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Knowledge is to be shared.
—A Clairvoyant getting useful information from enemy labs

The Clairvoyant is a small drone (technically classified as infantry) used by the Foehn as their infiltration unit. Unlike the other factions' counterparts, however, they cannot disguise as enemy infantry, but makes up for it by being even cheaper, amphibious and able to move even faster with the support of Spinblades.

Clairvoyants are also useful as detectors, as they can see cloaked units and notice disguised enemies. To help them in catching the latter, they are armed with a stun beam that can immobilize infantry, allowing Foehn troops to deal with them.

Clairvoyants can be transformed into Duplicants through a Nanofiber Sync.

Official description

The Clairvoyant is an oddball among the infiltrators. It is neither a soldier nor a spy, but a weirdly shaped drone, which can benefit from the use of Spinblade with a tiny windspin drive it has mounted on its back and can traverse water zones freely. Unlike all the other infiltrators, it cannot disguise itself, but its low price and incredible speeds make it ideal for a more direct infiltration rush attempt with many Clairvoyants involved, as the chance is high that at least one of them will reach the target.

This little drone has another trick up its sleeve: it can use a short-ranged stun gun to immobilize most of enemy troops, and will also automatically use its weapon against disguised enemy infantry once it detects them. Even though the Clairvoyant is not capable of dealing damage directly, if the target remains trapped long enough, it will eventually perish on its own.

Additionally, the Clairvoyants are able to see and trap disguised enemy agents, and for further battle usability, have also been outfitted with special tools for destroying bridges whenever necessary.[1]

Overview

Clairvoyants are still regarded as infantry, despite being non-humanoid in appearance.

As with other espionage units, the Clairvoyant can infiltrate an enemy building, but the effects will vary depending on the building:

AI behavior

The AI is notorious for building Clairvoyants as early as building a Barracks.

The AI uses an exclusive variant that is coded to head straight for its intended infiltration target, unlike other infiltration units controlled by the AI. In addition, AI-exclusive Clairvoyants do not use their stun beam when inside a opentopped transport, which is easily seen when it is inside a Jackal Racer.

Clairvoyants controlled by the AI have the following attack patterns:

All difficulties

  • 1x guarding Foehn Barracks, Foehn Ore Refinery and Foehn War Factory, accompanied by 2 Knightframes and 2 Lancers
  • 2x guarding Foehn Barracks, Nanofiber Loom or Cyberkernel, accompanied by 4 Knightframes and 4 Lancers
  • 6x infiltrating power plants or ore refineries
    • The AI may deploy a Spinblade near the enemy base (Hard AI only)

Medium/Hard

  • 1x loaded inside a Jackal Racer, then proceed to unload near an ore refinery before targeting it
  • 1x guarding friendly base, accompanied by 3 Knightframes and 3 Lancers
  • 2x targeting infantry
  • 2x targeting infantry, accompanied by 4 Knightframes and 2 Huntresses
  • 2x targeting anything, accompanied by 3 Knightframes and 3 Lancers
    • The Ai will use Decoy Team on this task force first
  • 2x targeting anything, accompanied by 4 Knightframes, 4 Lancers and 2 Huntresses
    • The AI will use Nanofiber Sync on this task force first
    • If available, Rage, Kinetic Barrier, and Regen/Wonder Drugs may also be applied
  • 2x guarding Foehn Barracks, Foehn Ore Refinery and Foehn War Factory, accompanied by 4 Huntresses
  • 2x guarding Windtrap, Foehn Ore Refinery and Foehn War Factory, accompanied by 4 Huntresses
  • 4x targeting infantry, accompanied by 6 Knightframes
  • 4x targeting infantry, accompanied by 4 Huntresses
    • The AI may use Nanofiber Sync on this task force, and will proceed to attack everything rather than infantry only
    • If available, Rage, Kinetic Barrier, and Regen/Wonder Drugs may also be applied after Nanofiber Sync
  • WoCicon.png 4x targeting infantry, accompanied by 3 Zorbtrotters
  • 6x targeting production structures (this includes airfields and shipyards, which the Clairvoyant is unable to infiltrate)
    • The AI may deploy a Spinblade near the enemy base (Hard AI only)

Hard

  • 1x loaded inside a Jackal Racer, then proceed to unload near a radar structure, Field Bureau or Harbinger Tower before targeting it
  • 6x targeting offensive superweapons (including Fake Psychic Dominator)
    • The AI may deploy a Spinblade near the enemy base (Hard AI only)

Appearances

Our infiltration units are still working. The tech defenses inside remain offline.
—Foehn intel during Operation: Vanishing Point

Origins

  • The Clairvoyants make their debut in Vanishing Point, where they will shut down the defenses temporarily for the initial elite team to wreak havoc. Later on, these same Clairvoyants disabled the tech defenses for the rest of the mission, though Epsilon defenses will stay online.
  • Two Clairvoyants (persumably the same as those in Vanishing Point) appear in the Foehn Origins Epilogue after The Remnant.

Assessment

+
  • Can infiltrate enemy buildings to give an advantage over the enemy.
  • A successful infiltration into the enemy's tech lab can unlock stolen tech units, and potentially change the game's outcome.
  • Cheaper ($400) and tougher than Spies, Saboteurs and Infiltrators.
  • Amphibious.
  • Can detect disguised, cloaked and submerged enemies.
  • Fast movement speed when boosted by Spinblades.
  • Can stun infantry including disguised ones.
  • Can destroy bridges by planting explosives inside an adjacent Bridge Repair Hut.
  • Immune to Dogs and Spooks.
  • Immune to mind control, poison and radiation and windflow.
-
  • Unarmed.
  • Slow, unless boosted by a Spinblade.
  • Cannot disguise.
  • Short stun range.
  • Vulnerable to EMP and magnetic weapons.
  • Weak against anti-infantry fire.
  • Lack of a disguise means they must often rely on large numbers and their durability for successful infiltrations.

Trivia

  • Although Clairvoyants are immune to genetic manipulation weapons, Rahn's "Terranova" beam is an exception.
  • The Clairvoyant's SHP infantry sprite is from the Basilisk Scout Drone from the Project Phantom mod for Yuri's Revenge. According to Speeder, the lead developer for Mental Omega, the SHP is no longer used for Project Phantom so it is reused for Mental Omega[2].

See also

References

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