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Contract • Solo / Duo / Trio / Quatro

The Fine Art File

Prepare EMP charges, a helicopter and a facial scan, enter Maze Bank West from the roof and recover the artwork from a hidden penthouse room.

Dedicated artwork for The Fine Art FileFINE / ART / FILE
Required purchaseGarment Factory
Entry cost$2,350,000
Possible GTA$$153,000–$306,000
Possible RP1,000 RP
RotationRotation-dependentno single fixed minute value
01

Complete financial model

Team gross$153,000min: $153,000 · typical: $153,000 · max: $153,000
Setup / supply cost$0min: $0 · typical: $0 · max: $0
Fees and commissions$0min: $0 · typical: $0 · max: $0
Player payout (net)$153,000min: $153,000 · typical: $153,000 · max: $153,000
Player $/h (from payout)$176,538min: $176,538 · typical: $176,538 · max: $176,538
Full-cycle timefast: 35 min · typical: 52 min · beginner: 1 hr 20 min
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 cycleUse the Priority variant only when the board marks this file; the ×2 payout is available once before reset, while the Challenge worth up to $50,000 is separate.
Verified permanent rules

Priority File

  • One board entry is the weekly Priority File, and its increased payout is available once before the reset.
  • The permanent Priority multiplier is ×2; the Challenge worth up to $50,000 is a separate condition and is not part of the multiplier.
  • Priority File is not a GTA+ benefit; the current weekly file is not hard-coded into the guide.
  • No official partner rate is published: detailed walkthroughs for all four Files indicate $25,000 for the finale; the Challenge worth up to $50,000 is settled separately (confidence B).
Priority File
Payout targetBase payoutPriority ×2
Fine Art File$153,000$306,000

host and every partner have a separately defined payout

02

Complete step-by-step operation

OPERATIONS GUIDE V2SOLO

Prepare EMP charges, a helicopter and a facial scan, enter Maze Bank West from the roof and recover the artwork from a hidden penthouse room.

Start here

Exact requirements
  • Buy the Darnell Bros Garment Factory through Maze Bank Foreclosures and complete the FIB Files introduction.
Purchase / contact / menu

Select “The Fine Art File — complete flow” on the Factory office computer when the file is available.

Starting location

The operations office inside the Darnell Bros Garment Factory.

Board or marker

The FIB Files computer with three preparations and a finale.

Purchases not required
  • Other Factory facilities and personal vehicles are not prerequisites for launching a selected file.

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 Fine Art File — complete flow” selection runs through the three preparations on the Factory computer before unlocking the file finale.

02

Story replay

Select a replay from the computer when the file is available; repeat its preparations while keeping payouts in the separate finance panel.

Official mission order

  1. 01
    prep / preparation

    EMP Charges

    Prepare the charges used to trigger the penthouse blackout.

  2. 02
    prep / preparation

    Approach Vehicle

    Acquire the rooftop approach vehicle.

  3. 03
    prep / preparation

    Facial Recognition

    Acquire the data needed to pass the biometric security.

  4. 04
    finale

    The Fine Art File

    Trigger the blackout, breach the penthouse and deliver the recovered art from the garage.

Strategies that genuinely change the route

EMP stealth

Rooftop, blackout and secret room

When
After acquiring EMP charges, the approach helicopter and Ray Trotman's scan.
Plan
Land outside guard vision, plant EMP in the service room, use night vision after blackout and pass the hatch, hidden switch and biometrics to the art.
Trade-off
The EMP disables alarms, not guards; the quiet plan still depends on sight lines and a shared exit route.

Plan for the selected team: SOLO

Selected in the calculatorSOLO for “The Fine Art File — complete flow”: SOLO operator: Approach pilot + EMP installer + Switch and biometric operator + Art collector and driver.

Concrete roles

SOLO operator: Approach pilot + EMP installer + Switch and biometric operator + Art collector and driver

Lands on the roof outside guard cones and provides a clean drop. Hacks the service door, plants charges and calls the blackout at the agreed time. Finds the hidden switch and opens the secret room with the scan. Collects marked art, watches the gas and drives out from the garage.

Actions, risk and run recovery

  1. 01
    prep / preparationEMP Charges
    Action
    Clear the guarded site, lower the green container using the switch or lock, take the EMP charges and return them to the Factory.
    Tip
    Acquire every EMP Charge and assign them to one blackout operator.
    Risk / failure condition
    A missing charge leaves part of the penthouse powered.
    How to recover the run
    Return to the uncollected crate, take the full set and confirm the prep on the computer.
  2. 02
    prep / preparationApproach Vehicle
    Action
    Infiltrate the LSIA hangar, steal an untraceable helicopter and stash it as the rooftop approach vehicle.
    Tip
    Choose an Approach Vehicle for the full crew and keep the driver through the rooftop arrival.
    Risk / failure condition
    Split vehicles trigger entry without part of the crew.
    How to recover the run
    Regroup everyone in the prepared vehicle and retry on one route.
  3. 03
    prep / preparationFacial Recognition
    Action
    Take the drone from the Felon's trunk, deploy it from the vantage point, locate Ray Trotman and complete the facial scan.
    Tip
    One player completes Facial Recognition with a clear target frame and system confirmation.
    Risk / failure condition
    A wrong profile does not open the security route to the art.
    How to recover the run
    Adjust angle, rescan the correct face and wait for the success message.
  4. 04
    finaleRooftop landing
    Action
    In the finale, fly the prepared helicopter to Maze Bank West and land on the roof while avoiding guard vision cones.
    Tip
    Land outside security sight and deploy the full crew before moving to the service room.
    Risk / failure condition
    A loud landing or left-behind player starts combat before the blackout.
    How to recover the run
    Break away, make a second approach and regroup at a covered rooftop point.
  5. 05
    finaleService room
    Action
    Hack the service-door keypad, sneak into the service room and plant EMP charges on the electrical units.
    Tip
    Secure the service room before placing the EMP and keep one player on the retreat route.
    Risk / failure condition
    Planting under fire can interrupt the interaction and trap the operator.
    How to recover the run
    Leave the panel, clear the door and retry after cover confirms.
  6. 06
    finaleBlackout
    Action
    Reach the correct floor, detonate the EMP and use night vision; the alarms are down but guards still patrol inside.
    Tip
    Trigger the blackout only after players are staged at the hatch and art route.
    Risk / failure condition
    An early blackout spends the limited window on approach rather than the objective.
    How to recover the run
    Reload before activation or regroup and take the shortest route to the nearest entry.
  7. 07
    finalePenthouse hatch
    Action
    Locate the elevator hatch and enter the penthouse, remaining undetected if pursuing the bonus challenge.
    Tip
    At the penthouse hatch the operator opens it while cover controls roof and stairs.
    Risk / failure condition
    Putting everyone at the hatch leaves the outer flank unwatched.
    How to recover the run
    One player returns to the flank, the operator finishes and the crew descends on the call.
  8. 08
    finaleHidden switch
    Action
    Find the switch that opens the secret room, then use the biometric scan and bypass its control panel.
    Tip
    Search for the hidden switch in the indicated room without opening unnecessary zones.
    Risk / failure condition
    Wandering splits the team and wastes blackout time under more fire.
    How to recover the run
    Return to the last confirmed room, check surfaces in order and call the switch.
  9. 09
    finaleArtwork and cabinets
    Action
    Take the marked artwork and optional cabinet contents, remembering that the room becomes hazardous with gas after the theft.
    Tip
    Split artwork and cabinets among players and collect only assigned markers.
    Risk / failure condition
    Doubling cabinets leaves an artwork out of reach before the window ends.
    How to recover the run
    Stop doubling one marker, reassign remaining targets and regroup at the exit.
  10. 10
    finaleGarage and delivery
    Action
    Retreat to the elevator, clear the garage, steal a car, escape the building and deliver the artwork to the buyer.
    Tip
    In the garage one driver takes the objective while the crew opens the delivery route.
    Risk / failure condition
    A solo departure exposes the vehicle to a roadblock before leaving the property.
    How to recover the run
    Pull the car behind cover, clear the central block and leave under shared protection.

Common mistakes

Helicopter in a guard cone

Consequence
Detection on the roof starts the alarm before EMP and removes the main benefit of the prepared entry.
Correction
Fly away from the building, line up a new approach and drop the crew only after the patrol cone clears.

Blackout before the crew is ready

Consequence
An early blackout wastes the window while remaining guards still patrol dark corridors.
Correction
Hold in a safe room, enable night vision, regroup and take the shortest route to the hatch.

Over-searching after gas release

Consequence
Staying in the secret room exposes the whole crew and delays the garage route.
Correction
Abandon the last cabinet, return to the elevator as a group, clear the garage and take the first safe car.

Pre-launch checklist

  • The pilot knows the rooftop point and the EMP installer knows blackout timing and hatch route.

  • The primary artwork takes priority over cabinets once gas appears.

  • Approach from the side with a clear pad and do not land until the pilot sees a safe point.

  • Detonate EMP only when everyone is on the correct floor with night vision and knows the hatch route.

  • The primary collector takes marked art and optional cabinets stop as soon as gas appears.

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: Garment Factory.

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: 35 min / 52 min / 1 hr 20 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
$153,000
Team net
$153,000
Rotation
Rotation-dependentno single fixed minute value
DUO2P

Duo: the host and 1 partner have separate payouts.

Host / owner
$153,000
Each partner
$25,000No official partner rate is published — detailed walkthroughs for all four Files consistently report $25,000; the Challenge worth up to $50,000 remains separate (confidence B).
Team net
$178,000
Rotation
Rotation-dependentno single fixed minute value
TRIO3P

Trio: the host and 2 partners have separate payouts.

Host / owner
$153,000
Each partner
$25,000No official partner rate is published — detailed walkthroughs for all four Files consistently report $25,000; the Challenge worth up to $50,000 remains separate (confidence B).
Team net
$203,000
Rotation
Rotation-dependentno single fixed minute value
QUATRO4P

Quatro: the host and 3 partners have separate payouts.

Host / owner
$153,000
Each partner
$25,000No official partner rate is published — detailed walkthroughs for all four Files consistently report $25,000; the Challenge worth up to $50,000 remains separate (confidence B).
Team net
$228,000
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$153,000min: $153,000 · typical: $153,000 · max: $153,000$0min: $0 · typical: $0 · max: $0$153,000min: $153,000 · typical: $153,000 · max: $153,000$153,000min: $153,000 · typical: $153,000 · max: $153,000$176,538min: $176,538 · typical: $176,538 · max: $176,538$176,538min: $176,538 · typical: $176,538 · max: $176,538
DUORotation-dependentRotation • no single fixed minute value$178,000min: $178,000 · typical: $178,000 · max: $178,000$0min: $0 · typical: $0 · max: $0$153,000min: $153,000 · typical: $153,000 · max: $153,000$25,000min: $25,000 · typical: $25,000 · max: $25,000$178,000min: $178,000 · typical: $178,000 · max: $178,000$176,538min: $176,538 · typical: $176,538 · max: $176,538$205,385min: $205,385 · typical: $205,385 · max: $205,385
TRIORotation-dependentRotation • no single fixed minute value$203,000min: $203,000 · typical: $203,000 · max: $203,000$0min: $0 · typical: $0 · max: $0$153,000min: $153,000 · typical: $153,000 · max: $153,000$25,000min: $25,000 · typical: $25,000 · max: $25,000$203,000min: $203,000 · typical: $203,000 · max: $203,000$176,538min: $176,538 · typical: $176,538 · max: $176,538$234,231min: $234,231 · typical: $234,231 · max: $234,231
QUATRORotation-dependentRotation • no single fixed minute value$228,000min: $228,000 · typical: $228,000 · max: $228,000$0min: $0 · typical: $0 · max: $0$153,000min: $153,000 · typical: $153,000 · max: $153,000$25,000min: $25,000 · typical: $25,000 · max: $25,000$228,000min: $228,000 · typical: $228,000 · max: $228,000$176,538min: $176,538 · typical: $176,538 · max: $176,538$263,077min: $263,077 · typical: $263,077 · max: $263,077
08

Key facts

Full-cycle time35 min / 52 min / 1 hr 20 min
Team1–4 players
RotationRotation-dependent • no single fixed minute value
VIDEO

Video walkthrough

Verified video · EN

The Fine Art File SOLO Money Guide For GTA Online!

Complete solo File walkthrough.

Channel
Tylarious
Published
28 Jun 2026
Checked
29 Aug 2026
Open the walkthrough on YouTube