SAM Site Ridge

SAM Site Ridge is a Grade 3 mission Assigned by GSO. It was added in the Version 1.3.7.1.

Synopsis
Much of GSO's air freight are missing for an unknown reason. GSO itself suspects that an enemy base must be somewhere around for this to happen, and dispatched Agent Pow to investigate. They also requested the player's intervention. Agent Pow then reveals that the enemy base is a SAM Site, which is the structure responsible. GSO then requests the player to destroy it after taking down it's chargers.

Strategy
This mission is not much of a difference from the Charlie Watchtower, except that the SAM Site itself has some GSO Missile Batteries and there are three chargers. Again, despite the increased defence the charger should not be hard to knock down, though the SAM site itself if hard to destroy, as the missiles may make a close-range approach dangerous. Navigating around the terrain is the best way to get around without the SAM's missiles hitting the player, then quickly knock the SAM itself down with a GeoCorp drill. The invincible shield will still go on without electricity so there's no way of getting around the chargers. Fortunately, the terrain does not pose a big hazard, and in fact offers an advantage as the player can use certain explosive weapons to attack the SAM with little retaliation, unlike the watchtower, which must be confronted on plain ground.

Trivia

 * This mission cannot be cancelled due to it spawning specific, permanent terrain structures.
 * This is the first opportunity in the game to obtain the GSO missile battery. While difficult, it will provide the player with a big advantage as a Grade 5 block, which is a powerful homing weapon that makes combat much easier and will not be available to purchase at trading station until much later.
 * The SAM Site appears to be built on some excavation site of some ruins, complete with some GSO-styled structures.
 * The unique long-range chargers and the shield cannot be obtained for the player's own use, as they are considered to be the central block of the respective techs and must be destroyed. The shield in particular also doesn't seem to have any power drain as they do not deplete the tower's power in anyway. In fact, disabling all power blocks on all charging stations will not remove the shield.
 * If spawned via a Hacked Snapshot, the blocks' names will be displayed properly, and the giant shield has significant power drain. Although they are control blocks, they are not supposed to be acquired normally, and therefore techs with them as the first-deployed cab can't move, only able rotate on the spot.
 * It is technically divided into two separate missions. The first mission is completed as soon as Agent Pow finishes her speech/the player moves far enough to skip it, and the second mission is automatically assigned to the player.
 * It is the one of the three missions in the entire game to have this property. Others are Bomber Command and Charlie Watchtower.