GTA Online: The Trouble With Heists

The Concept of Heists

Grand Theft Auto Online is a multiplayer mode structured on making money so you can buy overpriced items that will make your virtual ego seem cooler. Kind of like real life complete with the “I want it now” attitude of our current generation. Most of the means in which to make money is through competitive gameplay and encouraging an “everyone for themselves” mentality among the majority of players. As well as a schizophrenic need to shoot people for no reason, but the psychology of free roam is a deep ocean for another day.

Apart from player-versus-player modes there is a small percentage of cooperative game modes, such as Missions and Survival, that thankfully, depending on the mission, leave room for one to four players. Heists, and their Set-Up Missions, require four players no matter what. Essentially this adds a layer of frustration for many reasons. GTA Online is always played with a “gimmie gimmie now” mindset, so good luck getting a reliable “team” when trying to set one up.

What a lot of players don’t understand is if you just play the game money’s no issue, but Rockstar’s big ploy for Heists were the planning and cooperative aspects. For some reason, after all of the above, and after all of the delays, players would put aside that “wah wah mommy give me that candy bar or I’ll scream” competitive frame of mind and work together. That is not the case for the vast majority of “randoms” I have ended up playing Heists and Set-ups with.

"Fun" With Heists

Biggest Problem: Lack of Communication

One of the issues, if not the main one, and the thing that team work requires is communication. The act of actually talking and listening. At the very least read the objectives at the bottom of the screen and pay attention to the mini-map. I know it’s sometimes awkward to actually speak to strangers, but get over it! Sometimes there can be too much communication. Like that one guy barking orders (and no I’m not THAT guy), but if the “just hold sprint and run through the people shooting!” “strategy” gets everyone killed in Pacific Standard before even getting to the damn bikes… then it might be a good time to make a suggestion or two. You should also have a mic or at least a Kinect. I know Rockstar added in pointing and flare guns but compared to actual speaking it’s just clutter that no one pays attention to, simply for the fact that the other player assumes it's a trolling.

How It Could Have Worked

In most cases trying to do the simplest tasks ends up like herding cats. If you’re not familiar with GTA Heists the basic idea is a few Set-up Missions followed by the actual Heist. The Set-up Missions sometimes require four players, but at most could be regulated to a two-to-four requirement. The Set-up Missions are basically just slightly more in-depth Missions with spoken instructions and backstory from whichever character is involved with the given Heist.

One immense complication to requiring four players (sans the Flecca Job which is a tutorial Heist requiring only two) is the waiting. Impatience is another unfortunate side effect of the millennial so trying to wait for a full group of random players, not that that’s ideal, takes an extra long amount of time when people who finally join don’t wait for a full lobby.

Yes the Set-up Missions can be tough, and yes Heists should always be a four-player thing, but not ALL of the Set-up missions really NEED a full four-players.

Pilot and one of the Gunmen approach the runway from this road.
Pilot and one of the Gunmen approach the runway from this road.

The Prison Break

Plane

Best Difficulty With Randoms: Normal

Players Really Required: 2-4

Set-up Roles: Pilot, 3 Gunmen

The Pilot and one Gunman run down the first dirt road, leading to the runway, while the other two Gunmen approach the runway from the other end of the hanger. Not bunched up or spread out. Apart from the guys in your way concentrate on clearing a path on the runway. This will help the Pilot’s escape. If you’re the Pilot stick around for a little bit and help the Gunmen take out the Vagos, especially the ones on your way to the hanger and Plane. As you fly off avoid the wreckages and make your way to the Airport. After all of the Vagos are taken out BE PATIENT as the Pilot takes the Plane to the Airport.

Bus

Recommended Difficulty With Randoms: Normal

Players Really Required: 2-4

Set-up Roles: None

This mission isn’t difficult. Whoever is stealing the Bus, shoot the driver while one guy blocks the Bus. The other two players should drive out to the desert or provide interference, everyone gets a Wanted Level once the Bus is attacked. Take the Bus off-road and somebody shoot down the police helicopter. It will make all of your lives easier.

Casco Route

Station

Recommended Difficulty With Randoms: Normal

Players Really Required: 2-4

Set-up Roles: Cop Station, Cargo Ship

Cop Team: Best way to steal a police car is to call 911 on the in-game phone. (Up on D-pad>X/Square>dial 9-1-1>X/Square> select “Police” from the list). Jack the cop car and drive to the underground tunnel in the first screenshot. Now just steal the Manifest and go blow up the cop car.

Cargo Ship: One guy provide cover fire while the other storm the ship. Keep climbing stairs until you get to the spot in the second picture. Run along the top of the containers and shoot the guard and Lock. After the cinematic you both will be in the Casco. DO NOT SHOOT the enemy vehicles that chase you, OUT RUN them, it will make everything go smoother for both teams. Escape along the train tracks and stay off the main road as much as possible (see video).

Go around this side of the house.
Go around this side of the house.

Wet Work

Recommended Difficulty With Randoms: Easy

Players Really Required: 2-4

Set-up Roles: City Hall Team, Mansion Team

City Hall Team: Since this is assuming there is no coordination; both of you shoot a target then CAREFULLY climb back down the ladders to the street. This is where being on Easy difficulty helps. One of you get that Briefcase, but both hide from the police, there will be a Wanted Level. Head for the Underground (see Station) or use one of the many alleys or parking garages (see first and second pictures). Once you’ve lost them go to the Heist Leader’s apartment.

Mansion Team: You’re going to need suppressed Sniper Rifles and Pistols to make this work properly. Pay attention to the cones of vision on the mini-map. From the parking lot it’s a turkey shoot, take out any guards you can see. Then both of you storm the mansion with your Pistols SILENTLY taking out guards as you go around the West end (see third picture) of the Mansion. If Popov pops out before you can pop him then you’ll have to chase him. Once he’s dead leave the area.

The Heist

Prison Guard: When you and the Prisoner kill the first couple guards drop the Prisoner a light machine gun, or assault rifle, from your weapons so that they have something more than an AP Pistol to help you fight through the prison yard.

Prisoner: If Prison Guard doesn’t give you extra firepower hang back with Rashkovsky and let them clear out the N.O.O.S.E. agents. Grab the Riot Van once you get to the parking lot. It’s not quick but it’s bullet proof.

Pilot: Fly BEHIND the Jet until Demolitions can assist you. Keep on it’s tail and it can’t lock onto you. When you land on the runway at Sandy Shores Airfield have the plane ready to take off. As you escape the police, and gain altitude to reach the Corona, avoid the police helicopter vision cones.

Demolitions: Bring a fast car, you’ll need it most of all. Quickly STEAL the Prison Bus, drive it to the location, and nuke it. Then race to the Buzzard Attack Chopper. Take out the Jets then provide cover/interference for the ground crew as they escape the prison and meet up with the Pilot at the Airfield. DO NOT jump out of the chopper. Meet your crew at the marked beach. (Note: Everyone give Demolitions a wide birth until they land to avoid a senseless death this far into the Heist.)

The Humane Labs Raid

Keycodes

Recommended Difficulty With Randoms: Normal

Players Really Required: 4

Set-up Roles: Buyer, Bodyguards, Lookout North, and Lookout South

Not much involved here, just shoot FIB agents. Someone grab the Briefcase (preferably the Buyer or Bodyguard since you’re closest), and try not to die. Cover each other.

Insurgents Route

Insurgents

Recommended Difficulty With Randoms: Hard

Players Really Required: 3-4

Set-up Roles: None

Attack from the high ground when you get to the Insurgents. There is Body Armor and First Aid Kits down by the Insurgent Pick-up and crates. Two players to each truck, DO NOT GET EMO IF YOU’RE NOT THE GUNNER, it’s not all it’s cracked up to be. Whoever is riding shotgun in the standard Insurgent should concentrate on shooting mercs. Drive cross country until you get to the part of the GPS route that takes over a dirt road (see video). Gunner in the Pick-up should make the helicopters their first priority. STICK TOGETHER. There shouldn’t be many mercs left by the time you need to finish them off.

In case you get separated from the rest of your team the runway is along here.
In case you get separated from the rest of your team the runway is along here.

EMP

Recommended Difficulty With Randoms: Hard

Players Really Required: 1-4

Set-up Roles: None

This is another straight forward Set-up apart from the Hydra bit. If you get lost, on the way up to the runway, go up the stairs on the right side of the ship (see second picture). It will be your first door on the left. Once upstairs some moody little shit, who is too young to be playing this game, will probably rage quit if you don’t let them crash the Hydra once you get to the hanger. Even the most experienced pilot needs to be careful at the end.

Park your Karuma on that square grate thing.
Park your Karuma on that square grate thing.
Keep the Valkyrie facing each enemy helicopter.
Keep the Valkyrie facing each enemy helicopter.

Valkyrie

Recommended Difficulty With Randoms: Hard

Players Really Required: 4

Set-up Roles: None (should have a designated pilot)

Very simple mission if you all work together. Someone bring an Armoured Karuma. EVERYONE get in the Karuma and drive directly to the Valkryie. Don’t be that one asshole who bails for no reason before getting to the chopper. STICK TOGETHER. Shoot the Merryweather mercs around the Valkyrie before getting out of Karuma (minus the guy on the crane who could be hard to drive-by). While flying the Valkyrie keep in mind that the aiming is limited for each of the guns. If no one is hitting helicopters it’s because they are just outside of their aim range. As the pilot face each attack chopper one-at-a-time. As the gunners aim forward as the pilot faces the Valkyrie forward. Everybody will be happy and effective.

Deliver EMP

Recommended Difficulty With Randoms: Hard

Players Really Required: 2-4

Set-up Roles: None

If there was ever a mission that was worthy of using Trip Skip this would be it. You need to use SILENCED weapons. The Heavy Sniper will set everyone on alert. I get it; story and dialogue aren’t your thing, and ADHD is probably the main affliction, but if you’re new to this it’s helpful to listen once.

Sniper 1 and 2 take out these guys at the main gate. Other two team members; hide behind the Insurgent.
Sniper 1 and 2 take out these guys at the main gate. Other two team members; hide behind the Insurgent.
Sniper 1 run to the stairs past the main gate. Sniper 2, take out this guy after the enemy Insurgent drives away.
Sniper 1 run to the stairs past the main gate. Sniper 2, take out this guy after the enemy Insurgent drives away.
Sniper 1 shoot this lone guard.
Sniper 1 shoot this lone guard.
Sniper 1, with a Silenced Pistol, shoot these two scientists.
Sniper 1, with a Silenced Pistol, shoot these two scientists.
Sniper 2, with a Suppressed SMG or Supressed Assault Rifle, kill these two.
Sniper 2, with a Suppressed SMG or Supressed Assault Rifle, kill these two.
Sniper 1, climb up here and kill the guard on the catwalk.
Sniper 1, climb up here and kill the guard on the catwalk.
Sniper 2, kill the guard up above and the two scientists below (sniper rifle then a silenced assault rifle).
Sniper 2, kill the guard up above and the two scientists below (sniper rifle then a silenced assault rifle).
Sniper 1 use a Silenced assault rifle on these two.
Sniper 1 use a Silenced assault rifle on these two.

Alternatively Sniper 1 can everybody (Picture 1 with a Silenced closer range weapon) except for Picture 5, you need Sniper 2 to help like with Picture 1 (if you don’t time it right). Either way… Someone bring the Insurgent to the garage whole one of the Snipers Hacks the keypad. Get in the Van and discreetly drive up the road past the reinforcements.

The Humane Labs Raid

Pilot: Keep in mind that the Gunner has limited view and range with whatever weapon they choose. If they’re on the Cannon keep the helicopter pointed forward. For the Minigun fly the chopper sideways for the Gunner to have maximum visibility. You’ll have to keep raising and lowering your altitude for air and ground forces. This will help the Gunner do their part, which means the Valkyrie won’t get shot with missiles as often. By the way if a missile, or two, does reach you DO NOT PANIC. The chopper can take a few hits before it explodes. After you have picked up the ground team remember to face the chopper forward so everyone can help destroy the attacking choppers. Remember the Valkyrie set-up mission. Each weapon has limited aiming.

Gunner: Everyone has a different preference for which weapon to use. The Cannon’s range is limited but it’s explosive, plus you are forced to aim in first person. The Minigun is not as powerful but has a greater range. Plus if you press right on the D-pad you can switch between both on either side. Now you just need to pray that the Pilot read the above.

Ground Team: Your roles are very straight forward. Assuming there is zero communication, the hard part will be the keycard swiping. STICK TOGETHER. Even if you know what you’re doing make sure your partner is close by when the nightvision goggles cut out. Once you fire your flares wait in the water for the helicopter to land. This will prevent any needless deaths.

Whoever is on a boat (or Seashark) head for this tunnel.
Whoever is on a boat (or Seashark) head for this tunnel.
Which leads to this canal where you can lose your Wanted Level.
Which leads to this canal where you can lose your Wanted Level.

Series A Funding

Coke

Recommended Difficulty With Randoms: Normal

Players Really Required: 2-4

Set-up Roles: Boat Team, Helicopter Team

Boat Team: Before boarding the yacht try to pick off some of the guys on deck. There are four packages of Coke on the lower deck. Focus on grabbing THOSE packages. Use a shotgun for indoor combat and ignore the Wanted Level. Grab a Seashark and head for the canal (in the first picture). You can lose the cops while going through here and the following canals. When you get to the Marina get back in your Personal Vehicles. You could drive to the warehouse, taking the waterways, but it’s faster to go over land.

Helicopter Team: As you land on the yacht use the helipad at the back of the ship (the one above the hot tub). You will get shot at but your co-pilot COULD clear some guys that the Boat Team didn’t snipe in their hopefully acknowledged pre-sweep of the deck I mentioned above. The co-pilot could do better sitting in the back seat with an assault rifle or light machine gun for better use. Concentrate on grabbing the four packs of Coke on the upper decks. Like the Boat Team use a shotgun for indoor combat. Once you have collected your share of Coke return to the helicopter. Fly high to avoid detection from ground police, and bank to avoid detection from helicopters. Once you’ve stolen the Coke the helicopter is no longer an important piece of the Mission. Feel free to do a dramatic parachute delivery.

That's not a Garbage Truck but park it like that;
That's not a Garbage Truck but park it like that;

Trash Truck

Recommended Difficulty With Randoms: Easy

Players Really Required: 2-4

Set-up Roles: Collectors, Operators

There are two different teams but you’re all sticking together for this one. Collectors ride on the back of the truck while Operators ride in the cab. The first and second pickups are pretty straight forward. For the second one back the truck up the alley (if you’re driving) to make the job easier for the Collectors. Whoever is the passenger Operator should cover the Operators. At the third location pull the truck into the alley and get out of the truck to help the other Operator take on the gang members. The fourth location is where it can get crazy. First blow up the gas pumps. Someone with a Minigun and/or Grenade Launcher take out the Vagos. Once the last bag is loaded on the truck, everyone get on and get out of there. Operators use AP Pistols, Machine Pistols, or Micro SMGS to help fight the pursuing gang members. The hard part is pretty much over.

Bikers

Recommended Difficulty With Randoms: Hard

Players Really Required: 2-4

Set-up Roles: None

After you get to the Lost Trailer Park SILENTLY take out the bikers. This is like Humane Lab’s Deliver EMP, but with less need for co-ordination. At least try to kill the Lost with a bit of it though. Much smaller chance of the whole thing going tits up. Getting the vans to the warehouse is the tricky part.

Don’t follow the GPS route to the letter. Try to keep off road to avoid the Lost as you make your way South. Once you get on the main freeway there will be a lot of them to deal with. Whoever is the passenger needs to shoot whoever they can (your aiming is limited because of the cargo in the back). Be careful with Sticky Bombs if you decide to use them. The Vans aren't exactly off-road capable, but you should consider staying off the GPS route. Who ever is riding shotgun should consider using Sticking Bombs. I don't typically recommend that, but your aiming is limited because of the drugs in the back. It is really important that you guys stick together. One van can get overwhelmed by Lost bikers. If one of the vans is hanging behind, stay back with it. If you are the van in the back, speed up.

Weed

Players Really Needed: 4

Recommended Difficulty With Randoms: Normal

Set-up Mission Roles: Lookouts, Ground Team

Lookouts: When you get to the Sawmill take up sniper positions with Heavy Snipers or Marksman Rifles, depending on what your preference for sniping is. The trees don't exactly make this task easy. Once you and your team have cleared out most of the gang members run to the Technical. For God sake DO NOT use explosives to bombard the sawmill. Drive ahead of the two Bensions to take out the Ballas along the way. The amount of enemies isn't as bad as the level of Lost in the last mission. Whoever is driving try to stay ahead of the Bensions at all times.

Ground Team: With the help of the Lookouts (hopefully) storm the Sawmill going over the metal bridge taking out enemies from the cover of the Ballers parked on the other side. Once the area is clear-ish each of you get into a Bension and follow the GPS Route. Let the Lookouts get ahead of you in the Technical to take out opposition. Keep together in a convoy. Technical in front (or the middle) and the Bensions in the back (or in front and back). Unlike Bikers the Ballers are easier to hit.

Right here on the map is where you want to switch to the train track as you follow the GPS route.
Right here on the map is where you want to switch to the train track as you follow the GPS route.

Series-A Funding Heist

North and South Lookout: I’m going to write this as one big thing since, after the main battle, it doesn’t matter who is who. It all comes down to Technical and box trucks. You really need to stick together here. Whoever is in the Technical can take out the Merryweather choppers before they even appear above the highway. The difficult part is the Lost, these bastards are like locust. When you get to this spot on the highway (see picture), start following the train tracks (see video). Once you get toward the small road that leads to the drop off get back to following the GPS route. Expect a lot of bikers to greet you, but not as many as there would have been on the highway along the way. Drivers in the trucks; go easy on the Sticky Bombs; Technical gunner shoot the guys in the Slamvans before going after the guys on motorcycles. Once you’re up the road from the dropoff you’re home free.

Pacific Standard

Vans

Players Really Needed: 1-4

Recommended Difficulty With Randoms: Hard

Set-up Mission Roles: Drivers, Navigators

The teams are really split into Drivers and Navigators but I notice it doesn’t seem to matter. Everyone has a car and a Tracify app. I swear this mission could be done Solo. Definitely the easiest of the Set-up Missions. Use the app to find the nearest Van, then switch to your Camera to take a picture of the Van's license plate from behind the wheel.

There are four Seasharks parked at this beach. You can utilize these to "sail" to the island faster.
There are four Seasharks parked at this beach. You can utilize these to "sail" to the island faster.

Signal

Players Really Needed: 2-4

Recommended Difficulty With Randoms: Normal

Set-up Mission Roles: None

Bring a good four-door car (doesn’t have to be a Karuma) but don’t expect everyone to come with. Drive to the location in the screenshot and jump on one of the seasharks parked here. Go to the island and fight through the Feds.Whoever gets Ovie go back to the beach and get in your car. Drive toward Grapeseed once there everyone but the player with Ovie should provide interference against the police helicopters. This will help everyone else Lose the Cops before time expires.

That’s the best case scenario. Now assuming someone dies while rescuing Ovie your Personal Vehicles will not be at the beach. In which case drive the boat up Ranton Canyon. There will be some four-door vehicles parked on the dirt roads along the way. Jack one of those and continue with the above strategy.

Convoy

Players Really Needed: 3-4

Recommended Difficulty With Randoms: Easy

Set-up Mission Roles: None

Drive to the bridge and take position up on the nearby hill. Equip Heavy Sniper Rifles and take out the Savage that appears to the North-East. Next run down to the bridge and take cover behind your Personal Vehicles (or stay up on the hill) to take on the rest of the Convoy. I hope by this point you know NOT to use EPLOSIVES near an objective vehicle. Just in case, there’s the reminder. Once the mercs are dealt with get into the Truck to trigger the reinforcements. Several Merryweather Mesas and two Savages will attack. Take them out using the Insurgent and ground tactics. Now it will be a smooth ride to the destination. Of course if some Leroy Jenkins grabs the Truck without knowing you better follow close by. That being the most likely scenario, you can get to the drop off just fine with the pursuing mercs.

Climb this ladder to get up on the roof of the building that overlooks the rival crew's alley.
Climb this ladder to get up on the roof of the building that overlooks the rival crew's alley.
From up here you can help take out the rival crew, but you don't have much cover to work with.
From up here you can help take out the rival crew, but you don't have much cover to work with.

Hack

Players Really Needed: 4

Recommended Difficulty With Randoms: Easy

Set-up Mission Roles: Driver, Decoys

Go to the Van and help your team take out the Rival Crew. Use the ladder on the right (see picture) to get up to the roof overlooking the alley. You will have a better tactical advantage but not much cover.

Driver: Once all of the enemies are dead get in the white van and drive it to the drop off.

Decoys: Get into the black van. Two of you should be in the back with MGs or Combat MGs at the ready. No matter how good of a driver is in the front you should stay off the beaten path. There will still be a steady diet of enemy vehicles, but not as bad as the original GPS route. Once you get to the destination blow up the Van.

Bikes

Players Really Needed: 4

Recommended Difficulty With Randoms: Normal

Set-up Mission Roles: None

Head to the Lost compound and shoot your way through. Going along the left side of the compound is a good alternative to going through the main entrance. Once the area is clear…ish everyone grab a bike and drive out. Don’t go right up Vinewood Blvd (i.e. following the GPS route), take the second right and follow the second right and follow Bridge Street to the drop off point. There are less Lost bikers along this route.

Before The Heist

Whoever is hosting this make sure you own the apartment at 0604 Las Lagunas Blvd, Apt 4 and you have an Armored Karuma parked in it. That will make this next Heist easy with random morons. Make sure your Vehicle Access (in the Interactive Menu under Vehicles) is set to Passengers so that everyone can get in.

Also make sure Heists Outfits are set to Player Outfits. Everyone should have a heavy combat outfit that you can get from the clerk at any Clothing Store. You'll thank me later.

As you escape down the alley go right, across from the entrance to the parking garage, and climb the wall at the third telephone pole.
As you escape down the alley go right, across from the entrance to the parking garage, and climb the wall at the third telephone pole.
After climbing the wall go through this doorway, straight ahead.
After climbing the wall go through this doorway, straight ahead.
You can either climb over the railing or run along railing until you get to the street. Shoot any cops in your as you go.
You can either climb over the railing or run along railing until you get to the street. Shoot any cops in your as you go.

The Pacific Standard Job: Heist

Crowd Control: Once you get inside the Bank wait for Demolitions to open thee first gate, and once they do ONE of you needs to aim a gun at the Tellers. If both of you focus on the customers one of the Tellers will hit the alarm and you'll have to deal with NOOSE later. The Intimidation bar will deplete after a while, and if it goes down completely the alarm will be set. So one guy with the Tellers and another out front with the customers will help avoid that. Also shoot at them, BUT DON'T SHOOT THEM. Whoever is guarding the Tellers be prepared for some bank guards to attack as you wait for Hacker and Demolitions to get done downstairs. When the game prompts it regroup at the door. Once downstairs you will be greeted by two bank guards so have a Shotgun at the ready. Once the Hacker has broken into the vault set your last thermite charge on the third gate. Then go back upstairs and help Crowd Control . DO NOT pick up any money like the objective says. Regroup at the entrance once the game prompts you to.

Hacker: Follow Demolitions to the basement and hack into the vault. Hang on, your job's not over yet. Pick up BOTH piles of money. Then regroup with everyone at the entrance.

Demolitions: Once you're in the bank place your thermite on the two gates. It won't be an instant burn through so be patient everybody.

The Escape (ie: after you grab the money):

Two volunteers need to head for the Bikes while one guy stays behind with the hacker (who at this point should be the only bag man). While you head for the Bike take cover and heal whenever needed. One guy focus on destroying cop cars and helicopters as the need arises. Watch your backs as well, cops can come up behind you. You don't have to follow the alley directly (see screenshots) you hop over certain walls and still hit the markers. Whoever is back at the Bank, protecting the Hacker, try to take out the helicopters and police cars from where you are. Whoever is heading for the Bikes will appreciate it. Once you get there blow yourself up along with the Bikes. Hang on! There was a purpose to that!

You will all spawn at the parked Bikes. Heist Leader go into your nearby apartment and get your Armored Karuma. Now just drive to the Boat, climb on board, and escape.

I Hope This Helps Someone

I already suspect that no one's going to get anything out of this Hub. Either because no one is actually reading it (or can't read it), or because no one really gives a fuck. However I can tell you that I have been on the short end of the stick, playing with random players, that trial and error has made me an expert on this. Yes that's right I just called myself an expert. In the land of the stupid the person who knows what they're doing is a god damn genius. If Rockstar wanted four players to cooperate they should have promoted that ideology from the beginning.

Still it's better than losing millions from a server crashing during Cargo shipments...

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