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Robberies in GTA 6
You can rob almost any store in GTA 6, from a gas station to a jewellery store or a bank, and raid gang compounds for goods to sell. Small shops carry no map icon; bigger targets show their estimated take on the map before you commit.
Previews put a small store at a couple of thousand dollars and a jewellery store at $15,000 to $40,000 in loot.
Latest change Added police waiting outside, the second exit and six-star wanted levels
- Stores you can rob
- Almost all
- Biggest take shown
- $40,000
- Big heists
- Story missions
What does each robbery pay?
Rockstar hasn't published a payout for any target. The two figures around come from a preview demo and leaked footage of an early build, and the bigger jobs have no number at all.
One bundle is $1,000. Ranges from a preview demo and leaked footage of an early build.
| Target | On the map | Take reported | Where it comes from |
|---|---|---|---|
| Gas stations and stores | No icon | $1,300 to $1,500 | Leaked early build |
| Payday lenders | Estimated take | Not shown | Previews |
| Jewellery stores | Estimated take | $15,000 to $40,000 | One preview demo |
| Banks | Estimated take | Not shown | Extended Look |
| Security vans | A job on the move | Not shown | Extended Look |
| Gang compounds | Tips and story | Paid in goods | Previews |
A gas station is a quick hit between missions: a register, a back-room safe and an alarm. A jewellery store means gold bars, diamonds and cash picked up piece by piece, a crowd of witnesses and a fast getaway. Banks are the biggest free-roam targets reported, and a large vault appears in the Extended Look, where an armoured car is also taken on the road.
Gang compounds pay in goods rather than cash. You raid them for drugs, cash and contraband, then sell the haul to a fence. The Ultimate Edition adds one of its own, the PTT Youngin$ Compound in Southside Vice City.
How a store robbery plays out
Previews of Rockstar's own demos describe every step below, and each one can be done loud or quiet.
An illustration of the sequence, not the game's layout. The route follows the step you're reading.

- Pick the target. Any shop works. Small ones won't show on the map, so you find them by driving around.
- Cover your face. A bandana or mask goes on at the door, or from a quick menu in the car.
- Hold up the clerk. Keep the gun on them while the register is emptied, a handful of cash at a time. Playing with both characters, one guards the hostages while the other loots.
- Kill the alarm. Disarm it in the back room and the police are not called automatically. Leave it and your wanted level climbs while you're still inside. Going in quiet, you disable it before anyone sees you.
- Open the safe. Use the code to keep the whole take, or blow it open if you're in a hurry.
- Wipe the cameras. Removing the security footage from the back room keeps you from being identified.
- Get out. Back to the car, and never leave your registered car at the scene: the police can impound it.
Not every robbery goes to plan. Clerks and customers can fight back, and in one preview another robber barged into the same store first.
More detail: a prep checklist for your next job in the heist planner on gta6heists.com (opens in a new tab), a fan site.
The safe: code or explosives
The code keeps the whole take. Blowing the safe open is faster and louder, and the blast destroys part of what's inside.
Rockstar's demos, as previewers described them in August 2026.
The code can be written down somewhere in the shop, often in an employee's desk. You can also overhear it from staff, or buy it from a fence, who may text it to you.
Losing the police after a job
The police hunt for a description, not a dot on the map. Change what they're looking for, or leave the marked heat area, and the search can end.
From a Rockstar preview interview, August 2026.
- Your face and clothes
- Change outfits at a clothing store or from the car. A hat or glasses alone is not enough.
- Your weapon
- Drop it. Weapons you own stay stored at Ammu-Nation or in your car.
- Your car
- Witnesses report the getaway car. Swap it, and never leave your registered car at the scene: the police can impound it.
- Where you are
- Get out of the marked heat area before the search closes in.
Time inside matters. The longer you stay in a store, the more likely someone calls the police. Shooting up a jewellery store brings a much heavier response than hitting a gang hideout, and in the Extended Look a streamer even broadcasts a getaway live.
Stay too long and the police may not come in at all: previews describe officers waiting outside and surrounding a store or bank, and some buildings have a second exit for exactly that moment. The wanted level runs to six stars again.
Getting the money home
A robbery ends at an ATM, not at the store door. Cash in your pocket is lost if you're killed or busted, and goods are worth nothing until a fence buys them.
Lavender is loot, pink is cash you can lose, aqua is money in the bank.
Loot rides in duffel bags, and your vehicle decides how many you can carry: a bike holds very little, a van far more. The safe route ends at an ATM, where the money goes into your BuckMe account. The full chain is in how money works in GTA 6.
Big heists are story missions
The large-scale jobs belong to the story, and Rockstar hasn't named any of them yet.
Raul's recklessness raises the stakes with every score.
From Rockstar's character page.
Rockstar introduces Raul Bautista as the crew's seasoned bank robber, the one who pushes every job further. Previews describe the big heists as story missions rather than jobs you replay.
Not confirmed yet
- The $15,000 to $40,000 jewellery take
- Single reportSeen once on a preview map and relayed second-hand.
- Safe zones where crime is blocked
- Single reportFrom one preview, about some safehouses and story spots.
- Gas stations paying $1,300 to $1,500
- Leaked footageFrom an early build. Values may change.
- Hostages that react one by one
- Old leakFrom the 2022 leak of an early test build.