Daily routine
Your day in Los Santos, in the order that pays
Most guides tell you what to do. The order is what costs you money. Every minute your Acid Lab sits without supplies is a minute it is not producing, so you start the timers and then go earn while they run.
Start the clock
0/11Every one of these starts a real time timer. Do them in the first five minutes or you are paying for the delay later.
Businesses produce and sell perfectly well in invite-only. Only go public when you want the High Demand bonus on a big sale.
$96,000 fills a full 160 unit batch once you have the Equipment Upgrade, or $192,000 without it. Stealing is free in 25 unit runs and production keeps ticking while you fetch.
Free, once per day, resets at 06:00 UTC. Roughly halves production time for the next 80 units. The most commonly forgotten free thing in the game.
$75,000 fills the supply bar. A full 100 crate stock needs two bars. Stealing saves the cash but costs you 20 minutes you could spend on a heist.
Cocaine first, then Meth, then Counterfeit Cash. Weed and Document Forgery rarely justify the drive.
A goods category that hits its cap stops producing, and a technician sitting on a full category is doing nothing at all. Sell it or reassign them.
The safe pays the full $50,000 per in-game day at 95 to 100% popularity and only $25,000 at 85%. Change the DJ for +10%, spend about $10,000 on marketing, or dance for a minute.
Dispatch them before you do anything else. They work while you play.
Scrapping runs on real time. Queue it before you leave the yard, not after.
Setups are short. Getting one out of the way early means the finale is available whenever you have a spare 20 minutes.
Even on a day you are not running the heist, the scope-out is how you reach the two daily treasure chests.
Sweep the safes
0/8Safes fill per in-game day, which is 48 real minutes, and then stop. A full safe earns nothing, so empty them early and let them refill while you play.
Up to $50,000 per in-game day, holds $250,000. The biggest single safe in the game.
Up to $30,000 per in-game day, collected at the car wash.
Up to $24,000 per in-game day. About four tow missions a day holds it at the cap.
Up to $20,000 per in-game day, holds $250,000. Over 200 security contracts to reach the cap, and it is permanent once you are there.
$5,000 per in-game day for filling every machine slot once. The most genuinely set-and-forget money in the game.
About $5,000 per in-game day, in the bag behind the bar.
Roughly $1,000 to $2,000 per in-game day. Nothing raises it, so just grab it when you pass.
Collect what your agents brought in, then send them straight back out.
Free daily pickups
0/11Costs nothing, resets every day, and most of it happens while you drive between the safes.
$30,000 for all three, but the streak is the real money: around $150,000 at seven days and considerably more on a long run. Read them first so you can fold them into what you were doing anyway.
Free. The cooldown runs 24 hours from your last spin rather than the 06:00 reset, so spinning at a consistent time keeps you eligible daily. Your only shot at the podium vehicle.
One per real day, marked on your map as soon as you enter Freemode. Free business supplies plus weapons and ammo.
One per day, hidden somewhere on the map. Sell what you find to a street dealer.
One per day out of 100 possible spots. Also dealer stock.
Up to five dealers a day and one of them pays double. Offload everything you picked up from the stash house and caches in one loop.
Moves every day. Discounted weapons, armour and throwables, and the only place to buy the Railgun.
$20,000 per car regardless of condition, ten cars listed daily on the Auto Shop upper floor. The list only refreshes if you fully log out.
$50,000 with a 48 minute cooldown. If you still owe Dax jobs toward the Acid Lab Equipment Upgrade, this is the most valuable five minutes of your day.
$15,000 base plus $30,000 for using the prescribed method. Ten minute cooldown, so it is the natural filler between heist cooldowns.
Each one permanently raises your Agency safe in milestones of five. Chip away rather than binge.
Daily collectibles
0/4Around $125,000 for roughly half an hour of driving and diving. Locations rotate at 06:00 UTC.
$25,000. One wreck a day on the coastline out of 30 spots. The first seven chests also drop Frontier outfit scraps.
$25,000 each, two per day, always one on land and one underwater. Collected during the scope-out.
Ten underwater packages a day, prompted once per day if your Kosatka has the sonar upgrade. Bring something that can deal with sharks.
Tick this only when all three are done. Breaking a long streak costs far more than the $30,000.
Pick your big earner
0/8Pick one, maybe two. Running the same heist five times in a row pays worse than rotating between them.
Around $2.2M on your first completion after the Thursday reset. Repeats pay roughly $381,000 once you take off the $100,000 replay fee, so take the one big run and move on. Go stealth: cameras and witnesses shrink the payout.
Still the most dependable solo score. The 144 minute finale cooldown is what actually limits it, so start something else during the wait.
Best paid with a partner. Diamonds are a rotating target, so check the vault before you commit to the preps.
About $1M for the full contract. Long cooldown, so slot it in on a day you have an hour spare.
Solo friendly, no buy-in, and the setups are short. A good answer on a day you do not want to think.
Three cars a week to steal, rotating every Thursday. Short, solo, and pays well for the time.
The Union Depository and Superdollar contracts are the ones worth repeating.
Payout scales with how long you take. Over 15 minutes pays the full amount, under two minutes pays 12.5%. Hard adds 50% on top. Rushing these actively costs you money.
Sell before you log off
0/6Production only runs while you are in a session, so anything sitting at full stock has been earning you nothing.
High Demand adds 2.5% per other player in the session, up to 50%. On a $1M sale that is up to $500,000 for changing lobbies.
$335,200 gross for a full 160 unit batch with the Equipment Upgrade, less $96,000 in supplies. One bike, one 20 minute window, no cut taken.
About $1,050,000 gross for full stock delivered in Los Santos. Full stock sends several vehicles, so sell at a level you can actually deliver alone.
A full 360 crate warehouse is worth roughly $1,931,500 before Tony takes 10%, capped at $100,000. One vehicle no matter the size. Check the three Special Orders first, they pay a premium.
Cocaine first. Sell a little before a business fills rather than after, because a full business stops producing.
Sell in batches you can deliver alone. Large batches send multiple vehicles.
Log off clean
0/4Two minutes now saves you a bad surprise next session.
Anything sitting in your wallet can be taken. Move it with the Maze Bank app on your phone.
They cap while you are away, so a safe you leave full is income you stopped earning the moment you logged off.
Popularity decays about 5% per in-game day whether you are online or not. Leaving at 100% buys you a few free days of full safe income.
Production only runs while you are in a session, so nothing ticks overnight. Whatever was full when you left is what you sell first next time.
This week
0/6Resets with the weekly update on Thursday.
The 2x and 3x events change the answer to "what should I grind" every Thursday. A boosted business beats an unboosted better one almost every time.
Business property and upgrade discounts are where most of your money actually goes. Waiting a week for 40% off a $1.4M upgrade is worth more than most heists.
Usually four days of test track laps or a similar challenge. The claim window closes a few hours after the standard weekly reset, so do not leave it to Thursday morning.
Three new targets every Thursday. Some weeks you get to keep the car.
Rotates with the weekly update. You need a spin every day to have a realistic shot at it.
Set up once
0/12One-off purchases and unlocks, in the order they pay for themselves. These ticks never clear.
$250,000 after ten Fooligan jobs. Takes a full batch from $237,600 to $335,200, cuts production from six hours to four, and halves supply use. Running the lab without it is not worth your time.
Adds 5% to every sale, for free, forever. Done at the chemical table.
$878,000 for all five. The first is free. You do not need to resupply the linked businesses, you only need to own them.
$1,425,000 and the single best upgrade in the game. Buy it before any storage floor.
More capacity means fewer sell missions for the same money. Up to five floors, 360 crates.
Carries 180 crates and up, so it covers every sale you will ever run. Skip the Mule entirely.
A fully upgraded bunker produces a unit roughly every seven minutes and fills in just under twelve hours, for about $1,050,000.
$625,000 and $750,000. The safe upgrade raises capacity from $100,000 to $250,000 so you can visit less often.
$5,000 per in-game day forever, for one afternoon of buying machines. Reuse the same game in every slot, it makes no difference.
$475,000 to slow popularity decay. Genuinely optional, buy it last.
Every five contracts permanently raises the Agency safe by $500 per in-game day, up to $20,000. A long grind that never has to be repeated.
Roughly $11.5M to $12.8M for a mansion, plus the Art Studio. Only buy this once you can commit to a Kortz run every week, otherwise it will never pay itself back.
J and K, or the arrow keys, move between steps. Space ticks the one you are on.
Payouts move. Rockstar rebalances the economy and runs 2x events every Thursday, so treat every figure here as a baseline rate. Check the in-game weekly update before you commit an evening to anything.