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In an attempt to quickly isolate the European Alliance from any outside help, the Soviets capture an old but essential communications array. Now the Allies must go head to head against the Soviets before they are overrun by the enemy forces marching through Europe.
—Mission description

Operation: Zero Signal is the ninth Allied Act One campaign mission.

Briefing

If only the war in Europe was kinder to us. Thanks to the dying efforts of the American soldiers and the raid on the Topol-Ms, there is no more threat of Armageddon hanging like Damocles Sword over the world. Unfortunately, with that fact, the Russians had decided to stop bothering with their slow, piecemeal absorption of their former territories along with Eastern Europe, and have now commenced on a blitzkrieg of Europe, just as in the last war.

Finally they are at the center. The coming battle in a famous mountain pass of Bohemia is more important than just history, where the Soviets were stopped twice. Here now stands one of the most powerful communication arrays we currently have. With satellites less reliable and cut from our own famous Mercury Network, this array is most important to our unfettered contact and coordination with the Pacific Front.

Unfortunately, the Soviets have found out. Just yesterday, the Soviets attacked in force and took three of the five Radar Domes. We have managed to shore up remaining positions a bit, but to make things even worse, the Soviets, who still have their tactical nuclear missiles, have constructed a silo in the area. We would be lying if we said things weren't looking grim. However, Siegfried, the heir to the legacy of late Albert Einstein, arrived overnight.

Objective 1: Destroy the Tactical Nuke Silo.
Objective 2: Recapture all Radar Domes.
Objective 3: Defend the Radar Domes.
Objective 4: Destroy the Soviet forces.

Events

Recapturing the Radar Domes

With a limited force, the Commander moved his forces out. His army defended the first two Radar Domes from enemy attacks before proceeding to retake the captured ones which had been claimed by the Russians. Losses were moderate, the Soviets had begun to use Scud Launchers to devastate their enemies.

Despite the bloodshed caused by the battle, the Commander retook the Domes and prepared defensive positions in order to destroy any counter-attacks by the Soviets. He kept Rocketeers on standby as well in order to intercept Scud Launchers that tried to destroy his defences from long range. He was soon sent a team of Snipers as to hold these locations, as they prove very effective against the mass infantry assaults.

Chinese reinforcements, destroying the Tactical Nuke Silo and driving Soviet forces out of the region

Let's take care of zat silo, quickly!
—Siegfried

Just when the Commander thought things couldn't get worse, Chinese units began to roll in on their positions. He had to pull his forces back for a moment in order to deal with the heavy tank columns. However, they would not prevail and the Chinese tanks were destroyed.

Giving a little bit of room to breathe, the Commander reinforced his units by building more vehicles and training more troops. After the respite, he ordered his forces to head for the Soviet base so they could stop the nuclear missile from being launched. The defences at the base were well entrenched, Tesla Coils electrocuted infantry to cinders while tanks were crushed under the mass fire of Russian & Chinese units.

Eventually, the Commander was able to fight his way past the defences and destroy the Tactical Nuke Silo, preventing any launches and giving the Europeans something to sigh with relief about. With the threat lifted, he was able to rebuild his armies as well as capture some Soviet buildings to help fund his war effort. After a prolonged fight, the Russians & Chinese pulled out of the area in order to reorganize and regroup.

Aftermath

A victory we couldn't have dared dreamed of has happened! Not only is the tactical nuclear threat lifted off our shoulders, but communications with the Pacific Front are back as well! Now, we can finally learn more about Siegfried's secret project.
—Battlefield Report

With the victory at the Jizera Mountains, the Euro Alliance has successfully restored communications with the Pacific Front. Thanks to additional European units reinforcing their own positions, and the destruction of the Tactical Nuke Silo, the Soviets won't be able to take Czechoslovakia...for the time being, anyway.

In the meantime, the Commander had learned about China's invasion of the Japanese home islands. He suspects that Yuri's mind control schemes had kept the truth from the Europeans in order to weaken the Allied Nations. Siegfried needed the KI Scientists in order to proceed with the Paradox Project but the last communications received was that they were hiding at the Myoshinji Temple complex in Kyoto, Japan in order to avoid the Chinese.

Allied Command tasked the Commander with an important mission: Using a working version of Einstein's Chronosphere, he would infiltrate the complex, locate and rescue the scientists and evacuate them to a Battle Tortoise in order to escape the area. Without any better options, he proceeded with his mission.

Difficulty changes

Casual

  • Starting credits: 35000
  • Countdown before Tactical Nuke is ready to launch: 45:00
  • Enemy AI's attack intensity is the lowest.
  • When the enemy owns Palace, the enemy has the following reinforcements that arrive indefinitely and irregularly:
    • 3 Rhino Tanks, will brush the path in the upper middle of the map, and search for and attack the player's vehicle after gathering in front of the entrance to the main Soviet base.
  • There is an armor crate and an level upgrade crate near Siegfried's initial location.
  • One of the Flak Cannons in the Soviet base at the upper center of the map will be removed.
  • All enemy Tesla Coils will not have Tesla Troopers charging them.
  • Some Rhino Tanks will be removed from the map.
  • Player will get 4 extra Mirage Tanks.
  • Player will receive an additional Sniper squad.

Normal

  • Starting credits: 25000
  • Countdown before Tactical Nuke is ready to launch: 45:00
  • Enemy AI's attack intensity is medium.
  • When the enemy owns Palace, the enemy has the following reinforcements that arrive indefinitely and irregularly:
    • 3 Rhino Tanks, will brush the path in the upper middle of the map, and search for and attack the player's vehicle after gathering in front of the entrance to the main Soviet base.
    • A paradrop squad consisting of Conscripts, Flak Troopers, Tesla Troopers and Pyros, landing near the Tech Hospital in the town and attacking random targets of the player.
  • Player will get 2 extra Mirage Tanks.

Mental

  • Starting credits: 20000
  • Countdown before Tactical Nuke is ready to launch: 35:00
  • Enemy AI's attack intensity is the highest.
  • When the enemy owns Palace, the enemy has the following reinforcements that arrive indefinitely and irregularly:
    • Two Rhino Tank divisions, with each of them consisting of 3 Rhino Tanks, will brush from the path in the upper middle of the map, and search for and attack the player's vehicle after gathering in front of the entrance to the main Soviet base.
    • Two paradrop squad consisting of Conscripts, Flak Troopers, Tesla Troopers and Pyros for each, landing near the Tech Hospital in the town and attacking random targets of the player.
  • Tech Machine Shop and Tech Oil Derricks in the main Soviet base are initially owned by the enemy.
  • The Rocketeers that come to reinforce the mission at the beginning of the cutscene are owned by the player's friendly forces and their numbers are reduced by half.
  • 2 Tech HMG Towers in the Allied base at the bottom right of the map are removed.
  • There are two additional enemy Desolators defending in the map.
  • Removed the setting that players would receive reinforcements consisting of 4 GIs and 4 Guardian GIs paradropped on farmland when approaching a village in the middle of the map.
  • Removed the player getting a paratrooper reinforcement team consisting of 3 GIs, 3 Guardian GIs, 2 Siege Cadres, 2 Navy SEALs, 1 Sniper and 1 Field Medic after capturing each Radar Dome.
  • When the player goes to the opposite village through the bridge next to the Soviet main base, the enemy will drop a Crazy Ivan on the opposite side and try to blow up the bridge.
  • After the player captures other Radar Domes except the one in the Soviet's main base, enemy Engineers will be paradropped near the corresponding Radar Domes from time to time, trying to recapture the then from the player. (Continues until the enemy sells the whole remaining base buildings)
  • 8 minutes after the start of the game, an enemy Stalin's Fist will enter the battlefield from the lower right corner of the map and drive to the farmland in the middle of the map to deploy as a front-line war factory, which provides a new dispatch point for the enemy.

Easter egg

SPOILER
  • There are 7 Torch Fires scattered across the map. If the player destroys all of them, 3 stone fires will appear southeast of the main Allied outpost along with 2 money crates.
    • The locations of the Torch Fires can be found [here].

Trivia

  • Not only does this mission feature old Radar Domes, but it also takes place around the same location as the second and fourth Allied missions in Red Alert do as mentioned in the briefing. However, according to Speeder, this was actually a coincidence because the reference to RA missions was added only when the briefing was written after the location and objectives of the mission had already been decided.
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