Evil Genius FAQ 2.3/November 20, 2004 Author: saintly@innocent.com The FAQ is copyright 2004, but 'Evil Genius', 'Elixir Studios' and all other trademarkeable names & copyrights are probably trademarked by their holders. This FAQ is not officially endorsed or authorized by anyone. I need help. Beyond the psychiatric or therapeutic help I probably need for my video game addiction(s), I need YOUR help with: - New strategies, comments or tips you can think of for any section, especially if you have a tip for designing your base, using a henchman or using a trap combo that works really well for you. - Correcting any mistakes or awkwardly-written sections you notice You can either email them to me or post them to the GameFAQs message board and hope I see it. I suggest you put the words "Evil Genius" somewhere in the email message subject, and if you're feeling generous put in the FAQ version number you see above. QFX Contents: Quick-Find tags have been added to help you find the section of the faq you want without having to page through it. They're three letters long and start with 'QF'. To jump back to the table of contents hit CTRL+F in your browser and search for 'QFX'. It should jump right back here. The tags you can search for are given in parentheses. SYNOPSIS new in this FAQ OFFICIAL PATCH GETTING STARTED FAQ: frequently asked questions MISSIONS/WORLD MAP (QFM) comitting acts of infamy heat effects quick-find loot/mission tables (QFL) ROOMS quick price reference (QFP) descriptions RESEARCH (QFR) island 1 island 2 TRAPS (QFT) BASE SECURITY & DESIGN security networks the hassle-free base TORTURE HENCHMEN (QFH) henchman experience descriptions & ratings generic minions AGENTS (QFA) generic types super-agents: effects & methods of defeating them 1001 USES FOR A TOPSIDE SHACK NOTORIETY TIMELINE (QFN) LOOT ITEM EFFECTS CHEATS (QFC) advanced game tweaking MISC tidbits, known bugs, web resources CREDITS ------------------------------------------------------------------------------- GAME SYNOPSIS/FAQ META-INFO This game is similar to Dungeon Keeper. You're the evil boss and you have an underground lair to manage. Just like in DK, you need to carve out your base from the mountain, lay traps, fight off intruders & research new traps and base features to make your evil life easier. You can torture the good guys in a dozen ways, train your minions into better ones or kill them on the spot as an example to your other minions. Unlike DK, you won't be scrapping your base and starting over for every scenario. You'll focus on designing a good base, incorporating new design elements as they become available, stealing from countries & completing missions to boost your notoriety and raising your henchmen's experience levels so they'll get cool new special abilities. You can't micro-manage what your minions do as much, but aside from a couple instances you don't really need to. The AI is pretty decent. You DO get a say in what types of minions you have and how many of each you want at any given time. If you enjoyed DK, you'll probably like this game. The quirky style is a big plus for me. The inability to control what your minions do directly places more of an emphasis on base design than real-time-strategy. The definite objectives should please people who like games that can be beaten, though you still have unlimited time between them that you can spend doing whatever you want. If you haven't played DK, but you like games that let you design things, like SimCity, Railroad Tycoon or even Civilization you may want to give this a try. Especially if you liked building a big city, then inflicting lots of disasters on it and cackling evilly. =) The latest version of this FAQ can be found at GameFAQs and EvilPlanet: http://www.gamefaqs.com/ http://www.evilplanet.com/ [This site is dedicated solely to Evil Genius] If you found it somewhere else, make sure to get the latest version before sending me any questions or comments. Other sites are free to post it without asking me so long as: 1) It's posted in it's entirety 2) You don't charge people to see it NEW IN THIS FAQ: Version 2.3 Misc: Many sections re-written for clarity, patch section added Missions: Loot missions marked in the big list Rooms: Objects that can be used in research have it stated in their desc. Notoriety: Max notoriety per region info Henchmen: Monty, Dr Neurocide updated, Blackheart added. Version 2.2 Misc: typos & minor corrections 'Loot item effects' table, 'Misc' section added, a few tips added Henchmen: Cheap powerleveling trick included, exact effects on world map Rooms: Time clock description corrected, control panel effects Objects: Regeneration rates from all furniture objects added & compared Version 2.1 FAQ: Four more questions answered Missions: List completed Henchmen: Mesmero abilities updated, generic minion descriptions. Rooms: Corrections made to several rooms & room object descriptions Base design: Lots of tips & features to make your base hassle-free Version 2.0 Misc: Corrections, sections reorganized, quick-find tags added, 'New in this FAQ','Uses for Topside Shacks' sections added FAQ: Four more questions answered Missions: Heat effects section added Rooms: Cost of building room tiles added Traps: More traps & strategies listed, cash rewards table. Henchmen: Moko & Ivan descriptions updated, XP-Per-Agent table Advanced Tweaking: Editing max. population, tweaking game startup, changing hiding duration, fixing monkey-cage, several mods. Notoriety: Rank names, #free minions per rank table Version 1.0 More questions answered in Frequently-asked, stealing values for Mercs and top-tier military units added. Several missions added, loot table updated to show what loot leads to research. Room objects list updated to show which items are researchable. Minions section completed. Research section finished & reorganized into a more useful tree so you can find what tools to use on an object quickly and what to research & build to lead to further research. Trap section started. Notoriety section started. Version 0.8 Research section added, Agents added, a few tips added, more... [I forget what changed between 0.5, 0.6 and 0.8] ------------------------------------------------------------------------------- OFFICIAL PATCH If you just bought the game, the first thing you should do is to patch it. The patch fixes a number of bugs, including the death cubicles and being unable to research Camouflaged Sentry Guns in the US release of the game. Get the patch from: http://www.evilplanet.com Exact details of what the patch fixes are on the same page where you download it, but I think that fixing death cubicles alone makes it worth installing. ------------------------------------------------------------------------------- QF2 STARTING OUT/BEGINNER'S GUIDE This isn't a walkthrough, just suggestions for beginners trying to learn the game. Your first game is probably going to be a scratch game anyway... You will have a much easier time after you restart with better design ideas. You may want to swap your mouse buttons in Windows. The game was set up for left-handed people: the RIGHT mouse button does the default action, like selecting, moving, clicking, etc. (usually) and the left does stuff you probably don't want it to, like jumping to the henchman instead of selecting him, etc.... Picking an Evil Genius avatar: - Maximillian -- His special ability SHOULD reduce the cost of research incentives by 90%, but it's broken. He's still a well-balanced avatar with an excellent starting henchman. His area of influence is medium sized, his minions loyalty & attention regen at a medium rate, and he starts with Jubei as a henchman, who's great at killing things and defending you. If you murder a minion in range of other minions, they get +5 regenerated to all stats. He's good for beginners; Jubei will make it easy for you to take out problem agents and you can stick Max in the control room to help keep your minions loyal. - Alexis -- Minion loyalty drains 20% slower (this helps a lot). Her area of influence is massive (about 4x the total area of Max's) but her minions regen loyalty & attention in it 25% slower than Max. She starts with Eli Barracuda as henchman, who doesn't suck but is probably the worst of the three starters. She gets a huge bonus to nearby minions for murdering a minion (+10 regen all stats). She's good for intermediate players; the loyalty drain helps a lot to keep social minions from deserting, otherwise they tend to leave after spending too much time out at your hotels keeping tourists happy. Once you get a bunch of loot items in your base her huge effect radius isn't that important. Plus, you won't get the uber Kane + Jubei tag team till 360 notoriety, long after you have all 5 super agents breathing down your neck. - Shen Yu -- Agents spend 10% shorter time on his island. Area of influence is small, but regen rate is 3x Max's. He starts with Lord Kane, who's great for quickly disabling super agents when they arrive later (when he's teamed up with any other henchman). He gets a medium bonus to all nearby minions for murdering one of your own minions (+7) Of the three, I like him the best now. You can pick up Jubei pretty early, and with a bunch of loot items you won't worry about his lack of a decent- sized effect radius. * Thanks Sulfuras for the Alexis's special abilities. Everyone starts with $250,000 and the same stats. You can decide how secure you want your base to be. Minions seem to fetch things to build your base from the helipad and dock. If you give your base a second entrance by the helipad, you'll speed up purchases. If you opt for the single-entrance, it will be more secure. Build a stronghold inside your base, put a door on it. Move your briefcase rack into the new hold, then demolish the old one. All your gold will be moved automatically. Don't bother with any traps at first, they suck and aren't able to kill even the weakest investigators. DO build a large barracks. Put 3 or 4 bunk beds in it, then TONS of lockers. In the beginning, 1 locker = 1 extra minion, and it's the fastest way to get them. You need to have enough to man at least 3 control panels (6 minions, plus 1 or 2 spares), AND a bunch to send on missions. 20 or 30 lockers isn't overkill at this point. Go to the minions screen and set the 'workers' section to the max number of minions it will let you have. Build a control room deep inside your base with 3 or 4 panels, then a power station to power it. Now you can start sending your workers out... you have considerable leeway in the world before you capture and interrogate the maid. Send 10-20 workers to the USA midwest in 'stealing' mode. Send 5 more workers to each of the missions available at the start of the game (not simultaneously; complete each mission, replenish your workers, then move on to the next. You may want 7-8 for the West Africa mission). Now send those 5 workers out, 1 per country in 'Plotting' mode, to North China, Middle East, West Coast, Cuba, and Siberia. Each of those regions has at least 1 hidden 'Act of Infamy' that can be completed with only Workers (Cuba has two). Wait till these have been uncovered, then recall those 5 workers. Now send workers to each of these missions, for the Risk 1 missions (Middle East, Cuba, Siberia, West Coast), it's a good idea to send twice as many workers as needed. If you attempt the North China and Cuba #2 mission, send at least 3-4 times as many. If you want to get ahead of yourself, you can do any of these: - Send 1 worker to every region of the world in 'Plot' mode to discover as many missions as possible. Check the mission list to see what you can find; A total of 36 missions are discoverable at this point (including the 4 you started with), of which 10 can be completed. Although your notoriety won't let you discover missions in Europe, East Bloc or Southeast Asia, you can still plot there if you like so that the missions show up immediately as soon as your notoriety is high enough. If you keep 6 panels staffed, you should be able to get all the plotting done for the game by having single workers plot for 30-45 minutes in all regions of the world. - Rack up huge amounts of cash by stealing from the Middle East or Mid-West. Some of the later stuff costs tons of money. A million bucks or so should tide you over for a while. 50 workers sent to one of the $9-rated regions will bring in $20k per minute. I've never spent more than $10M in the course of an entire game, but your mileage may vary. - Build a hotel or two. You can build one with 3 wings in the far part of the island; make 1 wing and the hub be Lobby, another Lounge and leave the 3rd wing closed till later in the game when you get Casino. Hotels work much, much better when there's a bunch of them; build several small before you build one huge one. - Build a topside shack next to the docks and airport for later. - Let the heat die down in the countries that you were stealing from When you're ready, capture the maid, build the interrogation chamber, then interrogate her to get your first Valet. That completes Objective 1. Now you can build other rooms and start working on the next objectives. When asked to pick henchmen, I recommend avoiding Ivan on your first run through the game. He'll be more likely to destroy your base than to do anything useful unless you're very careful about micro-managing him. Dr Neurocide isn't all that great either, so I suggest getting the Matron when you're asked to choose a new henchman the first time. After you steal the research machine and start working on the doomsday ideas, you'll be attacked by wave after wave of enemies carrying doomsday data. If you don't want to rack up the XP, make sure to capture at least 1 person in the wave (you'll see a doomsday piece icon when you left-click them if their squad is carrying it) and interrogate them. If you keep killing them, their country will just send more and more waves till you get it. This is one game where it can pay to rush through trying to keep notoriety low till the end. Check the 'NOTORIETY' section for details, but it would be nice to not have all 5 super-agents poking around slaughtering your minions when you're in the middle of building your second base. You'll need 200 notoriety to go to the next island, and it's good to keep it under 240 till you've killed off the first two super-agents if you can. That will let you design your base in peace for a while. Once John Steele is after you, you have nothing more to lose by gaining notoriety, so you may as well max it out. FAQ These questions are frequently asked by newcomers to the game, so check here before posting or emailing me: - How do I convert the agent in objective 2? Torture him with the mess hall mixer ($12,000 item for the mess hall) - Why are agents tunneling into my base through the floor? If you have any space that's blocked off so that no-one can get to it, agents will come through the floor in it. Make sure every part of your base is accessible. - How do I get rid of the super-agents? You can't until you get to Island 2. Then their missions will become unlocked as you progress through the plot. - Why are waves and waves of enemies attacking me? My freezer is full and they just keep coming. You're likely on the 'collect doomsday pieces' objective; click on an enemy agent; if they have a logo of a doomsday piece, you must capture and interrogate at least one of them. If you don't, that country will keep sending waves after you till you do. - How do I get more than 100 minions? This is the cap initially. I find it sufficient to play through with 10 of each top-tier minion, 5 each of the middle ones, and 10 workers. If you want more though (more is always fun), see the end of the FAQ for the 'ADVANCED GAME TWEAKING' section. Be cautioned that the game may bug out if you have more than 100 minions when you move to island 2; some of your loot may be lost. - My base is going nuts! The Alert level jumps to yellow or red, and my doors get bumped down to security level 1. Is this a bug? Unfortunately not. You're being tormented by the SABRE agent John Steele. You probably want to nail this guy as soon as he lands on your island and before he makes it into any of your buildings (once he does he'll 'Cause Base Chaos' constantly till he's captured or leaves) - Do I need 5 of each crate? No, you just need 25 crates. It's probably better to piss off only one territory instead of all 5. - How do I build the rocket cavern & pieces? Right-click on the big cavern in the middle of the 2nd island. - I can't do anything with Oliver the Chimp, research the monkey cage trap and/or research Camouflaged sentry guns. Oliver is broken, and Camo sentry guns are broken in the US release of the game. To fix these, you need to do some data file hacking (changing numbers inside text files). See 'ADVANCED TWEAKING' for details on these. - How do I restore a dead henchman to life, or reset their lost lives? Bringing back someone from the dead would involve pasting a lot of stuff into the saved game file and would be unreliable (you'd have to make up a position to bring them back in and make sure it wasn't solid rock) To restore lives: open up the saved game file in \dynamicresources\layouts search for the text 'NumLives' change any number that isn't a 3 to a 3, then save the file - How can I destroy a section of corridor without destroying the whole thing? You can put doors at the segment you want to destroy, then the demolish tag will destroy the doors & turn whatever's between them into rock again. This works on rooms too, but you'd need to be able to block off a section of room for demolition with a single door. If you have two different room types that are connected to each other without a door, you can safely destroy one without hurting the other. You can't destroy a room that has a henchman or any sort of loot inside. - How can I destroy a topside shack or hotel? You can't once it's built. You can cancel their build orders before then, but once built you can only destroy the rooms inside them. - How do I get my scientists to research stuff? I've been waiting forever for them to get to X... You can't. Just wait longer and they'll eventually get to it. ------------------------------------------------------------------------------- QFM MISSIONS/WORLD MAP Your minions can be sent out into the world after you get a control panel. From there you can steal from countries (your primary source of income), plot to discover missions ('Acts of Infamy'), or hide. Minions generate no heat in Hide mode, but can't steal or plot. Heat will dissipate in Hide mode as well, and the minions won't be attacked by agents of justice. Super-agents in the region can attack your minions, but even then it's very rare. The thing to be careful of with Hide is that it will only last for TWO MINUTES. After that, it will automatically be canceled and the minions will resume plotting or stealing or getting their asses handed to them by the super agent they decided to steal in front of. That's TWO MINUTES after you click the 'Hide' button, even if the minions haven't gotten to the region yet. They may also automatically un-hide when an agent of justice leaves the region. If your minions are doing anything other than hiding, they'll be generating heat in that territory. The more heat, the better the agents that territory will send to your island, and the higher chance they'll send an Agent of Justice to where your minions are to kill them. See handy quick-ref table for how much cash you'll get in each region: Rating - Max - Cash/Worker Other units bring in more cash than a worker: $0 - 1000 - $ 20 $1 - 2500 - $ 50 Henchmen -- (Varies; see their section) $2 - $5k - $100 Guards -- x2 $4 - $10k - $200 Mercs -- x3 $5 - $12.5k - $250 Mart. artists -- x3.5 $6 - $15k - $300 Marksmen -- x3.5 $9 - $20k - $400 COMMITTING ACTS OF INFAMY You start with a few acts of infamy available. When you have sufficient control panels manned the region's stats will show up on the map and you can attempt the missions. Each mission specifies a risk level, a timer and the minion types it needs. Once you have the correct number of worker types in the region, you can click 'Go' to attempt the mission. The timer will begin to count down; at different points during the mission (depending on the risk- there are Risk+1 check points in each mission) some of the minions in the region will die. A 4-risk mission checks for damage at 5 points when it's running. Each minion has a chance to die during each damage check. Note that most 0-risk missions actually have 1 "death-check" point, so it's still handy to send along some muscle. Henchmen recruiting missions cannot kill your minions and are truly 0-risk. There is no reason to send just the minimum number of minions to do an AOI; Military minions like the guard reduce this chance that other minions will die, social minions cover the heat generated by the other minions and reduce the heat generated by an Act of Infamy. Science minions can keep the mission from failing if control panels become unstaffed for a while, they also reduce the time it takes for missions to complete (handy on those 7-minute missions to get it done before the super-agent shows up). Science minions are better at plotting than a worker, and military minions are better at stealing. [See the Minion Descriptions section for specifics] If you hit Abort, switch your minions to Hide mode, the control panels become unstaffed for too long, or all your minions in the region get killed, you'll fail. You can attempt the mission again after a delay. If you succeed, you gain heat in the region as noted in the mission description, and your notoriety rating will go up. Heat fades over time if you don't have minions plotting or stealing. It appears that you can 'pre-plot' in a region. That is, you can send a minion to plot there, they won't turn up any acts of infamy (since some require a certain level of notoriety or objective to be completed), but when you achieve that notoriety the acts will immediately appear. HEAT As your heat rises in a region, several things happen. First, the region starts sending agents to your island at shorter time intervals. Second, the type of agents sent gets nastier. At first you'll get only investigators and agents (if you have no heat in a region, this is all you'll get). At maxed out heat you'll get soldiers on kill missions (if you completely max out heat, this is guaranteed). In between, you'll get agents trying to steal back stuff, and then agents sent to blow things up. The more heat you have in a region on the world map, the faster Agents of Justice show up as well. With maxed out heat, agents of justice show up in about 1:40. Mission List: FORMAT: (Missions are listed in roughly the order discovered) 'Mission Title' [Risk/Time/Heat/Notoriety Gained/Notoriety needed to find] - Workers needed (Mission notes, items stolen, etc...) Titles marked with 'L-' will bring back loot, these missions will also have a different icon on the world map (representing the loot you get) and will disappear once completed. Other missions will just have their flag turned black to indicate that you've done it. Henchmen gain 25xp for completing a 0-2 difficulty mission, 50xp for 3-5, 75 for the hardest difficulty 6-9. It is NOT possible to get 100% completion in every region. Some missions are mutually exclusive (such as henchmen recruitment missions) and others will disappear once their objective has been completed. ANVIL TERRITORIES (Orange, aka 'TeWu'): Polynesia - (6 possible, 2 panels needed to see region stats) 'Fishy Business' [1/0:30/10/5/ Avail. at start] - 2 workers 'Contradiction' [2/1:00/20/10/0] - 6 workers, 1 guard, 1 valet 'Kidnap Hotel Head Maid' [0/2:00/15/1 Obj. 1 complete] - 4 workers (TRAINER: Valet) L-'1st Totem Pole Piece' [2/5:00/20/1/125] - 6 workers (Default location is your control room) L-'ANVIL Doomsday Technology' [3/3:00/20/5/250+Obj8] - sc 8 'Henchman: The Butcher' [0/0:20/10/5/0] - wk 1 North China - (6 possible, 3 panels) 'Philosopher's Stone' [2/1:00/10/5/0] - 5 workers, 2 techs L-'And Another Ming' [3/1:00/20/10/0] - 9 workers 'Capture Technician' [0/2:00/15/1/ Obj. 1 complete] - 4 workers (TRAINER: Technician) 'Oriental Crime Lord' [2/3:00/5/1/ Obj. 1. complete] - 5 guards (Objective 2 mission) 'Class Act' [4/1:00/20/10/250] - 4 guard, 3 sci, 2 spin L-'UL: Samurai Armor' [3/4:00/15/5/ Obj 3] - Valet 4, Guard 4 Central Asia - (5 possible, 3 panels) L-'Ming Bling Bling' [1/1:00/10/5/0] - 2 workers, 2 valet, 1 tech L-'Now you Steal It' [1/1:00/10/5/0] - 2 valet, 2 techs, 2 guards 'Buddha Buster' [4/1:00/20/10/0] - 3 guards, 3 valet, 3 techs L-'Resource Crate' [0/0:30/30/5/Obj7] - gd 5, me 4, qp 2 'Defeat Jet Chan' [4/4:00/10/1/ ??? optional objective] - wk 10, mt 2 Central China - (7 possible, 4 panels) 'Chairman Coup' [5/1:00/20/10/250] - 4 valet, 3 guard, 2 sci L-'Ming the Worthless' [4/1:00/20/10/250] - 5 guard, 4 valet, 4 merc 'Support Rogue General' [6/2:00/30/15/250] - 5 vl, 4 mr, 4 qp, 4 pl, 3 mk 'Philandering Panda' [1/3:00/10/5/250] - 4 guard, 3 merc, 1 sci 'Mercenary Scientist' [3/4:00/15/1/Obj6] - wk 5, vl 2, sp 2 'Capture Martial Arts Master' [2/5:36/35/1/ Obj 3 + 220] - 8 guard (TRAINER: Martial Artist) 'ANVIL infiltration' [2/5:00/20/1/ Obj 6] - 1 diplomat SABRE TERRITORIES (Green, aka 'MI5'): South Africa - (6 possible, 4 panels) 'General Disarray' [2/1:00/10/5/0] - 4 workers, 2 guards 'Destroy Diamond Mine' [3/1:00/20/10/0] - 6 work, 6 techs L-'Pilfer Giant Diamond' [2/1:00/20/10/250] - 10 valet, 3 guard 'Gambling Pay Off' [1/1:00/10/5/250] - 4 worker, 2 guard (Allows casinos to be built) 'Mercenary Scientist' [3/4:00/15/1/Obj6] - wk 5, vl 2, sp 2 L-'Resource Crate' [0/0:30/30/5/Obj7] - gd 5, me 4, qp 2 India - (5 possible, 3 panels) 'Forging Ahead' [1/0:30/10/5/ Avail. at start] - 3 workers 'In the Drink' [1/1:00/10/5/0] - 2 valet, 1 tech, 1 guard L-'Grab Priceless Model' [2/1:00/20/10/0] - 8 spin 'Indian Crime Lord' [2/3:00/5/1/ Obj 1 complete] - 5 valet (Objective 2 mission) 'Infiltrate SABRE' [2/5:00/20/1/Obj7] - dp 1 Australasia - (6 possible, 3 panels) L-'Eye Spy' [1/1:00/10/5/0] - 6 workers, 1 tech 'Burn National Park' [2/1:00/20/10/0] - 10 guard L-'Spinning Around' [0/4:00/20/5/ Obj 2 complete] - 2 tech, 2 guard (Objective 3 mission: Steal centrifuge) 'Henchman: Mesmero' [0/0:20/10/5/0] - wk 1 'Doomsday Info' [2/7:20/20/1/Obj5] - me 4 L-'SABRE Doomsday Technology' [3/3:00/20/5/250+Obj8] - sp 5, me 5 Europe (15 possible, 5 panels) L-'Grab the crown jewels' [4/1:00/20/10/250] - 6 merc, 6 spin 'Administer steroids to Pamplona Bulls' [4/1:00/20/10/250] - 2 merc, 6 sci L-'Steal Auto. Decoder' [7/2:00/30/15/250] - 5 vl, 4 mrc, 4 sp, 4 pl, 3 MA 'Royal Rumble' [1/3:00/10/5/250] - 7 valet, 3 spin L-'Monkey Magic' [0/1:00/10/1/300] - 2 tech, 2 biochem L-'Maximum Impact' [0/4:00/20/5/ Obj 2 complete] - 2 tech, 2 guard (Steal Impact Stress Analyzer) 'Fool the Press' [0/1:00/10/5/ Obj 2 complete] - 2 valet (Obj 3 optional mission) 'Seize a Biochemist' [1/5:20/35/1/ Obj 3+220] - 8 technician (TRAINER: Biochemist) 'Seize a Military Sniper' [1/5:20/35/1/ Obj 3+220] - 4 wrk, 3 guard, 1 merc (TRAINER: Marksman) 'Kidnap Quantum Physicist' [1/5:20/35/1/ Obj 3+220] - 8 tech (TRAINER: Quantum Physicist) 'Snatch Riviera Playboy' [1/2:00/35/1/ Obj 3+220] - 8 valet (TRAINER: Playboy) 'Abduct Spin-Doctor' [0/4:00/25/1/ Obj 3+220] - 6 workers (TRAINER: Spindoctor) L-'UL: Eiffel Tower' [0/6:39/15/5/ Obj 3] - Technician 4, Valet 4 L-'UL: Arthur's Excalibur' [1/2:06/10/5/ Obj 3] - Worker 4, Guard 6 'Henchman: The Matron' [0/0:20/10/5/0] - wk 1 SMASH TERRITORIES (Yellow, aka 'Interpol'): You lose heat in these regions twice as fast as others. South America - (10 possible, 4 panels) 'Collateral Damage' [4/1:00/20/10/0] - 6 workers, 4 valet 'Capture Guard' [0/2:00/15/1/ Obj. 1 complete] - 4 workers (TRAINER: Guard) 'Oilseed Inferno' [1/3:00/10/5/250] - 3 work, 3 guard, 1 merc L-'Guatemalan Gold Rush' [4/3:00/20/10/250] - 5 tech, 5 grd, 1 sci, 1 merc 'Kidnap Biochemist' [2/5:36/35/1/ Obj 3] - 4 work, 3 tech, 1 sci (TRAINER: Biochemist) 'Capture Mercenary Soldier' [1/4:12/25/1/ Obj 3+220] - 4 work, 1 guard (TRAINER: Mercenary) 'Island Incursion' [7/2:00/30/15/300] - 5 val, 4 bio, 4 spin, 4 dip, 3 mark 'SMASH Infiltration' [2/5:00/20/1/ Obj 6] - 1 diplomat 'Henchman: Moko' [0/0:20/10/5/0] - wk 1 L-'Resource Crate' [0/0:30/30/5/Obj7] - gd 5, me 4, qp 2 Middle East - (8 possible, 3 panels) 'Oil Leak' [1/1:00/10/5/0] - 5 workers 'Double, Double, Oil and Trouble' [3/1:00/20/10/0] - 6 wk, 2 vl, 2 gd L-'Shieking the Rug' [5/1:00/20/10/0] - 2 wk, 4 gd, 2 vl 'Seize Hotel Head Maid' [0/2:00/15/1/ Obj. 1 complete] - 2 workers (TRAINER: Valet) 'International Arms Crime Lord' [2/3:00/5/1/70] - 5 Guard (Objective 2 mission) L-'3rd totem pole piece' [0/3:00/20/1/145] - 5 Tech (Default location is your Staff room) 'Capture Diplomatic Envoy' [2/5:20/35/1/ Obj 3] - 8 valet (TRAINER: Diplomat) L-'UL: Mummy's Sarcophagus' [1/5:20/20/5/ Obj 3] - Tech 4, Guard 4 North Africa - (6 possible, 2 panels) 'Ear Plug' [1/1:00/10/5/ Avail. at start] - 4 workers 'Chinese Whispers' [2/1:00/10/5/0] - 4 workers, 1 valet, 1 guard 'Elephant's Graveyard' [4/3:00/20/10/250] - 15 valet, 1 guard 'Henchman: Dr. Neurocide' [0/0:20/10/5/0] - wk 1 'Doomsday Info' [1/7:20/20/1/Obj5] - sc 4 L-'Rocket Engine Plans' [4/3:00/30/5/250+Obj8] - pb 4, dp 4 Antarctica - (5 possible, 1 panel) L-'Coming in from the Cold' [1/1:00/10/5/0] - 3 workers, 3 tech L-'Steal the Cloning Chamber' [0/3:00/20/5/160] - 8 work, 3 tech, 3 grd 'Icy Reception' [6/3:00/20/10/250] - 5 work, 4 valet, 1 spin 'Snatch Science Specialist' [0/4:00/25/1/ Obj. 2 complete] - 6 work (TRAINER: Scientist) 'Mercenary Scientist' [3/4:00/15/1/Obj6] - wk 5, vl 2, sp 2 PATRIOT TERRITORIES (Blue, aka 'CIA'): West Coast - (10 possible, 5 panels) 'Steal the Library Blueprints' [0/4:00/10/1/ Avail. at start] - 2 wk (Unlocks 'Archives' room, mission appears after you kill the 4 agents that start on your island -- matt) 'Golden Opportunity' [1/1:00/10/5/0] - 10 workers 'Felonious Fund-Raiser' [1/1:00/10/5/0] - 6 valet 'Out Clubbing' [2/1:00/20/10/0] - 6 guards, 4 mercs 'American Crime Lord' [2/3:00/5/1/ Obj 1. complete] - 5 tech (Objective 2 mission) '4th totem pole piece' [4/4:00/20/1/155] - 5 valet (Default location is your barracks) L-'Frikken Laser' [0/4:00/20/5/ Obj 2 complete] - 2 tech, 2 guard (Obj. 3 mission: steal laser) 'Seize Hollywood Playboy' [2/2:00/35/1/Obj 3] - 4 wrk, 3 vlt, 1 spin (TRAINER: Playboy) 'Kidnap Ancient Martial Artist' [1/5:20/35/1/Obj 3+220] - 4 wk, 3 gd, 1 mrc (TRAINER: Martial Artist) 'Mercenary Scientist' [3/4:00/15/1/Obj6] - wk 5, vl 2, sp 2 Mid-West - (8 possible, 2 panels) L-'Well Suited' [1/0:30/10/5/0] - 5 workers, 5 techs L-'Sabotage Jet-Pack flight test' [4/1:00/20/10/250] - 3 spin, 3 merc, 3 sci 'Kidnap Militia Leader' [0/4:12/25/1/ Obj 3] - 6 workers (TRAINER: Mercenary) 'Abduct Quantum Physicist' [2/2:06/35/1/ Obj 3] - 4 work, 3 tech, 1 sci (TRAINER: Quantum Physicist) 'Take spin-doctor hostage' [1/4:12/25/1/ Obj 3] - 1 valet, 4 workers (TRAINER: Spindoctor) L-'PATRIOT Doom. Tech' [5/3:00/20/5/250+Obj8] - sc 4, sp 4, me 4, dp 1, bc 1 L-'Resource Crate' [0/0:30/30/5/Obj7] - gd 5, me 4, qp 2 L-'Defeat Dirk Masters' [4/4:00/20/1/0] - wk 5, me 2, pb 1, bc 2 Japan - (6 possible, 4 panels) 'Destabilize Stock Market' [1/1:00/20/10/0] - 8 tech 'Samurai Sword Swindle' [2/1:00/10/5/0] - 3 wk, 3 gd, 3 vl 'Abduct Repairman' [0/2:00/15/1/ Obj. 1 complete] - 2 workers (Creates a Technician; easier than N. China version) L-'Steal National Treasure' [5/1:00/20/10/250] - 8 spin 'Oriental Investigation' [1/5:20/20/5/Obj3] - tech 2, guardd 2 (Enables the laboratory) 'Henchman: Jubei' [0/0:20/10/5/0] - wk 1 East Coast - (7 possible, 6 panels) 'Obliterate Nashville' [3/1:00/20/10 0] - 8 scientists 'Pop Star Fracas' [1/3:00/10/5/250] - 6 workers, 4 valet, 3 spin 'Cause National Power Cut' [6/1:00/20/10/250] - 10 guard, 5 valet L-'UL: Million Dollar Bill' [2/7:42/10/5/ Obj 3] - Valet 8 'PATRIOT Infiltration' [2/5:00/20/1/ Obj 6] - 1 diplomat 'Henchman: Eli' [0/0:20/10/5/0] - wk 1 'Assassinate Mr President' [9/2:00/30/15/250] - vl 5, me 4, sp 4, dp 4, mk 3 HAMMER TERRITORIES (Red, aka 'KGB'): Cuba - (5 possible, 4 panels) 'Missile Crisis' [1/1:00/10/5/0] - 7 workers 'Mines a Large One' [1/1:00/10/5/0] - 4 workers, 2 guard L-'Steal El Presidente's Painting' [4/1:00/20/10/0] - 10 workers 'Recruit Montezuma' [0/0:20/10/5/0] - wk 1 'Doomsday Info' [1/7:20/20/1/Obj5] - sp 4 Siberia - (6 possible,2 panels) 'Mammoth Task' [1/0:30/10/5/0] - 8 workers 'Vodka Plot' [4/1:03/20/10/250] - 10 tech, 3 merc, 5 workers L-'Steal Codex of Knowledge' [7/7:20/35/5/ Obj 5] - 5 work, 5 guard, 2 merc (Objective 6 mission) 'Henchman: Ivan' [0/0:20/10/5/0] - wk 1 L-'Defeat Katerina Frostonova' [6/4:00/15/1/0] - gd 6, dp 3 (Goes to your training room) L-'Resource Crate' [5/1:00/20/10/250] - tc 10, me 3, wk 5 Central Russia - (8 possible, 5 panels) L-'Sound of Music' [2/2:00/10/5/0] - 6 workers, 4 techs 'Raid Secret Submarine Pens' [2/1:00/20/10/0] - 2 wk, 2 vl, 2 gd, 2 tc 'Hack into Automated Defense Network' [3/1:00/20/10/0] - 10 techs 'Take Guard Hostage' [0/2:00/15/1/ Obj. 1 complete] - 2 workers (TRAINER: Guard; easier than S. America version) L-'2nd Totem Pole Piece' [2/5:00/20/1/135] - 5 guards (Default location is your archives) 'Take scientist hostage' [1/4:00/25/1/ Obj 2 complete] - 4 work, 2 tech (TRAINER: Scientist) L-'UL: Ark of the Covenant' [1/6:20/20/5/ Obj 3] - Guard 8 'Cosmonaut' [8/4:00/30/1/250+Obj8] - grd 5, sci 4, martial artist 2 East Bloc - (7 possible, 6 panels) 'Esprit de Corpse' [1/4:00/10/5/250] - 2 merc, 2 spin, 2 sci L-'Raid War Museum' [4/1:00/20/10/250] - 3 sci, 3 merc, 8 workers L-'Obtain Ancient Throne' [4/1:00/20/10/250] - 8 valet, 8 tech, 8 guard 'Soviet Sugar Rush' [8/2:00/30/15/250] - 5 vl, 4 merc, 4 sp, 4 dp, 3 mart 'Kidnap Diplomatic Envoy' [1/5:20/35/1/ Obj 3+220] - 4 work, 3 valet, 1 spin (TRAINER: Diplomat) 'Capture Marksman Specialist' [2/5:36/35/1/ Obj 3] - 8 guard (TRAINER: Marksman) 'HAMMER Infiltration' [2/5:00/20/1/ Obj 6] - 1 diplomat QFL Quick-find missions/loot table: Obj. 2 Bosses - North China, West Coast, India, Middle East Totem Pole pieces - Polynesia, Central Russia, Middle East, West Coast Uber Loot (Easiest to Hardest) - Europe (Eiffel), Middle East, Europe (Excalibur), Central Russia, East Coast, North China Doomsday info: Cuba, North Africa, Australasia Resource Crates: Mid-West, South America, South Africa, Central Asia, Siberia Merc scientists: West Coast, Antarctica, South Africa, Central China, Siberia Diplomats: East Coast, South America, India, Central China, East Bloc Trainers: Easy mission Hard mission ----------------------------------------------- Guard - South America Central Russia Valet - Middle East Polynesia Technician - Japan North China Mercenary - Mid-West South America Spindoctor - Europe Mid-West Scientist - Antarctica Central Russia Marksman - Europe East Bloc Mart. Artist - West Coast Central China Diplomat - East Bloc Middle East Playboy - Europe West Coast Quant. Phys. - Europe Mid-West Biochemist - Europe South America All easy missions must be plotted for. Tier 3+ easy missions need 220 notoriety as well. Enable rooms: Laboratory - Japan; Steal Research Machine [Objective mission] Archives - West Coast; Library Blueprints [Available at start] Casino - South Africa; Gambling Payoff [250 notoriety needed] Impressive Loot: (Uber-loot marked with *, r- items are used in research) Totem Pole - [See above] Grecian Urn - North China *Samurai Armor - North China Third Vase(?) - Central China Babylonian Vase - Central Asia r-Camo cloth - Central Asia r-Giant Diamond - South Africa Roman Galley - India r-Mercury Mirror - Australia Marvel. Mastpc. - Cuba Stolen Throne - East Bloc r-Antique Cannon - East Bloc r-Sonic Generator - Central Russia *Covenant Ark - Central Russia r-Aztec Amulet - South America r-Ice Man - Antarctica Persian Rug - Middle East *Sarcophagus - Middle East Space Suit - Mid-West r-JetPack - Mid-West *Million $ Bill - East Coast *Eiffel Tower - Europe *Excalibur - Europe r-Oliver (Chimp) - Europe [No loot radius, research looks broken] r-Crown Jewels - Europe [The item you get from research is useless] r-Codebreaker - Europe Loot does more than pile up in your base; it can attract minions to stand around it and replenishes the stats of any minion who walks in range; left-click on it to see it's radius. You can put these in popular rooms deep inside your base, or make indentations in your corridors so they'll affect minions who walk by. It's the easiest way to regain the loyalty stat of your minions without you having to stand around them. For the exact details on what each item does, check the LOOT ITEM EFFECTS section. ------------------------------------------------------------------------------- QFP ROOMS: QUICK REFERENCE: All prices are listed for 'Easy' mode, where they're 20% below normal. Add 25% to get Normal prices, or 50% to get Hard mode prices. I don't think room tile prices change though. NAME - Price - Power - Size - Ht - Room ----------------------------------------------------------------------- (Room Tile) - 100 - - Corridor Fire Extinguisher - 2400 - 0 - 1W+1/0 - 0 - Corridor Generic Door - 1200 - 2 - 2x1 - 0 - (Any) Heavy Door (r) - 4000 - 6 - 2x1 - 0 - (Any) Field Barrier Door (r) - 6400 - 7 - 2x1 - 0 - (Any) Security Camera - 2400 - 1 - 1W - 0 - (Any) Zoom Lens Camera (r) - 2400 - 3 - 1W - 0 - (Any) Loudspeaker - 2400 - 1 - 1W - 0 - (Any) HD Loudspeaker (r) - 4800 - 3 - 1W - 0 - (Any) Radio Loudspeaker (r) - 4000 - 3 - 1W - 0 - (Any) (Room Tile) - 400 - - Stronghold Briefcase Rack - 4000 - 0 - 2x1 - 0 - Stronghold Gold Enhancer (1,r) - 80,000 - 7 - 2x1+0/1 - 2 - Stronghold (Room Tile) - 150 - - Barracks Bunk Bed - 400 - 0 - 1x1+0/2 - 0 - Barracks Locker - 800 - 0 - 1x1+1/0 - 0 - Barracks Equipment Storage (r) - 3200 - 0 - 2x1+2/0 - 0 - Barracks Cryogenic Chamber (r) - 16,000 - 6 - 1x1+1/0 - 2 - Barracks Multi Gym (r) - 4000 - 0 - 2x1+0/2 - 0 - Barracks (Room Tile) - 350 - - Freezer Body Storage Rack - 4000 - 0 - 1x3+1/0 - 0 - Freezer Time Clock - 4000 - 0 - 1W+1/0 - 0 - (2) (Room Tile) - 500 - - Control Room Control Panel - 8000 - 2** - 2x1+2/0 - 1 - Control Room Memory Bank - 6000 - 1 - 1x1+1/0 - 1 - Control Room Control Station (r) - 20,000 - 5* - 1x1+1/0 - 3 - Control Room Stock Market Watchdog (1,r) - 20,000 - 15 - 2x2+4/0 - 2 - Control Room Schematic Station (1,r) - 20,000 - 13 - 2x2+7/0 - 2 - Control Room Comms Array (1,r) - 40,000 - 8***- 3x1+3/0 - 5 - Control Room Big Screen (r) - 40,000 - 3 - 6W - 5 - Control Room (Room Tile) - 250 - - Armory Holding Cell - 4000 - 0 - 2x2+2/0 - 10 - Armory Death Chamber (r) - 24,000 - 5 - 2x2+2/0 - 10 - Armory Disguised Holding Cell (r) - 12,000 - 0 - 2x2+2/0 - 10 - Armory Interrogation Chair - 4000 - 0 - 1x1+1/0 - 2 - Armory Security Desk - 2800 - 1* - 2x1+1/0 - 0 - Armory Handgun Cabinet - 2000 - 0 - 1x1+1/0 - 10 - Armory Rifle Cabinet - 4000 - 0 - 1x1+1/0 - 10 - Armory Disguised Rifle Rack (r) - 8000 - 0 - 1x1+1/0 - 5 - Armory Heavy Rifle Cabinet - 8000 - 0 - 1x1+1/0 - 10 - Armory Flamethrower Cabinet (r) - 16,000 - 0 - 1x1+1/0 - 10 - Armory (Room Tile) - 150 - - Mess Hall Counter - 4000 - 0* - 2x3+1/2 - 0 - Mess Hall Mess Counter - 12,000 - 0* - 2x3+1/2 - 0 - Mess Hall Automat (r) - 16,000 - 5 - 2W+1/0 - 0 - Mess Hall Salad Bar (r) - 6000 - 0 - 2x1+0/2 - 0 - Mess Hall (Room Tile) - 150 - - Staff Drinks Machine - 800 - 1 - 1x1+1/0 - 0 - Staff Table Tennis - 1600 - 0 - 1x2+2/0 - 0 - Staff Arcade Game (r) - 12,000 - 3 - 1x1+1/0 - 0 - Staff Pinball (r) - 4000 - 1 - 1x1+1/0 - 0 - Staff Widescreen TV (r) - 8000 - 4 - 2W+0/2 - 0 - Staff Egg Chair (r) - 4000 - 0 - 1x1+0/1 - 0 - Staff (Room Tile) - 250 - - Training Mouse Maze - 2400 - 0 - 1x1 - 0 - Training Training Punchbag - 4000 - 0 - 1x1+0/2 - 2 - Training (6) School Desk - 4000 - 0 - 1x1+1/0 - 1 - Training (6) Lab Workshop - 4000 - 0 - 2x1+2/0 - 1 - Training (6) Chalkboard - 8000 - 0 - 3W+1/2 - 1 - Training (6) TV Studio - 8000 - 5 - 3x2+1/2 - 3 - Training (6) Heavy Shooting Range - 8000 - 0 - 4x2+2/0 - 10 - Training (6) Biochem Lab - 16,000 - 3 - 2x1+2/0 - 5 - Training (6) Electron Microscope - 16,000 - 5 - 2x1+1/0 - 5 - Training (6) Dojo - 16,000 - 0 - 2x3+1/0 - 10 - Training (6) Shooting Range - 16,000 - 0 - 8x1+1/0 - 5 - Training (6) Playboy Training Equipment - 16,000 - 0 - 3x2+2/0 - 5 - Training (6) Diplomat Trainer - 16,000 - 5 - 2x2+2/0 - 5 - Training (6) (Room Tile) - 400 - - Laboratory Fake research machine (1) - 4000 - 0 - 2x2 - 0 - Laboratory Research machine (1) - 80,000 - 6 - 2x2+3/0 - 10 - Laboratory Databank (1) - 4000 - 0 - 2x1+1/0 - 2 - Laboratory AI supercomputer (1) - 80,000 - 12 - 3x3+1/0 - 5 - Laboratory Environment Chamber (1) - 80,000 - 12 - 3x3+3/0 - 5 - Laboratory Greenhouse (1) - 80,000 - 12 - 3x3+2/0 - 5 - Laboratory Bio Tanks (1,r) - 40,000 - 10 - 2x3+3/0 - 2 - Laboratory Giant Laser (1,r) - 40,000 - 5 - 1x4+2/0 - 2 - Laboratory Centrifuge (1,r) - 40,000 - 5 - 2x2+3/0 - 2 - Laboratory Impact Stress Analyzer (1,r)- 40,000 - 5 - 2x4+2/0 - 2 - Laboratory (Room Tile) - 300 - - Archives Reading Table - 1600 - 0 - 1x2+0/2 - 0 - Archives Microfiche Table (7) - 1600 - 0 - 1x2+0/2 - 0 - Archives Multim. Educational Zone (r)- 20,000 - 3 - 2x3+0/2 - 0 - Archives Brainiac Machine (r) - 24,000 - 4 - 1x2+2/0 - 2 - Archives Brain Washer (r) - 40,000 - 4 - 1x2+2/0 - 2 - Archives Bookcases (r) - 12,000 - 1 - 2x4+1/0 - 5 - Archives (Room Tile) - 250 - - Sanctum Conference Table (1) - 4000 - 0 - 2x4+3/0 - 0 - Sanctum Impressive Desk - 12,000 - 0 - 2x2+1/0 - 0 - Sanctum Soothing Atrium (7) - 3200 - 0 - 2x2 - 0 - Sanctum Cabinets (7) - 800 - 0 - 1x2 - 0 - Sanctum (Room Tile) - 300 - - Infirmary Pharmacy Booth - 4000 - 0 - 1x1+1/0 - 0 - Infirmary Examination Table (r) - 8000 - 0 - 1x2+1/0 - 0 - Infirmary Auto Surgeon (r) - 12,000 - 10 - 1x3+1/0 - 2 - Infirmary X-Ray Machine (r) - 12,000 - 3 - 1x3+2/0 - 2 - Infirmary (Room Tile) - 150 - - Power Room Power Generator - 8000 - -15 - 3x3 - 5 - Power Room Disg. Power Generator (r) - 16,000 - -15 - 3x3 - 5 - Power Room Nuclear Power Station (r) - 20,000 - -35 - 2x2 - 10 - Power Room Capacitor - 4000 - 0 - 1x2 - 2 - Power Room HD Capacitor (r) - 12,000 - 0 - 1x2 - 1 - Power Room Outdoor Security Camera - 4000 - 2 - 1x1 - 1 - Outdoors Camo. Security Camera (r) - 8000 - 2 - 1x1 - 0 - Outdoors Outdoor Sentry Gun (r) - 8000 - 7 - 1x1 - 10 - Outdoors Disguised Sentry Gun (r) - 16,000 - 10 - 1x1 - 2 - Outdoors Evil Base Entrance - 1200 - 0 - 2x5 (3) - 0 - Outdoors Camouflaged Door (r) - 12,000 - 5 - (4) - 0 - Outdoors Topside Shack - 40,000 - 0 - 6x8 - 0 - Outdoors Hotel Hub - 80,000 - 0 - 10x12 - 0 - Outdoors Hotel Wing - 40,000 - 0 - 11x13 - 0 - Outdoors Transmitters - 800 - 5 - 1x1 - 5 - Outdoors External Door - 2400 - 3 - 1x2 - 0 - Topside Shack Hotel Double Door - 2400 - 1 - 1x2 - 0 - Hotel (Any) (Room Tile) - 300 - - Casino Pinball Machine (r) - 4000 - 1 - 1x1+1/0 - 0 - Casino Craps Table - 8000 - 0 - 2x2+1/3 - 0 - Casino Baccarat Table - 8000 - 0 - 2x2+1/3 - 0 - Casino Roulette Table - 12,000 - 0 - 1x2+1/3 - 0 - Casino (Room Tile) - 250 - - Lounge Lounge Bar - 6000 - 0***- 3x2+2/3 - 0 - Lounge Dance Floor - 4000 - 0 - 2x2 - 0 - Lounge Lounge Table - 4000 - 0 - 1x1+2/1 - 0 - Lounge (Room Tile) - 200 - - Lobby Lobby Counter - 4000 - 0* - 1x3+1/2 - 0 - Lobby Lobby Bench - 2000 - 0 - 1x2+0/4 - 0 - Lobby Hotel Room - 8000 - 5 - 2x2+2/0 - 0 - Lobby Grand Piano - 4000 - 0 - 2x2+1/0 - 0 - Lobby (1) - You can only have 1 of these at a time (2) - Time clocks can go in Control Rooms, Mess Halls, Infirmaries, Armories and all hotel room-types. (3) - Evil Base Entrances can be placed only where the mountain meets the outside, and where there aren't trees blocking the way. (4) - Camouflaged doors go on top of evil base entrances (5) - Hotel Wings can only connect to the hotel hub (6) - Objects in the training room become available when you capture the appropriate trainer. (7) - There doesn't seem to be a way to get these objects. (r) - Object must be researched in the lab before use Sizes: Width in squares. If it's specified as 1W it sticks to a wall. A +number after it indicates how many required/optional access points it needs to work optimally. Power: How much each object draws in power. * = Staff required to man the object once placed Heat from stolen objects: Uber Loot (any): 25 Codebreaker: 20 Crown Jewels: 15 Giant Diamond: 15 Jetpack: 15 Aztec Amulet: 15 Grecian Urn: 15 Babylonian Vase: 15 Marv. Masterpc.: 15 Roman Galley : 15 Persian Rug: 15 Chameleon Cloth: 10 Mercury Mirror: 10 Space Suit : 10 Sonic Generator: 10 Cloning Chamber: 5 Body Bag: 2 Time clocks: Several rooms can have time clocks; any hotel room, the infirmary, control room, armory & mess hall. They let you shut down the whole room (by setting them to the Red square), making all devices in the room consume 0 power. Other settings adjust how minions will staff any objects in the room that require people to run. If you set it to 'Yellow', minions will staff it if they have nothing else to do, and immediately leave if you ask for an object to be moved, room built or anything else. The higher you set the slider in the green squares, the more of a priority you want to make the room. At the first green, you'll have the room reasonably staffed at all times. 1 extra minion may hang out in it as well to wait for someone to leave. Each additional green square causes an extra minion to stand around in the room, provided there's space. There was an error in previous FAQs. You can put a time clock in an empty room and set it to a high green number if you want minions to stand around in it for no good reason. Outside: There are several objects that go outside. Hotels and Topside Shacks create space you can create other rooms inside. Hotels only allow you to create hotel-type rooms, topside shacks let you create anything in a 3x2 space. Topside shacks become available when you get your control room running. They are expensive and provide only a small space, so what's the point? There's a whole section on "THINGS TO DO WITH A TOPSIDE SHACK" if you find yourself with too much cash on your hands. Evil Base Entrance - Creates a door into the mountain, you start with one. Camouflaged Door - Goes on top of an Evil Base Entrance Note: It won't allow placement if there's a regular door just past the evil base entrance. Move the other one farther back. The camo door also counts as a door; you can assign it a security setting and agents must bypass it to get into your base. It has been reported that setting this door to '1' will keep agents out (agents aren't interested in no- security doors unless they see someone coming out of it). This won't stop tourists though. Cameras - Supplement your base security system, great for tagging mad tourists for weakening. Agents will blow up the non-disguised version occasionally. Sentry Guns - Automatically fire on tagged intruders, can shoot to capture These have a short lifespan, they generate high heat and agents love to attack them. You get no notice of this. I'd suggest building them only when you're willing to keep a henchman near it to protect it till the disguised version becomes available. From Slow Slosh: Sentry Gun Can be used in groups of 4 to 8 to be very deadly; also fun to watch. :) When combined with Shacks and Hotels, used as chock points you can defend agains Soldiers/Veterans with little effort. Even super agents have a hard time agains them. :) Hotel: Hotels are the most expensive things you can build, and the most misunderstood. For starters, a single hotel is 100% useless, no matter how many wings it has or valets it's stocked with. The whole purpose of a hotel and everything in it is to suck up some of a tourist's time until they run out and return home. Tourists seem to work in the following fashion: They land on your island and start wandering around. If they see one of your Evil Base Entrances or a hotel, they'll feel compelled to go have a look. If they wander into a hotel and walk past any of the objects in it, there's a chance they'll tie up some of their time with it. After a set amount of time (varying by object), they'll stop using it and resume wandering, possibly back out of the hotel. If you have a single hotel, then there's nowhere for the tourists to go but your Underground Lair once they leave it. If you have multiple hotels, they can bounce around between them and use up tons of time. Lounge dance floors and Lobby Benches are great for filling up hotel hubs or wings with. They're cheap and don't need valets to run. Hotel rooms also don't require staff, but they suck up lots of power and are only used at night as far as I can tell. Three hotels on your starting island, each with 1 wing (you can make one without a wing), will keep tourists pretty well tied up. Once you get casinos, don't make them too big. Each casino table requires one social minion to run. Making a hub, or half a wing into a casino should be good. Lone hubs are good to make entirely a lobby filled with benches, a casino or lounge + dance floor. A hub + half a wing can be stocked with lobby desks, a piano and a few hotel rooms. Half a wing is also good for making into a lounge or casino. You don't need to have a lobby in every building, and certainly not a lobby desk & hotel rooms. One note about the Pinball Machine (A researchable item for the casino; you need to build the roulette table to get it) -- it REGENERATES ATTENTION. You probably don't want to put this in the casino, since agents & tourists not paying attention is a GOOD thing. The only good thing I can say about it in there is it doesn't need any staff to run. If you don't use confusing pop-up traps, a hub with a bunch of these makes a handy tourist trap. Corridors: Well, what can I say... Corridors connect up all the other rooms and allow your minions to get from place to place. You can stick doors, traps & security cameras in corridors to hinder agents. You can have your rooms connect directly to each other if you like, but you won't be able to place as many traps that way. The only thing that ONLY goes in a corridor is a fire extinguisher. When a fire pops up anywhere, a valet will grab an extinguisher and head to the fire. From Florestan Trément: I think it is not a good idea to have more than one or two fire extinguishers in the base: when a fire breaks out, a valet will be assigned to this fire. If another fire is present at the same time, the valet will ignore it until the one he is assigned to is out. Then, he will look for fires with no one assigned to put them out and will go put the extinguisher away. It seems logical, but in fact, it is stupid: if your base is vast or the fire is far from the base, and your valets are occupied, only one valet will go to the fire. But after he arrives, another valet will possibly want to extinguish another fire, and will mark it as being 'taken'. The first arrives to the fire, extinguishes it, search for new untaken fires. The fires are all taken by the valets that are miles away, so he comes back to put the extinguisher away ignoring the other fires that are in front of him, that will be dealt with only minutes later by the other valets. If you have only one fire extinguisher, no other valet will come, so the first valet to come will do all the work, but you are sure he will do ALL the work. Doors: Right-click a door to set it's access level 1 dot: Allows anyone through... SET YOUR HOTEL DOORS TO THIS! 2 dots: Allows only minions through. Default setting for all doors. 3 dots: Allows only the evil genius through 4 dots: Allows only the evil genius, guards will stand by this door Enemies can bypass any door given time. Doors come in 3 varieties, the more expensive, the longer it takes agents to get through. Tourists and agents will often sneak through doors when your minions come through. Heavy doors can suffer the most damage before being destroyed. Basic doors are used in Research to get Heavy & Camouflaged doors. Security cameras: They come in generic and zoom-lens versions for longer range. See 'BASE SECURITY' for how these work. Security & Zoom-lens cameras can each be researched into more items. Security speakers: Alert minions within range. Heavy duty ones have a bigger range, radio ones can go through walls & doors too. See 'BASE SECURITY' for how these work. Heavy Duty Loudspeakers are also called 'Heavy Duty Tannoy' by some people; Tannoy is a brand of loudspeaker equipment. Stronghold: This stores your gold when it's not in use. When you build a room or buy something your minions will run to this room, grab a briefcase, then run to the helipad or docks to get the object, then run to where you want the object and place it. Don't place this at the entrance of your base (it'll get robbed by agents), but don't place it too deep either or it'll take forever to get any work done. Gold piles up in available space in the room; each stack of gold represents $400,000. The game won't let you demolish a stronghold unless there's another one somewhere with a briefcase rack. Briefcase rack The briefcase rack is the means by which minions store gold in your stronghold when it comes in, and the way they take it out when they want to buy anything. Without a briefcase rack in a stronghold, it won't be used to store any gold at all. If you issue a large amount of build orders, minions will have to get the cash from the racks in $5000 increments. If you have more than 1 rack in a room, you can ease the congestion caused by workers lining up. Incoming gold from workers stealing on the world map all comes in one briefcase per cycle. If all usable strongholds are full, it'll pile up in the depot. So if it had been coming in at $30,000/minute and it got held up for 5 minutes, you'll have 5 briefcases waiting in the depot that wont count as money earned until it gets carried to your stronghold. Ordinarily, one worker goes and fetches it every minute. A stronghold with no briefcase rack is a good place to stash stuff out- of-the-way like totem pole pieces, since your minions won't have any reason to go in. Gold enhancer Increases the amount of cash you get from stealing by 10%. You'd need to steal $800,000 on easy mode to break even on this thing ($1 million on Normal). By the time you're able to build this, many people will be done with stealing altogether. You should decide whether to build this based on how much stealing you're still doing, and you should always build the stock market watchdog first; it's 1/4 the price and offers more than twice the benefit. If you have the watchdog already, then the amount of gold you'd need to steal to recover the cost of the gold enhancer drops down to a mere $187,000 (easy mode). You recover the cost of building them both after only about $270,000 has been stolen. Barracks: Your minions rest & recover here and it's also where they keep their personal effects. You want a big barracks in the beginning of the game, and you should probably build it first so you can get more minions quicker. 6x15 is a good size. Barracks go well near the entrance of your base, put a door on it to make enemy agents waste their time, they won't do any harm if they get in here. Lockers: These are 'supply'. At the beginning of the game, 1 locker = 1 extra minion. As your notoriety increases you get more minions, but building zillions of lockers is the fastest way to ramp up. I like to build them in back-to-back rows in large open rooms. Equipment storage racks are more efficient than lockers; they increase your minions by 4 for only half the space of 4 lockers. After you're very notorious, you can demolish lockers to make room for other objects. Check the NOTORIETY section for details. Bunk Bed: Minions sleep on these to recover endurance. You don't need one for every minion. 1 bunk bed for 10 minions is usually sufficient, especially if you're sending your minions out to steal for you. Minions will only use beds at night. Cryo chambers operate like beds; science minions recover 2.5x as fast, other minions recover only 25% faster than a bed. These generate heat, so don't put them in a barracks in the front of your base or outside. Multi-Gym: Put one or two of these in; minions can recover endurance during the day with them (they'll only use beds at night). Since the mess hall serves the same purpose, you don't need many of these. Military minions recover 2.5x as fast as on a bunk bed, other minions recover 25% faster than they would if using a bed. If you want to make separate recovery rooms, a small barracks with multi-gym goes well near a training room. Another small room with cryo chambers goes great inside your base near your lab. I also like to keep the cryo chamber room near an infirmary and archives, since science minions like to hang out around those. Mess Hall: Your minions eat here to recover endurance during the day. You don't need a huge one, but it should be at least 4x??, since the counters minions eat from need a 4x2 access space. You'll want to put a time clock in here and keep it at 1 green at least, the counters you get in the beginning are useless unless staffed. Since it's a popular room, you may want to keep some 'impressive loot' in a mess hall near the back of your base. They take up 1 square plus the 4 around it, so if you leave a bunch of room open when you design the mess hall, you'll have room later to stash stuff. Mess halls are also great for putting near the entrance of your base. This room becomes available after you capture & interrogate the maid. Counter - Minions eat from these; recovery rate = same as a bunk bed Mess Hall counter - Same as counter, but can be used as a torture device This increases the loyalty of all minions who watch, and since they go to the mess hall a lot more than the armory, it's handy. Salad Bar - 20% weaker than a counter, but requires no staff to man it. Automats are the best - Minions recover endurance 2x as fast as a counter Staff Room: Staff Rooms replenish your minion's attention stats. With low attention, they'll set off your own traps and not notice tagged enemies near them. This room isn't available at first, but becomes available after you capture and interrogate the maid. Most of the things that go in it are pretty small, so even a 2x4 space can be used as a staff room. It's great for filling up little areas of unused rock. Since it's harmless you can put it near the entrance of your base, or even outside in a topside shack. Be cautioned that many of the things you steal will automatically end up in the staff room, so if it's outside be sure to check after completing loot missions and move them somewhere that agents won't have easy access to. You may even want to have several staff rooms, both in and outside so that minions will be sure to bump into tagged agents at the beginning of the game. All of the items that you can place in a staff room have the same effect; they replenish the minion's Attention stat when in use. Ping-Pong/Table-Tennis tables, drink machines & pinball all recover at the same rate. The egg chair is 50% faster and the arcade game is 75% faster than the basic items. The widescreen TV regenerates construction workers 2.5x faster, but for all other minions it's only as good as the egg chair. Ping-pong tables can be researched to make the Multi-Gym. Control Room: This room is your key to ripping off the world & committing acts of infamy. You won't see how much money/heat the different world regions are worth or be able to commit any acts of infamy without sufficient control panels staffed. Since you'll have a lot of your staff tied up here in the beginning, it's a great place to stick your avatar to increase minion's loyalty. This only has to hold 6 control panels in order to see everything on the world map (more will allow you to plot faster, but 6 should be adequate). A 3x8 room would be more than adequate in the beginning. You won't have any big items to put in here till island 2; the only reason for a bigger room on Island 1 would be so you can stick some uber or impressive loot in here so your avatar can go hang out somewhere else.. When building your first room, remember that panels each suck up 2 units of power. A full set of 6 with a couple memory panels and a door on the room sucks up 16; since you start out with only 20 power, it's quite likely that this room will push you very close or over the limit, especially if you have other power- consuming objects, like doors. The power room doesn't become available till you reach 18 units of power consumed, so don't build everything at once. Build only as many panels as you need to enable the power room, then build that so your base doesn't go dark. Most stuff in here generates little heat, it's good for the middle of your base. Everything does generate SOME though. Put a time clock in the room and set it to the 2nd green square or else you'll run into problems on the world map when shifts change. If you need your minions elsewhere (like when test-firing the rocket), you can set it to Red so the room won't be staffed. Control Panel - This takes 2 minions to run, and sucks up 2u of power. Control panels serve several key functions. First, you can't plot or do any missions in a region without the right number of panels up and staffed (check the Missions section to see how many panels per region you need; the most you'll need is 6 for this). Second, having any panels staffed reduces the time needed to plot to find a mission by 10%; this is not cumulative. Third, each panel has a multiplier effect on minions who are plotting. The rate of plotting is: #panels * #minion's plotting skill * 2 Without the required number of staffed panels, you also can't see whether there is an agent of justice or super-agent in the region unless you have minions there as well. Memory Bank - This is like a capacitor for the world map; if the panels become unstaffed (like for a shift change, base alert, or minion transfers), it keeps the world map & acts of infamy running for a short time. The more you have, the longer time you have. They also decrease the time it takes a henchman to return if they get killed on the world map. Control Station - Half the size of a panel, needs only 1 minion to run it as opposed to two, and has a bigger benefit; a 20% reduction in time to find a mission (not cumulative with other stations or panels) and the plotting formula becomes: ((#panels * 2) + (#stations * 3)) * minion's plotting skill If you immediately scrap all your old panels & replace them with stations, it becomes a straight 50% plotting bonus vs the panel: #stations * #minion's plotting skill * 3 Stock Market Watchdog - Decreases time it takes to steal cash by 20% NOTE: Building this triggers an optional objective. You may want to wait to build this till you have a small control room near the front of your base, or outside in a topside shack. This effectively increases the amount of cash you get from stealing by 25%. Combined with the gold enhancer, you can increase your stealing rate by 37.5% total; so the minions stealing in the middle east would effectively be bringing in $27,500 per minute as opposed to $20,000. This item still performs it's function even if it's hotspots are blocked. Schematic Station - Supposedly decreases time for techs to repair things; I've not noticed it to have any effect besides sucking up power and looking nifty. Comms Array - Increases the time for Agents of Justice to show up on the world map by 90 seconds or so. It's benefit is clearest when you have max heat, it nearly doubles the time you have to do more missions in the region before the law cracks down on you. Big Screen - Looks cool, boosts the attention stat and max attention of minions in range by 20%. CAUTION: Due to a bug, having your avatar stand near this thing can cause you to lose 20 health every time you save. This can kill you, but you won't notice till you try to load. Armory: This is where you store weapons for your minions, host your security center for monitoring the island, and hold & interrogate prisoners. It should be pretty big, since a holding cell is a 2x2 square and only holds 1 prisoner. You'll probably want 4-6 cells at least. Something like 10x6 or 12x6 or the equivalent amount of space would be about right. You may want to build two armories; one for prisoners and another for security and weapons. The advantage of the single armory is that if your avatar is in it when a prisoner gets loose, you can just hit 'Alert' and all the minions will rush to the room to arm themselves, defending you in the process. Still.. the security centers can go anywhere, even outside if you're desperate for space. Time clocks will keep the place staffed, and if you're going to gloat over the prisoners, you may want to keep it over-staffed, so there's minions to respond to prison breaks. This room becomes unlocked during the 1st objective. The interrogation chair becomes available after you capture the maid, and the security systems after you interrogate her and get your first valet. This room generates massive amounts of heat. It needs a door and to be deep inside your lair. When you put the base on alert, minions will arm themselves from the gun cabinets. They will only use a cabinet of a certain type though. Holding Cell - Holds 1 prisoner. Right-click on a held prisoner to order their execution or interrogation (if you go for interrogate, right-click on an object to interrogate them with). Interrogations raise the loyalty of all minions who see it, and are often fatal to the prisoner. The mess counter just leaves their brains scrambled. Good agents will eventually escape your cell, civilians and weak agents will die. Regular holding cells can be researched into Death Cubicles. BEFORE YOU SEND AN ENEMY FOR INTERROGATION your avatar can right-click them in the cell to gloat over them. This increases notoriety by 1-3 points, but has a small risk of setting the prisoner free. You can gloat once per enemy. If you tag a prisoner in a holding/disguised cell for execution, a minion will try to shoot them. A marksman can do this job, but if you don't have one, a guard will do it. A guard needs to have access to a rifle rack in order to be able to shoot the prisoner. With no rack and no marksman, you can't execute a prisoner in these cells. You also have the option of setting a prisoner free. Aside from a really cheap way of powerleveling your henchmen, the only time I use this is to set free one of my own deserters. If you can catch someone who's deserting and toss them in a cell, they'll regain all their loyalty after a few seconds and be glad to work for you again. Death Chamber - doesn't require a minion to kill a prisoner WARNING: Don't save while a death chamber is doing it's animation, it can make your game crash [Florestan Trément] - This is fixed in the official patch Disguised Cell - theoretically generates no heat if an agent sees one Interrogation chair - Your first interrogation device and the only lethal one you'll have for quite a while. See the TORTURE section for details on the different torture devices. Build only 1 or 2 of these things and use them to get advanced minions and doomsday info. Just kill the rest of the agents you capture, or torture them with the mixer instead. Gun racks - Arms for different types of minions Handgun cabinet - workers (Also used in research to get Sentry Guns) Rifle cabinet - guards (disguised version available for less heat) Heavy Rifles - mercenaries Flamethrowers - mercenaries (caution; these are AE incendiary weapons) Arms racks are used only on Yellow or Red alert. I hardly ever go on alert till the very end of the game, but you can experiment with this. Either way, arms racks are hard to use unless they're near the front of your base, so build it as close as you dare. They have heat though, so don't place it *right* in front. Security Desks - part of your security network. See the appropriate section for more details. These can also be researched into Arcade cabinets. Training room All the objects that go in this room are used to convert your minions from one type to another. In order to convert a minion from Type A to Type B, you must have one person of type B (or more advanced) available already, and the appropriate object in the training room for them to use to teach the type A minion. Unlock the training room by capturing a maid and interrogating her. All the advanced classes require you to capture someone from the world map and interrogate them. That will turn the interrogating minion into the advanced class, and you can then train more. If all of one advanced class dies, you'll have to go out and capture more. It looks like you can do the 'capture X class' missions as much as you like. 1 minion can be trained at a time on each item, and requires 1 trainer to do it. The Mouse Maze bears mentioning; This regenerates loyalty and attention stats for minions in range (slightly draining their smarts). It's basically a buildable loot item. It also has no heat, so you can build small 2x2 mini- training-rooms around your base to help minions recover loyalty. This is especially true of your outer base where you can't put regular loot items. All the initial training gear doesn't use much space, so your first training room can be fairly small. You should either put it way back in your base, or build a separate room back there for anything but school desks, basic labs and chalkboards. Punchbag - Turns workers into guards Heavy Shooting Range - Turns guards into mercs (Heavy range is also used in research to make a few things) Shooting Range - Turns mercs into marksmen Dojo - Turns mercs into martial artists School chair - Turns workers into valets TV Studio - Turns valets into spindoctors (Studio is also used in research to make a few things) Diplomat Trainer - Turns spindoctors into diplomats Playboy Trainer - Turns spindoctors into playboys Workshop - Turns workers into technicians Chalkboard - Turns technicians into scientists (Chalkboard is also used in Research to get a bunch of stuff) Biochem Workshop - Turns scientists into Biochemists (Biochem can be used on the 2nd island to get the Venus Man-Trap) Electron Microscope - Turns scientists into Quantum Physicists Laboratory The lab is where you research all the cool gadgets and base enhancements you didn't have to start with. Unlock it by stealing the research machine when it becomes available. Build a fake machine and let an agent steal it back so they'll stop sending thieves after you. Your old topside shack is a good candidate for the fake lab, and it'll just barely hold a fake research machine. A topside lab nearer to the port (where the agents keep landing) would be better. For your main lab, you'll want a LOT of space, all the stuff that goes in it is huge. 6x6 should be good for an Island 1 lab, and 10x12 or so for Island 2. In order to enable research, you need the machine, a databank, and an experimental gadget. All the other stuff that goes in the lab are used in the research process to create new technology. See the RESEARCH section for more on this. You'll also want to place this room far inside your base, and only after your fake machine has been successfully stolen. Most stuff in it generates heat. The AI computer, Environment Chamber & Greenhouse become available for purchase after you get to Island 2, provided you got all 9 doomsday info. Archives This room is for replenishing your agent's smarts. This has the biggest impact on scientific minions, of course. You won't need this room till you get technicians. It becomes unlocked after you complete the 'steal the library blueprints' mission. This room is handy to stick near the entrance of your base, since it generates little heat (only the brain gadgets & bookshelf generate any, and it's low) Aside from the bookcases (which can be used for torture), all the other stuff you can put in here just lets more minions recover smarts at different speeds. Reading Table: Social minions recover 50% faster than other minions on this Multimedia TV: Social minions recover 66% faster on this vs. reading table, other minions recover 50% faster than a reading table. Brainiac: Science minions recover 2.5x as fast as on a table, social minions recover at the same rate as the table, other minions get a 50% boost. Brainwasher: 25% weaker for science minions than the brainiac, 20% weaker for social minions than a TV, but military & workers recover twice as fast as the table. So basically, the TV is best for Social minions, the Brainiac is best for science minions, and the brainwasher is best for the others. If you have a TV, you should destroy the reading tables or move them out to archive rooms in topside shacks. Brainiac machines go well in small archives near an infirmary/lab in your inner base, the brainwasher goes well near your training room. The reading table can be researched into the tanks & bookcase. The TV can be researched into a bunch of stuff. Inner Sanctum This is the only place your avatar can go to recover his stats, and agents seem to want to beat on stuff in here if they find it. Remember to set the door on '3' (or '4' if you're going to use it much). You'll need to place a table to complete Objective 2. You'll need at least a 4x6 room to fit the minimum stuff for the objective, but 8x8 will let you build a more impressive room for fun. Nothing in this room generates heat on it's own, but if you retreat here to hide, you'll want it safe. Impressive Desk - You can sit down at it & replenish your stats Conference Table - Used to entertain other villains *Soothing Atrium - Replenishes your stats faster *Cabinet - Looks impressive * These objects are available only by cheating. Infirmary If your minions get injured but don't die, they'll come here to get patched back up. This room is unlocked when a minion gets injured. You should also place a time clock in this room, and set it to at least the 1st green square, since most of the healing requires a booth to be manned. Initially, the infirmary can be small. A 3x3 room should do. Later on, you'll get bigger stuff that will require a room more like 4x6 or so. In terms of healing speed and effectiveness, from lowest to highest/fastest: This room has hardly any heat, and none at all till you build the auto surgeon or x-ray machine, thus it's great to stick at the entrance of your base. Pharmacy Booth -> Exam Chair (+25%) -> X-Ray/Auto-Surgeon (x2 vs booth) The Pharmacy Booth can be used in Research to make a couple other things. The Exam table can be used on the 2nd island for more research. Power Room You'll need one of these probably right after you build your control room, and it'll need to be expanded before you set up your hotel(s). When your base is drawing too much power, nothing will run. Your power consumption gauge is right next to the objectives button. The number at the top is how much you're generating, the number below is how much you're consuming. To turn off a room (like the control room), you need to put a time clock in it and set the slider to Red. Only a few rooms can have time clocks though. All electric devices except for the time clock seem to consume power; check the quick ref. to see how much, or double click on an object. Power generators are big, so the room will have to be too. 12x7 with 3 generators to start, and 7 by the time you need a hotel would be good. Later on, you can replace the big generators with small ones that generate more power. Power Rooms are also a target for enemy saboteurs who will try to blow it up. Put a good door on it, and bury it somewhere in the back of your base. Generators don't seem to need any access points, but you DO need to allow access to them anyway so your techs can repair & maintain them. Also, do not place four generators together in a square. It creates a small gap between them that the game considers 'inaccessible'. Agents of justice will tunnel into the small space and start blowing stuff up. It's also bad to run your base 'in the yellow'. When your power drain number is yellow (when you are using 90% of your power capacity), it means you're very close to overtaxing your generators. This will cause all your generators to take damage constantly and require your technicians to keep repairing them till you get the power consumption over the margin. Normally, when you are draining more power than you are generating, your whole base will shut down. Capacitors keep it running for a while. If you plan ahead, you can do without capacitors entirely. The power room becomes available when you are up to 18 power units consumed out of the 20 you start with. Power Gen - 15u of power (Used in Research to get Disguised Gens and the Centrifuge) Disguised Power Gen - 15u of power, agents may not try to blow it up (Used in Research to get the High-Density Capacitor) Nuclear Power Station - 35u of power in a smaller space Capacitor - Like a UPS, it powers your base for a while during a shortage (Also used in Research to get the Laser Trip Sensor) High Density Capacitor - Lasts longer than a capacitor Freezer This room is where you keep your dead enemies. It generates lots of heat if an agent finds it with corpses inside, so it's a great candidate for stashing way in the back of your base. In terms of size, if you use freezer racks ( you should), a 8x4 room should be adequate for quite a long time. This room is unlocked when you kill an agent. Kill one of the ones that start on your island, build the freezer, then kill the rest. Why build a freezer? Dead bodies sap the loyalty of your minions who walk past them and they'll desert if surrounded by piles of them. The freezer DOES decrease the decay rate (bodies take longer to poof), but your minions won't lose loyalty for bodies in it. Stashing bodies outside would be fine if agents didn't keep running across them. ALL effect radiuses are disabled in the freezer, including the Evil Genius's stat-boosting effect on nearby minions, as well as that from any loot. Thus, you can safely put totem pole pieces in here to counteract their negative effect. You also can't build security systems or traps in this room. Freezer racks - lets you store 6 bodies in a 3x1 space. In an 8x4 room, you can place these back-to-back and stick in 5. It looks like bodies can also go underneath it, so they don't really take up any room. Also used in Research to enable you to make Freaks. ------------------------------------------------------------------------------- QFR RESEARCH Thanks cypher for pointing out the files I could fish the research data from. =) Steal one of the Centrifuge, Laser or Impact Stress Analyzer. Now you need to make the other tools; Make sure you have a door, security camera and power generator somewhere nearby the lab. When the options come up to research them, use them with the tool you have to make the next tool. A door -> Impact Stress Analyzer A security camera -> Giant Laser A power generator -> Centrifuge Biotanks is the 4th tool, to get it you'll need the Mercury Mirror loot from Australia. Check the reference below to see how to get Biotanks from there, it's two combos. The last 3 tools you'll get when you make it to the second island; make sure you've collected all 9 doomsday data pieces before then, or you'll be missing one or two tools. The last three are the AI Computer, the Environment Chamber and the Greenhouse. Your scientists will wander through your base and find objects you can use the research tools on. When they do, the research icon will blink. When you select the item, you'll be able to select 1 or more of your research tools to use on it. Most items can be used to make several things, depending on the tool you research it with. You can't make your scientists research or notice anything faster. If it's a loot or corridor object, you can try to put it in the middle of a corridor somewhere. If it goes outside, put it right by your entrance in the path you see your minions traveling. The more important things you can make are marked with a '*'. To get the chalkboard, kidnap and interrogate a scientist to get your own scientists. The board will become available, and it's great for research. ISLAND 1 RESEARCH COMBOS: This list is in alphabetical order by name of the object you'll be given to research. It tells you what tool you need to combine it with and what you'll get. In the case that making a new item leads to a new researchable item, that new item is indented below the first to show you that you should build one after it's been unlocked. Capacitor + Laser -> Laser Tripwire sensor Chalkboard + Impact Stress -> *Nuclear Power Plant Nuclear Plant + Laser + Centri + Impact -> ElectroShock Trap [Build a nuke plant on the 2nd island as well to get the Giant Magnet trap] + Laser -> *Control Station + Centrifuge -> Satan's Chimney Trap Satan's Chimney + Laser + Centri + Impact -> Prometheus Trap Chameleon Cloth + Laser -> Disguised Rifle Rack + Biotanks -> Disguised holding cell Door [Standard] + Impact Stress -> Heavy Door + Biotanks -> *Disguised door [For evil base entrance] Freezer Rack + Biotanks + Centrifuge + Impact Stress -> FREAKS! Once enabled, create a freak by clicking on a body bag and dropping it into the Biotanks Freaks are huge monsters and will wander your island beating up agents. Handgun Cabinet + Centrifuge -> Sentry Gun Sentry Gun + Impact Stress + Laser -> Disguised Sentry Gun These are bugged in the US release of the game. If you don't know that you have the UK release, check the 'Advanced Tweaking' section for details BEFORE you build a sentry gun. This is really hard to get. The regular version can only be built outside, and it's Target #1 for every agent. You get no notice when they attack it, so you have to babysit it. Build one sentry gun in a path that your minions take a lot. Tag every enemy that approaches it for death or capture. Eventually, a science minion will walk up to it and pull out their clipboard to take notes. Then they'll walk to the databank in the lab. After you say to research it, they'll have to come back to it once to get a sample. After that you can destroy it. You may even want to have a henchman guard it. Heavy Shooting Range + Laser -> Motion Tracker + Impact Stress -> Equipment Rack Holding Cell + Centrifuge -> Death Cell Ice Man + Centrifuge -> X-Ray Machine X-Ray + Centrifuge + Impact Stress -> Gas Trap (Endurance) + Biotanks -> Salad Bar Salad Bar + Biotanks + Laser -> Bees trap Mercury Mirror + Impact Stress -> *Field Barrier door + Laser -> Multimedia TV (for archives) Multimedia TV + Laser + Centri + Impact -> Biotanks [TOOL!] Multimedia TV + Biotanks + Centrifuge -> Egg Chair Egg Chair + Laser + Centrifuge + Impact Stress -> Dreadmill Trap Pharmacy booth + Biotanks -> Hallucinogen gas trap (Loyalty) Loyalty Gas Trap + Impact + Biotanks -> Laughing gas trap (attention) + Biotanks + Laser -> Exam Table [Build an exam table on the 2nd island to get the Auto-Surgeon] Power Generator + Centrifuge -> Disguised Generator Disguised Power Gen + Laser + Centrifuge -> High Density Capacitor Reading table + Impact Stress -> Bookcase (Torture device) + Biotanks -> Brainiac machine Roulette Table + Laser -> Pinball machine Pinball Machine + Impact Stress -> Pit Punisher trap Sonic Generator + Centrifuge -> Heavy Loudspeaker + Impact Stress -> Wide Screen TV Security Camera + Laser -> Zoom-lens Camera Zoom-Lens Camera + Centrifuge + Biotank -> Disguised Outdoor Camera Security Desk + Laser -> Arcade Cabinet Table Tennis + Impact Stress -> Multigym TV Studio + Laser -> Big Screen (for Control Room) + Impact Stress -> Nerve Gas Trap (Smarts) + Biotanks -> Do Not Press trap ISLAND 2 RESEARCH COMBOS: Since you may not have gotten all 3 of the new tools, many of the combos on island two can be made several different ways. You can still do all the research from Island one here, but since many people will have done it all there, I'm just listing the stuff you can ONLY do on island 2 here. Aztec Amulet [WARNING: Building the watchdog triggers an optional objective; you may want to build a separate control room near the front of your base first] + Enviro Chamber + Laser + Impact -> Stock Market Watchdog + Greenhouse + Laser + Impact -> Stock Market Watchdog + AI Computer -> Stock Market Watchdog Stock Watchdog + Laser + Enviro Chamber -> Money Madness Trap Antique Cannon + Greenhouse + Laser + Biotank -> Schematic Station + AI Computer + Laser + Biotank -> Schematic Station + Enviro Chamber -> Schematic Station Biochem Worktable + AI Computer + Centrifuge -> Venus Man-Trap + Greenhouse -> Venus Man-Trap + Enviro Chamber + Biotank -> Venus Man-Trap Venus Man-Trap + Impact + Greenhouse -> Piranha Tank Trap Caged Primate + AI computer + Biotanks -> Monkey-Inna-Box trap NOTE: This research combo is disabled by default, see the ADVANCED TWEAKING section for how to re-enable it. Otherwise your scientists will never offer Oliver the Chimp for research. Chameleon Cloth + Laser + AI Computer -> Damned Damsel Trap Codebreaker + Enviro Chamber + Centri + Impact -> Communications Array + Greenhouse + Centri + Impact -> Communications Array + AI Computer -> Communications Array Comm Array + Centri + AI Computer -> Misdirection Trap [Grimaldi's] Crown Jewels + Greenhouse + Biotank + Centri -> Gold Enhancer + AI Computer + Biotank + Centri -> Gold Enhancer + Enviro Chamber -> Gold Enhancer Diamond [Giant] + AI Computer + Laser + Impact -> Radio loudspeaker + Enviro Chamber + Laser + Impact -> Radio loudspeaker + Greenhouse -> Radio loudspeaker Exam Table (Infirmary) + Biotank + Greenhouse -> Auto-Surgeon Ice Man + Centrifuge + Greenhouse -> Cryo Chamber + Biotank + Enviro Chamber -> Automat (for mess hall) Jet Pack + Enviro Chamber + Centri + Biotank -> Flamethrower Rack + AI Computer + Centri + Biotank -> Flamethrower Rack + Greenhouse -> Flamethrower Rack Flamethrower Rack + Laser + Greenhouse -> Exploding palm tree trap Mercury Mirror + Impact + Enviro Chamber -> Saw Blades trap Nuclear Power Station + Centrifuge + Environment Chamber -> Giant Magnet trap ('sucker') Sonic Generator + Impact Stress + AI Computer -> Brainwasher ------------------------------------------------------------------------------- QFT TRAPS What's the point of traps? You can definitely play through the whole game without building a single one. They're expensive, they consume lots of power, they're tricky to use & will affect your minions too, given a chance. And they're tons and tons and tons of fun. A large part of the enjoyment of the game for me comes from watching valiant agents die in lots of nasty ways to my devious traps. Trap combos will also get you a small amount of cash. For each trap after the first that takes effect, you'll see a combo rating; 2nd trap - 'Nefarious', instant +$100 cash 3rd trap - 'Malevolent', +$200 cash 4th trap - 'Villainous', +$300 cash 5th trap - 'Heinous', +$400 cash 6th or higher trap: 'Genius', +$500 cash Blowing them over/past sensors also counts towards the rating if they trip it. Genius keeps repeating if more traps take effect. So for a combo that hits the enemy 6 times (a cheap way is to use lots of 90-degree turns and wind generators) you'll get $1500 cash per enemy. It's not unrealistic to get $6k for blowing a squad of thieves through the maze of death and into a flaming Prometheus trap at the end. Though it would take a long time for even a well-designed trap system to 'pay for itself', I consider the money more of a token reward for a job well done. The big reward is watching the agent suffer through it and not having to tag them. They'll also make the game easier, and reduce the hassle on you; you won't have to tag every agent you see if they're likely to get themselves killed on your traps. One of the most effective use of lethal traps is in a 'labyrinth'. This is a series of corridors unconnected to your base, filled with doors and traps. Agents break in, but they don't break out. Personally, I like to make a short set of tunnels connecting two evil base entrances. That way, there's double the chance that a passing agent will decide to investigate. If you set the outer doors of the labyrinth to Security Level 3, then your minions won't ever go in. Bodies inside don't decay any faster than in the freezer, but the "3" rating on the door will keep your minions from running over and carrying the bodies all the way back there, draining the loyalty of everyone they pass and scaring tourists in the process. If you see an agent trying to break in, feel free to drop the door down to level 1 and let them in to watch the fun. When agents enter a room, they can see pretty far down it. If it's a dead-end, they'll immediately leave. If, however, there's a door at the end, or the corridor branches off to the side they'll feel compelled to walk down and have a look. A labyrinth is more effective when it has a bunch of 90-degree turns than one that's a straight line filled with doors. Also, agents that have taken near-lethal damage will want to turn around and escape the way they came. When a sensor is triggered, all nearby agents will freeze, and the agent that triggered the sensor has a chance to dodge the trap. Since agents tend to come in pairs or sets, this can work to your advantage. Agent 1 enters the room, sets off the trap. Agent 2 walks in to see what happened, setting off the trap again, this time affecting them both. Your minions avoid traps by transmitting a code as they walk up to the sensor; it disables the sensor briefly, allowing them to walk past it without tripping it, as well as any agents or tourists immediately in front of or behind them. All traps except Confusing Pop-Up, Poison Gas & Wind Generators must be researched before you can use them. Most traps have an activation time that allows an agent to walk up to 2 squares past the sensor. Florestan Trément has created the idea of the 'Cash Trap'. It is 4 corridors linked in a square, with wind traps at each corner to blow agents around in a circle. Doors enter the room on opposite sides, with pressure traps setting off all 4 wind gens just inside each. Once agents get in and trip the sensors, they'll get blown around a ways. The door on the opposite side gives them a reason to wander around in it. A single agent getting hit this way can give you 3k per activation. A group of agents could give you 20-50k total after tripping the setup multiple times. To make it more lethal at the expense of reducing the number of times they'll trip it, you can put the piranha tank in as well. LINKING TRAPS Linking is pretty simple. Left-click on a trap or sensor to bring up Link mode. From here, left-click on a circle over a trap/sensor, then left-click on a circle over another trap to link the first to the second. When the sensor gets tripped or 1st trap activated, the second will activate as well. Don't try to link a sensor directly to every trap, just link it to one and then link that to the next, etc.. they'll all go off at pretty much the same time. You can't create a continuous loop and you can't have one thing linked to more than 3-4 other things. Right-click on a circle in link mode to remove all links to & from it. If a sensor is tripped that's linked to a trap that's still active, nothing will happen. NAME - Price - Pwr - Size - Ht - Room ----------------------------------------------------------------------- Crash-Test Dummy - 800 - 0 - 1x1 - 0 - In/Out Pressure Pad - 1600 - 0 - 1x1 - 0 - In/Out Laser Trip Beams - 6000 - 1 - 1W x2 - 0 - In/Topside Motion Sensor - 12,000 - 2 - 1W/1x1 - 0 - In/Out Gas: Poison (Health/Red) - 4800 - 1 - 2x2 - 0 - In Gas: Knockout (Green/Endur.)- 8000 - 1 - 2x2 - 0 - In Gas: Laugh. (Purple/Atten.) - 9600 - 1 - 2x2 - 0 - In Gas: Halluc. (Blue/Loyalty) - 8800 - 1 - 2x2 - 0 - In Gas: Nerve (Yellow/Smarts) - 12,800 - 1 - 2x2 - 0 - In Bees (5 types) - 8000 - 1 - 1x1 - 1 - In Wind Machine - 8000 - 3 - 1W - 1 - In (1) Giant Magnet - 12,000 - 4 - 1W - 1 - In (1) Dreadmill - 8000 - 3 - 1x2 - 0 - In Confusing Pop-Up - 4000 - 1 - 1x1 - 0 - In Money Madness - 20,000 - 2 - 1W/1x1 - 0 - In/Out Misdirection - 6000 - 2 - 1x1 - 0 - Out Saw-Blade Trap - 9600 - 3 - 1x3 - 0 - In Prometheus' Revenge - 12,000 - 3 - 1W - 1 - In (1) Pit Punisher - 9600 - 1 - 1x1 - 5 - In/Out Satan's Chimney - 9600 - 2 - 1x1 - 5 - In/Out Piranha Tank - 16,000 - 2 - 1x2 - 0 - In ElectroShock Cannon - 24,000 - 6 - 2x2 - 10 - In/Out Venus Man-Trap - 16,000 - 1 - 2x2 - 0 - Out Explosive Palm-Tree - 13,600 - 1 - 1x1 - 10 - Out Damned Damsel - 8000 - 2 - 1x1 - 0 - Out Monkey-Inna-Box *BROKEN* - 8000 - 2 - 1x1 - 0 - Out (1) These traps can't be built or moved into topside shacks/hotels Sensors: Crash-Test Dummy - Not really a sensor, this is a tool to test your trap system. When it is placed, 6 dummies will walk out of it in a straight line, with a 5-second delay between each. They will trip any sensor in their way, but will not change direction when they hit an obstacle they will fall over and 'die' instead. Pressure Pad - Trips when someone steps on it. These go great just inside a door. When an agent is trying to escape, they'll run back to the door and step on it again. Motion Sensor - Covers a half-circle in front of it, trips when someone enters the covered area. The circle has a radius of 3 squares, extending from the middle of the square containing the sensor the middle of the square 3 squares away. If it's offset from a 2-width corridor by one square, it will cover the corridor in front of it. In a 4-width corridor, it would leave a half-square gap of uncovered area between it and the opposite wall. Trying to use this as a substitute laser trip sensor doesn't work very well. When you try to cover a corridor from the side, it's sensor area will be an arc, making it difficult to time things. If you place it to the side of a corridor and have a long-range trap shoot down the length of it, it works great. It's also good for setting off wide-area traps like the bees. Laser Trip - Goes across to the next wall regardless of distance. Although these can't be placed outside directly, you CAN make two topside shacks face each other and make a line between them with the laser and link them to outside traps. This can be used to detonate the explosive trees, for example. Unlike crash-test dummies, agents don't keep walking once they trip a sensor; they may stop, leap over them or jump to the side. A good trap combo will be able to tag the agent if he stops where he trips the sensor, or walks up to 2 squares past it. For pressure sensors, you can accomplish this by making a T-junction and having the traps attack from the side. Most traps take a short length of time to activate, long enough for an agent two walk two squares after tripping the sensor. This is unpredictable though for the reasons given above. These two traps can do damage by pushing/pulling the agent into a wall, but they're better used for dragging the agent into other traps: Wind Generator - Blows anything in front of it, pushing them up to 9 squares away from the wall it is placed in. They will take damage if they hit a wall. It's useful for blowing agents into/past other sensors and traps as well. Giant Magnets - Pulls the agent towards the wall it's mounted in, a reverse version of the wind generator. Although more expensive and more power-consuming, the advantage of this seems to be that you don't have to put it quite so close to your sensors; if someone attacks the sensor, the explosion won't blow up your magnets too, so you only have to replace a couple pressure pads. If these could go inside topside shacks, they'd be uber, but they can't so I hardly ever use them. These traps can damage the stats of the enemy, most of them are lethal. Gas Traps - A cage drops down, filling with gas that attacks different stats, depending on the color of the trap. If it doesn't land on the agent, they can walk 'through' it. If it catches them, they'll take the full effect of the trap. Prometheus's Revenge - A panel opens in the wall and a flame gout comes out extending 9 squares. It will damage any sensors or objects in it's path. One way to use it would be to have a bunch of these set to shoot across the corridor so the agent walks into them. An easier way would be to offset a motion detector (or laser) one square to the side of the corridor, then have the flame shoot down the length of it. Dreadmill - A treadmill opens up. If it catches the agent, they will lose a bit of endurance trying to keep up. It can catch multiple agents; it will toss the agent up to two squares in front of or behind it when it's done. Sawblades - Big rotating blades come out of the ground to slice agents. If it catches them, they'll probably die. The activation time for this trap means that you will probably want to use a wind gen to push agents onto it from a fairly long distance (say, a 7-9 length corridor) since it's possible to drag an agent past it entirely if there's a gap past it. From +Sir Apropos of Nothing: This involves traps that are 2 or more spaces wide, and is best used in a long hallway. I'll use the saw blades as an example. Set 2 side by side, place a motion detector, and then another set of saw blades side by side. Link all the blades to the sensor. When the traps are set off, the victim is usually already standing over it! (Or under it if it's a gas trap.) Lord knows, I've killed dozens of defenseless maids this way. =) Piranha Tank / Satan's Chimney - Both of these are pit traps. They're basically a trap door that gets unlocked when activated. If an agent is pulled/pushed past it or onto it, it opens and drops the agent in. Agents can survive it, but will be very low on health if they do, and will probably try to escape the island. Pit Punisher - It does less damage than Satan's Chimney, but tosses the agent 6 squares away from it in a random direction when it's done. You can try to have it toss the agent onto another pit trap or a pressure pad for a combo, though the random-direction is a kicker. It also has a short period of time during which it can catch an agent (when they first step on it, and then about 1 second after that), then a really long animation time during which it can be walked over. Bees - There's a bee type for every stat the agent has, like gas traps. When activated, the beehive will open and the bees will start looking for the nearest target. If they see one in range (looks like about a 5-square range, and they can't see through buildings or walls), they'll head for it to attack. They don't discriminate enemy vs. minion either. They can completely drain the stat of the enemy given time, but can be outrun. If someone manages to lose them, they'll seek for the nearest target again. Venus Man-Trap - This thing has an incredibly long activation time, only hits one agent, and then has a long time before it can be used again. It must also be activated by a sensor before it'll attack. When activated, a single agent is drawn to stand in front of it, then it attacks and lowers their endurance stat. Build one anyway so you can research it for the piranha tank trap. They also look cool. ElectroShock Cannon Trap - This also has a long activation time; enough for an agent to walk 3-4 squares from where they tripped the sensor. Once activated, it fries all agents within 3 squares of it, then has to recharge. Agents that aren't within 3 squares when it's ready will not be affected, even if they walk into range while it's still running. If you use one, it's a good idea to offset it from the corridor about 1-3 squares ahead of the sensor area. It's high heat rating means that agents will likely attack it on sight, flushing 24k down the drain. You can entice agents to hang around it by putting a Do-Not-Press or Money Madness trap next to it, that'll get agents to walk over to it and stand there long enough to get fried hopefully. Explosive Trees - Thankfully, the tree itself isn't explosive, it's just a launcher that tosses out grenades, setting off huge explosions within a 3 square radius of the tree. The delay between sensor trip and detonation is enough for an agent to walk up to 5 squares. These non-lethal traps work OK in a base, if you put them near the entrance of your base, they'll weaken enemies & eat up a little of their time, so they won't notice anything amiss further in and give you a better chance to react to them. Confusing Pop-Up - This "police trainer" cardboard cut-out will pop up when activated (it faces the 'arrows' side). Agents will shoot it and lose a little smarts. I think it's biggest benefit is it stops agents in front of it, and can be used to briefly cut off the corridor. A sideways-blasting Prometheus trap can nail the confused agent. It's smarts-drain affects anyone nearby. Do-Not-Press - This is unfortunately a trap, not a sensor. =( At any rate, once activated (say, by a pressure sensor placed in front of it or motion detector next to it), it will open up in the direction of the arrows on it's front. Agents tend to pause at it, then push the button, draining their attention stat; it can drop it as low as 1 in one shot. It opens up VERY quickly, you can place it right next to a pressure pad. Money Madness - This drains loyalty; if your own minions set it off, they'll desert. Interestingly, there's an Island 1 outdoor version of this trap (it looks like a cactus) even though you can't ever get it without cheating. The tools you need to research it aren't available till Island 2. An agent drained of loyalty acts like a tourist for a while. Since you have more to lose than the agents, I recommend not using this. Misdirection - Drains attention. These are great to dot the island with attached to motion detectors. Agents with drained attention won't be noticing much in your base. Goes outside only. Damned Damsel - Drains smarts. Also only goes outside. It's a big help since the only other way to put smarts-draining traps outside is to put a confusing pop-up in a topside shack. Feel free to dot these everywhere and convert any shacks that had pop-ups into something else. [Monkey-in-a-box] - This trap supposedly exists, but it looks like the research path for it is broken. If you cheat to get it, it acts like a bees trap; a monkey comes out, an agent will stop and look at it for a while, then it zaps them to drain their attention (not loyalty like it says in the description). It seeks for the nearest target to attack and can attack your minions if they're in range when it's done with whoever was closest. UPDATE: Check 'ADVANCED TWEAKING' section for how to fix this. No agents will die from a single trap. If you want to kill agents in the beginning you need to make sure they'll get hit with a bunch of traps, or get hit several times with the same one. A labyrinth is one of the most reliable ways to do it. ------------------------------------------------------------------------------- BASE SECURITY Your security system needs at least 3 things to be any good. You need a security center in the armory, it needs to be staffed by a minion (a time clock in your armory will accomplish this). Then you need a camera to detect tagged intruders. Then you need a speaker. The camera will spot the intruder and alert all the loudspeakers. Minions in range of the loudspeakers will run to the area where the intruder was. Minions do not trigger the security system when they spot an intruder, only the cameras will. It helps to recess the camera slightly from the corridor (build a 1x2 or 2x2 corridor off to the side of your main corridor and place a camera at the end of it. Otherwise, the agents can walk past it along the wall. Outdoor cameras are helpful for when you tag tourists for weakening. Valets will respond to a deranged tourist and calm them down. You can have multiple security camera systems. Right-click a camera to put it on a system, if it's on 'X', it's not on any system at all and is being useless. Multiple systems is great on the second island since it's so huge; you don't want your entire base emptying out to catch one guy caught on the far side of the island. DESIGNING THE HASSLE-FREE SECURE BASE Everyone wants different things from a game like this. Some people like to spend all their time on the island dealing with invaders, sending out your henchmen and keeping a steady stream of torturing enemies. Personally, I don't want to spend all my time tagging agents and constantly scoping out my island for intruders. That's why I'm presenting my tips for designing a base that can run itself pretty well without micro-management. This isn't a 'design your base exactly this way' section, more like a set of features you can incorporate into your base to make it more secure. Basic tools: - The door. Heavy, Field Barrier & Camo doors are just upgraded versions of the basic door and share the same weaknesses. It would be nice if doors would reliably keep people out, but agents can break in (soldier agents will just destroy it) and take advantage of a time when the door is open for a minion using it to walk through at the same time. A single door isn't going to cut it for keeping people out. It's nearly useless to put an uber door like Field Barrier in a high-traffic area. You won't get the benefit of the lock-pick resistance since agents will just follow in the next minion. Better uses for them are low-access rooms; your stronghold, power room and any fake entrances you have outside. Your infirmary and armory + security desk might benefit from an expensive door if you've got them at the front of your base. Field barrier in particular sucks up more power than 3 regular doors combined. - Traps. Traps are good because they usually discriminate agent from minion without intervention on your part. See the trap section for more details on this. Keep in mind that lethal traps affecting a wide area are very dangerous to put in a heavily-trafficked area of your base. Traps that drain smarts or attention are safe, since a minion drained of these will be escorted to recover by a valet, but an agent will just stand there till their time to leave runs out. - The cover operation. The concept here is that it's not necessarily a bad thing to have an agent poking around your base. If an agent spends all their time on the island and never finds/sees anything that has a heat rating, they'll go home and tell their agency that everything's fine and LOWER your heat level. You can accomplish this by breaking your base up into two sections; inner and outer and having the outer base filled with harmless stuff. Outside your base, a bunch of topside shacks dotted around, each with a door on them will attract the agents interest before they even get to your base. The agent & his buddies will stand around while one of them tries to break in, then see there's nothing inside. A topside shack can waste a minute of time before they even make it as far as your base entrance. Inside your base, make the part closest to the entrance(s) be filled with 0-heat rooms: Barracks, Staff Rooms, Archives (without the bookcase or brain sucker machines), Infirmary (without x-ray or autosurgeon), armory (with a security desk ONLY) or Mess Hall without a mixer. Put these in any order or configuration you like. Put basic standard doors on all of them (anything higher is a waste since agents will just slip in the next time a minion goes to the room). If the room is small, you may consider putting a dead-end corridor in the back of it to give agents a reason to enter and waste more time in it. If an agent slips in to the outer base, don't even bother tagging them. Let them poke around and odds are they'll never even find your inner base. You DO need to sweep your outer base and any topside shacks after every loot mission you do; all loot pieces generate heat, and many will get stored in your barracks, staff room, etc.. automatically after the mission unless you specify otherwise. - The single entrance Keeping an eye on one place is a lot easier than two. However many entrances you have on your base, a single pathway into the INNER base is a big help when trying to see if any agents have made it in. There's nothing wrong with having multiple entrances from the outside into your outer base; it helps your minions get to the docks & helipad faster. - The branching corridor When agents come to a branching corridor, they have to decide which way they want to go. A section of pointless/redundant corridor that connects in to the main corridor in your outer base will make tie up agents for a while. For this reason, the single entrance to the rest of your base can also start as a branching corridor out of the middle of your outer base. Half the agents won't even go in, preferring to go check out the other harmless rooms till their time runs out. - The S-Bend An S-Bend pipe in your sink is there to keep insects and bad smells from coming up out of the sewer into your house. An S-Bend corridor in your base serves the same purpose. When you get to an area that you want agents to be tied up in for a while (good places are where your armory/ freezer connects to your inner base, the corridor between the inner and outer base, etc...). At each corner of the 'S', put a camera facing the way agents have to come in from (this is facing backward if you connect it to your armory, since you want to see agents breaking out of it) as well as doors in the middle of the 'S'. Agents that break in past the first door often see a corridor with just another door at the end and give up. Agents can get tied up in here for a while, so if your attention gets drawn to another part of the island or the world map, you won't come back to find the agents are swarming your base. You can safely tag an agent still in the S-Bend for weakening (just make sure they don't have any red in the circle under them when you click them; if they do, you need to capture or kill them). Agents tagged for weakening will be escorted out, and since the corridor has cameras and minions constantly walking through, they'll be apprehended & booted before they make it any further. - Reduced traffic The goal here is to reduce the number of minions that use the corridors connecting inner & outer base. This will force agents who are trying to get in to waste a lot more time. Accomplish this by putting a second set of recovery rooms; barracks, staff room, mess hall, etc.. inside the inner base. They don't have to be large. The main rooms in the outer base will be used by minions coming in from outside. A small barracks with multi-gym and beds/cryo pods, large mess hall with mixers & uber loot, mini staff room with TV, infirmary with auto-surgeon are all good. - The pointless level-4 door A door set to security level 4 can only be entered by your avatar or henchmen, and if it has room to either side of it will be guarded by your henchmen or guards. Most agents aren't smart enough to NOT try to break in while the guard is standing there, and this will get them automatically tagged for capture. A 2x2 room or corridor off to the side of the entrance into your inner base will catch a large number of enemies. When you hear 'Intruder tagged for capture' while you're doing someone else, you know an agent tried to break in. If you put a security camera covering the door, on a network that alerts other minions in the inner base, you'll even capture them automatically. You should check when you hear the warning though; most agents come in pairs or sets, and the agent's buddy may not have joined the fight when your other minions all jumped the idiot who got himself tagged. - Tantalizing bait 'Burglary in progress' is a pretty clear warning that a burglar/thief has gotten into your base. Since these are the stealthiest and most likely to sneak through security, why not put some bait out for them? I make my stronghold the first room of the inner base, and then put a weak loot item in the corridor after that. Pause when you hear the burglary and go check; agents aren't smart enough to restrain themselves till a time when the corridor isn't filled with 50 minions. Just tag them for termination or capture and they should immediately get pummeled senseless, your loot/gold recovered and the problem solved. - The labyrinth This is detailed in the 'Traps' section, but it's basically a fake base that uses some unused part of the mountain to house a series of corridors and traps, all with a Level-3 door on it. This doesn't have to be much; a few corridors connecting up 2 doors does it nicely. You can also turn a section of pointless branching corridor into a labyrinth. - Secure armories Armories are a risk if you can't get to them right away. Agents can break out of them. If they do, they'll set free any nearby agents in holding cells or free people they see being tortured. Attempting to interrogate two agents on chairs in the same room seems risky too. Do NOT put a security speaker in the armory. The last thing you want is the minion assigned to take an agent for interrogation ditching them to run to the front of your base. Putting 2-4 cells in a room with a security camera watching is a good idea; agents that break out will still have their capture tag, so someone will come running back to nab them. DONT put the security desk in the same room as the cells; you probably don't want the guy staffing it to stop and chase prisoners. I like to connect my freezer to the armory and put them both past a short S-bend. - The no-door entrance [From Florestan Trément] I found that all agents love doors like flies like honey. You can easily use this at your advantage and lead them wherever you want in your base. First create a door at your base entrance, to limit the tourists access. Then make a corridor in such a way that the first thing they see after entering is a door leading to nowhere or another and another and another door, a cash trap room, or wherever you want them to go. Build nothing useful behind this door, and none of your minions will open the way and disable traps for the enemy. Make sure no other door than this one can be seen when entering the base, they could prefer the next to this one. - The Treasury Room [From Rudy Marchant] In the center of my base i build a very large room (corridor tiles) in which I put all the loot items. The room functions as a sort of centralized overblown corridor as all the rooms, which are most occupied by minions (mess hall, staff room, barracks,...), are directly connected to it. Some tiles in the "treasury room" are reserved for an armory with only gun racks (in case of high emergency). Due to the central location of this "treasury room", the attention stats of my minions remain at high levels. The entire room is covered with security cameras and all directly-connected rooms are supplied with speakers. I also install some fire extinguishers. - The Dual Base Entrance [From Rudy Marchant] ... It basically consists of a single base entrance and 2 exit points into the "treasury room". Exit point 1 is designed for my minions, exit point 2 for agents. By closing exit point 2 with a heavy door at secuity level 4, my minions will avoid the heavily trapped maze (and use the safer and shorter corridors) and agents will be automatically tagged for capture in the event that they managed to avoid the traps in the maze and break into the heavily populated and secured "treasury room" through exit point 2. I force the agents toward exit point 2 by building loads of T-junctions with wind-traps (which either blow them at least toward the direction of exit point 2 or... throws them in a sawblade trap. No tagging required and not even super agents manage to get past the "treasury room" (these fellows DO manage to avoid the maze traps and therefore may require manual tagging if they enter through exit point 1). - The Zoo [Tan Sheng Yi] I created something like a high security prison for all the superagents. Each agent had a small room with a cell inside a level 3 field barrier door. infront of the door are 2 pressure pads linked to endurance beehives. (I placed laser trips right infront of the cell doors but they dont seem to work. When the agents break out they do some kinda somersault andn bypass them.) I tagged and kept all 5 agents in my base for the whole game without worryin about them walkin about the island. This trap combo works for Mamba and Jet. For Katarina when she breaks out she wont try to lockpick the doors she'll just shoot em, so I placed moko to monkey pound and capture her (with level 3 door). As for steele and dirk they'll just escape and start placing C4s all over the place screwin up your hard work. I placed 2 henchmen with each of them. to keep them in check. Matron's electro shock and Eli's head shot works well to re-capture them. However if you keep them long enough in your base, the agents might not blow stuff up and just try to lock pick their way out (beehive works here). Just remember to wait for bees to clear up before sendin them back to cells. Also make sure they can't access any other cells than the one you want. Those meaty henchmen (Eg. Eli, Ivan and Moko) won't panic if attacked by bees. You don't have to use all these ideas or develop them fully. One setup of mine on the second island has two entrances (with disguised doors) into the outer base, two rooms off of the main outer-base corridor, each connecting to two more harmless rooms in the back of them. Then there's an S-Bend corridor in the middle of all this that leads to my main base. A few hotels & topside shacks are dotted around the island. Less than 10% of the agents even make it into the S-bend, and less than 1% makes it as far as the tantalizing loot. ------------------------------------------------------------------------------- TORTURE Torture does more than just give you a good hearty evil laugh. You can torture special NPCs ("Trainers") that you capture on the world map to turn a worker into an advanced class. You'll need to do this at least once for each advanced class before you can get more through training. Any minions that are nearby a torture session will regain their loyalty. This is the main reason that bookcases and the mess hall mixer are useful; minions will be hanging out in the mess hall & archives anyway, so they'll get a large benefit from being near a torture session. There's no benefit to torturing generic agents in a tiny room with no-one watching (except for one specific objective where you can get doomsday info), so don't go nuts building lots of interrogation chairs. A 'lethal' torture device is one that drains health damage, non-super agents will die if this is used on them. Super-agents may automatically break free if you try. When an agent is in a holding cell, right click them, LEFT click the icon with two guys on it, then RIGHT click the torture device. It seems like every time I order a super-agent to get sent for lethal interrogation, they immediately break out of their cell and start trashing the place. Other people report being able to use lethal interrogation all the time, and it leaves the super-agent unconscious & ready for re-tagging. ALL interrogation devices are lethal when used on a trainer, and will result in the interrogating minion turning into an advanced class. Lethal torture devices: Armory : Interrogation Chair Archives: Bookcase Lab : Laser (pretty fast), Impact Stress, Enviro Chamber Nonlethal devices will drain an agent's smarts or attention. When it hits 0 they'll just stand around stupidly. A social minion will escort them out of your base. [From Lance Druger] Mess Hall: Mixer - slowest method of draining smarts Lab : Biotanks - drains smarts very quickly Archives : Brainiac or Brainwasher drains smarts, the Washer is faster Lab : AI computer, Centrifuge and Greenhouse drain attention, greenhouse is the fastest. Training : The marksman shooting range drains attention the slowest ------------------------------------------------------------------------------- QFH HENCHMEN Select a henchman, then hit ENTER to see their stats, or give them new abilities when they've earned them. Some henchmen (including the one you start with) don't have their special abilities when you get them. They can gain experience by killing agents or participating in missions. All henchmen have three 'Lives'. They can be K/Od unlimited times by generic enemies or die on the world map, but they lose a life when they're killed by a super-agent. After being killed 3 times by super-agents, they're permanently dead. EXPERIENCE: XP per kill is somewhat complicated, but you can calculate the XP gained with this formula: Value Rating Country Agent Type -------------------------------------------- -10 SMASH -5 ANVIL 0 SABRE 5 Pathetic HAMMER Investigator 10 Poor PATRIOT Agent 15 Good Burglar 20 Exceptional Thief 25 Infiltrator 30 Saboteur 35 Soldier 40 Veteran Add up the numbers for the rating, country & type to get how much xp killing that agent will be worth. You get 0 for killing a pathetic SMASH investigator and 70 for whacking an Exceptional PATRIOT Veteran. For knocking out a super-agent, you get: 125 for Frostonova - 200 for Mamba - 240 for Chan - 300 for Masters or Steele Missions are more consistent XP; Risk 0-2 missions: 25 xp Risk 3-5 missions: 50 xp Risk 6+ missions: 75 xp They get 100 xp for participating in an uber-loot mission, or the three world map missions that are part of defeating the super-agents. The 'crates' missions are 0-risk and very fast. If you have any henchmen that don't have all their skills, send them along to these. They will attempt them over and over again till you tell them to hide or they die (they'll also rack up tons of notoriety too) Since you can't attack or defend your base yourself, you rely on your henchmen to do it. You can control them, use their special abilities and attack or capture anything you want through them. They also act as guards, scientists and social minions when sent to the map, often all three at once. That said, the biggest threats to your plans are super agents and the squads of soldiers/veterans the alliances send after you when you piss them off. The better a henchman can help you deal with those threats, the better their rating here. POWERLEVELING HENCHMEN This trick is about as cheap as it gets. If you have Kane with his over- powered 'Smooth Operator' ability, it makes an agent pause so Kane can run up to them and use it. Capture any super-agent, send the henchman you want to level to the armory next to their cell. Use 'Free the prisoner', then when they step out, immediately slap 'Smooth Operator' on them and beat them to a pulp with the henchman you want to get XP. Issue capture tag, rinse, repeat. If you want even faster XP, use the Matron's 'Motherly Love' on Kane so Smooth Operator refreshes faster. RATINGS & DESCRIPTIONS Stealing & Plotting rates are compared to the basic Worker. All henchmen can 'raise the level of info in the region' == act like a control panel, and all henchmen 'protect allies in battle', but this ability is so weak for most of them (1% lower chance) that you'll never see it. I won't even mention these abilities for most henchmen. Basically, don't send a henchman along to a mission to help; send them to a mission to gain experience and use your other generic minions to help instead. Moko Rating: D Ability 1: Feral Roar -- Alert all minions in range to tagged enemies Ability 2: Monkey Pound -- Stun everyone in range Available at: 175 notoriety, 300 notoriety on Island 2, 400 'Feral Roar' is just an upgraded 'summon minions', so he basically has a wasted skill right there. Monkey pound is most helpful when he's alone, and that's not saying much. He's a strong attacker though; "For all intensive purposes is a meat tank with a hefty 120 health. This means that he can afford to wade into groups of agents and have a good chance of remaining conscious long enough to crack some skulls. Roar is only questionably useful as an ability, but Monkey Pound is worth its experience: Mariana Mamba and Jet Chan can't do much lying flat on their asses, and if they get hit by it they stay down for a long time. The only downside is that you'll knock your own minions down, but they should survive if they're fairly healthy." [Thanks Reed Brooks!] Steals 50% better, can't plot, is the only henchman to have any noticeable impact on keeping minions from dying. Generates lots of heat. Jubei Rating: A Ability 1: Wind Walk -- Teleport to any location Ability 2: Eviscerate -- Single target mega-damage Available at: 225 Notoriety [Max starts with him], 360 + Island 2 Jubei starts out strong, and with his teleport ability will be able to instantly jump to a trouble spot on the map at your command. He can take out a full squad of any non-soldiers on his own. If he tries to solo fight any enemies with guns, they'll split up and mow him down while he tries to attack them one by one. He's great against thieves & burglars, and for protecting your avatar in an emergency. He can solo a super-agent if you teleport him on top and use Eviscerate first. Otherwise, his attacks do high damage, but he's pretty slow with them. Steals at 2.5x, plots at 2x. Eli Barracuda Rating: B Ability 1: Super Headshot -- Mega ranged damage Ability 2: Ghetto Posse -- Entice agents to dance with Eli Available at: 225 notoriety [Alexis starts with him], 360 + Island 2 Ranged attackers are always handy, and Eli, Ivan and Monty are it. His special ability is good for taking out a running enemy. Of the three starting henchmen, he gets a 'B' because he's the only one that can't solo a super-agent or instantly react to a threat to you. Steals at 10x, the best in the game. Plots at 2x. Red Ivan Rating: C Ability 1: Cossack Dance -- Massive area-effect damage around Ivan Ability 2: Minefield -- Lay down a trap Available at: 75,175 notoriety, 300 notoriety on Island 2, 400 Red Ivan is a hazard. His regular attacks consist of lobbing grenades and firing a rocket launcher at the enemies he fights. Both of these cause huge explosions. While this is good for taking out a squad of enemies, he'll cheerfully use this to take out enemies in your base, your hotel, or enemies 5 feet away from him that your other minions are fighting. This often results in you having to rebuild your hotel, or replacing a bunch of guards or workers that died from collateral damage. I find that getting him means you have to micro-manage every attack on your base. If you don't mind this, then Ivan is great for taking out those pesky squads of soldiers with rifles. They bunch up and he nukes them from a distance. He'll still probably get killed unless you nuke a couple times, then have him run away and send in someone else to finish the job. Definitely not recommended for your first run through the game. This strategy for containing Ivan till you need him comes from the message boards: Build a topside shack or 2x2 room with a level 3 door. Put him in it. It seems he won't leave unless ordered to. Just remember to send him back when you're done blowing up the good guys. Steals at 2.5x, same as Jubei. Can somehow plot better than Jubei, at 3x the speed of a worker. Motezuma Rating: B Ability 1: Voodoo Puppetry -- Make agents attack each other Ability 2: Voodoo Mind Fog -- Make agents forget what they've seen and leave Available at: 175 notoriety, 300 notoriety on Island 2, 400 Monty's mind fog is nifty, and he's a good fighter too. Tag a super-agent for weakening, then hit them with Mind Fog; be careful though, if it fails they'll attack and probably kill him. You'll be glad every time it works and gets rid of a super-agent right as soon as they land on the island. To get rid of a squad of agents; (From Mike Lively): "Just target the first person in the squad, all other guys are providing backup). Use mind fog on the head guy, this will have him leave the island. When the leader of the squad leaves the island, all the other guys are still providing backup and follow him back home. When I was using it, it worked 9 our of 10 times." Monty's attack is ranged (he stabs a voodoo doll to hurt the agent), but it's not as powerful as Eli's guns. Monty will get cremated if there's more than 1-2 agents to fight solo, especially if they have guns. Don't even think of trying to use Puppetry on hostiles that are attacking you. It makes a better stealth attack on agents that are sneaking around. [Thanks Lance Druger for pointing out that Monty's not a hand-to-hand guy] Steals at 2x, plots at 4x; same as a technician. The Matron Rating: A Ability 1: Motherly Love -- Recharge another henchman's special abilities Ability 2: Electro-Shock treatment -- Proximity Enemy-only high damage Available at: 75,175 notoriety, 300 notoriety on Island 2, 400 Okay, the Matron just rocks. If you see a bunch of soldiers that won't shoot first, or a bunch of enemies at your front door, send the Matron to give them some Electro-Shock treatment. It's nasty stuff. You can also use her to replenish someone else's special ability, like refreshing Monty's mind fog or Jubei's ghost walk... She also has some of the funniest lines she'll scream when commanded to kill or capture. She steals 50% better, plots at 5x, is the best in the game at covering up the heat from other minions; she can cover 3 workers or one high heat unit on her own. Due to a possible bug though, she INCREASES the time it takes to do a mission by 10% AND raises the heat from one by 30%. You can counter these effects by sending other minions to the mission, but if you're going to do that, you may as well leave her at home. Lord Kane Rating: A Ability 1: Psychic Terror -- Area effect: Panic agents. Ability 2: Smooth Operator -- Cause agent to lose all heat Available at: 225 notoriety [Shen Yu starts with him], 360 + Island 2 Lord Kane works very well, especially against super agents to make them forget what they've seen and his fear gaze can cause panic attacks and makes super agents beg while minions attack them. One oddity lord Kane can attack them while they are pleading for their lives (on their knees), but must be manually commanded to do so. [From Lance Druger] Smooth operator makes whoever you use it on stop and wait while Kane runs up to them to use it. In the meantime, the target is completely vulnerable to other attacks. This is probably a bug. Psychic terror is great on groups of soldiers; it makes them all stop fighting, beg for mercy, then run around like panicked tourists. Kane can steal at 4x (better than any minion), plot at 8x (almost as good as a biochemist!) and generates NO heat on his own. The Butcher Rating: C Ability 1: Facade of Normalcy -- Lets him approach hostile targets Ability 2: Terror Tactics -- Nearby minions ignore low stats and fight Available at: 175 notoriety, 300 notoriety on Island 2, 400 Well... this guy is one vicious cuisinart of a henchman. His attacks are brutal and fast, though all are melee-range. The Facade lets him get up close to enemies that might otherwise attack on sight, like an agent or group of soldiers. Other than his melee skills though, his special abilities aren't much to write home about. If you're dying to turn the agents into mush, and don't want the indiscriminate destruction of Ivan, he's a good choice. The butcher steals at the same rate as a worker, plots at 7x (better than a scientist). He generates only as much heat as a worker, but if sent on a mission he INCREASES the time to complete it by 10% (you can counter that with a technician or better science minion) The Great Mesmero Rating: B Ability 1: Telepathic Mind Control -- Take control of agent Ability 2: Willpower Drain -- Saps loyalty/health or endurance of agents Available at: 300 notoriety on Island 2 This is the last henchman available, and all his abilities take forever to get (1100 for Mind Control, 600 for Willpower). Of the two, you should definitely get Willpower Drain first, since it's the most powerful. Mind Control is a fun toy later. Telepathic Mind Control fails a lot. When it succeeds, Mesmero will stand there without moving till the agent breaks control or dies. The agent will get a green circle under their feet, letting you click on them... you can make them move anywhere or attack anything by right-clicking. In addition to agents, you can also control Freaks created in your biotanks. Aside from the fun of making Dirk Masters attack John Steele, this is an example where his Willpower drain ability is the most powerful one he has, by far. Keep in mind that if you control freaks, they can't go through level-2+ doors. From Doopel: "If you tag a group of agents for death and then do Willpower Drain on them it will drain the health of all of the agents instead of loyalty. After doing so all of the agents will be left with about 8 health and you can kill them all with Mesmero." I tested this, and it rocks! This turns a semi-weak ability into a massive death-wave. The type of drain that gets activated depends on the tag on the agent at the time he activates the ability. If they were tagged for capture, all nearby agents tagged for capture will have their endurance reduced nearly to 0. If you gave them the kill tag, all agents tagged for death nearby will have health reduced instead. If they have no tag, all untagged agents nearby will have loyalty reduced to nothing. Plus they'll just stand there while he does it instead of attacking him. Mesmero steals at 3.5x (same as the best top-tier minion), plots at 5x and can cover the heat from a single worker on his own. He increases the time to complete a mission by 5%, and raises the heat by 20%. Dr Neurocide Rating: D Ability 1: Hallucinogen Powder -- Temp. Reduces heat of items in area Ability 2: Poisonous Perfume -- Area-effect endurance drain Available at: 75,175 notoriety, 300 notoriety on Island 2 She and Jubei will hang out together. Her special abilities mostly suck. From Maniacal_Matt: "[Poisonous Perfume] knocks agents out. This is great, because you can just tag them to be captured. It even works with super agents. I really don't like her much, though." From Calyth: Dr. Neurocide isn't entirely useless. Her hand to hand combat isn't too bad. She can knock some soldiers around before she gets KOed. But the Hallocengenic Powder comes in handy when you need to research the sentry guns. Walk up to it, use it, and it goes away only when the hallocengenic powder recharges. So you just watch until she's almos replenished, run out, redo the power until the science minions get a clue. They'll research it under that state, while you don't have tourists panicking or agents shooting it. She steals at 3x, plots at 10x (same as a quantum physicist) and raises the time to complete a mission by 20%. I never pick her anymore. *BONUS* Colonel Blackheart Colonel Blackheart is a "bonus" 11th henchman that you got if you ordered the pre-release version of Evil Genius. Since I don't have it, all this info comes from Johann67: Patch to enable Colonel Blackheart in the regular version of EG: http://www.forsaken-innocence.com/files/unlockblackheart.zip Rating: B Ability 1: Mantraps -- ?? Ability 2: Pendragon -- ?? Available at: ?? 75,175 notoriety, 300 notoriety on Island 2 ?? He is a fairly hard hitter that can take out most agents with a single shot of his blunderbus. Even in melee his damage is better than most. He is a bit faster than you'd expect for someone with a metal rod for a leg, but not as fast as, say, Jubei or Kane. His specials are a bit weaker, and cost 250 (mantraps) and 750 (pendragon) to unlock. They have really nice animations, but are generally focused on delaying the enemy long enough for him to shoot them. Of the two, mantraps seems to have the most effect. He seems to be meant mostly as a base defender, so that's what I generally use him for. In my experience, he seems to hang out a lot with Lord Kane, when he's not playing with his monkey, pendragon. GENERIC MINIONS: Each of the 13 generic minion types have special abilities: Worker - Can steal and plot equally poorly. Generates the least heat. As basic minions, they can become anything and are easily replaceable. MILITARY MINIONS: Guard - Steals 2x as fast, generates 2x the heat. Reduces the chance of other minions dying on missions by a little; you need at least 5 to make even a 10% difference. Mercenary - Steals at 3x, plots at 2x, generates 3x the heat. 5 of these are really good at preventing other minions from dying. Marksman - Best at killing enemies tagged for death. 3.5x as good at stealing, but generates 4x the heat on the world map. Doesn't protect minions as well as a mercenary. Arguably the best for stealing since they generate less heat than Martial Artists. Martial Artists - Best at capturing enemies. 3.5x as good at stealing, generates 5x the heat, but the best at protecting other minions from dying on missions. 1-3 will be a big help on most missions, 5 would be overkill for anything but the toughest 6-7 rated missions. SCIENCE MINIONS: (You can't reduce the time to complete a mission lower than 50% of its original time, the same goes for heat -- thanks Fearful Ferret) Technicians - They look to be the only minions who can repair stuff that's been damaged by fire or enemies (5 or so of these should be all you need to keep that department covered). 4x as good at plotting, and they reduce the time to complete the mission by 10%. Generates only slightly more heat than a worker. Scientist - 6x as good at plotting, reduces mission time by 20%. Can actually steal a little better than a worker, but probably isn't worth the heat and risk. Biochemist - 9x as good at plotting (for 3x the heat) and reduces the time to complete a mission by 40% (the best benefit). Quantum Physicist - The best at plotting (10x) for the same heat as the scientist. A single diplomat paired with a physicist should be enough to keep your heat from going up while he plots. For some bizarre reason, physicists are better at stealing than guards. SOCIAL MINIONS: Valet - In the event of a fire, Valets will be the ones to get fire extinguishers to put it out. If a minion is dazed (reduced to low attention/smarts stat), the valet will escort them to the place they need to go to recover. Valets will also drag your unconscious henchmen to a barracks to heal. In addition to all this, Valets can weaken enemies and drain their attention stat. On the world map, two valets can cover up the heat from a single worker and reduce the heat from missions by 10%. Spindoctor - Can't plot or steal at all (same as valet and all social minions). A single spindoctor can cover the heat of a worker and reduce the heat from missions by 20%. Attacks the 'smarts' stat when weakening enemies. I would say this class is the best for weakening enemies. Diplomat - The best at covering the heat of other units. A single diplomat can cover up 2 1/2 workers or most of the heat from one high-heat unit like marksmen. Reduces heat from missions by 30%. Attacks the loyalty stat of enemies when weakening. If it works, the enemy will act like a tourist for a while. It is completely useless to use this attack on a panicking tourist. Playboy - The best at covering up heat from missions (-40%). Attacks the loyalty, attention & smarts stat simultaneously when an enemy is tagged for weakening, but the attack does less damage to each bar than the other three social minions' weakening attacks. Playboys can actually steal as well as workers. [Thanks Sokar20002001] ------------------------------------------------------------------------------- QFA AGENTS There's many varieties of generic agents: Investigator/Agents -> They'll photograph loot, go home and raise your heat Thieves/Burglars -> They'll attempt to steal valuable loot back Infiltrators/Saboteurs -> They'll try to destroy high-heat objects Soldiers/Veterans -> They'll start shooting, and they have rifles. These are the biggest threat. Use henchmen with area attacks to disable them long enough for your other minions to kill or capture them. They'll attack any object with any heat, and even social minions. For how much XP each is worth when killed, check the Henchmen section. But then there's 4 SUPER agents, your arch-nemeses. When they first appear, you can't kill them. You can slap a weaken tag on them and hope your valets will keep them occupied, or try to capture them and send them through the mixer. As you progress through the story on Island 2, you'll get the optional objectives that will let you get rid of the super-agents permanently. You can't get rid of John Steele till the very end of the game (during the countdown), and you must have him imprisoned at the time to do so. To immediately neutralize a super-agent when they show up (A good idea with John Steele especially) is to either teleport Jubei on top of them and use Eviscerate, or use Lord Kane's 'Smooth Operator' on them; it will make them stand still so nearby minions can beat the pulp out of them after you tag them for capture. Tag them for termination when you're trying to capture them; it gives your marksmen a chance to shoot them. When they're 'dead', tag them for capture. If you tell a death cell to kill them, they'll immediately escape. If you torture them with a lethal device, they'll go unconscious at the end and you must re-tag them if you don't want them causing havoc when they wake up. [Thanks Darin Johnson] SMASH - Mariana Mamba ("Charlie's Angels") -- Appears at 130 notoriety She'll make your agents desert by talking to them. And she'll try to steal stuff and take pictures. Her elimination mission becomes available when you get to the 2nd island. Torture her on an Exam table to finish her off. ANVIL - Jet Chan ( duhh... ) -- Appears at 180 notoriety This guy runs around blowing up stuff and killing non-social minions. When his optional mission becomes available, Plot in Central Asia till you get the mission to kidnap his mentor. Torture him on an interrogation chair, then capture Jet Chan & torture him with a Dojo. The optional objective for him becomes available shortly after you start Objective 7 (with the diplomats); just wait a while after this mission starts and Chan's optional objective will appear. HAMMER - Katerina Frostonova ("Ice Queen") -- Appears at 240 notoriety Her special ability lets her go invisible; during this time, she can't be attacked by minions or the target for any special abilities. She's also hard to see, and probably doesn't trigger your security system. I'd say she and Mariana are pretty much of a non-threat. When her mission comes up, plot in Siberia till you get the mission to steal her teddy bear. It will go to your training room once stolen (it's a gray version of the guard punching bag). Torture her on it. PATRIOT - Dirk Masters ("Rambo") -- Appears at 290 notoriety This guy attacks like a pitbull on speed, with two machine guns. Valets will get mowed down, so don't bother trying to weaken him. Teleport Jubei on top of him, use Eviscerate, then send him through the mixer. Once you get his mission, plot in Mid-West till you can raid his gym. You'll get a 'US Agent Biosample' that automatically goes to your barracks. Research it with the Biotanks, then when Rambo shows up again, capture him and dunk him in the Biotanks too. Tons of fun. =) WARNING: Make sure you don't have 3 freaks created when disposing of Dirk. SABRE - John Steele ("Bond") -- Appears at 340 notoriety This guy's very annoying. He'll keep hacking your computers; your base will go on alert. When it does, all your doors will drop to a '1' security setting, so tourists will start wandering through your base. He'll also start fires. Hit P to pause when you hear the alert, and fix at least the doors at the entrance of your base. Fix them all after he leaves. He'll shoot at henchmen. You won't get an objective to eliminate him; if he's in a holding cell when you push the 'Launch' button, you'll trigger his demise automatically. ------------------------------------------------------------------------------- TIPS - Right click on your henchman to select them without zooming to them - Hit 'P' to pause the game so you can design in peace - Double-click an object or henchman to see their properties. You can see an object's properties even before it's built, to see how much power it will consume. - CTRL+Click an enemy to apply the tag to all their allies at the same time, even ones that are still landing/climbing onto your island. - Hold SHIFT when you place an item and it'll let you place another one without having to select the option. - You'll get a bodyguard at 105 notoriety; they'll defend your avatar from attackers, but their health does not regenerate. You get another at 365. - Demolishing a room inside your base returns it to pristine rock, like it was before you built it. - Despite the glossary entry about the 'demolish' tag, you do get cash back from destroying stuff: 90% of the purchase cost of the item! Plus, destroying stuff is funny. =) If you're going to destroy a room, you don't have to destroy everything in it individually, you'll get the refund for everything that was in the room when it was destroyed. - You can't recall minions who are in the middle of their mission, but you can click them all so they'll return as soon as it's over. - Handy keys: F5/F8 - Quick save/load Tab - Cycle through henchmen Ctrl+Number - Bookmark a location on the island Number key - Jump to bookmarked location F12 - Take a screenshot and save it to the 'DynamicResources' folder - Tag a minion who's deserting for capture. After a short stint in a cell, they'll be happy to work for you again. If you have a hard time catching them before they run away, keep double-clicking on them to make them keep stopping to salute you. - If you decide to build Death Cells, you can position them so they dump the prisoner out directly into a freezer. This isn't an idea I came up with, I saw it on the message boards but have forgotten who posted it now. =( It works great though... - If you've lost a lot of minions due to soldiers, super-agents or the world map, you can temporarily increase the number of workers to bring the count up closer to 100, then lower it back to normal. For example, say you've lost a bunch of minions and now you're down to 80. Go to the minions screen and increase the number of workers by 18 or so. The game will complain that you've asked for more minions than you can support. When you've hired enough workers to get your minion count up to 98 or so, drop it back to normal (it will show you as having 38 workers even though you are now asking for 10, but it won't kill or fire any of them). This speeds the hiring process a little when workers get turned into higher-tier minions since you can train faster than you hire by default. The extra workers can keep your base running smoothly while your other minions are tied up in training as well. ------------------------------------------------------------------------------- 1001 USES FOR A TOPSIDE SHACK Most of these came from the message forums, and I know there's not 1001 yet: - Armory with security desk - Barracks with 4 lockers (or 2 bunk beds, or 1 bed + 2 lockers). Lockers can go anywhere since your minions never seem to use them. A social minion will drag an unconscious henchman to the nearest barracks to heal. - Mess Hall with salad bars and/or automats - Tripwire: Corridor w/ external door so you get the 'Security door breached' warning to let you know there's agents poking around. You can put a fire extinguisher in here as well to have it near the hotel. If you put a camera in it, you can put this tripwire setup just outside your base so you can deal with agents outside rather than in, if that's what you prefer. - Infirmary with up to 4 booths - Staff room with ping-pong table, TV, chairs and/or drink machines (one of the green access points for the table can be outside the shack) - Build two next to each other and put two security guns between them, facing outward so that agents can't snipe them without taking return fire. - External lab for letting the fake research machine get stolen - Trap room with motion detector, nonlethal trap and door set to level 3. Bonus fun: Place two facing each other to put a laser trip sensor in to detonate outside traps. Bonus bonus fun: Piranha tank =) - Armory with a holding cell. [from M Dub] - Inner sanctum, with clone, when the mission requires it. [from KenZoe] - Prometheus's revenge trap + motion sensors, and a door. That will teach those nosey agents not to play with locked doors. [from Wound] [NOTE: You need to either install the mod that allows wall-mount traps to be built inside a shack, or build them inside the base and then move them out into it afterward. -- from Raufgar] - Trap room with Motion Detector + Cash machine + ElectroShock Trap - Closet for a henchman w/ Level 3 door, for Ivan or Moko [last 2 from KAGooch] - Lots and lots of topside shacks so agents get bored and leave [- Shag2sheeps] - 8 shacks surrounding base with level 3 doors on them with pressure pads and pop up traps inside is one of the best base defenses. You can put more expensive sensors and traps, but the cheap ones work fine. Agents will almost never enter your base because they spend all their time trying to unlock the level 3 shack doors and gets weakened by traps in the process. [From Sokar20002001] - I built a 2 by 2 control room in one next to the helipad for the stock market machine which sped up that mission big time and saved any heat hassles. After that transferred the machine the control room proper and then changed it to having 2 piranha traps either side of a laser trip. The fire station shack next to the hotel has been very useful since that is all the saboteurs ever want to blow up [From Munshy] [EDITOR: He probably meant to say near the Docks, which is where the accountants showed up from in my game] - As I mentioned in another post, they can be useful to create blind corners for your undisguised sentry turrets to hide behind, which can help prevent them from being blown up from a mile away before they have a chance to gun down those pesky agents. Expensive, but it saves you the 10k you lose every time a sentry gun blows up on medium until you finally get disguised ones researched, which can add up if you lose a lot of them waiting for those darn science minions to get the clue. [From Torias] ------------------------------------------------------------------------------- QFN NOTORIETY TIMELINE "Free minions" refers to how many minions you can have without any lockers; you can modify these values by editing the 'population.ini' file; described in Advanced Game Tweaking. You can increase notoriety without getting any heat by gloating over someone in your holding cell. This raises notoriety by 1 usually; Exceptional agent-types are worth 2-3, super-agents are worth 4-5. 0 - 10 free minions (after building barracks with 1 locker & 1 bunk bed) Evil Rating: 'Harmless' (aka 'Hairdresser') 5 - 15 free minions 10 - 20 free minions 20 - Evil Rating: 'Mostly Harmless' (aka 'Real Estate Agent') 25 - 25 free minions 40 - Evil Rating: 'Bossman' 50 - 35 free minions 60 - Evil Rating: 'Sly' 70 - International Arms Crime Lord appears (Objective 2 mission) 75 - New secondary henchman [Ivan, Neurocide or Matron] 80 - Evil Rating: 'Bad' 100 - 45 free minions, Evil Rating: 'Rotten' 105 - Bodyguard attracted 120 - Evil Rating: 'Hateful', Several missions unlocked on world map 125 - 1st totem piece appears in Polynesia (Island 1 optional objective) 130 - Super-Agent: Mariana Mamba appears 135 - 2nd totem piece appears in Central Russia 140 - Evil Rating: 'Twisted' 145 - 3rd totem piece appears in Middle East 150 - 55 free minions 155 - 4th totem piece appears in West Coast 160 - Cloning Chamber appears in Antarctica (Island 1 optional objective) Evil Rating: 'Mouldering' 175 - New secondary henchman [same as 75 + Moko, Butcher, Montezuma] 180 - Super-Agent: Jet Chan appears, Evil Rating: 'Mad' 200 - Can go to new island with Objectives 1-5 complete, 65 free minions Evil Rating: 'Insane' 220 - Easier missions to capture top-tier trainers unlocked 225 - New primary henchman [Jubei, Eli or Kane] 230 - Evil Rating: 'Manipulator' 240 - Super-Agent: Katerina Frostonova appears 250 - Many new missions unlocked on world map, 75 free minions 260 - Evil Rating: 'Vomitous' 290 - Super-Agent: Dirk Masters appears, Evil Rating: 'Rancid' 300 - Last AOI Missions unlocked on world map, 80 free minions, New secondary henchman [Same as at 175 + Mesmero] 340 - Super-Agent: John Steele appears, Evil Rating: 'Uncatchable' 350 - 85 free minions 360 - New primary henchman 365 - 2nd Bodyguard attracted 380 - Evil Rating: 'Unstoppable' 400 - Last new henchman [same as at 300], 90 free minions 420 - Evil Rating: 'Terrifying' 450 - 100 free minions (the cap) 460 - Evil Rating: 'Unspeakable' 480 - Evil Rating: 'Evil Genius' For those trying to max out Notoriety, Ryu Kishin Powered has discovered that you can get a max of 100 points from each region: "Basically, each area has it's own notoriety level that has a max of 100, these totals are added together to make your total notoriety. So once an area's notoriety equals 100 your notoriety won't go up any for completing AoIs in that area. Also, any prisoner you gloat over will raise the notoriety for the area they are from. So if your notoriety stops going up, you may want to look into your save file to see which areas are maxed. To do this, just open your save file in notepad and search for "notoriety". Just before notoriety you will see Region= and then the number for that region (Patriot=0, Sabre=1, Hammer=2, Anvil=3, and Smash=4). If the notoriety in one of these regions notoriety equals 100 than there is no point in doing the non loot/story related AoIs or gloating over captured prisoners from that region." This can be used to help you too. Normally, you'd gain 125 notoriety from the crate missions. If you do it in a region that you've already done lots of other AOIs in already, then you'll just hit the cap there. ------------------------------------------------------------------------------- LOOT ITEM EFFECTS, AURA EFFECTS Most loot items have an Effect Radius, a Frequency and a set of Bonuses. You can see the effect radius of the item by left-clicking on it. It will be a big colored circle around it, similar to the one the Evil Genius has. When a minion enters the effect radius, they get an immediate bonus to the stats the object affects. If they hang around long enough, they'll get it again. In practice, minions don't hang around it long enough unless they're staring at it or doing something else and the object is in range. The effect radiuses of the Evil Genius avatars have been put in for comparison. Placing endurance-regaining loot (especially uber loot) in your training room will really speed up the process of training social minions. Diplomats and Playboys can't make it through a training session in one go otherwise. 'rad' - effect radius size 'frq' - frequency the object gives out it's bonuses 'loy','attn'... - Bonus to loyalty, attention, smarts & endurance 'aLoy', ... - Adjusted bonus-per-second for comparison purposes The adjusted bonus is the bonus divided by the frequency. So if an object were to give you +10 loyalty every 5 seconds, you could say it regens people standing around it by +2 loyalty/sec, and 'aLoy' would be 2. Name Rad Frq Loy Attn Smrt Endr aLoy aAtn aSmt aEnd -------------------------------------------------------------------------- Max's Aura 6 1 0.5 0.5 -- -- 0.50 0.50 -- -- Alexis' Aura 12 0.8 0.3 0.3 -- -- 0.38 0.38 -- -- Shen Yu's Aura 4 1 1.5 1.5 -- -- 1.50 1.50 -- -- Codebreaker 5 2 0.5 -- -- -- 0.25 -- -- -- Crown Jewels 9 2 0.5 -- -- -- 0.25 -- -- -- Giant Diamond 8 1 0.1 -- -- -- 0.10 -- -- -- Jetpack 3 1 0.2 -- -- -- 0.20 -- -- -- Aztec Amulet 10 4 1 0.2 -- 0.2 0.25 0.05 -- 0.05 SpaceSuit 7 2 0.5 -- -- -- 0.25 -- -- -- Rocket Plans 6 2 0.5 -- 0.5 -- 0.25 -- 0.25 -- UL: Excalibur 10 5 1.5 -- 0.2 -- 0.30 -- 0.04 -- UL: Eiffel Tower 10 5 1 0.2 -- -- 0.20 0.04 -- -- UL: Bill 10 5 1 -- -- 0.2 0.20 -- -- 0.04 UL: Samurai Armor 8 6 2 -- -- -- 0.33 -- -- -- UL: Sarcoph. (1) 10 3 0.3 -- -- -- 0.10 -- -- -- UL: Ark 10 5 1 1 -- 1 0.20 0.20 -- 0.20 Totem Pole 8 6 1 1 1 1 0.17 0.17 0.17 0.17 Mercury Mirror 4 1 0.2 -- -- -- 0.20 -- -- -- Ice Man 6 2 0.3 -- -- -- 0.15 -- -- -- Sonic Generator 6 1 0.2 -- -- 0.2 0.20 -- -- 0.20 Chameleon Cloth 5 1 0.4 0.1 -- -- 0.40 0.10 -- -- Antique Cannon 7 1.5 0.3 0.1 -- -- 0.20 0.07 -- -- Roman Galley 5 1.5 0.5 -- -- -- 0.33 -- -- -- Stolen Throne 8 1 0.5 -- -- -- 0.50 -- -- -- Persian Rug 5 3 1 -- -- -- 0.33 -- -- -- PAT. Doom. Piece 12 4 1.5 -- 0.2 -- 0.38 -- 0.05 -- SABRE Doom. Piece 14 5 1 -- 0.2 -- 0.20 -- 0.04 -- ANVIL Doom. Piece 12 3 1.2 -- -- 0.2 0.40 -- -- 0.07 Classical Statue 6 1 0.4 -- -- -- 0.40 -- -- -- Babylonian Vase 5 1.5 0.3 -- -- -- 0.20 -- -- -- Grecian Urn 6 1 0.25 -- -- -- 0.25 -- -- -- Etruscan Vase 7 0.8 0.15 -- -- -- 0.19 -- -- -- Painting (japan) 4 1 0.2 -- 0.5 -- 0.20 -- 0.50 -- Painting (cuba) 6 0.5 0.2 -- 0.4 -- 0.40 -- 0.80 -- Big Screen (2,b) 12 -- -- Mouse Maze (b) 8 1 0.2 0.2 -0.05 -- 0.20 0.20 -0.05 -- Body Bag 6 1.5 -0.2 -0.2 -- -- -0.13 -0.13 -- -- Totem Pole pc#1 10 5 -1 -- -- -- -0.20 -- -- -- Totem Pole pc#2 10 5 -- -- -1 -- -- -- -0.20 -- Totem Pole pc#3 10 5 -- -1 -- -- -- -0.20 -- -- Totem Pole pc#4 10 5 -- -- -- -1 -- -- -- -0.20 (1) - The sarcophagus also regens health at the rate of 0.1 every 3 sec. (adjusted rate: 0.03/sec). It's good to put near the diplomat trainers since they drain health from the minions being trained. (2) - The Big Screen boosts the max attention stat of minions by 20% as long as they stay within range. You'd need another attention-regen item (or your avatar) to make use of this. (b) - These items are buildable ------------------------------------------------------------------------------- QFC CHEATS Type 'humanzee' while the game is running, you'll see "Task Completed" Cheat keys become available: Ctrl+C - Add 100k cash Ctrl+A - Give 1 of every minion/henchman [they appear under cursor] Ctrl+O - Allow all items to be built Ctrl+M/N - Toggle Global Chaos (agents from different territories will attack each other when they see each other on your island) Ctrl+T - Allow all traps to be built Ctrl+S - Create explosion under cursor [No credit, but this is posted on dozens of websites. If you discovered it first, let me know] ADVANCED GAME TWEAKING (aka 'Modding') Most of the game's settings are kept in simple text files, or comma-separated spreadsheets. You can adjust the max number of minions, change how the game behaves or any number of other things. Game settings: Folder: \DynamicResources\config\concept.cfg Skip Intro Movies: Line 24; Change 'StartupState' to '1' (instead of 0) Don't set 'StartupState' to 2 or 3, the game will crash. Adjust the number of autosaves the game will keep: Line 100 Auto-start a saved game file: Line 103; Put the name of the file (it's the same as the name of the saved game, with a '.lay' extension at the end) after the = sign. A good one to put here is 'quick save.lay' (without quotes). Editing population limits: Folder: \DynamicResources\config\population.ini This lets you adjust the max population past 100. It is not recommended that you increase it over 500. The first line sets the absolute max, the succeeding lines set how many "free minions" you get for your notoriety (you can hit the max any time by building tons of lockers). The lines are of the format: PopulationEntry=(% max notoriety),(free minions) You'll see that the first line says '0,10' -> You get 10 minions with 0 notoriety. Since max notoriety is 500, you can multiply the first number by 5 to get the numeric notoriety required for this many free minions. If you want a logical progression up to 500 minions, first make a backup of the file, then edit it with notepad and replace the contents with the stuff between the 'Cut Here' lines ---- \DynamicResources\config\population.ini Cut here ---- MaxPopulation=500 PopulationEntry=0,25 PopulationEntry=3,35 PopulationEntry=10,50 PopulationEntry=20,65 PopulationEntry=30,75 PopulationEntry=40,85 PopulationEntry=50,130 PopulationEntry=60,170 PopulationEntry=70,200 PopulationEntry=80,250 PopulationEntry=85,325 PopulationEntry=90,400 PopulationEntry=95,450 PopulationEntry=100,500 ---- Cut here ---- This will have the effect of starting with 25 minions instead of 10, and then gradually going up every 50 notoriety points till 400, at which it goes up drastically every 25 (to reflect your stature in the world as you put yourself far out of the league of lesser evil geniuses) Changing 'hide' duration: The large file 'Resources.ERB' in the \Resources\ folder is basically just a huge archive of compressed text files. You can override the files in there with a file of the same name in the \DynamicResources\ folder. As a brief example, there's a file inside Resources.ERB that governs how long minions will hide when told to. It's set to 120 seconds. You can override that by creating this file in \DynamicResources\config\ Filename: '50021 - World Domination.desc' (without quotes) ---- \DynamicResources\config\50021 - World Domination.desc Cut here ---- ObjType=WorldDominationManager ObjName=WORLDDOMINATIONMANAGER TextDescription=WORLD_DOMINATION_MANAGER ---- PlottingDecay=1 PlottingInterval=5 LootingInterval=60 ChanceOfJusticePresence=50 JusticePresenceCheckInterval=600 HenchmanReturnDelay=300 CharacterFocusDuration=1 AttritionFocusDuration=0.25 ActFocusDuration=0.5 HidingDuration=600 PlottingRatingThresholds=1,3,4,6,9 LootingRatingThresholds=1,3,4,5,6 ToughnessRatingThresholds=21,31,41,61,80 ChanceOfJusticePresenceModifier=5,1800 ---- Cut here ---- Change the line 'HidingDuration' to however many seconds you want. The file above will set it to 10 minutes. The default is 120 if the file isn't there. CHEAT/MOD: Enabling wall-mounted traps to be built inside topside shacks: Create these three files in the \config\ folder: ---- Cut here: '17204-Trap_Wind_Machine.desc' ---- ObjType=Trap ObjName=WIND_MACHINE_TRAP Filename=Traps_JetEngine_A.GR2 Filename=AnimSet_WindMachineTrap.AS TextDescription=A_BACK_BLASTING_VENTILLATOR_MACHINE --- Health=200 PurchaseCost=10000 EvidenceRating=4 ValueRating=1 ThreatRating=1 HeatGenerated=1 --- GUIIconBaseName=Trap_JetEngine_A --- UseAutomaticRotationWhenPlacing --- BlocksTiles=false PowerConsumer=2 --- TrapType=WindMachine WindUpTime=0.5 AttackDuration=5 WindDownTime=2 CamouflageFactor=10 AttackType=Health AttackStrength=10 TrapRange=16 WindStrength=24 DamageAnimation=blown_back_by_fan MovementAnimation=blown_back_by_fan_pose Category=Movement --- ---- Cut here ---- ---- Cut here: '17216-Trap_Prometheus_Revenge.desc' ---- ObjType=Trap ObjName=PROMETHEUS_REVENGE_TRAP Filename=Traps_PrometheusRevenge_A.GR2 Filename=AnimSet_PrometheusRevenge.as TextDescription=A_PROMETHEUS_REVENGE_TRAP --- Health=200 PurchaseCost=15000 EvidenceRating=4 ValueRating=1 ThreatRating=1 HeatGenerated=1 --- GUIIconBaseName=Traps_PrometheusRevenge_A --- UseAutomaticRotationWhenPlacing --- BlocksTiles=false PowerConsumer=3 --- TrapType=FireJetMachine WindUpTime=0.5 AttackDuration=5 WindDownTime=2 CamouflageFactor=10 AttackType=Health AttackStrength=10 TrapRange=16 Category=Fire --- ---- Cut here ---- ---- Cut here: '17220-Trap_Sucker.desc' ---- ObjType=Trap ObjName=A_SUCKER_TRAP Filename=Traps_Sucker_A.GR2 Filename=AnimSet_TrapSucker.AS TextDescription=A_SUCKER_TRAP --- Health=200 PurchaseCost=15000 EvidenceRating=4 ValueRating=1 ThreatRating=1 HeatGenerated=1 --- GUIIconBaseName=Traps_Sucker_A --- UseAutomaticRotationWhenPlacing --- BlocksTiles=false PowerConsumer=3 --- TrapType=WindMachine WindUpTime=0.5 AttackDuration=5 WindDownTime=2 CamouflageFactor=10 AttackType=Health AttackStrength=10 TrapRange=16 WindStrength=-20 DamageAnimation=into_being_sucked MovementAnimation=being_sucked Category=Movement --- ---- Cut here ---- (The line 'RequireOriginalTileSet=UnminedDirt' has been removed from those files. The wall-mount traps stick through the walls in a topside shack, but aside from this cosmetic problem they work fine) BUGFIX: Fix monkey cage research ---- Cut here: '17228-Trap_MonkeyTrap.desc' ---- ObjType=Object ObjName=A_MONKEY_TRAP Filename=Loot_Monkey_A.COL Filename=Animset_Monkey.as TextDescription=A_MONKEY_TRAP_TO_TRAP_MONKEYS --- Destructible=false EvidenceRating=30 ValueRating=20 ThreatRating=0 PurchaseCost=0 HeatGenerated=15 ConsiderPoints=1 --- GUIIconBaseName=Traps_MonkeyTrap_A ---- NotPlayerBuildable NotPlayerDestructable BlocksVision=false --- BlocksTiles=true CanSteal=true IsTransferLoot ---- ---- Cut here ---- (The line 'ConsiderPoints' was changed from 0 to 1, it was disabling research) FIXING RESEARCH FOR Camouflaged Sentry Guns: (Research is broken in the US release; if you have the UK release you shouldnt need to do this) You need to open up the file \DynamicResources\config\research.csv with either a spreadsheet program like MS Excel, or any text editor (it will look like a bunch of stuff separated with commas) Find the line that starts: 13094,13128,13045,,4,,13094,EVENT_RESEARCH_GETDISGUISEDSENTRYGUN (In a spreadsheet program, you'll see all the numbers in different columns instead of bunched up with commas in between. If the first number is 13093 then you are already fine; if you can't research sentry guns it's because your scientists aren't noticing them before the gun gets blown up.) Change the first '13094' to '13093', then save. [Thanks Catsimboy!! He figured this out for US game owners.] This will fix all future games. If you have a game where you've already built the sentry gun and want to get the disguised version, you need to edit your saved game file. It will be in \DynamicResources\Layouts\(saved game name).lay You need to search for the line that says something like EntityAvailable=13093 1 Search for '13093'. If the number after it is a '1', change it to 0. Now go and build a sentry gun in your game. If you feel you've suffered enough, just add a new line: EntityAvailable=13094 0 To enable you to immediately use camo sentry guns. [Thanks CatOfEvilGenius!] ------------------------------------------------------------------------------- MISC Tidbits (just an observation of the amount of detail in the game): - The time on the big screen is always blinking 12:00 Apparently even the evil genius can't set the time on those things - There's fish in the water around your island - Most objects cast reflections on the floor, even people - People sound different when they walk on different surfaces - When your minions use a laboratory tool for research, the tools have their own animations when used on a research sample. If you say you want something analyzed in a greenhouse, they'll get a sample, put it in the greenhouse and let the plants attack it for a while. - If two agents arrive together and one gets killed by a trap, the other will cry over him. - Nothing in this game happens instantly. Everything has an animation... when money comes in from stealing, a minion runs to pick it up from the depot. If you send minions out to the world, they run to the depot, wait for a helicopter or boat, then board it and fly/sail away. - Any NPC, like the Maid, Ambassadors or Crime Bosses can enter lv4 doors - It says 'EVIL I' (evil one) on the back of the boat. [catsimboy] - Eating with bare hands on the salad bar, - Dissappearing bottles from the soft drink machines, - The same movie playing over and over again on the big screen TVs, - Crying from tourists and minions alike when losing at the casino, - When laser trip, motion scanners and pressure pads are reduced to a certain amount of health, they malfunction, causing anyone tripping them to set of the trap, even your own full bar minions. [Last 5 from Raufgar] - I noticed that Henchmen and minions sometimes sneak off to a low traffic room such as the power room, and stand around chatting and smoking. I usually make an example of anyone caught shirking from their duty in this way. [DarkSaber2k] - Oliver the Humanzee! Based on a historical chimp named Oliver who was believed to be a human-chimp hybrid. Genetic testing later showed this was not the case. - The absurdity of the synchronized swimming frog men on the load/save menu! (Love the whole James Bond spoof theme, including music.) [Last 2 from CatOfEvilGenius] - When your avatar is sitting at his desk he will press a button really hard and then laugh. - The minion falling asleep on the school desk while training for a valet. [Last 2 from CrunkyMcFunky] - The movie that keeps playing on the big screen (in Staff Room) and the screen in the library show screenshots of Elixir's first game: Republic: The Revolution. [Maniacal_Matt] Known bugs: - Saving while the death cell is running will probably make your game crash Even auto-save will do this. [Fixed in the patch] - Standing around the big screen can cause your evil genius to lose 20 health every time you save. - It looks like Monkey-inna-box research has been deliberately disabled - Saving at the wrong time, such as during the theme music when a super-agent lands on your island, can not only cause the game to crash but corrupt that save. Use multiple files to save. - Occasionally, items don't get transferred to the 2nd island like they should. This seems to happen more if you have stolen everything possible before you left, and/or you have close to 100 minions. - It looks like henchmen were probably supposed to decrease the time/heat for doing AOIs instead of increasing them. - If you have 3 Freaks created when you kill off Dirk Masters in the BioTank it will crash the game. [from slow slosh] Websites: - GameFAQs Evil Genius page: http://www.gamefaqs.com/computer/doswin/game/36920.html - EvilPlanet (The main unofficial fansite for this game): http://www.evilplanet.com/ - Elixir Studios (the makers of the game): http://www.elixir-studios.co.uk/ - Official Evil Genius Website: http://www.howevilareyou.com/ - GameSpot's review & FAQ section: http://www.gamespot.com/pc/strategy/evilgenius/index.html - Online Island 2 Layout Planner (lets you plan out your base layout and save & share your plan with others) http://www.evilbastard.org/slight/egplanner.php - Patch to enable henchman Colonel Blackheart: http://www.forsaken-innocence.com/files/unlockblackheart.zip ------------------------------------------------------------------------------- QFF CREDITS Sulfuras - Provided the info on what each avatar's special abilities are Lance Druger - Corrected mouse maze, monty info, use of blender, Lord Kane Cypher - Pointed out the handy .CSV files that say what all the research combos are. Bonus! Dracogen - Fixed my incorrect data on body storage racks Reed Brooks - Suggested use for Henchman Moko Catsimboy - Figured out how to fix the broken research for Camo sentry guns, misc tidbidts CatOfEvilGenius - Figured out how to enable camo sentry guns in saved games, misc tidbits Doopel - Explained the awesome power of Mesmero's willpower drain Darin Johnson - Explained effects of using lethal torture on super-agents, suggested a better way to catch them when they land, fixed bad info on the impressive desk & Eviscerate. Lethal interrogation correction. Florestan Trément - Suggested 'no door entrance' base design, cash trap system, best use of fire extinguishers, death cell bugs. Sokar20002001 - Topside shack suggestion, corrected Playboy entry Rei Ayanami - Lethal interrogation correction Fearful Ferret - Maximum benefit of heat/time reduction minions Ryu Kishin Powered - Max notoriety per region info Maniacal_Matt - Dr Neurocide tip & tidbits Thanos6 - Fixed bad info on Totem Pole moving to Island 2 Mike Lively - Best use of henchman Monty "matt" - Update for 'Steal Library Blueprints' AOI Rudy Marchant - Two nifty base design strategies Calyth - Best use of Dr Neurocide Johann67 - Colonel Blackheart review +Sir Apropos of Nothing - Trap combo + corrections Slow Slosh - Sentry gun tips, bug warning M Dub - Topside shack suggestion KenZoe - Topside shack suggestion Raufgar - Topside shack suggestion, tidbits Wound - Topside shack suggestion Shag2sheeps - Topside shack suggestion KAGooch - Topside shack suggestion Munshy - Topside shack suggestion Torias - Topside shack suggestion & uber Walkthrough FAQ maintainer =)P DarkSaber2k - Tidbits CrunkyMcFunky - Tidbits