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Characters / Evil Genius Minions

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

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General Tropes

The minions are... well, 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/Deception Minions, Military/Muscle Minions and Science Minions.

    Minions in general 
  • Arbitrary Headcount Limit: 100 minions of all types in the first game, bumped up to a hard cap of 300 in the sequel.
  • Color-Coded Characters: 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). In the sequel, Muscle Minions retain their orange colors, but Deception Minions are now purple and Science Minions are now green.
  • Evil Minions: Duh. Nothing gets done in the base or the world map without a Minion getting involved.
  • Failed a Spot Check:
    • In general, 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.
    • In Evil Genius 2, most minions will not be able to see through the disguise of investigator agents, and some Super Agents can turn invisible and not be noticed by the vast majority of minions.
  • Heel–Face Turn:
    • In the first game, Minions whose loyalty goes to zero will attempt to escape your island. Unless they're 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.
    • In the sequel, Minions will still attempt to flee the island, but trained Minions will try to sneak into a Vault and steal gold before escaping. A later update made it so that you can capture them and let them stew in a cell to regain their loyalty; before that update, there was no option but to execute them or let them flee.
  • Instant Expert: 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.
  • Trademark Favorite Food: In the second game, each Minion class has their own favored food type which can give them buffs, which can be used to micro-manage who eats where, such as building a small mess hall with sushi near the lab for your scientists. Respectively, Muscle Minions prefer big servings of meat and potatoes served at the Dinner Bar, Social Minions get caffeinated pick-me-ups and desserts from the Refreshment bar, and Science Minions grab trendy sushi at the Sushi bar.
  • We Have Reserves: While training a high-level Minion does take a bit of time, they're all ultimately replacable, quite unlike the Henchmen.

Minion Types

    Construction Workers 
https://static.tvtropes.org/pmwiki/pub/images/eg2_minion_worker_card_1466x2048.jpg

These yellow jumpsuit wearers are your most common minions, responsible for building your base and being general Cannon Fodder.


  • Handguns: They arm themselves with pistols when the base is set to Yellow or Red Alert. They lose this in the sequel, being unarmed at all times.
  • Magikarp Power: 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.
  • Red Shirt: 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.
  • We Have Reserves:
  • Worker Unit: 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.
    • In the second game, the training devices for Workers are fully-automated, so there's no need to have a higher-level minion around to train them (though it'll speed the process up if they are present).

    Social/Deception Minions 
https://static.tvtropes.org/pmwiki/pub/images/eg2_minion_socialite_card.jpg

Valets, Spindoctors, Playboys/Socialites and Diplomats/Counter-Agents. They use their abilities to confuse and distract agents, while also running your hotels.


  • Briefcase Full of Money: Diplomats carry these around and use them to bribe agents, which lowers their loyalty.
  • The Casanova: Playboys. Heck, they have a rare and unique animation where they can kiss a female agent and drain more of their stats than usual.
  • Fat Bastard: Spindoctors and Diplomats are the only fat minions in your service, and they are definitely evil.
  • Luxurious Liquor: Playboys offer a fine drink to an agent when tagged for psychological weakening.
  • The Medic: The closest thing you have in the first game, 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.
  • Non-Action Guy: 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.
  • Spotting the Thread: Social Minions are among the few who can see through the disguises used by Investigators in Evil Genius 2. The Counter Agent, in particular, is very adept at this.
  • Worker Unit:
    • While sharing some responsibilities with Construction minions in the first game, 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.
    • The sequel lowers this absolutely slightly by having it so that all minions, regardless of type, can use fire extinguishers.

    Military/Muscle Minions 
https://static.tvtropes.org/pmwiki/pub/images/eg2_minion_guard_card.jpg

Guards, Mercenaries, Martial Artists and Marksmen/Hitmen. These guys are your main combat force which serve to dispose of all those pesky agents sneaking onto your island when diplomacy fails. Marksmen were removed in favour of Hitmen for the sequel.


  • A-Team Firing: The side-story for acquiring Hitmen in 2 implies that your Mercenaries are somewhat... enthusiastic with their shooting, and gung ho about it too. They get results, but they lack subtlety (and keep shooting holes in the Lair's walls) and they get morally offended at the idea of not shooting someone with hundreds of bullets when they can.
  • Badass in a Nice Suit: Hitmen in the sequel; they offset the traditional orange-heavy Muscle colour scheme by wearing a very dark grey suit with orange highlights with a turtleneck sweater underneath, making them easy to tell apart from other Muscle minions at a glance.
  • Bald of Evil: Male Guards and Hitmen are bald, which, combined with their suit, makes the latter look like one of the most famous Hitmen in fiction.
  • Bare-Fisted Monk: The Martial Artists eschew weapons to focus on unarmed combat. They can still train others into one of the 'lesser' gun-toting minions, likely due to having been one themselves. Martial Artists in Evil Genius 2 avert this; they can carry melee weapons, either studded batons or staves, or electrified batons or staves.
  • BFG: In the first game, Mercenaries use Heavy Machine Guns and Marksmen use sniper rifles, with the latter carrying their guns at all times.
  • Brawn Hilda: Female Muscle minions lean into this in the sequel, having broad-shouldered, masculine figures, hoarse voice, and fairly rough.
  • Dumb Muscle: Guards, as evidenced by their side story 2, are rather dumb.
  • Friendly Sniper: 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.
  • Gendered Outfit: Male Martial Artists wear open, Carpet of Virility-displaying jackets. Their female counterparts wear the same outfit but with an undershirt.
  • Handguns: In the sequel, Guards, Mercenaries, and Hitmen can arm themselves with both lethal and less-lethal handguns for ranged combat.
  • Highly-Conspicuous Uniform: 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.
  • More Dakka:
    • In the first game, Guards use assault rifles when armed, but Mercenaries take it a step further by arming themselves with heavy machine guns.
    • In the sequel the biggest guns are reserved for Henchmen, your minions can only get pistols and submachineguns (which can only be used by Mercenaries and Hitmen).
  • Properly Paranoid: Marksmen always bring their Sniper Rifle with them, unlike others who would arm themselves only during alerts.
  • Shooting Gallery: Mercenaries and Marksmen are trained here. The Marksman shooting range also serves as a torture device, by the way.
  • Sticky Fingers: A Mercenary that decides to 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'.
  • There's No Kill like Overkill: In 2, your Genius gets frustrated by Mercenaries' tendency to leave enemies in unrecongizable heaps. This segues into the side story to recruit a Hitman.
  • Video Game Flamethrowers Suck: Mercenaries can be equipped with flamethrowers after some research, but they're unfortunately Awesome, but Impractical. 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. Thankfully removed in the sequel.

    Science Minions 
https://static.tvtropes.org/pmwiki/pub/images/eg2_minion_scientist_card.jpg

Technicians, Scientists, Biochemists/Biologists, and Quantum Physicists/Quantum Chemists. They are responsible for keeping your base up and running and doing your research for you.


  • The Engineer: Technicians will repair any damaged equipment in either game. They'll also help install furniture in the sequel.
  • Mad Scientist: An entire army of them, conducting your evil research and unlocking new tools and technology as you mix up different items.
  • Non-Action Guy: 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.
  • Not Completely Useless: In Evil Genius 2, should you research every possible topic, you can still use your science minions to run certain parts of your base, using the option to have certain stations run solely by science minions (who do a much better job of it than the Construction Workers). They also default to serving in the Infirmary if given nothing else to do.
  • Worker Unit: After Workers, Technicians are the second-most important minions as they perform repairs and routine maintenance work. Especially those Sentry Guns and nuclear power plants.

    Freaks/Abominations 
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. Abominations on the other hand are made using Abomination Creation Stations, which can store up to three body bags and take a couple of minutes to create a new Abomination.
  • Cursed with Awesome: Freaks' inability to not trigger traps due to their idiocy has led to the creation of Freak Triggersnote , turning your booby-trapped hallway into an always-active Death Course.
  • Dumb Muscle: 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. Downplayed slightly with Abominations which are not so prone to setting off your own traps, but they are largely just as dumb otherwise.
  • Human Resources: 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. Abomination Creation Stations meanwhile can store up to three body-bags each and use them to create new Abominations as needed.
  • No Cure for Evil: 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. Averted for Abominations which passively regenerate all their stats continually.
  • Our Zombies Are Different: They're reanimated corpses achieved through bioscience that don't spread their condition, for once.
  • Smash Mook: 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.

    Mechanical Minions 
Robotic minions available only in the sequel via DLC. Robotic versions of the Worker (Work-O-Tron) and the Guard (Guardbot 2.0). They don't require food, a salary, or entertainment unlike regular minions, and will never desert, being inherently loyal to your Genius. On the downside, the Work-O-Tron cannot be trained into another minion type, and both must be produced on Assembly Lines in the Lab and require a Charging Station rather than a bed, using up vital energy.
  • Defeat Equals Explosion: They have a tendency to explode when killed, setting fire to the lair.
  • Mecha-Mooks: Specifically, they're your Mecha-Mooks. They're inherently loyal and don't need pay, food or entertainment, but can't promote and violently explode on death, setting fires everywhere.

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