Mental Omega Wiki

The Soviets are deploying more Psychic Beacons in order to subjugate their enemies. While trying to discover why the devices' influence is expanding, the Allies locate a structure that enhances mind control and launch a desperate attempt to destroy it.
—Mission description

Operation: Beautiful Mind is the sixth Allied Act One campaign mission.


With the discovery of the Soviet's psychic technology, we can safely assume that this was the main cause of our initial defeats. The Soviets have probably been using mind control against us from the very beginning of this war. The sabotage of our Peacekeeper missiles would of course have been a child's play assuming such powers exist. With this secret weapon now discovered, Psychic Beacons are likely to pop up like mushrooms within the larger cities, bringing every man, woman, and child under the Soviet control as part of a full-scale deployment. We have already received word of two new Beacons constructed by the Soviets in both St. Louis and Chicago.

For the brief time we were able to study the device in New York City, we know the Beacons have limited range, but it seems to be slowly expanding beyond what we have previously encountered on the active ones. A few of our remaining intelligence operatives have uncovered the location of a large device deep within Chicago. We suspect it is being used to boost the influence of the Beacons until the entire nation is under their effects, and to function as a possible control hub for these monstrosities. As such, we are sending in forces across Lake Michigan, while a bulk of our troops in the Northern states is heading to Chicago, but might not make it in time. If we can destroy the Psychic Beacon here at the shore, we could receive assistance from the freed soldiers. The Psychic Amplifier must fall if we are to have any chance of freeing ourselves from the Soviet scum!

Objective 1: Destroy the Psychic Beacon.
Objective 2: Destroy the Psychic Amplifier.


Destroying the Psychic Beacon

Wasting no time, the Commander ordered his Destroyers and Navy SEALS to keep the Soviet and mind controlled Allied vessels occupied while his Aircraft Carriers took care of the Grand Cannons & Patriot Missile Sites guarding the harbor. After these were cleared, he ordered them to make a quick surgical strike on the Psychic Beacon in order to destroy it as he wanted to minimize causalities in the Allied ranks since he'll be using them later.

Once the Psychic Beacon was destroyed, the freed American forces attacked their Soviet masters and cleared the harbor. Now that he had a base, he began constructing war factories and expanding his refinery operations. He also built more shipyards in order to support his naval fleet.

Destroying the Psychic Amplifier

Allied Intel soon gave the location of the Psychic Amplifier, located a short distance from the Commander's base, just over the Calumet river. With this information, he constructed an army to break through the Soviet defences in order to reach the device.

The American forces suffered moderate losses as they had to fight their way through a tight street environment. The Soviets had used the buildings as cover, creating killing zones for the Allied troops. Regardless, they eventually broke through the line of Soviet defenses and reached the base containing the Psychic Amplifier. After losing many more units, he managed to reach the device and destroy it, preventing the activation.

The unexpected MIDAS nuclear strike

Normally, this would be a cause for celebration. However, moments after destroying the Amplifier, sirens rang across the city. The Allied troop had no idea what was going on. Suddenly, a MIDAS ICBM landed right on the old Soviet base, annihilating both American and Latin Confederation forces. The city of Chicago was now in complete ruins.


Today is a day that will go down in infamy. Although we have delayed nationwide mind control, a price has been paid for it with the annihilation of Chicago and a large portion of our remaining forces. We must seek help from our allies.
—Battlefield Report

Despite the Allied Commander preventing the Psychic Amplifier from being activated, he could only look in horror as he saw his forces present in the city being wiped off the face of the planet by a MIDAS ICBM. Those who survived retreated elsewhere. In St. Louis however, the Psychic Beacon is successfully deployed and the US taskforce that gathered there are now under Soviet control, ready to bring down their own country for the 'Great Revolution'.

They soon get their miracle when the Japanese give them intel about a facility that contains the locations of the MIDAS ICBMs.

 Difficulty changes


  • Starting credits: 35000
  • The enemy AI attack intensity is the weakest.
  • Less civilian buildings will be garrisoned by enemy than on Normal and Mental difficulty.
  • No Vultures patrolling.
  • Enemy defenses including the Tech Artillery Bunker will be removed.
  • 2 Typhoon Attack Subs will be removed.
  • 3 Seawolf Gunboats next to the Psychic Beacon will be removed.
  • 3 Voyager Transports will bring infantry and vehicle reinforcements 2 minutes after destroying the Psychic Beacon. There will be another same reinforcement after 8 minutes passed.
  • Most enemy forces that actively attack the player's forces will be canceled.
  • No Rhino Tank division will come to counterattack when the player's forces reach the Psychic Amplifier.
  • Latin Confederation will send a Kirov Airship every 10 munites and 50 seconds from the top right of map, while Russia doesn't send any Kirovs.
  • 2 extra Horizon Destroyers will accompany the strike force in the first objective.


  • Starting credits: 30000
  • The enemy AI attack intensity is in medium state.
  • 3 Voyager Transports will bring infantry and vehicle reinforcements 2 minutes after destroying the Psychic Beacon. No second reinforcement like such.
  • Once the player's base is taken, the enemy will send these assault teams:
  • 3 PsiCorps Troopers will be paradropped directly at the top of the base.
  • A team of paratroopers with 3 Pyros, 3 Tesla Troopers and 2 PsiCorps Troopers will be sent on the far right of the base.
    • A Borillo carrying 2 Terror Drones will attack from the bottom left.
    • A Bomb Buggy will enter the battlefield from Latin Confederation's base spot.
    • 2 Kuznetsov Dreadnoughts stationed from the dock will move towards the player's base, accompanied by 3 Typhoon Attack Subs that will appear from the upper right.
    • An infantry squad consisting of 4 Tesla Troopers, 2 PsiCorps Troopers and 4 Conscripts will enter from the upper part of the map as constant reinforcements.
    • Russian forces will send a Kirov Airship will appear at the top left to bombard the player's base once it is taken, followed by another after a period of time.
    • 3 Typhoon Attack Subs will appear from top right of map to attack the player's forces as constant reinforcements.


  • Starting credits: 25000
  • The enemy AI attack intensity is the heaviest, and will train Desolators and Giant Squids.
  • Several Buratinos will guard the Soviet bases.
  • Iron Curtain will protect the Soviet Construction Yard in Russian base, the player will be hinted to use Enterprise Aircraft Carriers to destroy the Iron Curtain Device.
  • No Voyager Transport reinforcements will come after retaking the base.
  • Other than assault teamslisted on Normal difficulty, there are additional teams that appear on Mental:
    • Another wave of 3 PsiCorps Troopers will be paradropped directly at the top of the base a while after the previous one is sent.
    • 2 Borillos will appear from the same location of where the aforementioned Borillo reinforcement appears, but they carry 2 Pyros and 1 Tesla Trooper instead.
    • Russian forces will send a Kirov Airship will appear at the top left to bombard the player's base once it is taken, followed by another after a period of time.

Easter egg

  • Located near the center of the map is Chicago's Water Tower, heavily damaged. If the player sends an engineer to repair the tower, they will be rewarded with 2 crates (1 Armor and 1 Money).
  • Located at the top middle of the map is Sear's Tower, heavily damaged. If the player repairs the building and sends a unit to garrison it, they will rewarded with full map reveal and a money crate.