Skip to content
The Wanted Level
Features

The best GTA 3 missions, ranked

GTA 3 does some of its best work with a pager message, a bad car and a job that goes wrong. These are the missions that make Liberty City stick.

Bomba Da Base Act 2

GTA 3 can make a short drive feel like a terrible decision. You collect a car, notice who has started following you, and realise the person paying for the job has left out something fairly important.

That economy is what makes its strongest missions work. Later GTA games have bigger casts and more elaborate set pieces, but Claude rarely needs either. Give him a dubious employer and a destination across town and Liberty City supplies the complications.

Our ranking favours missions that use the city well, change how you understand its characters, or turn a simple objective into something memorable. Difficulty alone does not earn a place. Neither does making you restart the same journey six times.

Story spoilers for GTA 3 follow.

7. Turismo

El Burro’s street race is a good argument for GTA’s early approach to mission design. Choose your own car, learn the roads and deal with whatever traffic decides to do at the worst possible moment.

Portland becomes a circuit without ceasing to be a city. Junctions and awkward corners matter because you have already driven through them on other jobs, and a clean racing line is only useful until someone parks a taxi in it.

There is a practical reason to attempt it early, too. As the GTA Wiki’s mission breakdown explains, later hostility from the Leone family can turn parts of the route into a shooting gallery. Your progress through the story changes the difficulty of an otherwise familiar race.

6. Dead Skunk in the Trunk

Joey Leone wants a body and its car disposed of. The Forellis would prefer you did not complete the delivery.

The job’s setup makes the choice of vehicle essential: Claude has to get a vulnerable Manana to the crusher while being pursued. You cannot simply solve every problem by arriving in your favourite sports car.

It is a small criminal errand with a properly unpleasant sense of humour. The crusher is already part of the world; the mission gives it a much nastier purpose. GTA 3 is particularly good at making its everyday infrastructure feel complicit.

5. Grand Theft Aero

An airport collection becomes a search for a missing package, then a return to the construction site and an encounter with Catalina.

What earns Grand Theft Aero its place is the way its story grows out of the journey. You follow the missing goods through Liberty City and end up back inside the betrayal that started Claude’s problems. Donald Love’s business and Claude’s private grievance briefly become the same job.

The construction site also gives the confrontation a suitably unfinished, exposed setting. Even with the game’s blunt presentation, there is something effective about watching people negotiate loyalty among bare concrete and armed guards.

4. Waka-Gashira Wipeout!

Donald Love wants a gang war. Claude is happy to provide one, even if that means killing someone who has employed him.

The requirement to frame the Cartel turns the vehicle into evidence. It is not enough to reach Kenji and get away; the attack needs to tell the story Love wants the survivors to believe.

This is also one of GTA 3’s clearest statements about its protagonist. Claude’s silence leaves room for players to project onto him, but his actions are fairly unambiguous here. He will sell out a working relationship for the next payment. That coldness suits Liberty City better than a speech about honour would.

3. The Exchange

Catalina takes the ransom money, Claude loses his weapons, and the last job becomes a scramble to recover control.

The journey to Cochrane Dam supplies the scale a finale needs, but the opening disadvantage does the more interesting work. By this point, a well-equipped Claude can feel almost comfortable. Taking that equipment away makes the familiar problem of surviving a gang ambush dangerous again.

The final helicopter confrontation is blunt and noisy, as it should be. GTA 3 has spent the game building towards revenge, and it finishes with a target you can put a rocket into. Subtlety would have felt slightly out of character.

2. Bomb Da Base: Act II

Protecting 8-Ball while he boards the Cartel ship changes the rhythm of the game. For once, getting Claude safely to the objective is only part of your responsibility.

From the rooftop, you have to read the space below, identify threats and give someone else room to work. The ship provides a contained battlefield, while the sniper rifle makes each missed shot feel consequential.

Then the whole operation goes up. It is an early demonstration of how much more satisfying a GTA explosion becomes when the player has had a specific job in making it happen.

1. Last Requests

Salvatore gives you an instruction. Maria’s pager message tells you that following it will get you killed.

That is an excellent use of a device the game has already trained you to read. A routine piece of mission information becomes an intervention, and the correct response is to abandon the job your employer gave you.

The boat trip away from Portland is comparatively quiet, but it changes the whole campaign. Claude leaves behind a working arrangement that has become a death sentence and arrives on another island with new connections and no reason to trust them.

Last Requests takes first place because the betrayal is something you have to respond to yourself. Liberty City has changed the terms, and the game expects you to notice.

About the author

TWL Editorial

TWL Editorial is the editorial team behind The Wanted Level. We cover the latest GTA news, updates, guides and features, with a focus on accurate reporting, useful information and the stories that matter to the community.

View all articles →