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    FAQ/Strategy Guide by Saint

    Version: 3.0 FINAL | Updated: 08/03/07 | Search Guide | Bookmark Guide

    Evil Genius FAQ 3.0 FINAL/Aug 1, 2007
    Author: saintly@innocent.com
      The FAQ is copyright 2004-2007, 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.
      This is the Final version of the FAQ.  Although there is still an active
      online community playing this game, not much new information about it seems
      to be turning up, so this is the last revision I'm going to make to it,
      unless some groundbreaking new discovery is made.
    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.
        new in this FAQ
        FAQ: frequently asked questions
        comitting acts of infamy
        heat effects
        quick-find loot/mission tables (QFL)
        quick price reference (QFP)
        island 1
        island 2
      TRAPS (QFT)
        security networks
        the hassle-free base
        henchman experience
        descriptions & ratings
        generic minions
      AGENTS (QFA)
        generic types
        super-agents: effects & methods of defeating them
      CHEATS (QFC)
        advanced game tweaking 
        tidbits, known bugs, web resources
     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 similarity between the two games is not coincidental.  Both were created
     by game industry icon Peter Molyneux.  Some of his other well-known games are
     'Populous', 'Black & White' and 'Fable'.
     The latest version of this FAQ can be found at GameFAQs and EvilPlanet:
       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
      Version 3.0
        Final cleanup...
      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]
     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
     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.
        Alexis's bonuses still help even after loot - as a moveable
        non-watched item, she can effectively work as an extra thing of loot,
        in areas where loot won't fit (ie all viewing spots would be blocked)
        [Thanks Chris Biberstein!]
      - 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, the traps available in the beginning 
     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.
      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?
        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
        If they've died already, you'll have to use the debug console to bring
        them back.  See Francis Carlofi's explanation of this technique in the
        Cheats section.  It involves modifying some config files.
      - How can I destroy a section of corridor or room 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.
      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
      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.
      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 
      high 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 + 350,000 cash] - 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
     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
      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        - Central Russia South America
        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.
      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.
      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. :)
      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.
      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.
      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.
      Design suggestion:
        Since your minions never need to access the piles of gold, you can create
        a stronghold with two holes in the wall: one 2-square hole for a door,
        and another 2 or 4-square hole for briefcase racks.  The briefcase racks
        face outward to the corridor so your minions never have to enter the
        room to get gold.  This saves them time.  You still need a door, 
        otherwise the briefcases blocking the exit will make the game think the 
        room is 'inaccessible', and agents will tunnel into it.  Diagram:
            | stronghold |
            |            | 
        ____|__rrrr___dd_|____  rr = rack facing corridor, dd = door
      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.
        Note that minions don't interact with the piles of gold directly, they
        only add to it or take from it using the briefcase rack.  Agents, on the
        other hand, will steal the piles of gold directly and ignore the rack.
      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.
      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 
      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
      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.
      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.
       Design suggestion:
         Make the room right in front of the Death Chamber a freezer, and your
         minions won't have to move the corpses it creates.  
       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 helpful for 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
      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.
      From Chris Biberstein:
      If possible, put things like Labratories near armories, specially ones with 
      cells. Since a great deal of the lab equipment can be used as a tourture 
      device, it saves time to have them near each other. Since they are closer, 
      minions have less distance to walk.
      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 
      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.
      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 
      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
      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.
      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.
    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
      + 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
    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
      + 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
    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 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
      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.  It's hard to use this trap 
        effectively; it has a high rate of missing.
      Prometheus's Revenge - A panel opens in the wall and a flame gout comes 
        out extending 8 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.
        It looks like it extends 9 squares, but the last square is just a visual
        effect.  [Solarhaphaeriom]
      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
      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.
     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.
      From Chris Biberstein:
      Security Tip: Some argue that you should keep cameras basically inside, I 
      like to have a comprehensive camera network near the entrance to my base. 
      This basically keeps the bulk of my social minions near the entrance, where 
      I'd like them to be. With this, even Super agents, are a lot easier - 
      sometimes, agents will b comatose, and literally have 2 or 3 social minions
      ready to weaken again, the minute they normalize.
      Remember to turn off weaken tags once in a while - it seems your minions 
      will typically continue to weaken agents even when they've been trying to 
      head back to HQ.
      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 
      - 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. 
      - The inescapable holding cell [From David Clouter]
        I have a silly tip for handling super agents; once they are in a holding
        cell, move another cell so that it blocks the entrance, forcing them to
        tunnel out (to outside the base). They soon get fed up, and "return to HQ"
      - The S-Bend (Lethal Version) [From Kenley Wade]
        The trap combo that I used, don't know if this has already been said to
        you lot of information to read and I'm trying not to read ahead of
        where I am in the game, is a four corner entrance with four sets of
        fans. For an example you enter your base make a left then 2 rights
        and another left to get in the base. At each turn I have 2 fans
        covering the hall and initially the sensor pads located at the third
        set and the fourth set incase the roll past the first 2. Link them
        all together so that when it starts everyone in the hallway goes
        through the spiral slamming against the wall in the end. Most of the
        time the agents will run off if they don't die first some times they
        get in the base, but only after taking a beating and then become much
        easier to kill. I have watched this work on a whole group of soldiers
        and eventually they ran off a few short. Later you can add a fire
        trap, gas trap or the saw blades to do even more damage.
    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 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
    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.
    XP per kill is somewhat complicated, but you can calculate the XP gained 
    with this chart: 
     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.
      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.
      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.
      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.
      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.
      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]
      Montezuma will sometimes become posessed by spirits after a fight and will
      regenerate health extremely quickly(all of his health will be restored in 
      10-15 seconds). [Michael C]
      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:
      Rating: B
      Ability 1: Mantraps -- Lay traps on the ground, only 1 set at a time
      Ability 2: Pendragon -- Launch the monkey at enemies
      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.
      Each of the 13 generic minion types have special abilities:
      [This section rewritten by TheOnyx]
      Workers - The basic unit from which all other units are trained. They
      are the only unit that will construct rooms and one of two that will
      construct furniture. The game gives workers a steal rating of 2, a
      plot rating of 1, a heat rating of 2 points, and a 45% chance of death
      during AOIs.
      For purposes of easy comparison, the steal/plot/heat ratings of the
      rest of the minions will simply be in comparison to the worker.
      MILITARY MINIONS: These minion types are the best at stealing money.
      They also serve to protect other minions during AOIs. These minions,
      along with workers, will be the ones to respond when you tag an agent
      for kill or capture.
      It does not seem possible to reduce the chance-of-dying to 0%.  It may
      not be possible to reduce it below 50% of it's original value, but
      insufficient data is available to be certain.
      Guard - Steals at 2x, plots at 1x, generates 4x the heat of a worker.
      They have a 30% chance of dying on a mission and decrease the chance
      of other minions dying by 2%.
      Mercenary - Steals at 3x, plots at 2x, generates 3x the heat of a
      worker. They have a 30% chance of dying on a mission and decrease the
      chance of other minions dying by 4%.
      Marksman - Steals at 3.5x, plots at 3x, generates 4x the heat of a
      worker. They have a 20% chance of dying on a mission and decrease the
      chance of other minions dying by 3%. These minions are the best choice
      for stealing, as they steal as well as a Martial Artist, but generate
      less heat.
      Martial Artist - Steals at 3.5x, plots at 2x, generates 5x the heat of
      a worker. They have a 20% chance of dying on a mission and are the
      best at protecting other minions, decreasing the chance of their death
      by 5%.
      SCIENCE MINIONS: These minion types are the best at plotting on the
      world map and can increase the information level of the region they
      are in. They also serve to decrease the time it takes to complete an
      AOIs, up to a maximum of 50%. When doing research, certain types of 
      research will require the expertise of specific scientific minions.
      Technician - The only minion type that can repair damaged objects in
      your base. Steals at 1x, plots at 4x, generates 1.5x the heat of a
      worker. They have a 35% chance of dying on a mission. Technicians
      decrease the time it takes to complete an AOI by 10% and increase the
      information level of a region by 10%.
      Scientist - Steals ar 1.5x, plots at 6x, generates 2.5x the heat of a 
      worker. They have a 40% chance of dying on a mission. Scientists
      decrease the time it takes to complete an AOI by 20% and increase the
      information level of a region by 15%.
      Biochemist - Steals at 2x, plots at 9x, generates 3x the heat of a
      worker. They have a 40% chance of dying on a mission. Biochemists are
      the best at decreasing the time it takes to complete an AOI,
      decreasing it by 40%, and increase the information level of a region
      by 20%.
      Quantum Physicist - Steals at 2.5x, plots the best of all minions at
      10x, generates 2.5x the heat of a worker. They have a 60% chance of
      dying on a mission (the worst of all minions). Quantum Physicist
      decrease the time it takes to complete an AOI by 30% and increase the
      information level of a region by 20%.
      SOCIAL MINIONS: These minions will be the ones to respond when you tag
      an agent for psychological weakening. They also serve to decrease the
      heat gained from completing an AOI (up to 50%) and also cover some
      heat generated by other minion types on the world map. All social
      minions have a 35% chance of death during missions. NOTE: These
      minions generate heat.
      Valet - Along with the worker, these minions will help construct
      furniture you order. They also will escort any of your dazed or
      unconscious minions to the nearest recovery room. Valets are the only
      minion type that will extinguish fires with fire extinguishers. When
      an agent is tagged for weakening, Valets will decrease the agent's
      attention stat. They cannot steal or plot, and generate the same
      amount of heat as a worker. They decrease the heat gained from an AOI
      by 10% and can cover 3 heat points (the equivalent of 1.5 workers)
      generated by other minions in a region.
      Spindoctor - When an agent is tagged for weakening, Spindoctors
      decrease the agent's smarts stat. They cannot steal or plot, and
      generate 1.5x the heat of a worker. They decrease the heat gained from
      an AOI by 20% and can cover 5 heat points (the equivalent of 2.5
      workers) generated by other minions in a region.
      Diplomat - When an agent is tagged for weakening, Diplomats decrease
      the agent's loyalty stat. They cannot steal or plot, and generate 1.5x
      the heat of a worker. They decrease the heat gained from an AOI by 30%
      and are the best at covering heat generated by other minions in a
      region with 8 heat points covered (the equivalent of 4 workers) .
      Playboy - When an agent is tagged for weakening, Playboys decrease the
      agent's attention, smarts, and loyalty stats, but to a lesser degree
      than the other social minions. They steal at the same rate as a
      worker, cannot plot, and generate 1.5x the heat of a worker. Playboys
      are the best at decreasing heat gained by AOIs, with a 40% decrease,
      and can cover 7 heat points (the equivalent of 3.5 workers) generated
      by other minions in a region.
      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.
      - 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.
    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: You can also put it near the docks]
    - 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]
    - Topside strongroom: Place a topside shack directly next to depot/helipad, 
      fill it with strongroom & 1 briefcase rack and put a security level 1 door 
      on it - works even better with the "Topside Shack + Door + 2 Pop-Up traps"
      trick, if you have placed two topside shacks next to/facing the strongroom 
      shack with their nifty level 3 doors. 
      On island two, depending on where one builds the base entrance, either
      the shipyard or helipad is -way- out of reasonable reach for the
      construction workers and valets that wish to do my evil bidding.
      Thusly, I combined the "Topside Shack Trap" with the Topside Strongroom -
      3 shacks next to each other close to the helipad/shipyard, make the one
      closest to the depot door into a strongroom with external door,
      security level one, and next to it two shacks with external door
      (level three) and a trap combo in it (i suggest the trusty and cheap
      pressure pad & confusion pop-up trap combo)
      Effect: Two more shacks to keep the nasty agents occupied, and your
      minions dont have to run deeeeep into the base everytime you build
      something (assuming, of course, that the strongroom is far in the
      [From Max_Sperl]
    "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.
    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
    '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.  When minions first get this effect,
          their current attention stat is boosted as well as the max, but it
          decays normally after that.
    (b) - These items are buildable
      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 ----
    ---- 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 ----
    ---- 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
      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' ----
    ---- Cut here ----
    ---- Cut here: '17216-Trap_Prometheus_Revenge.desc' ----
    ---- Cut here ----
    ---- Cut here: '17220-Trap_Sucker.desc' ----
    ---- 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' ----
    ---- 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:
      (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!]
    Restoring henchmen using the debug console: [from Francis Carlofi]
      I find that if you do not care if the henchman's experience total is reset 
      to zero, the resurrection of a henchman can be achieved with only two or 
      three lines of text.
      Step 1: Enable the in game console by adding the line 
      "ToggleDebugCommands:Ctrl+D" to the "Default.ksb" file in  the dynamic 
      resources folder and the line "DF_RedefineDebugShortcuts 1" to the 
      "Autoexec.con" file (Same folder)
      Step 2: In game, press Control+D enable the console and then hit ~ to 
      open the console
      Step 3: In the console, type "Add 1 XXX" and hit ENTER, where 'XXX' is 
      the henchman's three digit call number in the game's coding.
      The Call numbers for the henchmen are as follows:
      500 - Moko
      501 - Jubei
      502 - Eli Barracuda
      503 - Red Ivan
      504 - Montezuma
      505 - The Matron
      507 - Lord Kane????
      508 - The Butcher
      509 - The Great Mesmero
      510 - Dr.Valerie Neurocide
      511 - That Hunter Guy from the special pre-order edition
      Make sure that the mouse pointer is pointing to an area of the island 
      that characters can walk to and from when you enter this code, or they 
      will get stuck in the rock
      Step 4: Close the console by hitting "~" again.
    Doubling your cash: [From Marlon McAvoy]
      1. Build a strong room with an entrance that can be sectioned off by 
         doors, ie 2 spaces across.  
      2. Fill 'er up.  
      3. Blow up the strong room entrance section, leaving the gold-containing 
         part of the room intact.  
      It seems that when you blow up the connected room segment, it will 
      transfer the cash in the main room to another storeroom, but will still
      leave the original cash there.
    Disabling the super-agents: [From Kyle Petersen]
     I discovered this little tidbit for those who hate dealing
      with super agents. Go to your Evil Genius\DynamicResources\Layouts
      folder and find one of your save games. Open it up and use 'Find' to
      search for 'Region'. Change whatever is after
      for all 5 regions. (0, 1, 2, 3, & 4)
      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]
      - Low loyalty minions steal from the piles of gold O.O!!!   You can stop them 
        from doing that by putting a security camera in the room but if you start 
        seeing your cash going down by $400 every now and then its time to give 
        some minions a good knifeing!  [Soniku]
        ... If you double click them when they have a gold bar in their hands, it 
        says something along the lines of "Filching your stuff" for their 
        description. [Joshua Hayes-Sheen]
      - When you select a superagent to be tortured, it seems your Genius 
        automatically routes him/herself to the area to laugh. [Chris Biberstein]
      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]
      - If a spindoctor is about to become a diplomat, but is killed before the
        training is complete, they remain frozen there without dying [Gingetsuryuu]
      - GameFAQs Evil Genius page: 
      - EvilPlanet (The main unofficial fansite for this game):
      - Elixir Studios (the makers of the game):
      - Official Evil Genius Website:
      - GameSpot's review & FAQ section:
      - Online Island 2 Layout Planner (lets you plan out your base layout and
        save & share your plan with others)
      - Patch to enable henchman Colonel Blackheart:
      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
      TheOnyx - Generic minion text & descriptions, with data from the data files
      Calyth - Best use of Dr Neurocide
      Johann67 - Colonel Blackheart review
      +Sir Apropos of Nothing - Trap combo + corrections
      Slow Slosh - Sentry gun tips, bug warning
      Chris Biberstein - Uses for Alexis, base tips, trivia
      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
      David Clouter - Base Design tip
      Kenley Wade - Base Design tip
      Steve Crow - Fixed bad trainer table entry for guards
      Gingetsuryuu - Found bug training spindoctor to diplomat
      Francis Carlofi - Found a way to resurrect henchmen using the debug console
      Charlie Lambert - Money requirement for totem pieces to appear
      Soniku & Joshua Hayes-Sheen - Tip: Low-loyalty minions will steal money
      Solarhaphaeriom - Prometheus trap tip.
      Michael C - Discovered Monty's super-regeneration
      Kyle Petersen - Cheat: disable superagents

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