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The intel acquired from Yuri's command base on the Moon has made it clear - he is currently hiding in Moscow. The Soviets mobilize all of their forces, both in space and on the ground, to launch a major offensive on the Epsilon Army's positions in Russia in order to liberate their homeland.
—Mission description

Operation: Fatal Impact is the eleventh Soviet Act Two campaign mission.

Briefing

Comrade, the trail of Yuri's psychic soldiers goes cold at the site of containers on his moon base. Early intel suggests a massacre took place there, but that's all we know. Whatever this base was before, it has served its purpose and there were no supersoldiers to be found. None but one, and what's worse - a cyborg. As horrifying as it sounds, we now believe Yuri has taken the body of Boris after the battle for New York, and through cruel experiments tried to replicate the cybernetics once used to create Volkov. The hero of Russia did not deserve such fate and will be avenged, but this poses a question whether Yuri has failed - we have not seen the Epsilon use cyborgs in battle once. Still, your efforts will finally bring us back home. The advanced weapons of the Chinese and Yuri's space conquest tech is all we need to eliminate his defenses around Moscow.

Thanks to our skilled engineers, we could repurpose his shuttles, but wouldn't you guess - the madman has already made use of the tech from the British Isles and, quite possibly after studying our Topol missiles, constructed an interceptor network of his own! Our forces in the motherland have already retaken some of its key locations and are marching to Moscow as we speak. And so, now that preparations are complete, all we need to do is eliminate this Spatha System. Once all 7 of its units are gone, we will rain fire on Yuri's Psychic Amplifier. As long as it stands, our forces can't approach the city. Who knows Comrade, if there's enough luck on our side we might just kill Yuri with a missile strike alone. You must act quick though - these hastily prepared nukes are being attached to one of the military satellites we have reactivated from the Chinese facilities. As it orbits the Earth, Moscow will only be in its range for so long, and if Yuri finds out where we're firing from, he will easily destroy it.

Events

Initial offense

Volkov and Chitzkoi lands at outer Moscow

After finishing preparations on the moon, the Comrade-Commander returned to Earth and immediately began the operation to retake Moscow. When he connected the battlefield control, Volkov and Chitzkoi had already landed on Earth through a landing capsule, and Reznov's squad, who had arrived from Stalingrad, destroyed a Psychic Beacon that controlled a small number of local Soviet troops, while it will take some time for the Krukov's troops to reach the battlefield. With two task forces in place from different directions, the commander received information on the main targets of the operation - seven devices called the Spatha Defense Systems, which appear to have been reverse-engineered by Epsilon from the Allies' Gladius after the fall of the Great Britain, to thwart any intercontinental or orbital strikes that attempt to target Moscow. Given the limited amount of time the forces on the moon had to prepare for satellite-launched missiles, the commander had to speed up operations with the two task forces already in place.

The commander found that he has some difficulties in this operation: first, Volkov's stealth detection system is damaged during the landing and could no longer be used, so he has to carefully deal with the enemy's Shadow Tanks and other stealth units with Chitzkoi; second, Volkov and Reznov's teams cannot meet with each other because of the strange shape of the fortress in the outskirts of Moscow, so exploration of every part of the fortress can only be accomplished by all troops from three routes. Moreover, the enemy will not give the commander enough time to deal with the threats on each route separately, he must grasp the situation on the different routes simultaneously.

Depending on enemy's deployment, the commander chose to prioritize Volkov and Chitzkoi to attack as far as possible, while let Reznov's team focus on defending the recaptured base from Epsilon's attack. Not long after the two teams start steadily carrying out their respective tasks, Krukov's main force arrived at the third area here with an MCV, moving from the ice to the ground and eliminating the enemy forces that were blocking an open field. The commander immediately deployed their MCV as a Construction Yard to expand their strength, as Volkov and Chitzkoi had advanced to a place under the bridge that next to Krukov's area, and need their help to destroy the enemy above. With follow-up reinforcements and some vehicles captured nearby, the Task Force 3 dealt with the enemy forces standing in front of the Task Force 1, but just as they are about to cross the bridge and destroy an Epsilon base opposite, an Infiltrator suddenly emerges through a Driller and blows up the bridge. Therefore, the Task Force 3 had no choice but to find the direction they should be heading while looking for opportunity to destroy the unreachable base.

Three-pronged attack

After a period of steady fighting, the Task Force 1 approached an energy structure, which is pointed out by the intelligence that Volkov should get into the structure to gain some capability enhancements; the Task Force 2 found and destroyed two nearby Spathas, while the Task Force 3 destroyed an Epsilon base using Soviet equipment after also destroying two Spathas nearby, and sent an attack group to a narrow path. Of course, Reznov and Krukov did not lose their vigilance against the base's defenses. At this point, friendly forces in the Ural Mountains provided Reznov with some Apocalypse Tanks to assist in the attack.

The enhancing combat materials Volkov got from the Space Commando in the structure called Psionic Converter took his weapon to a whole new level, allowing him to quickly wipe out all enemies who came to hunt him, and the other two task forces got some Grumbles that the local forces had taken back to destroy the annoying Aerial Fortress Irkallas that suddenly appeared from all directions. Under the offensive and defensive actions, the three troops attacking the fortress have been getting closer and closer to the three last Spathas in the deepest part. The iron curtain that protected them before was faded because of Volkov's overload in the Psionic Converter just now.

The commander chose not to use Kirov Airships and Scud Launchers to destroy the last three Spathas, as they are protected by a large number of Colossi and Oxidizers, and no air force could get close to the installations. Additionally, Volkov discovered that some of the flying objects called Ruiners protecting the inside of the fort will disable his weapons, so he had to enlist the help of Task Force 2 to shoot them down. Finally, Volkov entered an elevator that would take him to the deepest point, and the other two attacking forces were about to approach the last two installations - the Task Force 2, after detouring, arrived in a field full of anti-air vehicles, while Task Force 3 reached a high ground and destroyed the previously inaccessible base, heading towards the narrow end where a Spatha is present. The three of them ended up destroying the last three Spatha Defense Systems with heavy effort.

Fatal error

Volkov effortlessly captured by Yuri himself after being immobilized by the orbital nuclear strikes

I'd expect your space endeavors would open your eyes to what we can do.
—Yuri's taunt on the Soviet Commander

Under the Comrade-Commander's control, forces in the three directions destroyed all Spatha Defense Systems before the window period's end, enabling Soviets to launch interplanetary nuclear missiles to bombard the entire Moscow area, and the bombing result is remarkable - except that the Kremlin area is blocked by a mysterious shadow and kept still, the Epsilon's defenses surrounding the entire Moscow are completely disintegrated. However, the Soviets also paid a heavy price in this operation: due to the nuclear missiles were not accurately calibrated, the bombing also caused huge casualties of the Soviet troops participating in the battle. Only a small number of them including Reznov, Krukov are evacuated, while almost all other participants are buried under nuclear missiles; to make matters worse, Volkov failed to withdraw from the bombing area in time due to being trapped by the Magnetic Beams. He's been eventually paralyzed by a nuclear strike and taken by Yuri.

Aftermath

We have paid the ultimate price, but the Psychic Amplifier by the Kremlin has been successfully destroyed. There is no doubt left - that was Yuri himself. Our remaining forces will rise up against the traitor to end him for good. Even Volkov can't save him now.
—Battlefield report

Albeit at a heavy price, the road to Moscow is finally opened, with the Epsilon line's disintegration and down of the Psychic Amplifier. Soon, the Soviet's remaining forces including the Commander's team, regiment from the Ural Mountains and Stalingrad, with the support of the Moon Force, will launch the final battle against the traitor Yuri hiding in the Kremlin, for his trial. What all the Soviet troops did not expect is that this final battle would be their unforgettable nightmare...

Difficulty changes

Casual

  • Starting credits: 187,500
  • Wallbuster's cooldown: 6:00
  • Removed large amount of quite threatening enemy units.
  • Removed large amount of enemy defenses and Chimera Cores.
  • Removed part of enemy-owned neutral defenses.
  • Amount of enemy patrols on all paths decreased.
  • Decreased enemy ambushes and attack intensity on all paths.
  • 1 extra Grumbles for each paths will be given.
  • Numerous places will get their shrouds revealled when player's forces approach.
  • Destroying enemy-owned Tech Nuclear Plants will trigger a blackout for enemy lasting with 3:30.
  • Volkov's Path
    • 2 healing crate is present at bottom area of map.
    • 3 armor enhancing crates and 2 firepower increasing crates are present at starting zone.
    • Only small amount of Ruiners are patrolling the center of fortress.
    • Removed 3 enemy patrols in this path.
    • Each Medic Bunker are present with extra armor enhancing and firepower increasing crate nearby.
    • Volkov's low HP warning can be triggered in 10 times.
    • If Volkov falls before getting into Psionic Converter while the player keeps Construction Yard, he can be rescued and will be redeployed in the battlefield in 60 seconds. Deploy place depends on his previous advancing process.
  • Reznov's Path
  • Krukov's Path
    • 2 extra Sentinels will be given.
    • The Stalin's Fist will be given instantly after repaired the bridge connecting to the bottom Soviet base.
    • Large amount of reinforcements will be provided gradually after building any Soviet labs.
    • No Irkallas appearing from the bottom left to attack player's forces.
    • The enemy will build Tactical Nuke Silo right only after the player builds one. The Silo will be built at the bottom Soviet base if the player hasn't visit there, otherwise it will be built at a higher place in the fortress.

Normal

  • Starting credits: 150,000
  • Wallbuster's cooldown: 7:00
  • Removed part of quite threatening enemy units.
  • Removed part of enemy defenses and Chimera Cores.
  • Added 3 hit-points-enhanced Aerial Fortress Irkallas in the center of fortress.
  • Enemy attack intensity on all paths are higher than Casual, extra enemy airborne will be present.
  • Destroying enemy-owned Tech Nuclear Plants will trigger a blackout for enemy lasting with 3:00.
  • Added two enemy patrols consisting of Wolfhounds and Thor Gunships.
  • 1 Irkalla will be present nearby when any outer Spatha Defense Systems get destroyed.
  • All Spathas are guarded by an extra Irkalla, the 3 inner ones are guarded by enhanced Irkalla type.
  • Volkov's Path
    • 1 healing crate is present at bottom area of map.
    • 1 armor enhancing crate and 1 firepower increasing crate are present at starting zone.
    • Large amount of Ruiners are patrolling the center of fortress, the player will receive a warning when getting close.
    • Volkov's low HP warning can be triggered in 8 times.
    • If Volkov falls before getting into Psionic Converter while the player keeps Construction Yard, he can be rescued and will be redeployed in the battlefield in 60 seconds. Deploy place depends on his previous advancing process.
    • Right after start of the mission, a Kirov Airship will appear from the top left and start chasing chase Volkov.
  • Reznov's Path
    • 1 extra Repair Drone will be provided.
    • 7 Apocalypse Tanks will be given in total.
    • No infantry is inside the Tech Concrete Bunker in retaken outpost.
  • Krukov's Path
    • The Stalin's Fist will be given 2 minutes after repaired the bridge connecting to the bottom Soviet base.
    • Medium amount of reinforcements will be provided gradually after building any Soviet labs.
    • An Irkalla will appear from the bottom left to attack player's forces 10 minutes after deploying Construction Yard.
    • The enemy will build Tactical Nuke Silo right after the player builds any Soviet labs. The Silo will be built at the bottom Soviet base if the player hasn't visit there, otherwise it will be built at a higher place in the fortress. If the former one got destroyed, another one will be built instantly in the fortress.

Mental

  • Starting credits: 130,000
  • Wallbuster's cooldown: 8:30
  • All enhanced Irkalla gets armor increased by 25%.
  • Added 6 hit-points-enhanced Aerial Fortress Irkallas in the center of fortress.
  • Destroying enemy-owned Tech Nuclear Plants will trigger a blackout for enemy lasting with 2:30.
  • Added large amount of enemy patrols consisting of Wolfhounds and Thor Gunships.
  • Enemy attack intensity on all paths is the heaviest, the most numerous enemy airborne will be present.
  • 1 Irkalla will be present nearby when any outer Spathas get destroyed.
  • All Spathas are guarded by an extra Irkalla, the 3 inner ones are guarded by enhanced Irkalla type.
  • Volkov's Path
    • Large amount of Ruiners are patrolling the center of fortress, the player will receive a warning when getting close.
    • Volkov's low HP warning can be triggered in 6 times.
    • Volkov cannot fall at all before destroying the Spatha at his path.
    • Right after start of the mission, a Kirov Airship will appear from the top left and start chasing chase Volkov, appearing time is later than Normal difficulty however.
  • Reznov's Path
    • Removed 3 Tesla Cruisers in initial forces.
    • There are 4 enemy Initiates and 4 Archers inside the Tech Concrete Bunker in retaken outpost.
    • 5 Apocalypse Tanks will be given in total.
  • Krukov's Path
    • An Irkalla will come to attack player's forces after getting Grumbles.
    • The Stalin's Fist will be given 2 minutes after repaired the bridge connecting to the bottom Soviet base.
    • An Irkalla will appear from the bottom left to attack player's forces 10 minutes after deploying Construction Yard. 2 more will come to continue attacking after 8 minutes and 16 minutes for each.
    • The enemy will build Tactical Nuke Silo right after the player builds any Soviet labs. The Silo will be built at the bottom Soviet base if the player hasn't visit there, otherwise it will be built at a higher place in the fortress. If the former one got destroyed, another one will be built instantly in the fortress.
    • If the player has all 3 Soviet labs or the Nuke Silo, the enemy will build a Psychic Dominator at Volkov path's end.

Easter eggs

SPOILER
  • Video tutorial link of the long easter egg, aka. Slav Supermen's Adventure: (https://youtu.be/tAzS99CBDWY).
  • Destroy all 7 red lights behind the tree, 4 cash crates will be generated in the upper right corner of the map.

Trivia

  • The soundtrack used when Volkov gets energized is Renegade Radio by World Beyond Soundtracks.
  • The music played when the massive orbital strike begins is a cut of In Deep from Red Alert 2 Original Soundtrack with changing lower-pitched.
  • As the 11th mission in Soviet Act Two, this mission in its current state is notoriously difficult. This is shared with Unshakeable when it was first released during version 3.0, which is also the 11th mission in Soviet Act One.
  • There is an anti-cheat measure in this mission: if the inner Spatha Defense Systems are destroyed without taking Volkov into the Psionic Converter first, the mission will end in failure.
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