GTA Vice City Missions: The Complete List in Order
Every story mission in GTA Vice City, in the order the game unlocks them, grouped by the contact who gives it. Plus all eight asset missions, the optional storylines, and exactly what you need to unlock the finale.
- How the mission structure works
- How mission progression actually works
- Stage 1: The ambush (Vice City Beach)
- Stage 2: Bringing down Diaz
- Stage 3: The empire (asset missions)
- Stage 4: The finale
- Optional story missions
- How to unlock the final mission
- Character-by-character mission guide
- The hardest missions, ranked
- Missions that need special attention
- Mission order without spoilers
- Tips for the hardest missions
- Mission order at a glance
- Side missions and activities worth doing
- What 100 percent completion requires
- Frequently asked questions
GTA Vice City has a reputation for being a long game, but the story is actually four clearly separated stages. Understanding where you are in that structure makes the whole thing far less confusing - especially the middle section, where the game stops handing you missions and starts expecting you to buy businesses instead.
How the mission structure works
The game opens with the bridges closed, which quietly limits you to one island. Every stage is gated by something you have to unlock:
- Stage 1 is a single island and three contacts. It ends when the bridges open.
- Stage 2 opens the whole city and ends with you taking over the mansion.
- Stage 3 is the empire stage. The game stops driving you forward and starts asking you to buy businesses - these are the asset missions.
- Stage 4 is the finale, and it only unlocks once you have completed enough assets.
Two things unlock the map during stage 1 and 2: Guardian Angels opens Starfish Island, and Phnom Penh '86 ends the hurricane warning and opens the bridges to the mainland.
How mission progression actually works
This is the part that confuses most new players. Vice City does not hand you a single ordered checklist. Instead it puts a set of mission markers on the map, and each marker belongs to one contact. You choose which one to do next.
That has a few consequences worth knowing before you start:
- Several contacts are active at once. In stage 1 you can work for Ken Rosenberg, Colonel Cortez and Avery Carrington in any order. The game only forces an order when a mission is a prerequisite for something else.
- A contact's marker disappears when you finish their set. If a familiar icon vanishes, that storyline is done - it does not mean you missed anything.
- New contacts appear as the story advances. Kent Paul, Umberto Robina, Auntie Poulet, Love Fist and Mitch Baker all become available at specific points rather than from the start.
- Missions are repeatable, not missable. Failing a mission never locks you out of it. You lose the mission, not your save - the marker stays on the map and you can try again immediately.
- The middle of the game goes quiet on purpose. After Rub Out the phone stops ringing because the game wants you to buy businesses. If you are stuck with no markers, that is the reason.
What to do when no missions appear
- Pan the map and look for any remaining icon. Optional contacts are easy to overlook - especially the pay phone.
- Buy an asset. After Shakedown, seven businesses can be purchased. Completing their missions is what unlocks the ending.
- Check the Print Works. Its two missions are mandatory and are the most common thing people forget.
- Answer the pay phone. The five Mr. Black assassination jobs are optional, but if you are hunting 100 percent they cannot be skipped.
- Visit a contact in person. Some missions only trigger when you walk into the marker rather than phone in.
Stage 1: The ambush (Vice City Beach)
Tommy arrives in Vice City to oversee a drug deal, and it goes wrong immediately. With the bridges closed by a hurricane warning, he has to work for three local contacts while he works out who set him up.
| Mission | Given by | What happens |
|---|---|---|
| In the Beginning... | Intro | The drug deal is ambushed and Tommy loses both the drugs and the money |
| An Old Friend | Intro | Tommy reports back to Sonny Forelli about the failed deal |
| The Party | Ken Rosenberg | Attend Colonel Cortez's boat party and meet Diaz and Mercedes |
| Back Alley Brawl | Ken Rosenberg | Kent Paul points Tommy towards a chef on Ocean Drive |
| Jury Fury | Ken Rosenberg | Intimidate two jurors in a Forelli fraud case |
| Riot | Ken Rosenberg | Tommy meets Avery Carrington and starts a riot |
| Treacherous Swine | Colonel Cortez | Eliminate Gonzalez |
| Mall Shootout | Colonel Cortez | Collect guidance chips from a courier at the mall |
| Guardian Angels | Colonel Cortez | Oversee a deal for Diaz - this opens Starfish Island |
| Four Iron | Avery Carrington | Persuade a property developer using a golf club |
| Demolition Man | Avery Carrington | Demolish an office block with remote-controlled bombs |
| The Chase | Ricardo Diaz | Follow an employee who is stealing from Diaz |
| Phnom Penh '86 | Ricardo Diaz | Recover Diaz's money by helicopter - the bridges open |
Stage 2: Bringing down Diaz
With the whole city open, Tommy keeps working for Cortez, Avery and Diaz while Lance Vance works out that Diaz organised the ambush. Lance tries to kill Diaz alone and fails; Tommy has to rescue him, and then the two of them take the mansion.
| Mission | Given by | What happens |
|---|---|---|
| Sir, Yes Sir! | Colonel Cortez | Steal military hardware for a buyer |
| Two Bit Hit | Avery Carrington | Start a gang war to push property prices down |
| The Fastest Boat | Ricardo Diaz | Win a faster boat for Diaz |
| Supply & Demand | Ricardo Diaz | Reach the monthly dealer's boat first |
| Death Row | Kent Paul | Rescue Lance after his solo attack on Diaz |
| All Hands On Deck! | Colonel Cortez | Defend Cortez's yacht as he leaves Vice City |
| Rub Out | Ricardo Diaz | Tommy and Lance storm the mansion and kill Diaz |
Stage 3: The empire (asset missions)
This is where most players get stuck, because the game stops pushing you forward. Tommy moves into the mansion - now the Vercetti Estate - and the story is driven by businesses you buy around the city. Each asset unlocks its own missions and pays daily income once completed.
Vercetti Estate missions
| Mission | Asset | What happens |
|---|---|---|
| Shakedown | Vercetti Estate | Force businesses at the mall to pay protection again |
| Bar Brawl | Vercetti Estate | Take back protection of the Front Page Bar |
| Cop Land | Vercetti Estate | Plant a bomb at the Tarbrush Cafe dressed as police |
Asset missions
| Mission | Asset | What happens |
|---|---|---|
| Spilling the Beans | Print Works | Earnest Kelly's counterfeit money plan begins |
| Hit the Courier | Print Works | Take the printing plates from a syndicate in Viceport |
| V.I.P. | Kaufman Cabs | Collect a VIP fare despite rival cab firms |
| Friendly Rivalry | Kaufman Cabs | Put VC Cabs out of action |
| Cabmaggedon | Kaufman Cabs | Survive an ambush by the VC Cabs leader |
| Recruitment Drive | InterGlobal Films | Recruit actresses for the studio |
| Dildo Dodo | InterGlobal Films | Drop flyers from a Skimmer seaplane |
| Martha's Mug Shot | InterGlobal Films | Photograph Congressman Alex Shrub |
| G-Spotlight | InterGlobal Films | Jump across Downtown rooftops on a PCJ 600 |
| No Escape? | Malibu Club | Break safecracker Cam Jones out of a police cell |
| The Shootist | Malibu Club | Prove your aim to Phil Cassidy |
| The Driver | Malibu Club | Beat Hilary in a race |
| The Job | Malibu Club | Rob El Banco Corrupto Grande |
| Checkpoint Charlie | Boatyard | Collect 26 checkpoints by boat |
| Cherry Popper Distribution | Ice cream factory | Deal from a Mr Whoopee van |
| Gun Runner | Phil Cassidy | Take weapons from arms dealers' trucks |
| Boomshine Saigon | Phil Cassidy | Drive an injured Phil to a doctor |
Asset prices and daily income
Income only starts once each asset's missions or tasks are complete. If you are short on cash, the Malibu Club is the most expensive purchase but also the highest earner.
| Asset | Location | Price | Daily income (max) |
|---|---|---|---|
| Pole Position Club | Ocean Beach | $30,000 | $4,000 |
| Boatyard | Viceport | $10,000 | $2,000 |
| Cherry Popper Ice Cream Factory | Little Havana | $20,000 | $3,000 |
| Kaufman Cabs | Little Haiti | $40,000 | $5,000 |
| Sunshine Autos | Little Havana | $50,000 | $1,500 - $9,000 |
| InterGlobal Film Studios | Prawn Island | $60,000 | $7,000 |
| Print Works | Little Haiti | $70,000 | $8,000 |
| Malibu Club | Vice Point | $120,000 | $10,000 |
Stage 4: The finale
Sonny Forelli sends collectors after Tommy's businesses, then flies to Vice City himself. Tommy plans to pay him in counterfeit money printed at the Print Works - and then Lance reveals what he has done.
| Mission | Given by | What happens |
|---|---|---|
| Cap the Collector | Print Works | Hunt down the Forelli collectors |
| Keep Your Friends Close... | Vercetti Estate | Sonny's visit to the mansion and the final shootout |
Optional story missions
These four storylines do not affect the main plot and can be played once unlocked. They are worth doing - they add vehicles, cash and some of the game's better missions - but you can skip them entirely and still finish.
| Contact | Missions |
|---|---|
| Umberto Robina | Stunt Boat Challenge, Cannon Fodder, Naval Engagement, Trojan Voodoo |
| Auntie Poulet | Juju Scramble, Bombs Away!, Dirty Lickin's |
| Love Fist | Love Juice, Psycho Killer, Publicity Tour |
| Mitch Baker | Alloy Wheels of Steel, Messing with the Man, Hog Tied |
How to unlock the final mission
The requirement is more specific than most guides admit. To unlock the finale you need:
- At least six assets completed, and the Print Works must be one of them - it is mandatory because the story depends on the counterfeit money.
- Cop Land completed for the Vercetti Estate.
- Cap the Collector completed.
Phil's Place does not count towards the six. If you are sitting at five assets and nothing new is unlocking, that is almost always the reason.
Character-by-character mission guide
Vice City's missions are organised by who gives them, not by chapter number. This is the full breakdown of every contact, where they are, and how many missions each one hands out. If you are short of things to do, work down this list - there is almost always one contact you have not finished.
| Contact | Where to find them | Missions | Count | Required? |
|---|---|---|---|---|
| Introduction | Automatic | In the Beginning... · An Old Friend | 2 | Yes |
| Ken Rosenberg | Ocean Beach, law office | The Party · Back Alley Brawl · Jury Fury · Riot | 4 | Yes |
| Colonel Juan Cortez | Ocean Bay Marina, his boat | Treacherous Swine · Mall Shootout · Guardian Angels · Sir, Yes Sir! · All Hands On Deck! | 5 | 4 yes, 1 optional |
| Avery Carrington | Downtown, construction site | Four Iron · Demolition Man · Two Bit Hit | 3 | No |
| Ricardo Diaz | Starfish Island, the mansion | The Chase · Phnom Penh '86 · The Fastest Boat · Supply & Demand · Rub Out | 5 | Yes |
| Kent Paul | Ocean Beach, Malibu Club area | Death Row | 1 | Yes |
| Vercetti Estate | Starfish Island, your own mansion | Shakedown · Bar Brawl · Cop Land | 3 | Yes |
| Malibu Club | Vice Point | No Escape? · The Shootist · The Driver · The Job | 4 | Asset |
| InterGlobal Films | Prawn Island | Recruitment Drive · Dildo Dodo · Martha's Mug Shot · G-Spotlight | 4 | Asset |
| Kaufman Cabs | Little Haiti | V.I.P. · Friendly Rivalry · Cabmaggedon | 3 | Asset |
| Print Works | Little Haiti | Spilling the Beans · Hit the Courier | 2 | Mandatory asset |
| Boatyard | Viceport | Checkpoint Charlie | 1 | Asset |
| Cherry Popper Ice Cream | Little Havana | Distribution | 1 | Asset |
| Sunshine Autos | Little Havana | Four car lists (Terminal Velocity, Ocean Drive, Border Run, Downtown Chopper) | 4 | Asset |
| Pole Position Club | Ocean Beach | Private dance (spend $300 in tips) | 1 | Asset |
| Phil Cassidy | Little Haiti, gun range | Gun Runner · Boomshine Saigon | 2 | Counts as asset |
| Earnest Kelly | Print Works | Cap the Collector | 1 | Yes |
| Umberto Robina | Little Havana, Cafe Robina | Stunt Boat Challenge · Cannon Fodder · Naval Engagement · Trojan Voodoo | 4 | No |
| Auntie Poulet | Little Haiti | Juju Scramble · Bombs Away! · Dirty Lickin's | 3 | No |
| Love Fist | Downtown, via Kent Paul | Love Juice · Psycho Killer · Publicity Tour | 3 | No |
| Mitch Baker | Downtown, Greasy Chopper bar | Alloy Wheels of Steel · Messing with the Man · Hog Tied | 3 | No |
| Mr. Black (pay phone) | Any pay phone | Road Kill · Waste the Wife · Autocide · Check Out at the Check In · Loose Ends | 5 | No |
| Tommy Vercetti | Vercetti Estate | Keep Your Friends Close... | 1 | Final mission |
The hardest missions, ranked
These are the missions that come up again and again when players compare notes. Almost all of them are hard for the same reason: they hand you a vehicle or a timer you cannot fight your way out of.
| # | Mission | Why it is hard | How to get through it |
|---|---|---|---|
| 1 | Demolition Man Avery Carrington |
Four bombs to plant inside a building using a remote-controlled helicopter, on a timer, with guards shooting at the building. | Practise the RC controls on an empty rooftop first. Fly high to avoid gunfire, plant the top floor first, then work downwards so the last bomb is nearest the exit. |
| 2 | Bombs Away! Auntie Poulet |
A remote-controlled plane with unforgiving handling, launched from the back of a van, on a timer. | Fly a wide loop rather than turning tightly. Drop bombs in one pass per target instead of circling back - the plane bleeds speed badly on turns. |
| 3 | Death Row Kent Paul |
A timed rescue across the city with armed guards at the destination. | Take the fastest car you own and drive straight there. Clear the guards at range before you approach - going in shooting from close range usually gets Lance killed. |
| 4 | The Driver Malibu Club |
A straight race against Hilary, whose car is faster than anything you can bring. | Win it in the corners. Brake early into the tight turns and take the racing line - on the straights you will lose ground no matter what you drive. |
| 5 | Checkpoint Charlie Boatyard |
26 checkpoints by boat in one run, with a timer that leaves very little room for error. | Do it in one clean pass rather than restarting repeatedly. Learn the route once, then commit - hesitation costs more time than a slightly wide line. |
| 6 | Dildo Dodo InterGlobal Films |
Low-altitude flyer drops with a seaplane that handles badly near the ground. | Approach each drop point from a distance rather than climbing and diving. Keep the plane level and let the drop happen as you pass. |
| 7 | G-Spotlight InterGlobal Films |
A rooftop route on a PCJ 600 that punishes any missed jump with a fall. | Do it once slowly to learn the route, then restart. The jumps are scripted - the same line works every time. |
| 8 | The Job Malibu Club |
A bank robbery with several timed phases and no room for a mistake in the getaway. | Use the mission's own vehicle rather than bringing your own, and clear each phase fully before moving on. Rushing the vault section is what usually fails it. |
If you want to take the edge off any of these, the cheat code list covers health, armor and vehicle cheats that work in the browser version.
Missions that need special attention
The good news first: nothing in Vice City is permanently missable. Failing a mission never removes it, and no optional storyline closes off the ending. What you can do is miss content without noticing, because several things only trigger under specific conditions.
| What | Why it gets missed | What to do |
|---|---|---|
| Print Works missions | It is the only asset whose missions are mandatory, so players who skip "optional" businesses skip the one they cannot skip. | Buy the Print Works and finish both missions early. Without them the finale will not unlock. |
| Phil's Place | It looks like an asset but does not count towards the six required. | Do it for the cash and the 100 percent checklist, but never count it as one of your six. |
| Pole Position Club | Its "mission" is a private dance you have to pay for. There is no marker telling you it is complete. | Buy the club, then spend $300 in tips on the private dance. That is the whole completion condition. |
| Sunshine Autos car lists | Four separate lists, each only unlocking after the previous one is delivered. | Deliver each list in full before moving on. The final list includes a rare vehicle that takes some hunting. |
| The five pay phone jobs | No map marker - you have to walk up to a ringing phone. | After Shakedown, check pay phones around the city periodically. All five are needed for 100 percent. |
| Six street races | They appear at fixed locations and are easy to drive past. | Find them after the bridges open. They count towards completion and pay well. |
| Avery Carrington's missions | Marked optional, so many players never finish the set. | Complete all three - they are required for 100 percent, and one of them is the hardest mission in the game. |
| All Hands On Deck! | Optional in a set that is otherwise mandatory. | Do it anyway if you are chasing completion. It sits near the end of the Cortez line. |
Mission order without spoilers
If you would rather play the story blind, you do not need any of the detail above. This is the running order of the mandatory missions only, with no plot information attached.
- In the Beginning...
- An Old Friend
- The Party
- Back Alley Brawl
- Jury Fury
- Riot
- Treacherous Swine
- Mall Shootout
- Guardian Angels (unlocks a new area)
- Four Iron (optional but recommended)
- Demolition Man (optional but recommended)
- The Chase
- Phnom Penh '86 (unlocks the rest of the city)
- Sir, Yes Sir!
- Two Bit Hit (optional but recommended)
- The Fastest Boat
- Supply & Demand
- Death Row
- Rub Out
- Shakedown
- Bar Brawl
- Cop Land
- Asset missions of your choice (at least six, Print Works included)
- Cap the Collector
- Keep Your Friends Close...
Everything you can do without advancing the plot - side jobs, hidden packages, rampages, street races and the optional storylines - is safe to leave until after the final mission. There is no point of no return before it, and the game stays open after the credits.
Tips for the hardest missions
- Death Row - you are on a timer to reach Lance. Take a fast car rather than fighting your way in, and clear the guards at the gate before you go for him.
- Demolition Man - the remote-controlled helicopter is the whole mission. Practise the controls on an empty rooftop before you start the run; the bombs are on a timer.
- The Driver - Hilary's car is faster in a straight line. Win it in the corners, not on the straights.
- Checkpoint Charlie - 26 checkpoints by boat is a memory test more than a skill test. Do it in one clean run rather than restarting repeatedly.
- Keep Your Friends Close... - the final shootout is survivable with full armor and tier 2 weapons. The cheat code list covers both.
Mission order at a glance
If you just want the running order without the detail, this is every mandatory story mission in sequence. The optional storylines are left out on purpose - they can be done at any point once unlocked.
- In the Beginning...
- An Old Friend
- The Party
- Back Alley Brawl
- Jury Fury
- Riot
- Treacherous Swine
- Mall Shootout
- Guardian Angels (opens Starfish Island)
- Four Iron
- Demolition Man
- The Chase
- Phnom Penh '86 (opens the bridges)
- Sir, Yes Sir!
- Two Bit Hit
- The Fastest Boat
- Supply & Demand
- Death Row
- Rub Out (you take the mansion)
- Shakedown
- Bar Brawl
- Cop Land
- Asset missions of your choice (at least six, Print Works included)
- Cap the Collector
- Keep Your Friends Close...
All Hands On Deck! sits between Death Row and Rub Out in the Cortez storyline, but it is optional and can be skipped.
Side missions and activities worth doing
Vice City's side content is not filler. Several of these unlock permanent bonuses that make the main story easier, and a few are required for 100 percent completion.
| Activity | How to start | Reward |
|---|---|---|
| Vigilante | Enter any police vehicle and start the sub-mission | Extra maximum armor after enough levels |
| Paramedic | Enter an ambulance and start the sub-mission | Unlimited sprint |
| Firefighter | Enter a fire truck and start the sub-mission | Tommy becomes fireproof |
| Taxi driver | Enter a taxi and start the sub-mission | Cash, and a faster taxi spawn |
| Pizza delivery | Enter a pizza van and start the sub-mission | Health boost at your safehouses |
| Unique stunt jumps | Found across the map | Cash and completion progress |
| Rampages | Marked across the map | Cash and completion progress |
| Hidden packages | 100 scattered across the city | Weapons spawning at your safehouses as you collect them |
What 100 percent completion requires
Reaching 100 percent is a long project, and the story missions are only part of it. Broadly you need:
- All mandatory story missions and all eight asset mission sets
- All 100 hidden packages
- Every unique stunt jump
- All rampages
- The side jobs - vigilante, paramedic, firefighter, taxi and pizza delivery
- The optional storylines for Umberto Robina, Auntie Poulet, Love Fist and Mitch Baker
- Assorted one-off activities such as the shooting range and the stadium events
It is not required for anything in the story - the finale only needs six assets. Treat completion as a separate long-term project rather than something to chase on your first playthrough.
Frequently asked questions
How many missions are there in GTA Vice City?
Vice City contains 59 missions in its story and asset structure. Only about two dozen of those are required to reach the ending - the rest are optional gang missions, pay phone assassinations and asset jobs. All 59 are needed if you are going for 100 percent completion.
Which GTA Vice City missions are optional?
Three of Avery Carrington's missions, All Hands On Deck! for Colonel Cortez, the four gang storylines (Umberto Robina, Auntie Poulet, Love Fist and Mitch Baker), the five Mr. Black pay phone assassinations, and all asset missions except the two Print Works jobs. Optional missions still count towards 100 percent completion.
Which missions are given by which contact?
Ken Rosenberg gives four, Colonel Cortez five, Ricardo Diaz five, Avery Carrington three, Kent Paul one, the Vercetti Estate three, Umberto Robina four, Auntie Poulet three, Love Fist three, Mitch Baker three, Mr. Black five by pay phone, and Phil Cassidy two. The Malibu Club, InterGlobal Films, Kaufman Cabs, Print Works, Boatyard, Cherry Popper and Sunshine Autos each give their own asset missions.
What is the last mission in GTA Vice City?
Keep Your Friends Close..., the shootout at the Vercetti Estate against Sonny Forelli, his men and Lance Vance.
How do you unlock the final mission in Vice City?
Complete at least six assets including the Print Works, complete Cop Land for the Vercetti Estate, and then complete Cap the Collector. Phil's Place does not count towards the six.
When do the bridges open in GTA Vice City?
After the mission Phnom Penh 86. Starfish Island opens earlier, after Guardian Angels.
What is the most expensive asset in Vice City?
The Malibu Club at $120,000. It is also the highest earner, paying up to $10,000 a day once its missions are complete.
Can you skip missions in GTA Vice City?
Not the mandatory story missions. All Hands On Deck! and the four optional storylines - Umberto Robina, Auntie Poulet, Love Fist and Mitch Baker - can be skipped entirely without blocking the ending.
How does GTA Vice City end?
Lance betrays Tommy to Sonny Forelli. Tommy kills them both and ends the game as the undisputed ruler of Vice City, with Ken Rosenberg at his side.
What is the best order to do the asset missions in?
Start with the cheaper, quicker assets - the Boatyard and the Cherry Popper factory - to build income early, then take the Malibu Club once you can afford the $120,000 price. The Print Works is mandatory regardless of order.
Do side missions help the main story?
Yes, several do. Paramedic missions unlock unlimited sprint, Vigilante missions raise your maximum armor, and Firefighter missions make Tommy fireproof. All three make the later story missions noticeably easier.
Do you need 100 percent completion to finish the game?
No. The finale only requires six completed assets including the Print Works, Cop Land, and Cap the Collector. Full completion is a separate, much longer project involving hidden packages, stunt jumps, rampages and side jobs.
What is the hardest mission in GTA Vice City?
Most players name Demolition Man, The Driver, Death Row and Checkpoint Charlie. Each depends on a specific skill - remote-controlled vehicles, racing, timing, and boat handling - rather than general combat.