_______ __ __ _________ __ | ____| | | | | | | | | | | | | | | |__ __| | | | |___ \ \ / / | | | | | ____| | | | | | | | | | | | \/ | __| |__ | |____ | |____ \ / | | | | |______| \__/ |_________| |_______| _________ ________ _____ __ _________ ___ ___ ______ | | | || \ | || || | | || | | _______| | ______|| \ | ||_ __|| | | || _____| | | | | | |\ \ | | | | | | | || | | | _____ | |______ | | \ \ | | | | | | | || |____ | | |__ || ______|| | | | | | | | | | | ||____ | | | | || | | | \ \| | | | | | | | | | | |____/ || |______ | | | || | _| |_ | \___/ |_____| | | || || | \ || || || | \__________/|________||__| \_____/|________| \_______/ |______| Table of contents: 1-Legal 2-Contacting Me 3-Version Info 4-The Guide-A)Difficulty levels B)Characters C)Walkthrough 5-Object/Trap List 6-Cheats 7-AOIs: Coming soon! (See version info) 1- Legal 100% done(?) This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. I am not responsible for anything lost by the use of information in this guide. I can not, do not and will not guarantee that your playing experience will match the one I had, and made this guide based on. I tried to make it as universally correct as I can, but I am unable to control many factors of the game. In short: This guide is as correct as I could make it while working on it at midnight for about a week. It's not my fault if it isn't perfect. Copyright 2005 Bryan Weaver The only sites that are allowed to post or otherwise use this guide as of now are: Gamefaqs.com, Neoseeker.com, and DLH.net. If it is on another site, please E-mail me at [email protected] and let me know. Thanks to: All the companies that made this great game, GameFAQs for accepting this guide, and Torias for writing the guide that inspired me to write this one. Whoever made the files so easy to get into and get onformation from, 2- Contacting Me 100% done I only want to be contacted by E-mail. My E-mail address is [email protected]. Please E-mail me with any suggestion, comment or other type things. 3- Version Info 11/? done V0.75, My first attempt. 2/24/05. Had walkthrough to Ch.7. V1.0, Second try. 2/28/05 I added the Object lists, the Evil Geniuses section, and the Minions section. Also changed a few things. V2.0, Whatever I'm on now try. 3/18/05. Completely redid walkthrough section, added Agents and Super Agents sections, Switched the placement of some parts of the guide, and changed it a little in some sections. V2.1, 3/19/05. Added traps section, updated Legal section. V2.11, Also 3/19. Fixed arcade machine mistake, and changed a couple other things. V2.12, 3/22/05. Added Neoseeker.com to the list of allowed sites. V2.3, 3/31/05. Updated sites list to include DLH.net, changed a couple other things. Unless something comes up, don't expect an update soon. The next one's going to be big! (That, and I just got a new game, things are going on at school, and my brain hurts from everything I've been doing lately.) V2.4, Also 3/31. Something came up! When I opened up Word to do a school thing, I decided to spell-check my guide. From now on, every update is getting spell-checked. (It�s amazing how long it took.) V3.0A, 4/3/05. This is just a small bit of what I'm going to be doing. The AOIs section is one that I don't expect to be finished for a long time, but I'm starting it now. These are just a few reasons it's not going to be finished for a while: 1. I'm lazy, I'm 13, and I procrastinate. 2. Things are going on at school. 3. I'm lazy. Oh, I also made a couple minor fixes, if you care... V3.0B, 4/8/05. I've started it! Sure, it's only one, but it's done! Let's see, only... *Counts how many AOIs are left* ...145 more... Um... wow, there's a lot of AOIs in the game... :( *Runs about 3 yards to bed and cries* OK... all done crying! I'll work on more later! (By the way... if any of the people who notice that I've not been updating actively care, I've been sick this week, so I didn't work on it. I get breaks too!) V3.1, 4/9/05. A very small update fixing a few things I (and one my mom) wanted fixed (or removed) began to add Henchmen section, but I'm too lazy to put any in yet. 4- The Guide A lot/Too much done Difficulty Levels: Easy- Agent's armor (Resistance to damage to any of their stats) is reduced, minion's armor is increased, AgentStatsScale (Probably just the stats of agents) is reduced, MinionStatsScale is increased, AgentBoredomScale (Don't ask me) is increased, objects cost less, your Evil Geniuses armor is increased, and the "CoverDamageMod" (I have NO idea what this is) is at 0.20 Medium- Everything I mentioned in Easy is at its regular setting, and CoverDamageMod is set to 0.10 Hard- My advice: don't do this until you've played for a long time. My reasons: Agents armor is increased, minion armor...screw this. Opposite of easy. Happy? No? Too bad, that's all I'm not too lazy to do. Characters: Evil Geniuses: Maximilian- Starting Henchman: Jubei Sphere of Influence: Medium Special: None (Meant to be reduction in Research Initiative cost) Alexis- Starting Henchman: Eli Barracuda Sphere of Influence: HUGE! Special: Minions lose loyalty slower Shen Yu- Starting Henchman: Lord Kane Sphere of Influence: Small Special: Agents take longer to arrive. Minions: Worker: The basic minion. They are the only minions able to build new rooms and are very expendable. They use handguns and melee combat. Guard: The basic Military minion. They are also expendable, but to a lesser extent. They use rifles and melee combat. Technician: The basic Science minion. They are the only minions able to repair broken equipment. They use melee combat if they are attacked. Valet: Basic Social minion. Lowers the attention of agents tagged for weakening. They use melee if attacked. Mercenary: Military minion. They use heavy rifles, flamethrowers or melee combat. Scientist: Science minion. They have higher smarts than a technician. They use melee combat if attacked. Spin Doctor: Social minion. They drain smarts for their weakening attack and use melee combat if attacked. Marksman: Top Military minion. They always carry a sniper rifle, and can shoot from very far away. They also can use melee combat. Martial Artist: Top Military minion. Melee masters. Quantum Physicist: Top Science minion. They have very high smarts and might use melee if attacked. (I don't know if they do.) Biochemist: Everything a Quantum Physicist is. (I think...) Diplomat: Top Social minion. Drain loyalty as their weakening attack. I don't know what they do if they get attacked. Playboy: Top Social minion. Their weaken drains all non-physical stats. I don't know about their actual attacking... Agents: Investigators/Agents These guys try to photograph evidence against you. If they have red sections around their yellow circles and they get away, your heat will rise. Burglars/Thieves They steal stuff. More specifically, loot and money that happens to be on the ground. If they steal loot, you can redo the mission to get it (normally), but your notoriety will decrease slightly. Infiltrators/Saboteurs They attempt to get to important rooms in your base and blow them up with time bombs. Soldiers/Veterans They kill and destroy EVERYTHING. They travel in large groups and are the biggest threat to your plans besides some super agents. Super Agents: Mariana Mamba Not a huge threat, but you should still be careful. If she uses her special ability, the minion she used it on will have 0 loyalty FOREVER. Nothing can bring it back. She has no guns, so armed minions shouldn't have too much trouble knocking her out, and social minions can have her out of your base very quickly if they weaken her. Jet Chan Unlike Mamba, he is a HUGE threat. I should know, considering the fact that once he broke out of his cell, he blew up my armory THREE TIMES. His special ability allows him to dodge all bullets, so guns are useless against him. He also has time bombs to randomly destroy your base with. He is unarmed. I have anger issues because of him. Katerina Frostonova The first armed Super Agent. Her special ability makes it harder to see her, and I'd assume that it makes her invisible to minions and/or security networks. Overall, about as much of a threat as Mamba. Dirk Masters Armed with 2 machine guns, he's the biggest threat to you, besides Steele. And that's only because he can do Base Havoc or whatever it's called. I think he's got time bombs, and his special ability allows him to shoot everyone within a certain range with his 2 machine guns. (I think.) John Steele Words cannot describe my hatred for this character. For some reason, I seem to have had a great deal of beginner�s luck with him. What a pleasant surprise I had when I KOed him before he used his ability (Which causes your alert setting to change randomly and ALL doors to be set to level 1 security). Next time, though... let's just leave it at 'things were a bit different'. His gun isn't extremely powerful compared to some (Dirk's) guns but it's better than most. Henchmen: Walkthrough: ^Objective 1-Evil Intentions^ *Ensure a healthy minion force by building a Barracks. You'll need at least one Bunk Bed and Locker. **Build a barracks, put in at least 1 bunk bed and 1 locker. *Before you can send minions around the world to carry out Acts of Infamy, you need to construct a Control Room to help filter information. Make sure you have at least one Control Console and one Memory Bank. **Build a control room, put in at least 1 control panel and 1 memory bank. A time clock isn't that bad an idea for this room. *It seems you are under scrutiny even before you begin. Somewhere on the island are some pesky investigators, tipped off of your arrival. Eliminate them! ** Kill the 4 'feeble investigators'. *Reports indicate that trained civilians are holidaying on the island. Capture and imprison a maid in a security holding cell. **Build an armory, put in at least 1 holding cell. Find and capture the maid on your island. *The civilian maid could yield useful information to your men. Interrogate her to train up an advanced minion. **Put an interrogation chair in the armory. Interrogate the maid. Objective complete! ^Objective 2: Head Of The Underworld^ *Crime Lords, just like Evil Geniuses, are impressed by shows of wealth. You need somewhere suitably ostentatious to host this gathering of criminal masterminds. Build an Inner Sanctum and Conference Table in preparation for this nefarious delegation. **Build an Inner Sanctum big enough for a conference table and put one in there. *Rumor has it that all of Indian Subcontinent is controlled by one man - Armand Krishnan. He has many nefarious plots and intrigues, mostly concerning corruption of local government officials. Track him down and encourage him to come to bend to our way of thinking. *Marvin de Luca the nefarious Mafia don of all North America is a powerful man, but with too much hubris. He must be made to respect true power and authority. *The inscrutable Lei Ying Lo is the undisputed head of organized crime across China and Southeast Asia. Track him down and send out a party to show him we mean business. **Get the crime bosses in: West Coast, Indian Subcontinent and, North China *Nikita Leonov, the notorious butcher of St. Petersburg, has arrived here on your very island, but he is refusing to acknowledge your authority. Maybe there is some way you can 'mix' up his principles and bring him round to your way of thinking. OR *Nikita Leonov, the notorious butcher of St. Petersburg has arrived here on your very island, but he is refusing to acknowledge your authority. A good battering in the Mess Hall Counter's Big Mixing Bowl should bring him round to your way of thinking. **Capture the crime boss that comes to your island and interrogate him with a Mixer in the Mess Hall. *Nigel Ewing, the CIA agent, has since gone rogue and is now the ruler of all criminal activities on the African continent. He was last seen cruising off down the Nile with a vast shipment of arms and a veritable army of loyal tribesmen. He won't be easy to find and makes a point of only seeing seriously connected Criminals. If you aren't notorious enough, you'll never find him! **Get 70 notoriety and find another crime boss in the Middle East. *Bob 'Barking' Caine, the respected organized crime boss from the East End of London is the last of the major crime bosses. He isn't going down without a fight, reports indicate that fighters loyal to his cause will be landing on our shores very shortly. We must show him who is boss, crush his men and bring him to heel! ** The last crime boss sends a few waves of his own minions to kill you. They are easy to kill, and when all of them die, the crime boss comes. Objective Complete! ^Objective 3: Better Living Through Chemistry^ *Our technicians have received word that a brand new research machine is in development - this equipment would let us develop new technologies. The scientists who came up with the machine are showing it off at the Brilliant Boffin's Bazaar (or B3) in Tokyo next week. This is an excellent opportunity to steal the machine and kick-start the evil research program. **Send the needed minions to Japan to complete the 'Oriental Investigation' AOI *The laboratory needs at least one piece of Experimental Apparatus before you can start ordering experiments. Steal either the Centrifuge, Impact Stress Analyzer or Laser, then research some new stuff. **Steal 1 piece of Laboratory Apparatus from: Europe, West Coast or, Australia Don't bother trying to get more than 1, it doesn't work. *The forces of justice are going to be a constant thorn in our side until they've retrieved the Research Machine. Build a fake, and trick them into stealing that. **Get the forces of Justice to steal a Fake Research Machine. I know, it's hard, (Because they never leave right when they get it, it's always long after) so try doing the 'Fool The Press' AOI in Europe so more burglars come. Objective complete! ^Objective 4: Masterplan Machination^, ^Objective 5: Loot And Pillage^ You get both of these at the same time. Ob. 5: *Reach the Notoriety rank of "Insane (200)". **Complete AOIs until your notoriety is 200. Be careful as it goes up, not only should you stop between AOIs to let Heat start going down, but Super Agents will start coming, too, if they aren't already. *There are three embryonic ideas for Doomsday Devices, but each needs three pieces of vital information before it can be pursued any further. The information can be found in many ways. It could be hidden in a region on the World Domination map, or captured as a reward for completing an Act of Infamy, or even held by an enemy agent invading your very base! **If you see agents, click on them. If they have a Doomsday symbol below their alliance picture, capture 1 of them in that group and interrogate them. Also, plot in Cuba, North Africa, and Australia to find Doomsday Info AOIs. Once you have ALL 9 (You should start out with 3, if you don't, try having all 3rd level minions (I'm not talking about the very top ones)) pieces of Doomsday Info, you are ready to move on. (DON'T only get 8, you will be missing a lab item later.) Objective Complete! Ob.4: *Steal 4 of the 6 pieces of uber-loot strewn across the globe. Each alliance has at least one item of uber-loot in one of its regions. **The uber-loot locations are: East coast, Europe, Europe (again), Central Russia, Middle East, and North China. Try to get all of them now, you can't on the second island. *Now that you have possession of the most important artifacts in the world, some serious cash flow is needed to further cement your organization as a true world power. Generate at least $10000 per minute through world domination theft activity for 5 minutes, while still holding onto the required number of loot pieces. **Put a lot of people in the rich areas (East Coast, Europe, Middle East, and Southeast Asia) and keep getting over 10,000 for 5 minutes. Objective Complete! !!! ISLAND 1 COMPLETE !!! When you choose to move to Island 2, you will get the AI Supercomputer, the Greenhouse, and the Environment Chamber (If you got all the Doomsday data). ^Objective 6: Road to Doomsday^ *Once a laboratory has been built, the Codex of Knowledge can be stolen from a Siberian research lab. Analyze the Codex, then combine it with a top-tier item of laboratory apparatus to unlock one of three potential Doomsday Devices. **Build a Lab. Plot in Siberia until you can steal the Codex Of Knowledge, then steal it. *The Codex of Knowledge is beyond the comprehension of your science minions. Persuade a mercenary scientist to come to the island and unlock the Codex's potential. Each world alliance has a disaffected scientist who can be approached. **Find and kidnap a Mercenary Scientist in West Coast, Antarctica, Southern Africa, Southeast Asia, or Siberia They can take a very long time to find, so be patient. Once on your island, Some assassins will try to kill him. Be very, very, very careful, you don't want to have to keep recruiting new ones because they keep dieing. *The mercenary scientist has had a change of heart, and is trying to escape the island to defect back to the forces of justice. Kill him! **Once he is at about 80%, get a henchman or 2 (NOT Ivan, unless you WANT your lab exploded...) in the lab, ready to kill him. When he's done analyzing the codex, he will attempt to defect and return to the Forces of Justice, so kill him when he's done. If he gets away, heat in the region you recruited him from will rise by about 25% of the maximum. *Research the Codex of Knowledge with one of the top-tier items of laboratory apparatus to choose the Doomsday Device payload that will be used to bring the world to its knees! A) Codex + Greenhouse = ID Eliminator B) Codex + Environment Chamber = Earthquake Beam C) Codex + AI SuperComputer = Gravity Disruptor **Research the codex with the piece of lab apparatus that you want. *Build the rocket cavern in preparation for the Doomsday Device construction. **Have you seen the huge hole in your base? Right in the middle? Put a rocket cavern in it. Objective complete! ^Objective 7: Global Chaos^ *Building the rocket super-structure takes a variety of different resources, from rocket fuel to titanium. These resources are rare and valuable and only available from a number of facilities dotted around the globe. Our agents in the field have located a number of locations where we can obtain these valuable resources. We must hijack them until we have the necessary components to build each section of the rocket super-structure. Each section requires five crates, your forces will siphon these resources from each facility for as long as they are able and the message bar will inform you when you have enough resources to allow you to build a new section of the rocket. Be advised, the forces of Justice won't take kindly to you pillaging such valuable resources; therefore. your forces both on the island and out in the wider world should be on full alert. **Plot in one of these regions: Eastern Bloc, Southern Africa, South America, Central Asia, or Mid-West until you get a big, shiny AOI. Complete it until you have 25 crates total. (The mission automatically starts again when it's done) The crates go in your freezer. When you have 5, buy a rocket part in the rocket chamber.(The parts are in the object list.) *A foolish S.A.B.R.E. diplomat has arrived on the island. This is an ideal opportunity to interrogate him, then use the secrets he revealed to replace him with our own mole. *A P.A.T.R.I.O.T. diplomat has decided to pay our island a little visit. Interrogate him until he gives us some information we can use to install one of our own diplomats in his stead. *An A.N.V.IL. diplomat is taking an ill-advised holiday on the island. Subject him to an interrogation, then replace him with one of our own. *A H.A.M.M.E.R. diplomat is taking a hands-on approach to investigating our operations. Interrogate him and make him see the error of his ways, then replace him with one of our own diplomats. *A S.M.A.S.H. diplomat has made an unscheduled stop at our island. Interrogate him and force him to reveal some information that will help us to install one of our own diplomats in his now vacated position. **You start out with only the part about a SMASH diplomat, but you eventually get the rest. Capture and interrogate the diplomats. *Plant the diplomat at the British Consul at Bangalore, in the Indian Subcontinent. *Install a diplomat into the US Senate. *Send a diplomat to infiltrate the Singaporean government. *Plant a diplomat in the Soviet cabinet. *Send a diplomat back to Uruguay in place of the one we liquidated. **Do the big shiny AOIs in: Indian Subcontinent, East Coast, South America, Eastern Bloc, and Southeast Asia Objective complete! ^Sub-objective: Engine Construction^ *The rocket superstructure is useless without the engine. The science team has attempted to build an engine block from scratch, but their efforts have been pitiful. A blueprint of an existing engine design will be needed if the Doomsday Device is to ever get off the ground. The French are known to be developing a rocket of their own in Morocco, their colony. Infiltrate their testing lab in Casablanca and steal the vital engine plans. **Plot in North Africa until you see a big, shiny mission-type AOI. Do the AOI. **Buy a Rocket Engine Sub-objective complete! ^Objective 8: Doomsday Beckons^ **Do one of these things: A. Steal and research the P.A.T.R.I.O.T. Doomsday Technology object, while defending it against their retrieval teams. **Do the mission AOI in the Mid-West, and research the item you get with the Environment Chamber, the Laser, and the Biotanks. B. Steal and research the S.A.B.R.E. and A.N.V.I.L. Doomsday Technology objects. **Do both the mission AOIs in Polynesia and Australia. Research both the items with the Environment Chamber, Laser and Biotanks C. Capture the cosmonaut who has been lured to the island, and interrogate him multiple times on a health-draining device; an attention-draining device; and a smarts-draining device. H.A.M.M.E.R. will be trying to rescue him - if they succeed, lure him back through an Act of Infamy. **Capture the Cosmonaut that's on your island. interrogate him twice with a health-draining torture device, twice with a smarts-draining torture device, and twice with an attention-draining torture device. Objective complete! ^Sub-objective: Satellite Contraction^ **Put a satellite in the rocket chamber. Very, very short sub-objective complete! ^Objective 9: Evil Ultimatum^ *Build a launch button on the cavern catwalk, then make your Evil Genius interact with it to start the rocket engine test. Firing the engines is a dangerous process - if you run out of minions in the rocket cavern, the test must be started again. Providing multiple entrances to the cavern will make it easier for your minions to enter it. Fire the engines for an unbroken minute to proceed. **Do I need to explain it? *Construct a global communications network by building 5 transmitter aerials outside and a TV studio in the inner sanctum. When the rocket engine test has been successfully completed, make your Evil Genius interact with the inner sanctum TV studio to issue your ultimatum to the world. **Build AT LEAST 5 aerials. other than that, it's self-explanatory. Objective complete! ^Objective X: Take Over the World^ *Assemble the rocket in preparation for launch. This is a long process, and the forces of justice aren't going to stand idly by while you do it. Keep the agents at bay until the rocket is ready for launch. **Bring everybody in from the world map. Kill any agent you see. Have red alert on. Lock your doors. Dig a moat. Do that thing you've been needing to do for a few weeks. Or just watch the rocket construction. Once the systems are up and running, press the big red button to send the rocket into orbit Then the time will come...They'll see...They'll ALL see...They didn't even know who you were when you started...And now that they do, they laughed in your face...Even under the threat of global destruction...You'll show the world leaders...the alliances...THE ENTIRE WORLD...that you truly are what you say you are... AN EVIL GENIUS!!!!! Final objective complete!!! Thus ends that long story. How good it feels (to me) to have that huge part done. FIANLLY! YAY!!! 5- Objects/ Traps Lists 9/10 done (I want to edit a few of them...) Objects: ^=Only one can be built at a time !=Staffing Required INSIDE *Corridor: Fire Extinguisher- Lets Valets put out fires. *Strongroom: Briefcase Rack- Lets your minions take briefcases to the Depot to buy stuff. Gold Enhancer^- If you have this, you get slightly more money from stealing. *Laboratory: Fake Research Machine^- If you have it, get it stolen. Research Machine^- Gives science minions canisters to use for research. Databank^- When science minions look for research potential, they put their findings here. A.I. Supercomputer^- Research Apparatus. Environment Chamber^- Research Apparatus. Greenhouse^- Research Apparatus. Biotanks^- Research Apparatus. Laboratory Laser^- Research Apparatus. Centrifuge^- Research Apparatus. Impact Stress Analyzer^- Research Apparatus. *Barracks: Multi Gym- Restores endurance Cryogenic Chamber- Restores endurance very quickly. Bunk Bed- Basic endurance recovery equipment. Locker- Lets you recruit 1 more minion . Equipment Storage Rack- Lets you recruit 4 more minions. *Mess Hall: Automat- Restores endurance faster than a Salad Bar. !Counter- Restores endurance. !Mess Hall Counter- Counter with built-in torture device. Salad Bar- Restores endurance slower than the counters. *Staff room: Widescreen TV- Restores attention. Drinks Machine- Restores attention. Egg Chair- Restores attention slowly. Table Tennis Table- Restores attention. Pinball Machine- Restores attention. Arcade Cabinet- Restores attention. *Control Room: !Control Station- Allows you to see detailed info about a region. !Control Panel- See 'Control Station'. Needs 2 people to staff it. Stock Market Watchdog- Make money from stealing come more often. Schematics Station- No known information. !Memory bank- If Control panels/stations become un-staffed, this keeps the info for a short amount of time. Communications Array- Exact information not known. Big Screen- Restores attention. *Armory: !Security Desk- If staffed, activates security system. Interrogation Chair- Basic lethal torture device. Holding Cell- Used to keep captured agent locked up. Death Cubicle- Holding Cell that kills agents itself instead of a minion. Disguised Holding Cell- Holding cell that doesn't generate Heat. Heavy Rifle Cabinet- Allows Mercenaries to arm themselves. Flamethrower Rack- Allows Mercenaries to arm themselves with a flamethrower. Rifle Cabinet- Allows Guards to arm themselves. Disguised Rifle Cabinet- Rifle Cabinet without the Heat. Handgun Cabinet- Allows Workers to arm themselves. *Training Room: Shooting Range Stall- Lets Mercenaries train to Marksmen. Dojo- Lets Mercenaries train to Martial Artists. Heavy Rifle Shooting Range- Lets Guards train to Mercenaries. Training Punchbag- Lets Workers train to Guards. Electron Microscope- Lets Scientists train to Quantum Physicists. Biochemical Training Workshop- Lets Scientists train to Biochemists. Chalkboard- Lets Technicians train to Scientists. Laboratory Workshop- Lets Workers train to Technicians. Playboy Training Equipment- Lets Spin Doctors train to Playboys. Diplomat Trainer- Lets Spin Doctors train to Diplomats. TV Studio- Lets Valets train to Spin Doctors. School Desk- Lets Workers train to Valets. *Archives: Brain Washer- Restores smarts. Brainiac Machine- Restores smarts. Multimedia Educational Center- Restores smarts. Reading Table- Restores smarts. Microfilm Table- Restores smarts. Bookcases- Lethal torture device. *Infirmary: Auto-Surgeon- Restores health. !X-Ray- Restores health. !Examination Chair- Restores health. !Pharmacy Booth- Restores health. *Inner Sanctum: Conference Table^- Used in objective 2. Impressive Desk^- Heal your Evil Genius here. Soothing Atrium- I don't think this even has a purpose. Cabinet- I don't think this even has a purpose. *Power Plant: Nuclear Power Station- Provides 35 units of power. Power Generator- Provides 15 units of power. Disguised Power Generator- Provides 15 units of power. No Heat. High Density Capacitor- Keeps your base running longer in a blackout than a normal Capacitor. Capacitor- Keeps your base running for a while in a blackout. *Freezer: Freezer Rack: Holds 6 Bodybags on 3 tiles. Misc.: Time Clock- Controls staffing in a room. Security Camera- Sees tagged people. Zoom Lens Security Camera- Security camera with a longer, thinner range. Security Loudspeaker- Tells minions about tagged people that Cameras see. Heavy Duty Loudspeaker- Security Loudspeaker with a larger range. Security Radio Loudspeaker- Loudspeaker that broadcasts through walls. Security Door- A standard door to help keep agents and tourist out of your base. Heavy Security Door- Door that lasts much longer if it's under attack. Field Barrier Door- Unknown benefit. HOTEL *Lobby: Hotel Room- Keeps Tourists in during the night. !Lobby Counter- Keeps Tourists occupied when they arrive. !Grand Piano- Distracts a Tourist sometimes. Lobby Bench- Lets Tourists sit down for a while. *Lounge: !Lounge Bar- I bet you can't guess this one! !Lounge Table- Do I have to say it? Dancefloor- Gives Tourists (and disloyal agents) a place to dance *Casino: !Craps Table: Let Tourists waste their money at this. !Roulette Table: Tourists can gamble here. !Baccarat Table: Gives Tourists a place to gamble. Pinball Machine: Keeps Tourists busy. OUTSIDE Outside: Hotel Hub- Main part of the Hotel, but the smallest. Hotel Wing- Addition to the Hub. Up to 3 per Hotel Hub, if you can fit it. Evil Base Entrance- The way to get in your base. Camouflaged Door- Hides your entrance. Outdoor Sentry Gun- Shoots at tagged Agents. Disguised Sentry gun- Shoots at tagged Agents. No Heat unless in use. (Thus, Agents see no need to attack it) Outdoor Security Camera- Security Camera for outside. Disguised Security Camera- Security Camera for outside. No Heat. Traps: INSIDE Gas traps- Comes in 5 types: Poison, Knockout, Laughing, Nerve, and Hallucinogen gas. They target (in the same order) Health, Endurance, Attention, Smarts, or Loyalty. Beehives- Releases a swarm of vicious bees that target the stat indicated by the dot on the hive. Electroshock Cannon Trap- After a long charge-up, it releases a bolt of electricity that jumps from person to person, (I said "person" and not "agent" for a reason) and can bring most agents close to death. Do Not Press trap- Reduces attention and gives you a good laugh. Dreadmill- Lets agents get a good (endurance-reducing) workout, then throws them off. Satin�s Chimney trap- Open up under an agent, then spits them back out in a bunch of flames. Money Madness- ATM rigged to give out free "money" to lower loyalty. Piranha Tank trap- Do I have to tell you? Pit Punisher- Like Satin�s Chimney, but without fire. Confusing Popup trap- A cardboard dummy pops up and lowers smarts. Prometheus�s Revenge trap- Like a wind trap, but it doesn't blow people, it shoots fire at them! Sawblades trap- Sawblades come out from the floor. Giant Magnet trap- Opposite of a wind trap. Wind Machine trap- Blows up to 9 tiles away from it. OUTSIDE NOTE: Some inside traps can go outside. D***ed Damsel- Reduces attention. Misdirection trap- Reduces attention. Monkey Inna Box trap- I've never had this trap, so I don't know what it does. Explosive Palm Tree trap- Exploding coconuts. Best used as a large set. Venus Man trap- Eats people. 6- Cheats ?/? done Right now, all I'm doing is the cheats to add characters to your island. In the console, type "add (how many you want) ___" Replace the ___ with a set of numbers below. NOTE: If you use these cheats and they screw up your game, it's not my fault. I didn't make you use them. 00001-Maximilian 00002-Alexis 00003-Shen Yu 00100-Worker 00101-Marksman 00102-Valet 00103-Technician 00104-Guard 00105-Biochemist 00106-Scientist 00107-Spin Doctor 00108-Mercinary 00109-Diplomat 00110-Playboy 00111-Martial Artist 00112-Quantum Physicist 00200-Monkey 00201-MonkeyInnaBox The rest: Coming when I stop being lazy! (Which can take lots of months.) 7- AOIs 1/146 done :( AOI: The actual number of the AOI. Name: The name of the AOI. Reward: When you complete it, this is what you get. Henchman skill points: How many skill points your henchmen that participated in it get. Risk: Take a guess. Duration: how long the AOI takes (in seconds). Plot: The in-game number of how long you must plot, best used as a comparison between AOIs. Notoriety: How much notoriety you need to get it (not how much you get). Delay between attempts: How long you wait to try again if you fail. Region: See "Risk". Minions needed: See "Region" or "Risk". AOI:50302 Name:Steal the libray blueprints Reward:Archives room,reading table,10 heat,1N (Notoriety), $10,000 Henchman skill points:10 Risk:0 Duration:60 Plot:0 Notoriety:0 Delay between attempts:30 Region:East Coast Minions needed:2Workers AOI: Name: Reward: Henchman skill points: Risk: Duration: Plot: Notoriety: Delay between attempts: Region: Minions needed: