Minions

Every evil genius needs a horde of loyal minions to carry out their evil schemes! There are a variety of different minion types, each with their own specializations. This page list all the minion types you are able to employ in EG1 and EG2 and their associated tasks.

= Controlling Minions = Unlike the Evil Geniuses and Henchmen, minions cannot be directly controlled by the player. Instead, tasks are automatically assigned to the closest minion of an appropriate type. There are also indirect ways to control minion behavior:
 * The Minion Management Screen allows the player to set the desired quantities of each minion type up to the maximum minion capacity level.
 * (EG2) The Minion Manager tab allows the player to set specific minions to exclusively perform certain tasks or work in certain rooms
 * (EG1) Henchmen can use their special "gather minions" ability to summon nearby minions to a certain area of the base or island.
 * (EG1) Timeclocks allow the player to manage the staffing level of certain rooms.
 * (EG1) Door security levels can block minions from entering certain areas of the base.
 * The World Domination Screen (EG1) or Global Operations Screen (EG2) allows minions to be ordered to leave the island to perform evil deeds in the wider world.

Room Construction and Demolition
Main article: Rooms


 * (EG1) Construction Workers are the sole minion capable of buying and carrying dynamite from a Depot to blast out rock and construct a new room, or to demolish an existing room.
 * (EG2) Workers and Technicians can use the Lair Builder 5000 to excavate new rooms from dirt or rock, or to backfill existing rooms with dirt.

Placing, Moving, and Destroying Items
Main article: Items


 * (EG1) Only Construction Workers and Valets can grab a briefcase from the Strongroom, bring it to the depot, buy an object crate, and bring the object to its correct place, but all minions can re-package objects and move them somewhere else. Every minion also carries space-warping boxes which they will use to pick up objects and crumple them into nothingness, at full refund for the object's price, regardless of the object's condition.
 * (EG2) Workers and Technicians can use the Lair Builder 5000 to pick up new items from the Depot or existing items from the lair and transport them to the desired location or destroy them for 50% of their purchase cost.

Repairing Damaged Base Items
Technicians will walk around your base fixing whatever needs to be fixed. Always make sure you have plenty of them and that they have access to damaged items or your base will fall apart around you!
 * (EG2) Items continuously lose Durability even when not being attacked by an Agent or set on fire and need to be repaired periodically.

Extinguishing Fires
To extinguish fires you need to have a Fire Extinguisher nearby so minions can grab them and put out the fire(s). It is a good idea to place fire extinguishers near objects in the base that are likely to catch fire or that are very expensive. Fire extinguishers can only be placed in corridors.


 * (EG1) Only Valets can use fire extinguishers. Due to poor AI code for handling fires, you are better-off having only a few extinguishers. When a fire occurs, a Valet that can acquire an extinguisher will 'tag' the fire for itself. This means that in a room full of flames, each fire will be tagged by a different Valet, and so each Valet will only put out one fire before returning to other duties. The other fires will remain, possibly spreading, while other Valets arrive with additional extinguishers. Limiting yourself to a few well-placed extinguishers means more often than not the first Valet there will put out most of the fires by the time any others arrive.
 * (EG2) Any minion can use fire extinguishers.

(EG1) Taking Care of Exhausted Minions
This is a job for social minions. When another minion can no longer work (example: collapses from lack of endurance, dumbfounded by lack of smarts or if a henchman's health drops to zero), a social minion (usually a valet) comes and picks him up and carries him off to recuperate (e.g. to the barracks to rest or to the archives to study).

Performing Research
Main article: Research

Research is performed by science minions (Technicians, Scientists, Biochemists, and Quantum Physicists) and helps you by unlocking more advanced items like new traps, higher security doors, and better surveillance systems.

Defending the Base
All minions recruited to an Evil Lair never lose their 10 second self-defence training, allowing them to look away from their aggressor and pitifully punch them back, if they are ever attacked and live long enough to respond.

In order to defend the whole base, however, you will need the aid of Henchmen, Traps, and military minions (Ruards, Mercenaries, Marksmen, and Martial Artists). Social minions (Valets, Spindoctors, Playboys (EG1) or Socialites (EG2), and Diplomats) also play a key role in base security by distracting and confusing Agents.

Construction Workers (EG1) and Workers (EG2) can make weak attempts to kill or capture agents, but building a security network and creating mobs of them can be devastating to the Forces of Justice, even Super Agents. In EG1, Construction Workers, just like Guards and Mercenaries, are more efficient at fighting when carrying weapons. In EG2, only Muscle Minions can carry weapons.

Tasks on the World Map
See World Domination Screen (EG1) or Global Operations Screen (EG2).

= Minion Types =

Construction Workers
Construction Workers are ever-useful, ultimately pitiful, and fully replaceable. You start with 3 of these helpful minions, but acquiring more is a simple matter of increasing their number on the Minion Management Screen, then waiting 60 seconds (or less, depending on the amount of money paid: see Cost), and watching your depot for a fresh lackey to appear as if from nowhere.

On the island, Construction Workers build and demolish rooms and (weakly) attack the Forces of Justice when ordered. They can be armed with weapons from weapons rack items to increase combat damage.

On the world map, they are required for some of the Acts of Infamy.

Military Minions
Military minions include Guards, Mercenaries, Marksmen, and Martial Artists.

On the island, military minions are the best at capturing or killing agents. They can be armed with weapons from weapons rack items (except for Martial Artists) to increase combat damage.

On the world map, they’re the best at stealing and help reduce the number of casualties from Acts of Infamy.

Science Minions
Science minions include Technicians, Scientists, Biochemists, and Quantum Physicists.

On the island, science minions wander around looking for research potential and performing research in a Laboratory.

On the world map, science minions are the best at plotting and they shorten the duration of Acts of Infamy.

Social Minions
Social minions include Valets, Spindoctors, Playboys, and Diplomats.

On the island, social minions distract Agents, entertain Tourists, and take care of exhausted minions.

On the world map, social minions conceal heat generated from other minions and also reduce the heat generated by Acts of Infamy.

Workers
Workers take care of menial tasks and are mostly disposable.

On the island, Workers build and demolish rooms and (weakly) attack the Forces of Justice when ordered. They do not pick up weapons from weapons rack items.

On the world map, they are required for some Schemes.

Muscle Minions
Muscle minions include Guards, Mercenaries, Hitmen, and Martial Artists.

On the island, Muscle minions are the best at capturing or killing Agents.

On the world map, they are required for some Schemes.

Science Minions
Science minions include Technicians, Scientists, Biologists, and Quantum Chemists.

On the island, Science minions perform research in a Laboratory and operate some Items.

On the world map, they are required for some Schemes.

Deception Minions
Deception minions include Valets, Spin Doctors, Socialites, and Counter Agents.

On the island, Deception minions distract Agents and entertain Tourists.

On the world map, they are required for some Schemes.