Taking over the world in Evil Genius 2 starts with a humble secret lair and flimsy opposition from the Forces of Justice, but as you expand your operation, you will inevitably meet their Super Agents.
These six characters have distinct sets of skills and work for one specific faction, with the exception of one particular agent whose name will likely bring back memories if you've played the original. Here's what you should keep in mind when dealing with Agent X, Atomic Olga, Blue Saint, John Steele, Symmetry, and Wrecking Bola.
Evil Genius 2's Super Agents won't try to thwart your plans from the very get-go. Instead, they appear on the world map after you've expanded your global operations.
As you scout new regions on the world map, build criminal networks, and complete schemes, Agent X, Atomic Olga, Blue Saint, John Steele, Symmetry, and Wrecking Bola will start keeping an eye on their faction's regions.
Their location is given away by distinct character models or icons if completely zoomed out. It's also entirely possible that you'll first learn of their existence when a certain luchador sets fire to half your base. That's largely due to the fact that Evil Genius 2 doesn't really announce when Super Agents first appear on the world map.
By default, their presence in a region means that it gains Heat at an increased rate. Should you start a Scheme in a region with a Super Agent, an eye icon appears above their head, signifying that they’re aware of what you’re doing. If said scheme completes, you can expect them to round up their own team of minions and visit your lair. Spoiler alert: none of them bring you flowers.
If that happens, you do have one minute to click on a special Investigation scheme and disrupt their attack. This usually requires a handful of specialized minions. If you’ve clicked it, the Super Agent will politely postpone their visit until the Investigation Scheme completes. This reduces the quality of accompanying agents, giving you an easier time to fend them off.
At the time of writing, canceling schemes before they complete lets you benefit from their effects without drawing the Super Agent to your lair. This may get patched in the future but is currently super useful, since you can, for example, trigger heat reduction Schemes in regions with Super Agents, have all heat reduced, then cancel it and also get a small portion of the resources invested back. Reaching the Heat threshold doesn't seem to make Super Agents want to pay you a visit, but this applies to other schemes as well.
Alternatively, you can also invite them directly to your lair through a special Scheme that usually just eats up one of your minions. Super Agents signal their arrival through distinct voice lines. When you hear something other than your advisor incessantly telling you that training has stalled, boss, it’s time to pause and look around the lair.
Manually tagging Agent X, Atomic Olga, Blue Saint, John Steele, Symmetry, Wrecking Bola, and their squads, then activating high alert is the best way to deal with them, in our experience, especially early on in the game. Traps also don't seem to do much against Evil Genius 2's Super Agents, as they casually disable most of them.
As tempting as it might be, you can’t capture Super Agents. Even when defeated, they always return to the World Map after a while. The only way to get rid of them permanently is by completing their side stories, which does take a while. Their squad, however, is fair game, both for interrogation and brainwashing. The latter gives you specialized minions like Valets or Technicians.
This also means that, for a good portion of the game, you'll have to wait for them to move between regions of the world map before triggering schemes required for main or side stories. It is worth keeping in mind that each agent, with the exception of John Steele, sticks to the regions of their faction. Below, you'll find a handful of useful information about their behavior, based on what we've noted during our time with the game on the Montanas Gemelas map.
- Agent X - Works for P.A.T.R.I.O.T. Teleports inside your lair, often near Mess Halls, Archives, or Staff Rooms, and is accompanied by a squad of Hard-boiled Investigators. Leaves planted evidence throughout out the lair which you have to remove manually, as it raises the Suspicion of other Agents and Super Agents.
- Atomic Olga - Works for H.A.M.M.E.R. Arrives by speedboat, enters through either the door to the right of the helipad or the casino. She wields a light machinegun, is accompanied by a squad of powerful soldiers, and has a penchant for killing every enemy in sight. We’re not sure if she has other tricks up her sleeve, since she starts shooting as soon as she enters the lair, attracting attention.
- Blue Saint - Works for S.M.A.S.H. Arrives via grey speedboat. Can take either helipad entrance or come through the casino. Accompanied by a squad of Professional Saboteurs. He throws dynamite that explodes after a few seconds, setting entire rooms on fire and even instantly destroying items. He also leaves Firebombs that need to be manually removed fairly quickly via Build Mode. They otherwise continually set fire to nearby items until removed, which can lead to losing entire rooms or keeping Technicians busy with extinguishing fires.
- John Steele - Doesn’t have a clear allegiance but still hates you and is triggered by completing schemes in regions where S.A.B.R.E’s Ms. Foxworth is found. She can move around the entire map, as opposed to her counterparts. Arrives by speedboat, entering through the side entrance to the right of the helipad. He always comes alone, but can make short work of individual minions, so it’s best to swarm him. You’ll spot him relatively easily, since he partially wears diving gear at all times, even while inside your lair.
- Symmetry - Works for A.N.V.I.L. Spawns right in your vault and begins stealing your gold and whatever holds it at the moment. If you have multiple vault rooms, she and her Heist Team Members may split between them. In our experience, they seem mostly focused on stealing gold and loot items, but you shouldn’t underestimate them in Symmetry in combat. She can make short work of your Muscle minions, so it’s a good idea to have your Henchman/Genius join in, using their abilities, like with all Super Agents. She also leaves behind camera disruptors on the floor that you have to manually remove, unless you enjoy having your surveillance equipment rendered useless.
- Wrecking Bola - Works for S.A.B.R.E. Arrives via speedboat, entering through either the side door near the helipad or your casino. She is accompanied by several Demolition Squaddies and wields a big hammer which she uses to squish your minions but also destroy doors and walls.
That's what we currently know about Evil Genius 2's Super Agents. If you've uncovered other details that we've missed, let us know in the comments. For more help with Rebellion's spy-fi lair builder, drop by our guides on scamming tourists and max minions.
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