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* ScrewThisImOuttaHere: In the sequel, if they see any soldiers or violence, they'll bail from the island in terror.
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* YouHaveOutlivedYourUsefulness: Number 2's fate at the end of the tutorial as Maximilian demonstrates how to execute minions.

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* YouHaveOutlivedYourUsefulness: Number 2's fate at the end of the tutorial as Maximilian demonstrates has Eli Barracuda demonstrate how to execute minions.
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[[/folder]]

[[folder:Number 2]]

* TheCameo: In ''Evil Genius 2'' as of patch 1.4.0, a gold statue of Number 2 can be placed in the Lair.
* JustifiedTutorial: In the original ''Evil Genius'', the context of the tutorial is for Number 2 to help Maximilian get reacquainted with running his evil operations after his years of absence.
* YouHaveOutlivedYourUsefulness: Number 2's fate at the end of the tutorial as Maximilian demonstrates how to execute minions.
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[[index]]




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* [[Characters/TheEvilGeniuses The Evil Geniuses]]

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* [[Characters/TheEvilGeniuses [[Characters/EvilGeniusEvilGeniuses The Evil Geniuses]]

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!!The Super Agents
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 kill your Henchman.

[[folder:All of them]]
* BossSubtitles: The first time one of them show up on the Island, the camera will cut to them and show their name.
* ContractualBossImmunity: 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. [[InvincibleHero No such luck for John Steele, though]].
* {{Expy}}: All but one of them are either this, or CaptainErsatz.
* GoodIsDumb: Smarter than the {{Red Shirt}}s, but still dumb. [[ContractualBossImmunity (But they can afford to be.)]]
* HeroKiller: Inverted example. They're the only characters capable of killing your Henchmen (and if you're particularly unlucky, [[GameOver you]]).
* HeroWithAnFInGood: 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}}: Each Super Agent has a unique Leitmotif that plays when they arrive on the island.
[[/folder]]

[[folder:Mariana Mamba]]
S.M.A.S.H's Super Agent. She behaves as a Saboteur and Thief, meaning she will seek to enter your base to steal valuables and destroy important equipment.
* {{Expy}}: Of [[Film/DrNo Honey Ryder]].
* IHaveBoobsYouMustObey: 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.
* KnifeNut: She uses a large serrated knife to make short work of any minions who try to attack her.
* MsFanservice: 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.
* NubileSavage: 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.
* PunishedWithUgly: [[spoiler: She's permanently defeated by injecting her with a chemical that causes her to become morbidly obese.]]
* {{Stripperific}}: Wears a bikini and little else, justified, as she's trying to seduce your minions. (Your guards will frisk her anyway if they're supposed to.)
* WarmUpBoss: 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.
[[/folder]]

[[folder:Jet Chan]]
A.N.V.I.L's Super Agent. Acts as a Soldier and Thief; he will go on the offensive, and will also steal from you if given a chance.
* ArrogantKungFuGuy: He seems to pride himself on his Kung-Fu skills. [[spoiler: 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 fight, breaking his will to continue]].
* BruceLeeClone: Essentially this is what Jet Chan is despite his name.
* CaptainErsatz: Of Creator/JetLi and Creator/JackieChan.
* DodgeTheBullet: His special trait makes him immune against bullets. You gotta take him down the hard way.
* MyGreatestFailure: The Evil Genius causes this event for Jet Chan in the mission to remove the Super Agent from the game. [[spoiler: 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]].
* RiggedContest: [[spoiler:Defeating him requires coaxing him to fight in your Dojo... after feeding him a meal spiked with sedatives to ensure he loses.]]
* SoreLoser: [[spoiler:Defeating him requires interrogating his old master, who reveals that Jet's arrogance has grown from too many effortless victories. Sure enough, once you defeat him, he goes into exile to meditate and train, never returning.]]
* WalkingShirtlessScene: He ''never'' wears a shirt.
[[/folder]]

[[folder:Katerina Frostonova]]
H.A.M.M.E.R's Super Agent. 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.
* CaptainErsatz: Based on the ''ComicBook/BlackWidow'' from Creator/MarvelComics.
* CompanionCube: [[spoiler: 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]].
* ForcedToWatch: [[spoiler: She's defeated by being forced to watch you rip apart her only object of affection, Mr. Snuggles. YouBastard.]]
* GirlsLoveStuffedAnimals: The only thing this IceQueen ever cares about is her teddy bear, Mr. Snuggles. [[spoiler: Which you rip apart in front of her, sending her into a permanent HeroicBSOD and removing her from your hair once and for all.]]
* OneHitKill: 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 [[OhCrap on your Evil Genius if she escapes an interrogation]]!
* SpySchool: 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.
* StealthExpert: 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.
[[/folder]]

[[folder:Dirk Masters]]
P.A.T.R.I.O.T's Super Agent. 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.
* ActionHero: 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.
* TheAhnold: Being an {{Expy}} of Creator/SylvesterStallone's ''Franchise/{{Rambo}}'' character.
* {{BFG}}: Remember those Heavy Machine Guns your Mercenaries lug around? This guy carries ''[[GunsAkimbo two.]]''
* CaptainErsatz: He's more-or-less [[Franchise/{{Rambo}} John Rambo]].
* IdiotHero: 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 afterwards. 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.
* MoreDakka: Carries [[GunsAkimbo two]] [[{{BFG}} 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.
* OneLastJob: 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.
* TestosteronePoisoning: Big, hunky TopHeavyGuy who carries around 2 {{BFG}} at once. And then [[spoiler: 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 [[ReforgedIntoAMinion mutate him into a unique Freak]].]]
[[/folder]]

[[folder:John Steele]]
S.A.B.R.E's Super Agent. 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.
* TheAce: The last Super Agent coming after you, the most annoying to deal with, and utterly unkillable aside from an end-game cutscene. He's noted as having stopped countless evil schemes, and having an near endless amount of medals and commendations as a result.
* BadassInANiceSuit: A black and white tuxedo, to be exact.
* DefiantToTheEnd: His actions during the Doomsday Countdown show he's earned every one of his accolades. [[spoiler: 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 [[Franchise/JamesBond Bond himself]]! His surname is likely based on ''Series/RemingtonSteele'', whose actor would go on to play James Bond.
* FinalBoss: He's the very last Super Agent you'll see in the 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.
* HollywoodHacking: 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.
* InvincibleHero: Steele is flat out ''impossible'' to defeat - not only does he possess the other Super Agent's ability to resist normal attempts at killing, but there is no obtional objective that allows you to defeat him. [[spoiler:Though, if you have him imprisoned when you launch your Doomsday Device, he'll end up stuck to it as it travels into space]].
* SkippableBoss: If one is ''very'' careful about managing their notoriety, it's possible to get through the whole game without even seeing him once.
* StrappedToARocket: [[spoiler: His final fate, if you keep him locked up as you launch your DoomsdayDevice. He is forced onto the rocket with no way out, and then ''launched into space'']].
* TitleThemeDrop: His {{Leitmotif}} is the first few seconds of the main theme song.
* TuxedoAndMartini: Considering [[Franchise/JamesBond 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.
[[/folder]]

!!Agent Types
The Agents are your enemies, who are sent by the Forces of Justice to look for misdeeds and try to stop you. There are four flavours of Agent: pathetic, poor, good and exceptional. The higher your heat is, the more powerful Agents that will be sent and the better equipped they'll be.

[[folder:Agents in general]]
* EliteMooks: Anyone in the good or exceptional categories are this to the Forces of Justice. They'll come with higher stats, more things they can do against you, and more firepower.
* {{Mooks}}: They aren't yours, though.
* ReversePsychology: You can occasionally fool higher-tiered Agents using low security doors, since they [[ArtificialBrilliance assume that nothing valuable or dangerous could lie behind such an easy obstacle.]] In the same manner, they are attracted to high-security doors like flies to a jar of honey since they also assume the reverse is true, so a corridor full of high-security doors with nothing behind them is a good way to keep agents entertained.
[[/folder]]

[[folder:Investigators and Agents]]
* BanditMook: Any Investigators that are not Pathetic will steal stuff if they get the opportunity. Poor Investigators tend to steal gold if they get into your strongroom while Good and Exceptional ones will try to take your loot as well.
* {{Determinator}}: Seriously, the lengths of time that some of these guys will spend stood at a door to try and force it open is really quite something, particularly the Pathetic ones who are also extremely bad at it.
* FailedASpotCheck: The Pathetic Investigators/Agents can walk past piles of corpses and stolen loot without noticing them.
* TheGoomba: The weakest of the Agent types and typically the first of the Forces of Justice you will encounter. They are more interested in gathering evidence than fighting.
* HeKnowsTooMuch: Essentially the premise behind Investigators. If they find suspicious things in or around your base, they will make a run for the exit platform and tell their superiors about it, raising your Heat, so it's advisable to make sure they don't come back alive...
** Conversely, it's actually preferable to let unsuspicious Investigators (with a blue ring around them) leave, because then they get a false pretense your island isn't suspicious, getting you a drop in heat from that Force of Justice.
* NiceHat: S.A.B.R.E.'s variants have a simple bowler hat adorning their heads. Strangely, the profile image for agents shows P.A.T.R.I.O.T.'s Agents wearing fancy fedoras, even though they never come with them in-game.
[[/folder]]

[[folder:Burglars and Thieves]]
* BanditMook: They'll take any opportunity to steal your gold. If they see any loot around, count on them to try and swipe it. Letting them get away with what they stole will cause a Notoriety drop, since an Evil Genius who lets their prize loot get stolen isn't to be feared.
* BlatantBurglar: Like everyone else, they embody their respective areas' stereotypes of what a typical burglar is. For example, S.A.B.R.E.'s Burglars come wearing striped shirts, beanies and masks, while P.A.T.R.I.O.T. sends the ClassyCatBurglar complete with a comedically-exaggerated gait.
* DominoMask: Those aligned with S.A.B.R.E., P.A.T.R.I.O.T. and A.N.V.I.L. will be wearing these.
* InTheHood: S.M.A.S.H. ones wear hoods.
* SpyCatsuit: The P.A.T.R.I.O.T. ones come wearing these, of various colors, complete with high heels and [[AbsoluteCleavage a good view of their chest area.]]
[[/folder]]

[[folder:Infiltrators and Saboteurs]]
* AbsoluteCleavage: The outfit of S.M.A.S.H.'s version doesn't leave too much to the imagination...
* GasMaskMooks: S.A.B.R.E.'s Infiltrators look like members of the SAS, but thankfully, their gas masks don't protect them from gas traps.
* HarpoonGun: P.A.T.R.I.O.T.'s Scuba Diver-like infiltrators use their harpoons to fight.
* HighlyVisibleNinja: Quite literally with A.N.V.I.L's version of these, since they ''are'' ninjas. In full getup. Of various bright colors.
* {{Stripperific}}: H.A.M.M.E.R.'s Infiltrators are girls that have a fair amount of skin exposed, and wear a DominoMask.
* StuffBlowingUp: Their basic MO. Seeing anything evil (i.e. a heat rating) will usually result in them trying to destroy it with their guns. Woe betide you if they [[OhCrap plant charges to do it]].
[[/folder]]

[[folder:Soldiers and Veterans]]
* CoolGuns: Soldiers' armaments vary in appearance depending on their alleigance: P.A.T.R.I.O.T. uses M16s, S.A.B.R.E. uses Sterling [=SMGs=], A.N.V.I.L. and H.A.M.M.E.R. use different variants of an [=AK=]-pattern rifle, and S.M.A.S.H. uses IMI Galils. Somehow they all deal the same amount of damage.
* EliteMooks: Even pathetic and poor versions of these are elite mooks in and of themselves.
* MoreDakka: Wielding Assault Rifles and coming in squads, they can easily kill a lot of your minions if you're not prepared.
* TriggerHappy: If they see anything affiliated with you, count on them to start shooting at it. Even if they just so happen to be ''defenseless Valets in your hotel''. This does render them the least vulnerable to traps, because while most upper-tier agents can walk over basic traps without triggering them, Soldiers just won't leave them intact.
[[/folder]]

[[folder:Assassin]]
* AssassinOutclassin: You have to trick the Assassin into assassinating [[SendInTheClones a clone of your Evil Genius]].
* IWorkAlone: Only one Assassin will be on the island at any given time. To make another appear, you have to kill the current Assassin.
* UniqueEnemy: They only appear during an optional objective on the first island, where the only task the Assassin has is killing you.

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!!The * [[Characters/EvilGeniusSuperAgents The Super Agents
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 kill your Henchman.

[[folder:All of them]]
Agents]]
* BossSubtitles: [[Characters/EvilGeniusAgents The first time one of them show up on the Island, the camera will cut to them and show their name.
Agents]]

!Others

[[folder:Tourists]]

* ContractualBossImmunity: 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. [[InvincibleHero No such luck for John Steele, though]].
* {{Expy}}: All but one of them are either this, or CaptainErsatz.
* GoodIsDumb: Smarter than the {{Red Shirt}}s, but still dumb. [[ContractualBossImmunity (But they can afford to be.)]]
* HeroKiller: Inverted example. They're the only characters capable of killing your Henchmen (and if you're particularly unlucky, [[GameOver you]]).
* HeroWithAnFInGood: 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
FreakOut: If they see a criminal activity, fighting or 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 bags, they will take a moment to mourn their own agency's dead... then, of course, take a picture and frame you for it.
* {{Leitmotif}}: Each Super Agent has a unique Leitmotif that plays when they arrive on the island.
[[/folder]]

[[folder:Mariana Mamba]]
S.M.A.S.H's Super Agent. She behaves as a Saboteur and Thief, meaning she will seek to enter your base to steal valuables and destroy important equipment.
* {{Expy}}: Of [[Film/DrNo Honey Ryder]].
* IHaveBoobsYouMustObey: 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.
* KnifeNut: She uses a large serrated knife to make short work of any minions who try to attack her.
* MsFanservice: 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
run around screaming in the early game where your special minions are more important, but laughable when you have 60 or more minions.
* NubileSavage: 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.
* PunishedWithUgly: [[spoiler: She's permanently defeated by injecting her with a chemical that causes her to become morbidly obese.]]
* {{Stripperific}}: Wears a bikini and little else, justified, as she's trying to seduce your minions. (Your guards will frisk her anyway if they're supposed to.)
* WarmUpBoss: 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.
[[/folder]]

[[folder:Jet Chan]]
A.N.V.I.L's Super Agent. Acts as a Soldier and Thief; he will go on the offensive, and will also steal from you if given a chance.
* ArrogantKungFuGuy: He seems to pride himself on his Kung-Fu skills. [[spoiler: 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 fight, breaking his will to continue]].
* BruceLeeClone: Essentially this is what Jet Chan is despite his name.
* CaptainErsatz: Of Creator/JetLi and Creator/JackieChan.
* DodgeTheBullet: His special trait makes him immune against bullets. You gotta take him down the hard way.
* MyGreatestFailure: The Evil Genius causes this event for Jet Chan in the mission to remove the Super Agent from the game. [[spoiler: 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]].
* RiggedContest: [[spoiler:Defeating him requires coaxing him to fight in your Dojo... after feeding him a meal spiked with sedatives to ensure he loses.]]
* SoreLoser: [[spoiler:Defeating him requires interrogating his old master, who reveals that Jet's arrogance has grown from too many effortless victories. Sure enough, once you defeat him, he goes into exile to meditate and train, never returning.]]
* WalkingShirtlessScene: He ''never'' wears a shirt.
[[/folder]]

[[folder:Katerina Frostonova]]
H.A.M.M.E.R's Super Agent. 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.
* CaptainErsatz: Based on the ''ComicBook/BlackWidow'' from Creator/MarvelComics.
* CompanionCube: [[spoiler: 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]].
* ForcedToWatch: [[spoiler: She's defeated by being forced to watch you rip apart her only object of affection, Mr. Snuggles. YouBastard.]]
* GirlsLoveStuffedAnimals: The only thing this IceQueen ever cares about is her teddy bear, Mr. Snuggles. [[spoiler: Which you rip apart in front of her, sending her into a permanent HeroicBSOD and removing her from your hair once and for all.]]
* OneHitKill: 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 [[OhCrap on your Evil Genius if she escapes an interrogation]]!
* SpySchool: 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.
* StealthExpert: 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.
panic.
[[/folder]]

[[folder:Dirk Masters]]
P.A.T.R.I.O.T's Super Agent. 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.
* ActionHero: 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.
* TheAhnold: Being an {{Expy}} of Creator/SylvesterStallone's ''Franchise/{{Rambo}}'' character.
* {{BFG}}: Remember those Heavy Machine Guns your Mercenaries lug around? This guy carries ''[[GunsAkimbo two.]]''
* CaptainErsatz: He's more-or-less [[Franchise/{{Rambo}} John Rambo]].
* IdiotHero: 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 afterwards. 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.
* MoreDakka: Carries [[GunsAkimbo two]] [[{{BFG}} 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.
* OneLastJob: 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.
* TestosteronePoisoning: Big, hunky TopHeavyGuy who carries around 2 {{BFG}} at once. And then [[spoiler: 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 [[ReforgedIntoAMinion mutate him into a unique Freak]].]]
[[/folder]]

[[folder:John Steele]]
S.A.B.R.E's Super Agent. 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.
* TheAce: The last Super Agent coming after you, the most annoying to deal with, and utterly unkillable aside from an end-game cutscene. He's noted as having stopped countless evil schemes, and having an near endless amount of medals and commendations as a result.
* BadassInANiceSuit: A black and white tuxedo, to be exact.
* DefiantToTheEnd: His actions during the Doomsday Countdown show he's earned every one of his accolades. [[spoiler: 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 [[Franchise/JamesBond Bond himself]]! His surname is likely based on ''Series/RemingtonSteele'', whose actor would go on to play James Bond.
* FinalBoss: He's the very last Super Agent you'll see in the 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.
* HollywoodHacking: 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.
* InvincibleHero: Steele is flat out ''impossible'' to defeat - not only does he possess the other Super Agent's ability to resist normal attempts at killing, but there is no obtional objective that allows you to defeat him. [[spoiler:Though, if you have him imprisoned when you launch your Doomsday Device, he'll end up stuck to it as it travels into space]].
* SkippableBoss: If one is ''very'' careful about managing their notoriety, it's possible to get through the whole game without even seeing him once.
* StrappedToARocket: [[spoiler: His final fate, if you keep him locked up as you launch your DoomsdayDevice. He is forced onto the rocket with no way out, and then ''launched into space'']].
* TitleThemeDrop: His {{Leitmotif}} is the first few seconds of the main theme song.
* TuxedoAndMartini: Considering [[Franchise/JamesBond 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.
[[/folder]]

!!Agent Types
The Agents are your enemies, who are sent by the Forces of Justice to look for misdeeds and try to stop you. There are four flavours of Agent: pathetic, poor, good and exceptional. The higher your heat is, the more powerful Agents that will be sent and the better equipped they'll be.

[[folder:Agents in general]]
* EliteMooks: Anyone in the good or exceptional categories are this to the Forces of Justice. They'll come with higher stats, more things they can do against you, and more firepower.
* {{Mooks}}: They aren't yours, though.
* ReversePsychology: You can occasionally fool higher-tiered Agents using low security doors, since they [[ArtificialBrilliance assume that nothing valuable or dangerous could lie behind such an easy obstacle.]] In the same manner, they are attracted to high-security doors like flies to a jar of honey since they also assume the reverse is true, so a corridor full of high-security doors with nothing behind them is a good way to keep agents entertained.
[[/folder]]

[[folder:Investigators and Agents]]
* BanditMook: Any Investigators that are not Pathetic will steal stuff if they get the opportunity. Poor Investigators tend to steal gold if they get into your strongroom while Good and Exceptional ones will try to take your loot as well.
* {{Determinator}}: Seriously, the lengths of time that some of these guys will spend stood at a door to try and force it open is really quite something, particularly the Pathetic ones who are also extremely bad at it.
* FailedASpotCheck: The Pathetic Investigators/Agents can walk past piles of corpses and stolen loot without noticing them.
* TheGoomba: The weakest of the Agent types and typically the first of the Forces of Justice you will encounter. They are more interested in gathering evidence than fighting.
* HeKnowsTooMuch: Essentially the premise behind Investigators. If they find suspicious things in or around your base, they will make a run for the exit platform and tell their superiors about it, raising your Heat, so it's advisable to make sure they don't come back alive...
** Conversely, it's actually preferable to let unsuspicious Investigators (with a blue ring around them) leave, because then they get a false pretense your island isn't suspicious, getting you a drop in heat from that Force of Justice.
* NiceHat: S.A.B.R.E.'s variants have a simple bowler hat adorning their heads. Strangely, the profile image for agents shows P.A.T.R.I.O.T.'s Agents wearing fancy fedoras, even though they never come with them in-game.
[[/folder]]

[[folder:Burglars and Thieves]]
* BanditMook: They'll take any opportunity to steal your gold. If they see any loot around, count on them to try and swipe it. Letting them get away with what they stole will cause a Notoriety drop, since an Evil Genius who lets their prize loot get stolen isn't to be feared.
* BlatantBurglar: Like everyone else, they embody their respective areas' stereotypes of what a typical burglar is. For example, S.A.B.R.E.'s Burglars come wearing striped shirts, beanies and masks, while P.A.T.R.I.O.T. sends the ClassyCatBurglar complete with a comedically-exaggerated gait.
* DominoMask: Those aligned with S.A.B.R.E., P.A.T.R.I.O.T. and A.N.V.I.L. will be wearing these.
* InTheHood: S.M.A.S.H. ones wear hoods.
* SpyCatsuit: The P.A.T.R.I.O.T. ones come wearing these, of various colors, complete with high heels and [[AbsoluteCleavage a good view of their chest area.]]
[[/folder]]

[[folder:Infiltrators and Saboteurs]]
* AbsoluteCleavage: The outfit of S.M.A.S.H.'s version doesn't leave too much to the imagination...
* GasMaskMooks: S.A.B.R.E.'s Infiltrators look like members of the SAS, but thankfully, their gas masks don't protect them from gas traps.
* HarpoonGun: P.A.T.R.I.O.T.'s Scuba Diver-like infiltrators use their harpoons to fight.
* HighlyVisibleNinja: Quite literally with A.N.V.I.L's version of these, since they ''are'' ninjas. In full getup. Of various bright colors.
* {{Stripperific}}: H.A.M.M.E.R.'s Infiltrators are girls that have a fair amount of skin exposed, and wear a DominoMask.
* StuffBlowingUp: Their basic MO. Seeing anything evil (i.e. a heat rating) will usually result in them trying to destroy it with their guns. Woe betide you if they [[OhCrap plant charges to do it]].
[[/folder]]

[[folder:Soldiers and Veterans]]
* CoolGuns: Soldiers' armaments vary in appearance depending on their alleigance: P.A.T.R.I.O.T. uses M16s, S.A.B.R.E. uses Sterling [=SMGs=], A.N.V.I.L. and H.A.M.M.E.R. use different variants of an [=AK=]-pattern rifle, and S.M.A.S.H. uses IMI Galils. Somehow they all deal the same amount of damage.
* EliteMooks: Even pathetic and poor versions of these are elite mooks in and of themselves.
* MoreDakka: Wielding Assault Rifles and coming in squads, they can easily kill a lot of your minions if you're not prepared.
* TriggerHappy: If they see anything affiliated with you, count on them to start shooting at it. Even if they just so happen to be ''defenseless Valets in your hotel''. This does render them the least vulnerable to traps, because while most upper-tier agents can walk over basic traps without triggering them, Soldiers just won't leave them intact.
[[/folder]]

[[folder:Assassin]]
* AssassinOutclassin: You have to trick the Assassin into assassinating [[SendInTheClones a clone of your Evil Genius]].
* IWorkAlone: Only one Assassin will be on the island at any given time. To make another appear, you have to kill the current Assassin.
* UniqueEnemy: They only appear during an optional objective on the first island, where the only task the Assassin has is killing you.

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!Minion Types
The minions are... well, [[ExactlyWhatItSaysOnTheTin your minions]]! These guys will carry out your general tasks around the base, but some specialize in certain areas. There are four types of minion. The Construction Minions, Social Minions, Military Minions and Science Minions.

[[folder:Minions in general]]
* ColorCodedCharacters: Construction Workers wear yellow, Social Minions wear red (save for the Spindoctor), Military Minions wear orange and Science Minions wear white (Technicians wear some blue with it).
* EvilMinions: [[ExactlyWhatItSaysOnTheTin Duh]]. Nothing gets done in the base or the world map without a Minion getting involved.
* FailedASpotCheck: Minions will completely ignore all agents unless you tag them. This can run the gamut from blissfully walking past a brightly-suited cat burglar obviously trying to jimmy open a locked door, to ignoring that squad of bright white ninjas following them through the defenses.
* HeelFaceTurn: Minions whose loyalty goes to zero will attempt to escape your island. Unless they're [[IHaveBoobsYouMustObey seduced by Mariana Mamba,]] you'd best tag them for capture and let them sit in a holding cell for a bit so they can remember who their boss is. Especially if they are a high-level minion like a Mercenary.
* InstantExpert: It takes only a few minutes of training or interrogation for a Construction Worker to become a professional Marksman, suave Playboy, or Quantum Physicist.
* {{Mooks}}: Well, actually, they're ''your'' Mooks. They're all ultimately expendable, even the most elite units, simply because there's always more waiting to join up.

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\n!Minion Types\n* [[Characters/EvilGeniusMinions The minions are... well, [[ExactlyWhatItSaysOnTheTin your minions]]! Minions]]

!The Forces of Justice

!!The Super Agents
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 guys will carry out your general tasks around are the base, but some specialize in certain areas. There are four types of minion. The Construction Minions, Social Minions, Military Minions and Science Minions.

[[folder:Minions in general]]
* ColorCodedCharacters: Construction Workers wear yellow, Social Minions wear red (save for the Spindoctor), Military Minions wear orange and Science Minions wear white (Technicians wear some blue with it).
* EvilMinions: [[ExactlyWhatItSaysOnTheTin Duh]]. Nothing gets done in the base or the world map without a Minion getting involved.
* FailedASpotCheck: Minions will completely ignore all
only agents unless who can kill your Henchman.

[[folder:All of them]]
* BossSubtitles: The first time one of them show up on the Island, the camera will cut to them and show their name.
* ContractualBossImmunity: They wouldn't be especially good if
you tag them. This can run could just kill them at the gamut from blissfully walking past a brightly-suited cat burglar obviously trying to jimmy open a locked door, would they? They are similar to ignoring that squad Henchmen in this sense, and can only be removed for good via a special optional mission. [[InvincibleHero No such luck for John Steele, though]].
* {{Expy}}: All but one
of bright white ninjas following them through are either this, or CaptainErsatz.
* GoodIsDumb: Smarter than
the defenses.
* HeelFaceTurn: Minions whose loyalty goes to zero will attempt to escape your island. Unless they're [[IHaveBoobsYouMustObey seduced by Mariana Mamba,]] you'd best tag them for capture and let them sit in a holding cell for a bit so
{{Red Shirt}}s, but still dumb. [[ContractualBossImmunity (But they can remember who their boss is. Especially if they are a high-level minion like a Mercenary.
* InstantExpert: It takes only a few minutes of training or interrogation for a Construction Worker
afford to become a professional Marksman, suave Playboy, or Quantum Physicist.
be.)]]
* {{Mooks}}: Well, actually, they're ''your'' Mooks. HeroKiller: Inverted example. They're all ultimately expendable, even the most elite units, simply because there's always more waiting only characters capable of killing your Henchmen (and if you're particularly unlucky, [[GameOver you]]).
* HeroWithAnFInGood: 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 join up.mourn their own agency's dead... then, of course, take a picture and frame you for it.
* {{Leitmotif}}: Each Super Agent has a unique Leitmotif that plays when they arrive on the island.



[[folder:Construction Workers]]
These yellow jumpsuit-wearing are your most common minions, responsible for building your base and being general CannonFodder.
* {{Handguns}}: They arm themselves with pistols when the base is set to Yellow or Red Alert.
* MagikarpPower: Even the best of your Martial Artists and the smartest of your Scientists started out as these brain-dead buffoons. With some time and protection as they train, they can stand toe to toe with any agent sent to the island.
* RedShirt: Well, yellow shirt, anyway. Your basic starter minions who can construct your base and move your furniture around, but are lousy at all World Domination activities and can barely contribute to a fight even when armed. They'll die in droves whenever they're forced to fight.
* WeHaveReserves: They come for free at a rate of 1 minion every minute or so. If you agree to spend some money, they'll appear at a faster rate up to 1 Worker per second. It is possible to [[ZergRush continually swarm a Super Agent with endless wave of Workers until they go down,]] as long you have the cash to pay for it.
* WorkerUnit: They're the most basic Minion, but also ''the'' most important. After all, they're the ones building your base, bringing stolen money to your treasury, and freeing up elite minions from shifts. Construction Workers are also how you get more elite minions, as the elites train the Workers until they reach the position you need.

to:

[[folder:Construction Workers]]
These yellow jumpsuit-wearing are your most common minions, responsible for building
[[folder:Mariana Mamba]]
S.M.A.S.H's Super Agent. She behaves as a Saboteur and Thief, meaning she will seek to enter
your base to steal valuables and being general CannonFodder.
destroy important equipment.
* {{Handguns}}: They arm themselves {{Expy}}: Of [[Film/DrNo Honey Ryder]].
* IHaveBoobsYouMustObey: Her ability involves completely sapping a minion's loyalty
with pistols when her looks, causing them to propose to her and her coldly shooting them down, causing them to defect on the base is set to Yellow or Red Alert.
* MagikarpPower: Even the best of your Martial Artists
spot, and the smartest of your Scientists started out as unlike other defections, these brain-dead buffoons. With some time and protection as they train, they ones can stand toe never be re-educated.
* KnifeNut: She uses a large serrated knife
to toe with make short work of any agent sent to the island.
* RedShirt: Well, yellow shirt, anyway. Your basic starter
minions who try to attack her.
* MsFanservice: Her main power. In terms of scale, it's not a particularly useful power since all she
can construct do is convert one minion at a time; a noticeable issue in the early game where your base special minions are more important, but laughable when you have 60 or more minions.
* NubileSavage: Mariana grew up alone in the Amazon rainforests, hunting
and move 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.
* PunishedWithUgly: [[spoiler: She's permanently defeated by injecting her with a chemical that causes her to become morbidly obese.]]
* {{Stripperific}}: Wears a bikini and little else, justified, as she's trying to seduce
your furniture around, but are lousy at all World Domination activities and can barely contribute to a fight even when armed. They'll die in droves whenever minions. (Your guards will frisk her anyway if they're forced to fight.
supposed to.)
* WeHaveReserves: They come for free at a rate of 1 minion every minute or so. If you agree to spend some money, they'll appear at a faster rate up to 1 Worker per second. It WarmUpBoss: Mariana is possible to [[ZergRush continually swarm a the first Super Agent with endless wave of Workers until they go down,]] as long you have that will repeatedly invade the cash island base. She's intended to pay for it.
* WorkerUnit: They're
introduce the most basic Minion, but also ''the'' most important. After 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, they're but Mariana is still unkillable and stronger than the ones building your base, bringing stolen money to your treasury, normal agents, and freeing up elite minions 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 shifts. Construction Workers are also how you get more elite minions, as the elites train the Workers until they reach the position you need.other Agencies.



[[folder:Social Minions]]
Valets, Spindoctors, Playboys and Diplomats. They use their abilities to confuse and distract agents, while also running your hotels.
* BriefcaseFullOfMoney: Diplomats carry these around and use them to bribe agents, which lowers their loyalty.
* TheCasanova: Playboys. Heck, they have a rare and unique animation where they can kiss a female agent and drain more of their stats than usual.
* FatBastard: Spindoctors and Diplomats are the only fat minions in your service, and they are definitely evil.
* LuxuriousLiquor: Playboys offer a fine drink to an agent when tagged for psychological weakening.
* TheMedic: The closest thing you have, excluding minions working in the Infirmary. If a unit (allied or enemy) is completely incapacitated, it's your Social minions that will tend to them; enemies dazed from stat drain will be gently led outdoors (sometimes), and passed-out minions will be carried to a place of safety to recuperate their lowest stat.
* NonActionGuy: They'll never attack anyone unless the base is on red alert. And even then, they do such a pathetic job of it that any social minion that gets into a fight with anyone will likely end up very very dead. On the other hand, since the fastest way to reduce your Heat score is to have enemy agents come to the island and leave empty-handed, Social minions are one of the most efficient ways of dealing with intruders. Even if an investigator finds something incriminating, a Spindoctor can leave him so befuddled that he won't remember it.
* {{Paparazzi}}: What Spindoctors essentially are. They either ask their victims for an intrusive interview, or hop around them taking photos. This confuses and baffles the agent, reducing their Smarts.
* WorkerUnit: While sharing some responsibilities with Construction minions, Valets have one particular job; they will extinguish fires if there's any, but if you're careful in managing your equipment or hostile threats, there won't be any fire. They are, however, the ''only'' units capable of putting out fires, so you'll want to have a few around. Valets will also assist your Construction Workers in buying items for your base and ferrying ill-gotten money from the depots. All Social Minions are also able to run your hotels.

to:

[[folder:Social Minions]]
Valets, Spindoctors, Playboys
[[folder:Jet Chan]]
A.N.V.I.L's Super Agent. Acts as a Soldier
and Diplomats. They use their abilities to confuse and distract agents, while also running your hotels.
* BriefcaseFullOfMoney: Diplomats carry these around and use them to bribe agents, which lowers their loyalty.
* TheCasanova: Playboys. Heck, they have a rare and unique animation where they can kiss a female agent and drain more of their stats than usual.
* FatBastard: Spindoctors and Diplomats are the only fat minions in your service, and they are definitely evil.
* LuxuriousLiquor: Playboys offer a fine drink to an agent when tagged for psychological weakening.
* TheMedic: The closest thing you have, excluding minions working in the Infirmary. If a unit (allied or enemy) is completely incapacitated, it's your Social minions that
Thief; he will tend to them; enemies dazed from stat drain will be gently led outdoors (sometimes), go on the offensive, and passed-out minions will be carried to a place of safety to recuperate their lowest stat.
* NonActionGuy: They'll never attack anyone unless the base is on red alert. And even then, they do such a pathetic job of it that any social minion that gets into a fight with anyone will likely end up very very dead. On the other hand, since the fastest way to reduce your Heat score is to have enemy agents come to the island and leave empty-handed, Social minions are one of the most efficient ways of dealing with intruders. Even if an investigator finds something incriminating, a Spindoctor can leave him so befuddled that he won't remember it.
* {{Paparazzi}}: What Spindoctors essentially are. They either ask their victims for an intrusive interview, or hop around them taking photos. This confuses and baffles the agent, reducing their Smarts.
* WorkerUnit: While sharing some responsibilities with Construction minions, Valets have one particular job; they will extinguish fires if there's any, but if you're careful in managing your equipment or hostile threats, there won't be any fire. They are, however, the ''only'' units capable of putting out fires, so you'll want to have a few around. Valets
will also assist your Construction Workers in buying items steal from you if given a chance.
* ArrogantKungFuGuy: He seems to pride himself on his Kung-Fu skills. [[spoiler: This is actually a clue to how you get him out of the picture
for your base good, as you exploit this by making him unquestionably lose a fight, breaking his will to continue]].
* BruceLeeClone: Essentially this is what Jet Chan is despite his name.
* CaptainErsatz: Of Creator/JetLi
and ferrying ill-gotten money Creator/JackieChan.
* DodgeTheBullet: His special trait makes him immune against bullets. You gotta take him down the hard way.
* MyGreatestFailure: The Evil Genius causes this event for Jet Chan in the mission to remove the Super Agent
from the depots. All Social Minions are also able game. [[spoiler: Jet's gone so long without losing a fight that he's become severely prideful. Him losing to run one of your hotels.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]].
* RiggedContest: [[spoiler:Defeating him requires coaxing him to fight in your Dojo... after feeding him a meal spiked with sedatives to ensure he loses.]]
* SoreLoser: [[spoiler:Defeating him requires interrogating his old master, who reveals that Jet's arrogance has grown from too many effortless victories. Sure enough, once you defeat him, he goes into exile to meditate and train, never returning.]]
* WalkingShirtlessScene: He ''never'' wears a shirt.



[[folder:Military Minions]]
Guards, Mercenaries, Martial Artists and Marksmen. These guys are your main combat force which serve to dispose of all those pesky agents sneaking onto your island when diplomacy fails.
* BareFistedMonk: The Martial Artists eschew weapons to focus in melee combat. They can still train others into one of the 'lesser' gun-toting minions, likely due to having been one themselves.
* {{BFG}}: Mercenaries use Heavy Machine Guns and Marksmen use sniper rifles, with the latter carrying their guns at all times.
* FriendlySniper: [[DownplayedTrope Downplayed]], but Marksmen do the same activities as other minions in their free time, such as chatting with minions or henchmen, playing games, watching TV, etc.
* HighlyConspicuousUniform: They wouldn't be evil guards without these. All Military minions wear some form of bright orange outfit, which makes them very distinct in appearance.
* MoreDakka: Guards use assault rifles when armed, but Mercenaries take it a step further by arming themselves with heavy machine guns.
* ProperlyParanoid: Marksmen always bring their Sniper Rifle with them, unlike others who would arm themselves only during alerts.
* ShootingGallery: They're trained in either this (for Mercenaries and Marksmen), dojos (for Martial Artists) or at Punching Bags (Guards). [[VideoGameCrueltyPotential The Marksman shooting range also serves as a torture device, by the way.]]
* StickyFingers: A Mercenary that decides to [[ScrewThisImOuttaHere bail on you]] will try to take some of your cash with him, unlike all the other minions that just try to run. You'd best tag him for 're-education'.
* VideoGameFlamethrowersSuck: Mercenaries can be equipped with flamethrowers after some research, but they're unfortunately AwesomeButImpractical. They're very expensive (you get one for 20 grand, when the cheaper Heavy Rifle Cabinet equips ten Mercenaries), causes friendly fire if used in the base, and are too short-ranged to use outside of the base if facing off with Soldiers. And they set everything on fire, which can lead to furniture exploding or other minions dying.

to:

[[folder:Military Minions]]
Guards, Mercenaries, Martial Artists
[[folder:Katerina Frostonova]]
H.A.M.M.E.R's Super Agent. Acts as a Soldier
and Marksmen. These guys are Investigator; she will gather incriminating evidence to increase your main combat force which serve to dispose of all those pesky agents sneaking onto Heat rating, but will also act offensively as she goes through your island when diplomacy fails.
base.
* BareFistedMonk: The Martial Artists eschew weapons to focus in melee combat. They can still train others into one of CaptainErsatz: Based on the 'lesser' gun-toting minions, likely due to having been one themselves.
''ComicBook/BlackWidow'' from Creator/MarvelComics.
* {{BFG}}: Mercenaries use Heavy Machine Guns and Marksmen use sniper rifles, with CompanionCube: [[spoiler: Her mission shows that the latter carrying their guns at all times.
* FriendlySniper: [[DownplayedTrope Downplayed]], but Marksmen do the same activities as other minions in their free time, such as chatting with minions or henchmen, playing games, watching TV, etc.
* HighlyConspicuousUniform: They wouldn't be evil guards without these. All Military minions wear some form of bright orange outfit, which makes them very distinct in appearance.
* MoreDakka: Guards use assault rifles when armed, but Mercenaries take it a step further by arming themselves with heavy machine guns.
* ProperlyParanoid: Marksmen always bring their Sniper Rifle with them, unlike others who would arm themselves
only during alerts.
* ShootingGallery: They're trained in either this (for Mercenaries
thing that Katerina has an emotional attachment to is her teddy bear, and Marksmen), dojos (for Martial Artists) or at Punching Bags (Guards). [[VideoGameCrueltyPotential The Marksman shooting range also it serves as a torture device, by the way.one source of comfort in her life. Eviscerating it in front of her causes her to permanently break and trouble you no longer]].
* ForcedToWatch: [[spoiler: She's defeated by being forced to watch you rip apart her only object of affection, Mr. Snuggles. YouBastard.
]]
* StickyFingers: A Mercenary that decides to [[ScrewThisImOuttaHere bail on you]] will try to take some GirlsLoveStuffedAnimals: The only thing this IceQueen ever cares about is her teddy bear, Mr. Snuggles. [[spoiler: Which you rip apart in front of her, sending her into a permanent HeroicBSOD and removing her from your cash with him, unlike all hair once and for all.]]
* OneHitKill: 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 [[OhCrap on your Evil Genius if she escapes an interrogation]]!
* SpySchool: As a toddler, her parents were accidentally gunned down in a K.G.B. raid gone wrong, and she was brought to
the other minions that just try to run. You'd best tag him Soviet State Orphanage for 're-education'.
* VideoGameFlamethrowersSuck: Mercenaries can be equipped with flamethrowers after some research, but they're unfortunately AwesomeButImpractical. They're very expensive (you get one for 20 grand, when the cheaper Heavy Rifle Cabinet equips ten Mercenaries), causes friendly fire if used in the base, and are too short-ranged to use outside
Heroes of the base if facing off with Soldiers. And they set everything 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 fire, which can lead to furniture exploding or command.
* StealthExpert: In spite of her bright pink outfit, she's actually quite stealthy. The
other minions dying.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.



[[folder:Science Minions]]
Technicians, Scientists, Biochemists and Quantum Physicists. They are responsible for keeping your base up and running and doing your research for you.
* TheEngineer: Technicians will repair any damaged equipment.
* MadScientist: An entire army of them, conducting your evil research and unlocking new tools and technology as you mix up different items.
* NonActionGuy: They will never get into a fight at all. If a soldier is in the same room, don't expect the Science Minion to survive.
* WorkerUnit: After Workers, Technicians are the second-most important minions as they perform repairs and routine maintenance work. Especially those {{Sentry Gun}}s and nuclear power plants.

to:

[[folder:Science Minions]]
Technicians, Scientists, Biochemists
[[folder:Dirk Masters]]
P.A.T.R.I.O.T's Super Agent. The most destructive agent bar none, he acts as both soldier
and Quantum Physicists. They are responsible for keeping saboteur; he will do nothing but smash his way through your base up and running and doing your research for you.
* TheEngineer: Technicians will repair any damaged equipment.
* MadScientist: An entire army
in search of them, conducting your evil research and unlocking new tools and technology as you mix up different items.
* NonActionGuy: They will never get into a fight at all. If a soldier is in the same room, don't expect the Science Minion to survive.
* WorkerUnit: After Workers, Technicians are the second-most
important things or people to shoot.
* ActionHero: 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.
* TheAhnold: Being an {{Expy}} of Creator/SylvesterStallone's ''Franchise/{{Rambo}}'' character.
* {{BFG}}: Remember those Heavy Machine Guns your Mercenaries lug around? This guy carries ''[[GunsAkimbo two.]]''
* CaptainErsatz: He's more-or-less [[Franchise/{{Rambo}} John Rambo]].
* IdiotHero: 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 afterwards. His lack of smarts is the main way to deal with his "missions" without a massive body count, since social
minions as they perform repairs can leave him confused fairly easily.
* MoreDakka: Carries [[GunsAkimbo two]] [[{{BFG}} 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.
* OneLastJob: 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 routine maintenance work. Especially coming to your island whenever he wants.
* TestosteronePoisoning: Big, hunky TopHeavyGuy who carries around 2 {{BFG}} at once. And then [[spoiler: 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 {{Sentry Gun}}s and nuclear power plants.chemicals [[ReforgedIntoAMinion mutate him into a unique Freak]].]]



[[folder:Freaks]]
These monstrosities are available after researching Freak Production. Created by reanimating body bags in the Bio-Tanks, they're strong, tough, and dumber than a sack of brick dust.
* CursedWithAwesome: Freaks' inability to ''not'' trigger traps due to their idiocy has led to the creation of Freak Triggers[[note]] lock a Freak into a room with trap sensors; the Freak will always set them off, and they do not need to refresh themselves[[/note]], turning your booby-trapped hallway into an always-active DeathCourse.
* DumbMuscle: Strong with nonexistent mental faculty, ensuring they will always trigger your traps. They're also too stupid to obey your tags or respond to alarms, so they wander aimlessly around the island and will always attempt to smash any agent they come across.
* HumanResources: Freaks are made by tossing human corpses into the Laboratory's Bio-Tanks, which reanimates them and turns the body into an hulking undead monster. Their habit of killing any agent they run into tends to create more bodies for the Bio-Tanks.
* NoCureForEvil: Unlike the rest of the minions (who can be healed), Freaks can't recover from being injured. They're durable, but they inevitably die for the last time after enough fights have passed.
* OurZombiesAreDifferent: They're reanimated corpses achieved through bioscience that don't spread their condition, for once.
* SmashMook: They're your smash mooks. They're big, they're dumb, and their only goal in unlife is to charge at the enemy and pulverize them.

to:

[[folder:Freaks]]
These monstrosities are available after researching Freak Production. Created by reanimating body bags
[[folder:John Steele]]
S.A.B.R.E's Super Agent. Behaves as a Saboteur and Investigator; he will try to destroy important equipment in your base, and
in the Bio-Tanks, they're strong, tough, process will gather evidence of your evil deeds to further drive up your Heat rating.
* TheAce: The last Super Agent coming after you, the most annoying to deal with,
and dumber than a sack utterly unkillable aside from an end-game cutscene. He's noted as having stopped countless evil schemes, and having an near endless amount of brick dust.
medals and commendations as a result.
* CursedWithAwesome: Freaks' inability BadassInANiceSuit: A black and white tuxedo, to ''not'' trigger traps due to be exact.
* DefiantToTheEnd: His actions during the Doomsday Countdown show he's earned every one of his accolades. [[spoiler: 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 idiocy has led to cheering minions in the creation of Freak Triggers[[note]] lock a Freak into a room with trap sensors; Inner Cavern, and he gets forced towards the Freak will always set them off, 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 they do not need to refresh themselves[[/note]], turning your booby-trapped hallway into an always-active DeathCourse.
* DumbMuscle: Strong with nonexistent mental faculty, ensuring they will always trigger your traps. They're also too stupid to obey your tags or respond to alarms, so they wander aimlessly around
the island and will always attempt pistol to smash any agent they come across.
* HumanResources: Freaks are made by tossing human corpses
plummet into the Laboratory's Bio-Tanks, which reanimates them deep pit below, and turns the body into an hulking undead monster. Their habit of killing any agent they run into tends his one way back to create more bodies solid ground swinging shut. He leaps for the Bio-Tanks.
* NoCureForEvil: Unlike the rest of the minions (who can be healed), Freaks can't recover
Rocket to stop himself from being injured. They're durable, but they inevitably die for falling... and then it takes off, sending him into space]].
* {{Expy}}: Of [[Franchise/JamesBond Bond himself]]! His surname is likely based on ''Series/RemingtonSteele'', whose actor would go on to play James Bond.
* FinalBoss: He's the very last Super Agent you'll see in the 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 time after enough fights obstacle in a player's way before their victory.
* HollywoodHacking: Which sends your entire base and security protocols haywire. Furniture will blow up, all doors will
have passed.
their security levels reduced, and the alert level of your base will be randomly changed.
* OurZombiesAreDifferent: They're reanimated corpses achieved InvincibleHero: Steele is flat out ''impossible'' to defeat - not only does he possess the other Super Agent's ability to resist normal attempts at killing, but there is no obtional objective that allows you to defeat him. [[spoiler:Though, if you have him imprisoned when you launch your Doomsday Device, he'll end up stuck to it as it travels into space]].
* SkippableBoss: If one is ''very'' careful about managing their notoriety, it's possible to get
through bioscience that don't spread their condition, for the whole game without even seeing him once.
* SmashMook: They're StrappedToARocket: [[spoiler: His final fate, if you keep him locked up as you launch your smash mooks. They're big, they're dumb, DoomsdayDevice. He is forced onto the rocket with no way out, and their only goal in unlife then ''launched into space'']].
* TitleThemeDrop: His {{Leitmotif}}
is to charge at the enemy first few seconds of the main theme song.
* TuxedoAndMartini: Considering [[Franchise/JamesBond who he's based on,]] it's little surprise he wears a fancy tuxedo,
and pulverize them.his description mentions that the first sign of his approach is an empty martini glass in a nearby casino.



!The Forces of Justice

!!The Super Agents
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 kill your Henchman.

[[folder:All of them]]
* BossSubtitles: The first time one of them show up on the Island, the camera will cut to them and show their name.
* ContractualBossImmunity: 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. [[InvincibleHero No such luck for John Steele, though]].
* {{Expy}}: All but one of them are either this, or CaptainErsatz.
* GoodIsDumb: Smarter than the {{Red Shirt}}s, but still dumb. [[ContractualBossImmunity (But they can afford to be.)]]
* HeroKiller: Inverted example. They're the only characters capable of killing your Henchmen (and if you're particularly unlucky, [[GameOver you]]).
* HeroWithAnFInGood: 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}}: Each Super Agent has a unique Leitmotif that plays when they arrive on the island.

to:

!The Forces of Justice

!!The Super Agents
As close to a boss as you can get,
!!Agent Types
The Agents are your enemies, who are sent by
the Forces of Justice to look for misdeeds and try to stop you. There are four flavours of Agent: pathetic, poor, good and exceptional. The higher your heat is, the more powerful Agents that will send these guys in when you become sufficiently notorious, be sent and each is a combination of two normal agents. These are the only agents who can kill your Henchman.

[[folder:All of them]]
* BossSubtitles: The first time one of them show up on the Island, the camera will cut to them and show their name.
* ContractualBossImmunity: 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. [[InvincibleHero No such luck for John Steele, though]].
* {{Expy}}: All but one of them are either this, or CaptainErsatz.
* GoodIsDumb: Smarter than the {{Red Shirt}}s, but still dumb. [[ContractualBossImmunity (But they can afford to be.)]]
* HeroKiller: Inverted example. They're the only characters capable of killing your Henchmen (and if you're particularly unlucky, [[GameOver you]]).
* HeroWithAnFInGood: 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,
better equipped they'll think be.

[[folder:Agents in general]]
* EliteMooks: Anyone in the good or exceptional categories are this to the Forces of Justice. They'll come with higher stats, more things they can do against you, and more firepower.
* {{Mooks}}: They aren't yours, though.
* ReversePsychology: You can occasionally fool higher-tiered Agents using low security doors, since they [[ArtificialBrilliance assume that
nothing of photographing it and blaming it on you, ''even if valuable or dangerous could lie behind such an easy obstacle.]] In 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}}: Each Super Agent has a unique Leitmotif that plays when
same manner, they arrive on are attracted to high-security doors like flies to a jar of honey since they also assume the island.reverse is true, so a corridor full of high-security doors with nothing behind them is a good way to keep agents entertained.



[[folder:Mariana Mamba]]
S.M.A.S.H's Super Agent. She behaves as a Saboteur and Thief, meaning she will seek to enter your base to steal valuables and destroy important equipment.
* {{Expy}}: Of [[Film/DrNo Honey Ryder]].
* IHaveBoobsYouMustObey: 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.
* KnifeNut: She uses a large serrated knife to make short work of any minions who try to attack her.
* MsFanservice: 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.
* NubileSavage: 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.
* PunishedWithUgly: [[spoiler: She's permanently defeated by injecting her with a chemical that causes her to become morbidly obese.]]
* {{Stripperific}}: Wears a bikini and little else, justified, as she's trying to seduce your minions. (Your guards will frisk her anyway if they're supposed to.)
* WarmUpBoss: 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.

to:

[[folder:Mariana Mamba]]
[[folder:Investigators and Agents]]
* BanditMook: Any Investigators that are not Pathetic will steal stuff if they get the opportunity. Poor Investigators tend to steal gold if they get into your strongroom while Good and Exceptional ones will try to take your loot as well.
* {{Determinator}}: Seriously, the lengths of time that some of these guys will spend stood at a door to try and force it open is really quite something, particularly the Pathetic ones who are also extremely bad at it.
* FailedASpotCheck: The Pathetic Investigators/Agents can walk past piles of corpses and stolen loot without noticing them.
* TheGoomba: The weakest of the Agent types and typically the first of the Forces of Justice you will encounter. They are more interested in gathering evidence than fighting.
* HeKnowsTooMuch: Essentially the premise behind Investigators. If they find suspicious things in or around your base, they will make a run for the exit platform and tell their superiors about it, raising your Heat, so it's advisable to make sure they don't come back alive...
** Conversely, it's actually preferable to let unsuspicious Investigators (with a blue ring around them) leave, because then they get a false pretense your island isn't suspicious, getting you a drop in heat from that Force of Justice.
* NiceHat:
S.M.A.S.H's Super Agent. She behaves as a Saboteur and Thief, meaning she will seek to enter your base to steal valuables and destroy important equipment.
* {{Expy}}: Of [[Film/DrNo Honey Ryder]].
* IHaveBoobsYouMustObey: 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.
* KnifeNut: She uses a large serrated knife to make short work of any minions who try to attack her.
* MsFanservice: 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
B.R.E.'s variants have 60 or more minions.
* NubileSavage: Mariana grew up alone in
a simple bowler hat adorning their heads. Strangely, the Amazon rainforests, hunting and surviving long enough to become a teenager. She was accidentally found by S.M.profile image for agents shows P.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.
* PunishedWithUgly: [[spoiler: She's permanently defeated by injecting her with a chemical that causes her to become morbidly obese.]]
* {{Stripperific}}: Wears a bikini and little else, justified, as she's trying to seduce your minions. (Your guards will frisk her anyway if they're supposed to.)
* WarmUpBoss: Mariana is the first Super Agent that will repeatedly invade the island base. She's intended to introduce the player to how Super
T.R.I.O.T.'s Agents work in all regards; she's only got a knife and bombs, and her ability is the weakest of wearing fancy fedoras, even though they never come with 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.in-game.



[[folder:Jet Chan]]
A.N.V.I.L's Super Agent. Acts as a Soldier and Thief; he will go on the offensive, and will also steal from you if given a chance.
* ArrogantKungFuGuy: He seems to pride himself on his Kung-Fu skills. [[spoiler: 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 fight, breaking his will to continue]].
* BruceLeeClone: Essentially this is what Jet Chan is despite his name.
* CaptainErsatz: Of Creator/JetLi and Creator/JackieChan.
* DodgeTheBullet: His special trait makes him immune against bullets. You gotta take him down the hard way.
* MyGreatestFailure: The Evil Genius causes this event for Jet Chan in the mission to remove the Super Agent from the game. [[spoiler: 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]].
* RiggedContest: [[spoiler:Defeating him requires coaxing him to fight in your Dojo... after feeding him a meal spiked with sedatives to ensure he loses.]]
* SoreLoser: [[spoiler:Defeating him requires interrogating his old master, who reveals that Jet's arrogance has grown from too many effortless victories. Sure enough, once you defeat him, he goes into exile to meditate and train, never returning.]]
* WalkingShirtlessScene: He ''never'' wears a shirt.

to:

[[folder:Jet Chan]]
[[folder:Burglars and Thieves]]
* BanditMook: They'll take any opportunity to steal your gold. If they see any loot around, count on them to try and swipe it. Letting them get away with what they stole will cause a Notoriety drop, since an Evil Genius who lets their prize loot get stolen isn't to be feared.
* BlatantBurglar: Like everyone else, they embody their respective areas' stereotypes of what a typical burglar is. For example, S.
A.B.R.E.'s Burglars come wearing striped shirts, beanies and masks, while P.A.T.R.I.O.T. sends the ClassyCatBurglar complete with a comedically-exaggerated gait.
* DominoMask: Those aligned with S.A.B.R.E., P.A.T.R.I.O.T. and A.
N.V.I.L's Super Agent. Acts as a Soldier and Thief; he L. will go on the offensive, and will also steal from you if given a chance.
be wearing these.
* ArrogantKungFuGuy: He seems to pride himself on his Kung-Fu skills. [[spoiler: 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 fight, breaking his will to continue]].
InTheHood: S.M.A.S.H. ones wear hoods.
* BruceLeeClone: Essentially this is what Jet Chan is despite his name.
* CaptainErsatz: Of Creator/JetLi and Creator/JackieChan.
* DodgeTheBullet: His special trait makes him immune against bullets. You gotta take him down the hard way.
* MyGreatestFailure:
SpyCatsuit: The Evil Genius causes this event for Jet Chan in the mission to remove the Super Agent from the game. [[spoiler: Jet's gone so long without losing a fight that he's become severely prideful. Him losing to one P.A.T.R.I.O.T. ones come wearing these, 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]].
* RiggedContest: [[spoiler:Defeating him requires coaxing him to fight in your Dojo... after feeding him a meal spiked
various colors, complete with sedatives to ensure he loses.]]
* SoreLoser: [[spoiler:Defeating him requires interrogating his old master, who reveals that Jet's arrogance has grown from too many effortless victories. Sure enough, once you defeat him, he goes into exile to meditate
high heels and train, never returning.]]
* WalkingShirtlessScene: He ''never'' wears
[[AbsoluteCleavage a shirt.good view of their chest area.]]



[[folder:Katerina Frostonova]]
H.A.M.M.E.R's Super Agent. 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.
* CaptainErsatz: Based on the ''ComicBook/BlackWidow'' from Creator/MarvelComics.
* CompanionCube: [[spoiler: 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]].
* ForcedToWatch: [[spoiler: She's defeated by being forced to watch you rip apart her only object of affection, Mr. Snuggles. YouBastard.]]
* GirlsLoveStuffedAnimals: The only thing this IceQueen ever cares about is her teddy bear, Mr. Snuggles. [[spoiler: Which you rip apart in front of her, sending her into a permanent HeroicBSOD and removing her from your hair once and for all.]]
* OneHitKill: 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 [[OhCrap on your Evil Genius if she escapes an interrogation]]!
* SpySchool: 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.
* StealthExpert: 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.

to:

[[folder:Katerina Frostonova]]
[[folder:Infiltrators and Saboteurs]]
* AbsoluteCleavage: The outfit of S.M.A.S.
H.'s version doesn't leave too much to the imagination...
* GasMaskMooks: S.
A.M.M.B.R.E.R's Super Agent. 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.
* CaptainErsatz: Based on the ''ComicBook/BlackWidow'' from Creator/MarvelComics.
* CompanionCube: [[spoiler: 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]].
* ForcedToWatch: [[spoiler: She's defeated by being forced to watch you rip apart her only object of affection, Mr. Snuggles. YouBastard.]]
* GirlsLoveStuffedAnimals: The only thing this IceQueen ever cares about is her teddy bear, Mr. Snuggles. [[spoiler: Which you rip apart in front of her, sending her into a permanent HeroicBSOD and removing her from your hair once and for all.]]
* OneHitKill: 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 [[OhCrap on your Evil Genius if she escapes an interrogation]]!
* SpySchool: 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
's Infiltrators look like members of the Republic. This orphanage is actually SAS, but thankfully, their gas masks don't protect them from gas traps.
* HarpoonGun: P.A.T.R.I.O.T.'s Scuba Diver-like infiltrators use their harpoons to fight.
* HighlyVisibleNinja: Quite literally with A.N.V.I.L's version of these, since they ''are'' ninjas. In full getup. Of various bright colors.
* {{Stripperific}}:
H.A.M.M.E.R.'s secret school for assassins, Infiltrators are girls that have a fair amount of skin exposed, and so Katerina was raised wear a DominoMask.
* StuffBlowingUp: Their basic MO. Seeing anything evil (i.e. a heat rating) will usually result in them trying
to kill her country's enemies on command.
* StealthExpert: In spite of her bright pink outfit, she's actually quite stealthy. The other part of her ''Cold Assassin'' ability is
destroy it with their guns. Woe betide you if they [[OhCrap plant charges 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. do it]].



[[folder:Dirk Masters]]
P.A.T.R.I.O.T's Super Agent. 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.
* ActionHero: 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.
* TheAhnold: Being an {{Expy}} of Creator/SylvesterStallone's ''Franchise/{{Rambo}}'' character.
* {{BFG}}: Remember those Heavy Machine Guns your Mercenaries lug around? This guy carries ''[[GunsAkimbo two.]]''
* CaptainErsatz: He's more-or-less [[Franchise/{{Rambo}} John Rambo]].
* IdiotHero: 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 afterwards. 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.
* MoreDakka: Carries [[GunsAkimbo two]] [[{{BFG}} 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.
* OneLastJob: 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.
* TestosteronePoisoning: Big, hunky TopHeavyGuy who carries around 2 {{BFG}} at once. And then [[spoiler: 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 [[ReforgedIntoAMinion mutate him into a unique Freak]].]]

to:

[[folder:Dirk Masters]]
[[folder:Soldiers and Veterans]]
* CoolGuns: Soldiers' armaments vary in appearance depending on their alleigance:
P.A.T.R.I.O.T's Super Agent. The most destructive agent bar none, he acts as both soldier T. uses M16s, S.A.B.R.E. uses Sterling [=SMGs=], A.N.V.I.L. and saboteur; he will do nothing but smash his way through your base in search H.A.M.M.E.R. use different variants of important things or people to shoot.
* ActionHero: Dirk is a walking reference to action films with muscular male protagonists with big guns,
an [=AK=]-pattern rifle, and lives by S.M.A.S.H. uses IMI Galils. Somehow they all deal the same philosophy that those heroes do; if it's in the way, shoot it until it dies.
* TheAhnold: Being an {{Expy}}
amount of Creator/SylvesterStallone's ''Franchise/{{Rambo}}'' character.
damage.
* {{BFG}}: Remember those Heavy Machine Guns your Mercenaries lug around? This guy carries ''[[GunsAkimbo two.]]''
* CaptainErsatz: He's more-or-less [[Franchise/{{Rambo}} John Rambo]].
* IdiotHero: Has the lowest Intelligence of the Super Agents,
EliteMooks: Even pathetic and Dirk's only answer to what he sees on the islands is to shoot everything to pieces poor versions of these are elite mooks in and blow it up afterwards. 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.
themselves.
* MoreDakka: Carries [[GunsAkimbo two]] [[{{BFG}} 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.
* OneLastJob: 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
Wielding Assault Rifles and coming to in squads, they can easily kill a lot of your island whenever he wants.
minions if you're not prepared.
* TestosteronePoisoning: Big, hunky TopHeavyGuy who carries around 2 {{BFG}} TriggerHappy: If they see anything affiliated with you, count on them to start shooting at once. And then [[spoiler: this trope is played literally when you find out he's been using highly powerful and illegal steroids it. Even if they just so happen to maintain his impossible physique as he gets older. A trip to be ''defenseless Valets in your hotel''. This does render them the Bio-Tanks later, and all those chemicals [[ReforgedIntoAMinion mutate him into a unique Freak]].]]least vulnerable to traps, because while most upper-tier agents can walk over basic traps without triggering them, Soldiers just won't leave them intact.



[[folder:John Steele]]
S.A.B.R.E's Super Agent. 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.
* TheAce: The last Super Agent coming after you, the most annoying to deal with, and utterly unkillable aside from an end-game cutscene. He's noted as having stopped countless evil schemes, and having an near endless amount of medals and commendations as a result.
* BadassInANiceSuit: A black and white tuxedo, to be exact.
* DefiantToTheEnd: His actions during the Doomsday Countdown show he's earned every one of his accolades. [[spoiler: 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 [[Franchise/JamesBond Bond himself]]! His surname is likely based on ''Series/RemingtonSteele'', whose actor would go on to play James Bond.
* FinalBoss: He's the very last Super Agent you'll see in the 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.
* HollywoodHacking: 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.
* InvincibleHero: Steele is flat out ''impossible'' to defeat - not only does he possess the other Super Agent's ability to resist normal attempts at killing, but there is no obtional objective that allows you to defeat him. [[spoiler:Though, if you have him imprisoned when you launch your Doomsday Device, he'll end up stuck to it as it travels into space]].
* SkippableBoss: If one is ''very'' careful about managing their notoriety, it's possible to get through the whole game without even seeing him once.
* StrappedToARocket: [[spoiler: His final fate, if you keep him locked up as you launch your DoomsdayDevice. He is forced onto the rocket with no way out, and then ''launched into space'']].
* TitleThemeDrop: His {{Leitmotif}} is the first few seconds of the main theme song.
* TuxedoAndMartini: Considering [[Franchise/JamesBond 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.
[[/folder]]

!!Agent Types
The Agents are your enemies, who are sent by the Forces of Justice to look for misdeeds and try to stop you. There are four flavours of Agent: pathetic, poor, good and exceptional. The higher your heat is, the more powerful Agents that will be sent and the better equipped they'll be.

[[folder:Agents in general]]
* EliteMooks: Anyone in the good or exceptional categories are this to the Forces of Justice. They'll come with higher stats, more things they can do against you, and more firepower.
* {{Mooks}}: They aren't yours, though.
* ReversePsychology: You can occasionally fool higher-tiered Agents using low security doors, since they [[ArtificialBrilliance assume that nothing valuable or dangerous could lie behind such an easy obstacle.]] In the same manner, they are attracted to high-security doors like flies to a jar of honey since they also assume the reverse is true, so a corridor full of high-security doors with nothing behind them is a good way to keep agents entertained.
[[/folder]]

[[folder:Investigators and Agents]]
* BanditMook: Any Investigators that are not Pathetic will steal stuff if they get the opportunity. Poor Investigators tend to steal gold if they get into your strongroom while Good and Exceptional ones will try to take your loot as well.
* {{Determinator}}: Seriously, the lengths of time that some of these guys will spend stood at a door to try and force it open is really quite something, particularly the Pathetic ones who are also extremely bad at it.
* FailedASpotCheck: The Pathetic Investigators/Agents can walk past piles of corpses and stolen loot without noticing them.
* TheGoomba: The weakest of the Agent types and typically the first of the Forces of Justice you will encounter. They are more interested in gathering evidence than fighting.
* HeKnowsTooMuch: Essentially the premise behind Investigators. If they find suspicious things in or around your base, they will make a run for the exit platform and tell their superiors about it, raising your Heat, so it's advisable to make sure they don't come back alive...
** Conversely, it's actually preferable to let unsuspicious Investigators (with a blue ring around them) leave, because then they get a false pretense your island isn't suspicious, getting you a drop in heat from that Force of Justice.
* NiceHat: S.A.B.R.E.'s variants have a simple bowler hat adorning their heads. Strangely, the profile image for agents shows P.A.T.R.I.O.T.'s Agents wearing fancy fedoras, even though they never come with them in-game.
[[/folder]]

[[folder:Burglars and Thieves]]
* BanditMook: They'll take any opportunity to steal your gold. If they see any loot around, count on them to try and swipe it. Letting them get away with what they stole will cause a Notoriety drop, since an Evil Genius who lets their prize loot get stolen isn't to be feared.
* BlatantBurglar: Like everyone else, they embody their respective areas' stereotypes of what a typical burglar is. For example, S.A.B.R.E.'s Burglars come wearing striped shirts, beanies and masks, while P.A.T.R.I.O.T. sends the ClassyCatBurglar complete with a comedically-exaggerated gait.
* DominoMask: Those aligned with S.A.B.R.E., P.A.T.R.I.O.T. and A.N.V.I.L. will be wearing these.
* InTheHood: S.M.A.S.H. ones wear hoods.
* SpyCatsuit: The P.A.T.R.I.O.T. ones come wearing these, of various colors, complete with high heels and [[AbsoluteCleavage a good view of their chest area.]]
[[/folder]]

[[folder:Infiltrators and Saboteurs]]
* AbsoluteCleavage: The outfit of S.M.A.S.H.'s version doesn't leave too much to the imagination...
* GasMaskMooks: S.A.B.R.E.'s Infiltrators look like members of the SAS, but thankfully, their gas masks don't protect them from gas traps.
* HarpoonGun: P.A.T.R.I.O.T.'s Scuba Diver-like infiltrators use their harpoons to fight.
* HighlyVisibleNinja: Quite literally with A.N.V.I.L's version of these, since they ''are'' ninjas. In full getup. Of various bright colors.
* {{Stripperific}}: H.A.M.M.E.R.'s Infiltrators are girls that have a fair amount of skin exposed, and wear a DominoMask.
* StuffBlowingUp: Their basic MO. Seeing anything evil (i.e. a heat rating) will usually result in them trying to destroy it with their guns. Woe betide you if they [[OhCrap plant charges to do it]].
[[/folder]]

[[folder:Soldiers and Veterans]]
* CoolGuns: Soldiers' armaments vary in appearance depending on their alleigance: P.A.T.R.I.O.T. uses M16s, S.A.B.R.E. uses Sterling [=SMGs=], A.N.V.I.L. and H.A.M.M.E.R. use different variants of an [=AK=]-pattern rifle, and S.M.A.S.H. uses IMI Galils. Somehow they all deal the same amount of damage.
* EliteMooks: Even pathetic and poor versions of these are elite mooks in and of themselves.
* MoreDakka: Wielding Assault Rifles and coming in squads, they can easily kill a lot of your minions if you're not prepared.
* TriggerHappy: If they see anything affiliated with you, count on them to start shooting at it. Even if they just so happen to be ''defenseless Valets in your hotel''. This does render them the least vulnerable to traps, because while most upper-tier agents can walk over basic traps without triggering them, Soldiers just won't leave them intact.
[[/folder]]
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!The Henchmen
The Henchmen, as their title may imply, are your seconds. They are far stronger than normal minions and have their own special abilities.

[[folder:All of them]]
* TheDragon: Your starting Henchman is intended to be this to you.
* EliteMooks: They're your Elite Mooks, more specifically, and in very limited supply.
* FinalDeath: Super Agents are able to inflict this on them by killing them three times.
* InvincibleVillain: Up to a certain point, Henchmen are unkillable. Being defeated by regular agents will only knock them out for a while, but Super Agents will take off one of their three lives. Losing all three means they're gone for good, which is the biggest reason the Super Agents are so dangerous.
* NamesToRunAwayFromReallyFast: Quite a number of them. Let's see, Lord ''Kane'', Eli ''Barracuda'', Dr. ''Neurocide'', Dr. ''Ethan Asia'' aka ''The Butcher'', ''Red Ivan''...
** The only one averting this is The Matron, whose name is the least scariest out of all henchmen, and yet she's one of the most unhinged.
* VideoGameLives: If they are taken down by normal agents, they just pass out for a while, but this being done by a Super Agent will take one of three lives from them. If they lose all three, they're dead for the rest of the playthrough.

to:

\n\n!The Henchmen\n* [[Characters/EvilGeniusHenchmen The Henchmen, as their title may imply, are your seconds. They are far stronger than normal Henchmen]]

!Minion Types
The
minions are... well, [[ExactlyWhatItSaysOnTheTin your minions]]! These guys will carry out your general tasks around the base, but some specialize in certain areas. There are four types of minion. The Construction Minions, Social Minions, Military Minions and have Science Minions.

[[folder:Minions in general]]
* ColorCodedCharacters: Construction Workers wear yellow, Social Minions wear red (save for the Spindoctor), Military Minions wear orange and Science Minions wear white (Technicians wear some blue with it).
* EvilMinions: [[ExactlyWhatItSaysOnTheTin Duh]]. Nothing gets done in the base or the world map without a Minion getting involved.
* FailedASpotCheck: Minions will completely ignore all agents unless you tag them. This can run the gamut from blissfully walking past a brightly-suited cat burglar obviously trying to jimmy open a locked door, to ignoring that squad of bright white ninjas following them through the defenses.
* HeelFaceTurn: Minions whose loyalty goes to zero will attempt to escape your island. Unless they're [[IHaveBoobsYouMustObey seduced by Mariana Mamba,]] you'd best tag them for capture and let them sit in a holding cell for a bit so they can remember who
their own special abilities.

[[folder:All
boss is. Especially if they are a high-level minion like a Mercenary.
* InstantExpert: It takes only a few minutes
of them]]
* TheDragon: Your starting Henchman is intended
training or interrogation for a Construction Worker to be this to you.
become a professional Marksman, suave Playboy, or Quantum Physicist.
* EliteMooks: {{Mooks}}: Well, actually, they're ''your'' Mooks. They're your Elite Mooks, more specifically, and in very limited supply.
* FinalDeath: Super Agents are able to inflict this on them by killing them three times.
* InvincibleVillain: Up to a certain point, Henchmen are unkillable. Being defeated by regular agents will only knock them out for a while, but Super Agents will take off one of their three lives. Losing
all three means they're gone for good, which is the biggest reason the Super Agents are so dangerous.
* NamesToRunAwayFromReallyFast: Quite a number of them. Let's see, Lord ''Kane'', Eli ''Barracuda'', Dr. ''Neurocide'', Dr. ''Ethan Asia'' aka ''The Butcher'', ''Red Ivan''...
** The only one averting this is The Matron, whose name is the least scariest out of all henchmen, and yet she's one of
ultimately expendable, even the most unhinged.
* VideoGameLives: If they are taken down by normal agents, they just pass out for a while, but this being done by a Super Agent will take one of three lives from them. If they lose all three, they're dead for the rest of the playthrough.
elite units, simply because there's always more waiting to join up.



!! Henchmen (Evil Genius)

[[folder:Jubei]]

[[quoteright:235:https://static.tvtropes.org/pmwiki/pub/images/jubei_eg1.png]]
[[caption-width-right:235:]]

* FlashStep: He can learn the ability "Wind Walk", but it's more a teleport given he can appear ''anywhere''. It makes him one of the more useful combat henchmen, because very few enemies short of a Super Agent can survive Jubei teleporting on top of them with his Critical Slash ability ready.
* FromNobodyToNightmare: He used to be a lowly janitor for his dojo, and taught himself swordplay by using his broom to mimic the training exercises he witnessed. Jubei then became a deadly samurai that killed the dojo personally, and is capable of fighting anyone toe-to-toe.
* HeelRealization: Downplayed; It wasn't until after he was leaving the dojo that he realized maybe his dead masters were right about him, but he still went on to become a Ronin looking for work.
* IaijutsuPractitioner: Exclusively attacks enemies using quick-draw slashes with his sword, resheathing it after every attack. His attack speed is slow because of it, but he deals significant damage with each swing to compensate.
* IResembleThatRemark: Slaughtered every member of his former dojo because the Dojo masters told him he lacked the sense of peace and tranquility needed to be a true samurai. He acknowledged that they may have had a point as he left the building.
* MasterSwordsman: Presented as such, and he's the strongest of the starter Henchmen in melee combat as a result of his skill.
* {{Samurai}}: One who went rogue, at that.
* SupremeChef: An InformedAbility. He's described as a samurai and a sushi master, but we never see him cook.

to:

!! Henchmen (Evil Genius)

[[folder:Jubei]]

[[quoteright:235:https://static.tvtropes.org/pmwiki/pub/images/jubei_eg1.png]]
[[caption-width-right:235:]]

[[folder:Construction Workers]]
These yellow jumpsuit-wearing are your most common minions, responsible for building your base and being general CannonFodder.
* FlashStep: He {{Handguns}}: They arm themselves with pistols when the base is set to Yellow or Red Alert.
* MagikarpPower: Even the best of your Martial Artists and the smartest of your Scientists started out as these brain-dead buffoons. With some time and protection as they train, they
can learn stand toe to toe with any agent sent to the ability "Wind Walk", island.
* RedShirt: Well, yellow shirt, anyway. Your basic starter minions who can construct your base and move your furniture around,
but it's more a teleport given he are lousy at all World Domination activities and can barely contribute to a fight even when armed. They'll die in droves whenever they're forced to fight.
* WeHaveReserves: They come for free at a rate of 1 minion every minute or so. If you agree to spend some money, they'll
appear ''anywhere''. at a faster rate up to 1 Worker per second. It makes him one of the more useful combat henchmen, because very few enemies short of is possible to [[ZergRush continually swarm a Super Agent can survive Jubei teleporting on top of them with his Critical Slash ability ready.
* FromNobodyToNightmare: He used to be a lowly janitor for his dojo, and taught himself swordplay by using his broom to mimic the training exercises he witnessed. Jubei then became a deadly samurai that killed the dojo personally, and is capable
endless wave of fighting anyone toe-to-toe.
* HeelRealization: Downplayed; It wasn't
Workers until after he was leaving the dojo that he realized maybe his dead masters were right about him, but he still went on to become a Ronin looking for work.
* IaijutsuPractitioner: Exclusively attacks enemies using quick-draw slashes with his sword, resheathing it after every attack. His attack speed is slow because of it, but he deals significant damage with each swing to compensate.
* IResembleThatRemark: Slaughtered every member of his former dojo because the Dojo masters told him he lacked the sense of peace and tranquility needed to be a true samurai. He acknowledged that
they may go down,]] as long you have had a point as he left the building.
cash to pay for it.
* MasterSwordsman: Presented as such, WorkerUnit: They're the most basic Minion, but also ''the'' most important. After all, they're the ones building your base, bringing stolen money to your treasury, and he's freeing up elite minions from shifts. Construction Workers are also how you get more elite minions, as the strongest of elites train the starter Henchmen in melee combat as a result of his skill.
* {{Samurai}}: One who went rogue, at that.
* SupremeChef: An InformedAbility. He's described as a samurai and a sushi master, but we never see him cook.
Workers until they reach the position you need.



[[folder:Eli Barracuda]]

[[quoteright:265:https://static.tvtropes.org/pmwiki/pub/images/eli_eg2.png]]
[[caption-width-right:265:]]

* AfroAssKicker: He has a big afro and kicks as much butt as its size.
* BadassInANiceSuit: [[BerserkButton Just don't spill anything on it.]]
* BerserkButton: Eli wears a white suit and he's very proud of it. ''Don't'' spill anything on it, as he'll kill you on the spot.
* BoomHeadshot: His first ability has him do this, dealing high damage. He's also the only one of the three possible starting Henchmen to carry a gun, and is among the small amount of Henchmen who have ranged attacks.
* BreakTheHaughty: He used to be a feared crime lord until he shot the Mayor of New York, who stained his suit by spilling coffee on it. Not even his organization could cover it up, and he's forced to go underground... for the time being.
* CompositeCharacter: For all intents and purposes he's essentially a combination of both Jules Winnfield in appearance and combat, and ''Film/UndercoverBrother'' in terms of theme.
* FauxAffablyEvil: He may be upbeat and enthusiastic, but there's no ignoring the fact that he is a bonafide crimelord who is unapologetically vicious, especially during his childhood.
* JackOfAllStats: Functions this way among the three possible starting Henchmen, representing a middle ground between Jubei's high combat power and Lord Kane's support abilities. He's much more threatening to enemies in direct combat than Lord Kane, yet has more utility than Jubei since he can use his Ghetto Posse ability to lead a dance party of enemy agents safely out of your base (or, if you're into that sort of thing, right into your traps).
* JiveTurkey: Oh yeah.
-->"Here comes yo daddy!"
* MagicMusic: One of his skills is to pull out a boombox to hypnotize enemy agents into [[InvoluntaryDance dancing]] and following him, leaving them helpless.
* ScaryBlackMan: Quite imposing.
* TopHeavyGuy: He's quite muscular, and his legs are a little thin.
* VillainInAWhiteSuit: Never seen without his white suit, and comes from a criminal background.

to:

[[folder:Eli Barracuda]]

[[quoteright:265:https://static.tvtropes.org/pmwiki/pub/images/eli_eg2.png]]
[[caption-width-right:265:]]

* AfroAssKicker: He has a big afro
[[folder:Social Minions]]
Valets, Spindoctors, Playboys
and kicks as much butt as its size.
* BadassInANiceSuit: [[BerserkButton Just don't spill anything on it.]]
* BerserkButton: Eli wears a white suit
Diplomats. They use their abilities to confuse and he's very proud of it. ''Don't'' spill anything on it, as he'll kill you on the spot.
* BoomHeadshot: His first ability has him do this, dealing high damage. He's
distract agents, while also running your hotels.
* BriefcaseFullOfMoney: Diplomats carry these around and use them to bribe agents, which lowers their loyalty.
* TheCasanova: Playboys. Heck, they have a rare and unique animation where they can kiss a female agent and drain more of their stats than usual.
* FatBastard: Spindoctors and Diplomats are
the only fat minions in your service, and they are definitely evil.
* LuxuriousLiquor: Playboys offer a fine drink to an agent when tagged for psychological weakening.
* TheMedic: The closest thing you have, excluding minions working in the Infirmary. If a unit (allied or enemy) is completely incapacitated, it's your Social minions that will tend to them; enemies dazed from stat drain will be gently led outdoors (sometimes), and passed-out minions will be carried to a place of safety to recuperate their lowest stat.
* NonActionGuy: They'll never attack anyone unless the base is on red alert. And even then, they do such a pathetic job of it that any social minion that gets into a fight with anyone will likely end up very very dead. On the other hand, since the fastest way to reduce your Heat score is to have enemy agents come to the island and leave empty-handed, Social minions are
one of the three possible starting Henchmen to carry a gun, and is among the small amount most efficient ways of Henchmen who have ranged attacks.
* BreakTheHaughty: He used to be
dealing with intruders. Even if an investigator finds something incriminating, a feared crime lord until he shot the Mayor of New York, who stained his suit by spilling coffee on it. Not even his organization could cover it up, and he's forced to go underground... for the time being.
* CompositeCharacter: For all intents and purposes he's essentially a combination of both Jules Winnfield in appearance and combat, and ''Film/UndercoverBrother'' in terms of theme.
* FauxAffablyEvil: He may be upbeat and enthusiastic, but there's no ignoring the fact
Spindoctor can leave him so befuddled that he is a bonafide crimelord who is unapologetically vicious, especially during his childhood.won't remember it.
* JackOfAllStats: Functions this way among {{Paparazzi}}: What Spindoctors essentially are. They either ask their victims for an intrusive interview, or hop around them taking photos. This confuses and baffles the three possible starting Henchmen, representing a middle ground between Jubei's high combat power and Lord Kane's support abilities. He's much more threatening to enemies in direct combat than Lord Kane, yet has more utility than Jubei since he can use his Ghetto Posse ability to lead a dance party of enemy agents safely out of your base (or, agent, reducing their Smarts.
* WorkerUnit: While sharing some responsibilities with Construction minions, Valets have one particular job; they will extinguish fires if there's any, but
if you're into that sort of thing, right into careful in managing your traps).
* JiveTurkey: Oh yeah.
-->"Here comes yo daddy!"
* MagicMusic: One
equipment or hostile threats, there won't be any fire. They are, however, the ''only'' units capable of his skills is to pull putting out a boombox fires, so you'll want to hypnotize enemy agents into [[InvoluntaryDance dancing]] have a few around. Valets will also assist your Construction Workers in buying items for your base and following him, leaving them helpless.
* ScaryBlackMan: Quite imposing.
* TopHeavyGuy: He's quite muscular, and his legs are a little thin.
* VillainInAWhiteSuit: Never seen without his white suit, and comes
ferrying ill-gotten money from a criminal background.the depots. All Social Minions are also able to run your hotels.



[[folder:Lord Kane]]

[[quoteright:124:https://static.tvtropes.org/pmwiki/pub/images/lord_kane_eg1.jpg]]
[[caption-width-right:124:]]

* BeenThereShapedHistory: Kane was responsible for various historic catastrophes in the world of ''Evil Genius'', such as the crash of the Hindenburg, setting up the assassination of Archduke Ferdinand, and the Titanic sinking.
* TheCharmer: His ''Smooth Operator'' had him calm the target down, get all friendly, and assure them that nothing's wrong, resulting in the target losing all Heat immediately. Unlike Montezuma, the target might still wander around and regain Heat.
* TheDreaded: He can use his intimidating reputation and appearance to scare enemies into panicking.
* EvilOldFolks: Lord Kane is one the oldest looking Henchmen, and is an Evil Genius in all but name due to his previous historic crimes. He displays a dryly exasperated attitude about having to kill people on the Genius' orders, as if he's having to take out the trash.
* {{Expy}}: Of [[Film/TheUsualSuspects Keyser Söze.]] In-game files actually mention Söze as Kane's real name, and the announcement that plays after he gets recruited has the Chinese announcer refer to him as the Keyser.
* HistoricalRapSheet: He is suspected of having a hand in every major crime of the 20th century, including setting fire to the Hindenburg, the assassination of Archduke Fran Ferdinand, and sinking the Titanic (though he vehemently insists that the last one was not on purpose).
* ManipulativeBastard: Of the starting Henchmen, Lord Kane is the weakest in direct combat (relying on his fists, in comparison to Jubei's swordplay or Eli's gun), but Kane is the best of the three for support due to his expertise at manipulating hearts and minds. His skill ''Smooth Operator'' has him successfully convince anyone that everything they've seen is of no concern, allowing you to wipe an agent's heat. ''Psychic Terror'' has Kane cause an entire group of agents to become terrified for a short time, leaving them wide open for your other minions to take them out with no risk.
* NameOfCain: Well, he's called Lord ''Kane'' for a reason.
* NiceHat: Is always wearing a blue top hat.
* OnceDoneNeverForgotten: He has been blamed for sinking the Titanic but he has always vehemently insisted that his involvement in the incident was just an honest accident caused by a minion mishearing his words.

to:

[[folder:Lord Kane]]

[[quoteright:124:https://static.tvtropes.org/pmwiki/pub/images/lord_kane_eg1.jpg]]
[[caption-width-right:124:]]

[[folder:Military Minions]]
Guards, Mercenaries, Martial Artists and Marksmen. These guys are your main combat force which serve to dispose of all those pesky agents sneaking onto your island when diplomacy fails.
* BeenThereShapedHistory: Kane was responsible for various historic catastrophes BareFistedMonk: The Martial Artists eschew weapons to focus in the world of ''Evil Genius'', such as the crash melee combat. They can still train others into one of the Hindenburg, setting up the assassination of Archduke Ferdinand, and the Titanic sinking.
* TheCharmer: His ''Smooth Operator'' had him calm the target down, get all friendly, and assure them that nothing's wrong, resulting in the target losing all Heat immediately. Unlike Montezuma, the target might still wander around and regain Heat.
* TheDreaded: He can use his intimidating reputation and appearance to scare enemies into panicking.
* EvilOldFolks: Lord Kane is one the oldest looking Henchmen, and is an Evil Genius in all but name
'lesser' gun-toting minions, likely due to his previous historic crimes. He displays a dryly exasperated attitude about having to kill people on been one themselves.
* {{BFG}}: Mercenaries use Heavy Machine Guns and Marksmen use sniper rifles, with
the Genius' orders, as if he's having to take out latter carrying their guns at all times.
* FriendlySniper: [[DownplayedTrope Downplayed]], but Marksmen do
the trash.
* {{Expy}}: Of [[Film/TheUsualSuspects Keyser Söze.]] In-game files actually mention Söze
same activities as Kane's real name, and the announcement that plays after he gets recruited has the Chinese announcer refer to him as the Keyser.
* HistoricalRapSheet: He is suspected of having a hand in every major crime of the 20th century, including setting fire to the Hindenburg, the assassination of Archduke Fran Ferdinand, and sinking the Titanic (though he vehemently insists that the last one was not on purpose).
* ManipulativeBastard: Of the starting Henchmen, Lord Kane is the weakest in direct combat (relying on his fists, in comparison to Jubei's swordplay or Eli's gun), but Kane is the best of the three for support due to his expertise at manipulating hearts and minds. His skill ''Smooth Operator'' has him successfully convince anyone that everything they've seen is of no concern, allowing you to wipe an agent's heat. ''Psychic Terror'' has Kane cause an entire group of agents to become terrified for a short time, leaving them wide open for your
other minions in their free time, such as chatting with minions or henchmen, playing games, watching TV, etc.
* HighlyConspicuousUniform: They wouldn't be evil guards without these. All Military minions wear some form of bright orange outfit, which makes them very distinct in appearance.
* MoreDakka: Guards use assault rifles when armed, but Mercenaries take it a step further by arming themselves with heavy machine guns.
* ProperlyParanoid: Marksmen always bring their Sniper Rifle with them, unlike others who would arm themselves only during alerts.
* ShootingGallery: They're trained in either this (for Mercenaries and Marksmen), dojos (for Martial Artists) or at Punching Bags (Guards). [[VideoGameCrueltyPotential The Marksman shooting range also serves as a torture device, by the way.]]
* StickyFingers: A Mercenary that decides to [[ScrewThisImOuttaHere bail on you]] will try
to take them out some of your cash with no risk.
* NameOfCain: Well, he's called Lord ''Kane'' for a reason.
* NiceHat: Is always wearing a blue top hat.
* OnceDoneNeverForgotten: He has been blamed for sinking
him, unlike all the Titanic but he has always vehemently insisted other minions that his involvement just try to run. You'd best tag him for 're-education'.
* VideoGameFlamethrowersSuck: Mercenaries can be equipped with flamethrowers after some research, but they're unfortunately AwesomeButImpractical. They're very expensive (you get one for 20 grand, when the cheaper Heavy Rifle Cabinet equips ten Mercenaries), causes friendly fire if used
in the incident was just an honest accident caused by a minion mishearing his words.base, and are too short-ranged to use outside of the base if facing off with Soldiers. And they set everything on fire, which can lead to furniture exploding or other minions dying.



[[folder:Dr. Neurocide]]

[[quoteright:136:https://static.tvtropes.org/pmwiki/pub/images/dr_neurocide_eg1.jpg]]
[[caption-width-right:136:]]

* FreakLabAccident: This was her StartOfDarkness. She researched experimental bioweapons and cosmetics in the same lab, as the lucrative cosmetics research was very useful to finance the more experimental bioweapons research. However, after a long night of research, Dr. Neurocide mistakenly applied an experimental compound nicknamed "Evil Juice" to her face instead of her foundation. The compound seeped into her bloodstream and remapped her neurons, turning her into a MadScientist.
* InventionalWisdom: There's something to be said about Dr. Neurocide having a bottle of "Evil Juice" just lying around her lab.
* KnockoutGas: She can spray endurance-sapping gas around.
* MadScientist: The greatest example of this out of all of the henchmen, being an insane scientist of two wildly differing fields, and using her mind-altering research to further the Evil cause. She's one of the absolute best Henchmen for plotting on the World Map as a result.
* MushroomSamba: In addition to her knockout gas bombs, she can also spray a hallucinogen over areas of your base. As long as the gas lasts, anything in the affected area temporarily loses its Heat rating; an agent can literally take a walk through a hallway filled with priceless stolen artifacts without taking note of anything suspicious.
* YouGottaHaveBlueHair: She has a purple beehive.

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[[folder:Dr. Neurocide]]

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* FreakLabAccident: This was her StartOfDarkness. She researched experimental bioweapons
[[folder:Science Minions]]
Technicians, Scientists, Biochemists
and cosmetics in the same lab, as the lucrative cosmetics Quantum Physicists. They are responsible for keeping your base up and running and doing your research was very useful to finance the more experimental bioweapons research. However, after a long night of research, Dr. Neurocide mistakenly applied an experimental compound nicknamed "Evil Juice" to her face instead of her foundation. The compound seeped into her bloodstream and remapped her neurons, turning her into a MadScientist.
for you.
* InventionalWisdom: There's something to be said about Dr. Neurocide having a bottle of "Evil Juice" just lying around her lab.
* KnockoutGas: She can spray endurance-sapping gas around.
TheEngineer: Technicians will repair any damaged equipment.
* MadScientist: The greatest example An entire army of this out of all of the henchmen, being an insane scientist of two wildly differing fields, and using her mind-altering them, conducting your evil research to further the Evil cause. She's one of the absolute best Henchmen for plotting on the World Map and unlocking new tools and technology as you mix up different items.
* NonActionGuy: They will never get into
a result.
* MushroomSamba: In addition to her knockout gas bombs, she can also spray
fight at all. If a hallucinogen over areas of your base. As long as the gas lasts, anything soldier is in the affected area temporarily loses its Heat rating; an agent can literally take a walk through a hallway filled with priceless stolen artifacts without taking note of anything suspicious.
same room, don't expect the Science Minion to survive.
* YouGottaHaveBlueHair: She has a purple beehive.WorkerUnit: After Workers, Technicians are the second-most important minions as they perform repairs and routine maintenance work. Especially those {{Sentry Gun}}s and nuclear power plants.



[[folder:The Matron]]

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* AxCrazy: She worked at a psychiatric hospital and became notorious for torturing and killing patients, and she is one of the most enthusiastic Henchmen when being told to kill someone.
* BoringButPractical: She may look like your typical granny, but the fact that she lowers heat better than most minions in the social branch can be very helpful early in the game when you're required to gain funds for your base. Later on, she remains a stunningly practical option for her effectiveness in combat and her support skills.
* DissonantSerenity: She always has a gentle smile on her face, and some of her lines are sweet-''sounding'', but she keeps that smile going while beating people to death or electrocuting them.
* ElectricTorture: After accidentally taking some experimental anti-psychosis drugs, the Matron had a complete turnaround in her behavior. She started administering nonstop electroshock therapy to her unfortunate patients. One of her abilities is to electrocute a target until they're dead, or have their smarts drained if they survive the shock.
* EpicFlail: Has a spiked one built into her prosthetic hand, after she lost hers from a gangrene-infected bite.
* EvilOldFolks: Don't let that kindly exterior fool you...
* {{Expy}}: Of [[Film/OneFlewOverTheCuckoosNest Nurse Ratched.]]
* KillerRabbit: She looks and sounds like a sweet old granny, and yet she's an AxCrazy psychopath with a prosthetic spiked flail/tesla coil who's quite capable in melee combat.
* NeedleworkIsForOldPeople: Her recovery animation is pulling out some yarn and needles and knitting until she heals back up. One of her combat lines is being calm until whomever you tell her to attack apparently makes her drop a stitch, prompting her to scream in fury and [[DisproportionateRetribution try to kill the offending party]].
* SpellMyNameWithAThe: Her real name is Elsa Krabb, but after her evil awakening, she insists on being called The Matron. That "The" is ''not'' optional, apparently.
* TeamMom: Bizarrely enough, yes. She's got a skill called Motherly Love, which sees her giving another Henchman a coddling treatment complete with face-pinching. It restores the other Henchman's special abilities immediately.

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[[folder:The Matron]]

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* AxCrazy: She worked at a psychiatric hospital and became notorious for torturing and killing patients, and she is one of the most enthusiastic Henchmen when being told to kill someone.
* BoringButPractical: She may look like your typical granny, but the fact that she lowers heat better than most minions
[[folder:Freaks]]
These monstrosities are available after researching Freak Production. Created by reanimating body bags
in the social branch can be very helpful early in the game when you're required to gain funds for your base. Later on, she remains a stunningly practical option for her effectiveness in combat and her support skills.
* DissonantSerenity: She always has a gentle smile on her face, and some of her lines are sweet-''sounding'', but she keeps that smile going while beating people to death or electrocuting them.
* ElectricTorture: After accidentally taking some experimental anti-psychosis drugs, the Matron had a complete turnaround in her behavior. She started administering nonstop electroshock therapy to her unfortunate patients. One of her abilities is to electrocute a target until
Bio-Tanks, they're dead, or have their smarts drained if they survive the shock.
* EpicFlail: Has a spiked one built into her prosthetic hand, after she lost hers from a gangrene-infected bite.
* EvilOldFolks: Don't let that kindly exterior fool you...
* {{Expy}}: Of [[Film/OneFlewOverTheCuckoosNest Nurse Ratched.]]
* KillerRabbit: She looks
strong, tough, and sounds like dumber than a sweet old granny, and yet she's an AxCrazy psychopath with a prosthetic spiked flail/tesla coil who's quite capable in melee combat.
* NeedleworkIsForOldPeople: Her recovery animation is pulling out some yarn and needles and knitting until she heals back up. One
sack of her combat lines is being calm until whomever you tell her brick dust.
* CursedWithAwesome: Freaks' inability
to attack apparently makes her drop a stitch, prompting her to scream in fury and [[DisproportionateRetribution try to kill the offending party]].
* SpellMyNameWithAThe: Her real name is Elsa Krabb, but after her evil awakening, she insists on being called The Matron. That "The" is
''not'' optional, apparently.
trigger traps due to their idiocy has led to the creation of Freak Triggers[[note]] lock a Freak into a room with trap sensors; the Freak will always set them off, and they do not need to refresh themselves[[/note]], turning your booby-trapped hallway into an always-active DeathCourse.
* TeamMom: Bizarrely enough, yes. She's got a skill called Motherly Love, DumbMuscle: Strong with nonexistent mental faculty, ensuring they will always trigger your traps. They're also too stupid to obey your tags or respond to alarms, so they wander aimlessly around the island and will always attempt to smash any agent they come across.
* HumanResources: Freaks are made by tossing human corpses into the Laboratory's Bio-Tanks,
which sees her giving another Henchman a coddling treatment complete with face-pinching. It restores reanimates them and turns the other Henchman's special abilities immediately.body into an hulking undead monster. Their habit of killing any agent they run into tends to create more bodies for the Bio-Tanks.
* NoCureForEvil: Unlike the rest of the minions (who can be healed), Freaks can't recover from being injured. They're durable, but they inevitably die for the last time after enough fights have passed.
* OurZombiesAreDifferent: They're reanimated corpses achieved through bioscience that don't spread their condition, for once.
* SmashMook: They're your smash mooks. They're big, they're dumb, and their only goal in unlife is to charge at the enemy and pulverize them.



[[folder:Montezuma]]

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* {{Expy}}: Of [[Film/LiveAndLetDie Baron Samedi]]
* HollywoodVoodoo: He uses the darker side of Voodoo to raise zombies for fun and torment people. That being said, [[LampshadeHanging the in-game almanac notes that Voodoo is usually not like this]] - Montezuma just happens to embody the worst parts of it.
* ItAmusedMe: He's one of the few henchmen who does not have a FreudianExcuse for joining your cause, since he's ultimately doing all of his voodoo because it's fun. One of the factors in him signing up is that he's cursed everyone around his lair in Cuba, and is essentially out of fresh victims as a result.
* LaserGuidedAmnesia: His most notable ability is to wipe all Heat from a target and send them packing immediately. It's arguably superior to Kane's ''Smooth Operator'' since it makes them leave the island, but it can fail when the target has high intelligence.
* SupremeChef: Cooks a real mean gumbo. Though just like Jubei, it's an InformedAbility.
* VoodooDoll: His attack uses one of these; it's a ranged attack where he stabs a voodoo doll repeatedly.

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[[folder:Montezuma]]

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!The Forces of Justice

!!The Super Agents
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 kill your Henchman.

[[folder:All of them]]
* BossSubtitles: The first time one of them show up on the Island, the camera will cut to them and show their name.
* ContractualBossImmunity: 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. [[InvincibleHero No such luck for John Steele, though]].
* {{Expy}}: Of [[Film/LiveAndLetDie Baron Samedi]]
* HollywoodVoodoo: He uses the darker side of Voodoo to raise zombies for fun and torment people. That being said, [[LampshadeHanging the in-game almanac notes that Voodoo is usually not like this]] - Montezuma just happens to embody the worst parts of it.
* ItAmusedMe: He's
All but one of them are either this, or CaptainErsatz.
* GoodIsDumb: Smarter than
the few henchmen who does not have a FreudianExcuse for joining {{Red Shirt}}s, but still dumb. [[ContractualBossImmunity (But they can afford to be.)]]
* HeroKiller: Inverted example. They're the only characters capable of killing
your cause, since he's ultimately doing all of his voodoo because it's fun. One of Henchmen (and if you're particularly unlucky, [[GameOver you]]).
* HeroWithAnFInGood: You may be
the factors 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 him signing up is 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}}: Each Super Agent has a unique Leitmotif
that he's cursed everyone around his lair in Cuba, and is essentially out of fresh victims as a result.
* LaserGuidedAmnesia: His most notable ability is to wipe all Heat from a target and send them packing immediately. It's arguably superior to Kane's ''Smooth Operator'' since it makes them leave the island, but it can fail
plays when they arrive on the target has high intelligence.
* SupremeChef: Cooks a real mean gumbo. Though just like Jubei, it's an InformedAbility.
* VoodooDoll: His attack uses one of these; it's a ranged attack where he stabs a voodoo doll repeatedly.
island.



[[folder:Red Ivan (Henchman)]]

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* TheAhnold: Obviously based on the various roles of Creator/ArnoldSchwarzenegger, Ivan speaks like him (even though he's supposed to be Russian, not Austrian) and his in-game lines are mostly quotes from Schwarzenegger's movies.
* AwesomeButImpractical: Yeah, he's big and scary and has a giant bazooka, but considering that he's prone to destroying ''everything'' in his path? He's more of a liability than anything. He may have blown up that squad of 8 soldiers, but he also set everything on fire and killed your minions who were fighting the soldiers in the first place.
* {{BFG}}: He's never seen anywhere without his trusty bazooka. Amusingly, it folds into a compact form for storage in his person.
* TheBrute: One of, if not ''the'' most powerful Henchmen for direct combat, in both melee and ranged battle. His bazooka is naturally a strong HerdHittingAttack, and he can take on a group of Soldiers solo with it.
* DestructiveSavior: Red Ivan can save the day by blasting any intruding forces of good to bits with his bazooka. The problem is that he's a major collateral damage hazard if he happens to be in your base at the time.
* TheExile: The Soviets formally exiled him to a gulag in the Siberian Wilderness for [[EvenEvilHasStandards excessive brutality against dissidents]], after sentencing him for 90 years of forced labor.
* LandmineGoesClick: One of his special abilities is planting a group of mines in a square pattern.
* PsychoForHire: He's so psycho that the StateSec was dead scared of him and tried to lock him away on trumped up charges. The betrayal turned Ivan into a revenge-obsessed brute that hates the Capitalists he was trained to fight and the Communists who turned on him at the same time.
* RenegadeRussian: Was exiled to a gulag because his sadism terrified his communist handlers. As a result, he's disillusioned by both Communism and Capitalism, making him the perfect tool for an Evil Genius wanting to cause global havoc.
* SealedBadassInACan: Due to how much collateral damage he causes if left to his own devices, many players lock him in a Topside Shack outside with high security clearance, leaving him banging on the walls and freaking out for being locked in a small house. But when the Forces of Justice come knocking, it's time to open the can.
* StuffBlowingUp: His specialty, and the main reason he's a double-edged sword to the Evil Genius. His base attack is blasting enemies with his bazooka, and he can even learn a skill that has him chuck grenades everywhere while [[ThatRussianSquatDance Cossack dancing]].

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[[folder:Red Ivan (Henchman)]]

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[[folder:Mariana Mamba]]
S.M.A.S.H's Super Agent. She behaves as a Saboteur and Thief, meaning she will seek to enter your base to steal valuables and destroy important equipment.
* TheAhnold: Obviously based {{Expy}}: Of [[Film/DrNo Honey Ryder]].
* IHaveBoobsYouMustObey: 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 various roles of Creator/ArnoldSchwarzenegger, Ivan speaks like him (even though he's supposed to be Russian, not Austrian) spot, and his in-game lines are mostly quotes from Schwarzenegger's movies.
unlike other defections, these ones can never be re-educated.
* AwesomeButImpractical: Yeah, he's big and scary and has KnifeNut: She uses a giant bazooka, but considering that he's prone large serrated knife to destroying ''everything'' in his path? He's more make short work of a liability than anything. He may have blown up that squad of 8 soldiers, but he also set everything on fire and killed your any minions who were fighting try to attack her.
* MsFanservice: 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 soldiers early game where your special minions are more important, but laughable when you have 60 or more minions.
* NubileSavage: 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.
* PunishedWithUgly: [[spoiler: She's permanently defeated by injecting her with a chemical that causes her to become morbidly obese.]]
* {{Stripperific}}: Wears a bikini and little else, justified, as she's trying to seduce your minions. (Your guards will frisk her anyway if they're supposed to.)
* WarmUpBoss: Mariana is
the first place.
* {{BFG}}: He's never seen anywhere without his trusty bazooka. Amusingly, it folds into a compact form for storage in his person.
* TheBrute: One of, if not ''the'' most powerful Henchmen for direct combat, in both melee and ranged battle. His bazooka is naturally a strong HerdHittingAttack, and he can take on a group of Soldiers solo with it.
* DestructiveSavior: Red Ivan can save the day by blasting any intruding forces of good to bits with his bazooka. The problem is
Super Agent that he's a major collateral damage hazard if he happens to be in your base at will repeatedly invade the time.
* TheExile: The Soviets formally exiled him
island base. She's intended to introduce the player to how Super Agents work in all regards; she's only got a gulag 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 Siberian Wilderness for [[EvenEvilHasStandards excessive brutality against dissidents]], after sentencing him for 90 years early parts of forced labor.
* LandmineGoesClick: One of his special abilities is planting a group of mines in a square pattern.
* PsychoForHire: He's so psycho that
the StateSec was dead scared of him and tried to lock him away on trumped up charges. The betrayal turned Ivan into a revenge-obsessed brute that hates campaign, but not as insanely lethal as her counterparts from the Capitalists he was trained to fight and the Communists who turned on him at the same time.
* RenegadeRussian: Was exiled to a gulag because his sadism terrified his communist handlers. As a result, he's disillusioned by both Communism and Capitalism, making him the perfect tool for an Evil Genius wanting to cause global havoc.
* SealedBadassInACan: Due to how much collateral damage he causes if left to his own devices, many players lock him in a Topside Shack outside with high security clearance, leaving him banging on the walls and freaking out for being locked in a small house. But when the Forces of Justice come knocking, it's time to open the can.
* StuffBlowingUp: His specialty, and the main reason he's a double-edged sword to the Evil Genius. His base attack is blasting enemies with his bazooka, and he can even learn a skill that has him chuck grenades everywhere while [[ThatRussianSquatDance Cossack dancing]].
other Agencies.



[[folder:The Butcher]]

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[[caption-width-right:128:]]

* AxCrazy: Literally, too, since his weapons are two meat cleavers.
* TheButcher: [[DepartmentOfRedundancyDepartment Now this is getting redundant.]]
* DualWielding: Fights with two meat cleavers.
* FaceHeelTurn: Used to be a genuinely compassionate surgeon named Ethan Asia that operated in New Guinea, but after he had to transplant a cannibal's cursed pancreas into his own body, he turned into the Butcher; a sadistic murderer who's heavily implied to have turned into a cannibal as well.
* LightningBruiser: He's pretty fast, and his attacks ''really'' hurt, and come at quite the speed.
* MalevolentMaskedMen: The Butcher wears a full [[Literature/TheSilenceOfTheLambs Hannibal Lecter]]-esque hockey mask, but he has it painted to look like a clown's face.
* MaskOfSanity: His first skill, Facade of Normality, is this. Remembering his old bedside manner, he can pass for a sane person to get close to the Agents of Justice without immediately alerting them.
* OrganAutonomy: He inherited a curse due to receiving a pancreas transplant from a Papa New Guinean cannibal.
* PunnyName: Before adopting the moniker "The Butcher", he was a doctor called Ethan Asia.
* SelfSurgery: He once successfully transplanted another man's pancreas into his own body. Just a shame that it was a ''cursed'' pancreas, though.

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[[folder:The Butcher]]

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[[folder:Jet Chan]]
A.N.V.I.L's Super Agent. Acts as a Soldier and Thief; he will go on the offensive, and will also steal from you if given a chance.
* AxCrazy: Literally, too, since ArrogantKungFuGuy: He seems to pride himself on his weapons are two meat cleavers.
Kung-Fu skills. [[spoiler: 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 fight, breaking his will to continue]].
* TheButcher: [[DepartmentOfRedundancyDepartment Now BruceLeeClone: Essentially this is getting redundant.what Jet Chan is despite his name.
* CaptainErsatz: Of Creator/JetLi and Creator/JackieChan.
* DodgeTheBullet: His special trait makes him immune against bullets. You gotta take him down the hard way.
* MyGreatestFailure: The Evil Genius causes this event for Jet Chan in the mission to remove the Super Agent from the game. [[spoiler: 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]].
* RiggedContest: [[spoiler:Defeating him requires coaxing him to fight in your Dojo... after feeding him a meal spiked with sedatives to ensure he loses.
]]
* DualWielding: Fights with two meat cleavers.
* FaceHeelTurn: Used to be a genuinely compassionate surgeon named Ethan Asia
SoreLoser: [[spoiler:Defeating him requires interrogating his old master, who reveals that operated in New Guinea, but after Jet's arrogance has grown from too many effortless victories. Sure enough, once you defeat him, he had to transplant a cannibal's cursed pancreas goes into his own body, he turned into the Butcher; a sadistic murderer who's heavily implied exile to have turned into a cannibal as well.
* LightningBruiser: He's pretty fast,
meditate and his attacks ''really'' hurt, and come at quite the speed.
train, never returning.]]
* MalevolentMaskedMen: The Butcher WalkingShirtlessScene: He ''never'' wears a full [[Literature/TheSilenceOfTheLambs Hannibal Lecter]]-esque hockey mask, but he has it painted to look like a clown's face.
* MaskOfSanity: His first skill, Facade of Normality, is this. Remembering his old bedside manner, he can pass for a sane person to get close to the Agents of Justice without immediately alerting them.
* OrganAutonomy: He inherited a curse due to receiving a pancreas transplant from a Papa New Guinean cannibal.
* PunnyName: Before adopting the moniker "The Butcher", he was a doctor called Ethan Asia.
* SelfSurgery: He once successfully transplanted another man's pancreas into his own body. Just a shame that it was a ''cursed'' pancreas, though.
shirt.



[[folder:The Great Mesmero]]

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* BrainwashedAndCrazy: Can inflict this on Agents.
* EvilBrit: Hails from London's East End.
* MagikarpPower: When the Great Mesmero first comes into your service, he only fights in melee, and Mesmero's vaunted hypnotic skills are locked behind the highest experience requirements in the game[[note]] He requires 1,700 experience points to unlock both skills, when all other Henchmen only require at most 500 or so[[/note]]. Unlocking those skills turns him from an adequate melee fighter to a superb support character that can take direct control of enemy agents (if their smarts are low), and sap the loyalty of agents en-masse.
* PsychicPowers: His hypnosis isn't all mind trick, he begins levitating as his idle animation.

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[[folder:The Great Mesmero]]

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[[folder:Katerina Frostonova]]
H.A.M.M.E.R's Super Agent. 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.
* BrainwashedAndCrazy: Can inflict CaptainErsatz: Based on the ''ComicBook/BlackWidow'' from Creator/MarvelComics.
* CompanionCube: [[spoiler: 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]].
* ForcedToWatch: [[spoiler: She's defeated by being forced to watch you rip apart her only object of affection, Mr. Snuggles. YouBastard.]]
* GirlsLoveStuffedAnimals: The only thing
this on Agents.
* EvilBrit: Hails
IceQueen ever cares about is her teddy bear, Mr. Snuggles. [[spoiler: Which you rip apart in front of her, sending her into a permanent HeroicBSOD and removing her from London's East End.
* MagikarpPower: When the Great Mesmero first comes into
your service, he hair once and for all.]]
* OneHitKill: She can
only fights 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 [[OhCrap on your Evil Genius if she escapes an interrogation]]!
* SpySchool: As a toddler, her parents were accidentally gunned down
in melee, a K.G.B. raid gone wrong, and Mesmero's vaunted hypnotic skills are locked behind she was brought to the highest experience requirements in Soviet State Orphanage for Heroes of the game[[note]] He requires 1,700 experience points Republic. This orphanage is actually H.A.M.M.E.R.'s secret school for assassins, and so Katerina was raised to unlock both skills, when all kill her country's enemies on command.
* StealthExpert: In spite of her bright pink outfit, she's actually quite stealthy. The
other Henchmen only require at most 500 or so[[/note]]. Unlocking those skills turns him part of her ''Cold Assassin'' ability is to turn herself effectively invisible, making her very hard to spot and removing her marker from an adequate melee fighter the mini map. Base security systems can't see her while she's cloaked, allowing her to a superb support character that can take direct control approach the target of enemy agents (if their smarts are low), her choice and sap the loyalty of agents en-masse.
* PsychicPowers: His hypnosis isn't all mind trick, he begins levitating as his idle animation.
instantly kill them.



[[folder:Moko]]

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* TheBrute: A more traditional version, as Moko is a massive man that uses his raw power to fight the Forces of Justice in melee.
* {{Depower}}: Moko used to be a divine guardian for the Incan civilization, but relinquished his role and divine power after learning what the Spanish Conquistadors did to his people. He became mortal as a result, but still retained his size and strength.
* FaceHeelTurn: After learning what the Spanish did to the Incans, he essentially decided that the civilized world was evil and became willing to work with anyone who wanted to destroy it.
* FishOutOfTemporalWater: He wasn't summoned for a few centuries after the Incans died out, and the world had changed to be unrecognizable to his eyes.
* GroundPunch: His "Monkey Smash" move has him hitting the ground with both fists, which causes everyone around him [[ShockwaveStomp to fall onto their back]] and damaging them in the process.
* ScreamingWarrior: Well, he tries to be this. Most of his war-cries get interrupted by him running out of breath or burping.

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[[folder:Moko]]

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* TheBrute: A more traditional version,
[[folder:Dirk Masters]]
P.A.T.R.I.O.T's Super Agent. The most destructive agent bar none, he acts
as Moko both soldier and saboteur; he will do nothing but smash his way through your base in search of important things or people to shoot.
* ActionHero: 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.
* TheAhnold: Being an {{Expy}} of Creator/SylvesterStallone's ''Franchise/{{Rambo}}'' character.
* {{BFG}}: Remember those Heavy Machine Guns your Mercenaries lug around? This guy carries ''[[GunsAkimbo two.]]''
* CaptainErsatz: He's more-or-less [[Franchise/{{Rambo}} John Rambo]].
* IdiotHero: 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 afterwards. His lack of smarts is the main way to deal with his "missions" without
a massive man that uses his raw power to fight the Forces of Justice in melee.
* {{Depower}}: Moko used to be a divine guardian for the Incan civilization, but relinquished his role and divine power after learning what the Spanish Conquistadors did to his people. He became mortal as a result, but still retained his size and strength.
* FaceHeelTurn: After learning what the Spanish did to the Incans, he essentially decided that the civilized world was evil and became willing to work with anyone who wanted to destroy it.
* FishOutOfTemporalWater: He wasn't summoned for a few centuries after the Incans died out, and the world had changed to be unrecognizable to his eyes.
* GroundPunch: His "Monkey Smash" move has
body count, since social minions can leave him hitting the ground with both fists, which causes everyone confused fairly easily.
* MoreDakka: Carries [[GunsAkimbo two]] [[{{BFG}} giant machine guns]]
around with him [[ShockwaveStomp to fall onto their back]] and damaging 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 process.
room except him being dead/destroyed.
* ScreamingWarrior: Well, OneLastJob: 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 tries wants.
* TestosteronePoisoning: Big, hunky TopHeavyGuy who carries around 2 {{BFG}} at once. And then [[spoiler: this trope is played literally when you find out he's been using highly powerful and illegal steroids
to be this. Most of maintain his war-cries get interrupted by impossible physique as he gets older. A trip to the Bio-Tanks later, and all those chemicals [[ReforgedIntoAMinion mutate him running out of breath or burping.into a unique Freak]].]]



[[folder:Colonel Blackheart]]

[[quoteright:142:https://static.tvtropes.org/pmwiki/pub/images/col_blackheart_eg1.png]]
[[caption-width-right:142:]]

* {{Autocannibalism}}: When a tiger bit off his leg, he proceeded to kill it with his bare hands, then cooked it into a stew and ''added his severed leg to the dish''.
* BadassMustache: Sports a large handlebar mustache.
* BearTrap: He's capable of laying a few of these on the field to slow down agents.
* EgomaniacHunter: His entire shtick. The good Colonel has gotten bored with hunting mere animals, and the Evil Genius' offer of allowing him to hunt [[HuntingTheMostDangerousGame all the people he wants]] is what gets Blackheart on the payroll. One of his combat lines is him joyfully exclaiming he'll have his human opponent ''stuffed'' to serve as a hunting trophy, with another being him stating "another one for the trophy case!".
* EverythingIsBetterWithMonkeys: He has a pet monkey, who he uses to aid him in a fight, and as a special attack.
* {{Expy}}: Of [[{{Film/Jumanji}} Van Pelt.]]
* HighClassGlass: Wears a monocle.
* NiceHat: And a Pith Helmet.
* OlderIsBetter: His gun appears to be an stylized version of a classic black powder rifle, complete with overly wide muzzle; which is [[SchizoTech still somehow superior to modern assault rifles and machine guns in firepower.]] His gun's only real drawback is its relatively short range, but it's much stronger to compensate.
* QuintessentialBritishGentleman: He certainly speaks like one, though in practice, he is anything ''but'' a gentleman.
-->"By Jove, I'll ''butcher him''!
* SeadogPegLeg: Not a sailor or a pirate, but has a sharp metal spike to serve as a peg leg, with a unique walking animation to emphasize it. It doesn't stop him from running during an alert, thankfully.
* WorthyOpponent: The reason for the aforementioned {{Autocannibalism}} is so he would honor the beast that injured him so thoroughly.

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[[folder:Colonel Blackheart]]

[[quoteright:142:https://static.tvtropes.org/pmwiki/pub/images/col_blackheart_eg1.png]]
[[caption-width-right:142:]]

* {{Autocannibalism}}: When
[[folder:John Steele]]
S.A.B.R.E's Super Agent. Behaves as
a tiger bit off his leg, he proceeded to kill it with his bare hands, then cooked it into a stew Saboteur and ''added his severed leg Investigator; he will try to destroy important equipment in your base, and in the dish''.
process will gather evidence of your evil deeds to further drive up your Heat rating.
* BadassMustache: Sports a large handlebar mustache.
* BearTrap:
TheAce: The last Super Agent coming after you, the most annoying to deal with, and utterly unkillable aside from an end-game cutscene. He's capable noted as having stopped countless evil schemes, and having an near endless amount of laying medals and commendations as a few of these on result.
* BadassInANiceSuit: A black and white tuxedo, to be exact.
* DefiantToTheEnd: His actions during
the field to slow down agents.
* EgomaniacHunter: His entire shtick. The good Colonel has gotten bored with hunting mere animals, and the Evil Genius' offer of allowing him to hunt [[HuntingTheMostDangerousGame all the people he wants]] is what gets Blackheart on the payroll. One
Doomsday Countdown show he's earned every one of his combat lines is accolades. [[spoiler: If you capture him joyfully exclaiming and keep him in a cell during the Countdown, he'll have 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 human opponent ''stuffed'' last moments on Earth fighting the Minion for his pistol, only to serve as a hunting trophy, with another being him stating "another 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 trophy case!".
* EverythingIsBetterWithMonkeys: He has a pet monkey, who he uses
Rocket to aid stop himself from falling... and then it takes off, sending him in a fight, and as a special attack.
into space]].
* {{Expy}}: Of [[{{Film/Jumanji}} Van Pelt.]]
* HighClassGlass: Wears a monocle.
* NiceHat: And a Pith Helmet.
* OlderIsBetter:
[[Franchise/JamesBond Bond himself]]! His gun appears surname is likely based on ''Series/RemingtonSteele'', whose actor would go on to play James Bond.
* FinalBoss: He's the very last Super Agent you'll see in the 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 an stylized version of the last obstacle in a classic black powder rifle, complete with overly wide muzzle; which is [[SchizoTech still somehow superior to modern assault rifles player's way before their victory.
* HollywoodHacking: Which sends your entire base
and machine guns in firepower.]] His gun's 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.
* InvincibleHero: Steele is flat out ''impossible'' to defeat - not
only real drawback is its relatively short range, does he possess the other Super Agent's ability to resist normal attempts at killing, but there is no obtional objective that allows you to defeat him. [[spoiler:Though, if you have him imprisoned when you launch your Doomsday Device, he'll end up stuck to it as it travels into space]].
* SkippableBoss: If one is ''very'' careful about managing their notoriety,
it's much stronger possible to compensate.
get through the whole game without even seeing him once.
* QuintessentialBritishGentleman: StrappedToARocket: [[spoiler: His final fate, if you keep him locked up as you launch your DoomsdayDevice. He certainly speaks like one, though in practice, he is anything ''but'' a gentleman.
-->"By Jove, I'll ''butcher him''!
* SeadogPegLeg: Not a sailor or a pirate, but has a sharp metal spike to serve as a peg leg,
forced onto the rocket with a unique walking animation to emphasize it. It doesn't stop him from running during an alert, thankfully.
no way out, and then ''launched into space'']].
* WorthyOpponent: The reason for TitleThemeDrop: His {{Leitmotif}} is the aforementioned {{Autocannibalism}} is so he would honor first few seconds of the beast main theme song.
* TuxedoAndMartini: Considering [[Franchise/JamesBond who he's based on,]] it's little surprise he wears a fancy tuxedo, and his description mentions
that injured him so thoroughly.
the first sign of his approach is an empty martini glass in a nearby casino.



!! Henchmen (Evil Genius 2)

[[folder:Full Metal Jackie]]

[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/full_metal_jackie_eg2.png]]
[[caption-width-right:300:]]

* ArmsDealer: After leaving the air-force, she became a black market arms dealer. This is reflected by one of her special abilities called "Hand Guns", which allows her to arm minions with guns.
* OnlyInItForTheMoney: Jackie became an international arms dealer specifically because it pays better than her military posting. She's noted to go where war is brewing to sell arms to both sides, and is motivated to invade the Evil Genius' lair because their Doomsday Device is one of the most valuable weapons she could ever hope to sell.
* OnlyKnownByTheirNickname: Her real name is unknown, and she's only referred to by her code-name from her time in the Australian air-force.

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!! Henchmen (Evil Genius 2)

[[folder:Full Metal Jackie]]

[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/full_metal_jackie_eg2.png]]
[[caption-width-right:300:]]

* ArmsDealer: After leaving
!!Agent Types
The Agents are your enemies, who are sent by
the air-force, she became a black market arms dealer. This is reflected by one Forces of her special abilities called "Hand Guns", which allows her Justice to arm minions with guns.
* OnlyInItForTheMoney: Jackie became an international arms dealer specifically because it pays
look for misdeeds and try to stop you. There are four flavours of Agent: pathetic, poor, good and exceptional. The higher your heat is, the more powerful Agents that will be sent and the better than her military posting. She's noted equipped they'll be.

[[folder:Agents in general]]
* EliteMooks: Anyone in the good or exceptional categories are this
to go where war is brewing to sell arms to both sides, the Forces of Justice. They'll come with higher stats, more things they can do against you, and is motivated to invade the Evil Genius' lair because their Doomsday Device is one of the most more firepower.
* {{Mooks}}: They aren't yours, though.
* ReversePsychology: You can occasionally fool higher-tiered Agents using low security doors, since they [[ArtificialBrilliance assume that nothing
valuable weapons she or dangerous could ever hope to sell.
* OnlyKnownByTheirNickname: Her real name is unknown, and she's only referred to by her code-name from her time in
lie behind such an easy obstacle.]] In the Australian air-force.
same manner, they are attracted to high-security doors like flies to a jar of honey since they also assume the reverse is true, so a corridor full of high-security doors with nothing behind them is a good way to keep agents entertained.



[[folder:Incendio]]

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/incendio_eg2.png]]
[[caption-width-right:350:]]

* MagiciansAreWizards: He has the look and act of a stage magician, though like Mesmero, his powers are real.
* SuspiciouslySimilarSubstitute: Of the Great Mesmero.

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[[folder:Incendio]]

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/incendio_eg2.png]]
[[caption-width-right:350:]]

[[folder:Investigators and Agents]]
* MagiciansAreWizards: He has BanditMook: Any Investigators that are not Pathetic will steal stuff if they get the look opportunity. Poor Investigators tend to steal gold if they get into your strongroom while Good and act Exceptional ones will try to take your loot as well.
* {{Determinator}}: Seriously, the lengths
of time that some of these guys will spend stood at a stage magician, door to try and force it open is really quite something, particularly the Pathetic ones who are also extremely bad at it.
* FailedASpotCheck: The Pathetic Investigators/Agents can walk past piles of corpses and stolen loot without noticing them.
* TheGoomba: The weakest of the Agent types and typically the first of the Forces of Justice you will encounter. They are more interested in gathering evidence than fighting.
* HeKnowsTooMuch: Essentially the premise behind Investigators. If they find suspicious things in or around your base, they will make a run for the exit platform and tell their superiors about it, raising your Heat, so it's advisable to make sure they don't come back alive...
** Conversely, it's actually preferable to let unsuspicious Investigators (with a blue ring around them) leave, because then they get a false pretense your island isn't suspicious, getting you a drop in heat from that Force of Justice.
* NiceHat: S.A.B.R.E.'s variants have a simple bowler hat adorning their heads. Strangely, the profile image for agents shows P.A.T.R.I.O.T.'s Agents wearing fancy fedoras, even
though like Mesmero, his powers are real.
* SuspiciouslySimilarSubstitute: Of the Great Mesmero.
they never come with them in-game.



!Minion Types
The minions are... well, [[ExactlyWhatItSaysOnTheTin your minions]]! These guys will carry out your general tasks around the base, but some specialize in certain areas. There are four types of minion. The Construction Minions, Social Minions, Military Minions and Science Minions.

[[folder:Minions in general]]
* ColorCodedCharacters: Construction Workers wear yellow, Social Minions wear red (save for the Spindoctor), Military Minions wear orange and Science Minions wear white (Technicians wear some blue with it).
* EvilMinions: [[ExactlyWhatItSaysOnTheTin Duh]]. Nothing gets done in the base or the world map without a Minion getting involved.
* FailedASpotCheck: Minions will completely ignore all agents unless you tag them. This can run the gamut from blissfully walking past a brightly-suited cat burglar obviously trying to jimmy open a locked door, to ignoring that squad of bright white ninjas following them through the defenses.
* HeelFaceTurn: Minions whose loyalty goes to zero will attempt to escape your island. Unless they're [[IHaveBoobsYouMustObey seduced by Mariana Mamba,]] you'd best tag them for capture and let them sit in a holding cell for a bit so they can remember who their boss is. Especially if they are a high-level minion like a Mercenary.
* InstantExpert: It takes only a few minutes of training or interrogation for a Construction Worker to become a professional Marksman, suave Playboy, or Quantum Physicist.
* {{Mooks}}: Well, actually, they're ''your'' Mooks. They're all ultimately expendable, even the most elite units, simply because there's always more waiting to join up.

to:

!Minion Types
The minions are... well, [[ExactlyWhatItSaysOnTheTin
[[folder:Burglars and Thieves]]
* BanditMook: They'll take any opportunity to steal
your minions]]! These guys gold. If they see any loot around, count on them to try and swipe it. Letting them get away with what they stole will carry out your general tasks around the base, but some specialize in certain areas. There are four types cause a Notoriety drop, since an Evil Genius who lets their prize loot get stolen isn't to be feared.
* BlatantBurglar: Like everyone else, they embody their respective areas' stereotypes
of minion. The Construction Minions, Social Minions, Military Minions and Science Minions.

[[folder:Minions in general]]
* ColorCodedCharacters: Construction Workers wear yellow, Social Minions wear red (save for the Spindoctor), Military Minions wear orange and Science Minions wear white (Technicians wear some blue with it).
* EvilMinions: [[ExactlyWhatItSaysOnTheTin Duh]]. Nothing gets done in the base or the world map without
what a Minion getting involved.
* FailedASpotCheck: Minions will completely ignore all agents unless you tag them. This can run the gamut from blissfully walking past a brightly-suited cat
typical burglar obviously trying to jimmy open a locked door, to ignoring that squad of bright white ninjas following them through is. For example, S.A.B.R.E.'s Burglars come wearing striped shirts, beanies and masks, while P.A.T.R.I.O.T. sends the defenses.
ClassyCatBurglar complete with a comedically-exaggerated gait.
* HeelFaceTurn: Minions whose loyalty goes to zero DominoMask: Those aligned with S.A.B.R.E., P.A.T.R.I.O.T. and A.N.V.I.L. will attempt to escape your island. Unless they're [[IHaveBoobsYouMustObey seduced by Mariana Mamba,]] you'd best tag them for capture be wearing these.
* InTheHood: S.M.A.S.H. ones wear hoods.
* SpyCatsuit: The P.A.T.R.I.O.T. ones come wearing these, of various colors, complete with high heels
and let them sit in [[AbsoluteCleavage a holding cell for a bit so they can remember who good view of their boss is. Especially if they are a high-level minion like a Mercenary.
* InstantExpert: It takes only a few minutes of training or interrogation for a Construction Worker to become a professional Marksman, suave Playboy, or Quantum Physicist.
* {{Mooks}}: Well, actually, they're ''your'' Mooks. They're all ultimately expendable, even the most elite units, simply because there's always more waiting to join up.
chest area.]]



[[folder:Construction Workers]]
These yellow jumpsuit-wearing are your most common minions, responsible for building your base and being general CannonFodder.
* {{Handguns}}: They arm themselves with pistols when the base is set to Yellow or Red Alert.
* MagikarpPower: Even the best of your Martial Artists and the smartest of your Scientists started out as these brain-dead buffoons. With some time and protection as they train, they can stand toe to toe with any agent sent to the island.
* RedShirt: Well, yellow shirt, anyway. Your basic starter minions who can construct your base and move your furniture around, but are lousy at all World Domination activities and can barely contribute to a fight even when armed. They'll die in droves whenever they're forced to fight.
* WeHaveReserves: They come for free at a rate of 1 minion every minute or so. If you agree to spend some money, they'll appear at a faster rate up to 1 Worker per second. It is possible to [[ZergRush continually swarm a Super Agent with endless wave of Workers until they go down,]] as long you have the cash to pay for it.
* WorkerUnit: They're the most basic Minion, but also ''the'' most important. After all, they're the ones building your base, bringing stolen money to your treasury, and freeing up elite minions from shifts. Construction Workers are also how you get more elite minions, as the elites train the Workers until they reach the position you need.

to:

[[folder:Construction Workers]]
These yellow jumpsuit-wearing are your most common minions, responsible for building your base
[[folder:Infiltrators and being general CannonFodder.
Saboteurs]]
* {{Handguns}}: They arm themselves with pistols when the base is set to Yellow or Red Alert.
* MagikarpPower: Even the best
AbsoluteCleavage: The outfit of your Martial Artists and the smartest of your Scientists started out as these brain-dead buffoons. With some time and protection as they train, they can stand toe to toe with any agent sent S.M.A.S.H.'s version doesn't leave too much to the island.
imagination...
* RedShirt: Well, yellow shirt, anyway. Your basic starter minions who can construct your base and move your furniture around, GasMaskMooks: S.A.B.R.E.'s Infiltrators look like members of the SAS, but are lousy at all World Domination activities and can barely contribute to a fight even when armed. They'll die in droves whenever they're forced thankfully, their gas masks don't protect them from gas traps.
* HarpoonGun: P.A.T.R.I.O.T.'s Scuba Diver-like infiltrators use their harpoons
to fight.
* WeHaveReserves: They come for free at a rate of 1 minion every minute or so. If you agree to spend some money, they'll appear at a faster rate up to 1 Worker per second. It is possible to [[ZergRush continually swarm a Super Agent HighlyVisibleNinja: Quite literally with endless wave A.N.V.I.L's version of Workers until these, since they go down,]] as long you ''are'' ninjas. In full getup. Of various bright colors.
* {{Stripperific}}: H.A.M.M.E.R.'s Infiltrators are girls that
have the cash to pay for it.
a fair amount of skin exposed, and wear a DominoMask.
* WorkerUnit: They're the most StuffBlowingUp: Their basic Minion, but also ''the'' most important. After all, they're the ones building your base, bringing stolen money MO. Seeing anything evil (i.e. a heat rating) will usually result in them trying to your treasury, and freeing up elite minions from shifts. Construction Workers are also how destroy it with their guns. Woe betide you get more elite minions, as the elites train the Workers until if they reach the position you need.[[OhCrap plant charges to do it]].



[[folder:Social Minions]]
Valets, Spindoctors, Playboys and Diplomats. They use their abilities to confuse and distract agents, while also running your hotels.
* BriefcaseFullOfMoney: Diplomats carry these around and use them to bribe agents, which lowers their loyalty.
* TheCasanova: Playboys. Heck, they have a rare and unique animation where they can kiss a female agent and drain more of their stats than usual.
* FatBastard: Spindoctors and Diplomats are the only fat minions in your service, and they are definitely evil.
* LuxuriousLiquor: Playboys offer a fine drink to an agent when tagged for psychological weakening.
* TheMedic: The closest thing you have, excluding minions working in the Infirmary. If a unit (allied or enemy) is completely incapacitated, it's your Social minions that will tend to them; enemies dazed from stat drain will be gently led outdoors (sometimes), and passed-out minions will be carried to a place of safety to recuperate their lowest stat.
* NonActionGuy: They'll never attack anyone unless the base is on red alert. And even then, they do such a pathetic job of it that any social minion that gets into a fight with anyone will likely end up very very dead. On the other hand, since the fastest way to reduce your Heat score is to have enemy agents come to the island and leave empty-handed, Social minions are one of the most efficient ways of dealing with intruders. Even if an investigator finds something incriminating, a Spindoctor can leave him so befuddled that he won't remember it.
* {{Paparazzi}}: What Spindoctors essentially are. They either ask their victims for an intrusive interview, or hop around them taking photos. This confuses and baffles the agent, reducing their Smarts.
* WorkerUnit: While sharing some responsibilities with Construction minions, Valets have one particular job; they will extinguish fires if there's any, but if you're careful in managing your equipment or hostile threats, there won't be any fire. They are, however, the ''only'' units capable of putting out fires, so you'll want to have a few around. Valets will also assist your Construction Workers in buying items for your base and ferrying ill-gotten money from the depots. All Social Minions are also able to run your hotels.

to:

[[folder:Social Minions]]
Valets, Spindoctors, Playboys
[[folder:Soldiers and Diplomats. They use Veterans]]
* CoolGuns: Soldiers' armaments vary in appearance depending on
their abilities to confuse alleigance: P.A.T.R.I.O.T. uses M16s, S.A.B.R.E. uses Sterling [=SMGs=], A.N.V.I.L. and distract agents, while also running your hotels.
H.A.M.M.E.R. use different variants of an [=AK=]-pattern rifle, and S.M.A.S.H. uses IMI Galils. Somehow they all deal the same amount of damage.
* BriefcaseFullOfMoney: Diplomats carry EliteMooks: Even pathetic and poor versions of these around are elite mooks in and use them to bribe agents, which lowers their loyalty.
of themselves.
* TheCasanova: Playboys. Heck, they have a rare MoreDakka: Wielding Assault Rifles and unique animation where coming in squads, they can kiss easily kill a female agent and drain more lot of their stats than usual.
* FatBastard: Spindoctors and Diplomats are the only fat
your minions in your service, and they are definitely evil.
* LuxuriousLiquor: Playboys offer a fine drink to an agent when tagged for psychological weakening.
* TheMedic: The closest thing you have, excluding minions working in the Infirmary. If a unit (allied or enemy) is completely incapacitated, it's your Social minions that will tend to them; enemies dazed from stat drain will be gently led outdoors (sometimes), and passed-out minions will be carried to a place of safety to recuperate their lowest stat.
* NonActionGuy: They'll never attack anyone unless the base is on red alert. And even then, they do such a pathetic job of it that any social minion that gets into a fight with anyone will likely end up very very dead. On the other hand, since the fastest way to reduce your Heat score is to have enemy agents come to the island and leave empty-handed, Social minions are one of the most efficient ways of dealing with intruders. Even if an investigator finds something incriminating, a Spindoctor can leave him so befuddled that he won't remember it.
* {{Paparazzi}}: What Spindoctors essentially are. They either ask their victims for an intrusive interview, or hop around them taking photos. This confuses and baffles the agent, reducing their Smarts.
* WorkerUnit: While sharing some responsibilities with Construction minions, Valets have one particular job; they will extinguish fires if there's any, but
if you're careful not prepared.
* TriggerHappy: If they see anything affiliated with you, count on them to start shooting at it. Even if they just so happen to be ''defenseless Valets
in managing your equipment or hostile threats, there hotel''. This does render them the least vulnerable to traps, because while most upper-tier agents can walk over basic traps without triggering them, Soldiers just won't be any fire. They are, however, the ''only'' units capable of putting out fires, so you'll want to have a few around. Valets will also assist your Construction Workers in buying items for your base and ferrying ill-gotten money from the depots. All Social Minions are also able to run your hotels.leave them intact.



[[folder:Military Minions]]
Guards, Mercenaries, Martial Artists and Marksmen. These guys are your main combat force which serve to dispose of all those pesky agents sneaking onto your island when diplomacy fails.
* BareFistedMonk: The Martial Artists eschew weapons to focus in melee combat. They can still train others into one of the 'lesser' gun-toting minions, likely due to having been one themselves.
* {{BFG}}: Mercenaries use Heavy Machine Guns and Marksmen use sniper rifles, with the latter carrying their guns at all times.
* FriendlySniper: [[DownplayedTrope Downplayed]], but Marksmen do the same activities as other minions in their free time, such as chatting with minions or henchmen, playing games, watching TV, etc.
* HighlyConspicuousUniform: They wouldn't be evil guards without these. All Military minions wear some form of bright orange outfit, which makes them very distinct in appearance.
* MoreDakka: Guards use assault rifles when armed, but Mercenaries take it a step further by arming themselves with heavy machine guns.
* ProperlyParanoid: Marksmen always bring their Sniper Rifle with them, unlike others who would arm themselves only during alerts.
* ShootingGallery: They're trained in either this (for Mercenaries and Marksmen), dojos (for Martial Artists) or at Punching Bags (Guards). [[VideoGameCrueltyPotential The Marksman shooting range also serves as a torture device, by the way.]]
* StickyFingers: A Mercenary that decides to [[ScrewThisImOuttaHere bail on you]] will try to take some of your cash with him, unlike all the other minions that just try to run. You'd best tag him for 're-education'.
* VideoGameFlamethrowersSuck: Mercenaries can be equipped with flamethrowers after some research, but they're unfortunately AwesomeButImpractical. They're very expensive (you get one for 20 grand, when the cheaper Heavy Rifle Cabinet equips ten Mercenaries), causes friendly fire if used in the base, and are too short-ranged to use outside of the base if facing off with Soldiers. And they set everything on fire, which can lead to furniture exploding or other minions dying.
[[/folder]]

[[folder:Science Minions]]
Technicians, Scientists, Biochemists and Quantum Physicists. They are responsible for keeping your base up and running and doing your research for you.
* TheEngineer: Technicians will repair any damaged equipment.
* MadScientist: An entire army of them, conducting your evil research and unlocking new tools and technology as you mix up different items.
* NonActionGuy: They will never get into a fight at all. If a soldier is in the same room, don't expect the Science Minion to survive.
* WorkerUnit: After Workers, Technicians are the second-most important minions as they perform repairs and routine maintenance work. Especially those {{Sentry Gun}}s and nuclear power plants.
[[/folder]]

[[folder:Freaks]]
These monstrosities are available after researching Freak Production. Created by reanimating body bags in the Bio-Tanks, they're strong, tough, and dumber than a sack of brick dust.
* CursedWithAwesome: Freaks' inability to ''not'' trigger traps due to their idiocy has led to the creation of Freak Triggers[[note]] lock a Freak into a room with trap sensors; the Freak will always set them off, and they do not need to refresh themselves[[/note]], turning your booby-trapped hallway into an always-active DeathCourse.
* DumbMuscle: Strong with nonexistent mental faculty, ensuring they will always trigger your traps. They're also too stupid to obey your tags or respond to alarms, so they wander aimlessly around the island and will always attempt to smash any agent they come across.
* HumanResources: Freaks are made by tossing human corpses into the Laboratory's Bio-Tanks, which reanimates them and turns the body into an hulking undead monster. Their habit of killing any agent they run into tends to create more bodies for the Bio-Tanks.
* NoCureForEvil: Unlike the rest of the minions (who can be healed), Freaks can't recover from being injured. They're durable, but they inevitably die for the last time after enough fights have passed.
* OurZombiesAreDifferent: They're reanimated corpses achieved through bioscience that don't spread their condition, for once.
* SmashMook: They're your smash mooks. They're big, they're dumb, and their only goal in unlife is to charge at the enemy and pulverize them.
[[/folder]]

!The Forces of Justice

!!The Super Agents
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 kill your Henchman.

[[folder:All of them]]
* BossSubtitles: The first time one of them show up on the Island, the camera will cut to them and show their name.
* ContractualBossImmunity: 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. [[InvincibleHero No such luck for John Steele, though]].
* {{Expy}}: All but one of them are either this, or CaptainErsatz.
* GoodIsDumb: Smarter than the {{Red Shirt}}s, but still dumb. [[ContractualBossImmunity (But they can afford to be.)]]
* HeroKiller: Inverted example. They're the only characters capable of killing your Henchmen (and if you're particularly unlucky, [[GameOver you]]).
* HeroWithAnFInGood: 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}}: Each Super Agent has a unique Leitmotif that plays when they arrive on the island.
[[/folder]]

[[folder:Mariana Mamba]]
S.M.A.S.H's Super Agent. She behaves as a Saboteur and Thief, meaning she will seek to enter your base to steal valuables and destroy important equipment.
* {{Expy}}: Of [[Film/DrNo Honey Ryder]].
* IHaveBoobsYouMustObey: 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.
* KnifeNut: She uses a large serrated knife to make short work of any minions who try to attack her.
* MsFanservice: 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.
* NubileSavage: 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.
* PunishedWithUgly: [[spoiler: She's permanently defeated by injecting her with a chemical that causes her to become morbidly obese.]]
* {{Stripperific}}: Wears a bikini and little else, justified, as she's trying to seduce your minions. (Your guards will frisk her anyway if they're supposed to.)
* WarmUpBoss: 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.
[[/folder]]

[[folder:Jet Chan]]
A.N.V.I.L's Super Agent. Acts as a Soldier and Thief; he will go on the offensive, and will also steal from you if given a chance.
* ArrogantKungFuGuy: He seems to pride himself on his Kung-Fu skills. [[spoiler: 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 fight, breaking his will to continue]].
* BruceLeeClone: Essentially this is what Jet Chan is despite his name.
* CaptainErsatz: Of Creator/JetLi and Creator/JackieChan.
* DodgeTheBullet: His special trait makes him immune against bullets. You gotta take him down the hard way.
* MyGreatestFailure: The Evil Genius causes this event for Jet Chan in the mission to remove the Super Agent from the game. [[spoiler: 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]].
* RiggedContest: [[spoiler:Defeating him requires coaxing him to fight in your Dojo... after feeding him a meal spiked with sedatives to ensure he loses.]]
* SoreLoser: [[spoiler:Defeating him requires interrogating his old master, who reveals that Jet's arrogance has grown from too many effortless victories. Sure enough, once you defeat him, he goes into exile to meditate and train, never returning.]]
* WalkingShirtlessScene: He ''never'' wears a shirt.
[[/folder]]

[[folder:Katerina Frostonova]]
H.A.M.M.E.R's Super Agent. 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.
* CaptainErsatz: Based on the ''ComicBook/BlackWidow'' from Creator/MarvelComics.
* CompanionCube: [[spoiler: 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]].
* ForcedToWatch: [[spoiler: She's defeated by being forced to watch you rip apart her only object of affection, Mr. Snuggles. YouBastard.]]
* GirlsLoveStuffedAnimals: The only thing this IceQueen ever cares about is her teddy bear, Mr. Snuggles. [[spoiler: Which you rip apart in front of her, sending her into a permanent HeroicBSOD and removing her from your hair once and for all.]]
* OneHitKill: 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 [[OhCrap on your Evil Genius if she escapes an interrogation]]!
* SpySchool: 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.
* StealthExpert: 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.
[[/folder]]

[[folder:Dirk Masters]]
P.A.T.R.I.O.T's Super Agent. 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.
* ActionHero: 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.
* TheAhnold: Being an {{Expy}} of Creator/SylvesterStallone's ''Franchise/{{Rambo}}'' character.
* {{BFG}}: Remember those Heavy Machine Guns your Mercenaries lug around? This guy carries ''[[GunsAkimbo two.]]''
* CaptainErsatz: He's more-or-less [[Franchise/{{Rambo}} John Rambo]].
* IdiotHero: 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 afterwards. 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.
* MoreDakka: Carries [[GunsAkimbo two]] [[{{BFG}} 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.
* OneLastJob: 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.
* TestosteronePoisoning: Big, hunky TopHeavyGuy who carries around 2 {{BFG}} at once. And then [[spoiler: 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 [[ReforgedIntoAMinion mutate him into a unique Freak]].]]
[[/folder]]

[[folder:John Steele]]
S.A.B.R.E's Super Agent. 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.
* TheAce: The last Super Agent coming after you, the most annoying to deal with, and utterly unkillable aside from an end-game cutscene. He's noted as having stopped countless evil schemes, and having an near endless amount of medals and commendations as a result.
* BadassInANiceSuit: A black and white tuxedo, to be exact.
* DefiantToTheEnd: His actions during the Doomsday Countdown show he's earned every one of his accolades. [[spoiler: 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 [[Franchise/JamesBond Bond himself]]! His surname is likely based on ''Series/RemingtonSteele'', whose actor would go on to play James Bond.
* FinalBoss: He's the very last Super Agent you'll see in the 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.
* HollywoodHacking: 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.
* InvincibleHero: Steele is flat out ''impossible'' to defeat - not only does he possess the other Super Agent's ability to resist normal attempts at killing, but there is no obtional objective that allows you to defeat him. [[spoiler:Though, if you have him imprisoned when you launch your Doomsday Device, he'll end up stuck to it as it travels into space]].
* SkippableBoss: If one is ''very'' careful about managing their notoriety, it's possible to get through the whole game without even seeing him once.
* StrappedToARocket: [[spoiler: His final fate, if you keep him locked up as you launch your DoomsdayDevice. He is forced onto the rocket with no way out, and then ''launched into space'']].
* TitleThemeDrop: His {{Leitmotif}} is the first few seconds of the main theme song.
* TuxedoAndMartini: Considering [[Franchise/JamesBond 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.
[[/folder]]

!!Agent Types
The Agents are your enemies, who are sent by the Forces of Justice to look for misdeeds and try to stop you. There are four flavours of Agent: pathetic, poor, good and exceptional. The higher your heat is, the more powerful Agents that will be sent and the better equipped they'll be.

[[folder:Agents in general]]
* EliteMooks: Anyone in the good or exceptional categories are this to the Forces of Justice. They'll come with higher stats, more things they can do against you, and more firepower.
* {{Mooks}}: They aren't yours, though.
* ReversePsychology: You can occasionally fool higher-tiered Agents using low security doors, since they [[ArtificialBrilliance assume that nothing valuable or dangerous could lie behind such an easy obstacle.]] In the same manner, they are attracted to high-security doors like flies to a jar of honey since they also assume the reverse is true, so a corridor full of high-security doors with nothing behind them is a good way to keep agents entertained.
[[/folder]]

[[folder:Investigators and Agents]]
* BanditMook: Any Investigators that are not Pathetic will steal stuff if they get the opportunity. Poor Investigators tend to steal gold if they get into your strongroom while Good and Exceptional ones will try to take your loot as well.
* {{Determinator}}: Seriously, the lengths of time that some of these guys will spend stood at a door to try and force it open is really quite something, particularly the Pathetic ones who are also extremely bad at it.
* FailedASpotCheck: The Pathetic Investigators/Agents can walk past piles of corpses and stolen loot without noticing them.
* TheGoomba: The weakest of the Agent types and typically the first of the Forces of Justice you will encounter. They are more interested in gathering evidence than fighting.
* HeKnowsTooMuch: Essentially the premise behind Investigators. If they find suspicious things in or around your base, they will make a run for the exit platform and tell their superiors about it, raising your Heat, so it's advisable to make sure they don't come back alive...
** Conversely, it's actually preferable to let unsuspicious Investigators (with a blue ring around them) leave, because then they get a false pretense your island isn't suspicious, getting you a drop in heat from that Force of Justice.
* NiceHat: S.A.B.R.E.'s variants have a simple bowler hat adorning their heads. Strangely, the profile image for agents shows P.A.T.R.I.O.T.'s Agents wearing fancy fedoras, even though they never come with them in-game.
[[/folder]]

[[folder:Burglars and Thieves]]
* BanditMook: They'll take any opportunity to steal your gold. If they see any loot around, count on them to try and swipe it. Letting them get away with what they stole will cause a Notoriety drop, since an Evil Genius who lets their prize loot get stolen isn't to be feared.
* BlatantBurglar: Like everyone else, they embody their respective areas' stereotypes of what a typical burglar is. For example, S.A.B.R.E.'s Burglars come wearing striped shirts, beanies and masks, while P.A.T.R.I.O.T. sends the ClassyCatBurglar complete with a comedically-exaggerated gait.
* DominoMask: Those aligned with S.A.B.R.E., P.A.T.R.I.O.T. and A.N.V.I.L. will be wearing these.
* InTheHood: S.M.A.S.H. ones wear hoods.
* SpyCatsuit: The P.A.T.R.I.O.T. ones come wearing these, of various colors, complete with high heels and [[AbsoluteCleavage a good view of their chest area.]]
[[/folder]]

[[folder:Infiltrators and Saboteurs]]
* AbsoluteCleavage: The outfit of S.M.A.S.H.'s version doesn't leave too much to the imagination...
* GasMaskMooks: S.A.B.R.E.'s Infiltrators look like members of the SAS, but thankfully, their gas masks don't protect them from gas traps.
* HarpoonGun: P.A.T.R.I.O.T.'s Scuba Diver-like infiltrators use their harpoons to fight.
* HighlyVisibleNinja: Quite literally with A.N.V.I.L's version of these, since they ''are'' ninjas. In full getup. Of various bright colors.
* {{Stripperific}}: H.A.M.M.E.R.'s Infiltrators are girls that have a fair amount of skin exposed, and wear a DominoMask.
* StuffBlowingUp: Their basic MO. Seeing anything evil (i.e. a heat rating) will usually result in them trying to destroy it with their guns. Woe betide you if they [[OhCrap plant charges to do it]].
[[/folder]]

[[folder:Soldiers and Veterans]]
* CoolGuns: Soldiers' armaments vary in appearance depending on their alleigance: P.A.T.R.I.O.T. uses M16s, S.A.B.R.E. uses Sterling [=SMGs=], A.N.V.I.L. and H.A.M.M.E.R. use different variants of an [=AK=]-pattern rifle, and S.M.A.S.H. uses IMI Galils. Somehow they all deal the same amount of damage.
* EliteMooks: Even pathetic and poor versions of these are elite mooks in and of themselves.
* MoreDakka: Wielding Assault Rifles and coming in squads, they can easily kill a lot of your minions if you're not prepared.
* TriggerHappy: If they see anything affiliated with you, count on them to start shooting at it. Even if they just so happen to be ''defenseless Valets in your hotel''. This does render them the least vulnerable to traps, because while most upper-tier agents can walk over basic traps without triggering them, Soldiers just won't leave them intact.
[[/folder]]
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!!The Evil Geniuses (Evil Genius)
Put quite simply, these guys are ''you''. They serve as your avatar in the game, with their ultimate goal being world domination. The player has three choices: Maximilian, Alexis or Shen Yu.

to:

!!The * [[Characters/TheEvilGeniuses The Evil Geniuses (Evil Genius)
Put quite simply, these guys are ''you''. They serve
Geniuses]]


!The Henchmen
The Henchmen,
as your avatar in the game, with their ultimate goal being world domination. The player has three choices: Maximilian, Alexis or Shen Yu.
title may imply, are your seconds. They are far stronger than normal minions and have their own special abilities.



* ActuallyADoombot: In Game Over screens, the corpse of your Evil Genius is revealed as this. [[StuffBlowingUp Then they explode.]]
* BadBoss: They can execute their own minions. It greatly boosts the loyalty of minions who witnessed it.
* BaldOfEvil: Both of the male Evil Geniuses have it.
* BodyguardBabes: At higher Notoriety, your Evil Genius gets one, then two of these. They're hardly effective though, and there's no way to replace them excepting mods. Alexis gets ChippendalesDancers that serve the same function instead.
* DecapitatedArmy: The player needs to keep their Evil Genius alive and safe at all times, due to them being the lynch pin of the whole world domination effort. In the event of the Evil Genius getting their health reduced to zero, the game instantly ends.
* DiabolicalMastermind: They are all variations of this trope.
* EvilGenius: It's literally in the name of the game. They're all incredibly intelligent, and using that to pursue world domination.
* KneelBeforeZod: [[spoiler: Win the game, and you're treated to a video of your Evil Genius making the UN assembly hall his/her throne room, and having world leaders kneel down to them.]]
* NonActionBigBad: Despite being able to [[YouHaveFailedMe off their own minions]], none of them are capable of fighting back or even running. If they're under attack, you'd best have minions or Henchmen nearby to cover the Genius' slow escape.
* PlayerCharacter: The Evil Genius serves as the avatar for the player.
* WeCannotGoOnWithoutYou: Being the PlayerCharacter, them dying will spell GameOver for the player. However, see ActuallyADoombot above.

to:

* ActuallyADoombot: In Game Over screens, the corpse of your Evil Genius TheDragon: Your starting Henchman is revealed as this. [[StuffBlowingUp Then they explode.]]
intended to be this to you.
* BadBoss: They can execute their own minions. It greatly boosts the loyalty of minions who witnessed it.
* BaldOfEvil: Both of the male Evil Geniuses have it.
* BodyguardBabes: At higher Notoriety, your Evil Genius gets one, then two of these.
EliteMooks: They're hardly effective though, and there's no way to replace them excepting mods. Alexis gets ChippendalesDancers that serve the same function instead.
* DecapitatedArmy: The player needs to keep their Evil Genius alive and safe at all times, due to them being the lynch pin of the whole world domination effort. In the event of the Evil Genius getting their health reduced to zero, the game instantly ends.
* DiabolicalMastermind: They are all variations of this trope.
* EvilGenius: It's literally in the name of the game. They're all incredibly intelligent, and using that to pursue world domination.
* KneelBeforeZod: [[spoiler: Win the game, and you're treated to a video of
your Evil Genius making the UN assembly hall his/her throne room, Elite Mooks, more specifically, and having world leaders kneel down to them.]]
in very limited supply.
* NonActionBigBad: Despite being FinalDeath: Super Agents are able to [[YouHaveFailedMe inflict this on them by killing them three times.
* InvincibleVillain: Up to a certain point, Henchmen are unkillable. Being defeated by regular agents will only knock them out for a while, but Super Agents will take
off one of their own minions]], none of them are capable of fighting back or even running. If three lives. Losing all three means they're under attack, you'd best have minions or Henchmen nearby to cover gone for good, which is the Genius' slow escape.
biggest reason the Super Agents are so dangerous.
* PlayerCharacter: NamesToRunAwayFromReallyFast: Quite a number of them. Let's see, Lord ''Kane'', Eli ''Barracuda'', Dr. ''Neurocide'', Dr. ''Ethan Asia'' aka ''The Butcher'', ''Red Ivan''...
**
The Evil Genius serves as only one averting this is The Matron, whose name is the avatar least scariest out of all henchmen, and yet she's one of the most unhinged.
* VideoGameLives: If they are taken down by normal agents, they just pass out for a while, but this being done by a Super Agent will take one of three lives from them. If they lose all three, they're dead
for the player.
* WeCannotGoOnWithoutYou: Being
rest of the PlayerCharacter, them dying will spell GameOver for the player. However, see ActuallyADoombot above.playthrough.



[[folder:Maximilian]]

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/maximilian_eg2.jpg]]
[[caption-width-right:350:]]

Raised in rural Austria by foster parents, Maximilian did not have the happiest of childhoods. Already the bully’s favourite because of his stockiness and squint; the young Maximilan became even more isolated from his peers when he developed chronic stress-related alopecia (hair loss) after a weekend-long ritual beating from his foster father, incurred for the crime of looking at him askew.

Such early setbacks might have deterred lesser men, but it only made Maximilian stronger, and he went on to found an extremely lucrative empire, fuelled by a desire to prove his worth to the world. Yet even his riches, Maximilian found himself rejected by his friends and beautiful women he thought he could buy. Spurned once more, he turned to misanthropy, and began to plot his revenge. If he could not make the world like him, he would have to make the world fear him…

----

* AbusiveParents: His foster father beat him often to the point that the stress caused him to go prematurely and permanently bald.
* BoomHeadshot: His execution method is pulling out a pistol and shooting his minions in the head.
* {{Expy}}: His scar, his BaldOfEvil, and his outfit are all a very, very clear reference to [[Franchise/JamesBond Ernst Stavro Blofeld.]] He also invites some comparisons to [[Film/AustinPowers Dr. Evil]], mainly due to his baldness and outfit.
* FreudianExcuse: He had a terrible childhood and suffered abuse from his foster father. When he became wealthy, he used his riches to find some measure of love and respect. When he realized that his wealth could not bring him either of those things, he decided to go for world domination.
* GoodScarsEvilScars: Has a scar going vertically down his right eye.
* HighClassGlass: Max wears a monocle perhaps to demonstrate his wealthy background.
* JackOfAllStats: Max is being presented as such for ''Evil Genius 2''. While the other three Geniuses focus more heavily on social, military, or science playstyles and objectives, Max is a mix of the three and is intended for newer players to adjust to the game.
* TheNapoleon: According to his backstory, he has a complex regarding his height.
* SeriesMascot: He is easily the most recognizable character in the series, having been heavily featured in promo art and trailers, game covers and is a playable character for the first and second games.
* TheSmartGuy: Being an Industrialist, Max gets advantages in the science department with lower research costs, compared to Alexis' VillainWithGoodPublicity or Shen Yu's clandestine operations.

to:

[[folder:Maximilian]]

[[quoteright:350:https://static.
!! Henchmen (Evil Genius)

[[folder:Jubei]]

[[quoteright:235:https://static.
tvtropes.org/pmwiki/pub/images/maximilian_eg2.jpg]]
[[caption-width-right:350:]]

Raised in rural Austria by foster parents, Maximilian did not have
org/pmwiki/pub/images/jubei_eg1.png]]
[[caption-width-right:235:]]

* FlashStep: He can learn
the happiest ability "Wind Walk", but it's more a teleport given he can appear ''anywhere''. It makes him one of childhoods. Already the bully’s favourite more useful combat henchmen, because very few enemies short of a Super Agent can survive Jubei teleporting on top of them with his Critical Slash ability ready.
* FromNobodyToNightmare: He used to be a lowly janitor for his dojo, and taught himself swordplay by using his broom to mimic the training exercises he witnessed. Jubei then became a deadly samurai that killed the dojo personally, and is capable of fighting anyone toe-to-toe.
* HeelRealization: Downplayed; It wasn't until after he was leaving the dojo that he realized maybe his dead masters were right about him, but he still went on to become a Ronin looking for work.
* IaijutsuPractitioner: Exclusively attacks enemies using quick-draw slashes with his sword, resheathing it after every attack. His attack speed is slow
because of it, but he deals significant damage with each swing to compensate.
* IResembleThatRemark: Slaughtered every member of
his stockiness former dojo because the Dojo masters told him he lacked the sense of peace and squint; the young Maximilan became even more isolated from his peers when he developed chronic stress-related alopecia (hair loss) after tranquility needed to be a weekend-long ritual beating from his foster father, incurred for the crime of looking at him askew.

Such early setbacks might
true samurai. He acknowledged that they may have deterred lesser men, but it only made Maximilian stronger, and he went on to found an extremely lucrative empire, fuelled by had a desire to prove his worth to the world. Yet even his riches, Maximilian found himself rejected by his friends and beautiful women he thought he could buy. Spurned once more, he turned to misanthropy, and began to plot his revenge. If he could not make the world like him, he would have to make the world fear him…

----

* AbusiveParents: His foster father beat him often to the
point that as he left the stress caused him to go prematurely building.
* MasterSwordsman: Presented as such,
and permanently bald.
* BoomHeadshot: His execution method is pulling out
he's the strongest of the starter Henchmen in melee combat as a pistol and shooting result of his minions in the head.skill.
* {{Expy}}: His scar, his BaldOfEvil, {{Samurai}}: One who went rogue, at that.
* SupremeChef: An InformedAbility. He's described as a samurai
and his outfit are all a very, very clear reference to [[Franchise/JamesBond Ernst Stavro Blofeld.]] He also invites some comparisons to [[Film/AustinPowers Dr. Evil]], mainly due to his baldness and outfit.
* FreudianExcuse: He had a terrible childhood and suffered abuse from his foster father. When he became wealthy, he used his riches to find some measure of love and respect. When he realized that his wealth could not bring
sushi master, but we never see him either of those things, he decided to go for world domination.
* GoodScarsEvilScars: Has a scar going vertically down his right eye.
* HighClassGlass: Max wears a monocle perhaps to demonstrate his wealthy background.
* JackOfAllStats: Max is being presented as such for ''Evil Genius 2''. While the other three Geniuses focus more heavily on social, military, or science playstyles and objectives, Max is a mix of the three and is intended for newer players to adjust to the game.
* TheNapoleon: According to his backstory, he has a complex regarding his height.
* SeriesMascot: He is easily the most recognizable character in the series, having been heavily featured in promo art and trailers, game covers and is a playable character for the first and second games.
* TheSmartGuy: Being an Industrialist, Max gets advantages in the science department with lower research costs, compared to Alexis' VillainWithGoodPublicity or Shen Yu's clandestine operations.
cook.



[[folder:Alexis]]

[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/alexis_3.jpg]]
[[caption-width-right:250:]]

When Alexis’s father died, bequeathing his multi-million dollar fortune and media empire to her; it would have been easy for her to conform to the traditional young heiress template, frittering the money away on wining, dining, and generally living the high life. Despite being spoiled rotten, however, Alexis was also highly motivated and intelligent with a sharp awareness of the way the world works. Her hard work and piercing intelligence saw her take the helm of her father’s media empire with aplomb, and global revenues soon quadrupled under her shrewd leadership.

However, Alexis was not without her vices. Years of being daddy’s little princess gave her a colossal ego and need for constant adoration. After a brief few years of contentment, the sycophantic praise she received from the lackeys in her company was no longer enough. Seeking a wider audience to worship her, she moved in front of the cameras and soon became America’s darling, gaining widespread acclaim for her television and movie roles. All too soon, the glamour faded. Alexis wanted more: more adulation, more wealth, more power. Alexis wanted the world.

----

* TheCharmer: Alexis is a beloved presence the world over, and her own advantage is that she gets a much larger aura than Maximilian or Shen-Yu. Alexis can singlehandedly restore the loyalty of minions en-masse, simply by standing in a room.
* CrutchCharacter: Alexis' special ability is very helpful early on, but loses a lot of mileage later when you have enough loot items to keep minions' loyalty reliably topped off.
* {{Expy}}: Of [[WesternAnimation/OneHundredAndOneDalmatians Cruella de Vil.]]
* EvilRedhead: Her hair is crimson red, and she's an evil genius.
* GoodSmokingEvilSmoking: In true supervillain fashion, she smokes from an elegant cigarette holder.
* InsufferableGenius: As shown below, what makes Alexis an Evil Genius as opposed to being an UpperClassTwit is that she really ''is'' as charismatic and talented as she thinks she is... and she knows it.
* KillItWithFire: She executes her minions via flicking her cigarette at them and burning them alive.
* SmallNameBigEgo: Being the heiress to a wealthy media tycoon gave her quite an ego, motivating her StartOfDarkness. In a subversion, her name really ''is'' that big; her achievements include quadrupling the value of her father's media empire, directing ''and'' starring in multiple movies that became smash hits '''and''' becoming America's top celebrity while at it. She might as well be Big Name, Bigger Ego.
* SpoiledBrat: But she's not your standard spoiled brat; she has the ambition, skills, brains, and charisma to make it REAL big. And so she did, but each new height of fame wasn't enough, so she's going for the biggest prize of all.
* VillainWithGoodPublicity: Unlike Max who's a poor socialite and Shen Yu who stays in the shadows, Alexis steps into the spotlight and is loved by everyone.

to:

[[folder:Alexis]]

[[quoteright:250:https://static.
[[folder:Eli Barracuda]]

[[quoteright:265:https://static.
tvtropes.org/pmwiki/pub/images/alexis_3.jpg]]
[[caption-width-right:250:]]

When Alexis’s father died, bequeathing his multi-million dollar fortune
org/pmwiki/pub/images/eli_eg2.png]]
[[caption-width-right:265:]]

* AfroAssKicker: He has a big afro
and media empire to her; it would have been easy for her to conform to the traditional young heiress template, frittering the money away on wining, dining, and generally living the high life. Despite being spoiled rotten, however, Alexis was also highly motivated and intelligent with a sharp awareness of the way the world works. Her hard work and piercing intelligence saw her take the helm of her father’s media empire with aplomb, and global revenues soon quadrupled under her shrewd leadership.

However, Alexis was not without her vices. Years of being daddy’s little princess gave her a colossal ego and need for constant adoration. After a brief few years of contentment, the sycophantic praise she received from the lackeys in her company was no longer enough. Seeking a wider audience to worship her, she moved in front of the cameras and soon became America’s darling, gaining widespread acclaim for her television and movie roles. All too soon, the glamour faded. Alexis wanted more: more adulation, more wealth, more power. Alexis wanted the world.

----

* TheCharmer: Alexis is a beloved presence the world over, and her own advantage is that she gets a
kicks as much larger aura than Maximilian or Shen-Yu. Alexis can singlehandedly restore the loyalty of minions en-masse, simply by standing in a room.
butt as its size.
* CrutchCharacter: Alexis' special ability is very helpful early on, but loses a lot of mileage later when you have enough loot items to keep minions' loyalty reliably topped off.
* {{Expy}}: Of [[WesternAnimation/OneHundredAndOneDalmatians Cruella de Vil.
BadassInANiceSuit: [[BerserkButton Just don't spill anything on it.]]
* EvilRedhead: Her hair is crimson red, BerserkButton: Eli wears a white suit and she's an evil genius.
* GoodSmokingEvilSmoking: In true supervillain fashion, she smokes from an elegant cigarette holder.
* InsufferableGenius: As shown below, what makes Alexis an Evil Genius
he's very proud of it. ''Don't'' spill anything on it, as opposed he'll kill you on the spot.
* BoomHeadshot: His first ability has him do this, dealing high damage. He's also the only one of the three possible starting Henchmen
to being an UpperClassTwit is that she really ''is'' as charismatic carry a gun, and talented as she thinks she is... is among the small amount of Henchmen who have ranged attacks.
* BreakTheHaughty: He used to be a feared crime lord until he shot the Mayor of New York, who stained his suit by spilling coffee on it. Not even his organization could cover it up,
and she knows it.
* KillItWithFire: She executes her minions via flicking her cigarette at them and burning them alive.
* SmallNameBigEgo: Being the heiress
he's forced to a wealthy media tycoon gave her quite an ego, motivating her StartOfDarkness. In a subversion, her name really ''is'' that big; her achievements include quadrupling the value of her father's media empire, directing ''and'' starring in multiple movies that became smash hits '''and''' becoming America's top celebrity while at it. She might as well be Big Name, Bigger Ego.
* SpoiledBrat: But she's not your standard spoiled brat; she has the ambition, skills, brains, and charisma to make it REAL big. And so she did, but each new height of fame wasn't enough, so she's going
go underground... for the biggest prize of all.
time being.
* VillainWithGoodPublicity: Unlike Max who's a poor socialite CompositeCharacter: For all intents and Shen Yu purposes he's essentially a combination of both Jules Winnfield in appearance and combat, and ''Film/UndercoverBrother'' in terms of theme.
* FauxAffablyEvil: He may be upbeat and enthusiastic, but there's no ignoring the fact that he is a bonafide crimelord
who stays in is unapologetically vicious, especially during his childhood.
* JackOfAllStats: Functions this way among
the shadows, Alexis steps three possible starting Henchmen, representing a middle ground between Jubei's high combat power and Lord Kane's support abilities. He's much more threatening to enemies in direct combat than Lord Kane, yet has more utility than Jubei since he can use his Ghetto Posse ability to lead a dance party of enemy agents safely out of your base (or, if you're into the spotlight that sort of thing, right into your traps).
* JiveTurkey: Oh yeah.
-->"Here comes yo daddy!"
* MagicMusic: One of his skills is to pull out a boombox to hypnotize enemy agents into [[InvoluntaryDance dancing]]
and is loved by everyone.following him, leaving them helpless.
* ScaryBlackMan: Quite imposing.
* TopHeavyGuy: He's quite muscular, and his legs are a little thin.
* VillainInAWhiteSuit: Never seen without his white suit, and comes from a criminal background.



[[folder:Shen Yu]]

[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/shen_yu.jpg]]
[[caption-width-right:250:]]

Shen Yu’s criminal career began on the streets of Hong Kong, and none of his street urchin peers could possibly have predicted that this humble pickpocket would eventually rise to become one of the most powerful criminal masterminds in the world. As a teenager, Shen Yu joined a local Triad gang and quickly rose up the ranks. Despite his rapid elevation, he would never have risen any further were not for a fortuitous encounter with a pair of A.N.V.I.L. agents. Shen Yu was arrested immediately for his multiple homicides. They gave him a simple choice: be an A.N.V.I.L mole, or be executed.

A.N.V.I.L implanted a communication chip inside Shen Yu’s brain so that they could spy on Triad activity, but they underestimated the resources of the Triad. After performing yet more brain surgery on him, the Triads were able to reverse the chip wiring access the operating system at A.N.V.I.L. Desperate to avoid more meddling with his grey matter, Shen Yu defected and used his knowledge his chip provided to build his own criminal empire. With advance knowledge of every move A.N.V.I.L. made, he was untouchable, and soon found himself in a position to bid for world domination…

----

* AsianSpeekeeEngrish: Shen Yu's speech patterns replicate this trope to a very uncomfortable degree, speaking largely in [[IceCreamKoan Ice Cream Koans]] with a thick, stereotyped accent and dropping articles of grammar from his sentences.
* {{Expy}}: Of Literature/FuManchu.
* FromNobodyToNightmare: Started life as a Hong Kong street urchin, and would have ended life as a Triad mook if not for that A.N.V.I.L. communication chip being implanted in his brain and turning him into an genius-caliber plotter.
* IceCreamKoan: These make up a good portion of his dialogue, most being pretty obvious or appropriately obtuse.
-->"Foolish man often [[TheCoronerDothProtestTooMuch walk into sharp thing]]..."
-->"He who walk... arrive."
* KnifeNut: His execution move has him stab his minion with a dagger.
* TheSneakyGuy: Goes in hand with his Spymaster theme.
* TheSpymaster: Compared to Max who's a wealthy industrialist with poor social skills or Alexis who eats up the attention on the spotlight, Shen Yu prefers to remain clandestine.
* TheSyndicate: Runs one of this, which is a counter-intelligence agency dedicated to misleading the forces of justice. In game terms, agents are supposed to take longer to arrive on his island.
* YellowPeril: Since he hailed from an A.N.V.I.L. territory, and is clearly exploiting the trope for all its worth in regards to his mannerisms and appearance.

to:

[[folder:Shen Yu]]

[[quoteright:250:https://static.
[[folder:Lord Kane]]

[[quoteright:124:https://static.
tvtropes.org/pmwiki/pub/images/shen_yu.org/pmwiki/pub/images/lord_kane_eg1.jpg]]
[[caption-width-right:250:]]

Shen Yu’s criminal career began
[[caption-width-right:124:]]

* BeenThereShapedHistory: Kane was responsible for various historic catastrophes in the world of ''Evil Genius'', such as the crash of the Hindenburg, setting up the assassination of Archduke Ferdinand, and the Titanic sinking.
* TheCharmer: His ''Smooth Operator'' had him calm the target down, get all friendly, and assure them that nothing's wrong, resulting in the target losing all Heat immediately. Unlike Montezuma, the target might still wander around and regain Heat.
* TheDreaded: He can use his intimidating reputation and appearance to scare enemies into panicking.
* EvilOldFolks: Lord Kane is one the oldest looking Henchmen, and is an Evil Genius in all but name due to his previous historic crimes. He displays a dryly exasperated attitude about having to kill people
on the streets of Hong Kong, and none of his street urchin peers could possibly have predicted that this humble pickpocket would eventually rise Genius' orders, as if he's having to become one of take out the most powerful criminal masterminds in the world. As a teenager, Shen Yu joined a local Triad gang and quickly rose up the ranks. Despite his rapid elevation, he would never have risen any further were not for a fortuitous encounter with a pair of A.N.V.I.L. agents. Shen Yu was arrested immediately for his multiple homicides. They gave him a simple choice: be an A.N.V.I.L mole, or be executed.

A.N.V.I.L implanted a communication chip inside Shen Yu’s brain so that they could spy on Triad activity, but they underestimated the resources of the Triad. After performing yet more brain surgery on him, the Triads were able to reverse the chip wiring access the operating system at A.N.V.I.L. Desperate to avoid more meddling with his grey matter, Shen Yu defected and used his knowledge his chip provided to build his own criminal empire. With advance knowledge of every move A.N.V.I.L. made, he was untouchable, and soon found himself in a position to bid for world domination…

----

* AsianSpeekeeEngrish: Shen Yu's speech patterns replicate this trope to a very uncomfortable degree, speaking largely in [[IceCreamKoan Ice Cream Koans]] with a thick, stereotyped accent and dropping articles of grammar from his sentences.
trash.
* {{Expy}}: Of Literature/FuManchu.
* FromNobodyToNightmare: Started life
[[Film/TheUsualSuspects Keyser Söze.]] In-game files actually mention Söze as a Hong Kong street urchin, Kane's real name, and would have ended life as a Triad mook if not for the announcement that A.N.V.I.L. communication chip being implanted plays after he gets recruited has the Chinese announcer refer to him as the Keyser.
* HistoricalRapSheet: He is suspected of having a hand
in every major crime of the 20th century, including setting fire to the Hindenburg, the assassination of Archduke Fran Ferdinand, and sinking the Titanic (though he vehemently insists that the last one was not on purpose).
* ManipulativeBastard: Of the starting Henchmen, Lord Kane is the weakest in direct combat (relying on
his brain fists, in comparison to Jubei's swordplay or Eli's gun), but Kane is the best of the three for support due to his expertise at manipulating hearts and turning him into an genius-caliber plotter.
* IceCreamKoan: These make up a good portion of his dialogue, most being pretty obvious or appropriately obtuse.
-->"Foolish man often [[TheCoronerDothProtestTooMuch walk into sharp thing]]..."
-->"He who walk... arrive."
* KnifeNut:
minds. His execution move skill ''Smooth Operator'' has him stab his minion with a dagger.
* TheSneakyGuy: Goes in hand with his Spymaster theme.
* TheSpymaster: Compared
successfully convince anyone that everything they've seen is of no concern, allowing you to Max who's a wealthy industrialist with poor social skills or Alexis who eats up the attention on the spotlight, Shen Yu prefers to remain clandestine.
* TheSyndicate: Runs one
wipe an agent's heat. ''Psychic Terror'' has Kane cause an entire group of this, which is a counter-intelligence agency dedicated to misleading the forces of justice. In game terms, agents are supposed to become terrified for a short time, leaving them wide open for your other minions to take longer to arrive on them out with no risk.
* NameOfCain: Well, he's called Lord ''Kane'' for a reason.
* NiceHat: Is always wearing a blue top hat.
* OnceDoneNeverForgotten: He has been blamed for sinking the Titanic but he has always vehemently insisted that
his island.
* YellowPeril: Since he hailed from an A.N.V.I.L. territory, and is clearly exploiting
involvement in the trope for all its worth in regards to incident was just an honest accident caused by a minion mishearing his mannerisms and appearance.words.



!! The Evil Geniuses (Evil Genius 2)

[[folder:Red Ivan (Evil Genius)]]

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/red_ivan_eg2_promo.jpg]]
[[caption-width-right:350:]]

* BeardOfEvil: Though clean shaven in the first game, he now sports a beard in the second game.
* CommissarCap: Wears one as a part of his new look in the second game.
* DragonAscendant: Once a Henchman in the first game, now a full-fledged Evil Genius in the sequel.
* EyepatchOfPower: As shown in the current header image for the game's [[https://twitter.com/evilgenius official Twitter account,]] Red Ivan's ascent to full-on Evil Genius has come with one of these, as well as a [[ArtificialLimbs mechanical hand.]]
* RenegadeRussian: As in the original game; however, in the sequel Ivan made a step up from being a mere Henchman and is now looking to TakeOverTheWorld himself.
* StillWearingTheOldColors: Wears a stereotypical Soviet military officer outfit even as he strikes out on his own in a quest for world domination.

to:

!! The Evil Geniuses (Evil Genius 2)

[[folder:Red Ivan (Evil Genius)]]

[[quoteright:350:https://static.
[[folder:Dr. Neurocide]]

[[quoteright:136:https://static.
tvtropes.org/pmwiki/pub/images/red_ivan_eg2_promo.org/pmwiki/pub/images/dr_neurocide_eg1.jpg]]
[[caption-width-right:350:]]

[[caption-width-right:136:]]

* BeardOfEvil: Though clean shaven FreakLabAccident: This was her StartOfDarkness. She researched experimental bioweapons and cosmetics in the first game, he now sports same lab, as the lucrative cosmetics research was very useful to finance the more experimental bioweapons research. However, after a beard long night of research, Dr. Neurocide mistakenly applied an experimental compound nicknamed "Evil Juice" to her face instead of her foundation. The compound seeped into her bloodstream and remapped her neurons, turning her into a MadScientist.
* InventionalWisdom: There's something to be said about Dr. Neurocide having a bottle of "Evil Juice" just lying around her lab.
* KnockoutGas: She can spray endurance-sapping gas around.
* MadScientist: The greatest example of this out of all of the henchmen, being an insane scientist of two wildly differing fields, and using her mind-altering research to further the Evil cause. She's one of the absolute best Henchmen for plotting on the World Map as a result.
* MushroomSamba: In addition to her knockout gas bombs, she can also spray a hallucinogen over areas of your base. As long as the gas lasts, anything
in the second game.
* CommissarCap: Wears one as
affected area temporarily loses its Heat rating; an agent can literally take a part of his new look in the second game.
* DragonAscendant: Once
walk through a Henchman in the first game, now a full-fledged Evil Genius in the sequel.
* EyepatchOfPower: As shown in the current header image for the game's [[https://twitter.com/evilgenius official Twitter account,]] Red Ivan's ascent to full-on Evil Genius has come
hallway filled with one priceless stolen artifacts without taking note of these, as well as anything suspicious.
* YouGottaHaveBlueHair: She has
a [[ArtificialLimbs mechanical hand.]]
* RenegadeRussian: As in the original game; however, in the sequel Ivan made a step up from being a mere Henchman and is now looking to TakeOverTheWorld himself.
* StillWearingTheOldColors: Wears a stereotypical Soviet military officer outfit even as he strikes out on his own in a quest for world domination.
purple beehive.



!The Henchmen
The Henchmen, as their title may imply, are your seconds. They are far stronger than normal minions and have their own special abilities.

[[folder:All of them]]
* TheDragon: Your starting Henchman is intended to be this to you.
* EliteMooks: They're your Elite Mooks, more specifically, and in very limited supply.
* FinalDeath: Super Agents are able to inflict this on them by killing them three times.
* InvincibleVillain: Up to a certain point, Henchmen are unkillable. Being defeated by regular agents will only knock them out for a while, but Super Agents will take off one of their three lives. Losing all three means they're gone for good, which is the biggest reason the Super Agents are so dangerous.
* NamesToRunAwayFromReallyFast: Quite a number of them. Let's see, Lord ''Kane'', Eli ''Barracuda'', Dr. ''Neurocide'', Dr. ''Ethan Asia'' aka ''The Butcher'', ''Red Ivan''...
** The only one averting this is The Matron, whose name is the least scariest out of all henchmen, and yet she's one of the most unhinged.
* VideoGameLives: If they are taken down by normal agents, they just pass out for a while, but this being done by a Super Agent will take one of three lives from them. If they lose all three, they're dead for the rest of the playthrough.

to:

!The Henchmen
The Henchmen, as their title may imply, are your seconds. They are far stronger than normal minions
[[folder:The Matron]]

[[quoteright:141:https://static.tvtropes.org/pmwiki/pub/images/the_matron_eg1.png]]
[[caption-width-right:141:]]

* AxCrazy: She worked at a psychiatric hospital
and have their own special abilities.

[[folder:All of them]]
* TheDragon: Your starting Henchman is intended to be this to you.
* EliteMooks: They're your Elite Mooks, more specifically,
became notorious for torturing and in very limited supply.
* FinalDeath: Super Agents are able to inflict this on them by
killing them three times.
* InvincibleVillain: Up to a certain point,
patients, and she is one of the most enthusiastic Henchmen when being told to kill someone.
* BoringButPractical: She may look like your typical granny, but the fact that she lowers heat better than most minions in the social branch can be very helpful early in the game when you're required to gain funds for your base. Later on, she remains a stunningly practical option for her effectiveness in combat and her support skills.
* DissonantSerenity: She always has a gentle smile on her face, and some of her lines
are unkillable. Being defeated by regular agents will only knock them out for a while, sweet-''sounding'', but Super Agents will take off one she keeps that smile going while beating people to death or electrocuting them.
* ElectricTorture: After accidentally taking some experimental anti-psychosis drugs, the Matron had a complete turnaround in her behavior. She started administering nonstop electroshock therapy to her unfortunate patients. One
of their three lives. Losing all three means her abilities is to electrocute a target until they're gone for good, which is dead, or have their smarts drained if they survive the biggest reason the Super Agents are so dangerous.
shock.
* NamesToRunAwayFromReallyFast: Quite EpicFlail: Has a number of them. Let's see, Lord ''Kane'', Eli ''Barracuda'', Dr. ''Neurocide'', Dr. ''Ethan Asia'' aka ''The Butcher'', ''Red Ivan''...
** The only
spiked one averting this is The Matron, whose name is the least scariest out of all henchmen, built into her prosthetic hand, after she lost hers from a gangrene-infected bite.
* EvilOldFolks: Don't let that kindly exterior fool you...
* {{Expy}}: Of [[Film/OneFlewOverTheCuckoosNest Nurse Ratched.]]
* KillerRabbit: She looks and sounds like a sweet old granny,
and yet she's one of the most unhinged.
an AxCrazy psychopath with a prosthetic spiked flail/tesla coil who's quite capable in melee combat.
* VideoGameLives: If they are taken down by normal agents, they just pass NeedleworkIsForOldPeople: Her recovery animation is pulling out for a while, but this some yarn and needles and knitting until she heals back up. One of her combat lines is being done by calm until whomever you tell her to attack apparently makes her drop a Super Agent will take one of three lives from them. If they lose all three, they're dead for stitch, prompting her to scream in fury and [[DisproportionateRetribution try to kill the rest of offending party]].
* SpellMyNameWithAThe: Her real name is Elsa Krabb, but after her evil awakening, she insists on being called The Matron. That "The" is ''not'' optional, apparently.
* TeamMom: Bizarrely enough, yes. She's got a skill called Motherly Love, which sees her giving another Henchman a coddling treatment complete with face-pinching. It restores
the playthrough.other Henchman's special abilities immediately.



!! Henchmen (Evil Genius)

[[folder:Jubei]]

[[quoteright:235:https://static.tvtropes.org/pmwiki/pub/images/jubei_eg1.png]]
[[caption-width-right:235:]]

* FlashStep: He can learn the ability "Wind Walk", but it's more a teleport given he can appear ''anywhere''. It makes him one of the more useful combat henchmen, because very few enemies short of a Super Agent can survive Jubei teleporting on top of them with his Critical Slash ability ready.
* FromNobodyToNightmare: He used to be a lowly janitor for his dojo, and taught himself swordplay by using his broom to mimic the training exercises he witnessed. Jubei then became a deadly samurai that killed the dojo personally, and is capable of fighting anyone toe-to-toe.
* HeelRealization: Downplayed; It wasn't until after he was leaving the dojo that he realized maybe his dead masters were right about him, but he still went on to become a Ronin looking for work.
* IaijutsuPractitioner: Exclusively attacks enemies using quick-draw slashes with his sword, resheathing it after every attack. His attack speed is slow because of it, but he deals significant damage with each swing to compensate.
* IResembleThatRemark: Slaughtered every member of his former dojo because the Dojo masters told him he lacked the sense of peace and tranquility needed to be a true samurai. He acknowledged that they may have had a point as he left the building.
* MasterSwordsman: Presented as such, and he's the strongest of the starter Henchmen in melee combat as a result of his skill.
* {{Samurai}}: One who went rogue, at that.
* SupremeChef: An InformedAbility. He's described as a samurai and a sushi master, but we never see him cook.

to:

!! Henchmen (Evil Genius)

[[folder:Jubei]]

[[quoteright:235:https://static.
[[folder:Montezuma]]

[[quoteright:163:https://static.
tvtropes.org/pmwiki/pub/images/jubei_eg1.org/pmwiki/pub/images/montezuma_eg1.png]]
[[caption-width-right:235:]]

[[caption-width-right:163:]]

* FlashStep: {{Expy}}: Of [[Film/LiveAndLetDie Baron Samedi]]
* HollywoodVoodoo:
He can learn uses the ability "Wind Walk", but it's more a teleport given he can appear ''anywhere''. It makes him darker side of Voodoo to raise zombies for fun and torment people. That being said, [[LampshadeHanging the in-game almanac notes that Voodoo is usually not like this]] - Montezuma just happens to embody the worst parts of it.
* ItAmusedMe: He's
one of the more useful combat henchmen, because very few enemies short of a Super Agent can survive Jubei teleporting on top of them with his Critical Slash ability ready.
* FromNobodyToNightmare: He used to be a lowly janitor for his dojo, and taught himself swordplay by using his broom to mimic the training exercises he witnessed. Jubei then became a deadly samurai that killed the dojo personally, and is capable of fighting anyone toe-to-toe.
* HeelRealization: Downplayed; It wasn't until after he was leaving the dojo that he realized maybe his dead masters were right about him, but he still went on to become a Ronin looking for work.
* IaijutsuPractitioner: Exclusively attacks enemies using quick-draw slashes with his sword, resheathing it after every attack. His attack speed is slow because of it, but he deals significant damage with each swing to compensate.
* IResembleThatRemark: Slaughtered every member of his former dojo because the Dojo masters told him he lacked the sense of peace and tranquility needed to be a true samurai. He acknowledged that they may
henchmen who does not have had a point as he left the building.
* MasterSwordsman: Presented as such, and
FreudianExcuse for joining your cause, since he's the strongest ultimately doing all of his voodoo because it's fun. One of the starter Henchmen factors in melee combat him signing up is that he's cursed everyone around his lair in Cuba, and is essentially out of fresh victims as a result of his skill.
result.
* {{Samurai}}: One who went rogue, at that.
LaserGuidedAmnesia: His most notable ability is to wipe all Heat from a target and send them packing immediately. It's arguably superior to Kane's ''Smooth Operator'' since it makes them leave the island, but it can fail when the target has high intelligence.
* SupremeChef: An InformedAbility. He's described as Cooks a samurai and real mean gumbo. Though just like Jubei, it's an InformedAbility.
* VoodooDoll: His attack uses one of these; it's
a sushi master, but we never see him cook.ranged attack where he stabs a voodoo doll repeatedly.



[[folder:Eli Barracuda]]

[[quoteright:265:https://static.tvtropes.org/pmwiki/pub/images/eli_eg2.png]]
[[caption-width-right:265:]]

* AfroAssKicker: He has a big afro and kicks as much butt as its size.
* BadassInANiceSuit: [[BerserkButton Just don't spill anything on it.]]
* BerserkButton: Eli wears a white suit and he's very proud of it. ''Don't'' spill anything on it, as he'll kill you on the spot.
* BoomHeadshot: His first ability has him do this, dealing high damage. He's also the only one of the three possible starting Henchmen to carry a gun, and is among the small amount of Henchmen who have ranged attacks.
* BreakTheHaughty: He used to be a feared crime lord until he shot the Mayor of New York, who stained his suit by spilling coffee on it. Not even his organization could cover it up, and he's forced to go underground... for the time being.
* CompositeCharacter: For all intents and purposes he's essentially a combination of both Jules Winnfield in appearance and combat, and ''Film/UndercoverBrother'' in terms of theme.
* FauxAffablyEvil: He may be upbeat and enthusiastic, but there's no ignoring the fact that he is a bonafide crimelord who is unapologetically vicious, especially during his childhood.
* JackOfAllStats: Functions this way among the three possible starting Henchmen, representing a middle ground between Jubei's high combat power and Lord Kane's support abilities. He's much more threatening to enemies in direct combat than Lord Kane, yet has more utility than Jubei since he can use his Ghetto Posse ability to lead a dance party of enemy agents safely out of your base (or, if you're into that sort of thing, right into your traps).
* JiveTurkey: Oh yeah.
-->"Here comes yo daddy!"
* MagicMusic: One of his skills is to pull out a boombox to hypnotize enemy agents into [[InvoluntaryDance dancing]] and following him, leaving them helpless.
* ScaryBlackMan: Quite imposing.
* TopHeavyGuy: He's quite muscular, and his legs are a little thin.
* VillainInAWhiteSuit: Never seen without his white suit, and comes from a criminal background.

to:

[[folder:Eli Barracuda]]

[[quoteright:265:https://static.
[[folder:Red Ivan (Henchman)]]

[[quoteright:139:https://static.
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org/pmwiki/pub/images/red_ivan_eg1.jpg]]
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* AfroAssKicker: He has a big afro and kicks as much butt as its size.
* BadassInANiceSuit: [[BerserkButton Just don't spill anything
TheAhnold: Obviously based on it.]]
* BerserkButton: Eli wears a white suit and
the various roles of Creator/ArnoldSchwarzenegger, Ivan speaks like him (even though he's very proud of it. ''Don't'' spill anything on it, as he'll kill you on the spot.
supposed to be Russian, not Austrian) and his in-game lines are mostly quotes from Schwarzenegger's movies.
* BoomHeadshot: His first ability AwesomeButImpractical: Yeah, he's big and scary and has him do this, dealing high damage. a giant bazooka, but considering that he's prone to destroying ''everything'' in his path? He's also the only one more of the three possible starting Henchmen to carry a gun, and is among the small amount of Henchmen who have ranged attacks.
* BreakTheHaughty: He used to be a feared crime lord until he shot the Mayor of New York, who stained his suit by spilling coffee on it. Not even his organization could cover it up, and he's forced to go underground... for the time being.
* CompositeCharacter: For all intents and purposes he's essentially a combination of both Jules Winnfield in appearance and combat, and ''Film/UndercoverBrother'' in terms of theme.
* FauxAffablyEvil:
liability than anything. He may be upbeat and enthusiastic, but there's no ignoring the fact have blown up that squad of 8 soldiers, but he is a bonafide crimelord also set everything on fire and killed your minions who is unapologetically vicious, especially during his childhood.
* JackOfAllStats: Functions this way among
were fighting the three possible starting Henchmen, representing a middle ground between Jubei's high combat power and Lord Kane's support abilities. soldiers in the first place.
* {{BFG}}:
He's much more threatening to enemies in direct combat than Lord Kane, yet has more utility than Jubei since he can use his Ghetto Posse ability to lead a dance party of enemy agents safely out of your base (or, if you're into that sort of thing, right into your traps).
* JiveTurkey: Oh yeah.
-->"Here comes yo daddy!"
* MagicMusic: One of his skills is to pull out a boombox to hypnotize enemy agents into [[InvoluntaryDance dancing]] and following him, leaving them helpless.
* ScaryBlackMan: Quite imposing.
* TopHeavyGuy: He's quite muscular, and his legs are a little thin.
* VillainInAWhiteSuit: Never
never seen anywhere without his white suit, trusty bazooka. Amusingly, it folds into a compact form for storage in his person.
* TheBrute: One of, if not ''the'' most powerful Henchmen for direct combat, in both melee
and comes from ranged battle. His bazooka is naturally a criminal background.strong HerdHittingAttack, and he can take on a group of Soldiers solo with it.
* DestructiveSavior: Red Ivan can save the day by blasting any intruding forces of good to bits with his bazooka. The problem is that he's a major collateral damage hazard if he happens to be in your base at the time.
* TheExile: The Soviets formally exiled him to a gulag in the Siberian Wilderness for [[EvenEvilHasStandards excessive brutality against dissidents]], after sentencing him for 90 years of forced labor.
* LandmineGoesClick: One of his special abilities is planting a group of mines in a square pattern.
* PsychoForHire: He's so psycho that the StateSec was dead scared of him and tried to lock him away on trumped up charges. The betrayal turned Ivan into a revenge-obsessed brute that hates the Capitalists he was trained to fight and the Communists who turned on him at the same time.
* RenegadeRussian: Was exiled to a gulag because his sadism terrified his communist handlers. As a result, he's disillusioned by both Communism and Capitalism, making him the perfect tool for an Evil Genius wanting to cause global havoc.
* SealedBadassInACan: Due to how much collateral damage he causes if left to his own devices, many players lock him in a Topside Shack outside with high security clearance, leaving him banging on the walls and freaking out for being locked in a small house. But when the Forces of Justice come knocking, it's time to open the can.
* StuffBlowingUp: His specialty, and the main reason he's a double-edged sword to the Evil Genius. His base attack is blasting enemies with his bazooka, and he can even learn a skill that has him chuck grenades everywhere while [[ThatRussianSquatDance Cossack dancing]].



[[folder:Lord Kane]]

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* BeenThereShapedHistory: Kane was responsible for various historic catastrophes in the world of ''Evil Genius'', such as the crash of the Hindenburg, setting up the assassination of Archduke Ferdinand, and the Titanic sinking.
* TheCharmer: His ''Smooth Operator'' had him calm the target down, get all friendly, and assure them that nothing's wrong, resulting in the target losing all Heat immediately. Unlike Montezuma, the target might still wander around and regain Heat.
* TheDreaded: He can use his intimidating reputation and appearance to scare enemies into panicking.
* EvilOldFolks: Lord Kane is one the oldest looking Henchmen, and is an Evil Genius in all but name due to his previous historic crimes. He displays a dryly exasperated attitude about having to kill people on the Genius' orders, as if he's having to take out the trash.
* {{Expy}}: Of [[Film/TheUsualSuspects Keyser Söze.]] In-game files actually mention Söze as Kane's real name, and the announcement that plays after he gets recruited has the Chinese announcer refer to him as the Keyser.
* HistoricalRapSheet: He is suspected of having a hand in every major crime of the 20th century, including setting fire to the Hindenburg, the assassination of Archduke Fran Ferdinand, and sinking the Titanic (though he vehemently insists that the last one was not on purpose).
* ManipulativeBastard: Of the starting Henchmen, Lord Kane is the weakest in direct combat (relying on his fists, in comparison to Jubei's swordplay or Eli's gun), but Kane is the best of the three for support due to his expertise at manipulating hearts and minds. His skill ''Smooth Operator'' has him successfully convince anyone that everything they've seen is of no concern, allowing you to wipe an agent's heat. ''Psychic Terror'' has Kane cause an entire group of agents to become terrified for a short time, leaving them wide open for your other minions to take them out with no risk.
* NameOfCain: Well, he's called Lord ''Kane'' for a reason.
* NiceHat: Is always wearing a blue top hat.
* OnceDoneNeverForgotten: He has been blamed for sinking the Titanic but he has always vehemently insisted that his involvement in the incident was just an honest accident caused by a minion mishearing his words.

to:

[[folder:Lord Kane]]

[[quoteright:124:https://static.
[[folder:The Butcher]]

[[quoteright:128:https://static.
tvtropes.org/pmwiki/pub/images/lord_kane_eg1.jpg]]
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org/pmwiki/pub/images/the_butcher_eg1.png]]
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* BeenThereShapedHistory: Kane was responsible for various historic catastrophes in the world of ''Evil Genius'', such as the crash of the Hindenburg, setting up the assassination of Archduke Ferdinand, and the Titanic sinking.
AxCrazy: Literally, too, since his weapons are two meat cleavers.
* TheCharmer: His ''Smooth Operator'' had him calm the target down, get all friendly, and assure them TheButcher: [[DepartmentOfRedundancyDepartment Now this is getting redundant.]]
* DualWielding: Fights with two meat cleavers.
* FaceHeelTurn: Used to be a genuinely compassionate surgeon named Ethan Asia
that nothing's wrong, resulting operated in the target losing all Heat immediately. Unlike Montezuma, the target might still wander around and regain Heat.
* TheDreaded: He can use his intimidating reputation and appearance to scare enemies into panicking.
* EvilOldFolks: Lord Kane is one the oldest looking Henchmen, and is an Evil Genius in all
New Guinea, but name due to his previous historic crimes. He displays a dryly exasperated attitude about having to kill people on the Genius' orders, as if he's having to take out the trash.
* {{Expy}}: Of [[Film/TheUsualSuspects Keyser Söze.]] In-game files actually mention Söze as Kane's real name, and the announcement that plays
after he gets recruited had to transplant a cannibal's cursed pancreas into his own body, he turned into the Butcher; a sadistic murderer who's heavily implied to have turned into a cannibal as well.
* LightningBruiser: He's pretty fast, and his attacks ''really'' hurt, and come at quite the speed.
* MalevolentMaskedMen: The Butcher wears a full [[Literature/TheSilenceOfTheLambs Hannibal Lecter]]-esque hockey mask, but he
has the Chinese announcer refer it painted to him as the Keyser.
look like a clown's face.
* HistoricalRapSheet: He MaskOfSanity: His first skill, Facade of Normality, is suspected of having this. Remembering his old bedside manner, he can pass for a hand in every major crime of the 20th century, including setting fire sane person to get close to the Hindenburg, the assassination Agents of Archduke Fran Ferdinand, and sinking the Titanic (though he vehemently insists that the last one was not on purpose).
Justice without immediately alerting them.
* ManipulativeBastard: Of the starting Henchmen, Lord Kane is the weakest in direct combat (relying on his fists, in comparison to Jubei's swordplay or Eli's gun), but Kane is the best of the three for support OrganAutonomy: He inherited a curse due to his expertise at manipulating hearts and minds. His skill ''Smooth Operator'' has him receiving a pancreas transplant from a Papa New Guinean cannibal.
* PunnyName: Before adopting the moniker "The Butcher", he was a doctor called Ethan Asia.
* SelfSurgery: He once
successfully convince anyone transplanted another man's pancreas into his own body. Just a shame that everything they've seen is of no concern, allowing you to wipe an agent's heat. ''Psychic Terror'' has Kane cause an entire group of agents to become terrified for a short time, leaving them wide open for your other minions to take them out with no risk.
* NameOfCain: Well, he's called Lord ''Kane'' for a reason.
* NiceHat: Is always wearing a blue top hat.
* OnceDoneNeverForgotten: He has been blamed for sinking the Titanic but he has always vehemently insisted that his involvement in the incident
it was just an honest accident caused by a minion mishearing his words.''cursed'' pancreas, though.



[[folder:Dr. Neurocide]]

[[quoteright:136:https://static.tvtropes.org/pmwiki/pub/images/dr_neurocide_eg1.jpg]]
[[caption-width-right:136:]]

* FreakLabAccident: This was her StartOfDarkness. She researched experimental bioweapons and cosmetics in the same lab, as the lucrative cosmetics research was very useful to finance the more experimental bioweapons research. However, after a long night of research, Dr. Neurocide mistakenly applied an experimental compound nicknamed "Evil Juice" to her face instead of her foundation. The compound seeped into her bloodstream and remapped her neurons, turning her into a MadScientist.
* InventionalWisdom: There's something to be said about Dr. Neurocide having a bottle of "Evil Juice" just lying around her lab.
* KnockoutGas: She can spray endurance-sapping gas around.
* MadScientist: The greatest example of this out of all of the henchmen, being an insane scientist of two wildly differing fields, and using her mind-altering research to further the Evil cause. She's one of the absolute best Henchmen for plotting on the World Map as a result.
* MushroomSamba: In addition to her knockout gas bombs, she can also spray a hallucinogen over areas of your base. As long as the gas lasts, anything in the affected area temporarily loses its Heat rating; an agent can literally take a walk through a hallway filled with priceless stolen artifacts without taking note of anything suspicious.
* YouGottaHaveBlueHair: She has a purple beehive.
[[/folder]]

[[folder:The Matron]]

[[quoteright:141:https://static.tvtropes.org/pmwiki/pub/images/the_matron_eg1.png]]

to:

[[folder:Dr. Neurocide]]

[[quoteright:136:https://static.tvtropes.org/pmwiki/pub/images/dr_neurocide_eg1.jpg]]
[[caption-width-right:136:]]

* FreakLabAccident: This was her StartOfDarkness. She researched experimental bioweapons and cosmetics in the same lab, as the lucrative cosmetics research was very useful to finance the more experimental bioweapons research. However, after a long night of research, Dr. Neurocide mistakenly applied an experimental compound nicknamed "Evil Juice" to her face instead of her foundation. The compound seeped into her bloodstream and remapped her neurons, turning her into a MadScientist.
* InventionalWisdom: There's something to be said about Dr. Neurocide having a bottle of "Evil Juice" just lying around her lab.
* KnockoutGas: She can spray endurance-sapping gas around.
* MadScientist: The greatest example of this out of all of the henchmen, being an insane scientist of two wildly differing fields, and using her mind-altering research to further the Evil cause. She's one of the absolute best Henchmen for plotting on the World Map as a result.
* MushroomSamba: In addition to her knockout gas bombs, she can also spray a hallucinogen over areas of your base. As long as the gas lasts, anything in the affected area temporarily loses its Heat rating; an agent can literally take a walk through a hallway filled with priceless stolen artifacts without taking note of anything suspicious.
* YouGottaHaveBlueHair: She has a purple beehive.
[[/folder]]

[[folder:The Matron]]

Great Mesmero]]

[[quoteright:141:https://static.tvtropes.org/pmwiki/pub/images/the_matron_eg1.org/pmwiki/pub/images/mesmero_eg1.png]]



* AxCrazy: She worked at a psychiatric hospital and became notorious for torturing and killing patients, and she is one of the most enthusiastic Henchmen when being told to kill someone.
* BoringButPractical: She may look like your typical granny, but the fact that she lowers heat better than most minions in the social branch can be very helpful early in the game when you're required to gain funds for your base. Later on, she remains a stunningly practical option for her effectiveness in combat and her support skills.
* DissonantSerenity: She always has a gentle smile on her face, and some of her lines are sweet-''sounding'', but she keeps that smile going while beating people to death or electrocuting them.
* ElectricTorture: After accidentally taking some experimental anti-psychosis drugs, the Matron had a complete turnaround in her behavior. She started administering nonstop electroshock therapy to her unfortunate patients. One of her abilities is to electrocute a target until they're dead, or have their smarts drained if they survive the shock.
* EpicFlail: Has a spiked one built into her prosthetic hand, after she lost hers from a gangrene-infected bite.
* EvilOldFolks: Don't let that kindly exterior fool you...
* {{Expy}}: Of [[Film/OneFlewOverTheCuckoosNest Nurse Ratched.]]
* KillerRabbit: She looks and sounds like a sweet old granny, and yet she's an AxCrazy psychopath with a prosthetic spiked flail/tesla coil who's quite capable in melee combat.
* NeedleworkIsForOldPeople: Her recovery animation is pulling out some yarn and needles and knitting until she heals back up. One of her combat lines is being calm until whomever you tell her to attack apparently makes her drop a stitch, prompting her to scream in fury and [[DisproportionateRetribution try to kill the offending party]].
* SpellMyNameWithAThe: Her real name is Elsa Krabb, but after her evil awakening, she insists on being called The Matron. That "The" is ''not'' optional, apparently.
* TeamMom: Bizarrely enough, yes. She's got a skill called Motherly Love, which sees her giving another Henchman a coddling treatment complete with face-pinching. It restores the other Henchman's special abilities immediately.

to:

* AxCrazy: She worked at a psychiatric hospital BrainwashedAndCrazy: Can inflict this on Agents.
* EvilBrit: Hails from London's East End.
* MagikarpPower: When the Great Mesmero first comes into your service, he only fights in melee,
and became notorious for torturing and killing patients, and she is one of Mesmero's vaunted hypnotic skills are locked behind the most enthusiastic highest experience requirements in the game[[note]] He requires 1,700 experience points to unlock both skills, when all other Henchmen when being told to kill someone.
* BoringButPractical: She may look like your typical granny, but the fact that she lowers heat better than
only require at most minions in the social branch can be very helpful early in the game when you're required 500 or so[[/note]]. Unlocking those skills turns him from an adequate melee fighter to gain funds for your base. Later on, she remains a stunningly practical option for her effectiveness in combat and her superb support skills.
* DissonantSerenity: She always has a gentle smile on her face, and some of her lines are sweet-''sounding'', but she keeps
character that smile going while beating people to death or electrocuting them.
* ElectricTorture: After accidentally taking some experimental anti-psychosis drugs, the Matron had a complete turnaround in her behavior. She started administering nonstop electroshock therapy to her unfortunate patients. One
can take direct control of her abilities is to electrocute a target until they're dead, or have enemy agents (if their smarts drained if they survive are low), and sap the shock.
* EpicFlail: Has a spiked one built into her prosthetic hand, after she lost hers from a gangrene-infected bite.
* EvilOldFolks: Don't let that kindly exterior fool you...
* {{Expy}}: Of [[Film/OneFlewOverTheCuckoosNest Nurse Ratched.]]
* KillerRabbit: She looks and sounds like a sweet old granny, and yet she's an AxCrazy psychopath with a prosthetic spiked flail/tesla coil who's quite capable in melee combat.
* NeedleworkIsForOldPeople: Her recovery animation is pulling out some yarn and needles and knitting until she heals back up. One
loyalty of her combat lines is being calm until whomever you tell her to attack apparently makes her drop a stitch, prompting her to scream in fury and [[DisproportionateRetribution try to kill the offending party]].
agents en-masse.
* SpellMyNameWithAThe: Her real name is Elsa Krabb, but after her evil awakening, she insists on being called The Matron. That "The" is ''not'' optional, apparently.
* TeamMom: Bizarrely enough, yes. She's got a skill called Motherly Love, which sees her giving another Henchman a coddling treatment complete with face-pinching. It restores the other Henchman's special abilities immediately.
PsychicPowers: His hypnosis isn't all mind trick, he begins levitating as his idle animation.



[[folder:Montezuma]]

[[quoteright:163:https://static.tvtropes.org/pmwiki/pub/images/montezuma_eg1.png]]
[[caption-width-right:163:]]

* {{Expy}}: Of [[Film/LiveAndLetDie Baron Samedi]]
* HollywoodVoodoo: He uses the darker side of Voodoo to raise zombies for fun and torment people. That being said, [[LampshadeHanging the in-game almanac notes that Voodoo is usually not like this]] - Montezuma just happens to embody the worst parts of it.
* ItAmusedMe: He's one of the few henchmen who does not have a FreudianExcuse for joining your cause, since he's ultimately doing all of his voodoo because it's fun. One of the factors in him signing up is that he's cursed everyone around his lair in Cuba, and is essentially out of fresh victims as a result.
* LaserGuidedAmnesia: His most notable ability is to wipe all Heat from a target and send them packing immediately. It's arguably superior to Kane's ''Smooth Operator'' since it makes them leave the island, but it can fail when the target has high intelligence.
* SupremeChef: Cooks a real mean gumbo. Though just like Jubei, it's an InformedAbility.
* VoodooDoll: His attack uses one of these; it's a ranged attack where he stabs a voodoo doll repeatedly.

to:

[[folder:Montezuma]]

[[quoteright:163:https://static.
[[folder:Moko]]

[[quoteright:290:https://static.
tvtropes.org/pmwiki/pub/images/montezuma_eg1.org/pmwiki/pub/images/moko_eg1.png]]
[[caption-width-right:163:]]

[[caption-width-right:290:]]

* {{Expy}}: Of [[Film/LiveAndLetDie Baron Samedi]]
* HollywoodVoodoo: He
TheBrute: A more traditional version, as Moko is a massive man that uses his raw power to fight the darker side Forces of Voodoo Justice in melee.
* {{Depower}}: Moko used
to raise zombies be a divine guardian for fun the Incan civilization, but relinquished his role and torment divine power after learning what the Spanish Conquistadors did to his people. That being said, [[LampshadeHanging He became mortal as a result, but still retained his size and strength.
* FaceHeelTurn: After learning what
the in-game almanac notes Spanish did to the Incans, he essentially decided that Voodoo is usually not like this]] - Montezuma just happens to embody the worst parts of civilized world was evil and became willing to work with anyone who wanted to destroy it.
* ItAmusedMe: He's one of FishOutOfTemporalWater: He wasn't summoned for a few centuries after the few henchmen who does not have a FreudianExcuse for joining your cause, since he's ultimately doing all of Incans died out, and the world had changed to be unrecognizable to his voodoo because it's fun. One of eyes.
* GroundPunch: His "Monkey Smash" move has him hitting
the factors in him signing up is that he's cursed ground with both fists, which causes everyone around him [[ShockwaveStomp to fall onto their back]] and damaging them in the process.
* ScreamingWarrior: Well, he tries to be this. Most of
his lair in Cuba, and is essentially war-cries get interrupted by him running out of fresh victims as a result.
* LaserGuidedAmnesia: His most notable ability is to wipe all Heat from a target and send them packing immediately. It's arguably superior to Kane's ''Smooth Operator'' since it makes them leave the island, but it can fail when the target has high intelligence.
* SupremeChef: Cooks a real mean gumbo. Though just like Jubei, it's an InformedAbility.
* VoodooDoll: His attack uses one of these; it's a ranged attack where he stabs a voodoo doll repeatedly.
breath or burping.



[[folder:Red Ivan (Henchman)]]

[[quoteright:139:https://static.tvtropes.org/pmwiki/pub/images/red_ivan_eg1.jpg]]
[[caption-width-right:139:]]

* TheAhnold: Obviously based on the various roles of Creator/ArnoldSchwarzenegger, Ivan speaks like him (even though he's supposed to be Russian, not Austrian) and his in-game lines are mostly quotes from Schwarzenegger's movies.
* AwesomeButImpractical: Yeah, he's big and scary and has a giant bazooka, but considering that he's prone to destroying ''everything'' in his path? He's more of a liability than anything. He may have blown up that squad of 8 soldiers, but he also set everything on fire and killed your minions who were fighting the soldiers in the first place.
* {{BFG}}: He's never seen anywhere without his trusty bazooka. Amusingly, it folds into a compact form for storage in his person.
* TheBrute: One of, if not ''the'' most powerful Henchmen for direct combat, in both melee and ranged battle. His bazooka is naturally a strong HerdHittingAttack, and he can take on a group of Soldiers solo with it.
* DestructiveSavior: Red Ivan can save the day by blasting any intruding forces of good to bits with his bazooka. The problem is that he's a major collateral damage hazard if he happens to be in your base at the time.
* TheExile: The Soviets formally exiled him to a gulag in the Siberian Wilderness for [[EvenEvilHasStandards excessive brutality against dissidents]], after sentencing him for 90 years of forced labor.
* LandmineGoesClick: One of his special abilities is planting a group of mines in a square pattern.
* PsychoForHire: He's so psycho that the StateSec was dead scared of him and tried to lock him away on trumped up charges. The betrayal turned Ivan into a revenge-obsessed brute that hates the Capitalists he was trained to fight and the Communists who turned on him at the same time.
* RenegadeRussian: Was exiled to a gulag because his sadism terrified his communist handlers. As a result, he's disillusioned by both Communism and Capitalism, making him the perfect tool for an Evil Genius wanting to cause global havoc.
* SealedBadassInACan: Due to how much collateral damage he causes if left to his own devices, many players lock him in a Topside Shack outside with high security clearance, leaving him banging on the walls and freaking out for being locked in a small house. But when the Forces of Justice come knocking, it's time to open the can.
* StuffBlowingUp: His specialty, and the main reason he's a double-edged sword to the Evil Genius. His base attack is blasting enemies with his bazooka, and he can even learn a skill that has him chuck grenades everywhere while [[ThatRussianSquatDance Cossack dancing]].

to:

[[folder:Red Ivan (Henchman)]]

[[quoteright:139:https://static.
[[folder:Colonel Blackheart]]

[[quoteright:142:https://static.
tvtropes.org/pmwiki/pub/images/red_ivan_eg1.jpg]]
[[caption-width-right:139:]]

org/pmwiki/pub/images/col_blackheart_eg1.png]]
[[caption-width-right:142:]]

* TheAhnold: Obviously based {{Autocannibalism}}: When a tiger bit off his leg, he proceeded to kill it with his bare hands, then cooked it into a stew and ''added his severed leg to the dish''.
* BadassMustache: Sports a large handlebar mustache.
* BearTrap: He's capable of laying a few of these
on the various roles field to slow down agents.
* EgomaniacHunter: His entire shtick. The good Colonel has gotten bored with hunting mere animals, and the Evil Genius' offer
of Creator/ArnoldSchwarzenegger, Ivan allowing him to hunt [[HuntingTheMostDangerousGame all the people he wants]] is what gets Blackheart on the payroll. One of his combat lines is him joyfully exclaiming he'll have his human opponent ''stuffed'' to serve as a hunting trophy, with another being him stating "another one for the trophy case!".
* EverythingIsBetterWithMonkeys: He has a pet monkey, who he uses to aid him in a fight, and as a special attack.
* {{Expy}}: Of [[{{Film/Jumanji}} Van Pelt.]]
* HighClassGlass: Wears a monocle.
* NiceHat: And a Pith Helmet.
* OlderIsBetter: His gun appears to be an stylized version of a classic black powder rifle, complete with overly wide muzzle; which is [[SchizoTech still somehow superior to modern assault rifles and machine guns in firepower.]] His gun's only real drawback is its relatively short range, but it's much stronger to compensate.
* QuintessentialBritishGentleman: He certainly
speaks like him (even one, though he's supposed to be Russian, not Austrian) and his in-game lines are mostly quotes from Schwarzenegger's movies.
in practice, he is anything ''but'' a gentleman.
-->"By Jove, I'll ''butcher him''!
* AwesomeButImpractical: Yeah, he's big and scary and SeadogPegLeg: Not a sailor or a pirate, but has a giant bazooka, but considering that he's prone sharp metal spike to destroying ''everything'' in his path? He's more of serve as a liability than anything. He may have blown up that squad of 8 soldiers, but he also set everything on fire and killed your minions who were fighting the soldiers in the first place.
* {{BFG}}: He's never seen anywhere without his trusty bazooka. Amusingly, it folds into a compact form for storage in his person.
* TheBrute: One of, if not ''the'' most powerful Henchmen for direct combat, in both melee and ranged battle. His bazooka is naturally a strong HerdHittingAttack, and he can take on a group of Soldiers solo
peg leg, with it.
* DestructiveSavior: Red Ivan can save the day by blasting any intruding forces of good
a unique walking animation to bits with his bazooka. emphasize it. It doesn't stop him from running during an alert, thankfully.
* WorthyOpponent:
The problem is that he's a major collateral damage hazard if he happens to be in your base at the time.
* TheExile: The Soviets formally exiled him to a gulag in the Siberian Wilderness for [[EvenEvilHasStandards excessive brutality against dissidents]], after sentencing him for 90 years of forced labor.
* LandmineGoesClick: One of his special abilities is planting a group of mines in a square pattern.
* PsychoForHire: He's so psycho that the StateSec was dead scared of him and tried to lock him away on trumped up charges. The betrayal turned Ivan into a revenge-obsessed brute that hates the Capitalists he was trained to fight and the Communists who turned on him at the same time.
* RenegadeRussian: Was exiled to a gulag because his sadism terrified his communist handlers. As a result, he's disillusioned by both Communism and Capitalism, making him the perfect tool for an Evil Genius wanting to cause global havoc.
* SealedBadassInACan: Due to how much collateral damage he causes if left to his own devices, many players lock him in a Topside Shack outside with high security clearance, leaving him banging on the walls and freaking out for being locked in a small house. But when the Forces of Justice come knocking, it's time to open the can.
* StuffBlowingUp: His specialty, and the main
reason he's a double-edged sword to for the Evil Genius. His base attack aforementioned {{Autocannibalism}} is blasting enemies with his bazooka, and so he can even learn a skill would honor the beast that has injured him chuck grenades everywhere while [[ThatRussianSquatDance Cossack dancing]].so thoroughly.



[[folder:The Butcher]]

[[quoteright:128:https://static.tvtropes.org/pmwiki/pub/images/the_butcher_eg1.png]]
[[caption-width-right:128:]]

* AxCrazy: Literally, too, since his weapons are two meat cleavers.
* TheButcher: [[DepartmentOfRedundancyDepartment Now this is getting redundant.]]
* DualWielding: Fights with two meat cleavers.
* FaceHeelTurn: Used to be a genuinely compassionate surgeon named Ethan Asia that operated in New Guinea, but after he had to transplant a cannibal's cursed pancreas into his own body, he turned into the Butcher; a sadistic murderer who's heavily implied to have turned into a cannibal as well.
* LightningBruiser: He's pretty fast, and his attacks ''really'' hurt, and come at quite the speed.
* MalevolentMaskedMen: The Butcher wears a full [[Literature/TheSilenceOfTheLambs Hannibal Lecter]]-esque hockey mask, but he has it painted to look like a clown's face.
* MaskOfSanity: His first skill, Facade of Normality, is this. Remembering his old bedside manner, he can pass for a sane person to get close to the Agents of Justice without immediately alerting them.
* OrganAutonomy: He inherited a curse due to receiving a pancreas transplant from a Papa New Guinean cannibal.
* PunnyName: Before adopting the moniker "The Butcher", he was a doctor called Ethan Asia.
* SelfSurgery: He once successfully transplanted another man's pancreas into his own body. Just a shame that it was a ''cursed'' pancreas, though.

to:

[[folder:The Butcher]]

[[quoteright:128:https://static.
!! Henchmen (Evil Genius 2)

[[folder:Full Metal Jackie]]

[[quoteright:300:https://static.
tvtropes.org/pmwiki/pub/images/the_butcher_eg1.org/pmwiki/pub/images/full_metal_jackie_eg2.png]]
[[caption-width-right:128:]]

[[caption-width-right:300:]]

* AxCrazy: Literally, too, since his ArmsDealer: After leaving the air-force, she became a black market arms dealer. This is reflected by one of her special abilities called "Hand Guns", which allows her to arm minions with guns.
* OnlyInItForTheMoney: Jackie became an international arms dealer specifically because it pays better than her military posting. She's noted to go where war is brewing to sell arms to both sides, and is motivated to invade the Evil Genius' lair because their Doomsday Device is one of the most valuable
weapons are two meat cleavers.
she could ever hope to sell.
* TheButcher: [[DepartmentOfRedundancyDepartment Now this OnlyKnownByTheirNickname: Her real name is getting redundant.]]
* DualWielding: Fights with two meat cleavers.
* FaceHeelTurn: Used to be a genuinely compassionate surgeon named Ethan Asia that operated in New Guinea, but after he had to transplant a cannibal's cursed pancreas into his own body, he turned into the Butcher; a sadistic murderer who's heavily implied to have turned into a cannibal as well.
* LightningBruiser: He's pretty fast,
unknown, and his attacks ''really'' hurt, and come at quite the speed.
* MalevolentMaskedMen: The Butcher wears a full [[Literature/TheSilenceOfTheLambs Hannibal Lecter]]-esque hockey mask, but he has it painted
she's only referred to look like a clown's face.
* MaskOfSanity: His first skill, Facade of Normality, is this. Remembering his old bedside manner, he can pass for a sane person to get close to the Agents of Justice without immediately alerting them.
* OrganAutonomy: He inherited a curse due to receiving a pancreas transplant
by her code-name from a Papa New Guinean cannibal.
* PunnyName: Before adopting
her time in the moniker "The Butcher", he was a doctor called Ethan Asia.
* SelfSurgery: He once successfully transplanted another man's pancreas into his own body. Just a shame that it was a ''cursed'' pancreas, though.
Australian air-force.



[[folder:The Great Mesmero]]

[[quoteright:141:https://static.tvtropes.org/pmwiki/pub/images/mesmero_eg1.png]]
[[caption-width-right:141:]]

* BrainwashedAndCrazy: Can inflict this on Agents.
* EvilBrit: Hails from London's East End.
* MagikarpPower: When the Great Mesmero first comes into your service, he only fights in melee, and Mesmero's vaunted hypnotic skills are locked behind the highest experience requirements in the game[[note]] He requires 1,700 experience points to unlock both skills, when all other Henchmen only require at most 500 or so[[/note]]. Unlocking those skills turns him from an adequate melee fighter to a superb support character that can take direct control of enemy agents (if their smarts are low), and sap the loyalty of agents en-masse.
* PsychicPowers: His hypnosis isn't all mind trick, he begins levitating as his idle animation.

to:

[[folder:The Great Mesmero]]

[[quoteright:141:https://static.
[[folder:Incendio]]

[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/mesmero_eg1.org/pmwiki/pub/images/incendio_eg2.png]]
[[caption-width-right:141:]]

[[caption-width-right:350:]]

* BrainwashedAndCrazy: Can inflict this on Agents.
MagiciansAreWizards: He has the look and act of a stage magician, though like Mesmero, his powers are real.
* EvilBrit: Hails from London's East End.
* MagikarpPower: When
SuspiciouslySimilarSubstitute: Of the Great Mesmero first comes into your service, he only fights in melee, and Mesmero's vaunted hypnotic skills are locked behind the highest experience requirements in the game[[note]] He requires 1,700 experience points to unlock both skills, when all other Henchmen only require at most 500 or so[[/note]]. Unlocking those skills turns him from an adequate melee fighter to a superb support character that can take direct control of enemy agents (if their smarts are low), and sap the loyalty of agents en-masse.
* PsychicPowers: His hypnosis isn't all mind trick, he begins levitating as his idle animation.
Mesmero.



[[folder:Moko]]

[[quoteright:290:https://static.tvtropes.org/pmwiki/pub/images/moko_eg1.png]]
[[caption-width-right:290:]]

* TheBrute: A more traditional version, as Moko is a massive man that uses his raw power to fight the Forces of Justice in melee.
* {{Depower}}: Moko used to be a divine guardian for the Incan civilization, but relinquished his role and divine power after learning what the Spanish Conquistadors did to his people. He became mortal as a result, but still retained his size and strength.
* FaceHeelTurn: After learning what the Spanish did to the Incans, he essentially decided that the civilized world was evil and became willing to work with anyone who wanted to destroy it.
* FishOutOfTemporalWater: He wasn't summoned for a few centuries after the Incans died out, and the world had changed to be unrecognizable to his eyes.
* GroundPunch: His "Monkey Smash" move has him hitting the ground with both fists, which causes everyone around him [[ShockwaveStomp to fall onto their back]] and damaging them in the process.
* ScreamingWarrior: Well, he tries to be this. Most of his war-cries get interrupted by him running out of breath or burping.

to:

[[folder:Moko]]

[[quoteright:290:https://static.tvtropes.org/pmwiki/pub/images/moko_eg1.png]]
[[caption-width-right:290:]]

* TheBrute: A more traditional version, as Moko is a massive man that uses his raw power to fight
!Minion Types
The minions are... well, [[ExactlyWhatItSaysOnTheTin your minions]]! These guys will carry out your general tasks around
the Forces base, but some specialize in certain areas. There are four types of Justice minion. The Construction Minions, Social Minions, Military Minions and Science Minions.

[[folder:Minions
in melee.
general]]
* {{Depower}}: Moko used to be a divine guardian ColorCodedCharacters: Construction Workers wear yellow, Social Minions wear red (save for the Incan civilization, but relinquished his role Spindoctor), Military Minions wear orange and divine power after learning what the Spanish Conquistadors did to his people. He became mortal as a result, but still retained his size and strength.
* FaceHeelTurn: After learning what the Spanish did to the Incans, he essentially decided that the civilized world was evil and became willing to work
Science Minions wear white (Technicians wear some blue with anyone who wanted to destroy it.
it).
* FishOutOfTemporalWater: He wasn't summoned for a few centuries after EvilMinions: [[ExactlyWhatItSaysOnTheTin Duh]]. Nothing gets done in the Incans died out, and base or the world had changed to be unrecognizable to his eyes.
map without a Minion getting involved.
* GroundPunch: His "Monkey Smash" move has him hitting FailedASpotCheck: Minions will completely ignore all agents unless you tag them. This can run the ground with both fists, which causes everyone around him [[ShockwaveStomp gamut from blissfully walking past a brightly-suited cat burglar obviously trying to fall onto jimmy open a locked door, to ignoring that squad of bright white ninjas following them through the defenses.
* HeelFaceTurn: Minions whose loyalty goes to zero will attempt to escape your island. Unless they're [[IHaveBoobsYouMustObey seduced by Mariana Mamba,]] you'd best tag them for capture and let them sit in a holding cell for a bit so they can remember who
their back]] and damaging them in the process.
boss is. Especially if they are a high-level minion like a Mercenary.
* ScreamingWarrior: InstantExpert: It takes only a few minutes of training or interrogation for a Construction Worker to become a professional Marksman, suave Playboy, or Quantum Physicist.
* {{Mooks}}:
Well, he tries actually, they're ''your'' Mooks. They're all ultimately expendable, even the most elite units, simply because there's always more waiting to be this. Most of his war-cries get interrupted by him running out of breath or burping.join up.



[[folder:Colonel Blackheart]]

[[quoteright:142:https://static.tvtropes.org/pmwiki/pub/images/col_blackheart_eg1.png]]
[[caption-width-right:142:]]

* {{Autocannibalism}}: When a tiger bit off his leg, he proceeded to kill it with his bare hands, then cooked it into a stew and ''added his severed leg to the dish''.
* BadassMustache: Sports a large handlebar mustache.
* BearTrap: He's capable of laying a few of these on the field to slow down agents.
* EgomaniacHunter: His entire shtick. The good Colonel has gotten bored with hunting mere animals, and the Evil Genius' offer of allowing him to hunt [[HuntingTheMostDangerousGame all the people he wants]] is what gets Blackheart on the payroll. One of his combat lines is him joyfully exclaiming he'll have his human opponent ''stuffed'' to serve as a hunting trophy, with another being him stating "another one for the trophy case!".
* EverythingIsBetterWithMonkeys: He has a pet monkey, who he uses to aid him in a fight, and as a special attack.
* {{Expy}}: Of [[{{Film/Jumanji}} Van Pelt.]]
* HighClassGlass: Wears a monocle.
* NiceHat: And a Pith Helmet.
* OlderIsBetter: His gun appears to be an stylized version of a classic black powder rifle, complete with overly wide muzzle; which is [[SchizoTech still somehow superior to modern assault rifles and machine guns in firepower.]] His gun's only real drawback is its relatively short range, but it's much stronger to compensate.
* QuintessentialBritishGentleman: He certainly speaks like one, though in practice, he is anything ''but'' a gentleman.
-->"By Jove, I'll ''butcher him''!
* SeadogPegLeg: Not a sailor or a pirate, but has a sharp metal spike to serve as a peg leg, with a unique walking animation to emphasize it. It doesn't stop him from running during an alert, thankfully.
* WorthyOpponent: The reason for the aforementioned {{Autocannibalism}} is so he would honor the beast that injured him so thoroughly.

to:

[[folder:Colonel Blackheart]]

[[quoteright:142:https://static.tvtropes.org/pmwiki/pub/images/col_blackheart_eg1.png]]
[[caption-width-right:142:]]

[[folder:Construction Workers]]
These yellow jumpsuit-wearing are your most common minions, responsible for building your base and being general CannonFodder.
* {{Autocannibalism}}: When a tiger bit off his leg, he proceeded to kill it {{Handguns}}: They arm themselves with his bare hands, then cooked it into a stew and ''added his severed leg to pistols when the dish''.
base is set to Yellow or Red Alert.
* BadassMustache: Sports a large handlebar mustache.
* BearTrap: He's capable of laying a few of these on
MagikarpPower: Even the field to slow down agents.
* EgomaniacHunter: His entire shtick. The good Colonel has gotten bored with hunting mere animals,
best of your Martial Artists and the Evil Genius' offer smartest of allowing him your Scientists started out as these brain-dead buffoons. With some time and protection as they train, they can stand toe to hunt [[HuntingTheMostDangerousGame toe with any agent sent to the island.
* RedShirt: Well, yellow shirt, anyway. Your basic starter minions who can construct your base and move your furniture around, but are lousy at
all the people he wants]] World Domination activities and can barely contribute to a fight even when armed. They'll die in droves whenever they're forced to fight.
* WeHaveReserves: They come for free at a rate of 1 minion every minute or so. If you agree to spend some money, they'll appear at a faster rate up to 1 Worker per second. It
is what gets Blackheart on the payroll. One possible to [[ZergRush continually swarm a Super Agent with endless wave of his combat lines is him joyfully exclaiming he'll Workers until they go down,]] as long you have his human opponent ''stuffed'' the cash to serve as a hunting trophy, with another being him stating "another one pay for it.
* WorkerUnit: They're
the trophy case!".
* EverythingIsBetterWithMonkeys: He has a pet monkey, who he uses
most basic Minion, but also ''the'' most important. After all, they're the ones building your base, bringing stolen money to aid him in a fight, your treasury, and as a special attack.
* {{Expy}}: Of [[{{Film/Jumanji}} Van Pelt.]]
* HighClassGlass: Wears a monocle.
* NiceHat: And a Pith Helmet.
* OlderIsBetter: His gun appears to be an stylized version of a classic black powder rifle, complete with overly wide muzzle; which is [[SchizoTech still somehow superior to modern assault rifles and machine guns in firepower.]] His gun's only real drawback is its relatively short range, but it's much stronger to compensate.
* QuintessentialBritishGentleman: He certainly speaks like one, though in practice, he is anything ''but'' a gentleman.
-->"By Jove, I'll ''butcher him''!
* SeadogPegLeg: Not a sailor or a pirate, but has a sharp metal spike to serve as a peg leg, with a unique walking animation to emphasize it. It doesn't stop him
freeing up elite minions from running during an alert, thankfully.
* WorthyOpponent: The reason for
shifts. Construction Workers are also how you get more elite minions, as the aforementioned {{Autocannibalism}} is so he would honor elites train the beast that injured him so thoroughly.
Workers until they reach the position you need.



!! Henchmen (Evil Genius 2)

[[folder:Full Metal Jackie]]

[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/full_metal_jackie_eg2.png]]
[[caption-width-right:300:]]

* ArmsDealer: After leaving the air-force, she became a black market arms dealer. This is reflected by one of her special abilities called "Hand Guns", which allows her to arm minions with guns.
* OnlyInItForTheMoney: Jackie became an international arms dealer specifically because it pays better than her military posting. She's noted to go where war is brewing to sell arms to both sides, and is motivated to invade the Evil Genius' lair because their Doomsday Device is one of the most valuable weapons she could ever hope to sell.
* OnlyKnownByTheirNickname: Her real name is unknown, and she's only referred to by her code-name from her time in the Australian air-force.

to:

!! Henchmen (Evil Genius 2)

[[folder:Full Metal Jackie]]

[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/full_metal_jackie_eg2.png]]
[[caption-width-right:300:]]

* ArmsDealer: After leaving the air-force, she became a black market arms dealer. This is reflected by one of her special
[[folder:Social Minions]]
Valets, Spindoctors, Playboys and Diplomats. They use their
abilities called "Hand Guns", to confuse and distract agents, while also running your hotels.
* BriefcaseFullOfMoney: Diplomats carry these around and use them to bribe agents,
which allows her to arm lowers their loyalty.
* TheCasanova: Playboys. Heck, they have a rare and unique animation where they can kiss a female agent and drain more of their stats than usual.
* FatBastard: Spindoctors and Diplomats are the only fat
minions in your service, and they are definitely evil.
* LuxuriousLiquor: Playboys offer a fine drink to an agent when tagged for psychological weakening.
* TheMedic: The closest thing you have, excluding minions working in the Infirmary. If a unit (allied or enemy) is completely incapacitated, it's your Social minions that will tend to them; enemies dazed from stat drain will be gently led outdoors (sometimes), and passed-out minions will be carried to a place of safety to recuperate their lowest stat.
* NonActionGuy: They'll never attack anyone unless the base is on red alert. And even then, they do such a pathetic job of it that any social minion that gets into a fight
with guns.anyone will likely end up very very dead. On the other hand, since the fastest way to reduce your Heat score is to have enemy agents come to the island and leave empty-handed, Social minions are one of the most efficient ways of dealing with intruders. Even if an investigator finds something incriminating, a Spindoctor can leave him so befuddled that he won't remember it.
* OnlyInItForTheMoney: Jackie became an international arms dealer specifically because it pays better than her military posting. She's noted to go where war is brewing to sell arms to both sides, and is motivated to invade the Evil Genius' lair because {{Paparazzi}}: What Spindoctors essentially are. They either ask their Doomsday Device is victims for an intrusive interview, or hop around them taking photos. This confuses and baffles the agent, reducing their Smarts.
* WorkerUnit: While sharing some responsibilities with Construction minions, Valets have
one of particular job; they will extinguish fires if there's any, but if you're careful in managing your equipment or hostile threats, there won't be any fire. They are, however, the most valuable weapons she could ever hope ''only'' units capable of putting out fires, so you'll want to sell.
* OnlyKnownByTheirNickname: Her real name is unknown,
have a few around. Valets will also assist your Construction Workers in buying items for your base and she's only referred to by her code-name ferrying ill-gotten money from her time in the Australian air-force.
depots. All Social Minions are also able to run your hotels.



[[folder:Incendio]]

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/incendio_eg2.png]]
[[caption-width-right:350:]]

* MagiciansAreWizards: He has the look and act of a stage magician, though like Mesmero, his powers are real.
* SuspiciouslySimilarSubstitute: Of the Great Mesmero.

to:

[[folder:Incendio]]

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/incendio_eg2.png]]
[[caption-width-right:350:]]

[[folder:Military Minions]]
Guards, Mercenaries, Martial Artists and Marksmen. These guys are your main combat force which serve to dispose of all those pesky agents sneaking onto your island when diplomacy fails.
* MagiciansAreWizards: He has BareFistedMonk: The Martial Artists eschew weapons to focus in melee combat. They can still train others into one of the look 'lesser' gun-toting minions, likely due to having been one themselves.
* {{BFG}}: Mercenaries use Heavy Machine Guns
and act Marksmen use sniper rifles, with the latter carrying their guns at all times.
* FriendlySniper: [[DownplayedTrope Downplayed]], but Marksmen do the same activities as other minions in their free time, such as chatting with minions or henchmen, playing games, watching TV, etc.
* HighlyConspicuousUniform: They wouldn't be evil guards without these. All Military minions wear some form
of bright orange outfit, which makes them very distinct in appearance.
* MoreDakka: Guards use assault rifles when armed, but Mercenaries take it
a stage magician, though like Mesmero, his powers step further by arming themselves with heavy machine guns.
* ProperlyParanoid: Marksmen always bring their Sniper Rifle with them, unlike others who would arm themselves only during alerts.
* ShootingGallery: They're trained in either this (for Mercenaries and Marksmen), dojos (for Martial Artists) or at Punching Bags (Guards). [[VideoGameCrueltyPotential The Marksman shooting range also serves as a torture device, by the way.]]
* StickyFingers: A Mercenary that decides to [[ScrewThisImOuttaHere bail on you]] will try to take some of your cash with him, unlike all the other minions that just try to run. You'd best tag him for 're-education'.
* VideoGameFlamethrowersSuck: Mercenaries can be equipped with flamethrowers after some research, but they're unfortunately AwesomeButImpractical. They're very expensive (you get one for 20 grand, when the cheaper Heavy Rifle Cabinet equips ten Mercenaries), causes friendly fire if used in the base, and
are real.
* SuspiciouslySimilarSubstitute: Of
too short-ranged to use outside of the Great Mesmero.
base if facing off with Soldiers. And they set everything on fire, which can lead to furniture exploding or other minions dying.



!Minion Types
The minions are... well, [[ExactlyWhatItSaysOnTheTin your minions]]! These guys will carry out your general tasks around the base, but some specialize in certain areas. There are four types of minion. The Construction Minions, Social Minions, Military Minions and Science Minions.

[[folder:Minions in general]]
* ColorCodedCharacters: Construction Workers wear yellow, Social Minions wear red (save for the Spindoctor), Military Minions wear orange and Science Minions wear white (Technicians wear some blue with it).
* EvilMinions: [[ExactlyWhatItSaysOnTheTin Duh]]. Nothing gets done in the base or the world map without a Minion getting involved.
* FailedASpotCheck: Minions will completely ignore all agents unless you tag them. This can run the gamut from blissfully walking past a brightly-suited cat burglar obviously trying to jimmy open a locked door, to ignoring that squad of bright white ninjas following them through the defenses.
* HeelFaceTurn: Minions whose loyalty goes to zero will attempt to escape your island. Unless they're [[IHaveBoobsYouMustObey seduced by Mariana Mamba,]] you'd best tag them for capture and let them sit in a holding cell for a bit so they can remember who their boss is. Especially if they are a high-level minion like a Mercenary.
* InstantExpert: It takes only a few minutes of training or interrogation for a Construction Worker to become a professional Marksman, suave Playboy, or Quantum Physicist.
* {{Mooks}}: Well, actually, they're ''your'' Mooks. They're all ultimately expendable, even the most elite units, simply because there's always more waiting to join up.

to:

!Minion Types
The
[[folder:Science Minions]]
Technicians, Scientists, Biochemists and Quantum Physicists. They are responsible for keeping your base up and running and doing your research for you.
* TheEngineer: Technicians will repair any damaged equipment.
* MadScientist: An entire army of them, conducting your evil research and unlocking new tools and technology as you mix up different items.
* NonActionGuy: They will never get into a fight at all. If a soldier is in the same room, don't expect the Science Minion to survive.
* WorkerUnit: After Workers, Technicians are the second-most important
minions are... well, [[ExactlyWhatItSaysOnTheTin your minions]]! These guys will carry out your general tasks around the base, but some specialize in certain areas. There are four types of minion. The Construction Minions, Social Minions, Military Minions and Science Minions.

[[folder:Minions in general]]
* ColorCodedCharacters: Construction Workers wear yellow, Social Minions wear red (save for the Spindoctor), Military Minions wear orange and Science Minions wear white (Technicians wear some blue with it).
* EvilMinions: [[ExactlyWhatItSaysOnTheTin Duh]]. Nothing gets done in the base or the world map without a Minion getting involved.
* FailedASpotCheck: Minions will completely ignore all agents unless you tag them. This can run the gamut from blissfully walking past a brightly-suited cat burglar obviously trying to jimmy open a locked door, to ignoring that squad of bright white ninjas following them through the defenses.
* HeelFaceTurn: Minions whose loyalty goes to zero will attempt to escape your island. Unless they're [[IHaveBoobsYouMustObey seduced by Mariana Mamba,]] you'd best tag them for capture and let them sit in a holding cell for a bit so
as they can remember who their boss is. perform repairs and routine maintenance work. Especially if they are a high-level minion like a Mercenary.
* InstantExpert: It takes only a few minutes of training or interrogation for a Construction Worker to become a professional Marksman, suave Playboy, or Quantum Physicist.
* {{Mooks}}: Well, actually, they're ''your'' Mooks. They're all ultimately expendable, even the most elite units, simply because there's always more waiting to join up.
those {{Sentry Gun}}s and nuclear power plants.



[[folder:Construction Workers]]
These yellow jumpsuit-wearing are your most common minions, responsible for building your base and being general CannonFodder.
* {{Handguns}}: They arm themselves with pistols when the base is set to Yellow or Red Alert.
* MagikarpPower: Even the best of your Martial Artists and the smartest of your Scientists started out as these brain-dead buffoons. With some time and protection as they train, they can stand toe to toe with any agent sent to the island.
* RedShirt: Well, yellow shirt, anyway. Your basic starter minions who can construct your base and move your furniture around, but are lousy at all World Domination activities and can barely contribute to a fight even when armed. They'll die in droves whenever they're forced to fight.
* WeHaveReserves: They come for free at a rate of 1 minion every minute or so. If you agree to spend some money, they'll appear at a faster rate up to 1 Worker per second. It is possible to [[ZergRush continually swarm a Super Agent with endless wave of Workers until they go down,]] as long you have the cash to pay for it.
* WorkerUnit: They're the most basic Minion, but also ''the'' most important. After all, they're the ones building your base, bringing stolen money to your treasury, and freeing up elite minions from shifts. Construction Workers are also how you get more elite minions, as the elites train the Workers until they reach the position you need.

to:

[[folder:Construction Workers]]
[[folder:Freaks]]
These yellow jumpsuit-wearing monstrosities are your most common minions, responsible for building your base and being general CannonFodder.
* {{Handguns}}: They arm themselves with pistols when
available after researching Freak Production. Created by reanimating body bags in the base is set to Yellow or Red Alert.
* MagikarpPower: Even the best of your Martial Artists and the smartest of your Scientists started out as these brain-dead buffoons. With some time and protection as they train, they can stand toe to toe with any agent sent to the island.
* RedShirt: Well, yellow shirt, anyway. Your basic starter minions who can construct your base and move your furniture around, but are lousy at all World Domination activities and can barely contribute to a fight even when armed. They'll die in droves whenever
Bio-Tanks, they're forced strong, tough, and dumber than a sack of brick dust.
* CursedWithAwesome: Freaks' inability
to fight.
* WeHaveReserves: They come for free at a rate
''not'' trigger traps due to their idiocy has led to the creation of 1 minion every minute or so. If you agree to spend some money, they'll appear at Freak Triggers[[note]] lock a faster rate up to 1 Worker per second. It is possible to [[ZergRush continually swarm Freak into a Super Agent room with endless wave of Workers until trap sensors; the Freak will always set them off, and they go down,]] as long you have the cash do not need to pay for it.
refresh themselves[[/note]], turning your booby-trapped hallway into an always-active DeathCourse.
* WorkerUnit: DumbMuscle: Strong with nonexistent mental faculty, ensuring they will always trigger your traps. They're the most basic Minion, but also ''the'' most important. After all, too stupid to obey your tags or respond to alarms, so they wander aimlessly around the island and will always attempt to smash any agent they come across.
* HumanResources: Freaks are made by tossing human corpses into the Laboratory's Bio-Tanks, which reanimates them and turns the body into an hulking undead monster. Their habit of killing any agent they run into tends to create more bodies for the Bio-Tanks.
* NoCureForEvil: Unlike the rest of the minions (who can be healed), Freaks can't recover from being injured. They're durable, but they inevitably die for the last time after enough fights have passed.
* OurZombiesAreDifferent: They're reanimated corpses achieved through bioscience that don't spread their condition, for once.
* SmashMook: They're your smash mooks. They're big,
they're dumb, and their only goal in unlife is to charge at the ones building your base, bringing stolen money to your treasury, enemy and freeing up elite minions from shifts. Construction Workers are also how you get more elite minions, as the elites train the Workers until they reach the position you need.pulverize them.



[[folder:Social Minions]]
Valets, Spindoctors, Playboys and Diplomats. They use their abilities to confuse and distract agents, while also running your hotels.
* BriefcaseFullOfMoney: Diplomats carry these around and use them to bribe agents, which lowers their loyalty.
* TheCasanova: Playboys. Heck, they have a rare and unique animation where they can kiss a female agent and drain more of their stats than usual.
* FatBastard: Spindoctors and Diplomats are the only fat minions in your service, and they are definitely evil.
* LuxuriousLiquor: Playboys offer a fine drink to an agent when tagged for psychological weakening.
* TheMedic: The closest thing you have, excluding minions working in the Infirmary. If a unit (allied or enemy) is completely incapacitated, it's your Social minions that will tend to them; enemies dazed from stat drain will be gently led outdoors (sometimes), and passed-out minions will be carried to a place of safety to recuperate their lowest stat.
* NonActionGuy: They'll never attack anyone unless the base is on red alert. And even then, they do such a pathetic job of it that any social minion that gets into a fight with anyone will likely end up very very dead. On the other hand, since the fastest way to reduce your Heat score is to have enemy agents come to the island and leave empty-handed, Social minions are one of the most efficient ways of dealing with intruders. Even if an investigator finds something incriminating, a Spindoctor can leave him so befuddled that he won't remember it.
* {{Paparazzi}}: What Spindoctors essentially are. They either ask their victims for an intrusive interview, or hop around them taking photos. This confuses and baffles the agent, reducing their Smarts.
* WorkerUnit: While sharing some responsibilities with Construction minions, Valets have one particular job; they will extinguish fires if there's any, but if you're careful in managing your equipment or hostile threats, there won't be any fire. They are, however, the ''only'' units capable of putting out fires, so you'll want to have a few around. Valets will also assist your Construction Workers in buying items for your base and ferrying ill-gotten money from the depots. All Social Minions are also able to run your hotels.

to:

[[folder:Social Minions]]
Valets, Spindoctors, Playboys and Diplomats. They use their abilities
!The Forces of Justice

!!The Super Agents
As close
to confuse and distract agents, while also running your hotels.
* BriefcaseFullOfMoney: Diplomats carry
a boss as you can get, the Forces of Justice will send these around guys in when you become sufficiently notorious, and use them to bribe agents, which lowers their loyalty.
* TheCasanova: Playboys. Heck, they have
each is a rare and unique animation where they can kiss a female agent and drain more combination of their stats than usual.
* FatBastard: Spindoctors and Diplomats
two normal agents. These are the only fat minions in your service, and they are definitely evil.
* LuxuriousLiquor: Playboys offer a fine drink to an agent when tagged for psychological weakening.
* TheMedic: The closest thing you have, excluding minions working in the Infirmary. If a unit (allied or enemy) is completely incapacitated, it's your Social minions that will tend to them; enemies dazed from stat drain will be gently led outdoors (sometimes), and passed-out minions will be carried to a place of safety to recuperate their lowest stat.
* NonActionGuy: They'll never attack anyone unless the base is on red alert. And even then, they do such a pathetic job of it that any social minion that gets into a fight with anyone will likely end up very very dead. On the other hand, since the fastest way to reduce your Heat score is to have enemy
agents come to the island and leave empty-handed, Social minions are who can kill your Henchman.

[[folder:All of them]]
* BossSubtitles: The first time
one of them show up on the most efficient ways of dealing with intruders. Even if an investigator finds something incriminating, a Spindoctor can leave him so befuddled that he won't remember it.
Island, the camera will cut to them and show their name.
* {{Paparazzi}}: What Spindoctors essentially are. ContractualBossImmunity: 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. [[InvincibleHero No such luck for John Steele, though]].
* {{Expy}}: All but one of them are
either ask their victims for an intrusive interview, this, or hop around them taking photos. This confuses and baffles CaptainErsatz.
* GoodIsDumb: Smarter than
the agent, reducing their Smarts.
* WorkerUnit: While sharing some responsibilities with Construction minions, Valets have one particular job;
{{Red Shirt}}s, but still dumb. [[ContractualBossImmunity (But they will extinguish fires if there's any, but can afford to be.)]]
* HeroKiller: Inverted example. They're the only characters capable of killing your Henchmen (and
if you're careful in managing particularly unlucky, [[GameOver you]]).
* HeroWithAnFInGood: You may be the bad guy, but these five people kind of stretch the definition of "good". They think nothing of slaughtering
your equipment or hostile threats, there won't be any fire. They are, however, the ''only'' units capable of putting out fires, so you'll want to have a few around. Valets will also assist your Construction Workers in buying items for your base and ferrying ill-gotten money from the depots. All minions on sight, including Social Minions are or Science minions who aren't aggressive, and also able to run blow up your hotels.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}}: Each Super Agent has a unique Leitmotif that plays when they arrive on the island.



[[folder:Military Minions]]
Guards, Mercenaries, Martial Artists and Marksmen. These guys are your main combat force which serve to dispose of all those pesky agents sneaking onto your island when diplomacy fails.
* BareFistedMonk: The Martial Artists eschew weapons to focus in melee combat. They can still train others into one of the 'lesser' gun-toting minions, likely due to having been one themselves.
* {{BFG}}: Mercenaries use Heavy Machine Guns and Marksmen use sniper rifles, with the latter carrying their guns at all times.
* FriendlySniper: [[DownplayedTrope Downplayed]], but Marksmen do the same activities as other minions in their free time, such as chatting with minions or henchmen, playing games, watching TV, etc.
* HighlyConspicuousUniform: They wouldn't be evil guards without these. All Military minions wear some form of bright orange outfit, which makes them very distinct in appearance.
* MoreDakka: Guards use assault rifles when armed, but Mercenaries take it a step further by arming themselves with heavy machine guns.
* ProperlyParanoid: Marksmen always bring their Sniper Rifle with them, unlike others who would arm themselves only during alerts.
* ShootingGallery: They're trained in either this (for Mercenaries and Marksmen), dojos (for Martial Artists) or at Punching Bags (Guards). [[VideoGameCrueltyPotential The Marksman shooting range also serves as a torture device, by the way.]]
* StickyFingers: A Mercenary that decides to [[ScrewThisImOuttaHere bail on you]] will try to take some of your cash with him, unlike all the other minions that just try to run. You'd best tag him for 're-education'.
* VideoGameFlamethrowersSuck: Mercenaries can be equipped with flamethrowers after some research, but they're unfortunately AwesomeButImpractical. They're very expensive (you get one for 20 grand, when the cheaper Heavy Rifle Cabinet equips ten Mercenaries), causes friendly fire if used in the base, and are too short-ranged to use outside of the base if facing off with Soldiers. And they set everything on fire, which can lead to furniture exploding or other minions dying.

to:

[[folder:Military Minions]]
Guards, Mercenaries, Martial Artists
[[folder:Mariana Mamba]]
S.M.A.S.H's Super Agent. She behaves as a Saboteur
and Marksmen. These guys are Thief, meaning she will seek to enter your main combat force which serve base to dispose of all those pesky agents sneaking onto your island when diplomacy fails.
* BareFistedMonk: The Martial Artists eschew weapons to focus in melee combat. They can still train others into one of the 'lesser' gun-toting minions, likely due to having been one themselves.
* {{BFG}}: Mercenaries use Heavy Machine Guns
steal valuables and Marksmen use sniper rifles, destroy important equipment.
* {{Expy}}: Of [[Film/DrNo Honey Ryder]].
* IHaveBoobsYouMustObey: Her ability involves completely sapping a minion's loyalty
with the latter carrying their guns at all times.
* FriendlySniper: [[DownplayedTrope Downplayed]], but Marksmen do the same activities as other minions in their free time, such as chatting with minions or henchmen, playing games, watching TV, etc.
* HighlyConspicuousUniform: They wouldn't be evil guards without these. All Military minions wear some form of bright orange outfit, which makes
her looks, causing them very distinct in appearance.
* MoreDakka: Guards use assault rifles when armed, but Mercenaries take it a step further by arming themselves with heavy machine guns.
* ProperlyParanoid: Marksmen always bring their Sniper Rifle with them, unlike others who would arm themselves only during alerts.
* ShootingGallery: They're trained in either this (for Mercenaries
to propose to her and Marksmen), dojos (for Martial Artists) or at Punching Bags (Guards). [[VideoGameCrueltyPotential The Marksman her coldly shooting range also serves as a torture device, by them down, causing them to defect on the way.spot, and unlike other defections, these ones can never be re-educated.
* KnifeNut: She uses a large serrated knife to make short work of any minions who try to attack her.
* MsFanservice: 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.
* NubileSavage: 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.
* PunishedWithUgly: [[spoiler: She's permanently defeated by injecting her with a chemical that causes her to become morbidly obese.
]]
* StickyFingers: A Mercenary that decides {{Stripperific}}: Wears a bikini and little else, justified, as she's trying to [[ScrewThisImOuttaHere bail on you]] seduce your minions. (Your guards will try to take some of your cash with him, unlike all the other minions that just try to run. You'd best tag him for 're-education'.
* VideoGameFlamethrowersSuck: Mercenaries can be equipped with flamethrowers after some research, but
frisk her anyway if they're unfortunately AwesomeButImpractical. They're very expensive (you get one for 20 grand, when supposed to.)
* WarmUpBoss: Mariana is
the cheaper Heavy Rifle Cabinet equips ten Mercenaries), causes friendly fire if used 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 base, and are too short-ranged to use outside early parts of the base if facing off with Soldiers. And they set everything on fire, which can lead to furniture exploding or campaign, but not as insanely lethal as her counterparts from the other minions dying.Agencies.



[[folder:Science Minions]]
Technicians, Scientists, Biochemists and Quantum Physicists. They are responsible for keeping your base up and running and doing your research for you.
* TheEngineer: Technicians will repair any damaged equipment.
* MadScientist: An entire army of them, conducting your evil research and unlocking new tools and technology as you mix up different items.
* NonActionGuy: They will never get into a fight at all. If a soldier is in the same room, don't expect the Science Minion to survive.
* WorkerUnit: After Workers, Technicians are the second-most important minions as they perform repairs and routine maintenance work. Especially those {{Sentry Gun}}s and nuclear power plants.

to:

[[folder:Science Minions]]
Technicians, Scientists, Biochemists
[[folder:Jet Chan]]
A.N.V.I.L's Super Agent. Acts as a Soldier
and Quantum Physicists. They are responsible for keeping your base up and running and doing your research for you.
* TheEngineer: Technicians
Thief; he will repair any damaged equipment.
* MadScientist: An entire army of them, conducting your evil research
go on the offensive, and unlocking new tools and technology will also steal from you if given a chance.
* ArrogantKungFuGuy: He seems to pride himself on his Kung-Fu skills. [[spoiler: This is actually a clue to how you get him out of the picture for good,
as you mix up different items.
* NonActionGuy: They
exploit this by making him unquestionably lose a fight, breaking his will never get into to continue]].
* BruceLeeClone: Essentially this is what Jet Chan is despite his name.
* CaptainErsatz: Of Creator/JetLi and Creator/JackieChan.
* DodgeTheBullet: His special trait makes him immune against bullets. You gotta take him down the hard way.
* MyGreatestFailure: The Evil Genius causes this event for Jet Chan in the mission to remove the Super Agent from the game. [[spoiler: Jet's gone so long without losing
a fight at all. If a soldier is 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 same room, don't expect shame. This leads him to retreat into self-imposed isolation for the Science Minion to survive.
* WorkerUnit: After Workers, Technicians are
rest of the second-most important minions as they perform repairs game, training and routine maintenance work. Especially those {{Sentry Gun}}s meditating on his failure]].
* RiggedContest: [[spoiler:Defeating him requires coaxing him to fight in your Dojo... after feeding him a meal spiked with sedatives to ensure he loses.]]
* SoreLoser: [[spoiler:Defeating him requires interrogating his old master, who reveals that Jet's arrogance has grown from too many effortless victories. Sure enough, once you defeat him, he goes into exile to meditate
and nuclear power plants.train, never returning.]]
* WalkingShirtlessScene: He ''never'' wears a shirt.



[[folder:Freaks]]
These monstrosities are available after researching Freak Production. Created by reanimating body bags in the Bio-Tanks, they're strong, tough, and dumber than a sack of brick dust.
* CursedWithAwesome: Freaks' inability to ''not'' trigger traps due to their idiocy has led to the creation of Freak Triggers[[note]] lock a Freak into a room with trap sensors; the Freak will always set them off, and they do not need to refresh themselves[[/note]], turning your booby-trapped hallway into an always-active DeathCourse.
* DumbMuscle: Strong with nonexistent mental faculty, ensuring they will always trigger your traps. They're also too stupid to obey your tags or respond to alarms, so they wander aimlessly around the island and will always attempt to smash any agent they come across.
* HumanResources: Freaks are made by tossing human corpses into the Laboratory's Bio-Tanks, which reanimates them and turns the body into an hulking undead monster. Their habit of killing any agent they run into tends to create more bodies for the Bio-Tanks.
* NoCureForEvil: Unlike the rest of the minions (who can be healed), Freaks can't recover from being injured. They're durable, but they inevitably die for the last time after enough fights have passed.
* OurZombiesAreDifferent: They're reanimated corpses achieved through bioscience that don't spread their condition, for once.
* SmashMook: They're your smash mooks. They're big, they're dumb, and their only goal in unlife is to charge at the enemy and pulverize them.

to:

[[folder:Freaks]]
These monstrosities are available after researching Freak Production. Created by reanimating body bags in
[[folder:Katerina Frostonova]]
H.A.M.M.E.R's Super Agent. 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.
* CaptainErsatz: Based on
the Bio-Tanks, they're strong, tough, ''ComicBook/BlackWidow'' from Creator/MarvelComics.
* CompanionCube: [[spoiler: Her mission shows that the only thing that Katerina has an emotional attachment to is her teddy bear,
and dumber than a sack it serves as the one source of brick dust.
* CursedWithAwesome: Freaks' inability
comfort in her life. Eviscerating it in front of her causes her to ''not'' trigger traps due permanently break and trouble you no longer]].
* ForcedToWatch: [[spoiler: She's defeated by being forced
to watch you rip apart her only object of affection, Mr. Snuggles. YouBastard.]]
* GirlsLoveStuffedAnimals: The only thing this IceQueen ever cares about is her teddy bear, Mr. Snuggles. [[spoiler: Which you rip apart in front of her, sending her into a permanent HeroicBSOD and removing her from your hair once and for all.]]
* OneHitKill: She can only use it once per visit, mercifully, but her most dangerous ability ''Cold Assassin' involves stabbing someone to instantly bring
their idiocy has led health down to nil. Better hope she doesn't use it on a Henchman or [[OhCrap on your Evil Genius if she escapes an interrogation]]!
* SpySchool: As a toddler, her parents were accidentally gunned down in a K.G.B. raid gone wrong, and she was brought
to the creation of Freak Triggers[[note]] lock a Freak into a room with trap sensors; the Freak will always set them off, and they do not need to refresh themselves[[/note]], turning your booby-trapped hallway into an always-active DeathCourse.
* DumbMuscle: Strong with nonexistent mental faculty, ensuring they will always trigger your traps. They're also too stupid to obey your tags or respond to alarms, so they wander aimlessly around the island and will always attempt to smash any agent they come across.
* HumanResources: Freaks are made by tossing human corpses into the Laboratory's Bio-Tanks, which reanimates them and turns the body into an hulking undead monster. Their habit of killing any agent they run into tends to create more bodies
Soviet State Orphanage for the Bio-Tanks.
* NoCureForEvil: Unlike the rest
Heroes of the minions (who can be healed), Freaks 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.
* StealthExpert: 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 recover from being injured. They're durable, but they inevitably die for see her while she's cloaked, allowing her to approach the last time after enough fights have passed.
* OurZombiesAreDifferent: They're reanimated corpses achieved through bioscience that don't spread their condition, for once.
* SmashMook: They're your smash mooks. They're big, they're dumb,
target of her choice and their only goal in unlife is to charge at the enemy and pulverize them.instantly kill them.



!The Forces of Justice

!!The Super Agents
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 kill your Henchman.

[[folder:All of them]]
* BossSubtitles: The first time one of them show up on the Island, the camera will cut to them and show their name.
* ContractualBossImmunity: 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. [[InvincibleHero No such luck for John Steele, though]].
* {{Expy}}: All but one of them are either this, or CaptainErsatz.
* GoodIsDumb: Smarter than the {{Red Shirt}}s, but still dumb. [[ContractualBossImmunity (But they can afford to be.)]]
* HeroKiller: Inverted example. They're the only characters capable of killing your Henchmen (and if you're particularly unlucky, [[GameOver you]]).
* HeroWithAnFInGood: 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}}: Each Super Agent has a unique Leitmotif that plays when they arrive on the island.

to:

!The Forces of Justice

!!The
[[folder:Dirk Masters]]
P.A.T.R.I.O.T's
Super Agents
As close to a boss
Agent. The most destructive agent bar none, he acts as you can get, the Forces of Justice both soldier and saboteur; he will send these guys do nothing but smash his way through your base in search of important things or people to shoot.
* ActionHero: 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.
* TheAhnold: Being an {{Expy}} of Creator/SylvesterStallone's ''Franchise/{{Rambo}}'' character.
* {{BFG}}: Remember those Heavy Machine Guns your Mercenaries lug around? This guy carries ''[[GunsAkimbo two.]]''
* CaptainErsatz: He's more-or-less [[Franchise/{{Rambo}} John Rambo]].
* IdiotHero: 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 afterwards. 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.
* MoreDakka: Carries [[GunsAkimbo two]] [[{{BFG}} 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.
* OneLastJob: 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.
* TestosteronePoisoning: Big, hunky TopHeavyGuy who carries around 2 {{BFG}} at once. And then [[spoiler: this trope is played literally
when you become sufficiently notorious, find out he's been using highly powerful and each is a combination of two normal agents. These are illegal steroids to maintain his impossible physique as he gets older. A trip to the only agents who can kill your Henchman.

[[folder:All of them]]
* BossSubtitles: The first time one of them show up on the Island, the camera will cut to them
Bio-Tanks later, and show their name.
* ContractualBossImmunity: 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. [[InvincibleHero No such luck for John Steele, though]].
* {{Expy}}: All but one of them are either this, or CaptainErsatz.
* GoodIsDumb: Smarter than the {{Red Shirt}}s, but still dumb. [[ContractualBossImmunity (But they can afford to be.)]]
* HeroKiller: Inverted example. They're the only characters capable of killing your Henchmen (and if you're particularly unlucky, [[GameOver you]]).
* HeroWithAnFInGood: 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}}: Each Super Agent has
all those chemicals [[ReforgedIntoAMinion mutate him into a unique Leitmotif that plays when they arrive on the island.Freak]].]]



[[folder:Mariana Mamba]]
S.M.A.S.H's Super Agent. She behaves as a Saboteur and Thief, meaning she will seek to enter your base to steal valuables and destroy important equipment.
* {{Expy}}: Of [[Film/DrNo Honey Ryder]].
* IHaveBoobsYouMustObey: 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.
* KnifeNut: She uses a large serrated knife to make short work of any minions who try to attack her.
* MsFanservice: 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.
* NubileSavage: 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.
* PunishedWithUgly: [[spoiler: She's permanently defeated by injecting her with a chemical that causes her to become morbidly obese.]]
* {{Stripperific}}: Wears a bikini and little else, justified, as she's trying to seduce your minions. (Your guards will frisk her anyway if they're supposed to.)
* WarmUpBoss: 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.

to:

[[folder:Mariana Mamba]]
[[folder:John Steele]]
S.M.A.S.H's B.R.E's Super Agent. She behaves Behaves as a Saboteur and Thief, meaning she Investigator; he will seek try to enter your base to steal valuables and destroy important equipment.
equipment in your base, and in the process will gather evidence of your evil deeds to further drive up your Heat rating.
* TheAce: The last Super Agent coming after you, the most annoying to deal with, and utterly unkillable aside from an end-game cutscene. He's noted as having stopped countless evil schemes, and having an near endless amount of medals and commendations as a result.
* BadassInANiceSuit: A black and white tuxedo, to be exact.
* DefiantToTheEnd: His actions during the Doomsday Countdown show he's earned every one of his accolades. [[spoiler: 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 [[Film/DrNo Honey Ryder]].
* IHaveBoobsYouMustObey: Her ability involves completely sapping a minion's loyalty with her looks, causing them
[[Franchise/JamesBond Bond himself]]! His surname is likely based on ''Series/RemingtonSteele'', whose actor would go on to propose to her and her coldly shooting them down, causing them to defect on play James Bond.
* FinalBoss: He's
the spot, and unlike other defections, these ones can never be re-educated.
* KnifeNut: She uses a large serrated knife to make short work of any minions who try to attack her.
* MsFanservice: 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
very last Super Agent you'll see in the early game where your special minions are more important, but laughable when you have 60 or more minions.
* NubileSavage: Mariana grew up alone in
game, and 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.
* PunishedWithUgly: [[spoiler: She's
only one that cannot be permanently defeated by injecting her 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.
* HollywoodHacking: 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.
* InvincibleHero: Steele is flat out ''impossible'' to defeat - not only does he possess the other Super Agent's ability to resist normal attempts at killing, but there is no obtional objective that allows you to defeat him. [[spoiler:Though, if you have him imprisoned when you launch your Doomsday Device, he'll end up stuck to it as it travels into space]].
* SkippableBoss: If one is ''very'' careful about managing their notoriety, it's possible to get through the whole game without even seeing him once.
* StrappedToARocket: [[spoiler: His final fate, if you keep him locked up as you launch your DoomsdayDevice. He is forced onto the rocket
with a chemical that causes her to become morbidly obese.]]
* {{Stripperific}}: Wears a bikini
no way out, and little else, justified, as she's trying to seduce your minions. (Your guards will frisk her anyway if they're supposed to.)
then ''launched into space'']].
* WarmUpBoss: Mariana TitleThemeDrop: His {{Leitmotif}} 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 few seconds of the campaign, but not as insanely lethal as her counterparts from main theme song.
* TuxedoAndMartini: Considering [[Franchise/JamesBond who he's based on,]] it's little surprise he wears a fancy tuxedo, and his description mentions that
the other Agencies.first sign of his approach is an empty martini glass in a nearby casino.



[[folder:Jet Chan]]
A.N.V.I.L's Super Agent. Acts as a Soldier and Thief; he will go on the offensive, and will also steal from you if given a chance.
* ArrogantKungFuGuy: He seems to pride himself on his Kung-Fu skills. [[spoiler: 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 fight, breaking his will to continue]].
* BruceLeeClone: Essentially this is what Jet Chan is despite his name.
* CaptainErsatz: Of Creator/JetLi and Creator/JackieChan.
* DodgeTheBullet: His special trait makes him immune against bullets. You gotta take him down the hard way.
* MyGreatestFailure: The Evil Genius causes this event for Jet Chan in the mission to remove the Super Agent from the game. [[spoiler: 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]].
* RiggedContest: [[spoiler:Defeating him requires coaxing him to fight in your Dojo... after feeding him a meal spiked with sedatives to ensure he loses.]]
* SoreLoser: [[spoiler:Defeating him requires interrogating his old master, who reveals that Jet's arrogance has grown from too many effortless victories. Sure enough, once you defeat him, he goes into exile to meditate and train, never returning.]]
* WalkingShirtlessScene: He ''never'' wears a shirt.

to:

[[folder:Jet Chan]]
A.N.V.I.L's Super Agent. Acts as a Soldier
!!Agent Types
The Agents are your enemies, who are sent by the Forces of Justice to look for misdeeds
and Thief; he try to stop you. There are four flavours of Agent: pathetic, poor, good and exceptional. The higher your heat is, the more powerful Agents that will go on be sent and the offensive, and will also steal from you if given a chance.
better equipped they'll be.

[[folder:Agents in general]]
* ArrogantKungFuGuy: He seems to pride himself on his Kung-Fu skills. [[spoiler: This is actually a clue to how you get him out of EliteMooks: Anyone in the picture for good, as you exploit good or exceptional categories are this by making him unquestionably lose a fight, breaking his will to continue]].
* BruceLeeClone: Essentially this is what Jet Chan is despite his name.
* CaptainErsatz: Of Creator/JetLi and Creator/JackieChan.
* DodgeTheBullet: His special trait makes him immune
the Forces of Justice. They'll come with higher stats, more things they can do against bullets. you, and more firepower.
* {{Mooks}}: They aren't yours, though.
* ReversePsychology:
You gotta take him down the hard way.
* MyGreatestFailure: The Evil Genius causes this event for Jet Chan in the mission to remove the Super Agent from the game. [[spoiler: Jet's gone so long without losing a fight
can occasionally fool higher-tiered Agents using low security doors, since they [[ArtificialBrilliance assume 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 nothing valuable or dangerous could lie behind such an easy obstacle.]] In the shame. This leads him same manner, they are attracted to retreat into self-imposed isolation for high-security doors like flies to a jar of honey since they also assume the rest reverse is true, so a corridor full of the game, training and meditating on his failure]].
* RiggedContest: [[spoiler:Defeating him requires coaxing him to fight in your Dojo... after feeding him a meal spiked
high-security doors with sedatives nothing behind them is a good way to ensure he loses.]]
* SoreLoser: [[spoiler:Defeating him requires interrogating his old master, who reveals that Jet's arrogance has grown from too many effortless victories. Sure enough, once you defeat him, he goes into exile to meditate and train, never returning.]]
* WalkingShirtlessScene: He ''never'' wears a shirt.
keep agents entertained.



[[folder:Katerina Frostonova]]
H.A.M.M.E.R's Super Agent. 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.
* CaptainErsatz: Based on the ''ComicBook/BlackWidow'' from Creator/MarvelComics.
* CompanionCube: [[spoiler: 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]].
* ForcedToWatch: [[spoiler: She's defeated by being forced to watch you rip apart her only object of affection, Mr. Snuggles. YouBastard.]]
* GirlsLoveStuffedAnimals: The only thing this IceQueen ever cares about is her teddy bear, Mr. Snuggles. [[spoiler: Which you rip apart in front of her, sending her into a permanent HeroicBSOD and removing her from your hair once and for all.]]
* OneHitKill: 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 [[OhCrap on your Evil Genius if she escapes an interrogation]]!
* SpySchool: 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.
* StealthExpert: 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.

to:

[[folder:Katerina Frostonova]]
H.
[[folder:Investigators and Agents]]
* BanditMook: Any Investigators that are not Pathetic will steal stuff if they get the opportunity. Poor Investigators tend to steal gold if they get into your strongroom while Good and Exceptional ones will try to take your loot as well.
* {{Determinator}}: Seriously, the lengths of time that some of these guys will spend stood at a door to try and force it open is really quite something, particularly the Pathetic ones who are also extremely bad at it.
* FailedASpotCheck: The Pathetic Investigators/Agents can walk past piles of corpses and stolen loot without noticing them.
* TheGoomba: The weakest of the Agent types and typically the first of the Forces of Justice you will encounter. They are more interested in gathering evidence than fighting.
* HeKnowsTooMuch: Essentially the premise behind Investigators. If they find suspicious things in or around your base, they will make a run for the exit platform and tell their superiors about it, raising your Heat, so it's advisable to make sure they don't come back alive...
** Conversely, it's actually preferable to let unsuspicious Investigators (with a blue ring around them) leave, because then they get a false pretense your island isn't suspicious, getting you a drop in heat from that Force of Justice.
* NiceHat: S.
A.M.M.B.R.E.R's Super Agent. Acts as 's variants have 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.
* CaptainErsatz: Based on
simple bowler hat adorning their heads. Strangely, the ''ComicBook/BlackWidow'' from Creator/MarvelComics.
* CompanionCube: [[spoiler: Her mission
profile image for agents 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]].
* ForcedToWatch: [[spoiler: She's defeated by being forced to watch you rip apart her only object of affection, Mr. Snuggles. YouBastard.]]
* GirlsLoveStuffedAnimals: The only thing this IceQueen ever cares about is her teddy bear, Mr. Snuggles. [[spoiler: Which you rip apart in front of her, sending her into a permanent HeroicBSOD and removing her from your hair once and for all.]]
* OneHitKill: 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 [[OhCrap on your Evil Genius if she escapes an interrogation]]!
* SpySchool: 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.
P.A.M.M.E.T.R.I.O.T.'s secret school for assassins, and so Katerina was raised to kill her country's enemies on command.
* StealthExpert: 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.
Agents wearing fancy fedoras, even though they never come with them in-game.



[[folder:Dirk Masters]]
P.A.T.R.I.O.T's Super Agent. 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.
* ActionHero: 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.
* TheAhnold: Being an {{Expy}} of Creator/SylvesterStallone's ''Franchise/{{Rambo}}'' character.
* {{BFG}}: Remember those Heavy Machine Guns your Mercenaries lug around? This guy carries ''[[GunsAkimbo two.]]''
* CaptainErsatz: He's more-or-less [[Franchise/{{Rambo}} John Rambo]].
* IdiotHero: 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 afterwards. 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.
* MoreDakka: Carries [[GunsAkimbo two]] [[{{BFG}} 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.
* OneLastJob: 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.
* TestosteronePoisoning: Big, hunky TopHeavyGuy who carries around 2 {{BFG}} at once. And then [[spoiler: 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 [[ReforgedIntoAMinion mutate him into a unique Freak]].]]

to:

[[folder:Dirk Masters]]
[[folder:Burglars and Thieves]]
* BanditMook: They'll take any opportunity to steal your gold. If they see any loot around, count on them to try and swipe it. Letting them get away with what they stole will cause a Notoriety drop, since an Evil Genius who lets their prize loot get stolen isn't to be feared.
* BlatantBurglar: Like everyone else, they embody their respective areas' stereotypes of what a typical burglar is. For example, S.A.B.R.E.'s Burglars come wearing striped shirts, beanies and masks, while
P.A.T.R.I.O.T's Super Agent. The most destructive agent bar none, he acts as both soldier T. sends the ClassyCatBurglar complete with a comedically-exaggerated gait.
* DominoMask: Those aligned with S.A.B.R.E., P.A.T.R.I.O.T.
and saboteur; he A.N.V.I.L. will do nothing but smash his way through your base in search be wearing these.
* InTheHood: S.M.A.S.H. ones wear hoods.
* SpyCatsuit: The P.A.T.R.I.O.T. ones come wearing these,
of important things or people to shoot.
* ActionHero: Dirk is a walking reference to action films
various colors, complete with muscular male protagonists with big guns, high heels and lives by the same philosophy that those heroes do; if it's in the way, shoot it until it dies.
* TheAhnold: Being an {{Expy}}
[[AbsoluteCleavage a good view of Creator/SylvesterStallone's ''Franchise/{{Rambo}}'' character.
* {{BFG}}: Remember those Heavy Machine Guns your Mercenaries lug around? This guy carries ''[[GunsAkimbo two.]]''
* CaptainErsatz: He's more-or-less [[Franchise/{{Rambo}} John Rambo]].
* IdiotHero: 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 afterwards. 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.
* MoreDakka: Carries [[GunsAkimbo two]] [[{{BFG}} 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.
* OneLastJob: 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.
* TestosteronePoisoning: Big, hunky TopHeavyGuy who carries around 2 {{BFG}} at once. And then [[spoiler: 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 [[ReforgedIntoAMinion mutate him into a unique Freak]].
their chest area.]]



[[folder:John Steele]]
S.A.B.R.E's Super Agent. 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.
* TheAce: The last Super Agent coming after you, the most annoying to deal with, and utterly unkillable aside from an end-game cutscene. He's noted as having stopped countless evil schemes, and having an near endless amount of medals and commendations as a result.
* BadassInANiceSuit: A black and white tuxedo, to be exact.
* DefiantToTheEnd: His actions during the Doomsday Countdown show he's earned every one of his accolades. [[spoiler: 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 [[Franchise/JamesBond Bond himself]]! His surname is likely based on ''Series/RemingtonSteele'', whose actor would go on to play James Bond.
* FinalBoss: He's the very last Super Agent you'll see in the 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.
* HollywoodHacking: 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.
* InvincibleHero: Steele is flat out ''impossible'' to defeat - not only does he possess the other Super Agent's ability to resist normal attempts at killing, but there is no obtional objective that allows you to defeat him. [[spoiler:Though, if you have him imprisoned when you launch your Doomsday Device, he'll end up stuck to it as it travels into space]].
* SkippableBoss: If one is ''very'' careful about managing their notoriety, it's possible to get through the whole game without even seeing him once.
* StrappedToARocket: [[spoiler: His final fate, if you keep him locked up as you launch your DoomsdayDevice. He is forced onto the rocket with no way out, and then ''launched into space'']].
* TitleThemeDrop: His {{Leitmotif}} is the first few seconds of the main theme song.
* TuxedoAndMartini: Considering [[Franchise/JamesBond 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.

to:

[[folder:John Steele]]
[[folder:Infiltrators and Saboteurs]]
* AbsoluteCleavage: The outfit of S.M.A.
S.H.'s version doesn't leave too much to the imagination...
* GasMaskMooks: S.
A.B.R.E's Super Agent. Behaves as E.'s Infiltrators look like members of the SAS, but thankfully, their gas masks don't protect them from gas traps.
* HarpoonGun: P.A.T.R.I.O.T.'s Scuba Diver-like infiltrators use their harpoons to fight.
* HighlyVisibleNinja: Quite literally with A.N.V.I.L's version of these, since they ''are'' ninjas. In full getup. Of various bright colors.
* {{Stripperific}}: H.A.M.M.E.R.'s Infiltrators are girls that have
a Saboteur fair amount of skin exposed, and Investigator; he wear a DominoMask.
* StuffBlowingUp: Their basic MO. Seeing anything evil (i.e. a heat rating)
will try usually result in them trying 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.
* TheAce: The last Super Agent coming after you, the most annoying to deal with, and utterly unkillable aside from an end-game cutscene. He's noted as having stopped countless evil schemes, and having an near endless amount of medals and commendations as a result.
* BadassInANiceSuit: A black and white tuxedo, to be exact.
* DefiantToTheEnd: His actions during the Doomsday Countdown show he's earned every one of his accolades. [[spoiler: 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
it with 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 [[Franchise/JamesBond Bond himself]]! His surname is likely based on ''Series/RemingtonSteele'', whose actor would go on to play James Bond.
* FinalBoss: He's the very last Super Agent you'll see in the 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.
* HollywoodHacking: 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.
* InvincibleHero: Steele is flat out ''impossible'' to defeat - not only does he possess the other Super Agent's ability to resist normal attempts at killing, but there is no obtional objective that allows
guns. Woe betide you if they [[OhCrap plant charges to defeat him. [[spoiler:Though, if you have him imprisoned when you launch your Doomsday Device, he'll end up stuck to it as it travels into space]].
* SkippableBoss: If one is ''very'' careful about managing their notoriety, it's possible to get through the whole game without even seeing him once.
* StrappedToARocket: [[spoiler: His final fate, if you keep him locked up as you launch your DoomsdayDevice. He is forced onto the rocket with no way out, and then ''launched into space'']].
* TitleThemeDrop: His {{Leitmotif}} is the first few seconds of the main theme song.
* TuxedoAndMartini: Considering [[Franchise/JamesBond 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.
do it]].



!!Agent Types
The Agents are your enemies, who are sent by the Forces of Justice to look for misdeeds and try to stop you. There are four flavours of Agent: pathetic, poor, good and exceptional. The higher your heat is, the more powerful Agents that will be sent and the better equipped they'll be.

[[folder:Agents in general]]
* EliteMooks: Anyone in the good or exceptional categories are this to the Forces of Justice. They'll come with higher stats, more things they can do against you, and more firepower.
* {{Mooks}}: They aren't yours, though.
* ReversePsychology: You can occasionally fool higher-tiered Agents using low security doors, since they [[ArtificialBrilliance assume that nothing valuable or dangerous could lie behind such an easy obstacle.]] In the same manner, they are attracted to high-security doors like flies to a jar of honey since they also assume the reverse is true, so a corridor full of high-security doors with nothing behind them is a good way to keep agents entertained.

to:

!!Agent Types
The Agents are your enemies, who are sent by
[[folder:Soldiers and Veterans]]
* CoolGuns: Soldiers' armaments vary in appearance depending on their alleigance: P.A.T.R.I.O.T. uses M16s, S.A.B.R.E. uses Sterling [=SMGs=], A.N.V.I.L. and H.A.M.M.E.R. use different variants of an [=AK=]-pattern rifle, and S.M.A.S.H. uses IMI Galils. Somehow they all deal
the Forces same amount of Justice to look for misdeeds and try to stop you. There are four flavours of Agent: pathetic, poor, good and exceptional. The higher your heat is, the more powerful Agents that will be sent and the better equipped they'll be.

[[folder:Agents in general]]
damage.
* EliteMooks: Anyone in the good or exceptional categories Even pathetic and poor versions of these are this to the Forces elite mooks in and of Justice. They'll come with higher stats, more things themselves.
* MoreDakka: Wielding Assault Rifles and coming in squads,
they can do against easily kill a lot of your minions if you're not prepared.
* TriggerHappy: If they see anything affiliated with
you, and more firepower.
* {{Mooks}}: They aren't yours, though.
* ReversePsychology: You can occasionally fool higher-tiered Agents using low security doors, since
count on them to start shooting at it. Even if they [[ArtificialBrilliance assume that nothing valuable or dangerous could lie behind such an easy obstacle.]] In the same manner, they are attracted just so happen to high-security doors like flies to a jar of honey since they also assume the reverse is true, so a corridor full of high-security doors with nothing behind be ''defenseless Valets in your hotel''. This does render them is a good way the least vulnerable to keep traps, because while most upper-tier agents entertained.can walk over basic traps without triggering them, Soldiers just won't leave them intact.



[[folder:Investigators and Agents]]
* BanditMook: Any Investigators that are not Pathetic will steal stuff if they get the opportunity. Poor Investigators tend to steal gold if they get into your strongroom while Good and Exceptional ones will try to take your loot as well.
* {{Determinator}}: Seriously, the lengths of time that some of these guys will spend stood at a door to try and force it open is really quite something, particularly the Pathetic ones who are also extremely bad at it.
* FailedASpotCheck: The Pathetic Investigators/Agents can walk past piles of corpses and stolen loot without noticing them.
* TheGoomba: The weakest of the Agent types and typically the first of the Forces of Justice you will encounter. They are more interested in gathering evidence than fighting.
* HeKnowsTooMuch: Essentially the premise behind Investigators. If they find suspicious things in or around your base, they will make a run for the exit platform and tell their superiors about it, raising your Heat, so it's advisable to make sure they don't come back alive...
** Conversely, it's actually preferable to let unsuspicious Investigators (with a blue ring around them) leave, because then they get a false pretense your island isn't suspicious, getting you a drop in heat from that Force of Justice.
* NiceHat: S.A.B.R.E.'s variants have a simple bowler hat adorning their heads. Strangely, the profile image for agents shows P.A.T.R.I.O.T.'s Agents wearing fancy fedoras, even though they never come with them in-game.
[[/folder]]

[[folder:Burglars and Thieves]]
* BanditMook: They'll take any opportunity to steal your gold. If they see any loot around, count on them to try and swipe it. Letting them get away with what they stole will cause a Notoriety drop, since an Evil Genius who lets their prize loot get stolen isn't to be feared.
* BlatantBurglar: Like everyone else, they embody their respective areas' stereotypes of what a typical burglar is. For example, S.A.B.R.E.'s Burglars come wearing striped shirts, beanies and masks, while P.A.T.R.I.O.T. sends the ClassyCatBurglar complete with a comedically-exaggerated gait.
* DominoMask: Those aligned with S.A.B.R.E., P.A.T.R.I.O.T. and A.N.V.I.L. will be wearing these.
* InTheHood: S.M.A.S.H. ones wear hoods.
* SpyCatsuit: The P.A.T.R.I.O.T. ones come wearing these, of various colors, complete with high heels and [[AbsoluteCleavage a good view of their chest area.]]
[[/folder]]

[[folder:Infiltrators and Saboteurs]]
* AbsoluteCleavage: The outfit of S.M.A.S.H.'s version doesn't leave too much to the imagination...
* GasMaskMooks: S.A.B.R.E.'s Infiltrators look like members of the SAS, but thankfully, their gas masks don't protect them from gas traps.
* HarpoonGun: P.A.T.R.I.O.T.'s Scuba Diver-like infiltrators use their harpoons to fight.
* HighlyVisibleNinja: Quite literally with A.N.V.I.L's version of these, since they ''are'' ninjas. In full getup. Of various bright colors.
* {{Stripperific}}: H.A.M.M.E.R.'s Infiltrators are girls that have a fair amount of skin exposed, and wear a DominoMask.
* StuffBlowingUp: Their basic MO. Seeing anything evil (i.e. a heat rating) will usually result in them trying to destroy it with their guns. Woe betide you if they [[OhCrap plant charges to do it]].
[[/folder]]

[[folder:Soldiers and Veterans]]
* CoolGuns: Soldiers' armaments vary in appearance depending on their alleigance: P.A.T.R.I.O.T. uses M16s, S.A.B.R.E. uses Sterling [=SMGs=], A.N.V.I.L. and H.A.M.M.E.R. use different variants of an [=AK=]-pattern rifle, and S.M.A.S.H. uses IMI Galils. Somehow they all deal the same amount of damage.
* EliteMooks: Even pathetic and poor versions of these are elite mooks in and of themselves.
* MoreDakka: Wielding Assault Rifles and coming in squads, they can easily kill a lot of your minions if you're not prepared.
* TriggerHappy: If they see anything affiliated with you, count on them to start shooting at it. Even if they just so happen to be ''defenseless Valets in your hotel''. This does render them the least vulnerable to traps, because while most upper-tier agents can walk over basic traps without triggering them, Soldiers just won't leave them intact.
[[/folder]]
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[[folder:Incendio]]

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/incendio_eg2.png]]
[[caption-width-right:350:]]

* MagiciansAreWizards: He has the look and act of a stage magician, though like Mesmero, his powers are real.
* SuspiciouslySimilarSubstitute: Of the Great Mesmero.

[[/folder]]
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* CoolGuns: Soldiers from different regions use different rifles: P.A.T.R.I.O.T. uses M16s, S.A.B.R.E. uses Sterling Submachine Guns, A.N.V.I.L. uses [=AKMs=], H.A.M.M.E.R. uses AK-74s, and S.M.A.S.H. uses IMI Galils. Somehow they all deal the same amount of damage.

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* CoolGuns: Soldiers from different regions use different rifles: Soldiers' armaments vary in appearance depending on their alleigance: P.A.T.R.I.O.T. uses M16s, S.A.B.R.E. uses Sterling Submachine Guns, [=SMGs=], A.N.V.I.L. uses [=AKMs=], and H.A.M.M.E.R. uses AK-74s, use different variants of an [=AK=]-pattern rifle, and S.M.A.S.H. uses IMI Galils. Somehow they all deal the same amount of damage.
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* EyepatchOfPower: As shown in the current header image for the game's [[https://twitter.com/evilgenius official Twitter account,]] Red Ivan's ascent to full-on Evil Genius has come with one of these, as well as a [[ArtificialLimbs mechanical hand.]]
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* NubileSavage: 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.


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* WarmUpBoss: 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.
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* ItAmusedMe: He's one of the few henchmen who does not have a FreudianExcuse for joining your cause, since he's ultimately doing all of his voodoo because it's fun. One of the factors in him joining people is that he's cursed everyone around his lair in Cuba, and is essentially out of fresh victims as a result.
* LaserGuidedAmnesia: His most notable ability is to wipe all Heat from a target and send them packing immediately. It's arguably superior to Kane's ''Smooth Operator'', but it can fail when the target has high intelligence.

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* ItAmusedMe: He's one of the few henchmen who does not have a FreudianExcuse for joining your cause, since he's ultimately doing all of his voodoo because it's fun. One of the factors in him joining people signing up is that he's cursed everyone around his lair in Cuba, and is essentially out of fresh victims as a result.
* LaserGuidedAmnesia: His most notable ability is to wipe all Heat from a target and send them packing immediately. It's arguably superior to Kane's ''Smooth Operator'', Operator'' since it makes them leave the island, but it can fail when the target has high intelligence.
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These monstrosities are available after researching Freak Production. Created by reanimating body bags in the Bio-Tanks, they're strong, tough, and dumber than a sack of brick.

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These monstrosities are available after researching Freak Production. Created by reanimating body bags in the Bio-Tanks, they're strong, tough, and dumber than a sack of brick.brick dust.

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* OnlyKnownByTheirNickname: Her real name is unknown, and she's only referred to by her code-name during her time in the Australian air-force.

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* OnlyInItForTheMoney: Jackie became an international arms dealer specifically because it pays better than her military posting. She's noted to go where war is brewing to sell arms to both sides, and is motivated to invade the Evil Genius' lair because their Doomsday Device is one of the most valuable weapons she could ever hope to sell.
* OnlyKnownByTheirNickname: Her real name is unknown, and she's only referred to by her code-name during from her time in the Australian air-force.
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[[caption-width-right:300:some caption text]]

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[[caption-width-right:300:some caption text]]
[[caption-width-right:300:]]

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!!The Evil Geniuses (Evil Genius 1)

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!!The Evil Geniuses (Evil Genius 1)Genius)



!!The Henchmen

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!!The !The Henchmen



!! Henchmen (Evil Genius)



!!Minion Types

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!!Minion !! Henchmen (Evil Genius 2)

[[folder:Full Metal Jackie]]

[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/full_metal_jackie_eg2.png]]
[[caption-width-right:300:some caption text]]

* ArmsDealer: After leaving the air-force, she became a black market arms dealer. This is reflected by one of her special abilities called "Hand Guns", which allows her to arm minions with guns.
* OnlyKnownByTheirNickname: Her real name is unknown, and she's only referred to by her code-name during her time in the Australian air-force.


[[/folder]]

!Minion
Types
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* HollywoodVoodoo: He uses the darker side of Voodoo to raise zombies for fun and torment people.

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* HollywoodVoodoo: He uses the darker side of Voodoo to raise zombies for fun and torment people. That being said, [[LampshadeHanging the in-game almanac notes that Voodoo is usually not like this]] - Montezuma just happens to embody the worst parts of it.
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* InvincibleHero: Steele is flat out ''impossible'' to defeat - not only does he possess the other Super Agent's ability to resist normal attempts at killing, but there is no obtional objective that allows you to defeat him. [[spoiler:Though, if you have him imprisoned when you launch your Doomsday Device, he'll end up stuck to it as it travels into space]].

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During my last session, I witnessed John Steele crying over a S.A.B.R.E. bodybag... and then taking a picture of the body and blaming me for the murder.


* HeroWithAnFInGood: 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''.

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* HeroWithAnFInGood: 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.



* DefiantToTheEnd: His actions during the Doomsday Countdown show he's earned every one of his accolades. [[spoiler: 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]].



* FinalBoss: He's the very last Super Agent you'll see in the game, and the only one that cannot be permanently removed.

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* FinalBoss: He's the very last Super Agent you'll see in the 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.



* SkippableBoss: If one is careful about managing their notoriety, it's possible to get through the whole game without even seeing him once.
* StrappedToARocket: [[spoiler: His final fate, if you keep him locked up as you launch your DoomsdayDevice. He is chained to the rocket and ''launched into space'']].

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* SkippableBoss: If one is ''very'' careful about managing their notoriety, it's possible to get through the whole game without even seeing him once.
* StrappedToARocket: [[spoiler: His final fate, if you keep him locked up as you launch your DoomsdayDevice. He is chained to forced onto the rocket with no way out, and then ''launched into space'']].

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* FreudianExcuse: He had a terrible childhood and suffered abuse from his foster father. When he became wealthy, he used his riches to find some measure of love and respect. When he realized that his wealth could not bring him either of those things, he decided to go for world domination.



* FreudianExcuse: He had a terrible childhood and suffered abuse from his foster father. When he became wealthy, he used his riches to find some measure of love and respect. When he realized that his wealth could not bring him either of those things, he decided to go for world domination.



* TheDragon: Your starting Henchman can be this to you.

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* TheDragon: Your starting Henchman can is intended to be this to you.



* MasterSwordsman: Presented as such.

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* MasterSwordsman: Presented as such.such, and he's the strongest of the starter Henchmen in melee combat as a result of his skill.



* AxCrazy: She worked at a psychiatric hospital and was notorious for torturing and killing patients, and she is one of the most enthusiastic Henchmen when being told to kill someone.

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* AxCrazy: She worked at a psychiatric hospital and was became notorious for torturing and killing patients, and she is one of the most enthusiastic Henchmen when being told to kill someone.



* ElectricTorture: After accidentally taking some experimental anti-psychosis drugs, the Matron had a complete turnaround in her behavior. She started administering nonstop electroshock therapy to her unfortunate patients. One of her abilities is to electrocute a target until they're either dead or have their smarts drained.

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* ElectricTorture: After accidentally taking some experimental anti-psychosis drugs, the Matron had a complete turnaround in her behavior. She started administering nonstop electroshock therapy to her unfortunate patients. One of her abilities is to electrocute a target until they're either dead dead, or have their smarts drained.drained if they survive the shock.



* LandmineGoesClick: One of his special abilities is planting several mines in a square pattern.

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* LandmineGoesClick: One of his special abilities is planting several a group of mines in a square pattern.



* PsychicPowers: His hypnosis isn't all mind trick, he's been shown to be levitating as his idle animation.

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* PsychicPowers: His hypnosis isn't all mind trick, he's been shown to be he begins levitating as his idle animation.



* {{Depower}}: Moko used to be a divine guardian for the Incan civilization, but relinquished his role and power after learning what the Spanish Conquistadors did to his people. He became mortal as a result, but still retained his size and strength.

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* {{Depower}}: Moko used to be a divine guardian for the Incan civilization, but relinquished his role and divine power after learning what the Spanish Conquistadors did to his people. He became mortal as a result, but still retained his size and strength.

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Correcting a trope.


* FailedASpotCheck: The Pathetic Investigators/Agents can walk past piles of corpses and stolen loot without noticing them.



* MissedASpotCheck: The Pathetic Investigators/Agents can walk past piles of corpses and stolen loot without noticing them.

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* AxCrazy: She worked at a psychiatric hospital and was notorious for brutalizing patients, and she is one of the most enthusiastic Henchmen when being told to kill someone.

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* AxCrazy: She worked at a psychiatric hospital and was notorious for brutalizing torturing and killing patients, and she is one of the most enthusiastic Henchmen when being told to kill someone.



* ElectricTorture: After accidentally taking some experimental anti-psychosis drugs, the Matron had a complete turnaround in her behavior. She started administering nonstop electroshock therapy to her unfortunate patients. One of her abilities is to electrocute a target until they're dazed and confused.
* EpicFlail: Has one built into her prosthetic hand, after she lost hers from a gangrene-infected bite.

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* DissonantSerenity: She always has a gentle smile on her face, and some of her lines are sweet-''sounding'', but she keeps that smile going while beating people to death or electrocuting them.
* ElectricTorture: After accidentally taking some experimental anti-psychosis drugs, the Matron had a complete turnaround in her behavior. She started administering nonstop electroshock therapy to her unfortunate patients. One of her abilities is to electrocute a target until they're dazed and confused.
either dead or have their smarts drained.
* EpicFlail: Has a spiked one built into her prosthetic hand, after she lost hers from a gangrene-infected bite.



* KillerRabbit: She looks and sounds like a sweet old granny, and yet she's an AxCrazy psychopath with a prosthetic flail who's quite capable in melee combat.

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* KillerRabbit: She looks and sounds like a sweet old granny, and yet she's an AxCrazy psychopath with a prosthetic flail spiked flail/tesla coil who's quite capable in melee combat.



* SpellMyNameWithAThe: Her real name is Elsa Krabb, but after her evil awakening, she insists on being called The Matron. That "The" is ''not'' optional, apparently.



* FaceHeelTurn: Used to be a genuinely compassionate surgeon named Ethan Asia that operated in New Guinea, but after he had to transplant a cannibal's cursed pancreas into his own body, he turned into the Butcher; a sadistic murderer who's heavily implied to have turned into a cannibal as well.



* MalevolentMaskedMen: The Butcher wears a full [[Literature/TheSilenceOfTheLambs Hannibal Lecter]]-esque hockey mask, but he has it painted to look like a clown's face.



* MagikarpPower: When the Great Mesmero first comes into your service, he only fight in melee, and Mesmero's vaunted hypnotic skills are locked behind the highest experience requirements in the game[[note]] He requires 1,700 experience points to unlock both skills, when all other Henchmen only require at most 500 or so[[/note]]. Unlocking those skills turns him from an adequate melee fighter to a superb support character that can take direct control of enemy agents (if their smarts are low), and sap the loyalty of agents en-masse.

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* MagikarpPower: When the Great Mesmero first comes into your service, he only fight fights in melee, and Mesmero's vaunted hypnotic skills are locked behind the highest experience requirements in the game[[note]] He requires 1,700 experience points to unlock both skills, when all other Henchmen only require at most 500 or so[[/note]]. Unlocking those skills turns him from an adequate melee fighter to a superb support character that can take direct control of enemy agents (if their smarts are low), and sap the loyalty of agents en-masse.

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* EliteMooks: Anyone in the good or exceptional categories. They'll come with higher stats and more firepower.

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* EliteMooks: Anyone in the good or exceptional categories. categories are this to the Forces of Justice. They'll come with higher stats stats, more things they can do against you, and more firepower.



* ReversePsychology: You can occasionally fool higher-tiered Agents using low security doors, since they [[ArtificialBrilliance assume that nothing valuable or dangerous could lie behind such an easy obstacle.]] In the same manner, they are attracted to high-security doors like flies to a jar of honey so a corridor full of high-security doors with nothing behind them is a good way to keep agents entertained.

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* ReversePsychology: You can occasionally fool higher-tiered Agents using low security doors, since they [[ArtificialBrilliance assume that nothing valuable or dangerous could lie behind such an easy obstacle.]] In the same manner, they are attracted to high-security doors like flies to a jar of honey since they also assume the reverse is true, so a corridor full of high-security doors with nothing behind them is a good way to keep agents entertained.



* TheGoomba: The weakest of the Agent types and typically the first of the Forces of Justice you will encounter. They are more interested in gathering evidence than fighting.



* MissedASpotCheck: The Pathetic Investigators/Agents can walk past piles of corpses and stolen loot without noticing them.



* TheGoomba: The weakest of the Agent types and typically the first of the Forces of Justice you will encounter. They are more interested in gathering evidence than fighting.



* BanditMook: If they see any loot around, count on them to try and swipe it. Letting them get away with it will cause a Notoriety drop, since an Evil Genius who lets their prize loot get stolen isn't to be feared.

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* BanditMook: They'll take any opportunity to steal your gold. If they see any loot around, count on them to try and swipe it. Letting them get away with it what they stole will cause a Notoriety drop, since an Evil Genius who lets their prize loot get stolen isn't to be feared.



* StuffBlowingUp: Their basic MO. Seeing anything evil will usually result in them trying to destroy it. Woe betide you if they [[OhCrap plant charges to do it]].

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* StuffBlowingUp: Their basic MO. Seeing anything evil (i.e. a heat rating) will usually result in them trying to destroy it.it with their guns. Woe betide you if they [[OhCrap plant charges to do it]].

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