- Grand Theft Auto V
- Guide 06 of 06
- Story mode
GTA 5 Walkthrough: All 69 Missions, Gold Medals, Heists and Endings
Everything the campaign decides for you without saying so — the real mission count and why four different numbers are in circulation, how gold medals actually unlock, what every heist pays, which crew members quietly cost you millions, and exactly what each of the three endings deletes from your save.
Back to the GTA V guides hub- Story missions
- 69
- Heists
- 6
- Endings
- 3
- Gold medals available
- 115
- Items for 100%
- 161
- Biggest single take
- $201.6M
The answer, in one line
Gold medal requirements accumulate across replays. Hit the time target on one attempt and the accuracy target on another and the medal is awarded — you never need a clean single run. This is the single most misstated fact about the campaign.
On the ending: The Third Way is the only one of the three that keeps all three protagonists playable, costs no side content and blocks no trophies. Gold medals → · What each ending deletes →
How the campaign is actually structured
Start with the number, because four of them are in circulation and they are all defensible. 69 is what the in-game 100% Completion checklist and Rockstar Social Club count, and it is the figure to quote. 74 is how many you can actually play on one save. 79 is how many main-story mission files exist. 83 is every story mission including the setups Rockstar leaves off its own list.
The gap is not sloppiness, it is three specific things. Four missions branch into mutually exclusive approaches and the finale branches three ways, so one playthrough physically cannot contain every file. Rockstar omits two heist setups — Fire Truck and BZ Gas Grenades — from the checklist while counting the other thirteen. And the three optional Family Missions (The Good Husband, Doting Dad, Parenting 101) are excluded entirely.
Worth knowing before you plan a route
Lester's five Assassinations are inside the 69. Only The Hotel Assassination is required to advance the story; the other four are optional for the plot but mandatory for completion. They are also the missions tied to the stock market, which is why the order you play them in is worth more than the missions themselves.
There are no acts — and anyone telling you otherwise invented them
This is worth saying plainly because a lot of guides present a three-act structure as if the game shipped with one. It did not. Rockstar never labelled acts, the game never displays them, and the major wikis organise the campaign by protagonist and location instead. Gamepressure and GTABase both use a flat chronological list.
What the campaign does have are hard gates, and those are worth memorising because they control who you can play and when:
| Gate mission | What it unlocks | Practical effect |
|---|---|---|
| Prologue | Michael and Trevor, in the 2004 North Yankton flashback | Tutorial. Neither is available in the present day yet. |
| Franklin and Lamar | Franklin | Second mission. Your only character for the opening stretch. |
| Complications | Michael + the switch wheel | Character switching begins here. Michael's mansion becomes a safehouse. |
| Mr. Philips | Trevor | Trevor's trailer becomes a safehouse — but Michael and Franklin go dark. |
| Friends Reunited / Fame or Shame | All three, freely switchable | The real start of the open campaign. Fame or Shame also unlocks The Hotel Assassination. |
That lockout after Mr. Philips catches people out. The story explains it — Michael and Franklin are lying low after the Jewel Store Job — but if you were mid-way through someone's side content when you triggered it, that content is parked until you clear Trevor's introduction arc.
The switch wheel and when it refuses to work
The wheel has four quarters: Michael, Franklin, Trevor and your GTA Online character, with a number under each showing how many missions that protagonist currently has available. Switching is blocked in five situations, and knowing them saves a lot of confused button-mashing:
- Any time you have an active wanted level
- During side missions and most regular missions — multi-character missions like Blitz Play are the exception
- During friendship activities
- During story segments where Michael or Trevor are being hunted by Martin Madrazo's people
- Chop appears on the wheel in certain missions but is never controllable
In three-way missions, a character's slot flashing white or red is the game telling you to switch — white for a required action, red for someone about to die. It is the only tutorial you get for the mechanic.
GTA 6 has two confirmed protagonists, Jason and Lucia. Whether they use anything like this switch wheel is not confirmed — Rockstar has published no systems documentation at all, and the August 2026 gameplay presentation came with no feature breakdown. Treat every "confirmed character switching in GTA 6" headline as a writer's reading of footage. We will update this section the moment there is something official.
The full mission list in order
Grouped by the unlock gates above rather than by invented acts. Protagonist tags show who you control. Missions marked setup are heist prep; the two Rockstar leaves off the checklist are marked as such.
| # | Mission | Plays as | Note |
|---|---|---|---|
| 1 | Prologue | Michael Trevor | North Yankton, 2004 |
| 2 | Franklin and Lamar | Franklin | Present day begins |
| 3 | Repossession | Franklin | |
| 4 | Complications | M F | Michael unlocked · switching begins |
| 5 | Father/Son | M F | |
| 6 | Chop | Franklin | |
| 7 | Marriage Counseling | M F | |
| 8 | Daddy's Little Girl | Michael | |
| 9 | Friend Request | Michael | Unlocks hacker Rickie Lukens |
| 10 | The Long Stretch | Franklin | |
| – | The Good Husband | Michael | Optional Family Mission — not in the 69 |
| 11 | Casing the Jewel Store | Michael | Heist 1 |
| 12 | Carbine Rifles | — | Setup |
| 13 | Bugstars Equipment | — | Setup |
| – | BZ Gas Grenades | — | Setup — not counted by Rockstar |
| 14 | The Jewel Store Job (Smart / Loud) | M F | Pick one approach |
| 15 | Mr. Philips | Trevor | Trevor unlocked · M and F locked out |
| 16 | Trevor Philips Industries | Trevor | |
| 17 | Nervous Ron | Trevor | |
| 18 | Crystal Maze | Trevor | |
| 19 | Friends Reunited | Trevor | Franklin restored |
| 20 | Fame or Shame | M T | Michael restored · unlocks The Hotel Assassination |
| 21 | Dead Man Walking | Michael | |
| 22 | Three's Company | All three | First three-way mission |
| 23 | By the Book | M T | |
| 24 | Hood Safari | F T | |
| 25 | Did Somebody Say Yoga? | Michael | |
| 26 | Scouting the Port | Trevor | Heist 2 |
| 27 | Minisub | Trevor | Setup |
| 28 | Cargobob | — | Setup (Offshore only) |
| 29 | The Merryweather Heist (Freighter / Offshore) | All three | Pays nothing — see below |
| 30 | The Hotel Assassination | Franklin | Lester 1 of 5 · story-required |
| 31–34 | Boiler Suits · Masks · Trash Truck · Tow Truck | All three | Setups |
| 35 | Blitz Play | All three | Heist 3 · unlocks Chef |
| 36 | I Fought the Law… | All three | |
| 37 | Eye in the Sky | F T | |
| 38 | Mr. Richards | Michael | |
| 39 | Caida Libre | M T | |
| 40 | Deep Inside | Franklin | |
| 41 | Minor Turbulence | Trevor | |
| 42 | Paleto Score Setup | M T | Heist 4 |
| 43 | Predator | All three | |
| 44 | Military Hardware | M T | Setup |
| 45 | The Paleto Score | All three | No approach choice |
| 46 | Derailed | M T | |
| 47 | Monkey Business | All three | |
| 48 | Hang Ten | M T | |
| 49 | Surveying the Score | All three | Heist 5 |
| 50 | Bury the Hatchet | M T | |
| 51 | Pack Man | F T | |
| 52 | Fresh Meat | M F | |
| 53 | The Ballad of Rocco | Michael | |
| 54 | Cleaning out the Bureau | Michael | |
| 55 | Architect's Plans | Franklin | |
| – | Fire Truck | — | Setup — not counted by Rockstar |
| 56 | The Bureau Raid (Fire Crew / Roof Entry) | M F | Pick one approach |
| 57 | The Wrap Up | M T | |
| 58 | Reuniting the Family | Michael | Heist 6 run-up |
| 59 | Legal Trouble | Michael | |
| 60 | Lamar Down | All three | |
| 61 | Meltdown | Michael | |
| 62 | Planning the Big Score | All three | Approach and crew locked in here |
| 63–66 | Stingers · Sidetracked · Gauntlet · Driller | All three | Setups |
| 67 | The Big Score (Subtle / Obvious) | All three | Pick one approach |
| 68–71 | The Multi Target / Vice / Bus / Construction Assassinations 4 missions | Franklin | Lester 2–5 · optional for story, required for 100% |
| 72 | Something Sensible / The Time's Come / The Third Way | F or all | Ending — pick one, see section 07 |
How the numbers here reconcile with the 69
This list runs to 72 positions. Add the two setups Rockstar leaves off its own checklist — Fire Truck and BZ Gas Grenades, marked “–” above — and you have the 74 missions playable on one save from section 01. Rockstar's completion checklist counts 69 of them. The 69 is Rockstar's number, not a count of the rows on this page: the checklist groups several setups differently from every community mission list, and we are not going to invent a reconciliation nobody has published. Quote 69, and use this table for the order.
One irreversible decision, no warning
Everything in this list is replayable afterwards except the ending. Two of the three permanently remove a protagonist — and with him, his properties, his garages, his businesses and every side mission he had left. The game gives you no indication of this at the moment it asks. Finish the doomed character's content before you take that call, and make a manual save.
Gold medals: the rule everyone gets wrong
The myth, and the fix
You do not need a clean single run. Gold medal requirements are cumulative across replays. Meet the time target on one attempt and the accuracy target on another, and the medal is yours. This is documented on every GTABase mission page and by PowerPyx, and it is the single most misstated fact about GTA 5's campaign — it turns medal hunting from a nightmare into bookkeeping.
Replay from the pause menu: Game → Replay Mission. The replay screen lists each requirement and shows which ones you have already banked. Because they accumulate, you can deliberately split mutually hostile objectives — one run rushing the clock, another run taking your time to hold 60%+ accuracy — instead of trying to satisfy both at once.
What the criteria actually are
Every story mission and every Strangers and Freaks mission carries its own set, drawn from five recurring types plus a named mission-specific stunt:
- Time — finish within a target, e.g. Complications in 05:00
- Accuracy — end with at least a set shooting percentage, commonly 60–70%
- Headshots — a kill quota, e.g. 20 in The Big Score (Obvious)
- Damage — take none yourself, or keep a vehicle intact
- Named objective — a one-off stunt with its own label, like Dirt Nap (stealth-knockout the gardener in Complications) or Cha-Ching (drop the gold on the train inside 30 seconds in The Big Score)
| Mission | Criteria |
|---|---|
| Complications | Time: under 05:00 · Can't Touch This: take no damage in the Simeon fight · Dirt Nap: stealth-knockout the gardener |
| The Big Score (Obvious) | Headshots: 20 · Time: under 16:00 · Cha-Ching: gold on the train within 30 seconds · Accuracy: 60%+ |
There are 115 gold medals in total — 69 across story missions and 46 across Strangers and Freaks. The Solid Gold, Baby! achievement needs only 70, from any mix of the two. That means 45 can be skipped entirely, so pick the ones whose criteria suit how you play rather than grinding the list in order.
The order to do them in
Because the criteria accumulate, medal hunting is a sorting problem rather than a skill problem. Three passes, and the replay screen is your checklist — it shows which requirements are already banked.
| Pass | Take these missions | Runs needed | Why |
|---|---|---|---|
| 1 | Criteria set is Time plus a named objective, nothing else | One | Nothing in the set fights anything else. These are free medals and there are more of them than people expect |
| 2 | Criteria set has Accuracy or Headshots but no tight time target | One | You can take as long as you like to hold 60–70% accuracy or fill a headshot quota |
| 3 | Criteria set has Time and Accuracy together, or Damage and Time together | Two | These are the ones people quit over. Run A rushes the clock and ignores everything else; run B ignores the clock and banks the rest |
Two rules that decide how long this takes
Never chase a medal you do not need. Solid Gold, Baby! wants 70 of 115, from any mix of story and Strangers and Freaks. Sort by pass 1, then pass 2, and you will normally hit 70 without touching the pass-3 list at all.
Never use a cheat on a run you intend to bank. Any cheat active during a mission caps it at Bronze, so that attempt banks nothing — including the criteria you would otherwise have met.
The six heists and what each one pays
Half of them do not pay the protagonists a cent. That is not a bug and it is not a failure state — it is how the script is written, and knowing it in advance stops you agonising over crew choices in heists where the choice is worth nothing.
| # | Heist | Approaches | Crew hired | Gross take | Net to protagonists |
|---|---|---|---|---|---|
| 1 | The Jewel Store Job | Smart / Loud | Driver + Gunman + Hacker | $4,946,153 | $1,223,073 M $293,538 F |
| 2 | The Merryweather Heist | Freighter / Offshore | None | — | $0 |
| 3 | Blitz Play | None | None | — | $0 |
| 4 | The Paleto Score | None | 1 Gunman | $8,016,020 | $464,395 each All three |
| 5 | The Bureau Raid | Fire Crew / Roof Entry | Roof: Gunman + Driver + Hacker Fire Crew: 2 Gunmen | $331,985 | $242,349 F $0 M T |
| 6 | The Big Score | Subtle / Obvious | Subtle: 2 gunmen, 2 drivers, hacker Obvious: 2 gunmen, 2 drivers | $201,600,000 | $41,664,000 each All three |
Heist 1 — The Jewel Store Job
Gross take $4,946,153, minus Martin Madrazo's $2,500,000 payoff, leaving $2,446,153 net. Lester takes 14%. Trevor is not in this one. Smart and Loud pay identically — Grand Theft Wiki confirms the financial outcome is the same either way, so pick Smart because the knockout gas is simply less trouble than a firefight, not because it is worth more.
Heist 2 — The Merryweather Heist: zero, on both routes
Lester orders the device returned to Merryweather. No cash on Freighter, no cash on Offshore, no crew to hire, and nothing you do in the mission changes it. Freighter needs one setup, Offshore needs two. Pick on preference.
Heist 3 — Blitz Play
No approach choice, no crew choice, and the bearer bonds go to Devin Weston and the FIB rather than into anyone's account. What you actually get is the Blitzed trophy, four weapon unlocks (Assault Shotgun, Bullpup Shotgun, Combat MG, RPG), two contacts, and Chef as a hireable gunman.
Heist 4 — The Paleto Score, where the cheap gunman is correct
Gross $8,016,020, of which the FIB takes 78% ($6,252,496), leaving $1,763,524. Lester takes 12%. Here is the counterintuitive part, and it is documented rather than folklore:
A poor gunman on this heist gets pinned to a wall by a police car and left behind. It is scripted — he dies regardless of your skill. A dead crew member costs 1.5× his cut, so Daryl Johns's 6% becomes 9%. That still beats hiring a good 12% gunman who survives:
- Daryl Johns (6% → 9% on death) — $464,395 each
- Norm Richards (7% → 10.5% on death) — $455,577 each
- A good 12% gunman who lives — roughly $446,760 each
Heist 5 — The Bureau Raid, where Michael works for free
The FIB budget is a fixed $331,985, identical on both approaches — no crew choice moves that number, only how it is divided. Lester takes 12%. Michael uncharacteristically refuses his share and Trevor gets nothing, so the entire remainder goes to Franklin: between roughly $150,000 and $242,349 depending on how cheap your crew is.
Roof Entry with Taliana Martinez (5%), Daryl Johns (6%) and Rickie Lukens (4%) is the documented optimum at 15% crew cost, and nobody dies, so there is no 1.5× penalty. It also needs less prep than Fire Crew.
Whether GTA 6 has heists at all, let alone a planning board, an approach choice or a hireable crew, is not confirmed. Rockstar describes the game only as "a single-player experience set in the biggest, most immersive evolution of the series yet" — no systems, no mission structure, no economy details. If you see a feature list presented as confirmed, it is somebody's write-up of the 27 minutes of footage, not Rockstar documentation.
The crew table: cuts, skill and consequences
Thirteen hireable specialists. The planning board shows you a name and a percentage and tells you nothing about what the percentage buys. Cost and competence are separate columns, and in two cases the cheap option is strictly better.
| Role | Name | Cut | Skill | Earliest | How you get them |
|---|---|---|---|---|---|
| Driver | Eddie Toh | 14% | Good | Jewel Store | Default |
| Driver | Karim Denz | 8% | Poor | Jewel Store | Default |
| Driver | Taliana Martinez | 5% | Good | Bureau Raid | Random event after Mr. Philips |
| Gunman | Gustavo Mota | 14% | Good | Jewel Store | Default |
| Gunman | Packie McReary | 12% | Good | Jewel Store | Random event after Pulling Favors |
| Gunman | Chef | 12% | Good | Paleto Score | Phone call after Blitz Play |
| Gunman | Karl Abolaji | 8% | Poor | Big Score | Default |
| Gunman | Norm Richards | 7% | Poor | Jewel Store | Default |
| Gunman | Hugh Welsh | 7% | Poor | Bureau Raid | Default |
| Gunman | Daryl Johns | 6% | Poor | Paleto Score | Default |
| Hacker | Paige Harris | 15% | Good | Jewel Store | Default |
| Hacker | Christian Feltz | 10% | Mediocre | Jewel Store | Default |
| Hacker | Rickie Lukens | 4% | Poor | Jewel Store | Phone call after Friend Request |
Name check
There is no crew member called "Norm Koneru". The 7% poor gunman is Norm Richards. The wrong name circulates widely in copied guides — if a site has it, treat the rest of its numbers with suspicion.
What "poor" costs you, heist by heist
| Heist | Role | Good | Poor |
|---|---|---|---|
| Jewel Store Job | Hacker | 90 seconds before the alarm | 50 seconds (30 on PS3/360) |
| Gunman | Empties the cases cleanly | Drops roughly 10% of the jewellery | |
| Driver | Picks Sanchezes — good on any surface | Picks Bati 801RRs — poor in mud | |
| Paleto Score | Gunman | Holds off police, creates a diversion | Pinned by a police car and killed — cut rises to 1.5× |
| Bureau Raid | Gunman | Black parachute, good weapon | Rainbow parachute, poor weapon |
| Hacker | Helps hack, kills the sprinklers | Does neither | |
| Big Score | Helicopter driver | Clears the wind farm | Crashes — you lose half the take |
| Gauntlet driver | Loads and escapes clean | Drops roughly 9% of the gold | |
| Hacker (traffic lights) | No delay | 4 second delay (Mediocre: 2 seconds) |
The mechanic that pays for everything
Every crew member who survives a heist gains roughly 25% skill — and their pay rate does not move. Rickie Lukens climbs Poor → Mediocre → Good across successive heists while still charging 4%. This is why the correct play is to hire the cheapest usable crew in heist one and keep re-hiring the same people: by The Big Score you are fielding a Good crew on a 26% total cut instead of a 40%+ one. Caveat: experience gained in the Bureau Raid does not raise a gunman's classification in later scripted events.
Two more pieces of folklore worth killing. Karim Denz does not lose part of the Jewel Store take — his only penalty is the escape bikes, which you ride yourself. And Paige Harris is not required for the maximum Jewel Store gross — Rickie's 50-second window is enough to clear the cases if you do not dawdle.
Back to the GTA V guides hubThe Big Score: where $201.6 million goes
The gross is $201,600,000 on both approaches. That figure is fixed — nothing you do raises it. What varies is how much of it leaks out before it reaches the three of you.
The arithmetic is simple once you see it written down:
The formula
each protagonist = (gross take × (1 − 0.12 Lester − Σ crew %)) ÷ 3
Lester always takes 12% of the Big Score, and the three protagonists split whatever is left in equal thirds. Every published payout figure reproduces exactly from this.
| Line | % | Amount |
|---|---|---|
| Gross take | 100% | $201,600,000 |
| Lester | 12% | −$24,192,000 |
| Taliana Martinez · driver | 5% | −$10,080,000 |
| Karim Denz · driver | 8% | −$16,128,000 |
| Daryl Johns · gunman | 6% | −$12,096,000 |
| Norm Richards or Hugh Welsh · gunman | 7% | −$14,112,000 |
| Michael / Franklin / Trevor | — | $41,664,000 each |
That maximum only exists because all four of those cheap hires have been levelled to Good by earlier heists. Run the same 26% crew cold and the helicopter goes into the wind farm, costing half the take, and the Gauntlet driver sheds another 9% of the gold on the way out.
Why Obvious beats Subtle on paper
- Subtle carries a $300,000 hostage/bribe deduction; Obvious does not
- Subtle needs the Bravados upgraded, a minimum $30,000 out of your own pocket beforehand
- Subtle needs a fifth crew member — a hacker — so that is another cut off the top
Why the Subtle figures never match between sites
You will find $38,918,000, $35,563,000 and $34,892,000 quoted for Subtle on three different sites. None of them is wrong. They assume crew cuts of 30%, 35% and 36% respectively. A Subtle payout figure is meaningless without the crew list attached to it — if a guide gives you one without the other, it copied the number from somewhere else.
One more thing to treat carefully: Grand Theft Wiki states that choosing Something Sensible as the finale raises Michael's and Franklin's cuts by 50%. The GTA Wiki mirror does not carry that line, so it is single-sourced. Do not plan a route around it.
Back to the GTA V guides hubThe three endings and what they delete
All three branch from one phone call to Franklin after The Big Score, triggered by meeting Devin Weston at Franklin's house. Option A is Steve Haines's demand, option B is Weston's, option C is calling Lester.
| Ending | Who dies | Unplayable after | Lost content | Trophies blocked |
|---|---|---|---|---|
| A — Something Sensible | Trevor. Michael rams his truck into a tanker; Franklin shoots the fuel. | Trevor | All remaining Trevor Strangers and Freaks, McKenzie Field Hangar and its smuggling missions, his trailer, his vehicle storage. Vanilla Unicorn stays in the world but stops working as a safehouse. Michael stops hanging out with Franklin. | 4–5 |
| B — The Time's Come | Michael, killed by Franklin on a chimney walkway at the Palmer-Taylor Power Station. | Michael | All remaining Michael Strangers and Freaks, many properties and vehicle storages, his mansion goes up for sale. Trevor severs all ties with Franklin; Jimmy and Amanda cut him off too. | 1–2 |
| C — The Third Way | Nobody on your side. Trevor kills Haines, Michael kills Stretch, Franklin kills Wei Cheng, all three deal with Devin Weston. | Nobody | Nothing. Every uncompleted mission stays available and each protagonist keeps his full share. | 0 |
The good news about 100%
All three endings still allow 100% completion. This is deliberate: only Franklin's Strangers and Freaks count toward the total, precisely because Michael's and Trevor's can become unreachable. So if the completion percentage is your goal, the ending is a free choice.
The bad news about trophies
Six trophies are missable at the final mission, and unlike the completion percentage they do not forgive you:
| Trophy | Needs | Requirement |
|---|---|---|
| TP Industries Arms Race | Trevor | Buy McKenzie Field Hangar, run 10 smuggling missions |
| Red Mist | Trevor | All 5 Rampages |
| Altruist Acolyte | Trevor | Deliver a hitchhiker to the Altruist Cult |
| Wanted: Alive or Alive | Trevor | Bring in a Maude bail-bond target alive |
| Kifflom! | Michael | The full 19-step Epsilon Program questline |
| Three Man Army | All three | 3 minutes at 3 stars with all three together |
Replaying the ending does not undo it
After the credits, the other two ending missions appear in Replay Mission. Playing them changes nothing: a dead protagonist stays dead and stays unplayable, and the world does not revert. The only ways to see a different outcome with your world intact are a manual save made before the phone call, or a new playthrough.
Which ending is canon
C, The Third Way. But be precise about how that was established, because it was not a Rockstar announcement. It was settled retroactively inside GTA Online: Smuggler's Run in 2017 showed Trevor alive, and The Contract in December 2021 had Franklin reference a movie-studio producer he knows — Michael's post-GTA V job. Press and community read that as confirmation, and the wikis now state A and B are non-canon. There is still no press release saying so.
The 100% completion checklist
161 required items across five categories. The category list is consistent everywhere; the percentage weights attached to them are not, so we give the range rather than pretending there is one answer.
| Category | Required | Available | Weight (range across sources) |
|---|---|---|---|
| Story missions | 69 | 69 | 50–55% |
| Strangers and Freaks | 20 or 24 | 58 | 10% |
| Hobbies and Pastimes | 42 | 59–61 | 10% |
| Random Events | 14 | 57–60 | 5–15% |
| Miscellaneous | 16 | 30 | 10–20% |
| Total | 161 | 207 | 100% |
The Strangers and Freaks requirement is genuinely disputed: GTA Wiki, GTATracker and PowerPyx all say 20; GTABase and Sportskeeda say 24. Every source agrees on the important part — only Franklin's count. Tonya, Beverly, Barry, Dom, Hao, Mary-Ann, Omega and Peter Dreyfuss are the ones that matter. The Epsilon Program, Civil Border Patrol and Cletus do not.
The Miscellaneous 16, where people stall
- Buy 5 income-generating properties, and buy one vehicle from a website
- All 50 Spaceship Parts and all 50 Letter Scraps — these also gate two required Strangers missions
- 25 of 50 Stunt Jumps · 25 of 50 Under the Bridge flights · 8 of 15 Knife Flights
- Walk or play fetch with Chop · a Booty Call · a prostitute service · hold up a store · visit the cinema
- Four friend activities: cinema, bar, strip club, darts
Explicitly not required, despite showing up on a lot of lists: submarine pieces, nuclear waste, clothing purchases and watching TV. Activities added in the Enhanced release do not count either.
Hitting 100% unlocks The Last One, Franklin's Bigfoot hunt, which grants the Golden Peyote Plant and lets you play as Sasquatch — plus a commemorative T-shirt and UFO spawns near Mount Chiliad and Sandy Shores.
Back to the GTA V guides hubPlaying GTA 5 before GTA 6
GTA 6 arrives on 19 November 2026. That is close enough that "should I still play V" is now a reasonable question, and the honest answer depends on one confirmed fact people keep missing: GTA 6 ships on PlayStation 5 and Xbox Series X|S only. Rockstar's own product page lists no PC version, and none has been announced. On PC, GTA 5 stays the current game in the series for the foreseeable future.
What is actually confirmed
| Item | Confirmed |
|---|---|
| Release date | 19 November 2026 digital · physical one week earlier, 12 November (download code in the box, no disc content) |
| Platforms | PlayStation 5 and Xbox Series X|S. No PC version announced. |
| Protagonists | Two: Jason and Lucia |
| Setting | Vice City, in the state of Leonida |
| Premise | "An easy score goes wrong" and the two end up "in the middle of a criminal conspiracy stretching across the state of Leonida" |
| Official videos | Three: Trailer 1 (4 Dec 2023), Trailer 2 (6 May 2025), An Extended Look (27 Aug 2026) |
| Price | Standard $79.99 · Ultimate $99.99. Pre-orders opened 25 June 2026 |
| Product type | Described by Take-Two as "a single-player experience" |
| GTA Online | Take-Two's Strauss Zelnick: "I have every reason to believe we'll continue to support GTA Online" |
The delay history, in full
- 4 Dec 2023 — announced alongside Trailer 1, window given as 2025
- 17 May 2024 — narrowed to Fall 2025 on Take-Two's earnings call
- 2 May 2025 — first delay, moved to 26 May 2026
- 6 Nov 2025 — second delay, moved to 19 November 2026
- Feb, May and June 2026 — Take-Two reaffirms 19 November three separate times
Two delays so far. No third has been announced, and Zelnick went out of his way in May 2026 to say that "reiterating November 19 as a launch day today is probably a positive".
What is NOT confirmed — and gets reported as if it were
A map figure. Rockstar has published no area and no square-kilometre number. The only official reference point is Rob Nelson's verbal comparison to press — about three times Red Dead Redemption 2 — and Rockstar's own written language stays qualitative: "the biggest, most immersive evolution of the series yet".
Mission count. No figure of any kind has ever been given. Story length has exactly one data point, and it is Nelson's own playthrough at roughly 80 hours — one person's run, not a spec.
Gameplay systems. Property ownership, businesses, character switching, heists, wanted-level mechanics, vehicle customisation — none of it documented in writing. The Extended Look shows gameplay; Rockstar published no systems breakdown to go with it.
An online mode for GTA 6. Completely unannounced. Not its existence, name, format or timing.
A PC version. Not announced. Early-2027 reports are rumour. Any "GTA 6 system requirements" article is a prediction.
The 2022 leak footage. Real, but stolen pre-alpha material Rockstar has never acknowledged as representative. Not a source for anything.
This section is deliberately thin, because the confirmed set genuinely is thin: a date, two consoles, two names, one city, one paragraph of premise, three videos and two prices. We add to it only when Rockstar or Take-Two says something on the record — not when an outlet infers a feature from footage. If you are reading this after a new Newswire post, check the "updated" date at the top.
What playing V now actually prepares you for
Honestly: less than the marketing around "get ready for 6" suggests, because nobody outside Rockstar knows which of V's systems carry over. What is defensible is narrower and still useful. GTA 6 has more than one playable lead, and V is the only game in the series that has ever built a campaign around switching between several — so the habits of reading a mission from three positions, and of planning around a crew you do not directly control, are the transferable part. Everything else is a guess until Rockstar says otherwise.
Back to the GTA V guides hub