
  • Six missions: Slush Fund, Breaking and Entering, Concealed Weapons, Hit and Run, Disorganized Crime, and the finale
  • A clean solo run lands around 50 minutes, so roughly $1M every two hours

Section 02

Recommended route

Follow the story chain task by task, take the quiet approach at the farm, and use armor stops on the escape leg.

  • Set your spawn point near Vespucci Police Station — you return there after every setup
  • Play everything on Easy; the payout is identical and enemies die faster
  • Keep a personal vehicle active before you start — it spawns with you on each prep
  • Pick the military loadout at Concealed Weapons so the finale's armored enemies are manageable

Section 03

What good looks like

One complete pass teaches heist rhythm, pays a solid flat fee, and costs nothing but time.

  • A full raid under an hour with no property investment and no crew
  • Both the Gauntlet Interceptor and Terminus unlocked from the introduction mission

Community tech

What experienced players do differently

  • Weaponized aircraft and the Oppressor Mk II are locked out — bring an Armored Kuruma or Vigilante instead
  • The railway line out of the farm is the quietest solo escape route from the finale
  • Playing harder difficulties only adds enemies and RP, never money

Was this guide helpful?

Next guideSecurity Contracts at a Sustainable Pace

Source checked

Last verified: Sep 27, 2026. Figures are editorial summaries; in-game menus remain the final authority.

Continue the operation