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Fastest car in GTA 5 story mode: the winner costs 10 million and nobody drives it

The fastest car in GTA 5 story mode is the Truffade Z-Type at 127 mph. The second fastest is the Adder at 126.25 mph. That is a gap of three quarters of a mile per hour, and a gap of nine million in price. Here is what the speed charts leave out.

The numbers at the top

CarTop speedPriceWhere to get it
Truffade Z-Type127.00 mph10 000 000in game internet only
Truffade Adder126.25 mph1 000 000bought, or found on the street
Overflod Entity XF122.25 mphlowerbought or found

Read the first two rows together. The winner is 0.75 mph faster and costs ten times more, which makes the ranking technically correct and practically meaningless.

Worse, the Z-Type is a purchase only vehicle. It never turns up on the street, so the ten million is the only route to it.

Why the Adder is the real answer

The Adder does three things the Z-Type does not.

It spawns for free. It appears parked outside the luxury shop in Rockford Hills, and it turns up in traffic in the wealthy districts. Plenty of players never pay for one.

It costs a tenth of the price if you do buy it. One million against ten.

It is fast enough that the difference never shows up. Three quarters of a mile per hour is invisible on a map with this much traffic and this few long straights.

So the community answer and the chart answer differ, and the community is right. The Adder is what people actually drive.

Why top speed is the wrong metric

Here is the part the rankings never address: the map barely lets you use top speed.

There are a handful of places long enough to reach the maximum. The coastal highway, the desert stretch, the airport runway. Everywhere else is corners, traffic and junctions.

On roads like that, the car that wins is the one that gets back up to speed after a corner, not the one with the higher ceiling. Acceleration and grip decide more races than the number in the chart.

This is why players who race each other keep choosing cars that sit below the top of the list. They are not ignoring the data, they are measuring something the data does not include.

What the rest of the top ten looks like

Below the two leaders the list flattens out fast, and that flatness is more useful than the ranking itself.

The Entity XF sits around ninth at roughly 122 mph, which is about four miles per hour off the leader. In a straight line that is a car length or two over a very long run. In a corner it is nothing at all.

Everything between second and tenth is separated by margins of that size. Once you are inside the top ten, the choice stops being about speed and starts being about handling, availability and whether you happen to like the car.

That is worth saying plainly because the ranking format implies otherwise. A numbered list suggests each step down is a real loss, and in this game the steps are tiny until you leave the supercar class entirely.

What upgrades do to the ranking

A car from the street is not the same car after a visit to a garage, and the difference is bigger than the gap between the top two vehicles.

Engine and transmission improve acceleration, which is what actually matters on this map.

Turbo is the single largest step and should be the first thing bought.

Brakes are the most underrated. Better braking means later braking, which means a faster corner entry and a faster exit.

Suspension keeps the car stable on the uneven ground north of the city.

The practical consequence: an upgraded Entity XF beats a stock Adder in almost every real situation. If the choice is a more expensive car or upgrades for a cheaper one, buy the upgrades.

Where the fast cars spawn

Expensive vehicles do not appear randomly across the map. The game matches traffic to the district you are in.

  • Rockford Hills. The most reliable area, and where the Adder sits outside the luxury shop.
  • Vinewood Hills. Sports cars parked at the houses along the hillside roads.
  • Downtown at night. Better traffic than during the day.
  • Airport car parks. Mixed, occasionally something worth taking.

There is also a feedback effect worth knowing: driving an expensive car raises the quality of the traffic around you. Turn up in a supercar and you will meet more supercars.

Keeping what you find

  1. Drive it into a character’s garage. Nothing else counts as ownership.
  2. Save the game afterwards. Without that it can vanish.
  3. Insure it at a garage. Insured cars come back after a crash, uninsured ones are gone.
  4. Watch the garage capacity. Driving a new car in can push an old one out.
  5. Do not leave it on the street. Switching character is enough to lose it.

Insurance is the step people skip, and it is the one that decides whether a found Adder is yours for the rest of the game or for one evening.

The one place the chart is right

There is a scenario where raw top speed genuinely decides the outcome, and it is useful to know because it is the exception to everything above.

Running from the police on the coastal highway is a straight line contest. No corners, no traffic to speak of, and a pursuit that only ends when you are far enough ahead. There the faster car wins, and the margin, however small, works in your favour.

The same applies to any long open stretch in the north of the map, where the roads run for a long time without turning.

Outside those situations, the ranking describes a condition the game rarely gives you.

Bikes, which break the comparison

Motorcycles do not appear on car speed lists and they are often the faster choice in the city.

They accelerate hard, fit between traffic and turn tighter than anything on four wheels. Over a short cross town run, a bike usually wins.

The cost is fragility. Any solid impact throws you off, and in a game where you are constantly meeting oncoming traffic, that happens.

So the sensible loadout is one of each: something fast for open roads, something on two wheels for the city, and something with ground clearance for the hills. That last category matters more than people expect, given how much of the map is not tarmac, as you notice on the trips described over in our short guide to the Mount Gordo ghost.

Testing it yourself in fifteen minutes

Rankings are someone else’s measurement. Yours takes a quarter of an hour and answers the question for the way you actually drive.

Pick one long straight and one twisting mountain road. Drive both, twice, in each car you are comparing, starting from the same point at the same speed.

You will almost certainly find that different cars win on the two routes, which is the entire point. The chart measures one of those roads and the map is mostly the other one.

Affording any of this

Everything above assumes money, and for most of the campaign there is not much of it. The reliable route to serious cash is the assassination missions combined with the stock market, and the order in which you do them decides whether you end with millions or billions.

We laid the whole sequence out over in our write up on how to make money in GTA 5 story mode. Until that is done, the free Adder in Rockford Hills is the sensible car, and it is close enough to the top of the chart that nothing is lost.

If you want speed of a different kind, the aircraft options are covered over at airports in GTA 5.

Frequently asked questions about the fastest car in GTA 5

What is the fastest car in GTA 5 story mode?

The Truffade Z-Type, at 127 mph. It costs ten million and is only available through the in game internet.

What is the fastest car you can find for free?

The Adder, at 126.25 mph, which spawns outside the luxury shop in Rockford Hills.

Is the Z-Type worth ten million?

Only as a collection piece. It is three quarters of a mile per hour faster than a car you can find for nothing.

Do upgrades change which car is fastest?

They change which car is quicker in practice. An upgraded mid tier car beats a stock supercar on most roads.

Where do expensive cars spawn?

In wealthy districts, mainly Rockford Hills and Vinewood Hills. Driving an expensive car improves the traffic around you.

Why did my found car disappear?

It was not stored, saved or insured. All three steps are needed to keep it.

Are bikes faster than cars?

In the city, often yes. On open roads the fast cars win, and bikes throw you off at the first solid impact.

Last updated: September 2026

GTA 5 airports: where to take a plane and where to keep one

GTA 5 has more places to fly from than the one everybody knows, and they differ in the only way that matters: how much trouble it takes to get airborne. Here is every airport, which one hands you an aircraft with no consequences, and what it costs to own one properly.

Los Santos International, the big one

The main airport sits in the south of the city, on a peninsula facing the ocean. It has the longest runways, the widest selection of aircraft and the most security.

Walk onto the tarmac without clearance and you get a wanted level almost immediately. That is the entire reputation of the place, and it is why most players learn to avoid it.

The interesting part is that the clearance is purchasable. Two hangars sit south of the runways, and owning one removes the wanted level entirely, turning the airport from a heist into a car park.

Sandy Shores, the one with no security

The desert airfield next to Trevor’s town is the answer to the question people actually have, which is where to get an aircraft without being shot at.

There is no fence worth mentioning, no guards and usually a light aircraft or two sitting there. You walk up, get in and take off.

The strip is short, so it suits light aircraft rather than anything heavy. That is a fair trade for zero resistance.

It also unlocks as a property for free, for Trevor, after a specific story mission, which makes it the cheapest place in the game to store an aircraft.

McKenzie Field in Grapeseed

A dirt strip in the farming country in the north, with a hangar attached. It is quiet, unguarded and rarely visited.

Trevor can buy the hangar business here for a fraction of what the city one costs. It is the cheapest paid option and it comes with its own activity attached to the property.

As a place to practise flying it is arguably the best on the map. Nothing to crash into, nobody to annoy, and enough length for light aircraft.

Fort Zancudo, which is not really an airport

The military base has the longest runway and the best aircraft in the game, and taking anything from it means fighting your way out.

It belongs on this list because people go there looking for planes, but treat it as a challenge rather than transport. The routes in and the escape are covered in our walkthrough of the Fort Zancudo location, and the specific run for the jet in how to steal a fighter jet in GTA 5.

The four side by side

PlaceSecurityWhat you findStorage
Los Santos Internationalwanted level without clearanceairliners and light aircrafttwo hangars, expensive
Sandy Shoresnonelight aircraft, sometimes a helicopterfree for Trevor after a mission
McKenzie Fieldnoneoccasional light aircrafthangar for a modest price
Fort Zancudomilitary responsejets and military helicoptersnone in the story mode

Read the security column and the whole subject resolves itself. Two of the four let you simply take an aircraft, and neither of them is the one on the map everybody looks at first.

Smaller places to land

Beyond the four main sites, the map has a scattering of places that work as landing spots even though nothing is parked there.

  • Hospital helipads, the most useful of the lot, because they double as a reliable helicopter spawn.
  • Rooftop pads downtown, awkward the first few times and extremely convenient afterwards.
  • Private strips at the northern estates, usually empty and handy when flying around the top of the map.
  • Straight sections of highway, not a landing site by design and entirely usable when the alternative is a field.

None of these give you an aircraft. They matter for the other half of flying, which is putting the thing down somewhere without destroying it.

Why buying beats stealing

A stolen aircraft is temporary. Save the game, switch character or crash it, and it is gone. There is nothing to recover.

A bought aircraft lives in a hangar. It survives saves, it comes back if destroyed, and it is waiting where you left it.

Buying happens through a website on the in game phone, under travel and transport, and the aircraft is delivered to the hangar you own. That is the whole process, and it costs money instead of health.

The order matters: buy the storage before the aircraft. Purchasing something expensive with nowhere to keep it is the most common way people waste money on this part of the game.

What the hangars cost and who can buy them

The three purchasable options are quite different, and character matters as much as price.

PropertyWho can buy itWhat you are really paying for
Los Santos International hangarMichael or Franklin, after a story missiontarmac clearance, not storage
Sandy Shores AirfieldTrevor, free after the same missionstorage with nothing to pay
McKenzie Field hangarTrevor, for a modest sumstorage plus a business attached

So the honest recommendation depends on who you are playing. For Trevor the free airfield covers everything. For the other two, the city hangar is worth it only if you spend enough time at the main airport for the clearance to matter.

Learning to fly without wrecking anything

  1. Start at McKenzie Field or Sandy Shores. No traffic, no security, nothing to hit.
  2. Take off along the strip, not across it. Light aircraft need less room than people think, but not none.
  3. Do not pull back hard immediately. Climbing too steeply at low speed stalls the aircraft.
  4. Approach landings low and slow, lined up from a long way out.
  5. Practise with something you did not pay for. Crashing a stolen light aircraft costs nothing.

Most players who decide they cannot fly in this game learned in a stolen jet with the military shooting at them. Ten minutes on a quiet dirt strip fixes that impression permanently.

What actually spawns where

Aircraft availability is not fixed, and knowing the pattern saves pointless trips.

At the desert airfield, light aircraft appear regularly and a helicopter turns up often enough to be worth checking. At McKenzie Field the strip is sometimes empty, which is why it works better as a place to land than a place to shop.

At the main airport the aircraft on the tarmac are mostly large and mostly awkward to fly, which is another reason the clearance matters more than the selection.

The pragmatic habit is to check the nearest quiet strip first and only travel further if it is empty. Flying across the map to a specific airport for a specific aircraft usually ends in disappointment, because the spawns rotate regardless of your plans.

Helicopters, the practical alternative

For getting around the map, a helicopter beats a plane in almost every situation. It takes off vertically, lands anywhere flat and does not need a runway at either end.

They spawn on hospital roofs and at helipads around the city, which means you rarely have to travel to an airport to find one.

Planes win on speed over long distances and on nothing else. If the goal is reaching a specific point on the map quickly, take the helicopter, and if the goal is flying for its own sake, take the plane from the quiet airfield.

Either way, the aircraft is often the fastest route to the collectible hunts spread across the countryside, like the ones in our walkthrough of GTA 5 spaceship parts.

One habit that saves a lot of walking

Whichever airport you settle on, park a car there. It sounds trivial and it removes the most annoying part of flying in this game.

Every flight ends somewhere, and that somewhere is usually not where you started. Without a vehicle waiting at your home strip, each round trip finishes with a long walk or a stolen car and a fresh set of problems.

Leave something ordinary and forgettable at the airfield you use most. It costs nothing, it survives if you store it properly, and it turns flying from an expedition into transport.

Frequently asked questions about GTA 5 airports

How many airports are there in GTA 5?

Three civilian ones, plus the military base. Los Santos International, Sandy Shores Airfield and McKenzie Field, with Fort Zancudo as the fourth location holding aircraft.

Where can I take a plane without getting stars?

Sandy Shores Airfield in the desert, or McKenzie Field in Grapeseed. Neither has security.

How do I get onto the tarmac at the main airport?

By owning one of the hangars there, which grants clearance and removes the wanted level.

How much does the city hangar cost?

Well over a million in game, available to Michael or Franklin after a specific story mission.

Does Trevor need to buy a hangar?

No. Sandy Shores Airfield unlocks for him free after the same mission.

Why did my plane disappear?

Because it was not stored. Aircraft kept in a hangar persist, anything parked elsewhere does not.

What is the best place to learn to fly?

McKenzie Field. Empty, quiet, and nothing nearby to crash into.

Last updated: September 2026

GTA 5 letter scraps: 50 pieces of a confession from 1975

The GTA 5 letter scraps are fifty pieces of a confession to a murder committed in 1975. Put them together and the game hands you the killer’s name and a mission where you decide what happens to him. Here is how the hunt works and the two things that make it far less tedious than the location lists suggest.

The two things that make this hunt easier

Start here, because both are missing from most guides and both change the experience completely.

The scraps make a sound. Get close and you hear paper rustling. It is quiet, so the practical advice is to turn the music off while hunting, at which point you stop needing to look at the ground.

Chop can find them. Playing as Franklin with the dog along gives you a second detector that reacts to nearby pieces.

Together they turn the hunt from a visual search into an audio one. A player following the sound covers ground far faster than one squinting at every alley.

What the letter actually is

Leonora Johnson was murdered in 1975. Her body was found beside the Land Act Dam after an anonymous tip to the police.

The confession was written afterwards, addressed to a man named David Richards, and torn into fifty pieces scattered across Los Santos and Blaine County. Each scrap you collect adds a fragment of the text.

What makes this collectible different from the spaceship parts is that the pieces mean something. You can read the letter as it reassembles, and the tone of it changes as more of the confession comes together.

What you get for all fifty

Three things, and only one of them is a trophy.

The achievement. Called A Mystery, Solved, awarded on the final scrap.

Progress toward 100 percent completion, which matters because completion is what unlocks three of the four UFO sightings, listed in our walkthrough of GTA 5 UFO locations.

A mission. The final scrap reveals the killer’s location and unlocks a Strangers and Freaks mission for Franklin called A Starlet in Vinewood.

That last one is the actual reward. The collectible hunt is the setup, the mission is the payoff, and unlike most collectibles in this game it ends with a decision rather than a vehicle.

The mission at the end

Once the letter is complete, you know who wrote it, and the game sends Franklin to find him.

There is a decision at the end of that encounter, and if you care about the rating, the requirement for gold is straightforward: the killer has to die.

Worth knowing in advance, because players who let him go for story reasons often discover afterwards that they closed the mission at a lower rating and have to replay it.

What the confession says as it builds

The text arrives out of order, which is part of what makes the hunt work as a story rather than a checklist.

Early on you get fragments that could mean anything: half sentences, a name, a reference to a night in 1975. Nothing connects.

Somewhere past the halfway point the tone shifts. Enough of the letter exists for the sequence of events to emerge, and the writer stops sounding evasive and starts sounding like someone explaining himself.

By the last few pieces you already know roughly what happened, and the remaining scraps fill in the details you would rather not have. That is the reason to read as you go instead of collecting fifty and opening it once at the end.

Running the hunt efficiently

  1. Turn the radio off. The rustling cue is useless under music.
  2. Play as Franklin, bring Chop. Two detectors beat one.
  3. Work district by district rather than following a numbered list across the map.
  4. Do it alongside the other collectible hunt. The routes overlap heavily.
  5. Check the stats menu for your count instead of guessing.

The overlap in point four is worth taking seriously. Both sets cover the same map, so collecting one while ignoring the other means driving every road twice. The other set is covered in our guide to GTA 5 spaceship parts.

Where they hide

Type of placeWhy it is awkward
alleys and back lotsthe paper blends into rubbish and debris
rooftopsneed a route up, sometimes a helicopter
beaches and coastlinelarge open areas with few landmarks
farm buildings and shedseasy to walk past the entrance entirely
under bridges and overpassesdark, and the sound is your only clue

Compared with the glowing spaceship parts, these are genuinely hard to see. A scrap of paper on the ground looks like scenery, which is exactly why the audio cue matters so much.

Why this hunt is better than it sounds

Fifty collectibles is a lot of walking, and on paper this is the same chore as any other collectible set. In practice it is the best one in the game for one reason: it tells a story while you do it.

Each piece adds text. The confession becomes gradually more specific, more uncomfortable and more revealing, and by the time you are in the thirties you actually want to know how it ends.

That is a rare thing in open world collectibles. Most of them are counters. This one is a slow reveal, and the mission at the end gives the whole exercise a conclusion.

The dam, and why the location matters

The body was found beside the Land Act Dam, which is a real place on the map you can drive to at any point in the game.

Going there is not required and unlocks nothing. It is worth doing anyway, because the collectible hunt is otherwise abstract: fifty pieces of paper and a name. Standing at the location gives the story a place.

It also fits neatly into the hunt itself. The dam sits in the north of the map, close to several scrap locations and to the route people take through the countryside, so the detour costs almost nothing.

Common mistakes

  • Hunting with music on. Removes the single most useful tool you have.
  • Playing as the wrong character. Without Franklin you lose Chop’s help entirely.
  • Following a list in order. Guarantees crossing the map repeatedly.
  • Ignoring the letter text. Reading it is most of the reward.
  • Rushing the final mission. The decision at the end affects your rating.

Doing it on a second playthrough

Collectibles do not carry over between save files, so anyone starting again faces the same fifty pieces.

The difference is that you already know how the letter ends, which removes the one thing that made the first hunt interesting. On a replay the honest advice is to treat it purely as a completion task and run it as efficiently as possible.

That means district by district, radio off, Chop along, and both collectible sets at once. Done that way it is a couple of focused sessions rather than a slow reveal spread across a playthrough.

How long it takes

Realistically two or three sessions if you work by district, longer if you follow a list across the whole map.

Nothing expires and nothing is missable, so the hunt can sit half finished for as long as you like. The only thing waiting at the end is the mission, and it will still be there.

If you are moving around the map anyway, a helicopter shortens the countryside sections considerably, and where to find one is covered in our walkthrough of airports in GTA 5.

Where this sits among the game’s collectibles

GTA 5 has several collectible sets and they are not equally worth your time.

The letter scraps and the spaceship parts are the two large ones, fifty pieces each, and both are required for full completion. The letters are harder to spot and better written. The parts are easier to see and end in a vehicle.

Everything else is smaller, easier and less interesting. If you only intend to finish one large set, this is the one to do, because it is the only collectible in the game that ends with a story rather than a number going up.

Frequently asked questions about GTA 5 letter scraps

How many letter scraps are in GTA 5?

Fifty, scattered across Los Santos and Blaine County.

What do the letter scraps unlock?

The achievement A Mystery, Solved, progress toward 100 percent completion, and the Strangers and Freaks mission A Starlet in Vinewood.

Who was Leonora Johnson?

A woman murdered in 1975, whose body was found beside the Land Act Dam after an anonymous tip to the police.

How do I find scraps more easily?

Turn the radio off and listen for rustling paper, and play as Franklin with Chop, who reacts to nearby pieces.

Are any of them missable?

No. They stay where they are until collected, so the hunt can be paused indefinitely.

What happens in the final mission?

Franklin confronts the person who wrote the confession, and there is a decision at the end. Killing him is what the gold rating requires.

Should I collect these or the spaceship parts first?

Do both at once. The routes overlap, and doing them separately means covering the same map twice.

Last updated: September 2026

Mount Gordo ghost in GTA 5: one hour a night, and a name written in blood

The Mount Gordo ghost is the most reliable supernatural sighting in GTA 5, and the only one with a murder attached to it. It appears for exactly one hour of game time, in one place, every night. Here is the window, the route and the trick that stops it vanishing when you walk toward it.

When it appears

Between 23:00 and midnight, every night, without any other condition. No completion percentage, no weather requirement, no mission unlock.

That makes it the easiest of the game’s mysteries to see, and the one most people miss purely because they are never in that spot at that hour.

One in game hour is short in real time, so plan to arrive early rather than exactly on the hour. Turning up at 23:50 leaves you almost no margin.

Where exactly to stand

Mount Gordo is on the north east coast, above the El Gordo lighthouse. The ghost appears on a cliff overlooking it.

The reference point that matters is the rock beneath the figure. The word JOCK is written on it in blood, and it stays there permanently, at any hour of the day.

That is the practical way to find the exact spot: go during daylight, find the writing on the rock, and remember the location. Then come back at night knowing precisely where to look instead of wandering a cliff edge in the dark.

Getting there

  1. Head to the north east coast, toward the lighthouse.
  2. Take the trail up rather than trying to climb the cliff face directly.
  3. A dirt bike or off road vehicle handles the ground better than anything low.
  4. Park at the top so you do not repeat the climb if you miss the window.
  5. Sleep at a safehouse to move the clock if you arrive at the wrong time.

The climb is not difficult, it just takes long enough that arriving at 22:00 rather than 23:00 is the difference between seeing it tonight and waiting a full in game day.

Getting the clock to cooperate

The one hour window is the whole difficulty of this sighting, so it is worth handling the clock deliberately rather than hoping.

  • Sleeping moves time in blocks. Safehouse beds advance several hours, so sleep until evening and then drive north, not the other way round.
  • Missions and activities move the clock too. Being two hours short is better solved by doing something than by waiting.
  • Time runs while you drive. The journey north eats a meaningful part of the evening, which is why people arrive at 23:40 and see nothing.

The reliable version is simple: be on the cliff before 23:00 with the engine off, then wait. Everything else is guesswork with a long drive attached.

Why it disappears when you approach

Walk toward the figure normally and it fades out. That behaviour is deliberate and it is what makes the sighting feel like a ghost rather than a character model standing on a rock.

There are three known ways around it.

MethodWhat it gives you
sniper scopekeeps the figure visible at distances where it would fade
phone camerathe same effect, and everyone has one
aiming down sights while walkinglets you close the distance without it vanishing

None of it makes the figure interactive. It is there to be seen, not approached, and every method only buys you a better look.

What you hear before you see anything

The cliff at night is unusually quiet, and that is part of why the sighting works on people.

There is no music cue, no prompt and no marker. The figure is simply there when the hour turns, in a place you have already walked past in daylight without noticing anything.

Players who go looking for it often describe checking the time twice, convinced they are in the wrong spot, and then seeing it appear at the edge of the screen. That reaction is the whole design.

The story behind it

The figure is Jolene Cranley-Evans, and the game does tell you what happened to her, in fragments.

She was married to Jock Cranley, a stuntman turned politician whose campaign posters and radio advertisements you see and hear across the map. According to the story around the sighting, he pushed her from the cliffs above the lighthouse.

The name written in blood on the rock is the accusation. It stays there permanently, which is a quieter piece of storytelling than the ghost itself.

What makes it work is that Jock is not a hidden character. He is running for office in the same game world, on the radio, asking for your vote, while the evidence sits on a cliff in the north east.

What it is not

Two things worth stating plainly, because both come up constantly in discussions.

It does not unlock anything. No vehicle, no weapon, no mission and no achievement. Seeing it changes nothing in the save file.

It is not connected to the other mysteries. People have tried for years to link it to the mountain mural and the UFO sightings. Nothing has ever come of that, and the conditions for each are entirely separate. Those conditions are laid out over at GTA 5 UFO locations.

So the reward here is the trip and the story. That is enough for a five minute detour, and it is worth knowing before anyone spends an evening trying to unlock something behind it.

How to photograph it properly

Since the figure fades on approach, the phone camera is not just a workaround, it is the intended way to look at it closely.

Open the phone, switch to the camera, and zoom. The ghost stays visible in the viewfinder at distances where it would otherwise disappear, and the picture saves to your gallery like any other.

Two practical notes. Night makes autofocus and framing awkward, so line up the shot before the hour starts rather than during it. And the writing on the rock is worth including in the frame, because without it the photograph is just a pale figure on a dark cliff.

This is also the safest way to confirm you found the right spot. If nothing shows in the viewfinder at 23:30, you are on the wrong ledge, not too early.

Common reasons people miss it

MistakeWhat happens
arriving after 23:00the climb eats the window and it is gone
looking on the wrong cliffthe area is large, the spot is specific
walking straight at itit fades before you get close
shooting at itnothing happens, and it is not that kind of encounter
expecting a markerthe map shows nothing, the rock writing is the only clue

Making a trip out of it

The north east coast is a long way from Los Santos, so it is worth stacking the visit with other things in the area.

The collectible hunts pass through the same region, and both are needed for full completion. We mapped one over in our write up on GTA 5 spaceship parts and the other in the piece on GTA 5 letter scraps.

Flying up also solves the timing problem, since a helicopter turns a long drive into a couple of minutes and lets you land near the top of the trail. Where to find one is covered over at airports in GTA 5.

Does it appear in the online mode

Short answer: the sighting exists there as well, under the same conditions, which surprises people who assume these things are story mode only.

The practical difference is company. In a public session other players wander the map, and a cliff at midnight with a pale figure on it attracts exactly the kind of attention you would expect.

If you want to look at it properly rather than defend yourself while doing so, an invite only session solves the problem entirely. The clock and the location work the same way.

Is it worth going

Yes, once, and for the right reason. This is not a puzzle and there is nothing to solve. It is a small piece of environmental storytelling placed somewhere most players will never be at the right hour.

Which is precisely why it became famous. A figure that appears for one hour, vanishes when approached, and accuses a politician you have been listening to on the radio all game is a better piece of design than any unlockable would have been.

Frequently asked questions about the Mount Gordo ghost

What time does the Mount Gordo ghost appear?

Between 23:00 and midnight in game time, every night.

Where exactly is it?

On a cliff at Mount Gordo, on the north east coast, overlooking the El Gordo lighthouse.

Who is the ghost?

Jolene Cranley-Evans, wife of Jock Cranley, who according to the story was pushed from those cliffs.

Why does it vanish when I get close?

That is intended behaviour. Use a sniper scope or the phone camera to keep it visible, or approach while aiming down sights.

Do I need 100 percent completion?

No. Unlike three of the four UFO sightings, this one has no completion requirement.

Does finding it unlock anything?

No. There is no reward, achievement or mission attached.

Can I find the spot during the day?

Yes, and it is the best way to prepare. The word JOCK stays written on the rock at all hours.

Last updated: September 2026

GTA 5 spaceship parts: 50 pickups for a car that cannot fly

The GTA 5 spaceship parts hunt is fifty collectibles spread across the entire map, and it ends with a vehicle that looks like it should fly and does not. Here is how to unlock the hunt, how to run it without wasting an evening, and the single moment where people lose the reward for good.

How the hunt unlocks

The parts do not exist for you until the right mission is active. It belongs to Franklin, it comes from Omega, the conspiracy theorist in Sandy Shores, and it opens up after the story mission Fame or Shame.

So if you have driven past glowing objects and seen nothing, that is why. Talk to Omega first, then the collectibles appear.

The mission is called Far Out, and it is one of the Strangers and Freaks encounters rather than part of the main story. Nothing forces you to do it, which is why plenty of playthroughs finish without ever touching it.

What the reward actually is

Collect all fifty and Omega texts you to meet at the wind farm. A short scene plays and he hands over the Space Docker.

It looks like an alien vehicle: thrusters, glowing panels, the whole presentation. It does not fly. It handles like a dune buggy, which makes it genuinely good off road and completely ordinary everywhere else.

That is the honest summary of the reward, and it is worth knowing before you spend hours on it. The hunt is worth doing for completion and for the achievement, not because the prize changes how you play.

The mistake that costs you the car

This is the part that deserves a warning rather than a footnote.

The handover happens once. If you ignore the text, skip the meeting or drive off without taking the vehicle, that is the end of it. There is no second invitation and no way to request it later.

So when the fiftieth part is collected, do the meeting immediately. Drive there, watch the scene, take the car, and store it somewhere before doing anything else.

Losing it is not a bug and not bad luck. It is simply a one time event that a lot of players treat as something they can come back to.

How to run the hunt efficiently

Fifty pickups across an entire map is a logistics problem, not a difficulty problem. Four habits cut the time roughly in half.

  1. Do it in regions, not in list order. Clear the city, then the desert, then the north. Following a numbered list means crossing the map repeatedly.
  2. Use a helicopter for the outskirts. Many parts sit on hills, rooftops and coastline where driving takes far longer than flying.
  3. Bring something that handles rough ground for the desert and mountain sections.
  4. Collect underwater parts in one trip. Getting diving equipment out is the slow bit, so do all of them together.

Split that way, the hunt is two or three sessions rather than one exhausting evening. The map is the same either way, only your route changes.

What the hunt actually feels like

Worth setting expectations, because this collectible has a reputation it does not quite deserve.

Nothing about it is difficult. There are no enemies, no timers and no failure state. Every part sits in the open, glowing, waiting to be walked into.

What it costs is attention. Fifty pickups means fifty separate journeys, and the map is large enough that the travel is the entire task. People describe it as tedious rather than hard, and that is accurate.

Which leads to the one piece of advice that matters more than any route: do it in sessions and stop when it stops being fun. Nothing expires, progress saves, and a hunt done across three evenings feels completely different from the same hunt forced into one.

Where the parts hide

They are spread deliberately across every kind of terrain the map has, which is the whole point of the collectible.

AreaWhat makes it awkward
Los Santos rooftopsneed a helicopter or a specific stairwell route
underwaterneed diving equipment, poor visibility
mountains and hillssteep ground, ordinary cars cannot climb
desert and Blaine Countylong distances between pickups
industrial areasfences and buildings hide the glow until you are close

The glow is visible at night from a reasonable distance, which is the single most useful piece of practical advice about this hunt. Running it after dark makes the pickups noticeably easier to spot.

How it fits into 100 percent completion

The spaceship parts are one of two large collectible sets, and together they are the main reason players stall short of full completion.

The other set is the letter scraps, also fifty, also scattered everywhere, and we covered that hunt separately in our notes on GTA 5 letter scraps.

Finishing both matters beyond the achievement, because full completion is what unlocks three of the four UFO sightings in the game. Those conditions are laid out in our rundown of GTA 5 UFO locations.

In other words, this hunt is not really about the buggy. It is the entry fee for the endgame content that the community spent years mythologising.

Omega, and why the mission exists at all

The hunt has a story wrapped around it, and skipping past it misses the joke the developers were making.

Omega is a conspiracy theorist living in the desert, convinced that alien technology is scattered across the state and that assembling it will prove him right. He is not presented as credible, and the game never resolves whether he is.

The reward reflects that. You get a vehicle that looks like alien technology assembled by someone with more enthusiasm than engineering skill, which is exactly what the character would build.

Read that way, the Space Docker not flying is the point rather than a disappointment. It is a homemade contraption from a man who believes he has decoded something, and it drives like a buggy with lights on it.

Is the Space Docker worth keeping

Once you have it, treat it like any other special vehicle, which means storing it properly or losing it.

Park it in a garage that belongs to a character, save the game, and it stays. Leave it on the street and it behaves like any other abandoned vehicle.

As transport it is a curiosity. Off road it holds its own, on tarmac it is unremarkable, and the thrusters are decoration. People who expected a flying car come away disappointed, which is entirely a function of how it looks.

If you want something genuinely fast, the campaign has better options and we ranked them in our guide to the fastest car in GTA 5 story mode.

Doing this hunt alongside the other one

Since both large collectible sets cover the same map, running them together saves a serious amount of travel.

The letter scraps sit in similar places: rooftops, alleys, remote corners of the countryside. Collecting one set while ignoring the other means driving the same roads twice.

The practical version is to open both trackers, plan by district, and pick up whatever is in the area you happen to be in. It turns two long hunts into one moderately long one.

One caution: the scraps are physically smaller and easier to walk past. When both are on your route, they are the ones worth slowing down for.

Common questions before you start

Can you collect parts with any character? The mission belongs to Franklin, and that is who should be doing the hunt.

Do parts respawn if missed? They stay where they are until collected, so nothing is lost by taking a break.

Does the game track progress? Yes, in the stats menu, which is the reliable way to know how many remain.

Is there a reward for partial completion? No. The vehicle and the achievement both require all fifty.

If you are starting a fresh playthrough

Knowing the hunt exists changes how you play the early hours, and in a useful way.

Do Fame or Shame, then find Omega early. Once the mission is active, parts start appearing during ordinary play, so a good share of the fifty gets collected simply because you happened to drive past them.

That is by far the least painful way to do it. The players who describe this collectible as a grind are usually the ones who unlocked it late and then went looking for all fifty in one sitting.

Frequently asked questions about GTA 5 spaceship parts

How many spaceship parts are there in GTA 5?

Fifty, scattered across the whole map including underwater and rooftop locations.

How do I unlock the spaceship parts hunt?

Complete the story mission Fame or Shame, then meet Omega in Sandy Shores to start Far Out.

What do you get for all 50?

The Space Docker vehicle and the associated achievement.

Does the Space Docker fly?

No. Despite the thrusters and the styling it handles like a dune buggy and stays on the ground.

Can you lose the reward?

Yes. It is handed over once at a meeting with Omega. Skip that and it does not come back.

Which character should collect them?

Franklin, since the mission belongs to him.

Do I need the parts for 100 percent completion?

Yes, and completion is what unlocks three of the four UFO sightings.

Last updated: September 2026

GTA 5 UFO locations: four of them, and only one you can see today

There are four UFOs in GTA 5 and the difference between them is not location, it is access. Three require the game to be finished completely. One is sitting there right now regardless of how far into the story you are. Here is where each one is and what it takes to see it.

The one you can see today

The submerged UFO near Paleto Bay is the exception to everything. It rests close to the ocean floor and it does not care about your completion percentage.

That makes it the only sighting available to a new player, and it is also the least talked about, because it does not hover dramatically over anything.

You need a way to reach the sea floor, which means a submarine or diving equipment. Swimming down and holding your breath does not get you deep enough.

Condition: none. Requirement: the means to get underwater.

Mount Chiliad, the famous one

This is the sighting that built the entire mythology around the mountain, and it has the strictest conditions of the four.

It appears at the top of Mount Chiliad at 3:00, during a storm, with the game completed to 100 percent. Miss any one of those and there is nothing above the peak.

It also behaves oddly once it is there. It does not react to bullets or explosions, and it disappears if you get too close or drift too far away, which is why it is generally described as a hologram rather than an object.

Condition: 100 percent completion, 3:00, stormy weather. Requirement: patience with the weather.

Sandy Shores, above the hippy camp

The second post completion sighting hovers over the desert, above the camp full of alien paraphernalia between the airfield and the highway to the east.

Reaching it means flying at maximum helicopter altitude. It is not visible from the ground, and that explains why plenty of players walk underneath it without ever knowing.

Unlike the mountain one, this does not require a specific time or weather. After 100 percent, it is simply there.

Condition: 100 percent completion. Requirement: a helicopter and the patience to climb.

Fort Zancudo, above the base

The fourth sits above the military base, at roughly 80 percent of maximum helicopter altitude.

This one carries an obvious complication. Flying over Fort Zancudo attracts the military, so the sightseeing happens while something is trying to shoot you down.

The practical approach is altitude first, then position. Climb well away from the base, then drift over it high, rather than approaching low and climbing above it.

Condition: 100 percent completion. Requirement: a helicopter and a tolerance for anti aircraft attention.

All four side by side

LocationNeeds 100 percentExtra conditionsHow you get there
near Paleto Bay, underwaternononesubmarine or diving gear
Mount Chiliadyes3:00 and a stormany route to the peak
Sandy Shoresyesnonehelicopter at maximum altitude
Fort Zancudoyesnonehelicopter, about 80 percent altitude

Read down the first column and the whole subject becomes simple. One is a sightseeing trip, three are a reward for finishing the game.

What 100 percent completion actually means

This is the part that stops most people, and it is worth being blunt about the size of it.

Full completion is not just the story missions. It includes side activities, hobbies, random encounters and the collectible hunts, which is where the real time goes.

The two big collectible sets are the spaceship parts and the letter scraps, fifty of each. They are scattered across the entire map and they are the reason most save files stop somewhere in the nineties.

If you are working toward the UFOs, those two hunts are the bulk of the work, and we mapped the first one over in our rundown of GTA 5 spaceship parts.

Getting the weather and the clock to cooperate

The Mount Chiliad sighting fails for most people on logistics rather than location, so it is worth handling those two conditions deliberately.

The clock. Sleeping at a safehouse moves time forward in fixed blocks, which is far more efficient than waiting. Aim to wake up shortly before 3:00 rather than trying to hit it exactly.

The weather. It changes on its own schedule, so the practical approach is to check the sky each time you sleep and only make the climb when a storm is already running.

The climb itself. Do it before the clock matters. The cable car and the trails both take real minutes, and arriving at 3:20 means another full day of waiting.

Park something at the peak the first time you go up. Every later attempt then starts at the top rather than at the bottom, which turns a twenty minute trip into a two minute one.

Why the Mount Chiliad one behaves strangely

Players consistently report the same three things: it ignores gunfire, it vanishes when approached, and it cannot be interacted with in any way.

That combination is why the community settled on the hologram explanation. It is placed to be seen from a distance under specific conditions, not to be examined.

Which also explains the endless theories. An object you cannot touch, appearing only in a storm at three in the morning, is designed to generate exactly that kind of speculation.

The mural on the mountain feeds the same loop, and between the two of them the peak has produced more theories than any other place in the game.

How to actually go and see them

  1. Check your completion percentage in the stats menu before planning anything.
  2. Start with the underwater one if you are below 100 percent. It is the only one available.
  3. Get a helicopter for the Sandy Shores and Zancudo sightings. Nothing else reaches the altitude comfortably.
  4. For Mount Chiliad, sleep to move the clock and wait for a storm rather than hoping to catch both at once.
  5. Save before flying over Zancudo. That trip ends in a crash more often than not.

Helicopters are easiest to find at the hospitals and on rooftops, and if you would rather buy something that stays yours, the storage options are covered in our notes on airports in GTA 5.

Where the theories came from

The mountain carries a mural showing shapes that fans read as a map, and that image is the seed of every theory attached to these sightings.

People connected the mural, the glyphs painted around the map and the UFO appearances into one puzzle, then spent years testing combinations of weather, time and completion percentage.

What came out of all that is what you see above: reliable conditions for each sighting, and nothing behind them. The hunt produced excellent documentation and no hidden reward.

It also produced the most durable myth in the series, which arguably outlasted anything an actual unlockable would have been. The other collectible hunts feed the same completion goal, and we walked through one of them in our guide to GTA 5 letter scraps.

What the UFOs are not

Two things worth saying plainly, because both come up constantly.

They do not unlock anything. No vehicle, no weapon, no mission. Seeing all four changes nothing in your save file.

There is no jetpack behind them. The long running theory that the mountain mural leads to one has never produced anything in the story mode, despite years of searching.

So the reward here is the trip itself. That is not a criticism, it is just worth knowing before you spend twenty hours reaching 100 percent expecting a prize at the end.

The underwater one deserves more attention

Since it is the only sighting available before completion, it is worth a paragraph of its own.

The wreck sits deep enough that you need proper equipment, which in the story mode means a submersible. Those appear as part of the campaign and can be found around the coast afterwards.

Visibility down there is poor and the map gives you no marker, so the search is genuinely a search. Bring something with lights and expect to spend a few minutes crossing the sea floor near Paleto Bay.

It is also the sighting that survives closest inspection. Unlike the mountain one, it does not vanish when you approach, which makes it the only one you can properly look at.

Frequently asked questions about GTA 5 UFO locations

How many UFOs are in GTA 5?

Four. Mount Chiliad, Sandy Shores, above Fort Zancudo, and one underwater near Paleto Bay.

Do you need 100 percent completion?

For three of them, yes. The submerged one near Paleto Bay can be found at any point.

When does the Mount Chiliad UFO appear?

At 3:00 during stormy weather, with the game completed to 100 percent. All three conditions must be met.

Why can I not shoot it?

It does not react to bullets or explosions and vanishes if you get too close, that is the reason it is described as a hologram.

How do I reach the Sandy Shores UFO?

Fly a helicopter to maximum altitude above the hippy camp between the airfield and the highway.

Is the Fort Zancudo one dangerous to visit?

Flying over the base attracts the military, so approach high from a distance rather than climbing above it.

Do the UFOs unlock anything?

No. There is no reward, no vehicle and no jetpack attached to finding them.

Last updated: September 2026

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