Robbery in Grand Theft Auto VI is not a menu you open or a mission you accept. It is something you walk into. A convenience store, a waffle diner, a jewelry counter — Jason and Lucia hit all three in the extended gameplay reveal, and each one plays out as a short, messy sequence built from the same handful of parts: cover your face, control the room, take what you came for, leave before the response arrives.
Quick answer: Pick a business, mask up (either at the door or through the quick mask wheel in your vehicle), draw on whoever is behind the counter, and drive or ride away before the wanted stars stack — witnesses and alarms raise the response while you are still inside.
Masking up is its own step
The mask is not cosmetic and it is not automatic. Outside Hank’s Waffles, Lucia stops at the door and pulls a bandana up over her face before she goes in. It reads as a deliberate beat, the last thing that happens while the robbery is still theoretical.

There is a faster route as well. Before the jewelry job, the pair use a quick mask wheel from inside the car, so they arrive already covered rather than fumbling on the sidewalk. Practically, that means the decision of when to mask is yours, and it changes how exposed you are on the approach.
The alternative is skipping it. One approach shown is simply walking up to the pawn shop strip near Zeke’s Gadgets with a pistol already out — no mask, no setup, just an entrance.

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Add to Google Preferences →The three robberies shown, and how each ends
Each of the three locations resolves differently, which is the clearest signal that these are not one repeated script with a swapped storefront.
| Location | How it plays out |
|---|---|
| Convenience store | The clerk is held at gunpoint at the counter. Wanted stars start appearing in the top-right corner while the robbery is still in progress. |
| Hank’s Waffles diner | Lucia masks at the door and walks in. The exit turns into a gunfight in the doorway, with glass and neon taking fire as the two shoot their way back to the car. |
| Jewelry store | A smash-and-grab with civilians face-down on the floor between the display cases. Circle handles the physical takedown on the employee, and the escape is on sports motorcycles through traffic. |
Note: The diner robbery is shown as a flashback, so it sits in a different part of the story than the other two.
Heat builds while you are still inside
The most important mechanical detail is timing. In the convenience store, the wanted level climbs while the gun is still pointed at the clerk — the response is escalating in real time as witnesses and alarms register what is happening. You are not stealing in a vacuum and then dealing with police afterward. The two overlap.

That reframes what a “clean” robbery looks like. Speed inside the store directly controls what is waiting for you outside it, and the diner shows what happens when that window closes. By the time Jason and Lucia reach the door, the exit is no longer a walk — it is a fight through the front of the building.

Attention follows you after the getaway
Clearing the scene does not end the consequence. Immediately after the jewelry store escape, the pair run into a streamer broadcasting their getaway live, complete with a chat overlay running down the screen. The robbery has an audience, and that audience is transmitting.

It is a small moment, but it points at heat as something that travels with you rather than something that resets when the stars fade. The bikes get you out of the block. The broadcast does not stop at the block.
Two approaches, and what each one costs you
Boiled down, the reveal demonstrates two ways to open a robbery, and the trade-off between them is about how much time you buy before the room reacts.
| Approach | What it looks like | Trade-off |
|---|---|---|
| Mask first, then go loud | Bandana at the door or the quick mask wheel in the car, then straight to the counter | Costs a moment of setup, but you enter covered and in control of the tempo |
| Walk in armed | Approaching the pawn shop strip with a pistol already drawn | Instant and direct, with no preparation buffer before anyone reacts |
What has not been shown
No payout figures appear, and no planning or preparation screens are shown for any of the three robberies. The outcomes are what you see happen on screen — a register hit, a diner exit under fire, a display case emptied and a ride out through traffic. Anything beyond that, including how the take converts into money, has not been demonstrated.
All of this comes from pre-release footage captured on PS5, so specifics can still shift before launch. What the sequence establishes is the shape of the thing: robberies are ordinary-scale, improvised on the spot, and judged mostly by how fast you can leave a room you have just made very loud.
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