Jason and Lucia facing a group inside a Vice City venue

Reference

GTA VI missions: the Jason and Lucia campaign

About GTA VI's missions, Rockstar has confirmed three things: there are two playable protagonists, you can switch between them even mid-mission, and the story opens with a heist that goes wrong. No mission count and no names, and on length there's only an anecdote: Rob Nelson, of Rockstar North, told The New York Times his playthrough took about 80 hours. What else can be told today with facts is how missions worked in the GTA games that already exist, which is the best reference available.

The Codex list

19 missions in 3 classes

Each one with who is in it, its scene and its source. Tick them off as you play and keep count here.

See the full list
In this guide (8)
  1. What Rockstar has confirmed about the missions
  2. How a GTA mission is built (historical)
  3. Medals and replays: GTA V's rerun layer
  4. Side missions: the best of the series outside the story
  5. Choices inside missions
  6. Two protagonists change how a mission is designed
  7. What the official video shows, and what it doesn't
  8. Frequently asked questions

Confirmed

What Rockstar has confirmed about the missions

The official material leaves three solid pieces. First: Jason Duval and Lucia Caminos are the two playable leads, and you alternate between them, even during a mission. Second: they share money, hideouts and wanted level, so whatever one of them stirs up with the police, the other inherits. Third: the story starts with a heist gone wrong that forces the pair to protect each other. The Ultimate Edition also previews two jobs: one for Wyman, an eccentric collector who wants abandoned classic cars tracked down and restored to their former glory, and a raid on the PTT Youngin$ compound, a gang from Southside Vice City. Rockstar has published no mission count, no mission names and nothing about branching. There's no official length either: the only reference is the roughly 80-hour run, story plus some optional objectives, that Rob Nelson described to The New York Times.

In the series

How a GTA mission is built (historical)

The shape has repeated for three generations. A contact marked on the map with their initial, or a phone call, opens a cutscene; then come chained objectives (drive, follow, shoot, escape) and a close with the payout or the narrative consequence. GTA IV put the mobile phone at the center of that relationship: contacts rang you, you could ring them, and some jobs were accepted there. GTA V added checkpoints inside missions and an instant retry on failure, which is the change you feel most while playing.

In the series

Medals and replays: GTA V's rerun layer

In GTA V every completed mission gets a gold, silver or bronze medal based on specific optional objectives: finishing under a time, hitting a share of your shots, keeping the vehicle undamaged. Missions can be replayed from the pause menu with those criteria in view, and gold across the board is part of the 100% checklist. GTA IV had no equivalent: a cleared mission stayed cleared. For GTA VI there's no confirmation of medals or replays.

In the series

Side missions: the best of the series outside the story

GTA V hung Strangers and Freaks off the map, marked with a question mark, and inside them the Lester assassination jobs, which also fed the stock market. GTA IV handed out work from contacts like Little Jacob, plus outings with friends that raised their regard and unlocked favors. San Andreas was the densest: driving, flying and bike schools, night-time house burglaries and territory missions. It's the part of the design Rockstar rarely previews: for GTA VI, only the two Ultimate Edition jobs are known.

In the series

Choices inside missions

GTA IV made you choose at several points (spare or execute a character) and closed on two mutually exclusive endings. GTA V carried the idea into a three-option finale and, in the heists, into picking the approach and the crew before setting off. That GTA VI does something similar is OUR EXPECTATION resting on that record: Rockstar has confirmed no choices, no branching and no alternative endings.

Expectation

Two protagonists change how a mission is designed

In GTA V, switching between Michael, Franklin and Trevor was used inside missions to jump from the shooter on the roof to the driver below, with a camera that rose and dropped between them. GTA VI starts from two characters instead of three and from one confirmed detail GTA V's trio never had: a common wallet and a common wanted level. That this allows missions with both on screen at once is a fair reading, not a fact: Rockstar has shown no complete mission.

Confirmed

What the official video shows, and what it doesn't

Grand Theft Auto VI: An Extended Look, the official video that premiered on August 27, 2026, runs nearly twenty-seven minutes and shows chases, races with their own HUD and a shooting range counting targets. None of it is labeled as a campaign mission: it's footage without narrative context. Our breakdown of those scenes lives in the activities guide, and whatever Rockstar announces about the campaign lands in the news with its source attached.

Frequently asked questions

  • How many missions does GTA VI have?

    Rockstar has published no figure. For an in-house reference, GTA V's campaign is usually counted at around seventy missions, though the number moves depending on whether heist setups and side jobs are included. Any specific GTA VI number you see today is invented.

  • Can you switch characters mid-mission in GTA VI?

    Yes, and it's one of the few confirmed details: Rockstar has said you alternate between Jason and Lucia even inside a mission. What it hasn't detailed is whether the switch is free at any moment or only allowed in specific stretches.

  • Will GTA VI have side missions?

    Partly: the Ultimate Edition confirms two jobs, Wyman's classic car recovery and the raid on the PTT Youngin$ compound. Nothing else has been announced; every modern GTA has had them (Strangers and Freaks in GTA V, contact work in GTA IV), so expecting more is reasonable, but it's an expectation, not an announcement.

  • Do choices change the ending of GTA VI?

    Nothing about choices or endings is confirmed. GTA IV had in-mission decisions and two endings, and GTA V closed on three options; that's series history and says nothing about what this entry will do.

  • Can missions be replayed for a better score?

    Not confirmed. In GTA V they're replayed from the pause menu and each carries a gold, silver or bronze medal tied to optional objectives; in GTA IV that didn't exist. Rockstar hasn't spoken about replays in GTA VI.

  • If the police are chasing Jason, does the wanted level carry to Lucia?

    Rockstar has confirmed the wanted level is shared between the two, along with money and hideouts. Exactly how that plays out when you switch characters mid-chase hasn't been explained.

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