Evil Genius Walkthrough :
This walkthrough for Evil Genius [PC] has been posted at 06 Feb 2010 by grumbles_dal and is called "FAQ/Strategy Guide Final". If walkthrough is usable don't forgot thumbs up grumbles_dal and share this with your freinds. And most important we have 4 other walkthroughs for Evil Genius, read them all!
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Walkthrough - FAQ/Strategy Guide FinalEvil Genius FAQ 3.0 FINAL/Aug 1, 2007 Author: saintly@innocent.com The FAQ is copyright 2004-2007, but 'Evil Genius', 'Elixir Studios' and all other trademarkeable names & copyrights are probably trademarked by their holders. This FAQ is not officially endorsed or authorized by anyone. This is the Final version of the FAQ. Although there is still an active online community playing this game, not much new information about it seems to be turning up, so this is the last revision I'm going to make to it, unless some groundbreaking new discovery is made. QFX Contents: Quick-Find tags have been added to help you find the section of the faq you want without having to page through it. They're three letters long and start with 'QF'. To jump back to the table of contents hit CTRL+F in your browser and search for 'QFX'. It should jump right back here. The tags you can search for are given in parentheses. SYNOPSIS new in this FAQ OFFICIAL PATCH GETTING STARTED FAQ: frequently asked questions MISSIONS/WORLD MAP (QFM) comitting acts of infamy heat effects quick-find loot/mission tables (QFL) ROOMS quick price reference (QFP) descriptions RESEARCH (QFR) island 1 island 2 TRAPS (QFT) BASE SECURITY & DESIGN security networks the hassle-free base TORTURE HENCHMEN (QFH) henchman experience descriptions & ratings generic minions AGENTS (QFA) generic types super-agents: effects & methods of defeating them 1001 USES FOR A TOPSIDE SHACK NOTORIETY TIMELINE (QFN) LOOT ITEM EFFECTS CHEATS (QFC) advanced game tweaking MISC tidbits, known bugs, web resources CREDITS ------------------------------------------------------------------------------- GAME SYNOPSIS/FAQ META-INFO This game is similar to Dungeon Keeper. You're the evil boss and you have an underground lair to manage. Just like in DK, you need to carve out your base from the mountain, lay traps, fight off intruders & research new traps and base features to make your evil life easier. You can torture the good guys in a dozen ways, train your minions into better ones or kill them on the spot as an example to your other minions. Unlike DK, you won't be scrapping your base and starting over for every scenario. You'll focus on designing a good base, incorporating new design elements as they become available, stealing from countries & completing missions to boost your notoriety and raising your henchmen's experience levels so they'll get cool new special abilities. You can't micro-manage what your minions do as much, but aside from a couple instances you don't really need to. The AI is pretty decent. You DO get a say in what types of minions you have and how many of each you want at any given time. If you enjoyed DK, you'll probably like this game. The quirky style is a big plus for me. The inability to control what your minions do directly places more of an emphasis on base design than real-time-strategy. The definite objectives should please people who like games that can be beaten, though you still have unlimited time between them that you can spend doing whatever you want. If you haven't played DK, but you like games that let you design things, like SimCity, Railroad Tycoon or even Civilization you may want to give this a try. Especially if you liked building a big city, then inflicting lots of disasters on it and cackling evilly. =) The similarity between the two games is not coincidental. Both were created by game industry icon Peter Molyneux. Some of his other well-known games are 'Populous', 'Black & White' and 'Fable'. The latest version of this FAQ can be found at GameFAQs and EvilPlanet: http://www.gamefaqs.com/ http://www.evilplanet.com/ [This site is dedicated solely to Evil Genius] If you found it somewhere else, make sure to get the latest version before sending me any questions or comments. Other sites are free to post it without asking me so long as: 1) It's posted in it's entirety 2) You don't charge people to see it NEW IN THIS FAQ: Version 3.0 Final cleanup... Version 2.3 Misc: Many sections re-written for clarity, patch section added Missions: Loot missions marked in the big list Rooms: Objects that can be used in research have it stated in their desc. Notoriety: Max notoriety per region info Henchmen: Monty, Dr Neurocide updated, Blackheart added. Version 2.2 Misc: typos & minor corrections 'Loot item effects' table, 'Misc' section added, a few tips added Henchmen: Cheap powerleveling trick included, exact effects on world map Rooms: Time clock description corrected, control panel effects Objects: Regeneration rates from all furniture objects added & compared Version 2.1 FAQ: Four more questions answered Missions: List completed Henchmen: Mesmero abilities updated, generic minion descriptions. Rooms: Corrections made to several rooms & room object descriptions Base design: Lots of tips & features to make your base hassle-free Version 2.0 Misc: Corrections, sections reorganized, quick-find tags added, 'New in this FAQ','Uses for Topside Shacks' sections added FAQ: Four more questions answered Missions: Heat effects section added Rooms: Cost of building room tiles added Traps: More traps & strategies listed, cash rewards table. Henchmen: Moko & Ivan descriptions updated, XP-Per-Agent table Advanced Tweaking: Editing max. population, tweaking game startup, changing hiding duration, fixing monkey-cage, several mods. Notoriety: Rank names, #free minions per rank table Version 1.0 More questions answered in Frequently-asked, stealing values for Mercs and top-tier military units added. Several missions added, loot table updated to show what loot leads to research. Room objects list updated to show which items are researchable. Minions section completed. Research section finished & reorganized into a more useful tree so you can find what tools to use on an object quickly and what to research & build to lead to further research. Trap section started. Notoriety section started. Version 0.8 Research section added, Agents added, a few tips added, more... [I forget what changed between 0.5, 0.6 and 0.8] ------------------------------------------------------------------------------- OFFICIAL PATCH If you just bought the game, the first thing you should do is to patch it. The patch fixes a number of bugs, including the death cubicles and being unable to research Camouflaged Sentry Guns in the US release of the game. Get the patch from: http://www.evilplanet.com Exact details of what the patch fixes are on the same page where you download it, but I think that fixing death cubicles alone makes it worth installing. ------------------------------------------------------------------------------- QF2 STARTING OUT/BEGINNER'S GUIDE This isn't a walkthrough, just suggestions for beginners trying to learn the game. Your first game is probably going to be a scratch game anyway... You will have a much easier time after you restart with better design ideas. You may want to swap your mouse buttons in Windows. The game was set up for left-handed people: the RIGHT mouse button does the default action, like selecting, moving, clicking, etc. (usually) and the left does stuff you probably don't want it to, like jumping to the henchman instead of selecting him, etc.... Picking an Evil Genius avatar: - Maximillian -- His special ability SHOULD reduce the cost of research incentives by 90%, but it's broken. He's still a well-balanced avatar with an excellent starting henchman. His area of influence is medium sized, his minions loyalty & attention regen at a medium rate, and he starts with Jubei as a henchman, who's great at killing things and defending you. If you murder a minion in range of other minions, they get +5 regenerated to all stats. He's good for beginners; Jubei will make it easy for you to take out problem agents and you can stick Max in the control room to help keep your minions loyal. - Alexis -- Minion loyalty drains 20% slower (this helps a lot). Her area of influence is massive (about 4x the total area of Max's) but her minions regen loyalty & attention in it 25% slower than Max. She starts with Eli Barracuda as henchman, who doesn't suck but is probably the worst of the three starters. She gets a huge bonus to nearby minions for murdering a minion (+10 regen all stats). She's good for intermediate players; the loyalty drain helps a lot to keep social minions from deserting, otherwise they tend to leave after spending too much time out at your hotels keeping tourists happy. Once you get a bunch of loot items in your base her huge effect radius isn't that important. Plus, you won't get the uber Kane + Jubei tag team till 360 notoriety, long after you have all 5 super agents breathing down your neck. Alexis's bonuses still help even after loot - as a moveable non-watched item, she can effectively work as an extra thing of loot, in areas where loot won't fit (ie all viewing spots would be blocked) [Thanks Chris Biberstein!] - Shen Yu -- Agents spend 10% shorter time on his island. Area of influence is small, but regen rate is 3x Max's. He starts with Lord Kane, who's great for quickly disabling super agents when they arrive later (when he's teamed up with any other henchman). He gets a medium bonus to all nearby minions for murdering one of your own minions (+7) Of the three, I like him the best now. You can pick up Jubei pretty early, and with a bunch of loot items you won't worry about his lack of a decent- sized effect radius. * Thanks Sulfuras for the Alexis's special abilities. Everyone starts with $250,000 and the same stats. You can decide how secure you want your base to be. Minions seem to fetch things to build your base from the helipad and dock. If you give your base a second entrance by the helipad, you'll speed up purchases. If you opt for the single-entrance, it will be more secure. Build a stronghold inside your base, put a door on it. Move your briefcase rack into the new hold, then demolish the old one. All your gold will be moved automatically. Don't bother with any traps at first, the traps available in the beginning suck and aren't able to kill even the weakest investigators. DO build a large barracks. Put 3 or 4 bunk beds in it, then TONS of lockers. In the beginning, 1 locker = 1 extra minion, and it's the fastest way to get them. You need to have enough to man at least 3 control panels (6 minions, plus 1 or 2 spares), AND a bunch to send on missions. 20 or 30 lockers isn't overkill at this point. Go to the minions screen and set the 'workers' section to the max number of minions it will let you have. Build a control room deep inside your base with 3 or 4 panels, then a power station to power it. Now you can start sending your workers out... you have considerable leeway in the world before you capture and interrogate the maid. Send 10-20 workers to the USA midwest in 'stealing' mode. Send 5 more workers to each of the missions available at the start of the game (not simultaneously; complete each mission, replenish your workers, then move on to the next. You may want 7-8 for the West Africa mission). Now send those 5 workers out, 1 per country in 'Plotting' mode, to North China, Middle East, West Coast, Cuba, and Siberia. Each of those regions has at least 1 hidden 'Act of Infamy' that can be completed with only Workers (Cuba has two). Wait till these have been uncovered, then recall those 5 workers. Now send workers to each of these missions, for the Risk 1 missions (Middle East, Cuba, Siberia, West Coast), it's a good idea to send twice as many workers as needed. If you attempt the North China and Cuba #2 mission, send at least 3-4 times as many. If you want to get ahead of yourself, you can do any of these: - Send 1 worker to every region of the world in 'Plot' mode to discover as many missions as possible. Check the mission list to see what you can find; A total of 36 missions are discoverable at this point (including the 4 you started with), of which 10 can be completed. Although your notoriety won't let you discover missions in Europe, East Bloc or Southeast Asia, you can still plot there if you like so that the missions show up immediately as soon as your notoriety is high enough. If you keep 6 panels staffed, you should be able to get all the plotting done for the game by having single workers plot for 30-45 minutes in all regions of the world. - Rack up huge amounts of cash by stealing from the Middle East or Mid-West. Some of the later stuff costs tons of money. A million bucks or so should tide you over for a while. 50 workers sent to one of the $9-rated regions will bring in $20k per minute. I've never spent more than $10M in the course of an entire game, but your mileage may vary. - Build a hotel or two. You can build one with 3 wings in the far part of the island; make 1 wing and the hub be Lobby, another Lounge and leave the 3rd wing closed till later in the game when you get Casino. Hotels work much, much better when there's a bunch of them; build several small before you build one huge one. - Build a topside shack next to the docks and airport for later. - Let the heat die down in the countries that you were stealing from When you're ready, capture the maid, build the interrogation chamber, then interrogate her to get your first Valet. That completes Objective 1. Now you can build other rooms and start working on the next objectives. When asked to pick henchmen, I recommend avoiding Ivan on your first run through the game. He'll be more likely to destroy your base than to do anything useful unless you're very careful about micro-managing him. Dr Neurocide isn't all that great either, so I suggest getting the Matron when you're asked to choose a new henchman the first time. After you steal the research machine and start working on the doomsday ideas, you'll be attacked by wave after wave of enemies carrying doomsday data. If you don't want to rack up the XP, make sure to capture at least 1 person in the wave (you'll see a doomsday piece icon when you left-click them if their squad is carrying it) and interrogate them. If you keep killing them, their country will just send more and more waves till you get it. This is one game where it can pay to rush through trying to keep notoriety low till the end. Check the 'NOTORIETY' section for details, but it would be nice to not have all 5 super-agents poking around slaughtering your minions when you're in the middle of building your second base. You'll need 200 notoriety to go to the next island, and it's good to keep it under 240 till you've killed off the first two super-agents if you can. That will let you design your base in peace for a while. Once John Steele is after you, you have nothing more to lose by gaining notoriety, so you may as well max it out. FAQ These questions are frequently asked by newcomers to the game, so check here before posting or emailing me: - How do I convert the agent in objective 2? Torture him with the mess hall mixer ($12,000 item for the mess hall) - Why are agents tunneling into my base through the floor? If you have any space that's blocked off so that no-one can get to it, agents will come through the floor in it. Make sure every part of your base is accessible. - How do I get rid of the super-agents? You can't until you get to Island 2. Then their missions will become unlocked as you progress through the plot. - Why are waves and waves of enemies attacking me? My freezer is full and they just keep coming. You're likely on the 'collect doomsday pieces' objective; click on an enemy agent; if they have a logo of a doomsday piece, you must capture and interrogate at least one of them. If you don't, that country will keep sending waves after you till you do. - How do I get more than 100 minions? This is the cap initially. I find it sufficient to play through with 10 of each top-tier minion, 5 each of the middle ones, and 10 workers. If you want more though (more is always fun), see the end of the FAQ for the 'ADVANCED GAME TWEAKING' section. Be cautioned that the game may bug out if you have more than 100 minions when you move to island 2; some of your loot may be lost. - My base is going nuts! The Alert level jumps to yellow or red, and my doors get bumped down to security level 1. Is this a bug? Unfortunately not. You're being tormented by the SABRE agent John Steele. You probably want to nail this guy as soon as he lands on your island and before he makes it into any of your buildings (once he does he'll 'Cause Base Chaos' constantly till he's captured or leaves) - Do I need 5 of each crate? No, you just need 25 crates. It's probably better to piss off only one territory instead of all 5. - How do I build the rocket cavern & pieces? Right-click on the big cavern in the middle of the 2nd island. - I can't do anything with Oliver the Chimp, research the monkey cage trap and/or research Camouflaged sentry guns. Oliver is broken, and Camo sentry guns are broken in the US release of the game. To fix these, you need to do some data file hacking (changing numbers inside text files). See 'ADVANCED TWEAKING' for details on these. - How do I restore a dead henchman to life, or reset their lost lives? To restore lives: open up the saved game file in \dynamicresources\layouts search for the text 'NumLives' change any number that isn't a 3 to a 3, then save the file If they've died already, you'll have to use the debug console to bring them back. See Francis Carlofi's explanation of this technique in the Cheats section. It involves modifying some config files. - How can I destroy a section of corridor or room without destroying the whole thing? You can put doors at the segment you want to destroy, then the demolish tag will destroy the doors & turn whatever's between them into rock again. This works on rooms too, but you'd need to be able to block off a section of room for demolition with a single door. If you have two different room types that are connected to each other without a door, you can safely destroy one without hurting the other. You can't destroy a room that has a henchman or any sort of loot inside. - How can I destroy a topside shack or hotel? You can't once it's built. You can cancel their build orders before then, but once built you can only destroy the rooms inside them. - How do I get my scientists to research stuff? I've been waiting forever for them to get to X... You can't. Just wait longer and they'll eventually get to it. ------------------------------------------------------------------------------- QFM MISSIONS/WORLD MAP Your minions can be sent out into the world after you get a control panel. From there you can steal from countries (your primary source of income), plot to discover missions ('Acts of Infamy'), or hide. Minions generate no heat in Hide mode, but can't steal or plot. Heat will dissipate in Hide mode as well, and the minions won't be attacked by agents of justice. Super-agents in the region can attack your minions, but even then it's very rare. The thing to be careful of with Hide is that it will only last for TWO MINUTES. After that, it will automatically be canceled and the minions will resume plotting or stealing or getting their asses handed to them by the super agent they decided to steal in front of. That's TWO MINUTES after you click the 'Hide' button, even if the minions haven't gotten to the region yet. They may also automatically un-hide when an agent of justice leaves the region. If your minions are doing anything other than hiding, they'll be generating heat in that territory. The more heat, the better the agents that territory will send to your island, and the higher chance they'll send an Agent of Justice to where your minions are to kill them. See handy quick-ref table for how much cash you'll get in each region: Rating - Max - Cash/Worker Other units bring in more cash than a worker: $0 - 1000 - $ 20 $1 - 2500 - $ 50 Henchmen -- (Varies; see their section) $2 - $5k - $100 Guards -- x2 $4 - $10k - $200 Mercs -- x3 $5 - $12.5k - $250 Mart. artists -- x3.5 $6 - $15k - $300 Marksmen -- x3.5 $9 - $20k - $400 COMMITTING ACTS OF INFAMY You start with a few acts of infamy available. When you have sufficient control panels manned the region's stats will show up on the map and you can attempt the missions. Each mission specifies a risk level, a timer and the minion types it needs. Once you have the correct number of worker types in the region, you can click 'Go' to attempt the mission. The timer will begin to count down; at different points during the mission (depending on the risk- there are Risk+1 check points in each mission) some of the minions in the region will die. A 4-risk mission checks for damage at 5 points when it's running. Each minion has a chance to die during each damage check. Note that most 0-risk missions actually have 1 "death-check" point, so it's still handy to send along some muscle. Henchmen recruiting missions cannot kill your minions and are truly 0-risk. There is no reason to send just the minimum number of minions to do an AOI; Military minions like the guard reduce this chance that other minions will die, social minions cover the heat generated by the other minions and reduce the heat generated by an Act of Infamy. Science minions can keep the mission from failing if control panels become unstaffed for a while, they also reduce the time it takes for missions to complete (handy on those 7-minute missions to get it done before the super-agent shows up). Science minions are better at plotting than a worker, and military minions are better at stealing. [See the Minion Descriptions section for specifics] If you hit Abort, switch your minions to Hide mode, the control panels become unstaffed for too long, or all your minions in the region get killed, you'll fail. You can attempt the mission again after a delay. If you succeed, you gain heat in the region as noted in the mission description, and your notoriety rating will go up. Heat fades over time if you don't have minions plotting or stealing. It appears that you can 'pre-plot' in a region. That is, you can send a minion to plot there, they won't turn up any acts of infamy (since some require a certain level of notoriety or objective to be completed), but when you achieve that notoriety the acts will immediately appear. HEAT As your heat rises in a region, several things happen. First, the region starts sending agents to your island at shorter time intervals. Second, the type of agents sent gets nastier. At first you'll get only investigators and agents (if you have no heat in a region, this is all you'll get). At high heat you'll get soldiers on kill missions (if you completely max out heat, this is guaranteed). In between, you'll get agents trying to steal back stuff, and then agents sent to blow things up. The more heat you have in a region on the world map, the faster Agents of Justice show up as well. With maxed out heat, agents of justice show up in about 1:40. Mission List: FORMAT: (Missions are listed in roughly the order discovered) 'Mission Title' [Risk/Time/Heat/Notoriety Gained/Notoriety needed to find] - Workers needed (Mission notes, items stolen, etc...) Titles marked with 'L-' will bring back loot, these missions will also have a different icon on the world map (representing the loot you get) and will disappear once completed. Other missions will just have their flag turned black to indicate that you've done it. Henchmen gain 25xp for completing a 0-2 difficulty mission, 50xp for 3-5, 75 for the hardest difficulty 6-9. It is NOT possible to get 100% completion in every region. Some missions are mutually exclusive (such as henchmen recruitment missions) and others will disappear once their objective has been completed. ANVIL TERRITORIES (Orange, aka 'TeWu'): Polynesia - (6 possible, 2 panels needed to see region stats) 'Fishy Business' [1/0:30/10/5/ Avail. at start] - 2 workers 'Contradiction' [2/1:00/20/10/0] - 6 workers, 1 guard, 1 valet 'Kidnap Hotel Head Maid' [0/2:00/15/1 Obj. 1 complete] - 4 workers (TRAINER: Valet) L-'1st Totem Pole Piece' [2/5:00/20/1/125 + 350,000 cash] - 6 workers (Default location is your control room) L-'ANVIL Doomsday Technology' [3/3:00/20/5/250+Obj8] - sc 8 'Henchman: The Butcher' [0/0:20/10/5/0] - wk 1 North China - (6 possible, 3 panels) 'Philosopher's Stone' [2/1:00/10/5/0] - 5 workers, 2 techs L-'And Another Ming' [3/1:00/20/10/0] - 9 workers 'Capture Technician' [0/2:00/15/1/ Obj. 1 complete] - 4 workers (TRAINER: Technician) 'Oriental Crime Lord' [2/3:00/5/1/ Obj. 1. complete] - 5 guards (Objective 2 mission) 'Class Act' [4/1:00/20/10/250] - 4 guard, 3 sci, 2 spin L-'UL: Samurai Armor' [3/4:00/15/5/ Obj 3] - Valet 4, Guard 4 Central Asia - (5 possible, 3 panels) L-'Ming Bling Bling' [1/1:00/10/5/0] - 2 workers, 2 valet, 1 tech L-'Now you Steal It' [1/1:00/10/5/0] - 2 valet, 2 techs, 2 guards 'Buddha Buster' [4/1:00/20/10/0] - 3 guards, 3 valet, 3 techs L-'Resource Crate' [0/0:30/30/5/Obj7] - gd 5, me 4, qp 2 'Defeat Jet Chan' [4/4:00/10/1/ ??? optional objective] - wk 10, mt 2 Central China - (7 possible, 4 panels) 'Chairman Coup' [5/1:00/20/10/250] - 4 valet, 3 guard, 2 sci L-'Ming the Worthless' [4/1:00/20/10/250] - 5 guard, 4 valet, 4 merc 'Support Rogue General' [6/2:00/30/15/250] - 5 vl, 4 mr, 4 qp, 4 pl, 3 mk 'Philandering Panda' [1/3:00/10/5/250] - 4 guard, 3 merc, 1 sci 'Mercenary Scientist' [3/4:00/15/1/Obj6] - wk 5, vl 2, sp 2 'Capture Martial Arts Master' [2/5:36/35/1/ Obj 3 + 220] - 8 guard (TRAINER: Martial Artist) 'ANVIL infiltration' [2/5:00/20/1/ Obj 6] - 1 diplomat SABRE TERRITORIES (Green, aka 'MI5'): South Africa - (6 possible, 4 panels) 'General Disarray' [2/1:00/10/5/0] - 4 workers, 2 guards 'Destroy Diamond Mine' [3/1:00/20/10/0] - 6 work, 6 techs L-'Pilfer Giant Diamond' [2/1:00/20/10/250] - 10 valet, 3 guard 'Gambling Pay Off' [1/1:00/10/5/250] - 4 worker, 2 guard (Allows casinos to be built) 'Mercenary Scientist' [3/4:00/15/1/Obj6] - wk 5, vl 2, sp 2 L-'Resource Crate' [0/0:30/30/5/Obj7] - gd 5, me 4, qp 2 India - (5 possible, 3 panels) 'Forging Ahead' [1/0:30/10/5/ Avail. at start] - 3 workers 'In the Drink' [1/1:00/10/5/0] - 2 valet, 1 tech, 1 guard L-'Grab Priceless Model' [2/1:00/20/10/0] - 8 spin 'Indian Crime Lord' [2/3:00/5/1/ Obj 1 complete] - 5 valet (Objective 2 mission) 'Infiltrate SABRE' [2/5:00/20/1/Obj7] - dp 1 Australasia - (6 possible, 3 panels) L-'Eye Spy' [1/1:00/10/5/0] - 6 workers, 1 tech 'Burn National Park' [2/1:00/20/10/0] - 10 guard L-'Spinning Around' [0/4:00/20/5/ Obj 2 complete] - 2 tech, 2 guard (Objective 3 mission: Steal centrifuge) 'Henchman: Mesmero' [0/0:20/10/5/0] - wk 1 'Doomsday Info' [2/7:20/20/1/Obj5] - me 4 L-'SABRE Doomsday Technology' [3/3:00/20/5/250+Obj8] - sp 5, me 5 Europe (15 possible, 5 panels) L-'Grab the crown jewels' [4/1:00/20/10/250] - 6 merc, 6 spin 'Administer steroids to Pamplona Bulls' [4/1:00/20/10/250] - 2 merc, 6 sci L-'Steal Auto. Decoder' [7/2:00/30/15/250] - 5 vl, 4 mrc, 4 sp, 4 pl, 3 MA 'Royal Rumble' [1/3:00/10/5/250] - 7 valet, 3 spin L-'Monkey Magic' [0/1:00/10/1/300] - 2 tech, 2 biochem L-'Maximum Impact' [0/4:00/20/5/ Obj 2 complete] - 2 tech, 2 guard (Steal Impact Stress Analyzer) 'Fool the Press' [0/1:00/10/5/ Obj 2 complete] - 2 valet (Obj 3 optional mission) 'Seize a Biochemist' [1/5:20/35/1/ Obj 3+220] - 8 technician (TRAINER: Biochemist) 'Seize a Military Sniper' [1/5:20/35/1/ Obj 3+220] - 4 wrk, 3 guard, 1 merc (TRAINER: Marksman) 'Kidnap Quantum Physicist' [1/5:20/35/1/ Obj 3+220] - 8 tech (TRAINER: Quantum Physicist) 'Snatch Riviera Playboy' [1/2:00/35/1/ Obj 3+220] - 8 valet (TRAINER: Playboy) 'Abduct Spin-Doctor' [0/4:00/25/1/ Obj 3+220] - 6 workers (TRAINER: Spindoctor) L-'UL: Eiffel Tower' [0/6:39/15/5/ Obj 3] - Technician 4, Valet 4 L-'UL: Arthur's Excalibur' [1/2:06/10/5/ Obj 3] - Worker 4, Guard 6 'Henchman: The Matron' [0/0:20/10/5/0] - wk 1 SMASH TERRITORIES (Yellow, aka 'Interpol'): You lose heat in these regions twice as fast as others. South America - (10 possible, 4 panels) 'Collateral Damage' [4/1:00/20/10/0] - 6 workers, 4 valet 'Capture Guard' [0/2:00/15/1/ Obj. 1 complete] - 4 workers (TRAINER: Guard) 'Oilseed Inferno' [1/3:00/10/5/250] - 3 work, 3 guard, 1 merc L-'Guatemalan Gold Rush' [4/3:00/20/10/250] - 5 tech, 5 grd, 1 sci, 1 merc 'Kidnap Biochemist' [2/5:36/35/1/ Obj 3] - 4 work, 3 tech, 1 sci (TRAINER: Biochemist) 'Capture Mercenary Soldier' [1/4:12/25/1/ Obj 3+220] - 4 work, 1 guard (TRAINER: Mercenary) 'Island Incursion' [7/2:00/30/15/300] - 5 val, 4 bio, 4 spin, 4 dip, 3 mark 'SMASH Infiltration' [2/5:00/20/1/ Obj 6] - 1 diplomat 'Henchman: Moko' [0/0:20/10/5/0] - wk 1 L-'Resource Crate' [0/0:30/30/5/Obj7] - gd 5, me 4, qp 2 Middle East - (8 possible, 3 panels) 'Oil Leak' [1/1:00/10/5/0] - 5 workers 'Double, Double, Oil and Trouble' [3/1:00/20/10/0] - 6 wk, 2 vl, 2 gd L-'Shieking the Rug' [5/1:00/20/10/0] - 2 wk, 4 gd, 2 vl 'Seize Hotel Head Maid' [0/2:00/15/1/ Obj. 1 complete] - 2 workers (TRAINER: Valet) 'International Arms Crime Lord' [2/3:00/5/1/70] - 5 Guard (Objective 2 mission) L-'3rd totem pole piece' [0/3:00/20/1/145] - 5 Tech (Default location is your Staff room) 'Capture Diplomatic Envoy' [2/5:20/35/1/ Obj 3] - 8 valet (TRAINER: Diplomat) L-'UL: Mummy's Sarcophagus' [1/5:20/20/5/ Obj 3] - Tech 4, Guard 4 North Africa - (6 possible, 2 panels) 'Ear Plug' [1/1:00/10/5/ Avail. at start] - 4 workers 'Chinese Whispers' [2/1:00/10/5/0] - 4 workers, 1 valet, 1 guard 'Elephant's Graveyard' [4/3:00/20/10/250] - 15 valet, 1 guard 'Henchman: Dr. Neurocide' [0/0:20/10/5/0] - wk 1 'Doomsday Info' [1/7:20/20/1/Obj5] - sc 4 L-'Rocket Engine Plans' [4/3:00/30/5/250+Obj8] - pb 4, dp 4 Antarctica - (5 possible, 1 panel) L-'Coming in from the Cold' [1/1:00/10/5/0] - 3 workers, 3 tech L-'Steal the Cloning Chamber' [0/3:00/20/5/160] - 8 work, 3 tech, 3 grd 'Icy Reception' [6/3:00/20/10/250] - 5 work, 4 valet, 1 spin 'Snatch Science Specialist' [0/4:00/25/1/ Obj. 2 complete] - 6 work (TRAINER: Scientist) 'Mercenary Scientist' [3/4:00/15/1/Obj6] - wk 5, vl 2, sp 2 PATRIOT TERRITORIES (Blue, aka 'CIA'): West Coast - (10 possible, 5 panels) 'Steal the Library Blueprints' [0/4:00/10/1/ Avail. at start] - 2 wk (Unlocks 'Archives' room, mission appears after you kill the 4 agents that start on your island -- matt) 'Golden Opportunity' [1/1:00/10/5/0] - 10 workers 'Felonious Fund-Raiser' [1/1:00/10/5/0] - 6 valet 'Out Clubbing' [2/1:00/20/10/0] - 6 guards, 4 mercs 'American Crime Lord' [2/3:00/5/1/ Obj 1. complete] - 5 tech (Objective 2 mission) '4th totem pole piece' [4/4:00/20/1/155] - 5 valet (Default location is your barracks) L-'Frikken Laser' [0/4:00/20/5/ Obj 2 complete] - 2 tech, 2 guard (Obj. 3 mission: steal laser) 'Seize Hollywood Playboy' [2/2:00/35/1/Obj 3] - 4 wrk, 3 vlt, 1 spin (TRAINER: Playboy) 'Kidnap Ancient Martial Artist' [1/5:20/35/1/Obj 3+220] - 4 wk, 3 gd, 1 mrc (TRAINER: Martial Artist) 'Mercenary Scientist' [3/4:00/15/1/Obj6] - wk 5, vl 2, sp 2 Mid-West - (8 possible, 2 panels) L-'Well Suited' [1/0:30/10/5/0] - 5 workers, 5 techs L-'Sabotage Jet-Pack flight test' [4/1:00/20/10/250] - 3 spin, 3 merc, 3 sci 'Kidnap Militia Leader' [0/4:12/25/1/ Obj 3] - 6 workers (TRAINER: Mercenary) 'Abduct Quantum Physicist' [2/2:06/35/1/ Obj 3] - 4 work, 3 tech, 1 sci (TRAINER: Quantum Physicist) 'Take spin-doctor hostage' [1/4:12/25/1/ Obj 3] - 1 valet, 4 workers (TRAINER: Spindoctor) L-'PATRIOT Doom. Tech' [5/3:00/20/5/250+Obj8] - sc 4, sp 4, me 4, dp 1, bc 1 L-'Resource Crate' [0/0:30/30/5/Obj7] - gd 5, me 4, qp 2 L-'Defeat Dirk Masters' [4/4:00/20/1/0] - wk 5, me 2, pb 1, bc 2 Japan - (6 possible, 4 panels) 'Destabilize Stock Market' [1/1:00/20/10/0] - 8 tech 'Samurai Sword Swindle' [2/1:00/10/5/0] - 3 wk, 3 gd, 3 vl 'Abduct Repairman' [0/2:00/15/1/ Obj. 1 complete] - 2 workers (Creates a Technician; easier than N. China version) L-'Steal National Treasure' [5/1:00/20/10/250] - 8 spin 'Oriental Investigation' [1/5:20/20/5/Obj3] - tech 2, guardd 2 (Enables the laboratory) 'Henchman: Jubei' [0/0:20/10/5/0] - wk 1 East Coast - (7 possible, 6 panels) 'Obliterate Nashville' [3/1:00/20/10 0] - 8 scientists 'Pop Star Fracas' [1/3:00/10/5/250] - 6 workers, 4 valet, 3 spin 'Cause National Power Cut' [6/1:00/20/10/250] - 10 guard, 5 valet L-'UL: Million Dollar Bill' [2/7:42/10/5/ Obj 3] - Valet 8 'PATRIOT Infiltration' [2/5:00/20/1/ Obj 6] - 1 diplomat 'Henchman: Eli' [0/0:20/10/5/0] - wk 1 'Assassinate Mr President' [9/2:00/30/15/250] - vl 5, me 4, sp 4, dp 4, mk 3 HAMMER TERRITORIES (Red, aka 'KGB'): Cuba - (5 possible, 4 panels) 'Missile Crisis' [1/1:00/10/5/0] - 7 workers 'Mines a Large One' [1/1:00/10/5/0] - 4 workers, 2 guard L-'Steal El Presidente's Painting' [4/1:00/20/10/0] - 10 workers 'Recruit Montezuma' [0/0:20/10/5/0] - wk 1 'Doomsday Info' [1/7:20/20/1/Obj5] - sp 4 Siberia - (6 possible,2 panels) 'Mammoth Task' [1/0:30/10/5/0] - 8 workers 'Vodka Plot' [4/1:03/20/10/250] - 10 tech, 3 merc, 5 workers L-'Steal Codex of Knowledge' [7/7:20/35/5/ Obj 5] - 5 work, 5 guard, 2 merc (Objective 6 mission) 'Henchman: Ivan' [0/0:20/10/5/0] - wk 1 L-'Defeat Katerina Frostonova' [6/4:00/15/1/0] - gd 6, dp 3 (Goes to your training room) L-'Resource Crate' [5/1:00/20/10/250] - tc 10, me 3, wk 5 Central Russia - (8 possible, 5 panels) L-'Sound of Music' [2/2:00/10/5/0] - 6 workers, 4 techs 'Raid Secret Submarine Pens' [2/1:00/20/10/0] - 2 wk, 2 vl, 2 gd, 2 tc 'Hack into Automated Defense Network' [3/1:00/20/10/0] - 10 techs 'Take Guard Hostage' [0/2:00/15/1/ Obj. 1 complete] - 2 workers (TRAINER: Guard; easier than S. America version) L-'2nd Totem Pole Piece' [2/5:00/20/1/135] - 5 guards (Default location is your archives) 'Take scientist hostage' [1/4:00/25/1/ Obj 2 complete] - 4 work, 2 tech (TRAINER: Scientist) L-'UL: Ark of the Covenant' [1/6:20/20/5/ Obj 3] - Guard 8 'Cosmonaut' [8/4:00/30/1/250+Obj8] - grd 5, sci 4, martial artist 2 East Bloc - (7 possible, 6 panels) 'Esprit de Corpse' [1/4:00/10/5/250] - 2 merc, 2 spin, 2 sci L-'Raid War Museum' [4/1:00/20/10/250] - 3 sci, 3 merc, 8 workers L-'Obtain Ancient Throne' [4/1:00/20/10/250] - 8 valet, 8 tech, 8 guard 'Soviet Sugar Rush' [8/2:00/30/15/250] - 5 vl, 4 merc, 4 sp, 4 dp, 3 mart 'Kidnap Diplomatic Envoy' [1/5:20/35/1/ Obj 3+220] - 4 work, 3 valet, 1 spin (TRAINER: Diplomat) 'Capture Marksman Specialist' [2/5:36/35/1/ Obj 3] - 8 guard (TRAINER: Marksman) 'HAMMER Infiltration' [2/5:00/20/1/ Obj 6] - 1 diplomat QFL Quick-find missions/loot table: Obj. 2 Bosses - North China, West Coast, India, Middle East Totem Pole pieces - Polynesia, Central Russia, Middle East, West Coast Uber Loot (Easiest to Hardest) - Europe (Eiffel), Middle East, Europe (Excalibur), Central Russia, East Coast, North China Doomsday info: Cuba, North Africa, Australasia Resource Crates: Mid-West, South America, South Africa, Central Asia, Siberia Merc scientists: West Coast, Antarctica, South Africa, Central China, Siberia Diplomats: East Coast, South America, India, Central China, East Bloc Trainers: Easy mission Hard mission ----------------------------------------------- Guard - Central Russia South America Valet - Middle East Polynesia Technician - Japan North China Mercenary - Mid-West South America Spindoctor - Europe Mid-West Scientist - Antarctica Central Russia Marksman - Europe East Bloc Mart. Artist - West Coast Central China Diplomat - East Bloc Middle East Playboy - Europe West Coast Quant. Phys. - Europe Mid-West Biochemist - Europe South America All easy missions must be plotted for. Tier 3+ easy missions need 220 notoriety as well. Enable rooms: Laboratory - Japan; Steal Research Machine [Objective mission] Archives - West Coast; Library Blueprints [Available at start] Casino - South Africa; Gambling Payoff [250 notoriety needed] Impressive Loot: (Uber-loot marked with *, r- items are used in research) Totem Pole - [See above] Grecian Urn - North China *Samurai Armor - North China Third Vase(?) - Central China Babylonian Vase - Central Asia r-Camo cloth - Central Asia r-Giant Diamond - South Africa Roman Galley - India r-Mercury Mirror - Australia Marvel. Mastpc. - Cuba Stolen Throne - East Bloc r-Antique Cannon - East Bloc r-Sonic Generator - Central Russia *Covenant Ark - Central Russia r-Aztec Amulet - South America r-Ice Man - Antarctica Persian Rug - Middle East *Sarcophagus - Middle East Space Suit - Mid-West r-JetPack - Mid-West *Million $ Bill - East Coast *Eiffel Tower - Europe *Excalibur - Europe r-Oliver (Chimp) - Europe [No loot radius, research looks broken] r-Crown Jewels - Europe [The item you get from research is useless] r-Codebreaker - Europe Loot does more than pile up in your base; it can attract minions to stand around it and replenishes the stats of any minion who walks in range; left-click on it to see it's radius. You can put these in popular rooms deep inside your base, or make indentations in your corridors so they'll affect minions who walk by. It's the easiest way to regain the loyalty stat of your minions without you having to stand around them. For the exact details on what each item does, check the LOOT ITEM EFFECTS section. ------------------------------------------------------------------------------- QFP ROOMS: QUICK REFERENCE: All prices are listed for 'Easy' mode, where they're 20% below normal. Add 25% to get Normal prices, or 50% to get Hard mode prices. I don't think room tile prices change though. NAME - Price - Power - Size - Ht - Room ----------------------------------------------------------------------- (Room Tile) - 100 - - Corridor Fire Extinguisher - 2400 - 0 - 1W+1/0 - 0 - Corridor Generic Door - 1200 - 2 - 2x1 - 0 - (Any) Heavy Door (r) - 4000 - 6 - 2x1 - 0 - (Any) Field Barrier Door (r) - 6400 - 7 - 2x1 - 0 - (Any) Security Camera - 2400 - 1 - 1W - 0 - (Any) Zoom Lens Camera (r) - 2400 - 3 - 1W - 0 - (Any) Loudspeaker - 2400 - 1 - 1W - 0 - (Any) HD Loudspeaker (r) - 4800 - 3 - 1W - 0 - (Any) Radio Loudspeaker (r) - 4000 - 3 - 1W - 0 - (Any) (Room Tile) - 400 - - Stronghold Briefcase Rack - 4000 - 0 - 2x1 - 0 - Stronghold Gold Enhancer (1,r) - 80,000 - 7 - 2x1+0/1 - 2 - Stronghold (Room Tile) - 150 - - Barracks Bunk Bed - 400 - 0 - 1x1+0/2 - 0 - Barracks Locker - 800 - 0 - 1x1+1/0 - 0 - Barracks Equipment Storage (r) - 3200 - 0 - 2x1+2/0 - 0 - Barracks Cryogenic Chamber (r) - 16,000 - 6 - 1x1+1/0 - 2 - Barracks Multi Gym (r) - 4000 - 0 - 2x1+0/2 - 0 - Barracks (Room Tile) - 350 - - Freezer Body Storage Rack - 4000 - 0 - 1x3+1/0 - 0 - Freezer Time Clock - 4000 - 0 - 1W+1/0 - 0 - (2) (Room Tile) - 500 - - Control Room Control Panel - 8000 - 2** - 2x1+2/0 - 1 - Control Room Memory Bank - 6000 - 1 - 1x1+1/0 - 1 - Control Room Control Station (r) - 20,000 - 5* - 1x1+1/0 - 3 - Control Room Stock Market Watchdog (1,r) - 20,000 - 15 - 2x2+4/0 - 2 - Control Room Schematic Station (1,r) - 20,000 - 13 - 2x2+7/0 - 2 - Control Room Comms Array (1,r) - 40,000 - 8***- 3x1+3/0 - 5 - Control Room Big Screen (r) - 40,000 - 3 - 6W - 5 - Control Room (Room Tile) - 250 - - Armory Holding Cell - 4000 - 0 - 2x2+2/0 - 10 - Armory Death Chamber (r) - 24,000 - 5 - 2x2+2/0 - 10 - Armory Disguised Holding Cell (r) - 12,000 - 0 - 2x2+2/0 - 10 - Armory Interrogation Chair - 4000 - 0 - 1x1+1/0 - 2 - Armory Security Desk - 2800 - 1* - 2x1+1/0 - 0 - Armory Handgun Cabinet - 2000 - 0 - 1x1+1/0 - 10 - Armory Rifle Cabinet - 4000 - 0 - 1x1+1/0 - 10 - Armory Disguised Rifle Rack (r) - 8000 - 0 - 1x1+1/0 - 5 - Armory Heavy Rifle Cabinet - 8000 - 0 - 1x1+1/0 - 10 - Armory Flamethrower Cabinet (r) - 16,000 - 0 - 1x1+1/0 - 10 - Armory (Room Tile) - 150 - - Mess Hall Counter - 4000 - 0* - 2x3+1/2 - 0 - Mess Hall Mess Counter - 12,000 - 0* - 2x3+1/2 - 0 - Mess Hall Automat (r) - 16,000 - 5 - 2W+1/0 - 0 - Mess Hall Salad Bar (r) - 6000 - 0 - 2x1+0/2 - 0 - Mess Hall (Room Tile) - 150 - - Staff Drinks Machine - 800 - 1 - 1x1+1/0 - 0 - Staff Table Tennis - 1600 - 0 - 1x2+2/0 - 0 - Staff Arcade Game (r) - 12,000 - 3 - 1x1+1/0 - 0 - Staff Pinball (r) - 4000 - 1 - 1x1+1/0 - 0 - Staff Widescreen TV (r) - 8000 - 4 - 2W+0/2 - 0 - Staff Egg Chair (r) - 4000 - 0 - 1x1+0/1 - 0 - Staff (Room Tile) - 250 - - Training Mouse Maze - 2400 - 0 - 1x1 - 0 - Training Training Punchbag - 4000 - 0 - 1x1+0/2 - 2 - Training (6) School Desk - 4000 - 0 - 1x1+1/0 - 1 - Training (6) Lab Workshop - 4000 - 0 - 2x1+2/0 - 1 - Training (6) Chalkboard - 8000 - 0 - 3W+1/2 - 1 - Training (6) TV Studio - 8000 - 5 - 3x2+1/2 - 3 - Training (6) Heavy Shooting Range - 8000 - 0 - 4x2+2/0 - 10 - Training (6) Biochem Lab - 16,000 - 3 - 2x1+2/0 - 5 - Training (6) Electron Microscope - 16,000 - 5 - 2x1+1/0 - 5 - Training (6) Dojo - 16,000 - 0 - 2x3+1/0 - 10 - Training (6) Shooting Range - 16,000 - 0 - 8x1+1/0 - 5 - Training (6) Playboy Training Equipment - 16,000 - 0 - 3x2+2/0 - 5 - Training (6) Diplomat Trainer - 16,000 - 5 - 2x2+2/0 - 5 - Training (6) (Room Tile) - 400 - - Laboratory Fake research machine (1) - 4000 - 0 - 2x2 - 0 - Laboratory Research machine (1) - 80,000 - 6 - 2x2+3/0 - 10 - Laboratory Databank (1) - 4000 - 0 - 2x1+1/0 - 2 - Laboratory AI supercomputer (1) - 80,000 - 12 - 3x3+1/0 - 5 - Laboratory Environment Chamber (1) - 80,000 - 12 - 3x3+3/0 - 5 - Laboratory Greenhouse (1) - 80,000 - 12 - 3x3+2/0 - 5 - Laboratory Bio Tanks (1,r) - 40,000 - 10 - 2x3+3/0 - 2 - Laboratory Giant Laser (1,r) - 40,000 - 5 - 1x4+2/0 - 2 - Laboratory Centrifuge (1,r) - 40,000 - 5 - 2x2+3/0 - 2 - Laboratory Impact Stress Analyzer (1,r)- 40,000 - 5 - 2x4+2/0 - 2 - Laboratory (Room Tile) - 300 - - Archives Reading Table - 1600 - 0 - 1x2+0/2 - 0 - Archives Microfiche Table (7) - 1600 - 0 - 1x2+0/2 - 0 - Archives Multim. Educational Zone (r)- 20,000 - 3 - 2x3+0/2 - 0 - Archives Brainiac Machine (r) - 24,000 - 4 - 1x2+2/0 - 2 - Archives Brain Washer (r) - 40,000 - 4 - 1x2+2/0 - 2 - Archives Bookcases (r) - 12,000 - 1 - 2x4+1/0 - 5 - Archives (Room Tile) - 250 - - Sanctum Conference Table (1) - 4000 - 0 - 2x4+3/0 - 0 - Sanctum Impressive Desk - 12,000 - 0 - 2x2+1/0 - 0 - Sanctum Soothing Atrium (7) - 3200 - 0 - 2x2 - 0 - Sanctum Cabinets (7) - 800 - 0 - 1x2 - 0 - Sanctum (Room Tile) - 300 - - Infirmary Pharmacy Booth - 4000 - 0 - 1x1+1/0 - 0 - Infirmary Examination Table (r) - 8000 - 0 - 1x2+1/0 - 0 - Infirmary Auto Surgeon (r) - 12,000 - 10 - 1x3+1/0 - 2 - Infirmary X-Ray Machine (r) - 12,000 - 3 - 1x3+2/0 - 2 - Infirmary (Room Tile) - 150 - - Power Room Power Generator - 8000 - -15 - 3x3 - 5 - Power Room Disg. Power Generator (r) - 16,000 - -15 - 3x3 - 5 - Power Room Nuclear Power Station (r) - 20,000 - -35 - 2x2 - 10 - Power Room Capacitor - 4000 - 0 - 1x2 - 2 - Power Room HD Capacitor (r) - 12,000 - 0 - 1x2 - 1 - Power Room Outdoor Security Camera - 4000 - 2 - 1x1 - 1 - Outdoors Camo. Security Camera (r) - 8000 - 2 - 1x1 - 0 - Outdoors Outdoor Sentry Gun (r) - 8000 - 7 - 1x1 - 10 - Outdoors Disguised Sentry Gun (r) - 16,000 - 10 - 1x1 - 2 - Outdoors Evil Base Entrance - 1200 - 0 - 2x5 (3) - 0 - Outdoors Camouflaged Door (r) - 12,000 - 5 - (4) - 0 - Outdoors Topside Shack - 40,000 - 0 - 6x8 - 0 - Outdoors Hotel Hub - 80,000 - 0 - 10x12 - 0 - Outdoors Hotel Wing - 40,000 - 0 - 11x13 - 0 - Outdoors Transmitters - 800 - 5 - 1x1 - 5 - Outdoors External Door - 2400 - 3 - 1x2 - 0 - Topside Shack Hotel Double Door - 2400 - 1 - 1x2 - 0 - Hotel (Any) (Room Tile) - 300 - - Casino Pinball Machine (r) - 4000 - 1 - 1x1+1/0 - 0 - Casino Craps Table - 8000 - 0 - 2x2+1/3 - 0 - Casino Baccarat Table - 8000 - 0 - 2x2+1/3 - 0 - Casino Roulette Table - 12,000 - 0 - 1x2+1/3 - 0 - Casino (Room Tile) - 250 - - Lounge Lounge Bar - 6000 - 0***- 3x2+2/3 - 0 - Lounge Dance Floor - 4000 - 0 - 2x2 - 0 - Lounge |
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