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Evil Genius and Evil Genius 2 character index
The Evil Organization: Evil Geniuses | Henchmen | Minions
The Forces of Justice: Super Agents | Agents

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General Tropes

As close to a boss as you can get, the Forces of Justice will send these guys in when you become sufficiently notorious, and each is a combination of two normal agents. These are the only agents who can permanently kill your Henchman in the first game.

    All of them 
  • Achilles' Heel: Each and every one of them has one, barring John Steele in the first game who has none, that you have to figure out in order to eliminate them for good. All of these are hilariously Weaksauce Weaknesses compared to the villainous stunts you pull on the world map.
  • All Your Powers Combined: Super Agents in the first game use composite classes that combine the traits of various agent types, such as Dirk Masters having traits of both Soldiers and Saboteurs, or Katerina Frostonova using Soldier and Investigator behaviors. Averted in the sequel, where each Super Agent is merely a King Mook version of their lackeys.
  • Back from the Dead: To recruit Super Agents as Henchmen in the second game, the player has to complete the entire side mission chain to kill them off for good that they'd go through normally. The game doesn't really try to explain how they're still alive and become recruitable after that. The exception is Deep Six- his recruitment quest opens up in tandem with the quest to kill him.
  • Boss Subtitles: In the first game, the first time one of them shows up on the Island, the camera will cut to them and show their name.
  • Conservation of Ninjutsu: They are the chief enforcers of this trope, as just one of them can severely mess up an entire squad of your own minions, even the particularly fragile ones like Symmetry in 2, if your troops are not supported by a Henchman (or three) or the Geniuses themselves. Still, dogpile them with enough Muscle minions and they will eventually be defeated.
  • Contractual Boss Immunity: They wouldn't be especially good if you could just kill them at the door, would they? They are similar to Henchmen in this sense, and can only be removed for good via a special optional mission. No such luck for John Steele, though.
  • Death by Irony: Every single one in the first game is defeated in a fittingly ironic manner.
  • Death of a Thousand Cuts: The second game has each Super Agent defeated not by a specific sub-objective, like the first game did. Instead, by a mini-campaign of gradually wearing them down.
  • Expy: All but one of them in 1 are either this, or Captain Ersatz.
  • Face–Heel Turn: Evil Genius 2 introduced the ability to potentially recruit Super Agents to your cause after defeating them as one would a Crime Lord, implemented in the Oceans Campaign pack with the new J.A.W.S. Super Agent being the first subject. Several others can also be recruited after a series of Community challenge rewards were achieved by the playerbase. The possible recruits thus far are Wrecking Bola, Atomic Olga, Symmetry, and Agent X.
  • Good Is Dumb: Smarter than the Red Shirts, but still dumb. (But they can afford to be.)
  • Hero with an F in Good:
    • In the first game. You may be the bad guy, but these five people kind of stretch the definition of "good". They think nothing of slaughtering your minions on sight, including Social or Science minions who aren't aggressive, and also blow up your hotel, killing tourists in the process. And if they see a body bag of another agent or an innocent, they'll think nothing of photographing it and blaming it on you, even if the death was caused by them. They will take a moment to mourn their own agency's dead... then, of course, take a picture and frame you for it.
  • Leitmotif: In the first game, each Super Agent has a unique Leitmotif that plays when they arrive on the island.
  • Villain Killer: They're the only characters capable of killing your Henchmen (and if you're particularly unlucky, you).
  • Wolfpack Boss: In 2. With the exception of J. Steele and Deep Six, every Super Agent attacking your base is a King Mook accompanied by an entourage of their normal counterparts.
    • Agent X is accompanied by five Hard Boiled Investigators.
    • Wrecking Bola is accompanied by a team of Demolition Squaddies, two saboteurs, and two rogues.
    • Atomic Olga is accompanied by five Veteran Soldiers.
    • Symmetry is accompanied by five Heist Team Members.
    • Blue Saint is accompanied by five Professional Saboteurs.

Introduced in Evil Genius

    Mariana Mamba 
https://static.tvtropes.org/pmwiki/pub/images/mariana_mamba.png
Mariana Mamba — a sultry seductive super spy. It is unclear exactly how she even became an operative for S.M.A.S.H. but she has risen through the ranks to become their finest spy. Mamba grew up deep in the rainforests of the Amazon, until her early teens she had learned to hunt and survive the Amazonian way. It is quite likely that if it wasn't for a badly coordinated aerial strike by drug enforcement officers on a local drug baron's headquarters, Mamba would have remained a feral savage roaming the rainforest. But with her home scorched and most of her tribe dead, Mamba was picked up by S.M.A.S.H. With natural hunting skills and an exotic beauty that men seem to find utterly irresistible, Mariana had everything for a glittering career as a secret agent.

She behaves as a Saboteur and Thief, meaning she will seek to enter your base to steal valuables and destroy important equipment.
  • Alliterative Name: Mariana Mamba.
  • Femme Fatale Spy: Uses the below trope to get what she wants.
  • I Have Boobs, You Must Obey!: Her ability involves completely sapping a minion's loyalty with her looks, causing them to propose to her and her coldly shooting them down, causing them to defect on the spot, and unlike other defections, these ones can never be re-educated.
  • Ms. Fanservice: Her main power. In terms of scale, it's not a particularly useful power since all she can do is convert one minion at a time; a noticeable issue in the early game where your special minions are more important, but laughable when you have 60 or more minions.
  • Nubile Savage: Mariana grew up alone in the Amazon rainforests, hunting and surviving long enough to become a teenager. She was accidentally found by S.M.A.S.H. forces after they botched a drug raid, and they took her back to civilization and recruited her after finding out about her skills.
  • Punished with Ugly: She's permanently defeated by injecting her with a chemical that causes her to become morbidly obese.
  • Serrated Blade of Pain: She uses a large serrated knife to make short work of any minions who try to attack her.
  • Stripperific: Wears a bikini and little else, justified, as she's trying to seduce your minions.
  • Warm-Up Boss: Mariana is the first Super Agent that will repeatedly invade the island base. She's intended to introduce the player to how Super Agents work in all regards; she's only got a knife and bombs, and her ability is the weakest of them all, but Mariana is still unkillable and stronger than the normal agents, and will probably break out of her cell or any death traps she's put into. She's a menace in the early parts of the campaign, but not as insanely lethal as her counterparts from the other Agencies.

    Jet Chan 
https://static.tvtropes.org/pmwiki/pub/images/jet_chan.png
Jet Chan is a martial arts supremo. His feet and hands are deadlier than most guns. The A.N.V.I.L. champion of justice. His most notable victory was defeating the Evil Confucian Master — Xing Ho. The evil Mandarin had tunneled into the Great Wall of China and constructed a lair within the wall itself. He planned to hypnotize all the people of China and get them to jump up on the spot at once, causing a massive earth tremor that would send seismic shocks rippling around the globe, destroying the civilized world.

The unique linear configuration of Xing Ho's base played into Jet Chan's hands — he infiltrated the secret lair and moving corridor-by-corridor, singlehandedly defeated every one of Xing Ho's minions in hand-to-hand combat before striking down the Confucian Master in his Inner Sanctum.

He acts as a Soldier and Thief; he will go on the offensive, and will also steal from you if given a chance.


  • Arrogant Kung-Fu Guy: He seems to pride himself on his Kung-Fu skills. This is actually a clue to how you get him out of the picture for good, as you exploit this by making him unquestionably lose a duel, breaking both his undefeated streak and his will to continue.
  • Bruce Lee Clone: Essentially this is what Jet Chan is despite his name.
  • Captain Ersatz: Of Jet Li and Jackie Chan. Appearance-wise he's modeled after Bruce Lee and his iconic look from Enter the Dragon.
  • Dodge the Bullet: His special trait makes him immune against bullets. You gotta take him down the hard way.
  • My Greatest Failure: The Evil Genius causes this event for Jet Chan in the mission to remove the Super Agent from the game. Jet's gone so long without losing a fight that he's become severely prideful. Him losing to one of your mooks once in a rigged fight gets him to permanently retire due to the shame. This leads him to retreat into self-imposed isolation for the rest of the game, training and meditating on his failure.
  • Rigged Contest: Defeating him requires coaxing him to fight in your Dojo... after feeding him a meal spiked with sedatives to ensure he loses.
  • Sore Loser: Defeating him requires interrogating his old master, who reveals that Jet's arrogance has grown from too many effortless victories. Sure enough, once your mook undeniably defeats him in hand-to-hand combat, he goes into exile to meditate and train, never returning and stewing on his failure forever.
  • Walking Shirtless Scene: He never wears a shirt. Of course, he’s a martial artist, so that’s to be expected.

    Katerina Frostonova 
https://static.tvtropes.org/pmwiki/pub/images/katerina_frostonova.png
It takes a cold heart to kill in cold blood and Katerina Frostonova has only ice where her heart should be.

Katerina Frostonova has been trained and molded by her masters at H.A.M.M.E.R. from an early age. As a toddler she witnessed her parents being gunned down as dissidents in a bungled KGB raid, and so it was her fate to be schooled at the Soviet State Orphanage for Heroes of the Republic. This academy, notorious for creating a long line of deadly assassins, only takes on pupils during their early childhood. Frostonova fitted in like a well-tailored opera glove, exceling in all her classes, and it soon became apparent that she had the necessary detachment from normal human emotions to carry out certain less than savory duties. She has since gone on to become the greatest living assassin and the finest agent in the H.A.M.M.E.R. arsenal.

She acts as a Soldier and Investigator; she will gather incriminating evidence to increase your Heat rating, but will also act offensively as she goes through your base.


  • Captain Ersatz: Based on the Black Widow from Marvel Comics.
  • Companion Cube: Her mission shows that the only thing that Katerina has an emotional attachment to is her teddy bear, and it serves as the one source of comfort in her life. Eviscerating it in front of her causes her to permanently break and trouble you no longer.
  • Forced to Watch: She's defeated by being forced to watch you rip apart her only object of affection, Mr. Snuggles. You Bastard!.
  • Girls Love Stuffed Animals: The only thing this Ice Queen ever cares about is her teddy bear, Mr. Snuggles. Which you rip apart in front of her, sending her into a permanent Heroic BSoD and removing her from your hair once and for all.
  • Glass Cannon: Doubles as a Fragile Speedster, as despite her impressive killing potential, Frostonova has the lowest Endurance stat out of the lot, making it easy to beat her into submission using enough Military minions. For comparison's sake, she has lower Endurance than Mariana Mamba, who runs around in a bikini and nothing else. While she does have five more points into Health than Mariana, this is basically a Dump Stat for Super Agents as they cannot be killed in combat in the conventional sense.
  • One-Hit Kill: She can only use it once per visit, mercifully, but her most dangerous ability ''Cold Assassin' involves stabbing someone to instantly bring their health down to nil. Better hope she doesn't use it on a Henchman or on your Evil Genius if she escapes an interrogation!
  • Spy School: As a toddler, her parents were accidentally gunned down in a K.G.B. raid gone wrong, and she was brought to the Soviet State Orphanage for Heroes of the Republic. This orphanage is actually H.A.M.M.E.R.'s secret school for assassins, and so Katerina was raised to kill her country's enemies on command.
  • Stealth Expert: In spite of her bright pink outfit, she's actually quite stealthy. The other part of her Cold Assassin ability is to turn herself effectively invisible, making her very hard to spot and removing her marker from the mini-map. Base security systems can't see her while she's cloaked, allowing her to approach the target of her choice and instantly kill them.

    Dirk Masters 
https://static.tvtropes.org/pmwiki/pub/images/dirk_masters.png
Dirk Masters is the bulging P.A.T.R.I.O.T. super-spy. A trained Special Forces operative and veteran of numerous conflicts; he soon found he had the skills to be a brilliant secret agent. Dirk's methods are none too subtle; he's a no-nonsense, gum-chewing Yank, whose motto is "shoot first, and then shoot some more".

Since foiling a nefarious plot to turn the Great Pyramids into a gigantic nuclear missile, Masters has officially been retired. However, each year something inevitably crops up and the army helicopter carrying his old war buddy Colonel Chase hovers into view at the Masters Ranch in Minneapolis and before you know it Dirk Masters is back, undertaking one last mission for his country.

The most destructive agent bar none, he acts as both soldier and saboteur; he will do nothing but smash his way through your base in search of important things or people to shoot.


  • Action Hero: Dirk is a walking reference to action films with muscular male protagonists with big guns, and lives by the same philosophy that those heroes do; if it's in the way, shoot it until it dies.
  • The Ahnold: Being an Expy of Sylvester Stallone's Rambo character.
  • BFG: Remember those Heavy Machine Guns your Mercenaries lug around? This guy carries two.
  • The Big Guy: A complete powerhouse of a man. Not only is he incredibly buff, incredibly dumb, he also wields two BFGs akimbo.
  • Captain Ersatz: He's more-or-less John Rambo.
  • Dumb Muscle: A Top-Heavy Guy who has the lowest intelligence of all the super agents.
  • Idiot Hero: Has the lowest Intelligence of the Super Agents, and Dirk's only answer to what he sees on the islands is to shoot everything to pieces and blow it up afterward. His lack of smarts is the main way to deal with his "missions" without a massive body count, since social minions can leave him confused fairly easily.
  • More Dakka: Carries two giant machine guns around with him at all times.
    • His special skill, Suppression Fire, is also this. He fires his guns simultaneously while aiming them in an arc, which will typically result in everything in the room except him being dead/destroyed.
  • One Last Job: Technically he's retired, but this trope happens to him all the time. His backstory says it happens at least once a year, but in-game he's constantly on the World Map and coming to your island whenever he wants.
  • Sole Survivor: Inverted — Dirk is the only Super Agent who is unambiguously killed off when you complete the special objective to permanently defeat him.note 
  • Testosterone Poisoning: Big, hunky Top-Heavy Guy who carries around 2 BFG at once. And then this trope is played literally when you find out he's been using highly powerful and illegal steroids to maintain his impossible physique as he gets older. A trip to the Bio-Tanks later, and all those chemicals mutate him into a unique Freak.

    John Steele 
https://static.tvtropes.org/pmwiki/pub/images/john_steele.png
John Steele is arguably the world's finest secret agent. Charming and urbane, his methods are many, all of them equally sophisticated and very deadly. His commendations and decorations are too many to mention here, but over the last decade in service of S.A.B.R.E. he has foiled plots ranging from using robot-controlled sharks to deliver deadly toxins, to halting nefarious schemes by mad industrialists to build secret bases on the Moon. Often the first sign of his approach is an empty cocktail glass at the bar of the nearby Casino, by which time it is far, far too late.

He behaves as a Saboteur and Investigator; he will try to destroy important equipment in your base, and in the process will gather evidence of your evil deeds to further drive up your Heat rating.
  • The Ace: The last Super Agent coming after you in the first game, the most annoying to deal with, and utterly unkillable aside from an end-game cutscene. He's noted in-universe as having stopped countless evil schemes and having a near endless amount of medals and commendations as a result.
  • All Your Powers Combined: His Super Agent class in 1 combines all of the traits of the regular F.O.J. troops except Assassin.
  • Badass Decay: He's considerably easier to deal with in Evil Genius 2, though this may have something to do with Emma being the one who deals with him (since she would know him better than anyone). Or perhaps age is just catching up with him.
  • Back for the Dead: It is maintained in the lore of Evil Genius 2 that John Steele was killed in action in his final assault on the base of the first Evil Genius. If you pursue the story path of the Steele Programme and Ms. Foxworth as Emma however, you can discover that he is still very much alive, and part of Emma's main storyline is putting him down for good.
  • Badass in a Nice Suit: A black and white tuxedo, to be exact.
  • Demoted to Extra: He returns in 2, but only as a reference in most of the Geniuses' stories and as a side character in Emma's story and doesn't count as a proper Super Agent, unlike his successors. Sadly, he even seems to have lost his edge with age, not putting up nearly the fight he did in the first game.
  • Defiant to the End: His actions during the Doomsday Countdown show he's earned every one of his accolades. If you capture him and keep him in a cell during the Countdown, he'll be cornered by the Evil Genius and a horde of their cheering minions in the Inner Cavern, and he gets forced towards the rocket by a lone pistol-bearing Construction Minion. John spends his last moments on Earth fighting the Minion for his pistol, only to cause the Minion and the pistol to plummet into the deep pit below, and his one way back to solid ground swinging shut. He leaps for the Rocket to stop himself from falling... and then it takes off, sending him into space.
  • Expy: Of Bond himself! His surname is likely based on Remington Steele, whose actor would go on to play James Bond.
  • Final Boss: He's the very last Super Agent you'll see in the first game, and the only one that cannot be permanently removed. He is guaranteed to show up during the Doomsday Countdown sequence, so he is likely to be the last obstacle in a player's way before their victory.
  • Frame-Up: In the second game, Emma's storyline involves dealing with his attempts to foil your efforts, then ultimately dealing with him by dosing him with V.E.N.O.M, drawing diplomats from around the world to your island, killing them, and finally, making it look like Steele did it.
  • Hollywood Hacking: Which sends your entire base and security protocols haywire. Furniture will blow up, all doors will have their security levels reduced, and the alert level of your base will be randomly changed.
  • Implacable Man: Whatever a good supervillain can say about this man, he's no quitter.
  • Invincible Hero: Steele is flat out impossible to defeat — in addition to possessing the other Super Agents' ability to resist normal attempts at killing, there is no optional objective that allows you to defeat him. If you have him imprisoned when you launch your Doomsday Device, he'll end up stuck to it as it travels into space.
  • Killed Off for Real: Evil Genius 2 reveals that he somehow survived the events of the first game, despite being assumed dead. Emma finishes the job in her campaign.
  • Legendary in the Sequel: Steele is seen as the greatest spy of all time in Evil Genius 2, to the point the Steele Programme was created in his image. This was to both honor his memory and to try making agents of his caliber. The Genius regards him as the only worthy foe they've ever faced, and are accordingly dismissive of said Programme.
  • Morality Pet: Highly implied to be one for Emma, who still apparently holds him as a possible catalyst to her redemption, if the descriptions of his portraits in her Inner Sanctum are any indication. Unfortunately for him, the entire Act 2 of her campaign revolves around removing him from this status.
  • No Celebrities Were Harmed: Seems to have been based chiefly on Pierce Brosnan in particular.
    • His very character is a James Bond Expy, with his alias being a reference to Remington Steele, which was Brosnan's Star-Making Role that launched him into portraying 007 to begin with.
    • Some of his early concepts in the digital artbook of 2 seem to throw in a bit of Timothy Dalton as well, most noticeably around the eyes, though his final in-game model has a completely fictional appearance.
  • Skippable Boss: If one is very careful about managing their notoriety in the first game, it's possible to get through the whole campaign without even seeing him once.
  • Strapped to a Rocket: His final fate, if you keep him locked up as you launch your Doomsday Device. He is forced onto the rocket with no way out, and then launched into space. This is canonically how he dies. Although he does turn up alive eventually in Emma's campaign in the sequel. His demise seems more likely to stick, with the Genius personally executing him this time.
  • Time-Passage Beard: As "John Steele Snr." in 2, he now has a beard.
  • Title Theme Drop: His Leitmotif is the first few seconds of the main theme song.
  • Tuxedo and Martini: Considering who he's based on, it's little surprise he wears a fancy tuxedo, and his description mentions that the first sign of his approach is an empty martini glass in a nearby casino.

Introduced in Evil Genius 2

    Agent X 
https://static.tvtropes.org/pmwiki/pub/images/agent_x_evil_genius_2.png
"I got "Truth" and "Justice", locked and loaded."
In another life, Sam Hill was the journalist who brought down the President for his illegal re-election activities. P.A.T.R.I.O.T. was none too happy about it, but they recognized his nose for the truth was a talent they could use. When they recruited him, Sam Hill died and Agent X was born.
  • Arson, Murder, and Jaywalking: Listing off reasons he hates the Evil Genius, he finishes by mentioning the apple pie the cover operation serves is sub-par.
  • Captain Patriotic: He's incredibly themed of America in general.
  • Cruel and Unusual Death: Of all the Super Agents, his execution is by far the most ridiculous- he’s forced to dance himself to death on a Laser Disco trap.
  • Expy: Of The Shadow and The Question. He’s more on par with the former, as he copies the Shadow's trademark covered face and slouched hat, can turn invisible, and uses two guns, but is certainly a much less frightening person.
  • Face–Heel Turn: Can be convinced to make one and become a Henchman.
  • Frame-Up: His specialty is planting fake evidence around your base for other Investigators to find on subsequent visits. Although if you spot it, it can be tagged for minions to destroy it before they get the chance.
  • Get It Over With: Goes out demanding the Evil Genius to stop grandstanding his death. They don’t oblige this request.
  • Guns Akimbo: Wields a pair of shotguns, labeled "Truth" and "Justice".
  • He Knows Too Much: Stated to be how he got his job as Agent X — P.A.T.R.I.O.T. forcibly recruited him so he'd stop investigating them and investigate someone else.
  • Humiliation Conga: His side stories involve the Genius repeatedly executing various schemes in P.A.T.R.I.O.T. territory under his nose to embarrass him.
  • Intrepid Reporter: Started out as one. It unfortunately went south for him once he uncovered corruption in his government. P.A.T.R.I.O.T. made him abandon his old identity and aim his talents at everyone other than them.
  • King Mook: Of Investigators. Agent X always spawns with a few Hard-boiled ones.
  • Likes Clark Kent, Hates Superman: The Genius is significantly more polite and cordial when Agent X drops the act and speaks as Sam Hill the reporter. Agent X agrees — he hates the whole "Agent X" gimmick and will admit it to the Genius after a few confrontations, thinking more highly of himself as the man Sam Hill.
  • Patriotic Fervor: He barely speaks a sentence without some kind of patriotic reference or boast, on top of fighting tirelessly for the people of his country. While he genuinely loves his country and its people, he eventually reveals that he knows how idiotic and ridiculous he appears and that he's not happy with his government for suppressing the truth... but he's under orders from P.A.T.R.I.O.T. to maintain the nationalistic persona of Agent X for propaganda purposes.
  • Smoke Out: Uses a smoke bomb to make a quick escape if he's defeated.
  • Stealth Expert: Infiltrates the Lair without going through the front door, along with a posse of Investigators. Can turn invisible, making him undetectable by minions.
  • Stopped Reading Too Soon: X likes to quote Mark Twain at you. It blows up in his face during the final showdown with the Genius though, since he apparently didn't read Twain's work in full;
    Genius: You quoted Mark Twain to me, Agent X. "Truth is mighty and will prevail." Do you know the rest of that quote?
    Agent X: Just kill me already, will you? You've already won.
    Genius: Twain goes on to say, "There is nothing the matter with this, except that it ain't so." Isn't that something?
  • Tragic Hero: Agent X started out wanting to do real good for the people of P.A.T.R.I.O.T. but found that the evil and corruption he wanted to root out were also coming from his own leadership. They promptly reassigned him to the Evil Genius beat to get him out of their hair and turned him into a propaganda tool to support their own objectives, which puts almost all of his boasts into a different light. He's aware of this and very internally bitter about it.
  • Warm-Up Boss: As an Investigator, Agent X is the simplest of the Super Agents to defeat, though he should still not be taken lightly in a fight. The bigger obstacle in fighting Agent X is finding him, as he can spawn in various spots in your base (it's usually the Infirmary, Staff Room, Mess Hall, Barracks, or Archive) instead of taking a boat like the others except Symmetry do.
  • Wearing a Flag on Your Head: His outfit has the American flag design on his shirt, as well as his general color theme being red, white, and blue. Deconstructed, as he's fully aware of the sheer ridiculousness of it all, yet was forced to do so to inspire patriotism in the citizens.
  • "X" Makes Anything Cool: He's just Agent X, with no other name, to sound like a cool spy.

    The Blue Saint 
https://static.tvtropes.org/pmwiki/pub/images/blue_saint.png
"Okay, this? This is going to be very loud!"
The Blue Saint came up through the ring as a heroic técnico, fighting for justice and equality. His commitment to honor made him an ideal candidate for S.M.A.S.H.'s Super Agent program, while his agility and background in applied chemistry gave him a bright future in sabotage.
  • Acrofatic: He's fairly agile despite being the largest Super Agent in terms of sheer size. He even walks faster than other agents.
  • Boisterous Bruiser: He is just as raring for a good fight as Atomic Olga, although his attitude is more along the lines of a fun scuffle with friends rather than busting up your evil hideout and enjoying the carnage.
  • Captain Geographic: As a Spanish-speaking Masked Luchador with two bandoliers of grenades shaped like chili peppers, this guy screams "Mexico". He's still more subtle than Agent X, though.
  • Defiant to the End: In a way. He never gives up on the Genius, and thinks his defeat is a sign of his own failure to redeem the Genius to the side of good. He apologizes to the Genius for failing them as he's being executed.
  • Demolitions Expert: As a Super Saboteur, he thrives in blowing your base up with explosives.
  • Expy: Seems like one of El Santo, being seemingly Mexican, thoroughly heroic, and a Luchador known as the Blue Saint.
  • Face: He's explicitly stated to be a Tecnico and is the most openly heroic of the Super Agents.
  • Gameplay and Story Segregation: His quotes imply he's just knocking your minions unconscious, which also fits with his overall Nice Guy personality. In practice, they still wind up in body bags, though it wouldn't be out of character for most Geniuses to just not check if they're dead before chucking them into the incinerator.
  • Genius Bruiser: A professional Lucha who also makes all his own explosives. He even has custom grenades shaped like chili peppers.
  • Good Cannot Comprehend Evil: In the leadup before his final mission, he states that he can't understand why the Genius does what they do, when their intelligence and willpower can save the world. His final request before being killed by the Genius is asking why they're Evil, and he goes to his death confused by their answer.
  • Horrible Judge of Character: He's convinced that he can eventually bring the Evil Genius back to the light if he just appeals to their inherent goodness for long enough. He bases this belief on his prior ability to befriend rudo luchadors in the past. The Genius is bemused by this, and warns him that the effort's wasted.
  • Incorruptible Pure Pureness: Blue Saint is so optimistic that he is the only Super Agent who cannot be made to do a Face–Heel Turn.
  • It's What I Do: When the Genius asks if Blue Saint is here to blow up their stuff, his response is essentially 'Well, yeah.'
  • King Mook: Of Saboteurs.
  • Masked Luchador: He is a particularly massive Luchador in a suit, complete with mask and champion belt.
  • Nice Guy: On meeting the Genius he gives a big friendly greeting and offers to give them his autograph. Unlike his colleagues, he's always polite to the Genius and bears no real malice towards them, truly believing that they can be redeemed and save the world.
  • Poirot Speak: His sentences often add some Spanish words into them, despite him speaking fluent English.
  • The Pollyanna: He is relentlessly optimistic and cheerful. The only time he's ever sad is when he's explaining how much of a dishonor it is for a Lucha to be unmasked, and he immediately cheers up again after he offers to leave the Genius's lair alone for a while in exchange for returning his sworn brothers' stolen masks and the Genius agrees.
  • Pyromaniac: Likes to place a totem in the lair that will continuously set items on fire if not removed.
  • Stealth Expert: Can turn invisible via smoke bombs, making him undetectable by anyone, including the Genius and their Henchmen, though it's temporary. Though he also has a limited number of times he can do it each visit to your Lair.
  • Thou Shalt Not Kill: Fully subjected to Gameplay and Story Segregation, but he maintains a personal code of honor where he can't kill anyone, no matter how evil they are.
  • Wide-Eyed Idealist: He declares he can reform the Genius instead of having to kill them; according to him, all he has to do is make their life as an Evil Genius a living hell and he can bring them back to the light. Nonetheless, he'll fight to kill if he and the Genius enter combat like any other member of the Forces of Justice.

    Symmetry 
https://static.tvtropes.org/pmwiki/pub/images/symmetry.png
"A great rogue admits when she's beaten...too bad I'm better than great."
No one knows the true name of the master rogue Symmetry. She was an independent operator, sneaking and spying all on her own and leading the intelligence community around by the nose. A.N.V.I.L. got tired of trying to chase her, and so offered her a deal: if she stole for them, they'd bankroll her.
  • Ain't Too Proud to Beg: Once captured and unable to escape, she tries to bargain her way out of an execution.
  • Bandit Mook: As a Super Rogue, she will steal your gold. It doesn't help that she both brings more rogues with her and spawns inside your vault.
  • Camera Spoofing: Upon arriving in a Vault, she will place down items that will make cameras in the entire Lair not work, which need to be manually removed. The description for these little devices says it's because the cameras are seeing the same footage over and over.
  • Classy Cat-Burglar: She's this, with a Yin and Yang theme to her suit.
  • Drowning Pit: If the Genius decides to kill her, she's left to drown in the lubricant tank of a Slippery Floor Trap.
  • Dungeon Bypass: She will spawn in your Vault directly, skipping all your traps. On the plus side, she still needs to sneak out, giving you a chance to stop her and her squad.
  • Face–Heel Turn: Can be convinced to make one and become a Henchman. Outside of this, as mentioned below, she'll eventually start stealing from the Forces of Justice and framing you for the crime.
  • Finger-Tenting: Thumb, index, and middle fingers straight, ring and pinky fingers intertwined.
  • Frame-Up: Once you piss her off enough she'll start stealing things from her own employer and blaming you for it.
  • Hate Sink: As a rather infuriating thief that will drain you quickly of funds, a petty Troll screwing over her own faction and driving your Genius up the wall with her sheer arrogance, and an utter coward when facing defeat in the face, there are many reasons that in an unofficial fan poll about players' least favorite Super Agent, Symmetry got more votes than all the others combined.
  • Heel–Face Turn: She used to be a criminal until A.N.V.I.L. decided to deal with her by taking her to their side in exchange for funding her heists, and now she serves the Forces of Justice.
  • King Mook: Of Rogues. Symmetry employs a unique variant known as Heist teams who spawn right in the lair's vault.
  • Kleptomaniac Hero: She's a Rogue Super Agent and a reformed (sort of) thief, go figure. In fact, her main shtick is to spawn directly inside one of your vaults, completely bypassing any and all security and making off with several of your gold stacks.
  • Phantom Thief: One of her flavor texts reveals that she stole a large diamond from a party without anyone detecting her and without changing clothes.
  • Phone-Trace Race: Averted. She notices when the Genius has a tracking device planted on her and cuts their conversation short to prevent a trace. But not before taking the chance to rub it in their face though.
  • Smug Snake: She is particularly condescending in her comments, seeing the Evil Genius and their minions as beneath her.
  • Stealth Expert: Can turn invisible, making her undetectable by minions.
  • Stupid Neutral: Her philosophy revolves around, in her words, a Balance Between Good and Evil. She maintains that she's a balancing force, causing the high (powerful, rich, otherwise untouchable) to become low. In practice, this is just high-minded rhetoric she trots out to justify herself, as she simply targets whichever side is presently more powerful because they have better stuff and are more interesting to steal from.
  • Thrill Seeker: Strongly implied. Her raids are just business at first, being directed to steal from the Genius at A.N.V.I.L.'s prodding. Once they start putting up a fight, Symmetry starts to relish her trips to the base and seems actually content being locked into a long fight with such a worthy adversary. Just before her death, she starts begging the Genius not to kill her, claiming that they've got a good Friendly Enemy relationship going on and they need each other. The Genius mocks her for it and executes her regardless.
  • Token Evil Teammate: For a given value of "evil". Symmetry is actually mostly grey, as while she fights for the Forces of Justice, she is still a thief at heart and steals things on the side in the name of maintaining a sense of "balance" in the world.

    Wrecking Bola 
https://static.tvtropes.org/pmwiki/pub/images/wrecking_bola.png
"You've left me a real fixer-upper, Big Brain."
Bola Ameachi came out of Lagos, a city the wealth are deeply divided from the poor. S.A.B.R.E. cheerfully looked the other way as long as they got paid, so Bola decided to join them and change things from the inside. And when she encountered something she couldn't change... she would destroy it.
  • Badass Boast: Loves these more than any other Super Agent.
  • Brains Versus Brawn: She's a walking engine of destruction, taking on the player, whose primary role is a thinker and a planner. She even starts derisively calling them "Big Brain" in their exchanges.
  • Face–Heel Turn: As of the February 2022 community event, will be recruitable as a Henchman by completing the mission "From S.A.B.R.E. to Neighbor".
  • Graceful Loser: She accepts her defeat by the Genius and only asks how her dogs are. The Genius tells her that the dogs were left alone.
  • Heroes Love Dogs: She certainly does, and the Genius uses them as bait in their final trap for Bola. And spares the dogs afterward, because Even Evil Has Standards.
  • Internal Reformist: She joined S.A.B.R.E. specifically because she saw them as corrupt and self-serving and wanted to change them from the inside. Before killing her the Genius points out she completely failed at this, changing nothing about her organization and becoming just another tool in their arsenal, building nothing meaningful.
  • King Mook: Of Saboteurs. Half of her super agent team consists of Saboteurs, the other half are Rogues.
  • Meaningful Name: A bola is a type of throwing weapon made of weights, and she carries a heavy weapon. It also translates from Spanish to ball (making her a wrecking ball).
  • Muscles Are Meaningless: While she is fully capable of breaking anything with a hammer swing or two, she's surprisingly fragile for her size and brawn, and her team members are likely to be tougher than she is.
  • Stealth Expert: As a Super Saboteur, this is her forte.
  • Stuff Blowing Up: Her goal for your base. It's implied this is also how she handles her issues with S.A.B.R.E. Subverted in that she personally finds explosives too imprecise after an incident in her past, which is why she has the hammer.
  • Terms of Endangerment: Mockingly refers to the Genius as "Big Brain" during her conversations with them.
  • There Was a Door: Unlike her fellow Super Agents, Bola doesn't even bother with trying to open doors the slow way, as her hammer basically deletes all non-wall obstructions in a single hit.
  • When All You Have Is a Hammer…: Her weapon literally is a hammer. Bola's repertoire isn't particularly diverse, as her abilities are limited to different swings of her mallet. Putting a group of Muscle minions in her path? Hammer. Placing reinforced doors to slow her down? Hammer. Traps? Hammer. The only thing she couldn't do with her hammer is creating new doors out of solid wall.
  • You Just Told Me: During one of her many Badass Boasts she lets slip that she has pet dogs she loves. The Genius immediately takes note.

    Atomic Olga 
https://static.tvtropes.org/pmwiki/pub/images/atomic_olga.png
"I'm Atomic Olga! Few survive the fallout."
Though the global takeover ended, H.A.M.M.E.R. decided to prepare for the event of another evil genius. They created a super-soldier program, and its sole survivor was Olga Nikiforova, forever known as Atomic Olga. But despite her super strength and toughness, Olga was unstoppable long before the program.
  • Arch-Enemy: She's this to Red Ivan, being the one who forced him to flee Ivania. In return, he wiped out her old squad, and doesn't even remember it. He does, however, remember her, and early into the game is clearly looking forward to defeating her when they inevitably battle again. There's even an achievement for playing as Ivan and entering personal combat with Olga.
  • BFG: Carries a heavy machinegun during her attacks. It's based on the DShK 1938, a real-life Soviet heavy machine gun that was used on a two-wheeled trolley or tripod, featuring the same sight as hers if it was being used for an anti-air role; she casually fires it without even bracing.
  • Big Brother Instinct: Big Sister Instinct. Olga is extremely protective of her brother, a figure skater. When the Genius hires him to put on a show, pays him well, and doesn't do anything remotely evil or sinister, Olga still attacks the Genius's lair immediately in retaliation, purely because of the sheer threat of her brother being summoned by her foe and surrounded by their Minions as he did his job.
  • Brawn Hilda: A big dutiful slab of beef who can make some serious trouble for your Genius.
  • Disc-One Final Boss: If you know what you're doing and Olga shows herself early enough, she can be gotten rid of before building the third stage of your Doomsday Device, as her entire questline is available from the get-go, whereas the final missions for the other Super Agents are gated behind this stage.
  • Face–Heel Turn: Can be convinced to make one and become a Henchman.
  • Genki Girl: Initially she sounds like she's having a great time fighting and talking to the Genius. It doesn't last once she realizes she isn't dealing with another pushover villain.
  • Graceful Loser: Accepts her defeat remarkably well, calmly acknowledging no soldier always wins.
  • Husky Russkie: She's a Russian Super Soldier who totes a gun as big as she is.
  • I Always Wanted to Say That: One of her catchphrases. Apparently, it was "I must break you."
  • It's Personal: Declares this when the Genius reveals they know about her brother. Has this by default with Ivan, due to their shared history involving Ivania.
  • King Mook: Of Soldiers.
  • Mother Russia Makes You Strong: She was this even prior to becoming H.A.M.M.E.R.'s Super Agent.
  • One-Man Army: When Olga says she can kill over a hundred of your minions, you’d better believe it.
  • Poirot Speak: She speaks English with a thick accent and some Russian words thrown in for good measure. "Tovarisch" being a frequent one.
  • Still Wearing the Old Colors: Much like Red Ivan, wears the distinct red and gold of the former Soviet Union.
  • Sole Survivor: Olga's backstory notes that she was the only survivor of her super soldier program, out of hundreds of test subjects.
  • Suicide Mission: Part of her backstory describes how Olga was sent by the H.A.M.M.E.R. leadership on a one-woman and (possibly one-way) trip into the breached core chamber of the Lomonosov Nuclear plant to manually seal it from the inside and prevent a world-ending scenario. Instead of dying, what happened instead was that Olga wasn't killed by the radiation, which simply washed over her like nothing, and the rest is history.
  • Super-Soldier: She is one, created for the purpose of fighting any future evil geniuses. Gameplay-wise she is also literally a Super version of the Soldier enemies.
  • Worthy Opponent: She considers the Genius one should they manage to beat her, though it's more or less a one-sided relationship as they couldn't be more glad to be rid of her.
  • You Just Told Me: Just like Wrecking Bola, she gives away her secret while making a Badass Boast, specifically that she was created with theta radiation.

    Ms. Foxworth 
https://static.tvtropes.org/pmwiki/pub/images/ms_foxworth.png
"Just like you've been trained, Agent Steele."
John Steele's disappearance shook S.A.B.R.E. intelligence to its core. His old section disbanded and its director disappeared. But her secretary, Penny Foxworth, decided the world still needed John Steele. Using the knowledge gleaned from her old boss, she founded a new initiative: the Steele Programme.
  • Broken Pedestal: Emma used to be her director in S.A.B.R.E. and taught her everything she knows about spy-craft and intelligence work. She takes extreme personal offense to Emma’s turning to evil as well as besmirching John Steele’s good name and eventually killing him.
  • Elite Army:
    • The role of the Steele Programme, essentially. Instead of waiting for a naturally-occurring Super Agent candidate to show themselves, Ms. Foxworth standardizes a training regimen that lets her create dozens of Super Agent-tier operatives based on John Steele's skillset. This allows her to deploy the various Steeles around the world and makes her Programme have far more staying power compared to traditional Super Agents. If one goes down, she's already training 5 more to take their place.
    • During the final confrontation, the remaining Steeles band together and invade your island in waves. Even if you're well prepared they can pose a serious threat to your operations. Fighting one Steele is rough, especially without Jubei as a counter. Fighting up to six at once? Prepare to spend a lot of time replenishing your ranks afterward, if you survive.
  • Expy: She's one for Moneypenny, which makes it ironic considering that her former boss is played by one of Moneypenny's actresses.
  • From Nobody to Nightmare: Before the time the game takes place, Ms. Foxworth was just Emma's secretary. Now she trains and leads an entire force of John Steele impersonators, who individually are more than a match for your Henchmen.
  • Genki Girl: Downplayed. She uses the 'Excited' animation much more than any of the other Super Agents and seems to genuinely enjoy having an Evil Genius to fight because it gives her life purpose and meaning.
  • Legacy Character: John Steele was turned into one by the Steele Programme, with its agents all being named "J. Steele" (John or Jane Steele) and being modeled after him... in terms of skills, anyway. Outfits may vary.
  • Man in a Kilt: One model of a John Steele operative is bedecked as such.
  • Mechanically Unusual Fighter: Among the Super Agents, Ms. Foxworth is unusual in that she is not the actual Super Agent, is not directly associated with any Force of Justice, and may appear in any region the player currently controls, regardless of the faction. Effectively, this means all territories can potentially have two Super Agents in its borders at the same time. Agent Steele also arrives via the tourist boat, meaning that these agents don't appear instantly the moment they appear when a scheme in their region is started and finished, or lured out by the genius, allowing them to blend in with the tourist crowd a bit better. Additionally, each Agent Steele never dresses the same way each time they are sent, making it harder to figure out which one they are.
  • Not Worth Killing: Completing the last mission in her Side Story doesn't end with her death. Instead, after ruining John Steele's legacy, Steele Programme's HQ, and taking down every last J. Steele she can send at you, the Evil Genius refuses to kill her even when she vows to rebuild it all. Everything she's fought for has been ruined, her precious Programme has been proven to be ultimately ineffective and so will not get support from the Forces of Justice, and to the Genius, she's as good as dead to them.
  • The Unfought: Unlike the other Super Agents, Foxworth is never actually fought face-to-face in the game, due to being more of a middle-management bureaucrat. The player instead fights the army of John Steele lookalikes she has trained.
  • Unknown Rival: While she considers herself and the Steele Programme to be the single largest threat to the Genius and their organization, the Genius has no idea she or the Steele Programme even existed before her first side mission. Even then, the Genius considers her and her agents to be beneath them, almost offended that they dare to invoke Steele's name and views Foxworth as a nobody riding on a dead man's coattails.
  • We Have Reserves: Unlike the other Super Agents who disappear in a puff of smoke when defeated, the Steeles are Killed Off for Real. Ms. Foxworth can say that she has dozens of Steeles to send after the Genius, and is always training more besides.
  • Worthy Opponent: She admits she's been in the fight against evil for so long that she doesn't even know who she is without it and relishes the chance to pit herself against a bonafide Evil Genius. This gets her respect, from Max and Emma at least.

    Deep Six 
Deep Six is a Master Diver of J.A.W.S. He's also the only Master Diver of J.A.W.S., a responsibility that stretches him quite thin. Shipwrecks, oil spills, endangered whales caught in a maelstrom; no matter the situation, the first responder is always Deep Six.
  • Animal Motif: His suit bears a strong resemblance to a crab, and his abilities as a Henchman involve a skill called "Reinforced Carapace" that improves his defense and constructing a Lightning Turret that looks and acts like a crab while active.
  • Battle Trophy: If you choose to kill him, you’ll get his armor as a piece of loot.
  • Eyepatch of Power: Wears an eyepatch under his helmet, presumably after losing an eye during his time as a pirate.
  • Famed In-Story: Deep Six is internationally famous for his one-man crusade to heal the environment, to the point that the Genius and their minions are impressed with his drive and are cordial to him.
  • Heel–Face Turn: He used to be a pirate, before his love of the oceans and mounting disgust at its degradation caused him to join up with J.A.W.S. to save the planet. If he's convinced to turn his back on J.A.W.S. by the Genius framing them for their Organization's pollution, he undergoes a Face–Heel Turn and returns to his Evil ways since he's given up on fixing the world's oceans through their methods.
  • It's Personal: He's not mad that the Genius fired an EMP at his sub to bury him alive at the bottom of the ocean, no. It's that they lied to him about their good intentions, and then trapped him so they could steal back the charity money they promised to give him to fund his sea turtle conservation efforts. He made sure to let your minions know in no uncertain terms that it really, really ticked him off.
  • King Mook: Of the Diver Investigators, meaning that he always spawns from one of the genius' submarine pens.
  • Knight in Sour Armor: He truly means well, and wishes to protect the world starting with its oceans, but the constant hamstringing of the J.A.W.S. management leaves him with a shoestring budget and denied the respect he deserves. This leaves him extremely bitter about his predicament, and it's a weakness that the Genius can exploit to turn him over to their side.
  • Stone Wall: He's possibly the slowest character in the entire game and his offense isn't spectacular, but his armored diving suit gives him extremely high defense and allows him to tank damage for the squads of divers that accompany him. Taking him on as a Henchman shows him to be the slowest one as well, but his skills allow him to hold the line for a comparatively long time and give time for stronger fighters to arrive.
  • The Turret Master: His Lightning Turret ability lets him throw down a shock turret to fire at his enemies.

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