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Mental Omega APYR (Almost Perfect Yuri's Revenge) is a Game Mod for the Real-Time Strategy game Command & Conquer: Red Alert 2. It details a re-imagined version of the storyline of Red Alert 2 and its expansion pack Yuri's Revenge, initially through a two-act story each containing a 12 mission campaign for the three major factions, leading to a grand total of six campaigns and 72 missions. The four factions of the game are the Allied Nations, the Soviet Union, the Epsilon Army (a re-imagined version of Yuri's faction from the expansion), and the Foehn Revolt (an original faction not based on the original game's factions).
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In addition to the revamped story, the game greatly expands upon and re-balances all three of the original factions, giving them a plethora of new units in three distinct sub-factions for each. The USA, European Alliance, and the Pacific Front are the Allied Nations. Russia, China, and the Latin Confederation make up the Soviets. Scorpion Cell, PsiCorps and Epsilon HQ comprise Epsilon. And finally Wings of Coronia, The Last Bastion and Haihead are collectively the Foehn Revolt. Each sub-faction has its own unique units and each focuses on different aspects of warfare.

Similar to the original installment of Red Alert 2, Mental Omega dives into a chaotic alternate universe that takes place during the 1980's. In 1946, Professor Albert Einstein created a prototype temporal displacement device called the Chronosphere that allows him to travel backwards in time. He attempted to avert the horror and bloodshed of World War II by assassinating Adolf Hitler before he seizes control in Germany. Unfortunately, the erasure of Nazi Germany as a world power eliminated a check on the Union of Soviet Socialist Republics. The Soviet Union grew in power and began expanding aggressively into Eastern Europe, forcing Western European nations to band together and counter the growing threat of the Russian bear. After a lengthy and bloody war, the Allies were victorious, Premier Joseph Stalin was killed, and the USSR was occupied by the Allies and the United States of America to set up a European-friendly regime.

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In the present year of 1983, the geopolitical situation of the world is at its most tense since the Second Great War. The Romanov regime in the Soviet Union has slowly turned against their former Allied puppeteers at the introduction of a man named Yuri as Premier Romanov's adviser. The Latin Confederation has taken power in the entirety of South America and Mexico, putting a hostile Communist organization right on the doorstep of the United States. And in the far East, Chinese Communists have been consolidating their control over China as the democratic Republic of China goes into exile, putting Asian capitalist nations like South Korea and the newly independent Japan in a tenuous situation. While Allied occupying troops are forced to withdraw from the Soviet Union, Premier Romanov initiates a buildup of the Red Army despite restrictions placed on it after the Second Great War, all with one goal in mind: to seek revenge against the Allied Nations.

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The Russians begin their attack on the United States, believing them to be a great factor of success of the Allies in the Second Great War by supplying the Europeans weapons and supplies. Surprisingly, the American nuclear armaments and laser defense platforms are disabled, leaving conventional US military forces as the primary defense of the country. Meanwhile, the Russians launch an invasion on Europe, absorbing all territory along the way and forcing the Western European nations to once again unite and scramble their forces. And behind all this, Yuri and his shadowy special operations group PsiCorps silently start their own quest for world domination. The Third Great War has begun.

Currently v3.3 of the mod is available to be downloaded here and the dev team's website can be found here.


This game contains examples of:

  • Action Girl: Tanya for the Allies, Libra for Epsilon, Yunru for the Soviets and Eureka and Alize for Foehn.
  • Adaptational Badass:
    • The entire Soviet faction. In canon, they haven't managed to win a single campaign, only clinging to life by mean of time travel. In the mod, they have all but defeated the Allied, something not even the time travel-enhanced Soviet in Red Alert 3 can do. If it hadn't been for infighting and the emergence of Epsilon, the Soviets would have eventually achieved their lifelong goal of communist world domination. This applies to them in gameplay as well: the rebalances the mod brings have once again made the Soviets a force to be reckoned with after Yuri's Revenge nerfed them to oblivion.
    • Numerous units have been rebalanced from the original game and some are more powerful than before:
      • The Epsilon Lasher tank now has a rapid reload mechanism which enables it to fire its first four shots twice as fast.
      • Another example is Tanya as her new laser rifle crushes troops and tanks with no effort.
      • Volkov and Chitzkoi the Soviet heroes of Red Alert 1 are given a massive makeover in this mod, the former now has a Tesla cannon and grenades that makes him much more powerful against vehicles and structures than his Red Alert 1 counterpart, while the latter is now essentially a Terror Drone on steroids.
      • The Tesla Tank (now called the Tesla Cruiser) takes the Apocalypse tank's place as Russia's most powerful tank.
  • Adaptational Wimp:
    • Wild animals no longer retaliate when fired upon, now all of them (including alligators, elephants, polar bears,...) will run away in fear instead. A far cry from the vanilla game where they'll go all the way to bite at a Nuke Silo if they take damage but do not die from a nuke's fallout.
    • The Allied Mirage Tank, now exclusive to the Euro Alliance, can now be built earlier, at Tier 2. On the other hand, its weapon is only effective against tanks; firing at infantry will only mildly annoy them.
    • Rahn has lost the ability to swim between 2.0 and 3.0 but has slightly made up for it with a more badass voice.
    • Snipers and Viruses have been hit with a double whammy to make them balanced for multiplayer games: they require full tech instead of only a Barracks and radar facility, and can't shoot as far or as quickly as they can in the vanilla game.
    • The vanilla Floating Disc was an absolute terror in the skies, while the mod's Invader is now merely annoying, having significantly weaker firepower and armor, and can only drain power from one Plant at a time, instead from all of them. On the flip side, it's also cheaper and available earlier than before.
    • The Soviet Flak Troopers are now ineffective against infantry, making it no longer viable to field them exclusively without Conscripts or Attack Dogs. They are only effective against armor, both grounded and airbone, and are the weakest between equivalent units of other factions (although they are also the cheapest).
    • Speaking of the Flak Troopers, The Allied Guardian GI no longer have Heavy Machine Guns when undeployed like in the Vanilla game. Now they wield Rocket Launchers both Deployed and Undeployed making them a pure anti-vehicle infantry.
    • The Psychic Dominator is never implied to have the ability to mind-control entire continents. It is, instead, just another superweapon, with the ability to mind-control large areas being left to Psychic Beacons, Psychic Amplifiers and the Mental Omega Device.
  • Adaptation Name Change: Some units from the vanilla game got renamed in the mod: Stryker IFV (from simply IFV), Cavalier Tank (Grizzly Tank), Stallion Transport (Nighthawk Transport), Battle Tortoise (Battle Fortress), Halftrack (Flak Track), Scud Launcher (V3 Launcher), Tesla Cruiser (Tesla Tank), Seawolf (Sea Scorpion), Epsilon Adept (Yuri Clone), Invader (Floating Disc), Voyager/Zubr/Mandjet (Amphibious Transport), Repair Crane (Service Depot), Tech Center/Palace/Atomheart/Pandora Hub (Battle Lab) and Tech Satellite Hack Center (Spy Satellite Uplink). Yuri's army is now named Epsilon instead of simply being called after their leader, while Yuri's Psychic Reveal scout power has been renamed Spy Satellite, since it now belongs to the Allies.
  • Adapted Out:
    • The Chaos Drone, Chrono Commando, Psi Commando, Robot Control Center, Genetic Mutator and Tech Outpost were original units and buildings that were completely cut from the mod.
    • The only characters from the original game that still appear in the mod are Dugan, Romanov and the heroes.
    • Many vanilla skirmish maps got cut for being too asymmetrical and unsuited for multiplayer.
  • The All-Seeing A.I.: The AI is omniscient and can target any specific unit or structure, even ones that it isn't supposed to see, as you might notice if you have a Mind Reader. There's a reason why Gap Generators, despite their annoyance to opponents in multiplayer matches, are useless against the AI.
  • All There in the Manual: Due to cutscenes being beyond the modding team's abilities, most of the plot and character development is conveyed though scripted sequences within the mission and walls of text in the mission briefing and debriefing screens which are completely optional to read. Furthermore several plot points are also set up in the very optional Co-op missions. This makes some of the the plot points and their continuity with each other a bit hard to pin down.
  • Anachronic Order: The 21th Epsilon mission Obsidian Sands was added in 3.3.2, while the one that directly precedes it, Machinehead, was made available in 3.3.3.
  • Anachronism Stew:
    • The mission loading screens use the world map of 2002 from the vanilla game, which can't be realistically the same as the map of a world where the Second World War was fought between the Western Allies and the Soviet Union in which the Allies won.
    • The Allied mission Hysteria, set in Santa Cruz de Tenerife, features the Auditorio de Tenerife, which only began construction in 1997, thirteen years after the events of the game.
    • The Soviet mission Power Hunger, set in Shanghai, features the Oriental Pearl Radio & TV Tower, which was only built in 1994.
  • Anti-Air: Most units that can fire on air units fulfil this role (more or less), since there aren't many units that can do so at the first place.
  • Arbitrary Headcount Limit: It is only possible for one player to have one ecobooster or superweapon of each type, two Experimental Warpshops, one EMP Control Station, one Harbinger Tower, one Stalin's Fist, one Centurion, one Irkalla, one M.A.D.M.A.N, one Plasmerizer, one Boidmachine or two Iron Guards present at a time (heroes don't count since they are or are implied to be one-of-a-kind).
  • The Artifact: Originally Foehn was planned to have a non-standard power plant in the form of the Windbelt, which also serves as their wall. It was removed and replaced with Windtraps and Bastion Walls before the release (it didn't work properly, can't block projectiles and came with balance issues), but is still present in the skirmish map FinAlize'd, where every tech structure is surrounded by four Windbelt posts, which can't be captured and block access to them until destroyed.
  • Artificial Stupidity:
    • Despite being better than in the vanilla game, the AI is still capable of things that no sane human would do, like ignoring a useful tech building right next to its base, or wasting 2500 credits to use Nanofiber Sync on empty space.
    • In some campaign missions, your units tend to be too eager to shoot on targets which are supposed to be mind controlled. In Human Shield (Epsilon 5) for example, you are not allowed to kill any enemy spies (as you need to mind control them for the objective), and mind controlling a Sniper is a very bad idea as the Sniper will then proceed to instantly snipe one of the spies, causing you to fail the mission. Likewise, in Scrapyard (Epsilon 3), a mind controlled GI will happily fire on the Engineers that you also need to mind control to capture the needed Oil Derricks.
  • Ascended Extra: Unlike the vanilla game, Psychic Amplifiers are not phased out by Psychic Dominators, and are objectives of several missions in Act Two.
  • Ascended Meme:
    • Harvester AI in Red Alert 2 is infamous for it wanting to harvest ore where the enemy has set powerful defenses on, leading them to be destroyed, one after another. The Act 1 Soviet campaign tries to excuse this by stating that harvesters don't get battlefield data and need their harvesting locations to be picked by the general.
    • In Epsilon Mission 2, "Accelerant", you have to bring support to a novice Russian general in order to break through a heavily-defended area. That general tries to attack with a massive amount of Rhino Tanks each time, which ends up with them being turned into scrap fairly quickly. This references how, in the base game, it is possible to win games as a Soviet player just by rushing and spamming Rhino Tanks; this strategy does not work on Mental Omega because main battle tanks are only good against other vehicles.
    • In the campaign, some enemy structures and bases are filled with explosive barrels, ostensibly to make it easier for the player to destroy them. It makes sense in the gameplay but not story (why is the enemy so stupid to place explosive barrels like that?). It became a meme among the community and the developers acknowledged it in the Dance of Blood opening (where the player's allied bases have a large number of barrels and fall like a breeze to the enemy):
    Our coastal defenses are too weak and full of barrels.
    • The problem with barrels is also acknowledged in Allied Covert Ops mission "Fullmetal", where the Allies reach the conclusion that Epsilon has no idea how store their barrels properly.
    • Most of the Allies' problems and woes during the late Act One and early Act Two are due to their numerous miscalculations, to the point that 'We have miscalculated' and how the Allies' calculations are so bad also became a meme. Come Paranoia, a mission set in late Act Two:
    Our calculations are getting better! We believe we have NOT miscalculated this time.
  • Autobots, Rock Out!: Syncing your attacks with the right one of Frank Klepacki's pieces can result in a truly epic moment of gameplay.
    • An intentional example on the part of the dev team is the opening of Allied Mission 22 "Insomnia" which begins with what is basically the Normandy D-Day landings except on Antarctica set to this track.
  • Awesome, but Impractical: Capturing a Tech Satellite Hack Center grants you full view over the battlefield (except around enemy Gap Generators)... but if you lose it, then be prepared to have shroud reset over the entire battlefield. And, being a neutral structure, the Tech Satellite Hack Center does not provide a build area around it, making it difficult to fortify the area around it.
  • Back from the Brink: Both the first and last missions of the Act 1 Allied campaign are about scoring a win against all odds in a battle which if lost would end the war in a defeat instantly. In fact one could argue that the entire Allied campaign is like this, with the player's efforts being mostly focused on preventing a total Allied defeat rather than going on the offensive, in fact every time the Allies gain any kind of an advantage over the Soviets, something unexpected happens to force them back on the defensive:
    • Repel the Soviets from Washington? The rest of the East coast is not so lucky.
    • Retake the Air Force Academy in Colorado? Well the Latin Confederation's invading from the south so you need those fighters to defend your borders rather than aid in retaking the USA from the forces already in it.
    • Retake the Mayport naval base and New York City? With the Bahama fleet destroyed by PsiCorps and the rest of the East Coast overrun it hardly makes a difference.
    • Destroy the Psychic Amplifier in Chicago? Your forces get nuked.
    • Destroy the Soviet MIDAS rockets and the mining facility from which they obtain the resources to build more? Too late, the Euro Alliance is getting overrun as well.
    • Build a Chronosphere? Gets nuked too, by a MIDAS rocket you overlooked.
    • Repel the Soviet invasion of the UK? The rest of Europe and most of the USA is conquered.
    • This also applies to Act 2, where the Allies fare a little better, yet still can't catch a break. Managed to retake most of Western Europe from the Soviets and Epsilon, and get them on the run? It was all a bait so that the London Fortress exposes a weakness that Epsilon exploits and forces the Allies on the run from that point onwards.
  • Bait-and-Switch: The first Soviet mission of Act II, "The Raven" is at first presented as a Swapped Roles remake of the vanilla Red Alert 2 mission "Liberty", then just as you receive reinforcements and you feel like you're about to drive the Allies back, an Epsilon raven flies over one of your bases and the whole map goes dark as the superweapon countdown of your Iron Curtain turns purple, ending the mission.
  • Baseless Mission: Wouldn't be an RTS without at least a few missions where you don't have control over a base.
    • In the Allied campaign we have: Hammer to Fall, Wrong Side, The Gardener, The Mermaid, Bottleneck and Paranoia.
    • In the Soviet campaign we have: Archetype, Golden Gate, Recharger, The Lunatic, Awake and Alive and Heartwork.
    • In the Epsilon campaign, all Act 1 missions (except Shipwrecked, Think Different and Moonlight), plus Huehuecoyotl and Godsend in Act 2 and the Covert Op missions Taciturn and Blood Rage.
    • In the Foehn campaign, there's Nobody Home.
    • Co-op missions have: Good Old Times, Impersonal War, Blut Royale, Balance of Power, Panzer Ace, Technologic, Burned Alive, Role Reversal, Ego Ergo Hax, Combustion, Cyberanatomy, Intoxicated, Television Lies, Retaliation, Cornered, Rainmaker, Brain Reset, The Cardinal and Backbitten.
  • Battle in the Rain:
    • The final mission of the Allied Act 1 takes place in the UK, and you can probably connect the dots from here.
    • The Epsilon level "Shipwrecked" also occurs during a heavy downpour in the Bahamas.
    • The 14th Epsilon mission Huehuecoyotl begins in a heavy rain in Zaragoza, Spain.
    • Take long enough to complete Heartwork and a downpour will start to fall.
    • In the Epsilon Covert Op "Blood Rage," it will begin to rain once you manage to pacify a berserk Libra.
  • Beef Gate:
    • The Black Guard surrounding the Kremlin in The Conqueror. They're strong and your forces are limited enough that you're supposed to use them to complete your second objective instead of trying to break through them, likely suffering staggering casualties, to kill Romanov before you're supposed to (once you complete the second objective a Driller will arrive in the grounds of the Kremlin and the last objective is a cakewalk).
    • The Nuwa Cannons in the first part of Power Hunger. The two halves of the mission take place in different halves of the map. In the first part you have only Morales (who will struggle to deal with the Nuwas seeing how he can't snipe their drivers), and they guard the bridges that lead to the portion of the city where the second part takes place. They're likely there so you can't use Morales to soften the enemy base and make the second part (which starts when you evacuate Morales out of the city and is a more straightforward build-and-destroy) much easier.
  • Boring, but Practical:
    • Walls. Possibly the least flashy thing in the game, the only thing that walls do is preventing units and certain kinds of projectiles from passing through them. However, walls are very cheap and it's extremely important to block sneaky spies from resetting your shroud or unlocking the Purposely Overpowered stolen tech units for the enemy; it's a dead giveaway that a player is bad if he does not wall off his Construction Yards, radars, labs and superweapons in a multiplayer game.
    • Basic anti-vehicle and anti-air infantry. They are available right after you get a Barracks out, and are likely to remain relevant for much longer than that, due to their cheap cost and decent damage, even after you get access to tier 3 units.
  • Capital Offensive: The Allied Act I campaign opens with a Russian invasion on Washington DC and ends with the last stand of the remnants of the Euro Alliance in London. And Act II opens with Moscow getting invaded by the Epsilon Army; later Rome and London are the targets of Epsilon raids. Singapore becomes this when the Russians and Chinese decide to negotiate their truce there, and then Bissau when Scorpion Cell betrays Yuri.
  • Cash Gate: The primary objective of the Allied Covert Op mission Fullmetal is to accumulate 250000 credits, although you can also beat it by simply defeating both enemies.
  • Civil Warcraft:
    • Shipwrecked (Epsilon 4) has you nominally playing as PsiCorps, but the only Epsilon units that you have are a couple of PsiCorps Troopers and an Engineer. At the very beginning of the mission you'll need the magic skills of the Engineer to steal an American Construction Yard and the mission is essentially a USA vs. USA battle, with the UI and EVA being the only indicators that you're still technically playing as Epsilon; even the Initiate 'survivors' that emerge from Epsilon destroyed buildings are replaced by Allied GIs since Initiates don't exist until the 9th Epsilon mission.
    • In the 4th Soviet mission Side Effect, you might notice some Soviet units that share your colour red but are not directly controllable... because they'll defect to the enemy Pacific Front forces when they launch the invasion.
    • In the 11th Soviet mission Unshakeable you initially play as Russia vs. Pacific Front but in the latter half will need to capture a Chinese Construction Yard and make use of it against Chinese and PF forces.
    • In Moonlight (Epsilon 12), although you are PsiCorps and the enemies Russia, your MCV has yet to exist and you use a Soviet MCV instead, alongside many Soviet buildings and units.
    • In The Conqueror (Epsilon 13), your forces consist of both your own units and Soviet units loyal to you that will betray the Russians once you complete the first objective.
    • In Ghost Hunt (Allied 16), the enemy Scorpion Cell forces have constructed a Psychic Beacon and are using it to mind control the local American forces. Or not. These Americans are actually Scorpion Cell fighters commandeering American equipment, and the Beacon is no more than a decoy.
    • In Awake and Alive (Soviet 14), Obstinate (Allied Covert Op), Noise Severe (Soviet Covert Op), Juggernaut (Soviet 17), Meltdown (Soviet 21), Dawnbreaker (Soviet Covert Op) and Brothers in Arms (Soviet Covert Op) you face off against Epsilon forces, among whom are a large number of your own units mind controlled by the enemy. In The Great Beyond (Foehn 4), you have access to the Pacific Front and Chinese arsenals, while the enemy has mind-controlled Russians. Lizard Brain (Epsilon 16) and Nightcrawler (Epsilon Covert Op) are reversions of this, with you playing as Epsilon and having access to mind-controlled Americans to use against the Allies.
    • In the first three Foehn Origin missions where you use the Chinese arsenal (most Foehn units haven't existed yet), the main PRC army is one of the major enemies in all of them (although in the second one they quickly get mind-controlled by Epsilon). Blood Rage (Epsilon Covert Op) takes place during the same period, but this time you're a third party to the Foehn-China conflict.
    • The following missions are more straight battles where (part of) both sides come from the same faction: Warranty Void (Epsilon 8), Focus Shift (Epsilon 10), Dragonstorm (Soviet 12), Heartwork (Soviet 18), Power Hunger (Soviet 19), Thread of Dread (Soviet 20), Fullmetal (Allied Covert Op), Obsidian Sands (Epsilon 21), Neuromancers (Epsilon Co-op 11) and Survivors (Epsilon Covert Op). Cyberanatomy (Soviet Co-op 12) is a downplayed version: both you and the enemy are Soviets, but no unit is shared (you have Krukov and Reznov, they have standard units).
  • Color-Coded Armies:
    • Colours are usually designated according to the main faction, that is: blue for Allies, red for Soviets, violet for Epsilon and teal for Foehn. In the campaign, the player always uses the main faction colour, and so do enemies and allies unless if the main colour is already taken by another commander; in that case they will take the following colours: cyan for Pacific Front, orange for Latin Confederation, tan for China (Singularity has China taking the red colour because Russia is not present) and green for Scorpion Cell.
    • This trope is interestingly invoked in the Soviet Act Two campaign. The Soviets pretend to be mind-controlled by Epsilon so that they can invade China, and to do so, they even change their faction color to violet, just like Epsilon-controlled forces.
  • The Computer Is a Cheating Bastard: In skirmish matches, the AI have the entire map revealed from the start, gather money at a much faster rate, can train infiltrators (normally tier 3 units) right from tier 1, and if Mental AI Boost is turned on, when they build a unit they'll receive a copy of that unit from every Barracks/War Factory/Shipyard (depending on whether the unit in question is a soldier, a vehicle or a ship), and this includes hero and epic units, even though only one can be built a time. In campaign mode, they have 'base nodes' that allow them to rebuild any destroyed buildings even if there's no nearby building to provide build area (unless if they have no more Construction Yards or if that spot is blocked), and any Arsonist that you send into their base is bound to be discovered and killed after having placed some napalm charges, even if you try your hardest to avoid spy detectors.
  • The Computer Is a Lying Bastard: Don't be deceived by the briefing of Firewalking, the 16th Soviet mission. While the Allies are supposed to be racing against you to capture the Psychic Amplifier, in practice the Allies and Epsilon only pay token attention against each other and spend most of the mission ganging up on you.
  • Continuity Nod: The buildings and Ranger Scout Cars in the Soviet prequel mission Archetype (which takes place 10 years before the proper game) are all taken from the Second Great World War. The V3 Launchers from the same mission are the vanilla game's original version of the Scud Launchers, their successor in the mod. The American nuke silos, which you must sabotage in the first Epsilon mission, also resemble the ones from the first Red Alert.
  • Contractual Boss Immunity: All heroes and epic units (Centurion, Stalin's Fist, Irkalla, M.A.D.M.A.N., Harbinger, Boidmachine) are immune to mind control, hijacking (for vehicles), Megaarena instant kill and crushing (for heroes), abduction, confusion, Blasticade, Chronoshift, Chronoboost, Iron Curtain, Charon Tanks and can't be completely immobilised by EMP.
  • Crew of One: Hijackers, Huntresses, Engineers or Desperate Drivers can enter an empty vehicle or hijack one from the enemy (in case of the former two) and instantly be in complete control of the vehicle.
  • Curb-Stomp Cushion: The whole war. The Allies lose, but they put up one hell of a fight.
  • Darker and Edgier: The whole story is this compared to the vanilla game. The mod takes itself much more seriously, the camp elements are downplayed, weapons of mass destruction like the MIDAS strategic nukes are used quite liberally, and there's the implication that The Bad Guy Wins since Yuri might emerge as the victor of the whole war.
  • Darkest Hour: Act I ends with the Soviets triumphant, as they conquer most of the USA and continental Europe leaving what's left of the Allied forces either holed up in the UK behind an anti-ballistic missile shield or otherwise too disorganized and afraid of the Soviets' MIDAS rockets to fight back. Oh and just to make things worse Yuri's Epsilon Army is almost ready to come out of the shadows and challenge the now weakened superpowers. And then Act II begins with Epsilon taking over Moscow and Washington DC and launching multiple successful attacks against the Allies and Soviets across the globe, culminating in the destruction of the Allies' London Fortress, forcing them on the run.
  • Death by Adaptation:
    • Since the mod takes place in 1982 instead of the original's 1972, it wouldn't make sense for Albert Einstein (an important character in the original game) to be still alive, having been born in 1879. His role in the story is instead fulfilled by his apprentice Siegfried.
    • US President Michael Dugan and Soviet Premier Alexander Romanov survive the events of both the vanilla game and the expansion. Here Dugan is killed in the Latin Confederation attack on San Antonio, Texas early in the game, and Romanov is killed when the Epsilon Army conquers Moscow from the USSR.
  • Decomposite Character:
    • In the original game Yuri had access to Boomers, a Master of All submarine that was available from tier 1 and can both fight well in ship-to-ship engagements and serve as a heavy anti-ground artillery unit with its long-range ballistic missiles, all while costing the same as and being available much earlier than the artillery ships of the other factions. Needless to say it was overpowered by design, and in the mod it has been split into three different units: the Piranha (a light tier 1 sub that takes the Boomer's position on the tech tree) the Nautilus (a heavy tier 3 naval engagement sub which has the Boomer's torpedoes) and the Resheph (a heavy tier 3 artillery sub that inherits the Boomer's long-range bombardment capability).
    • Yuri's Psychic Radar, a structure that provided radar and tier 2 access and sensed movement of enemies coming nearby, was split into the Radar Spire, which only provides radar and tier 2 access, and the Mind Reader, a base defence which serves the latter purpose.
    • The original Amphibious Transports were functionally the same between all factions, with the main difference being the paintjob. In the mod, they are only similar, not identical (the Allied Voyager has a rocket launcher, the Soviet Zubr has a flak cannon, the Epsilon Mandjet is unarmed but fast, and the Foehn Warturtle can benefit from Spinblades).
  • Death-or-Glory Attack: The Allied counterattack against Epsilon, endind up with their main base in Antartica. The massive attack forces they bring are practically all they have left, as they no longer have the London Fortress.
  • Defog of War: Aside from normal scouting, every side has its own method of removing shroud from the map: the Allies have a spy satellite, the Soviets has a spy plane, Epsilon has a scout raven and Foehn has a Recon Sortie. Additionally a neutral Tech Satellite Hack Center building can be captured to defog the entire map, however losing it can result in the entire map's fog being reset.
  • Developers' Foresight: In the Soviet mission, Thread of Dread, you play as the Latin Confederation, and one of your primary objectives is to kill Yunru, who enters a Centurion at the beginning of the mission. The Centurion is nowhere to be seen for the rest of the mission, leading the intelligence officer to think that Epsilon (who were also there at the time) destroyed it. However, if you remove the fog of war using cheats, you can see that the Centurion, under an Iron Curtain, immediately escapes through a tunnel when the mission begins.
  • Difficult, but Awesome: Never forget to wall off your labs, because stolen tech units invoke this trope: while they are always more powerful than the normal units for the cost, if your opponent is not a complete newbie he will wall off his Construction Yards and lab(s) and station dogs and other spy detectors around the base, requiring a serious effort from you if you want to unlock a stolen tech unit.
  • Difficulty Spike: Most challenges added in 3.3.1 are much more difficult than the original ones present in 3.3 (except for Endurance and Ouroboros, which are only slightly more difficult).
  • Digital Piracy Is Evil: In order to keep many assets like voxels, SHPs, voiceovers and cameos exclusive to the mod, all of its MIX archives (containing these assets) are corrupted in a sophisticated way so that the game itself can still read them but MIX editor programs cannot open them, rendering them inaccessible to would-be thieves, unless if they know enough about hex editing to be able to successfully extract the files.
  • Disc-One Nuke: A Tech Secret Lab grants access to any player that captures it a tier 3 monster tank much earlier than they're normally available, with the only prerequisite being any War Factory.
  • Divergent Character Evolution: Each country in the vanilla game differed from each other through a single exclusive unit, building or ability. In the mod, the concept of countries has been reworked into subfactions that share the same general theme and tech tree, but each subfaction has their own unique hero and a significant amount of unique equipment that lead to very different playstyles even within the same faction.
  • Drought Level of Doom: Neuromancers, the 11th Epsilon Co-op mission. Each player only has two Oil Derricks, while the ore fields not controlled by the enemy are extremely small, and you'll constantly feel wanting for money. Many players hate this mission for a reason.
  • Dungeon Bypass: The 'standard' way of beating the Epsilon Covert Op mission Taciturn is to chase the Chinese Agent to the final Russian base and then kill him just before he escapes into the nearby tunnel. Unless if you head to the opposite direction of the first base; on the other side of the river, you'll find a Tesla Cruiser ready to be mind controlled, then sent to intercept the agent's path and kill him. It isn't easy by any means (there's no way to sneak the Tesla Cruiser to the path without alerting other enemy units, so if you send the Tesla Cruiser too soon it will be destroyed before it can kill the agent, while if you do so too late he'll escape), but successfully pulling this off allows you to complete the mission in record time.
  • Easter Egg: In the skirmish map Tiki Torture, you can use Engineers to capture Stone Golems, which then can be undeployed into slow but strong units that attack with lightning bolts.
  • Easy Level Trick:
    • Thread of Dread (Soviet 20) is considered to be one of the most difficult base-building missions in the game: you have to break through a nearly impenetrable base, with a staggering number of Hammers, Iron Dragons, Sentinels, Flak Cannons, and favourable terrain that will make a frontal assault impossible without huge casualties. Adding on to this, that base also has access to four (!) Tactical Nuke Silos - the only saving grace is that the enemy prefers to use them to destroy the Epsilon bases (the common enemy) first before targeting yours. However, the existence of the Epsilon bases means that you have access to Drillers, which you can use to smuggle Saboteurs and Engineers to the back of the enemy base (preferably after having used one or two nukes of your own to get rid of the enemy Terror Drones and Windbelts), have the Saboteur infiltrate the Nuclear Reactor, then use the Engineer to capture the Mainframe and end the mission.
    • In missions where the enemy does not start with a base but will eventually send an MCV, you can intercept it to have one less enemy to deal with, and make the mission much simpler. For example, "Bleed Red" (Allied 1) has a Soviet MCV appear, alongside a small batallion, soon after you get control of the entire base, and "The Raven" (Soviet 13) has the Allied send three MCVs to different points in the city - at the very least, the teal and cyan MCVs can be destroyed with the few tanks you have, leaving you with only the blue base to deal with.
  • Enemy Civil War:
    • From the perspective of the Allies and Epsilon, China is currently in the middle of one between the People's Republic of China (PRC) communist government and the Republic of China (ROC) democratic rebels. Then Yuri exploits it to divide the Chinese and the Russians by supplying the PRC loyalists with a Psychic Beacon and then helping the ROC rebels capture it, in the process pining its capture and subsequent destruction on the Russians, resulting in the civil war expanding to China vs. Russia and shortly afterwards China vs. the Pacific Front.
    • The Pacific Front is also divided between the ones who wish to aid the Euro Alliance and the USA and those who wish to remain allies with China.
  • Enemy Exchange Program: It's possible to make use of enemy units by capturing their production buildings with Engineers, abducting them with Drakuvs and Chrono Prisons (the former of which also allows you to reverse engineer and train more of them), or mind controlling them. In version 3.0, infiltrating an enemy Construction Yard used to allow you to build a slightly more expensive 'stolen' version of the corresponding MCV from War Factories; this was removed in 3.3.
  • Escort Mission: A staple mission type in RTS games.
    • Allies:
      • Panic Cycle (mission 11): escort a Battle Tortoise transporting KI scientists to the SteinsTech lab after a Chronoshift error.
      • Bottleneck (17): escort the Paradox Engine containing the survivors of Epsilon's raid on London through the Gehenna-infested Isles of Scilly.
      • Gridlock (Covert Op): the first part involves escorting an MCV (which is AI-controlled and rather heedless of danger) to the designated spot so it could deploy.
    • Soviets:
      • The Lunatic (10): escort a remotely-controlled Kirov Airship making its way to destroy a Psychic Beacon.
      • Noise Severe (Covert Op): escort 3 POW-carrying Drakuvs to the Chinese along the Sino-Russian border as brainwashed Russians are out to get them.
    • Epsilon:
      • Focus Shift (10): escort the Topol-M unit containing the last of the Soviets' MIDAS missiles.
      • Lizard Brain (18): escort 5 prototypes of Yuri's new weapons into safety as the Allies launch an attack that you have no chance to defeat. Unlike most cases, you can control the prototypes.
  • Ethereal Choir: The Soviet soundtrack has a couple of examples namely "Banished" and "Vigilante" as well as the game's remix of "Hell March".
  • Evil All Along: The Pacific Front, as it turns out, was in bed with China all along, their failed invasion of Vladivostok was a failure on purpose to at least create the illusion of activity while they and China secretly made schemes of their own. Downplayed in that several members of the PF are outraged by this and wish to continue helping the other Allies.
  • Evil Tower of Ominousness: A late 2018 teaser image revealed a blurred tower belonging to Epsilon that's easily the tallest building sprite/model in the game. It's the 3.X redesign of the Mental Omega Device.
  • Faction Calculus: All four factions take up different tactical styles depending on which sub-faction you're playing as.
    • The Allies are generally Cannons (formerly Balanced before the introduction of Foehn) with the USA being slightly more Subversive (relying on faster Fragile Speedster units, air superiority and surgical strikes), the Pacific Front being Powerhouse (preferring to turtle then steamroll with a Battle Tortoise blob), while the Euro Alliance being fully Balanced (favouring defence, heavy firepower and units that reward micromanagement).
    • The Soviets are generally Powerhouse, with Russia being Balanced (relying on versatile Tesla technology and mobility), the Latin Confederation being slightly more Subversive (with preference for guerrilla tactics) while China is the Powerhouse to the max (with access to heavy war machines such as the Qilin Heavy Tank, the Nuwa Cannon and the Centurion Siege Crawler).
    • Epsilon is generally Subversive, with HQ being more of a Powerhouse (having access to cutting edge military tech such as the Opus Custom Tank, Colossus and the Aerial Fortress Irkalla), PsiCorps being Balanced (relying on its versatile mind control tech and strong navy with Marauders and Epsilon Elites) and Scorpion Cell being the most Subversive (favoring cheap, spammable and Weak, but Skilled units, potent chemical and biological weapons to wreak havoc and troll the enemy in general).
    • Foehn appears to be generally Balanced (relying on powerful, wacky and very expensive units) with the Last Bastion being Powerhouse (focusing on holding the line with units like the Sweeper and Mastodon), Wings of Coronia being Subversive (with mobile hover units and powerful aircraft), and Haihead being Balanced (focusing on getting close and personal to swiftly destroy enemy installations).
  • Fake Difficulty: While most missions are already difficult by themselves, Mental Omega 3.0 takes them Up to Eleven because Ares did not have save/load fuction (this was later restored as of patch 3.3.3). Most Epsilon missions, being baseless, make this particularly blatant.
  • False Flag Operation: PsiCorps' mind control abilities make those very easy. And then in Act Two the Soviets copy this tactic by pretending to be mind controlled by Epsilon so they can invade China without repercussions.
  • Fission Mailed:
    • Hooray we've destroyed the Psychic Amplifier and Chicago is liberated... wait, why is the alarm sounding? Is that a nuclear missile? Did all our forces get vaporized?
    • Later the Russo-Chinese forces are repelled, the Chronosphere is secured, and the Soviets don't have any MIDAS bombs anymore so they can't nuke it from afar. Your forces are cheering after this crucial victory... when you suddenly see a rocket fall. On the Chronosphere. At the very moment the mission ends. It's one of the two MIDAS bombs the Allies didn't find a few missions ago. Mission Accomplished.
    • Surely Yuri thought by helping the Russians in escorting the last MIDAS rockets would re-earn their trust so he can return back to the Kremlin? No, the Chinese would have none of it. And as soon as you think the MIDAS is safe in a hidden tunnel, it collapses with the MIDAS inside it.
    • You successfully defended your HQ in Stalington from the American rebels, and reinforcements are coming? No. You hear a voice inside your head, a raven flies over your base, radar goes offline, you lose vision of your base, the Iron Curtain cooldown timer changes colour from red to purple, and the last thing you see is vivid images of Yuri in your mind before you fall unconscious. Oh, and the Pentagon you valiantly tried to protect is destroyed anyways, to make place for a Psychic Beacon.
    • Your Epsilon task force made their way through London, neutralising the Allied defences on the way, and the target, the SteinsTech Hangar is in plain sight and unshielded? Too bad, the Paradox Engine is unleashed, and the Epsilon force is exterminated.
    • You captured the Mainframe and think that now you got the Chinese experimental technology? Nope. Another MIDAS rocket, and your forces are vaporised.
  • Flying Brick: It takes a lot of firepower to take down a Harbinger, Irkalla, or the Paradox Engine; and to a lesser degree, Thor Gunships and Kirov Airships.
  • Foregone Conclusion: Even though their full backstory has not yet been revealed, the lore behind Foehn Revolt units heavily implies that they are from a Bad Future where Yuri successfully conquered the world, and they are the sole survivors. More specifically, the Phantasm MLRS lore states that Mirage Tank technology is lost after the Battle of Antartica.
  • Foreshadowing: In the fifth Act I Allied mission, you have to destroy Soviet Topol-M platforms containing MIDAS rockets so that they cannot nuke whichever victory the Allies get. In the post-mission briefing, you are noted that two of the platforms that were destroyed did not have rockets on them. You get a crude reminder of it in Allied Mission 11 "Panic Cycle", with the Chronosphere getting nuked as the Allies did not see it coming.
  • The Fourth Wall Will Not Protect You: The end of Soviet Mission 13 "The Raven" features an ending where Yuri (or an Epsilon Adept) is peering into your mind directly, brainwashing you. In the immediate next mission, "Awake and Alive", one of the units is the Commander, with a unit-marker simply and eloquently labeled "YOU". And your objective? RUN.
  • Game Mod
  • Gameplay and Story Integration: The Soviet mission Dragonstorm takes place at the same time as the Epsilon co-op mission Brain Reset, during which Yuri shuts down Russian access to his tech. Appropriately enough, a first few minutes into Dragonstorm, you will no longer be able to build Cloning Vats or Psychic Sensors.
  • Gameplay and Story Segregation:
    • Dogfighting is completely disabled and all jet aircraft, including those that are described on the official website as fighters, can actually only attack ground units.
    • In the campaign, Russia makes heavy use of Dreadnoughts. In skirmish, Dreadnoughts cannot be built by Russia at all, due to the existence of the Russian-exclusive Akula Subs that make Dreadnoughts obsolete. Similarly, China and the PsiCorps also use the Borillo and Epsilon Adept (respectively) before the introduction of the Armadillo and Epsilon Elite, but only the latter units are available in skirmish.
    • For obvious purposes, the numerous Russian units extensively used in the Epsilon campaign by PsiCorps when they still served the Soviet Union are not available to Epsilon in skirmish. The same thing applies to PsiCorps Troopers, Giant Squid, Cloning Vats and Psychic Sensors, which are used by the Soviets before Yuri shuts down their access to his tech in the mission Brain Reset.
    • Latin Confederation Battle Labs are described as more of a hideout, storage and assembly facility than a research lab, and there is no big science hidden inside it. In the game, they cost an obscene amount of credits and power equal to the Russian Palace.
    • In King of the Hill game mode, activating the Psychic Beacon at the centre of the map will cause it to mind control everything owned by enemy players, including heroes, psychic units, beasts and robots that are immune to mind control.
    • The number of transport slots taken by a unit depends more on its tier and transport capacity than its actual size (with some exceptions). For instance, while a Bison Tank (a tier 1 MBT), a Tigr APC (a tier 1 APC) and a Plague Splatter (a tier 3 artillery catapult) are all roughly of the same size, the Bison only takes 3 slots while the Tigr and Plague Splatter take 6 each, equal to a Seitaad Ballista, which is nearly twice as big as the former vehicles.
    • Yunru will always be complaining why she isn't in the Centurion when selected, even in Foehn's Origins campaign, when the Centurion was destroyed shortly before it began.
  • Gang Up on the Human: In general, the enemy AI prefers to focus their attention on humans than on other AIs, unless if the other AI in question is too near and too immediate of a threat, or there's an enemy AI between a human and another AI, or if the humans have been too weakened. Sometimes in an FFA game an AI located directly opposite of you on the map will nonetheless decide to attack you, the enemy farthest from them. Some notable sub-examples are:
    • Firewalking, the 16th Soviet mission. In theory, you are racing against the Allies to capture the enemy Epsilon Psychic Amplifier before it can activate and mind control both armies. In practice, the enemies never fight each other outside of scripted events and the occasional Allied paradrops in the Epsilon base (which are still much less frequent than paradrops on your own base). Every single attack they send from their bases will target you, and even if one army encounters the other on the way to your base, they won't fire on each other.
    • In the Superweapon Challenge map, if you're partner with an AI and not able to spam enough Raccoons to shield yourself, at the 10 minute mark the enemy AI will drop all of their superweapons right at you.
  • Garrisonable Structures:
    • Many civilian buildings and Soviet Battle Bunkers can be garrisoned by the basic anti-infantry and anti-vehicle infantry of all factions, where they receive a bonus to range and damage and can't be attacked by most conventional weapons, but can't fire on aircraft and are vulnerable to units that can clear garrisons. Garrisonable structures (except Tech Concrete Bunkers, Concrete Fortresses and Battle Bunkers) can only be repaired by Engineers and nothing else, and will force the occupants to leave if crippled. The Epsilon Tank Bunker is similar, but can be occupied by a turreted non-hover vehicle which is only vulnerable to Death from Above attacks.
    • The Bio Reactor is a variant of this, as it can be garrisoned by all infantry (not just basic ones) who cannot fire from it but instead cause it to generate more power.
    • In Bounty Hunt mode, there are the Tech Supply Bunkers, which generate crates around it when garrisoned by any infantry. In the Soviet prequel mission Archetype, the Guard Towers can be garrisoned to remove shroud in a large area around them.
  • Going Critical: When a Nuwa Cannon, Nuclear Reactor, Tech Nuclear Plant or Atomheart (which has a small in-built nuclear reactor) is destroyed, it will violently explode and spread radiation in a considerable radius around it.
  • Heads I Win, Tails You Lose:
    • The 11th Allied mission Panic Cycle. If you fail to defend the Chronosphere, it's Game Over. Even if you succeed, the Soviets nuke it anyway, with a MIDAS rocket you overlooked, and then proceed to roll over Germany and France.
    • The beginning of the Act Two Allied campaign is one for Epsilon. If any of the Psychic Amplifiers in Africa and Europe is activated, the London Fortress falls without Yuri's forces ever setting foot on the city. If they are destroyed, then the London Fortress is left defenseless and can be destroyed from a Chronosphere ambush.
  • <Hero> Must Survive: Usually averted. In the campaign, if you lose a hero, then the hero isn't assumed to be killed, only wounded, recovered from the battle and unable to take further part. Except if a hero plays a central role, then losing the hero means an automatic Game Over:
    • Tanya in the first part of Eagle Fly Free, Heaven and Hell, Hammer to Fall, The Mermaid, the first part of Obstinate and Paranoia.
    • Siegfried in The Mermaid.
    • Norio in Paranoia.
    • Boris in Archetype.
    • Volkov in Recharger and The Lunatic.
    • Chitzkoi in Meltdown.
    • Morales in Archetype, Happy Birthday, Exist to Exit and Power Hunger.
    • Yunru in Ego Ergo Hax, Nobody Home, Kill the Messenger and Tainted Empire.
    • Reznov and Krukov in Awake and Alive, Intoxicated, Cyberanatomy and Brothers in Arms.
    • Libra in Dance of Blood, Machinehead and Unthinkable.
    • Rahn in Huehuecoyotl, the first part of Divergence, Metaphor and the first part of Nightcrawler.
    • Rashidi in Scrapyard and Killing Fields.
    • Malver in Singularity, the first part of Divergence and Survivors.
    • Yourself (the Soviet player character) in Awake and Alive.
    • The Aerial Fortress Irkalla in Godsend and Meltdown.
    • The Paradox Engine in Insomnia.
  • Hopeless Boss Fight: In some Baseless Missions there are certain enemy units that are supposed to be avoided and never fought directly since your units are useless against them:
    • Thor Gunships and Siegfried in Rainmaker (Epsilon Co-op 3). Each player has a few Epsilon Adepts, Pyros and Tesla Troopers, and most enemy units available for mind control are light infantry with limited AA capabilities. Engaging either a Thor or Siegfried himself is a quick way of asking for defeat.
    • Qilin Tanks and Nuwa Cannons in The Gardener (Allied 10). You only have a Technician, a Tsurugi Powersuit and a few basic soldiers, and must avoid these enemies at all costs since your units can do jack against them.
    • Gyrocopters in Singularity (Epsilon 11). Let the enemy veteran units detect you, and you'll have to face Gyrocopters with Malver, a Virus and a PsiCorps Trooper, none of whom can hurt air units.
    • Wolfhounds in The Mermaid (Allied 13). You have Siegfried (who is a Chrono Legionnaire in this mission) and Tanya, and taking too long or destroying one of the landmarks in Warsaw will cause the Soviets to send Wolfhounds against you.
    • Nuwa Cannons in Power Hunger (Soviet 19). Although Morales receives a (substantial) rate of fire buff, he still can't snipe the Nuwa Cannons guarding the bridge leading into municipal Shanghai. Morales is hence at their mercy should he be sniping on the bridges they are guarding, since infantry and radiation were never good friends to begin with.
    • The Paradox Engine in Unthinkable (Epsilon 22). Unlike the other examples, you must face off against the Paradox Engine near the end of the mission, and your anti-air weapons won't be able to shoot it down before it uses the Time Freeze and destroy your base.
  • Immune to Mind Control:
    • Increasing resistance in Soviet occupied (and mind-controlled) St. Louis suggests that some of its citizens are No Selling the Psychic Beacon's influence.
    • A notable example is the Chinese agent who discovered the secret of Russia's MIDAS rockets, or lack thereof, during the period between Act 1 and Act 2, in the Epsilon covert op mission Taciturn. Yuri doesn't want the secret to be revealed yet and orders an Adept to mind control the agent, who reacts by shooting the Adept dead, forcing you to chase him down through Russian bases (who will fire on you, but are not aware of the agent's identity) and kill him before he could leak the secret.
    • Heroes, mind controllers, robots and beasts are immune to mind control for reasons varying from training to resist it, to cybernetic implants making them immune.
    • Downplayed with aircraft, which normally cannot be mind controlled but for a different reason: no mind controller can target flying units. When on the ground or in an airfield, they can be mind controlled like normal.
  • "Instant Death" Radius: Most objects that happen to be on top of an activated Foehn Blast Trench is instantly destroyed.
  • Interface Screw:
    • This is the reason why certain colours are not selectable for players in skirmish games, like khaki (because it blends too well to the minimap and makes the player's units hard to spot on radar) or black (because it will turn the player in question's superweapon countdowns invisible over a black background).
    • The Covert Op mission Noise Severe puts you (as Russia) against Russian forces mind-controlled by Epsilon, and to add to the confusion, both you and the enemy share the colour red. Prepare to get confused.
  • Invincible Minor Minion:
    • Spy Planes, Hunter-Seekers, Recon Drones and other supersonic jets (used to deliver certain units) fly too fast to be hit by anything.
    • Flame Towers in the Soviet prequel mission Archetype. You control Boris and Morales, who normally attack buildings by using their laser designators to call in an airstrike. Since the mission takes place 10 years before the proper game when the Soviet air force has been dismantled and yet to be rebuilt, neither hero can actually attack the towers.
    • Weather Crystals in Regenbogen Challenge and Dybbuk Hives cannot be damaged by anything.
  • It's Raining Men: All factions have access to paradrops by capturing a neutral Tech Airfield. Within each faction, the USA has access to Airborne and Bloodhounds (the former drops GIs and Guardian GIs, the latter drops Humvees and Stryker IFVs), Russia has Tank Drops for Rhino Tanks and Terror Drop for Terror Drones, and the Last Bastion can paradrop Sweepers.
  • It's Up to You: 3 notorious examples in the Soviet and Epsilon campaigns:
    • Juggernaut (Soviet 17): The Chinese troops are little more than roadblocks, their camps chock full of barrels and will not stand against the relentless Epsilon onslaught. Be prepared to do the bulk of the dirty work - at least your allies gave you access to their Sentinels.
    • Dance of Blood (Epsilon 19): Similar to Juggernaut, the Epsilon defenders garrisoned near the shore crumble once the Chinese Navy gets within firing range. It gets much easier once your "superweapon" safely arrives from space.
    • Unthinkable (Epsilon 22): The large PsiCorps base stationed between you and the Allies will fall like flies when the enemy arrives, and you have to do the heavy work almost all by yourself. At least this time you have another ally that still does its job.
  • Jump Scare: The end of the opening mission of the Soviet Act II "Operation: The Raven" involves getting blindsided by a first-person cutscene of being mind controlled by Yuri (or rather Yuri telepathically communicating to you through the Epsilon Adept that's doing the mind control).
  • Laser-Guided Amnesia: Yuri uses his psychic powers to erase the memories of two MIDAS bombs from Soviet command, allowing one of them to be used to destroy the Chronosphere after the Allies were led to believe that the Soviets had no more.
  • Last Stand: The final Allied Act 1 Mission "Sunlight". After the fall of continental Europe and North America, the remaining Allied forces make their final stand in the English Channel and southeastern England, defending the Gladius System from the Soviets as it's the only thing left standing between the Soviets and them nuking London and securing their victory.
  • Lights Off, Somebody Dies: The 13th Epsilon mission The Conqueror. First, you have to sabotage the power source in Moscow during a military parade, then the main Epsilon force will arrive at the city and you're tasked with seizing the Russian Topol-M platforms and killing Premier Romanov.
  • Limited Loadout: All jet aircraft can only carry a limited amount of ammunition, which must be reloaded at airfields when depleted.
  • Made of Explodium: Barrels and ammo crates explode rather violently when destroyed. In the campaign, if you see barrels standing next to buildings, these buildings and nearby units will easily fall to a few bullets.
  • Mêlée à Trois: By the start of Act 2 it is Allies vs. Russia vs. China vs. Pacific Front vs. Epsilon. And then the Foehn Revolt joins the fray. For individual campaign missions there are:
    • Puppet Master (Allied 14), in which the Psychic Beacon controlling the Soviet forces in Rome is destroyed by an Akula Sub causing them to become a Wild Card in the mission that otherwise would've been a straightforward Allies vs. Epsilon fight. That is until they succumb to the Psychic Amplifier's effects.
    • Firewalking (Soviet 16), which is an all-out three-way battle between your Latin Confederation forces, the American rebels and PsiCorps within the ruins of Chicago, although both enemies are much more keen on attacking you than they do each other.
    • Thread of Dread (Soviet 20) is a three-way fight between Yunru's Foehn army and allied Chinese forces, the Epsilon taskforce sent to capture their technology and the player's Latin Confederation army. Unlike the preceding example, the other two sides do bother to attack each other.
    • Fullmetal (Allied Covert Op) takes place when you intervene in the Enemy Civil War between PsiCorps and Scorpion Cell, neither of which are friendly to you.
    • Subverted with Nightcrawler (Epsilon Covert Op). Although it happens when the Allies attack you while you're busy subjugating Scorpion Cell traitors, the Allies and Scorpion Cell forces will not fire on each other.
    • Survivors (Epsilon Covert Op) starts when your forces, consisting of Scorpion Cell remnants not under Yuri's control, infiltrate a Scorpion Cell army which has already been enslaved, at the same time as an Allied attack. Initially this mission averts this trope, as the brainwashed Scorpion Cell fighters will not fire on you until you're detected, but once that happens this trope is played straight in full force.
    • The first three Foehn Origin missions are all three-way battles between Yunru's Foehn army, the main PRC army (which is no longer friendly to Yunru) and the PsiCorps, although in Kill the Messenger (Foehn 2), the PRC forces will quickly succumb to the PsiCorps' mind control until you bother to destroy the Psychic Beacon controlling them. Blood Rage is similar, only replace the PsiCorps with Epsilon HQ and there's also Libra, who has gone berserk, will attack everyone else and must be sedated; that being said, you'll only have to fight PRC forces in this mission, since the Foehn base is out of the way.
  • Money Multiplier: Each faction has an economy booster that works like this in practice: the Allied Ore Purifier increases the value of ore harvested, the Soviet Industrial Plant makes vehicles cheaper, the Epsilon Cloning Vats creates clones of trained infantry, and the Foehn Reprocessor creates money from killed enemies.
  • Monumental Damage: A staple of the Command and Conquer series, especially in the Red Alert series.
    • Act 1 Casualties:
      • Statue of Liberty (Bleed Red) - destroyed by Soviet Dreadnoughts.
      • World Trade Center (Bad Apple) - destroyed offscreen during the Russian occupation of NYC.
      • Eiffel Tower (Recharger) - vaporised by a Mercury strike after Volkov converts it into a massive Tesla Coil.
    • Act 2 Casualties:
      • The Pentagon (Awake and Alive) - demolished to make room for a Psychic Beacon controlling Stalington.
      • 'The Witness' obelisk (The Cardinal) - Yuri's European Psychic Amplifier is built right on top of it.
      • St. Peter's Basilica and the Colosseum (The Cardinal) - Both locations are devastated but NOT destroyed at the start of the mission. Repairing the Colosseum with an Engineer yields several money crates.
      • Auditorio de Tenerife (Hysteria) - zigzagged: it is surrounded by Bloaticks which will most likely destroy the structure, although that can be averted.
    • There are also several other landmarks which are present in the other campaign missions which could be destroyed should you wish.
  • Multiplayer-Only Item: Played straight with stolen tech units (except the Apocalypse and Iron Dragon), downplayed with Spies, the Chronosphere and Secret Labs.
    • It is impossible to infiltrate labs in the campaign, and therefore, unlocking stolen tech units is impossible as well, and most of them are never or rarely seen except for the Apocalypse.
    • Spies. While they still do appear in the campaign, they cannot be trained and are only available in extremely limited numbers (usually for completing mission objectives), so you aren't able to use them the same way you can in skirmish/multiplayer.
    • While Secret Labs appear in both the campaign and skirmish maps, the multiplayer Secret Lab, which unlocks a random tier 3 monster tank, is quite different from the campaign Secret Lab, which always gives a specific unit depending on the mission (for example Dragonflies in Dragonstorm).
    • Allied Gap Generators, though still buildable in single player skirmish games, are completely useless against The All-Seeing A.I..
    • The Chronosphere, the Allied support superweapon, appears in two missions (four if we count the old Chronosphere from the previous war). In both of these, it serves as a mission objective and does not actually allow anyone to teleport vehicles around the map. The Chronoshift support power only appears very late in Allied Act 2, courtesy of the Paradox Engine.
  • Mythology Gag: There are numerous references to other Westwood Studios and Command & Conquer games in this mod.
    • The Soviet Scud Launcher is a reference to the GLA unit of the same name.
    • A world domination-seeking N.G.O. Superpower led by a bald goatee-ed individual. Are we talking about Nod or the Epsilon Army here?
    • A multi-national organization dedicated to fighting a world domination-seeking N.G.O. Superpower led by a bald goatee-ed individual and their insignia contains the image of a predatory animal. Are we talking about GDI or the Foehn Revolt here?
    • The Foehn Windtrap is named after and looks almost exactly like the power plants in Westwood's Dune RTS games.
    • The Foehn Blasticade defensive superweapon is the Firestorm Barrier from Tiberian Sun right down to the name.
    • The Athena Cannon from Red Alert 3 is recreated as a USA unit in this mod.
    • The Mercury Satellite is very similar to the GDI Ion Cannon.
    • A unit that is virtually the Ordos Deviator from Dune 2000 and Emperor: Battle for Dune, right down to the name, used to be an Epsilon Stolen Tech unit before it got moved to the Foehn Revolt and renamed Irritator.
    • Tanya now has a laser gun, just like the Nod Commando from Tiberium Wars.
    • Morales is Natasha Volkova's Spear Counterpart.
    • Kanegawa Industries was originally an Empire of the Rising Sun defense contractor from Red Alert 3.
    • The Foehn Shadray Sonic Tank is almost the same unit as the GDI Disruptor from Tiberian Sun.
    • Both the Epsilon Basilisk and the Salamander are based on Nod units of the same name from Tiberian Twilight.
    • The Allied Harbinger Gunship from Red Alert 3 is now summoned by a Wings of Coronia support power to bombard a selected area of the map.
    • The Foehn Great Tempest superweapon is very similar to the Scrin Rift Generator from Tiberium Wars and the Soviet Vacuum Imploder from Red Alert 3.
    • The 'Kremlin's Heart' skyscraper from Red Alert 3 (renamed the High Command Heart Building) makes an appearance in The Conqueror (the 13th Epsilon mission), set in Moscow. Destroying it causes a Wolfhound to emerge, a reference to the 8th Empire mission in RA3 where the destruction of the Kremlin's Heart causes a Twinblade carrying the Soviet Time Machine to escape.
  • N.G.O. Superpower: Yuri's Epsilon Army becomes this by the start of Act 2 with bases in North Africa, Antarctica, Totoya Island and the fricking Moon. Not to mention having conquered Moscow and thrown Russia into chaos.
  • Nintendo Hard: A staple of the mod (for the record, the skirmish Easy AI is harder than the vanilla Brutal AI).
  • No Campaign for the Wicked: Zigzagged and downplayed. While all factions have campaigns, in the Allied, Soviet and Epsilon campaigns the subfactions that betray you (namely Pacific Front, China and Scorpion Cell) are playable in a very limited capacity (although their units are sometimes available in limited numbers when playing as other factions), unless if you go out of your way to capture a Construction Yard instead of simply destroying it when facing these factions:
    • The Soviet campaign has a grand total of one mission where you play as China (Ego Ergo Hax, which is a Baseless Mission with a very limited number of Chinese units). While you do have a Chinese base in Think Different (Epsilon 7), Unshakeable (Soviet 11) and Kill the Messenger (Foehn 2), in all these cases you're taking over a hostile Chinese MCV, and technically you're still playing as PsiCorps, Russia or Foehn.
    • Similarly, in all missions where you play as Scorpion Cell, you have no MCV and only limited access to their low tech units.
    • Pacific Front has it better than China and Scorpion Cell, as there are missions where you properly play as them (Hypothermia and Insomnia), plus the Baseless Missions The Gardener and Paranoia as well as temporary access to their tech in Relentless, but this is still vastly dwarfed by the number of missions where you play as the USA or Euro Alliance.
  • No Canon for the Wicked: A significant aversion compared to Red Alert 2. While in the base game only the Allied campaign was canon, all missions from all campaigns in Mental Omega, including Covert Ops and Co-Op missions, are canon, some of them being concurrent with or directly affecting missions from another campaign. For example, in the ninth Soviet mission, "Death from Above", you have to defend two MIDAS platforms so that one of them can fire an ICBM at the Black Forest to destroy the Allied Chronosphere. In "Panic Cycle", the tenth Allied mission, you see one of those very missiles exploding over the Chronosphere in the very end.
  • No Experience Points for Medic: Units only gain experience from killing enemy units or taking it from the units that they mind control; as a result, support units like Medics or Defenseless Transports like Stallions or Mandjets never gain experience (although repair units can destroy Terror Drones infecting friendly vehicles, that does not count).
  • Non-Combat EXP: Infiltrating an enemy Barracks/War Factory makes all of your units produced from that structure subsequently spawn as veterans (even if they're paradropped or otherwise not trained from the building itself). Capturing a neutral Tech Academy, Heavy Machinery, Aeronautics, Defense Bureau or Military Docks does the same thing for infantry, ground vehicles, aircraft, base defences and ships, respectively.
  • Non-Entity General: Generally played straight, at least, until the end of The Raven and during Awake and Alive, where it is very clearly averted.
  • Non-Indicative Name: The single player missions that are not part of the main campaign are collectively called under the umbrella of 'Covert Ops', including something like Obstinate, a long, drawn-out battle where both you and the enemy have large bases.
  • Non-Standard Game Over:
    • Go on, destroy the Rocket Launchpad in "Gridlock" even when you were told to not do so! Your forces get annihilated as a result.
    • In Version 3.0, if you lose any of the Gladius nodes in "Sunlight", a MIDAS would impact on your base a few seconds later, destroying everything.note 
  • No-Sell: Neutral Power Plants, Wind Power Plants and Nuclear Plants, due to their security features to prevent sabotage, cannot be infiltrated by enemy spies or drained by Invaders.
  • Not Playing Fair With Resources: Don't waste your time harassing the AI's miners. They gather money much much faster than you anyway (which, in practice, will never result in them running out of money in an ordinary game). However, you can send spies or Invaders to their Ore Refinery to do unlimited cash withdrawals.
  • Nuke 'em: The Soviets are very fond of their MIDAS bombs using one to destroy Chicago and another to destroy the Chronosphere.
  • Obstructive Foreground: A lot of missions (notably Singularity) make great use of trees and other props to artificially hide Attack Dogs and Terror Drones from the player so they can suddenly jump on and insta-gib a critical infantry unit (usually a hero, spy or engineer) when the player doesn't expect it.
  • Ominous Visual Glitch: The loading screen in "Awake and Alive" is distorted. This, together with the uncertain location and the also ominous unique background music, it adds on the fact that your character is being mind-controlled by Epsilon.
  • One-Hit Kill:
    • Vehicles the size of an MBT or bigger are capable of crushing infantry, instantly killing them, though that doesn't work on hovering, heavily armoured infantry, cyborgs or heroes. The biggest vehicles (Battle Tortoise, Centurion, Stalin's Fist, Scavenger or M.A.D.M.A.N.) can also crush smaller vehicles and walls, although there are some infantry that are still immune to them.
    • Any kind of EMP, when applied on a vehicle hovering over water, will cause it to instantly sink.
    • Any infantry units, no matter how much HP they have, are food if attacked by an Attack Dog, Spook, Terror Drone, Duplicant or Chitzkoi. The exception is when a Terror Drone tries to attack Volkov, Chitzkoi, the Cyborg Commando or the Space Commando: it cannot bite them and must resort to its weak claws.
    • When a Duplicant, Tanya or Chitzkoi enters an enemy garrisoned building, all occupants inside are toast.
    • Fly over an active Blasticade, and any aircraft except Harbingers will instantly crash.
  • One-Man Army: Every hero unit in the game can be this if properly micromanaged (the only exception being Yunru, as she can't damage units).
  • One-Woman Wail: Epsilon's soundtrack has several examples of this.
  • Original Character: None of the mod's characters (except Dugan, Romanov, Yuri, Tanya, Boris, Volkov and Chitzkoi) appeared in the original games.
  • Perspective Flip: The Heavyobject Challenge is like the average match versus AI in Unholy Alliance mode where you just toy with the AI using all kinds of stolen tech and bombard it with support powers and superweapons, except that this time it's you who are on the receiving end.
  • Piggybacking on Stalin: Yuri had no real loyalty to the Soviet Union or its ideologies, he only used them to gain the resources necessary to make an army of his own.
  • Player-Exclusive Mechanic: Stolen tech units. While the AI knows how to use spies, they never infiltrate labs and never get to build stolen tech as a result, unless if you're playing in a challenge which allows the AI to build or otherwise use them without having to infiltrate labs.
  • Please Select New City Name: After the Soviet conquest of America, the USA is renamed the SSA (Soviet States of America), with its capital at Stalington (formerly Washington, D.C.).
  • Power Up Letdown: As like in the vanilla game, sometimes a crate might end up housing a toxic cloud, an explosion that blows up the unit that picked it up, or reshroud your whole map.
  • Protection Mission: A staple mission type, and favourite of the series.
    • Allies:
      • Zero Signal (mission 9): capture and protect five Radar Domes from the previous war that maintain contact between the Euro Alliance and Pacific Front.
      • Panic Cycle (11): the second part involves the protection of the Chronosphere and SteinsTech Laboratory.
      • Sunlight (12): the last stand of the Allies in Act I as they protect the Gladius System which shields the UK from a MIDAS attack.
      • Hysteria (18): defend the Bio Reactors captured in the 1st half of the mission.
      • Stormbringer (19) and Relentless (21): the first part of Stormbringer and the second part of Relentless both involve protecting a Weather Control Device.
    • Soviets:
      • Peace Treaty (5): defend the Psychic Beacon deployed in the Busch Stadium until it is activated.
      • Eclipse (Covert Op): an optional objective is to bring the Technician to the designated Robot Ops Control Center; when that's done, the Technician must be protected for 150 seconds so he could hack the enemy Future Tanks X-0.
      • Road to Nowhere (9): defend the last (actually, no) Topol-M missile launcher from Allied troops scrambling to destroy it before it is launched at the Chronosphere and SteinsTech Laboratory in the Black Forest.
      • Combustion (Co-op 9): after the Napalm Storage is captured, it must be protected until reinforcements arrive.
      • Unshakeable (11): defend the Kanegawa Industries Assembly and Seismic Stabilizer from the angry Chinese scrambling to keep their involvement with Pacific Front forces a secret.
      • The Raven (13): defend the Pentagon and White House from American rebels.
      • Juggernaut (17): defend the Congress of Singapore as the Russian and Chinese leaders are negotiating a peace treaty from hordes of Epsilon forces.
    • Epsilon:
      • Moonlight (12): capture and protect the rocket launch bays in the Leninsk Cosmodrome.
      • The Cardinal (Co-op 6): the final part involves defending the Psychic Amplifier before it can activate on the enemy forces.
      • Mind Over Matter (Co-op 7): your Psychic Beacons must be protected until you defeat the enemy Latin Confederation attack.
      • Dance of Blood (19): protect the landing pad before Libra can arrive on Earth from space.
      • Machinehead (20): once you capture the four Airbases, you have to protect them from an incoming Foehn attack until you can build the required 16 Foxtrots to strike at the Centurion.
      • Blood Rage (Covert Op): the second part involves protecting the Field Bureau for 8 minutes as your Infitrator is preparing a sedative.
      • Nightcrawler (Covert Op): after you capture the Psychic Amplifier, it, alongside at least three of five Psychic Beacons, must be protected for 15 minutes until the Amplifier can activate.
      • Unthinkable (22): Yuri's old Chronosphere has to be protected from the invading Allies until the Paradox Engine arrives.
    • Foehn:
      • Nobody Home (1): once Yunru is brought to the Mangla Dam lake, she'll stand there waiting for a transport and has to be defended from pursuing Chinese and PsiCorps forces.
      • Tainted Empire (3): the Kanegawa HQ has to be protected from an incoming Chinese attack once Yunru reaches it.
  • Race Against the Clock: The first 10 minutes of the Superweapon Challenge, where the enemy starts off with 12 superweapons. Whichever strategy you choose, spam Raccoons to shield yourself or rush the Nuclear Plants powering the superweapons with Stallions or MCVs, you only have a very limited time of 10 minutes before the superweapons activate and kill you if you fail to achieve your objective.
  • Random Number God: The unit given by a Tech Secret Lab is chosen completely randomly from the tier 3 monster tanks of each subfaction. If you're unlucky, you'll get your own monster tank from it, with the only benefit is that you can build it earlier instead of having to tech up to tier 3; or you get a Catastrophe Tank when playing as Foehn, which can't really take advantage of the Catastrophe's customisability (no Foehn infantry can be put in the Catastrophe and fire out); or you get a Megalodon or Mastodon, but are unable to use them to their full potential due to the lack of Megaarena or Nanocharge. On the other hand, if you, say, get the Catastrophe or Battle Tortoise as Epsilon, you can place Adepts inside them for a truly disgusting combination.
  • Regenerating Health: All heroes, miners, MCVs, aircraft (except Stallions, Invaders and Draco Drones), artillery ships, Medics, Brutes, Duplicants, Abrams Tanks, Charon Tanks, Hailstorms, Tesla Cruisers, Stalin's Fists, Nuwa Cannons, Drakuvs, Masterminds, Tyrants, Colossi, Bison Tanks, Megalodons, Mastodons, Gharials and stolen tech units, as well as every unit upon reaching elite rank, can automatically regenerate their health over time.
  • Remixed Level: Mental Omega takes many plot points from the vanilla game and twists them; as a result, quite a few missions in the mod bear more than a passing resemblance to vanilla missions:
    • Some are remade versions of vanilla missions, only harder, and sometimes with additional/modified objectives or twists:
      • From vanilla Red Alert 2, we have: Eagle Fly Free (MO Allied 2) to Eagle Dawn (RA2 Allied 2), Side Effect (MO Soviet 4) to Home Front (RA2 Soviet 4), Beautiful Mind (MO Allied 6) to Last Chance (RA2 Allied 4), Recharger (MO Soviet 6) to City of Lights (RA2 Soviet 5), Road to Nowhere (MO Soviet 9) to Chrono Defense (RA2 Soviet 7) and Panic Cycle (MO Allied 11) to Mirage (RA2 Allied 10).
      • From vanilla Yuri's Revenge, we have Golden Gate (MO Soviet 2) to Time Shift (YR Soviet 1), Neuromancers (MO Epsilon Co-op 11) to Tomb Raided (YR Allied 4) and Earthrise (MO Soviet 22) to To the Moon (YR Soviet 6).
      • From the previous 2.0 version of the mod, there are: Singularity (3.0 Epsilon 10) to Duality (2.0 Epsilon 6), Paranoia (3.3 Allied 20) to Paranoiac (2.0 Allied 3) and Backbitten (3.3 Epsilon Co-op 12) to Jealousy (2.0 Epsilon 6).
      • From other Command & Conquer games, there are: Combustion (Soviet Co-op 9) to Jarmen Kell and the Forty Thieves (ZH GLA 4) (its pre-release name was 'Morales and the Forty Thieves'); Obstinate (Allied Covert Op) to The Shark and the Lure (RA3 Allied 2); and the Heavyobject Challenge to the Boss General's Challenge in Zero Hour.
    • Others are nearly identical to vanilla ones in terms of objectives and layout... except that this time the roles are reversed between you and the enemy: Bleed Red (MO Soviet 1) to Lone Guardian (RA2 Allied 1), Red Dawn Rising (MO Allied 1) to Red Dawn (RA2 Soviet 1), Bad Apple (MO Allied 5) to Big Apple (RA2 Soviet 3), Peace Treaty (MO Soviet 5) to Free Gateway (RA2 Allied 8), Death From Above (MO Soviet 8) to Deep Sea (RA2 Allied 7), The Raven (MO Soviet 13) to Liberty (RA2 Allied 6), Dance of Blood (MO Epsilon 19) to Escape Velocity (YR Soviet 5) and Stormbringer (MO Allied 19) to Weathered Alliance (RA2 Soviet 10).
  • Retcon: In version 3.0 Epsilon had access to chaos gas technology in the form of the Dream Weaver and Deviator. In version 3.3, the Dream Weaver got repurposed into the Bloatick, and all mentions of chaos gas tech were removed and replaced by the confusion ray, one of the weapons of the newly-introduced Foehn Revolt, with the Deviator being repurposed into the Foehn Irritator.
  • Schizophrenic Difficulty: The difficulty levels of each campaign mission vary wildly with no way of knowing which ones are the hardest until you've already played through the game or asked someone who have done so.
  • Sequel Difficulty Spike: Zigzagged; while the campaign and skirmish AI are much more difficult in the mod than in the vanilla game, their 3.3 version is far more benign and forgiving than how they used to be during 2.0 or 3.0.
  • Shout-Out:
    • One billboard in Heaven and Hell (Allied 4) alternates between showing CATS and "All Your Base Are Belong to Us".
    • Another billboard in Sunlight (Allied 12) advertises the website of one Stuart Ashen.
    • After the Paradox Engine arrives at the Isles of Scilly in Bottleneck (Allied 17), a squad of Harriers scouts enemy positions, and you are treated to this line:
    • Revolution Challenge: both the map design and the speech offered by the enemy commander at the beginning resemble the ones from the mission In Utter Darkness in Starcraft II Wings Of Liberty.
    • Some of the maps are named after Stands and arcs of Jojos Bizarre Adventure, including Crazy Diamond, Stone Ocean, Battle Tendency and Stardust Crusaders.
    • Units often quote song lyrics:
  • Siege Engines: There's at least one land unit per subfaction except Last Bastion and one ship per faction that outrange base defences and are good against buildings. Each faction also has an anti-structure aircraft although out of these four, only the Quetzal actually outranges anti-air defences.
  • SNK Boss: The "Challenge" maps feature the human player in 2v3 skirmish battles against the AI (whereas the player can be partnered with the AI or another human player). The enemy AI, however, has several tricks in its sleeve, such as Tech Nuclear Plants on start, to give the enemy team an unfair advantage against the player team:
    • Mercury: The enemy can use constant Paradrops containing Tier 1 and 2 vehicles. Mercury Strikes are also frequent, and enemy Athena Cannons have a permanent firepower boost.
    • Timekiller: Enemy infantry and vehicles move and attack drastically faster.
    • Regenbogen: Random weather effects that all harm the player team in some way or form, such as sending up to 30 Hunter-Seekers at their base, or applying a Supressor effect on almost all their units. Also, Hailstorms and Black Eagles slow down the target on hit.
    • Battlecity: A small group of Super Apocalypse Tanksnote  is sent to the player team every few minutes. Also, there are six Stalin's Fists and some regular Apocalypse Tanks, and all Tesla Cruisers and Volkov are under a permanent Overcharge.
    • Moltencore: The enemy occasionally Paradrops Syckles into the player team bases. Mortar Quads and Desperate Drivers make the ground catch fire, and the Motor Ambush support power also spawns Pyros. Also, Catastrophe Tanks are built with a free Desolator inside.
    • Purgatory: Enemy Lasher Tanks and Masterminds are amphibious. The enemy has a "Mind Control Impulse" support power that can mind-control miners, robots and animal unit. Yuri himself occasionally appears, with a permanent defense boost and the ability to permanently mind-control units and buildings. Also, each enemy base has a Dybbuk Hive that is only disabled when the enemy player is defeated.
    • Contagion: The players have their Hospital and Machine Shop destroyed by Bloaticks before they can build anything. Toxic tunnels are present near the players' Construction Yards, and constantly create poison clouds. Speeder Trikes leave poison on a hit, and barrels create poison clouds when destroyed. Also, special Toxic Invaders patrol the map, that infect units that are hit by them, making them create poison clouds on their position until destroyed. Also, the central enemy base has three Cloning Vats, and is guarded by Rashidi.
    • Ascension: All enemy infantry has a permanent defense boost. Occasionally, a "Golden Armada" composed of an Irkalla (with increased health), Basilisks and Salamanders will assault the player bases. Also, each of the enemy bases hase two Cloning Vats.
    • Madness: Enemy Cyclops Walkers, Megalodons and M.A.D.M.A.N. have increased health and a permanent Megaarena. Occasionally, two M.A.D.M.E.N. will spawn at the same time.
    • Firestorm: The enemy bases are protected by a Blasticade that does not require a Blast Furnace to activate, and creates a Great Tempest in the center of the map when active. All enemy aircraft has a Quetzal Shield effect, and can get past their own Blasticade. Tornadoes protect the entrances of each enemy base. Also, the enemy can use Knightfall anywhere on the map, and starts with a Harbinger Tower each.
    • Ouroboros: The enemy bases have several Plasmerizers and Boidmachines.
    • Revolution: A parade of Soviet units with Elite-level weapons is in the players' way to the enemy bases, which are also guarded by stolen tech units. The enemy sends several campaign-exclusive units, such as a Topol-M, Cyborg Vanguards, Reznov and Krukov, to attack the players, as well as Kirov Command Airships that drop mini-nukes.
    • Deception: The enemy is permanently cloaked (buildings included).
    • Endurance: All enemy units are under a permanent Nanocharge effect. All enemy buildings are under a permanent Nanocoat Regulator effect. Also, each enemy base has two Reprocessors.
    • Heavyobject: The enemy can produce all stolen tech units, as well as the Cyborg Commando, and their bases are protected by campaign-exclusive buildings such as the Eiffel Tower.
    • Watercube: The players have greatly restricted building space. Also, the enemies have occasional Epsilon unit reinforcements.
    • Superweapon: Each enemy base has one of each offensive superweapon, as well as two Nanocoat Regulators and a Tech Maintenance Center.
    • Heroslayer: Every once in a while, the enemies will send waves of every hero unit that is available in Skirmish, as well as Reznov and Krukov. More copies of these hero units patrol the outskirts of each base. Also, each enemy has Psychic Towers, two Tech Hospitals and a Tech Academy.
  • Stealth-Based Mission:
    • Television Lies (Epsilon Co-op 1). Each player has a PsiCorps Trooper, and must not reveal their presence to the Allies lest the mission be compromised.
    • Peacekeeper (Epsilon 1), technically. A large part of the mission consists of leading a mind-controlled Spy into the enemy Missile Silos. In practice it's usually a better idea to mind control some Abrams Tanks to bulldoze a way to the Silos, since otherwise you aren't getting through the dogs.
    • The Gardener (Allied 10). You have a Technician transported by a Tsurugi, and you must make your way through a city while avoiding Chinese Qilin Tanks and Nuwa Cannons that will curb stomp the Tsurugi with zero effort if they see you.
    • The Conqueror (Epsilon 13), the first part. Your invisible Shadow Tanks must sneak through the city of Moscow, past Soviet forces, avoiding Tesla Troopers and Borillos in the process, to the Nuclear Reactors next to which barrels have been planted, to destroy them and let your main army arrive.
    • Survivors (Epsilon Covert Op). You're playing as a rogue group of Scorpion Cell fighters who remain free from Yuri's mind control and are infiltrating another group who have already been enslaved, but who do not suspect you. If you do any of the following: having any of your unit enter a Mind Reader's radius (with the exception of Malver, as Mind Readers cannot detect cloaked units like Malver), approaching the PsiCorps base, attacking a brainwashed Scorpion Cell unit, or capturing any building that belongs to them or the Allies, you'll be detected. Because of the mission objectives you will have to be detected sooner or later, but doing so while not ready to fight off the Epsilon loyalists is suicide.
  • Suicide Attack: In the 11th Soviet mission Unshakeable, once you discover that China is secretly allied with Pacific Front and plotting against you, the Chinese will first start to sabotage the Seismic Stabilizer from inside and later open fire on the Stabilizer itself, even if its destruction would lead to an earthquake that will bury the surrounding area with them inside it.
  • Suicide Mission: Operation: Road to Nowhere (Soviet mission 9) is this from the Allies' point of view: they are using the unstable Chronosphere to send troops into Western Siberia in an attempt to destroy the last two MIDAS rockets stationed there, and every single European soldier sent to the middle of Russia during this mission is aware that they'll never survive to return home.
  • Suspicious Videogame Generosity: In the 17th Soviet mission Juggernaut, the whole map is revealed from the beginning and you are given 15 minutes to prepare your defences. And you are going to need them, since you are surrounded and the enemy is relentless in their attacks.
  • Tank Goodness: Being a Command & Conquer Game Mod, it is inevitable. Mental Omega features a colourful group of Main Battle Tanks (one per subfaction) including but not limited to tanks that fire flashbangsnote , hover tanksnote  and tanks with independent drones instead of turretsnote . Furthermore, each subfaction has heavy late-game vehicles that are often called "monster tanks" although five of them aren't actually tanks (Pacific Front's Battle Tortoise is a massive IFV with firing ports for infantry inside, the Chinese Nuwa Cannon is a massive cannon on tracks, the PsiCorps's Mastermind is a massive brain on wheels, Hailhead's Megalodon is a walker and the Wings of Coronia's Pteranodon is an aircraft).
  • Teeth-Clenched Teamwork:
    • The Allied sub-factions surprisingly enough don't like each other at all, the USA despising the Euro Alliance and the Pacific Front nations for abandoning America when it was invaded. Both the Euro Alliance and the Pacific Front in turn see nothing wrong with stealing America's laser technology which they later use to build the Gladius Anti-Ballistic Missile System which ends up saving the remaining Allied forces in the UK, and Mercury Weapon Satellite because at that point they viewed America as defeated no matter what. Made even more pressing in the final Allied mission of Act 1, where the combined remnants of the American and European forces make a last stand in the British Isles.
    • The Soviets aren't as united against their capitalist enemies as they may seem. Towards the end of the story, the People's Republic of China and the USSR fall into war as China attempts to gain the upper hand over the Russians. Even the Latin Confederation, otherwise loyal to the Russians, find Epsilon's conquest of Moscow not as call for aid, but as an opportunity to take over Western Europe.
  • Tempting Fate: In the 22nd Epsilon mission Unthinkable, at the beginning, you'll be told that the outermost part of Epsilon HQ, which is built on concrete slabs, should last long enough. Then the Allies attack and they waste no time taking advantage of the numerous explosive barrels in that area to blow up the base in less than a minute.
  • Theme Naming: The Allied Act 2 missions show a theme in their naming, leading to going insane and the eventual defeat. First they get Stone Cold Crazy, Hysteria, then Paranoia, then Insomnia, Withershins and finally Hamartia, which means the fatal flaw that leads to a tragic hero's downfall.
  • Timed Mission:
    • The following missions simply have a timer, and you are not allowed to let it run out, or you lose: Peacekeeper (Epsilon 1), Beautiful Mind (Allied 6), Firewalking (Soviet 16), Noise Severe (Soviet Covert Op), Paranoia (Allied 20), Gridlock (Allied Covert Op), Dawnbreaker (Soviet Covert Op) and Brothers in Arms (Soviet Covert Op). Puppet Master (Allied 14) will become this if you let your Psychic Beacon get destroyed.
    • In Think Different (Epsilon 7), once you capture the Chinese Construction Yard, you have 80 minutes to achieve your objectives before the main Chinese army arrives. If the timer runs out, you won't lose just yet, but defeat is inevitable.
    • In Unshakeable (Soviet 11), as long as you discover the collusion between China and the Pacific Front, the Chinese will activate the self-destruction sequence of the Seismic Stabilizer, which must not be destroyed. No timer is displayed to you, but if you can't secure the Stabilizer before the self-destruction completes, then be prepared to restart.
    • In Moonlight (Epsilon 12), after 120 minutes, Russian reinforcements will come after you. You can still complete your objectives and beat the mission after that, though you'll obviously have to defend yourselves against the massive Russian army as well.
    • After you destroy the Nuclear Reactors in The Conqueror (Epsilon 13), the Russians will start to evacuate their Topol-Ms away. Your objective is to mind control all of them with Adepts before any one of them can escape, so you can't take your time here.
    • In The Mermaid (Allied 13), shortly after Tanya's laser rifle gets recharged, you have 15 minutes to evacuate both her and Siegfried before Russian Wolfhounds arrive to hunt them down (and neither of them can fire on aircraft; that being said, you can still win if you're very close to doing so already).
    • Stone Cold Crazy (Allied 15) involves intercepting all ten of Epsilon's Kamaz trucks before they can escape; needless to say, as soon as a Kamaz arrives, you need to hurry to destroy it.
    • 25 minutes after Bottleneck (Allied 17) begins, the Paradox Engine will arrive and before that, you are given a squad of Chrono Legionnaires to erase all the Gehenna Platforms and assorted Epsilon AA defences around the Isles of Scilly to clear the way for the Paradox Engine. As soon as it arrives, any Gehenna Platforms still alive will focus their firepower on it and eventually bring it down, so if you hadn't managed to erase all the Gehennas during the first 25 minutes, you have to quickly search for them and destroy them before the Paradox Engine is destroyed and you look at the defeat screen.
    • In Meltdown (Soviet 22), the enemy has a Psychic Dominator which can only be destroyed after you have destroyed or captured their the Iron Curtain and secured the Aerial Fortress Irkalla; while you lack access to a Construction Yard. If you don't hurry, the Psychic Dominator will eventually destroy your makeshift base.
  • Time Stands Still: The Paradox Engine's defining trait.
  • Tipis and Totem Poles: Allied mission 17 (Bottleneck) features a totem pole which you can destroy, which will cause the EVA to call you out for wasting your time with 'totem gods' (in the UK, of all places).
  • Trial-and-Error Gameplay: Singularity is a mission where there's one specific way to win and dozens more to lose. If you don't follow a series of very specific steps, don't expect to complete this mission.
  • Universal Driver's License: Hijackers, Huntresses, Engineers and Desperate Drivers can drive every vehicle if they can get inside them.
  • Unusable Enemy Equipment: The Allied Super Thors and Soviet Super Apocalypses are only present as special 'boss' enemy units in co-op missions; you never get to use them whether in skirmish nor in the respective factions' campaign.
  • Veteran Unit: Combat units can gain experience by killing foes and get promoted once the total cost of their kills exceed 4.5 (for Veteran rank) and 9 (for Elite rank) times their own. When a mind controlled or spawned unit kills an enemy, 75% of the gained experience would also be given to the the mind controller or spawner.
  • Video Game Cruelty Punishment: In the 13th Allied mission The Mermaid, you have the option to destroy iconic Varsovian landmarks like the the Sejm buildings or Ujazdów Castle if you so desire. The Soviets will respond in kind by sending Wolfhounds against you (for the record, none of your units can hurt anything in the air).
  • Violation of Common Sense: In the Foehn mission Kill the Messenger, you face off against Chinese and Epsilon forces (which are both hostile to each other), but quickly after the mission begins Epsilon will deploy a Psychic Beacon to mind control the Chinese. You might think it's a good idea to destroy that Beacon so your enemies will turn on each other and make your job easier, but in contrast your intel will advise against doing so as you'll only have to face off against one enemy instead of two. And you should heed that advice: if the Beacon is destroyed, the Chinese will call for a massive wave of reinforcements, and their initial target is nothing other than your own base; enough to nullify any benefits you might have acquired from having your two enemies fight each other.
  • Washington D.C. Invasion: The very first Allied mission tasks you with defending Washington D.C. from the Russians. The first Soviet Act II mission reverses the roles, with you being the Russian occupiers of the city and the enemy being American rebels.
  • Weaponized Landmark: The sixth Soviet mission has Volkov attempting to turn the Eiffel Tower into a giant Tesla coil; unlike what happened in the vanilla game, this doesn't last long.
  • Weapon of Mass Destruction: The offensive superweapons of each faction: the Soviets have a simple nuke, the Allies and Foehn use Weather Control Machines to create storms, and Epsilon uses the Psychic Dominator to create a massive, destructive psychic blast. In the campaign, the Soviets use the MIDAS strategic nukes, whose capacity for destruction far exceeds that of normal nukes and can be witnessed firsthand by you in missions like Beautiful Mind and Thread of Dread.
  • Weather-Control Machine: Four examples:
    • The Allied Weather Controller, obviously; it creates a massive, highly damaging lightning storm over a given area when activated.
    • The Euro Alliance Thor Gunship, which utilizes a miniaturized Weather Controller to precisely direct lightning strikes.
    • Also from the Euro Alliance, the Lightning Rod; it serves as a temporary "beacon" that attracts lightning strikes, which it uses to boost the player's power generation and the attack capabilities of any nearby Thor Gunships.
    • And last, but not least, the Foehn Tempest Architect; when activated, it unleashes the Great Tempest, a massive windstorm that is even more damaging than an Allied Lightning Storm.
  • What Measure Is a Non-Human?: "We can rebuild Chitzkoi. We have the technology."
  • What the Hell, Hero?: In the 13th Allied mission (in which you play as Siegfried trying to rescue Tanya from a prison in Warsaw), if you decide to destroy the Ujazdowski Mansion or the Sejm buildings, the EVA will call you out on alerting the Soviets of your presence in the city (who will proceed to send Wolfhounds against you).
  • You Have Outlived Your Usefulness: Once the Soviets figure out Yuri's betrayal he decides to end the pretense and attack them with his new army directly.
  • You Have Researched Breathing: Infiltrating a Pandora Hub with Epsilon gives you the Dybbuk-Seizer... Which is just a Dybbuk with three Adepts inside it. Even the unit description lampshades how ridiculous it is that you have to go through all that trouble for such a simple design.
  • You Require More Vespene Gas: Credits (needed to build all units and buildings or use most support powers) would be gold. Power is, well, power: it is produced by power plants and required by many buildings; having power demand exceed power supply would result in production speed being cut in half, most base defences malfunctioning and support power cooldowns being put on hold. Population is exclusively used by jet aircraft: you can only have at most 4 jets per airfield in your possession.
  • Xanatos Gambit: Yuri always plans for every contingency and has a back up plan for any situation, he wanted to steal Soviet technology, but the Soviets wised up and restricted Yuri's access to their technologies once their prototypes started missing, so he mind controlled Allied spies to steal the Soviet tech for him anyway (in the process shifting Soviet suspicion from himself to the Allies), later when the Russians started suspecting him for real, he tried to earn back their trust by saving their last MIDAS bomb, but when that didn't work he decided to just end their alliance and attack them directly as he has already gotten what he needed from them.
    • The Soviets also pull a smaller one against the US forces, their plan is to build several Psychic Beacons in major US cities and then expand their influence to cover the entire continent using a Psychic Amplifier they've built in Chicago, the plan can go either one of two ways, either the Americans commit most of their remaining forces to destroy the Amplifier but fail and it activates, securing the entire continent for the Soviets, or they succeed in destroying the Amplifier in which case the Soviets detonate a MIDAS bomb in the city, wipe out most of the remaining US forces and make victory through conventional means all but inevitable.
  • Xanatos Speed Chess: The Allies and Epsilon start playing a mean game during the Act II missions. To sum it up: Yuri attempts to seize the London Fortress by constructing a Psychic Amplifier in Rome (The Cardinal), and the Allies counter him by chronoshifting a strike team into Rome and successfully destroying said Amplifier (Puppet Master). Yuri pulls a fast one on the Allies by building another Amplifier in Morocco to draw the Allies' attention away (Ghost Hunt) from a Soviet salvage operation in Germany which is attempting to dismantle an old Chronosphere, seizing the Chronosphere (Divergence) and using it to Chronoshift the Aerial Fortress Irkalla into London to destroy the SteinsTech Hangar there and drive the Allies out of the conflict entirely (Godsend). The allies countered by prematurely deploying the Paradox Engine and destroying his taskforce, only for Yuri to then block their escape by setting an ambush for the Paradox Engine in the Isles of Scilly (Bottleneck). The Allies neutralize the ambush with the newly trained Chrono-legion and EVEN recharge the Paradox Engine using YURI's Bio-reactors on Tenerife (Hysteria). Yuri threatens the Pacific Front's newly-developed Weather Controller with brainwashed Russians (Stormbringer), and then ups the ante with a Psychic Amplifier + 2 Tactical Nukes (Paranoia), only for the Allies to neutralize BOTH threats. It remains to be seen how the Allies will counter the destruction of the Paradox Engine's spare battery (Backbitten) following the conquest of one of Yuri's strategic locations + major comms junction (Relentless).
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