Evil Genius Walkthrough :
This walkthrough for Evil Genius [PC] has been posted at 15 Sep 2010 by Cheltenhamlad and is called "Base Design FAQ". If walkthrough is usable don't forgot thumbs up Cheltenhamlad and share this with your freinds. And most important we have 4 other walkthroughs for Evil Genius, read them all!
Cheltenhamla d |
Walkthrough - Base Design FAQEvil Genius =============== Base Design FAQ =============== In this FAQ 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 characteristics: 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) Cost 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 Low Medium High 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 FAQ is also featured in Torias's comprehensive FAQ, with my permission. Table of Contents ----------------- 1.0: Design Reviews 1.1: Basic Designs 1.2: Complex Designs 2.0: Design Tips 3.0: Placement Tips (Traps/Loot) 4.0: Revisions/Versions 5.0: 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 --------------- Interconnection --------------- 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 ================================= --------- Deathtrap --------- 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 efficiency - 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 (Thanks to Saureco for the following tips) - Ever notice how after you interrogate someone it leaves a nasty little bodybag? Well, you can quickly reduce loss of loyalty if you attach your freezer to your armory. Plus, in order for agents to find the freezer, they'd have to go through the armory. If you keep the armory staffed, you can nab them before they get any evidence, laugh at them with your genius (for an extra infamy point), interrogate them to increase loyalty to your immediate minions, then dispose of the body. - If you can manage an extra $100,000, build a basic hotel hub in an area that's large enough for expansion later on. In that hub, build a lobby on less than half of the hub and put in a front desk and time clock. On the rest of the hub, put a lounge with a dance floor and bar. Put doors on the entrances, but remember to put them at level one security (to let ANYONE through). Keep your hotel staffed with valets to make sure that tourists are tended to. Also, if there is room, put in a pressure pad and a pop-up dummy trap. Any tourist that trips it will reduce his smarts, eventually wasting time sitting there scratching his head. The more he wastes time, the less likely he'll see anything bad. - Ever notice how the door security level attracts and repels tourists and enemies? If you want to waste the time of your enemies and reduce the death toll of your minions, make your door entrance have another door a little further in. Set the inner door to level 3 security to prevent any minions from venturing outside and getting mowed down by soldiers who shoot on sight. With the outer door, keep switching it between level 1 and level 2 security. When the door is on level 1 access, enemies actually IGNORE the door. Apparently, if it's too easy for them to get in, they won't bother with it. Once they start to walk away, switch it back to level 2 security. That will entice them to come take another look. Keep doing this until they eventually leave with no heat. Should they actually get in, let your traps soften them up. Set your base to red alert so that everyone arms themselves, have your henchmen gather guards, and then rush the enemies after they have been softened up. You'll find that the enemies go down faster and your losses to personnel are much less than if you just let them go on their own. - You'll notice that for all the Acts of Infamy that deal with stealing an artistic object, the object generates loyalty for all minions in its area of influence. Usually, your minions will bring these trophies and put them in either your lair or strongroom. Instead, place these objects in work rooms, like control rooms, near where your minions sit. As they work, they'll gain loyalty. Without these objects here, they'll start losing stats, one of which is loyalty. The last thing you want is minions abandoning you. Plus, it saves you the time of capturing/executing traitors. Submit your tips to dragonmaw@gmail.com ============================================ Section 3.0: Placement Tips (Loot and Traps) ============================================ (Submitted by Justin George) My favorite trap design in the beginning is using sets of two wind traps and four pressure sensors to create a long hallway that sweeps agents out of the base, usually without harming them. Usually eight to sixteen units long, then a turn, with more wind traps. The real trick is to link the later traps to the earlier ones, so if the agents near-ish the base, they all fire and sweep them all the way back to the entrance, but an agent tripping the trap at the beginning doesn't interfere with your minions running around near the base. This also allows running minions (money, construction) to make it past, since the agents go at a slower-than-walking pace. Dragonmaw's Playtest Rating: 8 (It works well, but not all the time. So it gets an eight) (Submitted by Emil Fortune) In my current base, I've added a 'backdoor' to my strongroom. It's an extra base entrance with an enticing lv. 3 door on it. Inside, there's a corridor with a couple of doors and traps in it like so: BASE ENTRANCE lv 3 door POISON GAS TRAP lv 1 door DREADMILL and MOTION DETECTOR ELECTROSHOCK TRAP lvl 2 door lvl 2 door STRONGROOM Agents love to break in and then one of their team usually wanders a bit further in and triggers the motion detector, which is linked to all of the traps. At this point, the gas trap kills anyone who is hanging back, and the Dreadmill and Cannon trap combine to get rid of anyone further in. For some reason, even though agents can't pass the Cannon trap, it doesn't count as an 'inaccessible' design, and I don't get those pesky burrowing agents. Dragonmaw's Playtest Rating: 5 (While it works alright, the enormous amount of body bags generated is not good policy.) (Submitted by Jake King) This is an expensive tip, but a good one. Build a lot of outdoor shacks. Make them Corridors with four pressure plates in the middle, two pop up traps in back, and a door in front. Set the door to 4. Since there isn't room, it won't be guarded, but it is one of the first things the forces of justice looks at. If they manage to break in, they will trigger one of the traps. Dragonmaw's Playtest Rating: 8 (A little expensive, but definately pays off) (Submitted by Andreas Baird) I call it "The Circle Of Doom". It is very expensive, and only really works on the second island due to its vast size, but it maximizes security and efficiency. You start by building a 2-tile wide corridor ALL the way round the outside edge of your mountain, before building a large number of base entrances (as many as you like, the more the better as it increases the chance of fooling somebody with disguised entrances). You then build your actual base within the circle, with a number of entrances to the circle spaced between outside entrances. You then fill the ring with a large number of stat-reducing traps, with each space between an outer and inner entrance focused on the same stat. If an agent comes in they will have to run a gauntlet of traps to reach the actual base, and will most likely end up standing outside scratching their noggins, while the large number of entrances means the distance needed to run to build things is kept low (maximizing efficiency). A good internal security network followed by lots of psychological tagging means that agents will get nowhere near valuable base components. This is also very entertaining, as at any one time there is almost always a tourist or agent getting zapped, gassed, stung, crushed or otherwise put out of action. Dragonmaw's Playtest Rating: 6 (Way too rich for my blood, but it does work. However, even despite the entrances, efficiency still takes a large hit.) (Submitted by David Shorr) I've been using a variation of your Corporate Facade base design with success. I call it the "Bodyguard of Lies" (from the Churchill quote). My base has lots of entrances, but only one of them is the real entrance. Some of them are just the entrance elements with no interiors. Some entrances have a short hall with a door and no other structure. Some entrances lead to a low heat structure that does not join into my base (a barracks or mess hall, etc). Some entrances lead into traps. I also have built a large number of topside shacks near the base entrances. They contain the usual low heat structures from the Corporate Facade. I have built a few topside shacks in the most remote and distant parts of the island that contain a control room with just a timeclock (so I can turn the room power off). These have the heaviest doors I can buy set to Level 4 security. This draws investigators like flies. My real base entrance opens into a series of low-heat rooms that are filled with confusing pop-up traps. My minions can just walk through them to the main part of the base, but visitors are distracted and weakened by the traps. This structure along with the valet minions has handled all my needs for most intruders. I commonly will see numerous investigators snooping around the buildings and real base elements, but they get confused and go home. Dragonmaw's Playtest Rating: 9 (Very nicely done. A little expensive, but definately worth it in terms of security) =============================== Section 4.0: Revisions/Versions =============================== .3 - Added more user designs. .2 - Added some new tips and base designs, as well as the new placement section .1 - Completed the first few base designs, as well as added some tips. First version of semi-finished FAQ ==================== Section 5.0: Credits ==================== Evil Genius is copyright Elixer Studios, and is published by Vivendi-Universal Games Writer: Dragonmaw Editors: Dragonmaw Contributers: Dragonmaw Saureco Justin George Andreas Baird Jake King Emil Fortune David Shorr Copyright 2004 James Murff |
Comments
Another Evil Genius Walkthrough :
|
|
• Moshi Monsters cheats, Android • Plants vs. Zombies cheats, NDS, XBOX 360, PS3, IPHONE, Android • Pokemon Heart Gold Version cheats • Pokemon Soul Silver cheats • The Lord of the Rings: War in the North cheats, XBOX 360, PS3 • Shogun 2: Total War cheats • BioShock Infinite cheats, XBOX 360, PS3 • Darksiders 2 cheats, XBOX 360, PS3 • Call of Duty: Modern Warfare 3 cheats, PC, NDS, WII, PS3 • Elder Scrolls V: Skyrim cheats, XBOX 360, PS3 • Torchlight II cheats • Borderlands 2 cheats, XBOX 360, PS3 • Temple Run cheats • Jagged Alliance: Back in Action cheats • XCom: Enemy Unknown cheats, XBOX 360, PS3