GTA 6, how to
How do you steal a car in GTA 6?
Short answer
Two ways in the frame we have, and the game asks you to choose. At 6:04.90 in the Extended Look a man has one hand at the door of a red four-door, and two prompts appear on the car itself: SLIM JIM on triangle and SMASH WINDOW on circle. In the real world a slim jim is the quiet, slow way in and a smashed window the fast, loud one; what each does in the game, the frame does not show. Everything beyond that choice, from alarms to who is watching, is not in the frame.
Sources last checked 27 September 2026
Where the footage shows it
This is a how-to one frame answers almost by itself. Grand Theft Auto V took a car with a single button press and decided for you how to get in; at 6:04 the Extended Look puts that choice on the screen. The prompts are legible, and this page is what follows from them and no further.
What the material shows
A man in a cap and camouflage shorts stands at the side of a long red four-door with one hand down at the front door’s handle. Over the car’s flank, drawn in world space rather than in a HUD corner, sit two options stacked: a triangle glyph with SLIM JIM, and a circle glyph with SMASH WINDOW. A slim jim is the thin strip a locksmith slides down inside a door to pop the lock: quiet, and slower. Smashing the window is neither. The frame presents them as two methods and, presumably, two consequences; what those consequences are is outside it.
Other frames suggest the game notices. The wanted display carries a car icon among icons that read as what the police know about you, and in a chase in the Extended Look it is still there at 15:49 and gone at 15:57, while the other icons stay. Inside the jewellery store at 18:01 the HUD carries a red disc with a camera icon, which reads as a marker for being watched. Put them together and the plain reading is that how you take a car, and who sees you do it, feeds what the police hold against you. That is a reading across several frames, and the page says so.
What nobody knows
- What the slim jim costs in time, and whether it can fail.
- Whether cars have alarms, and whether an owner or a passer-by reacts.
- Whether a locked and an unlocked car offer different prompts. The car in the frame is presumably locked.
- Whether the choice changes the wanted level or the car icon, or only the noise.
- Whether a stolen car can be kept, and whether it can be sold.
How Grand Theft Auto V did it
This is the reference, not a prediction. In Grand Theft Auto V taking a car was one action: walk up, press the button, and the character either opened the door or broke a window and hot-wired the car, depending on whether it was locked, without asking you. A theft that someone reported earned a star. The series has made taking a car harder before: in Grand Theft Auto: Chinatown Wars each car came with a lock-cracking minigame, a screwdriver in the ignition, two wires or a hacked immobiliser, but the car decided which. In the frame at 6:04 the player is offered the choice.
What this page becomes on launch day
From 19 November 2026 this guide is rewritten from the release build: what each method does, how long it takes, what triggers alarms and witnesses, and what happens to the car afterwards, each with the date it was tested. Until then the short answer at the top stands.
Where this comes from
Every claim above rests on one of these. Anything marked the platform holder is Sony or Microsoft describing their own store or hardware, not Rockstar. Anything marked reported is somebody else telling us what Rockstar said, and is treated as weaker than Rockstar saying it. Anything marked our own play is something we saw ourselves in the game, on the console and version named; the link goes to the screenshot or clip.
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