Nightclub
A club with two incomes: daily takings in the safe that follow its popularity, and a basement warehouse where technicians gather goods from your other businesses for you to sell.
- Business
- Active + passive
- Solo-friendly
- To buy in
- $1,080,000 – $1,700,000
- Management
- Medium
- Raids
- Rarely at risk
- Buy first
- No other business
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Nightclubs · Terrorbyte
What the Nightclub is
The Nightclub is a business with two halves. Upstairs, the club pays into a wall safe in your office every in-game day, and how much it pays depends on how popular it is.
Downstairs is a warehouse. Technicians gather goods there on their own, with no supplies, as long as you own the business that feeds each kind of goods: a Special Cargo Warehouse or a Hangar, a Bunker, or one of the MC businesses. You then sell the goods through Tony Prince, who takes a cut.
Owning a club also lets you buy the Terrorbyte, a command truck kept in its own garage under the club.
What you get
- A club and office with a safe, a warehouse floor, a default technician called Yohan and a free Speedo Custom for deliveries.
- Room under the club for three delivery vehicles, and up to three extra garage floors for your own cars, each holding ten.
- A sleeping area, so the club works as a safehouse and a place to spawn.
- The right to buy a Terrorbyte, whose nerve centre opens Paige Harris's Client Jobs and can start missions for your other businesses from anywhere.
Before you buy
What you need
- Setting the club up and running its management work both need you registered as a VIP, CEO or MC President.
- Finish the setup: collect the staff, steal the equipment bus and pick up your first resident DJ. The management computer stays locked until then.
How to start
Buy a club from the Maze Bank Foreclosures website, register as a VIP, CEO or MC President, and play the setup: fetch the staff in Tony's car, steal a Festival Bus loaded with club equipment, then collect your first resident DJ.
To make the warehouse earn, you need at least one feeder business. Each kind of goods stays locked until you own the business behind it, and only then can a technician be put to work on it.
How it runs and makes money
Keep the club popular. Popularity falls every day, and Promote Club jobs from Tony and Lazlow, English Dave's requests on behalf of your DJ, Marcel's security jobs and changing DJ all push it back up. The first time you move to a new DJ, popularity fills completely; later switches give a smaller lift.
The safe fills while you are in a session. When it is full, Tony keeps anything that does not fit, so empty it regularly.
In the warehouse, give each technician a kind of goods. Only one technician can work a given kind, and you can move them whenever you like. The feeder only has to be running; it needs no supplies of its own, and its own upgrades make no difference to the club.
Sell the goods one kind at a time, all at once, or as a Special Order that mixes three kinds. Larger loads need the larger Mule Custom or Pounder Custom, which are bought separately, and Tony takes a share of every sale.
Goods can also be added by winning Business Battles in freemode, or by calling Yohan for a mission to steal them; either way can bring in goods your feeders do not make.
Setup: Staff
SetupTake Tony's Schafter V12 to collect the head bartender, the head bouncer and the warehouse technician, and bring them to the club.
Setup: Equipment
SetupSteal a Festival Bus loaded with club equipment from a party in the desert and drive it to the warehouse entrance.
Resident DJ
Setup1 playersPick up the club's first DJ to finish the setup; later DJs are booked and fetched in a mission of their own.
Promote Club (Nightclub Management)
Service work1–4 playersShort promotion jobs from Tony or Lazlow that lift popularity and pay a little cash and RP.
Help Your DJ (English Dave)
Service workOptional phone requests from English Dave for the current DJ: succeed and popularity rises, fail and it drops.
Nightclub Security Jobs (Marcel)
Service workPrompts inside your own club to take a VIP home or throw out a troublemaker, for popularity, cash and RP.
Club income
Passive incomeThe club pays into the office safe each in-game day, more when it is popular and less when it is not.
Warehouse Management
Passive income1 playersAssign technicians to kinds of goods and they gather crates on their own, with nothing more to do until you sell.
Steal Goods (Yohan)
SuppliesCall Yohan to start a mission that steals goods for the warehouse.
Business Battles
SuppliesFreemode contests to seize crates or vehicles and bring them to your club, for goods, cash and RP.
Sell Goods
Selling1–8 playersDeliver warehouse stock in the club's vans; the kind of sale is picked at random and the number of vans depends on how many crates you sell.
Client Jobs
Contracts and jobs1–4 playersPaid one-off jobs from Paige Harris, started from the Terrorbyte's nerve centre; two of them need the Drone Station.
Client Challenges
Contracts and jobs2–4 playersTwo further Terrorbyte jobs for a crew, paying less than the solo jobs, with the reward shared among the members.
Source and Resupply launches
Service workStart supply and source missions for your other businesses from the Terrorbyte's touchscreen.
Playing alone
The club was built for income one player can manage. Promotion jobs, the warehouse and sales can all be handled alone; the larger sales simply need more delivery vans.
Promote Club work can be done in any kind of session, which most business activities cannot.
Business Battles are the exception: they are contests against other players in your session.
On the Terrorbyte, most Client Jobs can be done alone, but the Client Challenges need at least two players.
Figures
Only values two independent checks agree on. Payouts can change with updates, bonuses, lobby and difficulty.
Costs
- Most Tony takes from a single sale
- $100,000
- Tony's cut of each sale, in per cent
- 10
- Booking a DJ for the first time
- $100,000
- Switching back to a DJ already booked
- $10,000
- Terrorbyte, with the default options
- $1,375,000
Earnings
- Most the club pays into the safe in one in-game day
- $50,000
- Safe income per in-game day with popularity at ninety-five per cent
- $50,000
- Promote Club job payout, at most (faster pays more)
- $5,000
- Promote Club job payout, at least
- $1,000
Production
- Time to fill South American Imports, five floors, Equipment Upgrade
- 20 hr
- Time to fill Pharmaceutical Research, five floors, Equipment Upgrade
- 20 hr
- Time to fill Cash Creation, five floors, Equipment Upgrade
- 20 hr
Capacity
- Nightclub locations
- 10
- Warehouse technicians, Yohan included
- 5
- Kinds of warehouse goods
- 7
- Personal vehicles per extra garage floor
- 10
- Delivery vehicle spaces under the club
- 3
- Extra warehouse floors available
- 4
Limits and timers
- Popularity gained by switching back to a DJ already booked, in points
- 10
- Popularity gained from a Promote Club job, in points
- 25
- Fewest players in session for a Business Battle
- 3
- Most players in a Business Battle
- 30
- Business Battles won for the bronze trophy
- 3
- Business Battles won for the silver trophy
- 10
- Business Battles won for the gold trophy
- 20
- Most players in a Client Job
- 4
Upgrades
Ordered by our rule: upgrades that raise production or value first, then ones some content needs, then the rest.
Equipment Upgrade
Buy firstTechnicians produce every kind of goods faster.
Faster production
Needs: The club's setup must be finished.
$1,425,000
Staff Upgrade
Buy firstMore bar staff and bouncers, so the club's popularity — and with it the daily safe income — falls more slowly.
Staff · Higher value
Needs: The club's setup must be finished.
$475,000
Tech 2
Buy firstA second technician, so a second kind of goods can be gathered at the same time.
Staff · Faster production
Price not confirmed
Tech 3
Buy firstA third technician, to work another kind of goods alongside the others.
Staff · Faster production
Price not confirmed
Tech 4
Buy firstA fourth technician, to work another kind of goods alongside the others.
Staff · Faster production
Price not confirmed
Tech 5
Buy firstThe fifth and last technician, to work another kind of goods alongside the others.
Staff · Faster production
Price not confirmed
Drone Station
Needed for some contentA surveillance drone with a stun gun and a self-destruct. Two of the Client Jobs cannot be played without it.
Unlocks content · Convenience
Price not confirmed
Storage Floors
Extra basement warehouse floors, each adding room for every kind of goods.
Storage
Fifth floor (B5): $1,702,550
Security Upgrade
Guards, cameras, a gun locker and weapon pickups, and raids and help requests come round less often.
Security
Needs: The club's setup must be finished.
$695,000
Turret Station
A gunner's seat on the Terrorbyte that controls the missile battery on its roof.
Security
Price not confirmed
Weapon Workshop
A workshop in the truck for upgrading eligible weapons to their Mk II versions and customising them.
Convenience
Price not confirmed
Specialized Workshop
The only workshop that can store and modify the Oppressor Mk II, which can then be ridden out of the truck or delivered to you.
Storage · Convenience
Price not confirmed
Garage floors
Extra garage levels under the club for your own cars, each holding ten.
Storage
Fourth garage floor: $441,350
Collectible Scanner
Price not confirmed
Silent Running
Price not confirmed
Missile Lock-On Jammer
Price not confirmed
Master Control Terminal
Price not confirmed
Where you can buy it
Prices are shown only where confirmed. A cheaper site is not automatically a worse one: where your missions send you matters too.
The club is sold at locations across Los Santos. The dearest are in Vinewood and Del Perro; the cheapest are out by the airport and on Elysian Island.
Del Perro Nightclub
- Price
- $1,645,000
- Area
- Del Perro
Vespucci Canals Nightclub
- Price
- $1,320,000
- Area
- Vespucci Canals
Strawberry Nightclub
- Price
- $1,525,000
- Area
- Strawberry
LSIA Nightclub
- Price
- $1,135,000
Mission Row Nightclub
- Price
- $1,440,000
- Area
- Mission Row
La Mesa Nightclub
- Price
- $1,500,000
- Area
- La Mesa
Cypress Flats Nightclub
- Price
- $1,370,000
- Area
- Cypress Flats
West Vinewood Nightclub
- Price
- $1,700,000
- Area
- West Vinewood
Downtown Vinewood Nightclub
- Price
- $1,670,000
Elysian Island Nightclub
- Price
- $1,080,000
- Area
- Elysian Island
Terrorbyte
- Price
- Not confirmed
Warehouse goods and what feeds them
Technicians produce a good only while you own the business behind it.
- Cargo and ShipmentsSpecial Cargo Warehouses or Hangar
- Sporting GoodsBunker
- South American ImportsCocaine Lockup
- Pharmaceutical ResearchMethamphetamine Lab
- Organic ProduceWeed Farm
- Printing & CopyingDocument Forgery Office
- Cash CreationCounterfeit Cash Factory
Risks and common mistakes
Risks
Raids are rare. A popularity raid only costs popularity if you fail it; a warehouse raid can lose you warehouse stock, and comes after stock has sat above a threshold for some hours. The Security Upgrade makes these events less frequent.
Most kinds of sale send enemies after the delivery vans, and one ends in a police sting you have to escape before delivering elsewhere.
A goods kind that shows as locked although you own its feeder means that business has been shut down; restart it to bring the goods back.
Common mistakes
- Letting the safe fill up: anything over the limit goes to Tony, not to you.
- Buying a club without any feeder businesses: the warehouse has nothing to gather until you own at least one.
- Leaving a technician unassigned: a technician without a kind of goods gathers nothing.
- Starting a Sell All without vans big enough to carry every crate: the sale will not go through.
Good to know
What it unlocks
- Nightclubs are bought on the Maze Bank Foreclosures website.
- Owning a Terrorbyte is what opens up Client Jobs.
- The Oppressor Mk II can only be stored and customised in the Terrorbyte's Specialized Workshop.
Before you buy
- You have to be registered as a VIP, CEO or MC President to set the club up and to run its management work.
- The Terrorbyte can only be bought once you own a Nightclub to keep it in.
Setting up
- The setup has three steps — gathering the staff, stealing a bus of equipment and fetching the first resident DJ — and the management computer is locked until they are done.
Links to other businesses
- A kind of warehouse goods stays locked unless you own the business that feeds it.
- Cargo and Shipments are fed by owning either a Special Cargo Warehouse or a Hangar.
- Sporting Goods are fed by owning a Bunker.
- The drug goods come from the MC businesses: South American Imports from a Cocaine Lockup, Pharmaceutical Research from a Methamphetamine Lab and Organic Produce from a Weed Farm.
- Printing & Copying comes from a Document Forgery Office, and Cash Creation from a Counterfeit Cash Factory.
- From the Terrorbyte's nerve centre you can start source and resupply missions for your other businesses wherever you are on the map.
- Lupe's Special Cargo missions and the newer Bunker resupply missions from The Criminal Enterprises cannot be started from the Terrorbyte.
Supplies
- Technicians need no supplies to gather goods.
- A feeder business only has to be running; it does not have to be stocked or producing, and its own upgrades do nothing for the club.
Production
- Only one technician can work a given kind of goods, and technicians can be moved between kinds at any time.
- If a kind of goods shows as locked although you own its feeder, that business has been shut down and needs restarting.
- You can call Yohan to start a mission that steals goods, which, like a Business Battle, can bring in goods your feeders do not make.
- Business Battles can deliver any kind of goods, even one whose feeder you do not own; players without a club can still join in and deliver for cash and RP alone.
Storage
- The club comes with one warehouse floor, and every floor added raises the room for each kind of goods.
- A Terrorbyte you buy is kept in its own garage in the club's basement.
- The Terrorbyte is requested and returned through the Interaction Menu; a warehouse technician drives it to the nearest spot, which can be some distance away.
Safe income
- Each in-game day the club pays into the office safe according to its popularity, and a less popular club pays less.
- The club's daily income only builds up while you are in a session.
- When the safe is full, Tony lets you know and keeps whatever does not fit.
Meters
- Popularity goes up with Promote Club jobs, English Dave's DJ requests, Marcel's security jobs, booking or changing DJs, and dancing, though dancing stops helping once popularity reaches the halfway mark.
- Moving to a DJ for the first time fills popularity right up; going back to one you have already booked gives only a small lift.
- Failing one of English Dave's requests lowers popularity, and each request never comes back once it has been completed.
- Marcel's security jobs need the club to have some popularity, but you do not need to be registered as a boss for them.
- Changing DJ from a basement computer or an Arcade's Master Control Terminal skips the cutscene and gives the boost at once.
- Promote Club work can be done in any kind of session, unlike most business activities.
Selling
- Sales go out in the free Speedo Custom or in a Mule Custom or Pounder Custom you buy; larger loads need the larger vans, and selling everything at once fails if your vans cannot carry it all.
- Goods can be sold one kind at a time, all together, or through one of three rotating Special Orders that each combine three kinds.
- Once Tony's cut is taken off, a Special Order earns slightly less than selling the same goods normally.
- The delivery vans cannot be destroyed before you get in, and the sale timer only starts once you do.
- Homing weapons cannot lock on to the Nightclub's delivery vans, unlike Biker or Bunker sale vehicles, though explosives still damage them.
- An Arcade's Master Control Terminal can start a Nightclub sale, but you still have to reach the club to collect the goods while the clock runs.
Playing alone
- The Nightclub was designed as passive income one player can manage alone.
Raids and defence
- Raids are rare and come in two kinds: failing a popularity raid only costs popularity, while failing a warehouse raid loses warehouse stock. Warehouse raids follow stock left above a threshold for some hours, and promotion or sale missions, or not being registered, keep them away.
- The Security Upgrade makes help requests and raids happen less often.
What it connects to
Linked businesses
- Special Cargo Warehouses — A Special Cargo Warehouse feeds the club's Cargo and Shipments.
- Hangar — A Hangar also feeds Cargo and Shipments, as an alternative to a Special Cargo Warehouse.
- Bunker — A Bunker feeds the club's Sporting Goods.
- MC Businesses — Each MC business feeds one kind of goods: the three drug goods, Printing & Copying and Cash Creation.
- Arcade — An Arcade's Master Control Terminal can start Nightclub sales and change the DJ without visiting the club.
- Garment Factory — A Garment Factory sells further Terrorbyte upgrades and gives the truck a second place to park and be used.
Sensible next purchases
- Bunker — A Bunker earns in its own right and also feeds Sporting Goods to your technicians.
- MC Businesses — Each MC business you own unlocks another kind of goods for the warehouse, with no supplies needed for the club's share.
- Arcade — An Arcade's Master Control Terminal lets you start sales and change DJs without travelling to the club first.
- Contacts
- Tony Prince, Lazlow Jones, English Dave, Marcel, Yohan, Paige Harris
- Vehicles
- Speedo Custom — The free delivery van for warehouse sales.
- Mule Custom — A larger delivery vehicle, bought separately, for mid-sized sales.
- Pounder Custom — The largest delivery vehicle, bought separately, needed for the biggest sales.
- Terrorbyte — The command truck sold alongside the club and kept beneath it.
- Festival Bus — Stolen during setup to bring in the club's equipment.
- Oppressor Mk II — Stored and customised only in the Terrorbyte's Specialized Workshop.