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Business • Solo / Duo / Trio / Quatro

Bail Office Bounties

A complete personal Bail Office route: Maude and Jenette, purchase, computer, three standard targets versus one Most Wanted, all six task families, live capture, the Bail Enforcement van and first settlement.

Dedicated artwork for Bail Office BountiesBAIL / OFFICE / BOUNTIES
Required purchaseBail Office
Entry cost$1,650,000
Possible GTA$$8,750–$150,000
Possible RP500 RP–1,000 RP
RotationRotation-dependentno single fixed minute value
01

Complete financial model

Team gross$35,000–$40,000min: $35,000 · max: $40,000
Setup / supply cost$0min: $0 · typical: $0 · max: $0
Fees and commissions$0min: $0 · typical: $0 · max: $0
Player payout (net)$35,000–$40,000min: $35,000 · max: $40,000
Player $/h (from payout)$140,000–$160,000min: $140,000 · max: $160,000

Rockstar does not publish a complete numeric table; the owner amount comes from aligned secondary/community sources (confidence B). No defensible participant rate exists, so the calculator does not add one.

Full-cycle timefast: 8 min · typical: 15 min · beginner: 28 min
Rotation
Rotation-dependent • no single fixed minute valueStandard targets refresh after about one hour; community reports indicate 48 min. Most Wanted allows one completed target per real-day reset, with no verified fixed reset hour.
First weekly cycleBase model without temporary weekly bonuses.
Verified permanent rules

Owner target value

  • A dead target pays 25% of its alive value. The calculator deliberately excludes participant payout because no defensible fixed amount or range exists.
  • Standard refreshes after about one hour; community reports indicate 48 min. Most Wanted allows one completed target per real-day reset with no verified reset hour.
  • Live-target processing takes 24/12/6 min with 0/1/2 Agents.
Owner target value
Payout targetMinimumMaximum
Standard — alive$35,000$40,000
Standard — dead$8,750$10,000
Most Wanted — alive$120,000$150,000
Most Wanted — dead$30,000$37,500

Rockstar does not publish a complete numeric table; values come from aligned secondary/community sources (confidence B).

the model calculates only the verified or defensible owner range; no reliable participant rate exists, so it is excluded from calculations

02

Bail Office Bounties: first target from Maude to the cell

BUSINESS STEP BY STEP • COMPLETE WALKTHROUGH

A complete personal Bail Office route: Maude and Jenette, purchase, computer, three standard targets versus one Most Wanted, all six task families, live capture, the Bail Enforcement van and first settlement.

Start here

The first contact, correct panel or marker, and checks when the game does not show the entry point.

Location

After Maude Eccles calls, open Maze Bank Foreclosures and buy one of the five Bail Offices; the least expensive base property in the site model starts at $1,650,000.

Marker

Travel to the purchased Office icon and enter through the main door. Jenette's introduction shows the computer, holding cell and parked Bail Enforcement van.

What to do there

Complete the scene, register as a VIP/CEO/MC President, sit at the computer and choose one of three Standard Targets. Leave Most Wanted for later.

If the start is missing
  • No call/purchase page: finish active work and wait in Freemode for Maude; the Office is on Maze Bank Foreclosures.
  • Computer locked: complete Jenette's introduction and register as a Boss.
  • Empty standard board: check refresh cycle and an active target; do not confuse the one daily Most Wanted with three standard slots.

From zero to the first payout

Take Maude's call, buy an Office through Maze Bank Foreclosures, meet Jenette, choose a standard target at the computer, prepare a non-lethal capture, return the suspect alive in the van and wait for settlement.

  1. 01
    1. Take Maude's callThe call introduces the business and points to Maze Bank Foreclosures.
  2. 02
    2. Buy a Bail OfficeLocation changes travel; the base property is enough for personal bounty work.
  3. 03
    3. Meet JenetteThe scene unlocks the computer, cell and van needed to transport a live target.
  4. 04
    4. Select a Standard TargetFor the first attempt choose a standard card and read its family rather than selecting only by headline pay.
  5. 05
    5. Prepare for live captureBring a Stun Gun, armour and snacks; tell the crew when to cease fire.
  6. 06
    6. Run the task familyGain access/intel, clear protection, subdue the marked person and place them in the van.
  7. 07
    7. Return the target aliveDeliver the suspect to the Office cell; a dead target goes to the Coroner and settles differently.
  8. 08
    8. Verify processingA live Standard settles at $35,000–40,000 and Most Wanted at about $120,000–150,000; a dead target pays 25%. The cell completes processing in 24/12/6 min with 0/1/2 Agents.

Six standard families and six permanent Most Wanted targets

Each variant has its own objective, order, completion point and recovery — it is not placeholder copy for another function.

  1. 01

    Standard — Bank Robbery / Kkangpae

    Goal

    Identify the bank hit by the target crew and capture the Kkangpae leader.

    Key actions
    1. Inspect clues/CCTV that identify the correct bank.
    2. Reach the robbery, clear the target's guards and stop their escape.
    3. Subdue the leader, load them into the van and return to the Office.
    Completion point

    The suspect reaches the cell alive or — if killed — the Coroner point.

    What it unlocks next

    Closes that standard card and frees the slot after processing.

    How to recover the run

    If the target drives away, follow their separate marker instead of fighting the last wave. After an accidental kill, complete the Coroner route rather than abandoning the run.

  2. 02

    Standard — Prison Bus / Ballas Escapee

    Goal

    Intercept a prison bus and capture the escapee protected by the Ballas.

    Key actions
    1. Reach the bus route and remove escort without destroying the vehicle.
    2. Stop the bus, identify the correct escapee and block their route.
    3. Subdue them and move them to the Bail Enforcement van.
    Completion point

    The live escapee is secured in the Office cell.

    What it unlocks next

    Completes a standard target while leaving Most Wanted independent.

    How to recover the run

    If the bus is stuck, clear space and extract the target on foot; do not destroy it with explosives. When the escapee runs, use the Stun Gun instead of sustained gunfire.

  3. 03

    Standard — CCTV / Street Punks

    Goal

    Use CCTV to identify the street crew and capture the correct target.

    Key actions
    1. Reach the marked CCTV system and cycle views until identification.
    2. Travel to the meeting, block escape routes and clear protection.
    3. Subdue the marked suspect and transport them to the cell.
    Completion point

    Identification and target delivery are recorded and the card closes.

    What it unlocks next

    Allows another standard card after refresh/processing.

    How to recover the run

    A missing target usually means CCTV identification is unfinished. Return to the panel and confirm the mark instead of searching random streets.

  4. 04

    Standard — Clubhouse / Lost MC

    Goal

    Enter a Lost MC clubhouse, locate the target and extract them through reinforcements.

    Key actions
    1. Clear the entrance and interior while respecting tight angles.
    2. Locate the marked member, cease fire and subdue them.
    3. Load the target into the van and handle pursuit en route to the Office.
    Completion point

    The Lost MC target reaches the cell alive or the Coroner if dead.

    What it unlocks next

    Closes the Clubhouse family for the chosen card; it does not unlock Clubhouse Bike Service.

    How to recover the run

    If crossfire kills the target, switch to the dead-target route. If helpers keep firing, move them off the line before using the Stun Gun.

  5. 05

    Standard — Mansion Intimidation / Fraudster

    Goal

    Gain access to a mansion, intimidate or expose the fraudster and capture them.

    Key actions
    1. Reach the property and complete the required access/intimidation step.
    2. Separate the target from guards while avoiding lethal fire toward them.
    3. Subdue, load into the van and return to the Office.
    Completion point

    The suspect is delivered to the cell and begins processing.

    What it unlocks next

    Completes that standard offer without affecting the Most Wanted list.

    How to recover the run

    If an alarm locks the route, clear guards and use the active HUD entry. If the target escapes, follow their marker rather than returning to the empty mansion.

  6. 06

    Standard — Arcade / Duggan

    Goal

    Infiltrate a Duggan location tied to an Arcade and take the suspect alive.

    Key actions
    1. Identify the entry and clear exterior guards.
    2. Search the interior, identify the correct target and stop their retreat.
    3. Use the Stun Gun, load them into the van and leave Duggan territory.
    Completion point

    The target is handed over at the Office/Coroner and the card leaves the current selection.

    What it unlocks next

    This is a bounty, not a Diamond Casino Heist setup or Arcade safe income.

    How to recover the run

    When the marker remains inside, check all levels and the final interaction condition. Do not drive to your own Arcade as a workaround.

  7. 07

    Most Wanted — Grace Whitney

    Goal

    Run the separate multi-stage daily plan for Grace Whitney and deliver the target.

    Key actions
    1. Launch only Grace's card in the Most Wanted slot.
    2. Follow the unique intel, access and confrontation markers in order.
    3. Once the target is marked, switch to non-lethal capture and van transport.
    Completion point

    Grace reaches the cell/Coroner and the daily Most Wanted slot is consumed.

    What it unlocks next

    Does not create another Most Wanted that day; standard targets remain separate.

    How to recover the run

    If a unique stage stalls, return to the last active marker and complete its interaction before fighting the target.

  8. 08

    Most Wanted — Chaz Lieberman

    Goal

    Complete Chaz Lieberman's permanent sequence and make a deliberate alive/dead choice.

    Key actions
    1. Select Chaz from the daily slot, not the standard board.
    2. Complete assigned reconnaissance and reach the correct confrontation.
    3. Cut off escape, subdue and transport by van.
    Completion point

    Delivery closes Chaz's daily offer.

    What it unlocks next

    Most Wanted returns on a later daily cycle.

    How to recover the run

    Do not kill the target by firing into their vehicle. Block the route and use the Stun Gun once they exit.

  9. 09

    Most Wanted — Leroy O'Neil

    Goal

    Locate Leroy O'Neil through his unique steps and deliver him to the Office.

    Key actions
    1. Launch Leroy's card and complete every marked intel point.
    2. Clear family support while keeping control of the marked target.
    3. Subdue Leroy and transport him in the van.
    Completion point

    Leroy is booked/handed over and his daily offer closes.

    What it unlocks next

    Does not affect MC-business cycles despite the O'Neil connection.

    How to recover the run

    When the target mixes with NPCs, follow the separate marker and cease fire before capture.

  10. 10

    Most Wanted — Brock Thompson

    Goal

    Run Brock Thompson's separate sequence and stop him before a successful escape.

    Key actions
    1. Complete the marked access stages to Brock's location.
    2. Clear guards, set a roadblock and keep the target alive.
    3. Use the Stun Gun, load into the van and return to the cell.
    Completion point

    Brock is accepted by the Office system.

    What it unlocks next

    Closes the single daily slot, not the three standard cards.

    How to recover the run

    If he escapes in a vehicle, do not shoot the driver; carefully disable mobility or get ahead and block the route.

  11. 11

    Most Wanted — Cleo Song

    Goal

    Complete Cleo Song's unique plan and deliver her alive or dead to the correct endpoint.

    Key actions
    1. Launch Cleo's daily card and gather required intel.
    2. Reach the confrontation, separate the target from guards and limit area damage.
    3. Subdue, load into the van and complete the route.
    Completion point

    Cleo reaches the cell/Coroner and the daily plan settles.

    What it unlocks next

    Most Wanted becomes unavailable until a later cycle.

    How to recover the run

    After an accidental death accept the Coroner route rather than abandoning; if the target is lost follow the current marker.

  12. 12

    Most Wanted — Omar Garcia

    Goal

    Complete Omar Garcia's permanent sequence and finish with a correct handover.

    Key actions
    1. Select Omar in the Most Wanted slot and complete reconnaissance.
    2. Secure the confrontation site and stop the target's escape.
    3. Capture alive, load into the van and deliver to the Office.
    Completion point

    Omar is processed in the cell or handed to the Coroner if dead.

    What it unlocks next

    Consumes that host's daily Most Wanted slot.

    How to recover the run

    If the stage does not advance after clearing enemies, check the required item/interaction and correct transport vehicle.

Requirements, purchase and extras

The base Office contains the computer, cell and Bail Enforcement van. Agents, Gun Locker and extra protection are separate add-ons; agents are not required for personal bounty work.

01

Bail Office — required hub

Status

Purchased through Maze Bank Foreclosures; the least expensive base from $1,650,000 contains the computer, cell and van.

  1. Choose a location with reasonable access to city and Blaine County.
  2. Complete Jenette's scene.
Result

You can select personal Standard Targets and Most Wanted.

02

Bail Enforcement van — included

Status

This is the required target-return vehicle but is not a separate purchase.

  1. Inspect its bay after the intro.
  2. Use it for alive/dead handovers as directed by the HUD.
Result

The target can reach the cell or Coroner.

03

Agents and other extras — optional

Status

Agents earn through a separate dispatch; Gun Locker/Armor are not required for the first bounty.

  1. Do not buy Agents to unlock the target board.
  2. Use the separate Bail Agents guide for their loop.
Result

The base Office is complete for personal bounty work.

First complete run

For the first run choose one standard target. Read the task family, secure the site, capture the target alive and only return to the Office after placing them in the van.

  1. 01

    Choose a standard target

    Action

    At the computer read the three standard cards and choose one family.

    How to verify

    The HUD shows a target name/portrait and first concrete marker, not an Agent desk.

    How to recover the run

    If Most Wanted was selected accidentally, do not count it as standard; finish/exit through the interface before choosing again.

  2. 02

    Deliberately capture alive

    Action

    Complete intel, clear guards, cease fire and use the Stun Gun/non-lethal capture on the target.

    How to verify

    The target is alive/captured and can be loaded into the van.

    How to recover the run

    After an accidental death do not blindly restart — the game routes to the Coroner and lower settlement.

  3. 03

    Deliver and inspect the cell

    Action

    Return in the Bail Enforcement van and enter the Office handover marker.

    How to verify

    The suspect enters the cell, completion appears and later processing begins.

    How to recover the run

    If the Office will not accept the van, clear police/escape state and re-enter straight.

Target board, alive/dead and holding cell

The states below belong only to this function and do not automatically unlock the property's other services.

STANDARDAlive $35,000–40,000

Three cards; refresh after about one hour, with community reports indicating 48 min. Aligned secondary sources, confidence B.

MOST WANTEDAlive about $120,000–150,000

One completed target per real-day reset; no verified fixed reset hour. Community-reported, confidence B.

TARGET STATEDead = 25% of alive

Applies to Standard and Most Wanted. The calculator exposes four owner variants.

CELL24 / 12 / 6 min

Live-target processing with 0/1/2 Agents, respectively.

PARTICIPANTExcluded from calculator

Verified ranges apply to the owner; no defensible fixed participant amount or range exists.

Standard target versus Most Wanted

Standard Target — learn

$35,000–40,000 alive · no fee

A shorter objective family and three available cards; a dead target pays 25%.

Beginner recommendation

Start here to practise the Stun Gun, van and cell.

Most Wanted — daily plan

About $120,000–150,000 alive · no fee

A more elaborate target; one completion per real-day reset. A dead target pays 25%.

Beginner recommendation

Run after learning the basics and with time for its unique stages.

BASELINE, NOT AN EVENTRockstar documents the mechanic but does not publish a complete numeric table. The stated operational details and ranges are supported by aligned current secondary/community sources (confidence B) and are labelled accordingly.

Solo and real crew roles

The leader accepts the target and owns the alive/dead state. Helpers clear the area and block escape but should cease fire once the suspect can be subdued.

SOLO — live-target control

The safest way to learn when to cease fire and how to transport.

CONCRETE ROLES
  • The leader runs intel, subdues and drives the van.
  • Once the target is marked, switches to the Stun Gun and avoids explosives.
SAFETY LIMIT

Do not fire into the driver's position of an escaping vehicle when aiming for live capture.

DUO–QUAD — hunter, blocker, cover

A crew speeds clearing and cuts off escape when roles are explicit.

CONCRETE ROLES
  • The hunter/leader alone subdues and loads the target.
  • The blocker stops the vehicle; cover clears guards and ceases fire on command.
SAFETY LIMIT

One stray burst or helper explosion can change alive to dead and reduce the result.

Capture and first settlement

Complete every marked condition and wait for the correct settlement before beginning the next cycle.

BEFORE SELECTION
  1. Bring a Stun Gun, armour and snacks.
  2. Check the Bail Enforcement van bay.
  3. Tell the crew the marked target must remain alive.
BOUNTY START
  1. Choose a specific Standard or Most Wanted card at the computer.
  2. Complete its assigned intel/access sequence.
  3. Change priority from combat to capture once the suspect is marked.
TARGET TRANSPORT

The Bail Enforcement van is included with the base Office and is the correct transport. A live target returns to the cell; a dead target is routed by HUD to the Coroner. Do not use a personal garage or Taxi as a workaround.

Crew

Solo / Invite Only

USE

Full damage control and calm family learning.

RISK

You alone block the escaping target and handle escort.

Crew with a cease-fire call

USE

Faster clearing and a real escape blockade.

RISK

Lack of discipline easily kills the target.

Six objective families

01

Intel / CCTV

How to recognise it

The target is not yet visible; HUD points to cameras, clues or a source.

Action

Complete identification until a separate suspect marker appears.

Tip

Do not search randomly before finishing the panel/clue.

Risk / failure condition

Leaving without confirmation will not reveal the correct target.

How to recover the run

Return to the active camera/clue and perform the missing interaction.

02

Intercept / escape

How to recognise it

A bus or target vehicle follows a route while guards try to break the blockade.

Action

Block the vehicle, clear escort and extract the target without shooting the driver.

Tip

Use a heavy vehicle as a barrier, not explosives.

Risk / failure condition

Destroying transport can kill the suspect.

How to recover the run

Follow the separate on-foot target marker and switch to the Stun Gun.

03

Interior / guards

How to recognise it

The target is inside a clubhouse, mansion, Arcade or another interior.

Action

Clear angles, distinguish the target marker and cease fire before subduing.

Tip

Armour and snacks matter more than rushing into the centre.

Risk / failure condition

Crossfire kills the target after guards are cleared.

How to recover the run

If alive, pull the crew back and use the Stun Gun; if dead, complete the Coroner route.

HANDOVER

A live Standard ends at the cell for $35,000–40,000 and a live Most Wanted for a reported roughly $120,000–150,000; a dead target ends at the Coroner and pays 25%. Ranges apply to the owner — no defensible partner rate exists, so it is excluded from the calculator.

What to do next

The standard board offers three targets and refreshes after about one hour (community reports: 48 min); Most Wanted allows one completion per real-day reset, with no fixed reset hour. The cell processes a live target in 24/12/6 min with 0/1/2 Agents.

  1. 01

    Compare standard cards

    Choose a family by time, location and live-capture risk.

  2. 02

    Preserve alive

    Cut off escape without explosives and finish with the Stun Gun.

  3. 03

    Plan Most Wanted separately

    The one daily slot is longer and does not replace three standard offers.

Common mistakes and fixes

Treating Agents as a bounty requirement

Fix

Personal targets work from the base Office; Agents have separate dispatch and safe flow.

Firing at the target after clearing

Fix

Call cease fire, identify the marker and use the Stun Gun.

Treating Most Wanted as a normal refresh

Fix

It is a separate daily target; the standard board has its own three-offer cycle.

Checklist: have / done / ready to earn

HAVE

  • A purchased Bail Office

  • Computer, cell and van

  • Stun Gun, armour and snacks

DONE

  • Jenette intro and Boss registration

  • A specific family selection

  • A live capture

READY TO SETTLE

  • Target is in the Bail Enforcement van

  • Route points to cell/Coroner

  • I will wait for screen and processing

Common blockers and recovery

Repair the current function's state instead of repurchasing the property or launching another module.

Problem

No board or locked computer

Check in order
  1. Complete Jenette's intro.
  2. Register as a Boss.
  3. Finish an active target and check Standard/Most Wanted cycles separately.
How to recover the run

Return to Freemode and re-enter; do not buy an Agent because it does not unlock the personal target computer.

Problem

The target died

Check in order
  1. Read whether HUD rerouted transport to the Coroner.
  2. Do not keep firing at the body/vehicle.
How to recover the run

Complete the dead-target handover, accept the different settlement and assign one Stun Gun operator next run.

Problem

Target will not enter the van or Office will not accept it

Check in order
  1. Ensure the target has captured/dead state matching HUD.
  2. Use the Bail Enforcement van, not a personal car.
  3. Clear police/active pursuit before entering.
How to recover the run

Return to the active marker, repeat loading interaction and enter the correct point straight.

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 formatActive owner business or service
Payout modelThe displayed amount is the verified host payout. The reported partner payout is disclosed separately and is not converted into a fictional average or team result.
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

Purchase and unlock

The base requirement is Bail Office; the minimum entry cost is shown in the financial panel.

02

Setup

The business must be configured and remain active. Upgrades should be evaluated separately from the property price.

03

Job preparation

Job value and preparation time form one result rather than separate earnings.

04

Sale or collection

The panel separates owner proceeds, costs, commissions and extra helper rewards.

05

Next cycle

Standard targets refresh after about one hour; community reports indicate 48 min. Most Wanted allows one completed target per real-day reset, with no verified fixed reset hour.

05

What affects the result

Stock or service value

The range shows small, typical and full variants where value is variable.

Supplies and commissions

Supply costs and agent fees are deducted before the owner's result.

Owner versus helper

The displayed amount is the verified host payout. The reported partner payout is disclosed separately and is not converted into a fictional average or team result.

Full time

The comparison uses 8 min / 15 min / 28 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.
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
$35,000–$40,000
Team net
$35,000–$40,000
Rotation
Rotation-dependentno single fixed minute value
DUO2P

Duo: the host payout is verified; without partner data, the full team total is not calculated.

Host / owner
$35,000–$40,000
Each partner
No verified partner payoutRockstar does not publish a complete numeric table; the owner amount comes from aligned secondary/community sources (confidence B). No defensible participant rate exists, so the calculator does not add one.
Team net
Not calculated — the reported partner payout does not feed the model
Rotation
Rotation-dependentno single fixed minute value
TRIO3P

Trio: the host payout is verified; without partner data, the full team total is not calculated.

Host / owner
$35,000–$40,000
Each partner
No verified partner payoutRockstar does not publish a complete numeric table; the owner amount comes from aligned secondary/community sources (confidence B). No defensible participant rate exists, so the calculator does not add one.
Team net
Not calculated — the reported partner payout does not feed the model
Rotation
Rotation-dependentno single fixed minute value
QUATRO4P

Quatro: the host payout is verified; without partner data, the full team total is not calculated.

Host / owner
$35,000–$40,000
Each partner
No verified partner payoutRockstar does not publish a complete numeric table; the owner amount comes from aligned secondary/community sources (confidence B). No defensible participant rate exists, so the calculator does not add one.
Team net
Not calculated — the reported partner payout does not feed the model
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$35,000–$40,000min: $35,000 · max: $40,000$0min: $0 · typical: $0 · max: $0$35,000–$40,000min: $35,000 · max: $40,000$35,000–$40,000min: $35,000 · max: $40,000$140,000–$160,000min: $140,000 · max: $160,000$140,000–$160,000min: $140,000 · max: $160,000
DUORotation-dependentRotation • no single fixed minute value$35,000–$40,000min: $35,000 · max: $40,000$0min: $0 · typical: $0 · max: $0$35,000–$40,000min: $35,000 · max: $40,000No verified partner payoutNot calculated — the reported partner payout does not feed the model$140,000–$160,000min: $140,000 · max: $160,000
TRIORotation-dependentRotation • no single fixed minute value$35,000–$40,000min: $35,000 · max: $40,000$0min: $0 · typical: $0 · max: $0$35,000–$40,000min: $35,000 · max: $40,000No verified partner payoutNot calculated — the reported partner payout does not feed the model$140,000–$160,000min: $140,000 · max: $160,000
QUATRORotation-dependentRotation • no single fixed minute value$35,000–$40,000min: $35,000 · max: $40,000$0min: $0 · typical: $0 · max: $0$35,000–$40,000min: $35,000 · max: $40,000No verified partner payoutNot calculated — the reported partner payout does not feed the model$140,000–$160,000min: $140,000 · max: $160,000
08

Key facts

Full-cycle time8 min / 15 min / 28 min
Team1–4 players
RotationRotation-dependent • no single fixed minute value
VIDEO

Video walkthrough

Verified video · EN

GTA Online BAIL OFFICE Money Guide | Complete Bounty Hunting Business Guide To Make MILLIONS

Purchase, standard and Most Wanted targets, live/dead outcomes, agents and economy.

Channel
TGG
Published
26 Jun 2024
Checked
29 Aug 2026
Open the walkthrough on YouTube