Evil Genius Prima Official Eguide
Evil Genius Prima Official Eguide
Evil Genius Prima Official Eguide
2
Everybody Wants to Rule the World
Note
While each Evil Genius begins the game with the same physical and monetary
resources, each comes with a personal henchman. These powerful minions are the
real muscle of the operation. Each henchman has two special moves that can be
used to thwart the Forces of Justice, so peruse each starting henchman's bio and
factor that into your choice of super-evil conqueror.
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Maximilian
Short in stature but well stocked with insane plots, Maximilian
desires to rule the world. (Did you expect anything less from
an Evil Genius?) The filthy-rich industrialist has chosen to use
technology to lay waste to the world and the Forces of Justice.
He pays a smaller cash incentive for research than the other
Evil Geniuses. And look at the guy. He wears a monocle.
Anybody who wears a monocle is crazy enough to pull off
dreams of world domination, right?
Alexis
This exquisite maniac wants the world to both fear her evil brain and
fall for her gorgeous face. And she's going to use more than a simple
poison apple to be the fairest in the land. Instead, Alexis is going to put
her multimillion-dollar inheritance to unsavory use by building up an
elegant secret lair and stocking it with only the finest equipment of ill
intent. Her minions have a Loyalty bonus, so they lose Loyalty at a slower
rate. Tall and graceful, Alexis is the most comely of the Evil Geniuses,
but this femme fatale most certainly has the capability to crush the
world beneath her stilettos.
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Everybody Wants to Rule the World
Shen Yu
The man is a walking mystery. Few know the true evil that lurks in his dark
heart. And judging from the death and destruction left in his wake, many
would be wise not to try to find out. Shen Yu is a criminal genius who uses
his mystical nature to his advantage, casting a long shadow over the Forces
of Justice by devising the most devious plots an Evil Genius has ever dared
to carry out. With Shen Yu, agents have a shorter mission time and they
leave sooner. If you want to elevate evil to a true art, select this Zen
master of no good.
Evil Goals
The goal of Evil Genius? Make the world rue the day you were born. Create buzz among the world populace
by making your minions perform Acts of Infamy in your name.
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There is a direct negative effect to gaining Notoriety. The resulting attention is called Heat. Heat is
measured by how much you've rattled the cage of a particular alliance of the Forces of Justice. If
you've racked up a lot of Heat in a corner of the globe, expect more agents from that alliance to
arrive on your island.
So, to succeed as an Evil Genius, you must maximize your Notoriety by pulling off outrageous Acts of
Infamy, but know when to pull back in a region before attracting too much Heat.
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Everybody Wants to Rule the World
A successful Evil Genius must be able to take in information, analyze it, and make the right decisions.
The key to victory in Evil Genius is to maintain your island lair while causing havoc in the world. Once you
master the resource-management skills of an up-and-coming Evil Genius, you can bend the Forces of
Justice to your will.
So read up before setting foot on your island of undisclosed location. Know what each item does, what
all of your enemy agents are capable of doing, and which Acts of Infamy deliver the most bang for your
buck. And as soon as you have a solid grasp on the business of global domination, head out into the world
to be the Evil Genius you always dreamed of being.
Note
All of the prices and statistics are based on the Medium difficulty level. Several
facets of the game will change slightly, depending on what difficulty you select. For
example, in Easy mode, object prices and enemy agent stats (such as Health) are 20
percent lower. In Hard mode, prices and enemy agent stats are 20 percent higher,
offering a greater degree of challenge.
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In-Game Menus
When you begin Evil Genius, either for the first time or for a return visit, there is a series of in-game
menus to navigate.
Main Menu
The top-level menu greets you upon starting Evil Genius.
The world is at your feet. (And if you play your cards
right, it is soon beneath your feet.) From this menu, you
can make these selections:
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Controlling Your Empire
Campaign Menu
From this menu, you can select the level of resistance
you want to meet when trying to conquer the world as
an Evil Genius. The higher the difficulty setting, the
swifter and smarter the Forces of Justice.
You can also shut off the series of video hints the
game provides during the game. However, don't be too
quick to turn these off. If you are just starting out, you
definitely want to view every tip, hint, and detailed
instruction available.
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Evil Console
The main game screen is flanked by a heads-up display (called an Evil Console) that offers quickly
accessible information or shortcuts to other screens and menus to help you manage your empire.
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2 6
1 7 14 15
4 5 8 9 10 11 12 13
1. Main Menu Shortcut: This instantly returns you 5. Evil Empire Status: From this screen, you can
to the Main Menu where you can change in- monitor the efficiency of your criminal empire,
game settings, save or load games, or quit. as well as check in on the activities of your
minions.
2. Mini-Map: This small map screen shows you a
less-detailed but expanded view of your 6. Status Bar: This bar lists all recent activity in
immediate surroundings. the game.
3. Power Levels: This meter displays how much 7. Cash: This displays your current financial
power is currently being generated and used at reserves. Keep an eye on this number. When it
your base. gets low, you better make with the stealing,
lest your empire fall into financial ruin.
4. Objective List: Click this button to instantly
reference a list of current subobjectives that 8. Minions: The number of minions currently
have been completed, as well as those still to employed in your evil empire.
be fulfilled. You can also access bonus subob-
9. Evil Genius: Click this button to instantly gain
jectives from this screen.
control of your Evil Genius.
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Controlling Your Empire
10. Henchman: Click this button to instantly gain this button to direct the research efforts of your
control of your current henchman. Pressing it science minions.
multiple times cycles through he henchmen if
14. Alert Status: This three-button selector allows
you have more than one.
you to choose the level of alert at your lair.
11. Employed Henchmen: This indicator displays Minions behave differently according to the
how many henchmen your empire employs. base's alert status. (See Chapter 4 for a full
explanation of Alert Status.)
12. Minion Management: This button pops open
the Minion Management screen, where you can 15. World Domination: This button accesses the
select how many minions you wish to recruit, World Domination screen. From this screen, you
as well as how you would like them to be can control the global exploits of your empire.
trained. (See Chapter 3 for a full explanation of (See Chapter 5 for a full description of World
Minion Management.) Domination.)
13. Research: After you have successfully 16. Glossary: Click this button to bring up the in-
completed and stocked a science lab, click on game glossary, full of helpful information.
Mini-Map
The mini-map on the Evil Console is a great quick reference for activity in the immediate
vicinity of the cursor. The map shows a basic outline of the island, as well as a schematic of
your lair. Humans also appear on the map, each type noted by a specific color.
Red: Enemy agents Blue: Evil Geniuses and henchmen Purple: Civilians
Clicking on any point on the mini-map automatically focuses the main game screen on that particular
location. It's an easy way to immediately target enemies or check up on what appears to be a slow-
moving herd of henchmen. Maybe they need a little encouragement to get back on task?
Tip
A night-and-day meter surrounds the World Domination button. As each day starts
and ends, this meter slowly rotates. Keep an eye on what time of day it is; when
the sun goes down, base activity may slow as minions hit the sack for some much-
needed rest.
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Note
Evil Console features, such as Alert Status and Minion Management, are fully
explained in later chapters.
Camera Controls
As a budding Evil Genius, you want to have a full view of your volcanic island of undisclosed location. Use
either the mouse or the keyboard to move the camera around your lair and to zoom into particular spots
for greater detail.
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Controlling Your Empire
Character Controls
As you look down on your Evil Genius lair, you can follow
the daily movements of your minions. However, you
cannot directly control them. Minions do as prompted,
such as kill or capture enemies and infiltrators, but you
cannot single out a specific minion for such a task. The
only real way to interact with your minions is to check up
on their individual statistics, such as Loyalty and Smarts.
You can exert much more control over your Evil Genius
and henchmen. Using the mouse, you can pinpoint exact
locations you want them to walk to. Where your Evil
Genius or henchman are positioned in your lair has
different effects, such as influencing the behavior of your
minions. For example, if you send your Evil Genius into
your minions' barracks, all nearby minions receive a boost
in Attention and Loyalty.
Note
Your Evil Genius has quite an effect on the legions You can tell if a character is controllable by
of minions. Just by being in their master's selecting them and looking at the ring around
presence, the minions receive a significant boost their feet. If the ring is yellow, they cannot
of Loyalty and Attention. be controlled. If the ring is green, you can
control that character.
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Note
For more information on minion stats—what they mean and how you can affect
them—turn to Chapter 4.
Note
Tip
Shortcut Clicks
Two on-screen buttons instantly place you in control of your Evil Genius or henchman
without having to physically locate them on the game screen.
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Controlling Your Empire
Minion Interaction
Action Keyboard Control Mouse Control
Select minion — Left-click mouse on minion
View minion stats — Double-click left mouse button on minion
Note
Pressing e while a character is selected
will zoom in on him.
Clicking on a minion brings up a small stats
display above his head. It's a quick way to
gauge your minion's psyche. If you need greater
detail, you must double-click on the minion.
Note
The actions for which you can tag enemy characters or civilians are discussed in
greater detail later in this chapter.
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Building Controls
Since you're the one paying the bills on this island, you have far greater control over the construction of
your secret lair than the minions who just live there. When you want to build a new room in your base, you
control every aspect of it—from room shape and size to the objects that go in it.
Note
These are just the basic building controls.
Chapter 3 contains an in-depth tutorial for
base building, as well as tips on how to
build the best lairs.
Building Controls
Action Mouse Control
Build room Right-click the mouse over an area of unmined dirt
Select room type Left-click on desired room
Select object type Left-click on desired object
Scroll through menu Roll mouse wheel up and down to scroll through available room and object types
Draw blueprint Left-click on unmined dirt and drag cursor to outline room shape
Draw blueprint square Left-click on unmined dirt, square by square
Open construction menu Left-click on room blueprint after designing it
Place object After selecting an object from the list, left-click mouse over the desired
object destination
Rotate object Right-click the mouse to rotate the object before placing it
Object properties Double-click left mouse button over object to review object properties
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Controlling Your Empire
Extra Controls
Two additional in-game hot keys perform important functions. To return to the game's Main Menu, press
q. This allows you to load or save your game file, change in-game options, and essentially pause your
quest for world domination while you fetch a refreshing beverage. Conquest and plotting can take a lot out
of a person, you know.
There are hundreds of objects and room types in Evil Genius, as well as plenty of game features that
you must master to succeed. Fortunately, the good people behind the game included a comprehensive
glossary with everything you need to know to rule the planet. While playing, press 1 to bring up the
glossary and click through it to find all the info you need.
Note
The glossary is an ever-expanding compendium
of Evil Genius description, instructions, hints,
and reminders. As new features are opened in
the game, the glossary grows to include the
necessary factoids.
For example, when you finally unlock the
building blocks for a hotel on your island, the
glossary is a great reference point for the uses
of the hotel.
Character Actions
While you cannot directly control your minions, you can
certainly direct how you wish them to treat intruders and
civilians on the island.
When you have spotted an infiltrator or civilian who
needs to be dealt with or disposed of, right-click on the
intended target to bring up a small menu of tags. You can
tag agents and civilians for several actions:
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Clear Tag: Select this tag to remove all Kill Tag: This crosshairs tag targets an enemy
previously applied action tags. agent for elimination. Once an enemy has been
issued a Kill Tag, any minion capable of dealing
death—construction workers, military minions, and
henchmen—will target the tagged agent upon
sight. Kill Tags are not affected by your lair's
alert status.
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Controlling Your Empire
Note
Something to remember about capturing agents and civilians: if you do not have a
security holding cell, the unconscious person eventually regains composure and flees
the area. This may result in added Heat.
Note
For a great explanation of minion types, such as social or military minions and their
individual capabilities, turn to Chapter 3.
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Caution
You cannot leave a captured agent or civilian in the clink
indefinitely. A particularly dexterous agent may arrange a
jailbreak. A prisoner left alone for too long eventually expires
from hunger. While that does sound appropriately evil for a
criminal mastermind, leaving a prisoner to expire is a waste of
resources. That cell could be used to hold somebody with
information useful to
your cause.
Make sure you interrogate locked-up agents or
civilians in a timely manner. (Interrogation is discussed
in full in Chapter 6.) If you discover you have zero use
for the prisoner, either issue a Kill Tag or set your
captive free.
Tagging Minions
You can also issue action tags on your own minions and on enemy
forces and civilians. While capturing or killing minions is entertaining in
its own right, there is a real purpose to torturing your darlings. If your
minions are discouragingly low on Loyalty, slaying a minion in front of
his peers is a good way to remind people who's really in charge at this
secret underground base.
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A Little Help, Please?
It takes a big Evil Genius to admit an inability to conquer the planet alone. Whether it's boring into the side
of a volcanic island to build a new ultrasecret research laboratory, or stealing enough cash to buy that
impressive desk you've always had your eye on, you cannot get by without help from the little people.
Minion Statistics
Your minions are like any resource on the island—absolutely expendable. But instead of working minions to
death or just throwing them into combat situations unprepared, take the time to study your minions'
individual statistics. It's a good way to learn the behavior patterns of your lackeys, and if you spot a
problem, you can take steps to curb potential unrest in the ranks.
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Tip
You can quickly check a minion's stats by left-clicking on
him once. A small tag appears above his head, revealing a
color-coded chart of his stats.
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Minions
Tip
The biggest downer for minions? Spotting a body bag just lying around. Any
reminder of death is instantly unpleasant to your hired hands, resulting in a drop of
Loyalty and Attention, so keep your lair clear of errant corpses.
Build a freezer as soon as possible. As soon as you have a cooler installed, your
agents can courier body bags to a special rack inside. The minion carrying the
deceased feels the bummer effects of holding a cadaver, but at least the
surrounding workforce won't be affected by the body bag's prolonged presence.
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Tip
The blueprints for the archives room can only be unlocked by performing the Steal
the Library Blueprints Act of Infamy in the first objective of the game. Just
something to keep in mind.
Tip
Also, replenish minion stats by placing
objects stolen during Acts of Infamy
around the lair. Public viewing of
überloot, (special high-value objects like
the Ark of Covenant or a million-dollar
bill) can also help recharge a minion's
Loyalty and Attention.
You can also replenish depleted Loyalty and
Attention by having your Evil Genius walk the lair.
Your Evil Genius exudes an aura of influence; any
minion who passes through that aura is impressed
and recharged by his master's presence.
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Minions
Types of Minions
Three types of minions work at your island base and carry out Acts of Infamy across the globe to boost
your Notoriety: military, social, and science. Each minion type is divided into four career categories. But all
minions begin as the most basic lackey type: construction worker.
Construction Worker
These minions are the real backbone of your evil empire. Without
Minion Stats legions of these lackeys, nothing is built or installed at your lair.
Health: 40 When you recruit new minions, they always begin as construction
Loyalty: 40 workers. While they are not especially skilled at any one task,
Smarts: 40 construction workers can fight and capture enemy agents as well
Attention: 40 as steal cash and commit Acts of Infamy, making them excellent
Endurance: 40 sources of labor.
As tempting as it is to train everybody into elite careers like
martial artist or biochemist, remember that there is always grunt work to do—keep a good
number of construction workers on hand.
Military Minions
There are four types of military minions: guard, mercenary, marksman, and martial artist. You can train
construction workers into these careers after capturing and interrogating military-oriented enemy agents.
Guard
Minion Stats
Health: 50 These trained minions have higher Endurance and Health stats
Loyalty: 40 than your garden-variety construction worker, making them
Smarts: 30 excellent lackeys to have around the lair. Guards can use rifles
Attention: 30 against enemy agents—as long as you have purchased and
Endurance: 60 installed a rifle cabinet in your base's armory.
To train your first guard, you must kidnap and interrogate a guard
during an Act of Infamy.
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Mercenary
Minion Stats Mercenaries, with their high Endurance, are excellent
Health: 60 warriors to use in melee-combat situations. If you have
Loyalty: 30 detected an intruder in the lair, mercenaries pretty much
Smarts: 30 guarantee that issuing a Kill Tag is no empty threat. If you
Attention: 30 have bought and installed a heavy rifle cabinet, mercenaries
Endurance: 70 use the weapons against attackers.
Marksman
Minion Stats Marksmen aren't especially strong in any one stat—in fact,
Health: 60 restoring their flagging Loyalty may require a well-orches-
Loyalty: 40 trated act of aggression against one of their own—but they
Smarts: 30 always carry a rifle. In the event of infiltration, marksmen
Attention: 50 need not rush the armory to grab a weapon before
Endurance: 45 attempting to turn back the encroaching force.
To train your first marksman, you first need to kidnap and inter-
rogate a marksman.
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Minions
Martial Artist
Minion Stats
Training a martial artist minion guarantees you an excellent
Health: 80
response should an enemy agent infiltrate the lair. These hand-
Loyalty: 60
to-hand combatants are trained in several types of martial arts
Smarts: 30
and can drop enemies with well-placed chops and kicks. Martial
Attention: 50
artists have high degrees of Health, so they can withstand a
Endurance: 70
pretty heavy beating before expiring.
To train your first martial artist, you must first identify, kidnap, and
interrogate a martial artist.
Social Minions
There are four types of social minions: valet, spin doctor, diplomat, and playboy. These skilled smooth
talkers are excellent at psychological warfare. Should an enemy agent breach base security, dispatch these
minions to weaken his mental capacity. In addition to mind-bending, social minions also offer care to their
fellow minions and your henchmen. Should one of your heavies get badly injured, a social minion takes the
injured party to the lair's infirmary (build one as soon as you have a chance) to get patched up.
Tip
When extra Social Minions are assigned to an Act of Infamy, they will help lower
the amount of resulting Heat from a successful mission.
Valet
Minion Stats Valets are the first trained minions you can add to your
Health: 40 workforce. These social minions are skilled at housekeeping—
Loyalty: 50 they are the only minions able to use a fire extinguisher. Faced
Smarts: 50 with an enemy, a valet attempts to decrease the foe's
Attention: 60 Attention. If the valet's attacks are successful, an enemy
agent becomes confused and forgets where he is. In this
Endurance: 40
stupor, he is more apt to trigger any traps you have set.
You need to capture and interrogate a maid to train your first valet.
You can find maids on the island and on the world map.
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Spin Doctor
Spin doctors are advanced public relations social minions,
Minion Stats able to attack an enemy's Smarts by barraging them like
Health: 50 paparazzi. If the spin doctor can dumb down an enemy
Loyalty: 60 agent with such attacks, there is a chance of nullifying the
Smarts: 50 Heat the agent was bringing on your Evil Genius. Just
Attention: 70 remember that while spin doctors are skilled in the art of
Endurance: 40 talking enemies into stupidity, they stand no chance in a
violent confrontation.
You need to kidnap and interrogate a spin doctor before you can
train one for your own nefarious means.
Diplomat
Minion Stats These social minions are trained to seek a peaceful solution
Health: 50 to a problem between your evil empire and the Forces of
Justice. The difference between your diplomat and the guys
Loyalty: 80
hanging out at the United Nations building is that your guys
Smarts: 70
buy peace with bribes. If bribe attempts are successful, an
Attention: 80
enemy agent's Loyalty drops. Unfortunately, this dip in
Endurance: 40
allegiance to the agent's alliance is temporary, but while
under the influence of your cash infusion, the agent behaves
more like a tourist than a member of the Forces of Justice.
To train your first diplomat, you have to go into the world to kidnap
and then interrogate a diplomat.
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Minions
Playboy
Minion Stats Ah, the last of the famous international playboys. Dressed for
Health: 60 social high jinks in their deep-red smoking jackets, the
Loyalty: 60 playboys are an army of continental gabbers and schmoozers
Smarts: 70 trained in all of the above social minions' attacks. These are
Attention: 60 excellent minions to have lounging about the lair, just in case
enemy agents vulnerable to attacks on their Loyalty, Smarts,
Endurance: 50
and Attention try to crash the playboy's unending party.
Science Minions
Just like social and military minions, there are four kinds of science minions. These
minions are not used to thwart enemy attacks or help other injured compatriots. Instead, these bookish
lackeys (read: nerds) are best suited for working in your lair's laboratories, researching new technology.
Tip
Science minions are fragile both at home and in the field, but always try to send
one or two along for each Act of Infamy. Their brains will decrease the amount of
time it takes to complete the mission.
Technician
Minion Stats
Health: 30 Technicians are talented in the art of repair. Should an
Loyalty: 50 enemy saboteur infiltrate the lair and cause damage, your
Smarts: 50 technicians fix whatever is broken. Notice, though, that
Attention: 40 technicians are rather low on Health and are not suited for
Endurance: 30 being around combat situations.
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Scientist
Minion Stats
Health: 40 Your scientists staff the lair's secret laboratory, eagerly
Loyalty: 60 unlocking the secrets of the universe. And what should they
Smarts: 60 do with their findings? Serve the betterment of man? Why
Attention: 50 bother with that goody-two-shoes stuff when there are doomsday
devices to be built?
Endurance: 40
Once you locate a scientist on the map, kidnap and interrogate him.
With his skills, you can then begin training your own scientists.
Biochemist
Minion Stats
Health: 50 These brilliant science minions tinker away in your labs,
Loyalty: 30 researching new weapons that use chemicals or biological
Smarts: 80 technology to aid your efforts to subjugate the globe.
Attention: 90 Biochemists possess huge amounts of Smarts—which is a
Endurance: 50 relief, considering the hazardous substances they deal in.
Biochemists are not easy to come by. As soon as you locate one,
kidnap him. After you interrogate the biochemist, you can start
training your own in the training rooms.
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Minions
Quantum Physicist
Minion Stats
Working alongside the biochemists, quantum physicists
Health: 50
research quantum mechanics and the mysteries of time and
Loyalty: 60
space. Why? To help you build better weapons, of course. If
Smarts: 50
you want to craft some of the best tech in the game, you
Attention: 70
need to have a few of these science minions in your
Endurance: 40
employment.
Tip
Remember: Always be kidnapping. For example, a civilian maid wanders the
beaches in your first objective. Capturing and interrogating the maid gives you the
knowledge to start training valets. Some Acts of Infamy result in the capture of a
specialized worker, such as a scientist. When questioned, this abductee provides
the know-how to train some advanced science minions.
Minion Management
With potentially hundreds of minions willing to serve in
your empire, you need a tool for keeping track of what
types of lackeys are currently in your employ. That's the
purpose of the Minion Management Screen, a tiered
flowchart that allows you to choose just how many
minions you want trained in which career and category.
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Minion Recruiting
When you first begin the game, you have only three construction workers in your service. When you have
built barracks, you can begin recruiting additional minions to join your empire.
You must use the Minion Management Screen to begin recruiting new minions.
Tip
Minions are completely expendable.
Should one die for any reason—falling
while attempting an Act of Infamy or
being cut down by your own evil whims—
minions are automatically replenished
based on the numbers the player specifies
The first Minion Management box on the as “minions wanted.” Remember that all
left controls the influx of help. The number on new recruits start out as construction
the left indicates the number of minions of that workers, so think twice before eliminating
type you currently have. The number on the one of your top scientists just because
right is how many you want to have and are "on you had a bad day.
order." Use the arrows above and below the
numbered box to raise or lower the number of
requested minions of that type.
Beneath the hierarchy of training minions on the Minion Recruitment Speed/Cost
Management Screen is a slider bar that controls how quickly you Seconds
enlist new recruits. On its default setting, you recruit a new per Recruit Cost
construction worker every 60 seconds. Move the slider bar to the
60 $0
right to accelerate the rate of recruitment.
40 $500
However, faster hiring costs you. And the price keeps going
up, depending on how quickly you need to boost the workforce 20 $1,000
at the lair. 1 $4,000
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Minions
Note
As you can see, speeding up recruitment efforts can seriously drain your cash
reserves. However, if you've suffered a huge loss in personnel due to Acts of Infamy
going awry or an unexpected, lethal intruder slipping into the base, you may need
to suffer through a little financial hardship to get more men back on the job.
Keep a constant watch over minion levels so you are never caught short-handed.
Always check in to see if your lair can house and employ more minions that you
currently have on staff. Finding out you could have hired an extra 10 minions over
the last 20 minutes but hadn't put in the order means you wasted time.
Minion Training
There are two methods to train basic construction workers into higher careers, like diplomat or mercenary.
Interrogation
The only way you learn how to initially train a minion in a
specific category is by questioning a captured specialist.
After you have an enemy agent
or trained professional locked up
in the security holding
cell, double-click them
with the left mouse button
to bring up a prisoner menu
with three options: Release,
execute, or interrogate.
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Training
You can repeatedly interrogate prisoners to train minions, but it is much easier (and faster) to build training
rooms in the base, stock them with the appropriate training equipment, and use the Minion Management
Screen to allocate resources.
From this screen, you can look out over the hierarchy
of minion types and adjust numbers to increase or slow
the number of minions trained into upper services. Adjust
the requested minion training by clicking on the arrows
above and below the numbered box for that minion type.
As soon as you make these adjustments, training
happens automatically—as long as you have the proper
equipment in a training room. If you do not have the
proper equipment, training does not commence. And if
you have a dearth of available training equipment, training
progresses slowly.
These valets are training more social-minded Guards teach a construction worker how to kick
minions at the school desk. at the bayonet dummy punching bag.
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Minions
Training Equipment
Minion Type Required Equipment
Valet School Desk
Spin Doctor TV Studio
Diplomat Diplomat Trainer
Playboy Playboy Trainer
Guard Bayonet Dummy Punching Bag
Mercenary Heavy Shooting Range
Tip
Training requests are dynamic by nature. The equation constantly keeps
recruitment moving along. If you train construction workers into new professions,
the Minion Management Screen automatically hires new construction workers to fill
the void—provided you have the room and means to support more minions.
Training Hierarchy
You cannot train construction workers directly into advanced careers, like playboy or martial artist. There
are in-between careers that must be mastered before high-level occupation techniques can be doled out.
Every new recruit begins service as a construction worker, and from there can be trained into the lowest
levels of social, science, or military service.
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Construction workers on the military track must always first train as a guard. From guard, they can train
as mercenaries. Only from the mercenary level can they train to be either a marksman or a martial artist.
On the social track, construction workers begin as valets. Valets are then trained to be spin doctors,
which opens the career choice between diplomat and playboy.
Finally, science-minded minions must initially train as technicians. Next, they train to become scientists
before eventually choosing between biochemist and quantum physicist.
Tip
Should you lose all of your minions in a specific career type, like Mercenary, you
can always go out into the world to kidnap another. However, this will expose your
minions to extra danger and bring more Heat down on your organization. Try to
always keep at least one of each career safe inside the lair.
Henchmen
The nameless minions that do your bidding are certainly important assets to your criminal organization, but
sometimes you really need somebody you can trust—somebody you can lean on when a job is too big and
too important to leave to a lackey of such low origins. Enter the henchmen.
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Minions
Speaking of death, each henchman has three lives. When a henchman falls to one of the Alliance's
Super Agents, he is eventually resurrected within your lair. Should the henchman die the full three times,
he vanishes from your roster and you've lost one of your biggest assets. Be careful when you send your
henchman into combat. Keep a constant eye on the henchman's stats, and when Health is low, order him
to back off and lick his wounds.
Note
Henchmen are controlled just like your Evil Genius. Select henchmen either by
clicking on the special button on the Evil Console or by left-clicking on henchmen as
they walk the base. You can then direct their movements by right-clicking on the
desired location.
Tip
If minions seem to be lacking in the appropriate amount of Loyalty an Evil Genius
deserves, direct one of your henchmen to dispose of a lackey in front of a captive
audience. This is guaranteed to eliminate any doubt about who's in charge of this
evil empire.
Henchman Attacks
Henchmen can be ordered to attack enemy
agents, and usually do a far better job at disposing
of rogue elements than even military minions.
Simple enemy agents like investigators quickly fall
before a henchman.
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However, each henchman possesses two special skills—attack moves or area-effect moves—that prove
really valuable.
These special attacks must be unlocked, by earning certain amounts of experience, before they can be
used. Henchmen earn experience points by killing or capturing enemy agents and by accompanying minions
on Acts of Infamy. Of course, earning these points puts a henchman in harm's way, so don't be overly
ambitious about scoring experience to the point where you lose one of your henchman's valuable lives.
Tip
Having a henchman along for the ride during an Act of Infamy increases the
chances of success, but it does put the henchman in potential danger. Should a
henchman fall in the field, there will be a delay between their return and
readiness for duty. Should a strong force of enemy agents attack during this time,
you may be in serious trouble.
Note
Another thing to keep in mind: You cannot keep Use the special
using these special moves over and over in rapid buttons on the
main screen or
succession. That would be too easy, and enemy within the
agents would never stand a chance. You must allow henchman's stats
a special ability to recharge between uses. Each has to activate a
a different recharging requirement. special move.
Recruiting Henchmen
When you begin your assault on the world, you have only one henchman. But as your Notoriety in the
world increases, more henchmen offer their services to your organization. You can view these offers on the
World Domination screen.
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Minions
Note
Each Evil Genius begins the game with a
designated henchman. The katana-wielding
Jubei flanks Maximilian. Shen Yu can order
the ghastly Lord Kane to do his bidding.
Alexis has courted Eli Barracuda's services to
help her attempt at world domination.
As soon as you can recruit henchmen, they appear
on the world map as brightly flashing dots, setting
them apart from regular Acts of Infamy.
You can have up to seven henchmen in your private army, so never hesitate to hire a henchman when
offers start pouring in. You want to bolster your organization’s chances for success as quickly as possible,
and recruiting new, powerful henchmen is an excellent way to do it.
Often, multiple henchmen offer to join you at the same time, but you can only select one. To employ a
specific henchman, send your minions to advise him or her on your terms and the recruitment deal goes
through. When this happens, the other henchmen remove their offers until your Notoriety rises again.
Henchman Gallery
To help you make the tough decision of choosing during the henchman drafts, look over the biographies
and special moves of each of the henchmen available in the game. Consider their strengths and
weaknesses, and then make your play when the time is right. If you pull together an awe-inspiring roster of
henchmen, you are nigh unstoppable.
Tip
As cool as special moves are, definitely consider each henchman's individual stats.
Look at their Health rating. If it's low, you need to keep close tabs on their
constitution during combat. Attention is also an important attribute, because
stronger enemy agents try to weaken your henchman's awareness. What's the use
of having these superthugs in your employ if they forget their orders?
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Jubei
Jubei once worked as a janitor at a prestigious Tokyo dojo,
Henchman Stats toiling with a broom while students his age mastered
Health: 80 graceful, but deadly, martial arts techniques. The
Loyalty: 100 young cleaning boy coveted their skills and training,
Smarts: 60 so after hours, Jubei taught himself the moves he
Attention: 50 saw during the day. The masters of the dojo noticed
Endurance: 50 Jubei's impressive skills and quickly accepted him as a
student.
Jubei was an apt student, easily mastering the moves his teachers
carefully helped him rehearse. When it came time to graduate from
novice training, Jubei was summoned before the dojo's council. The
council informed young Jubei that while he was indeed a brilliant student,
his restless soul and lack of inner harmony forced them to cease his
training. Jubei reeled from this deeply personal attack on his character.
With great fury, Jubei produced his steel and sliced apart the council.
With his training advanced and his hands stained with blood, Jubei fled the
regimented life of a martial artist. Now, he serves as a ronin to the highest
bidder. While his services are pricey, to watch his deadly dance with a katana
practically makes your wallet fall open.
Note
Jubei is Maxmilian's starting henchman.
Special Attacks
Wind Walk: Jubei calls down the power of the winds to instantly transport him anywhere
on the map. When you use this talent, the cursor turns into a target. Right-click on the
stop you wish Jubei to teleport to. Required experience: 600.
Samurai Evisceration: Jubei musters the ancient fury of his ancestors and unleashes it in
the form of a critical attack, draining his target of health. Required experience: 350.
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Minions
Lord Kane
Little is known about the true nature of Lord Kane, a
Henchman Stats ghoulish figure in the criminal underworld. Urban
Health: 80 legends spoken only in whispers claim that Kane
Loyalty: 100 had a bony finger in almost every major unsavory
Smarts: 60 act of the century, from the Hindenburg disaster
Attention: 50 to the assassination of Archduke Franz Ferdinand.
Endurance: 70 It is impossible to prove these allegations, as
Kane is a master at covering his tracks. What is
known, though, is that whatever master he
serves possesses the talents of one of the most audacious criminals
that ever lived.
Note
The fearsome Lord Kane is Shen Yu's starting henchman.
Special Attacks
Psychic Terror: With only his mind, Kane can reduce an enemy agent to a quivering
mass. Required experience: 350.
Smooth Operator: This dastardly aristocrat can also use his charms to convince agents
that they see nothing suspicious at the lair. Required experience: 600.
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Eli Barracuda
Hailing from New York City, Eli Barracuda is 100 percent
Henchman Stats ghetto superstar. Young Eli's first criminal endeavor was
Health: 80 running a protection racket at his elementary
Loyalty: 100 school. And he hasn't looked back. As Eli grew,
Smarts: 60 so did his turf—eventually crowning himself the
Attention: 50 king of New York City.
Endurance: 70 Unfortunately, while it's good to be the king,
it's hard to stay on top. Eli's public downfall
came when the mayor of NYC accidentally spilled coffee on Eli's
trademark cream-colored suit. The gangster lost it and blasted the
mayor in broad daylight. Eli was forced to melt into the shadows of the
underworld, where he has stayed until now.
Note
Eli Barracude is Alexis' starting henchman.
Special Attacks
Super Headshot: Eli is always packin', and when this special move is accessed, he fires a
single round with lethal accuracy. Required experience: 350.
Ghetto Posse: Producing a boombox that would rattle South Central, Eli's tunes cause
enemy agents to follow him like the rats of Hamlin. Required experience: 550.
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Minions
Red Ivan
Capitalist pig-dogs, beware when crazy Red Ivan
Henchman Stats stalks the scene. The decorated Russian general
Health: 80 was the darling of the Red Army—specializing
Loyalty: 30 in kidnapping political opponents and
Smarts: 50 dissidents, then subjecting them to
Attention: 40 merciless interrogation and torture. The
Endurance: 80 problem was, Ivan became too good at his
grisly trade. His superiors engineered the madman's
downfall, and the one-time Soviet superstar was
sentenced to 90 years of hard labor in a Siberian prison camp.
Ivan escaped after a mere month, and now the disgraced Soviet general
harbors a bitter resentment toward the human race. Vengeance will be his, no
mater how much blood is spilled. And considering the violent streak bubbling
just beneath the surface, satisfaction will not elude him for long.
Tip
Red Ivan is an attractive recruit, but his attacks have area-effects. And the crazy
Commie doesn't consider for a second if one of your minions is near his target
when he lets fly. This will sometimes result in minion deaths, which, in the event of
an emergency inside the close quarters of the lair, can become a real problem.
Special Attacks
Cossack Grenade Jig: Though he appears as a brute, this Russian appreciates a few of
the finer things in life, such as dance. Unfortunately, Ivan colors his own soft-shoe
efforts with grenades. As soon as this death waltz begins, watch out—bombshells
burst all around him. Required experience: 800.
Minefield: Ivan can also salt the earth with lethal landmines. While he can also lay out
one minefield at a time, should any agent wander where angels fear to tread, they
soon join the heavenly chorus themselves. Required experience: 1,500.
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Special Attacks
Motherly Love: While the Matron lost most her humanity, she is still able to help out her
fellow henchmen. With this talent, she can juice the recharge rate of their special
attacks. Required experience: 650.
Electroshock Treatment: Using her prosthetic hand, the Matron delivers shocking blasts
of electricity that siphon away the Smarts of her foes. Required experience: 950.
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Moko
High above the pampas crisscrossed by the Nazca lines, Machu
Henchman Stats Picchu, the Peruvian city closest to heaven, enjoyed
Health: 90 an undisturbed existence for centuries. However,
Loyalty: 100 when treasure hunters discovered its hiding place,
Smarts: 40 tombs were ravaged in the name of greed. What
Attention: 50 these spoilers didn't notice in their mad dash for
Endurance: 100 riches, though, was the angry awakening of Moko,
the guardian spirit of the city. The streets of Machu
Picchu ran red with blood that day.
Justice served, Moko came down from the mountaintop metropolis to
tour the splendors of Peru. He was shocked to discover what the modern
world had wrought on his paradise. Particularly incensed by the atrocities of
the Spanish conquistadors, Moko surrendered his ethereal form for flesh and
promised to deliver further retribution on this unclean world.
Tip
Moko is outrageously strong, but he's equally slow and dumb. In emergency
situations, the lug is sometimes slow to respond. However, when he does start
thumping enemy agents, he proves his worth.
Special Attacks
Feral Roar: Moko's earthly cry alerts all nearby minions to attend to all tagged agents.
Required experience: 700.
Monkey Pound: This rage-fueled attack, unleashed when Moko slams his massive fists
to the ground, produces a shockwave that knocks enemy agents on their posteriors.
The Monkey Pound stuns agents and saps them of precious Health. Required
experience: 1,100.
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Montezuma
If there was ever a person you didn't want to look
Henchman Stats at the wrong way, it's Montezuma. Whereas most
Health: 70 people in Haiti celebrate their voodoo rituals
Loyalty: 40 as a way to keep in touch with their culture
Smarts: 80 and ancestry, Montezuma embraces all that
Attention: 80 is dark and evil about it. This lanky voodoo
Endurance: 70 priest, easily identified by his black top hat,
will put a curse on a complete stranger for
kicks. In addition to laying waste to
innocent lives with hexes, Montezuma also breeds zombies at his
personal Haitian lair.
Tip
Montezuma is an excellent henchman to recruit after
you have drafted one strong, offensive henchman like
Red Ivan or Moko.
Special Attacks
Voodoo Puppetry: Using his voodoo mysticism, Montezuma can confuse agents into
believing their friends are their enemies while mistaking your minions for helpers.
Required experience: 1,200.
Voodoo Mind Fog: Montezuma casts a cloud of confusion that erases the minds of enemy
agents. They leave the island forgetting any evidence of evildoing they have seen. This
attack is excellent for preventing any unwanted Heat. Required experience: 800.
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Minions
Special Attacks
Telepathic Mind Control: Mesmero's hypnotic skills allow him to physically take control of
an enemy agent. Under his spell, the agent does whatever Mesmero directs them to
do. Required experience: 1,300.
Willpower Drain: Perhaps one of the cruelest tricks in the game, this special attack
unleashes a Loyalty-sapping haze. Any agent caught in this mystical mist will
believe that his agency was responsible for his pet's untimely demise. Required
experience: 750.
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Dr. Neurocide
Dr. Valerie Neurocide is living proof of the old adage: Beauty
Henchman Stat is skin deep but ugly goes straight to the bone. The comely
Health: 60 biochemist was once a successful scientist, balancing
Loyalty: 80 careers in weapons research and cosmetics devel-
Smarts: 100 opment. Producing experiments in each field in the
Attention: 100 same lab was probably a mistake, but you also
Endurance: 60 know the equally old adage about hindsight.
Exhausted after a long night of research, the
good doctor primped in front of the mirror. Reaching for her foundation,
she mistakenly applied a weapons-grade compound to her face instead. The
biochem cream—codenamed Evil Juice—entered her bloodstream and found its
way to her brain. Her mind snapped as the juice took hold, and now Dr.
Neurocide is hard at work blending her two interests into a single career:
developing evil cosmetics.
Special Attacks
Poisonous Parfum por Homme: Dr. Neurocide keeps an atomizer of this deadly scent in
her purse at all times. Just one spray is enough to clear the immediate area, and the
lingering effects lower the Endurance of any agent who wanders into the cloud of
cadaverous cologne. Required experience: 900.
Hallucinogenic Powder: Dr. Neurocide's powder puff is laced with mind-scrambling
chemicals that make any agent forget any evidence of Evil Genius activity seen in your
lair. Required experience: 600.
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The Butcher
Young Dr. Ethan Asia (with a name like that, you know
Henchman Stats where this is going) graduated at the head of his class,
Health: 70 excelling at almost all fields of medicine. His
Loyalty: 40 classmates and family expected him to enjoy a
Smarts: 90 lucrative private career, but the idealistic young man
Attention: 70 opted to leave riches behind and help the sick and
Endurance: 70 untended in Papua New Guinea.
One good turn deserves another, but fate did
not smile on Ethan in New Guinea. While helping a heart attack victim
in a small village, Ethan's pancreas burst. To save his own life, Ethan
transplanted the deceased's pancreas into his own body. (Naturally, this
operation was completed in stages, as Ethan passed out several times
from the absolute pain.) Miraculously, he survived the ordeal, but for
Ethan, every cloud has a dirt lining. The deceased was a cannibal, and his
pancreas was cursed and diseased. With the blood of a flesheater
coursing through his veins, Ethan was transformed into a horrible
butcher with an appetite for raw meat—human flesh, to be exact.
Special Attacks
Facade of Normality: Ethan can put on a show when he needs to. Remembering his old
bedside manner, he can charm his way close to enemy agents. But as soon the enemy
is convinced Ethan has his best interests at heart, the Butcher takes over and beats
him silly—just like an HMO. Required experience: 850.
Terror Tactics: Hanging out with a cannibal is creepy enough as it is, but your minions
continue to work through their own pain barriers to stay off the Butcher's bad side. This
special move, though, does not affect any stat damage inflicted during combat.
Required experience: 700.
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Colonel Blackheart
Note
Colonel Blackheart is not much removed
Henchman Stats from the big game he hunts with an
Health: 70 obsession that borders on religion. To the
Loyalty: 70 Colonel, life itself is just one big hunt— Colonel Blackheart is only
Smarts: 50 and you're either the predator or the prey. available in the Special
Attention: 60 The Colonel respects only the natural law: Edition of Evil Genius that
Endurance: 60 survival of the fittest. shipped out to preorder
The Colonel has not always been on the customers. See what you
winning end of his exploits. He lost one of his legs in a fierce would have gotten if you
fight with a Bengal tiger. The Colonel ended up killing the had preordered? A rabid
ferocious beast with his two hands and even cooked it up in a monkey named Pendragon.
stew. Yes, that means he even ate the torn flesh of his own leg How's that for a premium?
still in the tiger's tummy. Hardcore? Yes. Gross? Very.
Special Attacks
Mantraps: The Colonel's gift for trapping comes in handy when enemy agents descend
on the lair. His special traps hold an agent for a few extra seconds, giving the hunter
enough time to close in. Required experience: 600.
Pendragon: The hunter has only one true friend in this world—a monkey. But not any
monkey. This sinister simian is trained to release a torrent of claws and kicks at nearby
enemies. To see this monkey freak out is to go into a panic and become a prime
target. Required experience: 1,100.
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Minions
The Freak
Stats
Health: 100
Loyalty: 100
Smarts: 20
Attention: 20
Endurance: 100
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Building 101
Physically constructing your lair is no job for an Evil Genius. That kind of dirt-under-the-fingernails labor is
best left for your minions, who quickly carve out new rooms and install equipment as soon as you order
them to do so. You have an incredible amount of customization available when it comes to the building
process, from prioritizing rooms to incessantly moving objects around until you achieve evil feng shui.
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This Evil Island
Note
This is something of a spoiler, so skip this small note if you want a pivotal plot point
to remain a surprise until you reach it during gameplay. (Although, a real Evil Genius
would give away the ending of The Sixth Sense just to be a jerk.) Here goes: You
lose your first island. Eventually you must relocate to a different island of undisclosed
location because this first one gets too much attention from the alliances, and it
doesn't have what you really need to construct the ultimate lair, such as a mountain
that could be turned into a rocket silo with a little elbow grease.
Tip
it before you lock it down.
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Room Construction
Once you've installed your Evil Base entrance, you can begin building your lair to your liking. Your men do
not just build indiscriminately; they follow exact blueprints that you draw up onscreen. These blueprints are
extremely useful and flexible, as they allow you to tweak room size and layout before the dynamite is
bought from the depot.
To begin building a room, move the cursor over Next, right-click on the spot where you
the unmined dirt spot where you wish to begin want to build. The list of available room types
construction. The cursor turns into the Build Room appears on the left side of the screen. The list
icon, signifying that this is an acceptable place to also includes the cost for building a single unit of
design a new room or add on to an existing room. that room type.
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This Evil Island
After you select the room type, you can begin There are impenetrable pieces of earth in the
laying out the blueprint for the new room. Either island that not even dynamite can blast through.
left-click and hold down the button to drag out a If you try to build a blueprint over this kind of
basic blueprint, or get creative and design the earth, the blueprint squares appear gray. If you
blueprint square by square. build too close to the edge of rock, the blueprint
also turns gray.
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When the blueprint is finished, left-click on the new room plan. This gives you a small window of
additional options.
Return to the blueprint process to alter the shape Cancel this room and delete the blueprint. This is
and design of the room. irreversible, so if you choose to build the room
after all, you need to lay out a new blueprint.
This button orders construction to begin. As soon Buy and place objects inside the room you
as your minion can access the area for building, are planning to build. You do not have to wait
they fetch dynamite and start the process. until a room is built to decide where you want to
put equipment, such as school desks or interro-
gation chairs.
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This Evil Island
Every commissioned blueprint has a small tag, not Once the dynamite blows and the rock is
unlike the tags you give enemy agents you want successfully excavated, your minions put up tarps
to kill or capture. You can toggle this tag as they finalize the room. Once the room is done,
between "build" and "pause." Pausing a room any objects you ordered during the blueprint
keeps your blueprints valid indefinitely, but phase are bought and shipped in.
prevents your minions from actually building the
room. Remember, when you un-pause a room and A complete list of the room types, including price
a construction worker sets the dynamite to blow, and function, is available later in this chapter.
there is no turning back.
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You can order new objects either before or after A window on the left displays all the objects that
a room has been built. During the blueprint phase, can be purchased and placed in that particular
you had an icon for buying and placing objects. room type. Left-click on the object you want to
After a room has been built, the cursor turns into buy or build.
a boxlike Build Object icon. Right-click on the
room you want to place an object in.
Note
Many objects can only be used in specific rooms. An object list in this chapter
details which items are room-specific, such as the control panel, which can only be
installed and used in the control room.
Tip
If you are unsure of the purpose or functionality of an object, click on the infor-
mation symbol (i) next to the object. This brings up the object glossary entry. Or,
you can consult our object index in this chapter.
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This Evil Island
Objects must be accessible for minions to use them. Every item has hot spots that show where a
minion accesses it. These hot spots appear as green footprints. If an object has an essential hot spot,
these footprints are solid. Optional hot spots appear as sets of hollow green footprints. Some objects
have multiple essential hot spots. If one of these hot spots is blacked, minions can still access the
object, such as a bunk bed in the barracks. If you are placing an object somewhere that cannot
be accessed, a red outline appears around the object and the game informs you that minions will be
unable to use the object should you place it.
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Caution
Note
Whereas only construction workers can build a new room, any minion can carry out
orders to buy, place, and move an object.
You can move almost every object an unlimited number of times once it has been placed in a room. Just
right-click on the object to view a quick menu. A wrecking ball icon indicates that you would like to
demolish the object. The head icon shows which, if any, minion is currently using the object. The arrow
icon indicates you wish to pack the item up and move it somewhere else in the room or move it to
another room suitable for the object.
Note
Demolishing objects results in a 90 percent refund.
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This Evil Island
Manned Objects
Many objects in your lair, such as control panels and mess hall counters, require a minion to operate.
Manpower is a limited resource, however, and you cannot just have your minions running around the base,
making staffing decisions for themselves. If you leave these lapdogs to their own devices, you might find
them serving up spaghetti instead of crunching numbers at a control-room memory bank.
You can control staffing levels in the various rooms of your lair by installing time clocks. Time clocks
allow you to control the minimum number of minions working in a room at any given time.
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Electrical Needs
If you were to draw up a list of pros and cons about building a secret base on a remote island, place this
element firmly in the negative column: no electricity. It takes a lot of gizmos to monitor global activities or
build technological wonders, and there is no electrical socket on the island to just plug into.
Since there is zero chance your Evil Genius will embrace a Luddite lifestyle, you run a power deficit on
your island before you know it. To rectify the potential problem, you must build a power plant (or series of
power plants) to supply the lair with enough to juice to keep your evil machines online.
When you begin the game, you have a small power supply that keeps things up and running, but before
long you suffer your first blackout. Once this happens, the power plant room becomes available from your
room type list.
These colors help clarify the electrical production and needs at your lair:
Green: Your generators are supplying more than enough electricity for your lair. Operations are not in any
risk of disruption due to a power shortage.
Yellow: Your generators are operating at near-maximum capacity to meet your current electrical needs.
Operating at this level, though, causes excessive wear on generators. This means technicians may be
pulled off their current tasks to repair the generators, or you might have to replace them with new units.
Red: You are in big trouble. You are using more power than you are producing, and the chance of blowing
one or more generators is extremely high. If this should happen, equipment at your base stops
functioning—leaving you more susceptible to enemy agent attack.
Tip
Always keep one step ahead of energy production. When you install enough new
objects that cause a jump in electricity consumption, build a new generator. Don't
wait for the meter to turn yellow, or even worse, red.
In Case of Blackout
Should something go amiss at your base and you lose a generator or two (or all), your base is plunged
into a blackout until power can be brought back online with new equipment. You can avoid this hazardous
situation by purchasing and installing capacitors. Like batteries, capacitors store a limited amount of
electricity. Your lair can use the juice from these units while you buy new generators.
Tip
Installing a time clock in energy-guzzling rooms like the control room can be an
enormous help in the event of a power crisis. When you see power levels getting
low, turn the room off to free up some juice until you install a new generator.
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Base Security
Even though you purposefully chose a remote island to keep people away, your enemies find ways to
infiltrate your lair. Of course, being an Evil Genius and all, you planned for such situations when you built
your base by installing an alert status panel that mobilizes the minions should an attack occur.
As any good coach knows, defense is the best offense. In addition to being able to raise or lower your
lair's alert status, you can also set up surveillance networks and agent-snagging traps to thwart any enemy
attack attempts. Using these three security measures in tandem helps keep your base reasonably safe.
Alert Status
Your minions cannot see every single corner of your base,
and calling for help only does so much good in the miles
of corridors burrowed into the island. For these reasons,
you have an Alert Status panel on your Evil Console that
gives you the power to put your minions at different
degrees of alert should agents infiltrate the island.
When your minions are operating under a heightened stage of alert, tasks around your lair go
undone. So as soon as a threat has been neutralized, reduce the alert status to stand down and get
things back to normal.
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Surveillance
While putting the lair on red alert certainly gets the results you need, there are ways to better pinpoint
reaction to an enemy presence in the base. Combining three objects—security camera, security desks,
and security loudspeakers—into complete surveillance networks is an excellent way to protect sections of
the lair without having to keep visual tabs on it.
The first step in building a surveillance network is Next, set up security cameras. These cameras can be
installing a security desk inside the armory. This placed in almost any area of the base, from corridors
observation desk acts as the hub of the network. to power plants. They are always activated,
Information from security cameras is fed into the sweeping the area for any sign of trouble. Should a
security desk; if a target is assessed and identified, tagged enemy agent wander into the camera's view,
the alert goes out over the security loudspeakers. that information is sent to the security desk.
Note
Left-click on any part of the surveillance
network to view the object's range of
effectiveness, such as the security
camera's sweep.
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Traps
Surveillance networks and alert status are certainly good for mobilizing your minions, but sometimes you
require an absolute immediate response to an enemy presence. Traps are a good way to protect sensitive
areas from infiltrating agents. Besides, treacherous traps are often the calling card of a good Evil Genius.
Sure, you could send your goons to shoot an agent—but it's much cooler to dispatch those pesky visitors
by dropping them into a pit of fire.
Installing Traps
Much like surveillance networks, there are multiple components to a successful trap. You must not only
have the trap, but you must also set up a sensor that triggers the trap.
To lay down a trap, right-click in a room to bring The list of available traps appears to the left. As you
up the Build Object menu. Select the trap icon, get further into the game, more traps become
which looks like an old-fashioned bear trap. available. Some traps must be developed by your
science minions. Click on the trap you want and then
place it in the room, just as you would an object.
Trap Link
Sensors are not automatically linked to a trap. They must be manually connected through the trap link
system. This color-coded system allows you to carefully set your clever little traps to spring when you
want them to.
Left-click on a trap or sensor to set up the Once you have selected the trap and a sensor to
system. The trap or sensor has a red circle around link it to, and it is possible to link them, you see
it, indicating that it is not yet linked up with a yellow circles around each object.
corresponding piece of equipment.
Note
You can link as many sensors as you want
to a trap—and you may link traps to other
traps. But you cannot link two sensors
together to set up multiple traps.
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The trap system is incredibly flexible. If you are devious enough, you can design some pretty wicked traps
to ensnare enemy agents in your lair. Try to link multiple traps to form almost Rube Goldberg trap systems
that catch agents in chain reactions. You can earn a money bonus by devising intricate, deadly traps systems
in your lair. Set up a Test Dummy Machine next to your new trap system to test its effectiveness. Test
Dummy Machines are incredibly useful for helping you tweak a trap system until it is suitably sinister.
First, we installed two wind machine traps in the Then, we installed two sensor pads near the wind
wall at the junction of a corridor. machine traps in a corridor. We linked the sensor
pads up to the traps so that as soon as an enemy
agent steps on the sensors, the wind machines
blow them down the next corridor. The system
has been linked so that when the sensor pads are
tripped, both wind machines rev into action.
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Room List
This is a complete listing of 15 room types you Note
can build inside your lair. Each entry details the
room's function, as well as the cost of building a Room icons are labeled on the
single square of the room. left side of this screen.
Archives Armory
Cost: 300 Cost: 250
Function: The archives serve as Function: Every lair needs an
mental floss, where minions armory or two. This is the only
can recharge their sapped room in the base where you
Smarts. You unlock the can place security holding cells
template for the archives by to lock up interlopers until they
completing the Steal the are either interrogated or
Library Blueprints Act of disposed of. (You can set them
Infamy. The archives serve primarily as a place to free, but what fun is that?) Gun racks can be
read, but a set of bookcases provides an alternative installed only in the armory, so make the room
form of entertainment. easily accessible in case you put the base on a
heightened state of alert. And when it comes time
to start building surveillance networks, you can
install security desks only in the armory.
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Barracks Freezer
Cost: 150 Cost: 300
Function: This is where your Function: If you want to leave
minions retreat at night to relax body bags out in the blistering
and refresh for the next day of sun or lying around the base,
work—evil work. If there is not that's your business. Not only
enough space in the barracks will the flies drive you crazy,
for them all to sleep, your but the resulting Heat and
minions wander the base with lowered morale of your minions
lowered Endurance. Snoozing in the bunks is the are a serious drag on your operations.
best way to restore Endurance. Build a freezer to store unsightly body bags. Your
However, beauty sleep can wait if your lair comes minions automatically scoop up cadavers and take
under attack. Install security loudspeakers in your them to the freezer, where they hang them on the
barracks to wake your men in the event of a siege. freezer rack. Inside the freezer, body bags no longer
They can nap once they've flushed the base of the drain your minions' Attention and Loyalty. However,
enemy presence. should prying eyes spy your museum of rigor
mortis, they can potentially transfer the resulting
Control Room
Heat back to their alliance. Be sure that, when
Cost: 500
available, you install heavy-duty security doors on
Function: The most expensive your freezers.
room in the base to build, the
control room is the brain of the Infirmary
entire lair. Once you install Cost: 300
control panels and control Function: Minions low on Health
room memory banks, you can can report to the infirmary to
begin your quest for world be healed. Be sure to install
domination by accessing the world map. The control pharmacy booths and other
room needn’t be perpetually manned, only manned infirmary equipment to deal out
when the player has minions out in the world, drugs and medical procedures
stealing, or doing missions. If you don’t have at a greater rate.
anyone in the world, it is sensible to turn the control
Inner Sanctum
room off with the time clock.
Cost: 250
Corridor Function: The inner sanctum is
Cost: 100 the proper place of residence
Function: Corridors link the for an Evil Genius when not
various rooms of your base mingling with minions. And
together. They are also the should you ever need to host
best places to set up trap other criminal masterminds,
system for ensnaring nosy the inner sanctum is the only
enemy agents. place to do it. Here, you and your ilk can talk nasty
business and view any installed überloot stolen
during Acts of Infamy.
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Generator Greenhouse
Cost: 10,000 Cost: 100,000
Heat: 5 Heat: 5
Power: — Power: 12
Wear: 100 Wear: 300
Function: Since electricity Function: Your science
doesn't grow on trees, minions use the
you need to install greenhouse to study some
generators in your power- intense strains of
plant room to produce the juice needed to operate vegetation. In fact, it
the base and all its equipment. seems one or two of them are rather violent
vegetables. Maybe you can find some fun food
somewhere in your base to feed the plants?
Global Stock Market Watchdog Perhaps that holding cell in the armory?
Cost: 25,000
Heat: 2
Power: 15
Handgun Cabinet
Cost: 2,500
Wear: 150
Heat: 5
Function: This financial
monitor helps your minions Power: —
in the field siphon cash Wear: 20
from the world economy Function: Construction
faster. With one of these doohickeys running, workers arm themselves
expect your cash inflows to come at a slightly with handguns when the
greater frequency. lair is under attack. Raising
the alert status to yellow or red prompts workers to
barrel into the armory and pick up their guns.
Gold Enhancer
Cost: 100,000
Heat: 2 Heavy Door 3M
Power: 7 Cost: 5,000
Wear: 200 Heat: —
Function: This clever Power: 5
piece of machinery uses Wear: 400
ancient alchemists' Function: This is an
processes (hint, hint) to increase the value of your advanced security door,
gold supply. You can only have one operational gold harder for enemy agents to
enhancer at a time. breach.
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Microfilm Table
Cost: 2,000 Multi-Gym
Heat: — Cost: 7,500
Power: — Heat: —
Wear: 100 Power: —
Function: The world's Wear: 150
newspapers are regularly Function: Minions who work
converted to microfilm out on multi-gyms
and placed in the archives so minions can get replenish their Endurance.
Smarts boosts by reading daily headlines.
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Schematics Station
Reclining Chair Cost: 25,000
Cost: 5,000 Heat: 2
Heat: — Power: 13
Power: — Wear: 150
Wear: 100 Function: This piece of
Function: This recliner is comfort supreme, rapidly hardware contains all the tech
improving a fatigued minion's Attention rating. manuals for every piece of
This special item, though, is only found in the equipment in your lair. Having
Special Edition of Evil Genius, available only to this machine up and running helps your technicians
preorders. keep the base in tip-top condition.
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Transmitter Aerial
Table Tennis Cost: 1,000
Cost: 2,000 Heat: 5
Heat: — Power: 5
Power: — Wear: 150
Wear: 50 Function: When it comes time to
Function: This two- issue an ultimatum to the world,
minion game helps you need these transmitters to
frazzled minions broadcast your evil signal.
regain their Attention levels.
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Widescreen TV
Cost: 10,000
Heat: —
Power: 4
Wear: 100
Function: Installed in the
staff room, a widescreen
TV expands on the
radius of a big screen TV's Attention-boosting
power, but it doesn't take up as much room.
Trap List
X-Ray Machine The following is a complete list of the traps you can
Cost: 15,000 buy and install in your secret lair, including the
Heat: 2 available sensor equipment. Not all traps are available
from the beginning; some will be unlocked as you
Power: 3
play—others must be created in your evil labs.
Wear: 150
Function: Installed in
Note
the infirmary, the x-
ray machine uses the
healing powers of
radiation to restore Health. There are rumors of side The formulas for creating the scientifically
effects, but it's nothing your minions need to worry engineered traps can be found in Chapter
about for now.
7, which discusses the research process.
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Sucker Trap
Cost: 15,000 Sensor List
Attacks: Health Naturally, these traps don't spring themselves.
Heat: 1 Enemy agents aren't exactly brain surgeons, but
Power: 4 they're smart enough not to go traipsing across a
Wear: 200 field of razor-edged saw blades. There are four
Function: This trap employs a types of sensors you can link up with traps,
freakishly strong magnet devising a deliciously evil welcome mat for
that can exert pull on the intruders.
tiny bits of iron in an agent's
bloodstream. Agents caught in the pull are slammed
into the wall or, if it's properly set up, yanked right
into another trap.
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Motion Tracker
Cost: 15,000 Buildings
Heat: — There are a few buildings you can erect on your
Power: 2 island, outside the boundaries of your evil lair.
Wear: 125 These buildings help you keep annoying tourists
Function: When an enemy agent treads busy, as well as create an outer ring of defenses
into the area surrounding a motion for when the Forces of Justice really step up their
tracker, the trap flies into action. While assault on your island.
not as stealthy as the laser beam—
agents can sometimes spot the unit on a wall—it
has much greater durability, should the sensor take
Hotel Hub
damage from a trap.
Cost: 150,000
Function: This piece
Outdoor Motion Tracker serves as the center
Cost: 15,000 of the hotel, which
Heat: — acts as a major
Power: 2 distraction for
Wear: 125 tourists who choose
to visit your island.
Function: This is an outdoor version of the
To keep tourists out
motion tracker. It functions as an early
of your evil
trigger for your first traps. However, since
business, build a hotel and stock it with distracting
it is outside, you must be careful not to
attractions, such as clubs and casinos.
let too many agents or tourists spot it,
grow wary, and report the resulting Heat
back to their alliance.
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Inside your hotel hub and hotel wing, you must Design with traps and surveillance networks in
build specific room types, just like you would inside mind, as enemy agents constantly attempt
your lair. There are only three room types, though, infiltration.
so planning is much easier than blueprinting out Leave room for your gains. You're going to
your base. Costs in this list are per square. acquire a lot of stuff.
Hotel Casino
Cost: 300
Function: Build casinos inside your hotel to host
roulette, craps, and baccarat tables. These
attractions keep the guests feeling lucky—and busy.
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Consider combining these two design philosophies Then, lay out rectangular rooms in the center of
to really maximize the use of space on your the base. Pressing these rooms right up against
island. Construct irregularly shaped rooms each other really maximizes the use of space in
around the edges of the rock to squeeze out the middle of the island.
every last usable inch of space.
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Tip
Don't forget to build a small strong
room in your lair as soon as you can
afford it. To prevent thieves from
making off with your gold, automatically
transfer the cash to your inner strong
room by clicking on the outside
depository and destroying it.
You must lay out miles of corridor to link all of
Once you build a new strong room,
your rooms. Consider making any corridor that move your Briefcase Rack into it. Then,
leads away from your main passages only two destroy the outdoor store room to
squares wide. Minions are pretty adept on automatically move your cash
walking and running; narrower corridors do not inside the lair.
create bottlenecks.
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Tip
Because training equipment takes up so much space, you may want to either build a
large training room (or several smaller rooms) and separate the minion classes—train
up all science minions in one room, all military in another, and so on.
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Freezers can be kept relatively small, because If you want to place security doors at the
their only use is to store body bags on simple entrance of your rooms, create at least one small
freezer racks. stretch of corridor that's one square deep and
two squares wide. Doors take up two squares
worth of space, so any entrance corridor wider
than that cannot host a door of any kind.
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A small stretch of corridor for a security Generators take up a lot of space in your power
door is extremely important when building plants. Be sure you leave plenty of space in
an inner sanctum. You do not want to these rooms, or room on the island to build more
make it easy for enemy agents to infiltrate power plant rooms, to buy and install more
your Evil Genius's hiding place and make an generators. As you start installing bigger, more
attempt on his or her life. high-tech pieces of equipment, you need more
electricity. Without enough juice, your lair
suffers blackouts.
Tip
Always install fire extinguisher lockers in the corridors. Should a saboteur infiltrate
your base, they may set a fire to damage your items. If you have a nearby fire
extinguisher locker, valets will immediately grab their gear and put out the flames
before too much damage is done.
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Tip
You can effectively put your
entire lair under lockdown by
installing a security door at the
entrance and setting it to Level
4. When skilled forces, such as
Soldiers, land on the island, you
can keep them at bay while you
ready your men for assault.
There are drawbacks, though.
Anybody caught outside will be
stuck and forced to fend for
themselves. And should you have
minions out stealing cash, they
will be unable to deliver it to
your strong room.
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The Alliances
While differing ideologies and cultures may keep the world from truly sharing a Coke and a smile, the
presence of a wicked mastermind like you has prompted all regions to assemble in temporary alliances.
These alliances charge themselves with keeping evil in check by coordinating attacks and missions.
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Alliances
Alliance Name Color Member Regions
P.A.T.R.I.O.T. Blue West Coast, Midwest, East Coast, Pacific Allies
H.A.M.M.E.R. Red Eastern Bloc, Central Russia, Siberia, Cuba
S.A.B.R.E. Green Europe, South Africa, the Indian Subcontinent, Australasia
A.N.V.I.L. Orange Polynesia, Southeast Asia, Central Asia, North China
S.M.A.S.H. Yellow South America, North Africa, Middle East, Antarctica
Note
Many Acts of Infamy are designed to pit the alliances against each other. During
these Cold War times, there are some tenuous ties that can easily be strained by
your treachery.
Each alliance has its own army of troops and agents who descend on your island or act against your
minions as they try to disrupt peace in the world through various Acts of Infamy.
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Tip
The most powerful alliances are P.A.T.R.I.O.T. and H.A.M.M.E.R. Angering these
alliances later in the game is like shaking a hornet's nest—especially when soldiers
are in play.
Notoriety
As mentioned, there is no treasure greater to an Evil Genius than Notoriety. Above gold, it is the true
measure of success for a criminal mastermind. The more people know your name—and fear it—the better.
Your goal in this game is to achieve 100 percent Notoriety, where everybody from shopkeepers in
Shanghai to goat herders in the Scottish Highlands regard your name with a potent mix of fearful respect
and angered awe.
You earn Notoriety by committing evil deeds, known as
Acts of Infamy. Earning Notoriety serves your cause in
several ways:
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Caution
Notoriety is a liquid commodity. It can come easy, and go even easier. The alliance's
agents can perform actions on your island that drain your Notoriety, such as successful
raids on your lair. Turn to Chapter 6 to study which enemy agents, such as a burglars
and thieves, have the tools to strip you of your hard-earned Notoriety.
Heat
When you head into the world to commit Acts of Infamy and other crimes, you draw Heat. This is
undesirable baggage for an Evil Genius, but it's all part of the game for world domination. Unlike Notoriety,
which is dished out on a global scale, Heat is a local measurement. Every alliance territory has a different
Heat rating.
There are a number of ways to earn Heat while trying to take over the world:
Acts of Infamy
Stealing Cash
Plotting
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Minion Activity
Now that you understand what you're up against in the
world, it's time to show the leaders of the alliances that
you're not an Evil Genius to be trifled with. You will not sit
idle on your island, tinkering with evil plots you have no
intention of carrying out. You have the will—and the
means—to spread your menace across the globe.
Not that you spread said menace personally. That's a
job for your minions. Any type of minion can be sent into
the field, from construction workers to henchmen. In fact,
some minion types are better at specific tasks than
others, so in addition to balancing the careers of lackeys
at home, you need to consider what kinds of minions to
A minion can perform three kinds of
train for fieldwork.
non-Act of Infamy work in a region: plotting,
stealing, and hiding.
Caution
While henchmen can certainly increase the chances for success in the field, you must
consider the risk of leaving your lair with lower defenses or temporarily losing such
a powerful asset in action.
Travel Arrangements
When you want to send minions into the world, bring up
the World Domination screen. From that screen, click on
the territory you wish to infiltrate with your minions.
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At the top of the screen, you can view the To send minions to a region or back to your lair,
number of minions you currently have stationed in left-click on the type of minion you wish to put in
that region, as well as how many you have the field. Depending on how many you send, a
heading to or leaving the area. negative number appears beneath that minion type.
Tip
You can save travel time by rotating
minions in the field. If you want to send
minions to a new region, and already
have minions on the world map, remove
them from the region you wish to exit.
Then, before the helicopter can take them
off the map screen, quickly click on the
territory you wish them to travel to.
Designate which minions you want in that
Travel is not instantaneous. Unfortunately, region—noted by the positive numbers
your scientists have yet to create a teleporter,
so you have to make do with helicopters.
beneath the minion counts at the bottom
When you send a minion into the world, he of the screen—and the helicopter drops
takes time to pack first, and then enjoys a them off instead of making a round trip
potentially lengthy helicopter ride. back to the base.
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Plotting
Some Acts of Infamy must be uncovered before they can be carried out. To discover dangerous
missions that may result in a boost of Notoriety (and Heat), set the minions in this region to plot. If
there are crimes to be committed, your minions may uncover them. However, there are a handful of
objective-specific and henchman-recruiting Acts of Infamy that require specific Notoriety levels to
uncover them.
Tip
Any minion can plot, but science minions are the best at discovering new Acts of
Infamy. So, when you need to juice your Notoriety and you've already completed
every Act of Infamy within your power, send out a party of technicians and
scientists to reveal new, nefarious crimes.
Stealing
Running an evil empire isn't cheap. Building new rooms,
purchasing new objects and equipment, and researching
spectacular technology can put a serious dent in your
finances. The quickest way to earn cash is to send
minions into the field to steal.
Regions have varying amounts of financial resources
for you to steal. Some territories are poor, such as
Siberia. Other regions are filthy rich, such as the oil-
drenched Middle East. The more minions you send into
that region to steal, the more booty they send back to
your lair. Cash influxes happen every 80 seconds. You can
monitor how much lucre is headed your way by
watching the small box in the lower left corner of
the World Domination screen. Send out more
minions to earn more cash, but beware of the
additional Heat your lackeys draw.
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Tip
Military minions are more accomplished thieves than other minion types. To
maximize your stealing power, send in guards or mercenaries rather than basic
construction workers.
Note
When you begin the game, you do not have a
full listing of each region's earning potential.
You must build and man control panels in your
lair's control room to gather this intelligence.
When you are zoomed in on a particular
region, a meter in the upper left corner tells
you how many control panels must be fully
functional to unlock that area's secrets, such
as its financial potential.
Hiding
There are two reasons to direct your minions to hide
when in the field. Either the Heat in that region is too
high for your comfort, or an Agent of Justice has
located them. Agents of Justice are lethal combat
specialists who can quickly dismantle one of your
field teams. Whenever you spot an Agent of Justice
acting against your minions, instruct them to hide or
just pull them out.
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Acts of Infamy
As discussed, Acts of Infamy are the best, most
direct way for you to raise your Notoriety in the
global community. When these crimes have
been uncovered, you are presented with an
excellent opportunity to spread the word of your
arrival on the global crime scene.
While many Acts of Infamy result in only a boost
of Notoriety, other missions have added benefits.
Some Acts of Infamy are daring thefts that add
impressive pieces of art or important technology to your
growing collection. Others result in the kidnapping of
important professionals who can be interrogated to help
train your minions for new careers. Henchmen offer their
services in Acts of Infamy too.
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When you zoom into a region, icons represent the Left-click on an icon to read a briefing on the Act
specific Acts of Infamy available. of Infamy. The text describes in detail what the
Act entails, what kinds of minions are required to
complete the Act, and the potential results of a
successful attempt.
When you are ready to attempt the Act of Infamy, click on the green "Go" button. If you see that you are
losing a lot of minions and success is unlikely, click on the red "Abort" button to abandon the mission. This
is a good strategy when the tide turns against you. It's better to turn tail with some minions than to lose
every man you sent in. Most Acts of Infamy can be attempted multiple times, so if you lose the day, don't
sweat it. Recruit some more minions, train them, and make another run at it.
Tip
Having as many control panels up and running as possible also reveals secrets about
Acts of Infamy. If you have enough intelligence-gathering technology in your control
room to breach a region's secrecy, you can see just how risky an Act of Infamy is,
as well as how long it will take to complete the mission. You can also review and
evaluate the amount of Notoriety to be gained by a successful Act, versus how much
Heat you receive.
A list of every Act of Infamy is included in Chapter 9, including how much Notoriety and Heat is
generated, as well as how long it takes to complete the Act.
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The Heat Is On
The greater the Heat that gathers in an alliance's region, the greater the chances of that alliance sending
out agents to investigate your island and either gather evidence against you or try to disrupt your
operations. Your goal as an Evil Genius is to keep Heat at an absolute minimum. The cooler your status,
the less trouble you have defending your lair from attacks.
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Forces of Justice
At the beginning of the game, you only have to worry about uninvited visits from tourists and basic
agents, like investigators. As you raise the stakes in your quest to crush the planet, the alliances start
sending out stronger agents. When these powerful agents are in play, you must do everything in your
power to suppress Heat.
Agents of Justice
There are seven classes of enemy agents, not including each alliance's superstar secret agent. Carefully
inspect all the information on these enemy agents, because you need to spring into action when you
detect them.
Enemy Types
Each agent type has a specific purpose and unvarying course of action, no matter what alliance they hail
from. For example, when a thief arrives on your island, you know you need to keep watch on your gold
and ill-gotten acquisitions.
What do change from region to region are the stats of each agent. We have included tables detailing
everything about each alliance's forces, from their Health levels to their Endurance.
Each enemy agent is at one of four levels: pathetic, poor, good, and exceptional. When your island
starts getting crowded with exceptional agents, you know it's time to sound the alarm and clear them out
of the lair, no matter the cost in minions. Once that's done, you're advised to lay low for a little while to let
the Heat spikes in the world subside.
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Tip
P.A.T.R.I.O.T. soldiers are incredibly powerful forces, but keep an eye out for an
invasion from H.A.M.M.E.R. soldiers. Not only do these trained killers possess an
incredible constitution, but their Endurance makes them unforgiving foes. When you
see H.A.M.M.E.R. soldiers land, unleash whatever military minions you have to
eliminate them before they get inside the base.
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Tourists
Since you did pick an island paradise to host your lair, you better get used to the idea of tourists
wandering the island in search of fun and frolic. Remember, each tourist is a visitor from a particular
region of the world, meaning he or she is attached to an alliance.
As mentioned in the building section of Chapter 4, the best way to keep tourists in check is to build
diversions. Erect a hotel and stock it with as many distractions as you can afford. Tourists without
something to do have a nasty tendency to start poking their noses around the island, and that's when
trouble starts.
Tourists can start picking up Heat like investigators, so make sure they don't see anything they're not
supposed to. Should tourists witness an act of violence or spot a body bag, they panic. While panicking,
they run around the island (or worse, inside your lair). Once they manage to gather their wits, they try to
leave the island. Should they manage to escape, they can take word of their vacation disaster back to the
authorities in their region. And that means unwanted Heat for you.
Should a tourist start freaking out over a dead body or seeing one of your henchman perform an
evil deed, you have two choices. You can either dispatch social minions with psychological attacks in
hopes the tourist will forget everything, or you can kill the tourist outright. The problem with that final
solution? Another tourist may witness the execution and starting freaking out too. And thus begins a
vicious cycle.
Super Agents
In addition to swarms of agents like saboteurs and burglars, each alliance has a secret weapon—a super
agent. These almost mythic heroes are the ultimate thorn in an Evil Genius's side, as they are the
equivalent of a henchman for the Forces of Justice. Once an alliance unleashes a super agent on your
organization, it takes a lot of resources to stop him, and there's a good chance you lose considerable
manpower in doing so.
You don't have to defeat each alliance's super agent to win the game, but doing so certainly boosts your
Notoriety in the world and makes things easier. When you have the opportunity to challenge a super agent,
consider the pros and cons of engaging such a hero. While it would be nice to be known as the Evil Genius
who eats super agents for breakfast, is it worth the potential losses to attempt such an act of evil?
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Forces of Justice
Fortunately, being an Evil Genius, you do have the resources to undermine a super agent's efforts. You
can send forth your operatives to discover three of the super agent's weaknesses. If you can learn and
exploit these Achilles' heels, you have a much better chance of defeating an alliance's super agent. Two of
the super agents can only be defeated in ways that require you to lure them into a specific part of your lair.
So, before you decide to get medieval on these super agents, read up on their strengths and special
moves. If you don't think you have the power (or the chutzpah) to do the job right, you may be better
letting these big fish go for now.
We have also included each super agent's weakness, so if you decide to take one on, you have advance
warning of what must be done to level the playing field.
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Special Attack: Preternatural Speed. Using an incredible burst of speed, Chan can dodge any blow.
Weakness: Complete a special Act of Infamy to discover Chan's weakness. The martial artist's
mentor, if kidnapped and interrogated, reveals that Chan has vowed to retire from A.N.V.I.L. if
he's ever defeated in a fight. Maybe you can arrange that fight at one of your dojos? To be on
the safe side, lace his prebout meal with sedatives to guarantee a victory.
Special Attack: Cold Assassin. With lethal accuracy, Frostanova can maneuver
through an outpost and plunge her knife into the heart of any foe.
Weakness: Katerina has only one weakness—her childhood. An Act of Infamy will
reveal that she cares for her teddy bear, Mr. Snuggles. If you can steal the bear
and make Katerina watch its dismemberment, maybe she will tuck tail and run.
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Special Attack: Base Mayhem. Steele never goes into action unprepared. He can
cause great panic in your lair by hacking into computers and setting explosives,
making it easy to slip into your inner sanctum. Base Mayhem also resets the
security levels on your base doors, as well as potentially altering your base's alert
status.
Weakness: A man like Steele deserves a death more fantastical than a mere bullet
to the head. The best way to dispose of this super agent for good is to strap him
to a rocket and blast him into space. But first, you're going to need a rocket. And
a silo to house said rocket. Better get your scientists on this one….
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Evil Genius Research & Development
It takes time to discover the formulas used to create these souped-up items and tricky traps. And
since an Evil Genius doesn't have spare time to wait for his lackeys to engage in cosmic arithmetic and
atom-smashing, we have a full list of the clever combinations that turn your laboratory from a nerd
hang-out to a smoothly running assembly line of evil, constantly spitting out devilish inventions to make
your enemies quake.
Note
You cannot build a laboratory when you first land on your island of an undisclosed
location. You must complete the Act of Infamy—Coming in from the Cold. Your
minions steal the research machine, the centerpiece of a working laboratory. After
it's in your possession, you can carve your laboratory into the island and start
filling it with science stuff.
Building Blocks
Three pieces of laboratory equipment are essential to start research and development. The first two are
the research machine and a databank. Without these, you got bubkes. The third item is an experimental
apparatus, of which there are seven kinds to create different work environments.
Tip
These seven experimental apparatuses can double as torture machines. Select an
enemy agent for interrogation, then right-click on one of these devices. If you have
a spare second, linger in the laboratory to watch the show.
Once you have all three pieces of laboratory equipment, you can access the research process from your
Evil Console.
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Research Machine
The research machine is the hub of the laboratory. When
you want to begin an experiment, you must use the
research machine. After you finish trying out a formula,
the research machine interacts with the databank to save
the results.
Databank
The databank is the brains of the lab. Any information
your science minions gather about the research and
development processes is stored in this computer's
memory banks. Having all of this scientific know-how in
one place is convenient, but it also makes the databank a
prime target for enemy agents. Make sure the laboratory
is protected from spying eyes and unsavory sorts who
insist on doing the right thing.
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Evil Genius Research & Development
Experimental Apparatus
After you install a research machine and databank, you
need an experimental apparatus to actually perform the
experiments. If you want to develop all the game's secret
objects, you need all seven of these machines:
AI Supercomputer Laboratory Bio-Tanks
Centrifuge Environment Chamber
Greenhouse Impact Stress Analyzer
Laser
The Process
After you have gathered and assembled the necessary equipment in your laboratory, you are free to begin
the experimentation process. The process is a matter of creating effective combinations of objects and
experimental apparatuses.
Click on the research button on your Science minions, as they roam the lair, make
Evil Console to initiate the process. This brings observations about potential experimentation
up the research screen, where you make your material. If they see something could potentially
experimentation decisions. be tinkered with to make a new object, they
record it and store the information in the
databank. Those objects appear in the "object to
research" panel at the top of the research screen.
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Click on one of the objects to prep it for experi- Left-click on an experimental apparatus to select it.
mentation. The object pops up in the center of the You can select multiple experimental apparatuses for
giant circle that displays the available experi- a single experiment. The number of experimental
mental apparatuses in your laboratory. apparatuses you have chosen appears above the
selected object in the center of the circle. Now
that you have selected the equipment and set the
parameters for the experiment, just click on the
green "Go" button to make miracles happen.
If the experiment is a failure, the process just fizzles out. However, if you've come up with the magic
combination, the machine alerts you and the new object appears in your purchase menus.
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Tip
Offering cash incentives is certainly a great bonus for your science minions, but we
can save you a truckload of gold by just divulging the research formulas at the end
of this chapter.
Formulas
Here is a complete list of the research formulas, revealing what extra objects you can create in your
laboratory. You can only perform experiments on objects that your science minions have taken note of,
though, so you can't just start crafting new objects immediately.
Tip
Several of these new objects cannot be created without access to objects stolen
during Acts of Infamy, such as the crown jewels or sonic generator. So, if you want
to complete your evil collection, you must accept and complete all of the Acts of
Infamy that result in stolen objects.
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Object Formulas
The following formulas describe the process necessary to create these new items. Some of the
objects you can create are experimental apparatuses, such as the laboratory laser and the centrifuge,
which are essential to creating all the secret objects and traps. Create all the experimental apparatuses
as soon as possible.
Note
Just as there is more than one way to skin a cat, there is sometimes more than one
way to create a new object. Some new objects are the product of two or more
formulas. These formulas make the exact same object, but they give you more
opportunities to make the object if you don't have all the experimental apparatuses.
New Objects
Result Object Apparatus 1 Apparatus 2 Apparatus 3
Arcade Cabinet Security Desk Laboratory Laser — —
Auto-Chef Pete Bog Impact Stress Analyzer Environment Chamber —
Auto-Surgeon Infirmary Chair Laboratory Bio-Tanks Greenhouse —
Big Screen Inner Sanctum TV Studio Laboratory Laser — —
Bookcase Archives Reading Table Impact Stress Analyzer — —
Brainiac Machine Archives Reading Table Laboratory Bio-Tanks — —
Brainwasher Sonic Generator Impact Stress Analyzer AI Supercomputer
Centrifuge Generator Laboratory Laser — —
Centrifuge Generator Impact Stress Analyzer
Communication Array Code Breaker Environment Chamber Centrifuge Impact Stress Analyzer
Communication Array Code Breaker Greenhouse Centrifuge Impact Stress Analyzer
Communication Array Code Breaker AI Supercomputer — —
Control Station Chalkboard Laboratory Laser — —
Cryo-Cubicle Pete Bog Centrifuge Greenhouse —
Death Cubicle Security Holding Cell Centrifuge — —
Disguised Door Standard Door Laboratory Bio-Tanks — —
Disguised Generator Generator Centrifuge — —
Disguised Holding Cell Chameleon Cloth Laboratory Bio-Tanks — —
Disguised Rifle Rack Chameleon Cloth Laboratory Laser — —
Disguised Security Camera Zoom-Lens Camera Centrifuge Laboratory Bio-Tank —
Disguised Sentry Gun Sentry Gun Impact Stress Analyzer Laboratory Laser —
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Charge Cannon Nuclear Generator Laboratory Laser Impact Stress Analyzer Centrifuge
Laughing Gas Cage Loyalty Gas Cage Impact Stress Analyzer Laboratory Bio-Tanks
Money Madness Global Stock Market Watchdog Laboratory Laser Environment Chamber —
Prometheus's Revenge Satan's Chimney Laboratory Laser Impact Stress Analyzer Centrifuge
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New Minion
Result Object Apparatus 1 Apparatus 2 Apparatus 3
Freak Freezer Rack Centrifuge Impact Stress Analyzer Laboratory Bio-Tanks
Doomsday Devices
Caution
The ultimate goal of an Evil Genius is to bring the world to its knees—and the best way to do that is to
threaten the alliances with a doomsday device. You can build one of three doomsday devices. The
doomsday device of your choosing is loaded onto the rocket ship you build on the second island of the
game, after you outgrow your first rock.
These are the three formulas for building a doomsday device. It is absolutely essential that you hunt
down and steal the Codex of Knowledge in the game's sixth objective. Only with the Codex can you finalize
your end-game plans.
Doomsday Research
Result Object Apparatus 1
Earthquake Beam Codex of Knowledge Environment Chamber
Gravity Disruptor Codex of Knowledge AI Supercomputer
ID Eliminator Codex of Knowledge Greenhouse
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Level Objectives
Build your minions a barracks with at least one bunk bed and one
barracks locker. Building a barracks allows you to recruit and house more
minions.
Build a control room with at least one control panel and one control room
memory bank. You cannot send minions into the world to perform Acts of
Infamy on your behalf without a properly equipped control room.
Tag for elimination a squad of investigators who are combing the island for
suspicious activity.
Capture a maid from among the civilians vacationing on the island.
Interrogate the maid, who has extremely useful information for your cause.
Strap her into the interrogation chair and extract enough information to begin
training minions as valets.
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Objective 1: Evil Intentions
Acts of Infamy
The following Acts of Infamy are available at the beginning of this objective.
Steal the Library Blueprints Ear Plug Forging Ahead Fishy Business
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Objective Walkthrough
Your boat arrives on a semideserted island paradise. Only a small township populates this rock, and the
initial batch of civilians should be easy to keep under tabs—and out of your business.
Your Evil Genius is holed up in a strongroom with his henchman, a few minions, and enough gold bricks
to make your dreams of world domination come true.
The first thing you must do to get your evil empire underway is start building the requisite Evil Genius
lair. Fortunately, the rock in the center of the island is prime real estate for a secret underground
hideout. In fact, it seems like it was almost designed with the express purpose of housing torture
chambers and bizarre science labs.
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Objective 1: Evil Intentions
Tip
Place the Evil Base Entrance close to the depot so your minions don't have to hoof it
too far with construction materials.
Note
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Building Barracks
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Four Acts of Infamy are available after you finish the control room. Completing these Acts is not as
pressing as securing more funds, but it's still a good idea to get the ball rolling and let the world know that
there's a new criminal mastermind in town.
Of the four Acts of Infamy, choose the easiest one first: Steal the Library Blueprints. This Act requires
only two minions and results in the prize of building plans for archives.
Tip
The investigators show up as red dots on
your minimap.
Caution
If left alone long enough, the investigators
With minions able to head out and raise cash—and stop patrolling the perimeter of the island
construction of your lair well underway—turn and brazenly waltz through your front door.
your attention to the four investigators snooping Be sure to deal with the investigators before
about the island.
diverting resources to time-consuming Acts
of Infamy.
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Tag the four investigators for elimination. But be The better choice for thwarting these unwanted
careful not to target the snoops when your regular eyes? Your henchman. He can squash these
minions are nearby. Construction workers are not encroachers with little effort, and the resulting
well suited for combat, and you may lose some experience points get you closer to unlocking your
men in the melee. henchman's special moves.
The four body bags holding the The best room to build next is a freezer. The
dead investigators attract not only flies but body bags can cool in the freezer, away from
also unwanted attention. prying eyes.
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Building Freezers
Money Management
When you have around 15 minions and the investigators
have been disposed of, start sending them out into the
world to earn their keep. Keep a small army of minions at
the lair, but building extra rooms like the freezer or the
archives puts the squeeze on cash flow.
The best place to send minions right now? Japan. The
country is rich in resources. Place as many minions as you
can spare in the territory (keeping an eye on the resulting
heat caused by your presence) and enjoy the boost to the
bankroll.
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Objective 1: Evil Intentions
The last two subobjectives are to capture and then interrogate the civilian maid wandering around the beach.
As soon as you snatch her up and wear her down, the next objective begins. So, before grabbing the maid, steal
some money, finish off the available Acts of Infamy, and recruit the maximum number of available minions.
The maid is out beachcombing, enjoying the sand Tag the maid for capture, then let her keep
and sun in her little French maid outfit. roaming. She poses no immediate threat to your
organization. In the meantime, you need to build
the facility for interrogating her.
Armory Construction
The armory is one of the most important rooms in your lair, so
make sure there is enough room to install multiple security
holding cells and interrogation chairs.
You definitely want to create a small stretch of corridor
between the hall and
the armory, as you
want to install a door. If
other investigators or
would-be heroes
infiltrate the base, you
want to keep their pitiful, captured compatriots out of sight.
While your minions prepare to build the armory, place at least
one security holding cell and one interrogation chair in the
room. Keep them close to maximize floorspace.
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After capturing the maid, your minions When the maid is under lock and key, issue the
automatically bring her back to the completed interrogation order.
security holding cell.
One of your minions pulls the maid out The maid's information unlocks a new minion type:
of the clink and tosses her into the valet. You can now build a training room and
interrogation chair. He then uses his highly teach other minions in the art of valet service.
stylized interrogation techniques to extract
useful information from her.
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Objective 1: Evil Intentions
Evil Strategies
The archives are only available once you complete the Steal the
Library Blueprints Act of Infamy. Make sure you complete this
task, as the archives help boost your minions' Smarts should
they become mentally fatigued.
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Level Objectives
Underworld crime lords will not deign to visit your island lair unless you have a suitable room to host them
in. Build an inner sanctum in your base, and make sure there are plenty of seats around the new
conference table.
Lei Ying Lo is the head of the organized crime families in China and Southeast Asia. Send an envoy to his
territory and persuade him to attend your meeting.
Marvin de Luca is the merciless mafia don of North America. The man is too full of pride for his own good,
so invite this gentleman gangster to the island for something of an intervention.
India's crime scene is controlled by one man: Armand Krishnan. He's able to corrupt government officials
according to his whims, he has fingers in many criminal pies, and he believes himself to be king of the
mountain. Let's show him it's really a molehill.
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Objective 2: Head of the Underworld
Nikita Leonov earned his bloody stars as the butcher of St. Petersburg. You don't have to go to him; he's on
your island under the impression that he's calling the shots. Perhaps we can "aggressively negotiate" with
him and show him the error of his ways?
Nigel Ewing is a CIA agent who went off the farm a long time ago. He settled in Africa and quickly estab-
lished himself as the undisputed boss of all criminal activities on the continent. Ewing only sees truly
connected people, so unless you have enough Notoriety, don't even bother embarking to Africa to find him.
The lord of crime in East London, Bob "Barking" Caine, is the final holdout. Refusing to acknowledge he's
been bested, Caine has dispatched his men to our island. Bring out an appropriately violent welcome wagon
and show this cockney cad that he may be the guv'nah, but you're the emperor.
Acts of Infamy
When you began the first objective, you had a few Acts of Infamy available from the outset. This time out,
many of the Acts are unlocked only by sending your minions into the wild to plot. Here are a few of the
Acts of Infamy available in this objective, thanks to your rise in Notoriety.
You definitely should start performing Acts of New Objects
Infamy, not just to continue bolstering your Notoriety, Item Price
but also to go after missions that result in stolen
Bayonet Dummy Punching Bag $5,000
objects. These items help boost minion stats and are
Capacitor $5,000
also extremely helpful later when it's time to start
researching and developing new objects. Conference Table $5,000
Drinks Machine $1,000
And Another Ming Generator $10,000
Philosopher's Stone Handgun Cabinet $2,500
Shieking the Rug Impressive Desk $15,000
Eye Spy Laboratory Workshop $5,000
Mess Hall Counter 1 $5,000
The Sound of Music
Mess Hall Counter 2 $15,000
El Presidente's Painting
Mouse Maze $3,000
Outdoor Security Camera $5,000
New Rooms/Buildings Reclining Chair $5,000
Item Price Rifle Cabinet $5,000
Inner Sanctum $250 School Desk $5,000
Mess Hall $150 Security Camera $3,000
Power Plant $150 Security Desk $3,500
Staff Room $150 Security Loudspeaker $3,000
Training Room $250 Table Tennis $2,000
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Objective Walkthrough
The previous objective was all about getting acquainted
with the day-to-day activities of an Evil Genius. Now that
you know the ropes, let's start hanging people with them.
However, before we can start sending out invitations to
our evil soirée, we need to make the place presentable.
Tip
The more corridor you have tunneled, the
more space you have to lay down some You need to carve an inner sanctum into the rock.
devious traps. Traps are one of the best ways Because your Evil Genius primarily resides here,
build it fairly deep into your lair. Build a length
to dispose of intruders. of corridor into the rock so enemy agents really
have to go the distance to reach the EG.
Note
Build an extra stretch of two-square-wide corridor so you can install a door at the
entrance of your inner sanctum.
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Objective 2: Head of the Underworld
Now that the inner sanctum is underway, give your construction workers another task. If you are to take
advantage of the knowledge gleaned from the maid, you must build a training room facility inside the lair.
With a training room full of the appropriate equipment, you can start sending your minions to school.
Somewhere off a corridor, draw up plans for a You can only install a school desk in the training
training room with enough room to house a lot of room to educate future valets, but you must leave
training equipment. enough room for bayonet dummy punching bags
and laboratory workshops, which take up almost
twice as much space. Always consider objects' hot
spots when placing them in a room.
Building two rooms at one time reveals the need for many more minions. To beef up your crew, you
must earn Notoriety and install more lockers in your barracks. The greater the number of each of these,
the more potential minions clamor to join your nefarious organization.
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From the World Domination screen, start looking It may get a little crowded inside the barracks,
for more Acts of Infamy to give yourself a bad but when the money starts rolling in, line those
name—a real bad name. walls with as many lockers as you can fit. Minions
seem only interested in serving your badness if
you have enough places for them to put their stuff.
Tip
When you have the funds, go ahead and commission the construction of a modest
mess hall and splurge for the more expensive mess hall counter. You'll be glad
you did.
Note
By now, you should have a few minion crews in the world regularly stealing cash
for you, even if it's just one or two men stationed in a territory. The best
places to raid right now are the Pacific allies and the Middle East. You know, oil
fields and all.
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Objective 2: Head of the Underworld
Tip
Remember, as a result of your Acts of Infamy
and stealing, you will receive bumps in Heat
from the alliances. While you expand your lair
and send out envoys to court the criminal
masterminds of the world, the alliances do not
slow their efforts to infiltrate your island. Keep
tagging enemy agents to be killed or captured
to keep them from reporting incidents at your
base or stealing back your gold.
Power Problems
Remote islands in the middle of the ocean really seem like a
good idea, but what they don't tell you in the brochure may bite
you in the behind later on. You see, you've got all this great
machinery and equipment gathering intelligence, researching
superscience, and serving up hot meals, but you have a limited
supply of electricity. And installing more sockets isn't going to
help the problem.
During this objective, your island suffers from a power
shortage, placing you in the early stages of a power outage. You
must remedy this problem immediately. Fortunately, you have the
tools and know-how to do so.
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By now, you've averted an energy crisis, built three new rooms, and
started training valets. It's time to start gathering the world's most
unsavory characters to your island for a little chitchat. Six criminal
masterminds must be seated at your table to complete this objective, and
very few come willingly.
Most of the bosses must be brought in via Acts of Infamy, accessed on
the world map. But there's a catch: You must send teams of minions to
territories to plot. Only by plotting in the correct territory for a specific
amount of time do the Acts of Infamy linked to the masterminds
become available.
Full details on the Acts of Infamy required for this objective can be found
at the end of this chapter.
Plotters
Any of your minions can plot, but science minions are mobile think tanks trained specifically for this task.
As soon as the Capture Technician Act of Infamy is available, go for it. You want to train a decent team of
three or four technicians to help plot your way through this objective.
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Objective 2: Head of the Underworld
Brute Strength
Having some brains around the outfit is certainly
important, but you need some brawn when trouble is
afoot. When the Capture Guard Act of Infamy is available
in South America, send two construction workers down
there to make with the binding and gagging.
As soon as the guard is back at the base, interrogate
him for his knowledge on all things violent so you can
start training your own minilegion of guards. Their muscle
is imperative if you want to complete several of the
upcoming Acts of Infamy.
Well-Rounded
Now that you have seized and interrogated guards and
technicians, you can start training construction workers
into three new minion classes. Install the proper
equipment in your training room—school desks, bayonet
dummy punching bags, and laboratory workshops—and
class is soon in session.
Use the Minion Management screen to dictate your
minions' skill sets. Right now, it's a good idea to have a
well-rounded force, but put a slight emphasis on valets
first, as the first criminal mastermind we're going after
needs some serious smooth talking to be convinced of
taking audience with your Evil Genius.
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The first criminal mastermind you need to hunt When the Act is completed successfully, the Indian
down is in India, so send a few technicians and a criminal boss peacefully takes a seat at your
construction worker or two to the Subcontinent conference table. Too bad some of the upcoming
and plot for a few minutes. They uncover the heavies aren't as agreeable.
Indian Crime Lord Act of Infamy. It takes five
valets to bring him in.
Next, it's time to convince the American mafia The third criminal overlord, Lei Ying Lo, is in
don, Marvin de Luca, he should take a seat. Send North China. Move your team of technicians into
your technicians to the West Coast and plot until the region and plot until the Oriental Crime Lord
the American Crime Lord Act of Infamy pops up. Act of Infamy appears on the map as a glowing
white dot. Once the technicians have discovered
Lo, send in five guards to convince the gentleman
criminal that he must accept your invitation.
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Objective 2: Head of the Underworld
Note
The fourth crime lord, the Russian thug Nikita Send your henchman to meet him on the beach
Leonov, actually thinks he's just going to show up and beat him into submission. Issue a Capture Tag
on your shores and start calling the shots. so your henchman only takes him into custody and
deposits him in your security holding cell.
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In the case of Leonov, escort him to your mess hall and plop his 'fro in the
giant mixing bowl. Of course, you cannot do this unless you have installed
the more expensive mess hall counter 2, a steal at $15,000. After a spin
in the bowl, Leonov is sufficiently humbled to listen to your speech.
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Objective 2: Head of the Underworld
Your best bet at this point is to really bolster your rep by sending out minions to perform Acts of
Infamy. Send teams of technicians to territories like Cuba and North China to uncover some Acts you can
undertake, such as Steal El Presidente's Painting and Philosopher's Stone. Perform enough of these Acts
and you soon hit the required 70.
Henchman Recruits
With 70 Notoriety points, Ewing shows his face. But don't stop there.
Keep pushing yourself to 75 Notoriety points and you can recruit your
second henchman.
The henchmen willing to join your cause appear as bright white dots
on the world map. It only takes one of a specific kind of minion to
courier your offer to the henchman.
Several Henchmen are available at once, but you can only select
one for now. Choose carefully. Consider your gameplay styles. Do you
want a henchman with offensive special attacks? One with a lot of
Health? Or do you want one, like The Matron, who can really boost
stats among the minions?
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After you reach 70, Ewing comes out of The final holdout, Bob "Barking" Caine, dispatches
hiding in Tripoli (in the Middle East). Send five three waves of his evil minions to your island. You
or more guards to the region to bring in the can track their arrival at your ports of entry,
former CIA agent, leaving you with only one such as the helipads on the island's periphery.
more "tough guy" to invite.
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Objective 2: Head of the Underworld
Tip
You may want to have your henchmen
do the bulk of the killing here, as the
resulting experience points help earn their
special moves.
Finishing off the third wave of Caine's minions forces the bad man to your island, where he reluctantly
takes a seat at your conference table. After you have all of the criminal masterminds in the audience,
your Evil Genius unveils his plan for world domination—and it looks like it has something to do with a
volcano and a rocket.
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Evil Strategies
If you have the time, spend an hour or so stealing from the richer nations in the world like the Middle East
or the Pacific allies. The resulting Heat won't be too bad this early, since the really powerful enemy agents
have not yet been called into duty. With a big bankroll, you can really invest in your lair—and have a nice
nest egg in case of an emergency.
Stealing draws Heat, and Heat begins drawing burglars to your island. If a burglar or thief steals back some
gold and manages to make it off the island, you lose some Notoriety in the world. Fortunately, the game
tells you when somebody is picking your pockets. When that happens, immediately issue Kill Tags. And
then send your henchmen to take care of business.
When you have enough cash, build a second barracks, or increase the
size of your current barracks. Install lockers so you can recruit more
minions.
Install a time clock in your control room and keep the
place fully staffed. You may miss the extra hands, but
with manned control panels and the memory bank
always running, you can breach the alliances'
security and gather intel on the different regions.
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Objective 2: Head of the Underworld
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Weird Science
Now that you've announced your evil intentions to your compatriots in badness, it's
time to start producing results. Muscle only takes you so far in this crazy world;
you need the latest technology to truly seize the day. And to do that, you need to
construct your very own evil laboratory inside the lair.
However, you cannot draw up the blueprints just yet. Unless you undertake a
special Act of Infamy in the Pacific allies region and steal a piece of impressive
technology, your operation is stuck in the metaphorical Stone Age.
After you have procured this special piece of Japanese high-tech,
you can commission a laboratory. As soon as you have it built, you
need to install some very expensive equipment to get this show on
the road. Unless you have a sizable nest egg, you must plan some
serious stealing to acquire the required pieces of laboratory
equipment to begin the science process.
Objectives
Steal the research machine from the tech expo in the Pacific allies region.
This is the most important building block of a successful laboratory.
Leak information that points to you as the thief of the research machine.
Then build a false research machine and stand clear as alliance burglars
steal the counterfeit gadget.
Swipe an experimental apparatus, such as a giant laser, to complete your
laboratory and initiate the research process.
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Objective 3: Better Living through Chemistry
Acts of Infamy
As soon as you are able to build the laboratory, you will be able to kidnap scientists and begin advancing
your efforts in the field of research and development. But without a special experimental apparatus, your
scientist has zilch to do, so make sure you steal one at the earliest opportunity.
New Rooms/Buildings
Item Price
Note
Laboratory $400
Objective Walkthrough
Building your lab is a very expensive objective to complete. Science equipment, such as the research
machine and the centrifuge, is some of the priciest stuff you must buy in the game; if you don't have at
least $100,000, you need to start stealing from other regions on the world map.
While $100,000 is the bare minimum, $175,000 is a very comfortable place to be. Just be careful not
to get too greedy right away, because if you goose your Heat within too many alliances, you find some
pretty impressive firepower busting down your front door. If you send out enough minions to make more
than $3,000 every 60 seconds, expect trouble to come knocking.
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Tip
Europe is a very lucrative zone, but don't
If you rile an alliance with your greediness, it raise too much Heat there by stealing for an
sends highly trained teams of soldiers and veterans extended period of time. An Act of Infamy in
to your lair. And unless you have the firepower to
turn them back, this is the result. Rooms are
the region is essential for completing this
burned to the ground and many minions fall. objective, and having too much Heat on your
Attacks by soldiers can send your minion training minions could really foul up their efforts.
program back to square one, forcing you to head
back into the world and kidnap more professionals.
At the beginning of this objective, you must send Now that you have the research machine, you can
a team of technicians and guards to the Pacific plot out a laboratory inside your base. Make sure
allies to steal the research machine during the you have some extra room, because several of the
Oriental Investigation Act of Infamy. It's a simple experimental apparatuses are quite big.
operation, and if you include a few extra science
minions, you can shave some time.
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Objective 3: Better Living through Chemistry
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Keep a close eye on teams of burglars Soon, one team of brave burglars creeps deep into
entering the base. Go ahead and tag infiltrators your lair and hits the laboratory. Allow them full
for death, but leave these crews alone as they access. They pack up the fake research machine
comb the hallways. and flee. Give them safe passage and allow the
world to be fooled into a hollow victory.
Tip
If your players are having trouble getting the fake research machine stolen, build a
small (2x2) laboratory near the base entrance and put the fake research machine in
that. It should get stolen quickly, then you can just delete the room.
Laboratory Set-Up
Now that you can purchase all three required elements for a
working laboratory, it's time to drain the bank. First, install a new
research machine in the corner. Next, purchase and install a
databank so your science minions can store your working
formulas. Without a databank, your successful formulas are lost,
and you must complete the research process again to regain a
previous invented object.
Next, install the laser you stole from P.A.T.R.I.O.T. With this
third piece in position, you can begin researching and developing
new objects. Your technicians instantly begin to scour the lair and
report back to the lab with objects they believe could be used to
create new items. Keep checking back with the research screen
to see what samples are currently suggested.
There are seven experimental apparatuses, including the laser.
The remaining six can be developed using the equipment
currently in your laboratory. Be sure to follow these formulas as
soon as possible to develop the next two experimental
apparatuses: centrifuge and impact stress analyzer.
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Evil Strategies
Make the centrifuge and impact stress analyzer as soon as possible
to create bigger and better objects for your base.
Save money by reading the formulas in Chapter 7 instead of blowing
cash on incentives with your science minions.
Keep plotting to uncover more Acts of Infamy in the world while
building your laboratory. The resulting increase in Notoriety allows
you to recruit more minions—provided you have enough lockers in
the barracks to aid with housing.
Immediately put a standard door on the laboratory when it is built.
You don't need anybody walking off with any of the expensive
gear in there, and basic security measures certainly help prevent
that. In fact, splurge for a security camera to cover the area.
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Objective 3: Better Living through Chemistry
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Level Objectives
There are six pieces of überloot, but you only need to steal four of them. Each alliance has at least one of
the treasures within its borders so search them out and bring them home to daddy. (Or momma, if you're
playing as Alexis.)
You must now generate, through world thievery, at least $10,000 in gold every minute for a total of five
minutes.
While stealing the money, you must continue to hold on to at least four pieces of überloot. If one is stolen
back, you must reclaim it and restart the cash-siphoning process.
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Objective 4: Loot and Pillage
Acts of Infamy
There are six required Acts of Infamy in this objective, one for each piece of überloot. But while you're out
there plotting, trying to uncover the location of the artifacts, you undoubtedly unlock other Acts of Infamy.
Several of these are opportunities to spirit professionals back to your base so you may train minions in
new, advanced careers.
For now, don't sweat the Heat you take from kidnapping spin doctors, diplomats, biochemists, and
quantum physicists. You want to initially concentrate on military minions, like mercenaries and marksmen.
Their talents prove invaluable as you fend off the inevitable attacks that result from your stealing.
Objective Walkthrough
Caution
Remember that you cannot just traipse around the world and collect the überloot
unchallenged. Check the next objective, as events from both occur at the same
time. You must be prepared for some of the trouble that is coming to your base
unannounced.
When you begin this objective, two überloot Acts of Infamy are already available to you: Million-Dollar Bill
and Eiffel Tower.
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Plotting to find the überloot Act of Infamy increases the amount of Heat in the region. Once your science
minions uncover the überloot, you may want to back off for a while until the region stabilizes.
Notoriety is the same for each Act, so just balance the Heat with the amount of time it takes to complete a
mission. If you need to send a big team into a region for an extended period of time, consider that enemy
agents from that alliance are likely to arrive at your island soon. They may get there before your minions
can return to the lair. And if you had a lot of military minions out on assignment, that could be disastrous.
You can minimize completion times by assigning multiple science minions to the Act of Infamy.
You can minimize Heat by assigning multiple social minions to the Act of Infamy.
You multiply the chances of success if a henchman goes along for the ride.
You know where the million-dollar bill and the Eiffel Überloot
Tower are located. Plot in these territories to uncover the
Überloot Territory
remaining four pieces of überloot.
Ark of the Covenant Central Russia
Arthur's Excalibur Europe
Mummy's Sarcophagus Middle East
Samurai Armor North China
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Objective 4: Loot and Pillage
Tip
While you only need four pieces of überloot
to satisfy this objective, consider stealing
five—or even all six. Not only does the
überloot have stat-replenishing powers, but
you also are likely to encounter some thieves
When the überloot is stolen, it is taken directly to trying to steal back the treasure.
your lair's strongroom. Consider moving it to your
inner sanctum and setting the door security to
Level 4 so only your Evil Genius can enter.
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Caution
You only need $10,000 per minute, so don't go overboard. Sure, stealing $20,000
per minute would be great, but that would bring much more much Heat down on
you while you have too many minions in the field. With your ranks thin back home,
the lair would be too susceptible to attack.
Tip
If you installed a door at your lair's entrance,
this is a good time to jack the security up to
Level 4. Your minions won't be able to grab the
cash as it flows back to the island, but the extra
security helps keep enemy agents outside.
When a minute passes, you can briefly open
the doors to allow a minion to slip out and grab
the cash. Just be sure not to lock him outside
for too long, or enemy agents destroy him.
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Objective 4: Loot and Pillage
Evil Strategies
Don't be afraid to lay low. When the Heat is on, it's just not worth it to run out and steal cash and complete
Acts of Infamy if it puts your lair under an extraordinary amount of risk from attack.
If alliance soldiers do manage to raid your lair and do great damage, take a breather from the main
objectives and just concentrate on replenishing your forces. Heat will go down, and besides, you cannot
hope to fend off attackers with a skeleton crew.
If you have not already installed fire extinguisher lockers in every corridor, do so now. Fires start becoming
a lot more common than you would like. And you better make sure you have a fair supply of valets to use
them, because they are the only minions who can put out fires.
Keep researching. Your technicians are always identifying new samples that can be experimented with, so
don't forget to keep checking in on the laboratory. You never know what new invention could save your
bacon.
You don't necessarily have to go after the easiest überloot. You'll be looking at these artifacts for the
remainder of the game (unless they are stolen back), so pick the ones you like. If you have a taste for
Egyptology, wouldn't you rather have the sarcophagus in your lair instead of some funny munny?
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Doomsday Plotting
Your minions are busy jet-setting around the planet in a mad attempt to collect the world's priceless
artifacts: überloot. And while these beautiful rarities are certainly going to be cherished pieces in your
collection of stolen items, you need to always keep your eyes on the real prize: planet Earth.
This objective blends into the previous one, Loot and Pillage. Things can get confusing, because you
must manage both objectives as well as keep up minion management and power supplies, and continue
the R&D advances in your laboratory. But you must concentrate, as the sub-objectives of this chapter have
far-reaching effects.
It is time to start gathering the required information for building a doomsday device, a machine of such
terrible proportions and monumental ill will that the world will buckle to your every demand to prevent you
from unleashing its awesome power. There are three potential doomsday devices, but while you have
ideas, you need stolen research from the world's top scientists to bring your plans to fruition.
When you begin the objective, you currently have the germ for each doomsday device idea. You need
two additional pieces of information to complete the plans. To fulfill this master plan, you must seize the
info by any means necessary. Fortunately, a few shreds of relevant information are close by.
Unfortunately, they're closer than you think.
Level Objectives
The world already considers you a dangerous presence, but you must reach the Insane level of Notoriety.
Raise your rating to 200 and watch the world squirm.
There are three potential doomsday devices—the plans for each device require three pieces of information.
You already have one piece of information for each device; you need to secure the other two to fully
pursue the plan. You must look for the information in the world via Acts of Infamy, or get it out of the
enemy agents patrolling your shores.
Acts of Infamy
This objective has only three necessary Acts of Infamy for completion, but none is easy to carry out. For
one thing, unless your Notoriety is at 200, they aren't available, no matter how much you plot. Once you are
at 200, and you have extracted the information out of invading teams, you can pursue these three Acts:
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Objective Walkthrough
Caution
While flying around the world to steal high-profile überloot, you must keep a
constant eye on your lair. Masterplan Machinations and the previous objective, Loot
and Pillage, unfold at the same time. If you ignore the events in this objective while
grabbing arks and mummies, your lair and minions suffer greatly.
You already have three of the nine required pieces of information relating to
potential doomsday device plans. The remaining six must be taken with
force. Three pieces of information are procured during Acts of Infamy,
which you perform later in the objective.
The other three arrive at your doorstep—fully armed. There are
three teams of enemy agents that arrive on your island to wreak
havoc, and unless you attend to them as soon as you see their
red dots appear on the mini-map, they slaughter your minions
and sabotage your equipment.
Each one of these teams, though, is in possession of one of
the required piece of information. Why they so foolishly have this
ultrasensitive intelligence on their person while near your base is
a major lapse in judgment, but it's one that you can take
advantage of.
Tip
It is extremely helpful to have a few highly
trained military minions, like mercenaries
and marksmen, in your ranks to take care of
these encroachers.
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Objective 5: Masterplan Machinations
When you see the red dots on your mini-map, Each member of these squads possesses the same
immediately click to that location on the island. piece of information for your doomsday device. If
Intercept these agents before they reach your you click on the agent, you can see which of the
lair's perimeter. three equations his information is a part of.
Tag all of the squad members for death—except Once you manage to capture one of the intruders,
one. Tag one of the agent for capture so he can interrogate him. By now, you should have a fully
be brought in for questioning. If you slaughter the operational laboratory. Direct your minions to
whole team, the information dies with them and torture the agent in one of the experimental
you must wait for another team to arrive, which apparatuses to extract the information.
opens another opportunity for the Forces of
Justice to do damage to your base.
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Repeat this process two more times on different teams of enemy agents to capture three pieces of
relevant doomsday information. Once you have all three pieces of information, you can move on to the
final tier.
You must raise your Notoriety level to 200. Then the world recognizes that you are insane—a twisted
despot capable of anything.
Tip
Because the next part of this objective requires that you raise your Notoriety, try
to minimize the amount of Heat on your organization while interrogating enemy
agents. If any of the team members make it off the island alive, they report back to
their alliance.
Caution
Even if you are low on funds right now,
stop stealing temporarily. Stealing draws
extra Heat, and you need to lay as low
as possible while terrorizing the world.
Note
When your Notoriety reaches 190,
Grabbing the überloot certainly helps bump up immediately recruit another henchman to
your Notoriety, but you must undertake more
Acts of Infamy, such as Raid Secret Submarine aid in your evil endeavors. You want the
Pens, to secure your rank. extra set of hands to help fend off enemy
agents as they swarm your island.
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Objective 5: Masterplan Machinations
Super Agents
As you become more notorious, you attract the attention of the alliance's super agents. These do-
gooders have as much strength and potency as your henchmen and they do not hesitate to use it on
your minions and lair.
You initially see super agents, such as Mariana Mamba and Jet
Chan, appear on the world map in regions where you are working.
When a super agent appears in a territory you are occupying,
they do serious damage to your minions.
As soon as you spot the super agent, hide—even if you are in
the middle of an Act of Infamy. The super agent decimates your
minions as they connive and steal; it's better to start over later
on a specific act than have the super agent wipe out your ranks
and force you to recruit and train new minions.
Sometimes, these super agents pay visits to your island. This is
when the real trouble starts. Their initial arrival is marked with a title
screen, but future visits are only indicated by an ominous jingle.
Super agents can kill minions at an incredible rate. When one
is on your island, you have really only two options: pre-emptive
strike or ignore them, in hope they will just leave the island of
their own accord. Sometimes they just tour the island to make
sure nothing obviously evil is happening. Do not engage in any
violence outside your lair when they are walking the island, as this
immediately attracts their attention.
If you decide to attack the super agent, be careful not to use
your henchmen exclusively. If a super agent kills a henchman, the henchman loses one of his or her
three lives permanently. It's better to lose a few minions than the entire services of a henchman.
If the super agent goes into attack mode, you're much better
off capturing than killing the agent. (Death is only temporary for a
super agent anyway.) Capturing is easier, and torturing them is
fun to watch—especially for your Evil Genius. After capturing and
throwing a super agent in a holding cell, direct your minions to
interrogate the agent on one of your lab's experimental
apparatuses, such as the laser or impact stress analyzer.
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As soon as your Notoriety has increased to 200, finish off this objective. But if you have not completed
stealing the required pieces of überloot by now, do not continue this objective until you have done so. No more
teams of agents associated directly with this objective storm your island, so you can give the überloot task
your attention without worry of attack (at least not above what you would normally expect for causing trouble).
Three special Acts of Infamy must be uncovered and completed to get the final three pieces of infor-
mation regarding doomsday devices. You must send teams of plotting science minions into these territories:
Cuba Australasia North Africa
Tip
Wait until the Heat from plotting dies down
with the alliances of these regions before
attempting these Acts of Infamy.
Once you uncover the three Acquire Some Doomsday Device
Data Acts, you can send in teams to steal the information.
Little Notoriety is achieved by stealing the information, but
plenty of Heat. Make sure you send along a social minion or
two to minimize the amount of Heat from the acts.
Tip
Make sure you collect every single bit of Doomsday Device information. There are three
sets of information, and each of those corresponds to a piece of laboratory apparatus that
gets unlocked on Island 2. You have to collect at least two sets, but if you don’t get the
third, you’ll only get two from the AI supercomputer environment chamber or greenhouse.
186 This will limit your research, as well as limiting your choice of Doomsday Device.
Objective 5: Masterplan Machinations
Movin' On Up
Once you have acquired the final three pieces of information, you have the power to initiate the next
phase of your doomsday device program. Unfortunately, you discover that your current facility is ill
equipped to house such an enormously evil enterprise. You need to move.
Another island offers better real estate for your plans, and
lucky for you, it's both remote and available. The only drawback
is that you cannot just teleport all of your belongings to the new
island. You can take your minions, but you must abandon your
rooms and objects.
On the World Domination screen, there is a new button: New
Island. As soon as you are ready to evacuate the base, click on
the button to start the move.
When all your minions are on the boat, you must direct your
Evil Genius to the port. Confirm that you are ready to depart, and
you are whisked away to your new island.
Tip
Before moving islands, it’s a good idea to destroy
absolutely everything in your base. You get a 90
percent refund on all objects destroyed, which
should set you up with a nice nest-egg for starting
out on the second island.
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Evil Strategies
Science experiments do not raise any Heat and
Acquire Some Doomsday Device Data
can be done quietly in the background without Location: Australasia
interrupting the objective. As soon as your Resources Required: 4 Mercenaries
science minions identify an object for research, Heat: 20
consult the formulas table to see if you can make Notoriety: 1
something useful out of it. Time: 7:20 min.
Super agents can really thin your ranks. If you have Henchman Experience: 25
a super agent on your island and you are running Description: An intercepted S.A.B.R.E. transmission
low on a particular type of minion, such as valets, indicates that a large proportion of the S.A.B.R.E.
send one to a territory and make him hide. In case weapons research division is being relocated to Perth
the super agent gets inside and starts thrashing in the belief that they will be able to maintain
your men, you have one minion safe who can train secrecy more easily in Australia. Their personnel and
new recruits after the super agent is gone. equipment have already made the move to Perth,
While you only need to reach 200 Notoriety to but they haven't yet fully secured the new lab. Break
complete this objective, push for 230. At this in and download some weapons schematics to help
level, you can recruit your fourth henchman. With with developing a doomsday device.
as much Heat as you draw in the next objective,
the extra help is useful—maybe crucial. Acquire Some Doomsday Device Data
Location: North Africa
Required Acts of Infamy Resources Required: 4 Scientists
Heat: 20
Acquire Some Doomsday Device Data
Notoriety: 1
Location: Cuba
Time: 7:20 min.
Resources Required: 4 Spin Doctors
Henchman Experience: 25
Heat: 20
Description: A plane belonging to S.M.A.S.H. has just
Notoriety: 1 crashed in the Sahara. The flight record indicates that
Time: 7:20 min. the passengers were all top-ranking S.M.A.S.H.
Henchman Experience: 25 scientists on their way to a conference on super-
Description: H.A.M.M.E.R. has just delivered a new weapons. Go to the crash site and recover the black
fleet of Soviet submarines to Cuba. The president box to get a recording of all the conversations that
has declared today a national holiday, and is holding went on in that plane—there should be some juicy
a dockside party to celebrate the arrival of the info that will help with developing a doomsday
submarines, which are moored just offshore. Wait for device.
the alcohol to start flowing, then sneak on board one
of the submarines and steal some weapons
blueprints that should help with developing a
doomsday device.
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From the Ground Up
You arrive on your new island, a lush jungle paradise compared to the arid hot spot you previously called
home. And now you must set up camp all over again. Fortunately, you still have all of your funds from
before—but you have none of the stuff you bought with it. There is a considerable trade-off for this
massive inconvenience. The center of this island is a dormant volcano. Its empty cone would be a perfect
staging area for a giant rocket that can deliver your doomsday device anywhere in the world.
First, place your new entrance, and then slowly build up your base again. All the rooms you unlocked
previously are available, so now you can really plan out your lair rather than add rooms as you receive the
blueprints. With your minions wandering the island, it might be a good idea to build a barracks right away.
As soon as you have your base in reasonable shape, you need to rebuild your laboratory. Without it, you
cannot seek out and steal the Codex of Knowledge. This special tool is the key to fleshing out the
remaining details of your doomsday device plot. The Codex is an incredibly complex repository of
knowledge, and not even your brightest science minions have the minds to crack it. You must lure outside
help to your island—and then hope they don't desert before they break the Codex's secrets.
Once the Codex is open, you must make one of the toughest choices of your evil career: How do you
want to destroy the world? There are three possible doomsday devices, but unless you have the right
equipment in your laboratory, your weapons program isn't going to get very far.
Level Objectives
Build your laboratory as soon as possible so you can send your
minions into the world to steal the famous Codex of Knowledge.
The Codex is such a sophisticated tool that you cannot trust your
science minions to harness its awesome secrets. You must bribe
a mercenary scientist to come to your island and research the
Codex for you.
As soon as the mercenary scientist breaks the code of the
Codex, he has a distinct change of heart. Eliminate the scientist
before he can flee and alert his former employers of your
nefarious plot.
Use the secrets of the Codex with a piece of advanced laboratory
equipment—greenhouse, environment chamber or AI supercomputer—
to choose the doomsday device payload.
Convert the empty crater into a rocket silo and begin the next phase
of your doomsday device plot.
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Acts of Infamy
There are only two Acts of Infamy that you must complete to finish off this pivotal objective—Steal the
Codex of Knowledge and win the assistance of one of the five alliance mercenary scientists, which you can
achieve in one of several ways.
Steal the Codex of Knowledge
Employ Mercenary Scientist New Rooms
Item Price
Entice Mercenary Scientist
Hangar $250
Recruit Mercenary Scientist
Bribe Mercenary Scientist New Objects
Coerce Mercenary Scientist Item Price
However, you should definitely consider under- AI Supercomputer $100,000
taking other acts, as they enormously help your Bio-Tanks $50,000
cause. For example, martial artists are the military Environment Chamber $100,000
minions most adept at stealing, and since
Greenhouse $100,000
rebuilding your base in going to quickly deplete
Dojo $20,000
your funds, you want these competent thieves
working on your behalf.
You will have a laboratory soon enough, and there are some amazing inventions you can produce, as
long as you have the proper research samples. Objects like the gold enhancer and global stock market
watchdog also help you maximize your funds, so make sure you reveal and complete these acts, too.
Guatemalan Gold Rush
Grab the Garibaldi Crown Jewels
Capture Martial Arts Master
Objective Walkthrough
As this objective begins, your Evil Genius and his team of
minions have just landed on their new island. The minions
pile off the boat and start milling around. Some stay near
two corner shacks, where your gold and valuable holdings
like überloot are being stored. Having these glittering
goodies out in the open is no good, so you better get
cracking on building that new lair.
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Objective 6: Road to Doomsday
Building your new lair is painstaking and expensive, but it really gives you a chance to build up the joint
the way you'd really like it. You have a chance to learn from any design mistakes from your previous lair,
such as too-small training rooms, and make different decisions.
Really lay out your base in advance. You don't One of the first things you need to do is build a
have to start building right away, so you can play barracks so your minions have a place to hang out.
with blueprints and leave all building commands Make sure you build some equipment like bunk
on pause. Play with different designs and see what beds or a multi-gym (which is unlocked with lab
works best for you. research) to keep the minions on their toes while
they wait for the rest of the lair to be constructed.
Before building anything that consumes power, As soon as you have a power plant up and
such as a control room, you need to build a running, build your control room. Without it, you
power plant and install a few generators. There's cannot harvest and process intelligence on the
no need to go overboard with generators just yet, alliances. Be conservative at first with your
because if you're both conservative with purchases, as you need to save some money for a
electricity and quick to build a lab, you can good-sized training room and laboratory.
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Tip
Because you are conserving funds, you do not need to build giant rooms right away.
Just leave plenty of expansion space around each room you know will require it,
such as the training room and the laboratory.
Tip
Before you send any minions on Acts of Infamy, have a training room built with the
proper equipment to train up replacement minions should they be lost in the field.
With so much riding on science now, you need to have plenty of laboratory
workshops and chalkboards to train new technicians and scientists.
Caution
Do not leave your loot in the open for too
long. Enemy agents begin combing your
island soon—and they try to steal things.
Build a strongroom as soon as possible to
move your gold and precious items into.
And when financially feasible, build an
inner sanctum to store priceless objects,
like überloot.
As soon as you have a working base, it's time to
increase your cash flow. Start sending military
minions into the world to grab cash.
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Objective 6: Road to Doomsday
Thanks to the three sets of information you stole in the previous objective, you are able to purchase
three major pieces of experimental apparatuses—greenhouse, AI supercomputer, and environment
chamber. You can also research and develop the seventh experimental apparatus, the bio-tanks.
There's just one problem. All of this laboratory equipment is really expensive. It takes a lot of stealing to
build up enough bank reserves to make these major purchases. This, of course, starts drawing Heat, so it's
now a constant game of balancing Heat and greed. Steal some cash, then lay low and let the Heat subside.
When it's manageable, start stealing again.
Note Tip
The advanced
This is when having a martial artist is
experimental
extremely important. If you can build
apparatuses
up a small team of them, you can
take up a lot
distribute them in the world's richest
space, so be
sure you leave regions and really start pulling in some
enough room to serious cash.
expand your laboratory to fit all of them.
Tip
Be sure to plot in South America long enough
to reveal the Guatemalan Gold Rush Act of
Infamy. The resulting loot of a successful
mission, the Aztec amulet, can be researched
with experimental apparatuses to create the
global stock market watchdog, which really
speeds up cash shipments.
The easiest way to create this item is to
steal the amulet, place it in your lab so science
minions see it right away, and build the AI supercomputer. There are two other
ways to build the machine, but if you have the AI supercomputer, it's the only
experimental apparatus you need.
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As soon as you have a fully operational laboratory with all seven of the experimental apparatuses, take the
next step in completing this objective: Stealing the Codex of Knowledge. This is not an easy task. The act
generates a lot of unwanted Heat with H.A.M.M.E.R., and after completing it, you can expect a visit from
that alliance's super agent, Katerina Frostonova.
To unlock the act, send a group of science minions to plot in Siberia. Unfortunately, this raises the
region's Heat—but it does have a side benefit. If the science minions plot long enough, they uncover a
mercenary scientist you can persuade to help decipher the Codex.
Once you have the Codex of Knowledge, place it in your laboratory. Put it against the farthest wall from
the room entrance and be sure the lab has a security door. This is an item that thieves and burglars would
love to steal back.
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Objective 6: Road to Doomsday
Tip
You receive progress reports on the
mercenary scientist's effort to research the
Codex. When the mercenary scientist is
approximately 60 percent finished, move a
couple henchmen into the lab as a precau-
tionary measure.
Once you have a full staff and the Heat in Siberia
is down, return and bribe the mercenary scientist
to join your organization. If the mission is a
success, the mercenary scientist automatically
shows up on your island and makes a beeline for
the Codex of Knowledge in your lab.
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Evil Strategies
By now, Jet Chan and Mariana Mamba, the two super
agents from S.M.A.S.H. and A.N.V.I.L., have made
repeated visits to your island. You finally have the
technology to defeat them once and for all, ensuring When you are ready, click on the crater and
they never darken your doorway again. Read the bonus choose to build the silo. Your construction workers
objective chapter to uncover the methods of disposing throw a giant tarp over the crater and work
of these annoyances. diligently for a few minutes. When they are done,
Build the gold enhancer and global stock market the tarp is pulled back to reveal the rocket silo.
watchdog as soon as possible.
Don't rush building your new lair. You don't have a third island to move to, so the construction decisions
you make are final.
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Resource Management
If you thought the world's alliances were perturbed at you before, wait until you pull off this next trick. With
your island lair expanding and the science secrets of the world now at your fingertips, it is time to start
physically assembling your rocket program in the center of your island retreat.
Unfortunately, the resources to build a rocket program are a little scarce in this tropical paradise. Unlike
the inhabitants of "Gilligan's Island," you cannot build a multistage orbiting rocket with coconut shells and
palm tree fronds. You must send teams of minions into the world to steal precious resources from the five
alliances. Once these are brought back to the island, your science minions can synthesize them into the
materials required to construct a working rocket.
However, there is an immediate problem that must be dealt with before you can get back to your
regularly scheduled pilfering. The world's alliances have dispatched five ambassadors to your island to
check things out, talk to a few people, and see what information they can bring back. You must intercept
and interrogate these ambassadors.
After a stern talking-to, the ambassadors give up enough government secrets and scandals that you can
install your own moles inside each alliance. The alliances don't take your infiltration of world governments
and theft of coveted resources lightly, though. When these criminal activities really get under way, expect
wave after wave of ferocious assaults on your lair.
Level Objectives
To build your rocket, you need precious resources that are unavailable on your island—titanium, rocket fuel,
top-secret ore, precision-cut diamonds, and high-tech polymers. You must infiltrate and take over the five
facilities across the globe that produce these materials, and steal 25 crates of material to begin the rocket
program.
A P.A.T.R.I.O.T. diplomat is currently visiting the island. Capture and interrogate the diplomat until he gives
up enough secrets for you to install one of your diplomats in his government.
A H.A.M.M.E.R. diplomat has arrived on the island. Capture and interrogate him until he gives up secrets
that allow you to install one of your diplomats in his government.
An A.N.V.I.L. diplomat is vacationing on the island. Kidnap and interrogate the diplomat. He gives up enough
secrets to let you install an evil diplomat in his government.
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Objective 7: Global Chaos
A S.A.B.R.E. diplomat has touched down on the island. Capture and interrogate the diplomat until he gives
up enough secrets to install a duplicitous diplomat in his place.
A S.M.A.S.H. diplomat has arrived unexpectedly on the island. Seize and interrogate the diplomat until he
gives up enough information that you can send one of your own diplomats to fill his vacancy.
Plant a diplomat in the U.S. Senate.
Send one of your diplomats to infiltrate the British consul in India.
Fly a diplomat to Singapore and replace the missing ambassador.
Send a diplomat to Uruguay to fill the vacancy.
Install a diplomat in the Soviet cabinet.
Acts of Infamy
This objective requires 10 Acts of Infamy—and none are available when you begin. You must plot to
uncover the Acts, which in itself generates a lot of Heat. Make sure you keep bouncing a team of science
minions across the globe to discover the 10 Acts.
Once you have discovered the Acts, you soon find that they generate a lot of Heat, too. In fact, the
repeated runs you must make on the resource facilities to get the 25 crates send your Heat through the
roof, so make sure you don't overextend your military minions and henchmen. They are needed back
home when the Forces of Justice pay an unwelcome series of visits.
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Objective Walkthrough
Your level of Heat should be calming down around the world, as much of the previous objective was
achieved on your island. If you did double duty in Russia—stealing both the Codex and a mercenary
scientist—you may wish to avoid that alliance's regions for a little while.
Fortunately, this objective gives you plenty to do at first on your island, as the five alliance ambassadors
arrive almost immediately. While you are busy kidnapping and interrogating them, your Heat levels continue
to drop, unless you're out stealing like, well, a madman.
The five ambassadors show up on your mini-map as purple dots. Some wander the jungle outside your lair,
others brazenly walk through the front door. Issue each ambassador a Capture Tag, not a Kill Tag.
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Objective 7: Global Chaos
Tip
Caution
Be careful about sending massive numbers of minions to a region for any of the Acts
of Infamy in this objective. If they arrive and are not sent in on the Act
immediately, the Heat from the region's alliance skyrockets before you can even
get to work. This not only causes problems at the lair, but it also quickly attracts
the attention of that alliance's super agent.
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Once you have managed to infiltrate all of the alliance councils, turn your attention on your rocket
program. You must plot and uncover five more Acts that provide you the resources to create the rocket's
five parts. Each part takes five crates from the resource-producing facilities, found in these regions:
Stealing Big
Just uncovering these Acts generates some Heat, but actually fulfilling them brings great and furious
anger down on your island. Do not attempt these Acts unless you are at full minion capacity and have a
decent number of military minions to protect your lair during the upcoming attacks from enemy agents.
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Objective 7: Global Chaos
While the crates are being collected, prep the As soon as the corridors are in place, lay down
rocket silo back at your base. Your minions place plans for a hangar over the rocket silo.
the crates in your freezers and strongrooms until
they have a way to get into the rocket silo and
deliver the goods to the attending science minions.
Build corridors that lead into the silo area,
marked by dirt along the edges of the crater that
can be mined through. Draw up blueprints for a
corridor that go right up to the edge.
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You can now click on the rocket silo as if you Your nearly operational rocket silo is almost ready
were going to purchase and install objects. For for prime time. All you need now is a few last bits
each five crates you place in the silo, you can buy of science to finish the job, and then you can finish
one stage of the rocket. There are five stages. your master plan for world domination.
When you have 25 crates in the silo, your science
minions can synthesize all five pieces of the rocket
and the objective is complete.
Evil Strategies
Super agents visit your lair with greater frequency now, thanks to all of the Heat your activities have
generated. If possible, do what you can to defeat these do-gooders on your own terms. Research the
means of destroying super agents in "Bonus Objectives," later in this section.
You have to lay low for a while in this objective. Heat is just too high, thanks to your evil intentions. While
you wait for the alliances' ire to drop, keep busy at the lair by fighting off enemy agents, perfecting trap
systems, and installing surveillance networks.
If you notice your minions aren't training as quickly as you'd like them to, try moving the training equipment
or placing a piece of überloot in the middle of the training room. This helps boost their Attention and keeps
them on task.
Keep the Notoriety coming. You can recruit new henchmen at 300 and 400, and their talents are most
helpful in turning back the squads of enemy agents that land on your island during this objective.
Keep the research process moving along. If you notice a lull in activity, your science minions have likely run
out of items to research. Engage in Acts of Infamy to bring in new loot, such as the chameleon cloth or the
pete bog.
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Objective 7: Global Chaos
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Objective 7: Global Chaos
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Level Objectives
Plot in North Africa to uncover a rocket program currently under way in Casablanca. Of all the gin joints in
the world…
Steal and research the technology to develop a working satellite to serve as a delivery system for your
doomsday device.
Pilfer and research a top-secret piece of P.A.T.R.I.O.T. technology with three specific experimental
apparatuses. The angered alliance will certainly send troops to get the technology back.
Steal and research technology projects from A.N.V.I.L. and S.A.B.R.E., then research each with one specific
experimental apparatus. Both alliances send agents to retrieve the technology, using any means necessary.
Lure a Russian cosmonaut into your lair and then interrogate him on three devices to learn H.A.M.M.E.R.'s
satellite technology.
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Objective 8: Doomsday Beckons
Acts of Infamy
Because there are multiple ways to satisfy the objectives, you do not need to complete all of these Acts of
Infamy. Before you attempt any of them, be sure you have the right resources and the Heat in that region
has died down since the last objective.
Objective Walkthrough
The world is pretty sick of your meddling. Thanks to your efforts to steal the 25 crates of precious
resources, Heat levels are through the roof with the alliances, and you're probably seeing a major increase
in the number of enemy agents on your shores. Not only are there more agents, they are getting more
skilled. Good soldiers and exceptional veterans are no longer uncommon sights on your island.
Tip
Just because there is a team of highly skilled agents on the island doesn't mean
they will infiltrate your base. Several of the agent platoons actually just sneak
around the perimeter and leave by their own volition.
If you issue Kill Tags and send your henchmen out to greet them, the team turns
instantly into a violent bunch of warriors, and bloodshed ensues. You also score a lot
of extra experience points for your henchmen this way. But that sometimes comes at
the expense of a few minions who get in the way.
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Note
Stealing the rocket engine plans takes a suave
touch. You need to kidnap the last of the
famous international playboys and interrogate
him to train your own army of smoothies.
Tip
Performing Acts of Infamy are certainly a lot safer if you have eliminated that
alliance's super agent. For example, with Mariana Mamba out of the picture, you
can swipe the rocket engine plans with a lot less of a headache.
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Objective 8: Doomsday Beckons
If you choose to go the cosmonaut route, there are If he's not on your island, you can snatch
two ways to grab him. Keep an eye out at the the cosmonaut in his native territory: Central
beginning of the objective, as the fellow might be Russia. You need to send a team of science
taking a stroll in the jungle. He appears as a lone minions to reveal the Lure the Cosmonaut Act
red dot on the mini-map, just like an enemy of Infamy before you send in the rest of your
agent. Tag the cosmonaut for capture. minions to pick him up. After completing the
Act, you need to find the cosmonaut on your
island and tag him for capture.
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Objective 8: Doomsday Beckons
Tip
Of these four options, it is easiest to go for the P.A.T.R.I.O.T. technology in the
Midwest. We have the three required experimental apparatuses to perform the
experiments, so you don't have to waste time by trying different science machines
until you hit the right combination.
When you steal the P.A.T.R.I.O.T. technology, it When you steal the A.N.V.I.L. and the S.A.B.R.E.
automatically is taken to the laboratory where technology, they also appear in your laboratory
your science minions have immediate access to it. shortly after the Act is completed. You must
The three experimental apparatuses you must use research each piece of technology once, and you
to test the technology are the laser, the bio-tanks, can use the laser, the bio-tanks, or the
and the environment chamber. You must research environment chamber to do so. Research each piece
with each experimental apparatus individually. of technology with a single apparatus individually.
Tip
The technology from these Acts has enormous stat-increasing power, so once the
experiments are over, move the tech into key places in your lair so your minions
feel the effects. You may even want to steal all of the technology just for the
benefits.
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While researching the technology, do not let your As soon as you have either crushed the satellite
guard down. The decidedly nonplussed alliances secrets out of the cosmonaut or unlocked them
send teams of skilled agents not only to steal from the alliance technology, you can click on the
back the technology, but also to cause any trouble rocket silo and build your doomsday device
possible inside your lair, such as setting charges delivery system for a song.
and blowing things up.
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Objective 8: Doomsday Beckons
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Tough Talk
In the life of every Evil Genius, there is a time when you just have to put up or shut up. That time is now.
You have a rocket, an engine, a satellite, and a doomsday device. All that is left to do is announce your
intentions to the world's alliances, sit back, and wait for them to grovel for mercy.
However, before you hit the airwaves, you better double-check that engine technology. It was experi-
mental when you stole it, and it would be something of an embarrassment to threaten the world with
potential annihilation just to have it sputter out in the basement.
Once the technology has been field-tested, and with some rather unexpectedly amusing results, it's
time to command an audience. After installing a TV studio in the inner sanctum, your minions must set up
a series of transmitters around the island to broadcast your evil signal. Once the world's leaders see just
how crazy/serious you are about this global domination bit, they are sure to buckle like a belt.
Level Objectives
Install a launch button on the hangar catwalk above the rocket silo. When it is complete, your Evil Genius
can fire up the rocket engines for a minute-long test to verify the system works fine.
When the test results have been verified, broadcast a message to the world via a TV studio inside the inner
sanctum. You must build five transmitter aerials to carry the signal across the planet.
Acts of Infamy
There are no Acts of Infamy to complete for this New Objects
objective.
Item Price
Catwalk Console $7,000
Evil TV Studio $10,000
Transmitter Aerial $1,000
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Objective 9: Evil Ultimatum
Objective Walkthrough
All of the actions in this objective take place directly on
your island. Enemy agents from the alliances infiltrate
the lair and try to interfere with your operations, though,
no matter how much Heat you have generated around
the world.
You must test the rocket engine and build a TV studio
set-up capable of delivering your ultimatum to the world.
Do not purchase and install transmitter aerials first. The
alliances send saboteurs to wreck them with explosives.
Instead, concentrate on testing the rocket engines.
First, purchase and build a catwalk console on the
walkway above the rocket silo. From here, Evil
Tip
Genius, you can initiate the engine test.
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Caution
If you run out of minions during the test, you
have to start over. If you have a series of
entrances, you shouldn't have this problem.
The rockets roar into action. Unfortunately, they Now that you have seen the rocket engine
are so powerful the air crackles with electricity in
technology operate, it is time to send out your
the bottom of the rocket silo. Several minions are
broadcast, threatening the alliances with imminent
zapped during the minute-long test, but as long as
you have a steady supply of minions to tend to the destruction.
rocket, the test is a success.
First, build the TV studio inside the inner Next, build five transmitter aerials outside of
sanctum. You may need to move out some of your lair to broadcast the signal. Do not put all of
your loot to make room. the transmitter aerials in the same place—this
makes them easy pickings for saboteurs. Instead,
spread them around the island.
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Objective 9: Evil Ultimatum
Tip
Although you only need five to broadcast your ultimatum, go ahead and install at
least seven transmitter aerials around the island. This way, if you lose one from
sabotage, you have backup units ready to go.
Evil Strategies
By now you should be able to take care of super agent
Dirk Masters, so follow the instructions for disposing of
the gun-toting blowhard. It makes the last objective much easier
to complete.
The rocket silo and broadcast tech use a lot of energy, so install
some extra generators or nuclear generators to provide the
necessary juice to keep operations running smoothly.
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Omega Man
You would think that the world would tremble at the thought of a doomsday device hovering over its
head, ready to unleash disaster and chaos. But proving that even sure-fire programming doesn't always
connect with viewers, your ultimatum fell on deaf ears. It's time to prove to the world that you do not
make empty threats.
Begin the objective by assembling the rocket in the silo below your lair. This is a long process—it takes
12 minutes to fully configure the rocket for launch and payload delivery. During that agonizingly long time,
the alliances hit you with everything they have—including any remaining super agents.
The worst (meaning best) of the bunch is S.A.B.R.E. super agent John Steele. The immaculately
dressed, well-coiffed, charming spy descends on your lair and attempts to disrupt the launch. Perhaps
there is a way to do away with this nuisance once and for all?
Level Objectives
Assemble the rocket in the silo. This takes time, and while the rocket is being put together, the alliances
send multitudes of agents to your island.
It seems John Steele can get out of any tight spot. But you can use your rocket to get the upper hand. Do
you expect Steele to talk? No, you expect him to fly.
Launch the doomsday device into orbit and prove to the world that you are indeed a bad, bad man.
Acts of Infamy
There are no required Acts of Infamy for this objective.
Objective Walkthrough
You must show the world that you mean business, so initialize the rocket. It takes 12 minutes to assemble
the rocket, so for 12 minutes you must fend off the alliances' agents.
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Objective 10: Take Over the World
Tip
John Steele arrives on your island right after
the objective begins. Instead of dealing with
him while trying to ensure a successful
launch, capture him and drag him into the
base before initializing the rocket
construction sequence.
Caution
the doors to the highest level of security. Nobody
comes in, nobody goes out. Any minions stuck outside
the lair just have to fend for themselves.
Sending any minions or henchmen outside to
confront the enemy agents requires you to
lower the security on the front doors. Your
minions can get out, but alliance troops can
also force their way in.
Tip
Should enemy agents infiltrate the lair,
throw the base on red alert and hit back
with everything you have. Don't worry if Keep your henchmen near the front door and
the base catches fire, the flames are ready for combat. The alliances are sending
soldiers and veterans to disrupt your plans. Should
likely to injure the enemy agents, too. they breach the front doors, you need some heavy
firepower right away to prevent them from
wreaking serious havoc inside the lair.
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While the rocket is being put together, keep John Eventually, the rocket is complete. A big red
Steele busy by torturing him on your various button appears on the screen. All you have to do
experimental apparatuses. Keep hitting him with a is press it and the world is yours. But first…
Capture Tag, and make sure he isn't left alone in
his cell for long. The agent has a knack for escape
and will blow up your armory as payback.
Make sure that John Steele is under lock and key Your minions gleefully grab Steele from his cell and
before you press the big red button. It's the only shove him aboard the rocket just as it launches into
way to eliminate him for good. space, neutralizing the super agent forever.
Your rocket takes off, blasting through the atmosphere into the cold reaches of space where it will
unleash your doomsday device on the world. The alliances were wrong to underestimate your desire to rule
the world, and for their poor judgment, they will pay.
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In addition to the 10 main objectives of the game, you can complete a series of bonus objectives to earn
extra Notoriety, find new objects, and remove the threat of the pesky super agents. These objectives are
not required, but completing them—especially the super agent missions—is extremely beneficial.
Mariana Mamba
The comely S.M.A.S.H. super agent uses her looks to charm her way into your lair. Once inside, she seeks
out the Evil Genius and attacks. There is a way to neutralize her threat, but you need to have a functioning
lab before you can ruin her.
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Jet Chan
Jet Chan is from A.N.V.I.L. The accomplished martial artist's hands are certified lethal weapons, and it
would be nice to put them on ice. It would certainly help save a few henchmen's lives, yes?
Katerina Frostanova
The Russian ice queen, Katerina Frostanova, is one cold customer. She can unfeelingly dispatch your
minions without batting an eyelash. But is there a way to melt her heart—and then crush it?
When the bonus objective becomes available, head to Siberia and undertake the Steal Mr. Snuggles Act
of Infamy. Your minions steal the super agent's childhood toy, a cherished teddy bear, and then install it in
your training room.
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Bonus Objectives
Dirk Masters
The gun-toting P.A.T.R.I.O.T. super agent packs a hard
punch, and there may be an illegal secret as to why.
When the chance to bring down the American idol is
available, send your minions to the Midwest to undertake
the Infiltrate Dirk Masters' Gym Act of Infamy.
As a result of the Act, your biochemists can research a
swiped towel, soggy with Dirk sweat. Use the biotanks to
extract some DNA from the towel to discover the action
hero is hopped up on illegal steroids.
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Extra Objectives
The following three objectives are entirely optional, but the results from undertaking them may be worth
the incredible effort.
Faking It
When the Steal the Clone Chamber Act of Infamy
becomes available to Antarctica, send a team of minions
to pilfer the technology. They return the chamber to your
lair, where you can make clones of your Evil Genius.
Stealing the chamber prompts a group of alliance
assassins to infiltrate the island. Once you create the
clones, allow them to be killed—but not by any old
enemy agent. Make sure one of the assassins kills the
clone. If an assassin kills the clone, your Heat drops
around the world. Should a regular enemy agent kill the
clone, your Notoriety drops.
Tip
When you create the clones, expect company immediately. Use your henchmen to
fend off any regular enemy agents while the special assassins target the clones.
(Hide your original Evil Genius in the inner sanctum during this.) Be sure not to tag
any of the assassins for death and do not throw the base on red alert.
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Bonus Objectives
Cursed Collection
This bonus objective requires four Acts of Infamy in which
you must steal pieces of a broken totem pole. As you
collect the four pieces of the totem pole, they appear
back at your base. There, you discover that the totem
pole pieces are cursed, and as long as they are
separated, they have a negative stat impact on your
minions, reducing Smarts and Attention.
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Send your minions around the globe to plot and uncover the four Acts of Infamy to collect the pieces of
the totem pole. While the individual pieces are a hazard, the assembled totem pole grants a huge stat-
replenishing area effect.
Note
You cannot begin collecting the pieces until your Notoriety has reached 125. At 125,
the first piece is unlocked. For each 10 Notoriety points after that, the next piece is
unlocked. You must be at 155 to nab the final totem pole piece.
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Acting Up Notoriety and Loot
There are many Acts of Infamy to undertake in Evil Here is a full listing of the Acts of Infamy: a series
Genius. While many are optional to an extent (you of covert missions you must execute if you want to
really need to gather an intense level of Notoriety), increase your Notoriety. Only if you inflate Notoriety
several are directly related to objectives in the will the world tremble at the sound of your name,
game. There is also a collection of Acts that allows which really helps your cause when it comes time
you to kidnap trained professionals like spin doctors to announce your true intentions for planet Earth.
and martial artists. These Acts help you train your
Some of these missions have bonuses
forces in new careers.
beyond Notoriety. There are several pieces of
Some Acts result only in an increase of Notoriety loot—stat-boosting spoils that you can decorate
(and, unfortunately, Heat)—your minions are just your lair with. Not only can you pretty up your
running around the globe, stirring things up. base with these objects, but some of them also
Henchman-recruitment Acts pop up on the world are useful in researching and developing new
map when you have achieved enough Notoriety to objects, such as traps.
be considered worthy of their talents. Überloot Acts
Another side benefit of carrying out these
of Infamy result in the acquisition of beautiful
missions is that enough success draws
pieces to store in your lair.
henchmen out of hiding. When you're infamous
We have broken down the complete Acts of enough to warrant their services, your spies
Infamy into four smaller lists: receive word that they are ready to join up. (Each
henchman-recruiting Act of Infamy is detailed in
Notoriety & Loot
the following section.)
Henchman Recruitment
Each listing includes the territory the Act of
Überloot Thievery Infamy occurs in, as well as how much Heat and
Kidnapping Professionals Notoriety is generated. It takes specific types of
agents to pull off these missions, so pay attention
Any Act of Infamy directly related to the game's
to what human resources are needed. "Henchman
story, such as those you are required to undertake
Experience" indicates how many points a henchman
to complete objectives—are discussed in that
accompanying your men on the mission receives. If
specific walkthrough chapter. (Except for the
there is any loot to be pilfered and procured, it is
überloot Acts of Infamy, which are required for the
also mentioned.
game's fourth objective. Those Acts are detailed in
this chapter too.) Those listings contain all relevant
information, such as what kinds of minions are
required to undertake the mission.
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Dr. Neurocide god who came forth and slew the treasure hunters
Location: North Africa who had desecrated his people's homeland. Now he
wanders the world seeking revenge. That man is
Required Resources: 1 Worker
Moko, and he has told us he is ready to join with us
Heat: 10
to battle the civilized world.
Notoriety: 5
Time: 20 sec.
The Butcher
Henchman Experience: 25
Location: Polynesia
Description: Our agents have received word from the
Required Resources: 1 Worker
infamous Dr. Neurocide that she wishes to add her
Heat: 10
considerable scientific skills to our cause. She is
currently enjoying a holiday in the Madagascar and Notoriety: 5
states this would be an ideal opportunity to squirrel Time: 20 sec.
her away with relative ease. Henchman Experience:
Description: It has been bought to our attention that
Dr. Mesmero the wickedly evil psychosurgeon known simply as
Location: Australasia The Butcher grows weary of exacting his sadistic
pleasures on the pitiful Indonesians where he
Required Resources: 1 Worker
currently resides. He seeks bigger and more worthy
Heat: 10
sport for his skills and has expressed an interest in
Notoriety: 5 joining our evil empire.
Time: 20 sec.
Henchman Experience: 25 Colonel Blackheart
Description: Our agents report that a man matching Location: North Africa
the description of The Great Mesmero has been
Required Resources: 1 Worker
seen with a traveling freak show in Brisbane,
Heat: 10
Australia. Mesmero, the hypnotist, is able to
manipulate even the strongest minds—he will be a Notoriety: 5
great asset on the island and we should dispatch Time: 20 sec.
minions to persuade him to join our cause forthwith. Henchman Experience:
Description: Colonel Blackheart, the famous big game
Moko hunter, has been slowly running out of things to
Location: South America hunt now that conservationists are stopping his kind
of work. Lately he has been hiring out his talents to
Required Resources: 1 Worker
anyone who can pay, as long as there is something
Heat: 10
to shoot at the end of the day! Send a man to the
Notoriety: 5 depths of the Congo to cut short his latest
Time: 20 sec. expedition. He should find our kind of quarry …
Henchman Experience: 25 interesting.
Description: A tale tells of an ancient divine defender
of the Incan people of Machu Picchu, a great warrior
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We had a chance to engage developer P: Did any henchmen not make it into You might go for a powerful minion
Elixir’s own evil genius, Sandro Sammarco, the final game? If so, who were they? force to run your base, or decide to use
in a one-on-one about his swingin', sexy a skeleton crew and rely on unlimited
madman sim. After a little time under the S: Yes, there were a few we really trap combinations.
lights, the lead designer spilled his guts wanted but couldn't justify because of
about how the henchmen were hired and the extra work they would have needed. P: Do you have any tips and suggestions
traps created—and how to better manage These included a homicidal robot and—I for lair construction?
your legion of lackeys. kid you not—a pink-leotard-wearing
midget wrestler. S: Don't be afraid to alter your base as
Prima: What were some of the pop- the game progresses. You receive
culture influences on Evil Genius? P: How much does your choice of Evil reimbursement when destroying rooms
Genius—Maximilian, Alexis, and Shen and objects, so as your lair grows, it's
Sammarco: The main influences were, of Yu—affect the overall game? Is there a often a good idea to move the more
course, the spy genre in all its variations: recommended avatar? sensitive areas deeper inside where you
serious, spoof, past and present, etc. can better protect them.
However, nothing was sacred when it S: The three Evil Geniuses have subtle
differences—Shen Yu, for example, Also, keep an eye on where different
came to searching for inspiration, though minions tend to congregate. It is
we tended to place our own, twisted makes agents spend a little less time
investigating the island, whereas Alexis possible to effect a level of control over
spin on it all. these guys simply by placing objects in
inspires greater loyalty in her minions.
P: Does Evil Genius take place in some However, there is no "best" genius to go certain areas.
sort of time warp? We've seen an with. We hope that players will enjoy P: Some of the best objects and traps
impressive mix of elements, such as using all of them. are created through science exper-
blending elements of the British swingin' iments, such as Prometheus's Revenge
'60s (the mod staff room) and the gung- P: Many of the traps are indeed quite
devilish. How did the team devise them, and the auto-surgeon. How important to
ho American '80s (Dirk Masters). completing the game is it to keep the
and were there some particularly
nefarious ones that didn't make the cut? lab working on these extra objects?
S: The world of Evil Genius is loosely
based in the '60s—albeit a rather S: You don't absolutely need all of the
perfect version, where all the men wear S: They had to be outrageous and pain-
inducing, and whenever possible, over- objects and traps that research will give
their best dress uniform, all the women you, but they will make life much easier,
are glamorously beautiful, and all the elaborate. For example, our pit traps don't
just make agents fall down a hole—they as well as hopefully entertain you, so my
bald dwarfs are psychotic megalo- advice is: build everything—you know it
maniacs. That said, we didn't let the fall down a hole only to be ejected on a
column of fire or spat out of a giant metal makes sense!
setting get in the way of adding
anything we thought would help make hose. Because we made a conscious P: Do you have a recommended ratio of
the game better, which is why we have decision to go with cartoon-style science to social to military minions?
guys like Dirk running around. animation, we had a lot of leeway with
what we could get away with. One trap S: You won't go far wrong with an even
P: The henchmen are quite the eclectic that didn't make the cut was the revolting split, though you'll need to adapt it to
crew—the aggressive Soviet ex-general, killer-toilet trap. I'll leave it up to you to your play style. You don't want to be left
the voodoo priest, the butchering imagine how that one worked. with nothing more than a bunch of
surgeon. How were the personalities of crinkly old quantum physicists when Jet
the henchmen created? P: How much of your success as a would- Chan is knocking on your front door.
be Evil Genius depends on building a
S: We had a simple set of rules: We better lair versus minion management or P: Is there potential for downloadable
wanted a diverse set of larger-than-life, completing Acts of Infamy? updates to Evil Genius in the future?
entertaining characters who would New henchmen, new objects, new Acts
support interesting special abilities. S: It really depends on play style. You of Infamy?
Then we just let the designers out of might want to spend ages attempting to
the cupboard under the stairs. I think build the perfectly defended secret S: We are already planning more
that many of our ideas were influenced base, then worry less about attracting content, but this will probably take the
by spy genre films and some excep- the attention of the Forces of Justice. form of an expansion pack. Stay tuned
tional concept art, though some just Or you might decide to plan your for more developments on this by
probably have to be movements on the World Domination visiting the official Web site,
attributed to our really, map very carefully so as to avoid www.howevilareyou.com.
256 really warped minds. unnecessary incursions on your lair.