Business • Solo / Duo / Trio / Quatro
Agency Security Contracts
The business card separates entry cost, production or stock preparation, the owner's sale payout and every helper's actual reward.
AGENCY / SECURITY / CONTRACTSComplete financial model
owner and participants receive separate payouts
Security Contracts: from buying an Agency to the first payout
BUSINESS STEP BY STEP • COMPLETE WALKTHROUGH
A standalone onboarding for all six Agency contract types: purchase, Franklin's computer, offer selection, objective execution, return or field completion and deliberate repeats.
Start here
The exact location, required unlock and checks when the correct panel or marker does not appear.
Open Phone → Internet → Money and Services → Dynasty 8 Executive and buy one of the four Agencies; after purchase, enter Franklin's main office.
The purchased property has an Agency icon. The correct panel is the owner's desk computer, not Imani's computer or the Armory door.
Watch the first meeting with Franklin and Imani, register as a VIP/CEO/MC President, sit at the computer and choose Security Contracts.
- If Dynasty 8 does not list Agencies, finish the Online tutorial and return to Freemode; do not look for it on Maze Bank Foreclosures.
- If the computer is locked, finish current work and register as a Boss; merely standing in the Agency does not grant board access.
- A Security Contract requires neither the Vehicle Workshop, Armory nor Dr. Dre completion; those purchases will not fix missing registration.
From zero to the first payout
Buy an Agency, complete Franklin's introduction, register as a Boss, choose an offer at the computer and carry its specific objective through to the completion screen.
- 011. Buy an AgencyThe cheapest baseline location in the current site model is sufficient; extras are optional for this function.
- 022. Complete the introductionEnter the office, meet Franklin and Imani and wait until the owner's computer becomes interactive.
- 033. Register an organisationUse the Interaction Menu and become a VIP, CEO or MC President before signing in.
- 044. Choose an offerCompare type, tier and location; on the first run avoid a variant whose condition you do not yet understand.
- 055. Complete the specific objectiveThe contract may require recovery, escort, elimination, sabotage or defence — use the index below.
- 066. Verify settlementWait for the completion screen and deposit; the contract separately records progress affecting the safe and other Agency unlocks.
All six Security Contract types
Each variant below has its own goal, actions, completion condition and recovery; they are not interchangeable generic notes.
01 Recover Valuables
Goal Recover a stolen watch or necklace from a gang-controlled interior.
Key actions - Clear the entrance and interior without running into several enemy angles.
- Find the safe-code note before opening the marked safe.
- Take the valuable and return it to the Agency; use the roof entry when the marker permits it.
Completion point The item is handed over at the Agency, followed by Security Contract Complete and the direct deposit.
What it unlocks next Counts one completed contract toward Agency progress; it is neither a Vehicle Cargo delivery nor a safe collection.
How to recover the run If the code is missing, search marked surfaces after clearing the interior. After a death, return to the persistent objective rather than the Agency computer.
02 Vehicle Recovery
Goal Locate the requested vehicle inside a gang facility, open the exit and return it to the Agency.
Key actions - Enter the marked building and clear enemies controlling the floor.
- Locate the vehicle and the door-control button before attempting to leave.
- Exit, lose pursuit and return the vehicle to the Agency marker without destroying it.
Completion point The recovered vehicle is accepted at the return point and the game settles the contract.
What it unlocks next Adds to completed Security Contracts, not the player's garage or Vehicle Cargo inventory.
How to recover the run If the gate does not respond, leave the vehicle and use the marked control. If the target is stuck, clear space with another vehicle instead of destroying the recovered one.
03 Rescue Operation
Goal Find the kidnapped client, free them and deliver them to the designated safe point.
Key actions - Travel to the search area and clear attackers while watching the client's marker.
- Approach the client so they follow and use a vehicle with a free seat.
- Break pursuit and drive the client to the safehouse without leaving them behind an obstacle.
Completion point The client enters the safe point and the contract settles in the field.
What it unlocks next Counts the Security Contract without requiring the owner to return to the Agency desk.
How to recover the run If the client will not enter, walk back to their position, clear remaining attackers and present a four-door vehicle on level ground.
04 Gang Termination
Goal Identify and eliminate the marked gang leaders in a defended area.
Key actions - Approach from cover and clear heavily armed guards before entering the compound.
- Track the separate leader markers; ordinary enemies do not replace required targets.
- After the last target, leave the area or lose police as instructed by the final HUD objective.
Completion point All marked targets are eliminated and the HUD confirms contract completion.
What it unlocks next Increases completed Security Contracts; ordinary enemy kills add no extra progress.
How to recover the run If one target remains, check vertical levels and the minimap instead of farming endless reinforcements. After losing a vehicle, re-approach with armoured cover.
05 Asset Protection
Goal Keep the client's marked assets intact for the full attack timer.
Key actions - Before the first wave, identify every protected asset and enemy approach.
- Prioritise attacker vehicles and incendiaries away from protected points.
- Rotate between threatened assets; do not chase one enemy outside the zone.
Completion point The defence timer expires with the required assets remaining and the client confirms the result.
What it unlocks next Adds a contract to Agency progress; surviving assets belong to the client and do not become player inventory.
How to recover the run When one point is burning, remove nearby attackers and rotate to the next threatened marker. If the condition is no longer recoverable, finish the failure state and choose a new offer.
06 Liquidize Assets
Goal Tail the target to a depot, destroy its supplies and leave the area after sabotage.
Key actions - Follow at the required distance without hitting or overtaking the tracked vehicle.
- On arrival, place or detonate explosives at the marked supplies while using cover.
- Leave the zone and lose police before treating the explosions as completion.
Completion point All marked assets are destroyed, the wanted level clears and the contract settles.
What it unlocks next Counts completion for the Agency; destroyed supplies are not stock from any player business.
How to recover the run If detected while tailing, widen the gap and follow HUD prompts. If one sabotage target remains, return for explosives rather than leaving too early.
Requirements, purchase and functional unlock
The Agency is the only required purchase. The Armory, Vehicle Workshop, Personal Quarters, VIP Contract, Payphone Hits and safe are separate functions.
Agency — required hub
Purchased only through Dynasty 8 Executive; the site model starts locations at $2,010,000.
- Choose location by travel time, not cosmetic extras.
- Enter the main office and complete Franklin's scene.
VIP / CEO / MC President — functional state
$0 additional purchase; active registration is required at the computer.
- Open the Interaction Menu outside an organisation conflict.
- Register an available Boss type before using the chair.
Agency extras — not required
The Armory, Vehicle Workshop and Personal Quarters neither unlock contracts nor raise baseline contract pay.
- Reserve the first budget for the property itself.
- Buy extras later for their own tools or convenience.
First complete run
For the first contract, choose a clear board offer, read its tier and objective, then verify direct pay and Agency progress after completion.
01 Compare the three offers
ActionOpen Security Contracts on the computer and read the type, tier and pay on each visible card.
How to verifyThe selected card must name a type from the index above, not the VIP Contract or a completed phone hit.
How to recover the runIf no offers appear after a successful contract, return to Freemode, verify Boss state and wait the full 5 minutes from the completion screen.
02 Run the type-specific objective
ActionAfter leaving the Agency, follow the yellow objective and use the correct recovery, defence, elimination or sabotage procedure.
How to verifyThe HUD updates the required item, client, leader, assets or supplies; killing a wave alone does not always advance the stage.
How to recover the runAfter a death, read the current marker and return to it. Do not cancel a live contract through Franklin's phone menu.
03 Wait for the deposit
ActionFinish the return/wanted-level clearance, watch the completion screen and only then start another activity.
How to verifyBalance and completed-contract progress update; safe income accrues separately in later intervals.
How to recover the runIf the objective vanished without settlement, remain in Freemode until messages finish; then inspect computer progress before retrying.
How the contract board works
This section explains the function's own mechanic without mixing it with other services in the same property.
Each card has its own type, tier and pay; a later board may return with a different set.
These are three offer ranges, not one fixed ‘typical’ $48,000 payout.
The board becomes available again after that interval; there is no additional long board cooldown.
Contract pay is separate from Agency safe accrual and the VIP Contract.
Completions build separate Agency progress used by the safe and later unlocks.
Choose by type, not headline pay alone
First run: recovery or rescue
$0 launch feeChoose an offer with a clear item or client to learn entry, HUD and settlement.
Repeats: fit type to the session
No supply purchaseDefence requires staying in the zone, tailing requires patience and recovery requires a safe return.
BASELINE, NOT AN EVENTRockstar does not publish the full numeric table; the values below are supported by aligned current secondary/community sources (confidence B).
Solo and crew
The owner can lead every type; a helper shortens combat, searching or defence, while the owner still selects and settles the contract.
SOLO — full objective control
Best for learning markers, safe code and interaction order without splitting the group.
- The owner drives the objective, protects the item/client and watches the final HUD condition.
- In Asset Protection, remain inside the zone and rotate between threatened assets.
DUO–QUAD — functional split
Helpers shorten clearing and searching, but one person should retain ownership of the actual objective.
- The leader carries the item/drives the client or recovered vehicle and verifies settlement.
- Escort clears the route, searches the other side of an interior or defends a distant asset.
First contract and settlement
Follow these steps in order and verify settlement before starting another activity.
- Register as a Boss and refill armour, snacks and ammunition.
- Compare type, location and pay across all three offers.
- When using a crew, invite them before confirming the card.
- Sit at the Agency computer and open Security Contracts.
- Choose one offer by type, not through the VIP Contract menu.
- After leaving, follow the procedure matching the contract name.
A personal armoured vehicle helps with travel and combat; the recovered vehicle or client must still reach the exact marked point. No Agency add-on is required.
Solo or organisation
Invite Only — first contract
Removes hostile-player interference and lets you learn marker, interior and return.
It does not shorten objectives or NPC waves; a wrong procedure can still fail the contract.
Organisation with helpers
Splits clearing, searching and multi-asset defence across players.
A scattered crew can lose the client or main item; the leader must assign ownership.
Three objective families
Recover and return
The HUD marks a valuable, vehicle or client followed by a return point.
Clear the target, perform the required interaction and keep the item or client with you to the end.
Open the gate and stage the correct vehicle before leaving; this avoids backtracking under fire.
Destroying the recovered vehicle or leaving the client behind blocks settlement.
Return to the last marker, repair gate/client state and finish the return; after irreversible destruction, complete the failure state and choose a new card.
Eliminate or sabotage
The map shows several leaders or a tailed vehicle leading to marked supplies.
Track every required marker, use explosives on each target and lose police when it is part of the finale.
Count marked objectives, not reinforcement waves; the last leader or pallet may be on another level.
Leaving early or being detected while tailing can block the next stage.
Return for the missing marker, rebuild distance while tailing and perform the final escape instruction instead of restarting the whole contract.
Defend assets
A timer plus several protected-point icons/bars appears under wave attacks.
Rotate between assets and stop attackers before they burn or destroy a target.
Park centrally and leave one player at the fastest-draining point.
Chasing a wave outside the area leaves another point undefended.
Leave the quieter side and focus on assets that can still meet the condition; after too many are lost, wait for the formal failure end.
Security Contract Complete plus the deposit confirms the first payout. Safe/unlock progress records alongside it but is not another immediate payout from the same contract.
What to do next
After a successful contract, wait exactly 5 real-time minutes, then compare the refreshed offers; there is no separate long board cooldown. Track safe progress separately from direct pay.
- 01
Review the next board
Once available, compare type, tier and location rather than automatically repeating the prior variant.
- 02
Run the indexed objective
Secure the specific item, client, leaders, supplies or protected assets.
- 03
Fill the 5-minute gap
Wait 5 minutes from the successful completion screen; collect the safe or run short work, but do not mix its settlement with the contract.
Common mistakes and fixes
Treating VIP Contract as a Security Contract
FixOpen the separate Security Contracts tab and choose one of its three cards.
Choosing only the highest headline
FixAccount for type, travel, defence/tailing and crew; a longer variant may be worse for a short session.
Double-counting the safe
FixThe direct contract deposit and later safe accrual are two separate flows.
Checklist: have / done / ready to earn
HAVE
A purchased Agency
Access to the owner's computer
Armour, snacks and transport
DONE
Franklin and Imani introduction
Boss registration
A specific board-type selection
READY TO EARN
I understand the objective and endpoint
I have a role for each helper
I will wait for screen and deposit
Common blockers and recovery
Repair the missing unlock or session state first. Do not repurchase the property or launch a different function as a workaround.
The Agency computer is locked
- Finish active work or a mission interior.
- Register VIP/CEO/MC in the Interaction Menu.
- Ensure you are using the owner's desk.
The contract objective is not advancing
- Check the last required marker, not ordinary enemies.
- Look for the code, gate control, client or a target on another level.
- Lose police/leave the area when the HUD requires it.
No deposit appears after the objective
- Check whether return or wanted-level clearance finished.
- Wait for the Security Contract Complete screen.
- Do not confuse later safe income with this payment.
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.
Purchase and unlock
The base requirement is Agency; the minimum entry cost is shown in the financial panel.
Setup
The business must be configured and remain active. Upgrades should be evaluated separately from the property price.
Job preparation
Job value and preparation time form one result rather than separate earnings.
Sale or collection
The panel separates owner proceeds, costs, commissions and extra helper rewards.
Next cycle
A new contract can be started after 5 min.
What affects the result
The range shows small, typical and full variants where value is variable.
Supply costs and agent fees are deducted before the owner's result.
The host and every participant have separately defined payouts; the team average does not replace those values.
The comparison uses 7 min / 12 min / 20 min for the complete cycle.
Main strengths
- Can combine active sales with passive value accrual.
- Helpers do not automatically reduce the owner's proceeds.
Constraints
- Purchase payback depends on regular use.
- A helper's reward can be far lower than the owner's proceeds and is shown separately.
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
- $31,000–$70,000
- Team net
- $31,000–$70,000
- Cooldown
- 5 min
Duo: the host and 1 partner have separate payouts.
- Host / owner
- $31,000–$70,000
- Each partner
- $10,000–$15,000
- Team net
- $41,000–$85,000
- Cooldown
- 5 min
Trio: the host and 2 partners have separate payouts.
- Host / owner
- $31,000–$70,000
- Each partner
- $10,000–$15,000
- Team net
- $51,000–$100,000
- Cooldown
- 5 min
Quatro: the host and 3 partners have separate payouts.
- Host / owner
- $31,000–$70,000
- Each partner
- $10,000–$15,000
- Team net
- $61,000–$115,000
- Cooldown
- 5 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 |
|---|---|---|---|---|---|---|---|---|
| SOLO | 5 minCooldown | $31,000–$70,000min: $31,000 · max: $70,000 | $0min: $0 · typical: $0 · max: $0 | $31,000–$70,000min: $31,000 · max: $70,000 | — | $31,000–$70,000min: $31,000 · max: $70,000 | $155,000–$350,000min: $155,000 · max: $350,000 | $155,000–$350,000min: $155,000 · max: $350,000 |
| DUO | 5 minCooldown | $41,000–$85,000min: $41,000 · max: $85,000 | $0min: $0 · typical: $0 · max: $0 | $31,000–$70,000min: $31,000 · max: $70,000 | $10,000–$15,000min: $10,000 · max: $15,000 | $41,000–$85,000min: $41,000 · max: $85,000 | $155,000–$350,000min: $155,000 · max: $350,000 | $205,000–$425,000min: $205,000 · max: $425,000 |
| TRIO | 5 minCooldown | $51,000–$100,000min: $51,000 · max: $100,000 | $0min: $0 · typical: $0 · max: $0 | $31,000–$70,000min: $31,000 · max: $70,000 | $10,000–$15,000min: $10,000 · max: $15,000 | $51,000–$100,000min: $51,000 · max: $100,000 | $155,000–$350,000min: $155,000 · max: $350,000 | $255,000–$500,000min: $255,000 · max: $500,000 |
| QUATRO | 5 minCooldown | $61,000–$115,000min: $61,000 · max: $115,000 | $0min: $0 · typical: $0 · max: $0 | $31,000–$70,000min: $31,000 · max: $70,000 | $10,000–$15,000min: $10,000 · max: $15,000 | $61,000–$115,000min: $61,000 · max: $115,000 | $155,000–$350,000min: $155,000 · max: $350,000 | $305,000–$575,000min: $305,000 · max: $575,000 |
Key facts
Video walkthrough
Verified video · EN
How to Complete ALL Security Contract Missions | Ultimate In Depth Guide
All types and completion conditions.
- Channel
- BeatsDown
- Published
- 25 Dec 2021
- Checked
- 29 Aug 2026