Evil Genius FAQ (walkthrough)


Evil Genius FAQ

Evil Genius FAQ 2.3/November 20, 2004
Author: saintly@innocent.com

The FAQ is copyright 2004, but 'Evil Genius', 'Elixir Studios' and
all other trademarkeable names & copyrights are probably trademarked by
their holders. This FAQ is not officially endorsed or authorized by anyone.

I need help. Beyond the psychiatric or therapeutic help I probably need for
my video game addiction(s), I need YOUR help with:
- New strategies, comments or tips you can think of for any section,
especially if you have a tip for designing your base, using a henchman or
using a trap combo that works really well for you.
- Correcting any mistakes or awkwardly-written sections you notice

You can either email them to me or post them to the GameFAQs message board
and hope I see it. I suggest you put the words "Evil Genius" somewhere in
the email message subject, and if you're feeling generous put in the FAQ
version number you see above.

QFX Contents:

Quick-Find tags have been added to help you find the section of the faq you
want without having to page through it. They're three letters long and start
with 'QF'. To jump back to the table of contents hit CTRL+F in your browser
and search for 'QFX'. It should jump right back here. The tags you can
search for are given in parentheses.

SYNOPSIS
new in this FAQ
OFFICIAL PATCH
GETTING STARTED
FAQ: frequently asked questions
MISSIONS/WORLD MAP (QFM)
comitting acts of infamy
heat effects
quick-find loot/mission tables (QFL)
ROOMS
quick price reference (QFP)
descriptions
RESEARCH (QFR)
island 1
island 2
TRAPS (QFT)
BASE SECURITY & DESIGN
security networks
the hassle-free base
TORTURE
HENCHMEN (QFH)
henchman experience
descriptions & ratings
generic minions
AGENTS (QFA)
generic types
super-agents: effects & methods of defeating them
1001 USES FOR A TOPSIDE SHACK
NOTORIETY TIMELINE (QFN)
LOOT ITEM EFFECTS
CHEATS (QFC)
advanced game tweaking
MISC
tidbits, known bugs, web resources
CREDITS

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GAME SYNOPSIS/FAQ META-INFO

This game is similar to Dungeon Keeper. You're the evil boss and you have an
underground lair to manage. Just like in DK, you need to carve out your base
from the mountain, lay traps, fight off intruders & research new traps and
base features to make your evil life easier. You can torture the good guys
in a dozen ways, train your minions into better ones or kill them on the spot
as an example to your other minions.

Unlike DK, you won't be scrapping your base and starting over for every
scenario. You'll focus on designing a good base, incorporating new design
elements as they become available, stealing from countries & completing
missions to boost your notoriety and raising your henchmen's experience levels
so they'll get cool new special abilities. You can't micro-manage what your
minions do as much, but aside from a couple instances you don't really need
to. The AI is pretty decent. You DO get a say in what types of minions you
have and how many of each you want at any given time.

If you enjoyed DK, you'll probably like this game. The quirky style is a
big plus for me. The inability to control what your minions do directly
places more of an emphasis on base design than real-time-strategy. The
definite objectives should please people who like games that can be beaten,
though you still have unlimited time between them that you can spend doing
whatever you want. If you haven't played DK, but you like games that let you
design things, like SimCity, Railroad Tycoon or even Civilization you may
want to give this a try. Especially if you liked building a big city, then
inflicting lots of disasters on it and cackling evilly. =)

The latest version of this FAQ can be found at GameFAQs and EvilPlanet:
http://www.gamefaqs.com/
http://www.evilplanet.com/ [This site is dedicated solely to Evil Genius]

If you found it somewhere else, make sure to get the latest version before
sending me any questions or comments. Other sites are free to post it
without asking me so long as:
1) It's posted in it's entirety
2) You don't charge people to see it

NEW IN THIS FAQ:
Version 2.3
Misc: Many sections re-written for clarity, patch section added
Missions: Loot missions marked in the big list
Rooms: Objects that can be used in research have it stated in their desc.
Notoriety: Max notoriety per region info
Henchmen: Monty, Dr Neurocide updated, Blackheart added.
Version 2.2
Misc: typos & minor corrections
'Loot item effects' table, 'Misc' section added, a few tips added
Henchmen: Cheap powerleveling trick included, exact effects on world map
Rooms: Time clock description corrected, control panel effects
Objects: Regeneration rates from all furniture objects added & compared
Version 2.1
FAQ: Four more questions answered
Missions: List completed
Henchmen: Mesmero abilities updated, generic minion descriptions.
Rooms: Corrections made to several rooms & room object descriptions
Base design: Lots of tips & features to make your base hassle-free
Version 2.0
Misc: Corrections, sections reorganized, quick-find tags added,
'New in this FAQ','Uses for Topside Shacks' sections added
FAQ: Four more questions answered
Missions: Heat effects section added
Rooms: Cost of building room tiles added
Traps: More traps & strategies listed, cash rewards table.
Henchmen: Moko & Ivan descriptions updated, XP-Per-Agent table
Advanced Tweaking: Editing max. population, tweaking game startup,
changing hiding duration, fixing monkey-cage, several mods.
Notoriety: Rank names, #free minions per rank table
Version 1.0
More questions answered in Frequently-asked, stealing values for Mercs
and top-tier military units added. Several missions added, loot table
updated to show what loot leads to research. Room objects list updated
to show which items are researchable. Minions section completed.

Research section finished & reorganized into a more useful tree so you
can find what tools to use on an object quickly and what to research &
build to lead to further research. Trap section started.

Notoriety section started.
Version 0.8
Research section added, Agents added, a few tips added, more...
[I forget what changed between 0.5, 0.6 and 0.8]

-------------------------------------------------------------------------------
OFFICIAL PATCH

If you just bought the game, the first thing you should do is to patch it.

The patch fixes a number of bugs, including the death cubicles and being
unable to research Camouflaged Sentry Guns in the US release of the game.

Get the patch from: http://www.evilplanet.com

Exact details of what the patch fixes are on the same page where you
download it, but I think that fixing death cubicles alone makes it worth
installing.

-------------------------------------------------------------------------------
QF2 STARTING OUT/BEGINNER'S GUIDE

This isn't a walkthrough, just suggestions for beginners trying to learn the
game. Your first game is probably going to be a scratch game anyway... You
will have a much easier time after you restart with better design ideas.

You may want to swap your mouse buttons in Windows. The game was set up for
left-handed people: the RIGHT mouse button does the default action, like
selecting, moving, clicking, etc. (usually) and the left does stuff you
probably don't want it to, like jumping to the henchman instead of selecting
him, etc....

Picking an Evil Genius avatar:

- Maximillian -- His special ability SHOULD reduce the cost of research
incentives by 90%, but it's broken. He's still a well-balanced avatar
with an excellent starting henchman.

His area of influence is medium sized, his minions loyalty & attention
regen at a medium rate, and he starts with Jubei as a henchman, who's
great at killing things and defending you. If you murder a minion in
range of other minions, they get +5 regenerated to all stats.

He's good for beginners; Jubei will make it easy for you to take out
problem agents and you can stick Max in the control room to help keep
your minions loyal.

- Alexis -- Minion loyalty drains 20% slower (this helps a lot).
Her area of influence is massive (about 4x the total area of Max's) but
her minions regen loyalty & attention in it 25% slower than Max. She
starts with Eli Barracuda as henchman, who doesn't suck but is probably
the worst of the three starters. She gets a huge bonus to nearby minions
for murdering a minion (+10 regen all stats).

She's good for intermediate players; the loyalty drain helps a lot to keep
social minions from deserting, otherwise they tend to leave after spending
too much time out at your hotels keeping tourists happy. Once you get a
bunch of loot items in your base her huge effect radius isn't that
important. Plus, you won't get the uber Kane + Jubei tag team till 360
notoriety, long after you have all 5 super agents breathing down your neck.

- Shen Yu -- Agents spend 10% shorter time on his island.
Area of influence is small, but regen rate is 3x Max's. He starts with
Lord Kane, who's great for quickly disabling super agents when they arrive
later (when he's teamed up with any other henchman). He gets a medium
bonus to all nearby minions for murdering one of your own minions (+7)

Of the three, I like him the best now. You can pick up Jubei pretty early,
and with a bunch of loot items you won't worry about his lack of a decent-
sized effect radius.

* Thanks Sulfuras for the Alexis's special abilities.

Everyone starts with $250,000 and the same stats.

You can decide how secure you want your base to be. Minions seem to fetch
things to build your base from the helipad and dock. If you give your base
a second entrance by the helipad, you'll speed up purchases. If you opt for
the single-entrance, it will be more secure.

Build a stronghold inside your base, put a door on it. Move your briefcase
rack into the new hold, then demolish the old one. All your gold will be
moved automatically.

Don't bother with any traps at first, they suck and aren't able to kill even
the weakest investigators.

DO build a large barracks. Put 3 or 4 bunk beds in it, then TONS of lockers.
In the beginning, 1 locker = 1 extra minion, and it's the fastest way to get
them. You need to have enough to man at least 3 control panels (6 minions,
plus 1 or 2 spares), AND a bunch to send on missions. 20 or 30 lockers
isn't overkill at this point.

Go to the minions screen and set the 'workers' section to the max number
of minions it will let you have. Build a control room deep inside your base
with 3 or 4 panels, then a power station to power it.

Now you can start sending your workers out... you have considerable leeway
in the world before you capture and interrogate the maid. Send 10-20 workers
to the USA midwest in 'stealing' mode. Send 5 more workers to each of the
missions available at the start of the game (not simultaneously; complete
each mission, replenish your workers, then move on to the next. You may want
7-8 for the West Africa mission). Now send those 5 workers out, 1 per
country in 'Plotting' mode, to North China, Middle East, West Coast, Cuba,
and Siberia. Each of those regions has at least 1 hidden 'Act of Infamy'
that can be completed with only Workers (Cuba has two). Wait till these
have been uncovered, then recall those 5 workers. Now send workers to each
of these missions, for the Risk 1 missions (Middle East, Cuba, Siberia,
West Coast), it's a good idea to send twice as many workers as needed. If
you attempt the North China and Cuba #2 mission, send at least 3-4 times
as many.

If you want to get ahead of yourself, you can do any of these:

- Send 1 worker to every region of the world in 'Plot' mode to discover as
many missions as possible. Check the mission list to see what you can find;
A total of 36 missions are discoverable at this point (including the 4 you
started with), of which 10 can be completed. Although your notoriety won't
let you discover missions in Europe, East Bloc or Southeast Asia, you can
still plot there if you like so that the missions show up immediately as
soon as your notoriety is high enough. If you keep 6 panels staffed, you
should be able to get all the plotting done for the game by having single
workers plot for 30-45 minutes in all regions of the world.
- Rack up huge amounts of cash by stealing from the Middle East or Mid-West.
Some of the later stuff costs tons of money. A million bucks or so should
tide you over for a while. 50 workers sent to one of the $9-rated regions
will bring in $20k per minute. I've never spent more than $10M in the
course of an entire game, but your mileage may vary.
- Build a hotel or two. You can build one with 3 wings in the far part of
the island; make 1 wing and the hub be Lobby, another Lounge and leave the
3rd wing closed till later in the game when you get Casino. Hotels work
much, much better when there's a bunch of them; build several small before
you build one huge one.
- Build a topside shack next to the docks and airport for later.
- Let the heat die down in the countries that you were stealing from

When you're ready, capture the maid, build the interrogation chamber, then
interrogate her to get your first Valet. That completes Objective 1.

Now you can build other rooms and start working on the next objectives.

When asked to pick henchmen, I recommend avoiding Ivan on your first run
through the game. He'll be more likely to destroy your base than to do
anything useful unless you're very careful about micro-managing him. Dr
Neurocide isn't all that great either, so I suggest getting the Matron when
you're asked to choose a new henchman the first time.

After you steal the research machine and start working on the doomsday ideas,
you'll be attacked by wave after wave of enemies carrying doomsday data. If
you don't want to rack up the XP, make sure to capture at least 1 person in
the wave (you'll see a doomsday piece icon when you left-click them if their
squad is carrying it) and interrogate them. If you keep killing them, their
country will just send more and more waves till you get it.

This is one game where it can pay to rush through trying to keep notoriety
low till the end. Check the 'NOTORIETY' section for details, but it would
be nice to not have all 5 super-agents poking around slaughtering your minions
when you're in the middle of building your second base. You'll need 200
notoriety to go to the next island, and it's good to keep it under 240 till
you've killed off the first two super-agents if you can. That will let you
design your base in peace for a while. Once John Steele is after you, you
have nothing more to lose by gaining notoriety, so you may as well max it out.

FAQ

These questions are frequently asked by newcomers to the game, so check here
before posting or emailing me:

- How do I convert the agent in objective 2?
Torture him with the mess hall mixer ($12,000 item for the mess hall)

- Why are agents tunneling into my base through the floor?
If you have any space that's blocked off so that no-one can get to it,
agents will come through the floor in it. Make sure every part of your
base is accessible.

- How do I get rid of the super-agents?
You can't until you get to Island 2. Then their missions will become
unlocked as you progress through the plot.

- Why are waves and waves of enemies attacking me? My freezer is full and
they just keep coming.
You're likely on the 'collect doomsday pieces' objective; click on an
enemy agent; if they have a logo of a doomsday piece, you must capture and
interrogate at least one of them. If you don't, that country will keep
sending waves after you till you do.

- How do I get more than 100 minions?
This is the cap initially. I find it sufficient to play through with 10
of each top-tier minion, 5 each of the middle ones, and 10 workers. If you
want more though (more is always fun), see the end of the FAQ for the
'ADVANCED GAME TWEAKING' section. Be cautioned that the game may bug out
if you have more than 100 minions when you move to island 2; some of your
loot may be lost.

- My base is going nuts! The Alert level jumps to yellow or red, and my
doors get bumped down to security level 1. Is this a bug?
Unfortunately not. You're being tormented by the SABRE agent John Steele.
You probably want to nail this guy as soon as he lands on your island and
before he makes it into any of your buildings (once he does he'll 'Cause
Base Chaos' constantly till he's captured or leaves)

- Do I need 5 of each crate?
No, you just need 25 crates. It's probably better to piss off only one
territory instead of all 5.

- How do I build the rocket cavern & pieces?
Right-click on the big cavern in the middle of the 2nd island.

- I can't do anything with Oliver the Chimp, research the monkey cage trap
and/or research Camouflaged sentry guns.
Oliver is broken, and Camo sentry guns are broken in the US release of the
game. To fix these, you need to do some data file hacking (changing
numbers inside text files). See 'ADVANCED TWEAKING' for details on these.

- How do I restore a dead henchman to life, or reset their lost lives?
Bringing back someone from the dead would involve pasting a lot of stuff
into the saved game file and would be unreliable (you'd have to make up a
position to bring them back in and make sure it wasn't solid rock)
To restore lives:
open up the saved game file in dynamicresourceslayouts
search for the text 'NumLives'
change any number that isn't a 3 to a 3, then save the file

- How can I destroy a section of corridor without destroying the whole thing?
You can put doors at the segment you want to destroy, then the demolish tag
will destroy the doors & turn whatever's between them into rock again.
This works on rooms too, but you'd need to be able to block off a section
of room for demolition with a single door. If you have two different room
types that are connected to each other without a door, you can safely
destroy one without hurting the other. You can't destroy a room that has a
henchman or any sort of loot inside.

- How can I destroy a topside shack or hotel?
You can't once it's built. You can cancel their build orders before then,
but once built you can only destroy the rooms inside them.

- How do I get my scientists to research stuff? I've been waiting forever
for them to get to X...
You can't. Just wait longer and they'll eventually get to it.

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QFM MISSIONS/WORLD MAP

Your minions can be sent out into the world after you get a control panel.
From there you can steal from countries (your primary source of income),
plot to discover missions ('Acts of Infamy'), or hide.

Minions generate no heat in Hide mode, but can't steal or plot. Heat will
dissipate in Hide mode as well, and the minions won't be attacked by agents
of justice. Super-agents in the region can attack your minions, but even
then it's very rare. The thing to be careful of with Hide is that it will
only last for TWO MINUTES. After that, it will automatically be canceled
and the minions will resume plotting or stealing or getting their asses
handed to them by the super agent they decided to steal in front of. That's
TWO MINUTES after you click the 'Hide' button, even if the minions haven't
gotten to the region yet. They may also automatically un-hide when an
agent of justice leaves the region.

If your minions are doing anything other than hiding, they'll be generating
heat in that territory. The more heat, the better the agents that territory
will send to your island, and the higher chance they'll send an Agent of
Justice to where your minions are to kill them. See handy quick-ref table
for how much cash you'll get in each region:

Rating - Max - Cash/Worker Other units bring in more cash than a worker:
$0 - 1000 - $ 20
$1 - 2500 - $ 50 Henchmen -- (Varies; see their section)
$2 - $5k - $100 Guards -- x2
$4 - $10k - $200 Mercs -- x3
$5 - $12.5k - $250 Mart. artists -- x3.5
$6 - $15k - $300 Marksmen -- x3.5
$9 - $20k - $400

COMMITTING ACTS OF INFAMY
You start with a few acts of infamy available. When you have sufficient
control panels manned the region's stats will show up on the map and you
can attempt the missions. Each mission specifies a risk level, a timer and
the minion types it needs. Once you have the correct number of worker types
in the region, you can click 'Go' to attempt the mission. The timer will
begin to count down; at different points during the mission (depending on the
risk- there are Risk+1 check points in each mission) some of the minions in
the region will die. A 4-risk mission checks for damage at 5 points when
it's running. Each minion has a chance to die during each damage check.

Note that most 0-risk missions actually have 1 "death-check" point, so it's
still handy to send along some muscle. Henchmen recruiting missions cannot
kill your minions and are truly 0-risk.

There is no reason to send just the minimum number of minions to do an AOI;
Military minions like the guard reduce this chance that other minions will
die, social minions cover the heat generated by the other minions and reduce
the heat generated by an Act of Infamy. Science minions can keep the mission
from failing if control panels become unstaffed for a while, they also reduce
the time it takes for missions to complete (handy on those 7-minute missions
to get it done before the super-agent shows up). Science minions are better
at plotting than a worker, and military minions are better at stealing.

[See the Minion Descriptions section for specifics]

If you hit Abort, switch your minions to Hide mode, the control panels become
unstaffed for too long, or all your minions in the region get killed, you'll
fail. You can attempt the mission again after a delay.

If you succeed, you gain heat in the region as noted in the mission
description, and your notoriety rating will go up. Heat fades over time if
you don't have minions plotting or stealing.

It appears that you can 'pre-plot' in a region. That is, you can send a
minion to plot there, they won't turn up any acts of infamy (since some
require a certain level of notoriety or objective to be completed), but when
you achieve that notoriety the acts will immediately appear.

HEAT
As your heat rises in a region, several things happen. First, the region
starts sending agents to your island at shorter time intervals. Second,
the type of agents sent gets nastier. At first you'll get only investigators
and agents (if you have no heat in a region, this is all you'll get). At
maxed out heat you'll get soldiers on kill missions (if you completely max
out heat, this is guaranteed). In between, you'll get agents trying to steal
back stuff, and then agents sent to blow things up. The more heat you have
in a region on the world map, the faster Agents of Justice show up as well.

With maxed out heat, agents of justice show up in about 1:40.

Mission List:
FORMAT: (Missions are listed in roughly the order discovered)
'Mission Title' [Risk/Time/Heat/Notoriety Gained/Notoriety needed to find]
- Workers needed (Mission notes, items stolen, etc...)

Titles marked with 'L-' will bring back loot, these missions will also have
a different icon on the world map (representing the loot you get) and will
disappear once completed. Other missions will just have their flag turned
black to indicate that you've done it.

Henchmen gain 25xp for completing a 0-2 difficulty mission, 50xp for 3-5,
75 for the hardest difficulty 6-9.

It is NOT possible to get 100% completion in every region. Some missions
are mutually exclusive (such as henchmen recruitment missions) and others
will disappear once their objective has been completed.

ANVIL TERRITORIES (Orange, aka 'TeWu'):
Polynesia - (6 possible, 2 panels needed to see region stats)
'Fishy Business' [1/0:30/10/5/ Avail. at start] - 2 workers
'Contradiction' [2/1:00/20/10/0] - 6 workers, 1 guard, 1 valet
'Kidnap Hotel Head Maid' [0/2:00/15/1 Obj. 1 complete] - 4 workers
(TRAINER: Valet)
L-'1st Totem Pole Piece' [2/5:00/20/1/125] - 6 workers
(Default location is your control room)
L-'ANVIL Doomsday Technology' [3/3:00/20/5/250+Obj8] - sc 8
'Henchman: The Butcher' [0/0:20/10/5/0] - wk 1

North China - (6 possible, 3 panels)
'Philosopher's Stone' [2/1:00/10/5/0] - 5 workers, 2 techs
L-'And Another Ming' [3/1:00/20/10/0] - 9 workers
'Capture Technician' [0/2:00/15/1/ Obj. 1 complete] - 4 workers
(TRAINER: Technician)
'Oriental Crime Lord' [2/3:00/5/1/ Obj. 1. complete] - 5 guards
(Objective 2 mission)
'Class Act' [4/1:00/20/10/250] - 4 guard, 3 sci, 2 spin
L-'UL: Samurai Armor' [3/4:00/15/5/ Obj 3] - Valet 4, Guard 4

Central Asia - (5 possible, 3 panels)
L-'Ming Bling Bling' [1/1:00/10/5/0] - 2 workers, 2 valet, 1 tech
L-'Now you Steal It' [1/1:00/10/5/0] - 2 valet, 2 techs, 2 guards
'Buddha Buster' [4/1:00/20/10/0] - 3 guards, 3 valet, 3 techs
L-'Resource Crate' [0/0:30/30/5/Obj7] - gd 5, me 4, qp 2
'Defeat Jet Chan' [4/4:00/10/1/ ??? optional objective] - wk 10, mt 2

Central China - (7 possible, 4 panels)
'Chairman Coup' [5/1:00/20/10/250] - 4 valet, 3 guard, 2 sci
L-'Ming the Worthless' [4/1:00/20/10/250] - 5 guard, 4 valet, 4 merc
'Support Rogue General' [6/2:00/30/15/250] - 5 vl, 4 mr, 4 qp, 4 pl, 3 mk
'Philandering Panda' [1/3:00/10/5/250] - 4 guard, 3 merc, 1 sci
'Mercenary Scientist' [3/4:00/15/1/Obj6] - wk 5, vl 2, sp 2
'Capture Martial Arts Master' [2/5:36/35/1/ Obj 3 + 220] - 8 guard
(TRAINER: Martial Artist)
'ANVIL infiltration' [2/5:00/20/1/ Obj 6] - 1 diplomat

SABRE TERRITORIES (Green, aka 'MI5'):
South Africa - (6 possible, 4 panels)
'General Disarray' [2/1:00/10/5/0] - 4 workers, 2 guards
'Destroy Diamond Mine' [3/1:00/20/10/0] - 6 work, 6 techs
L-'Pilfer Giant Diamond' [2/1:00/20/10/250] - 10 valet, 3 guard
'Gambling Pay Off' [1/1:00/10/5/250] - 4 worker, 2 guard
(Allows casinos to be built)
'Mercenary Scientist' [3/4:00/15/1/Obj6] - wk 5, vl 2, sp 2
L-'Resource Crate' [0/0:30/30/5/Obj7] - gd 5, me 4, qp 2

India - (5 possible, 3 panels)
'Forging Ahead' [1/0:30/10/5/ Avail. at start] - 3 workers
'In the Drink' [1/1:00/10/5/0] - 2 valet, 1 tech, 1 guard
L-'Grab Priceless Model' [2/1:00/20/10/0] - 8 spin
'Indian Crime Lord' [2/3:00/5/1/ Obj 1 complete] - 5 valet
(Objective 2 mission)
'Infiltrate SABRE' [2/5:00/20/1/Obj7] - dp 1

Australasia - (6 possible, 3 panels)
L-'Eye Spy' [1/1:00/10/5/0] - 6 workers, 1 tech
'Burn National Park' [2/1:00/20/10/0] - 10 guard
L-'Spinning Around' [0/4:00/20/5/ Obj 2 complete] - 2 tech, 2 guard
(Objective 3 mission: Steal centrifuge)
'Henchman: Mesmero' [0/0:20/10/5/0] - wk 1
'Doomsday Info' [2/7:20/20/1/Obj5] - me 4
L-'SABRE Doomsday Technology' [3/3:00/20/5/250+Obj8] - sp 5, me 5

Europe (15 possible, 5 panels)
L-'Grab the crown jewels' [4/1:00/20/10/250] - 6 merc, 6 spin
'Administer steroids to Pamplona Bulls' [4/1:00/20/10/250] - 2 merc, 6 sci
L-'Steal Auto. Decoder' [7/2:00/30/15/250] - 5 vl, 4 mrc, 4 sp, 4 pl, 3 MA
'Royal Rumble' [1/3:00/10/5/250] - 7 valet, 3 spin
L-'Monkey Magic' [0/1:00/10/1/300] - 2 tech, 2 biochem
L-'Maximum Impact' [0/4:00/20/5/ Obj 2 complete] - 2 tech, 2 guard
(Steal Impact Stress Analyzer)
'Fool the Press' [0/1:00/10/5/ Obj 2 complete] - 2 valet
(Obj 3 optional mission)
'Seize a Biochemist' [1/5:20/35/1/ Obj 3+220] - 8 technician
(TRAINER: Biochemist)
'Seize a Military Sniper' [1/5:20/35/1/ Obj 3+220] - 4 wrk, 3 guard, 1 merc
(TRAINER: Marksman)
'Kidnap Quantum Physicist' [1/5:20/35/1/ Obj 3+220] - 8 tech
(TRAINER: Quantum Physicist)
'Snatch Riviera Playboy' [1/2:00/35/1/ Obj 3+220] - 8 valet
(TRAINER: Playboy)
'Abduct Spin-Doctor' [0/4:00/25/1/ Obj 3+220] - 6 workers
(TRAINER: Spindoctor)
L-'UL: Eiffel Tower' [0/6:39/15/5/ Obj 3] - Technician 4, Valet 4
L-'UL: Arthur's Excalibur' [1/2:06/10/5/ Obj 3] - Worker 4, Guard 6
'Henchman: The Matron' [0/0:20/10/5/0] - wk 1

SMASH TERRITORIES (Yellow, aka 'Interpol'):
You lose heat in these regions twice as fast as others.

South America - (10 possible, 4 panels)
'Collateral Damage' [4/1:00/20/10/0] - 6 workers, 4 valet
'Capture Guard' [0/2:00/15/1/ Obj. 1 complete] - 4 workers
(TRAINER: Guard)
'Oilseed Inferno' [1/3:00/10/5/250] - 3 work, 3 guard, 1 merc
L-'Guatemalan Gold Rush' [4/3:00/20/10/250] - 5 tech, 5 grd, 1 sci, 1 merc
'Kidnap Biochemist' [2/5:36/35/1/ Obj 3] - 4 work, 3 tech, 1 sci
(TRAINER: Biochemist)
'Capture Mercenary Soldier' [1/4:12/25/1/ Obj 3+220] - 4 work, 1 guard
(TRAINER: Mercenary)
'Island Incursion' [7/2:00/30/15/300] - 5 val, 4 bio, 4 spin, 4 dip, 3 mark
'SMASH Infiltration' [2/5:00/20/1/ Obj 6] - 1 diplomat
'Henchman: Moko' [0/0:20/10/5/0] - wk 1
L-'Resource Crate' [0/0:30/30/5/Obj7] - gd 5, me 4, qp 2

Middle East - (8 possible, 3 panels)
'Oil Leak' [1/1:00/10/5/0] - 5 workers
'Double, Double, Oil and Trouble' [3/1:00/20/10/0] - 6 wk, 2 vl, 2 gd
L-'Shieking the Rug' [5/1:00/20/10/0] - 2 wk, 4 gd, 2 vl
'Seize Hotel Head Maid' [0/2:00/15/1/ Obj. 1 complete] - 2 workers
(TRAINER: Valet)
'International Arms Crime Lord' [2/3:00/5/1/70] - 5 Guard
(Objective 2 mission)
L-'3rd totem pole piece' [0/3:00/20/1/145] - 5 Tech
(Default location is your Staff room)
'Capture Diplomatic Envoy' [2/5:20/35/1/ Obj 3] - 8 valet
(TRAINER: Diplomat)
L-'UL: Mummy's Sarcophagus' [1/5:20/20/5/ Obj 3] - Tech 4, Guard 4

North Africa - (6 possible, 2 panels)
'Ear Plug' [1/1:00/10/5/ Avail. at start] - 4 workers
'Chinese Whispers' [2/1:00/10/5/0] - 4 workers, 1 valet, 1 guard
'Elephant's Graveyard' [4/3:00/20/10/250] - 15 valet, 1 guard
'Henchman: Dr. Neurocide' [0/0:20/10/5/0] - wk 1
'Doomsday Info' [1/7:20/20/1/Obj5] - sc 4
L-'Rocket Engine Plans' [4/3:00/30/5/250+Obj8] - pb 4, dp 4

Antarctica - (5 possible, 1 panel)
L-'Coming in from the Cold' [1/1:00/10/5/0] - 3 workers, 3 tech
L-'Steal the Cloning Chamber' [0/3:00/20/5/160] - 8 work, 3 tech, 3 grd
'Icy Reception' [6/3:00/20/10/250] - 5 work, 4 valet, 1 spin
'Snatch Science Specialist' [0/4:00/25/1/ Obj. 2 complete] - 6 work
(TRAINER: Scientist)
'Mercenary Scientist' [3/4:00/15/1/Obj6] - wk 5, vl 2, sp 2

PATRIOT TERRITORIES (Blue, aka 'CIA'):
West Coast - (10 possible, 5 panels)
'Steal the Library Blueprints' [0/4:00/10/1/ Avail. at start] - 2 wk
(Unlocks 'Archives' room, mission appears after you kill the 4 agents
that start on your island -- matt)
'Golden Opportunity' [1/1:00/10/5/0] - 10 workers
'Felonious Fund-Raiser' [1/1:00/10/5/0] - 6 valet
'Out Clubbing' [2/1:00/20/10/0] - 6 guards, 4 mercs
'American Crime Lord' [2/3:00/5/1/ Obj 1. complete] - 5 tech
(Objective 2 mission)
'4th totem pole piece' [4/4:00/20/1/155] - 5 valet
(Default location is your barracks)
L-'Frikken Laser' [0/4:00/20/5/ Obj 2 complete] - 2 tech, 2 guard
(Obj. 3 mission: steal laser)
'Seize Hollywood Playboy' [2/2:00/35/1/Obj 3] - 4 wrk, 3 vlt, 1 spin
(TRAINER: Playboy)
'Kidnap Ancient Martial Artist' [1/5:20/35/1/Obj 3+220] - 4 wk, 3 gd, 1 mrc
(TRAINER: Martial Artist)
'Mercenary Scientist' [3/4:00/15/1/Obj6] - wk 5, vl 2, sp 2

Mid-West - (8 possible, 2 panels)
L-'Well Suited' [1/0:30/10/5/0] - 5 workers, 5 techs
L-'Sabotage Jet-Pack flight test' [4/1:00/20/10/250] - 3 spin, 3 merc, 3 sci
'Kidnap Militia Leader' [0/4:12/25/1/ Obj 3] - 6 workers
(TRAINER: Mercenary)
'Abduct Quantum Physicist' [2/2:06/35/1/ Obj 3] - 4 work, 3 tech, 1 sci
(TRAINER: Quantum Physicist)
'Take spin-doctor hostage' [1/4:12/25/1/ Obj 3] - 1 valet, 4 workers
(TRAINER: Spindoctor)
L-'PATRIOT Doom. Tech' [5/3:00/20/5/250+Obj8] - sc 4, sp 4, me 4, dp 1, bc 1
L-'Resource Crate' [0/0:30/30/5/Obj7] - gd 5, me 4, qp 2
L-'Defeat Dirk Masters' [4/4:00/20/1/0] - wk 5, me 2, pb 1, bc 2

Japan - (6 possible, 4 panels)
'Destabilize Stock Market' [1/1:00/20/10/0] - 8 tech
'Samurai Sword Swindle' [2/1:00/10/5/0] - 3 wk, 3 gd, 3 vl
'Abduct Repairman' [0/2:00/15/1/ Obj. 1 complete] - 2 workers
(Creates a Technician; easier than N. China version)
L-'Steal National Treasure' [5/1:00/20/10/250] - 8 spin
'Oriental Investigation' [1/5:20/20/5/Obj3] - tech 2, guardd 2
(Enables the laboratory)
'Henchman: Jubei' [0/0:20/10/5/0] - wk 1

East Coast - (7 possible, 6 panels)
'Obliterate Nashville' [3/1:00/20/10 0] - 8 scientists
'Pop Star Fracas' [1/3:00/10/5/250] - 6 workers, 4 valet, 3 spin
'Cause National Power Cut' [6/1:00/20/10/250] - 10 guard, 5 valet
L-'UL: Million Dollar Bill' [2/7:42/10/5/ Obj 3] - Valet 8
'PATRIOT Infiltration' [2/5:00/20/1/ Obj 6] - 1 diplomat
'Henchman: Eli' [0/0:20/10/5/0] - wk 1
'Assassinate Mr President' [9/2:00/30/15/250] - vl 5, me 4, sp 4, dp 4, mk 3

HAMMER TERRITORIES (Red, aka 'KGB'):
Cuba - (5 possible, 4 panels)
'Missile Crisis' [1/1:00/10/5/0] - 7 workers
'Mines a Large One' [1/1:00/10/5/0] - 4 workers, 2 guard
L-'Steal El Presidente's Painting' [4/1:00/20/10/0] - 10 workers
'Recruit Montezuma' [0/0:20/10/5/0] - wk 1
'Doomsday Info' [1/7:20/20/1/Obj5] - sp 4

Siberia - (6 possible,2 panels)
'Mammoth Task' [1/0:30/10/5/0] - 8 workers
'Vodka Plot' [4/1:03/20/10/250] - 10 tech, 3 merc, 5 workers
L-'Steal Codex of Knowledge' [7/7:20/35/5/ Obj 5] - 5 work, 5 guard, 2 merc
(Objective 6 mission)
'Henchman: Ivan' [0/0:20/10/5/0] - wk 1
L-'Defeat Katerina Frostonova' [6/4:00/15/1/0] - gd 6, dp 3
(Goes to your training room)
L-'Resource Crate' [5/1:00/20/10/250] - tc 10, me 3, wk 5

Central Russia - (8 possible, 5 panels)
L-'Sound of Music' [2/2:00/10/5/0] - 6 workers, 4 techs
'Raid Secret Submarine Pens' [2/1:00/20/10/0] - 2 wk, 2 vl, 2 gd, 2 tc
'Hack into Automated Defense Network' [3/1:00/20/10/0] - 10 techs
'Take Guard Hostage' [0/2:00/15/1/ Obj. 1 complete] - 2 workers
(TRAINER: Guard; easier than S. America version)
L-'2nd Totem Pole Piece' [2/5:00/20/1/135] - 5 guards
(Default location is your archives)
'Take scientist hostage' [1/4:00/25/1/ Obj 2 complete] - 4 work, 2 tech
(TRAINER: Scientist)
L-'UL: Ark of the Covenant' [1/6:20/20/5/ Obj 3] - Guard 8
'Cosmonaut' [8/4:00/30/1/250+Obj8] - grd 5, sci 4, martial artist 2

East Bloc - (7 possible, 6 panels)
'Esprit de Corpse' [1/4:00/10/5/250] - 2 merc, 2 spin, 2 sci
L-'Raid War Museum' [4/1:00/20/10/250] - 3 sci, 3 merc, 8 workers
L-'Obtain Ancient Throne' [4/1:00/20/10/250] - 8 valet, 8 tech, 8 guard
'Soviet Sugar Rush' [8/2:00/30/15/250] - 5 vl, 4 merc, 4 sp, 4 dp, 3 mart
'Kidnap Diplomatic Envoy' [1/5:20/35/1/ Obj 3+220] - 4 work, 3 valet, 1 spin
(TRAINER: Diplomat)
'Capture Marksman Specialist' [2/5:36/35/1/ Obj 3] - 8 guard
(TRAINER: Marksman)
'HAMMER Infiltration' [2/5:00/20/1/ Obj 6] - 1 diplomat

QFL Quick-find missions/loot table:
Obj. 2 Bosses - North China, West Coast, India, Middle East
Totem Pole pieces - Polynesia, Central Russia, Middle East, West Coast
Uber Loot (Easiest to Hardest) -
Europe (Eiffel), Middle East, Europe (Excalibur), Central Russia,
East Coast, North China
Doomsday info: Cuba, North Africa, Australasia
Resource Crates: Mid-West, South America, South Africa, Central Asia, Siberia
Merc scientists: West Coast, Antarctica, South Africa, Central China, Siberia
Diplomats: East Coast, South America, India, Central China, East Bloc

Trainers: Easy mission Hard mission
-----------------------------------------------
Guard - South America Central Russia
Valet - Middle East Polynesia
Technician - Japan North China
Mercenary - Mid-West South America
Spindoctor - Europe Mid-West
Scientist - Antarctica Central Russia
Marksman - Europe East Bloc
Mart. Artist - West Coast Central China
Diplomat - East Bloc Middle East
Playboy - Europe West Coast
Quant. Phys. - Europe Mid-West
Biochemist - Europe South America

All easy missions must be plotted for. Tier 3+ easy missions need 220
notoriety as well.

Enable rooms:
Laboratory - Japan; Steal Research Machine [Objective mission]
Archives - West Coast; Library Blueprints [Available at start]
Casino - South Africa; Gambling Payoff [250 notoriety needed]

Impressive Loot: (Uber-loot marked with *, r- items are used in research)
Totem Pole - [See above]
Grecian Urn - North China
*Samurai Armor - North China
Third Vase(?) - Central China
Babylonian Vase - Central Asia
r-Camo cloth - Central Asia
r-Giant Diamond - South Africa
Roman Galley - India
r-Mercury Mirror - Australia
Marvel. Mastpc. - Cuba
Stolen Throne - East Bloc
r-Antique Cannon - East Bloc
r-Sonic Generator - Central Russia
*Covenant Ark - Central Russia
r-Aztec Amulet - South America
r-Ice Man - Antarctica
Persian Rug - Middle East
*Sarcophagus - Middle East
Space Suit - Mid-West
r-JetPack - Mid-West
*Million $ Bill - East Coast
*Eiffel Tower - Europe
*Excalibur - Europe
r-Oliver (Chimp) - Europe [No loot radius, research looks broken]
r-Crown Jewels - Europe [The item you get from research is useless]
r-Codebreaker - Europe

Loot does more than pile up in your base; it can attract minions to stand
around it and replenishes the stats of any minion who walks in range;
left-click on it to see it's radius. You can put these in popular rooms
deep inside your base, or make indentations in your corridors so they'll
affect minions who walk by. It's the easiest way to regain the loyalty
stat of your minions without you having to stand around them. For the
exact details on what each item does, check the LOOT ITEM EFFECTS section.

-------------------------------------------------------------------------------
QFP ROOMS:

QUICK REFERENCE:

All prices are listed for 'Easy' mode, where they're 20% below normal.
Add 25% to get Normal prices, or 50% to get Hard mode prices. I don't
think room tile prices change though.

NAME - Price - Power - Size - Ht - Room
-----------------------------------------------------------------------
(Room Tile) - 100 - - Corridor
Fire Extinguisher - 2400 - 0 - 1W+1/0 - 0 - Corridor
Generic Door - 1200 - 2 - 2x1 - 0 - (Any)
Heavy Door (r) - 4000 - 6 - 2x1 - 0 - (Any)
Field Barrier Door (r) - 6400 - 7 - 2x1 - 0 - (Any)
Security Camera - 2400 - 1 - 1W - 0 - (Any)
Zoom Lens Camera (r) - 2400 - 3 - 1W - 0 - (Any)
Loudspeaker - 2400 - 1 - 1W - 0 - (Any)
HD Loudspeaker (r) - 4800 - 3 - 1W - 0 - (Any)
Radio Loudspeaker (r) - 4000 - 3 - 1W - 0 - (Any)
(Room Tile) - 400 - - Stronghold
Briefcase Rack - 4000 - 0 - 2x1 - 0 - Stronghold
Gold Enhancer (1,r) - 80,000 - 7 - 2x1+0/1 - 2 - Stronghold
(Room Tile) - 150 - - Barracks
Bunk Bed - 400 - 0 - 1x1+0/2 - 0 - Barracks
Locker - 800 - 0 - 1x1+1/0 - 0 - Barracks
Equipment Storage (r) - 3200 - 0 - 2x1+2/0 - 0 - Barracks
Cryogenic Chamber (r) - 16,000 - 6 - 1x1+1/0 - 2 - Barracks
Multi Gym (r) - 4000 - 0 - 2x1+0/2 - 0 - Barracks
(Room Tile) - 350 - - Freezer
Body Storage Rack - 4000 - 0 - 1x3+1/0 - 0 - Freezer
Time Clock - 4000 - 0 - 1W+1/0 - 0 - (2)
(Room Tile) - 500 - - Control Room
Control Panel - 8000 - 2** - 2x1+2/0 - 1 - Control Room
Memory Bank - 6000 - 1 - 1x1+1/0 - 1 - Control Room
Control Station (r) - 20,000 - 5* - 1x1+1/0 - 3 - Control Room
Stock Market Watchdog (1,r) - 20,000 - 15 - 2x2+4/0 - 2 - Control Room
Schematic Station (1,r) - 20,000 - 13 - 2x2+7/0 - 2 - Control Room
Comms Array (1,r) - 40,000 - 8***- 3x1+3/0 - 5 - Control Room
Big Screen (r) - 40,000 - 3 - 6W - 5 - Control Room
(Room Tile) - 250 - - Armory
Holding Cell - 4000 - 0 - 2x2+2/0 - 10 - Armory
Death Chamber (r) - 24,000 - 5 - 2x2+2/0 - 10 - Armory
Disguised Holding Cell (r) - 12,000 - 0 - 2x2+2/0 - 10 - Armory
Interrogation Chair - 4000 - 0 - 1x1+1/0 - 2 - Armory
Security Desk - 2800 - 1* - 2x1+1/0 - 0 - Armory
Handgun Cabinet - 2000 - 0 - 1x1+1/0 - 10 - Armory
Rifle Cabinet - 4000 - 0 - 1x1+1/0 - 10 - Armory
Disguised Rifle Rack (r) - 8000 - 0 - 1x1+1/0 - 5 - Armory
Heavy Rifle Cabinet - 8000 - 0 - 1x1+1/0 - 10 - Armory
Flamethrower Cabinet (r) - 16,000 - 0 - 1x1+1/0 - 10 - Armory
(Room Tile) - 150 - - Mess Hall
Counter - 4000 - 0* - 2x3+1/2 - 0 - Mess Hall
Mess Counter - 12,000 - 0* - 2x3+1/2 - 0 - Mess Hall
Automat (r) - 16,000 - 5 - 2W+1/0 - 0 - Mess Hall
Salad Bar (r) - 6000 - 0 - 2x1+0/2 - 0 - Mess Hall
(Room Tile) - 150 - - Staff
Drinks Machine - 800 - 1 - 1x1+1/0 - 0 - Staff
Table Tennis - 1600 - 0 - 1x2+2/0 - 0 - Staff
Arcade Game (r) - 12,000 - 3 - 1x1+1/0 - 0 - Staff
Pinball (r) - 4000 - 1 - 1x1+1/0 - 0 - Staff
Widescreen TV (r) - 8000 - 4 - 2W+0/2 - 0 - Staff
Egg Chair (r) - 4000 - 0 - 1x1+0/1 - 0 - Staff
(Room Tile) - 250 - - Training
Mouse Maze - 2400 - 0 - 1x1 - 0 - Training
Training Punchbag - 4000 - 0 - 1x1+0/2 - 2 - Training (6)
School Desk - 4000 - 0 - 1x1+1/0 - 1 - Training (6)
Lab Workshop - 4000 - 0 - 2x1+2/0 - 1 - Training (6)
Chalkboard - 8000 - 0 - 3W+1/2 - 1 - Training (6)
TV Studio - 8000 - 5 - 3x2+1/2 - 3 - Training (6)
Heavy Shooting Range - 8000 - 0 - 4x2+2/0 - 10 - Training (6)
Biochem Lab - 16,000 - 3 - 2x1+2/0 - 5 - Training (6)
Electron Microscope - 16,000 - 5 - 2x1+1/0 - 5 - Training (6)
Dojo - 16,000 - 0 - 2x3+1/0 - 10 - Training (6)
Shooting Range - 16,000 - 0 - 8x1+1/0 - 5 - Training (6)
Playboy Training Equipment - 16,000 - 0 - 3x2+2/0 - 5 - Training (6)
Diplomat Trainer - 16,000 - 5 - 2x2+2/0 - 5 - Training (6)
(Room Tile) - 400 - - Laboratory
Fake research machine (1) - 4000 - 0 - 2x2 - 0 - Laboratory
Research machine (1) - 80,000 - 6 - 2x2+3/0 - 10 - Laboratory
Databank (1) - 4000 - 0 - 2x1+1/0 - 2 - Laboratory
AI supercomputer (1) - 80,000 - 12 - 3x3+1/0 - 5 - Laboratory
Environment Chamber (1) - 80,000 - 12 - 3x3+3/0 - 5 - Laboratory
Greenhouse (1) - 80,000 - 12 - 3x3+2/0 - 5 - Laboratory
Bio Tanks (1,r) - 40,000 - 10 - 2x3+3/0 - 2 - Laboratory
Giant Laser (1,r) - 40,000 - 5 - 1x4+2/0 - 2 - Laboratory
Centrifuge (1,r) - 40,000 - 5 - 2x2+3/0 - 2 - Laboratory
Impact Stress Analyzer (1,r)- 40,000 - 5 - 2x4+2/0 - 2 - Laboratory
(Room Tile) - 300 - - Archives
Reading Table - 1600 - 0 - 1x2+0/2 - 0 - Archives
Microfiche Table (7) - 1600 - 0 - 1x2+0/2 - 0 - Archives
Multim. Educational Zone (r)- 20,000 - 3 - 2x3+0/2 - 0 - Archives
Brainiac Machine (r) - 24,000 - 4 - 1x2+2/0 - 2 - Archives
Brain Washer (r) - 40,000 - 4 - 1x2+2/0 - 2 - Archives
Bookcases (r) - 12,000 - 1 - 2x4+1/0 - 5 - Archives
(Room Tile) - 250 - - Sanctum
Conference Table (1) - 4000 - 0 - 2x4+3/0 - 0 - Sanctum
Impressive Desk - 12,000 - 0 - 2x2+1/0 - 0 - Sanctum
Soothing Atrium (7) - 3200 - 0 - 2x2 - 0 - Sanctum
Cabinets (7) - 800 - 0 - 1x2 - 0 - Sanctum
(Room Tile) - 300 - - Infirmary
Pharmacy Booth - 4000 - 0 - 1x1+1/0 - 0 - Infirmary
Examination Table (r) - 8000 - 0 - 1x2+1/0 - 0 - Infirmary
Auto Surgeon (r) - 12,000 - 10 - 1x3+1/0 - 2 - Infirmary
X-Ray Machine (r) - 12,000 - 3 - 1x3+2/0 - 2 - Infirmary
(Room Tile) - 150 - - Power Room
Power Generator - 8000 - -15 - 3x3 - 5 - Power Room
Disg. Power Generator (r) - 16,000 - -15 - 3x3 - 5 - Power Room
Nuclear Power Station (r) - 20,000 - -35 - 2x2 - 10 - Power Room
Capacitor - 4000 - 0 - 1x2 - 2 - Power Room
HD Capacitor (r) - 12,000 - 0 - 1x2 - 1 - Power Room
Outdoor Security Camera - 4000 - 2 - 1x1 - 1 - Outdoors
Camo. Security Camera (r) - 8000 - 2 - 1x1 - 0 - Outdoors
Outdoor Sentry Gun (r) - 8000 - 7 - 1x1 - 10 - Outdoors
Disguised Sentry Gun (r) - 16,000 - 10 - 1x1 - 2 - Outdoors
Evil Base Entrance - 1200 - 0 - 2x5 (3) - 0 - Outdoors
Camouflaged Door (r) - 12,000 - 5 - (4) - 0 - Outdoors
Topside Shack - 40,000 - 0 - 6x8 - 0 - Outdoors
Hotel Hub - 80,000 - 0 - 10x12 - 0 - Outdoors
Hotel Wing - 40,000 - 0 - 11x13 - 0 - Outdoors
Transmitters - 800 - 5 - 1x1 - 5 - Outdoors
External Door - 2400 - 3 - 1x2 - 0 - Topside Shack
Hotel Double Door - 2400 - 1 - 1x2 - 0 - Hotel (Any)
(Room Tile) - 300 - - Casino
Pinball Machine (r) - 4000 - 1 - 1x1+1/0 - 0 - Casino
Craps Table - 8000 - 0 - 2x2+1/3 - 0 - Casino
Baccarat Table - 8000 - 0 - 2x2+1/3 - 0 - Casino
Roulette Table - 12,000 - 0 - 1x2+1/3 - 0 - Casino
(Room Tile) - 250 - - Lounge
Lounge Bar - 6000 - 0***- 3x2+2/3 - 0 - Lounge
Dance Floor - 4000 - 0 - 2x2 - 0 - Lounge
Lounge Table - 4000 - 0 - 1x1+2/1 - 0 - Lounge
(Room Tile) - 200 - - Lobby
Lobby Counter - 4000 - 0* - 1x3+1/2 - 0 - Lobby
Lobby Bench - 2000 - 0 - 1x2+0/4 - 0 - Lobby
Hotel Room - 8000 - 5 - 2x2+2/0 - 0 - Lobby
Grand Piano - 4000 - 0 - 2x2+1/0 - 0 - Lobby

(1) - You can only have 1 of these at a time
(2) - Time clocks can go in Control Rooms, Mess Halls, Infirmaries,
Armories and all hotel room-types.
(3) - Evil Base Entrances can be placed only where the mountain meets the
outside, and where there aren't trees blocking the way.
(4) - Camouflaged doors go on top of evil base entrances
(5) - Hotel Wings can only connect to the hotel hub
(6) - Objects in the training room become available when you capture
the appropriate trainer.
(7) - There doesn't seem to be a way to get these objects.
(r) - Object must be researched in the lab before use
Sizes: Width in squares. If it's specified as 1W it sticks to a wall. A
+number after it indicates how many required/optional access points it
needs to work optimally.

Power: How much each object draws in power.
* = Staff required to man the object once placed

Heat from stolen objects:
Uber Loot (any): 25
Codebreaker: 20
Crown Jewels: 15
Giant Diamond: 15
Jetpack: 15
Aztec Amulet: 15
Grecian Urn: 15
Babylonian Vase: 15
Marv. Masterpc.: 15
Roman Galley : 15
Persian Rug: 15
Chameleon Cloth: 10
Mercury Mirror: 10
Space Suit : 10
Sonic Generator: 10
Cloning Chamber: 5
Body Bag: 2

Time clocks:
Several rooms can have time clocks; any hotel room, the infirmary, control
room, armory & mess hall. They let you shut down the whole room (by setting
them to the Red square), making all devices in the room consume 0 power.

Other settings adjust how minions will staff any objects in the room that
require people to run.

If you set it to 'Yellow', minions will staff it if they have nothing else
to do, and immediately leave if you ask for an object to be moved, room
built or anything else.

The higher you set the slider in the green squares, the more of a priority
you want to make the room. At the first green, you'll have the room
reasonably staffed at all times. 1 extra minion may hang out in it as well
to wait for someone to leave. Each additional green square causes an extra
minion to stand around in the room, provided there's space.

There was an error in previous FAQs. You can put a time clock in an empty
room and set it to a high green number if you want minions to stand around in
it for no good reason.

Outside:
There are several objects that go outside. Hotels and Topside Shacks create
space you can create other rooms inside. Hotels only allow you to create
hotel-type rooms, topside shacks let you create anything in a 3x2 space.

Topside shacks become available when you get your control room running. They
are expensive and provide only a small space, so what's the point? There's
a whole section on "THINGS TO DO WITH A TOPSIDE SHACK" if you find yourself
with too much cash on your hands.

Evil Base Entrance - Creates a door into the mountain, you start with one.
Camouflaged Door - Goes on top of an Evil Base Entrance
Note: It won't allow placement if there's a regular door just past the
evil base entrance. Move the other one farther back. The camo door
also counts as a door; you can assign it a security setting and agents
must bypass it to get into your base. It has been reported that setting
this door to '1' will keep agents out (agents aren't interested in no-
security doors unless they see someone coming out of it). This won't
stop tourists though.
Cameras - Supplement your base security system, great for
tagging mad tourists for weakening. Agents will blow up the non-disguised
version occasionally.
Sentry Guns - Automatically fire on tagged intruders, can shoot to capture
These have a short lifespan, they generate high heat and agents love to
attack them. You get no notice of this. I'd suggest building them only
when you're willing to keep a henchman near it to protect it till the
disguised version becomes available.

From Slow Slosh:
Sentry Gun Can be used in groups of 4 to 8 to be very deadly; also fun to
watch. :) When combined with Shacks and Hotels, used as chock points you
can defend agains Soldiers/Veterans with little effort. Even super agents
have a hard time agains them. :)

Hotel:
Hotels are the most expensive things you can build, and the most
misunderstood. For starters, a single hotel is 100% useless, no matter
how many wings it has or valets it's stocked with.

The whole purpose of a hotel and everything in it is to suck up some of a
tourist's time until they run out and return home. Tourists seem to work
in the following fashion:

They land on your island and start wandering around. If they see one of
your Evil Base Entrances or a hotel, they'll feel compelled to go have a
look. If they wander into a hotel and walk past any of the objects in it,
there's a chance they'll tie up some of their time with it. After a set
amount of time (varying by object), they'll stop using it and resume
wandering, possibly back out of the hotel.

If you have a single hotel, then there's nowhere for the tourists to go but
your Underground Lair once they leave it. If you have multiple hotels,
they can bounce around between them and use up tons of time.

Lounge dance floors and Lobby Benches are great for filling up hotel hubs
or wings with. They're cheap and don't need valets to run. Hotel rooms
also don't require staff, but they suck up lots of power and are only used
at night as far as I can tell.

Three hotels on your starting island, each with 1 wing (you can make one
without a wing), will keep tourists pretty well tied up. Once you get
casinos, don't make them too big. Each casino table requires one social
minion to run. Making a hub, or half a wing into a casino should be good.

Lone hubs are good to make entirely a lobby filled with benches, a casino
or lounge + dance floor. A hub + half a wing can be stocked with lobby
desks, a piano and a few hotel rooms. Half a wing is also good for making
into a lounge or casino. You don't need to have a lobby in every building,
and certainly not a lobby desk & hotel rooms.

One note about the Pinball Machine (A researchable item for the casino; you
need to build the roulette table to get it) -- it REGENERATES ATTENTION. You
probably don't want to put this in the casino, since agents & tourists not
paying attention is a GOOD thing. The only good thing I can say about it in
there is it doesn't need any staff to run. If you don't use confusing pop-up
traps, a hub with a bunch of these makes a handy tourist trap.

Corridors:
Well, what can I say... Corridors connect up all the other rooms and allow
your minions to get from place to place. You can stick doors, traps &
security cameras in corridors to hinder agents.

You can have your rooms connect directly to each other if you like, but you
won't be able to place as many traps that way.

The only thing that ONLY goes in a corridor is a fire extinguisher. When a
fire pops up anywhere, a valet will grab an extinguisher and head to the fire.

From Florestan Tr

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