You're standing at the edge of Belleville Park in Staunton Island. The rain in Liberty City always feels a bit heavier when the CIA is breathing down your neck. If you've played through the middle act of Grand Theft Auto 3, you know exactly who Ray Machowski is. He’s the paranoid, sweat-drenched cop hiding in a public restroom who eventually realizes his time has run out. GTA 3 Marked Man is the culmination of that anxiety. It isn't just a driving mission; it’s a high-stakes escort through a city that suddenly feels very small and very dangerous.
Ray is terrified. He’s convinced the CIA is watching his every move, and honestly? He’s right. The mission starts simply enough: get Ray to Francis International Airport so he can flee to Miami. But there’s a catch. The bridge is being watched. The tunnels are your only hope. And you have a time limit. It’s a classic Rockstar Games "pressure cooker" scenario that has frustrated players since 2001.
Why GTA 3 Marked Man is a Difficulty Spike
Most players fail this mission because they try to drive like a normal person. You can't. The moment you pick up Ray, the game toggles a specific AI behavior for the CIA agents. They aren't just following you; they are scripted to intercept.
People often forget that the Shoreside Vale bridge—the Shoreside Lift Bridge—is a deathtrap during this mission. If you try to cross it, the CIA will have roadblocks waiting. These aren't your standard beat-up police cruisers. We’re talking about blacked-out Sentinels and Patriots that will ram you off the road or turn your car into a fireball in seconds.
The secret is the Porter Tunnel.
It’s dark, it’s claustrophobic, and it’s the only way to bypass the scripted ambushes on the surface. But even then, the clock is ticking. You have three minutes. That sounds like a lot until you realize how poorly the cars in GTA 3 handle at high speeds when you're clipping the geometry of a narrow tunnel. One bad flip and it’s over. Ray dies, you fail, and you’re back at the bathroom stalls in the park.
The Vehicle Choice Matters More Than You Think
Don't show up in a slow car.
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Seriously.
I’ve seen people try to do GTA 3 Marked Man in an Enforcer because they think the armor will save them. It won't. The Enforcer is a brick. You need something that can weave. The Banshee is a popular choice because it's fast, but it’s fragile. If you hit one CIA Patriot head-on in a Banshee, the engine starts smoking.
The Mafia Sentinel is actually the secret MVP for this run. It has decent speed, but more importantly, it has much better durability and weight than the standard sports cars. It can take a hit and keep rolling. If you can't find one, a standard FBI Car (if you happen to have one in your garage) is the gold standard, but most players are sticking to what they can grab off the street near Belleville Park.
The Optimal Route: Breaking Down the Run
Let's talk about the actual path. You pick up Ray. He’s rambling about how "they’re everywhere." Ignore him and focus on the mini-map.
- The Tunnel Entry: Head straight for the Porter Tunnel entrance in Staunton Island. Don't even look at the bridge.
- The Descent: Once you’re in the tunnel, stay in the middle. The CIA agents usually spawn near the exits or specific junction points. If you see a black car, don't brakes—swerve.
- Shoreside Vale: When you emerge in Shoreside, the mission isn't over. You still have to navigate the winding roads up to the airport.
The real danger in the Shoreside section is the terrain. It’s hilly. If you take a corner too fast and launch your car off a cliff, you’re done. The game doesn't care about your "cool airtime." It only cares that Ray gets to the terminal.
What Happens If You Fail?
If you fail, Ray usually ends up dead or the car explodes. The "Mission Failed" screen in GTA 3 is notoriously unforgiving because, in the original version, there were no mid-mission checkpoints. If you die at the airport gates, you start back at the beginning of the mission. This is why the GTA 3 Marked Man mission is cited as one of the most stressful in the game's third act.
In the Definitive Edition (the 2021 remaster), they added a restart feature. It makes it easier, sure, but it loses some of that "palms are sweaty" tension that defined the early 2000s gaming experience.
The Reward: Why We Put Up With Ray
Why do we do it? Is it for Ray? No. Ray is a corrupt cop who’s been using Claude (you) as a hitman for hours. We do it for the loot.
Once you successfully drop Ray Machowski off at the airport, he leaves you a parting gift. He tells you he left some stuff in a lockup. This isn't just some spare change. You get access to a garage in Staunton Island that contains:
- A Bulletproof Patriot. This is arguably the best land vehicle in the game. It’s completely immune to bullets.
- A Rocket Launcher.
- A Sniper Rifle.
- A Flame Thrower.
- A heap of cash ($30,000).
The Bulletproof Patriot is the real prize. In a game where the AI has literal aimbots, having a vehicle that can't be shot out from under you is a game-changer for the final missions like "S.A.M." or "The Exchange." It makes the rest of the game significantly more manageable.
Common Misconceptions About the CIA Agents
A lot of players think the CIA agents in GTA 3 Marked Man are infinite. They aren't, but they might as well be. They spawn based on your proximity to certain "trigger zones" on the map.
I’ve seen "pro tips" suggesting you should stop and fight them. Don't do that. The agents carry M16s. In GTA 3, the M16 is the hand of God. It can shred a car’s health from 100% to 0% in about two seconds of sustained fire. If you stop the car, you are signing your own death warrant. Keep the wheels moving.
Technical Nuances and Glitches
If you're playing the original PC version or the PS2 classic, there’s a funny quirk with the physics. If you hit a CIA Patriot at a specific 45-degree angle while they are mid-turn, the game's physics engine occasionally freaks out and launches them into the air. It’s hilarious, but don't rely on it.
Also, watch out for the "Ghost World" glitch. Occasionally, if you enter the Porter Tunnel too fast, the textures for the exit won't load in time. You’ll fall through the map. If this happens, you have to restart. It sucks, but it’s the reality of a game engine built at the turn of the millennium.
Strategy for the Final Stretch
The final turn into Francis International Airport is a sharp right. There is almost always a CIA car parked nearby or patrolling the entrance.
Don't try to be fancy.
Ram them if you have to, but make sure you have enough momentum to clear the gate. Once you hit the yellow marker, the cutscene triggers. You’re safe. Ray gives his dramatic goodbye, heads into the terminal, and you’re left with the keys to his stash.
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Taking Action: Your Checklist for Success
If you're stuck on this mission right now, stop what you're doing and follow this exact sequence:
- Ditch your current car. Go find a Mafia Sentinel in Saint Mark's or a Stinger in Staunton.
- Check your health. Go to a health icon or pick up a "bribe" to lower your wanted level if you have one before starting.
- Enter the Porter Tunnel immediately. Do not touch the bridge.
- Stay in the left lane in the tunnel to avoid the bulk of oncoming traffic, which can cause pile-ups that the CIA will use to trap you.
- Save your game immediately after the mission. The Bulletproof Patriot is a one-time reward. If you lose it or blow it up without saving it in your garage, it's gone forever.
GTA 3 Marked Man is a test of nerves more than a test of driving skill. It’s about knowing the map better than the AI does. Once you realize the tunnel is a "cheat code" for the mission's pathing, the difficulty drops from an 8/10 to a 3/10. Get Ray to his flight, grab that Patriot, and get ready for the endgame. You're going to need those rockets for what comes next in the Shoreside Vale finale.
Go to the park. Talk to the guy in the toilet. Get it done.
Actionable Insight: To ensure you keep the Bulletproof Patriot long-term, drive it directly to your Staunton Island garage (the one with the large door near your safehouse) and save the game. Never use it for missions involving deep water or high cliffs where you might lose it, as you cannot get another one through normal gameplay once this mission is completed.