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The Psychic Beacon is a device designed to mind control entire armies given enough time. Initially one of Yuri's many contributions to the Soviet cause, the Psychic Beacon was used to control Allied forces in America. The device was utilized extensively by the Soviets throughout the Third World War, and after Yuri's defection, by the Epsilon Army during the Mental Omega War.

The effects of the Psychic Beacons are boosted by a Psychic Amplifier, which also serves as a control hub for these Beacons.[1]



Whenever present in a mission, the Psychic Beacon/s often serves as a primary objective in the mission, the most frequent case being its destruction. These beacons have already taken control of a base and can be taken back by the player.

In a few missions, the Psychic Beacon will begin a countdown that when it reaches zero, all enemies of the owner's Psychic Beacon will become under the owner's control. In such missions, the player is forced to destroy these Psychic Beacons or the mission will end in failure.

On some Act 2 missions, reconfigured Psychic Beacons protects the player/s' armies against a larger mind control influence (always a Psychic Amplifier). The player(s) must defend these beacons from destruction.

King of the Hill

There is always a Psychic Beacon at the center of the map. This structure is completely invulnerable, but it can be captured by a single Engineer and takes 20 in-game minutes to activate. Unless captured by the opposition in this time, the Beacon will mind control all enemy units (including ones normally immune to mind control), ending the game in a victory for the owner. In addition, the timer will reset each time the Psychic Beacon is captured.

The structure also allows the owner's infantry and vehicles to auto-heal, just like a Tech Hospital and Tech Machine Shop combined.


In the campaign, certain Psychic Beacons are dedicated to control all enemies, but sometimes can only control them who are in a region, while sometimes it requires time to recharging, sometimes not. It depends on various objectives of those missions.

Act One

All Psychic Beacons in Act One have the Soviet color scheme.

Commander, intel says there's an unidentified structure nearby! It might be responsible for what happened to our forces.
—Allied soldier during Operation: Bad Apple

The first Psychic Beacon is seen in this mission, and is used by the Soviets to control the city of New York. It must be captured and powered up by the player. Once reactivated, it'll briefly put all Soviet forces in the city under Allied control before it self-destructs.

The objective is to clear the Allied forces in the Busch Stadium in the city of St. Louis and build a Psychic Beacon there for a cost of $5000. It must then be protected by the player until activation.

  • See: Peace Treaty

  • The first objective is to use Destroyers and Aircraft Carriers to destroy a Psychic Beacon on the shore in order to free a nearby American outpost from mind control. If this is not done before the timer runs out, the player's initial forces will also fall control to the Beacon.

  • See: Beautiful Mind

  • The Psychic Beacon controlling the separatists in Xizang, China must be cut off from power by the player's PsiCorps, causing the rebels to break off from mind control and join forces with PsiCorps. It must afterwards be captured by the player to mind control the nearby Chinese forces.

  • See: Warranty Void

  • The very same Psychic Beacon must be destroyed by an remote-controlled Kirov Airship. The Kirov will fly in a straight line towards the Beacon and must be protected by Volkov and Chitzkoi from brainwashed Chinese forces before it can reach the Beacon and detonate.

  • See: The Lunatic

  • Act Two

    There is a damaged and inactive Psychic Beacon near the White House which does not serve any gameplay purpose. It might be activated by Yuri sneakily at the end of the mission. This is the only Beacon that appears with the Soviet scheme after Act One, and all newly established Psychic Beacons from this point onward have the Epsilon color scheme.

    After Alexander Romanov is killed, Yuri himself will appear and establish a Psychic Beacon on the grounds of the Kremlin.

  • See: The Conqueror

  • A Psychic Beacon can be seen on the ruins of the destroyed Pentagon. Nothing happens when the player destroys it. The Colonels will imply that there are perhaps several more devices in the city, such as the one near White House.

  • See: Awake and Alive

  • Prior to this mission, the Russian forces managed to sabotage a Psychic Beacon and freed their local forces. The damaged beacon in enemy Russian base can be seen by the player. If the player attempts to recapture it, it will self-destruct.

  • See: Memory Dealer

  • At the beginning of the mission, the Psychic Beacon controlling an European base is captured by an Allied Engineer, freeing the Europeans from mind control. There's another Psychic Beacon within the Russian base nearby, which will shortly afterwards be destroyed by a sneaky Akula Missile Sub, temporarily freeing the Russians until they succumb to the Psychic Amplifier in Vatican City (unless if it has already been previously destroyed); before that, the player could capture that Beacon, but the Russians will remain under Epsilon control until it's destroyed, although the player will receive a new MCV when the Beacon is destroyed after having been captured. If the player's Psychic Beacon is destroyed, a 30-minute timer will start ticking; if it runs out when the Amplifier is still standing, the Allies will be mind controlled by the Amplifier.

  • See: Puppet Master

  • A Scorpion Cell Psychic Beacon has seemingly taken control of the Americans formerly stationed in the abandoned outpost in the area. However, it is nothing more than a trap: the 'Americans' are actually Scorpion Cell fighters who commandeered Allied vehicles and equipment and will attack the player once the Beacon is destroyed or captured.

  • See: Ghost Hunt

  • The player starts in control of a Psychic Beacon enslaving American forces. If it is destroyed, the freed Americans will join the attacking Europeans.

  • See: Lizard Brain

  • The second objective is to destroy a Psychic Beacon controlling the Chinese forces and local civilians. The freed Chinese will be hostile to both Epsilon and the player's European forces, while the civilians will fall under the player's control (although Epsilon will not fire upon them yet) to be used in conjunction with Epsilon Bio Reactors to recharge the Paradox Engine's battery.

  • See: Hysteria

  • The Russian force and, later, local American garrison are mind-controlled by a Psychic Beacon that is hidden in the Psicorps base. After revealing the Nuclear Missile Silo, by capturing the Palace, Intel will advise the player to destroy the Beacon in order to free the local American forces. This will also cause any surviving Russians, who are disoriented, to charge at the Allies to their deaths.

  • See: Stormbringer

  • The Pacific Front outpost is controlled by a Psychic Beacon which will be dismantled by Epsilon once the player's Europeans reach the outpost. Another Beacon, located to the south, is controlling the nearby Allied Naval Shipyard and units, which will be freed upon its destruction.

  • See: Relentless

  • Reznov led his taskforce to destroyed a Psychic Beacon that controls local Russian forces at top right corner of map.

  • See: Fatal Impact

  • The Psychic Beacon that built at the end of The Conqueror appears in this mission. Destroying the Psychic Beacon will free the Black Guards it controls, and the liberated Black Guards will act autonomously as friendly forces. The player cannot use Tactical Nukes nearby, but the Invulnerability and other support powers are not inhibited.

  • See: Death's Hand

  • The Epsilon Headquarters forces guarding the Mental Omega Device will deploy two Psychic Beacons in its forward bases during the penultimate stage while the Allies have to defend the Paradox Engine during its recharging sequence. They must be destroyed before they become active and seize control of the player's remaining forces.

  • See: Hamartia

  • Origins

    A few minutes after the mission begins, PsiCorps will build a Psychic Beacon in the bottom right corner, which will enslave the Chinese forces and the Foehn Revolt after a certain amount of time passes. Foehn intel recommends either completing the mission quickly or destroying the Psychic Beacon before it activates. However, if the Psychic Beacon is destroyed, mind controlled Chinese forces from outside the battlefield will interfere, which consists of a large number of elite rank Qilin Tanks, Nuwa Cannons, Sentinels, Dragonflies and Kirov Airships that will engage the player's initial base after a short amount of time has passed.

    Epsilon is controlling three Pacific Front outposts with Psychic Beacons. Destroying each Beacon will cause the corresponding outpost to fall under the player's control, except the Gatling Cannons and Cloning Vats, which are sold off. Once all Beacons are destroyed, the player will receive additional Future Tank X-0 and Hailstorm reinforcements.

  • See: Tainted Empire

  • One of the main objectives is to destroy the Psychic Beacon that has taken control of the American Point Hope garrison along with the initial taskforce of Knightframes and Lancers sent earlier in the mission.

  • See: Vanishing Point

  • Special Ops

    PsiCorps will hide a Psychic beacon in a statue. It will be activated later in this mission and control the Americans.

    At the start of the mission, PsiCorps establishes a Psychic Beacon in the city of Cannes, taking control of the local Allied garrison including two KI Scientists. Shortly afterwards, Tanya will be teleported inside a Stryker IFV next to another Beacon and destroys it, freeing the Allied outpost controlled by it. The first objective of the mission is to destroy the other Beacon so the KI Scientists could be freed as well.

  • See: Obstinate

  • After the Chinese POWs are returned, a PsiCorps Psychic Beacon will be revealed to the player. It must be destroyed within 30-40 minutes, before it can take control of the player's Russian forces.

  • See: Noise Severe

  • PsiCorps starts off in control of five Psychic Beacons, each of which controls a small group of Americans. If a Beacon is destroyed, the Americans in its outpost will be freed and turn against the player. At least three of them must be kept intact until the Psychic Amplifier can be captured and activated.

  • See: Nightcrawler

  • Prior to the mission, PsiCorps has established a Psychic Beacon, intent on mind-controlling the local Russian Apocalypse manufacturing complex. The player has limited time to destroy the Beacon before the Russians succumb to its effects.

  • See: Dawnbreaker

  • Cooperative

    A Psychic Beacon in the possession of PsiCorps must be defended from an attack from the Latin Confederation and their American slaves in order to resist the effect of a Psychic Amplifier the Confederation managed to capture recently.

    The Americans have captured a Psychic Beacon and are using it to mind control nearby Epsilon forces. The players must destroy the Beacon to free a local outpost housing a Psychic Dominator prototype.

  • See: Monochromatic

  • There is a Psychic Beacon that seems to control the Latin Confederation forces, but actually it is a fake one.

  • See: Hypothermia

  • Behind the scenes

    See also


    1. Beautiful Mind briefing

    External links