The wiki would benefit greatly if there are pages that explain game mechanics that aren't fully explained in official sources. More important since such game mechanics aren't exactly the same in vanilla RA2/YR. Would be a fine addition for both new and veteran players.
- Firepower/Speed/Armor Modifiers
- Status Effects (e.g. Frozen, Suppressed)
- Build time modifiers
- Credits (as in money)
- Armor Types (e.g. Big Defensive Structure, Medium)
- High Ground
- Artificial Intelligence (behavior)
Barrels(Would be nice for an April Fools page though)
Those community members who have innate knowledge on the insides of the mod (more than just playing it), especially exact values, are recommended for this.… Read more >
Warning: This article consists of lots of spoilers/speculations, READ AT YOUR OWN RISK.
Recently I have caught the attention of these collective graphs, which are widely circulated among the player groups.
Among them, Act 1's three pictures are from the official, Pictures of Act 2 source is unknown, but they are basically consistent with the speculation of the task content of the first three factions after Mission 17 (although its original order follows 3.3.0: Noise Severe was still Mission 18, the order of Machinehead and Obsidian Sands was reversed, the original picture has been adjusted by myself), so it can also be considered as official production.
The picture of Origins was also made by myself, I couldn't predict what the next story wil…Read more >
Since finding that there was a very early loading screen of Nobody Home (presumably published in 2015) that pasted on the page of this mission, I had a plan to upload all the loading screens. But posted the loading screen on each singleplayer mission's page looks a bit redundant (each task page has Gallery), so all the loading screens are placed here, just like Ollerus' mission panorama.
1. Television Lies: Thanks to Arya Snow's discovery, the maps of the Television Lies and Moonlight's early revealed map areas have almost the same terrain. Therefore, the location is also considered to be Baikonur Cosmodrome.
2. Retaliation: Mission descriptions and mission texts do not give any information about the location at all, and the location is not …
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I've been digging 3.0 for it's secrets and i have found this odd looking vehicle.
Likely a Unused Unit for china but what purpose does it do or what it's name?Read more >
Can we have arsenal pages for each factions, just like in the rotr wiki? I would really appreciate it if there is a convenient way to see what each faction have.Read more >
Mission panorama, as its name suggested, is the preview of the full map, made by a Map Renderer programme. I've noticed that wikia only has seldom of these images. While I've already made an album for them in the Baidu Tieba community, I decide to make the same album in wikia. Of course, these images may contain spoiler contents of these missions. As a result, I post them to my blog for now, and you can see if they need to be put in the pages. All the mission previews here come from their newest version in 3.3.3. This album will also be updated when there're new missions released and old missions updated.Read more >
Recently I've noticed that some people are a bit confused about the color's usage, so I'll make a summary about it here to let all of us basically clear the situation.
All colors are listed below:
Faction Major Color Minor Color Color 3 Color 4 Color 5 Color 6 Color 7
Allied Nations Blue Aqua (Cyan) Green Neon Blue Dark Blue Light Blue N/A
Soviet Union Red Orange Tan Maroon Brown N/A N/A
Epsilon Army Purple Magenta Bright Green Dark Purple Light Purple Pink Lime
Foehn Revolt Teal Jade N/A N/A N/A N/A N/A
Other colors Yellow Khaki Gold Crimson Black(Black) N/A N/A
Major Color is the represnt color of each faction and also the 1st color in co-op missions (except Allied, it uses NeonBlue instead) while Minor Color is the 2nd one.
The first three colors represent each subfact…
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The term "Ivan Bomb Logic" gains its name from Crazy Ivan's unique attack pattern in Red Alert 2. When a weapon uses this logic, it attaches some sort of bomb to its target which detonates and deals damage after a preset fuse time.
In vanilla Red Alert 2 and Yuri's Revenge, this logic is hard-coded to only apply to Crazy Ivan's bomb (with a special tag IvanBomb=yes). Ares Platform further developed this mechanism, allowing several Ivan Bomb Logic weapons to co-exist with different fuse time, bomb damage and warhead.
The following units possess weapons with Ivan Bomb Logic (based on version 3.3.3):
Unit & weapon Damage Fuse (frames) Max Damage per Frame Notes
Crazy Ivan bomb 400 100 4
- Destroys bridges
- Defusable by Engineers
- ROF = 50 (this is not …
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This is a topic debated since long ago. Many believe that the subfactions of MO3.3 cannot fit to a perfect S-A-I model. However in my opinion, they can, and they fit quite well.
Strength: Subfactions boasting significant HP advantages over its comrades. These factions utilize slow but heavily-armored and heavily-armed forces, and usually lack a real siege tank due to game balance.
- European Alliance
- Epsilon Headquarters
- Last Bastion
Agility: Subfactions with well-rounded multipurpose units. Such subfactions trade armor for mobility while maintaining high firepower. These are token A-move subfactions and more than often related to the word "imbalanced".
- United States
- Wings of Coronia
Intellect: Subfactions which favor softening th…Read more >
In modding, "Superweapon" not only stands for the ability provided by each faction's $3000 ($2500) and $5000 buildings, but also includes everything that is not fired from units and appears as an sidebar icon - the support powers.
In vanilla Red Alert 2. Superweapons only appear in the forms of Nuclear Missile, Invulnerability, Weather Storm, Chronoshift, American Airborne and Tech Airfield Paradrop. Yuri's Revenge introduces more weapons such as Spy Plane and Force Shield. However the A.I. behavior of these are hard-coded.
Thanks to the Ares Platform, more A.I. behavior options are introduced in the form of SW.AITargeting. Combined with AIRequiresTarget and AIRequiresHouse to help A.I. determine a proper target (for example EM Pulse against veh…
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Here is a list of in-game data obtained from the game files that contradicts with the information from the official MO website. I hope this list will help to track and sort out all the inconsistencies.
As of 3.3.3:
- Tanya uses her laser rifle on ships, not C4 (website description)
Tanya strength is 200 not 180 (changed in 3.3.3)
- Norio strength is 270 instead of 265 (changed in 3.3.2)
- Riot Troopers are actually not immune to dogs
- Stallion strength is 330 not 320
- Cryocopter range is 10.5 instead of 10 (3.3.2)
- Humvee's passenger survival rate is not listed
- Destroyer strength is 600 not 575
- Coordnode power changed to -50 from -40 (3.3.3)
- Navy SEAL strength is changed to 150 from 140 (3.3.3)
- Bomb buggy is not cheaper than the Demo truck (websit…
Blog based on game version 3.3.3.
The Infantry Only mode is a game mode specially designed for pure infantry combat. Since its introduction, its rules file has received numerous patches in order to maintain game balance. Actually, the Infantry Only mode has attained reasonable balance suitable for multiplayer games. It offers a chess-like playstyle much different from either standard Mental Omega skirmish or original Red Alert 2.
I personally find this game mode so well designed that it deserves some detailed record on the wiki. However putting everything in the Game Modes page seems out of place compared to other game modes' brief introductions. Please find below a summary of all rules exclusive to this game mode.
- Player gains access to all…
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Now that I've finally become the wiki's bureaucrat, I just want to announce that I have promoted Bot Rot and Arya Snow into the wiki's new admins and content moderators.
With that settled, the wiki's administration is now clear. I hope that with this, our wiki will be better in the future.Read more >
Recently I was aware that the wiki's reputation being not that good, especially on MO's Discord community (thanks to Bot Rot who had told me such) who considered the wiki to be "untrustworthy". Therefore, in order to make the wiki looked better in the MO community, I've decided to initate a major overhaul and reform program over the wiki to fulfill our goal as a credible and trustworthy information source for Mental Omega APYR (since there's no word at all about the official wiki, but that disclaimer on the main page will remain until there are any update on the official wiki's status).
As some of you might know, I've announced an upcoming election for new admins for the wiki. The election, however, had to be cancelled since I've already pinp…Read more >
Campaign timeline of the Third World War based on canon resources of Mental Omega version 3.3.3.
Some missions cannot be merged with the rest and are therefore kept in separated lines. The vertical position of the missions doesn't necessarily stand for chronological order.
- According to the campaign order, the President should already have been killed in Happy Birthday. However this is not mentioned in the Allied briefings until much later in Hammer to Fall.
- In Bad Apple there're two unused lines which say: The President wants us to proceed with caution, therefore you can only have 15 of the same soldiers at a time. This hints that Bad Apple might take place before Happy Birthday. So long as the quote is removed from the game, it can't be deeme…
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Mental Omega Patch 3.3.3 is released after quite a long delay.
As before, you can download it automatically through the Mental Omega client, or if somehow you can't, the manual patch can be downloaded here.
The patch was released just as a developer playthrough video of Nobody Home is released, which finally give a glimpse on how the Foehn Revolt came to be:
As before, the patch's changelog can be seen here.Read more >
After having been defeated on the fortress maps for several times, I took some time to look into the range bonus mechanics of Mental Omega. The system itself is identical to Yuri's Revenge, but MO introduces many more new weapons to look into.
Some ingame weapon receives a range bonus when fired from a position higher than its target. A weapon benefits from such bonus only if:
- Its projectile has SubjectToElevation=yes and is not an airburst projectile.
- The weapon has Lobber=no, the payload is not fired in a hyperbolic trajectory.
- Neither the weapon carrier nor the target is an aircraft.
- The weapon does not have Warhead=Special, it is not a rocket/drone launcher.
If all these cases are met, the weapon will receive a range bonus when firing onto l…
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Name Affiliation Remarks
Tesla Russia In RA universe, Nikola Tesla works for the Soviets
Nuclear power & Irradiation Russia -> China Discovered by RU then emphasized by CN
Iron Curtain Russia Since Red Alert 1.
Flak ??? FlaK (Flugabwehrgeschütz) is a German word invented in WWII. It shouldn't even have appeared in the RA universe since Einstein erased Hitler from time
Smoke warfare Latin Confederation
Flame weapon Russia Since Red Alert 1, despite the fact that CN possesses Armadillo, heavier version of Borillo
Incendiary weaponry Latin Confederation To be distinguished from flame weapons, incendiary weapons leave flames on the ground
EMP China Tesla Tank and Volkov's EMPs are only side effects and not exploited on purpose
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Name Affiliation Remarks
Prism European Alliance
Mercury Railgun United States This might include other satellite utilities such as Satellite Scan
Weather Control European Alliance The Weather Storm Device Project is initiated by EA and finished by PF
Robotics Pacific Front The Robot Tank's laser weapon comes from US arsenal, while its hull is made in PF
Thermal Inversion Pacific Front
Chrono European Alliance
Laser (red) United States
Flashbang United States
Cryo Pacific Front
Name Affiliation Remarks
Rocketeer Pacific Front Type-42K HMG corresponds to typical Japanese nomination style which stands for either 42 Showa Era (1967) or imperial year 2642 (1982), while the latter fits well to the timeline. And Norio.
Gap Generator European…
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Because I am now handling two wikis for two different CnC mods at the same time, this Mental Omega APYR Wiki and the Rise of the Reds Wiki, I am considering to elect a new admin for the wiki to handle everything in my absence.
However, as I didn't have the bureaucrat rights yet for this wiki, I have requested to be granted bureaucrat rights for the Mental Omega APYR Wiki so that I can promote a user to a new admin. Until then I have to wait.
For now, to all active editors in the Mental Omega APYR Wiki, just keep editing and remember to follow the wiki's policies and guidelines so that I might pick any of you as fitting and promising candidates for the admin position.
頑張って、みんあさん！Read more >
just asking if this wikia will add information from 2.0 as old content or not?Read more >
Mental Omaga uses the original RA2/TS armor type system. However based on the original system, Mental Omega introduces lots of special armor cases in order to enable various unit abilities, such as hazard immunity, clear garrison, Quetzal Shield and Haihead sibling's rapid healing.
There are a total of 11 basic armor types in Red Alert 2 and Mental Omega. Among which 3 types are designated for infantry, 3 for vehicles, aircraft and warships, 3 for structures, and 2 special types.
Armor Type Description Notable Users
None Infantry without protection Dogs and Spooks, Engineers
Flak Soldiers with basic armor GIs, Flak Troopers, Rocketeers, Huntresses, Tanya, Norio, Morales, Yunru, Libra, Malver
Plate Heavily armored troopers designated to…
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20180311: This bug has been fixed in version 3.3.3, the following note is now obsolete.
20171103: Corrected Foehn EMP to its official name Blackout. The title is impossible to edit though.
Foehn's Blackout can cause a bug which disables production permanently even after the Blackout effect is over.
This note is based on Mental Omega version 3.3.2.
The bug can be produced by Blackout effect from any sources including Haihead Blackout Missile support power, Raccoons's beam and Ramwagons' deploy weapon.
The lock down happens at the moment when the Blackout effect on a production structure wear off:
- If its owner is low on power at this moment, the structure will be "locked" (disabled permanently). A disabled structure can neither be assigned ready poi…
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Malver's appearance in mission Obsidian Sands has long been a myth. Some on the forum reports spotting Malver appeared out of nowhere and slew Libra and Rahn with ease. Some even claims that he's invulnerable. By studying the map files, this blog presents you the ultimate response to this question.
For better comprehension, basic knowledge on Red Alert 2 INI format and map system is needed. This wiki helps: 
The blog is completely based on officially released files and does not contain any leaked or encrypted data. Releasing leaked/decrypted/modified files is forbidden by MentalMeisters.
Too late :D Malver appears on this map, but only the best (or luckiest) players can see him.
Obsidian Sands is a mission released in 3.3.2. Its …
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After a long wait, Mental Omega Patch 3.3.2 is finally released!
You can download it automatically through the Mental Omega client, or if somehow you can't, the manual patch can be downloaded here.
The patch was released just as a developer playthrough video of Obsidian Sands is released:
The patch's changelog can be seen here.Read more >
A developer playthrough video on the upcoming Soviet mission, Power Hunger, was released.
What do you think about the mission?Read more >
To all editors of MO Wiki, first I want to apologize for my relatively long absence since I was pre-occupied with other activities, although I remain watchful to the wiki nonetheless.
Because recently a certain person is adding leaked information about unreleased missions (see Paranoia's edit history), I've decided to disable unlogged edits on the MO Wiki, which means that only registered and logged users who can edit here, while unlogged users can only see the wiki but not edit them in any way. I also want to remind that no matter whether they are valid or not, NEVER add any leaked information on MO until they can be confirmed by official releases; violators will be punished harshly.
I've also enabled the chat feature just in case anyone wa…Read more >
Due to the recent changes in Stone Cold Crazy's wiki page , I added a new section to point out any errors found in some missions, the Errata section. Please watch of videos containing Mental Omega campaign playthoughs to point out errors and record in a one mission's wiki page at a time.Read more >
Game Speed 0 1 2 3 4 (normal) 5 6
Frame per (real) second 10 12.5 15.625 20.833 31.25 62.5 ∞
in-game/real speed ratio 0.667 0.833 1.042 1.389 2.083 4.167 ∞
1 ingame second = 15 frames
A Nuke takes 10 in-game minutes (600 in-game seconds) to recharge. That is equal to 15 * 600 = 9000 Frames.
Which means it will take 9000 / 31.25 = 288 seconds (4.8 minutes) in real life to recharge a nuke at game speed 4, or 720 seconds (12 minutes) at game speed 1.
PACERRECAP (talk) 22:12, July 27, 2017 (UTC)Read more >
Anyways we had already a campaign missions like the Soviet Mission in YR "To The Moon" and it's remake which is called "Earthrise" that will be available in the future updates, not in version 3.3.2.
Since there is no Allies in every space missions but only Soviets and Yuri's Army which can both train Cosmonauts as an alternative infantry.
However, for my opinion , the Space Warfare mode could be a bad idea to me because it could ruin the entire mod. And also this mode will reminds me of those in StarCraft.
Perhaps that could not make any sense because it's very hard to develope for this.Read more >
I'm just want to tell you guys that those epic units like the Centurion Siege Crawler, Irkalla, and MADMAN are considered as a non-infantry hero units? I'm just confused because they can be built only one in Skirmish mode but in the campaign aren't.Read more >
When you go to Yuri's page, you will see this unit next to Yuri in the right. I don't know if this hero unit could be either one of Yuri's second-in-command or a commander of the Epsilon Headquarters?Read more >
Also, the Challenge redlinks are found on the article (currently 9 in total) are important to make articles such as Freedom or Purgatory.
Any redlinks found on any articles must be necessarily observed before you make an article from the redlink, one by one. (appoximately 60 redlinks in all articles in total)Read more >
Just going to use this as a quick tip for anyone wanting to add videos. If you've tried to add one, I'm sure you've seen what they look like, so I'm just going to teach you guys how to add videos to galleries so that they look alright.
So first, load in a video you want to where you want it (Say, a walkthrough section). After that jump straight to code view (you can find it through the thick lines next to cancel and you should be greeted to something like this, but with [] on each side:File:This is a video|thumb|right|335 px
Flip off Everything before and after the videos name so we get just the nameThis is a video
And add the following tags (Without ' marks). Do this before and after so it looks like this in code
And you should get some…Read more >
So, no efforts have been made into this category, so I want to know how we plan on tackling this. Right now, we have a maps redlink, a redlink to Tiki Torture and no idea how we plan on organizing this beyond this step. I have my own idea of how to do this, but I want to see if anyone else wants to pip up or give their own pitch on how to do this.
So, what I propose for maps is that we create the maps page as a kind of hub for the different map types (by gamemode) and a light description of what they are. Each one links to a verbose description of the gamemode, and a list of maps available for the group. The maps themselves have pages with their preview, a quick summary of the map, and an expanded section detailing features and mini-str…
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Currently, a lot of missions link to Act One, which does not exist as a page and with the WW3 and Mental Omega War existing, it doesn't feel like it's really needed.
What I propose is that we do one of the following:
1) Link pages to Campaign#Act_One and Campaign#Act_Two. This gives users direct access to the other missions at the push of a button, and makes the most logical sense to connect to.
2) Link the pages to the Third World War and Mental Omega War pages. This is a less desirable approch, especially since we don't have a concrete timeline set down, but they are Acts One and Two respectively.Read more >
Help me clear the "see also" from all useless stuff it should only be the same tank type from the same faction.
Also help me add quotes from units that use the same voice sets of other units from other games, just stating the fact that they use the same voice set isn't enough.Read more >
Because the current admin appears to be no longer active, I have filed a request to become this wiki's new admin.
I have been around in the Wikia community for quite a long time, so I have understand much of the matters behind it. If I was made the new admin, I will do the best I can to make the Mental Omega APYR Wiki a best source of information for the mod.
Please voice your opinions about this here, as feedbacks are needed for anyone who wants to be active and help in attending the wiki.Read more >