hide results

    FAQ/Walkthrough by Torias

    Version: 0.53 | Updated: 11/07/04 | Search Guide | Bookmark Guide

                                           ______      _ __
                                          / ____/   __(_) /
                                         / __/ | | / / / /
                             ______     / /____| |/ / / /
                            / ____/__  /_____(_)___/_/_/__
                           / / __/ _ \/ __ \/ / / / / ___/
                          / /_/ /  __/ / / / / /_/ (__  )
                          \____/\___/_/ /_/_/\__,_/____/
                           Walkthrough/F.A.Q. Version 0.53
                    Researched, Developed, and Written by Torias
                                   Copyright ©2004
    Contact Info
    Email: ToriasNW(at)Gmail(dot)com
    MSN: ToriasNW
    = Table of Contents = (UC = Under Construction)
     1. Introduction
       1a. Copyright Information
       1b. Version History
       1c. Acknowledgements
       1d. Foreword
     2. Select Your Genius!
       2a. Difficulty
       2b. Avatars
       2c. Henchmen (UC)
     3. Controlling the World
       3a. On the Islands
       3b. World Domination Mode
       3c. Game Mechanics (UC)
     4. Walkthrough
       4a. First Island (Objectives 1-5)
          I.    Evil Intentions
          II.   Head of the Underworld
          III.  Better Living Through Chemistry
          IV.   Masterplan Machination
          V.    Loot and Pillage
       4b. Optional Objectives 1
          i.    Cursed Collection
          ii.   Faking It
       4c. Second Island (Objectives 6-?) (UC)
          VI.   Road to Doomsday
          VII.  Global Chaos (UC)
       4d. Optional Objectives 2 (UC)
          iii.  Defeat Mariana Mamba
          iv.   Defeat Jet Chan (UC)
     5. Common Questions (FAQ) (UC)
     6. Hints & Tips (UC)
     7. Base Design (UC)
       7a. Dragonmaw's Base Design FAQ
       7b. Other Designs (UC)
     8. The Art of Nefarious Traps (UC)
     9. Research Tree (UC)
    = 1. Introduction =
                            - 1a. Copyright Information -
        This F.A.Q/Walkthrough is Copyright ©2004 to Scott Zimmerman (Torias)
    This document is protected under International Copyright Law.
    Do not edit, alter, or otherwise change this document without the express
    permission of the Author. By opening and reading this file, you agree
    to fully abide by the restrictions of Copyright law and to never lay any
    claims to the materials represented within unless wholly within your rights.
    This may be not be reproduced under any circumstances except for personal,
    private use. It may not be placed on any web site or otherwise distributed
    publicly without advance written permission. Use of this guide on any other
    web site or as a part of any public display or publication is strictly
    prohibited, and a violation of copyright.
    If you are interested in posting this guide on your site, please contact the
    Author. No site, which charges to view their posted content, or otherwise has
    any form of pay-for subscription service, which would be required to be
    subscribed to in order to view this guide will be allowed to post it in any
    shape or form.
    (Author's Note: Basically, if you want to charge people to use this guide,
    don't even bother asking for my permission, I won't give it out.)
    The following sites currently have permission to post this guide:
    - 1b. Version History -
    Version 0.10 - Basic guide layout made. First few sections detailed and
                   written, and walkthrough started.
    Version 0.22 - Added Acknowledgements under Section 1, completed Difficulty
                   and Avatars under Section 2, completed On the Islands and most
                   of World Domination Mode under Section 3, Walkthrough complete
                   through Objective II.
    Version 0.28 - Walkthrough complete through Objective IV, Primary Henchmen
    Version 0.37 - Added Foreword under Section 1, Island One Walkthrough
                   complete, Game Mechanics section updated, Acknowledgements
                   section updated.
    Version 0.40 - More updates to Game Mechanics, added a bug warning to the
                   walkthrough about Doomsday Data, and have added Dragonmaw's FAQ
                   to the Base Design section at his request. Fixed some errors
                   with statistics being reversed (Attention and Smarts) as well.
    Version 0.41 - Added partial list of Loot Locations.
    Version 0.50 - Updated several sections, most notably Game Mechanics and
                   Henchmen stats.
    Version 0.53 - Proprietary update while on injury hiatus. I didn't want to
                   leave everyone hanging on the second island walkthrough while
                   I was recovering, so this temporary update has been posted.
                   Walkthrough complete through Road to Doomsday, Optional
                   Objectives complete through "Defeat Jet Chan". Guide overall
                   over 50% complete. And there was Much Rejoicing. Yay. Yay. :D
    - 1c. Acknowledgements -
    Evil Genius is copyright(c) Elixir Studios, and is published by
    Vivendi Universal Games
    I'd like to give special thanks to those of you on the Evil Genius forum here
    at GameFAQs who have contributed useful ideas, tips and tricks, or otherwise
    helped me along with making this guide possible :D
    Dana Crysalis
    First brought the trick that allows you to freely acquire wealth in the
    beginning of the game to my attention. You can thank him for your strongrooms
    filling with millions before you even start Objective 2, people ;)
    Fearful Ferret
    One of the most active posters on the Evil Genius board. He has asked tons of
    good questions, and has posted all sorts of useful and informative threads
    about the game, plus being one of the biggest supporters of this FAQ getting
    done =) Thanks for the support man! =D
    Originally posted the exact locations of all of the kidnappable minion types
    on the world map, all 24 of them. Quite a feat to track them all down for us,
    so give him a hand. ^_^
    For pointing out to us finally what exactly each Evil Genius' special
    abilities are.
    Shadow Devil
    For giving out some useful info that prompted construction of the topic on
    Agent Types and Disguised Objects =)
    Emailed me about restoring minion loyalty to potential deserters with a bit
    of information about how their loyalty goes up while in a holding cell. Check
    out the stats info under Game Mechanics for the details =)
    Steve Lee
    For his submission to the Base Design section! Go check it out ^_^
    And to my fellow FAQ writers, keeping the populace tided over until I've
    finished this guide, as well as providing plenty of information that I would
    not likely have had time to do on my own! It's good to know I'm not alone ^_^
    Dragonmaw (email: dragonmaw(at)Gmail(dot)com)
    Published Works: "Base Design FAQ", Evil Genius(PC), In-Depth FAQ V 0.1
    Last post/revision as of this writing: 10/09/04
    Known Locations: www.gamefaqs.com
    Saint (email: saintly(at)innocent(dot)com)
    Published Works: "Evil Genius FAQ", Evil Genius(PC), FAQ V 0.5
    Last post/revision as of this writing: 10/13/04
    Known Locations: www.gamefaqs.com
    - 1d. Foreword -
    First, note that this guide was written with Medium Difficulty as its basis.
    Numeric values of statistics or prices are subject to change depending on
    which mode you chose, and the Author is not responsible if your gaming
    experience does not exactly match what is described on these pages. Thanks =)
    Evil Genius takes you into a world of espionage and intrigue, where one rich
    madman can obtain the power to hold entire countries hostage and bring the
    world to its knees. You, specifically, are this particular soul. Some would
    call you a visionary, while others simply think you insane! But you'll show
    them, oh yes, you will show them all!! MWUHUHAHAHAHAHAHAHAAAAAA!!!
    *coughs* Sorry about that, where was I? >.>
    In this game you'll get to build your own Evil Underground Lair on an Island
    of Indeterminate Location. You'll gather armies of minions that follow your
    every command, and loyal Henchmen who act as your enforcers and captains,
    using their powerful talents to turn the tides in your favor. You can perform
    infamous deeds across the globe, loot nations of their treasures and gold, and
    become the most notorious evildoer the world has ever known in your quest for
    World Domination! But be warned, powerful foes are waiting to oppose you,
    vile Do-Gooders whose sole reason for existence is to protect the feeble and
    innocent people of the world. As you grow stronger so will your enemies
    excursions to your islands. Pesky investigators trying to obtain evidence of
    your misdeeds, saboteurs and soldiers who seek to destroy your lair and slay
    you and your minions, and annoying thieves who will attempt to take back that
    which you have stolen. Face them down with your might, intellect and resolve,
    your army of minions, and your corridors filled with deadly traps. They don't
    know who they are dealing with, what they are getting themselves into. Show
    them then, that you are indeed...
    = 2. Select Your Genius! =
    Welcome to the world of Evil Genius! Before we can begin, you must choose your
    difficulty setting, and decide on an avatar to suit your own personal inner
    villain :)
                       2  a  .     D  i  f  f  i  c  u  l  t  y
    Easy:    In this mode everything costs 20% less, fewer tourists will frequent
             your island, and both regular and Super Agents will go down with
             fewer hits while dealing out slightly less damage. Super Agent
             ranged attacks can still one-shot many of your weaker minions, so
             watch out. At the same time, the enemy AI seems a bit weaker in this
             mode, and agents are more likely to fall for traps. To quote Dark
             Helmet from Spaceballs: "Evil always wins, because Good is Dumb!"
    Medium:  Your average, 'normal' play mode. Costs on all items are right in
             the middle, and a larger number of tourists will tend to show up on
             the island than in easy mode. Agents and Super Agents have normal
             strength and take normal damage from attacks. It is important to note
             that actual room build costs stay the same in all three modes. It's
             the price of the objects you fill these rooms with that will vary.
    Hard:    Here is where the real challenge is. Prices are up through the roof,
             tourists flock to your island like it's the next Hawaii, and both
             regular and Super Agents seem to have gotten fresh degrees from
             Rambo's School of Pain. Even a group of pathetic soldiers will
             massacre your troops if the situation is handled poorly, and the
             Super Agents are of your worst nightmares. Best avoided until you've
             gotten experienced with the game, or for people who enjoy screaming
             at their monitor in frustration ;)
                            2  b  .     A  v  a  t  a  r  s
    * Maximilian *
    "Take control as Maximilian! Short, bad tempered, and utterly insane, you are
    the fabulously wealthy industrialist. Your ambition is to conquer the world
    through advanced research and technological supremacy."
    Maximilian will look somewhat familiar to you Dr. Evil aficionados ;) And
    while he doesn't stress out about having 'Frikken Lasers' or arch his fingers
    when he's phrasing certain words, you can be sure the little guy is plotting
    plenty of evil. He even has his own 'Number 2' in the tutorial, though she
    lasts about as long as the one from the movie ;) His German accent may be
    hard to understand at times, but he practically screams classic bond villain.
    The only thing missing here is Mr. Bigglesworth :D
    His starting Henchman is Jubei.
    Unique Avatar Trait: Maximilian has a normal, medium-sized sphere of
    influence. His special ability is as of yet unknown, though it is believed
    that it is tied to research.
    * Alexis *
    "Take control as Alexis! Elegant and beautiful you are the adorable
    multi-millionaire heiress. Your beautiful countenance commands the utmost
    respect and loyalty from those who are fortunate enough to be chosen to be
    your minions."
    Alexis is an interesting avatar, being that she has the most obvious unique
    trait of the three, her extended Sphere of Influence. Her soothing voice is
    easier on the ears than that of Max or Shen Yu, and her method of executing
    minions is fairly humorous ;) The only female Evil Genius available, she more
    than makes up for the lack of a second choice with her personality and style.
    Her starting henchman is Eli Barracuda.
    Unique Avatar Trait: Alexis enjoys a sphere of influence which more than 
    double the normal size for an Evil Genius, and even larger than the SoI of
    Uber-Loot. While within her SoI, minions regenerate their Attention (Purple),
    and Loyalty (Blue) rapidly. Her minions also lose loyalty slower in general,
    and gain loyalty faster. An avatar's or loot item's sphere of influence
    is often the only way to restore the Loyalty stat.
    * Shen Yu *
    "Take control as Shen Yu! Mystical and inscrutable you are the quixotic
    Super-Criminal, turned Special Agent, turned Evil Genius. Your powerful
    global network of conspirators ensures you have hidden influence over the
    governments of the world."
    Shen Yu matches his description well, and he is the most viciously evil
    looking of the three avatars, the pure white eyes being a nice touch. His
    oriental styling and voice will appeal to some and not so much to others,
    and his more ceremonial style of minion execution lacks the flare of the
    other two however. His plays on Chinese proverb can be amusing at times,
    though. :)
    His starting henchman is Lord Kane.
    Unique Avatar Trait: Shen Yu has the smallest sphere of influence, about the
    same size as the cheapest loot you can find. However, his network of contacts
    ensures that the worldwide alliances are caught up in extra red tape when
    trying to react to your nefarious deeds, resulting in decreasing the time
    avaliable to agents trying to infiltrate your island before they must return
    to HQ.
                          2  c  .     H  e  n  c  h  m  e  n
    - Primary Henchmen -
    Extra Primary Henchmen become available at ??? and ??? Notoriety
    * Jubei *
    Health:    80
    Loyalty:   100
    Smarts:    60 
    Attention: 50
    Endurance: 70
    Power 1: Wind Walk  (350 EXP)
    Power 2: Eviscerate (150 EXP)
    Stealing: Fair
    Plotting: Terrible
    Vitality: Good
    Protects allies in battle
    Boosts the information level in the region
    A ronin samurai with the extremely useful special ability Wind Walk, which
    allows him to teleport to any part of the island instantly. Extremely useful
    for saving minions under attack, preventing damage to your base, or cutting
    off a small group of agents before they get too close to your property or
    escaping the island. His other ability is Eviscerate, which can cut down most
    normal agents in close to one blow, and will severely injure a Super Agent.
    He attacks a little slower than other henchmen, but makes up for it with the
    extra power of his blows. On the world map, Jubei is fair at stealing and
    plotting, and good at protecting minions.
    * Eli Barracuda *
    Health:    80
    Loyalty:   100
    Smarts:    60
    Attention: 50
    Endurance: 70
    Power 1: Super Head Shot (200 EXP)
    Power 2: Ghetto Posse    (300 EXP)
    Stealing: Excellent
    Plotting: Terrible
    Vitality: Good
    Protects allies in battle
    Boosts the information level in the region
    A smooth-talking gangster who until recently held control of New York,
    Eli blew away his chances of keeping his criminal acts hidden behind closed
    doors when he blew away the Mayor in a fit of rage over spilled coffee on his
    suit. He is one of only two henchmen in the game with ranged attacks, and his
    special ability Super Head Shot allows him to take down most regular
    agents in one shot, while dealing major damage to Super Agents. His second
    special ability, Ghetto Posse, will have him breaking out a boombox and
    making any enemies around him break out into dance with him. It's amusing if
    nothing else, and it can keep a group of agents occupied until the rest of
    your forces catch up to join the fight. Keep in mind it takes several seconds
    to set up, time which they can keep using to attack. On the world map, Eli is
    excellent - if not the best - at stealing money from countries, generating
    around $2,000 from a cash rating 9 country on his own! However he is terrible
    at plotting, but makes up for it with a good resistance to being knocked out
    while on the map.
    * Lord Kane *
    Health:    80
    Loyalty:   100
    Smarts:    60
    Attention: 50
    Endurance: 70
    Power 1: Psychic Terror  (150 EXP)
    Power 2: Smooth Operator (350 EXP)
    Stealing: Good
    Plotting: Excellent
    Vitality: Fair
    Lord Kane is a mysterious man who commands power with his mere presence. 
    His first ability, Psychic Terror, can debilitate an entire mass of agents
    when faced by his visage. At first they will drop to their knees and beg
    for mercy, after which they will run screaming and flailing their arms like
    frightened tourists, so long as Kane doesn't move. His second ability,
    Smooth Operator, has two uses rolled into one, though I am not certain
    if it has other effects on it's own. First and of extreme strategic
    importance, whenever Smooth Operator is activated, the agent or Super Agent
    of your choice will stop everything they're doing, and just stand there
    until Lord Kane manages to run over to the person and begin the animation
    for the power. Use this time to beat the ever-loving snot out of them without
    fear of reprisal. A nuclear bomb could go off next to their head and they
    would just sit there merrily through oblivion. Secondly, even when used while
    Kane is standing right next to the victim in question, during the animation
    they are still similarly helpless, which can give you all the time you need to
    knock out or kill the victim. On the world map, Lord Kane is fairly good at
    both stealing money and defense, and has the highest rating in plotting of the
    three as well. Over all, great to use both on and off the island, and my
    personal favorite henchman.
    - Secondary Henchmen -
    * Dr Neurocide *
    First available at 75 Notoriety
    Health:    60
    Loyalty:   80
    Smarts:    100
    Attention: 100
    Endurance: 60
    Power 1: Poison Pour Homme   (500 EXP)
    Power 2: Hallucinogen Powder (300 EXP)
    Stealing: Good
    Plotting: Excellent
    Vitality: Fair
    Boosts the information level in the region
    Shortens the duration of Acts of Infamy
    Protects allies in battle
    Before a tragic accident changed the course of her life, Dr. Valerie Neurocide
    was an accomplished scientist in two separate fields: biochemical weapon
    research and cosmetics. When she accidentally applied an experimental compound
    codenamed 'Evil Juice' one morning thinking it was her foundation, it twisted
    her mind into the sadistic creature that she is today. Neurocide has a good
    range of stats both on the island and out on the world map, while her special
    powers take the form of special home-brewed evil cosmetics, garning mildly
    powerful support effects. Hallucinogen Powder utilizes a powder puff of
    proprietary hallucinogen (say that ten times fast :P), which allows her to
    disguise incriminating evidence by messing with the mind of anyone in the
    area. This can be a lifesaver if an escaping agent has a full circle of heat,
    and your defenses won't be good enough to handle a group of veterans right
    at the moment. Poison Pour Homme is a deadly toxin of her own creation
    which she keeps in a perfume bottle - one spray is enough to make the
    immediate area become engulfed in poisonous fumes for a short while, dealing
    direct Endurance damage to anyone caught within. Her weak frame and mediocre
    melee fighting abilities are best kept off the front lines however.
    * Red Ivan *
    First available at 75 Notoriety
    Health:    80
    Loyalty:   30
    Smarts:    50
    Attention: 40
    Endurance: 80
    Power 1: Cossack Grenade Jig (400 EXP)
    Power 2: Mine Field          (750 EXP)
    Stealing: Fair
    Plotting: Poor
    Vitality: Excellent
    Boosts the information level in the region
    Protects allies in battle
    A villainous former secret police general, he carries a bazooka and is
    deliciously sadistic with it. Armed to the teeth and built like the proverbial
    brick house, Ivan's extreme attack power and high resistance to damage makes
    him an ideal henchman for fighting strong groups of opponents. However, be
    warned that Ivan's all-explosive ranged attacks are NOT Base-Friendly. Only
    use him to kill agents outdoors, though it is okay to allow him to capture
    indoors. His mine field is an extremely powerful trap in and of itself, and
    will add considerably to your base defense. His Cossack Grenade Jig has him
    start dancing and throwing grenades randomly in one of 8 directions at various
    distances, creating a zone of complete explosive carnage around him. You'll
    either love or hate him, but there is no denying that he is one of the most
    powerful henchmen offensively in the game.
    * The Matron *
    First available at 75 Notoriety
    Health:    60
    Loyalty:   100
    Smarts:    100
    Attention: 100
    Endurance: 60
    Power 1: Electro-Shock Therapy (500 EXP)
    Power 2: Motherly Love         (300 EXP)
    Stealing: Poor
    Plotting: Good
    Vitality: Fair
    Boosts the information level in the region
    Shortens the duration of Acts of Infamy
    Conceals the heat of other minions
    Protects allies in battle
    Conceals the heat from Acts of Infamy
    A conniving old biddy who first came to the attention of the world when she
    was caught torturing the cretins that were housed at the Swiss mental
    institute where she used to work, The Matron is an interesting choice with a
    wide variation of traits but no specialization in anything in particular. Her
    Electro-Shock Therapy is a powerful attack, which sends a bolt of charged
    electricity through her victim's body at close range, often killing lesser
    agents in one shot. Motherly Love allows her to encourage another of your
    Henchmen as a mother figure, making their special abilities recharge much
    faster than normal. This is especially useful with Jubei's Wind Walk or Lord
    Kain's Smooth Operator.
    * Moko *
    First available at 175 Notoriety
    Health:    90
    Loyalty:   100
    Smarts:    40
    Attention: 50
    Endurance: 100
    Power 1: Feral Roar   (500 EXP)
    Power 2: Monkey Pound (750 EXP)
    Stealing: Poor
    Plotting: Incapable
    Vitality: Excellent
    Boosts the information level in the region
    Protects allies in battle
    Moko was an ancient divine defender of the Incan people of Machu Picchu,
    before treasure hunters discovered and violated the tombs, ruins and sacred
    grounds of the lost city which was his duty to protect in the early 20th
    century. After slaying these treasure hunters, he wandered through his native
    land and learned of the atrocities which had been visited upon his Incan
    people by the Spanish Conqistadors. Relinquishing his role as a divine
    protector of a lost people, he became mortal and free to visit his revenge
    upon the civilized world. His Feral Roar releases a wall of sound, which
    alerts any minions in the radius to any tagged agents in the area of effect.
    His Monkey Pound is a powerful, earth-shattering attack, wherein he slams
    his huge fists into the ground, producing shockwaves that knock ANYONE in the
    radius - friend or foe -  to the ground, damaging and stunning them for a
    short period.
    * Montezuma *
    First available at 175 Notoriety
    Health:    70
    Loyalty:   40
    Smarts:    80
    Attention: 80
    Endurance: 70
    Power 1: Voodoo Puppetry (1000 EXP)
    Power 2: Voodoo Mind Fog (600 EXP)
    Stealing: Fair
    Plotting: Fair
    Vitality: Fair
    Protects Allies in Battle
    Boosts the Information Level in the region
    A wicked voodoo magician rumored to be able to wake the dead from their
    slumber, Montezuma has been lying low in his favored retreat of Cuba since an
    unfortunate incident in Haiti. Montezuma is one of the few Henchmen capable of
    using ranged attacks thanks to his trusty voodoo dolls, and is fairly strong
    in a fist fight as well, though on the world map he is mediocre at best. His
    Voodoo Mind Fog clouds the minds of his enemies, creating a chance that
    whichever agent you use it on will try to leave your island immediately. If
    it fails, they don't recognize this power as a hostile act either, and don't
    gain heat from it. Voodoo Puppetry is a powerful ability which allows him
    to take control of other agents.
    * The Butcher *
    First available at 175 Notoriety
    Health:    70
    Loyalty:   40
    Smarts:    90
    Attention: 70
    Endurance: 70
    Power 1: Facade of Normality (700 EXP)
    Power 2: Terror Tactics      (500 EXP)
    Stealing: Terrible
    Plotting: Excellent
    Vitality: Fair
    Boosts the information level in the region
    Shortens the duration of Acts of Infamy
    Protects allies in battle
    A wickedly evil psycho-surgeon whose favorite hobby was exacting his sadistic
    tendencies on pitiful Indonesions, The Butcher has one of the most wonderfully
    insane personalities in the game, ranking as my favorite in that department ;)
    His statistics are fairly mid-ranged, but he is an incredible melee fighter,
    attacking strong and fast with his dual butcher-knives. His powers are purely
    derived of intimidation and trickery: Facade of Normality has him whistling
    and hopping along as if nothing is wrong while in use, allowing him to
    approach even lethally hostile veterans or Super Agents without fear of being
    attacked. Unless he chooses to strike first ;) Terror Tactics, on the other
    hand, has him sharpening his blades against each other and chuckling madly,
    creating a grey sphere of influence around him. Any minions within this
    unique SoI cannot lose any stats, except by taking direct battle damage. This
    means that they'll never run out of Attention, Smarts, Loyalty, and maybe
    even Endurance, as they're too afraid for life and limb to defy him while
    working in your Lair under his sadistic gaze.
    More To Be Added Later
    = 3. Controlling the World =
    In this section I will review the basic game controls for each screen, and
    explain how specific parts of the game and interface work.
                   3  a  .     O  n     t  h  e     I  s  l  a  n  d
    To save the game, go to the game menu (Esc) and choose 'Load Save'. This
    rather interesting typo is a minor oversight by the devs, and though it reads
    as if it's just for loading games, rest assured you can save in this screen
    as well. You can also use the Ctrl+L shortcut to reach this screen.
    Quicksave by pressing F5, and Quickload by pressing F8. F12 Takes screenshots.
    You can pause the game by pressing P by default. Use it, love it.
    Learning the controls of the game is best left to the Tutorial provided,
    though here I will provide a short review:
    To select a unit, left click on them. Right clicking on empty ground will
    move them to the selected location, while right clicking on an enemy will
    set them to attack. You can only control your Evil Genius or your Henchmen
    in this way. Left clicking off of the unit will deselect them once again.
    Right-click on the henchman tab to select them without zooming in on them.
    This works with your evil genius, too, allowing you to select any controllable
    character without the screen shooting over to where they are currently.
    To use a Henchman's special powers, click on the icon next to their face
    displayed on top of the Main Interface Bar in the lower right. Gather Minions
    is available to all Henchmen, and will activate immediately. For most other
    powers, you must then right click on the target or target area to activate.
    To set the security rating for a door, right click on it and choose a number
    of dots from * to ****. At level one, anyone may pass through. At two,
    only people belonging to your organization may freely pass through the door.
    At three, only your Evil Genius or Henchmen may pass through the door, while
    at four, the same is true, but now Henchmen will try to guard the door if they
    are nearby.
    To build a new room, right click on unbuilt land in the mountain or inside a
    built exterior structure. Drag out the size and shape of the new room with the
    left mouse button. You can remove squares you don't like with the right mouse
    button, and can drag out an area to be deleted as well. When you have finished
    preparing the area to build, press the -> icon under the price to proceed to
    the next step. Here you can click on the Objects or Traps boxes to get a list
    of these items to place in your new room. Left clicking places them, while
    right clicking rotates them. Hold down the Shift key while placing items to
    keep another copy on your cursor for further placement. Close the window
    when you are done, or hit Escape. If you wish to continue without placing
    objects first, click on the Hammer icon to set the room as ready for building.
    Otherwise, you may click on the build tag to switch the room between build and
    To interact with items, right click on them. Here you can select to destroy or
    move an object, or check who is assigned to interact with it currently.
    To add new objects to an area, right click on it to bring up the menu. You can
    also choose to destroy a room or corridor here if it is not occupied or
    required by another room or object. For example, you may only destroy an
    existing Strongroom if another Strongroom exists and a Briefcase Rack is not
    present in the one you wish to destroy. You also may not be allowed to destroy
    it if loot objects or security devices are present.
    To enter Link Mode for traps, left click on the trap. You will see red or blue
    rings over each trap and blue arrows indicating which ones are connected to
    which. To connect a sensor to a trap, left click on the sensor's ring and then
    left click on the ring for the trap you wish to connect it to. You may connect
    multiple traps to one sensor or multiple sensors to one trap in this manner.
      3  b  .     W  o  r  l  d     D  o  m  i  n  a  t  i  o  n     M  o  d  e
    Here you see before you a grand model of the world you seek to control,
    every territory color-coded based on their controlling Justice Organization.
    There are 5 organizations, and each controls 4 territories, dividing up the
    world into 20 pieces for you to explore, exploit and dominate. While your
    mouse hovers over a territory, the name of that specific area will be
    displayed in the green box on the upper left of the screen, and do the right
    of that will be the name of the controlling organization.
    Each individual territory also has it's own Cash and Justice rating,
    which will appear in a small white text box over each area while zoomed out
    so long as you allow it with the tag options on the lower right. Inside,
    you will see a dollar sign, and a police badge. The numbers following these
    icons range from 0 to 9. The higher the Cash rating, the more money
    each minion will be able to steal from the region. At the same time, the
    higher the Justice rating, the better the chance your nefarious actions will
    be noticed, and the more dangerous a Justice Piece will be if it appears in
    the region along with your minions. These numbers will normally be hidden, and
    replaced by a ? if you do not have enough active Control Panels in your
    Control Room to breach that nation's security. You can tell how many more
    active panels you will need by hovering your mouse over the pictured panels
    in the box on the upper left side of the screen.
    Once a region's information level has been breached, you may occasionally
    notice a number counting down over the Control Panel symbol in the new box
    that appears. This appears when one of your Control Panels has become
    unmanned, and indicates how much longer this information will be available to
    you so long as someone is still manning your Memory Banks. As minions stop
    working at the Memory Banks this number will drop sharply, and if it reaches
    zero you will no longer be able to see the revealed extra information until
    your control room becomes better, or fully staffed again.
    There are two yellow bars, which appear here now as well. The top is simple
    enough to understand. This bar represents the Cash Potential of the region,
    and the part filled in with bright yellow indicates how much of this potential
    cash you are stealing with your minions in the region. Once it fills
    completely, no additional money will be able to be stolen from the country
    even if you add more minions, unless the current numbers are reduced.
    The second bar represents the amount of Acts of Infamy you have completed
    compared to how many are possible in the region. Once it is completely filled,
    there are no more Acts of Infamy or Loot items left to be found in that area,
    and it is time to move your heinous activities to another locale. You can
    still gain money by sending minions to the country, but nothing will be gained
    by further plotting here.
    Now, the various coalitions and their respective color and territories are as
    P.A.T.R.I.O.T. (Blue), controls all of North America, as well as Japan.
    S.A.B.R.E. (Green) holds authority over Europe, Australia, South Africa, and
    the Indian Subcontinent.
    S.M.A.S.H. (Yellow) oversees North Africa and the Middle East, as well as both
    the continents of South America and Antarctica.
    H.A.M.M.E.R. (Red), originates around Central Russia and Siberia, plus the 
    Eastern Bloc and Cuba.
    A.N.V.I.L. (Orange) consists of Northern China, Central and Southeast Asia,
    along with Polynesia.
    Each individual organization will have separate levels of Heat, indicated by
    the red meter in the upper right corner. However, any shared territories share
    heat, making the effects rise if you place minions in more than one country
    controlled by the same organization, such as the West Coast and Japan. Plan
    your dispatches carefully to avoid your heat rising too far, which will
    trigger large invasion forces of Soldier-type Agents with high ratings (good, 
    excellent, etc.) as well other nasty surprises popping up on your island.
    The controls for positioning your minions across the globe are explained well
    enough in the video tutorial available in-game (See: World Map 1 and 2), to
    review, we send minions to an area by first clicking on the region, and then
    clicking on the minions you want to send in the box on the bottom portion of
    the screen. This box represents minions currently on your Island. To retrieve
    minions already in an area, simply click on them in the box on the upper
    right portion of the screen. This box lists the total number of minions of
    each type in that region.
    The buttons on the lower right allow you to change what is displayed on the
    map. Each will show or hide either Cash/Justice and Transit indicators (Red),
    Minion Markers (Green), or Acts of Infamy (Yellow).
    Now more importantly, to find out how good a particular minion type is at
    stealing money, plotting acts of infamy, or defending themselves, simply
    left-click on any visible Minion Marker inside a territory. A new window
    will appear, displaying Stealing, Plotting, and Vitality, in that order from
    top to bottom. The statistics can be any of the following:
    Incapable means that this minion will not be able to perform the indicated
    action on the world map. Fair is the average rating.
    You will also see any special abilities this unit possesses
    in the text area just below their ratings. Common special abilities are
    "Protects allies in battle", "Conceals the heat of acts of infamy", and
    "Boosts the information level in the region." These will be explained below.
    - Protects allies in battle -
    Minions with this trait act as a shield for your other pieces in the region
    during Acts of Infamy, or attacks from Justice pieces. While in play, your
    weaker minions in the area, such as Science, Social, Workers, and weaker
    Military minions will suffer greatly reduced losses, as the incoming damage
    is mostly shifted to them. You will still have a chance of losing a few of
    your weaker types, but so long as there is a good amount of these units
    remaining, they should be much safer.
    - Conceals the heat from Acts of Infamy -
    Minions with this trait, usually Social Minions or certain Henchmen, reduce
    the heat rating that will be generated for successfully completing an Act of
    Infamy. You will notice (once revealed by Control Consoles) that the actual
    number listed for 'Heat' will drop when these pieces are in play. The more
    used, the lower it will go, making this a valuable trait for undergoing
    high-heat AoI's.
    - Conceals the heat of other minions -
    Again normally carried by Social Minions or Henchmen, this trait allows your
    pieces to actually reduce the Heat rating displayed in the upper right corner
    of the screen that is generated by the mere presence of your people in the
    region. The more pieces present with this ability, the lower and faster it
    will drop. Be aware that sending minions with this ability may still raise
    your heat rating temporarily, and it will take a few minutes for the overall
    heat in the region to drop to the minimum suppressible level.
    - Boosts the information level in the region -
    (We have tried several theories on what this does exactly, and this is what
    we seem to have settled on. This will be updated if a better answer is found)
    This trait allows your minions in the region to act as small Memory Banks in
    and of themselves. If your control panels become understaffed for some reason,
    the amount of time before you lose access to the region's detailed information
    will be increased for every minion or henchman present with this trait. In
    general, only Science minions will have this ability, though several Henchman
    have it as well.
    - Shortens the duration of Acts of Infamy -
    This is an extremely useful trait usually carried only by Science minions and
    a select few Henchmen. This ability reduces the amount of time it will take
    to complete an AoI, thus reducing the period your people are subjected to the
    risks involved. The more pieces with this ability, the lower the timer will
    drop, but be ready to suppress the extra heat generated by the extra minions
    Now then, let's get more specific about Notoriety and Acts of Infamy, two of
    the three primary reasons you will be using the World Domination Screen.
    Notoriety is a measure of just how much of a threat you are to the world,
    how eeeeeevil of an Evil Genius that you've been. ;) It goes up by completing
    Acts of Infamy, or by having your Evil Genius gloat over captured prisoners.
    Gloating over regular agents will usually net you a single point increase,
    while a captured Super Agent is quite a prize indeed, and may add two or
    three points to your score. As notoriety increases, certain Acts of Infamy
    will become unlocked and available to attempt on the World Domination Screen,
    and your maximum minions will occasionally increase. However, don't be in
    a rush to raise your notoriety too high, because at the same time, Super
    Agents will become aware of your shadow looming over the world at certain
    notoriety thresholds, and will be dispatched to your island for the first time
    when this happens. For example, it is known that Mariana Mamba will begin
    appearing once you have reached 130 Notoriety. Use your discretion when
    increasing notoriety if it is not required for an objective.
    Acts of Infamy are devious acts that you can perform, which reward you with
    notoriety, and occasionally either loot or new minion types for training.
    Normal AoI's appear as dots of light scattered across the world when zoomed
    out, or as flags, people or items on the map when zoomed in. A completed
    Act of Infamy will either place a red flag with your evil organizations
    symbol in its place, or mostly in the case of loot, remove the AoI
    altogether. You begin with a small number of infamous acts revealed and
    ready to be performed, but it is up to you to uncover the rest by sending
    minions to plot in the various regions.
    The Risk rating represents how many times your minions will die before the AoI
    is completed, rather than how much damage your minions will suffer per tick.
    For example, if the risk is 4 and the time is 2:00, your minions will die at
    0:30, 1:00, 1:30, and on completion. 
    Here is the list of kidnappable minions and their locations, thanks to
    From: kalyndal | Posted: 10/7/2004 7:07:21 PM
    Okay folks, I gathered up all the minion locations so people wouldn't ask as
    much. As a note, there are two of each minion type on the world map. If one
    isn't popping up for you than try searching the other location. You CAN get
    all of the minion types before you get off the first island.
    Valet (Maid) - Polynesia (A.N.V.I.L.), Middle East (A.N.V.I.L.)
    Guard - South America (S.M.A.S.H.), Central Russia (H.A.M.M.E.R.)
    Technician - Northern China (A.N.V.I.L.), Japan (P.A.T.R.I.O.T.)
    Mercenary - Mid-West (P.A.T.R.I.O.T.), South America (S.M.A.S.H.)
    Scientist - Antarctica (S.M.A.S.H.), Central Russia (H.A.M.M.E.R.)
    Spin Doctor - Europe (S.A.B.R.E.), Mid-West (P.A.T.R.I.O.T.)
    Marksman - Europe (S.A.B.R.E.), Siberia (H.A.M.M.E.R.)
    Martial Artist - West Coast (P.A.T.R.I.O.T.), Southeast Asia (A.N.V.I.L.)
    Biochemist - Europe (S.A.B.R.E.), South America (S.M.A.S.H.)
    Quantum Physicist - Europe (S.A.B.R.E.), Mid-West (P.A.T.R.I.O.T.)
    Playboy - Europe (S.A.B.R.E.), West Coast (P.A.T.R.I.O.T.)
    Diplomat - Middle East (S.M.A.S.H.), Eastern Bloc (H.A.M.M.E.R.)
    On another note, some of the minions appear in none-obvious spots on the map.
    The European Biochemist appears in Greenland, the marksman from there appears
    in Finland. The South American Biochemist appears in Central America. In other
    words, look carefully when you are zoomed in and click around if you have to
    make sure you are seeing everything you've found.
    Here is a partial list of Normal Loot locations. A (?) indicates I don't have
    the exact item name confirmed yet:
    A Beautiful Grecian Urn - North China
    A Beautiful Babylonian Vase - Central Asia
    Chameleon Cloth - Central Asia
    Space Suit - Mid West
    Mercury Mirror - Australia
    A Stolen Roman Galley - The Indian Subcontinent
    A Stolen Rug - Middle East
    A Marvellous Masterpiece - Cuba
    Crown Jewels(?) - Europe
    Mayan Statue(?) - South America
    Giant Diamond(?) - South Africa
    Sonic Generator - Central Russia
    Pete Bog - Antarctica
                 3  c  .     G  a  m  e     M  e  c  h  a  n  i  c  s
    Now for the in-depth specifics of how things work in Evil Genius and notes on
    various miscellaneous statistics of the game.
    Agent Types
    Agents come in many forms. There are four specific classes of agent, each with
    a basic and 'advanced' version, and they each have a specified skill level.
    The basic types consist of Investigators, Burglars, Infiltrators, and
    Soldiers, while their advanced versions are Agents, Thieves, Saboteurs, and
    Veterans. Think of the advanced agents as trained a level higher, like a Guard
    becoming a Mercenary. An important aspect of agents is being able to tell if
    they are in Attack Mode. You can tell if any agent is hostile if they're
    crouch-walking with their guns out. It's harder to tell with the Infiltrators,
    who tend to be dressed like ninjas, however. They'll use throwing stars
    instead of guns, so watch for that. Even if not in attack mode, most agents
    will attack trap sensors, undisguised sentry guns, or anyone who is carrying
    a weapon on sight. Agent descriptions are as follows:
    Investigators/Agents: These agents specialize in searching the island and your
    lair for evidence of your evil misdeeds, in particular objects which have a
    Heat value, or hostile actions from your minions and henchmen. They will take
    photographs of any incriminating evidence they find, and either try to find
    more, or run back to report it to HQ. Note that while Disguised objects still
    have a Heat rating, agents won't notice this until they are used, even if they
    are taking pictures. As Shadow Devil quotes on the board, "How will they
    explain to their superiors that they suspect you of being suspicious with
    pictures of a giant mixer? ESPECIALLY if you have the fat evil genius :-p"
    Burglars/Thieves: These annoying little guys and gals will sneak around your
    island looking for any gold, dropped briefcases or Loot that they can steal
    back from you. Generally they appear in groups, and if they make it into your
    base unchallenged they will proceed to grab any of your valuables that aren't
    nailed down (and for the ones that are, they brought crowbars! :P). Once
    satisfied they'll try to make their escape from your island. Stop them at all
    costs, unless you want to lose one of your hard-earned objects of Loot or a
    backpack-full of your cash! I have yet to let a burglar agent escape with a
    loot item, so I cannot confirm whether you'll be able to re-steal it or not.
    Infiltrators/Saboteurs: These guys are almost as hostile as Soldiers, and will
    often be in attack mode from the moment they arrive on shore. This class of
    Agent will attempt to sneak into your base and plant explosives in the midst
    of vital or expensive rooms full of equipment. Once placed, they cannot be
    disarmed, so you will be unable to do anything except make sure that your
    Valets are free to try and put out the fires. Some objects will instantly
    be destroyed (those right next to the bomb or weak items usually), while the
    rest will be seriously damaged and set on fire. Of course, most minions
    present during the explosion will die as well. Again, prevent this at all
    costs, or it will cost you big.
    Soldiers/Veterans: When Soldiers are dispatched to your island, you know the
    global alliances are ticked. Their sole purpose is to disrupt your base's
    operations by killing any minions or objects they see, and to hunt down and
    kill your Evil Genius. They can be the single most damaging and deadly force
    of opposition you will face barring a Super Agent, and must be dealt with
    accordingly. Although in rare cases they won't be crouched in 'attack mode',
    it is still best to immediately put your base on yellow or red alert when they
    show up. Psychological weakening will only get your social minions killed if
    the agents are ready to attack in most cases, and if your minions go in
    single-file or unarmed they will get mowed down like they're nothing. Send
    Henchmen out to deal with them first, while the rest of the minion force arms
    up and goes out to fight. Jubei's Wind Walk makes a perfect distraction, and
    Lord Kane's Psychic Terror can disable the entire group. Eli's Ghetto Posse
    can also disable them temporarily, but it takes a long time to set up, which
    can be long enough for a large group to K.O. the big guy. If you have Red
    Ivan, his rockets are going to be your best friend so long as they're
    outdoors. Use Gather Minions near the armory when enough of your guys are
    equipped, and lead the charge to take them out. It may seem that all this
    is excessive for mere agents, though once you've had 20 minions killed and
    everything in your front hall destroyed by one group of them, you'll see why.
    Agents skill levels are shown as an adjective before their name, and range
    as follows:
    The higher the skill rating, the more intelligently they behave and the
    tougher they are in a fight. Workers with pistols may be able to take down a
    group of hostile Pathetic Soldiers, while Exceptional Veterans can be as much
    of a threat as a ticked off Jet Chan.
    Agent Heat Indicators
    You may have noticed that when you hover your mouse over an enemy agent, that
    either a blue circle, part of a red circle or a full red circle appears around
    their feet, outside the yellow selection ring. Fearful Ferret's post explains
    this very well, so I've decided to present it here. =) Minor editing has been
    made simply to fit the post in context:
    From: Fearful Ferret | Posted: 10/11/2004 11:52:29 AM
    Agents have a blue circle when they first come to your island. It means that
    they haven't seen anything yet. A red circle means they have seen something
    incriminating. It can be a quarter-circle, a half-circle, a 3/4 circle, or a
    full circle. The larger the circle, the more heat they have. They will have a
    quarter circle if they have seen something small, like a body bag. They will
    have a full circle if they have just escaped from a holding cell or something.
    If they have a quarter circle, then they might lose it after a while, leaving
    a yellow circle. I don't think you gain or lose any heat if they leave with a
    yellow circle, you lose heat if they leave with a blue circle, and you gain
    varying amounts of heat with a red, depending on how full it is. They won't
    attack if they have a blue circle, are unlikely to attack with a quarter
    circle, and will most likely attack if they have a half-circle.
    Agents can also gain heat from being subjected to your traps. Some traps carry
    no heat however, such as the Confusing Pop-Up trap, so their indicator won't
    be affected if they see one.
    Unit Statistics
    Every character in the game, from the lowly construction workers, to the
    agents and super agents, to your Evil Genius him/herself has 5 vital
    statistics that they rely on to keep in good health and mentality. The higher
    these values are the better of course. With your own people you can see a
    small box showing these statistics in colored gauges when you left click on
    them, while to the left of these gauges is a symbol representing their current
    activity. You can get more detailed statistics on -any- character by
    double-clicking on them. The stats and their descriptions are as follows:
    Lives (Henchmen Only): Henchmen are special in that they can survive being
    reduced to zero health by any normal agent, and are merely rendered
    temporarily unconscious by the assassination attempts of these feeble beings.
    However, it is an entirely different story if a Super Agent manages to knock
    their health down to nothing. Each time a Henchman falls at the hands of one,
    they lose one 'life', which is kept track of by three green life symbols at
    the top of their detailed stats screen. These symbols turn red as lives are
    lost, and when all three are red, that Henchman is gone forever. So it is
    extremely important that you avoid sending a Henchman into combat against
    a Super Agent while in a weakened state, and try to get them to escape if it
    seems like they aren't going to win the fight.
    Health (Red): This stat is the primary measure of a character's physical
    health, in terms of resistance to weapons and attacks, including bruises,
    wounding and other sources of physical damage. When this stat reaches zero,
    the character is irrevocably dead, except in the case of Henchmen and Super
    Agents. These special characters are merely knocked unconscious when reduced
    to zero health, though Henchmen can only survive 'dying' in this way at the
    hands of a Super Agent so many times, as described above.
    Loyalty (Blue): This stat is a measure of your minions' respect (or fear)
    towards your Evil Genius, and willingness to remain under your employ. If this
    stat drops to zero, unless they are simultaneously rendered unconscious they
    will decide they've had enough and desert your isle for brighter career
    opportunities. You will be warned in your message box when this occurs, and
    clicking on the message will zoom you over to the minion in question. If you
    can manage to capture said minion before they escape, and torture them using
    a device that doesn't drain health, their loyalty bar will refill when their
    interrogation is over and they will usually return to work for you. This can
    be avoided altogether in the first place with strategic placement of loot
    items, using your Genius' Sphere of Influence, or summarily executing a minion
    in view of other minions to inspire the rest of the workforce. A tricky stat,
    as there are extremely few room objects that naturally restore loyalty. Agents
    who are reduced to zero Loyalty will act as if they were normal tourists for
    a time, wandering your island aimlessly and panicking at the sight of evil
    A note about restoring minion loyalty from maverick2986:
    Hey was reading your gamefaq and noticed your description of restoring the
    loyalty of a minion. This is true except that you don't have to torture them
    at all - if you leave them in a holding chamber for about 20 seconds, their
    stats will replenish themselves. After that, just release them from the cell
    and they'll go back to working for you. I guess torturing them would
    be more fitting for an Evil Genius... but not neccessary :)
    Attention (Purple): Attention measures a character's ability to notice hidden
    details, in particular the ability to avoid traps and sensors. When this stat
    gets low, minions and agents will be much more likely not to notice traps are
    going off nearby and become caught up in their effects. For example, agents
    with lowered attention will generally not dodge a Wind Machine Trap's stream
    of wind. When reduced completely to zero, both minions and agents will
    stand dumbfounded in a daze, completely helpless to defend themselves.
    Valets and other Social Minions will then escort dazed minions back to a
    barracks or other recovery room to rest, while they escort dazed agents
    outside and usually a distance away from your lair. Agents who are dazed in
    this manner lose their heat and forget where they've been, sometimes even
    regaining their blue anti-heat circle, though this is uncommon.
    Smarts (Yellow): Smarts is a measure of a person's cleverness and logic, and
    is essential to Science minions conducting research, in which they expend
    smarts to progress. Training exercises can drain Smarts as well, making it of
    mild importance for other minions. Smarts also determines the chances that
    someone will trigger trap sensors when they walk over or past them, slightly
    different than Attention in that this determines whether traps become
    activated in the first place. Any minion or agent whose Smarts are reduced to
    zero become dazed similarly to having their attention reduced. Again they are
    helpless, and Social minions can guide them around freely. Agents who are
    dazed from reduction of Smarts lose their heat and forget about any
    incriminating evidence they've seen. It is again possible to regain their
    blue anti-heat circle because of this, and happens more often than with
    attention damage.
    Endurance (Green): This stat is similar to health, though instead it displays
    a character's ability to resist stun damage, or attacks which knock them out
    rather than kill them. In many cases this stat is easier to drain than health,
    but as the character is merely K.O.'ed, this isn't as much of a worry. Also,
    an unconscious character cannot be attacked again until they have woken up.
    Agents can be rendered unconscious rather than killed by selecting the
    'Capture' tag, which will direct all minions to run up close and use 
    non-lethal attacks. An unconscious agent will be flagged for being carried off
    to your nearest Holding Cell for later interrogation, though you can manually
    choose for this not to happen by removing their tag once knocked out.
    Strongroom Economics
    Gold in the strongroom is separated into stacks of $400,000. Each individual
    gold bar represents up to $500. Each briefcase that your minions can obtain
    or deposit in this room can carry at a maximum $5,000 at once, so be patient
    if it seems to be taking a while for your expensive new objects to be bought
    even though you have more than enough money for it, multiple trips need to be
    made to the depot to drop off the money for the object to be purchased if it
    costs more than 5k. This goes for building new rooms as well, each stack of
    dynamite or crate of building supplies carries a 5k value at most, which is
    why it takes many of them to be brought before the new area can be blown open
    or your shiny new hotel building can be built.
    In the same way, money acquired through stealing on the world map is brought
    to your Strongroom in the same briefcases used to pay for objects, limiting it
    to $5k per minion per trip to the depot. This way, if a thieving agent gets
    their hands on a dropped briefcase, your losses are limited to $5,000.
    Fires and Extinguisher Placement
    The common mentality is to place Fire Extinguishers close to places where
    fires are likely to break out. However, it is important to note that when
    a fire does occur, Valets will tend to grab the Extinguisher which is closest
    to where /they/ are, rather than the closest Extinguisher to the fire itself.
    So make sure that when placing Fire Extinguishers, you put them near where
    your Valets are most likely to gather, like your Control Room and Training
    Room, as well as your Barracks, Mess Hall, and other stat-replenishing rooms.
    Fire Extinguishers of course can only be placed within Corridors, so make sure
    your base isn't void of corridor space deeper inside if you wish to place
    Extinguishers further in.
    Executing Minions
    Executing your minions can be as useful as entertaining :) During the
    animation, any other minions that enter the expanded Sphere of Influence
    created by the event will have all 5 of their statistics restored to maximum
    instantly. Try to avoid executing anyone but a basic worker minion, as there
    is no difference in restored stats from minion type to type, and workers are
    cheap and expendable. Also, it is of note that Alexis' execution SoI is
    actually smaller than her normal SoI, about half the size in fact. Since her
    unique bonus is the increased natural loyalty of her men, executing one has
    a much reduced inspirational effect.
    Spheres of Influence
    Your Evil Genius, as well as any loot items you may have collected, and many
    of the objects you can buy for your base have their own Sphere of Influence,
    which you can see simply by clicking on them. This zone will change colors
    now and then, and each color corresponds to one of the five statistics. Most
    of the time, when a minion or henchman enters into this area, their statistics
    which match the colors of the SoI will gradually be restored. Loyalty (Blue)
    is the most common SoI effect, though Attention (Purple) is common too. Be
    warned, however, not every Sphere of Influence has a positive effect. Some
    objects or loot will drain statistics instead of increase them. You can tell
    what sort of effect an item is having on a minion by watching for small
    colored arrows that appear around them, which point up or down. Up arrows mean
    the stat is being restored, while down arrows mean it is being drained. Body
    Bags and the unassembled Totem Pole Pieces are among the objects, which have
    negative Spheres of Influence. Some objects even have mixed SoI's, which
    restore some stats while draining others. The Mouse Maze you can add to the
    Training Room is one of the best examples of this, boosting Loyalty and
    Attention while draining Smarts.
    Disguised Objects
    Although many objects can have their 'Disguised' counterparts unlocked with
    research, most of them still have a Heat rating. However, this heat rating
    will not be noticed by agents unless the object is being actively used against
    them or another person while in their view, such as a Disguised Sentry Gun
    opening fire, a Guard taking a rifle from a Disguised Rifle Rack, or someone
    being interrogated in the Giant Mixing Bowl. Not all 'disguised' objects are
    described as such, so I will compile a list of them here, as follows:
    Giant Mixing Bowl (Mess Hall)
    Disguised Rifle Rack (Armory)
    Disguised Holding Cell (Armory)
    Disguised Sentry Gun (Outdoors)
    Bookshelves (Archives)
    Brainiac Machine (Archives)
    Brain Washer (Archives)
    (Under Construction)
    Super Agent Stats
    * Mariana Mamba *
    First Appearance at 130 Notoriety
    Health:    80
    Loyalty:   80
    Smarts:    80
    Attention: 60
    Endurance: 80
    Special Power: Feminine Wiles
    Mariana Mamba has no ranged attacks thankfully, though her trusty combat knife
    will leave more than a few minions dead in her wake. Her special power drains
    the loyalty of any minion she uses it on, causing them to desert your forces
    immediately afterwards. She is most vulnerable to Attention damage (she's a
    stereotypical ditzy babe, what do you expect?), so your army of Valets can
    weaken her very effectively, and subjecting her to Attention- or
    Smarts-draining interrogation is usually enough to get her to leave your
    Island when she snaps out of her daze a mile from your base entrance =)
    * Jet Chan *
    First Appearance at 180 Notoriety
    Health:    90
    Loyalty:   70
    Smarts:    90
    Attention: 90
    Endurance: 90
    Special Power: Detonation Pack, ???
    Like Mariana, Jet Chan is a pure melee fighter. Unlike her however, he is an
    incredibly strong opponent whose kickboxing fighting style will have your
    minions getting mowed down if they try to attack one at a time. He is the
    first super agent you'll encounter who posesses the ability to set explosive
    charges if he makes it inside one of your rooms, and will tend to do so at any
    opportunity. At first he will behave like a normal agent, not attacking people
    that aren't openly hostile, but this WILL change as you gain notoriety. In
    time he will become completely psychotic, attacking anyone he sees, first just
    military and social minions, but as his missions against you become more
    severe, even science minions will become targets. Jet Chan and John Steel are
    both notorious for this sort of behaviour, so be aware. Loyalty is his lowest
    stat, and though this may seem to be his weakness, the problem is that only
    the highest level social minions can deal Loyalty damage, and Super Agents
    tend to regenerate their Loyalty within seconds of recieving said damage if
    they aren't directly weakened again immediately. Unless your military minions
    are fully equipped, set him to capture when you attack. He is highly resistant
    to health damage. Health-draining Interrogation seems to calm him down the
    most however, and he will likely leave the island once he's been set outside
    by a social minion. Unless of course you have undisguised outdoor turrets
    where he's likely to walk. My advice? Don't.
    * Katerina Frostonova *
    First Appearance at ??? Notoriety
    Special Power: 
    * Dirk Masters *
    First Appearance at ??? Notoriety
    Special Power: 
    * John Steele *
    First Appearance at ??? Notoriety
    Special Power: Base Mayhem, Detonation Pack
    (Under Construction)
    = 4. Walkthrough =
    The Walkthrough for each Island is separated into two sections, for Primary
    and Optional Objectives. Optional Objectives may be completed at almost any
    time, but when you switch islands the Optional Objectives for the First Island
    will no longer be available. As the Walkthrough will not reference Optional
    Objectives until the appropriate section, please refer down to them when they
    become available to you.
                    4  a  .     F  i  r  s  t     I  s  l  a  n  d
                             Objective I: Evil Intentions
    Get acquainted with the island and start expanding your lair
     * Ensure a healthy minion force by building a Barracks. You'll need at least
       one Bunk Bed and Locker.
     * Before you can send minions around the world to carry out Acts of Infamy,
       you'll need to build a Control Room to help filter information. Make sure
       you have at least one Control Console and one Memory Bank.
     * It seems you are under scrutiny even before you begin. Somewhere on the
       island are some pesky investigators tipped off to your arrival. Eliminate
    Okay, straightforward enough. You'll find your Evil Genius on the
    northernmost tip of the island, within a topside shack that holds your
    temporary strongroom. You start with three worker minions, and one of three
    henchmen depending on your chosen avatar. As well as the objectives outlined
    above, one of your goals here should be unlocking at least the Freezer and the
    Infirmary, which will make planning your base in this early stage a little
    easier. The Infirmary is unlocked when one of your minions is defeated for the
    first time, while the Freezer will be unlocked when you defeat your first
    agent and its body bag appears. I'll leave it up to you whether you want to
    do this right away, or after you've established your base to some degree.
    When you do choose to attack the four pathetic S.A.B.R.E. investigators who
    are wandering around the island, try to avoid killing them too close to where
    your workers are running around, in particular near the lair entrance, the
    strongroom, or the depot. Your only means of replenishing your workers'
    attention and loyalty stats, which will drop if they are near a body bag, is
    using your genius' Sphere of Influence to restore their stats while they pass
    through it. Strategically placing your genius near the base entrance should
    do nicely for now. Also be aware that you will need plenty of space for a
    Power Plant, which will unlock when your base power demands grow close to
    exceeding your free 20 points of energy (around 15-18 or so).
    Now then, feel free to design and build your evil lair in any way you see fit,
    however keep in mind these tips, which should keep you from having to restart
    the game if your layout turns out to be a flop:
     - Pause, design, and THEN build!
    I highly recommend that you pause the game (P by default) before you start
    laying out the floor plans to your diabolical haven. While paused, you can
    place blueprints for every room and object available to you without having to
    worry about your workers constructing it until you're absolutely satisfied
    with your work. Nothing is worse than wasting money having to demolish and
    rebuild because a worker decided to start a room or corridor you left 'ready'
    because you either didn't like the design after all, or you found that another
    room or corridor won't fit the way you like without reshaping other areas. You
    only have so much money to start with after all.
     - Plan ahead by laying extra long corridors from all lair entrances.
    Building 'rat runs' of corridors in maze-like patterns can create the perfect
    setting for laying out a gauntlet of traps for intruders to get past before
    they will ever even dream of attacking your base proper, or infiltrating deep
    enough to get incriminating evidence against you. You have easily more than
    enough land on this island to place every building and object which will
    become available to you during your stay on this temporary home, so get
    creative with the upper half of the island, or wherever you decide to put a
    new lair entrance. Remember, while paused you can also plan a network of traps
    ahead of time and not have to worry about spending a dime, including testing
    how you can link them together, so planning those ahead will pay off big
    in the end.
     - Being cheap for fun and profit.
    Once again, planning for the future can save the day. While it may be tempting
    to fill all your new rooms with all of the newest and best of those high-tech
    goodies waiting in the wings, try to resist that urge. Again, you only get
    a small budget of $250,000 to build your initial facilities. While it is an
    excellent idea to plan out the amount of space you will need in each room by
    placing the blueprints of all the objects you think you will eventually need,
    when you are ready to build just put the bare minimum you need for it to be
    operational for now. The Control Room especially can be a big drain on both
    your pocketbook and your power reserves. Remember, the fewer power-consuming
    objects you have, the fewer of those bulky and expensive generators you will
    need to keep your base from working by candlelight.
     - Money is Power, but Power is Priceless!
    Keep aware of the power situation in your lair, and have extra space set aside
    to expand your Power Plant before the need for energy becomes critically low.
    You will notice that the generated power indicator on the lower left corner of
    the main interface will turn yellow when this happens. This is a warning that
    you are pushing your generators near their limit, and they will begin to
    slowly degrade until they explode from the stress. Technicians can perform
    regular maintenance to keep them patched together for a while, but to prevent
    having your expensive power plant go up in flames be sure you expand and place
    down more generators. I recommend 6 to start with, which at 15 power each,
    will bring your maximum power level up to 110. Depending on the difficulty,
    this will cost either $48,000, $60,000, or $72,000 just for the generators.
    Capacitors are used to keep your base running for a while once your power
    crosses over into the red zone, but don't count on them to last long. Once
    you experience a blackout, all doors will swing wide open, your security
    network will shut down, and traps requiring power will cease to operate.
    Nothing that uses power will be usable while power is gone, leaving your
    base in an extremely vulnerable state.
    The first thing you should do is open your minion panel and raise the
    number of workers from 3 to your current maximum of 5 to get things going,
    however leave the slider all the way to the left so not to spend unneeded.
    Now then, build away! Be sure each room meets the minimum requirements listed
    in the objectives. This is easy enough on your own, and while you should avoid
    overstocking the Control Room for now, make your Barracks nice and huge, and
    fill it with as many lockers as you can, along with 5 - 8 bunk beds. Every
    locker you place increases your maximum minion capacity by 1, on top of what
    you are allowed from completing objectives or increasing notoriety. In fact,
    completing the first sub-objective of building the barracks and supplying your
    first bunk bed and locker will increase your minion capacity from 5 to 10,
    which will always be available even if you lose your lockers. Similarly,
    as your notoriety rises, every once in a while your minion capacity will shoot
    up by maybe an extra 10. However we are going to be increasing the workforce
    faster than this natural rise will accommodate, so the more lockers the
    better. I recommend 20 at the minimum at this point. Be aware you can also
    make extra Barracks later on that won't require anything in them but lockers.
    You should also build a Freezer once it's unlocked which can hold 5-6 freezer
    racks, and set up a new Strongroom about middling deep inside the lair,
    preferably attached to the back of another high-security room such as your
    Control Room, rather than linked to the main hallway. This way you should
    never see any agents make it that far into the base to be able to rob your
    stores. Agents don't know what is behind each door when they come to them, so
    keeping your Strongroom off the main path will reduce the chances that they
    stumble into it. Your Power Plant should be set deeper into the mountain where
    there is more room to expand and where it is relatively safe from intruders,
    such as south of the bottleneck in the upper middle of the buildable land.
    Each generator takes 3x3 squares, and each capacitor is 1x2. Do NOT be tempted
    by the fact that there are no critical access footprints for these structures
    into squeezing them into every available square. If you do not leave walkways
    to allow technicians to reach them and perform maintenance, there will be
    nothing they can do to prevent them from blowing up once you've reached
    critical power levels, plus this makes it extremely difficult to expand the
    room as your workers can't reach the back areas. Even leaving one square of
    an object exposed is enough to keep them maintained here, which shouldn't be
    too hard. For this reason, expect your Power Plant to take up a huge amount
    of space.
    Once you're done laying out your lair, un-pause and let it build. If you
    haven't yet, set kill tags on the four investigator agents wandering the
    island, and/or select your henchman and send him to kill them. You can speed
    up the tagging process by holding down the Left Control key while you click on
    the 'Kill' tag - this will set the tag on the chosen agent and all allied
    agents in his group. Don't worry about losing any minions to these starting
    enemies - they've been set up to only deal Endurance (Green) damage, which
    at the worst will simply render your minions or henchman temporarily
    unconscious. It is preferable to let your workers try to handle the group as
    one of them at least will likely be knocked out, which will unlock the
    Infirmary for you. Once they are dead, build your Freezer and Infirmary.
    It is important to note that the Infirmary is the room that your minions
    need to go to in order to replenish their Health (red) stat.
                             *** Vital Information ***
    Before you go any further, it is important to note that at this point, even
    if you've completed all three of the outlined sub-objectives, that until you
    start the new sub-objective that will pop up here by capturing the maid, the
    world domination screen that was just unlocked for you will be completely free
    of Agents of Justice patrolling the world map, and nobody will come to your
    island in response to your actions on it. This basically means you can send
    out as many of your people across the globe as you like to steal plot and
    commit acts of infamy without having to worry about your heat triggering a
    huge invasion force of outraged agents. Use this opportunity to distribute
    your workers to the highest cash-value regions on the map and build up your
    gold reserves for the long road ahead. The best areas for this are Europe,
    the Middle East, Southeast Asia, and Mid West in North America, each at a
    cash value of 9 on a scale from 0-9. Remember, this is practically free money,
    as the chances of even a single construction worker being defeated is slim to
    none. Just be sure that when you've finally gathered up as much money as you
    can stand waiting for, that the heat you've generated in each country
    dissipates before you continue. Otherwise a flock of agents will soon arrive
    to give you grief for robbing their countries blind. I managed to collect a
    full two million dollars before continuing, though your patience may vary
    your results. Be sure to use your henchman to bolster these effects as well.
    In general, try to keep heat down to less than 25% if possible, to prevent
    the game from thinking you've broken a threshold which tells it to start
    sending more, stronger, and meaner agents later even if your heat has dropped.
    Author's Note:
    Some people don't like to use this tactic, and some purists go as far as
    calling it cheating. Whether you wish to use it or not is purely up to you,
    however, and I support it. I don't want to see people flaming each other over
    differences of opinion on such a small matter as a game.
     * Reports indicate that trained civilians are holidaying on the island.
       Capture and imprison a maid in a security holding cell.
    Alright, now that your strongroom is sparkling with freshly 'acquired' gold,
    it is time to draw your attention to the lone maid you may have noticed
    wandering around your island. She will show up as a pink dot on your mini-map
    as well. This objective only becomes available once you complete the previous
    three, and at the same time the Armory will become unlocked and available for
    construction, though for now all you can place in it is doors, time clocks,
    and holding cells. Build at least one holding cell, but leave room for more
    to be added, and spaces for a security desk, a security camera, an
    interrogation chair, and three or four gun racks to be added later. The
    security camera should be facing your holding cells, so that your forces can
    be alerted instantly to any breakouts. Also available once the first three
    sub-objectives have been completed is the Topside Shack. This allows you to
    create a very small room on the surface in a building identical to your
    starting strongroom. Unfortunately finding a good use for these is difficult
    due to the extremely limited space and inherent vulnerability.
    At some point during this or the next sub-objective the Hotel will likely
    become available to build. Even if you've acquired a significant amount of
    cash I advise avoiding building one for now. They are meant to keep tourists
    busy so they don't go snooping around your base by accident, however at the
    present they hardly manage to do this job at all, and they only serve to tie
    up your social minions by making them staff a useless and extremely expensive
    Now, capturing the maid is a fairly simple task. Simply right click on her
    to bring up the available tag options, and choose 'Capture'. Then send your
    henchman and/or let your minions knock her out and carry her back to the
    holding cell. Be warned: If you do not set the Capture tag on an NPC or agent,
    your minions will always default to lethal attacks. Capturing damages a
    victim's Endurance (Green) bar instead of their Health (Red), which in most
    cases suffers damage much more easily. This has the effect of knocking them
    unconscious rather than creating a body bag, though both lethal and endurance
    damage will only temporarily incapacitate a Super Agent.
     * The civilian maid could yield useful information to your men. Interrogate
       her to train up an advanced minion.
    Once the maid is securely tucked away in her nice clean holding cell, the
    Interrogation Chair will be unlocked. Place one in the armory and wait for
    a minion to come build it. Once it's ready, right click on the holding cell
    and choose the far right red-outlined option, Interrogate. The bubble next
    to your cursor should show a matching icon inside now. -RIGHT- click on the
    interrogation chair to assign the maid to be interrogated there. Left clicking
    will cancel the interrogation request instead, so don't do that. If the tag
    above her head changes to the Interrogation icon, then the order was accepted.
    If not, try again until it works. Some people seem to have problems with this,
    so don't be discouraged. Watch the scene that unfolds as one of your workers
    comes in and leads her out of the cell over to the chair, and enjoy the
    humorous methods they use. :) Once the interrogation is finally complete, the
    maid will fall down dead, while your construction worker transforms into the
    awe-inspiring (well not really) Valet! Woo, social minioney goodness :D
    Congratulations, you have earned your first advanced minion, and completed
    Objective One!
                         Objective II: Head of the Underworld
    There can only be one criminal mastermind. Time to make sure that it's you.
    Gather all the major criminal players to a conference in your island, to
    explain how it's going to be...
    Summon the crime lords: 
     * Crime Lords, just like Evil Geniuses, are impressed by shows of wealth. You
       need somewhere suitably ostentatious to host this gathering of criminal
       masterminds. Build an Inner Sanctum and Conference Table in preparation for
       this nefarious delegation.
     * Rumor has it that all of the Indian Subcontinent is ruled by one man - 
       Armand Krishnan. He has many nefarious plots and intrigues, mostly
       concerning corruption of local government officials. Track him down and
       encourage him to bend to our way of thinking.
     * Marvin de Luca the nefarious Mafia don of all North America is a powerful
       man, but with too much hubris. He must be made to respect true power and
     * The inscrutable Lei Ying Lo is the undisputed head of organized crime
       across China and Southeast Asia. Track him down and send out a party to
       show him we mean business.
    Upon completion of Evil Intentions, the Training Room will be unlocked, as
    well as the various standard pieces of the surveillance network, and the
    basic pistol / rifle racks. Additionally, the Inner Sanctum, Mess Hall, and
    Staff Room become available. The Staff Room is important as it allows your
    minions to regenerate their attention without needing you to walk your Evil
    Genius near them all the time, while the Mess Hall allows them to restore
    their endurance with fresh cooked food, which minions prefer over the Barracks
    during the daytime.
    Be absolutely certain that you buy the counter with the giant mixing bowl!
    Why should you do this when the regular counter costs 1/3 as much? Well, this
    will be explained later, but for now note that it can be used as an alternate
    interrogation device to the Interrogation chair, but here your victim will
    simply lose Smarts (Yellow) instead of health, meaning that you won't have to
    haul off a body bag, but instead be able to have a social minion lead the
    victim outside, where they will eventually snap out of their daze while
    having forgotten any incriminating evidence they've seen.
    How you set up your security network is entirely up to you, though I
    recommend that you do not place Loudspeakers in any room where you will be
    interrogating or torturing your captives. If an alert goes out and a minion
    in mid-interrogation hears it, they will run off to answer the call while at
    the same time your victim will be set loose with a capture tag. For similar
    reasons, be absolutely sure you place a security camera to watch any
    interrogation devices, so if someone gets free they can be recaptured.
    If someone is dazed from losing all of their Attention or Smarts, a social
    minion will come to escort them out of the base.
    Go ahead and set up each of your new rooms wherever you like. When building
    the Training Room, make sure you give it lots of room to add the larger
    training devices that will be unlocked once you've gotten access to the
    second tier minions (Mercenary, Scientist, and Spin Doctor) eventually. For
    now, make sure you add at least two of each training device, more if you can
    afford it, to allow your workers to be trained up. Also, change your desired
    minion settings to accommodate at least 5 valets, preferably 10. Be ready to
    shift even more worker slots over to guard and technician as well.
    In order to proceed any further, your Inner Sanctum MUST have a Conference
    Table. This is where the Crime Lords will sit when they arrive on your island.
    Be sure all of the footprints are accessible and won't be blocked by
    any other objects. You don't need an Impressive Desk yet, but it's always a
    nice touch. When the room is fully constructed, your Evil Genius will be able
    to recover their stats by sitting at the desk, in case your avatar suffers
    damage at some point.
    Now turn your attention to the World Domination screen. To be able to bring
    the first three Crime Lords to your island, you need to kidnap and interrogate
    a technician and a guard, so you can train your own. You will find the Guard
    in the southern tip of South America, while the Technician will be in Northern
    China. Be sure to send more than the minimum required number of workers to
    perform the required Acts of Infamy, otherwise they may all be knocked out
    before you've successfully completed the mission, which will make you have to
    wait for a 'cooldown' period equal to the time it takes to normally succeed
    before you can attempt it a second time. Once the guard or technician is
    brought back to your holding cells, order their interrogation just like you
    did for the maid to earn your new units.
                                  *** WARNING ***
    If at any time you lose all of your higher-tier minions and no longer have
    any even better ones to re-train new workers to fill their ranks again, you
    will have to perform another kidnap mission to replace them. These missions
    carry very high heat ratings and can be hazardous to complete, as well as
    setting you back. This can definitely be a pain when you lose all of your
    second- or third- tier minions, like Spin Doctors or Diplomats, so try to keep
    them away from combat when your numbers are spread thin.
    Now, the locations of the Crime Lords are as follows: 
    Armand Krishnan can be found in the Indian Subcontinent (Green)
    Marvin De Luca can be found in the West Coast region of North America (Blue)
    Lei Ying Lo can be found in North China (Orange)
    Send minions to these areas and assign them to 'Plotting' until the Acts of
    Infamy are uncovered. While zoomed out, these will appear as extra-bright,
    rotating stars of light on the map, indicating they are critical missions for
    completing objectives. Armand Krishnan requires that you send at least 5
    Valets, Lei Ying Lo requires 5 guards to bring him to you, and Marvin De Luca
    must have at least 5 technicians come after him. Do NOT send only Valets or
    Technicians, as they will not be able to survive without guards, workers, or
    your Henchmen to protect them. A good arrangement is 5 valets/techs, plus
    3 guards and your henchman per mission. Send more valets if you can spare
    them -- this will keep your heat lower and prevent tougher agents from
    arriving on your island. Each mission will take around 3 minutes to complete,
    so be patient. Fortunately, they only give you 2 points of heat each, but you
    only get 1 point of Notoriety from them either.
     * Nikita Leonov, the notorious butcher of St. Petersburg, has arrived here on
       your very island, but he is refusing to acknowledge your authority. Maybe
       there is some way you can 'mix' up his principles and bring him round to
       your way of thinking.
    Ahhh, this sub-objective which now appears before you has brought great
    confusion to many aspiring Evil Geniuses like yourself. You will notice a
    black man with an afro (which amusingly has a hair-pick in it) arrive on the
    island wearing a bright red jacket, and a pair of katanas strapped to his
    back. This is Nikita Leonov, your target. Immediately tag him for capture, and
    if you like, send your henchman over to help. He should go down easily enough.
    Once he is in your holding cell, right click on it and select interrogate, but
    instead of using the interrogation chair, this time move over to your Mess
    Hall and right-click on the Giant Mixing Bowl to select it. Sit back and enjoy
    as a minion comes to take the Russian off to the kitchen. Other minions may
    even stop in the mess hall to watch the fun. :) It takes longer than the
    chair, but when the torture is finished, Nikita's blip on the mini-map will
    change to pink, and he will walk off towards your Inner Sanctum to take a seat
    at your Conference Table.
     * Nigel Ewing, the CIA Agent, has since gone rogue and is now the ruler of
       all criminal activities on the African continent. He was last seen cruising
       off down the Nile with a vast shipment of arms, and a veritable army of
       loyal tribesmen. He won't be easy to find and makes a point of only seeing
       seriously connected Criminals. If you aren't notorious enough, you'll never
       find him!
    Nigel Ewing can be found in the Middle East region, however as the objective
    text implies, you will not be able to locate him if you haven't achieved a
    high enough Notoriety rating. If you have been performing Acts of Infamy now
    and then, you should not have very far to go. If you haven't, get started!
    Try to find and steal loot items before you go for the regular flag missions,
    as Loot is important for keeping your minions' Loyalty up. Each loot item has
    it's own sphere of influence similar to your avatar's, so strategic placement
    will see a drastic reduction in deserters.
    Once you reach a Notoriety rating of 70, Nigel Ewing appear in the Middle East
    after a bit of plotting. Not only that, but at 75 a new Henchman should become
    available. Choose the one you like best or that fits your style or goes with
    your theme or for whatever reason you feel like picking a Henchman for :)
    At this point it is likely you will have at least Red Ivan, Dr. Neurocide and
    The Matron to choose from. Feel free to send the minimum of 1 worker out to
    recruit them, as the mission will rarely fail due to it's extremely short
    timer and low risk rating.
    Send about 5-10 valets, 7 guards, and your henchman to coerce Ewing to come
    join your little meeting of the minds. With luck, even if a Justice piece
    appears while the mission is underway, you should complete it with no
    problems. Remember, it's always good to send a henchman along on acts of
    infamy if they haven't earned their extra powers yet, as they net plenty of
    experience from tagging along.
     * Bob 'Barking' Caine, the respected organized crime boss from the east end
       of London, is the last of the major crime bosses. He isn't going down
       without a fight, reports indicate that forces loyal to his cause will be
       landing on our shores very shortly. We must show him who is boss, crush
       his men and bring him to heel!
    This part is very easy. Immediately set your base to amber or red alert, so
    that your minions will go pick up weapons at the Armory. Now, you will start
    seeing groups of 6 men who look similar your to construction workers, except
    in red jumpsuits and without any helmets sneaking around the island. These are
    Caine's minions, and the only way to get him to join the meeting is to
    slaughter every last one of them! Attack once your guards and workers are all
    armed up, leading the charge with your henchmen. The intensity of the fight
    will depend on the difficulty, but it isn't likely that they will give you
    too much resistance at this point in the game. Once the first group is dead,
    several more groups will appear in succession. After three or four groups of
    minions have been defeated, the objective will be completed at last, and Bob
    Caine will arrive at your base and make his way to your Conference Table.
    Make sure your Evil Genius is seated with the crime bosses, and watch the
    rather interesting meeting unfold ;) Objective II, Complete!
                    Objective III: Better Living Through Chemistry
    Build a laboratory and start a research program. You'll need a Research
    Machine to analyze samples, a Databank to store relevant information and at
    least one piece of research apparatus with which to perform the actual
    experiments. A technology exhibition is currently under way in Japan - It
    might be a good idea to attend.
    Finally, time to earn the ability to research more advanced objects and traps
    to fill your nefarious lair with ;) First, turn your attention to the World
    Domination map. You should see a bright rotating Act of Infamy lit up in
    Japan. Your current goal is to send your minions out to this AoI and steal the
    Research Machine from under the noses of those fools attending the show. As
    the risk is low for this mission, I suggest sending the minimum 2 techs, plus
    4-5 guards, maybe a henchman or two, and as many valets as you can spare to
    keep the heat down. This AoI carries a base heat of 20, and every valet you
    send will reduce that number by 1, as well as keep the overall heat down
    generated by your other minions. Wait about 5 minutes and voila, you are now
    the proud owner of the blueprints for a Laboratory, Research Machine,
    Databank, Fake Research Machine, and oddly enough, a Chalkboard (used in the
    Training Room to train Scientists). Grats! But it ain't over yet...
     * The laboratory needs at least one piece of Experimental Apparatus, before
       you can start ordering experiments. Steal either the Centrifuge, Stress
       Impact Analyzer or Laser, and then research some new stuff.
     * The forces of justice are going to be a constant thorn in our side until
       they've retrieved the Research Machine. Build a fake, and trick them
       into stealing that.
    Okay, so now it seems the 5 alliances are royally ****** that we've gone and
    stolen the Research Machine from B3. On top of that, it is useless without one
    of the three critical pieces of apparatus listed in the sub-objective. Let's
    start with the easier of the two sub-objectives -- fooling the agents into
    stealing the Fake Research Machine.
    Now, before I explain, it is important to note there is also a semi-hidden,
    optional Act of Infamy you can uncover in Europe titled "Fool the Press." It
    takes a minimum of 2 valets to perform (but we've learned to never send the
    minimums). According to the description, to aid in making sure the alliances
    send plenty of retrieval specialists (thieves, burglars) to your island to try
    to retrieve the fake machine, your minions will rewrite the headlines to make
    sure the world knows who is responsible for the theft. Now though this may
    make it more likely that a thief will come grab the fake, any agent can do
    this as well, and if you use the strategy I provide you with it shouldn't be
    necessary to bother with this.
    First, zoom over to that Topside Shack that used to hold your old Strongroom.
    Fill only the first 4 tiles with Laboratory, the part next to the door, and
    place a Fake Research Machine blueprint in there to be constructed. Make sure
    you don't bother adding a door, and then just sit back and wait for it to be
    built. It shouldn't take too long for an agent to notice this blatantly
    obvious ruse, run in and steal the fake machine thinking they're going to get
    a nice shiny gold star from their bosses when they return with what they think
    is the real thing. ;) Man, Dark Helmet was right wasn't he? ;D
    One down, one to go. Next, you must uncover the locations of the three
    pieces of research apparatus in the world map by sending minions out to plot.
    This can take a while if you don't know where to look, but that's what I'm
    here for after all, right? ;) Now then, here is the list of the objects and
    their locations. All three require 2 Technicians and 2 Guards minimum:
    Impact Stress Analyzer - Europe
    Centrifuge - Australia
    Laser - West Coast
    And yes, you read that right when you checked out the West Coast. The name of
    the mission is 'Frikken Laser' ^_^
    Once both sub-objectives are complete, you'll be rewarded with a Heavy
    Machine Gun Rack, to be added to your armory for the use of Mercenaries.
    Congrats, Objective III is complete! Easy one wasn't it?
                         Objective IV: Masterplan Machination
    You'll need a master plan before you can build a Doomsday Device and take
    over the world.
     * Reach the Notoriety rank of "Insane"(200)
     * There are three embryonic ideas for Doomsday Devices, but each needs three
       pieces of vital information before it can be pursued any further. The
       information can be found in many ways. It could be hidden in a region on
       the World Domination Map, or captured as a reward for completing an Act of
       Infamy, or even held by an enemy agent invading your very base!
    This and Objective V appear in your Objectives Screen at the same time, but
    for the sake of ease in writing this FAQ I will explain them one at a time.
    Reaching a Notoriety ranking of Insane (200) is simple enough. Just keep doing
    various Acts of Infamy across the globe while working on your research. This
    would be the perfect time to begin kidnapping the various advanced minions
    strewn out across the globe, so get to it. You should at least have access to
    Mercenaries, Spin Doctors, and Scientists before you get too much further
    along. Work on raising your maximum minion level as well, you'll need all the
    extra hands you can get, as raising your Notoriety level will soon draw the
    attention of the deadly and highly annoying Super Agents to your so-called
    'secret' lair.
    Expect visits from at least Mariana Mamba before long, and Jet Chan should
    show up sooner or later as well. Here's a post on the matter of Super Agents
    from the board, which I feel explains a lot. I hope you don't mind Critas, but
    I have edited the notoriety level required for Mariana to show up due to new
    information that has come to light recently:
    From: Critas | Posted: 10/10/2004 5:41:57 AM
    Okay there's a HUGE lie in the documents and help files. They all say that
    agents come after you based on your heat level. Well after I beat the game the
    first time, I decided to play the game real slow and try to avoid heat. I was
    careful to always let the heat for a region drop to almost nothing before
    sending out more minions to perform missions. Then it hit me... The Super
    Agents unlock on you based on your Notoriety level not your Heat level. You
    unlock them at certain Notoriety levels and thats when they start hunting for
    you. You could never attack S.M.A.S.H. for instance and Mariana Mamba will
    still come after you by the time you hit 130 Notoriety. I'm playing a third
    time, because I'd unlocked John Steele on Island One and he was totally
    wrecking my base every 30 minutes. Taking it a lot more careful and saving
    the non-loot missions for after I hit Island Two. Its a LOT easier. Also...
    sending agents out to steal generates heat but not Notoriety. So build up a
    ton of money by sending your agents out to high money areas and just sit
    there. You can build up a huge wad of cash without attracting more than a few
    pathetic agents. Also try to score all the loot items you can, a lot of them
    lead to good research.
    Good info =) Now many people have asked how to deal with Super Agents. The
    main answer is that you cannot get rid of them permanently while still on
    Island One. You can knock them out temporarily, send them to prison, and/or
    torture them into either unconsciousness or forgetting what they've seen, and
    have a social minion lead them out of your base again. That is usually the
    best way to take care of them, so long as you don't attack them or let them
    see any object that carries heat while they're outside they should leave after
    a while. On Island Two they can become much more hostile and will tend to
    attack any of your men on sight, so watch out there. Once you've reached
    Island Two, optional objectives will become available which will allow you to
    take care of Super Agents once and for all, but more on that later. One of
    the best ways to take care of a Super Agent on your island is described under
    Lord Kain's bio in the Henchmen section. If you are interested, scroll back
    up and take a peek. Now, moving on to sub-objective 2!
    Below the second sub-objective you will see symbols representing nine (9)
    different pieces of Doomsday Data, each separated into 3 categories,
    Biological, Mechanical and Electronic, which are further separated into 3
    sets, Circle, Diamond, and Triangle. You begin with the Biological
    Circle, Mechanical Triangle, and Electronic Diamond.
    You can find three more pieces of data as Acts of Infamy on the World
    Domination Map, in the following locations:
    One can be found in Cuba
    One can be found in North Africa
    One can be found in Australia
    The other three will be held by the swarms enemy agents who you may have
    noticed are freshly arriving on your island. You can check whether an agent
    has a piece of data on him by left clicking on the agent and looking under
    their Agency Symbol and checking for a DD Icon below it. You'll need to
    capture them or one of the other agents in their group, and send him to an
    interrogation device to 'extract' the data from him. Do this for each of the
    three different data symbols you'll find. In general, only one will be held
    per alliance, so once you've taken one from the P.A.T.R.I.O.T. boys for
    example, no more data will show up with any more of them.
                                  *** WARNING ***
    Be certain that you get all Six, some people have said that they have only
    managed to get 2 pieces this way, and at the same time some people have said
    that they only bothered to get two of the three pieces of Data you can acquire
    on the World Domination Map. While you can still allegedly proceed with 8 out
    of the 9 available pieces of doomsday data, doing so WILL screw up your game,
    as when you arrive on the Second Island you will not have access to one of the
    three final pieces of Laboratory Apparatus: The Greenhouse, AI Supercomputer
    or Environment Chamber.
    Once you've collected all 6 additional pieces of data, and reached 200
    Notoriety, this Objective can be considered Complete! Woot. ^_^
                             Objective V: Loot and Pillage 
    Raise enough assets in money and uber-loot to open doors in the corridors of
    power, and to purchase a new island if the need should arise.
     * Steal 4 of the 6 pieces of uber-loot strewn across the globe. Each alliance
       has at least one item of uber-loot in one of it's regions.
    Very straightforward here. Send minions to plot to uncover the Uber-Loot, then
    send more minions to steal it away for your exclusive enjoyment. Uber-Loot
    items have the largest and most powerful Spheres of Influence in the game,
    other than that of your Evil Genius, and when strategically placed in
    high-traffic areas of your base can significantly improve minion performance
    and reduce almost to 0 the number of deserters among your ranks. As this is
    a simple, straightforward task, I'll leave it to you and the skills you've
    learned so far to know how to capture each item, so here is the list of
    Uber-Loot items and their locations:
    Miniaturised Eiffel Tower - Europe
    Excalibur - Europe
    Mummy's Sarcophagus - Middle East
    The Ark of the Covenant - Central Russia
    Million Dollar Bill - USA East Coast
    Suit of Samurai Armor - North China
    Although the sub-objective will be complete once you've gathered your fourth
    piece of Uber-Loot, I recommend getting the remaining 2 as well. You won't
    be able to steal these items once you've moved to your second island, so get
    them while you have the chance!
     * Now that you have possession of the most important artifacts in the world,
       some serious cash flow is needed to further cement your organization as a
       true world power. Generate at least $10000 per minute through world
       domination theft activity for 5 minutes, while still holding onto the
       required number of loot pieces.
    This final sub-objective is simple, but time-consuming. Send enough military
    minions to the four regions which carry a cash rating of 9 (Mid-West, Europe,
    Southeast Asia, and Middle East) to generate at least $10,000 every 60
    seconds. Your Henchmen will help out a great deal in doing this, especially
    if you have Eli Barracuda or Lord Kane. Make sure you send enough social
    minions out along with them to keep their overall heat levels down, likely
    almost all of your social minions will be busy doing this, however make sure
    you leave enough of every unit behind at your lair to be able to retrain more
    if the need should arise. Once you have generated the target sum, sustain
    that amount for 5 minutes straight. Watch out for Justice pieces showing up
    during this time, which can be a royal pain if you aren't paying attention.
    It's better to set your minions to hide and start the timer over than to lose
    half of them trying to stubbornly power through the last few minutes. But they
    /are/ expendable, so if that's how you want to do it then by all means go
    ahead. Since when do Evil Geniuses care about their men anyways? ;) And there
    you have it, Objective V Complete! :D
    Once both Objective IV and V have been completed, you will be given the option
    to move to the Second Island at any time, by going to the World Domination Map
    and pressing the big green button labeled 'New Island'. Once you press this,
    all of your minions will drop what they are doing and start packing up all of
    your loot objects, carrying them along as everyone runs to the nearest Depot
    to prepare for departure from this island. When everyone has arrived at the
    Depot, you will need to finalize the procedure by selecting your Evil Genius
    and right clicking on the Depot to signal him/her to go there and abandon
    your old island home. Try to make sure hostile agents aren't waiting to kill
    people trying to leave the island before you start all this, especially
    because your Evil Genius and their hard-earned bodyguards will be extra
    vulnerable at this point. Finally when you arrive you will get a warning
    telling you that if you leave now, anything remaining on the island will be
    left behind once you move to your new home. Gold of course being an exception
    to this. If you are sure that every one of your minions and henchmen have
    made it to the depot, and all your loot is safely stored in cargo crates
    waiting to be shipped along with you, click on Yes. Say goodbye to Island One,
    and watch the movie as you leave this place and head to your new Volcano Lair
    Congratulations, this ends Island One! =D
        4  b  .     O  p  t  o  n  a  l     O  b  j  e  c  t  i  v  e  s     1
                        Optional Objective i: Cursed Collection
    A sacred Native American totem pole was looted by colonial administrators
    early in the 19th century. It was divided into four pieces, which were
    dispersed to museums around the world. A tribal elder took umbrage at this
    desecration, and placed a curse on each piece, a curse that can only be lifted
    by reuniting the totem pole pieces. On their own, each piece has a negative
    effect on nearby minions.
    Collect all four pieces and place them near each other to create the completed
    totem pole and enjoy its beneficial effects.
    At some point during your time on this island, this objective will become
    available to you under 'Optional Objectives'. The Cursed Totem Pole has very
    bad side effects while the pieces are still separate, but once united this
    is one of the best loot objects in the game, with a huge SoI which covers four
    statistics. Their exact locations on the world map are as follows:
    1. Polynesia
    2. Central Russia
    3. West Coast
    4. Middle East
    Once you have collected all four pieces, place them all in a square next to
    each other, and they will assemble into the completed Totem Pole. This
    powerful loot item restores Loyalty, Attention, Smarts, and Endurance in a
    very large Sphere of Influence. Enjoy! =)
                            Optional Objective ii: Faking It
    Intercepted messages indicate that a research station in Antarctica has
    managed to develop a working cloning machine. This device could be very
    useful, especially as the island has recently become the target of specialists
    seeking to assassinate the Evil Genius...
    Steal the machine, then make the Evil Genius interact with it to create a
    clone. If this clone is assassinated by one of the specialists, you'll be
    rewarded with a large drop in heat across the globe. You can create up to 5
    clones, but if they die at the hands of anyone other than the specialists,
    you'll suffer a small notoriety penalty.
    This optional objective should become available around 160 notoriety, and as
    the description says, a cloning machine Act of Infamy should appear in
    Antarctica. The minimum requirements to complete this mission are 8 Workers,
    3 Technicians, and 3 Guards. Send these plus at least an additional 2 guards,
    and plenty of Social Minions to cover the heat. To keep your heat from going
    too high, send just a few of them at a time, starting with the social minions.
    Once you have the Cloning Chamber in your possession, you will be able to
    create a clone by sending your Evil Genius to interact with it. Once inside,
    a worker will come to enter the second chamber and be transformed into a clone
    of your Evil Genius, except they don't talk and can't do anything your real
    avatar can.
    Now then, look around the island and you may notice a female dressed in black,
    whose tool tip description is 'An Evil Genius hunting assassin'. Send your
    freshly made clone out to meet her, but make sure no other hostile characters
    are around before you do. When spotted, the assassin will proceed to attack
    and kill your decoy, then escape the island to report your alleged
    assassination to the world leaders. You will then enjoy a nice reduction in
    heat from every alliance, so long as you don't have minions out on the map
    at the time to prevent it from dropping below their minimum heat values.
                  4  c  .     S  e  c  o  n  d     I  s  l  a  n  d
                           Objective VI: Road to Doomsday
    Choose a Doomsday Device and prepare for its construction. You must build a
    laboratory to accomplish this goal.
     * Once a laboratory has been built, the Codex of Knowledge can be stolen from
       a Siberian research lab. Analyze the Codex, then combine it with a top-tier
       item of laboratory apparatus to unlock one of three potential Doomsday
     * The Codex of Knowledge is beyond the comprehension of your science minions.
       Persuade a mercenary scientist to come to the island and unlock the Codex's
       potential. Each world alliance has a disaffected scientist who can be
    Welcome, to your Secret Volcano Lair! *Insert Evil Maniacal Laughter* :D
    You've finally reached your new, extra huge second island, complete with
    jungle vegetation and a smoldering volcano. It may not seem that much bigger
    at first, but once you start building you'll appreciate the fact that you
    could probably build two fully functional bases inside this thing. You will
    notice that a new temporary strongroom has been set up, holding a maximum of
    around $800,000 for now. Don't worry, you haven't lost all that wonderful cash
    that you've built up. You simply don't have the capacity to hold it all on
    your island yet. Once you've created a bigger strongroom your minions will
    be able to start filling it up with briefcases from the depot. Also you will
    note that your loot has been piled into a second Topside Shack, and if you're
    a big collector like me, on the ground outside as well. Hopefully your heat
    is low so agents won't be a worry yet, but if it isn't, your minions will be
    congregating around this spot anyways, and should be able to take anyone
    trying to steal from you this early. You should have some time before agents
    start showing up though, so it is important that you take this time and
    immediately PAUSE THE GAME (P by default)! Now then, take your time and plan
    out your new base to your heart's content. You aren't getting another island
    after this, so it's important you get it just how you like from the start.
    Think carefully about where your entrances will be, make nice big spacious
    rooms or creatively shaped ones, and make sure you leave room to plan out your
    trap halls and/or trap rooms. Leave space to expand rooms that you know you'll
    be adding more objects to later, especially the Training Room. Even if you've
    unlocked every minion and piece of training equipment, you may want to expand
    on that room later anyways to add duplicate pieces for quicker training of
    your evil masses, or just build another Training Room somewhere altogether.
    When building your new Laboratory, keep in mind that when you arrived here,
    you immediately unlocked three (hopefully) new pieces of Research Apparatus:
    The AI Supercomputer, Greenhouse, and Environment Chamber. If you did not, I
    highly advise re-loading your game from the previous island and getting the
    pieces of doomsday data you missed.
    Alrighty, is your base all planned out and ready to build? You sure? Didn't
    miss anything, right? What about that corner over there, are you sure that's
    supposed to look like that? Alright then, unpause and let your minions build
    away! Remember, you're building your entire empire again from scratch here,
    this is going to be -very- expensive, likely upwards in the millions,
    especially if you are trying to get one or two of every object. While the base
    is under construction be on the watch for investigators who will begin to
    flock to your island. If they manage to get high heat from photographing your
    stolen loot or by other means, it is entirely possible to have a couple squads
    of good veterans summoned to take care of you. You are very vulnerable right
    now, so whatever the cost, do not let this happen! Even if it means body bags
    strewn across the island sapping loyalty and attention.
    Five hours later, once you're all settled in and your Laboratory is built, it
    is time to begin following your actual objective for this part of the story.
    Go to the World Domination Map and check Siberia (Red). If you don't see a
    bright shiny Act of Infamy for stealing the Codex of Knowledge, send some
    people there to plot for it until it does appear. While you could always go
    after the Mercenary Scientists first, I advise taking care of the Codex before
    you get the Scientists. This is because once you've kidnapped a scientist,
    teams of highly trained assassins will begin to invade your island one after
    another, to attempt to assassinate the defecting scientist. This will put
    unnecesary pressure on your base if you got the Scientist first and you're
    waiting for the Codex to arrive, but if the Scientist comes last, he'll be
    able to get straight to work decoding it for you.
    Once you've managed to steal the Codex, search for a Mercenary Scientist AoI
    in one of the following regions. Remember you only need one, but if they die
    they will reappear on the map in the same places:
    South Africa
    Southeast Asia
    West Coast
    Once you've managed to kidnap.. errr, recruit your Frankenstein wannabe, you
    just need to make sure he has access to the Codex. If so, he should head to
    your lab and get to work decoding it right away. While you have a Mercenary
    Scientist on the island, as mentioned groups of Assassins will begin to
    appear. They have about the same statistics as a group of 'good' veterans, and
    are similarly armed. Take care when dispatching them using the strategies that
    you've learned so far. Once your Codex has been researched to 100%, the next
    step in the Doomsday process begins. Be ready by having a henchman stationed
    in the room.
     * The mercenary scientist has had a change of heart, and is trying to escape
       the island to defect back to the forces of justice. Kill him!
    Hopefully you had a Henchman nearby (preferably one with a ranged attack), and
    your Research Lab is deep within your Lair. For an easy kill, lock him into
    the Lab with your Henchman and have him pound the little geek into a fine
    patte. Otherwise, set the base to yellow or red alert and give him a kill tag.
    Chances are he'll never make it halfway to the exit. ;) Eli's Super Headshot
    will make quick work of him as well. Simple enough, now on to the next part!
     * Research the Codex of Knowledge with one of the top-tier items of
       laboratory apparatus to choose the Doomsday Device payload that will be
       used to bring the world to its knees!
       A) Codex + Greenhouse = ID Eliminator
       B) Codex + Environment Chamber = Earthquake Beam
       C) Codex + AI SuperComputer = Gravity Disruptor
    While some of you may be disappointed that there's no Weather Control Device
    or plans to mount a 'frikken laser' on the moon and blast Washington D.C.,
    there are plenty of nice choices for you at this point as to what your device
    of Ultimate DOOOOOOOOOOOOOM will be! Whatever you decide, set the Codex to be
    researched using the corresponding apparatus, and wait for your science team's
    hard work to finally pay off. Sit back and do an Evil Laugh as all your plans
    finally begin to come together.. ;) First the Alliances, and then?
     * Build the rocket cavern in preparation for the Doomsday Device
    And another simple objective. Turn your attention to the massive crater in
    the center of the island. You may now right-click on the area to bring up the
    build object options. Choose the crate icon and you'll be able to select the
    Rocket Cavern to be installed in this spot now, for a measly $150. Yay for
    natural cave formations. It may take a while for your minions to get around
    to building it, but in the meantime make sure that a part of a corridor is
    attatched to the green construction curtain so they can get it set up for you.
    Three boxes of construction materials must be delivered from the depot before
    it will be finished, despite how normally a single minion can carry $5,000
    worth of construction materials. Congratulations, Objective VI is now
                            Objective VII: Global Chaos
    The masterplan is building up a head of steam now. Before the rocket can be
    constructed, a supply of specialist resources will be needed. It will also be
    necessary to install operatives into positions of power in all of the
    territories, so that we can monitor their activities.
     * Building the rocket super-structure takes a variety of different resources,
       from rocket fuel to titanium. These resources are rare and valuable and
       only avaliable from a number of facilities dotted around the globe. Our
       agents in the field have located a number of locations where we can obtain
       these valuable resources. We must hijack them until we have the neccesary
       components to build each section of the rocket super-structure.
       Each section requires five crates, your forces will siphon these resources
       from each facility for as long as they are able and the message bar will
       inform you when you have enough resources to allow you to build a new
       section of the rocket. Be advised, the forces of Justice won't take kindly
       to your pillaging such valuable resources; therefore, your forces both on
       the island and out in the wider world should be on full alert.
     * A foolish S.A.B.R.E. diplomat has arrived on the island. This is an ideal
       opportunity to interrogate him, then use the secrets he revealed to replace
       him with our own mole.
     * A P.A.T.R.I.O.T. diplomat has decided to pay our island a little visit.
       Interrogate him until he gives us some information we can use to install
       one of our own diplomats in his stead.
     * A H.A.M.M.E.R. diplomat is taking a hands-on approach to investigating our
       operations. Interrogate him and make him see the error of his ways, then
       replace him with one of our own diplomats.
     * An A.N.V.I.L. diplomat is taking an ill-advised holiday on the island.
       Subject him to an interrogation, then replace him with one of our own.
     * A S.M.A.S.H. diplomat has made an unscheduled stop at our island.
       Interrogate him and force him to reveal some information that will help us
       to install one of our own diplomats in his now vacated position.
    We'll get back to the rocket supplies in a bit, for now let's focus on the
    various ambassadors taking poorly planned sightseeing trips to your isle.
    Though all six sub-objectives are listed here, you'll notice you start with
    the first two. The rest will gradually filter in as more and more of the
    diplomats make their way to your island. They are easily captured, but they
    will appear as Pink rather than Red dots on your radar, so pay attention when
    you are scanning the island for them. If you haven't captured and trained up
    diplomats yet, get cracking, as these guys unfortunately won't count towards
    giving you free ones. Fortunately you may still interrogate them without yet
    having diplomats, which will reveal the next steps. BE WARNED: When you capture
    one of the five diplomats, a rescue team consisting of a large group of Good-
    rated Veterans will land on your island and attempt to recover him. Therefore,
    if you aren't prepared to deal with up to fifty (literally) ticked off Good
    Veterans swarming all over your island, I'd advise taking them one at a time.
    In the meantime, set all the others with Weaken tags, as for some reason doors
    tend to open for them no matter what the security level, giving them the run of
    your evil lair and gaining lots of heat from what they see if left unchecked.
     * Plant a diplomat in the Soviet cabinet.
     * Plant the diplomat at the British Consule at Bangalore, in the Indian
     * Send a diplomat to infiltrate the Singaporean government.
     * Send a diplomat back to Uruguay in place of the one we liquidated.
     * Install a diplomat into the US Senate.
    (Under Construction)
      4  d  .     O  p  t  i  o  n  a  l     O  b  j  e  c  t  i  v  e  s     2
                    Optional Objective iii: Defeat Mariana Mamba
    Careful observation of Mariana Mamba has revealed how much she relies on her
    looks to achieve her goals. If we can strap her to an Infirmary Chair, our
    scientists can administer some treatment that will nullify her main weapon
    for good.
    Finally, the opportunity to permanantely eliminate your first Super Agent has
    arisen. This Optional Objective appears within moments of your arrival on the
    second island. Once you've built an Armory with holding cells, and an
    Infirmary with an Infirmary Chair, capture Mariana the next time she shows up
    to investigate your Eeeevil Lair and send her to be interrogated using the
    Infirmary Chair as the torture device. Then just sit back, and enjoy the
    show ;) One less nuisance to worry about, yay!
                       Optional Objective iv: Defeat Jet Chan
    Jet Chan seems to be undefeatable, but every man has an Achilles' heel - if we
    can find out what that is, we can use it to our advantage and defeat him once
    and for all.
     * At great expense and risk, our operatives in China have discovered that Jet
       Chan learnt everything he knows during his upbringing in the Kun Shan
       monastery. As luck would have it his actual mentor has retired from the
       monastic life and is now living in a shack in the Plateau of Tibet region.
       It should be a simple matter for us to kidnap him and then 'persuade' him
       to tell us all he knows about Jet Chan.
    Around the time you've gotten your Rocket Cavern built or sometime near it,
    this optional mission should unlock for you. As a side note, I had 220
    Notoriety when this Optional Objective unlocked as well, which narrows down
    the requirement within 20 points. I'm certain you're eager to get rid of the
    Kung-Fu Menace once and for all, but before you can kidnap his former master
    you need to have plotted enough in Central Asia for the AoI to show up. If you
    don't see a bright shining AoI there with a martial artist inside, send some
    scientists or better to go plot for it until it appears. That done, you need
    to send 10 workers and 2 martial artists minimum, and you can probably
    accomplish it with that plus another three military minions and your socials
    to kill the heat.
     * Now that we have Master Miato we can extract the information we need to find
       out Jet Chan's weakness. Due to his many years meditating he will be immune
       to all types of psychological interrogation, only physical persuasion will
    What this means is basically, only interrogation devices which reduce the
    victim's Health will work to persuade the Master. These include the 
    Interrogation Chair, Bookcases, Laser, Impact Stress Analyzer and the Marksman
    Range. Send Master Miato to be tortured at one of these devices to unlock the
    means for defeating Chan.
    * Our tender ministrations have revealed Jet Chan's hidden secret. He has gone
    so long undefeated that if someone were to beat him in a fight, then he would
    probably quit A.N.V.I.L. in shame and retreat into hiding for some serious
    meditation on his failure.
    Capturing and forcing him to take part in a "totally fair" one on one fight in
    a dojo should do the trick. Just to be sure we will dose his bread and water
    liberally with sedatives.
    You have the knowledge, you have the means, so all you need now is Chan. Upon
    Jet's next visit to your humble abode, beat the everloving @$#^ out of him and
    send him to your holding cell. Once properly captured, assign him to be
    tortured using the Training Dojo, and enjoy the show. Sayonara, Jet Chan!
    = 5. Common Questions (FAQ) =
    = 6. Hints & Tips =
    = 7. Base Design =
             7  a  .     D  r  a  g  o  n  m  a  w  '  s     B  a  s  e
                            D  e  s  i  g  n     F  A  Q
    This section has been quoted directly from Dragonmaw's guide and added at his
    request. It has been modified for context. The opinions expressed within do
    not necessarily represent those of Torias, and your personal tastes in base
    design may differ:
    I will review several aspects of designing your base, 
    from the easy to do, simple base designs, to the incredibly hard,
    but very useful base designs.  I will also cover the designing
    methods as well.
    Each base design submitted will be judged according to 6 
    Complexity (How complex or convolouted the design is)
    Time (How long it takes for a minion to travel the length 
         of the base)
    Efficiency (How well your minions work in said base design)
    Security (How easy it is for agents to infiltrate the base)
    Modularity (How modular the base is, IE, how easy it is to 
               add traps and other extra items, such as loot.)
    Each characteristic has 5 potential judgements:
    Very Low
    Very High
    Here is the best rating for each characteristic possible:
    Cost: Very Low
    Time: Very Low
    Complexity: Medium
    Efficiency: Very High
    Security: Very High
    Modularity: Very High
    Submit designs and tips to dragonmaw@gmail.com
    This Base Design guide is
    seperated into the following
    1.0: Design Reviews
      1.1:  Basic Designs
      1.2:  Complex Designs
    2.0: Design Tips
    3.0: Credits
    Section 1.1: Basic Designs
    Corridor Madness
    A simple design, and the most often used, this design 
    focuses on keeping everything connected to a corridor,
    which ends up allowing for massive trap potential, 
    and a long base design, but it is rather easy to navigate
     and has poor efficiency.  It also costs quite a bit and 
    takes quite a long time to travel, unless you add extra 
    entrances, which leads to decreased security.  Good for 
    early in the game, but later on, you will want to switch designs
    Cost: Medium - High
    Time: High
    Complexity: Low
    Security: Low
    Efficiency: Very Low
    Modularity: Very High
    Another simple design, it saves money on corridors, and if
    used right, takes efficiency to soaring heights.  Instead 
    of wasting money on long corridors,each room is interconnected, 
    saving travelling time.  Thanks to the decreased time travelling 
    and the increase in efficiency, you can afford to have just one 
    entrance.However, due to it's compactness, modularity is not 
    very good and security is somewhat lowered thanks to the absence 
    of trap-infested corridors.
    Cost: Low - Medium
    Time: Low
    Complexity: Medium
    Security: Medium - Low
    Efficiency: Very High
    Modularity: Low
    Efficiency Expert
    The best of the simple base designs, the efficiency expert 
    combines the corridors ofCorridor Madness with the efficient 
    compactness of Interconnection to bring youa great design.  
    It is characterised by corridors filled with traps immediately
    followed by complex, compact grouping of rooms, allowing for 
    massive potential.However, the cost is high, which makes 
    building such a base quickly very tough.
    Cost: High - Very High
    Time: Low
    Complexity: Medium
    Security: Medium - High
    Efficiency: High
    Modularity: High
    Section 1.2: Complex Base Designs
    A base design which focuses entirely on setting up trap 
    potential, it is characterised by long, twisting corridors, 
    infested with traps, large rooms with many, many traps 
    and sensors, and finally, the heart of the base, 
    where everything takes place.  It is a great design for 
    eliminating agents, but is very bad in most other respects.  
    Because it is so complex and long, efficiency drops to a 
    minimum and the time it takes to complete even simple tasks 
    skyrockets.  Friendly fire is a problem as well, becuase 
    eventually minions will stumble upon your traps and kill 
    themselves.  Finally, the cost of such an endeavor is 
    enormous, which means that it is not to be built lightly.
    Cost: Very High
    Time: Very High
    Complexity: Very High
    Security: Very High
    Efficiency: Very Low
    Modularity: Very High
    Deep Earth
    Very similar to the Deathtrap design, deep earth consists 
    of building a long convolouted corridor which ends up in 
    the center of your base.  Agents will spend such a long 
    time just trying to reach the actual base that they will 
    go home before seeing anything bad.  Coupled with 
    psychological weakening, this design almost ensures that 
    agents will never find anything to incriminate you with.  
    It often includes corridors that go in circles and large 
    empty rooms.  However, the cost is VERY high, and efficiency 
    drops, as well as time.
    Cost: Very High
    Time: Very High
    Complexity: High
    Security: Very High
    Efficiency: Low
    Modularity: High (But isn't used)
    Corporate Facade
    A base design centered around fooling agents into thinking 
    your base is merely a simple corporation or company, this 
    base design is characterised by a front, often consisting 
    of a Barracks, Control Room, Mess Hall, and all the other 
    low-no heat rooms, followed by a trap infested corridor 
    which leads to the high heat rooms such as the Armoury, 
    Sanctum, Power Plant, and Freezer.  It has high efficiency, 
    high security, but only a somewhat good Modularity rating, 
    and high costs. It is quite possibly the best design I have seen.
    Cost: Very High
    Time: Medium
    Complexity: Medium
    Security: Very High
    Efficiency: Very High
    Modularity: Medium
    Section 2.0: Base Design Tips
    - Keep rooms that replenish minion's stats near the heavy 
    work areas.  In other words, keep rooms such as the Mess Hall, 
    Barracks, Staff Room, and Library somewhat close to the Control Room
    or other areas where minions are often found.  This will increase 
    - Build a good security network.  With cameras and loudspeakers 
    placed properly, your base willbe the epitome of secure.  
    Remember, in order for cameras to see someone, you must have 
    them tagged.
    - Traps are your friends.  They help keep enemies out of 
    sensitive areas, which means low to no heat will be generated.  
    I suggested traps such as the attention or intelligence draining
    gas traps, or wind tunnels, or the like.  Sending an agent home 
    alive and without suspicion is better than killing him by far.
    - Loot is used to keep up your minion's loyalty, so place it 
    in areas where it will be easily seen.  However, moderate 
    this with caution, or you will lose the loot along with 
    some notoriety, which is very bad
    Section 3.0: Credits
    Evil Genius is copyright Elixer Studios, and is published 
    by Vivendi-Universal Games
    Writer: Dragonmaw
    Editors: Dragonmaw
    Contributers: Dragonmaw
    Copyright 2004 James Murff
                  7  b  .     O  t  h  e  r     D  e  s  i  g  n  s
    From Steve Lee (email: steeve.tzr(at)Gmail(dot)com):
    I wanted to help contribute what little I know about base building to
    you if you don't mind.
    Feel free to use any/all info I put in here with your own edits, I'm
    doing this for the love of the game, not for any recognition.
    1.  I usually build a long hall way from the entrance of the base with
    cameras and wind tunnel traps before i put down any rooms so my
    minions have more time to weaken them and lead them away before they
    find anything incriminating.
    2.  I usually build stat recovery rooms in "strips" i'll diagram it below.
    H = hallway
    b = barracks
    m = mess hall
    t = training room
    * = minion play room
    L = loot
    This way, traveling between these rooms is very fast and for minions
    moving between tasks they walk through the loot's circle of influence.
    you can replace loot with the Evil Genius for another boost in
    loyalty. Plus when torturing someone with the mess hall mixer, all
    nearby minions get boosts to their loyalty.
    I've left out some other rooms like the research room and archives and
    infirmary but you can just add those as more strips and layer loot in
    Under Construction
    (The boards are getting busy, so for the best chance of inclusion submit
    ideas to Torias directly via E-mail)
    = 8. The Art of Nefarious Traps =
    = 9. Research Tree =
    = 10. Glossary =

    View in: