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Contract • Solo / Duo / Trio / Quatro

The Bank Contract

Two planning jobs provide thermal charges and delayed alarms before a finale covering six Fleeca branches.

Dedicated artwork for The Bank ContractBANK / CONTRACT
Required purchaseAuto Shop
Entry cost$1,670,000
Possible GTA$$160,200–$310,200
Possible RP1,839 RP–2,744 RP
RotationRotation-dependentno single fixed minute value
01

Complete financial model

Team gross$160,200min: $160,200 · typical: $160,200 · max: $160,200
Setup / supply cost$0min: $0 · typical: $0 · max: $0
Fees and commissions$0min: $0 · typical: $0 · max: $0
Player payout (net)$160,200min: $160,200 · typical: $160,200 · max: $160,200
Player $/h (from payout)$252,947min: $252,947 · typical: $252,947 · max: $252,947
Full-cycle timefast: 25 min · typical: 38 min · beginner: 1 hr
Rotation
Rotation-dependent • no single fixed minute valueThere is no single confirmed minute value; availability depends on a board, phone call or contract rotation.
First weekly cycleThere is no separate permanent first-completion bonus in this model.

host and every partner have a separately defined payout

02

Complete step-by-step operation

OPERATIONS GUIDE V2SOLO

Two planning jobs provide thermal charges and delayed alarms before a finale covering six Fleeca branches.

Start here

Exact requirements
  • Buy an Auto Shop through Maze Bank Foreclosures and complete its setup mission.
Purchase / contact / menu

Use the upstairs Job Board and select “The Bank Contract — complete flow” when the contract is available.

Starting location

The upper floor of your Auto Shop.

Board or marker

Sessanta and KDJ's Job Board: two Planning Works and the Final Job.

Purchases not required
  • 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.

01

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.

02

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

  1. 01
    prep / preparation

    Planning Work: Thermal Charges

    Acquire the charges used to open deposit boxes in six banks.

  2. 02
    prep / preparation

    Planning Work: Signal Jammers

    Acquire and install jammers at every branch.

  3. 03
    finale

    The Robberies

    Hit all six branches in the planned order and deliver the deposit-box contents.

Strategies that genuinely change the route

thermite and jammers

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 calculatorSOLO for “The Bank Contract — complete flow”: SOLO operator: Loop navigator + Thermite operator + Door cover + Delivery driver.

Concrete roles

SOLO operator: Loop navigator + Thermite operator + Door cover + Delivery driver

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

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.

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 formatContract or mission strand for 1–4 players
Payout modelThe host and every participant have separately defined payouts; the team average does not replace those values.
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

Unlock

Requirement: Auto Shop.

02

Contract selection

Availability may depend on a board, phone call or activity rotation.

03

Preparation

The model includes required stages before the final settlement.

04

Completion

Team choice affects pace, host payout and each partner's payout.

05

Replay or rotation

There is no single confirmed minute value; availability depends on a board, phone call or contract rotation.

05

What affects the result

Complete strand

Payout and time cover the complete cycle, not only its final job.

Host and partner model

The host and every participant have separately defined payouts; the team average does not replace those values.

Costs

Setup fees and commissions are deducted before the net result.

Time

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.
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
$160,200
Team net
$160,200
Rotation
Rotation-dependentno single fixed minute value
DUO2P

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
TRIO3P

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
QUATRO4P

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
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$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
DUORotation-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
TRIORotation-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
QUATRORotation-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
08

Key facts

Full-cycle time25 min / 38 min / 1 hr
Team1–4 players
RotationRotation-dependent • no single fixed minute value
VIDEO

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
Open the walkthrough on YouTube