Carl goes to see Ryder in his back yard, who is smoking. He asks Carl why he, himself, didn't finish high school. After Carl asks if it was because he dealt drugs since the age of ten, or if it was because he attacked a teacher for wearing Ballas colors, Ryder responds that it's because he is too intelligent. After asking Carl where they can attain guns, Ryder informs him that the army has all of the guns.
Carl and Ryder get inside of a Mule (delivered by LB), and drive to the National Guard Depot at the Ocean Docks. Once they arrive, they notice that the gate is closed. Carl climbs over the wall and shoots the switch to open the gate. Ryder drives the Mule to a weapon's warehouse, where Carl shoots the switch to open the door. Ryder stands guard as Carl collects six crates of weaponry inside and around the warehouse using a Forklift. Once six crates have been collected, Carl and Ryder escape from the National Guard, who pursue them in 2 Patriots. They then drive back to LB's lockup in Willowfield.
In order to complete the mission the player must:
Get in the van with Ryder.
Drive down to the compound at Ocean Docks.
Open the front gate by shooting the switch on the other side of the wall.
Shoot the switch to open the front gate.
Open the warehouse door by shooting the switch on the far side of the wall.
An easier but slightly lengthy method is to get the crates into a more favorable line-up before opening the first gate for Ryder. Collecting all the crates to the warehouse doorway allows the player to load them into the truck more quickly once it has driven through.
Remember to defend Ryder. He can be easily overwhelmed by the soldiers there and will die quickly if Carl doesn't support him. Usually, the player may need to get off the Forklift at least once in order to defend him.
It is possible to destroy any excess crates. Each crate has a different item inside them, ranging from a simple pistol to a health pickup to body armor. Remember that 6 crates are needed, and as such, only destroy 1-2 crates.
It is possible to carry two crates at the same time with the forklift. However, the player has to aim the crate into the van one by one to be released. Combined with the tip of lining up the crates before opening the gates, putting everything in the van will be rather quick and with less time to deal with the spawning soldiers shooting at Ryder.
For balancing reasons, the Forklift is Bullet-Proof, and the enemies shooting at it will not damage it.
The final part of the mission is difficult because the Mule is significantly slower than the Patriots, and the latter can't be easily bypassed. At this point, the game will prompt the player to use Horn button, and Ryder will throw an explosive crate. The player should never worry running out of crates, though there's a delay between throws and Ryder can be killed if he gets caught in the explosion or by a physical impact. There are only two Patriots acting as chasers.
For balancing reasons, at this point the Mule becomes invulnerble to explosions.
Man, this shit look real serious. Are we up for this?
It's National Guard, fool! Weekend soldiers! Ain't no match for Grove Street OG's! Now get in there and open the damn gate!
CJ climbs over the wall and opens the gate.
Hey, stop where you are!
*CJ destroys the switch to open the gate* Nice job, CJ, thought that was a suicide mission for sure! Now open the warehouse and keep these motherfuckers busy!
We got an intruder, sound the alarm!
*Opens warehouse door* Yeah, open for business. Back that van up in here.
*Parks Mule in front of warehouse and gets out* I'll watch our backs while you use the forklift to collect the crates. OK, homie, let's load this shit up!
CJ uses Forklift to put crates into Mule, whiel Ryder shoots National Guard soldiers.
Shit, CJ, shit! There's too many damned weekend soldiers! *After CJ collects all crates inside warehouse* They got more crates outside, CJ! They're crawling out the woodwork! Punk-ass National Guard!
CJ loads six crates into Mule. Ryder jumps to the back of the van and CJ drives them to the lockup at Emmet's place.
C'mon, CJ, we got enough! CJ, get up in front and drive us outta here! They got a storage garage up in Willowfield! Go! *Two Patriots show up* Damn, man, these idiots just don't give up!
What's happening back there?
These part time soldiers got a chip on their shoulders!
Nice rhymes, man. Hey, we're real heavy, toss some crates!
A'ight, check it out. Sound the horn, I'll throw a crate at 'em.
I ain't rolling with you no more, man, 'til you off that water, homie. It mess with your mind.
Whatever you say, fool. You don't know what's going on.
And what that mean?
I ain't listening to no more of your bullshit. We got the guns. You ain't no gangster, homie. You want it smooth? You don't want no trouble. I keep it real.
You wouldn't know real if it came and hit you in your cheeks, homie, which it could do, if it gave you a hit first.
I ain't listening to you, Carl.
CJ and Ryder stop the van at Emmet's place.
That shit was tight!
Tight? Man, that shit was shit.
Man, you say you down for the homies, but all you do is complain.
GTA San Andreas - Walkthrough - Mission 12 - Robbing Uncle Sam (HD)
GTA San Andreas - iPad Walkthrough - Mission 12 - Robbing Uncle Sam (HD)
GTA San Andreas Remastered - Mission 12 - Robbing Uncle Sam (Xbox 360 PS3)
In the beta, after this mission there would be an AK-47 available at Emmet's.[citation/verification needed]
Outside of this mission, the player can discover that the National Guard Depot does not have a gate, and is surprisingly unprotected for a national guard depot. The warehouse door is fully opened as well.
The song heard in opening cutscene is "It Was A Good Day" by Ice Cube. This song can also be heard on Radio Los Santos, however the cutscene utilizes the clean version of the song.
During the small cutscene of Ryder and Carl at the gate, a soldier is seen driving a Mesa with a unique color. Like in the free roam, the Mesa can appear in two different variants.
The Mesa can be obtained by the player. After Carl kills the guards at the gate and eliminates the soldiers in the warehouse, the player can steal the Military Mesa, and then drive back to a safehouse garage. Return to the depot in order to complete or fail the mission, then check the car in the garage.
Sometimes, when the player saves the Mesa in the garage and returns to the depot, Ryder will almost be killed during the progress and his life bar will decrease on the way back to the Mule, causing the mission to fail, thus forcing the player to restart the mission. Even reloading the game after several minutes will not fix this situation. This is most likely a glitch. It is not known what kind of in-game factor leads to this, however it may not always happen. This situation is reported in the mobile version, mostly on the Android device. Other versions still remain unknown.
However finish loading the crates will cause Ryder to enter the truck, and the soldiers will stop spawning for a while before entering the truck and escaping, thus avoiding the glitch.
If the player chooses to obtain the Mesa by completing the mission, they must return to the garage, open and close the door again, or else the Mesa will not be saved.
The color of the Mesa cannot be found at the mod garage since any of the colors avaliable can be applied (if the player has completed Cesar Vialpando before triggering the mission), proving that the military green paint job is unique in the game.
This mission is the only occasion where the army uses pistols and not M4s. This may have been done because it's an early mission and the player doesn't have any powerful weapons yet.
This can also happen to soldiers that spawn on a six-star wanted level, but the frequency of them having a pistol is rare.
Once the chase phase begins, the Mule will be explosion proof, likely to prevent the player from blowing it up with the crates during the chase. It's unlocked and free to take, and it will still retain its feature.
The Forklift is bulletproof, this is likely done for balancing reasons, although Carl can destroy it by either dumping it in the water, incinerating it with Molotov cocktails or a flamethrower or exploding it with an RPG or grenades. The mission will fail and the game will say "The Forklift Truck is history".
The mission will fail if the Forklift is destroyed even after loading up all the six required crates.
The vehicle can be obtained in a similar fashion to the Mesa.
The crates can be destroyed by shooting, attacking, or running over them. They may contain pistols, micro-SMGs, shotguns, grenades, health, or armor. However, if the player destroys too many of the crates, the mission will fail with the game saying Carl and Ryder should need more crates, unless Carl has already loaded up six crates.
The game pokes fun at itself during Carl and Ryder's conversation after the opening cutscene, when Carl wonders how the truck suddenly appeared outside Ryder's house (as throughout the game, vehicles used in missions suddenly appear in a similar fashion after the mission-assignment cutscene).
The Patriot are temporarily invincible and heavy the moment they exit their garages to chase Carl and Ryder for balancing reasons, so they can't be bypassed. This can be proven using cheats, for example, spawning a Rhino and block off the exits. After Carl enters the truck and drives away, the tanks will immediatly be pushed away.
Do note that the invincibility is not always present. It is possible for the Patriots to catch on fire the moment they collide with the Rhino, even if they were parked closely to the door.
A bug will occur if the player shoots the two drivers who are in the Patriots in the head before driving the truck. The Patriot will not move because of the dead drivers, but when Carl removes the Patriot from the camera and then point it back to the Patriot, the car will start teleporting near the player and begin to follow until arriving at the drop off location. This works on the PS2 and PC. Xbox is still unconfirmed. A similar consequence can be seen in the mission Jizzy - If the player kills the Stretch's driver and starts driving it around, the Huntley will also begin to teleport to the Stretch, despite it keept driving away from the Stretch.
If the player kills the co-passengers as well, steals one of the Patriots and parks them in a safehouse garage; the Patriot will vanish as soon as the door closes. If the player goes back to Ocean Docks to retrieve Ryder, the stolen Patriot will have teleported right back to the National Guard Depot.
The National Guard's Patriot can be kept after the mission by killing the driver or the passenger, then destroying the Mule with a sub-machine gun while still in the Patriot, causing the mission to be failed. After the mission is failed, drive the Patriot straight to a safehouse garage, save the game and the Patriot will be kept. Note that the saved Patriot won't have any special features.