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** Fatal Impact features an extremely elaborate easter egg which turns the entire mission on its head. [[spoiler:After escorting two unknown individuals into a Mammoth Tank wreckage, the whole map goes dark. Reznov and Krukov find themselves tasked with freeing a captive Volkov, who is being pinned down by three Magnetrons. Upon destroying all three of them, the entire Epsilon installation suddenly reactivates, and the three Russian commandos must escape (including fending off a feral Chitzkoi). Once this is done, they finally return to the fortress with the same goal as before: destroy all Spatha units. The twist? All three of them have gained extreme power boosts[[note]]Reznov's sniper rifle fires long-range rapid nuclear rounds which devastate infantry and vehicles, and gains a target painter for a missile strike against structures; Krukov's rad cannon now refracts to nearby enemies like a Prism Tank, and his saber now throws Tesla blasts which smash structures and robots; and Volkov, as usual, enhances his Tesla cannon with psionic energy, drastically increasing its range, fire rate, and making each enemy hit release vortexes of damaging energy.[[/note]], allowing them to smash their way through the heavily-defended Epsilon bases ''all by themselves.'' Have we mentioned this is normally a base-building mission?]]
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* MarathonLevel: The loading screen for ''Fatal Impact'' (second to last Soviet Mission of Act 2) helpfully warns you "This will be a long one. Be prepared". They ain't kidding.

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* MarathonLevel: The loading screen for ''Fatal Impact'' (second to last Soviet Mission of Act 2) helpfully warns you "This will be a long one. Be prepared". They ain't kidding. The par time alone is over an hour, and the mission has a time limit of around 2 and a half hours. You very likely will need ''every last minute.''
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** 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 [[HopelessBossFight curb stomp the Tsurugi with zero effort]] if they see you.[[labelnote:*]]That said, one KI Scientist equips the Tsurugi with a potent anti-tank weapon, and a Guardian GI can be rescued from a mining base, either pilot allowing the Tsurugi to barely survive a 1v1 with a Chinese tank.[[/labelnote]]

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** 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 [[HopelessBossFight curb stomp the Tsurugi with zero effort]] if they see you.[[labelnote:*]]That said, one KI Scientist equips the Tsurugi with a potent anti-tank weapon, and a Guardian GI can be rescued from a mining base, either pilot allowing both of which can be used to fight off Qilin tanks. Just don't try to fight the Tsurugi to barely survive a 1v1 with a Chinese tank.Nuwas.[[/labelnote]]

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%%** Due to Foehn's unconventional anti-spy measures, the Foehn AI is often completely incapable of dealing with infiltrator units (Allied, Soviet and Epsilon AI can use Attack Dogs and Spooks, while Foehn AI only uses Clairvoyants for infiltration rather than spy detection). Getting infiltration bonuses against Foehn AI players can be extremely easy, even in Challenge maps (at least for non-Foehn human players).

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%%** Due to Foehn's unconventional anti-spy measures, the Foehn AI is often completely incapable of dealing with infiltrator units (Allied, Soviet and Epsilon AI can use Attack Dogs and Spooks, while Foehn AI only uses Clairvoyants Clairvoyants, which have much higher tech requirements, for infiltration rather than spy detection). Getting infiltration bonuses against Foehn AI players can be extremely easy, even in Challenge maps (at least for non-Foehn human players).



* AsymmetricMultiplayer: In Fortres mode, a player gets a massive, sprawling territory with numerous tech buildings and defenses, and easily-fortified buildings at key chokepoints, while other players start as normal. The intent is for a one-versus-all mode where the group of lesser players must cooperate to overpower the lone, well-fortified player.

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* AsymmetricMultiplayer: In Fortres Fortress mode, a player gets a massive, sprawling territory with numerous tech buildings and defenses, and easily-fortified buildings at key chokepoints, while other players start as normal. The intent is for a one-versus-all mode where the group of lesser players must cooperate to overpower the lone, well-fortified player.



* {{BFG}}: Massive guns can usually be seen on the highest-tech units and structures.
** Returning from Yuri's Revenge are the Allies' Grand Cannons, which are about as big as their name suggests. Their long range and high damage makes them a great choice to help hold off a naval assault, but are still vulnerable to siege vessels such as Soviet Dreadnoughts.
** Chinese Nuwa Cannons are essentially treads built around a massive cannon; they have no turrets and the entire vehicle must rotate to change its target. That said, said cannon launches ''extremely powerful'' low-yield nuclear shells which make quick work of anything that dare set foot on the ground.
** The Last Bastion is able to field an epic defense in the form of the Plasmerizer, which is bar none ''the'' biggest gun in the entire game.



** 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 [[HopelessBossFight curb stomp the Tsurugi with zero effort]] if they see you.

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** 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 [[HopelessBossFight curb stomp the Tsurugi with zero effort]] if they see you.[[labelnote:*]]That said, one KI Scientist equips the Tsurugi with a potent anti-tank weapon, and a Guardian GI can be rescued from a mining base, either pilot allowing the Tsurugi to barely survive a 1v1 with a Chinese tank.[[/labelnote]]
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* SiegeEngines: There's at least one land unit per subfaction except Last Bastion[[labelnote:*]]Athena Cannon, Prism Tank, Hailstorm, Scud Launcher, Buratino, Centurion, Magnetron, Plague Splatter, Stalker, Shadray Sonic Tank, Tarchia Cannon[[/labelnote]] and one ship per faction[[labelnote:*]]Aircraft Carrier, Battleship, Dreadnought, Akula Sub, Resheph, Leviathan[[/labelnote]] that outrange base defences and are good against buildings. Each faction also has an anti-structure aircraft[[labelnote:*]]Barracuda, Kirov, Basilisk, Quetzal[[/labelnote]] although out of these four, only the Quetzal actually outranges anti-air defences.

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* SiegeEngines: There's at least one land unit per subfaction except Last Bastion[[labelnote:*]]Athena Cannon, Prism Tank, Hailstorm, Scud Launcher, Buratino, Centurion, Magnetron, Plague Splatter, Stalker, Shadray Sonic Tank, Tarchia Cannon[[/labelnote]] and one ship per faction[[labelnote:*]]Aircraft Carrier, Battleship, Dreadnought, Akula Sub, Resheph, Leviathan[[/labelnote]] that outrange base defences and are good against buildings. Each faction also has an anti-structure aircraft[[labelnote:*]]Barracuda, Kirov, Basilisk, Quetzal[[/labelnote]] although out of these four, only the Quetzal actually outranges anti-air defences.defences (and even then, it attacks using a targeting drone that must fly directly over the targeted structure, during which it is extremely vulnerable).

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* ContinuityNod: The buildings, [=V2=] Launchers[[note]]whose appearance here seem to take some nods from vanilla game's [=V3=] Launchers[[/note]], Ranger Scout Cars, Artillery, Heavy Tanks, Longbows, Mammoth Tanks and Mobile Gap Generators, which appear in the two prequel missions (Archetype and Television Lies) which take place a few years before the game proper and some other missions where outdated forces would make sense, are all taken from [[VideoGame/CommandAndConquerRedAlert the Second Great World War]]. The American nuke silos, which you must sabotage in the first Epsilon mission Peacekeeper, also resemble the ones from the first ''Red Alert''.

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* ContinuityNod: ContinuityNod:
**
The buildings, [=V2=] Launchers[[note]]whose appearance here seem to take some nods from vanilla game's [=V3=] Launchers[[/note]], Ranger Scout Cars, Artillery, Heavy Tanks, Longbows, Mammoth Tanks and Mobile Gap Generators, which appear in the two prequel missions (Archetype and Television Lies) which take place a few years before the game proper and some other missions where outdated forces would make sense, are all taken from [[VideoGame/CommandAndConquerRedAlert the Second Great World War]]. The American nuke silos, which you must sabotage in the first Epsilon mission Peacekeeper, also resemble the ones from the first ''Red Alert''.Alert''.
** Missions that take place in the same place (like Huehuecoyotl and Intoxicated, in Zaragoza) usually share the same map layout, including roads, railways and indestructible props.



* HeroMustSurvive: 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:

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* HeroMustSurvive: Usually averted. In the campaign, if you lose a hero, then the hero isn't assumed to be killed, only wounded, recovered but instead evacuated from the battle and unable to take further part.cannot fight anymore. Except if a hero plays a central role, then losing the hero means an automatic Game Over:



** The Foehn finale (The Remnant) requires the player to protect [[spoiler:the wrecked Paradox Engine until repairs are complete. Interestingly, the timer here is variable: it starts with a first timer of 15 minutes for preparation for repairs, then switches to a ''4 hour'' timer for the actual repairs. Both timers are drastically reduced every time materials are returned to the Engine.]]



*** The Remnant (6): [[spoiler:The wrecked Paradox Engine must be protected until repairs are completed.]]

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*** The Remnant (6): [[spoiler:The wrecked Paradox Engine Engine]] must be protected until repairs are completed.]]completed. Interestingly, the timer here is variable: a 15-minute preparation period, then 4 hours for the actual repairs. Both timers are drastically reduced every time materials are delivered.



** Tech Oil Derricks and Tech Deposit Banks provide a slow trickle of income to anyone who capture and own one. The Oil Derrick is by far the most common tech structure in the game (each skirmish map has a minimum number of Oil Derricks equal to the maximum number of allowed players), while the much rarer Deposit Bank provides double the income. Although these structures don't provide a lot of money compared to mining, they can provide a clear economic advantage to players who can capture and protect them, especially in the late game when ore and gems become scarce. In Oil Control mode, where there's no mining, Tech Oil Derricks and Deposit Banks are invulnerable and become the primary source of money. In Bounty Hunt mode, where there's also no mining, they are replaced by Tech Supply Bunkers, which are also invulnerable and generate crates when garrisoned, among which money crates serve to provide income.
** Each economy booster structure (Allied Ore Purifier, Soviet Industrial Plant, Epsilon Cloning Vats, Foehn Reprocessor) provides the same amount of income as a Tech Oil Derrick, but is expensive and limited to one each per player. The Reprocessor (the only one among the four that provides direct income) generates money when the owner's units kill enemies, and thus cannot run out until the game is won or lost.

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** Tech Oil Derricks and Tech Deposit Banks provide a slow trickle of income to anyone who capture captures and own owns one. The Oil Derrick is by far the most common tech structure in the game (each skirmish map has a minimum number of Oil Derricks equal to the maximum number of allowed players), while the much rarer Deposit Bank provides double the income. Although these structures don't provide a lot of money compared to mining, they can provide a clear economic advantage to players who can capture and protect them, especially in the late game when ore and gems become scarce. In Oil Control mode, where there's no mining, Tech Oil Derricks and Deposit Banks are invulnerable and become the primary source of money. In Bounty Hunt mode, where there's also no mining, they are replaced by Tech Supply Bunkers, which are also invulnerable and generate crates when garrisoned, among which money crates serve to provide income.
** Each economy booster structure (Allied Ore Purifier, Soviet Industrial Plant, Epsilon Cloning Vats, Foehn Reprocessor) provides the same amount of income as a Tech Oil Derrick, but is expensive and limited to one each per player. The Reprocessor (the only one among the four that provides direct income) income in addition to the above) generates money when the owner's units kill enemies, and thus cannot run out until the game is won or lost.



** The primary objective of the Allied Special Op mission Fullmetal is to accumulate 250,000 credits. You can also beat it by simply defeating both enemies, but the intended way to do so is to complete the former objective.

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** The primary objective of the Allied Special Op mission Fullmetal is to accumulate 250,000 credits. You can also beat it by simply defeating both enemies, but credits (which is easier than the intended alternate way to do so is to complete the former objective.mission, which is to defeat all enemies).



* ShownTheirWork: Map Design example; Epsilon 14: Huehuecoyotl & Soviet Co-op: Intoxicated both tale place in Zaragoza, the latter explicitly involving the Cloning Vats from the former, and aside from mostly destroyed buildings in the latter the geography between the two is completely consistent; roads, rails and indestructible in the exact same spots.
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* ShownTheirWork: Map Design example; Epsilon 14: Huehuecoyotl & Soviet Co-op: Intoxicated both tale place in Zaragoza, the latter explicitly involving the Cloning Vats from the former, and aside from mostly destroyed buildings in the latter the geography between the two is completely consistent; roads, rails and indestructible in the exact same spots.

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** In Death's Hand (Soviet 24), the Hands of Ereshkigal cannot be damaged. If they are somehow destroyed before the scripted event, the player loses.

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** In Death's Hand (Soviet 24), the Hands of Ereshkigal cannot be damaged. If they are somehow destroyed before the their scripted event, destruction, the player loses.


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* RateLimitedPerpetualResource:
** Ore drills, which are found in the middle of most ore fields and cannot be destroyed, continuously pump out ore on the ground, though one harvester is usually sufficient to match the speed at which the ore is replenished, so expanding out is still important. Gems give more credits when collected but are never replenished.
** Tech Oil Derricks and Tech Deposit Banks provide a slow trickle of income to anyone who capture and own one. The Oil Derrick is by far the most common tech structure in the game (each skirmish map has a minimum number of Oil Derricks equal to the maximum number of allowed players), while the much rarer Deposit Bank provides double the income. Although these structures don't provide a lot of money compared to mining, they can provide a clear economic advantage to players who can capture and protect them, especially in the late game when ore and gems become scarce. In Oil Control mode, where there's no mining, Tech Oil Derricks and Deposit Banks are invulnerable and become the primary source of money. In Bounty Hunt mode, where there's also no mining, they are replaced by Tech Supply Bunkers, which are also invulnerable and generate crates when garrisoned, among which money crates serve to provide income.
** Each economy booster structure (Allied Ore Purifier, Soviet Industrial Plant, Epsilon Cloning Vats, Foehn Reprocessor) provides the same amount of income as a Tech Oil Derrick, but is expensive and limited to one each per player. The Reprocessor (the only one among the four that provides direct income) generates money when the owner's units kill enemies, and thus cannot run out until the game is won or lost.
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* AntagonistTitle: In a sense, the "Mental Omega" the mod is titled after refers to both [[spoiler:both Yuri's ultimate plan to unite the world as one HiveMind to eliminate all conflict and the means by which he intends to carry it out: the ''Mental Omega Device''.]]

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* AntagonistTitle: In a sense, the "Mental Omega" the mod is titled after refers to both [[spoiler:both Yuri's ultimate plan to unite the world as one HiveMind to eliminate all conflict and the means by which he intends to carry it out: the ''Mental Omega Device''.]]
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* AntagonistTitle: In a sense, the "Mental Omega" the mod is titled after refers to both [[spoiler:both Yuri's ultimate plan to unite the world as one HiveMind to eliminate all conflict and the means by which he intends to carry it out: the ''Mental Omega Device''.]]
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* MissedHimByThatMuch: In ''Unthinkable'' (Epsilon 22), Yuri just BARELY manages to Chronoshift away to Moscow in the Old Chronosphere before the Paradox Engine's Time Freeze activates, allowing the Allied invasion force to overrun the Epsilon defenders and capture the Old Chronosphere for themselves. Had they engaged it even a minute or two earlier, they'd have had Yuri dead to rights.
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* BloodierAndGorier: This game is more violent compared to the vanilla game and on par with ''[=RA3:=] Uprising's'' Yuriko Campaign; corpses now leave puddles of blood whenever they're killed. Special mention goes to the death animation where infantry killed by a Brute's fist, an Adept's [=PsiBlast=], and Libra's modified [=PsiDarts=] in the campaign finale missions [[LudicrousGibs are torn to pieces complete with a blood splatter]].

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* BloodierAndGorier: This game is more violent compared to the vanilla game and on par with ''[=RA3:=] Uprising's'' Yuriko Campaign; corpses now leave puddles of blood whenever they're killed. Special mention goes to the death animation where an infantry killed by a Brute's fist, an Adept's [=PsiBlast=], Wraith Raider's [=PsiWave=], and Libra's modified [=PsiDarts=] in the campaign finale missions missions, will result in them [[LudicrousGibs are being torn to pieces complete pieces]] (complete with a blood splatter]].splatter).

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** In Bad Apple (Allied 5), if you manage to avoid meeting the lost taskforce and land directly on the southern shore, likely in attempt to clear everything out before the timer even starts, the Psi-Beacon would activate immediately and without warning, failing the mission instantly.
** In various Act 2 missions, Psi-Beacons are rigged to self-destruct when you try to capture them: [[GameplayAndStoryIntegration whoever owns it, have prepared to not let it fall into enemy's hands]]. This is done because logically, the Beacon should let you mind-control the enemy forces instead of fighting them.



* TimeStandsStill: [[spoiler:The Paradox Engine's defining trait]].

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* TimeStandsStill: [[spoiler:The Paradox Engine's defining trait]].trait is the ability to freeze time in a massive area around itself -- along with anything hostile caught in the field]].

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* DevelopersForesight: Several exist across the various penultimate and finale missions to prevent a DungeonBypass, or otherwise to make sure canon events play out as they are intended.

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* DevelopersForesight: Several exist across the various missions (particularly penultimate and finale missions ones) to prevent a DungeonBypass, or otherwise to make sure canon events play out as they are intended.intended.
** In Side Effect (Soviet 4), part of the local garrison would go rogue and side with the invading Allied forces once they arrive. If you know about this upfront and try to attack them before it happens to weaken your enemy, they would go rogue immediately.
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* WindIsGreen: The Foehn Revolt's main gimmick is their ability to manipulate wind and their faction color is a dark turquoise shade of green.
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* UnitsNotToScale: Downplayed. While nowhere near the realistic scale compared to Tiberium Wars, infantry units are now noticeably smaller compared to their vanilla counterparts and vehicles are now slightly scaled up, making them akin to ''VideoGame/MetalSlug'' in terms of unit scaling.

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* UnitsNotToScale: Downplayed. While nowhere near the realistic scale compared to Tiberium Wars, ''Tiberium Wars'', infantry units are now noticeably smaller compared to their vanilla counterparts and vehicles are now slightly scaled up, making them akin to ''VideoGame/MetalSlug'' in terms of unit scaling.

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they're no more 'actual' than the actual Chinese faction


* DuelingPlayerCharacters: Following in the footsteps of Mirage and Deja-Vu from Vanilla ''Red Alert 2'' and ''Revenge'', Mission 24 of both the Allied (Hamartia) and Epsilon (Babel) Campaigns depict the battle for the Mental Omega Device, pitting the Allied Nations' Commander PC against the Epsilon Army's Proselyte PC. In a bit of ArtificialBrilliance, the opposing commander tends to employ a very player-esque strategy: mass air units.

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* DuelingPlayerCharacters: Following in the footsteps The final missions of Mirage and Deja-Vu from Vanilla ''Red Alert 2'' and ''Revenge'', Mission 24 of both the Allied (Hamartia) and Epsilon (Babel) Campaigns campaigns, which depict the battle for the Mental Omega Device, pitting pit the Allied Nations' Commander PC two player characters of these campaigns against the Epsilon Army's Proselyte PC.each other. In a bit of ArtificialBrilliance, the opposing commander tends to employ a very player-esque strategy: mass air units.



* ForegoneConclusion: Long before the Foehn Revolt's origin was revealed, the lore behind their units heavily implies that [[spoiler:they are from a BadFuture where Yuri successfully conquered the world, and they are the sole survivors]]. More specifically, the Phantasm MLRS lore states that [[spoiler:the Mirage Tank's technology was among those lost after the Battle of Antarctica, late in the Allied campaign. All a pretty clear indication that [[TheBadGuyWins Epsilon was going to win the war and activate the Mental Omega Device]]]].

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* ForegoneConclusion: Long before the Foehn Revolt's origin was revealed, the lore behind their units heavily implies that [[spoiler:they are from a BadFuture where the sole survivors after Yuri successfully conquered the world, and they are the sole survivors]].world]]. More specifically, the Phantasm MLRS lore states that [[spoiler:the Mirage Tank's technology was among those lost after the Battle of Antarctica, late in the Allied campaign. All a pretty clear indication that [[TheBadGuyWins Epsilon was going to win the war and activate the Mental Omega Device]]]].



* NoCanonForTheWicked: A significant [[AvertedTrope 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 Special Ops and Co-Op missions, are canon, some of them being concurrent with or directly affecting missions from another campaign. For example, [[spoiler:in the ninth Soviet mission, "Road to Nowhere", 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]].

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* NoCanonForTheWicked: A significant [[AvertedTrope aversion]] compared aversion]], in contrast to ''Red Alert 2''.the ''C&C'' series as a whole. While in the base game only the Allied campaign was canon, all missions from all campaigns in ''Mental Omega'', including Special Ops and Co-Op missions, are canon, some of them being concurrent with or directly affecting missions from another campaign. For example, [[spoiler:in the ninth Soviet mission, "Road Road to Nowhere", Nowhere (Soviet 9), 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, Panic Cycle (Allied 11), you see one of those very missiles exploding over the Chronosphere in the very end]].



** The rebel forces in Tibet (where two Act I missions take place) were originally called ROC Rebels (the name of the actual, non-communist Chinese military). In version 3.3.5 update, they were changed to Tibetan separatists, which, for the time it takes place (1982), make a lot more sense.

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** The rebel forces in Tibet (where two Act I missions take place) were originally called ROC Rebels (the name (remnants of the actual, non-communist nationalists who lost the Chinese military).Civil War). In version 3.3.5 update, 5, they were changed to Tibetan separatists, which, for the time it takes place (1982), make a lot more sense.
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** The rebel Chinese forces in Tibet (where two Act I missions take place) were originally called ROC Rebels. In version 3.3.5 update, they were changed to Tibetan separatists, who make more sense for the timeframe (1982).

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** The rebel Chinese forces in Tibet (where two Act I missions take place) were originally called ROC Rebels.Rebels (the name of the actual, non-communist Chinese military). In version 3.3.5 update, they were changed to Tibetan separatists, who make more sense which, for the timeframe (1982).time it takes place (1982), make a lot more sense.

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** 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.

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** Heroes, mind controllers, capital siege ships, robots and beasts are immune to mind control for reasons varying from training to resist it, to cybernetic implants making them immune.



* UnintentionallyUnwinnable: The first objective of "Ghost Hunt" (Allied 15) involves capturing an abandoned Allied MCV with your only Engineer to then build a base. There are two defeat conditions at this stage: your Engineer getting killed, or the MCV being destroyed. However, there's no defeat condition in case you use your Engineer to capture one of the many abandoned US vehicles on the map. The mission goes on like nothing happened, but you cannot progress any further.

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* UnintentionallyUnwinnable: UnintentionallyUnwinnable:
** The first objective of "Recharger" (Soviet 6) has you take Volkov to the Eiffel Tower to destroy a heavily-defended outpost, until [[MonumentalDamage the tower gets destroyed by a Mercury Strike]]. With multiple Snipers watching over the bridges, it is meant to discourage the player in trying to break through. It is ''not'' impossible to break through, however, and destroying the outpost without charging the Eiffel Tower is possible. However, doing so will make the mission softlock when you try to have Volkov charge the Tower, as the Mercury Strike that would destroy it never occurs.
**
The first objective of "Ghost Hunt" (Allied 15) involves capturing an abandoned Allied MCV with your only Engineer to then build a base. There are two defeat conditions at this stage: your Engineer getting killed, or the MCV being destroyed. However, there's no defeat condition in case you use your Engineer to capture one of the many abandoned US vehicles on the map. The mission goes on like nothing happened, but you cannot progress any further.
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* UnintentionallyUnwinnable: The first objective of "Ghost Hunt" (Allied 15) involves capturing an abandoned Allied MCV with your only Engineer to then build a base. There are two defeat conditions at this stage: your Engineer getting killed, or the MCV being destroyed. However, there's no defeat condition in case you use your Engineer to capture one of the many abandoned US vehicles on the map. The mission goes on like nothing happened, but you cannot progress any further.
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** Hamartia (Allied 24). 'Hamartia' is a literacy derived from the Greek verb 'hamartanein' which can mean "To err" or "to miss the mark". In Greek Tragedy the term could refer to either a mistake or reversal of fortune (depending on the interpretation) that leads to a character's downfall. [[spoiler:True enough, things go south fast for the Allies culminating in their defeat and the activation of the Mental Omega Device.]]

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** Hamartia (Allied 24). 'Hamartia' is a literacy term derived from the Greek verb 'hamartanein' which can mean "To err" or "to miss the mark". In Greek Tragedy the term could refer to either a mistake or reversal of fortune (depending on the interpretation) that leads to a character's downfall. [[spoiler:True enough, things go south fast for the Allies culminating in their defeat and the activation of the Mental Omega Device.]]

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** The Chaos Drone, Chrono Commando, Psi Commando, Robot Control Center and Genetic Mutator were original units and buildings that were completely cut from the mod.

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** The Chaos Drone, Slave Miner, Chrono Commando, Psi Commando, Robot Control Center and Genetic Mutator were original units and buildings that were completely cut from the mod.



* CastFromMoney: With the exception of scouting powers and superweapons, the vast majority of support powers cost money to be used.



* EasyLevelTrick:
** 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. This has been patched out since 3.3.3.
** 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.

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* EasyLevelTrick:
** 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. This has been patched out since 3.3.3.
**
EasyLevelTrick: 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.



** In campaign, the MCV is treated as rare and expensive tech, never available for mass production... [[spoiler:except for one time in The Remnant (Origin 6), where both Allied and Soviet [=MCVs=] gets available explicitly due to Revolt combining the tech and and breaking the previously established restrictions]].

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** In campaign, the MCV is treated as rare and expensive tech, never available for mass production... [[spoiler:except for one time in The Remnant (Origin 6), where both Allied and Soviet [=MCVs=] gets are available explicitly due to Revolt combining the tech and and breaking the previously established restrictions]].



*** The [=SteinsTech=] Hangar bears more than a passing resemblance to the Sigma Harmonizer building in ''Uprising''.



*** The Apocalypse Tank's ability to heal nearby infantry is inspired by the Chinese Propaganda Tower, which could be installed into Overlord Tanks.

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*** The Apocalypse Tank's ability to heal nearby infantry is inspired by the Chinese Propaganda Tower, which could be installed into on Overlord Tanks.



** Patch 3.3.4 specifically prevented Drillers from being built in Thread of Dread (Soviet 20) in order to get rid of an EasyLevelTrick: capture an Epsilon base, use one or two Tactical Nukes to get rid of Terror Drones and Windbelts, then send a Driller filled with Saboteurs and Engineers to the back of the Foehn base to capture the Mainframe. This forces players to break through the nearly impenetrable Foehn 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, as well as ''four'' (!) Tactical Nuke Silos that at least prefer to strike the Epsilon enemy over you.



** 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), Fallen Ashes (Epsilon Special Op), Firewalking (Soviet 16), Noise Severe (Soviet Special Op), Paranoia (Allied 20), Gridlock (Allied Special Op), Dawnbreaker (Soviet Special Op), Brothers in Arms (Soviet Special Op), Fatal Impact (Soviet 23) and Kill the Messenger (Foehn 2). Puppet Master (Allied 14) will become this if you let your Psychic Beacon get destroyed.

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** The following missions simply have a timer, and you are not allowed to let it run out, or you lose: Peacekeeper (Epsilon 1), 1, Normal and Mental difficulties only), Beautiful Mind (Allied 6), Fallen Ashes (Epsilon Special Op), Firewalking (Soviet 16), Noise Severe (Soviet Special Op), Paranoia (Allied 20), Gridlock (Allied Special Op), Dawnbreaker (Soviet Special Op), Brothers in Arms (Soviet Special Op), Fatal Impact (Soviet 23) and Kill the Messenger (Foehn 2). Puppet Master (Allied 14) will become this if you let your Psychic Beacon get destroyed.

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** 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 [[spoiler:and the Mental Omega Device]]. In terms of gameplay, the Psychic Dominator now isn't activated immediately, unlike in ''Yuri's Revenge'', and while it still keeps its ability to permanently mind control targets, its main purpose is now as a building destroyer (and the AI will use it accordingly, whereas in ''Yuri's Revenge'' it would use the Psychic Dominator to mind-control a group of units), with the mind control as a bonus.

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** The Psychic Dominator is never implied to does not 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 [[spoiler:and the Mental Omega Device]]. In terms of gameplay, the Psychic Dominator now isn't activated immediately, unlike in ''Yuri's Revenge'', and while it still keeps its ability to permanently mind control targets, its main purpose is now as a building destroyer (and the AI will use it accordingly, whereas in ''Yuri's Revenge'' it would use the Psychic Dominator to mind-control a group of units), with the mind control as a bonus.



** Yuri's Psychic Reveal scout power has been renamed Satellite Scan, since it now belongs to the Allies. The Allied Spy Satellite Uplink, which has become a tech building, is renamed Tech Satellite Hack Center.

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** Yuri's Psychic Reveal scout power has been renamed Satellite Scan, since it now belongs to the Allies. The Allied Spy Satellite Uplink, which has become a tech building, is renamed Tech Satellite Hack Center. The Tech Airport, which now incorporates an airfield to hold four aircraft, is now called Tech Airfield.



* BloodierAndGorier: This game is more violent compared to the vanilla game and on par with ''[=RA3:=] Uprising's'' Yuriko Campaign; corpses now leave puddles of blood whenever they're killed. Special mention goes to the death animation where infantry killed by a Brute's fist, an Adept's [=PsiBlast=], and Libra's modified [=PsiDarts=] in "Reality Check" [[LudicrousGibs are torn to pieces complete with a blood splatter]].

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* BloodierAndGorier: This game is more violent compared to the vanilla game and on par with ''[=RA3:=] Uprising's'' Yuriko Campaign; corpses now leave puddles of blood whenever they're killed. Special mention goes to the death animation where infantry killed by a Brute's fist, an Adept's [=PsiBlast=], and Libra's modified [=PsiDarts=] in "Reality Check" the campaign finale missions [[LudicrousGibs are torn to pieces complete with a blood splatter]].



* CallForward: In the flashback section of Time Capsule (Foehn Special Op) you come across prototypes of several Epsilon units that become commonplace during Act Two, such as unnamed Invader prototypes that attempt to lift off, but end up crashing in the process.

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* CallForward: In the flashback section of Time Capsule (Foehn (a Foehn Special Op) Op mission whose events take place between the two Acts) you come across prototypes of several Epsilon units that become commonplace during Act Two, such as unnamed Invader prototypes that attempt to lift off, but end up crashing in the process.



** While Secret Labs appear in both the campaign and skirmish maps, the multiplayer Secret Lab, which unlocks the Rejuvenator, is quite different from the campaign Secret Lab, which always gives a specific unit depending on the mission (for example Dragonflies in Dragonstorm).

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** While Secret Labs appear in both the campaign and skirmish maps, the multiplayer Secret Lab, which unlocks the Rejuvenator, is quite different from the campaign Secret Lab, which always gives a specific unit depending on the mission (for example Dragonflies Warhawks in Dragonstorm).Beautiful Mind).



** 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), Fallen Ashes (Epsilon Special Op), Firewalking (Soviet 16), Noise Severe (Soviet Special Op), Paranoia (Allied 20), Gridlock (Allied Special Op), Dawnbreaker (Soviet Special Op), Brothers in Arms (Soviet Special Op) and Fatal Impact (Soviet 23). Puppet Master (Allied 14) will become this if you let your Psychic Beacon get destroyed.

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** 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), Fallen Ashes (Epsilon Special Op), Firewalking (Soviet 16), Noise Severe (Soviet Special Op), Paranoia (Allied 20), Gridlock (Allied Special Op), Dawnbreaker (Soviet Special Op), Brothers in Arms (Soviet Special Op) and Op), Fatal Impact (Soviet 23).23) and Kill the Messenger (Foehn 2). Puppet Master (Allied 14) will become this if you let your Psychic Beacon get destroyed.



* ViolationOfCommonSense: In the Foehn mission Kill the Messenger, you face off against Chinese forces, although [=PsiCorps=] will quickly take over the south-eastern base and deploy a Psychic Beacon. This puts a time limit on your mission, but VOLKNET nevertheless advises ''against'' destroying said Psychic Beacon and simply focus on your objective of securing the Ironwing. [[spoiler:And you should heed that advice: if the Beacon is destroyed, [=PsiCorps=] will get angry and call for a massive wave of reinforcements, and their initial target is nothing other than your own base, making it not worth it to remove the time limit set by the Beacon itself]].

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* ViolationOfCommonSense: In the Foehn mission Kill the Messenger, you face off against Chinese forces, although the [=PsiCorps=] will quickly take over the south-eastern base and deploy a Psychic Beacon. This puts Beacon gives you a time limit on before your mission, forces get mind controlled, but VOLKNET nevertheless advises ''against'' destroying said Psychic Beacon it and simply focus on your objective of securing the Ironwing. [[spoiler:And you should heed that advice: if destroying the Beacon (which is destroyed, no easier than completing the main objective) will remove the time limit, but [=PsiCorps=] will get angry and call for a massive wave of reinforcements, and their initial target is nothing other than your own base, making it not worth it to remove the time limit set by the Beacon itself]].it]].

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** 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 unless 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.

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** 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 unless you bother to destroy the Psychic Beacon controlling them.[=PsiCorps=]. 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.



*** The briefing for Allied Special Operation "Convergence" mentions that Allies were forced to retreat from Australia after its east coast was attacked by Yuri's ballistic submarines (Reshephs). It's a reference to Allied mission "Clones Down Under" from vanilla ''Yuri's Revenge'', which involves ''defending'' Australia from said attack (with Boomers instead of Reshephs).

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*** The briefing for Allied Special Operation "Convergence" mentions that Allies were forced to retreat from Australia after its east coast was attacked by Yuri's ballistic submarines (Reshephs). It's a reference to Allied mission "Clones Down Under" from vanilla ''Yuri's Revenge'', which involves ''defending'' Australia from said attack (with Boomers instead of Reshephs). [[spoiler:Similarly, the Epsilon Epilogue depicts Sydney as a major cloning facility, although the Cloning Vats are located where the Allied base was located in said mission.]]



* TipisAndTotemPoles: Allied mission 17 (Bottleneck) features a totem pole which you can destroy as part of an EasterEgg, which will cause the EVA to call you out for wasting your time with 'totem gods' (in the UK, of all places).
* TrialAndErrorGameplay: 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.

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* TipisAndTotemPoles: Allied mission 17 (Bottleneck) features a totem pole which you can destroy as part of an EasterEgg, which will cause the EVA to call you out for wasting your time with 'totem gods' (in the UK, of all places).
places). [[spoiler:It does, however, trigger an EasterEgg that gives you an Armor crate and an Elite Dreadnought.]]
* TrialAndErrorGameplay: 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. [[spoiler:Babel's penultimate stage works on a similar principle, although it's way more lenient in that only one Infiltrator has to survive.]]



* ViolationOfCommonSense: 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. [[spoiler: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, making it not worth it to have your two enemies fight each other]].

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* ViolationOfCommonSense: In the Foehn mission Kill the Messenger, you face off against Chinese and Epsilon forces (which are both hostile to each other), but forces, although [=PsiCorps=] will quickly after take over the mission begins Epsilon will south-eastern base and deploy a Psychic Beacon to mind control the Chinese. You might think it's Beacon. This puts a good idea to destroy that Beacon so time limit on your enemies will turn on each other and make your job easier, mission, but in contrast your intel will advise VOLKNET nevertheless advises ''against'' doing so as you'll only have to face off against one enemy instead destroying said Psychic Beacon and simply focus on your objective of two. securing the Ironwing. [[spoiler:And you should heed that advice: if the Beacon is destroyed, the Chinese [=PsiCorps=] will get angry and call for a massive wave of reinforcements, and their initial target is nothing other than your own base, making it not worth it to have your two enemies fight each other]].remove the time limit set by the Beacon itself]].
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* DuellingPlayerCharacters: Following in the footsteps of Mirage and Deja-Vu from Vanilla ''Red Alert 2'' and ''Revenge'', Mission 24 of both the Allied (Hamartia) and Epsilon (Babel) campaigns depict the battle for [[spoiler:the Mental Omega Device]], pitting the Allied Nations' Commander PC against the Epsilon Army's Proselyte PC.

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* DuellingPlayerCharacters: DuelingPlayerCharacters: Following in the footsteps of Mirage and Deja-Vu from Vanilla ''Red Alert 2'' and ''Revenge'', Mission 24 of both the Allied (Hamartia) and Epsilon (Babel) campaigns Campaigns depict the battle for [[spoiler:the the Mental Omega Device]], Device, pitting the Allied Nations' Commander PC against the Epsilon Army's Proselyte PC.PC. In a bit of ArtificialBrilliance, the opposing commander tends to employ a very player-esque strategy: mass air units.
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* DuellingPlayerCharacters: Following in the footsteps of Mirage and Deja-Vu from Vanilla ''Red Alert 2'' and ''Revenge'', Mission 24 of both the Allied (Hamartia) and Epsilon (Babel) campaigns depict the battle for [[spoiler:the Mental Omega Device]], pitting the Allied Nations' Commander PC against the Epsilon Army's Proselyte PC.
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** On a similar vein, in the original ''Yuri's Revenge'', a Yuri player could get infinite money with an Industrial Plant, as a Grinder would give money equal to a unit's original cost, even if the Industrial Plant gives a discount. To avoid this, Grinders now only give half the unit's original cost.

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* TipisAndTotemPoles: 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).

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* TipisAndTotemPoles: Allied mission 17 (Bottleneck) features a totem pole which you can destroy, destroy as part of an EasterEgg, which will cause the EVA to call you out for wasting your time with 'totem gods' (in the UK, of all places).



** Babel starts relatively normally, but [[spoiler:one of the last objectives involves traveling through Paradox Engine using a single Infiltrator, while solving various puzzles and avoiding dogs and robot tanks]].

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** Babel starts relatively normally, but [[spoiler:one of the last objectives involves traveling through Paradox Engine using a single Infiltrator, up to three Infiltrators, depending on what you did in the previous stage, while solving various puzzles and avoiding dogs and robot tanks]].tanks]].
** Reality Check and Time Capsule have {{Easter Egg}}s involving a Stalker Commando that briefly change the gameplay. For Reality Check, for instance, he puts Libra in a BulletHell-like minigame.



* UnusableEnemyEquipment: The Allied Super Thors, Soviet Super Apocalypses and Epsilon Hands of Ereshkigal are only present as special 'boss' enemy units in challenges and missions; you never get to use them whether in skirmish nor in the respective factions' campaign.

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* UnusableEnemyEquipment: The Allied Super Thors, Soviet Super Apocalypses Black Centurion Siege Crawlers and Epsilon Hands of Ereshkigal are only present as special 'boss' enemy units in challenges and missions; you never get to use them whether in skirmish nor in the respective factions' campaign.



** 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.

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** 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.Gunships, and can be used in conjuction with the Weather Controller to increase the odds for the Lightning Storm to damage a the same area.



* WhatMeasureIsANonHuman: "We can rebuild Chitzkoi. We have the technology."

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* WhatMeasureIsANonHuman: With only two exceptions where the Soviets don't have much time to act, they aren't particularly concerned when Chitzkoi dies. "We can rebuild Chitzkoi. We have the technology."

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* AntifrustrationFeatures:

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* AntifrustrationFeatures:AntiFrustrationFeatures:



*** It is still possible to finish off the Epsilon defenders and directly attack the Mental Omega Device. Because canonically, [[spoiler:the Allies lose, the tower can be brought to its last hit point but can never be destroyed. The player does get a free Domination support power if he manages to pull this off.]]

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*** It is still possible to finish off the Epsilon defenders and directly attack the Mental Omega Device. Because canonically, [[spoiler:the Allies lose, the tower can be brought down to its last hit point 70% HP but can never be destroyed.cannot take any further damage. The player does get a free Domination support power if he manages to pull this off.]]



*** If you somehow save the light-blue Weather Controller that is placed the closest to the Epsilon bases (even though Libra is expected to quickly take it out), the mind-controlled Barracuda squadron that would destroy the light-blue Weather Controller in your base will target the one you saved first, then the one in your base. Furthermore, using Force Shield to make one of their bombardments ineffective, another one will spawn almost immediately afterwards to ensure the building is destroyed.
*** To ensure they destroy the Weather Controllers, the Kirovs and Barracudas that spawn off-screen to target them take drastically less damage until they reach the Weather Controllers.



** In Death's Hand (Soviet 24), the Hands of Ereshkigal cannot be attacked. If they are somehow destroyed before the scripted event, the player loses.
** Since both the Allied and Epsilon finale missions take place in the exact same battle, it is the only mission that pits PlayerCharacter vs PlayerCharacter. The AI here is thus coded to imitate the strategies of actual players. In Hamartia (where you're the Allies), the Epsilon AI will spam Invaders and Basilisks. In Babel (where you're Epsilon), the Allied AI will spam Thors or Warhawks.

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** In Death's Hand (Soviet 24), the Hands of Ereshkigal cannot be attacked.damaged. If they are somehow destroyed before the scripted event, the player loses.
** Since both the Allied and Epsilon finale missions take place in the exact same battle, it is the only mission that pits PlayerCharacter vs PlayerCharacter. The AI here is thus coded to imitate the strategies of actual players. players, namely spamming air units. In Hamartia (where you're the Allies), the Epsilon AI will spam Invaders and Basilisks.Basilisks (and Thors, Rocketeers, Kirovs, Wolfhounds and Vultures in the defense stage). In Babel (where you're Epsilon), the Allied AI will spam Thors or Warhawks.



** 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.
** Libra is unkillable in the final stage of Hamartia (Allied 24). Her health regeneration vastly outclasses any kind of damage you can deal, and she can kill any kind of unit you throw at her in one or two shots at most, while outranging Snipers. Siegfried can target her while using his Chrono Backpack, but she activates her gravity field, which lets her NoSell the attack. Instead, you have to ignore her.

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** Nuwa Cannons in Power Hunger (Soviet 19). Although Morales receives a (substantial) rate of fire buff, he still can't snipe cannot snipe, let alone even damage 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.
base. If you bring it down to critical health, it will just use Time Freeze sooner.
** Libra is unkillable The Hands of Ereshkigal in Death's Hand (Soviet 24) cannot be damaged under normal circumnstances, and will slowly destroy all the final stage of bases you and your allies have. They effectively work as a time limit, since only killing Yuri takes them down.
** In
Hamartia (Allied 24). Her health regeneration vastly outclasses any kind of damage you can deal, and she can kill any kind of unit you throw at her in one or two shots at most, 24), while outranging Snipers. Siegfried Libra can target her while be stopped in the third and final stages (although it will take a considerable death toll from your army, or exploiting AI flaws), she will always come back - furthermore, using his Chrono Backpack, but she activates weapons against her will make her deploy her weapon-disabling gravity field, which lets field. It's completely impossible to kill her NoSell in the attack. Instead, second stage since you only control Tanya and Siegfried, who don't have anywhere near enough firepower to ignore her.take her down, and are in return one-shotted by her darts.



* InnocuouslyImportantEpisode: Two Act Two Special Ops missions end up as this:
** Obstinate involves the Allies in Cannes trying to retrieve two K.I. Operatives and discover what information about the Paradox Project was leaked to the Epsilon. To their relief, it was just data about a prism conductor weapon, nothing particularly major. [[spoiler:To their horror, this gives the Epsilon a way to disable the Paradox Engine's air-to-surface weapon systems at the worst possible moment, and leave it completely helpless against Libra.]]
** Backbitten involves the Epsilon trying to destroy the Paradox Engine's spare battery. They succeed, and the Allies, upon discovering it, are understandably annoyed because it means the Paradox Engine will require frequent stops to recharge, but since it does not render the Engine useless, they aren't too bothered about it. [[spoiler:This both gives the Epsilon time to turn Libra into a seemingly-unstoppable threat, and gives them the knowledge of the Engine's [[BiggerOnTheInside Pocket Dimension]], leading them to the opportunity to sabotage the aforementioned Prism Conductors.]]



** The Special 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.

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** The Before Version 3.3.5, the Special Op mission Noise Severe puts put 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 This was eventually deemed to get confused.be too confusing, even for this trope, and the mind-controlled forces now use a darker shade of red.



** Babel (Epsilon 24). The mission name refers to the biblical TowerOfBabel, a large tower made possible by its builders all sharing one language. God stopped its construction by making everyone speak different tongues and thus be unable to understand each other. [[spoiler:Here, the name refers to the Mental Omega Device. As opposed to the Tower of Babel, the Device brings all people into "one mind" by mind controlling everyone on the planet.]]

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** Babel (Epsilon 24). The mission name refers to the biblical TowerOfBabel, a large tower made possible by its builders all sharing one language. God stopped its construction by making everyone speak different tongues and thus be unable to understand each other. [[spoiler:Here, the name refers to the Mental Omega Device.Device, which Yuri calls "Babel reborn". As opposed to the Tower of Babel, the Device brings all people into "one mind" by mind controlling everyone on the planet.]]

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** 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.

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** The Chaos Drone, Chrono Commando, Psi Commando, Robot Control Center, Center and Genetic Mutator and Tech Outpost were original units and buildings that were completely cut from the mod.


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** While the original Tech Outpost (which functions like a Service Depot with a missile battery which allows it to defend itself from enemy infantry, light vehicles and aircraft) no longer exists, its role has been split between the Tech Base Expansion Post (which repairs vehicles around itself) and various tech defensive buildings.


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* StrategicAssetCaptureMechanic: The tech building mechanic (structures that cannot be built but are instead pre-placed on the map and can be captured by Engineers) is expanded from the vanilla game, with the addition of buildings that provide full map reveal, initial veterancy, support powers and free units as well as defensive structures which, unlike standard ones, can be captured and do not attack until an Engineer does so. Unlike in vanilla ''Red Alert 2'', tech buildings do not provide build radius around themselves as a rule, except the Tech Base Expansion Post (which exists explicitly for this purpose). The King of the Hill skirmish game mode revolves around a Psychic Beacon, a special neutral building which is always located at the exact centre of the map, cannot take any damage, provide passive HP regeneration for all of the owner's units, and will end the game in victory for any player that manages to hold on to it for 20 minutes straight.

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