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GrandTheftAuto.World
GTA Online business · After Hours

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

    Setup

    Take Tony's Schafter V12 to collect the head bartender, the head bouncer and the warehouse technician, and bring them to the club.

  • Setup: Equipment

    Setup

    Steal a Festival Bus loaded with club equipment from a party in the desert and drive it to the warehouse entrance.

  • Resident DJ

    Setup1 players

    Pick 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 players

    Short promotion jobs from Tony or Lazlow that lift popularity and pay a little cash and RP.

  • Help Your DJ (English Dave)

    Service work

    Optional phone requests from English Dave for the current DJ: succeed and popularity rises, fail and it drops.

  • Nightclub Security Jobs (Marcel)

    Service work

    Prompts inside your own club to take a VIP home or throw out a troublemaker, for popularity, cash and RP.

  • Club income

    Passive income

    The 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 players

    Assign technicians to kinds of goods and they gather crates on their own, with nothing more to do until you sell.

  • Steal Goods (Yohan)

    Supplies

    Call Yohan to start a mission that steals goods for the warehouse.

  • Business Battles

    Supplies

    Freemode contests to seize crates or vehicles and bring them to your club, for goods, cash and RP.

  • Sell Goods

    Selling1–8 players

    Deliver 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 players

    Paid 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 players

    Two further Terrorbyte jobs for a crew, paying less than the solo jobs, with the reward shared among the members.

  • Source and Resupply launches

    Service work

    Start 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 first

    Technicians produce every kind of goods faster.

    Faster production

    Needs: The club's setup must be finished.

    $1,425,000

  • Staff Upgrade

    Buy first

    More 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 first

    A second technician, so a second kind of goods can be gathered at the same time.

    Staff · Faster production

    Price not confirmed

  • Tech 3

    Buy first

    A third technician, to work another kind of goods alongside the others.

    Staff · Faster production

    Price not confirmed

  • Tech 4

    Buy first

    A fourth technician, to work another kind of goods alongside the others.

    Staff · Faster production

    Price not confirmed

  • Tech 5

    Buy first

    The fifth and last technician, to work another kind of goods alongside the others.

    Staff · Faster production

    Price not confirmed

  • Drone Station

    Needed for some content

    A 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

    Depends how you play

    Extra basement warehouse floors, each adding room for every kind of goods.

    Storage

    Fifth floor (B5): $1,702,550

  • Security Upgrade

    Depends how you play

    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

    Depends how you play

    A gunner's seat on the Terrorbyte that controls the missile battery on its roof.

    Security

    Price not confirmed

  • Weapon Workshop

    Depends how you play

    A workshop in the truck for upgrading eligible weapons to their Mk II versions and customising them.

    Convenience

    Price not confirmed

  • Specialized Workshop

    Depends how you play

    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

    Depends how you play

    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.

Warehouse goods and what feeds them

Technicians produce a good only while you own the business behind it.

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.