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View Full Version : *Spoiler* If beginners think it too hard...


ZanyCynic
12-26-2009, 05:05 PM
here are some tips which may spoil the game for you !
So only read on, if you think the game is too hard.
For example, you restarted 5 times, but get every time
busted by lots of soldiers before you get anywhere.




- at the very first, until you get the maid, the game will not
"continue". So this is a good point to gather money and
design your first rooms with all the time you want.

- create a second entry near the helicopter and have the
tunnel between the two entries full with doors to rooms with
doors to rooms and all these rooms (*not* the tunnel itself)
with traps. But only the "Confusing Pop-up trap".
You have only one sensor, so you have no choice there
at the start.
All doors with security 2 (only your minions may go through).
The idea is, that all enemies waste their time with lots of
doors to break and pop-ups.
When their time is up, they go home.
So you should NOT harm them.

- The one door of the many doors which leads to the
real base should have behind it a very long corridor.
That is very uninteresting for these guys.
And here you start with rooms with have uninteresting stuff
in them, like barracks. But with doors.
If they really get into the real base, let them
waste some time with rooms they are allowed to see.

- When you get the sentry guns for outside, build one and
let them research the camouflaged version. Then
remove the normal one. You don't want all people to
see your sentry guns.
I like to have some camouflaged ones in case someone
loses loyalty, wants to go and I see it too late.
Just set him on arrest, let the guns shoot him,
and as soon as he is in the prison, release him.

- If you have enemies appearing in the middle of your base,
then you have unreachable spots, like four power plants
as square or objects which blocked paths.
In a normal base, agents will *not* appear in the middle
of the base.

- If your henchmen get "killed" three times by a super agent,
they are dead.

Ok, I think these are the things which would have helped *me*
the most. Perhaps they help you to get over the first problems.
There are lots of other things you can do.

For example, there exists a website where they create traps.
One of these traps is thought to never have a prisoner escape.
You can't do these traps in the beginning, so it is an advanced
topic.

Other sites tell you what you need to research what or
where you can find what missions.
But I don't use these tips because this would kill the game for me.

Have fun,
Z.

D4rkLigh7
12-26-2009, 11:07 PM
I myself would not suggest making two entrances to your base. This just adds for places more the enemy to get in, Traps are all well and good but can also be annoying for you. If the spot in busy with your minions running about and and enemy sets off the trap your minion will be caught in it as well. When I first started out I made two entrances and it was a complete mess. my minions were getting killed left and right, but not by the enemies more from the traps the enemies were setting off.

My suggestion for the front of the base is to make an entrance then have a little bit of space then have 2 doors side by side with space on the side of each door, this space is used for a guard to watch the door. You do this by setting the door to security level 4. Try to have this one directly in front of the entrance, it will be more then likely for then enemy to go for the one first. When the enemy tries to open this door the guards at it will attack then and capture them. You can also put security cameras up at the door because one they try to open that guarded door they will have a capture tag automatically set on them. If you have enough loud speakers set about then reinforcements will come to help.

I could go on and on but I don;t have to time.

CaptainDingo
12-27-2009, 12:41 AM
Unfortunately guarded doors can't be used by anyone but your evil genius, so using that tactic, you'll still have to build two entrances.

ZanyCynic
12-27-2009, 05:31 AM
Traps are all well and good but can also be annoying for you. If the spot in busy with your minions running about and and enemy sets off the trap your minion will be caught in it as well.

If you have an inner and an outer base, there is nearly no
reason for your minions to go to the trap area.

The idea with the guarded door has been answered already.
But I too think, it is a bad idea.
I read about this idea in a faq. But it has 2 big problems.
- your minions can't go through. So they can't repair their too.
- I do NOT want to harm the enemy. I want him
to leave the island and LOWER my heat.

D4rkLigh7
12-27-2009, 06:22 AM
Unfortunately guarded doors can't be used by anyone but your evil genius, so using that tactic, you'll still have to build two entrances.

I said have 2 doors side by side, the door directly in front of the entrance to be set to 4 the other at 2. Minions go in and out of the level 2 door and a couple of minions stand in front of the level 4 door.


- I do NOT want to harm the enemy. I want him
to leave the island and LOWER my heat.

The guards don't kill the enemy that tries to open the door, they capture him like I said. Capture does not mean kill, you can have social minions then have then escorted from the base so they can leave. Having this kind of base set up allows to focus on other things then having to deal with every enemy that comes to the base. On the second island the front of my base was designed to have plenty of guards so they could takes care of what ever comes through the door. Nothing ever made it from the back of the base unless they were captured.

ZanyCynic
12-27-2009, 06:46 AM
The guards don't kill the enemy that tries to open the door, they capture him like I said. Capture does not mean kill, you can have social minions then have then escorted from the base so they can leave.

This sounds perfect.
But I don't understand how to do it.

Could you explain a bit more ?
I'd like to do it exactly that way.
It sounds good. mmm. What happens when soldiers come ?

Ok, for non-soldiers:
- they try to unlock the door.
- the guards see them and mark them for what ? Capture ?
- The camera sees the mark and others come running to help.
- They get captured, moved to the cells.
- How do I make them forget and how do I have them escorted out ?
In the cells, there is only kill/torture/release no ?
I *could* have them all tortured in the kitchen, that way
they will forget everything. Nice, but I don't have so many
kitchens and so many cells.
Sometimes there are 10 to 25 enemies on my island.
They even destroy my traps in the first trap room, just
with these little pistols and knifes, because there are
so many. I don't have the space to have 20 cells and
20 kitchens.
So there must be something I would do wrong.

How to do it right ?
And what is with soldiers ?

Cu,
Z.

CaptainDingo
12-27-2009, 11:41 AM
I said have 2 doors side by side, the door directly in front of the entrance to be set to 4 the other at 2. Minions go in and out of the level 2 door and a couple of minions stand in front of the level 4 door.

Oh, I must have read what you were describing wrong.

ZanyCynic
12-11-2010, 07:06 PM
bumping

LrdPhoenix
12-12-2010, 05:05 AM
This sounds perfect.
But I don't understand how to do it.

Could you explain a bit more ?
I'd like to do it exactly that way.
It sounds good. mmm. What happens when soldiers come ?

Ok, for non-soldiers:
- they try to unlock the door.
- the guards see them and mark them for what ? Capture ?
- The camera sees the mark and others come running to help.
- They get captured, moved to the cells.
- How do I make them forget and how do I have them escorted out ?
In the cells, there is only kill/torture/release no ?
I *could* have them all tortured in the kitchen, that way
they will forget everything. Nice, but I don't have so many
kitchens and so many cells.
Sometimes there are 10 to 25 enemies on my island.
They even destroy my traps in the first trap room, just
with these little pistols and knifes, because there are
so many. I don't have the space to have 20 cells and
20 kitchens.
So there must be something I would do wrong.

How to do it right ?
And what is with soldiers ?

Cu,
Z.

You can also tag them for Psychological attacks, which makes the social minions run up and do stuff that has the same effect as the kitchen. Doesn't work so well with the kill squads though, as they'll just open fire.

There are quite a few interrogation methods that make them forget. The Brain Washer and the other Brain thing from Archives, the Centrifuge, the AI, etc. as well as various traps and stuff.

littlebeasttrue
12-20-2010, 06:38 PM
This is a bit of a spoiler, but eh. It works.

Agents are attracted to high security doors. The higher the level, the more interesting.

Therefore, I built a hotel outside, and put up doors level 3 everywhere.
Agents spent all their time, running around, investigating the empty hotel. They didn't even get more than past the first level 2 door of my base.
My only problem was super agents, and sometimes soldiers. Cause they'd destroy the doors of the hotel.
And it doesn't even cost any men on guard.

Small note. Watch out for the british super agent. you have to reset all the doors security-level each time he visits.

ZanyCynic
11-27-2011, 05:36 AM
*bump*

Radical_Danny
11-27-2011, 06:55 AM
Small note. Watch out for the british super agent. you have to reset all the doors security-level each time he visits.

Unless you never allow him to hack into your security grid... ;)

daniu
11-28-2011, 02:28 AM
I still can't get the hang of how to make money most efficiently.
I send like 5 mercs, along with 2 spindoctors (to lower the generated heat) to three of the level 9 money regions; that gives me about $15,000 income... any better way? Because usually you can't keep this up for long with agents trolling your base, and it's not that much to begin with, considering the amount of money you need for the high tech stuff.
Not to mention that a single soldier raid can easily kill half your minions, and getting them back takes ages in recruitment and retraining (or an insane amount of money for shorter recruitment). I'm trying to use the corridor with level 4 doors, but for some reason my guards find it more important to work in the command room than to guard :(

I don't think there ever was another game that was lacking a fast forward feature as much as EG, 3/4 of the time on it you spend waiting. Yes, I know the developer mode has one, just saying it would have needed to be in by design.

Radical_Danny
11-28-2011, 03:18 PM
I still can't get the hang of how to make money most efficiently.
I send like 5 mercs, along with 2 spindoctors (to lower the generated heat) to three of the level 9 money regions; that gives me about $15,000 income... any better way? Because usually you can't keep this up for long with agents trolling your base, and it's not that much to begin with, considering the amount of money you need for the high tech stuff.
Not to mention that a single soldier raid can easily kill half your minions, and getting them back takes ages in recruitment and retraining (or an insane amount of money for shorter recruitment). I'm trying to use the corridor with level 4 doors, but for some reason my guards find it more important to work in the command room than to guard :(

I don't think there ever was another game that was lacking a fast forward feature as much as EG, 3/4 of the time on it you spend waiting. Yes, I know the developer mode has one, just saying it would have needed to be in by design.

You need check peroidaclly on the world map and when there are agents are in the same regions as your guys... make your guy go in hiding... They'll come out of hiding on their own when the agents are gone...

As for on your island, let the agents waste time with fake rooms and confusing pop up traps... ;)

daniu
11-30-2011, 01:32 AM
You need check peroidaclly on the world map and when there are agents are in the same regions as your guys... make your guy go in hiding... They'll come out of hiding on their own when the agents are gone...
Yeah, I do that; it's why I only steal on 3 out of the 4 high earner regions, so I can hide two and move from one to the one that is left (to keep at least a bit of income).

As for on your island, let the agents waste time with fake rooms and confusing pop up traps... ;)
The fake rooms worked fine on island 1 in my current game, but on the second I must have made a mistake and the agents just ignore most of the bait doors. I did manage to work around that and established quite a labyrinth with multiple ways through that I can shut off depending on where the agents are, but it requires a lot of attention.
I'll give the confusing popup trap a go again, when I experimented with it earlier it kept confusing more of my men than agents :D

ZanyCynic
11-30-2011, 01:59 AM
Currently I like very much a system where to every part of the system lead two doors, mostly parallel, one security 2, one security 3. That way my guys can go and repair stuff and the agents are only interested in the level 3 doors. It is really funny so see how they break in and out of level 3 and my guys just use the doors 2 steps away with level 2.

Radical_Danny
12-02-2011, 11:09 AM
The fake rooms worked fine on island 1 in my current game, but on the second I must have made a mistake and the agents just ignore most of the bait doors. I did manage to work around that and established quite a labyrinth with multiple ways through that I can shut off depending on where the agents are, but it requires a lot of attention.
I'll give the confusing popup trap a go again, when I experimented with it earlier it kept confusing more of my men than agents :D

When I play all I do is experimenting with different ways to take care of agents and every now and then check the world map how my 3 teams of: 2/3 guard, 1 merc and 2/3 social minions steal there... XD

I also have a small little guarded checkpoint where no agent (not even super agents) ever managed to get past consciously... =3

Bentusi
05-11-2012, 02:25 AM
- I do NOT want to harm the enemy. I want him
to leave the island and LOWER my heat.

What a reprehensible idea! I say kill as many agents as possible and turtle down. As for the entrance thing, you can make a square room at the entrance and have 2 or three tunnels leading out of that full of traps and one leading to the actual base.
Then your minions won`t get stuck in traps, except if they`re retrieving corpses, and agents have a rather low probability of entering your base.

ZanyCynic
05-13-2012, 05:49 AM
Then your minions won`t get stuck in traps, except if they`re retrieving corpses,

You should try to use freezer tiles for trap rooms, then your agents don't touch the bodies.

ZanyCynic
05-13-2012, 05:50 AM
ah, but it has to be behind level 3 doors, or your agents put other bodies there.

ZanyCynic
05-13-2012, 05:51 AM
aehm... all wrong. If it is behind level 3 doors, the agents should not get there anyway and if you use freezer tiles the bodies take longer to decay what is bad in that case. (or am I wrong here ?)

Radical_Danny
05-13-2012, 05:54 PM
aehm... all wrong. If it is behind level 3 doors, the agents should not get there anyway and if you use freezer tiles the bodies take longer to decay what is bad in that case. (or am I wrong here ?)

A good trap is in a freezer and the bodybags help lure more agents in... ;)

Cooper Kid
05-13-2012, 06:36 PM
Invading agents are programmed to go for high security doors - my base uses the classic corridor layout, with one entrance followed by a corridor with rooms off it. The first few rooms are uninteresting (barracks, cafeteria etc) but they have level 2 security doors. Every other door in the base, even in the control room and power plants, have level 1 security doors. Anyone can get in, but nobody tries to because they just aren't interested in low security doors.

It helps keep strays out if you can build gas-cage traps along the corridor - I prefer the knockout ones as they don't harm minions. Any agents which have been knocked unconscious can be brought back outside by a social minion.

Radical_Danny
05-15-2012, 02:07 PM
Invading agents are programmed to go for high security doors - my base uses the classic corridor layout, with one entrance followed by a corridor with rooms off it. The first few rooms are uninteresting (barracks, cafeteria etc) but they have level 2 security doors. Every other door in the base, even in the control room and power plants, have level 1 security doors. Anyone can get in, but nobody tries to because they just aren't interested in low security doors.

It helps keep strays out if you can build gas-cage traps along the corridor - I prefer the knockout ones as they don't harm minions. Any agents which have been knocked unconscious can be brought back outside by a social minion.

I like to use 2x2 level 3 security closets with a pop up trap and a motion censor in it at the entrance of the base...
Agents waste a lot of time there... XD

After that, a bit of winding corridor.
Agents go halfway and double back and try the pop up trap closets again... XD

ZanyCynic
05-16-2012, 11:51 AM
Agents go halfway and double back and try the pop up trap closets again... XD

you know, you are cruel :)

Cooper Kid
05-18-2012, 06:54 AM
you know, you are cruel :)

I think the correct term is... EVIL

Radical_Danny
05-18-2012, 08:28 AM
How is what I do cruel or evil with those pop up traps?!

The agents aren't getting hurt or killed and they can go somewhere else anytime... XD
I'm just keeping them busy until its time for them to leave with that nice blue ring still around them... =3

Cooper Kid
05-20-2012, 11:02 AM
How is what I do cruel or evil with those pop up traps?!

The agents aren't getting hurt or killed and they can go somewhere else anytime... XD
I'm just keeping them busy until its time for them to leave with that nice blue ring still around them... =3

Psychological torture is still torture :cool:

Radical_Danny
05-21-2012, 04:32 PM
Psychological torture is still torture :cool:

They can leave when ever they want!
Its not my fault they keep coming back for more, especially if they breaking into the same damn closet over and over... XD

Cooper Kid
05-21-2012, 06:30 PM
I prefer putting a poison gas trap into my security closets. Ever heard of Schrödinger's cat?

Radical_Danny
05-22-2012, 01:26 PM
I prefer putting a poison gas trap into my security closets. Ever heard of Schrödinger's cat?

too risky, if they escape they give more heat, one gassing isn't enough to kill even a lowly pathetic SMASH agent... :(

Cooper Kid
05-22-2012, 01:30 PM
Yeah, they tend to kill my own minions too :( I'm replacing them with knockout gas ones as I can research them.

Pebr
11-12-2012, 01:23 PM
I think people over-complicate making fake rooms and complicated hallways with doors.

I found the easiest and cheapest option is to:

Build the smallest possible n-shaped hallway at the very bottom of the island and completely disconnected from your base.
Put one basic door in the middle of it (Don't put any more - Otherwise people get stuck and panic).


Because this is at the opposite end of the island, the visitors spend so much time walking up and down the beach, by the time they've pointlessly hacked the door they leave.

This of course doesn't mean you don't get people going into your main base entrance but it sends a lot of the investigators completely away from your base and you don't have to worry about weakening/killing etc.

Cooper Kid
12-23-2012, 07:51 PM
Or you could just build a couple of those outside buildings, crank the security doors up to level 3, and watch the hoards of agents go snooping at them, ignoring your base :)