Contract • Solo / Duo / Trio / Quatro
The Bank Contract
Two planning jobs provide thermal charges and delayed alarms before a finale covering six Fleeca branches.
BANK / CONTRACTComplete financial model
host and every partner have a separately defined payout
Complete step-by-step operation
OPERATIONS GUIDE V2 • SOLO
Two planning jobs provide thermal charges and delayed alarms before a finale covering six Fleeca branches.
Start here
- Buy an Auto Shop through Maze Bank Foreclosures and complete its setup mission.
Use the upstairs Job Board and select “The Bank Contract — complete flow” when the contract is available.
The upper floor of your Auto Shop.
Sessanta and KDJ's Job Board: two Planning Works and the Final Job.
- 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.
First story playthrough
On the first “The Bank Contract — complete flow” selection, complete both Planning Works shown on the Job Board before launching the Final Job.
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
- 01
prep / preparation Planning Work: Thermal Charges
Acquire the charges used to open deposit boxes in six banks.
- 02
prep / preparation Planning Work: Signal Jammers
Acquire and install jammers at every branch.
- 03
finale The Robberies
Hit all six branches in the planned order and deliver the deposit-box contents.
Strategies that genuinely change the route
Six banks in one loop
- When
- After acquiring charges and installing jammers at every planned branch.
- Plan
- Set the six-bank order, clear each exit without a prolonged fight and lose pursuit after the final package before delivery.
- Trade-off
- A fixed loop limits backtracking; a missing jammer increases pressure at its matching bank.
Plan for the selected team: SOLO
Selected in the calculator • SOLO for “The Bank Contract — complete flow”: SOLO operator: Loop navigator + Thermite operator + Door cover + Delivery driver.
Concrete roles
Sets the six-branch order and leads without unnecessary backtracking. Opens bank objectives and holds the interaction when police enter. Clears the immediate blockade at each exit without extending the indoor fight. Keeps the bag moving after bank six and leads the full police escape.
Actions, risk and run recovery
- 01
prep / preparationSelect the contract - Action
- Start The Bank Contract from the Auto Shop board and review the six branches marked for the finale.
- Tip
- On the Job Board confirm both Planning Works and set the six-bank order.
- Risk / failure condition
- Launching without a route causes backtracking through active police blocks.
- How to recover the run
- Before launch, record the order and the shared final delivery point.
- 02
prep / preparationThermal Charges - Action
- Go to the shootout around the stolen armored vehicle, take the thermal charges, lose the police and deliver them to the Auto Shop.
- Tip
- Collect every Thermal Charge and assign one operator to deposit-room doors.
- Risk / failure condition
- A missing charge stops one bank even after the lobby is clear.
- How to recover the run
- Return to the final crate, collect the full set and confirm it on the board.
- 03
prep / preparationSignal Jammers — collection - Action
- Open the marked Emperor's trunk, collect the jammers and wait for the bank-system maintenance window to begin.
- Tip
- In Signal Jammers collect devices along one route and preserve their transport.
- Risk / failure condition
- A missed jammer leaves one branch without delayed police response.
- How to recover the run
- Return to the active marker, recover the device and complete the set.
- 04
prep / preparationSignal Jammers — installation - Action
- Within the time limit, install devices at Fleeca exterior boxes while avoiding camera cones; detection requires losing the police.
- Tip
- Install one jammer at every planned branch and confirm all six.
- Risk / failure condition
- Duplicating a location leaves another bank unprepared.
- How to recover the run
- Compare the map to the route, return to the missing branch and place the last device.
- 05
finaleFinale order - Action
- Before launching, set an order for all six banks. Visit branches with active jammers first, before the wanted level becomes persistent.
- Tip
- Before the finale assign the driver, charge operator and lobby control.
- Risk / failure condition
- Swapping roles at the first bank breaks the rhythm of the six-stop route.
- How to recover the run
- Hold the start, restore roles and repeat their order for every branch.
- 06
finaleFirst branch - Action
- Enter the bank, equip a mask, place a thermal charge on the vault door and collect the marked bills from the central table.
- Tip
- Use the first branch as the template: parking, entry, charge, boxes and departure.
- Risk / failure condition
- An undefined procedure extends the stop and lets police arrive before departure.
- How to recover the run
- Return to the staged car, regroup and repeat the sequence without extra searching.
- 07
finaleRemaining branches - Action
- Repeat the process at each bank, clearing the immediate police blockade on exit rather than extending the fight indoors.
- Tip
- At later branches keep the same procedure and do not split the crew between banks.
- Risk / failure condition
- Parallel entries stretch police pressure, the vehicle and charges without shared cover.
- How to recover the run
- Abort the second approach, regroup at the active branch and finish it before the next.
- 08
finaleSixth bank - Action
- After the final package, the wanted level increases; leave the branch area with the bag intact before breaking police contact.
- Tip
- Before the sixth bank refill armor and stage the vehicle facing the delivery route.
- Risk / failure condition
- The final stop carries the accumulated pursuit and can block the exit.
- How to recover the run
- Clear only the route to the car, avoid chasing police and leave immediately after the final objective.
- 09
finaleDelivery - Action
- After fully losing the wanted level, deliver the marked cash to the client at the designated drop-off.
- Tip
- After the sixth branch drive directly to the handoff without new stops.
- Risk / failure condition
- Unnecessary combat on the route exposes the entire collected deposit.
- How to recover the run
- Divert to a safer street, keep moving and return to the delivery marker.
Common mistakes
Jammer omitted from route
- Consequence
- An unprotected branch raises the alarm earlier and breaks the loop's rhythm.
- Correction
- Before the finale, return to the missing branch and install the device; do not expect an in-finale fix.
Overstaying inside a bank
- Consequence
- Chasing extra waves consumes armor and delays every remaining branch.
- Correction
- Hold the bag behind doorway cover, open one lane with fire and leave by vehicle instead of clearing the block.
Delivery before losing police
- Consequence
- The peak pursuit level exposes the bag and prevents a controlled handoff.
- Correction
- Break the client route, hide on the agreed path and resume delivery once all stars clear.
Pre-launch checklist
Six jammers match the six banks in the recorded finale order.
Thermite operator, cover and driver know the rhythm: enter, package, exit, drive.
During installation, check off six locations in the same order used in the finale.
After taking the package, clear only the immediate exit and move to the next branch.
After the sixth bank, go to the hiding route before the client.
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.
Unlock
Requirement: Auto Shop.
Contract selection
Availability may depend on a board, phone call or activity rotation.
Preparation
The model includes required stages before the final settlement.
Completion
Team choice affects pace, host payout and each partner's payout.
Replay or rotation
There is no single confirmed minute value; availability depends on a board, phone call or contract rotation.
What affects the result
Payout and time cover the complete cycle, not only its final job.
The host and every participant have separately defined payouts; the team average does not replace those values.
Setup fees and commissions are deducted before the net result.
Fast/typical/beginner: 25 min / 38 min / 1 hr.
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.
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
- $160,200
- Team net
- $160,200
- Rotation
- Rotation-dependentno single fixed minute value
Duo: the host and 1 partner have separate payouts.
- Host / owner
- $160,200
- Each partner
- $50,000
- Team net
- $210,200
- Rotation
- Rotation-dependentno single fixed minute value
Trio: the host and 2 partners have separate payouts.
- Host / owner
- $160,200
- Each partner
- $50,000
- Team net
- $260,200
- Rotation
- Rotation-dependentno single fixed minute value
Quatro: the host and 3 partners have separate payouts.
- Host / owner
- $160,200
- Each partner
- $50,000
- Team net
- $310,200
- Rotation
- Rotation-dependentno single fixed minute value
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 | Rotation-dependentRotation • no single fixed minute value | $160,200min: $160,200 · typical: $160,200 · max: $160,200 | $0min: $0 · typical: $0 · max: $0 | $160,200min: $160,200 · typical: $160,200 · max: $160,200 | — | $160,200min: $160,200 · typical: $160,200 · max: $160,200 | $252,947min: $252,947 · typical: $252,947 · max: $252,947 | $252,947min: $252,947 · typical: $252,947 · max: $252,947 |
| DUO | Rotation-dependentRotation • no single fixed minute value | $210,200min: $210,200 · typical: $210,200 · max: $210,200 | $0min: $0 · typical: $0 · max: $0 | $160,200min: $160,200 · typical: $160,200 · max: $160,200 | $50,000min: $50,000 · typical: $50,000 · max: $50,000 | $210,200min: $210,200 · typical: $210,200 · max: $210,200 | $252,947min: $252,947 · typical: $252,947 · max: $252,947 | $331,895min: $331,895 · typical: $331,895 · max: $331,895 |
| TRIO | Rotation-dependentRotation • no single fixed minute value | $260,200min: $260,200 · typical: $260,200 · max: $260,200 | $0min: $0 · typical: $0 · max: $0 | $160,200min: $160,200 · typical: $160,200 · max: $160,200 | $50,000min: $50,000 · typical: $50,000 · max: $50,000 | $260,200min: $260,200 · typical: $260,200 · max: $260,200 | $252,947min: $252,947 · typical: $252,947 · max: $252,947 | $410,842min: $410,842 · typical: $410,842 · max: $410,842 |
| QUATRO | Rotation-dependentRotation • no single fixed minute value | $310,200min: $310,200 · typical: $310,200 · max: $310,200 | $0min: $0 · typical: $0 · max: $0 | $160,200min: $160,200 · typical: $160,200 · max: $160,200 | $50,000min: $50,000 · typical: $50,000 · max: $50,000 | $310,200min: $310,200 · typical: $310,200 · max: $310,200 | $252,947min: $252,947 · typical: $252,947 · max: $252,947 | $489,789min: $489,789 · typical: $489,789 · max: $489,789 |
Key facts
Video walkthrough
Verified video · EN
UPDATED FOR 2026 | The Bank Contract Full Solo Walkthrough | GTA 5 Online Tutorial #gta
Both setups and finale.
- Channel
- OddManGaming
- Published
- 26 May 2026
- Checked
- 29 Aug 2026