Your field guide to every corner of GTA 6's world. Select a region to explore its locations, activities, characters, wildlife, and story significance. Six regions. One state. Infinite trouble.
The beating heart of Leonida. A neon-drenched metropolis where art deco glamour meets cartel violence, pastel sunsets hide bloodstained alleys, and the American Dream comes with a body count. This is where Lucia rebuilds her life and where the biggest scores await. Based on Miami, Florida — Rockstar's most ambitious city yet.
Showing 12 of 28+ known locations. Browse all locations →
Rhythm mechanics at clubs across Neon Mile. Earn reputation and contacts.
Illegal night races through neon-lit streets. Win cars and cash.
Full 18-hole course at Vice City's premier country club.
Clothing, jewelry, and luxury boutiques. Ponsonbys, Suburban, Binco.
Convenience stores, pawn shops, and gas stations. Quick cash, high risk.
Poker, blackjack, roulette, and slots at Vice City's casino venues.
Country clubs and public courts. Full match mechanics return.
Billiards, darts, and drinking at dive bars across Vice City.
Protagonist. Rebuilds her life in Vice City after prison release. The strategist.
Nightlife impresario. Returning from GTA IV. Runs clubs on Neon Mile.
Nightlife king. Owns the hottest club on Neon Mile. Underworld connections.
Heist crew leader. Operates from The Vault. Assembles the crews.
Music mogul. Runs Only Raw Records and a strip club. Entertainment/crime overlap.
VCPD detective building a case against Jason and Lucia. Won't stay bought.
Invasive species found on sidewalks, rooftops, and gardens. Scatter when approached.
Urban flocks in parks and plazas. React to gunfire and explosions.
Aggressive invasive waterfowl. Own every parking lot and canal bank.
Nocturnal urban dwellers. Found in alleys, dumpsters, and the port area.
Feral parrot flocks in parks and residential areas. Colorful and noisy.
Primary urban law enforcement. Overhauled 6-star wanted system. Always present.
Controls nightlife strip. Club protection, drug distribution, VIP access.
Block-level narcotics and street crime in Little Cuba. Local muscle.
Returning from GTA Vice City. Controls Little Haiti territory.
East Asian organized crime with business fronts and underground operations.
Vice City is the stage for the majority of GTA 6's story. Jason and Lucia arrive here in Chapter II and it remains the primary setting through the endgame.
Jason and Lucia migrate from the Keys. Acquire The Vault nightclub. First heist. Meet Raul, Tony Prince, and Ricky Fontaine. Vice City opens as a playable area.
Vice City becomes the center of their criminal empire. Biggest heists. Properties across the city. Cartel dealings. Federal attention from Agent Park and Detective Alvarez.
SWAT raids on Vice City properties. Crew betrayals. The relationship tested. Possible temporary split with each character in different Vice City locations.
The final heist takes place in Vice City. Multiple endings determined by cumulative choices. The Bonnie and Clyde parallel reaches its conclusion.
Vice City's streets favor speed, style, and status. Expect the highest concentration of supercars, luxury vehicles, and sports cars in the game.
A chain of sun-bleached islands connected by crumbling bridges, stretching south into crystal-clear waters. This is where Jason "ended up" — running small-time smuggling jobs for Brian Heder before meeting Lucia. The Keys are beautiful, isolated, and lawless. What happens here stays here, mostly because nobody's watching.
Rod mechanics, bait selection, tournaments. The Keys' signature activity.
Coral reefs, shipwrecks, underwater treasure. GTA 6's expanded aquatic world.
Speedboats, sailboats, and yacht tours through the island chain.
Confirmed in Trailer 1. Racing and free-roam across crystal waters.
Maritime drug deliveries for Brian Heder. Jason's early-game income.
Protagonist. "Ended up in the Keys." This is where his story begins.
Jason's employer. Runs maritime smuggling routes from his boat yard.
Brian's wife. Complicating factor. Leaked dialogue hints at history with Jason.
Coast Guard commander. Patrols the Keys waters. Persistent antagonist.
Pods visible while boating. Follow boats and jump in wakes.
Tiny endangered deer unique to the Keys. Roam freely near roads.
Nesting beaches. Visible while diving and from shore at night.
Gentle bottom-dweller in shallow reef waters. Non-aggressive.
The Keys' most valuable seafood. Found in every reef crevice.
The Keys are Jason's home turf and the setting for Chapter I. This is where the story begins — small-time, sun-soaked, and deceptively peaceful.
Tutorial missions. Smuggling runs for Brian Heder. Meeting Lucia after her prison release. First jobs together. The relationship forms as a survival pact. Map limited to Keys and southern Leonida.
If the relationship fractures, Jason may retreat to the Keys for solo missions. Brian Heder's loyalty is tested. The Keys represent what Jason was before Lucia — and what he might become again without her.
Vast wetlands where sawgrass meets sky and alligators outnumber people. The Everglades analog is GTA 6's wild frontier — trailer parks, moonshine stills, airboat chases, and a lawlessness that makes Vice City look civilized. Out here, the police don't come unless they absolutely have to, and the wildlife is the least dangerous thing hunting you.
RDR2-style tracking, weapon selection, and animal quality system.
Navigate swamp waterways at speed. Tours and illegal races.
The Thrillbilly Mud Club. Rural spectacle and side mission hub.
Paddle through mangrove channels and rivers. Wildlife encounters.
Apex predator. Found in every waterway. Will attack if provoked.
20-foot invasive apex predator. Florida's most infamous invasive species.
Endangered big cat. Rare sighting in deep swamp and forest areas.
Aggressive when cornered. Groups roam fields and forest edges.
Iconic pink wading bird. Found in shallow wetland areas.
Saltwater cousin of the alligator. Rarer and more aggressive.
Local biker crew built for swamp living. Meth, muscle, and muddy roads.
Southern organized crime. Moonshine, gambling, and rural enforcement.
Rural law enforcement. Slower response but covers vast territory.
Grassrivers serves as both an early-game exploration zone and a mid-game expansion area where the drug trade and rural crime add new mission types.
Early smuggling routes pass through the Grassrivers. Jason's Keys-to-Vice-City pipeline crosses swamp territory. First wildlife encounters and rural side content.
Drug lab operations expand into Grassrivers. Hidden processing facilities. Airboat supply runs. Faction conflicts with Grass Riders MC and Dixie Mafia over territory.
Leonida's industrial backbone. Shipping containers stacked like LEGO, cargo cranes swinging against a rust-colored sky, and a dockworkers' union that answers to a boss with very flexible morals. Port Gellhorn is where legal commerce and criminal enterprise share the same loading dock. The perfect setting for heists that require cranes, forklifts, and creative escape routes.
Multi-approach cargo heists. Crane operations, container puzzles, timed escapes.
Professional circuits at Port Gellhorn Raceway. Time trials and competitions.
Strip stolen vehicles at the scrapyard. Chop shop income stream.
A major multi-approach cargo heist at Port Gellhorn. Crew assembly, approach selection (stealth via containers or loud via crane), and a timed escape by sea. Big Sal is the gatekeeper.
Florida's heartland, fictionalized. Sugarcane fields burning at harvest, suburban sprawl around a theme park district, and a mall where teenagers and tourists exist in uneasy cohabitation. Ambrosia is Leonida's most "normal" region — which makes it the perfect place for a cartel cell to hide in plain sight and for escaped zoo animals to cause chaos.
Rockstar's satirical take on Florida's theme park culture.
Show off custom vehicles. Community voting and competitions.
Off-road tracks through agricultural areas and forest edges.
Iconic wading bird. Stands in fields and crosses roads fearlessly.
Common in suburban edges and agricultural areas. Huntable.
Found in agricultural fields. Ambient world-building detail.
Ambrosia opens as the empire grows. The Ambrosia Cartel Cell operates hidden in suburbia. Sugar cane fields serve as cover for drug processing. Missions involving the Allied Crystals plant and suburban infiltration.
Leonida's northern boundary — forested highlands, hiking trails, and a national park where the air is clean and the cell reception is zero. Mount Kalaga is the escape from civilization, the place characters go when they need to disappear. Dense forests, mountain lookouts, ranger stations, and the kind of silence that makes you realize how loud everything else in this game is.
Deer, bear, and boar in dense forest. Best hunting in Leonida.
Launch from the summit. Soar over forests and mountains.
Photograph rare species for rewards. Nature magazine side missions.
400-pound apex predator. Roams forests and campgrounds. Aggressive.
Elusive forest predator. Dawn and dusk hunter. Hard to spot.
Abundant in forested areas. Primary hunting target.
Raptors soaring above the canopy. Nest near summit lookout.
Mount Kalaga opens late in the story and serves as a refuge, escape route, and potential setting for climactic confrontations.
Mount Kalaga becomes accessible as the full map opens. Side content: hiking, hunting, photography missions. Hidden stash houses and off-grid contacts.
Depending on the ending path, Mount Kalaga may serve as the final escape route or the location of a climactic confrontation. The remoteness provides narrative weight — this is the edge of the world.