The GTA Vice City 100% checklist
Getting to 100% in Grand Theft Auto: Vice City means 270 separate things: 25 story missions, 18 side missions, 100 hidden packages, 36 stunt jumps, 35 rampages, 28 activities and 28 business objectives. On top of that sit 34 achievements, four of which you can lose permanently and never get back on that save.
This page tracks all of it. Tick something here, on the checklist, or on any category page, and it updates everywhere. Nothing is hidden behind an account, and nothing is counted twice.
If you are starting a fresh run, read the four missable achievements before you play. That is the single thing that turns a 30-hour run into a 60-hour one.
What actually counts toward 100%
Two different numbers get called "100%" for this game, and conflating them is why people think they are finished when they are not.
Rockstar's in-game 100% is the one the completion meter tracks: all 171 collectibles plus 11 in-game challenges, 182 objectives in total. That is what unlocks the Done it All achievement.
Everything the game asks of you is the larger number: 270 items once you include the story, the side missions and every business objective. That is the figure the ring at the top of this page is counting, because finishing the game is what most people mean by finishing the game.
The percentage here is weighted against the community 154-objective breakdown rather than counting our rows, so the number moves at roughly the rate the in-game meter does instead of at the rate our list happens to be split.
The four missable achievements
These are one-shot. Fail the condition and the mission is gone; the only way back is an earlier save. All four are flagged in the checklist and on the route, and the warnings stay visible even with spoiler-safe mode on.
Save before each of these four missions. That is the whole mitigation.
Cheats disable achievements
In the Definitive Edition, entering any cheat disables every achievement for that save permanently. Not until you reload — permanently. If you are going for 100%, do not use one, not even once, not even the harmless-looking ones.
The seven-businesses gate
The story does not run to the end on its own. Before the final two missions appear you need seven businesses earning money, and you need Cop Land finished. Two of the seven are fixed — the Print Works and the Vercetti Estate, both from the story — and the other five are yours to pick from the businesses you buy and complete. Phil's Place does not count, so buying it moves you no closer.
This is the most important sequencing fact in the game. Buy the cheap high-income businesses early and the money is coming in while you do everything else. The 100% route tracks the seven for you and shows where you stand.
A sensible order
Money first, then the things you can lose, then the things you cannot. The route lays this out as one numbered line: set up income before assets get expensive, take the four missable missions with a save in front of each, clear the story gate, and leave the collectibles and activities for last because none of them are missable and all of them are free-roam.
Platform differences
PC and PlayStation have 34 achievements; Xbox has 33. Progress here is stored in your browser on this device, so it works on every platform — there is nothing to connect and no account to make. Use the export button if you are switching devices or clearing your browsing data.
Where the data comes from
Every collectible location on this site is written by hand and cross-checked against at least two independent sources before it ships. Anything checked only once is marked unverified rather than presented as fact. If you find something wrong, tell us — corrections get looked at first.