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Mission strand • Solo / Co-op

The Cluckin’ Bell Farm Raid

Complete Vincent's five setup jobs, prepare a chosen weapon set and vehicle, then clear the factory and deliver the recovered shipment.

Operation artwork: The Cluckin’ Bell Farm RaidCLUCKIN / BELL
Required purchaseNone
Entry cost$0
Possible GTA$$400,000–$600,000
Possible RP2,574 RP–4,163 RP
Cooldown1 hr
01

Complete financial model

Team gross$400,000min: $400,000 · typical: $400,000 · max: $400,000
Setup / supply cost$0min: $0 · typical: $0 · max: $0
Fees and commissions$0min: $0 · typical: $0 · max: $0
Player payout (net)$400,000min: $400,000 · typical: $400,000 · max: $400,000
Player $/h (from payout)$369,231min: $369,231 · typical: $369,231 · max: $369,231
Full-cycle timefast: 45 min · typical: 1 hr 5 min · beginner: 1 hr 40 min
Cooldown
1 hrThe next cycle becomes available 1 hr after completion.
First weekly cycleThe host's state determines the first weekly finale. No official partner table is published: $40,000 on repeat is community-reported (confidence B), while the $60,000 first-weekly value follows from the TU 1.73 ×1.5 rule (confidence C). These figures do not feed rankings or calculators.

solo: the host receives the full fixed payout; no partner payout applies

02

Complete step-by-step operation

OPERATIONS GUIDE V2SOLO

Complete Vincent's five setup jobs, prepare a chosen weapon set and vehicle, then clear the factory and deliver the recovered shipment.

Start here

Exact requirements
  • No property purchase is required. Take Vincent's contact and use the V marker at the Vespucci station to begin the strand.
Purchase / contact / menu

Launch Vincent's next job from the active V marker; the finale follows the five preparations.

Starting location

Vincent's marker at Vespucci Police Station.

Board or marker

Vincent's contact strand — no separate planning board or property cost.

Purchases not required
  • No owned property, weaponized vehicle or paid upgrade is required; the preparation jobs supply finale equipment.

First run and replay

These are two persistent story instructions. They are not the finance calculator's weekly-variant switch.

01

First story playthrough

The first “The Cluckin' Bell Farm Raid — complete flow” run includes the introductory contact and the complete linear mission strand in marker order.

02

Story replay

After completion, relaunch the strand from its contact or marker once available; do not skip its required sequence.

Official mission order

  1. 01
    prep / preparation

    Slush Fund

    Raid the laundromats and collect the money funding Vincent's operation.

  2. 02
    prep / preparation

    Breaking and Entering

    Acquire the laptop and device needed to breach the cartel systems.

  3. 03
    prep / preparation

    Concealed Weapons

    Choose and acquire one weapon set for the finale.

  4. 04
    prep / preparation

    Hit and Run

    Choose and stash the getaway vehicle.

  5. 05
    prep / preparation

    Disorganized Crime

    Hack the warehouse, obtain the keycard and commit to a silent or loud entry.

  6. 06
    finale

    Scene of the Crime

    Enter the factory, empty the cartel safe and escape in the prepared vehicle.

Strategies that genuinely change the route

gang loadout and vehicle

Finale built from acquired gear

When
After inspecting all three weapon stashes and all three vehicle groups.
Plan
Choose the loadout and car deliberately, destroy cartel support in Disorganized Crime and preserve stealth in the factory as long as the prepared entry allows.
Trade-off
A better gear choice eases the finale; taking the first option locks the choice unless the preparation is repeated.

Plan for the selected team: SOLO

Selected in the calculatorSOLO for “The Cluckin' Bell Farm Raid — complete flow”: SOLO operator: Loadout lead + Train and laptop hacker + Getaway driver + Storage operator.

Concrete roles

SOLO operator: Loadout lead + Train and laptop hacker + Getaway driver + Storage operator

Compares the three stashes and confirms the set that becomes the finale loadout. Handles the laptop, hacking device and security laptops in Disorganized Crime. Selects, stashes and preserves the prepared vehicle from Hit and Run through delivery. Uses the keycard, searches crates, hacks the office and retrieves the safe code.

Actions, risk and run recovery

  1. 01
    unlockContact Vincent
    Action
    After Vincent calls, meet him at Vespucci Police Station. The operation requires no property purchase and supports solo play or a crew of up to four.
    Tip
    Take Vincent's contact and start only from the active V marker at Vespucci.
    Risk / failure condition
    Launching an unrelated Job does not advance the raid strand.
    How to recover the run
    Return to Freemode, wait for the active contact and use the marked V.
  2. 02
    prep / preparationSlush Fund
    Action
    Visit both marked laundering businesses, steal the counterfeit cash from the guarded interiors and deliver the full package to Vincent's lockup.
    Tip
    In Slush Fund collect every marked stash and stage the vehicle on the exit route.
    Risk / failure condition
    A missed package or destroyed transport blocks the setup fund.
    How to recover the run
    Return to the final active marker, collect the missing item and leave by the shortest route.
  3. 03
    prep / preparationBreaking and Entering
    Action
    Acquire the laptop and hacking device, then use them to take control of the freight train Vincent needs for the factory-entry plan.
    Tip
    In Breaking and Entering split the breach from cover and collect every required equipment item.
    Risk / failure condition
    A missing device leaves a later prep or the finale without its entry tool.
    How to recover the run
    Do not leave; check the remaining marker and deliver the complete set to Vincent.
  4. 04
    prep / preparationConcealed Weapons
    Action
    Inspect the three gang hideouts and choose one weapon-and-gear set. The recovered option becomes the finale loadout, so the choice is part of the plan rather than optional loot.
    Tip
    In Concealed Weapons inspect the available sets and complete the chosen weapon package.
    Risk / failure condition
    Stopping after selection leaves the finale without its assigned weapons and armor.
    How to recover the run
    Return to the chosen package source, recover the crate and confirm delivery.
  5. 05
    prep / preparationHit and Run
    Action
    Inspect the three vehicle groups, steal the chosen getaway car, lose the pursuit and stash it in one of the marked garages for the finale.
    Tip
    In Hit and Run secure the getaway vehicle without excessive damage.
    Risk / failure condition
    A destroyed vehicle removes the selected finale escape option.
    How to recover the run
    Draw pursuers away from the car, clear the nearest sector and finish delivery safely.
  6. 06
    prep / preparationDisorganized Crime
    Action
    Attack the cartel's support operation, destroy the marked trucks and hack the laptops to identify factory security. Recover the target-storage keycard before leaving.
    Tip
    In Disorganized Crime destroy the supplies and secure the intel needed for the factory.
    Risk / failure condition
    A surviving objective preserves security or hides part of the finale route.
    How to recover the run
    Return for the final marker, finish the sabotage and leave only after full confirmation.
  7. 07
    finaleFinale choices
    Action
    Before Scene of the Crime, confirm the acquired loadout and vehicle. The entry method follows the preparations; preserving stealth reduces resistance before the storage rooms are opened.
    Tip
    On the finale screen select one prepared weapon, vehicle and approach as a coherent package.
    Risk / failure condition
    Mixing plans leaves the crew unsure of entry and pickup points.
    How to recover the run
    Revise the selection, name the route and assign roles before confirming.
  8. 08
    finaleFactory storage
    Action
    Enter Cluckin' Bell, use the keycard on the first storage area and collect the marked packages. In the second room, search the crates until the remaining shipment is found.
    Tip
    In factory storage clear one side at a time and stay with the objective operator.
    Risk / failure condition
    Splitting among aisles lets security surround the objective player.
    How to recover the run
    Return to the last cleared aisle, regroup and resume as one front.
  9. 09
    finaleOffice and safe
    Action
    Reach the office, hack the computer and use the hacking device to locate the safe code, then collect the additional contents.
    Tip
    In the office one player opens the safe while the crew holds doors and stairs.
    Risk / failure condition
    An interrupted safe leaves the objective unsecured during the next wave.
    How to recover the run
    Close the nearest entrance, return to the interaction and finish it before moving.
  10. 10
    finaleEscape
    Action
    Leave the factory, reach the previously stashed vehicle and deliver the recovered shipment to Vincent's lockup without losing the car during the pursuit.
    Tip
    Use the prepared vehicle and keep the full crew on one route out of Paleto.
    Risk / failure condition
    Splitting or unnecessary combat exposes the objective to more roadblocks.
    How to recover the run
    Divert to a safe stretch, regroup and resume delivery as one convoy.

Common mistakes

Taking the first loadout

Consequence
A weak loadout or awkward car remains active in Scene of the Crime and complicates the factory and pursuit.
Correction
Replay Concealed Weapons or Hit and Run before the finale and stash the deliberate choice.

Missing storage keycard

Consequence
Without the card, the first factory storage area will not open on the prepared route.
Correction
Return to the final preparation marker, clear its nearest guards and collect the card before delivery.

Chaotic storage search

Consequence
Splitting across storage, office and exit exposes the package carrier and prepared vehicle.
Correction
Finish the current room search, regroup at the office and leave together for the stashed car.

Pre-launch checklist

  • The selected weapon set and vehicle are recorded as finale equipment.

  • The Disorganized Crime keycard and safe device have assigned operators.

  • Inspect all three stashes and vehicle groups before confirming the finale choice.

  • In Disorganized Crime, collect the storage keycard after the laptops before leaving.

  • One player opens storage while the others divide marked crates and regroup before the office.

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: None.

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

The next cycle becomes available 1 hr after completion.

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: 45 min / 1 hr 5 min / 1 hr 40 min.

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
$400,000
Team net
$400,000
Cooldown
1 hr
DUO2P

Duo: the host payout is verified, while the reported partner payout is shown as unofficial and excluded from team calculations.

Host / owner
$400,000
Reported partner payout
$40,000No official partner table — $40,000 on repeat is community-reported (confidence B) and is excluded from rankings and calculators.
Team net
Not calculated — the reported partner payout does not feed the model
Cooldown
1 hr
TRIO3P

Trio: the host payout is verified, while the reported partner payout is shown as unofficial and excluded from team calculations.

Host / owner
$400,000
Reported partner payout
$40,000No official partner table — $40,000 on repeat is community-reported (confidence B) and is excluded from rankings and calculators.
Team net
Not calculated — the reported partner payout does not feed the model
Cooldown
1 hr
QUATRO4P

Quatro: the host payout is verified, while the reported partner payout is shown as unofficial and excluded from team calculations.

Host / owner
$400,000
Reported partner payout
$40,000No official partner table — $40,000 on repeat is community-reported (confidence B) and is excluded from rankings and calculators.
Team net
Not calculated — the reported partner payout does not feed the model
Cooldown
1 hr
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
SOLO1 hrCooldown$400,000min: $400,000 · typical: $400,000 · max: $400,000$0min: $0 · typical: $0 · max: $0$400,000min: $400,000 · typical: $400,000 · max: $400,000$400,000min: $400,000 · typical: $400,000 · max: $400,000$369,231min: $369,231 · typical: $369,231 · max: $369,231$369,231min: $369,231 · typical: $369,231 · max: $369,231
DUO1 hrCooldown$400,000min: $400,000 · typical: $400,000 · max: $400,000$0min: $0 · typical: $0 · max: $0$400,000min: $400,000 · typical: $400,000 · max: $400,000$40,000Not calculated — the reported partner payout does not feed the model$369,231min: $369,231 · typical: $369,231 · max: $369,231
TRIO1 hrCooldown$400,000min: $400,000 · typical: $400,000 · max: $400,000$0min: $0 · typical: $0 · max: $0$400,000min: $400,000 · typical: $400,000 · max: $400,000$40,000Not calculated — the reported partner payout does not feed the model$369,231min: $369,231 · typical: $369,231 · max: $369,231
QUATRO1 hrCooldown$400,000min: $400,000 · typical: $400,000 · max: $400,000$0min: $0 · typical: $0 · max: $0$400,000min: $400,000 · typical: $400,000 · max: $400,000$40,000Not calculated — the reported partner payout does not feed the model$369,231min: $369,231 · typical: $369,231 · max: $369,231
08

Key facts

First weeklyHost $600,000
SetupFree
PropertyNot required
VIDEO

Video walkthrough

Verified video · EN

GTA Online Cluckin' Bell Farm Raid SOLO Money Guide - Step-By-Step Guide, Setup Tips + How to Start!

Start, five setups and finale.

Channel
TGG
Published
8 Mar 2024
Checked
29 Aug 2026
Open the walkthrough on YouTube