Evil Genius FAQ/Walkthrough aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa Contents: 1.1: Intro. 1.2: Copyright Info. 1.3: Version History. 1.4 Controls. 2.1: The Basics. 2.2: Main Screen. 2.3: World Domination Screen. 2.4: Getting Cash. 2.5: Minion Types. 2.6: Enemy Types. 2.7: Evil Genius Types. 2.8: Rooms and Objects. 2.9: Traps 3.1: Main Walkthrough. 3.2: Sub Quests. 3.3: Research. 4.1: Conclusion/Contact. 4.2: Authorized Websites 1.1: Intro--------------------------------------------------------------- Hello there and this is the full FAQ/Walkthrough for Evil Genius. In this game, you get to fulfill your desire to take over the world in many ways. This guide will be divided into several parts. Press Control+F to find the part you need. 1.2: Copyright----------------------------------------------------------- This guide is copyright 2005 HobbesCalvin. Please don't steal it or distribute it illegally or place it on your website without my permission, or you will be very sorry that you did that. If you do it again, which I doubt you will, I will be forced to take legal action. 1.3: Version History---------------------------------------------------- V.1.0: This guide is made and submitted. Success! V.1.1: Added a few minor changes V.1.2: Added websites to the website section V.1.3: Minor spelling mistakes corrected and some mistakes fixed 1.4: Controls----------------------------------------------------------- Left Mouse Button: Select an object, minion or Evil Genius Right Mouse Button: Selects an object, minion with a different menu. (ability to kill, capture, weaken or ignore a minion or delete, move or who's assigned to an object.) Arrow Keys: Scroll the main screen Enter Key: Alternate select Shift Key: Allows you to create multiple copies of an object. ESC Key: Pauses the game These are the basic controls of the game. More advanced controls can be found in Options/Define Controls menu. 2.1: The Basics--------------------------------------------------------- Once you have started the game, you will come to the main title screen. There are several options you can do. Tutorial: If this is your first time playing, select this option. You will get to learn the basics of Evil Genius New Game: This will take you into the game. Before you start, you will be presented with your choice of difficulty and your Evil Genius. Load/Save Game: The latter is only if you press ESC in game. If you have a saved game that you wish to continue, select this. You will also have a choice of selecting an autosave if you have one. If you choose to save, a new file will be created. Options: Change the game options in this menu. Some of these include adjusting the controls, how often an autosave will be created, and adjusting the sound. The difficulty levels are as follows: Easy: For beginning players. Objects are 10% cheaper, enemies and superagents are easier and tourist come less frequently Medium: Objects are at normal cost, enemies and superagents are a little bit tougher and tourists come by more frequently Hard: For real evil geniuses, objects are 10% more expensive, enemies and superagents are as tough as rocks and tourists come by like your island is a five star hotel. 2.2: Main Screen------------------------------------------------------- After you selected your difficulty and your Evil Genius, you will be taken to your island. You will start with $250,000 and 3 workers. You can start by constructing rooms in the rock by right clicking it and selecting the room type. There are some buttons at the bottom of the screen. Mini-map: This shows a 2-D map of your base, shown from above. Enemies are red, henchmen are small blue dots, and your Evil Genius is a large blue dot. X's on the screen means that a minion or enemy that is unable to do anything. Pink dots are neutral. Money: This shows that money you have, the more the better. Message Bar: This is where you receive messages. Minions: Click this to see a pyramid of minions. There are three tiers of specialty minions. The left number of each is how many minions there are of this type are in you base. The right number is how many you have selected to train. Henchmen: Clicking this selects one of your henchmen. Clicking this again cycles through them. Evil Genius: This button selects you Evil Genius Research: Clicking this will take you to the Research Screen. Available items to be researched are at the top, researching items are at the right. Clicking on an item on the right gives you the option to cancel the research. Once you have selected an item to research, you will have to choose between 1 and 3 research apparatus to use. If you have the money, click the yellow Pay button to rule out the non-important ones. Alert Status: Shows the alert status of your base. Stand Down (Green): Minions are at normal mode Yellow Alert: Minions arm themselves at the armory Red Alert: Minions run around the base, arm themselves and attack anything that is hostile on sight. One superagent, John Steele, has the ability to change your alert status. Be sure to watch for that. World Domination: Shown as the globe. Click here and you will be taken to the World Domination Screen. 2.3: World Domination Screen------------------------------------------- After you build a control room, you will have access to the world domination screen. This can be selected by clicking the globe in the lower right corner of the screen. There are several things you need to know. I will explain them. Map: This is where all the action takes place. You can send minions and henchmen into the world. Heat bar: As you do more Acts Of Infamy (hereby known as AoI) you will build up something called Heat. Heat is how alert that Forces Of Justice are to your actions. Each AoI has a set Heat. If you build up too much Heat, more and more Forces of Justice will come to your island. Notoriety Bar: This is where your Notoriety is, out of 500. You start at 0, and as you work your way up by doing AoI, you will get more. Each nation has a capacity of 100 and there are 5 nations. You can lose Notoriety if thieves steal loot or gold. Minions: This shows the minions in your base. Clicking on a minion will show a number with a negative below it, like -2. Clicking on a minion in the region view will show a positive number like +2. The same goes for henchmen. Region View: In this view, you will see the available AoIs and the minions in the field. Clicking on an AoI will bring up a different screen. AoI View: This shows the description of the AoI. Risk: Shows a number between 0 and 9. Zero being the most safe and nine being as safe as in the center of an atomic blast. Every 15 or so seconds the minions are doing an AoI, 0 to 9 minions may be lost, depending on the risk number. Heat: This shows how much Heat you will get if you finish the AoI Notoriety: This is how much Notoriety you will get if you finish the AoI Time: This shows how long the AoI will take. Minions Required: This shows how many minions of the selected type you will need. Minions in Region: This is how many of the selected minion you have in the region. There are 5 alliances throughout the world. P.A.T.R.I.O.T: This alliance controls all of North America and Japan. This region's soldiers are tough with high Endurance and Health, but most territories have a high cash amount. Their superagent is Dirk Masters. S.A.B.R.E.: This alliance controls eastern Europe, South Africa, India and Australia. Most of the territories have a high cash rating, but have high risk rating. They have some of the high end loot, but it is well guarded. Their superagent is John Steele. S.M.A.S.H: This alliance controls all of South America, North Africa and Antarctica. From what I know, this allience takes twice as long to respond to Heat. This may not be true. Their superagent is Mariana Mamba. H.A.M.M.E.R.: This allience controls all of Russia, the Eastern Bloc and Cuba.(Incidently, these are all of the communist countries.) All of the regions have low cash rating. Their superagent is Katerina Frostanovia. A.N.V.I.L: This allience controls all of the oriental countries. These regions have a cash rating in the middle. Their superagent is Jet Chan. Pay attention to the top left part of the screen. This is how much cash you are taking out of a region. This is only available if you have sufficient control panels working. If a control panel is unmanned for a period of time, the memory banks will kick in. 2.4: Getting Cash---------------------------------------------------------- Money makes the world go round, so that should be no exception to an evil base. There are two ways to get cash. The first one is stealing. Send minions out into the world and they will steal cash. This action results in high Heat though. The second way is cheats. This is your last resort though, so you must be absolutely sure that you want to do it. Type in humanzee in the game. You will see a Task Completed message. Press Ctrl+C to get $100,000. 2.5: Minion Types---------------------------------------------------------- There are several minion types in the game. Worker: This is your basic yellow coated worker. They do most of the construction in the base. You can recruit them in the Minion Screen. They cost money to recruit if you move the slider more to the right. They will arm themselves with handguns at the armory. Guards: Your standard guards. They are more effective at combat then workers. In the world, they are more effective at stealing. They will arm themselves with rifles at the armory. Mercenaries: This minion knows what he's doing. They are very effective at combat and can steal more money in the field. They have high Health but low Smarts. They will arm themselves with M60's at the armory. Marksmen: These minions are very effective at long range combat. Since they always carry their weapons with them, there is no need for visits to the armory. They are very, very effective at stealing money. Get one early to pick of enemies from a distance. Martial Artists: These minions are trained to kill with their bare hands, which is something unarmed minions aren't good at. Send them out into the field and they will send money back like its tax refund day at the bank. You won't get them until late in the game though. Technicians: These minions are science nerds. They can fix and repair and broken objects that is damaged. They have low health so keep them out of the fight. If brought along in a AoI, they reduce time by about 5 to 10 percent. Scientist: These minions can do research better then any science minion. They can't repair objects but they spend most of their time in the lab. They still have low health so keep they out of the fray. In the field, they reduce mission times up to 25%. Biochemists: These minions work in the field of biochemistry. They have higher health, so they can last longer. In the field they can reduce mission times up to 40%. Quantum Physicist: These minions specialize in quantum physics. They are the best at research and in the field, they can reduce mission times up to 50%. Valet: The first social minion. They can return fainted minions to the barracks or archives if needed. They can weaken enemies by directing their attack to the Attention stat. If put in the field, they reduce Heat by 10%. Spin Doctor: These minions are like TV personalities. They take pictures of enemies to reduce Smarts. In the field they reduce Heat by 25%. Diplomat: These minions are trained in the art of bribery. They weaken enemies by bribing them, thus reducing Loyalty. In the field, they reduce Heat by about 40%. Playboys: No, not the dirty version. These minions are suave and cool. They make enemies drunk with wine and reducing Loyalty. In the field, they reduce Heat by 50%. Freaks: These special minions are created by researching them, with the Freezer Rack, Biotanks, Centrifuge and Impact Stress Analyser. They are powerful in hand to hand combat and have high health. 2.6: Enemy Types------------------------------------------------------------ There are seven types of enemies. Investigators and Agents: These enemies are the first you will find. They do nothing until they find something incriminating. Once they do, they will attempt to escape, and bring the resulting Heat to the alliances. Thieves and Burglars: These enemies infiltrate into you base to steal gold or loot. When they do, they will attempt to escape. You will lose Notoriety if they do escape, around 5 Notoriety. Infiltrators and Saboteurs: These enemies will attempt to destroy your base. If they do plant a charge, it cannot be stopped. Just hope that the resulting explosion doesn't destroy anything valuable. The timer is around 5 seconds. Soldiers and Veterans: These enemies are the brunt force. They are trained to kill and will not hesitate to shoot of they see something evil. If a group of 5 or more invade you island, send all of you military to them. There are 4 rank levels. These are as follows: Pathetic: These are dumb and weak. They pose no threat to you base, or none that you should be concerned about. Poor: One step up from the worst, they pose some threat to your base. Good: Second best. They pose a high threat to you base and should be second on your priority list. Exceptional: Truly the best. These should be first on your list. If they aren't, something is very wrong. They pose a very high threat to your base. Each alliance has one superagent. P.A.T.R.I.O.T. Superagent: Dirk Masters. This guy will remind you of Rambo. You know, that big beefy guy. Anyway this guy has two, that's right, two M60's. Be prepared to have a big fight. There is one way to defeat him, which I will explain later. His special ability is Suppression Fire, which allows him to fire two guns at once S.A.B.R.E. Superagent: John Steele. Definitely should remind you of 007, James Bond. As I explained earlier, he has the ability to change your Alert status. But at the same time, also changes your door security level to one. This ability is Base Mayhem. Another thing is, the bullets he fires can kill a minion in less then 4 shots. S.M.A.S.H. Superagent: Mariana Mamba. Don't know who she reminds me of. She has a devastating ability, Feminine Wiles. This ability targets any minion near her when she activates. That minion deserts your evil base after about 10 seconds. H.A.M.M.E.R. Superagent: Katerina Frostanova Again, don't know who she reminds me of. When she first appears, you may see her go invisible. Be careful about this move. If she gets behind a minion, she delivers a instant kill knife hit. This ability is called Cold Assassin. She may attack with her pistol. She holds it funny though. A.N.V.I.L. Superagent: Jet Chan This should remind you of those martial art stars Jet Li and Jackie Chan. From what I know, he is the easiest one to take down. Since all he does is close range combat, it should be easy to take him down with guns. His ability is Preternatural Speed, which allows him to dodge any attack. I haven't seen him actually dodge. 2.7: Evil Genius Types---------------------------------------------------- You will have a choice of 3 Evil Geniuses when you start a new game. Maximilian: He looks like Dr. Evil and he acts like him. His Area of Influence is medium size and his execution method is plain and simple. His special ability is to reduce the cash incentive, but I haven't seen that effect. Alexis: The multi-million dollar lady has the best ability. Any minion under her control loses Loyalty slower. She may look rich, but you still start with the same amount. Her execution method is fairly amusing though, do it for a few laughs. Lets just say it has something to do with hot cigarette ashes meets human flesh. Her Area of Influence is large but recharges slower. Shen Yu: The Chinese guy - a Fu Manchu lookalike. From what I know, his ability is that agents have a slower response time that all other Evil Geniuses. His execution method I have only seen once, but it has something to do with a knife in the chest or something. His Area of Influence is small, but recharges Loyalty and Attention faster. Choose what appeals to you. If you like Dr. Evil, pick Max. If you like rich women, pick Alexis. If you like Chinese Evil Geniuses, pick Shen Yu. But consider the ability of each. If your Evil Genius dies, it's GAME OVER. You will be treated with a cutscene where your Evil Genius explodes. You can recharge you Evil Genius's stats by directing him or her to an Impressive Desk. 2.8: Rooms and Objects------------------------------------------------- There are many rooms and objects in Evil Genius. Corridor: Without corridors, your minions won't be able to get through the base. Fairly cheap, about $100 per section. You can place: Fire extinguishers All traps All inside doors Loudspeakers Cameras Stronghold: This is where your gold is stored. Without it, you won't be able to store gold. Fairly expensive, $400 per section. You can place: Briefcase racks Gold enhancer Loudspeakers Cameras All traps All inside doors Barracks: Where your minions rest. This is your basic Endurance replenishing room, with beds and lockers. It has a good price, $150 per section. You can place: Beds Multi Gyms Cryonic Chambers Lockers Equipment Storage Cameras All traps Loudspeakers All inside doors Control Room: You'll be glad you have this. Without it, you won't be able to commit AoIs and get info about alliances. It's a good idea to put a time clock in this room. Expensive at $500 per section. You can place: Control panels Control stations Schematic station Stock Market Watchdog Big Screen Memory Banks Time Clocks Cameras Loudspeakers All inside doors All traps Staff Room: This is where you minions go to restore lost Attention. You don't need this as much, but it is still a good idea to place it. Cheap, at $150 per section. You can place: Drinks machines Table tennis Widescreen TVs Arcades Pinball All inside doors Cameras Loudspeakers All traps Mess Hall: This is where you minions go for their daily meals. This is the next step to good Endurance restoring. Cheap at $150 per section. You can place: Counters Mixers Salad Bars Automats Cameras Loudspeakers All inside doors All traps Armory: This is an important room. This is where prisoners are kept and where minions arm up. Also this is where the main security network is. Fairly expensive at $250 per section. You can place: Security desks Death Cells Prisoner Cells Disguised Cells Handgun Rack Rifle Rack Disguised Rifle Rack Flamethrower Rack Heavy Rifle Rack Interrogation Chair Cameras Loudspeakers All traps All inside doors Infirmary: This is where minions go to heal up. If you have lot of injured minions, expect this room to be busy. Fairly expensive at $300 per section. You can place: Auto surgeon X-ray machine Examination chair Pharmacy booth All inside doors Cameras All traps Loudspeakers Inner Sanctum: "A persons home is his castle." That saying really works in an inner sanctum. This is where you want to put your Evil Genius. If it is possible, set all of the doors leading to this room to level 4. Place and Impressive Desk to recharge your EG's stats. Place your loot here too. Fairly expensive at $250 per section. You can place: Impressive Desk Conference Table Atrium Cabinet Cameras Loudspeakers All inside doors All traps Note: The Atrium and Cabinet are only available if you cheat. Laboratory: This is where your research goes on. All of the equipment is expensive and take a lot of power, so if all of them get stolen (very rare) you will mostly likely throw you PC out the window and murder someone, as these objects can cost up to $150,000 and can take up to 12 units of power. That's about half your base and 1 power generators. And that's just for one. Expensive at $400 per section. You can place: AI Supercomputer Biotanks Centrifuge Impact Stress Analyser Research Machine Databank Laser Environment Chamber Greenhouse All inside doors All traps Cameras Loudspeakers Training Room: You won't get minions if you don't train them. Unless you have the equipment, you can do anything. There are several pieces of equipment that focus on one type of minion. In order to train higher tiered minions, you must capture specialists out on the field. Some are easy like the guard and some are god awful, like the diplomat. Fairly expensive at $250 per section. You can place: School desk Punchbag TV Studio Laboratory Workshop Heavy Shooting Range Chalkboard Shooting Range Diplomat Trainer Playboy Trainer Dojo Biochemical Workshop Electron Microscope Mouse Maze All inside doors All traps Loudspeakers Cameras Archives: Eventually, your minions will get dumb from the control room. This is where they will have to go to restore their brains. However, about 3 of the machines there will attract attention to the enemies, so watch it. A funny one you should watch is the Brain Washer. I'll let you find out for yourself. Expensive at $300 per section. You can place: Brain Washer Brainiac Machine Microfilm Table Multimedia Educational Film Reading Table Bookcases Cameras All inside doors Loudspeakers All traps Power Plant: Would you live in the dark? This is where the power is produced, ranging from generators to nuclear reactors. The regular generators provide 15 units, and the nuclear reactors provide 35 units. Capacitators are needed in case of a blackout. Regular ones can store 10 units and high density ones can store 20 units. Cheap at $150 per section You can place:. Generators Disguised Generators Nuclear Reactors Capacitators High Density Capacitators Cameras All inside doors All traps Loudspeakers Freezer: Where the rigid get more rigid. This is where the body bags go. In here, they have no Area of Influence so there is no harm to you minions. The reason for this is that body bags reduce Loyalty and Attention, something you don't want. You can place freezer racks that hold 6 bags. The downside is that you cannot place traps, cameras and loudspeakers. Expensive at $300 per section You can place: Freezer racks All inside doors. Doors: There is a real reason to use these. Without them, you will have agents snooping around your base. There are 5 types of doors. Standard door: Your basic door with minimal security. Heavy Door: A much heavier door, can withstand more damage and has a higher security. Looks like something from a bank vault. Field Barrier Door: A high tech door. Withstands less damage then a heavy door but is harder to break open. Looks like a bar with lasers going vertically. Exterior Door: You use this to lock up your topside shacks outside. Hotel Door: Weak door, only used in hotels. Hotels: You must use these to contain tourists. If you don't, they will go into your base and report back with Heat. You must place a Hotel Hub if you wish to place a Hotel Wing. There are 3 rooms you can place in a Hotel. Lobby: This is where your tourists check in. You must place rooms to make them work. Place benches and pianos to occupy tourists. It must be staffed with social minions. Expensive at $250 per section. You can place: Hotel Rooms Lobby Counter Benches Time Clocks Pianos Hotel Doors Casino: This is where tourist go to gamble. Again, it must be staffed with social minions to work. Choose from craps, roulette, or baccarat. Fairly expensive at $200 per section. You can place: Craps Roulette Baccarat Pinball Time Clocks Hotel Doors Lounge: This is where your tourists go to relax. Believe it or not, you minions go here too. Fairly expensive at $250 per section You can place: Bar Dance floor Table Time clock Hotel Doors. 2.9: Traps------------------------------------------------------------- What's an evil base without traps. This part lists all the traps. Beehives: These genetically engineered bees attack a certain stat of anyone. The problem is that they don't know friend from foe. They will even attack your EG if he or she's too close. You will know they have found a target if they form a ! mark. Cost: $10,000 Stats: All Electric Cannon: Truly evil, this Tesla coil attacks anyone with a certain range. It doesn't know friend from foe, so expect mass minion exodus if they get hit. Cost: $30,000 Stats: Health Pop-Up Target: This makes agents think that the target is a minion and they will attack it. This reduces the agents Smarts. Cost: $5,000 Stats: Smarts Damned Damsel: This makes agents think there is a damsel in distress, like those old movies. They'll soon find out that it's just a robot and they will lose Smarts. Cost: $10,000 Stats: Smarts Do Not Press: Just watch it. That's all. Cost: $13,000 Stats: Attention Dreadmill: Devious as it is, this is fun to watch. It randomly moves backwards to forwards, often into another trap. Cost: $10,000 Stats: Endurance (Health, Smarts, Attention, Loyalty) I put those in brackets because it may roll an agent into another trap. Explosive Palm Tree: When triggered, it releases a few grenades. It has a large range, so be sure there is nothing in the way. Cost: $17,000 Stats: Health Knockout Gas Trap: This is a gas trap which takes away the stat Endurance. Unlike the name it doesn't knock out the enemy right away. Cost: $10,000 Stats: Endurance Laughing Gas Trap: This will make agents laugh all the way to Attention loss. Cost: $12,000 Stats: Attention Hallucinogenic Gas Trap: Say the really fast. This give agents a deadly dose of gas which reduces Loyalty. Cost: $11,000 Stats: Loyalty Misdirection: This trap is fun to watch. It hits an agent with the arrow which reduces the Attention of an agent. Cost: $7,500 Stats: Attention Magnet Trap: This trap sucks agents in through tiny bits of iron in the agents body. The results are amusing. Cost $15,000 Stats: Health Money Madness: This trap releases money onto the ground. Unknown to the agent, the money is counterfeit, so this results in a Loyalty loss. Cost: $25,000 Stats: Loyalty Nerve Gas Cage: The developers kinda skipped on this one. Nerve gas actually kills. This trap drains the Smarts of agents. Cost: $15,000 Stats: Smarts Piranha Tank: Hey, what's an Evil Genius without a tank of flesh eating Fish? Anyone caught in the water will be chopped up. Cost: $20,000 Stats: Health Pit Punisher: This trap sucks agents up into a hole and then spits them out into another direction Cost: $12,000 Stats: Health Poison Gas Cage: This cage saps away the Health of an agent. Cost: $6,000 Stats: Health Prometheus Revenge: My personal favorite. This trap, when triggered, spews out a huge flame column down 9 squares. Mod this one and you will have a indestructible trap on your hands. Cost: $15,000 Stats: Health Satan's Chimney: Like the name says, this trap brings the agent down. After about 3 seconds, he comes back up with a loss of health. Cost: $12,000 Stats: Health Saw Blades: The hidden secrets can be revealed. When activated, this trap creates ribbons of agents all over the floor, if not, reducing Health. Cost: $12,000 Stats: Health Venus Man Trap: Yes you read right. This trap can swallow and agent whole and most of the time he loses a lot of Health. Cost: $20,000 Stats: Health Wind Machine: This trap blows anything to a range of 9 squares. Cost: $10,000 Stats: Health Sensors: These are more important then the traps themselves. Traps won't trigger themselves, so you must build sensors. There are 3 sensors available. Pressure Pad: The first sensor you will get. However it isn't the best, so it will fail often. Cost: $2,000 Trigger Success: Low Motion Sensor: It has a higher success rate, but it is the most expensive. Also comes in an outdoor version Cost: $15,000 Trigger Success: Medium Laser Beam: Has a high rate of success and is cheap. The best overall. Cost: $2,000 Trigger Success: High 3.1: Main Walkthrough----------------------------------------------------- Objective 1: Evil Intentions You will start off with 3 workers, yourself, $250,000 and a dream to take over the world. Start off by building corridors throughout the base. Watch your money reserves. After they have blown out the corridor, set the minion recruitment to 5 for workers. Don't change the slider yet. It's important to build a strongroom inside, but now is not the time. Build a control room and put a memory bank and 1 control panel. Task Complete. Don't turn your attention to the agents, the last thing you want is loss of loyalty and attention. Get at least 2 minions out in the field for now. But first, you need a barracks. Queue up an order for a barracks and put 1 bed and 3 lockers. That should complete the task. Here's a little hint. As long as you don't interrogate the maid later on, the alliances won't send other agents. You can steal for as long as you want. After you have built up a sizeable bank account, send your henchman to kill the 5 investigators. After you kill one, queue up a small freezer and 1 rack. Because of your increasing money amount, install a few more lockers and another bed in the barracks. Queue up a small armory with a holding cell, then capture the maid. Though its still early and you should get more cash to be comfortable later on. Once the maid is in your hands, the interrogation chair should be available. Build one and direct a minion to interrogate the maid. After a minute you should have your valet. Summary: You should have at least $200,000 7 workers, 1 valet Control room, barracks, armory, outside strongroom Completed 1st objective Objective 2: Head of the Underworld This is where you start to show the world who's the boss around here. In order to do that, you must have a few things. At the start of the mission, queue up an medium sized inner sanctum with a conference table. When it's done seat your EG in it. You should start doing AoIs now, as notoriety can equal more minions. Do the first three, Forging Ahead, Ear Plug and Fishy Business. They are worth 5 notoriety each. Also think about some loot by doing the AoIs And Another Ming and El Presidente's Painting. It should give you a chance against lost loyalty and attention, among other things. Queue up a training room and put 3 school desks, 2 punching bags and 2 laboratory workshops. Just remember to keep stealing to gain a steady cash flow. Capture the technician and guard and interrogate them to produce technician and guards. Recruit extra workers to keep up with the flow of lost workers. Recruit 10 of each tier one minion. Now that that's done, send 5 technicians out to the West Coast. Plot there until you find the American Crime Lord AoI. It shouldn't take long, about 1:30 minutes if you have 5 techs. Your next one should be the Indian Crime Lord. This will be more difficult, because valets cannot defend themselves, nor can they speed up the mission. It may take several tries to get it. To make things easier, send some techs and guards along. Before you do the next one, it is wise to build a mess hall and put in a mixer counter. It's pricy, but if you have a good amount of money, that should be no problem. Now do the next one, Oriental Crime Lord. This one should require 5 guards but bring along a valet and a technician. Remember that mess hall I told you to build? You will get to put that to use now. Another crime lord becomes available now, instead he arrives on the island. His name is Nikita Leonov. Capture him and take him to the mixer in the mess hall. Simple. The next one isn't so simple. In order to flush out the next one, you must get 70 notoriety. Keep doing AoIs until you get there. Plot in the Middle East until you find the International Crime Lord AoI. Send 5 guards, 1 valet and technician. The next one you may not find. Instead, he sends out 3 waves of workers. They are dressed in orange and have no hats. Kill them and the next one comes out, Bob "Barking" Caine. Watch the cutscene as you go to your inner sanctum, reveal your evil plan, and shrink Caine in the process. Summary: You should have at least $500,000 10 workers, 10 guards, 10 valets, 10 technicians 70 to 75 notoriety Completed objective 2 Built a mess hall, inner sanctum and strongroom. Objective 3: Better Living Through Chemistry. This objective will teach you the basics of research. Once you start this objective, a new AoI will appear in Japan, Oriental Investigation. Send the required amount of minions there, along with a few valets to reduce the Heat. Once completed, queue up a laboratory and place the research machine in it. It's costly, at $100,000. The next one will have three choices. Depending one your Evil Genius, you will have the choice of three tier one research equipment. Max: Laser Alexis: Impact Stress Analyser Shen Yu: Centrifuge You aren't limited to those items. Plot in Central America, North Europe and Australia to find the rest. You can only choose one, but you will research the rest later. A good one to have is the Impact Stress Analyser, for if you research it with the Chalkboard, you will get the Nuclear Reactor, a space saving generator capable of generating 35 power units. Now that you have your machine and apparatus, its time to capture some scientists. You should already have the Capture Scientist AoI, so do it. It's located in Central Russia. Interrogate him to get your scientist. Fill the walls of the training room with chalkboards as you'll need them later. After you've got your scientists, plot in Europe to get the Fool the Press AoI. This one is extremely important for the next part. Once you have done that, build a topside shack outside one of your depots. Wave after wave of thieves will come, let them do that. Set you base Alert to yellow and unlink all of your traps. You must let them live. Queue up a laboratory in the topside shack and put the Fake Research Machine in it. Let the thieves steal it and let the escape. It will take a while, so be patient. Summary: You should have at least $700,000 to $900,000 Built a laboratory Notoriety at least 90 to 120 2 henchmen Objective 4: Loot and Pillage. This is where you show the world that there is a true evil genius out there. Some new minions become available now. Get the spin doctor, mercenary and if you need it the scientist. When you start you will have 2 to 3 flashing AoIs on the map. These are the Uberloot that you must steal. There are 6 throughout the world. Samurai's Armor Ark of The Covenant Excalibur Effel Tower Mummy's Sarcophagus Million Dollar Bill You must steal 4 out of the 6 to complete this part. But why stop there? Each of the Uberloot has a huge Area of Influence. These are good for placing in areas that these stats are needed, like the control room. By default, they are stored in your strongroom. By now, you will have agents swarming to your island. Expand your freezer and put a few more racks in there. Also consider expanding your armory and putting handgun racks and rifle racks in there. Don't forget to place TV Studios and Heavy Shooting Ranges in the training room. Each of the Uberloot is heavily guarded. You might want to put a few extra minions in there to guarantee success. The risk for each is between 4 and 5. They also take between 4 and 7 minutes to complete. Send some technicians or scientists to shorten it. Be forewarned that the Uberloot generates a huge amount of heat. Keep them out of sight of enemies. Once you are done, you must generate at least $10,000 to finish the objective. Send some mercenaries and guards out into the field and let them steal for 5 minutes. You must maintain at least a $10,000 income for 5 minutes. If you don't you will have start the stealing all over again. It's a pain. Pat yourself on the back, telling yourself that you are the true Evil Genius. Summary: You must have at least $1,000,000 Notoriety at least 150 Expanded armory and freezer Added gun racks Hired mercenaries and spin doctors Objective 5: Masterplan Machinations This objective is where you must decide on how you want to take over the world. When you start, three teams of enemies arrive. You want this, because each of them carries Doomsday data. You only need to capture one of each. If you haven't done so already, expand your armory. You start with three pieces of the data. You must get 6 more. The three are the ones you have captured and the other three are out in the world. However, the last three won't appear unless you do something else. You must get 200 notoriety to make them appear. Keep doing AoIs until they appear. The three are located: North Africa: 4 scientists Australia: 4 mercenaries Cuba: 4 spin doctors Each of them takes a long time to complete, around 5 to 7 minutes to complete. You only need 8 pieces until your done, but continue to get the 9th one. If you don't, you will be out 1 research apparatus on the next island. Once you have completed all 5 objectives on the first island, a New Island button will appear in the World Domination Screen. Clicking it will issue an order to all minions to pack up all the loot and head for the depot. Cancel all research and recall all minions from the world, since any left behind will be lost. Once they are all in the depot, send your Evil Genius to the depot. Once that's done, you will be treated to a cutscene where you fly to the second island. Summary: You must have at least $1,500,000 Packed everything up to go to the second island 8 to 9 pieces of data Second Island: You will arrive on the second island without any base entrance and only 10 units of power. Unfortunately, if you have more than $800,000, the excess will be lost. Your loot will be taken to a topside shack where it will be stored. It is wise to build an inner sanctum to store the loot, as it will be easily stolen. A noticeable feature is the massive cavern in the center of the island. That is the cavern used to house the Doomsday Device. You have a lot larger space then the last island, so go nuts with your design. Objective 6: Road to Doomsday Now that you have a new island, it's time to start taking over the world. Start by building a base entrance relatively close to the strongroom and depot. Build a power plant quickly and fill it with generators. Then build a strongroom to make deliveries to the depot easier. Now it is all up to you. Create your base anyway you want. You aren't limited to the room choices now. After you are done laying out your base, choose one of the top tier research apparatuses to use. You can buy all three if you like. Remember to get minions in the field quickly to get money. By now you should have seen the newer specialty minions. Capture a diplomat, marksman and quantum physicist or biochemist now, to make things easier in the future. Upgrade your training room to fit the equipment you will need. Now, once your done with all that, plot in Siberia to uncover the Codex of Knowledge AoI. This AoI has a high risk rating of 7 and requires a lot of minions. Once you have the Codex in your lab, you should see the Mercenary Scientist AoI in Siberia now. Wait a while until you do that one. Once the scientist is in your lab, he will examine the Codex. After he is done though, he will change sides. Kill him before he escapes. That should be simple with all the minions you have around the base. Now research the Codex with the top tiered research apparatus of your choice. AI Supercomputer: Gravity Disrupter Environment Chamber: Earthquake Beam Greenhouse: ID Eliminator The Codex will be destroyed after the research is done. Next you must build the rocket cavern. Right click the cavern and select Rocket Cavern. It will take a few minutes while your minions build it. Summary: You must have at least $1,000,000 Built the second base Notoriety at least 240 Objective 7: Global Chaos This is one of the longest missions you will ever attempt, also one of the hardest. Be prepared for Heat spikes around the world. When you start, one by one enemy diplomats will come to your island. Capture them and interrogate them and send your own diplomats to the countries from where they came. Each AoI requires one diplomat and takes around 2 to 3 minutes. Though that was hard? You haven't seen nothing yet. After you start, start plotting in one of these places South America Eastern Bloc Midwest America Africa Central Asia You must acquire at least 25 crates of resources. You can go for one, or spread out by getting 5 of each. It's wise to do only one, as you don't want all of the agents knocking at your door. The bad part is, that each time you finish it, you get about 25 Heat. But also you get 5 notoriety each time. This is a good time to build up notoriety now. Keep supplying minions to the site until you get 25 crates. You will need guards, mercenaries and quantum physicists. Once you have 5 crates, right click the rocket cavern and select one of the stages. While you're doing that build catwalks that span the cavern, as you'll need them later. Once you have all 5 diplomats and all 5 stages of the rocket, the objective is declared complete. Summary: You must have at least $1,800,000 Finished all stages of the rocket Notoriety at least 320 NOTE: From a recent email i have received, it seems there is a bug that doesn't allow you to build any rocket stages. My only suggestion at this time would be to reload the game at the point where it saves at every objective, or if you're really daring and if you feel like it, start the game over 2ND NOTE: Apparently from an email i received, DO NOT use the /giveall cheat. This will seriously mess up your game here, or at the end of objective 9. You must restart the game Objective 8: Doomsday Beckons Now that you have the plans for the end of the world, you now must finish up the rocket. You must find engine plans and build the satellite. Before you do all that, capture a playboy and start recruiting them. You'll need them for this objective. You have three ways to get the satellite. There is a cosmonaut on the island. Capture him and deplete his Health, Attention and Smarts to get the plans out of him. Do his health last, or you will have to get another one. You must deplete those three stats twice. However H.A.M.M.E.R. will send teams of soldiers to free him. If he does run, don't try to get him back. He runs really, really fast. The next alternative is in America. Plot until you see the Gyroscopic Plasma Inducer. Steal it and research it three times with three different types of equipment. The other one is to steal the Electromagnetic Flux Transponder in Australia and the Asteroid in Southeast Asia. This time, you only have to research them once. However, teams from either side will try to steal it back. Keep them busy while you research. Once you have done that, construct the satellite in the rocket cavern for only $50. Now you must build the engine. Send some playboys and diplomats to North Africa. Make sure you plot before that. When you are done, the rocket plans will be sent to your inner sanctum. Construct the engine in the cavern. Another thing: Try to steal all of the technology. Each of those three has a high Area of Influence and would be great in the barracks and control room. Summary: You must have at least $2,000,000 Constructed the satellite and engine Notoriety at least 370 to 400 Objective 9: Evil Ultimatum Now that you have the rocket ready to be built, you need to tell the world about your evil plans. Build a Inner Sanctum TV Studio in the inner sanctum. You now need to build 5 transceiver antennas. The Forces of Justice won't let you do that though. They will try to blow them up. For this reason. leave that until last. Remember to expand you power plant often. You have a lot of high tech equipment, and you will have blackouts often if you don't have extra generators. Build a catwalk console on the catwalk and direct your Evil Genius to interact with it. You must keep minions down there for 1 minute. The energy from the engine will kill minions near it. Once that's done, direct your Evil Genius to the TV Studio. He or she will broadcast the ultimatum. Summary: You must have at least $2,500,000 Broadcasted the ultimatum Notoriety at least 450 Objective 10 (or X): Take Over The World Your ultimatum didn't work against the alliances, so now you must use your biggest weapon, the rocket. Keep you base under full lockdown while the rocket is built. It will take at least 12 minutes to fully construct the rocket. Congratulations. You have successfully taken over the world. Here is a description of the cutscenes. Gravity Disrupter: The beam fires and pulls everyone in the city towards the moon. Earthquake Beam: Real Armageddon. The beam fires and causes catastrophic damage to the earth ID Eliminator: The beam fires and turns everyone into construction workers. 3.2: Subquests---------------------------------------------------------------- You don't have to do these, but it makes the game a whole lot easier. Faking It: Sometime near the end of the first island, you will find the AoI Steal the Cloning Chamber. Do this AoI and place the chamber in your inner sanctum. Direct your Evil Genius to the chamber. After a few seconds, a clone of your Evil Genius will pop out. A group of assassins will try to kill the clone. Let them do it and you will experience a loss of Heat around the world. Stock Market Chaos: Once you have a Stock Market Watchdog, a group of 8 accountants will arrive on your island. This only happens on the second island. You must get 4 out of the 8 accountants to see the fake info without any Heat. The key here is to weaken them. Once they have the info, you will be rewarded with $250,000 Cursed Collection: On the first island, when you have around 50 notoriety, you will see a flashing AoI. This is a part of the totem pole. Collect it and place it in your Inner Sanctum. The bad news is that when separated, these pieces reduced the selected stat. Place the pieces in an area where they won't do any harm. Once you have all 4, place them side by side and watch as they are put together and experience the boost of Endurance, Smarts, Attention and Loyalty. Superagents: You can start defeating the superagents on the second island. Defeat Mariana Mamba: Simple mission. Build and infirmary and place Mamba on it. The results are that she turns out ugly as ever Defeat Jet Chan: When you are assigned this objective, plot in Central Asia until you find the Kidnap Jet Chan's Mentor. Interrogate him until you find out that he will retire if he is beaten in a fight. Take Jet Chan to your dojo and your martial artists will fight him. Since you put sedatives in his meal, it should be easy. Defeat Katerina Frostanova: Once you are assigned this objective, plot in Siberia until you find the AoI Steal Mr. Snuggles. Your minions will put it in your training room. Take Katerina to it and watch as she breaks down as your minions tear it to shreds. Defeat Dirk Masters: Plot in the Midwest America and undertake the AoI Infiltrate Dirk Masters' Gym. Research the towel that you get. You will find out that he is taking illegal steroids. Take Dirk Masters to the Biotanks and let him take a dip in it. The results are that he turns out like a hideous freak. Defeat John Steele: The only way to defeat him is to have him in a holding cell after you've finish the rocket. Your minions will strap him on and blast him into outer space. 3.3: Research----------------------------------------------------------------- And now the research. Just press Ctrl+F to find the one you want. Arcade Cabinet: Security Desk+Laser AutoMat: Pete Bog+ Impact Stress Analyser+Enviroment Chamber Auto Surgeon: Infirmary Chair+Biotanks+Greenhouse Big Screen: TV Studio+Laser Bookcases: Reading Table+Impact Stress Analyser Brainiac Machine: Reading Table+Biotanks Brain Washer: Sonic Generator+Impact Stress.+AI Supercomputer Centrifuge: Generator+Laser or: Generator+Impact Stress Analyser Communication Array: Code Breaker+ AI Supercomputer Control Station: Chalkboard+Laser Cryo-Cubicle: Pete Bog+Centrifuge+Greenhouse Death Cubicle:Holding Cell+Centrifuge Camouflage Exterior Door: Standard Door+Biotanks Disguised Generator: Generator+Centrifuge Disguised Rifle Rack: Chameleon Cloth+Biotanks Disguised Holding Cell: Chameleon Cloth+Laser Disguised Camera: Zoom Lens Camera+Centrifuge+Biotanks Disguised Sentry Gun: Sentry Gun+Impact Stress.+Laser Storage Rack: Heavy Shooting Range+Impact Stress. Field Barrier Door: Mercury Mirror+Impact Stress Flamethrower Rack: Jetpack+Greenhouse Stock Market Watchdog: Aztec Amulet+AI Supercomputer Gold Enhancer: Crown Jewels+Enviroment Chamber Heavy Door: Standard Door+Impact Stress. Heavy Duty Loudspeaker: Sonic Generator+Centrifuge High Density Capacitor: Disguised Generator+Laser+Centrifuge Infirmary Chair: Pharmacy Booth+Laser+Biotanks Impact Stress Analyser: Standard Door+Centrifuge Biotanks: Multimedia Educational Zone+Laser+Impact Stress+Centrifuge Laser: Security Camera+ Centrifuge Multi Gym: Table Tennis+Impact Stress. Multimedia Educational Zone: Mercury Mirror+Laser Nuclear Generator: Chalkboard+Impact Stress. Pinball: Roulette+Laser Salad Bar: Pete Bog+Biotanks Schematics Station:Cannon+Enviroment Chamber Security Radio Loudspeaker: Diamond+Greenhouse Sentry Gun: Handgun Cabinet+Centrifuge Widescreen TV: Sonic Generator+Impact Stress. X-Ray Machine: Pete Bog+Centrifuge Zoom Lens Camera: Security Camera+Laser Traps------------------------------------------------------------------------- Beehives: Salad Bar+Biotanks+Laser Electric Charge Cannon: Nuclear Generator+Laser+Impact Stress.+Centrifuge Damned Dansel: Chameleon Cloth+Laser+AI Supercomputer Do Not Press: TV Studio+Biotanks Dreadmill: Egg Chair+Laser+Impact Stress+Centrifuge Explosive Palm Tree: Flamethrower Rack+Laser+Greenhouse Giant Magnet: Nuclear Generator+Centrifuge+Enviroment Chamber Hallucinogenic Gas Cage: Pharmacy Booth+Biotanks Knockout Gas Cage: X-Ray Machine+Centrifuge+Impact Stress. Laser Sensor: Capacitor+Laser Laughing Gas Cage: Hallucinogenic Gas Cage+Impact Stress+Biotanks Nerve Gas Cage: TV Studio+Impact Stress. Misdirection: Communications Array+Centrifuge+AI Supercomputer Money Madness: Stock Market Watchdog+Laser+Enviroment Chamber Motion Tracker: Heavy Shooting Range+Laser Piranha Tank: Venus Man Trap+Impact Stress+Greenhouse Pit Punisher: Pinball+Impact Stress. Prometheus's Revenge: Satans Chimney+Laser+Centrifuge Satan's Chimney: Chalkboard+Centrifuge Saw Blades: Mercury Mirror+Impact Stress+Enviroment Chamber Venus Man Trap: Biochemist Workshop+Biotanks 4.1. Conclusion/Contact------------------------------------------------------- Well that's the end of the FAQ. If you want to contribute something please e-mail me. I will accept: Anything I missed Major mistakes Major corrections I will not accept: Very small mistakes Pointless things Very minor changes Please don't send me spam, porn or viruses. Credits: Elixir Studios for making such a great game. Myself, HobbesCalvin Contact: j_dubord@shaw.ca 4.2:Authorized Websites------------------------------------------------------- These websites are allowed to use my FAQ. If I catch you using it and you are not on the list, I will ask you to remove it. www.neoseeker.com www.cheatchannel.com www.cheatbook.de The End (or is it?)