GTA Online: Kortz Center Heist Review
The Kortz Center Heist is part of GTA Online’s 2026 update. This heist is similar to many other heists, but this article will discuss whether or not it’s worth the effort. Let’s explore.
Preface
The Kortz Center heist, like the Cayo Perico heist, supports 1 player in its job mission. It is now the only other heist that supports 1 player. However with 1 player, your maximum take is around GTA$2 million because of the loot bag size. There are other bugs that you may encounter during the heist that actually make completing the heist much more difficult than it should otherwise be.
The terrain around the Kortz Center also makes this mission into a captive area. When attempting to leave the area, you are forced to make your way down or up very steep hill terrain. There’s no way to make a clean getaway from this specific location in the game. There are also very few places to hide during the getaway.
This issue is compounded by the job mission saddling you with very limited types of weapons, very limited access to vehicles and that no Mechanic vehicles called during the mission will spawn on the Kortz Center hill. No, they won’t spawn in the parking lot area or on the road leading up to the Kortz Center. The closest spawn area for vehicles is on the road running in front of the Kortz Center entrance, a very very long way away if running. Don’t expect to call the Mechanic to deliver a vehicle to your position wherever you have exited.
Also, don’t expect to get down any of the hills quickly on foot. You will literally be running for minutes trying to run down the hills to get to a road.
It should also be noted that even though you can call the Mechanic for a vehicle and park it on the grounds prior to entering the Kortz center, that vehicle will be despawned upon exiting the Kortz center; it won’t be where you left it. You are forced to use the getaway vehicle you selected when you began the job, assuming you can even find where that vehicle is actually parked.
Prerequisites
As with all heists, you will need a number of prerequisites to even begin the heist. These prerequisites include the following:
- CEO (Agency property) OR Bike President (Clubhouse property) OR VIP (~GTA$1 million) (GTA$1-3 million)
- Own at least ONE Mansion property … PLUS (~GTA$3 million)
- Purchase the Art Studio expansion room for the mansion (~GTA$3 million)
- (Optional) Arcade Property with Drones
To get access to the heist mission planning board, you will need all of the above. These items above will cost you roughly GTA$9 million to GTA$10 million, not including the arcade property.
If you don’t have these, you can join in on someone else’s heist and still help them perform the heist. If you want to be the heist leader, you will need to own all of the above to launch it.
The Heist Setup
As with all heists, there are a number of heist setup missions required (and some which are optional) to begin the heist. I won’t get into the details of every single heist setup mission, but suffice it to say that if you’ve played any other heists, there are no surprises here.
These setups are mostly time wasting missions that really do nothing to help you complete the heist, nor do they provide you with any income. You perform them, waste time and then that “unlocks” some objective. Rockstar is primo at providing heist setups that do nothing to actually help the outcome of the heist itself. Such setups include unlocking heist getaway vehicles, unlocking various weapon loadouts and unlocking various entry and exit points for the Heist. This is not a complete list. Suffice it to say that there are no surprises. Most of the setup missions are relatively easy, but they often require you to traverse the entire map bottom to top to get to the area to complete the objective. You’ll need a fast helicopter, Opressor or Deluxo to move you around faster.
Note that while the heist setup missions allow you to use special vehicles and special weapons, the heist job doesn’t. Be warned.
The Kortz Center Heist Preplanning
The actual heist begins by pressing START on the mission board within the Art Studio on the lowest level of your Mansion. The START button will only become available once you have completed the above mentioned required setup objectives. There are around 5-10 of them. You don’t need to complete everything, but you might want to complete it all to unlock maximum choices during the heist.
This heist also requires that you start and abort it multiple times so you can actually learn things that you can only learn while actually playing through the heist. This includes things like guard placement, camera placement, camera and guard cones of vision, hiding places, sneaking places, how and where you can move without being seen and so much more. There is no way to learn this without starting and aborting this mission multiple times. It also includes learning which entry and exit points offer the best access to the vault.
Unfortunately, there is no way to abort this job without your character losing all of its lives via dying. If you abort the mission by leaving the game via “find new session”, Rockstar penalizes you as potentially a “bad sport” because this mission is started as a “job.” This is one of the bugs I have found with this mission. As a matter of course, there is NO WAY to run through a test mission in advance to learn all of the required details of the mission area. You simply have to deal with Rockstar’s stupidity.
To be able to complete this heist in the way that you prefer, you will need to need to run through the heist multiple times as “trial and error” to find the best ways to get into and out of the heist itself with maximum bank. Yes, that means getting to a specific point in the mission, then aborting it.
Sure, you can “wing” it and get away with whatever amount is left over, but using the actual heist to learn how to navigate through it is the only way to finish the heist with maximum bank.
Stealth Option?
The heist itself leads you to believe that there is a stealthy way to get through the heist, while also getting away clean and undetected. Don’t believe it! That option doesn’t exist. Upon exiting the building after getting through the vault undetected, Raf will say, “It looks like a silent alarm was tripped” followed by a cut scene cinematic of the entire Los Santos SWAT team pulling up in front of the Kortz Center.
Even if you manage to get through the entire heist undetected, get through the vault undetected, get through the laser grid undetected, get through EVERYTHING undetected, the SWAT is still called in and you are still required to “lose the cops”, while trapped on top of the Kortz Center Hill with no way to call any vehicles to you.
You may be saying, “But what about the getaway vehicles?” What about them? I have still yet to find where these vehicles get parked after exiting the building. Clearly, they are nowhere near the exit location chosen. The HUD visibility bug doesn’t help me locate where they are either.
Entry Points
There are 4 main entry and exit points that you can scope. These include the following:
- Rappelling through the Skylight on the roof
- Using the sewer manhole located in the Maze
- Using the employee entrance into the art gallery (upper or lower level)
- Using the basement entrance in an AlphaMail van and outfit
Rappelling
This is probably the most difficult entry point because it requires making your way to the roof, avoiding a number of guards and cameras getting up there. Then, once inside the gallery, you have to again avoid a number of guards and cameras to make your way down into the basement.
See the AlphaMail entry point below to learn more about the basement area. Ultimately, to rappel, you will need to visit and traverse through at least 3 heavily guarded areas before getting into the vault. Wearing any gear other than the AlphaMail or Hazmat suit will work for rappelling. Though you can probably rappel in those outfits. You must wear those two specific outfits for the AlphaMail disguise entry and the Sewer, respectively.
Sewer
The manhole sewer requires obtaining a manhole tool to open the manhole cover to enter into the sewer. It also requires wearing the Hazmat suit. You will need to perform the setup that obtains the Hazmat suit if you want to enter through the sewer.
Once inside, Raf will send you a text message describing the proper gates to enter to get into the basement area. You will need a weapon with a flashlight to be able to see the markings on the wall to enter the correct gates. This entry point lands you into the basement, but at a different entry point from the AlphaMail entry point.
Employee Entrance
The employee entry point requires a keycard to enter. You get this keycard during a heist setup mission. You will need to get past a number of guards and cameras to make your way to the employee entrance keypad. You don’t need to hack this keypad when you have a card. You will enter on either the first or second level of the gallery depending on which entry point you choose.
This entry point is very similar to the Rappelling entry point in that you’re in the gallery and you need to make your way down to the basement, which means avoiding a bunch of guards and cameras inside the gallery.
Note, for maximum haul inside the gallery, you will need at least two people. There is a gate that is down on the second level that must be opened using the CCTV camera room. It requires one player to handle opening the gate and another to get into the room to smash and grab. A minimum of two players is required for the upper gallery area.
AlphaMail Van and Outfit
This is the final entry point into the Kortz Center and probably the easiest of all entry points to use. There are limited guards and cameras that you need to handle along the way. This is the only of these four entry points that you can successfully sneak and stealth your way through.
With this one, you’ll wear an AlphaMail employee outfit and drive an AlphaMail van (you get this in the setup). This one gets you into the loading bay of the Kortz Center with no difficulties. You can even walk your way past the two initial loading dock guards with no combat. You will be required to get an employee card to unlock the door, but even doing that doesn’t alert the guards.
This entry point is, by far, the simplest and easiest. You only need to stun about 6 guards and shoot out one camera to get into the vault laser grid area. It’s super simple up to that point.
Getaway Vehicles
The getaway vehicles offered are 4 Manchez motorcyles (one for each team member), an Annihilator Helicopter or an armored Caracara 4×4. None are particularly better than any other in terms of getaway vehicles. I’ve never used the copter because I assumed it would be parked on the roof as a getaway vehicle.
From every exit point, it almost impossible to make your way back up to the roof to get into the copter. That getaway vehicle is nearly pointless, unless you want to lose nearly all of the contents of your loot bag. I have no idea where the Caracara gets parked nor the motorcyles. One thing is certain, they are parked nowhere near the underground exit when following the AlphaMail entry type.
Loot Bag
And here we come to the sour part of this heist. Each player has a loot duffel bag that they carry around as part of the heist. Each player can fill their loot bag with a limited amount of smash and grab gallery loot.
Unfortunately, Rockstar has intentionally made the loot bag size so small per player as to make the gallery area of the heist almost useless. One player loot bag can hold at most two cut paintings. Even though the gallery has probably 30-40 (or more) items that could be scoped and nabbed, the loot bag is so small that there’s no point in even going into the gallery when you’re the one handling the vault.
In fact, there are 4 paintings inside the vault besides the primary target painting (which doesn’t consume loot bag space), only two of those cut paintings will fit inside of the player’s loot duffel. Once you nab the three paintings from the vault, there is no reason to even enter the gallery to smash and grab. This not only negates the entire gallery area as a single player, it forces you to use multiple players to even consider entering the gallery area.
Heist Strategy
If you have 1 player only, the heist strategy should be to use the AlphaMail vehicle and outfit. This gets you straight into the basement and very close to the vault. Because the loot bag is so small, you should ignore the gallery area and focus solely on getting into vault and nabbing the primary target painting along with two of the other stored paintings. This will fill your loot bag.
If you have two players, the second player can loot portions of the gallery while one player loots the vault.
If you have four players, three of the players can focus on the gallery and nab whatever they can fill into their loot bags, with one player focusing solely on clearing out the vault. If attempting this with multiple players, don’t worry about stealth at all. Simply set the alarm off and get started nabbing and grabbing.
Entering the Laser Grid and Vault
There is nothing that you can pre-prep that will help you get past the laser grid. It’s simply a matter of timing to avoid the laser beams. It’s best if only ONE player attempts to get past the beams undetected. Multiple players will inevitably set off the beams.
Inside the laser beam area there are three switches covering three grid areas. Each switch turns off the laser grid behind the player. You will need to sneak your way through the beams to get to each switch.
It is definitely possible to get to the switches and turn them off without touching any of the beams. It simply requires precise timing. However, it’s also a very slow process and rando players joining into this heist may not be patient enough for this kind of stuff.
Also, two new player actions are available while in the beam grid area: 1) crouch flat and 2) jump-in-place. The jump-in-place feature is actually not needed here. The jump-in-place feature is as it sounds. You can ONLY jump in place, not while moving. If you time the area with the ground sweeping beam correctly, you can turn off the switch without needing to jump. The jump in place feature is also not very precise. Inevitably, it’s more difficult to attempt to jump the ground sweep beam than it is to avoid it by correct timing.
This laser grid area will require multiple plays through to get the timing down pat. This is why you may need to abort and reattempt this area multiple times to figure out the timing. It took me about 8-10 attempts to finally get through the entire laser grid undetected.
Once you get past all three laser grid areas and turn them off while undetected, Raf will commend you on getting past all three grids. However, it doesn’t really help with the vault area and it doesn’t buy you anything other than remaining undetected. There is still effectively a “thermal detection” timer to exit the vault before being detected. You’ll want to nab the primary target painting as fast as possible, then grab two other random paintings in that same area and exit the vault and laser grid area.
This is why it’s important to scope out all of the paintings in the entire Kortz Center area before attempting this heist. If you don’t pre-scope those paintings in the vault, you may not be able to grab them.
Once you are out of the laser grid doors, you can use the SecuroServ app to EMP blast the power and turn the lights off. This will help you escape the building easier. There are four exits from the basement including the way you came in, including the sewer, the gallery and the basement loading bay.
Bugs
Vehicle Disappears
There are many bugs present that help ruin the immersion of this mission. If you arrived via the AlphaMail van, that van will have disappeared in the loading bay area. You cannot use it to exit or leave the area. You must run your way up the loading dock road area and back to the exit. You will exit this garage on foot.
Guards Respawning After Vault
Even if you’ve taken out all of the guards in the basement before entering the vault, after exiting the vault and grid area, those guards will ALL have respawned. I recall that this even included fixing the cameras you have formerly taken out. This is a fairly big bug. If you’ve remained undetected this whole time, those guards shouldn’t respawn. If new guards have showed up while inside the vault, those new guards would have alerted that someone is breaking in because of all of the stunned guards. Yeah, big bugs.
Exiting from the Vault / Silent Alarm / No Stealth
Once you reach an exit, Raf says that a silent alarm was tripped and once outside you instantly have a 3 star wanted level. There is no exit that leads you off of the grounds. Meaning, no matter which exit you choose, you will face a 3 star wanted level with not only Kortz guards, but also SWAT and helicopters.
Don’t bother following Raf’s advice by using an Arcade drone to disable guards as that drone will instantly alert the guards that you’re there. Raf suggests using it, but it never works to remain stealthy. Use a stun gun instead. Basically, don’t take Raf’s advice at any point during the heist.
Touchy Alarms
The entire grounds of the Kortz Center is completely touchy for detection. You may find yourself doing nothing at all and still having the guards alert you for detection. It’s really annoying and touchy that this area can instantly alert everyone that you’re there. Like, for example, I drove my car up next to a wall where it can’t be seen like I had done several other times, and somehow it alerted the guards. I place the car up against this wall because I can stand on top of the car and then grab onto the wall. This allows me to get into an area to head up to rappel or use the employee entrance. It’s much faster to do this than having to walk nearly the entire grounds, avoiding many, many guards and cameras.
The touchy alarm nature of the Kortz area is incredibly frustrating. Once the alarm sounds, you’re forced to endure listening to that blaring alarm for the duration of the entire heist. This loud annoying alarm NEVER SHUTS OFF and NEVER quiets. You can’t even shut it off from settings. You have to mute audio on your entire rig. Yes, this is a bug and it needs an accessibility update.
Bad Sport
This part of GTA has been an ongoing bug for years. I’ve also reported this bug at least once. This “Bad Sport” aspect applies only to missions that start up as “jobs.” Not all missions operate as jobs, but many do. All heists operate as “jobs.”
Jobs are a special type of mission that allows for multiple players and for player matchmaking when in a public multiplayer lobby. Technically, you can only be a “bad sport” if you abort a multiplayer job, meaning that there are actually other players in the job with you. If you launched a job alone, you can’t be a “bad sport” because no other players are affected by your abrupt departure from the job. This “bad sport” issue is a bug that needs to be removed when players are playing jobs alone, especially when they’re playing it in an invite only server with one player. Single players should not be penalized after leaving “jobs” when no other players are participating.
Loot Bag Size
As mentioned above, the loot bag size is way too small for this heist. A real duffel bag would be capable of cramming in at least 10-20 rolled up paintings of the size allowed. This overly restrictive duffel bag size is blatantly obvious and I would consider this a bug.
Hard Game Freezes
This bug is unrelated to the heist itself, but instead affects general GTAO gameplay. Since the update that rolled out adding this heist and the Art Studio, the game now periodically hard freezes while moving around the map. The hard freeze happens at frequent intervals and lasts for between 5 and 10 seconds. While I can’t recall experiencing these hard freezes while inside of the heist, it happens often while near my Nightclub, Bail Office, Agency and various other random map locations. I’ve had something like a hard freeze about every couple of hours of play, but since this update, it’s increased in frequency to about every 5-10 minutes.
Radar HUD Unavailable
This bug is absolutely frustrating. When performing heists, I change my settings to use the bigger local map display on the HUD. It allows for better visibility of the guards and their cones of vision. The tiny HUD is just too small for this.
For regular playing, that tiny HUD is fine. For heists, it’s not. The problem is that sometimes the larger HUD remains stuck on the world map, not showing the local map. This means that you are forced to switch settings back to the tiny HUD map and then use the actual full screen map to see where the guards and cones of vision are. This is not optimal for game play. Both the tiny and the large overlay HUD map should display the SAME version of the local map.
Another related bug is that the local area map of the Kortz grounds doesn’t allow for moving very far from the player’s position. This is why I can’t see where the getaway vehicles are. The restricted limits of scrolling this local map means I can’t move it far enough to see where everything is. Even more than this, the local map has stupid view limits. Even if you can move it far enough away from the player, it stops displaying objects too far away from the player’s position. Moving to the world map is just as pointless and doesn’t show anything useful.
Effectively, there is no map that really works properly for this heist.
Gun Loadouts
For this heist, you get the choice of one of three different gun loadouts. Only one of the gun loadouts has a stun gun (Military). All three gun loadouts are very similar (Street, Military and Security), each with a different type of automatic weapon, a shot gun and a pistol. In the Military loadout, the pistol is replaced with a stun gun.
If you’re intent on trying a stealth approach, the stun gun is the only way this works. That means raiding Fort Zancudo to get this weapon loadout as part of heist prep. This weapon loadout is probably the most difficult to get of the weapon gathering heist preps.
The reason it’s great for stealth is that the stun gun drops a guard in ONE SHOT. Because the guards are wearing armor and helmets, it takes multiple shots to take them down with all other weapons provided. The stun gun is the ONLY weapon capable of one shotting the guards and preventing them from sounding the alarm. Keep in mind that some guards groan and gurgle loudly which can sometimes alert nearby guards, which will instantly set off the alarm. The stun gun works to subdue most of the time, but it is not perfect.
As mentioned in the bugs area, Raf does suggest, assuming that you own an arcade with drones, taking out guards with those drones. Trying to use a drone almost instantly alerts the guards that you’re there. Don’t do it. You don’t need to do this anyway.
Best and Worst Strategies
The best strategy to get into the Kortz center is using the AlphaMail van and outfit. This entry point gets you into the basement and into the vault area the easiest and fastest. This strategy requires avoiding only ONE set of guards to get inside. Two of those guards aren’t even combative in the loading area.
The worst strategies include rappelling and the sewer. Rappelling requires avoiding three different sets of guards to get into the vault. The first set is outside on the grounds. The second set is inside the gallery area. The third set is inside the basement area.
The sewer requires running around the grounds to find a sewer key. You can’t pre-prep this one stupid tool and bring it with you. Noooo. You have to find it on the grounds at the time of the heist in one of about 5 different spawn places. That means running around the grounds to each of these different spawn places to find it, increasing the chances of being detected. Once in the sewer, you exit into a different area of the basement that doesn’t make it any easier than using the AlphaMail van. Just stick with the van.
Commentary
Everything above describes mostly what’s needed to complete the heist. This area will discuss the problems and issues with this heist.
No Trial and Error
The first and foremost problem is the required “trial and error.” To be able to complete this mission correctly, it requires scoping out the entire heist actively while it’s live. This live “dry run” gives you information that you can get in no other way, like how many guards there are, where their cones of vision are, their walking patterns, how the cameras sweep and so on.
There’s literally no other way to gather this kind of information other than doing this during a live heist. Unfortunately, Rockstar gives no way to abort the mission other than by losing the character’s life. Rockstar also gives no way to “dry run” the heist and see the grounds as it is with a heist in progress. You’re simply left with two options, 1) do the heist without knowing anything or 2) to keep trying to do it for real over and over until you succeed. I always consider “trial and error” gaming a bug.
When will Rockstar finally allow us to launch a heist as a “dry run?” Meaning, a “dry run” that doesn’t allow for nabbing or grabbing or even completing it, but allows “trying out” various strategies against the guards to see what is successful and unsuccessful, try out various entry and exit strategies and try out other methods like stealth.
No Way to Abort the Mission
Note that calling Raf to request aborting the Heist doesn’t actually abort the live mission in progress. Instead, it resets the entire Heist as though you hadn’t started it at all. You will need to pay GTA$100,000 to re-initiate setup of the heist. Calling Raf is not what you want. This likely also means doing all of the setup and gathering missions all over again. Simply accept the “Bad Sport” consequences of hard “dry run” aborting and move on.
Too Complicated
This heading has many different aspects involved. From the poor choice in guns in each of the 3 loadouts to the lack of using special vehicles during the job mission. Rockstar always feels the need to overly hamstring the player by forcing them to use very limited weapons and limited vehicles, but also using up the player’s actual inventory of supplies, like ammo, armor and snacks.
This means that after the heist is over, whether aborted or completed, you’re going to need to buy more supplies, wherever you get them.
If we’re being forced into a job with limited and forced features, then the pool of supplies should be provided BY the job, not from the player’s inventory. When we exit out of the heist in whatever way, our actual supplies should remain untouched.
This heist also wouldn’t be this complicated if we could simply use our existing weapons, our existing vehicles and our existing perks, like calling Lester to call the cops off. That the heist forces us into these silly hamstrung situations and then restricts our ability to use basic features we already have, it’s stupid.
Is It Worth The Time?
This question is worthy of a debate, but in this author’s opinion, it’s a conditional no. Conditional, because it may be worth it IF you have enough players and IF you have the correct players who can help you through the heist properly.
Matchmaking Problems
Often, matchmaking throws in randos who not only sabotage the heist efforts, they actively play stupid games during the heist to try and cause it to fail. Because GTAO’s matchmaking feature is so poor, it’s really only worth playing this heist with people you know and whom you have specifically invited.
Poor Payout
As with all heists, the payout for The Kortz Heist is too low for the amount of money you’re required to spend up front to get started as well as all of the wasted time doing heist prep.
In this case, because you have to buy so many expensive properties just to be able to run this heist, getting maybe GTA$1.5 million out of the heist is simply not worth the GTA$9-10 million you had to put in. You’d have to run this heist at least 8-9 times to exceed what you had to pay to get access to the heist board.
The Art Studio heist board touts up to a GTA$4 million payout, when in fact the best that you get is around GTA$1.5-2 million per player. You can make this amount of money in an hour or two just doing non-job activities. You don’t need to waste time and frustration on this heist.
Lack of Stealth
Because GTAO intentionally negates the way stealth could be used to complete the Kortz heist, it’s not even worth trying a stealth methodology. With Cayo and the Diamond Casino heists, stealth is not really usable. With a museum heist, stealth is nearly a prerequisite. That is, performing the heist completely undetected. It’s worse, though. The game titilates you into thinking stealth is an option, but it really isn’t.
The game actively prevents this outcome when exiting. You are forced into a three (3) star wanted mode, but not just any three (3) star wanted mode. It’s a “special” five (5) star type of three (3) star wanted mode, with helicopters and SWAT and massive amounts of them… while trapped on the Kortz Center hill with very limited ways to leave.
Not only is the Kortz Museum grounds over-covered with too many cameras and far too many guards, the SWAT response at the end is a severe over-reaction. That painting stolen is not worthy of that level of police action. Rockstar overdid the response.
I realize why. Gamers expect a “hard” level experience, and that kind of police action at the end ensures that it’s difficult for the player to get away. Unfortunately, that over-reactive ending penalizes those of us who choose to want a stealthy option. Stealthy players should be able to end out this heist without a massive police action.
If you try to leave on foot heading downhill away from the Kortz center with the stars still flashing, the helicopters instantly find and target you. What’s worse is that because you’re saddled with a handful of piss poor weapons designed to help you against a handful of museum guards, these weapons do ABSOLUTELY NOTHING against helicopters shooting at you and SWAT teams in armored trucks. Rockstar, where was the pre-heist planning for this absolutely expected level of police action at the end?
You don’t have a homing missile launcher or any necessary long range accurate weapons needed to take down a helicopter. I’m uncertain if the Caracara 4×4 is still weaponized because I’ve not been able to even get to it after exiting the building. The Caracara 4×4 was weaponized when I picked it up from the Arena, but did Rockstar modify the vehicle at the Kortz Center? Even if it is, it’s not really enough to take down the multitude of helicopters flying around the Kortz Center. The Manchez bikes certainly aren’t. The Annihilator copter is really only good at sneaking away, but good luck at getting to wherever that getaway copter has landed.
Overall
This heist’s design is stupid and insipid. It’s exactly what you would expect from Rockstar, but the actual heist itself is stupidly designed. The loot bags are too small to be able to get away with much other than the main painting. Why even bother to head into the gallery itself when you can only fit two paintings in the bag beside the main target painting? Without a usable stealth outcome, the heist is again, stupid.
When all of this is combined with all of the bugs, it’s just not worth playing.
I’m also tired of Rockstar teasing players with a stealth option only to not provide or even allow a stealth closure to the heist. Stealth is actually the most difficult methodology to use because of the touchy nature of the entire area. It’s incredibly difficult to stay in stealth mode through the entire heist, but it’s incredibly easy to set off the alarm.
It’s like Rockstar laughs at all of the people who try to use stealth to make their way through these heists. It’s like Rockstar devs are saying, “Sucker!”
Yeah, no. Don’t bother with this heist… unless you really enjoy wasting your time.
Rating: 1.2 out of 5 stars (it could be much better)
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