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Route planning

Plan a collectible run by region

Use region groups, missing-point filters and saved share links to organise a collection. General planning advice, not a route verified in GTA VI.

Published Oct 26, 2026 · Updated Oct 27, 2026 · 4 min read

These are general checklist habits, not a route tested in GTA VI. The current tracker contains 36 sample pins across two collections, with one collection on each page. Mission unlocks, roads and accessible areas in the released game may change the best order for you.

Use the checklist to keep track of what you can collect now and what needs another visit.

The mistake: nearest first

The nearest pin can be a useful starting point, but straight-line distance alone cannot account for road access or mission locks. Check those conditions before committing to a long trip.

The alternative is not a clever algorithm. It is a coarse one: group by area, then check which points are currently accessible. Leave locked items for later when missions or roads prevent access.

Grouping by area can reduce omissions, but cannot guarantee the shortest route or completion in one visit.

Five habits

  1. Group by area, not by distance. Start with accessible points in one area, but move on if unlock conditions block progress. Actual roads and missions matter more than straight-line distance.
  2. Tick as you go, not from memory. The map is the record. A run reconstructed from memory the next day is a run you will redo.
  3. **Filter to Missing and press Fit before every leg.** The filter hides completed pins. Fit only restores the whole map extent; select a point in the list to move to its location.
  4. Save a share link before you close the tab. Progress lives in one browser. A link is the only copy that survives a cleared cache or a different device.
  5. Re-read the confidence labels each session. Points get upgraded as evidence arrives, and new real collectibles receive new IDs and do not inherit demo ticks. One-source and two-source reports still differ from in-game verification.

What the route line is, and is not

The route button connects points in their numbered order; the visible list groups those numbered points by region. It is a suggested visiting order, not navigation.

That distinction matters more than it sounds. If the line looks like a zig-zag, the problem is the order of your list, and the fix is to re-group by area rather than to follow the line harder.

When a point turns out to be wrong

It will happen. A pin sits on a rooftop, or in a place the game will not let you enter, or the community source was simply mistaken.

What to do with a bad point

Un-tick it, note what you actually saw, and move on. Do not spend twenty minutes trying to make a wrong position correct — a bad pin is a data problem, not a navigation problem, and it gets fixed at the source rather than at the site.

On this site the fix is a data edit: the point's confidence drops, or the point leaves the build. That is also why the confidence label is on every card instead of buried in a footnote.

Why the list is grouped by region and numbered by list position

The group headings come from the eight areas the map uses, so the list, the map labels and the area pages cannot disagree about what a region is called. The row numbers come from the collection's own order, which is why a row can be number 7 while sitting under the third region heading. Stable IDs behind the numbers are what share links store — a link made today still resolves after the list is re-sorted.

A run, in order

For a collection of this size the whole plan fits in four lines:

  1. Open the map, filter to Missing, press Fit.
  2. Pick the area with the most remaining pins.
  3. Collect accessible items, leave blocked ones unticked, then filter again.
  4. Save the link. Close the tab.

Everything else — the route line, the keyboard shortcuts, the spoiler setting — is there to make those four steps faster, not to replace them.

Common questions

What order should I do the areas in?

Whatever order keeps you inside one area longest. The map does not know the road network, so prioritise accessible points and adjust to the roads and mission requirements you find.

Does the map care which order I tick things in?

No. Ticks are independent, and the route line re-draws in list order whenever one changes. Grouping by area is a habit for your route, not a rule the tool enforces.

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