______ _ __ / ____/ __(_) / / __/ | | / / / / ______ / /____| |/ / / / / ____/__ /_____(_)___/_/_/__ / / __/ _ \/ __ \/ / / / / ___/ / /_/ / __/ / / / / /_/ (__ ) \____/\___/_/ /_/_/\__,_/____/ Walkthrough/F.A.Q. Version 0.37 Researched, Developed, and Written by Torias Copyright ©2004 Contact Info ------------ Email: ToriasNW(at)Gmail(dot)com MSN: ToriasNW --------------------- = Table of Contents = (UC = Under Construction) --------------------- 1. Introduction 1a. Copyright Information 1b. Version History 1c. Acknowledgements 1d. Foreword 2. Select Your Genius! 2a. Difficulty 2b. Avatars 2c. Henchmen (UC) 3. Controlling the World 3a. On the Islands 3b. World Domination Mode (UC) 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) 4d. Optional Objectives 2 (UC) 5. Hints & Tips (UC) 6. Base Design (UC) 7. The Art of Nefarious Traps (UC) 8. Research Tree (UC) 9. Glossary (UC) 10. Common Questions (FAQ) (UC) ------------------- = 1. Introduction = ------------------- ============================= - 1a. Copyright Information - ============================= This F.A.Q/Walkthrough is Copyright ©2004 to Scott Zimmerman (Torias) This document is protected under International Copyright Law. Do not edit, alter, or otherwise change this document without the express permission of the Author. By opening and reading this file, you agree 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, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display or publication is strictly prohibited, and a violation of copyright. If you are interested in posting this guide on your site, please contact the Author. No site, which charges to view their posted content, or otherwise has any form of pay-for subscription service, which would be required to be subscribed to in order to view this guide will be allowed to post it in any shape or form. (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.) ======================= - 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 ======================== - 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. 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 ^_^ ********************************************* Dragonmaw (email: dragonmaw(at)Gmail(dot)com) ********************************************* 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. When conducting research, Maximilian is able to squeeze more efficiency out of his workers, making it cost less to buy research incentives to narrow down which apparatus to use in each experiment. ---------- * 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 increasing the time between rises in heat and agents actually being dispatched to your island. 2 c . H e n c h m e n ==================== - Primary Henchmen - ==================== Extra Primary Henchmen become available at ??? and ??? Notoriety * Jubei * Health: 80 Loyalty: 100 Attention: 60 Smarts: 50 Endurance: 70 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. * Eli Barracuda * Health: 80 Loyalty: 100 Attention: 60 Smarts: 50 Endurance: 70 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. * Lord Kane * Health: 80 Loyalty: 100 Attention: 60 Smarts: 50 Endurance: 70 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. ====================== - Secondary Henchmen - ====================== * Dr Neurocide * First available at 75 Notoriety Health: Loyalty: Attention: Smarts: Endurance: Power 1: Power 2: Stealing: Plotting: Vitality: * Red Ivan * First available at 75 Notoriety Health: Loyalty: Attention: Smarts: Endurance: Power 1: Mine Field Power 2: Cossack Grenade Jig Stealing: Plotting: Vitality: 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. * The Matron * First available at 75 Notoriety Health: 60 Loyalty: 100 Attention: 100 Smarts: 100 Endurance: 60 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. * Moko * First available at ??? Notoriety Health: Loyalty: Attention: Smarts: Endurance: Power 1: Power 2: Stealing: Plotting: Vitality: 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, though having a fully staffed Control Room will also occasionally reveal AoI's on their own (See the section on the Information Level bar above). 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. ----- Loot locations to be added later. 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 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. 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. Agent Levels ------------ Super Agent Stats ----------------- * Mariana Mamba * Health: 80 Loyalty: 80 Attention: 80 Smarts: 60 Endurance: 80 Special Power: Feminine Charm 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 Smarts damage (she's a stereotypical ditzy babe, what do you expect?), so have Spindoctors around to weaken her, and subjecting her to Smarts-draining interrogation is very effective. * Jet Chan * Health: ?? Loyalty: ?? Attention: ?? Smarts: ?? Endurance: ?? Special Power: (Under Construction) ------------------ = 4. Walkthrough = ------------------ 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. Try to get all three quickly, some people have said that they have only managed to get 2 pieces this way, and while you can still allegedly proceed with 8 out of the 9 available pieces of doomsday data, it's best to get them all so all paths will be open to you in the endgame. 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: Miniaturized Eiffel Tower - Europe Excalibur - Europe Mummy's Sarcophagus - Middle East Ark of the Covenant - Central Russia Million Dollar Bill - USA East Coast 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 Under Construction ------------------- = 5. Hints & Tips = ------------------- ------------------ = 6. Base Design = ------------------ --------------------------------- = 7. The Art of Nefarious Traps = --------------------------------- -------------------- = 8. Research Tree = -------------------- --------------- = 9. Glossary = --------------- ------------------------------ = 10. Common Questions (FAQ) = ------------------------------