Evil Genius

Evil Genius

193 ratings
From the Basics to the Big Leagues
By Hazel
This guide covers the entire game, but still lacks a few details, pictures, and a research guide (as there are already far better ones out there!). It should prove helpful for any new or inexperienced player to get a handle on how to play through the game, prepare for difficult sections, or get an overview of the mission requirements!
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Minions
For you budding Evil Geniuses, it may help to know the members of your evil organization.

Construction Workers: These are your basic minions. They're total bunglers, so keeping your evil organization focussed on them is probably not the greatest idea. The great thing about them is that they can diversify. They can train to become anything, and they can also build rooms-reason enough to keep at least ten with you at all times.




Guards: Guards are tougher than Workers, but have lower loyalty and smarts. They can also grab Rifles from Rifle Cabinets, making them more useful when your base is on alert. A guard can be kidnapped in South America or in Central Russia. All military minions are better at Stealing.



Mercenaries: Mercs are really strong, and will eventually make up the brunt of your military. They can grab Heavy M60s from Heavy Rifle racks, or even a Flamethrower, more rarely. Mercenaries can be kidnapped in the Midwest or South America.



Martial Artist: This Top-Tier Fighter has absolutely no use at long range, and cannot even pick up a pistol. What he can do is kick ass at close range. He can utterly destroy most agents in a matter of seconds in a fistfight. Definitely useful dudes at close range. They can be found in Southeast Asia and the West Coast.



Marksman: This sniper is probably favored more than Martial Artists, in my opinion. They're as good as mercs in a fistfight, and carry their rifles even when the base is not on alert. They're crack shots, and they have higher attention stats to go with it. One can be snatched in Siberia or Europe.



Technicians: These helpful mechanics can fix your busted objects, such as power generators, and do basic Research. They can't really fight though, unless they're provoked. I highly reccommend watching them try, though-a sight to see. The default place to kidnap them is in China, but with a bit of plotting they can be found in Japan as well.




Scientist: They can't fix things, but they're much better at Plotting and Research. They can be found in Antarctica and Central Russia.



Quantum Physicist: These guys are really smart. They're the best at general research and plotting. They can be kidnapped in the Midwest and Europe.



Biochemist: These folks wear hazard suits and are better at the...slightly goopier types of research. Not that I've seen any kind of appreciable bonus to that. Their only advantage over Quantum Physicists is that they're better at stealing and defending on the world map..which might honestly make them better. They can be snatched from their labs in South America and...Europe, again.



Valet: These sort-of-charming guys are very useful to have around. They can pick up unconscious minions or ones that have most stats drained to zero and help them replenish. They can staff hotels and are the only minions capable of using fire extinguishers, for some reason. Keep a fair few around. Their Weaken attack saps attention. They can be kidnapped in Polynesia, or the Middle East.



Spindoctor: These guys suddenly became both great liars and morbidly obese. Their Weaken attack saps Smarts, and if the target has any Heat, it will become blue when their Smarts are 0, making them great for lowering your worldwide heat. A Spindoctor can be kidnapped in the Midwest or Europe. A word of warning; High-Tier Social minions cannot use fire extinguishers any longer. Keep a reserve of Valets lest ye base become an inferno.


Playboy: Anybody for Dirty Rotten Scoundrels references? These suave dudes can be kidnapped on the American East Coast or on the Riviera in France. Their Weaken saps multiple stats at once-I'm unsure of this but i think it's attention, smarts, and loyalty. They are the top Social minions, and you should upgrade most of your Spindoctors into these guys. Make 'em lose some weight. Keep in mind if for some weird reason you wanted to weaken your own minions you would cause defection.



Diplomat: These fat blighters are absoulutely necessary for some later missions, but aren't very useful otherwise. They can be stolen away in the East Bloc or the Middle East. Their Weaken saps only Loyalty; making agents act like tourists for a time. Unfortunately, this does not lower their heat, and it doesn't work against Super Agents. Worse, their training station always makes the Spindoctor fall unconscious unless you have endurance-boosting items nearby, elongating the time it takes to get the job done. Steer clear of these guys until you have to get them for the missions, and even then only train what you need. They're just not worth it.
Starting out
If you haven't tried the tutorial, go do that. I'll wait. Anyways, you want to get started with a Corridor. Corridors will link your base together, and will be the backbone of your operation. Don't lay down too much straightaway, though-you want to build your base as you need it. Make a short hallway, then a 1x2 corridor off to the side. This will serve as a doorway.

Next, build a Barracks. Note your construction workers will take some money from your strongroom and go to a depot, then come back with dynamite. Construction Workers are your only minions that can create rooms, so keep a fair supply of them. Once your barracks are done, place at least one locker and one bunkbed in the barracks. Make sure that the access points are available, or your minions will be unable to use them. Lockers will increase how many minions you can have. While security doors are useful for slowing down the agents of justice, they aren't *really* necessary to have for every room. They won't care what your minions are having for dinner, but on the other hand they're dumb enough to think any door is suspicuous. Imagine the looks on their faces when they finally crack that door and discover a bunch of guys in yellow eating spaghetti. Or the sentry gun storage room! *cackles*



Now that you have a Barracks, you'll also be needing a Control Room so that you can make your minions travel and steal from the world. If you're new, I'll advise you to consider watching the videos they provide, as they are helpful in explaining the game mechanics. Make a corridor, and build a Control Room. Consider leaving room for expansion-control rooms often get somewhat large, but you don't want to overspend this early in the game. Place at least one Control Desk down, and a memory bank. It will be helpful for later if you place a Time Clock, and turn it to the first green segment so it will be always staffed.

Next, you will need an Armory. You know the drill, corridor and then room. In the room, place a Holding cell. You can also place a Gun Rack, which I'll get into in another segment, and a Security desk. I recommend this, because if you place a security desk, camera, and loudspeaker of the same colour, you have a detection network. Just make sure there are excess minions where you put the loudspeaker. You can place it wherever minions tend to congregate, but I recommend the staff room, which nearly always has minions in it. Fufill objectives until you're told to capture a maid.

At this point, there's an optional exploit I'll get into. Until you capture and interrogate this maid, the forces of justice simply will not send anyone to your island. This means you can steal as much money as you like with no reprisal. Send all but one of your men to the theft hotspots of the world (Middle East, American Midwest, Europe) and have them steal money. Personally, I like to have about a million dollars before I move on, so as to save myself some hassle later. If you do this, remember to let the heat die down before carrying on, lest you be mobbed by angry men with guns before you have a proper defense set up.

(But honestly-letting your computer run for a few hours before you can play? Your time is worth more than that. Check the Cheats & Modding section.)

When you're ready to move on, tag the maid for CAPTURE. You can now either wait until the maid wanders into your base, or send your henchman after her. Even if you have a henchman that uses a weapon, if she is tagged for capture she will merely be K.O.'d. Buy an interrogation chair, l, right click the cell and select the interrogate option; then right click on the chair (once it's been placed). The construction minion that interrogated her will become a valet. You are now ready to try to take over the world-best of luck!
The Crime Bosses
At this point, you'll notice you have a lot more freedom, and you may be tempted to run out and start doing acts of infamy. While that's all well and good, you want to keep your notoriety low-getting it too high will attract some...unwelcome visitors. First things first: Have some minions go and Steal money from somewhere. You may also want to beef up your minion count with more lockers.

Let's take a step back and deal with one of the first problems you have.

The outdoor strongroom doesn't even have a door, and while it's in a convenient place for your goons to take money to the depot, it's also in a convenient place for theft. It's also rather small.
Build a new strongroom inside your base. You can keep it small, but I like to keep my stolen objects in mine, so I like it larger. It's a matter of personal taste. Regardless, when this new strongroom is done, you will need to move your briefcase rack into the new room and destroy the outside room. When the room is empty, right clicking will give you a wrecking ball icon. That'll tag the room for demolition.

Nice and neat.

Build what rooms you need. Note that some of the most important-Power Plant, Infirmary, and Freezer-are not unlocked from the start. These will be unlocked when you run low on electricity, lose a minion, and kill an agent, respectively-so, very shortly, if not already. The Power Plant will be a necessity soon. Try to keep yours well guarded, because they are a weakpoint in your base, with Infiltrators seeking to create a few lovely explosions.

Build a Training Room-you'll want this to be very large or keep space aside for a second room/expansion, as by the time you've unlocked all minion types it'll need a lot of space. Add at least one school desk to be able to train more Valets. At this point, you may want to improve your minion repetoire-You'll find that you can kidnap Guards in South America and Central Russia (though you'll need to plot to reveal this), and Technicians in China and Japan (ditto on the plotting). Take the paths of least resistance, and you'll have more hostages. Interrogate them like you did the maid, and build Punching Bags and Science Stations to be able to train more Guards and Technicians respectively.

You have a lot of freedom right now, so feel free to experiment. Remember that if you get your Notoriety to 130 or over, you'll be in extreme danger from that femme fatale-Mariana Mamba. Mariana Mamba will act as an Agent of Justice piece on the Domination board; making Acts of Infamy nearly impossible to complete, or maybe coming to your base to screw you over instead. She's unkillable at the moment, so try not to attract her attention just yet. Have your Technicians plot on the Indian Subcontinent (S.A.B.R.E), (because Science minions are better at plotting, if you didn't know) to discover the famous Crime Lord, Armand Krishnin, is there. If you have an Inner Sanctum and a Conference Table, feel free to "coerce" him to your base.

By now, you should have a decent sized base, remembering to leave room for future expansion. Lei Ying Lo can be found in China-Convince him to come to your base. Marvin de Luca, on the other hand, is far closer to home, Plot for him on the West Coast of the good ol' US of A to find him. After obtaining all three, Nikita Leonov will arrive on your very island.

Nikita's unkillable, so feel free to murder him with guns-he's tough to beat in close combat. Tag him for capture after he passes out, but don't bother interrogating him in your chair-he's far too tough for that. Instead, send him to the Mixer Counter in your Mess Hall, which you should have by now. (Maybe he has Vertigo or something?) If you have the mixer counter already; good for you. If not, you'll need to buy it. At this point, you cannot discover the next crime boss. Go steal things and otherwise build your notoriety up to 71 to find (and subsequently grab) him in the Middle East. Immediately after he arrives at your base, the final crime boss. Bob "Barking" Caine will send his own minions to attack your base.,

For this reason you will want to prepare in advance. If you have a rifle cabinet and enough guards, this won't be too bad. Incidentally, this is one of the few times the henchman Red Ivan really comes in handy.

Bob Caine will go to your conference table after a few waves of enemies. Your Evil Genius will then announce his plan: A Tropical Volcano Lair.

The Crime Bosses will think this is phenomenal, (except for Caine who is...disintegrated? Shrunk?) and...anticlimatically go home. Your next objective will now be active.
Freedom
So now you have around 71 Notoriety, and with a goal of 200 you have a lot of freedom, with most First- Act AOIs opening up. Personally, I recommend stealing the Iceman from Antarctica, the Painting from Cuba, and the Sonic Generator from Central Russia, whilst picturing the look on their owners faces and laughing maniacally. These provide bonuses to your bored lackeys and might be useful in Research later. The Sonic Generator in particular is handy for a control room, due to the endurance boost. There are also some vases and chameleon cloth in the ANVIL territories, and a space suit in the American Midwest.Personally, at this point I usually try to steal physical Loot from the AOIs, because the other ones aren't worth much, but do what you like.

You can recruit new Henchmen at this point, like Red Ivan, the Matron, or Doctor Neurocide. (Or Colonel Blackheart, if you have the old bonus files. They're still kicking around online for free!) Keep in mind that you can only get one for now, with chances for more (and new options) later. Personally, I recommend the matron, just because seeing a little old lady on a killing spree never stops being funny. She can also act as a support unit of sorts, restoring other Henchmen's special abilities with hers. This is dubiously useful, but if you have a powerful ability like Jubei's Eviscerate or Super Headshot and NEED it, it's decent. Red Ivan is very powerful at clearing crowds with his rocket launcher, but collateral damage is constant and his abilities are pretty useless. Dr. Neurocide is okay. I haven't used her too much, frankly, so I can't really say whether or not she's better than the other two.
Evil Science
So, now that you've convinced/shrunk all of the crime bosses, and experimented on the World Domination screen. What now? Well, you might actually want to lie low for a bit-you've probably got quite a bit of heat from all those acts of infamy. Right, while you're doing that, have a look at what you've got. Do you have enough minions? All sorts, I mean. Around thirty or forty is a good round number, and if you're not there yet you might want to add some Lockers to your Barracks.
Or you could keep going. If you've made your Barracks large enough, you could keep going. Thirty, forty. Sixty-five. Go all the way to the limit of 100 if you like. Sky's the limit if you have enough gold.

You'll have gotten your next objective by now, and that's to steal the research machine from B3 in Tokyo. You might want to make sure your base is ENTIRELY PREPARED because once you steal it the world declares that they don't want you to have it and send in a giant flow of burglars to reclaim it. Apparently, they were all nursed on lead-based paint though, because a cheap inflatable painted to look like the research machine will fool them hook line and sinker.

Seriously, they'll go right for it. Your big problem while building the lab (think a big-ish room, it'll probably be the biggest one on your desert island) will be all of those burglars. While stupid, they're also equal-opportunity thieves, and will take any loot that isn't nailed down. Then they'll take the ones that are nailed down, and then the nails for good measure. My recommendation is to just have the guards arm up and blast them into oblivion, but if you prefer the devious traps or sinister beguilement from the social minions, go for it. Once the lab is built, just put down the fake. Trust me on that. The actual research machine costs $100,000 and if they take it you aren't seeing that money for a long time. If for some reason you want more burglars, you can take the easy AOI in Europe to rewrite the headlines, but I find that the normal amount is more than enough.

The annoying thing now is getting the idiots to actually take it. My recommendation is to use doors strategically-agents tend to go for harder locks, so once they come in let them know the lab is important by setting the lock to level 3. Repurpose the original topside shack into a lab and pop the fake in there, and set the door to level 3. They'll go right for it.

Hurray! They took the bait! At least, reader, I hope they did, because keeping these guys away from the important stuff is a pain. Once they do, now you have to hope that they decide to leave instead of taking your other stuff as well-and if they do, you either let them take that too or kill 'em and wait for another batch.

But hey! Now that that's out of the way (I'm assuming again. If you're not here yet, please wait a bit.) You have a research machine! You'll need something to research with-A "Laser," a centrifuge, or an Impact Stress Analyzer. You can only choose one, but you'll eventually get the others as well. The impact stress analyzer should be obvious on the map in Europe, but the others may not show up on the map-if you want to start with a "Laser" or centrifuge, plot on the West Coast or Australia, respectively.

Once you have those, you'll most definitely want to kidnap a scientist. Best place to do that is in Antarctica, as there's not much heat generated in the remote area. (Central Russia is another option, if S.M.A.S.H. is on your case. When you have the Research Machine, Databank, and testing device, your science crew will start roving around the base, making notes on things for research. Take some time-the things you research today will become the important devices of tomorrow. No matter which device you chose, your research will eventually lead you to the other two and beyond-so be a patient evil genius and keep yourself busy as your science boffins wander slowly around your base taking notes.

Anyways, once you have the science machine you can start kidnapping civilians for the next tier of minion. I already mentioned Scientists, but Spindoctors are in the Midwest and Europe...

...and Mercenaries are in the Midwest and South America.


You know the drill.
Masterplan Machinations
Now that you have a research laboaratory setup, your science minions will begin wandering around your base, taking notes on the various items in your base. As your research progresses, you will uncover the other research items you could have stolen.

You'll notice on the new objective that it mentions nine pieces of intel you need to collect, garnered from the world map, acts of infamy, and agents on your island. I suspect the first one is either a glitch or non-implemented, as you start with three already in your possession.

The next three are from some agents on your island. The place is practically crawling with do-gooders! There's HAMMER burglars, SMASH soldiers, and PATRIOT inflitrators kicking around, and interrogating one of each in the Interrogation Chair will take care of this section.

As for the other three, they take quite a bit of plotting, but you'll find the acts of infamy in North Africa, Cuba, and Australia. Beware of Mariana Mamba when you go for the North African intel, as you'll have certainly attracted her attention by now.
The Cursed Collection
While you're still on your first island, you might notice an optional objective to find the pieces of a totem pole. The reward is quite nice (assuming a bug doesn't remove it later) but the process of getting it is somewhat roundabout. Thankfully, I can help you get there.

There's no set order to this sidequest-you can grab any of the four pieces at any time once the optional objective appears. The one on the West Coast of the USA has the highest risk, but the requirements for all of these are fairly low key. They do generate quite a bit of heat though, so be careful not to anger the entire world while you're at it. The pieces can be found in the Middle East, West Coast, Central Russia, and Polynesia with a bit of plotting.

Well, now that you have at least one point, you're probably hearing the incredibly repetitive radio announcer mention that it's cursed. He's not wrong-the pieces, on their lonesome, function as a higher-heat body bag, meaning they'll lower minion stats. To get around this, make like a serial killer and stuff each piece in the freezer.

Once you have all four, you can put them side by side to break the curse-and get a shiny new* piece of loot! Remember, though, that you can't do this sidequest after moving islands, and you can't put it together once you leave either; so make sure you get this done first if you want it.

*Disclaimer: actually pretty old
Uber Loot
Ah, the fabulous Uber Loot. There are six pieces scattered around the world, and while you only need four to progess, it's worth your while to get all six. This is because they have super bonuses to any nearby minions and have big radiuses, meaning they're great for places like the control room. Each piece of Uber Loot generates massive heat, are big theft targets, and take about 2-7 minutes to steal, so send along some eggheads to speed things along.

The Million Dollar Bill is on the West Coast of America, and needs 8 Valets to steal it.
The Sarcophagus is in the Middle East, and needs 4 Guards and 4 Technicians.
The Eiffel Tower and Excalibur are both in Europe, and need 4 Technicians, 4 Valets and 4 Workers, two Guards respectively.
The Samurai Armor is in North China and needs 4 Valets and 4 Guards.
The Ark of the Covenant is in Central Russia and needs 8 Guards.

By now, you'll probably have hit 120 notoriety, which means you'll start seeing the tier 3 kidnapping AOIs. You know you want those top-tier minions!

Now that you've got at least 4 pieces of loot, the game will whine at you to make at least $10,000 per minute for five minutes. This is fairly easy to do, but focusing on one country alone can lead to serious attacks on your base from soldiers.

After this, you'll have the option of moving to a new island. While you'll want to do this, it represents a step into the much harder second half of the game, and you'll want to prepare carefully by having as many minions trained as possible, completing as much research as possible, and having at least a million dollars saved up. Maybe even two million.

Once you've done this, hit the button and watch the chaos!

"Hey, no pushing!"

*Note: If you have a lot of loot items, some of them might be lost when you travel to the new island. As far as I know, there's no fix to this other than only stealing what you particularly want or need. Blame your minions. Violently, if you so desire.
Road to Doomsday
Nice island, eh? You'll have a lot more space for building your base, and you might even have room for cool-looking but superfluous stuff, just like a REAL evil genius.
Hit P to pause the game, and take your time to work on your base. By now you should have a good grasp on the sizes of rooms and where they go, so I won't bother you with subpar ideas for a base.
Make sure you note, however, that the heli depot and the boat depot are very far away from one another. Objects and dynamite tend to come from the heli depot, but the best buildspot is near the boat depot. This means either restricting yourself to a smaller working area in the shortrun or wasting time having your minions walk around the entire volcano. Your call. I prefer the latter, because I'm insane and blueprint the entire base at once (there's no additional rooms to unlock.) Once you have a rough base plan, make sure you allocate a small space for an infirmary. We're going to take Mariana Mamba out of the picture.

Defeat Mariana Mamba!
The first step is obviously going to be capturing the wily agent. She'll be dogging your footsteps, so hopefully you have an armory set up by the time she shows up. Take her prisoner. You should know how by now.

The cornerstone of this plan is the infirmary chair. You need this to take her down for good, so if you didn't research it before leaving the last island you'll have to wait until it's taken care of by the boffins.

The next step is to simply order her interrogation on this chair. She may try to escape, so be vigilant. If both your Genius and the Mamba make it to the room, you've got her exactly where you want her. Revenge is sweet!

Now that you've done that, consider your unofficial goal to be to get your lab set up. Considering the cost of all research items, plus a reasonable room size, this is going to run you at least $700,000 to set up. Ouch. This is the main reason you've been saving up, and two million probably won't be enough if you set everything else up first. But there's no rush, really. Just get some minions out there and accumulate while you fend off Jet Chan.
Your next objectives are to steal the Codex of Knowledge and to Recruit a Mercenary Scientist. As both the codex and a Mercenary Scientist (there's one for each task-force) can be found in Siberia, start any needed plotting there. Just realise before you go on that not only does the codex heist eat minions up like candy (it has a whopping 7 risk, more than anything you've attempted thus far!), but the heat generated is going to be high on top of what you've incurred, so expect soldiers incoming.



Seriously. Make sure you're ready first, or you're going to be in it deep.

Now that your minions are fixed up, it's time to recruit the mercenary scientist! As mentioned, there's one in Siberia, but there's one in Antarctica, Central China, South Africa, and on the West Coast if your red heat is a bit much.

This is another high-heat AOI, and a hit squad of crack veterans will be deployed to your base to kill the defector. Protect him with everything you have-it may be wise to set the door(s) of the lab to Level 4 security so they're guarded, and surround him with henchmen. This will prove a wise decision, as immediately after decoding the Codex for you, he decides to defect yet again. Tsk, tsk. Reward him as he deserves.


Well, well, well. You have a choice on your hands. How do you want to rule the world? You have three choices, all of them essentially cosmetic: you can build an earthquake generator, a gravity nullifier, or an ID eliminator. Research the codex with the Environment Chamber, AI Supercomputer, or Greenhouse respectively, and then it will be dismantled, as the knowledge is too great. It'd be pretty bad if those death star plans got into the rebel's hands, right?
Global Chaos
You can now build a rocket silo in the centre of your island lair. It's not super expensive to just lay the foundations, though the hangar on the main level will run you about $65,000. Also, it's worth knowing that research grinds to a halt when you've built the hangar-your science minions will waste huge amounts of time running around in the lower levels, meaning you'll need a sizeable force of idle boffins to boost your chances of a discovery. (A serious pain if aiming to get every possible item!)

Get what you need done beforehand if you can. Some of the cooler items can only be stolen in later chapters, so you'll have to deal with diminished research no matter what you do.
Anyways, the game's afoot now! You'll need to build a rocket to deliver your doomsday device, and you'll do this by stealing material crates from around the world. More on that in a bit.

At this point, you'll have quite a bit of notoriety. It's to your benefit to get it to 250, as the best heists open up on the world map. Stealing the Crown Jewels, anyone?
At this point, you'll notice ambassadors poking around your island. Capture the fools and interrogate them. At last, a use for diplomats! You'll be replacing them with your own men, and as you do so, you'll be able to turn agents of the world powers against one another. Or you should be able to, at least. It's buggy, and doesn't work half the time. Ah, well. These acts of Infamy are in Europe, South America, South Asia, Eastern Bloc, and somewhere in the P.A.T.R.I.O.T. sectors, probably the West Coast. (I'm looking into it.)

Before we go any further, it's time to take Jet Chan out of the picture. In Central Asia, you can kidnap his mentor, and interrogating him will reveal Jet Chan's weakness to be his own hubris. One horribly rigged beatdown in the Dojo later, and Jet Chan will be a broken man.

Now for the crates I mentioned earlier. This is the part of the game that consistently throws me for a loop. Be prepared. No matter how well you've managed notoriety, this is about to get dangerous. You can steal crates from the Eastern Bloc, South America, and Southeast Asia (NOT Central Asia...Evil Planet got that one wrong, sorry). These AOIs are short, but provide a lot of heat in exchange for one crate. And you'll need 25 crates in total. Worse, the notoriety isn't insubstancial. This means that you'll likely activate all of the remaining super agents trying to do this, all while garnering massive heat from whatever nation. The heat from this will take bloody ages to go away, too. You can either try to steal from one nation, get it all done at once/rip off the bandage, or be slow and try to minimize heat, spreading your men across the globe. Might be worth trying - I did em all from one country and practically drowned in Exceptional Veterans. But it's do-able.

Picture it, though. Three Super Agents. You've had trouble dealing with one or two of the early ones, and now there's three, including what's basically the undefeatable final boss.

Nervous? Good. It'll keep you sharp.
Doomsday Beckons
Now that you've secured the rocket parts, you probably have all three agents breathing down your neck. (By dint of careful AOI management, it's possible to have eliminated Jet Chan and only have to deal with Frostnova). Congratulations are in order for getting this far!

Defeating Frostnova: Once the objective appears, an AOI becomes active in Siberia. It's a risky mission, despite the mission text that comes after it, so be prepared. Afterwards, simply interrogate her on the newly-added 'loot' item.

You have two goals, the latter of which has three options. In the American Midwest, a new AOI has appeared to steal a research object and research it with retrieval teams breathing down your neck. Similar AOIs have appeared in Polynesia and Australasia. Lastly, a Russian Cosmonaut is *on* your island. This is my preferred option, since if you handle it right you don't have to waste any minions on an AOI. Also, the retrieval team is just burglars, which you will probably accidentally eliminate while dealing with the heavy flow of Veterans from wherever you got your rocket parts from.

To break the Cosmonaut, you need to interrogate him twice on devices that drain health, smarts, and attention. You should have plenty of these lying around. Health can be drained on a common interrogation chair or at a Laser, Attention on a Centrifuge or Rifle Range, and Smarts is best drained with a Brain-washer if you have one. Smarts-drainers are in shorter supply than the others, so bear this in mind before committing to the Cosmonaut.

Try not to forget to tag him for recapture after he's done being interrogated. The game won't do it for you, and if he recovers he can run like the clappers. The AOI to recover him is found in Central Russia.

Retrieving all of the research objects may not be a bad idea, even if you want to go with the cosmonaut. They're loot items with huge radii-on one hand, you'll have plenty of loot already. On the other...can you ever have enough loot? These AOI do not disappear, unlike Uber-Loot, so you can grab them at your leisure.

Completing any of the options will enable you to build the payload satellite, in much the same way as you built the previous rocket stages.

The rocket plans can be stolen in Casablanca (North Africa). Take care that the loot item that you steal isn't accidentally scheduled to be placed in your locked Sanctum by default, or you'll be wondering why it's taking so long for some time to come.

For some reason, you don't get the rocket engines immediately, but you don't need to research the plans either. Just keep checking the launch pit to see if you can build it periodically.

Evil Ultimatum
Things are coming to a head. You should see plenty of veterans and agents in general crawling over your island, with inflighting from Global Chaos only happening on occasion. Hopefully, your traps and minions are up to the task--your recovery from the rocket supply thefts may still be underway.

Your goal is to test fire the rocket engines and to build some transmission towers. You're...going to want a full cadre of minions, trust me.

But first: Defeat Dirk Masters! You'll find the AOI in the Midwest, needing 5 Workers, 2 Mercenaries, 1 Playboy, and 2 Biochemists. Your reward is...a towel.
You're immediately given research options for it. If you're swimming in cash, you can use incentives. If you're not, you can guess and be patient. If you're reading this guide, you can just go ahead and use it with the Biotanks. Afterwards, interrogate Dirk on them and enjoy your new Freak. Or don't...pretty gross looking, frankly. I tend to use my social minions to weaken him to death...keeps him from tripping my traps too.

When you're ready and have the catwalk console complete, hit the button with your Genius. You need to fire the engines for a full minute, but the rockets can kill minions in the launch area. If you have a lot of entrances and science minions, you may not even notice the losses-I think it only took me ten or less.

Build 5 transmitters...very simple and not even terribly expensive. Saboteurs (Like Steele) will try to destroy them on sight. If you have less heat, not many saboteurs will show up, so that's simple enough. Send your Genius to your sanctum's TV studio and you'll enter the finale.

This objective is very easy if you have a lot of minions-the only real challenges are from the super agents breathing down your neck.
Take Over the World
It's time.

Your ultimatum has maxed out your heat, and hundreds of soldiers are en route. (Pray Global Chaos works.) You simply need to stay alive for twelve more minutes. For an optional challenge, have Steele in a cell for the end of it to get a bonus cutscene at the end of the game.

Crank recruitment up to the max if you can afford it. Lock most of your exterior doors to level 3 or 4.

Red alert time.
Best of luck.



****************************

It's finally time to press the big red button. Go on, you earned it. Revel in your chaos...
About
This guide is meant to educate new players as to the mechanics of the game and shine a light on possibly obscure segments to old fans of the game. As Evil Planet is now gone, this guide will have more effort put into it than ever before.
Cheats and Modding
This section's going to be a bit bare for the time being, so please bear with me.
Firstly, there are two types of cheats in this game: the type you can do ingame, and the sort you need the devconsole enabled for.

To use ingame cheats, just type HUMANZEE while playing, just like an old doom cheat. The Mission Successful image will arrive to show you did it right.
From here, you can use button combos to do various things. And yes, this is the same basic list IGN and Gamesradar have posted for some reason. There's more, and I'll get to them. Eventually.

Ctrl + S: Creates an explosion. (Where? Need to test.)
Ctrl + C: Add $100,000 to your coffers.
Ctrl + A: Army of Darkness (Adds every henchman and one of each minion type. Presumably a devcode left in for fun.)
Ctrl + O: Unlocks all 'furniture' items.
Ctrl + M/N: Turns Global Chaos on or off.
CTRL + T: Unlocks all traps.



Enabling the devconsole is also necessary to activate the Unofficial Patch, if you can get your hands on it.
Thankfully, enabling devconsole is very easy. It's a matter of adding two lines...

The first file you're looking for is Default.ksb. You'll find it in Evil Genius\DynamicResources\Config.
Stick this line in anywhere.
ToggleDebugCommands:Ctrl+D

Next, open the autoexec.con file in the same directory and add the line:
DF_RedefineDebugShortcuts 1

Now, when you're ingame hitting Ctrl+D will unlock the console, and hitting tilde (`/~) will actually open it.


Modding the game has been difficult for a year or two, when Evil Planet closed shop. Now everyone's scrambling to get it back together since a sequel's been announced, so my basic knowledge will have to suffice.

If you've ever used excel, you should feel right at home, because a lot of the game's statistics and attributes are found in either excel spreadsheets or notepad-editable .ini files. Yes, really. Supremely accessible and easy to tweak ruin, so be careful and keep backups if you're going to delve.

One particularly easy thing to do is double the amount of minions you can have scurrying about like rats. The population.ini file (conveniently located in Evil Genius\ResourcePAK\DynamicResources\Config) looks like this:

MaxPopulation=100
PopulationEntry=0,10
PopulationEntry=1,15
PopulationEntry=2,20
PopulationEntry=5,25
PopulationEntry=10,35
PopulationEntry=20,45
PopulationEntry=30,55
PopulationEntry=40,65
PopulationEntry=50,75
PopulationEntry=60,80
PopulationEntry=70,85
PopulationEntry=80,90
PopulationEntry=90,100
PopulationEntry=100,100

But with just a few evil tweaks, it can look like this:

MaxPopulation=200
PopulationEntry=0,20
PopulationEntry=2,30
PopulationEntry=4,40
PopulationEntry=10,50
PopulationEntry=20,70
PopulationEntry=40,90
PopulationEntry=60,110
PopulationEntry=80,130
PopulationEntry=100,150
PopulationEntry=120,160
PopulationEntry=140,170
PopulationEntry=160,180
PopulationEntry=180,200
PopulationEntry=200,200

May your enemies tremble before you! For what it's worth, I believe the first number represents how much notoriety the player has, and the second represents the according pre-locker population. Use this if it so pleases. This game is from 2004, play it however's fun.
Update Section
31/10/2013 - Began work on Comprehensive Edition. Added Spindoctor, Playboy, Diplomat sections. Removed incorrect statement about Red Ivan. Added more information on Mariana Mamba's functions.
14/3/2015 - Returned to Evil Genius. Did some minor tweaking.
16/3/2015 - Added Science section.
07/03/2016 - Minor tweaks to the body of text; corrected minor confusion over where in the USA the "Laser" could be snaffled.
09/03/2016 - Added Cursed Collection subsection.
17/03/2017 - Updates and added pictures. Has it really been four years since I started this thing?
18/03/2017 - Renamed Science and you to "Evil Science" and updated the section. Added Masterplan Machinations and Uber-Loot sections.
23/03/2017 - Added Road to Doomsday and Global Chaos sections.
11/06/2019 - Realized I've been forgetting to update this section with the minor tweaks over the last two years; considered removing the update section because it's irrelevant. Also tweaked Global Chaos.
01/04/2020 - Came back and cleaned up the Minions section (such atrocious formatting from seven years ago) and added a few screenshots. Why do I have the update section again? Mostly for my own interest. Also filled in some cheats, modding advice, and advised against using the maid exploit.
11/13/2020 - Noticed the description was still ancient and incorrect and fixed that sucker. Also, hey! Forgot to put in 'actually finished the guide' whenever I did that like a year ago!! Seven years to make a guide. Wow.
62 Comments
Hazel  [author] 26 Aug, 2021 @ 7:39pm 
Thank you so much, that means a ton to hear honestly!!
eightiesboi 25 Aug, 2021 @ 8:50pm 
@Hazel, thank you! I've been passing this game on and off for over a decade and I still find out new bits because of guides like yours. :)
Hazel  [author] 25 Aug, 2021 @ 6:17pm 
Thank you!
eightiesboi 25 Aug, 2021 @ 2:41pm 
Nice guide! I found a reference that better explains what the population settings do. The person that posted this is one of the more prolific modders for EG.

[quote=RaTcHeT302]These instructions are outdated. I added the correct instructions here.
http://ratchet302.gitlab.io/games/e/evil-genius/tweaks/population.html#game-tweaking

You only need to change MaxPopulation. PopulationEntry does something else.

You can up delete all the PopulationEntry lines if you want to. PopulationEntry controls what your minion capacity is set to after you complete enough acts of infamy, here's the correct format.
PopulationEntry = MissionsToComplete, NewPopulationCapacity

By doing PopulationEntry = 500, 500 you told the game that you want to complete 500 missions, once you do that, your population capacity is set to 500.

If you want 500 minions, only change MaxPopulation to 500. Anything else is useless.[/quote]
(https://www.gog.com/forum/evil_genius/how_to_increase_population/post13)
Hazel  [author] 2 Feb, 2021 @ 4:21pm 
You'll need to plot there.
Celestite 2 Feb, 2021 @ 3:31pm 
Lei ying lo is not showing on southeast asia... is this a bug?
Hazel  [author] 13 Nov, 2020 @ 10:00am 
Honestly, I don't think you can go wrong with 10 of everything but scientists before the top tier of minions. (Since Quantums and Bios are better than scientists, you only need a skeleton crew ready to be trained up. 5 or so.)
From there, you should have at least 5 of every top tier minion except diplomats, because they're ass. Keep 2-3 of those on hand for missions while they're necessary, and then you can get rid of them if you're so inclined.

From there, you have 6 or 7 minions left to allocate. I personally like a muscle focus, so I put them into extra snipers or martial artists, maybe a flamethrower merc if I want to be wasteful. But if you prefer social minions, playboys or spindoctors are perfectly fine. Likewise if you want your research to go faster.

I hope this helps!
Tomatenmarc ⛟ 13 Nov, 2020 @ 7:22am 
@Pretzel

100 :D
Hazel  [author] 8 Nov, 2020 @ 2:04pm 
What's your capacity, MCT?
Tomatenmarc ⛟ 8 Nov, 2020 @ 9:58am 
I need a personnel allocation pls