Short answer
ConfirmedRockstar'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.
| Category | Total in game | Required for 100% |
|---|---|---|
| Spaceship Parts | 50 | all 50 |
| Letter Scraps | 50 | all 50 |
| Stunt Jumps | 50 | 25 |
| Under the Bridge | 50 | 25 |
| Knife Flights | 15 | 8 |
| Submarine Pieces | 30 | not required |
| Nuclear Waste | 30 | not required |
| Peyote Plants | 27 | not required (Enhanced Edition) |
| Monkey Mosaics | 50 | not required (Enhanced Edition) |
| Epsilon Tracts | 10 | not 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:
| Bucket | Items required | Share of the total |
|---|---|---|
| Story Missions | 69 | 55% |
| Miscellaneous Activities | 16 of 30 | 20% |
| Strangers & Freaks | 20 | 10% |
| Hobbies & Pastimes | 42 of 61 | 10% |
| Random Events | 14 of 60 | 5% |
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:
| Set | Total |
|---|---|
| Cigarette Cards | 144, in 12 sets |
| Dinosaur Bones | 30 |
| Dreamcatchers | 20 |
| Legendary Animals | 16 total, 14 huntable |
| Legendary Fish | 13 |
| Rock Carvings | 10 |
| Graves | 9 |
| Hunting Requests | 9 |
| Gang Hideouts | 6 |
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:
| Game | Notable sets | Source |
|---|---|---|
| GTA Vice City (2002) | Hidden Packages 100, Rampages 35, Unique Stunt Jumps 36 | PowerPyx |
| GTA IV | Pigeons 200, Unique Stunt Jumps 50, Random Characters ~30 strands | GTA4.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.

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.

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.


