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Business • Solo / Duo / Trio / Quatro

Special Cargo Warehouse

The business card separates entry cost, production or stock preparation, the owner's sale payout and every helper's actual reward.

Dedicated artwork for Special Cargo WarehouseSPECIAL / CARGO
Required purchaseCEO Office + Warehouse
Entry cost$1,250,000
Possible GTA$$240,000–$2,220,000
Possible RPVariable amount
Cooldown0 minno fixed wait
01

Complete financial model

Team gross$735,000min: $240,000 · typical: $735,000 · max: $2,220,000
Setup / supply cost$222,000min: $48,000 · typical: $222,000 · max: $666,000
Fees and commissions$0min: $0 · typical: $0 · max: $0
Player payout (net)$513,000min: $0 · typical: $513,000 · max: $2,172,000
Player $/h (from payout)$146,571min: $0 · typical: $146,571 · max: $620,571
Full-cycle timefast: 1 hr 30 min · typical: 3 hrs 30 min · beginner: 6 hrs
Cooldown
0 min • no fixed waitNo fixed cooldown — another cycle can begin immediately after completion.
First weekly cycleBase model without temporary weekly bonuses.

the sale goes to the owner and every helper receives an extra bonus; it is not deducted from the owner

02

Special Cargo: from CEO Office to the first crate sale

BUSINESS STEP BY STEP • COMPLETE WALKTHROUGH

A concrete two-purchase flow: the Office grants SecuroServ, the warehouse stores crates, every source order costs cash, and each sale uses supplied vehicles under one timer.

Start here

The correct menu, location and first entry point for a Special Cargo Warehouse.

Location

Phone browser → Dynasty 8 Executive → buy an Office. At your Office desk, open SecuroServ Special Cargo.

Marker

The terminal shows the warehouse map only to its owner registered as CEO. A purchased warehouse gets its own crate icon.

What to do there

Buy at least one small warehouse from the terminal map, then return to the cargo screen and choose Buy Special Cargo.

If the start is missing
  • The CEO Office does not store crates; a separate Special Cargo Warehouse is required.
  • Buying a warehouse adds no cargo and does not unlock a free standard crate.
  • If the terminal is unavailable, finish other work and register as CEO through the Interaction Menu.

From zero to the first payout

Buy a CEO Office and a separate warehouse, order 1/2/3 crates from the terminal, recover the units that survive and sell a small batch from the warehouse laptop.

  1. 01
    1. Buy a CEO OfficeFrom $1,000,000; grants the SecuroServ terminal and CEO status, but no storage.
  2. 02
    2. Buy a crate warehouseA small warehouse from $250,000 is enough for the first cycle.
  3. 03
    3. Order one cratePay $2,000 for the simplest onboarding; the fee is a mandatory source cost.
  4. 04
    4. Recover and deliver cargoA variant may split units; storage credits only crates actually delivered.
  5. 05
    5. Sell a small batchEnter the warehouse, use its laptop and launch a sale in a safe session.

First Buy Special Cargo order

Every step states the objective, actions, completion condition and a safe way back after a mistake.

  1. 01

    Buy Special Cargo — first order

    Goal

    Credit the first paid crate to the chosen warehouse.

    Key actions
    1. At the Office, choose the correct warehouse and order 1 crate for $2,000.
    2. Travel to the revealed objective; the variant may require taking a vehicle, collecting a package or identifying the correct cargo.
    3. Deliver the marked crate to the yellow point at the selected warehouse.
    Completion point

    The Assistant confirms delivery and the warehouse laptop shows at least one crate.

    What it unlocks next

    Sale of that batch, further 1/2/3-crate orders and optional staff sourcing.

    How to recover the run

    If the crate is destroyed, the source fee is lost. Order another source job; the warehouse and previously saved units remain.

Requirements, purchase and entry budget

The cheapest path is an Office from $1,000,000 plus a small warehouse from $250,000. The first source costs at least $2,000; apartments and a Vehicle Warehouse do not replace these assets.

01

CEO Office — parent terminal

Status

From $1,000,000; manages warehouses but stores no cargo itself.

  1. Buy through Dynasty 8 Executive.
  2. Register as CEO and use the computer.
Result

You can buy a warehouse and order Buy Special Cargo.

02

Special Cargo Warehouse — required storage

Status

From $250,000; capacity depends on size, but a small one supports a complete first cycle.

  1. Choose a site on the SecuroServ map.
  2. Learn its yellow delivery point and internal sale laptop.
Result

A separate crate inventory is created for that property.

03

Cash for the first source

Status

1/2/3 crates cost $2,000/$8,000/$18,000. The terminal has no standard free sourcing option.

  1. Choose one crate to start.
  2. Treat the fee as risk capital: lost cargo does not automatically refund it.
Result

After delivery, the crate carries an acquisition cost before sale margin.

First complete cycle

After setup, complete these actions in a Special Cargo Warehouse before attempting the first settlement.

  1. 01

    Select the warehouse and one crate

    Action

    At the Office terminal, choose the intended warehouse card, then Buy → 1 crate.

    How to verify

    Before payment, the screen identifies the destination warehouse and $2,000 price.

    How to recover the run

    If the wrong property was selected, finish delivery there; crates cannot be moved between warehouses.

  2. 02

    Secure the correct cargo

    Action

    Read the variant prompt and collect/steal only crates with active markers.

    How to verify

    A cargo marker remains on the player/vehicle and the route points to your warehouse.

    How to recover the run

    After death, return for the dropped crate before time expires; after destruction, order a new source job.

  3. 03

    Verify credit

    Action

    After delivery, enter the warehouse and check the count on its laptop.

    How to verify

    Stock rises only by delivered units, not the original order quantity.

    How to recover the run

    If the screen did not refresh after success, leave/re-enter or change session without buying again.

Paid sourcing and crate stock

Crates are not produced passively. Buy a 1/2/3-crate order for $2,000/$8,000/$18,000 and deliver surviving cargo, or optionally commission warehouse staff.

SOURCE$2k / $8k / $18k

This is the mandatory cost of a 1/2/3-crate order, not a warehouse-wide setup fee.

CREDITDelivered units only

Split or destroyed crates are not added to stock.

PRODUCTIONNo passive production

Waiting in-session creates no crates by itself.

Choose sourcing method and pace

Self-run Buy Special Cargo

$2,000 / $8,000 / $18,000

Choose crate count and actively recover each surviving unit.

Beginner recommendation

First run: one crate. Later, three crates reduce job count but increase cash at risk.

Warehouse staff

Optional sourcing fee

Speak to staff inside that specific warehouse; the result arrives later and does not replace the first manual onboarding run.

Beginner recommendation

Use it in the background between activities, but check current model cost/category before ordering.

BASELINE, NOT AN EVENTSource costs are baseline; a weekly bonus does not remove acquisition cost or cargo-loss risk.

Upgrades after the first cycle

Upgrades are separate purchases. This guide identifies those that change operating results and those that affect only convenience or risk.

Action

Master the terminal and first sale before buying Office extras; Office decor does not affect crates.

Goal

A larger warehouse increases capacity but does not reduce source fees or every sale's vehicle count.

Condition / timing

Another source is subject to a short system lockout; do not buy another warehouse merely to skip learning the flow.

How to check progress

Each warehouse has separate stock on the Office map and its own laptop.

Decision order

01

Capacity decision

Match warehouse size to sourcing frequency and available crew.

Practical note

More capacity invites more risk; it does not guarantee one truck.

Purchase / decision

Another/larger warehouse is an expansion, not a first-payout requirement.

What it actually changes
  • More crate capacity and separate inventory per location.
  • No effect on mandatory 1/2/3-crate fees.

Solo or crew — concrete assignment

Batch size and delivery-vehicle count matter more than the warehouse's nominal maximum value.

SOLO — one crate / small batch

The owner runs the source and sells before a variant demands many vehicles.

CONCRETE ROLES
  • The sourcer identifies the correct package and returns it to storage.
  • The seller reads the variant before departure and prioritises the slowest vehicle.
SAFETY LIMIT

Do not order three crates without time to recover split objectives.

DUO–QUAD — split crates/vehicles

During sourcing, each takes a package; in Sell, each driver gets a vehicle or drop sequence.

CONCRETE ROLES
  • The leader tracks the destination warehouse and shared timer.
  • Drivers report destroyed cargo so others do not return for it.
SAFETY LIMIT

Player count must match actual rolled vehicles, not merely batch value.

First Special Cargo sale

Check batch state and team first, then deliberately choose a session and launch settlement from the correct terminal.

Prepare the session
  1. At least one credited crate.
  2. A batch matched to crew and available time.
  3. Invite Only for the first Sell.
Launching the sale
  1. Enter the warehouse and use its laptop.
  2. Choose Sell and an available batch.
  3. After launch, count vehicles and assign drivers.
Sale vehicle

The system supplies a Brickade, Tug or Cuban 800/Titan aircraft variant; a larger batch can add vehicles or drops.

Safety or public-session bonus

Invite-only session — first run

Benefit

Removes rivals while learning a truck, boat or aircraft route.

Risk / failure condition

No rival-player bonus; mechanics and baseline settlement remain unchanged.

Public session — deliberate risk

Benefit

A rival-count high-demand bonus may apply; it is not part of this guide's baseline values.

Risk / failure condition

A rival can destroy paid crates; a public bonus is not a guaranteed recovery of cost.

Delivery families and response

01

Brickade — road delivery

How to recognise it

One or more armored trucks and road drops wait at the warehouse.

Action

Start the slowest route first; bypass roadblocks instead of taking prolonged fights.

Tip

Before a tight drop, clear only the immediate threat to the truck.

Risk / failure condition

Destroying a truck loses its assigned cargo while the shared timer continues.

How to recover the run

Finish surviving trucks; do not return for a destroyed vehicle.

02

Tug — sea delivery

How to recognise it

Cargo waits on a Tug at the docks and the buyer is offshore.

Action

Maintain a steady course; support clears boats/helicopters without obstructing the helm.

Tip

Do not abandon the slow Tug to chase every attacker.

Risk / failure condition

Destroying the vessel before the point ends that cargo.

How to recover the run

Correct course early after a collision; if the Tug is immobilised, focus the crew on surviving sale portions.

03

Cuban 800 / Titan — drops

How to recognise it

The aircraft receives a series of drop points and may be attacked after take-off.

Action

Gain altitude before the route, stabilise at each drop and do not dive after a missed point.

Tip

Escort should handle hostile aircraft while the pilot holds the drop line.

Risk / failure condition

A crash or missed delivery reduces settled cargo.

How to recover the run

After a missed point, turn wide; after losing an aircraft, take another only if the HUD shows one and time remains.

Delivery and settlement

After the final successful point, the game settles delivered crates. Subtract paid source fees from revenue; a weekly multiplier is not baseline.

What to do next

A repeatable loop after the first successful payout, with cost and risk checked before the next start.

  1. 01

    Order for available time

    1 crate minimises risk; 3 crates reduce launches at greater cash exposure.

  2. 02

    Check units actually credited

    Do not assume a full order after a partial mission.

  3. 03

    Sell a crew-sized batch

    After settlement, return to the Office or commission warehouse staff.

Common mistakes and fixes

Treating the Office as ready storage

Fix

Buy a separate Special Cargo Warehouse at the terminal.

Expecting a free standard source

Fix

Reserve at least $2,000; the terminal charges before the mission.

Counting ordered rather than delivered crates

Fix

After each mission, inspect that warehouse's stock.

Checklist: have / done / ready to settle

HAVE

  • A CEO Office

  • A separate Special Cargo Warehouse

  • At least $2,000 for sourcing

DONE

  • Ordered and delivered the first crate

  • Verified stock on the warehouse laptop

READY TO SELL

  • Batch fits the crew plan

  • Session and vehicles are prepared

Common blockers and recovery

Repair the business or current mission state; do not repurchase a property as a workaround.

Problem

The terminal does not show the warehouse map

Check in order
  1. Register as CEO.
  2. Verify you are at your own Office computer.
How to recover the run

Finish active work, register as CEO again and open SecuroServ.

Problem

The ordered crate count is missing after the mission

Check in order
  1. Count units actually delivered.
  2. Verify you are viewing the correct warehouse.
How to recover the run

Keep credited units and order missing ones in a new mission; lost-cargo fees are not automatically refunded.

Problem

The sale supplied more vehicles than drivers

Check in order
  1. Count shared time and slowest routes.
  2. Decide which vehicles can be fully completed.
How to recover the run

Prioritise complete deliveries with surviving vehicles; next time sell a smaller batch or bring a crew.

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 modelOwner proceeds plus a separate reward for each helper. The sale value is not split equally.
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 CEO Office + Warehouse; 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

No fixed cooldown — another cycle can begin immediately after completion.

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

Owner proceeds plus a separate reward for each helper. The sale value is not split equally.

Full time

The comparison uses 1 hr 30 min / 3 hrs 30 min / 6 hrs 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
$513,000
Team net
$513,000
Cooldown
0 minno fixed wait
DUO2P

Duo: the owner keeps the proceeds and 1 helper receive separate rewards.

Host / owner
$513,000
Each partner
$60,000
Team net
$573,000
Cooldown
0 minno fixed wait
TRIO3P

Trio: the owner keeps the proceeds and 2 helpers receive separate rewards.

Host / owner
$513,000
Each partner
$60,000
Team net
$633,000
Cooldown
0 minno fixed wait
QUATRO4P

Quatro: the owner keeps the proceeds and 3 helpers receive separate rewards.

Host / owner
$513,000
Each partner
$60,000
Team net
$693,000
Cooldown
0 minno fixed wait
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
SOLO0 minCooldown • no fixed wait$735,000min: $240,000 · typical: $735,000 · max: $2,220,000$222,000min: $48,000 · typical: $222,000 · max: $666,000$513,000min: $0 · typical: $513,000 · max: $2,172,000$513,000min: $0 · typical: $513,000 · max: $2,172,000$146,571min: $0 · typical: $146,571 · max: $620,571$146,571min: $0 · typical: $146,571 · max: $620,571
DUO0 minCooldown • no fixed wait$735,000min: $240,000 · typical: $735,000 · max: $2,220,000$222,000min: $48,000 · typical: $222,000 · max: $666,000$513,000min: $0 · typical: $513,000 · max: $2,172,000$60,000min: $24,000 · typical: $60,000 · max: $60,000$573,000min: $24,000 · typical: $573,000 · max: $2,232,000$146,571min: $0 · typical: $146,571 · max: $620,571$163,714min: $6,857 · typical: $163,714 · max: $637,714
TRIO0 minCooldown • no fixed wait$735,000min: $240,000 · typical: $735,000 · max: $2,220,000$222,000min: $48,000 · typical: $222,000 · max: $666,000$513,000min: $0 · typical: $513,000 · max: $2,172,000$60,000min: $24,000 · typical: $60,000 · max: $60,000$633,000min: $48,000 · typical: $633,000 · max: $2,292,000$146,571min: $0 · typical: $146,571 · max: $620,571$180,857min: $13,714 · typical: $180,857 · max: $654,857
QUATRO0 minCooldown • no fixed wait$735,000min: $240,000 · typical: $735,000 · max: $2,220,000$222,000min: $48,000 · typical: $222,000 · max: $666,000$513,000min: $0 · typical: $513,000 · max: $2,172,000$60,000min: $24,000 · typical: $60,000 · max: $60,000$693,000min: $72,000 · typical: $693,000 · max: $2,352,000$146,571min: $0 · typical: $146,571 · max: $620,571$198,000min: $20,571 · typical: $198,000 · max: $672,000
08

Key facts

Full-cycle time1 hr 30 min / 3 hrs 30 min / 6 hrs
Team1–4 players
Cooldown0 min • no fixed wait
VIDEO

Video walkthrough

Verified video · EN

The ULTIMATE CEO Cargo Guide | GTA Online (UPDATED 2026)

Warehouse purchase, crates, staff and sale.

Channel
HarmNone
Published
7 Jun 2026
Checked
29 Aug 2026
Open the walkthrough on YouTube