3. Controlling the World
3a. On the Islands
3b. World Domination Mode
3c. Game Mechanics (UC)
4. Walkthrough
4a. First Island (Objectives 1-5)
I. Evil Intentions
II. Head of the Underworld
III. Better Living Through Chemistry
IV. Masterplan Machination
V. Loot and Pillage
4b. Optional Objectives 1
i. Cursed Collection
ii. Faking It
4c. Second Island (Objectives 6-?) (UC)
VI. Road to Doomsday
VII. Global Chaos (UC)
4d. Optional Objectives 2 (UC)
iii. Defeat Mariana Mamba
iv. Defeat Jet Chan (UC)
5. Common Questions (FAQ) (UC)
6. Hints & Tips (UC)
7. Base Design (UC)
7a. Dragonmaw's Base Design FAQ
7b. Other Designs (UC)
This document is protected under International Copyright Law.
Do not edit, alter, or otherwise change this document without the express
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to fully abide by the restrictions of Copyright law and to never lay any
claims to the materials represented within unless wholly within your rights.
This may be not be reproduced under any circumstances except for personal,
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(Author's Note: Basically, if you want to charge people to use this guide,
don't even bother asking for my permission, I won't give it out.)
The following sites currently have permission to post this guide:
=======================
- 1b. Version History -
=======================
Version 0.10 - Basic guide layout made. First few sections detailed and
written, and walkthrough started.
Version 0.22 - Added Acknowledgements under Section 1, completed Difficulty
and Avatars under Section 2, completed On the Islands and most
of World Domination Mode under Section 3, Walkthrough complete
through Objective II.
Version 0.28 - Walkthrough complete through Objective IV, Primary Henchmen
complete.
Version 0.37 - Added Foreword under Section 1, Island One Walkthrough
complete, Game Mechanics section updated, Acknowledgements
section updated.
Version 0.40 - More updates to Game Mechanics, added a bug warning to the
walkthrough about Doomsday Data, and have added Dragonmaw's FAQ
to the Base Design section at his request. Fixed some errors
with statistics being reversed (Attention and Smarts) as well.
Version 0.41 - Added partial list of Loot Locations.
Version 0.50 - Updated several sections, most notably Game Mechanics and
Henchmen stats.
Version 0.53 - Proprietary update while on injury hiatus. I didn't want to
leave everyone hanging on the second island walkthrough while
I was recovering, so this temporary update has been posted.
Walkthrough complete through Road to Doomsday, Optional
Objectives complete through "Defeat Jet Chan". Guide overall
over 50% complete. And there was Much Rejoicing. Yay. Yay. :D
========================
- 1c. Acknowledgements -
========================
Evil Genius is copyright(c) Elixir Studios, and is published by
Vivendi Universal Games
I'd like to give special thanks to those of you on the Evil Genius forum here
at GameFAQs who have contributed useful ideas, tips and tricks, or otherwise
helped me along with making this guide possible :D
*************
Dana Crysalis
*************
First brought the trick that allows you to freely acquire wealth in the
beginning of the game to my attention. You can thank him for your strongrooms
filling with millions before you even start Objective 2, people ;)
**************
Fearful Ferret
**************
One of the most active posters on the Evil Genius board. He has asked tons of
good questions, and has posted all sorts of useful and informative threads
about the game, plus being one of the biggest supporters of this FAQ getting
done =) Thanks for the support man! =D
********
kalyndal
********
Originally posted the exact locations of all of the kidnappable minion types
on the world map, all 24 of them. Quite a feat to track them all down for us,
so give him a hand. ^_^
********
Sulfuras
********
For pointing out to us finally what exactly each Evil Genius' special
abilities are.
************
Shadow Devil
************
For giving out some useful info that prompted construction of the topic on
Agent Types and Disguised Objects =)
************
maverick2986
************
Emailed me about restoring minion loyalty to potential deserters with a bit
of information about how their loyalty goes up while in a holding cell. Check
out the stats info under Game Mechanics for the details =)
*********
Steve Lee
*********
For his submission to the Base Design section! Go check it out ^_^
And to my fellow FAQ writers, keeping the populace tided over until I've
finished this guide, as well as providing plenty of information that I would
not likely have had time to do on my own! It's good to know I'm not alone ^_^
Published Works: "Base Design FAQ", Evil Genius(PC), In-Depth FAQ V 0.1
Last post/revision as of this writing: 10/09/04
Known Locations: www.gamefaqs.com
******************************************
Saint (email: saintly(at)innocent(dot)com)
******************************************
Published Works: "Evil Genius FAQ", Evil Genius(PC), FAQ V 0.5
Last post/revision as of this writing: 10/13/04
Known Locations: www.gamefaqs.com
================
- 1d. Foreword -
================
First, note that this guide was written with Medium Difficulty as its basis.
Numeric values of statistics or prices are subject to change depending on
which mode you chose, and the Author is not responsible if your gaming
experience does not exactly match what is described on these pages. Thanks =)
Evil Genius takes you into a world of espionage and intrigue, where one rich
madman can obtain the power to hold entire countries hostage and bring the
world to its knees. You, specifically, are this particular soul. Some would
call you a visionary, while others simply think you insane! But you'll show
them, oh yes, you will show them all!! MWUHUHAHAHAHAHAHAHAAAAAA!!!
*coughs* Sorry about that, where was I? >.>
In this game you'll get to build your own Evil Underground Lair on an Island
of Indeterminate Location. You'll gather armies of minions that follow your
every command, and loyal Henchmen who act as your enforcers and captains,
using their powerful talents to turn the tides in your favor. You can perform
infamous deeds across the globe, loot nations of their treasures and gold, and
become the most notorious evildoer the world has ever known in your quest for
World Domination! But be warned, powerful foes are waiting to oppose you,
vile Do-Gooders whose sole reason for existence is to protect the feeble and
innocent people of the world. As you grow stronger so will your enemies
excursions to your islands. Pesky investigators trying to obtain evidence of
your misdeeds, saboteurs and soldiers who seek to destroy your lair and slay
you and your minions, and annoying thieves who will attempt to take back that
which you have stolen. Face them down with your might, intellect and resolve,
your army of minions, and your corridors filled with deadly traps. They don't
know who they are dealing with, what they are getting themselves into. Show
them then, that you are indeed...
An EVIL GENIUS!
--------------------------
= 2. Select Your Genius! =
--------------------------
Welcome to the world of Evil Genius! Before we can begin, you must choose your
difficulty setting, and decide on an avatar to suit your own personal inner
villain :)
2 a . D i f f i c u l t y
Easy: In this mode everything costs 20% less, fewer tourists will frequent
your island, and both regular and Super Agents will go down with
fewer hits while dealing out slightly less damage. Super Agent
ranged attacks can still one-shot many of your weaker minions, so
watch out. At the same time, the enemy AI seems a bit weaker in this
mode, and agents are more likely to fall for traps. To quote Dark
Helmet from Spaceballs: "Evil always wins, because Good is Dumb!"
Medium: Your average, 'normal' play mode. Costs on all items are right in
the middle, and a larger number of tourists will tend to show up on
the island than in easy mode. Agents and Super Agents have normal
strength and take normal damage from attacks. It is important to note
that actual room build costs stay the same in all three modes. It's
the price of the objects you fill these rooms with that will vary.
Hard: Here is where the real challenge is. Prices are up through the roof,
tourists flock to your island like it's the next Hawaii, and both
regular and Super Agents seem to have gotten fresh degrees from
Rambo's School of Pain. Even a group of pathetic soldiers will
massacre your troops if the situation is handled poorly, and the
Super Agents are of your worst nightmares. Best avoided until you've
gotten experienced with the game, or for people who enjoy screaming
at their monitor in frustration ;)
2 b . A v a t a r s
--------------
* Maximilian *
--------------
"Take control as Maximilian! Short, bad tempered, and utterly insane, you are
the fabulously wealthy industrialist. Your ambition is to conquer the world
through advanced research and technological supremacy."
Maximilian will look somewhat familiar to you Dr. Evil aficionados ;) And
while he doesn't stress out about having 'Frikken Lasers' or arch his fingers
when he's phrasing certain words, you can be sure the little guy is plotting
plenty of evil. He even has his own 'Number 2' in the tutorial, though she
lasts about as long as the one from the movie ;) His German accent may be
hard to understand at times, but he practically screams classic bond villain.
The only thing missing here is Mr. Bigglesworth :D
His starting Henchman is Jubei.
Unique Avatar Trait: Maximilian has a normal, medium-sized sphere of
influence. His special ability is as of yet unknown, though it is believed
that it is tied to research.
----------
* Alexis *
----------
"Take control as Alexis! Elegant and beautiful you are the adorable
multi-millionaire heiress. Your beautiful countenance commands the utmost
respect and loyalty from those who are fortunate enough to be chosen to be
your minions."
Alexis is an interesting avatar, being that she has the most obvious unique
trait of the three, her extended Sphere of Influence. Her soothing voice is
easier on the ears than that of Max or Shen Yu, and her method of executing
minions is fairly humorous ;) The only female Evil Genius available, she more
than makes up for the lack of a second choice with her personality and style.
Her starting henchman is Eli Barracuda.
Unique Avatar Trait: Alexis enjoys a sphere of influence which more than
double the normal size for an Evil Genius, and even larger than the SoI of
Uber-Loot. While within her SoI, minions regenerate their Attention (Purple),
and Loyalty (Blue) rapidly. Her minions also lose loyalty slower in general,
and gain loyalty faster. An avatar's or loot item's sphere of influence
is often the only way to restore the Loyalty stat.
-----------
* Shen Yu *
-----------
"Take control as Shen Yu! Mystical and inscrutable you are the quixotic
Super-Criminal, turned Special Agent, turned Evil Genius. Your powerful
global network of conspirators ensures you have hidden influence over the
governments of the world."
Shen Yu matches his description well, and he is the most viciously evil
looking of the three avatars, the pure white eyes being a nice touch. His
oriental styling and voice will appeal to some and not so much to others,
and his more ceremonial style of minion execution lacks the flare of the
other two however. His plays on Chinese proverb can be amusing at times,
though. :)
His starting henchman is Lord Kane.
Unique Avatar Trait: Shen Yu has the smallest sphere of influence, about the
same size as the cheapest loot you can find. However, his network of contacts
ensures that the worldwide alliances are caught up in extra red tape when
trying to react to your nefarious deeds, resulting in decreasing the time
avaliable to agents trying to infiltrate your island before they must return
to HQ.
Power 1: Wind Walk (350 EXP)
Power 2: Eviscerate (150 EXP)
Stealing: Fair
Plotting: Terrible
Vitality: Good
Protects allies in battle
Boosts the information level in the region
A ronin samurai with the extremely useful special ability Wind Walk, which
allows him to teleport to any part of the island instantly. Extremely useful
for saving minions under attack, preventing damage to your base, or cutting
off a small group of agents before they get too close to your property or
escaping the island. His other ability is Eviscerate, which can cut down most
normal agents in close to one blow, and will severely injure a Super Agent.
He attacks a little slower than other henchmen, but makes up for it with the
extra power of his blows. On the world map, Jubei is fair at stealing and
plotting, and good at protecting minions.
Power 1: Super Head Shot (200 EXP)
Power 2: Ghetto Posse (300 EXP)
Stealing: Excellent
Plotting: Terrible
Vitality: Good
Protects allies in battle
Boosts the information level in the region
A smooth-talking gangster who until recently held control of New York,
Eli blew away his chances of keeping his criminal acts hidden behind closed
doors when he blew away the Mayor in a fit of rage over spilled coffee on his
suit. He is one of only two henchmen in the game with ranged attacks, and his
special ability Super Head Shot allows him to take down most regular
agents in one shot, while dealing major damage to Super Agents. His second
special ability, Ghetto Posse, will have him breaking out a boombox and
making any enemies around him break out into dance with him. It's amusing if
nothing else, and it can keep a group of agents occupied until the rest of
your forces catch up to join the fight. Keep in mind it takes several seconds
to set up, time which they can keep using to attack. On the world map, Eli is
excellent - if not the best - at stealing money from countries, generating
around $2,000 from a cash rating 9 country on his own! However he is terrible
at plotting, but makes up for it with a good resistance to being knocked out
while on the map.
Power 1: Psychic Terror (150 EXP)
Power 2: Smooth Operator (350 EXP)
Stealing: Good
Plotting: Excellent
Vitality: Fair
Lord Kane is a mysterious man who commands power with his mere presence.
His first ability, Psychic Terror, can debilitate an entire mass of agents
when faced by his visage. At first they will drop to their knees and beg
for mercy, after which they will run screaming and flailing their arms like
frightened tourists, so long as Kane doesn't move. His second ability,
Smooth Operator, has two uses rolled into one, though I am not certain
if it has other effects on it's own. First and of extreme strategic
importance, whenever Smooth Operator is activated, the agent or Super Agent
of your choice will stop everything they're doing, and just stand there
until Lord Kane manages to run over to the person and begin the animation
for the power. Use this time to beat the ever-loving snot out of them without
fear of reprisal. A nuclear bomb could go off next to their head and they
would just sit there merrily through oblivion. Secondly, even when used while
Kane is standing right next to the victim in question, during the animation
they are still similarly helpless, which can give you all the time you need to
knock out or kill the victim. On the world map, Lord Kane is fairly good at
both stealing money and defense, and has the highest rating in plotting of the
three as well. Over all, great to use both on and off the island, and my
personal favorite henchman.
Power 1: Poison Pour Homme (500 EXP)
Power 2: Hallucinogen Powder (300 EXP)
Stealing: Good
Plotting: Excellent
Vitality: Fair
Boosts the information level in the region
Shortens the duration of Acts of Infamy
Protects allies in battle
Before a tragic accident changed the course of her life, Dr. Valerie Neurocide
was an accomplished scientist in two separate fields: biochemical weapon
research and cosmetics. When she accidentally applied an experimental compound
codenamed 'Evil Juice' one morning thinking it was her foundation, it twisted
her mind into the sadistic creature that she is today. Neurocide has a good
range of stats both on the island and out on the world map, while her special
powers take the form of special home-brewed evil cosmetics, garning mildly
powerful support effects. Hallucinogen Powder utilizes a powder puff of
proprietary hallucinogen (say that ten times fast :P), which allows her to
disguise incriminating evidence by messing with the mind of anyone in the
area. This can be a lifesaver if an escaping agent has a full circle of heat,
and your defenses won't be good enough to handle a group of veterans right
at the moment. Poison Pour Homme is a deadly toxin of her own creation
which she keeps in a perfume bottle - one spray is enough to make the
immediate area become engulfed in poisonous fumes for a short while, dealing
direct Endurance damage to anyone caught within. Her weak frame and mediocre
melee fighting abilities are best kept off the front lines however.
Power 1: Cossack Grenade Jig (400 EXP)
Power 2: Mine Field (750 EXP)
Stealing: Fair
Plotting: Poor
Vitality: Excellent
Boosts the information level in the region
Protects allies in battle
A villainous former secret police general, he carries a bazooka and is
deliciously sadistic with it. Armed to the teeth and built like the proverbial
brick house, Ivan's extreme attack power and high resistance to damage makes
him an ideal henchman for fighting strong groups of opponents. However, be
warned that Ivan's all-explosive ranged attacks are NOT Base-Friendly. Only
use him to kill agents outdoors, though it is okay to allow him to capture
indoors. His mine field is an extremely powerful trap in and of itself, and
will add considerably to your base defense. His Cossack Grenade Jig has him
start dancing and throwing grenades randomly in one of 8 directions at various
distances, creating a zone of complete explosive carnage around him. You'll
either love or hate him, but there is no denying that he is one of the most
powerful henchmen offensively in the game.
Power 1: Electro-Shock Therapy (500 EXP)
Power 2: Motherly Love (300 EXP)
Stealing: Poor
Plotting: Good
Vitality: Fair
Boosts the information level in the region
Shortens the duration of Acts of Infamy
Conceals the heat of other minions
Protects allies in battle
Conceals the heat from Acts of Infamy
A conniving old biddy who first came to the attention of the world when she
was caught torturing the cretins that were housed at the Swiss mental
institute where she used to work, The Matron is an interesting choice with a
wide variation of traits but no specialization in anything in particular. Her
Electro-Shock Therapy is a powerful attack, which sends a bolt of charged
electricity through her victim's body at close range, often killing lesser
agents in one shot. Motherly Love allows her to encourage another of your
Henchmen as a mother figure, making their special abilities recharge much
faster than normal. This is especially useful with Jubei's Wind Walk or Lord
Kain's Smooth Operator.
Boosts the information level in the region
Protects allies in battle
Moko was an ancient divine defender of the Incan people of Machu Picchu,
before treasure hunters discovered and violated the tombs, ruins and sacred
grounds of the lost city which was his duty to protect in the early 20th
century. After slaying these treasure hunters, he wandered through his native
land and learned of the atrocities which had been visited upon his Incan
people by the Spanish Conqistadors. Relinquishing his role as a divine
protector of a lost people, he became mortal and free to visit his revenge
upon the civilized world. His Feral Roar releases a wall of sound, which
alerts any minions in the radius to any tagged agents in the area of effect.
His Monkey Pound is a powerful, earth-shattering attack, wherein he slams
his huge fists into the ground, producing shockwaves that knock ANYONE in the
radius - friend or foe - to the ground, damaging and stunning them for a
short period.
Power 1: Voodoo Puppetry (1000 EXP)
Power 2: Voodoo Mind Fog (600 EXP)
Stealing: Fair
Plotting: Fair
Vitality: Fair
Protects Allies in Battle
Boosts the Information Level in the region
A wicked voodoo magician rumored to be able to wake the dead from their
slumber, Montezuma has been lying low in his favored retreat of Cuba since an
unfortunate incident in Haiti. Montezuma is one of the few Henchmen capable of
using ranged attacks thanks to his trusty voodoo dolls, and is fairly strong
in a fist fight as well, though on the world map he is mediocre at best. His
Voodoo Mind Fog clouds the minds of his enemies, creating a chance that
whichever agent you use it on will try to leave your island immediately. If
it fails, they don't recognize this power as a hostile act either, and don't
gain heat from it. Voodoo Puppetry is a powerful ability which allows him
to take control of other agents.
Boosts the information level in the region
Shortens the duration of Acts of Infamy
Protects allies in battle
A wickedly evil psycho-surgeon whose favorite hobby was exacting his sadistic
tendencies on pitiful Indonesions, The Butcher has one of the most wonderfully
insane personalities in the game, ranking as my favorite in that department ;)
His statistics are fairly mid-ranged, but he is an incredible melee fighter,
attacking strong and fast with his dual butcher-knives. His powers are purely
derived of intimidation and trickery: Facade of Normality has him whistling
and hopping along as if nothing is wrong while in use, allowing him to
approach even lethally hostile veterans or Super Agents without fear of being
attacked. Unless he chooses to strike first ;) Terror Tactics, on the other
hand, has him sharpening his blades against each other and chuckling madly,
creating a grey sphere of influence around him. Any minions within this
unique SoI cannot lose any stats, except by taking direct battle damage. This
means that they'll never run out of Attention, Smarts, Loyalty, and maybe
even Endurance, as they're too afraid for life and limb to defy him while
working in your Lair under his sadistic gaze.
More To Be Added Later
----------------------------
= 3. Controlling the World =
----------------------------
In this section I will review the basic game controls for each screen, and
explain how specific parts of the game and interface work.
3 a . O n t h e I s l a n d
To save the game, go to the game menu (Esc) and choose 'Load Save'. This
rather interesting typo is a minor oversight by the devs, and though it reads
as if it's just for loading games, rest assured you can save in this screen
as well. You can also use the Ctrl+L shortcut to reach this screen.
Quicksave by pressing F5, and Quickload by pressing F8. F12 Takes screenshots.
You can pause the game by pressing P by default. Use it, love it.
Learning the controls of the game is best left to the Tutorial provided,
though here I will provide a short review:
To select a unit, left click on them. Right clicking on empty ground will
move them to the selected location, while right clicking on an enemy will
set them to attack. You can only control your Evil Genius or your Henchmen
in this way. Left clicking off of the unit will deselect them once again.
Right-click on the henchman tab to select them without zooming in on them.
This works with your evil genius, too, allowing you to select any controllable
character without the screen shooting over to where they are currently.
To use a Henchman's special powers, click on the icon next to their face
displayed on top of the Main Interface Bar in the lower right. Gather Minions
is available to all Henchmen, and will activate immediately. For most other
powers, you must then right click on the target or target area to activate.
To set the security rating for a door, right click on it and choose a number
of dots from * to ****. At level one, anyone may pass through. At two,
only people belonging to your organization may freely pass through the door.
At three, only your Evil Genius or Henchmen may pass through the door, while
at four, the same is true, but now Henchmen will try to guard the door if they
are nearby.
To build a new room, right click on unbuilt land in the mountain or inside a
built exterior structure. Drag out the size and shape of the new room with the
left mouse button. You can remove squares you don't like with the right mouse
button, and can drag out an area to be deleted as well. When you have finished
preparing the area to build, press the -> icon under the price to proceed to
the next step. Here you can click on the Objects or Traps boxes to get a list
of these items to place in your new room. Left clicking places them, while
right clicking rotates them. Hold down the Shift key while placing items to
keep another copy on your cursor for further placement. Close the window
when you are done, or hit Escape. If you wish to continue without placing
objects first, click on the Hammer icon to set the room as ready for building.
Otherwise, you may click on the build tag to switch the room between build and
paused.
To interact with items, right click on them. Here you can select to destroy or
move an object, or check who is assigned to interact with it currently.
To add new objects to an area, right click on it to bring up the menu. You can
also choose to destroy a room or corridor here if it is not occupied or
required by another room or object. For example, you may only destroy an
existing Strongroom if another Strongroom exists and a Briefcase Rack is not
present in the one you wish to destroy. You also may not be allowed to destroy
it if loot objects or security devices are present.
To enter Link Mode for traps, left click on the trap. You will see red or blue
rings over each trap and blue arrows indicating which ones are connected to
which. To connect a sensor to a trap, left click on the sensor's ring and then
left click on the ring for the trap you wish to connect it to. You may connect
multiple traps to one sensor or multiple sensors to one trap in this manner.
3 b . W o r l d D o m i n a t i o n M o d e
Here you see before you a grand model of the world you seek to control,
every territory color-coded based on their controlling Justice Organization.
There are 5 organizations, and each controls 4 territories, dividing up the
world into 20 pieces for you to explore, exploit and dominate. While your
mouse hovers over a territory, the name of that specific area will be
displayed in the green box on the upper left of the screen, and do the right
of that will be the name of the controlling organization.
Each individual territory also has it's own Cash and Justice rating,
which will appear in a small white text box over each area while zoomed out
so long as you allow it with the tag options on the lower right. Inside,
you will see a dollar sign, and a police badge. The numbers following these
icons range from 0 to 9. The higher the Cash rating, the more money
each minion will be able to steal from the region. At the same time, the
higher the Justice rating, the better the chance your nefarious actions will
be noticed, and the more dangerous a Justice Piece will be if it appears in
the region along with your minions. These numbers will normally be hidden, and
replaced by a ? if you do not have enough active Control Panels in your
Control Room to breach that nation's security. You can tell how many more
active panels you will need by hovering your mouse over the pictured panels
in the box on the upper left side of the screen.
Once a region's information level has been breached, you may occasionally
notice a number counting down over the Control Panel symbol in the new box
that appears. This appears when one of your Control Panels has become
unmanned, and indicates how much longer this information will be available to
you so long as someone is still manning your Memory Banks. As minions stop
working at the Memory Banks this number will drop sharply, and if it reaches
zero you will no longer be able to see the revealed extra information until
your control room becomes better, or fully staffed again.
There are two yellow bars, which appear here now as well. The top is simple
enough to understand. This bar represents the Cash Potential of the region,
and the part filled in with bright yellow indicates how much of this potential
cash you are stealing with your minions in the region. Once it fills
completely, no additional money will be able to be stolen from the country
even if you add more minions, unless the current numbers are reduced.
The second bar represents the amount of Acts of Infamy you have completed
compared to how many are possible in the region. Once it is completely filled,
there are no more Acts of Infamy or Loot items left to be found in that area,
and it is time to move your heinous activities to another locale. You can
still gain money by sending minions to the country, but nothing will be gained
by further plotting here.
Now, the various coalitions and their respective color and territories are as
follows:
P.A.T.R.I.O.T. (Blue), controls all of North America, as well as Japan.
S.A.B.R.E. (Green) holds authority over Europe, Australia, South Africa, and
the Indian Subcontinent.
S.M.A.S.H. (Yellow) oversees North Africa and the Middle East, as well as both
the continents of South America and Antarctica.
H.A.M.M.E.R. (Red), originates around Central Russia and Siberia, plus the
Eastern Bloc and Cuba.
A.N.V.I.L. (Orange) consists of Northern China, Central and Southeast Asia,
along with Polynesia.
Each individual organization will have separate levels of Heat, indicated by
the red meter in the upper right corner. However, any shared territories share
heat, making the effects rise if you place minions in more than one country
controlled by the same organization, such as the West Coast and Japan. Plan
your dispatches carefully to avoid your heat rising too far, which will
trigger large invasion forces of Soldier-type Agents with high ratings (good,
excellent, etc.) as well other nasty surprises popping up on your island.
The controls for positioning your minions across the globe are explained well
enough in the video tutorial available in-game (See: World Map 1 and 2), to
review, we send minions to an area by first clicking on the region, and then
clicking on the minions you want to send in the box on the bottom portion of
the screen. This box represents minions currently on your Island. To retrieve
minions already in an area, simply click on them in the box on the upper
right portion of the screen. This box lists the total number of minions of
each type in that region.
The buttons on the lower right allow you to change what is displayed on the
map. Each will show or hide either Cash/Justice and Transit indicators (Red),
Minion Markers (Green), or Acts of Infamy (Yellow).
Now more importantly, to find out how good a particular minion type is at
stealing money, plotting acts of infamy, or defending themselves, simply
left-click on any visible Minion Marker inside a territory. A new window
will appear, displaying Stealing, Plotting, and Vitality, in that order from
top to bottom. The statistics can be any of the following:
Incapable
Terrible
Poor
Fair
Good
Excellent
Incapable means that this minion will not be able to perform the indicated
action on the world map. Fair is the average rating.
You will also see any special abilities this unit possesses
in the text area just below their ratings. Common special abilities are
"Protects allies in battle", "Conceals the heat of acts of infamy", and
"Boosts the information level in the region." These will be explained below.
- Protects allies in battle -
Minions with this trait act as a shield for your other pieces in the region
during Acts of Infamy, or attacks from Justice pieces. While in play, your
weaker minions in the area, such as Science, Social, Workers, and weaker
Military minions will suffer greatly reduced losses, as the incoming damage
is mostly shifted to them. You will still have a chance of losing a few of
your weaker types, but so long as there is a good amount of these units
remaining, they should be much safer.
- Conceals the heat from Acts of Infamy -
Minions with this trait, usually Social Minions or certain Henchmen, reduce
the heat rating that will be generated for successfully completing an Act of
Infamy. You will notice (once revealed by Control Consoles) that the actual
number listed for 'Heat' will drop when these pieces are in play. The more
used, the lower it will go, making this a valuable trait for undergoing
high-heat AoI's.
- Conceals the heat of other minions -
Again normally carried by Social Minions or Henchmen, this trait allows your
pieces to actually reduce the Heat rating displayed in the upper right corner
of the screen that is generated by the mere presence of your people in the
region. The more pieces present with this ability, the lower and faster it
will drop. Be aware that sending minions with this ability may still raise
your heat rating temporarily, and it will take a few minutes for the overall
heat in the region to drop to the minimum suppressible level.
- Boosts the information level in the region -
(We have tried several theories on what this does exactly, and this is what
we seem to have settled on. This will be updated if a better answer is found)
This trait allows your minions in the region to act as small Memory Banks in
and of themselves. If your control panels become understaffed for some reason,
the amount of time before you lose access to the region's detailed information
will be increased for every minion or henchman present with this trait. In
general, only Science minions will have this ability, though several Henchman
have it as well.
- Shortens the duration of Acts of Infamy -
This is an extremely useful trait usually carried only by Science minions and
a select few Henchmen. This ability reduces the amount of time it will take
to complete an AoI, thus reducing the period your people are subjected to the
risks involved. The more pieces with this ability, the lower the timer will
drop, but be ready to suppress the extra heat generated by the extra minions
present.
Now then, let's get more specific about Notoriety and Acts of Infamy, two of
the three primary reasons you will be using the World Domination Screen.
Notoriety is a measure of just how much of a threat you are to the world,
how eeeeeevil of an Evil Genius that you've been. ;) It goes up by completing
Acts of Infamy, or by having your Evil Genius gloat over captured prisoners.
Gloating over regular agents will usually net you a single point increase,
while a captured Super Agent is quite a prize indeed, and may add two or
three points to your score. As notoriety increases, certain Acts of Infamy
will become unlocked and available to attempt on the World Domination Screen,
and your maximum minions will occasionally increase. However, don't be in
a rush to raise your notoriety too high, because at the same time, Super
Agents will become aware of your shadow looming over the world at certain
notoriety thresholds, and will be dispatched to your island for the first time
when this happens. For example, it is known that Mariana Mamba will begin
appearing once you have reached 130 Notoriety. Use your discretion when
increasing notoriety if it is not required for an objective.
Acts of Infamy are devious acts that you can perform, which reward you with
notoriety, and occasionally either loot or new minion types for training.
Normal AoI's appear as dots of light scattered across the world when zoomed
out, or as flags, people or items on the map when zoomed in. A completed
Act of Infamy will either place a red flag with your evil organizations
symbol in its place, or mostly in the case of loot, remove the AoI
altogether. You begin with a small number of infamous acts revealed and
ready to be performed, but it is up to you to uncover the rest by sending
minions to plot in the various regions.
The Risk rating represents how many times your minions will die before the AoI
is completed, rather than how much damage your minions will suffer per tick.
For example, if the risk is 4 and the time is 2:00, your minions will die at
0:30, 1:00, 1:30, and on completion.
Here is the list of kidnappable minions and their locations, thanks to
kalyndal:
-----
From: kalyndal | Posted: 10/7/2004 7:07:21 PM
Okay folks, I gathered up all the minion locations so people wouldn't ask as
much. As a note, there are two of each minion type on the world map. If one
isn't popping up for you than try searching the other location. You CAN get
all of the minion types before you get off the first island.
Valet (Maid) - Polynesia (A.N.V.I.L.), Middle East (A.N.V.I.L.)
Guard - South America (S.M.A.S.H.), Central Russia (H.A.M.M.E.R.)
Technician - Northern China (A.N.V.I.L.), Japan (P.A.T.R.I.O.T.)
Mercenary - Mid-West (P.A.T.R.I.O.T.), South America (S.M.A.S.H.)
Scientist - Antarctica (S.M.A.S.H.), Central Russia (H.A.M.M.E.R.)
Spin Doctor - Europe (S.A.B.R.E.), Mid-West (P.A.T.R.I.O.T.)
Marksman - Europe (S.A.B.R.E.), Siberia (H.A.M.M.E.R.)
Martial Artist - West Coast (P.A.T.R.I.O.T.), Southeast Asia (A.N.V.I.L.)
Biochemist - Europe (S.A.B.R.E.), South America (S.M.A.S.H.)
Quantum Physicist - Europe (S.A.B.R.E.), Mid-West (P.A.T.R.I.O.T.)
Playboy - Europe (S.A.B.R.E.), West Coast (P.A.T.R.I.O.T.)
Diplomat - Middle East (S.M.A.S.H.), Eastern Bloc (H.A.M.M.E.R.)
On another note, some of the minions appear in none-obvious spots on the map.
The European Biochemist appears in Greenland, the marksman from there appears
in Finland. The South American Biochemist appears in Central America. In other
words, look carefully when you are zoomed in and click around if you have to
make sure you are seeing everything you've found.
-----
Here is a partial list of Normal Loot locations. A (?) indicates I don't have
the exact item name confirmed yet:
A Beautiful Grecian Urn - North China
A Beautiful Babylonian Vase - Central Asia
Chameleon Cloth - Central Asia
Space Suit - Mid West
Mercury Mirror - Australia
A Stolen Roman Galley - The Indian Subcontinent
A Stolen Rug - Middle East
A Marvellous Masterpiece - Cuba
Crown Jewels(?) - Europe
Mayan Statue(?) - South America
Giant Diamond(?) - South Africa
Sonic Generator - Central Russia
Pete Bog - Antarctica
3 c . G a m e M e c h a n i c s
Now for the in-depth specifics of how things work in Evil Genius and notes on
various miscellaneous statistics of the game.
Agent Types
-----------
Agents come in many forms. There are four specific classes of agent, each with
a basic and 'advanced' version, and they each have a specified skill level.
The basic types consist of Investigators, Burglars, Infiltrators, and
Soldiers, while their advanced versions are Agents, Thieves, Saboteurs, and
Veterans. Think of the advanced agents as trained a level higher, like a Guard
becoming a Mercenary. An important aspect of agents is being able to tell if
they are in Attack Mode. You can tell if any agent is hostile if they're
crouch-walking with their guns out. It's harder to tell with the Infiltrators,
who tend to be dressed like ninjas, however. They'll use throwing stars
instead of guns, so watch for that. Even if not in attack mode, most agents
will attack trap sensors, undisguised sentry guns, or anyone who is carrying
a weapon on sight. Agent descriptions are as follows:
Investigators/Agents: These agents specialize in searching the island and your
lair for evidence of your evil misdeeds, in particular objects which have a
Heat value, or hostile actions from your minions and henchmen. They will take
photographs of any incriminating evidence they find, and either try to find
more, or run back to report it to HQ. Note that while Disguised objects still
have a Heat rating, agents won't notice this until they are used, even if they
are taking pictures. As Shadow Devil quotes on the board, "How will they
explain to their superiors that they suspect you of being suspicious with
pictures of a giant mixer? ESPECIALLY if you have the fat evil genius :-p"
Burglars/Thieves: These annoying little guys and gals will sneak around your
island looking for any gold, dropped briefcases or Loot that they can steal
back from you. Generally they appear in groups, and if they make it into your
base unchallenged they will proceed to grab any of your valuables that aren't
nailed down (and for the ones that are, they brought crowbars! :P). Once
satisfied they'll try to make their escape from your island. Stop them at all
costs, unless you want to lose one of your hard-earned objects of Loot or a
backpack-full of your cash! I have yet to let a burglar agent escape with a
loot item, so I cannot confirm whether you'll be able to re-steal it or not.
Infiltrators/Saboteurs: These guys are almost as hostile as Soldiers, and will
often be in attack mode from the moment they arrive on shore. This class of
Agent will attempt to sneak into your base and plant explosives in the midst
of vital or expensive rooms full of equipment. Once placed, they cannot be
disarmed, so you will be unable to do anything except make sure that your
Valets are free to try and put out the fires. Some objects will instantly
be destroyed (those right next to the bomb or weak items usually), while the
rest will be seriously damaged and set on fire. Of course, most minions
present during the explosion will die as well. Again, prevent this at all
costs, or it will cost you big.
Soldiers/Veterans: When Soldiers are dispatched to your island, you know the
global alliances are ticked. Their sole purpose is to disrupt your base's
operations by killing any minions or objects they see, and to hunt down and
kill your Evil Genius. They can be the single most damaging and deadly force
of opposition you will face barring a Super Agent, and must be dealt with
accordingly. Although in rare cases they won't be crouched in 'attack mode',
it is still best to immediately put your base on yellow or red alert when they
show up. Psychological weakening will only get your social minions killed if
the agents are ready to attack in most cases, and if your minions go in
single-file or unarmed they will get mowed down like they're nothing. Send
Henchmen out to deal with them first, while the rest of the minion force arms
up and goes out to fight. Jubei's Wind Walk makes a perfect distraction, and
Lord Kane's Psychic Terror can disable the entire group. Eli's Ghetto Posse
can also disable them temporarily, but it takes a long time to set up, which
can be long enough for a large group to K.O. the big guy. If you have Red
Ivan, his rockets are going to be your best friend so long as they're
outdoors. Use Gather Minions near the armory when enough of your guys are
equipped, and lead the charge to take them out. It may seem that all this
is excessive for mere agents, though once you've had 20 minions killed and
everything in your front hall destroyed by one group of them, you'll see why.
Agents skill levels are shown as an adjective before their name, and range
as follows:
Pathetic
Poor
(none)
Good
Exceptional
The higher the skill rating, the more intelligently they behave and the
tougher they are in a fight. Workers with pistols may be able to take down a
group of hostile Pathetic Soldiers, while Exceptional Veterans can be as much
of a threat as a ticked off Jet Chan.
Agent Heat Indicators
---------------------
You may have noticed that when you hover your mouse over an enemy agent, that
either a blue circle, part of a red circle or a full red circle appears around
their feet, outside the yellow selection ring. Fearful Ferret's post explains
this very well, so I've decided to present it here. =) Minor editing has been
made simply to fit the post in context:
-----
From: Fearful Ferret | Posted: 10/11/2004 11:52:29 AM
Agents have a blue circle when they first come to your island. It means that
they haven't seen anything yet. A red circle means they have seen something
incriminating. It can be a quarter-circle, a half-circle, a 3/4 circle, or a
full circle. The larger the circle, the more heat they have. They will have a
quarter circle if they have seen something small, like a body bag. They will
have a full circle if they have just escaped from a holding cell or something.
If they have a quarter circle, then they might lose it after a while, leaving
a yellow circle. I don't think you gain or lose any heat if they leave with a
yellow circle, you lose heat if they leave with a blue circle, and you gain
varying amounts of heat with a red, depending on how full it is. They won't
attack if they have a blue circle, are unlikely to attack with a quarter
circle, and will most likely attack if they have a half-circle.
-----
Agents can also gain heat from being subjected to your traps. Some traps carry
no heat however, such as the Confusing Pop-Up trap, so their indicator won't
be affected if they see one.
Unit Statistics
---------------
Every character in the game, from the lowly construction workers, to the
agents and super agents, to your Evil Genius him/herself has 5 vital
statistics that they rely on to keep in good health and mentality. The higher
these values are the better of course. With your own people you can see a
small box showing these statistics in colored gauges when you left click on
them, while to the left of these gauges is a symbol representing their current
activity. You can get more detailed statistics on -any- character by
double-clicking on them. The stats and their descriptions are as follows:
Lives (Henchmen Only): Henchmen are special in that they can survive being
reduced to zero health by any normal agent, and are merely rendered
temporarily unconscious by the assassination attempts of these feeble beings.
However, it is an entirely different story if a Super Agent manages to knock
their health down to nothing. Each time a Henchman falls at the hands of one,
they lose one 'life', which is kept track of by three green life symbols at
the top of their detailed stats screen. These symbols turn red as lives are
lost, and when all three are red, that Henchman is gone forever. So it is
extremely important that you avoid sending a Henchman into combat against
a Super Agent while in a weakened state, and try to get them to escape if it
seems like they aren't going to win the fight.
Health (Red): This stat is the primary measure of a character's physical
health, in terms of resistance to weapons and attacks, including bruises,
wounding and other sources of physical damage. When this stat reaches zero,
the character is irrevocably dead, except in the case of Henchmen and Super
Agents. These special characters are merely knocked unconscious when reduced
to zero health, though Henchmen can only survive 'dying' in this way at the
hands of a Super Agent so many times, as described above.
Loyalty (Blue): This stat is a measure of your minions' respect (or fear)
towards your Evil Genius, and willingness to remain under your employ. If this
stat drops to zero, unless they are simultaneously rendered unconscious they
will decide they've had enough and desert your isle for brighter career
opportunities. You will be warned in your message box when this occurs, and
clicking on the message will zoom you over to the minion in question. If you
can manage to capture said minion before they escape, and torture them using
a device that doesn't drain health, their loyalty bar will refill when their
interrogation is over and they will usually return to work for you. This can
be avoided altogether in the first place with strategic placement of loot
items, using your Genius' Sphere of Influence, or summarily executing a minion
in view of other minions to inspire the rest of the workforce. A tricky stat,
as there are extremely few room objects that naturally restore loyalty. Agents
who are reduced to zero Loyalty will act as if they were normal tourists for
a time, wandering your island aimlessly and panicking at the sight of evil
doings.
A note about restoring minion loyalty from maverick2986:
-----
Hey was reading your gamefaq and noticed your description of restoring the
loyalty of a minion. This is true except that you don't have to torture them
at all - if you leave them in a holding chamber for about 20 seconds, their
stats will replenish themselves. After that, just release them from the cell
and they'll go back to working for you. I guess torturing them would
be more fitting for an Evil Genius... but not neccessary :)
-----
Attention (Purple): Attention measures a character's ability to notice hidden
details, in particular the ability to avoid traps and sensors. When this stat
gets low, minions and agents will be much more likely not to notice traps are
going off nearby and become caught up in their effects. For example, agents
with lowered attention will generally not dodge a Wind Machine Trap's stream
of wind. When reduced completely to zero, both minions and agents will
stand dumbfounded in a daze, completely helpless to defend themselves.
Valets and other Social Minions will then escort dazed minions back to a
barracks or other recovery room to rest, while they escort dazed agents
outside and usually a distance away from your lair. Agents who are dazed in
this manner lose their heat and forget where they've been, sometimes even
regaining their blue anti-heat circle, though this is uncommon.
Smarts (Yellow): Smarts is a measure of a person's cleverness and logic, and
is essential to Science minions conducting research, in which they expend
smarts to progress. Training exercises can drain Smarts as well, making it of
mild importance for other minions. Smarts also determines the chances that
someone will trigger trap sensors when they walk over or past them, slightly
different than Attention in that this determines whether traps become
activated in the first place. Any minion or agent whose Smarts are reduced to
zero become dazed similarly to having their attention reduced. Again they are
helpless, and Social minions can guide them around freely. Agents who are
dazed from reduction of Smarts lose their heat and forget about any
incriminating evidence they've seen. It is again possible to regain their
blue anti-heat circle because of this, and happens more often than with
attention damage.
Endurance (Green): This stat is similar to health, though instead it displays
a character's ability to resist stun damage, or attacks which knock them out
rather than kill them. In many cases this stat is easier to drain than health,
but as the character is merely K.O.'ed, this isn't as much of a worry. Also,
an unconscious character cannot be attacked again until they have woken up.
Agents can be rendered unconscious rather than killed by selecting the
'Capture' tag, which will direct all minions to run up close and use
non-lethal attacks. An unconscious agent will be flagged for being carried off
to your nearest Holding Cell for later interrogation, though you can manually
choose for this not to happen by removing their tag once knocked out.
Strongroom Economics
--------------------
Gold in the strongroom is separated into stacks of $400,000. Each individual
gold bar represents up to $500. Each briefcase that your minions can obtain
or deposit in this room can carry at a maximum $5,000 at once, so be patient
if it seems to be taking a while for your expensive new objects to be bought
even though you have more than enough money for it, multiple trips need to be
made to the depot to drop off the money for the object to be purchased if it
costs more than 5k. This goes for building new rooms as well, each stack of
dynamite or crate of building supplies carries a 5k value at most, which is
why it takes many of them to be brought before the new area can be blown open
or your shiny new hotel building can be built.
In the same way, money acquired through stealing on the world map is brought
to your Strongroom in the same briefcases used to pay for objects, limiting it
to $5k per minion per trip to the depot. This way, if a thieving agent gets
their hands on a dropped briefcase, your losses are limited to $5,000.
Fires and Extinguisher Placement
--------------------------------
The common mentality is to place Fire Extinguishers close to places where
fires are likely to break out. However, it is important to note that when
a fire does occur, Valets will tend to grab the Extinguisher which is closest
to where /they/ are, rather than the closest Extinguisher to the fire itself.
So make sure that when placing Fire Extinguishers, you put them near where
your Valets are most likely to gather, like your Control Room and Training
Room, as well as your Barracks, Mess Hall, and other stat-replenishing rooms.
Fire Extinguishers of course can only be placed within Corridors, so make sure
your base isn't void of corridor space deeper inside if you wish to place
Extinguishers further in.
Executing Minions
-----------------
Executing your minions can be as useful as entertaining :) During the
animation, any other minions that enter the expanded Sphere of Influence
created by the event will have all 5 of their statistics restored to maximum
instantly. Try to avoid executing anyone but a basic worker minion, as there
is no difference in restored stats from minion type to type, and workers are
cheap and expendable. Also, it is of note that Alexis' execution SoI is
actually smaller than her normal SoI, about half the size in fact. Since her
unique bonus is the increased natural loyalty of her men, executing one has
a much reduced inspirational effect.
Spheres of Influence
--------------------
Your Evil Genius, as well as any loot items you may have collected, and many
of the objects you can buy for your base have their own Sphere of Influence,
which you can see simply by clicking on them. This zone will change colors
now and then, and each color corresponds to one of the five statistics. Most
of the time, when a minion or henchman enters into this area, their statistics
which match the colors of the SoI will gradually be restored. Loyalty (Blue)
is the most common SoI effect, though Attention (Purple) is common too. Be
warned, however, not every Sphere of Influence has a positive effect. Some
objects or loot will drain statistics instead of increase them. You can tell
what sort of effect an item is having on a minion by watching for small
colored arrows that appear around them, which point up or down. Up arrows mean
the stat is being restored, while down arrows mean it is being drained. Body
Bags and the unassembled Totem Pole Pieces are among the objects, which have
negative Spheres of Influence. Some objects even have mixed SoI's, which
restore some stats while draining others. The Mouse Maze you can add to the
Training Room is one of the best examples of this, boosting Loyalty and
Attention while draining Smarts.
Disguised Objects
-----------------
Although many objects can have their 'Disguised' counterparts unlocked with
research, most of them still have a Heat rating. However, this heat rating
will not be noticed by agents unless the object is being actively used against
them or another person while in their view, such as a Disguised Sentry Gun
opening fire, a Guard taking a rifle from a Disguised Rifle Rack, or someone
being interrogated in the Giant Mixing Bowl. Not all 'disguised' objects are
described as such, so I will compile a list of them here, as follows:
Mariana Mamba has no ranged attacks thankfully, though her trusty combat knife
will leave more than a few minions dead in her wake. Her special power drains
the loyalty of any minion she uses it on, causing them to desert your forces
immediately afterwards. She is most vulnerable to Attention damage (she's a
stereotypical ditzy babe, what do you expect?), so your army of Valets can
weaken her very effectively, and subjecting her to Attention- or
Smarts-draining interrogation is usually enough to get her to leave your
Island when she snaps out of her daze a mile from your base entrance =)
Like Mariana, Jet Chan is a pure melee fighter. Unlike her however, he is an
incredibly strong opponent whose kickboxing fighting style will have your
minions getting mowed down if they try to attack one at a time. He is the
first super agent you'll encounter who posesses the ability to set explosive
charges if he makes it inside one of your rooms, and will tend to do so at any
opportunity. At first he will behave like a normal agent, not attacking people
that aren't openly hostile, but this WILL change as you gain notoriety. In
time he will become completely psychotic, attacking anyone he sees, first just
military and social minions, but as his missions against you become more
severe, even science minions will become targets. Jet Chan and John Steel are
both notorious for this sort of behaviour, so be aware. Loyalty is his lowest
stat, and though this may seem to be his weakness, the problem is that only
the highest level social minions can deal Loyalty damage, and Super Agents
tend to regenerate their Loyalty within seconds of recieving said damage if
they aren't directly weakened again immediately. Unless your military minions
are fully equipped, set him to capture when you attack. He is highly resistant
to health damage. Health-draining Interrogation seems to calm him down the
most however, and he will likely leave the island once he's been set outside
by a social minion. Unless of course you have undisguised outdoor turrets
where he's likely to walk. My advice? Don't.
The Walkthrough for each Island is separated into two sections, for Primary
and Optional Objectives. Optional Objectives may be completed at almost any
time, but when you switch islands the Optional Objectives for the First Island
will no longer be available. As the Walkthrough will not reference Optional
Objectives until the appropriate section, please refer down to them when they
become available to you.
4 a . F i r s t I s l a n d
Objective I: Evil Intentions
Get acquainted with the island and start expanding your lair
* Ensure a healthy minion force by building a Barracks. You'll need at least
one Bunk Bed and Locker.
* Before you can send minions around the world to carry out Acts of Infamy,
you'll need to build a Control Room to help filter information. Make sure
you have at least one Control Console and one Memory Bank.
* It seems you are under scrutiny even before you begin. Somewhere on the
island are some pesky investigators tipped off to your arrival. Eliminate
them!
Okay, straightforward enough. You'll find your Evil Genius on the
northernmost tip of the island, within a topside shack that holds your
temporary strongroom. You start with three worker minions, and one of three
henchmen depending on your chosen avatar. As well as the objectives outlined
above, one of your goals here should be unlocking at least the Freezer and the
Infirmary, which will make planning your base in this early stage a little
easier. The Infirmary is unlocked when one of your minions is defeated for the
first time, while the Freezer will be unlocked when you defeat your first
agent and its body bag appears. I'll leave it up to you whether you want to
do this right away, or after you've established your base to some degree.
When you do choose to attack the four pathetic S.A.B.R.E. investigators who
are wandering around the island, try to avoid killing them too close to where
your workers are running around, in particular near the lair entrance, the
strongroom, or the depot. Your only means of replenishing your workers'
attention and loyalty stats, which will drop if they are near a body bag, is
using your genius' Sphere of Influence to restore their stats while they pass
through it. Strategically placing your genius near the base entrance should
do nicely for now. Also be aware that you will need plenty of space for a
Power Plant, which will unlock when your base power demands grow close to
exceeding your free 20 points of energy (around 15-18 or so).
Now then, feel free to design and build your evil lair in any way you see fit,
however keep in mind these tips, which should keep you from having to restart
the game if your layout turns out to be a flop:
- Pause, design, and THEN build!
I highly recommend that you pause the game (P by default) before you start
laying out the floor plans to your diabolical haven. While paused, you can
place blueprints for every room and object available to you without having to
worry about your workers constructing it until you're absolutely satisfied
with your work. Nothing is worse than wasting money having to demolish and
rebuild because a worker decided to start a room or corridor you left 'ready'
because you either didn't like the design after all, or you found that another
room or corridor won't fit the way you like without reshaping other areas. You
only have so much money to start with after all.
- Plan ahead by laying extra long corridors from all lair entrances.
Building 'rat runs' of corridors in maze-like patterns can create the perfect
setting for laying out a gauntlet of traps for intruders to get past before
they will ever even dream of attacking your base proper, or infiltrating deep
enough to get incriminating evidence against you. You have easily more than
enough land on this island to place every building and object which will
become available to you during your stay on this temporary home, so get
creative with the upper half of the island, or wherever you decide to put a
new lair entrance. Remember, while paused you can also plan a network of traps
ahead of time and not have to worry about spending a dime, including testing
how you can link them together, so planning those ahead will pay off big
in the end.
- Being cheap for fun and profit.
Once again, planning for the future can save the day. While it may be tempting
to fill all your new rooms with all of the newest and best of those high-tech
goodies waiting in the wings, try to resist that urge. Again, you only get
a small budget of $250,000 to build your initial facilities. While it is an
excellent idea to plan out the amount of space you will need in each room by
placing the blueprints of all the objects you think you will eventually need,
when you are ready to build just put the bare minimum you need for it to be
operational for now. The Control Room especially can be a big drain on both
your pocketbook and your power reserves. Remember, the fewer power-consuming
objects you have, the fewer of those bulky and expensive generators you will
need to keep your base from working by candlelight.
- Money is Power, but Power is Priceless!
Keep aware of the power situation in your lair, and have extra space set aside
to expand your Power Plant before the need for energy becomes critically low.
You will notice that the generated power indicator on the lower left corner of
the main interface will turn yellow when this happens. This is a warning that
you are pushing your generators near their limit, and they will begin to
slowly degrade until they explode from the stress. Technicians can perform
regular maintenance to keep them patched together for a while, but to prevent
having your expensive power plant go up in flames be sure you expand and place
down more generators. I recommend 6 to start with, which at 15 power each,
will bring your maximum power level up to 110. Depending on the difficulty,
this will cost either $48,000, $60,000, or $72,000 just for the generators.
Capacitors are used to keep your base running for a while once your power
crosses over into the red zone, but don't count on them to last long. Once
you experience a blackout, all doors will swing wide open, your security
network will shut down, and traps requiring power will cease to operate.
Nothing that uses power will be usable while power is gone, leaving your
base in an extremely vulnerable state.
The first thing you should do is open your minion panel and raise the
number of workers from 3 to your current maximum of 5 to get things going,
however leave the slider all the way to the left so not to spend unneeded.
Now then, build away! Be sure each room meets the minimum requirements listed
in the objectives. This is easy enough on your own, and while you should avoid
overstocking the Control Room for now, make your Barracks nice and huge, and
fill it with as many lockers as you can, along with 5 - 8 bunk beds. Every
locker you place increases your maximum minion capacity by 1, on top of what
you are allowed from completing objectives or increasing notoriety. In fact,
completing the first sub-objective of building the barracks and supplying your
first bunk bed and locker will increase your minion capacity from 5 to 10,
which will always be available even if you lose your lockers. Similarly,
as your notoriety rises, every once in a while your minion capacity will shoot
up by maybe an extra 10. However we are going to be increasing the workforce
faster than this natural rise will accommodate, so the more lockers the
better. I recommend 20 at the minimum at this point. Be aware you can also
make extra Barracks later on that won't require anything in them but lockers.
You should also build a Freezer once it's unlocked which can hold 5-6 freezer
racks, and set up a new Strongroom about middling deep inside the lair,
preferably attached to the back of another high-security room such as your
Control Room, rather than linked to the main hallway. This way you should
never see any agents make it that far into the base to be able to rob your
stores. Agents don't know what is behind each door when they come to them, so
keeping your Strongroom off the main path will reduce the chances that they
stumble into it. Your Power Plant should be set deeper into the mountain where
there is more room to expand and where it is relatively safe from intruders,
such as south of the bottleneck in the upper middle of the buildable land.
Each generator takes 3x3 squares, and each capacitor is 1x2. Do NOT be tempted
by the fact that there are no critical access footprints for these structures
into squeezing them into every available square. If you do not leave walkways
to allow technicians to reach them and perform maintenance, there will be
nothing they can do to prevent them from blowing up once you've reached
critical power levels, plus this makes it extremely difficult to expand the
room as your workers can't reach the back areas. Even leaving one square of
an object exposed is enough to keep them maintained here, which shouldn't be
too hard. For this reason, expect your Power Plant to take up a huge amount
of space.
Once you're done laying out your lair, un-pause and let it build. If you
haven't yet, set kill tags on the four investigator agents wandering the
island, and/or select your henchman and send him to kill them. You can speed
up the tagging process by holding down the Left Control key while you click on
the 'Kill' tag - this will set the tag on the chosen agent and all allied
agents in his group. Don't worry about losing any minions to these starting
enemies - they've been set up to only deal Endurance (Green) damage, which
at the worst will simply render your minions or henchman temporarily
unconscious. It is preferable to let your workers try to handle the group as
one of them at least will likely be knocked out, which will unlock the
Infirmary for you. Once they are dead, build your Freezer and Infirmary.
It is important to note that the Infirmary is the room that your minions
need to go to in order to replenish their Health (red) stat.
=========================
*** Vital Information ***
=========================
Before you go any further, it is important to note that at this point, even
if you've completed all three of the outlined sub-objectives, that until you
start the new sub-objective that will pop up here by capturing the maid, the
world domination screen that was just unlocked for you will be completely free
of Agents of Justice patrolling the world map, and nobody will come to your
island in response to your actions on it. This basically means you can send
out as many of your people across the globe as you like to steal plot and
commit acts of infamy without having to worry about your heat triggering a
huge invasion force of outraged agents. Use this opportunity to distribute
your workers to the highest cash-value regions on the map and build up your
gold reserves for the long road ahead. The best areas for this are Europe,
the Middle East, Southeast Asia, and Mid West in North America, each at a
cash value of 9 on a scale from 0-9. Remember, this is practically free money,
as the chances of even a single construction worker being defeated is slim to
none. Just be sure that when you've finally gathered up as much money as you
can stand waiting for, that the heat you've generated in each country
dissipates before you continue. Otherwise a flock of agents will soon arrive
to give you grief for robbing their countries blind. I managed to collect a
full two million dollars before continuing, though your patience may vary
your results. Be sure to use your henchman to bolster these effects as well.
In general, try to keep heat down to less than 25% if possible, to prevent
the game from thinking you've broken a threshold which tells it to start
sending more, stronger, and meaner agents later even if your heat has dropped.
Author's Note:
--------------
Some people don't like to use this tactic, and some purists go as far as
calling it cheating. Whether you wish to use it or not is purely up to you,
however, and I support it. I don't want to see people flaming each other over
differences of opinion on such a small matter as a game.
=========================
* Reports indicate that trained civilians are holidaying on the island.
Capture and imprison a maid in a security holding cell.
Alright, now that your strongroom is sparkling with freshly 'acquired' gold,
it is time to draw your attention to the lone maid you may have noticed
wandering around your island. She will show up as a pink dot on your mini-map
as well. This objective only becomes available once you complete the previous
three, and at the same time the Armory will become unlocked and available for
construction, though for now all you can place in it is doors, time clocks,
and holding cells. Build at least one holding cell, but leave room for more
to be added, and spaces for a security desk, a security camera, an
interrogation chair, and three or four gun racks to be added later. The
security camera should be facing your holding cells, so that your forces can
be alerted instantly to any breakouts. Also available once the first three
sub-objectives have been completed is the Topside Shack. This allows you to
create a very small room on the surface in a building identical to your
starting strongroom. Unfortunately finding a good use for these is difficult
due to the extremely limited space and inherent vulnerability.
At some point during this or the next sub-objective the Hotel will likely
become available to build. Even if you've acquired a significant amount of
cash I advise avoiding building one for now. They are meant to keep tourists
busy so they don't go snooping around your base by accident, however at the
present they hardly manage to do this job at all, and they only serve to tie
up your social minions by making them staff a useless and extremely expensive
building.
Now, capturing the maid is a fairly simple task. Simply right click on her
to bring up the available tag options, and choose 'Capture'. Then send your
henchman and/or let your minions knock her out and carry her back to the
holding cell. Be warned: If you do not set the Capture tag on an NPC or agent,
your minions will always default to lethal attacks. Capturing damages a
victim's Endurance (Green) bar instead of their Health (Red), which in most
cases suffers damage much more easily. This has the effect of knocking them
unconscious rather than creating a body bag, though both lethal and endurance
damage will only temporarily incapacitate a Super Agent.
* The civilian maid could yield useful information to your men. Interrogate
her to train up an advanced minion.
Once the maid is securely tucked away in her nice clean holding cell, the
Interrogation Chair will be unlocked. Place one in the armory and wait for
a minion to come build it. Once it's ready, right click on the holding cell
and choose the far right red-outlined option, Interrogate. The bubble next
to your cursor should show a matching icon inside now. -RIGHT- click on the
interrogation chair to assign the maid to be interrogated there. Left clicking
will cancel the interrogation request instead, so don't do that. If the tag
above her head changes to the Interrogation icon, then the order was accepted.
If not, try again until it works. Some people seem to have problems with this,
so don't be discouraged. Watch the scene that unfolds as one of your workers
comes in and leads her out of the cell over to the chair, and enjoy the
humorous methods they use. :) Once the interrogation is finally complete, the
maid will fall down dead, while your construction worker transforms into the
awe-inspiring (well not really) Valet! Woo, social minioney goodness :D
Congratulations, you have earned your first advanced minion, and completed
Objective One!
Objective II: Head of the Underworld
There can only be one criminal mastermind. Time to make sure that it's you.
Gather all the major criminal players to a conference in your island, to
explain how it's going to be...
Summon the crime lords:
* Crime Lords, just like Evil Geniuses, are impressed by shows of wealth. You
need somewhere suitably ostentatious to host this gathering of criminal
masterminds. Build an Inner Sanctum and Conference Table in preparation for
this nefarious delegation.
* Rumor has it that all of the Indian Subcontinent is ruled by one man -
Armand Krishnan. He has many nefarious plots and intrigues, mostly
concerning corruption of local government officials. Track him down and
encourage him to bend to our way of thinking.
* Marvin de Luca the nefarious Mafia don of all North America is a powerful
man, but with too much hubris. He must be made to respect true power and
authority.
* The inscrutable Lei Ying Lo is the undisputed head of organized crime
across China and Southeast Asia. Track him down and send out a party to
show him we mean business.
Upon completion of Evil Intentions, the Training Room will be unlocked, as
well as the various standard pieces of the surveillance network, and the
basic pistol / rifle racks. Additionally, the Inner Sanctum, Mess Hall, and
Staff Room become available. The Staff Room is important as it allows your
minions to regenerate their attention without needing you to walk your Evil
Genius near them all the time, while the Mess Hall allows them to restore
their endurance with fresh cooked food, which minions prefer over the Barracks
during the daytime.
Be absolutely certain that you buy the counter with the giant mixing bowl!
Why should you do this when the regular counter costs 1/3 as much? Well, this
will be explained later, but for now note that it can be used as an alternate
interrogation device to the Interrogation chair, but here your victim will
simply lose Smarts (Yellow) instead of health, meaning that you won't have to
haul off a body bag, but instead be able to have a social minion lead the
victim outside, where they will eventually snap out of their daze while
having forgotten any incriminating evidence they've seen.
How you set up your security network is entirely up to you, though I
recommend that you do not place Loudspeakers in any room where you will be
interrogating or torturing your captives. If an alert goes out and a minion
in mid-interrogation hears it, they will run off to answer the call while at
the same time your victim will be set loose with a capture tag. For similar
reasons, be absolutely sure you place a security camera to watch any
interrogation devices, so if someone gets free they can be recaptured.
If someone is dazed from losing all of their Attention or Smarts, a social
minion will come to escort them out of the base.
Go ahead and set up each of your new rooms wherever you like. When building
the Training Room, make sure you give it lots of room to add the larger
training devices that will be unlocked once you've gotten access to the
second tier minions (Mercenary, Scientist, and Spin Doctor) eventually. For
now, make sure you add at least two of each training device, more if you can
afford it, to allow your workers to be trained up. Also, change your desired
minion settings to accommodate at least 5 valets, preferably 10. Be ready to
shift even more worker slots over to guard and technician as well.
In order to proceed any further, your Inner Sanctum MUST have a Conference
Table. This is where the Crime Lords will sit when they arrive on your island.
Be sure all of the footprints are accessible and won't be blocked by
any other objects. You don't need an Impressive Desk yet, but it's always a
nice touch. When the room is fully constructed, your Evil Genius will be able
to recover their stats by sitting at the desk, in case your avatar suffers
damage at some point.
Now turn your attention to the World Domination screen. To be able to bring
the first three Crime Lords to your island, you need to kidnap and interrogate
a technician and a guard, so you can train your own. You will find the Guard
in the southern tip of South America, while the Technician will be in Northern
China. Be sure to send more than the minimum required number of workers to
perform the required Acts of Infamy, otherwise they may all be knocked out
before you've successfully completed the mission, which will make you have to
wait for a 'cooldown' period equal to the time it takes to normally succeed
before you can attempt it a second time. Once the guard or technician is
brought back to your holding cells, order their interrogation just like you
did for the maid to earn your new units.
===============
*** WARNING ***
===============
If at any time you lose all of your higher-tier minions and no longer have
any even better ones to re-train new workers to fill their ranks again, you
will have to perform another kidnap mission to replace them. These missions
carry very high heat ratings and can be hazardous to complete, as well as
setting you back. This can definitely be a pain when you lose all of your
second- or third- tier minions, like Spin Doctors or Diplomats, so try to keep
them away from combat when your numbers are spread thin.
===============
Now, the locations of the Crime Lords are as follows:
Armand Krishnan can be found in the Indian Subcontinent (Green)
Marvin De Luca can be found in the West Coast region of North America (Blue)
Lei Ying Lo can be found in North China (Orange)
Send minions to these areas and assign them to 'Plotting' until the Acts of
Infamy are uncovered. While zoomed out, these will appear as extra-bright,
rotating stars of light on the map, indicating they are critical missions for
completing objectives. Armand Krishnan requires that you send at least 5
Valets, Lei Ying Lo requires 5 guards to bring him to you, and Marvin De Luca
must have at least 5 technicians come after him. Do NOT send only Valets or
Technicians, as they will not be able to survive without guards, workers, or
your Henchmen to protect them. A good arrangement is 5 valets/techs, plus
3 guards and your henchman per mission. Send more valets if you can spare
them -- this will keep your heat lower and prevent tougher agents from
arriving on your island. Each mission will take around 3 minutes to complete,
so be patient. Fortunately, they only give you 2 points of heat each, but you
only get 1 point of Notoriety from them either.
* Nikita Leonov, the notorious butcher of St. Petersburg, has arrived here on
your very island, but he is refusing to acknowledge your authority. Maybe
there is some way you can 'mix' up his principles and bring him round to
your way of thinking.
Ahhh, this sub-objective which now appears before you has brought great
confusion to many aspiring Evil Geniuses like yourself. You will notice a
black man with an afro (which amusingly has a hair-pick in it) arrive on the
island wearing a bright red jacket, and a pair of katanas strapped to his
back. This is Nikita Leonov, your target. Immediately tag him for capture, and
if you like, send your henchman over to help. He should go down easily enough.
Once he is in your holding cell, right click on it and select interrogate, but
instead of using the interrogation chair, this time move over to your Mess
Hall and right-click on the Giant Mixing Bowl to select it. Sit back and enjoy
as a minion comes to take the Russian off to the kitchen. Other minions may
even stop in the mess hall to watch the fun. :) It takes longer than the
chair, but when the torture is finished, Nikita's blip on the mini-map will
change to pink, and he will walk off towards your Inner Sanctum to take a seat
at your Conference Table.
* Nigel Ewing, the CIA Agent, has since gone rogue and is now the ruler of
all criminal activities on the African continent. He was last seen cruising
off down the Nile with a vast shipment of arms, and a veritable army of
loyal tribesmen. He won't be easy to find and makes a point of only seeing
seriously connected Criminals. If you aren't notorious enough, you'll never
find him!
Nigel Ewing can be found in the Middle East region, however as the objective
text implies, you will not be able to locate him if you haven't achieved a
high enough Notoriety rating. If you have been performing Acts of Infamy now
and then, you should not have very far to go. If you haven't, get started!
Try to find and steal loot items before you go for the regular flag missions,
as Loot is important for keeping your minions' Loyalty up. Each loot item has
it's own sphere of influence similar to your avatar's, so strategic placement
will see a drastic reduction in deserters.
Once you reach a Notoriety rating of 70, Nigel Ewing appear in the Middle East
after a bit of plotting. Not only that, but at 75 a new Henchman should become
available. Choose the one you like best or that fits your style or goes with
your theme or for whatever reason you feel like picking a Henchman for :)
At this point it is likely you will have at least Red Ivan, Dr. Neurocide and
The Matron to choose from. Feel free to send the minimum of 1 worker out to
recruit them, as the mission will rarely fail due to it's extremely short
timer and low risk rating.
Send about 5-10 valets, 7 guards, and your henchman to coerce Ewing to come
join your little meeting of the minds. With luck, even if a Justice piece
appears while the mission is underway, you should complete it with no
problems. Remember, it's always good to send a henchman along on acts of
infamy if they haven't earned their extra powers yet, as they net plenty of
experience from tagging along.
* Bob 'Barking' Caine, the respected organized crime boss from the east end
of London, is the last of the major crime bosses. He isn't going down
without a fight, reports indicate that forces loyal to his cause will be
landing on our shores very shortly. We must show him who is boss, crush
his men and bring him to heel!
This part is very easy. Immediately set your base to amber or red alert, so
that your minions will go pick up weapons at the Armory. Now, you will start
seeing groups of 6 men who look similar your to construction workers, except
in red jumpsuits and without any helmets sneaking around the island. These are
Caine's minions, and the only way to get him to join the meeting is to
slaughter every last one of them! Attack once your guards and workers are all
armed up, leading the charge with your henchmen. The intensity of the fight
will depend on the difficulty, but it isn't likely that they will give you
too much resistance at this point in the game. Once the first group is dead,
several more groups will appear in succession. After three or four groups of
minions have been defeated, the objective will be completed at last, and Bob
Caine will arrive at your base and make his way to your Conference Table.
Make sure your Evil Genius is seated with the crime bosses, and watch the
rather interesting meeting unfold ;) Objective II, Complete!
Objective III: Better Living Through Chemistry
Build a laboratory and start a research program. You'll need a Research
Machine to analyze samples, a Databank to store relevant information and at
least one piece of research apparatus with which to perform the actual
experiments. A technology exhibition is currently under way in Japan - It
might be a good idea to attend.
Finally, time to earn the ability to research more advanced objects and traps
to fill your nefarious lair with ;) First, turn your attention to the World
Domination map. You should see a bright rotating Act of Infamy lit up in
Japan. Your current goal is to send your minions out to this AoI and steal the
Research Machine from under the noses of those fools attending the show. As
the risk is low for this mission, I suggest sending the minimum 2 techs, plus
4-5 guards, maybe a henchman or two, and as many valets as you can spare to
keep the heat down. This AoI carries a base heat of 20, and every valet you
send will reduce that number by 1, as well as keep the overall heat down
generated by your other minions. Wait about 5 minutes and voila, you are now
the proud owner of the blueprints for a Laboratory, Research Machine,
Databank, Fake Research Machine, and oddly enough, a Chalkboard (used in the
Training Room to train Scientists). Grats! But it ain't over yet...
* The laboratory needs at least one piece of Experimental Apparatus, before
you can start ordering experiments. Steal either the Centrifuge, Stress
Impact Analyzer or Laser, and then research some new stuff.
* The forces of justice are going to be a constant thorn in our side until
they've retrieved the Research Machine. Build a fake, and trick them
into stealing that.
Okay, so now it seems the 5 alliances are royally ****** that we've gone and
stolen the Research Machine from B3. On top of that, it is useless without one
of the three critical pieces of apparatus listed in the sub-objective. Let's
start with the easier of the two sub-objectives -- fooling the agents into
stealing the Fake Research Machine.
Now, before I explain, it is important to note there is also a semi-hidden,
optional Act of Infamy you can uncover in Europe titled "Fool the Press." It
takes a minimum of 2 valets to perform (but we've learned to never send the
minimums). According to the description, to aid in making sure the alliances
send plenty of retrieval specialists (thieves, burglars) to your island to try
to retrieve the fake machine, your minions will rewrite the headlines to make
sure the world knows who is responsible for the theft. Now though this may
make it more likely that a thief will come grab the fake, any agent can do
this as well, and if you use the strategy I provide you with it shouldn't be
necessary to bother with this.
First, zoom over to that Topside Shack that used to hold your old Strongroom.
Fill only the first 4 tiles with Laboratory, the part next to the door, and
place a Fake Research Machine blueprint in there to be constructed. Make sure
you don't bother adding a door, and then just sit back and wait for it to be
built. It shouldn't take too long for an agent to notice this blatantly
obvious ruse, run in and steal the fake machine thinking they're going to get
a nice shiny gold star from their bosses when they return with what they think
is the real thing. ;) Man, Dark Helmet was right wasn't he? ;D
One down, one to go. Next, you must uncover the locations of the three
pieces of research apparatus in the world map by sending minions out to plot.
This can take a while if you don't know where to look, but that's what I'm
here for after all, right? ;) Now then, here is the list of the objects and
their locations. All three require 2 Technicians and 2 Guards minimum:
Impact Stress Analyzer - Europe
Centrifuge - Australia
Laser - West Coast
And yes, you read that right when you checked out the West Coast. The name of
the mission is 'Frikken Laser' ^_^
Once both sub-objectives are complete, you'll be rewarded with a Heavy
Machine Gun Rack, to be added to your armory for the use of Mercenaries.
Congrats, Objective III is complete! Easy one wasn't it?
Objective IV: Masterplan Machination
You'll need a master plan before you can build a Doomsday Device and take
over the world.
* Reach the Notoriety rank of "Insane"(200)
* There are three embryonic ideas for Doomsday Devices, but each needs three
pieces of vital information before it can be pursued any further. The
information can be found in many ways. It could be hidden in a region on
the World Domination Map, or captured as a reward for completing an Act of
Infamy, or even held by an enemy agent invading your very base!
This and Objective V appear in your Objectives Screen at the same time, but
for the sake of ease in writing this FAQ I will explain them one at a time.
Reaching a Notoriety ranking of Insane (200) is simple enough. Just keep doing
various Acts of Infamy across the globe while working on your research. This
would be the perfect time to begin kidnapping the various advanced minions
strewn out across the globe, so get to it. You should at least have access to
Mercenaries, Spin Doctors, and Scientists before you get too much further
along. Work on raising your maximum minion level as well, you'll need all the
extra hands you can get, as raising your Notoriety level will soon draw the
attention of the deadly and highly annoying Super Agents to your so-called
'secret' lair.
Expect visits from at least Mariana Mamba before long, and Jet Chan should
show up sooner or later as well. Here's a post on the matter of Super Agents
from the board, which I feel explains a lot. I hope you don't mind Critas, but
I have edited the notoriety level required for Mariana to show up due to new
information that has come to light recently:
-----
From: Critas | Posted: 10/10/2004 5:41:57 AM
Okay there's a HUGE lie in the documents and help files. They all say that
agents come after you based on your heat level. Well after I beat the game the
first time, I decided to play the game real slow and try to avoid heat. I was
careful to always let the heat for a region drop to almost nothing before
sending out more minions to perform missions. Then it hit me... The Super
Agents unlock on you based on your Notoriety level not your Heat level. You
unlock them at certain Notoriety levels and thats when they start hunting for
you. You could never attack S.M.A.S.H. for instance and Mariana Mamba will
still come after you by the time you hit 130 Notoriety. I'm playing a third
time, because I'd unlocked John Steele on Island One and he was totally
wrecking my base every 30 minutes. Taking it a lot more careful and saving
the non-loot missions for after I hit Island Two. Its a LOT easier. Also...
sending agents out to steal generates heat but not Notoriety. So build up a
ton of money by sending your agents out to high money areas and just sit
there. You can build up a huge wad of cash without attracting more than a few
pathetic agents. Also try to score all the loot items you can, a lot of them
lead to good research.
-----
Good info =) Now many people have asked how to deal with Super Agents. The
main answer is that you cannot get rid of them permanently while still on
Island One. You can knock them out temporarily, send them to prison, and/or
torture them into either unconsciousness or forgetting what they've seen, and
have a social minion lead them out of your base again. That is usually the
best way to take care of them, so long as you don't attack them or let them
see any object that carries heat while they're outside they should leave after
a while. On Island Two they can become much more hostile and will tend to
attack any of your men on sight, so watch out there. Once you've reached
Island Two, optional objectives will become available which will allow you to
take care of Super Agents once and for all, but more on that later. One of
the best ways to take care of a Super Agent on your island is described under
Lord Kain's bio in the Henchmen section. If you are interested, scroll back
up and take a peek. Now, moving on to sub-objective 2!
Below the second sub-objective you will see symbols representing nine (9)
different pieces of Doomsday Data, each separated into 3 categories,
Biological, Mechanical and Electronic, which are further separated into 3
sets, Circle, Diamond, and Triangle. You begin with the Biological
Circle, Mechanical Triangle, and Electronic Diamond.
You can find three more pieces of data as Acts of Infamy on the World
Domination Map, in the following locations:
One can be found in Cuba
One can be found in North Africa
One can be found in Australia
The other three will be held by the swarms enemy agents who you may have
noticed are freshly arriving on your island. You can check whether an agent
has a piece of data on him by left clicking on the agent and looking under
their Agency Symbol and checking for a DD Icon below it. You'll need to
capture them or one of the other agents in their group, and send him to an
interrogation device to 'extract' the data from him. Do this for each of the
three different data symbols you'll find. In general, only one will be held
per alliance, so once you've taken one from the P.A.T.R.I.O.T. boys for
example, no more data will show up with any more of them.
===============
*** WARNING ***
===============
Be certain that you get all Six, some people have said that they have only
managed to get 2 pieces this way, and at the same time some people have said
that they only bothered to get two of the three pieces of Data you can acquire
on the World Domination Map. While you can still allegedly proceed with 8 out
of the 9 available pieces of doomsday data, doing so WILL screw up your game,
as when you arrive on the Second Island you will not have access to one of the
three final pieces of Laboratory Apparatus: The Greenhouse, AI Supercomputer
or Environment Chamber.
===============
Once you've collected all 6 additional pieces of data, and reached 200
Notoriety, this Objective can be considered Complete! Woot. ^_^
Objective V: Loot and Pillage
Raise enough assets in money and uber-loot to open doors in the corridors of
power, and to purchase a new island if the need should arise.
* Steal 4 of the 6 pieces of uber-loot strewn across the globe. Each alliance
has at least one item of uber-loot in one of it's regions.
Very straightforward here. Send minions to plot to uncover the Uber-Loot, then
send more minions to steal it away for your exclusive enjoyment. Uber-Loot
items have the largest and most powerful Spheres of Influence in the game,
other than that of your Evil Genius, and when strategically placed in
high-traffic areas of your base can significantly improve minion performance
and reduce almost to 0 the number of deserters among your ranks. As this is
a simple, straightforward task, I'll leave it to you and the skills you've
learned so far to know how to capture each item, so here is the list of
Uber-Loot items and their locations:
Miniaturised Eiffel Tower - Europe
Excalibur - Europe
Mummy's Sarcophagus - Middle East
The Ark of the Covenant - Central Russia
Million Dollar Bill - USA East Coast
Suit of Samurai Armor - North China
Although the sub-objective will be complete once you've gathered your fourth
piece of Uber-Loot, I recommend getting the remaining 2 as well. You won't
be able to steal these items once you've moved to your second island, so get
them while you have the chance!
* Now that you have possession of the most important artifacts in the world,
some serious cash flow is needed to further cement your organization as a
true world power. Generate at least $10000 per minute through world
domination theft activity for 5 minutes, while still holding onto the
required number of loot pieces.
This final sub-objective is simple, but time-consuming. Send enough military
minions to the four regions which carry a cash rating of 9 (Mid-West, Europe,
Southeast Asia, and Middle East) to generate at least $10,000 every 60
seconds. Your Henchmen will help out a great deal in doing this, especially
if you have Eli Barracuda or Lord Kane. Make sure you send enough social
minions out along with them to keep their overall heat levels down, likely
almost all of your social minions will be busy doing this, however make sure
you leave enough of every unit behind at your lair to be able to retrain more
if the need should arise. Once you have generated the target sum, sustain
that amount for 5 minutes straight. Watch out for Justice pieces showing up
during this time, which can be a royal pain if you aren't paying attention.
It's better to set your minions to hide and start the timer over than to lose
half of them trying to stubbornly power through the last few minutes. But they
/are/ expendable, so if that's how you want to do it then by all means go
ahead. Since when do Evil Geniuses care about their men anyways? ;) And there
you have it, Objective V Complete! :D
Once both Objective IV and V have been completed, you will be given the option
to move to the Second Island at any time, by going to the World Domination Map
and pressing the big green button labeled 'New Island'. Once you press this,
all of your minions will drop what they are doing and start packing up all of
your loot objects, carrying them along as everyone runs to the nearest Depot
to prepare for departure from this island. When everyone has arrived at the
Depot, you will need to finalize the procedure by selecting your Evil Genius
and right clicking on the Depot to signal him/her to go there and abandon
your old island home. Try to make sure hostile agents aren't waiting to kill
people trying to leave the island before you start all this, especially
because your Evil Genius and their hard-earned bodyguards will be extra
vulnerable at this point. Finally when you arrive you will get a warning
telling you that if you leave now, anything remaining on the island will be
left behind once you move to your new home. Gold of course being an exception
to this. If you are sure that every one of your minions and henchmen have
made it to the depot, and all your loot is safely stored in cargo crates
waiting to be shipped along with you, click on Yes. Say goodbye to Island One,
and watch the movie as you leave this place and head to your new Volcano Lair
Congratulations, this ends Island One! =D
4 b . O p t o n a l O b j e c t i v e s 1
Optional Objective i: Cursed Collection
A sacred Native American totem pole was looted by colonial administrators
early in the 19th century. It was divided into four pieces, which were
dispersed to museums around the world. A tribal elder took umbrage at this
desecration, and placed a curse on each piece, a curse that can only be lifted
by reuniting the totem pole pieces. On their own, each piece has a negative
effect on nearby minions.
Collect all four pieces and place them near each other to create the completed
totem pole and enjoy its beneficial effects.
At some point during your time on this island, this objective will become
available to you under 'Optional Objectives'. The Cursed Totem Pole has very
bad side effects while the pieces are still separate, but once united this
is one of the best loot objects in the game, with a huge SoI which covers four
statistics. Their exact locations on the world map are as follows:
1. Polynesia
2. Central Russia
3. West Coast
4. Middle East
Once you have collected all four pieces, place them all in a square next to
each other, and they will assemble into the completed Totem Pole. This
powerful loot item restores Loyalty, Attention, Smarts, and Endurance in a
very large Sphere of Influence. Enjoy! =)
Optional Objective ii: Faking It
Intercepted messages indicate that a research station in Antarctica has
managed to develop a working cloning machine. This device could be very
useful, especially as the island has recently become the target of specialists
seeking to assassinate the Evil Genius...
Steal the machine, then make the Evil Genius interact with it to create a
clone. If this clone is assassinated by one of the specialists, you'll be
rewarded with a large drop in heat across the globe. You can create up to 5
clones, but if they die at the hands of anyone other than the specialists,
you'll suffer a small notoriety penalty.
This optional objective should become available around 160 notoriety, and as
the description says, a cloning machine Act of Infamy should appear in
Antarctica. The minimum requirements to complete this mission are 8 Workers,
3 Technicians, and 3 Guards. Send these plus at least an additional 2 guards,
and plenty of Social Minions to cover the heat. To keep your heat from going
too high, send just a few of them at a time, starting with the social minions.
Once you have the Cloning Chamber in your possession, you will be able to
create a clone by sending your Evil Genius to interact with it. Once inside,
a worker will come to enter the second chamber and be transformed into a clone
of your Evil Genius, except they don't talk and can't do anything your real
avatar can.
Now then, look around the island and you may notice a female dressed in black,
whose tool tip description is 'An Evil Genius hunting assassin'. Send your
freshly made clone out to meet her, but make sure no other hostile characters
are around before you do. When spotted, the assassin will proceed to attack
and kill your decoy, then escape the island to report your alleged
assassination to the world leaders. You will then enjoy a nice reduction in
heat from every alliance, so long as you don't have minions out on the map
at the time to prevent it from dropping below their minimum heat values.
4 c . S e c o n d I s l a n d
Objective VI: Road to Doomsday
Choose a Doomsday Device and prepare for its construction. You must build a
laboratory to accomplish this goal.
* Once a laboratory has been built, the Codex of Knowledge can be stolen from
a Siberian research lab. Analyze the Codex, then combine it with a top-tier
item of laboratory apparatus to unlock one of three potential Doomsday
Devices.
* The Codex of Knowledge is beyond the comprehension of your science minions.
Persuade a mercenary scientist to come to the island and unlock the Codex's
potential. Each world alliance has a disaffected scientist who can be
approached.
Welcome, to your Secret Volcano Lair! *Insert Evil Maniacal Laughter* :D
You've finally reached your new, extra huge second island, complete with
jungle vegetation and a smoldering volcano. It may not seem that much bigger
at first, but once you start building you'll appreciate the fact that you
could probably build two fully functional bases inside this thing. You will
notice that a new temporary strongroom has been set up, holding a maximum of
around $800,000 for now. Don't worry, you haven't lost all that wonderful cash
that you've built up. You simply don't have the capacity to hold it all on
your island yet. Once you've created a bigger strongroom your minions will
be able to start filling it up with briefcases from the depot. Also you will
note that your loot has been piled into a second Topside Shack, and if you're
a big collector like me, on the ground outside as well. Hopefully your heat
is low so agents won't be a worry yet, but if it isn't, your minions will be
congregating around this spot anyways, and should be able to take anyone
trying to steal from you this early. You should have some time before agents
start showing up though, so it is important that you take this time and
immediately PAUSE THE GAME (P by default)! Now then, take your time and plan
out your new base to your heart's content. You aren't getting another island
after this, so it's important you get it just how you like from the start.
Think carefully about where your entrances will be, make nice big spacious
rooms or creatively shaped ones, and make sure you leave room to plan out your
trap halls and/or trap rooms. Leave space to expand rooms that you know you'll
be adding more objects to later, especially the Training Room. Even if you've
unlocked every minion and piece of training equipment, you may want to expand
on that room later anyways to add duplicate pieces for quicker training of
your evil masses, or just build another Training Room somewhere altogether.
When building your new Laboratory, keep in mind that when you arrived here,
you immediately unlocked three (hopefully) new pieces of Research Apparatus:
The AI Supercomputer, Greenhouse, and Environment Chamber. If you did not, I
highly advise re-loading your game from the previous island and getting the
pieces of doomsday data you missed.
Alrighty, is your base all planned out and ready to build? You sure? Didn't
miss anything, right? What about that corner over there, are you sure that's
supposed to look like that? Alright then, unpause and let your minions build
away! Remember, you're building your entire empire again from scratch here,
this is going to be -very- expensive, likely upwards in the millions,
especially if you are trying to get one or two of every object. While the base
is under construction be on the watch for investigators who will begin to
flock to your island. If they manage to get high heat from photographing your
stolen loot or by other means, it is entirely possible to have a couple squads
of good veterans summoned to take care of you. You are very vulnerable right
now, so whatever the cost, do not let this happen! Even if it means body bags
strewn across the island sapping loyalty and attention.
Five hours later, once you're all settled in and your Laboratory is built, it
is time to begin following your actual objective for this part of the story.
Go to the World Domination Map and check Siberia (Red). If you don't see a
bright shiny Act of Infamy for stealing the Codex of Knowledge, send some
people there to plot for it until it does appear. While you could always go
after the Mercenary Scientists first, I advise taking care of the Codex before
you get the Scientists. This is because once you've kidnapped a scientist,
teams of highly trained assassins will begin to invade your island one after
another, to attempt to assassinate the defecting scientist. This will put
unnecesary pressure on your base if you got the Scientist first and you're
waiting for the Codex to arrive, but if the Scientist comes last, he'll be
able to get straight to work decoding it for you.
Once you've managed to steal the Codex, search for a Mercenary Scientist AoI
in one of the following regions. Remember you only need one, but if they die
they will reappear on the map in the same places:
Antarctica
Siberia
South Africa
Southeast Asia
West Coast
Once you've managed to kidnap.. errr, recruit your Frankenstein wannabe, you
just need to make sure he has access to the Codex. If so, he should head to
your lab and get to work decoding it right away. While you have a Mercenary
Scientist on the island, as mentioned groups of Assassins will begin to
appear. They have about the same statistics as a group of 'good' veterans, and
are similarly armed. Take care when dispatching them using the strategies that
you've learned so far. Once your Codex has been researched to 100%, the next
step in the Doomsday process begins. Be ready by having a henchman stationed
in the room.
* The mercenary scientist has had a change of heart, and is trying to escape
the island to defect back to the forces of justice. Kill him!
Hopefully you had a Henchman nearby (preferably one with a ranged attack), and
your Research Lab is deep within your Lair. For an easy kill, lock him into
the Lab with your Henchman and have him pound the little geek into a fine
patte. Otherwise, set the base to yellow or red alert and give him a kill tag.
Chances are he'll never make it halfway to the exit. ;) Eli's Super Headshot
will make quick work of him as well. Simple enough, now on to the next part!
* Research the Codex of Knowledge with one of the top-tier items of
laboratory apparatus to choose the Doomsday Device payload that will be
used to bring the world to its knees!
A) Codex + Greenhouse = ID Eliminator
B) Codex + Environment Chamber = Earthquake Beam
C) Codex + AI SuperComputer = Gravity Disruptor
While some of you may be disappointed that there's no Weather Control Device
or plans to mount a 'frikken laser' on the moon and blast Washington D.C.,
there are plenty of nice choices for you at this point as to what your device
of Ultimate DOOOOOOOOOOOOOM will be! Whatever you decide, set the Codex to be
researched using the corresponding apparatus, and wait for your science team's
hard work to finally pay off. Sit back and do an Evil Laugh as all your plans
finally begin to come together.. ;) First the Alliances, and then?
THE WOOOORRRLD!! MWUHUHUHAHAHAHAHAHAAAAAAA!!!!! .....*ahems* >_>
* Build the rocket cavern in preparation for the Doomsday Device
construction.
And another simple objective. Turn your attention to the massive crater in
the center of the island. You may now right-click on the area to bring up the
build object options. Choose the crate icon and you'll be able to select the
Rocket Cavern to be installed in this spot now, for a measly $150. Yay for
natural cave formations. It may take a while for your minions to get around
to building it, but in the meantime make sure that a part of a corridor is
attatched to the green construction curtain so they can get it set up for you.
Three boxes of construction materials must be delivered from the depot before
it will be finished, despite how normally a single minion can carry $5,000
worth of construction materials. Congratulations, Objective VI is now
Complete!
Objective VII: Global Chaos
The masterplan is building up a head of steam now. Before the rocket can be
constructed, a supply of specialist resources will be needed. It will also be
necessary to install operatives into positions of power in all of the
territories, so that we can monitor their activities.
* Building the rocket super-structure takes a variety of different resources,
from rocket fuel to titanium. These resources are rare and valuable and
only avaliable from a number of facilities dotted around the globe. Our
agents in the field have located a number of locations where we can obtain
these valuable resources. We must hijack them until we have the neccesary
components to build each section of the rocket super-structure.
Each section requires five crates, your forces will siphon these resources
from each facility for as long as they are able and the message bar will
inform you when you have enough resources to allow you to build a new
section of the rocket. Be advised, the forces of Justice won't take kindly
to your pillaging such valuable resources; therefore, your forces both on
the island and out in the wider world should be on full alert.
* A foolish S.A.B.R.E. diplomat has arrived on the island. This is an ideal
opportunity to interrogate him, then use the secrets he revealed to replace
him with our own mole.
* A P.A.T.R.I.O.T. diplomat has decided to pay our island a little visit.
Interrogate him until he gives us some information we can use to install
one of our own diplomats in his stead.
* A H.A.M.M.E.R. diplomat is taking a hands-on approach to investigating our
operations. Interrogate him and make him see the error of his ways, then
replace him with one of our own diplomats.
* An A.N.V.I.L. diplomat is taking an ill-advised holiday on the island.
Subject him to an interrogation, then replace him with one of our own.
* A S.M.A.S.H. diplomat has made an unscheduled stop at our island.
Interrogate him and force him to reveal some information that will help us
to install one of our own diplomats in his now vacated position.
We'll get back to the rocket supplies in a bit, for now let's focus on the
various ambassadors taking poorly planned sightseeing trips to your isle.
Though all six sub-objectives are listed here, you'll notice you start with
the first two. The rest will gradually filter in as more and more of the
diplomats make their way to your island. They are easily captured, but they
will appear as Pink rather than Red dots on your radar, so pay attention when
you are scanning the island for them. If you haven't captured and trained up
diplomats yet, get cracking, as these guys unfortunately won't count towards
giving you free ones. Fortunately you may still interrogate them without yet
having diplomats, which will reveal the next steps. BE WARNED: When you capture
one of the five diplomats, a rescue team consisting of a large group of Good-
rated Veterans will land on your island and attempt to recover him. Therefore,
if you aren't prepared to deal with up to fifty (literally) ticked off Good
Veterans swarming all over your island, I'd advise taking them one at a time.
In the meantime, set all the others with Weaken tags, as for some reason doors
tend to open for them no matter what the security level, giving them the run of
your evil lair and gaining lots of heat from what they see if left unchecked.
* Plant a diplomat in the Soviet cabinet.
* Plant the diplomat at the British Consule at Bangalore, in the Indian
Subcontinent
* Send a diplomat to infiltrate the Singaporean government.
* Send a diplomat back to Uruguay in place of the one we liquidated.
* Install a diplomat into the US Senate.
(Under Construction)
4 d . O p t i o n a l O b j e c t i v e s 2
Optional Objective iii: Defeat Mariana Mamba
Careful observation of Mariana Mamba has revealed how much she relies on her
looks to achieve her goals. If we can strap her to an Infirmary Chair, our
scientists can administer some treatment that will nullify her main weapon
for good.
Finally, the opportunity to permanantely eliminate your first Super Agent has
arisen. This Optional Objective appears within moments of your arrival on the
second island. Once you've built an Armory with holding cells, and an
Infirmary with an Infirmary Chair, capture Mariana the next time she shows up
to investigate your Eeeevil Lair and send her to be interrogated using the
Infirmary Chair as the torture device. Then just sit back, and enjoy the
show ;) One less nuisance to worry about, yay!
Optional Objective iv: Defeat Jet Chan
Jet Chan seems to be undefeatable, but every man has an Achilles' heel - if we
can find out what that is, we can use it to our advantage and defeat him once
and for all.
* At great expense and risk, our operatives in China have discovered that Jet
Chan learnt everything he knows during his upbringing in the Kun Shan
monastery. As luck would have it his actual mentor has retired from the
monastic life and is now living in a shack in the Plateau of Tibet region.
It should be a simple matter for us to kidnap him and then 'persuade' him
to tell us all he knows about Jet Chan.
Around the time you've gotten your Rocket Cavern built or sometime near it,
this optional mission should unlock for you. As a side note, I had 220
Notoriety when this Optional Objective unlocked as well, which narrows down
the requirement within 20 points. I'm certain you're eager to get rid of the
Kung-Fu Menace once and for all, but before you can kidnap his former master
you need to have plotted enough in Central Asia for the AoI to show up. If you
don't see a bright shining AoI there with a martial artist inside, send some
scientists or better to go plot for it until it appears. That done, you need
to send 10 workers and 2 martial artists minimum, and you can probably
accomplish it with that plus another three military minions and your socials
to kill the heat.
* Now that we have Master Miato we can extract the information we need to find
out Jet Chan's weakness. Due to his many years meditating he will be immune
to all types of psychological interrogation, only physical persuasion will
do.
What this means is basically, only interrogation devices which reduce the
victim's Health will work to persuade the Master. These include the
Interrogation Chair, Bookcases, Laser, Impact Stress Analyzer and the Marksman
Range. Send Master Miato to be tortured at one of these devices to unlock the
means for defeating Chan.
* Our tender ministrations have revealed Jet Chan's hidden secret. He has gone
so long undefeated that if someone were to beat him in a fight, then he would
probably quit A.N.V.I.L. in shame and retreat into hiding for some serious
meditation on his failure.
Capturing and forcing him to take part in a "totally fair" one on one fight in
a dojo should do the trick. Just to be sure we will dose his bread and water
liberally with sedatives.
You have the knowledge, you have the means, so all you need now is Chan. Upon
Jet's next visit to your humble abode, beat the everloving @$#^ out of him and
send him to your holding cell. Once properly captured, assign him to be
tortured using the Training Dojo, and enjoy the show. Sayonara, Jet Chan!
------------------------------
= 5. Common Questions (FAQ) =
------------------------------
------------------
= 7. Base Design =
------------------
7 a . D r a g o n m a w ' s B a s e
D e s i g n F A Q
This section has been quoted directly from Dragonmaw's guide and added at his
request. It has been modified for context. The opinions expressed within do
not necessarily represent those of Torias, and your personal tastes in base
design may differ:
I will review several aspects of designing your base,
from the easy to do, simple base designs, to the incredibly hard,
but very useful base designs. I will also cover the designing
methods as well.
Each base design submitted will be judged according to 6
characteristics:
Complexity (How complex or convolouted the design is)
Time (How long it takes for a minion to travel the length
of the base)
Efficiency (How well your minions work in said base design)
Cost
Security (How easy it is for agents to infiltrate the base)
Modularity (How modular the base is, IE, how easy it is to
add traps and other extra items, such as loot.)
Each characteristic has 5 potential judgements:
Very Low
Low
Medium
High
Very High
Here is the best rating for each characteristic possible:
Cost: Very Low
Time: Very Low
Complexity: Medium
Efficiency: Very High
Security: Very High
Modularity: Very High
Submit designs and tips to dragonmaw@gmail.com
----------------------------
This Base Design guide is
seperated into the following
sections:
A simple design, and the most often used, this design
focuses on keeping everything connected to a corridor,
which ends up allowing for massive trap potential,
and a long base design, but it is rather easy to navigate
and has poor efficiency. It also costs quite a bit and
takes quite a long time to travel, unless you add extra
entrances, which leads to decreased security. Good for
early in the game, but later on, you will want to switch designs
Cost: Medium - High
Time: High
Complexity: Low
Security: Low
Efficiency: Very Low
Modularity: Very High
---------------
Interconnection
---------------
Another simple design, it saves money on corridors, and if
used right, takes efficiency to soaring heights. Instead
of wasting money on long corridors,each room is interconnected,
saving travelling time. Thanks to the decreased time travelling
and the increase in efficiency, you can afford to have just one
entrance.However, due to it's compactness, modularity is not
very good and security is somewhat lowered thanks to the absence
of trap-infested corridors.
Cost: Low - Medium
Time: Low
Complexity: Medium
Security: Medium - Low
Efficiency: Very High
Modularity: Low
The best of the simple base designs, the efficiency expert
combines the corridors ofCorridor Madness with the efficient
compactness of Interconnection to bring youa great design.
It is characterised by corridors filled with traps immediately
followed by complex, compact grouping of rooms, allowing for
massive potential.However, the cost is high, which makes
building such a base quickly very tough.
Cost: High - Very High
Time: Low
Complexity: Medium
Security: Medium - High
Efficiency: High
Modularity: High
=================================
Section 1.2: Complex Base Designs
=================================
---------
Deathtrap
---------
A base design which focuses entirely on setting up trap
potential, it is characterised by long, twisting corridors,
infested with traps, large rooms with many, many traps
and sensors, and finally, the heart of the base,
where everything takes place. It is a great design for
eliminating agents, but is very bad in most other respects.
Because it is so complex and long, efficiency drops to a
minimum and the time it takes to complete even simple tasks
skyrockets. Friendly fire is a problem as well, becuase
eventually minions will stumble upon your traps and kill
themselves. Finally, the cost of such an endeavor is
enormous, which means that it is not to be built lightly.
Cost: Very High
Time: Very High
Complexity: Very High
Security: Very High
Efficiency: Very Low
Modularity: Very High
----------
Deep Earth
----------
Very similar to the Deathtrap design, deep earth consists
of building a long convolouted corridor which ends up in
the center of your base. Agents will spend such a long
time just trying to reach the actual base that they will
go home before seeing anything bad. Coupled with
psychological weakening, this design almost ensures that
agents will never find anything to incriminate you with.
It often includes corridors that go in circles and large
empty rooms. However, the cost is VERY high, and efficiency
drops, as well as time.
Cost: Very High
Time: Very High
Complexity: High
Security: Very High
Efficiency: Low
Modularity: High (But isn't used)
A base design centered around fooling agents into thinking
your base is merely a simple corporation or company, this
base design is characterised by a front, often consisting
of a Barracks, Control Room, Mess Hall, and all the other
low-no heat rooms, followed by a trap infested corridor
which leads to the high heat rooms such as the Armoury,
Sanctum, Power Plant, and Freezer. It has high efficiency,
high security, but only a somewhat good Modularity rating,
and high costs. It is quite possibly the best design I have seen.
Cost: Very High
Time: Medium
Complexity: Medium
Security: Very High
Efficiency: Very High
Modularity: Medium
=============================
Section 2.0: Base Design Tips
=============================
- Keep rooms that replenish minion's stats near the heavy
work areas. In other words, keep rooms such as the Mess Hall,
Barracks, Staff Room, and Library somewhat close to the Control Room
or other areas where minions are often found. This will increase
efficiency
- Build a good security network. With cameras and loudspeakers
placed properly, your base willbe the epitome of secure.
Remember, in order for cameras to see someone, you must have
them tagged.
- Traps are your friends. They help keep enemies out of
sensitive areas, which means low to no heat will be generated.
I suggested traps such as the attention or intelligence draining
gas traps, or wind tunnels, or the like. Sending an agent home
alive and without suspicion is better than killing him by far.
- Loot is used to keep up your minion's loyalty, so place it
in areas where it will be easily seen. However, moderate
this with caution, or you will lose the loot along with
some notoriety, which is very bad
From Steve Lee (email: steeve.tzr(at)Gmail(dot)com):
------
I wanted to help contribute what little I know about base building to
you if you don't mind.
Feel free to use any/all info I put in here with your own edits, I'm
doing this for the love of the game, not for any recognition.
1. I usually build a long hall way from the entrance of the base with
cameras and wind tunnel traps before i put down any rooms so my
minions have more time to weaken them and lead them away before they
find anything incriminating.
2. I usually build stat recovery rooms in "strips" i'll diagram it below.
H = hallway
b = barracks
m = mess hall
t = training room
* = minion play room
L = loot
This way, traveling between these rooms is very fast and for minions
moving between tasks they walk through the loot's circle of influence.
you can replace loot with the Evil Genius for another boost in
loyalty. Plus when torturing someone with the mess hall mixer, all
nearby minions get boosts to their loyalty.
I've left out some other rooms like the research room and archives and
infirmary but you can just add those as more strips and layer loot in
between.
-----
Under Construction
(The boards are getting busy, so for the best chance of inclusion submit
ideas to Torias directly via E-mail)
---------------------------------
= 8. The Art of Nefarious Traps =
---------------------------------
--------------------
= 9. Research Tree =
--------------------