Evil genius tipps: 10 Pro Tips Every Player Should Know

10 Pro Tips Every Player Should Know

It takes some cunning and strategy to be an effective criminal mastermind in Evil Genius 2. This part tycoon part strategy game has players managing an evil lair, committing vile schemes, and working towards world domination.

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There are a lot of moving parts in Evil Genius 2 and things can get complicated very quickly. It’s not uncommon for players to get overwhelmed in the midgame and get smashed in the end. Here are some pro tips to ensure the cash keeps flowing, minions stay in line, and the forces of good are powerless to stop the dark will of the Evil Genius.

10 Capturing Is Better Than Killing

Enemy Agents can get really annoying. As a result, players are often tempted by removing the threat as quickly and as efficiently as possible. This is further incentivized by minimizing minions’ deaths and subsequent body bags.

But in all honesty, you are better served taking the time to capture a few of the stronger Agents. Doing so can result in gaining valuable intel or turning the Agent into a strong loyal minion. It is tedious since it must be done manually, but capturing an Agent and sending them to an Interrogation Station is worth the effort.

9 Have Multiple Incinerators Near Problem Areas

As you progress in the game you’ll suffer more and more incursions. These will often result in multiple losses on both sides with body bags littering the base. If these body bags build up too much you will suffer an almost perpetual morale deficit which, if left unchecked. leads to mass desertion and more body bags.

It’s important to have multiple Incinerators throughout the base. Ideally, they should be placed near the areas where battles tend to occur. This allows the minions to remove multiple body bags at a time and minimize the corrosive effect on morale.

8 Counteract Body Bag Depression With Public Executions

One way to counteract the mass of body bags is by executing minions with witnesses present. Doing so will give the other minions a major boost to morale and can be done as many times as needed.

Of course, this isn’t without drawbacks. The body bags will still be around and you’ll lose a minion in the process. But it is a good way to temporarily get minions back on their feet to remove the body bags and get things back to normal.

7 Automate Agent Tagging

While manually tagging each and every Agent that storms into the base is doable in the beginning, it gets tedious later on. There may be multiple Agents or you may be busy with other things and might miss an Agent here and there.

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Fortunately, there is the Intruder Protocol research line that gives you the ability to automate Agent tagging. Once unlocked, you can establish Security Zones that will flag any Agents that enter them. Putting these on choke points and entrances ensures that Agents are always tagged without needing your input.

6 Keep Tourists In The Dark

Tourists are a convenient source of passive income once you’ve established a Casino in your Hotel. As long as the Tourists are happily gambling, the cash will flow into your hands and fund your other criminal activities.

It’s important to make sure that traps, Agents, body bags, and other alarming things are kept away from Tourists. A good way to do this is to have a buffer zone between the Casino and the base. This could be a hallway or even a cluster of lockers.

5 Place Infirmaries Near The Action

When a Minion suffers damage it’s important to get them back to full health as quickly as possible. If they have to traipse across the base to get to an Infirmary there’s a chance something will happen to them en route.

It’s best to keep Infirmaries near where the action happens so it’s a short trip for the Minion to receive healing. This will minimize casualties and ensure that Minions are in top shape when the next Agent arrives or if they brush up against traps.

4 Blow Agents Into Traps They Skip

Agents often have a nasty habit of bypassing or nullifying traps as they creep around the base. One effective way to delay and harm Agents is to knock them back into traps with Wind Machines. Wind Machines will knock an enemy up to nine tiles away.

That’s nine tiles of other traps that can trip up or injure the Agent. At the very least a Wind Machine will knock the Agent back and buy time for Minions to show up and deal with the threat.

3 Keep Your Evil Genius Busy

Any one of the four Evil Geniuses makes for a powerful ally to achieving world domination. Too often players keep them on the sidelines and let their greatest tool go to waste. Admittedly you should be careful using the Evil Genius, as their death is an instant game over, but they can be used carefully.

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One strategy is to have them dip in and out of combat. They deal more damage than most minions and can give response teams the edge in battle. Other uses include previously mentioned Executions to boost morale and Taunting or Interrogating captured Agents. At the very least keeping them around working minions to lend their Aura of Influence does wonders for productivity.

2 Have An Army Of Technicians

Technicians are generally responsible for two things; maintaining equipment and assisting with the building process. The first responsibility is the primary reason to have an army of Technicians. Lots of things will break down and if they aren’t attended to overall productivity is decreased, Agents survive longer, and fires will break out.

Having Technicians on hand ensures everything stays in tip-top shape and things chug along as efficiently as possible. Even in peaceful times when nothing is broken, a Technician will ensure things are built quickly, keeping efficiency high. Two or even three dozen Technicians is a great start.

1 Keep Fire Extinguishers Near The Vault

There’s nothing worse than watching all that hard-earned gold go up in flames. Having multiple Fire Extinguishers near a vault ensures Minions have a reasonable chance of minimizing how much wealth is lost.

This is especially important if you are using the Evil Genius Red Ivan. His rocket launcher commonly sets objects on fire, although his main problem is triggering the doomsday device H.A.V.O.C. Once used it will cause various parts of the base to be bathed in flames and Murphy’s Law commonly targets the vault.

Next: Evil Genius 2 World Domination: Guide To Vulkan Vs DX 12

Uncover Some Nefarious Tips and Tricks for Evil Genius 2: World Domination

Hi everyone!

Before we get started, I want to say how incredible it is to see a new legion of masterminds joining us in our quest for world domination – Evil Genius 2: World Domination is now available with Xbox Game Pass. Please make yourself at home and help yourself to a Doomsday Device. I’m sure you’ll find them delightfully destructive.

Now, conquering the world isn’t easy. There’re all sorts of do-gooders out there looking to stop you, and you just know they have a training program to prepare their new recruits. So, let’s get you up to speed so you can start carving out your own criminal empire…

Choosing Your Genius

At the start any campaign, you’ll be faced with a choice: what flavour of evil are you? Each Genius comes with their own unique campaign, but they all favour different playstyles. Maximillian makes for an excellent Genius for first time players, with a strong focus on bringing in enough gold to dabble in everything.

If you’re interested in meeting your enemies head on with a wall of firepower, then ex-Mercenary Red Ivan, rules his Lair with a very literal Iron Fist.

Zalika, on the other hand, favours brains over brawn, heavily funding her research department and racing through the tech tree. Ideal if you want to automate your Lair’s defences with a large network of traps.

And finally, lurking in the shadows, is Ex-Spymaster Emma, who seeks to deceive her enemies into believing there’s no threat… right until it’s too late to stop her.

Organise your Lair

Early in the game you’ll have a lot to build, and not very many places to put things. It’s perfectly fine to put a Power Station next to your Mess Hall, but as you expand, you’ll want to reconfigure your Lair.

Putting your Vault far away from the main entrance is a great way of protecting your ill-gotten gains. Less suspicious rooms, such as the Barracks, can go anywhere – and in fact, it can pay to have facilities for your minions scattered throughout the Lair. The less time they spend walking to and from their beds, the more time they spend working, after all…

On that note, while you could build a single large room filled to the brim with generators consider splitting that room up into lots of smaller rooms and hiding them throughout your Lair. All it takes is one determined agent with a bomb, and that enormous room of precious items will burn down before you know it. If you want to mitigate the damage any single wave of Agents can do, planning and dividing your Lairs rooms into smaller areas is an excellent way of achieving this.

Nothing To See Here, Officer. Just Your Average Casino.

The Investigators sent to your Lair are all looking for the same thing: evidence of your misdeeds. If they make it into your Lair, they’ll run rampant, snapping shots of anything suspicious. You could kill them, but people get suspicious when their highly trained operatives never report in. Dispose of enough Agents and eventually you’ll find yourself dealing with heavily armed soldiers.

The Casino offers a nice solution to this. Kit it out with enough distractions, staff it with minions trained in Deception, and Investigators will spend more time there, slowly losing their Determination. If you keep them trapped there long enough, they’ll eventually return home and report their findings: Which is that you’re a perfectly legitimate Casino.

It won’t keep them at bay forever – nothing ever does – but it will stop them from sending their more highly trained agents.

Must I do Everything Myself?

Short answer? No.

But let’s face it: You’re the only Genius here. And yes, that means you’re surrounded by buffoons. Your Workers try their hardest but they’re an inherently trusting bunch and will often fall for the pathetic disguises worn by your enemies.

You and your Henchmen, however, are far more astute, and won’t fall for any such tricks. Take some time now and then to scan your Lair for suspicious characters, and if you find any, dispatch a Henchman to deal with them.

Of course, eventually you’ll be able to train your minions to do a lot of this for you, especially if you provide them with a camera network.

You Have Failed Me for The Last Time. So have you. And you. And…

While your minions will try their very best to please you, you might find their Morale or Smarts dropping while working for long periods of time. Your Genius can make a very motivating… example… of another minion to get the rest of them back on track. Just be ready to deal with the body bag.

Traps

Minions can die – they can sleep – they can decide that this ‘Evil’ thing isn’t for them and desert your organisation.

Traps are cold, unfeeling machines, and they suffer from no such weakness.

Early traps, such as the Boxing Glove, are simple things, designed with a single purpose in mind. But as you advance through the tech tree, you’ll unlock more traps and be able to improve your trap network in all sorts of ways. Combining traps is an excellent way of making sure no Agent makes it out of your Lair alive.

A great combo to get you started: The Fan Trap will blow Agents a large distance, triggering any other trap they hit on their way. Combine this with a series of boxing gloves and you’ll deliver a devastating one-two (-three-four-five-six) punch.

Is It Hot In Here?

Justice never sleeps. Their Agents are always watching your Criminal Networks across the globe, building their case against you. This is represented by Heat, and the more of it you have, the more dangerous the Agents will be when they visit your Lair. Your activities on the World Map will generate Heat.

Do your best to keep your Heat low – or prepare your defences for a fight!

Good luck!

Hopefully, after all that, you’re feeling more prepared to take on the world. There’s a huge swathe of content in Evil Genius 2: World Domination, so take the time to explore. I particularly recommend going after a few tasty pieces of Loot. They’re powerful artefacts, but obtaining them may be something of a challenge…

Just remember: The world is yours for the taking.

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Evil Genius 2 is a satirical spy-fi lair builder, where players take control of an Evil Genius and set their plans for world domination in motion. When it feels this good to be bad, the Forces of Justice don’t stand a chance!

Build your own unique evil lair and cover operation, Train a force of criminal minions, Defend your Lair from the Forces of Justice, and Dominate the world with a Doomsday Device in this direct sequel to the 2004 cult classic!

Cruel Constructions!

Every villain needs an island lair, so pick your paradise and put your own sinister stamp on it! Shape the internal structure of your hazardous hideaway to fit your play-style, and construct wonderfully wicked devices for your minions to put to use.

Atrocious Anti-Heroes!

Competence isn’t going to cut it when you’re running an evil operation. As you expand and train your minion workforce, you can create new specialists to help further your evil plans! Need something a little more…intimidating? Recruit powerful Henchmen that complement your play style; every mastermind needs a right hand…or several, in fact!

Dastardly Devices!

The Forces of Justice are annoyingly punctual, so supplement your brute force by researching and developing a series of trap networks! Send those do-gooders spinning with a Pinball Bumper, or put the chomp on them with the Venus Spy-Trap. While one trap is good, more is…evil-er. Combo your traps to banish intruders for good!

Nefarious Plots!

Carry out evil schemes to further your plot to build a Doomsday Device and dominate the world! Sell the British Royal Family, Kidnap the Governor of Maine, and literally BAKE ALASKA. With hundreds of potential objectives, variety is the spice of strife.

New York Evil Genius (Stephen Van Dyne)

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American writers

Is New York in panic? After all, a ruthless killer is operating in the city. Almost nothing is known about him. Only that he bears the nickname «Bishop», which he appropriated to himself, and leaves messages with nursery rhymes at the crime scene. He sends these same verses to the newspapers to give publicity to his bloody atrocities. The police are confused, and sophisticated murders follow one after another. «Bishop» is incredibly smart and prudent. He’s practically undetectable. And only the cold-blooded detective Philo Vance seems to know how to stop the evil genius…

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American writers

Is New York in panic? After all, a ruthless killer is operating in the city. Almost nothing is known about him. Only that he bears the nickname «Bishop», which he appropriated to himself, and leaves messages with nursery rhymes at the crime scene. He sends these same verses to the newspapers to give publicity to his bloody atrocities. The police are confused, and sophisticated murders follow one after another. «Bishop» is incredibly smart and prudent. He’s practically undetectable. And only the cold-blooded detective Philo Vance seems to know how to stop the evil genius…

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