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A Heist with Markiplier is a multiple-part Youtube Original feature created by Mark Fischbach, co-produced by Rooster Teeth, and featuring multiple other notable content creators such as Matthew Patrick, Arin Hanson, Rosanna Pansino, Dan Avidan, Wade Barnes, and Gavin Free. It was uploaded on October 30th, 2019.

The production features a widely branching narrative, with the player taking the role of Markiplier's partner in crime.

After the conclusion of his and Ethan Nestor's experimental channel Unus Annus, Mark confirmed that Heist would in fact have a sequel; the title was confirmed on September 3rd, 2021 to be In Space with Markiplier.



  • Absurdly-Spacious Sewer: The "All Sneaky Like" path features escaping into one that, inexplicably, directly connects to the heavily-guarded room the artifact was in.
  • Affectionate Parody: Illinois is one to Indiana Jones.
  • Air-Vent Passageway: One's used in order to break into the museum at the beginning.
  • All According to Plan: One of the steps in Bob/Wade's master plan to put Mark in jail for life is helping to break him out of jail.
  • And Now for Someone Completely Different: Several paths remove Markiplier himself from the story and replace him with a new character entirely (also played by Mark). This happens by killing Markiplier either directly or implicitly.
  • Anti-Frustration Features: CAPITAL and lowercase. These help clarify the secret code capitalization.
  • Animate Inanimate Object: When you meet Illinois, he makes reference to a strange rolling boulder that he's just escaped from, which seems to have been hunting him. This is obviously the same boulder that just chased Markiplier offscreen and if you don't trust Illinois, it will hunt you down, too.
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  • Artistic License – Gun Safety: Played for Laughs. Wade and Bob both wave their guns around carelessly, with Wade even casually pointing his gun directly at Bob's face for a second.
  • Art Shift: Choosing the "Light Tunnel" changes Mark and the setting into models/puppets/animated, albeit temporarily.
  • Ash Face: Choosing the "Row Home" path leads to Mark getting struck by lightning, leaving him with this and damaged clothes; he keeps them even after the setting goes back to live action.
  • Artifact of Doom: The Box is revealed to be this in Ending 6, causing multiple timelines to split and merge and instantly starting a zombie apocalypse when it was stolen.
  • Bittersweet Ending: In a way, the paths that end up having you separated from Mark by killing him, while you end out in a better position.
    • Ending 9 downplays it a bit. You end up turned into a zombie, but the PB&J somehow makes you less aggressive and somewhat sentient. You manage to convince the other zombies to leave you and Mark alone and you end up building a protected community together. The zombie apocalypse is still ongoing though.
    • Ending 29 in particular: Mark sacrifices himself to save you. You end up free and with the Box, but now Mark is dead.
  • Call-Back: Many to A Date with Markiplier:
    • The Explosion of the Military compound causes Ed's skeleton to fly at you and Mark in nearly the exact same manner that the "Mom" skeleton does in A Date with Markiplier.
    • One of many choices you're presented with is to choose between a PB&J or a Tuna sandwich.
    • As stated under Running Gag, splitting up with Mark almost always leads to a bad ending.
    • In Ending 23, you and Mark end up getting abducted by aliens. Mark and the ending lampshade this, saying, "Not Again!"
    • One route involves you and Mark getting thrown into a prison and having to dig out of the cell with a spoon. This time, however, Mark digs a tunnel in one go instead of scraping a floor for ten minutes straight.
    • In the prison section, Yancy's knuckle tattoos spell out "DARK MARK", in reference to the "HORROR" path.
    • In Ending 22, the beginning of the narration ("Ah, treasure. The chicken of the sea.") is written practically verbatim to the narration of the "TUNA" ending in A Date with Markiplier, the only change being "Treasure" in place of where the word "Tuna" was.
  • Cartoon Bomb: Markiplier pulls one out for the "Guns Blazing" path, claiming he grabbed it from a pirate exhibit on the way to your target.
  • Chained Heat: During the "Don't Split Up" path, your character handcuffs themselves to Mark to prevent them splitting up.
  • Changing Clothes Is a Free Action: In the Sewer Path, Mark changes from infiltration gear to an off-white suit in a single moment while you look away from him.
  • Chekhov's Gun: In some endings, the box ends up containing something that resolves a problem... for better or worse.
    • During the zombie apocalypse, after the military base has exploded and with you moments away from turning, Mark reveals that the box contained an ancient picnic basket with sandwiches that are Way Past the Expiration Date. Whichever sandwich you pick actually ends up either mitigating the rabid effects of the zombie virus (Ending 9) or curing it entirely (Ending 8).
    • During the stand-off between you, Mark, and Bob/Wade after escaping prison, you can open the box to reveal a magical Reset Button that sends you back to the beginning with the box still in your possession (Ending 15).
      • Depending on your choices, however, it could also take you onto the set of Wilford Warfstache's next interview (Ending 16).
    • In Ending 24, as Mark is tied to the island hermit's "dining throne" with the "dining hood" over his head and the hermit seemingly prepared to slaughter him, you open the box to reveal a button that activates a Kill Sat and fires a powerful laser into the cave.
    • In Ending 30, as you and Mark are falling from the collapsed escape route, Mark opens the box and reveals that it contains a temporal displacement device that can transport the two of you to a different timeline, away from your oncoming demise.
  • Conversation Cut: Starting in a helicopter and ending in prison.
    Mark: Well, why did you pick a helicopter if you didn't know how to note  fly it!?
  • Crapsaccharine World: Happy Trails Penitentiary might seem like the perfect prison, but the staff are apathetic at best, The Warden is abusive, and god help you if you want to leave prison...
  • Creepy Good: The Hermit is a disheveled, crazy, knife-wielding hermit, implying all kinds of cannibalism but is actually a good guy who offers you and Mark all the food you'll ever need.
  • Cut the Safety Rope: Refusing to split up in the tunnels ends with you and Markiplier handcuffed and dangling over a chasm. Mark offers to unlock his cuff to let you go free, but the choice is yours.
  • Cutting Off the Branches: As detailed under Golden Ending, Ending 6, which ends the time loop. Mark himself called it the canon ending in the livestream.
  • Deconstructor Fleet
  • Demoted to Extra: In A Date With Markiplier, Darkiplier had a full route, while here he only appears in one ending.
  • Defeat Means Friendship: If you reject Yancy's offer to make a new and possibly happier life in the penitentiary, he'll challenge you to a fistfight. You end up winning, which causes him to change his mind and instead offer you a hand in escaping the penitentiary.
  • Didn't Think This Through:
    • Picking the helicopter over the car means that you both get captured almost immediately. Neither of you knows how to fly one, as Mark lampshades.
    • Even after being shot, the explosives at the museum don't blow up. At this point, they're so old that they've been rendered inert. Mark lampshades this.
  • Downer Ending: With 31 endings, some of these end up on a sad note. In particular:
    • Ending 5 You turn into a zombie and eat Mark.
    • Endings 17 and 18 has Mark shot by either Bob or Wade, and you are revealed to be one of them
    • Endings 27 and 28 all end with both you and Mark dying to the monster in the sewer.
  • Dirty Coward: Choosing to hide your zombie bite all the way to the end leads to the "Cowards Way Out" ending.
  • Featureless Protagonist: Justified by the fact that the whole audience is intended to be the pawn of Markiplier's game. They also count as a scapegoat for the different timelines.
  • First Rule of the Yard: Mark tries to assert his dominance to the prisoners in the "Rally the Prisoners" path, but ends up getting sucker-punched through wall not even two sentences into his speech.
  • Gamebooks: Pretty much the premise.
  • Genre Shift: AHWM starts as a heist, but depending on the choices, turns into a zombie apocalypse, a pirate adventure, an Indiana Jones-style adventure, a prison break/musical, or a monster chase.
  • Golden Ending: Ending 6: the Box is destroyed, erasing all the diverging realities and timelines, i.e the other endings, and resetting the universe to its rightful timeline. Mark and you abandon the heist and decide to go on that date. Cementing that this is considered to be the canonical ending, it is the only one with a credit sequence, and is aptly titled The End.
  • Gravity Is a Harsh Mistress: In the "Light Tunnel" section, you hear Mark scream as he falls and then you look down to see nothing below you, blink a couple times, and then start falling.
  • Hollywood Economics: Justified by the fact that Markiplier is just a digital entertainer with no recognition from popular masses. A low-budget production is parodied with this trope being taken advantage of.
  • "I Want" Song: Yancy and the prisoners have a song, titled "I Don't Wanna be Free"
  • Interface Spoiler: You can usually tell which option leads to a bad end by the episode length. Most are less than a minute-thirty.
  • Irony: MatPat, who owns a science and theory based show, plays a character who wants to feed Mark and the Player. Rosanna Pansino, who own a baking show, plays a character who wants to use science to find out what caused the zombie apocalypse.
  • It's the Journey That Counts: The gist of Ending 22: A Pirate's Life for Me. It's also clearly a summation for the video series as a whole.
  • Jerk with a Heart of Gold: Markiplier makes it clear at the beginning if the Player screws up, he'll abandon them. However, as the story goes on and the two's adventure continues, he constantly shows himself to be a loyal friend to the Player. Unless you decide to go down the Dark Tunnel, in which case he takes a sudden and vibrant interest in splitting up with you.
  • Juggling Loaded Guns: In the "All Sneaky Like" path, two guards played by Bob and Wade repeatedly point their guns casually at each other.
  • Kill Sat: Ending 24 has you killing Mark and yourself by activating one that had its trigger in the box.
  • Know When to Fold 'Em: The "Once More, With Feeling" ending, where you and Markiplier are warped back to the beginning of the series. What does Mark do with his newfound foresight? He goes home and takes a nap.
  • Latex Perfection: The prison endings to follow Mark's plan have alternately Bob and Wade as Federal Marshals out to get you and Mark and you are either Bob or Wade under a perfect disguise, depending on the ending.
  • Let's Split Up, Gang!: In the Dark Tunnel section of the "All Sneaky Like" path, Mark advocates splitting up at every opportunity. It never ends well when you split up.
  • Luxury Prison Suite: Happy Trails Penitentiary. There's even a musical number sung by the prisoners about how they don't want to leave.
  • The Many Deaths of You: There are a lot of ways that the protagonist and/or Mark can die depending on your choices: falling into a bottomless pit, crushed by a sentient boulder, brainwashed by a cursed monkey statue, turned into and/or eaten by a zombie, shot In the Back by The Mole, punched through a brick wall, eaten by a shark/crocodile/Sand Worm, etc.
  • Missing Steps Plan: The plan to break into a museum to steal a strange artifact goes off without a hitch. But it turns out that leaving with it requires some on-the-spot decision-making.
  • Multiple Endings: There are 31 in total, and each one ends with a clue that's part of Darkiplier's code.
  • Names to Run Away from Really Fast: Mr. Murderslaughter.
  • Never Trust a Trailer:
    • The trailer ends with a large emphasis on Darkiplier and the aesthetic around him, causing many to assume he has a route similar to Date. In the series itself, he only appears in one ending.
    • The trailer has The Scientist clearly calling the player a traitor. In the series itself, she never calls anyone that. Mark admitted in the livestream that he used Manipulative Editing to change raider to traitor, because it sounded cool.
  • Nonchalant Dodge: Illinois dodges pretty much all the traps in the underground monkey temple just by casually walking through, completely unfazed. He even lampshades this as he does it:
    "They always seem perfectly timed to miss you if you're going at a casual walk. I think they count on people panicking and jumping around."
  • Noodle Incident:
    Gavin the Museum Guard: Not the old steak trick. I'm not falling for that twice.
  • Not Helping Your Case: The Scientist's efforts to convince you and Mark that she knows what she's talking about and needs to shoot you to stop the disaster aren't helped by the fact she sounds like she's just spouting technobabble and she previously shot an unarmed man asking for food on the assumption he was a raider.
  • Ominous Cube: The box you and Mark steal from the museum. Since the contents of the box change route by route, with some endings having it contain things like a device for travelling timelines or a record of alien knowledge, the origin and nature of the box is questionable and may even be an Artifact of Doom. The silhouettes the box makes when Mark first grabs it is an early indication, and the fact that Darkiplier is all too knowledgeable of the contents just throws it into further suspicion.
  • On Three: Mark and the player try to synchronize their watches "On three...three!". The player doesn't even have a chance to touch theirs.
  • Pet Gets the Keys: You get one of the keys to the vault off of a friendly guard dog.
  • Rage Quit: In Ending 30, after you and Mark teleport across different timelines only to end up back at the beginning before the temporal displacement device stops working, Mark throws up his hands and decides to go back to base and take a nap.
  • Religion of Evil: The members of the Sewer Cult are extremely up-front about the fact that they are evil and they will kill you.
  • Running Gag: Endings where you split up are almost always bad endings, which is a Call-Back to A Date with Markiplier.
  • Scavenger Hunt: In one of the endings, Darkiplier reveals he's hidden codes all throughout the heist, and that if the audience wants to know the contents of the box, they'll have to find them all.
  • Schrödinger's Gun: The contents of the box change route-by-route. This is because it's a time-and-space-distorting Artifact of Doom. Darkiplier even mocks you for wondering what's really inside it.
  • Senseless Sacrifice: While Mark Taking the Bullet for you in Ending 6 is noble and all, the Scientist points out that you're still gonna turn into a zombie in like an hour anyway. It does end up leading to the Golden Ending where the timeline resets, though, so it works out in the end.
  • Serial Escalation: A Date with Markiplier, Mark's first interactive series, had only ten endings. A Heist with Markiplier, in comparison, has thirty-one.
  • Shout-Out:
  • Sudden Soundtrack Stop: If you pick the car, everything goes off without a hitch and you wake up to Markiplier making you breakfast while music's playing... and said music stops once he realizes that the car's not starting.
  • Sudden Video-Game Moment: Turning down Yancy's offer will lead to a fistfight that is portrayed with faux 16-bit graphics, chiptune music and health bars. Shortly after this, Yancy offers to "let bygones by bygones". Turning him down again leads to a parody of DanceDanceRevolution.
  • Surprisingly Sudden Death: You and Mark are eaten by some kind of giant worm in ending 28.
  • Tomato in the Mirror: Endings 17 and 18 reveal that you were Bob/Wade all along, much to your horror.
  • Too Dumb to Live: Some of the choices are just blatantly wrong.
    • Do not split up in the creepy dark sewers with the monster and the voices chanting about killing you.
    • Sure, reveal you're a Zombie Infectee to the obviously unstable solider who's waving a gun around. What Could Possibly Go Wrong?
    • Choosing to enter the Hermit's cave "for a bite" turns out to be a subversion, as he does indeed have food that he wants to share.
  • Troperiffic: Tons of tropes, given the people involved in making it.
  • Treasure Map: The box happens to contain one if you're going down the pirate route.
  • Villain Protagonist: Both Markiplier and the Player are main characters, but they're still thieves who more or less are trying to get away with stealing a priceless, ancient relic. How evil they really are depends on the route.
  • Wham Episode:
    • Meeting the Scientist reveals that the entire series is a bunch of timelines being merged together, explaining the multiple endings and why characters from one ending could show up in other paths.
    • Ending 31: After Mark suddenly vanishes right after you choose to split up, the environment shifts to a hallway, with pictures of Chef, Benjamin, Detective Abe, and Colonel William. Then, as you enter a pitch black room with Actor Mark's frame, Darkiplier reveals himself, telling the viewer that if they really want to know what's inside the box, they have to find all the clues hidden in the other endings, and leaves you with that.
  • Wham Line: Mark last question at the end of Ending 6 reveals where the series takes place in canon:
  • Wink "Ding!": Whenever Illinois winks, there's the sound of a bullwhip.
  • Zombie Infectee: Due to a zombie bite. You have the option of hiding it or revealing it.

"Try Again?"