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GTA 6 100% completion explained: how Rockstar’s model works

Rockstar’s 100% has never meant finding every collectible — GTA V needs 25 of 50 Stunt Jumps, and some collectibles count for nothing.

Checked
29 July 2026
Status
Officially confirmed

Short answer

Confirmed

Rockstar's 100% is threshold-based, not collect-everything. Grand Theft Auto V requires 25 of 50 Stunt Jumps, 8 of 15 Knife Flights and 14 of 60 Random Events, and several collectible sets contribute nothing to the percentage at all. Grand Theft Auto VI's own checklist is unknown until 19 November 2026.

Most people assume 100% means finding everything. In a Rockstar open world it never has. Understanding the difference changes how you play a completion run, and it is the reason our collectible checklists are built the way they are rather than as a pile of counters.

What 100% actually measures

It measures an in-game checklist. That checklist is a curated list of requirements, each one either a fixed number of items or a threshold against a larger set. It is not a census of the map.

Two consequences follow, and both are counter-intuitive:

  • You can reach 100% completion with half a collectible set missing. Twenty-five Stunt Jumps out of fifty is a tick. The other twenty-five change nothing.
  • You can find an entire collectible set and move the completion figure by zero. All thirty Submarine Pieces in Grand Theft Auto V contribute nothing to story-mode completion.

That second point is the one that costs people weekends.

The GTA V numbers

The table below is the evidence for the whole argument. It is sourced from GTABase's 100% completion checklist, a long-established community reference rather than a Rockstar publication, so treat it as Reported — accurate in practice, verified by thousands of players, but not an official document.

CategoryTotal in gameRequired for 100%
Spaceship Parts50all 50
Letter Scraps50all 50
Stunt Jumps5025
Under the Bridge5025
Knife Flights158
Submarine Pieces30not required
Nuclear Waste30not required
Peyote Plants27not required (Enhanced Edition)
Monkey Mosaics50not required (Enhanced Edition)
Epsilon Tracts10not required

Read it as three tiers. Two sets are all-or-nothing. Three are thresholds at roughly half. Five are optional entirely — they exist for their own rewards, achievements or story beats, and the completion counter ignores them.

How the percentage is weighted

Grand Theft Auto V does not treat all progress equally. The figure is composed of five buckets with different weights, viewable in-game at Pause → Stats → 100% Checklist. These figures are Reported from the same community source:

BucketItems requiredShare of the total
Story Missions6955%
Miscellaneous Activities16 of 3020%
Strangers & Freaks2010%
Hobbies & Pastimes42 of 6110%
Random Events14 of 605%

Two things stand out. First, more than half the figure is the story — finish the campaign and you are past the halfway mark before touching a collectible. Second, Random Events are 60 items in the world and 5% of the number, and only 14 of them are needed. That is the lowest return per hour in the game by a wide margin.

A player optimising for the counter and a player optimising for map coverage are doing genuinely different activities. Most trackers cannot tell them apart.

The RDR2 model

Red Dead Redemption 2 does the same thing in a different shape. Rather than weighted buckets, it publishes five named categories — Missions & Events, Collectibles, Compendium, Player, Miscellaneous — holding roughly 35 line items, most expressed as a fraction of a total.

The known set sizes, Reported via PowerPyx's completion checklist:

SetTotal
Cigarette Cards144, in 12 sets
Dinosaur Bones30
Dreamcatchers20
Legendary Animals16 total, 14 huntable
Legendary Fish13
Rock Carvings10
Graves9
Hunting Requests9
Gang Hideouts6

Plus Shacks, Points of Interest, Treasure Hunter chains, Exotics, Bounty Posters and Chance Encounters, which are not fixed-count sets in the same way.

And here RDR2 goes further than GTA V in a way that matters enormously for anyone building a tracker. One checklist line reads: "Find 1 of many Points of Interest." One, of many. Against a set with no published total. The game is explicitly telling you that the denominator is not the point.

That single line invalidates the entire found-over-total model of tracking. If Rockstar carries that design forward — and it is their most recent open world before Grand Theft Auto VI — then a tracker that only counts things will be wrong about the only number the player cares about.

The pattern goes back further

This is not a recent design choice. Threshold and mixed-weight completion runs through the whole franchise. Earlier figures are Reported from community references:

GameNotable setsSource
GTA Vice City (2002)Hidden Packages 100, Rampages 35, Unique Stunt Jumps 36PowerPyx
GTA IVPigeons 200, Unique Stunt Jumps 50, Random Characters ~30 strandsGTA4.net

Three structural features survive from 2002 to 2018: one signature scattered collectible with a large count, a stunt-jump set, and a strand of optional character encounters. Every mainline entry has all three in some form.

So what will GTA 6's checklist look like?

Unknown. That is the honest answer, and we are going to give it plainly.

Zero Grand Theft Auto VI collectibles are known. No category names, no counts, no locations. Any site currently advertising "every GTA 6 collectible" is either an empty template or fabricating. The game is console-only at launch, which means no clean datamining — the first real data will come from players, streams and screenshots in the days after 19 November 2026. Our release date guide covers that timeline.

What Rockstar has confirmed officially, on rockstargames.com and in pre-order material:

  • A Classic Car Collection — abandoned project cars scattered across the open world, commissioned by a character named Wyman. This is the one confirmed collect-them-all activity in the game. No count has been published, and Rockstar's edition data flags it as Ultimate Edition content, not base-game content.
  • Personal Garages. Rockstar names two: the Shore Court personal garage near Ocean Beach and the Paradise Garage in Watson Bay. Each has a weapon locker and, in Rockstar's words, "a secure place to deposit stolen goods to be fenced". Rockstar also shows several vehicles stationed outside Jason's safehouse.
  • Fencing of stolen goods. Rockstar confirms the mechanic exists; what it pays relative to street value has not been published.
  • Named shops and locations: Rideout Customs, for which Rockstar gives no location; One-Eyed Willie's Mod Shop in Lake Leonida; Sara's Unisex Salon; Stock 305 in the Stockyard; Electric Fang Tattoo in the Stockyard; and the PTT Youngin$ Illegal Goods Store in Southside Vice City, a raidable gang location. Four of those — Sara's, Stock 305, Electric Fang and One-Eyed Willie's — carry Rockstar's line "only open for business with the Ultimate Edition", as does the PTT Youngin$ raid.
  • Hunting and fishing. Rockstar describes Mount Kalaga National Park as having "prime hunting, fishing, and off-road trails", and names Gambit Bay as a fishing spot.
  • Activities including scuba diving, kayaking, jet skiing, boating, mini golf, dirt bikes and ATVs.
  • Six named regions of the state of Leonida: Vice City, Leonida Keys, Grassrivers, Port Gellhorn, Ambrosia, and Mount Kalaga National Park.
  • Two protagonists: Jason Duval and Lucia Caminos. Lucia is also the first female protagonist in a mainline Grand Theft Auto — an observation about the series rather than something Rockstar states in its own copy.
Four people riding dirt bikes through the mud in Mount Kalaga National Park. An ATV jumps behind them.
Rockstar names hunting, fishing and off-road trails at Mount Kalaga National Park — the clearest signal of an activity category the tracker will need.Image: Rockstar Games

Every one of those is a plausible source of map categories. None of them is a confirmed completion requirement. And the edition flags matter more here than on any other page on this site: if the one confirmed collect-them-all activity is Ultimate-gated, a completion checklist has to say which edition each set needs rather than presenting a single list to everyone.

Side view of the exterior of a turquoise muscle car.
Image: Rockstar Games

What we are willing to infer, labelled as inference

Not fact. Pattern-matching across four games:

  • A signature scattered collectible in the Hidden Packages / Spaceship Parts / Letter Scraps mould is near-universal in the franchise. Something like it is very likely.
  • Stunt Jumps appear in nearly every entry, and Rockstar has confirmed dirt bikes, ATVs and off-road trails — the terrain that set usually accompanies.
  • Random Events and Strangers-and-Freaks-style side strands recur across GTA IV, GTA V and RDR2. Some equivalent is likely.
  • Hunting and fishing being confirmed raises the odds of an RDR2-style Compendium or legendary-animal structure, but this is the weakest of these inferences.

And what we think is unlikely: Cigarette Cards, Dinosaur Bones and Rock Carvings are Red Dead period flavour with no Grand Theft Auto precedent. Pigeons were retired after GTA IV and have not returned.

What this means for how we built the tracker

Three design decisions fall directly out of the above.

One: the checklist is the model, not the map. A tracker has to store required-versus-total per category, not just a count of found markers. Otherwise it cannot tell you the only thing you want to know — whether you are done.

Two: optional sets get labelled as optional. If a set contributes nothing to the completion figure, you should be told before you spend six hours on it, not after. Some players will want them anyway, for achievements or their own satisfaction. That is a choice they should make knowingly.

Three: we do not publish invented categories. The collectible checklists exist now, structured against the model above, and they are populated the day real data exists. Empty is more honest than wrong, and a category list guessed from trailer frames would have to be torn out and rebuilt on 20 November anyway.

The interactive map is built the same way — categories come from data, thresholds come from data, and everything pre-launch carries a confidence label so you can see what is verified and what is not.

How to prepare before launch

There is not much to do, and that is fine. Realistically:

  • Do the story first. In Grand Theft Auto V the campaign alone is 55% of the figure. If Grand Theft Auto VI weights similarly, collectible sweeps before the story is done are premature — the map is often not fully open anyway.
  • Expect the checklist to be in-game. Both recent Rockstar titles expose it in the pause menu. Read it on day one before planning anything; it is the authoritative source and it will settle every question on this page.
  • Budget realistically. Community estimates put Grand Theft Auto V at roughly 80 to 100 hours for 100% and Red Dead Redemption 2 at roughly 150 to 180 hours. Those are player-reported ranges, not Rockstar figures, and no Grand Theft Auto VI estimate exists or can exist yet.
  • Plan for a second screen. This is a console-only launch. You cannot alt-tab to a checklist, so a phone alongside the TV is the only workable way to track completion while you play.

We will rewrite this page's Grand Theft Auto VI section with the real checklist once the game is out. The GTA V and RDR2 analysis above will not need to change — it is what the model is, and it has held for over twenty years.

Everything else we track for the game is on the Grand Theft Auto VI hub, and the countdown has the time remaining.

Common questions

What does 100% completion mean in GTA?
It means clearing an in-game checklist, not finding every collectible. Grand Theft Auto V’s checklist is weighted across five buckets and sets thresholds rather than totals — 25 of 50 Stunt Jumps, 8 of 15 Knife Flights, 14 of 60 Random Events. Several collectible sets contribute nothing to the percentage at all.
Do you need every collectible for 100% in GTA 5?
No. Spaceship Parts and Letter Scraps require all 50 each, but Stunt Jumps and Under the Bridge require only 25 of 50, and Knife Flights only 8 of 15. Submarine Pieces, Nuclear Waste, Epsilon Tracts and the Enhanced Edition Peyote Plants and Monkey Mosaics are not required for the story-mode figure.
How is GTA 5 completion percentage calculated?
By weighted bucket. Story Missions are 69 items worth 55% of the total; Strangers and Freaks are 20 items worth 10%; Hobbies and Pastimes 42 of 61 for 10%; Random Events 14 of 60 for 5%; Miscellaneous Activities 16 of 30 for 20%. The breakdown is viewable in-game at Pause, Stats, 100% Checklist.
What collectibles are in GTA 6?
None are known. No category names, no counts and no locations have been published, and the game is not out. Rockstar has confirmed one collect-them-all activity — a Classic Car Collection of abandoned project cars commissioned by a character called Wyman — but the completion checklist itself is unknown until 19 November 2026.
How long does 100% completion take?
Community estimates put Grand Theft Auto V at roughly 80 to 100 hours and Red Dead Redemption 2 at roughly 150 to 180 hours for full completion. Those are player-reported figures, not Rockstar publications. No estimate exists for Grand Theft Auto VI because no checklist exists yet.
Why does my collectible tracker say 100% when the game does not?
Because found-over-total and completion percentage are different numbers. A tracker counting every collectible you have found cannot tell you whether you have crossed a threshold, cleared the required items in a weighted bucket, or spent time on a set that contributes nothing. It has to model the checklist, not the map.
How does RDR2 structure 100% completion?
Red Dead Redemption 2 uses five named categories — Missions and Events, Collectibles, Compendium, Player, Miscellaneous — holding roughly 35 line items, most expressed as a fraction of a total. Some items are deliberately open-ended, including one reading "Find 1 of many Points of Interest" against a set with no published total.
Will GTA 6 have Stunt Jumps?
Unconfirmed, but likely by franchise pattern. Unique Stunt Jumps appear in Vice City, GTA IV and GTA V, with 36, 50 and 50 respectively. Rockstar has confirmed dirt bikes, ATVs and off-road trails in Grand Theft Auto VI, which is the terrain such a set usually accompanies. Treat it as inference, not fact.
When will GTA 6 collectible locations be available?
From launch day, 19 November 2026, and not before. The game is console-only at launch, so there is no clean datamining route — the first real data comes from players and streams. Any site currently listing "every GTA 6 collectible location" is either empty or has invented it.

Images: Rockstar Games

ConfirmedLast checked 29 July 2026. Facts on this page are labelled by source. Where nothing official exists, this page says so rather than guessing.