HENCHMEN
Select a henchman, then hit ENTER to see their stats, or give them new
abilities when they've earned them. Some henchmen don't have their special
abilities when you get them, including your starting henchman. They can
gain experience by killing agents or participating in missions. All henchmen
have three 'Lives'. They can be K/Od unlimited times by generic enemies or
die on the world map, but they lose a life when they're killed by a super-
agent. After being killed 3 times by super-agents, they're permanently dead.
EXPERIENCE:
XP per kill is somewhat complicated, but you can calculate the XP gained
with this formula:
Value Rating Country Agent Type
--------------------------------------------
-10 SMASH
-5 ANVIL
0 SABRE
5 Pathetic HAMMER Investigator
10 Poor PATRIOT Agent
15 Good Burglar
20 Exceptional Thief
25 Infiltrator
30 Saboteur
35 Soldier
40 Veteran
Add up the numbers for the rating, country & type to get how much xp killing
that agent will be worth. You get 0 for killing a pathetic SMASH investigator
and 70 for whacking an Exceptional PATRIOT Veteran. For knocking out a
super-agent, you get:
Katerina Frostonova - Mariana Mamba - Jet Chan - Dirk Masters - John Steele
150 - 200 - 240 - 300 - 300
Missions are more consistent XP;
Risk 0-2 missions: 25 xp
Risk 3-5 missions: 50 xp
Risk 6-7 missions: 75 xp
They get 100 xp for participating in an uber-loot mission, or the three world
map missions that are part of defeating the super-agents.
The 'crates' missions are 0-risk and very fast. If you have any henchmen that
don't have all their skills, send them along to these. They will attempt them
over and over again till you tell them to hide or they die (they'll also rack
up tons of notoriety too)
Since you can't attack or defend your base yourself, you rely on your henchmen
to do it. You can control them, use their special abilities and attack or
capture anything you want through them. They also act as guards, scientists
and social minions when sent to the map, often all three at once. That said,
the biggest threats to your plans are super agents and the squads of
soldiers/veterans the alliances send after you when you piss them off. The
better a henchman can help you deal with those threats, the better their
rating here.
Moko
Rating: D
Ability 1: Feral Roar -- Alert all minions in range to tagged enemies
Ability 2: Monkey Pound -- Stun everyone in range
Available at: 175 notoriety, 300 notoriety on Island 2, 400
'Feral Roar' is just an upgraded 'summon minions', so he basically has a
wasted skill right there. Monkey pound is most helpful when he's alone,
and that's not saying much. He's a strong attacker though;
"For all intensive purposes is a meat tank with a hefty 120 health.
This means that he can afford to wade into groups of agents and have a
good chance of remaining conscious long enough to crack some skulls. Roar
is only questionably useful as an ability, but Monkey Pound is worth its
experience: Mariana Mamba and Jet Chan can't do much lying flat on their
asses, and if they get hit by it they stay down for a long time. The only
downside is that you'll knock your own minions down, but they should
survive if they're fairly healthy."
[Thanks Reed Brooks!]
Jubei
Rating: A
Ability 1: Wind Walk -- Teleport to any location
Ability 2: Eviscerate -- Insta-kill
Available at: 225 Notoriety [Max starts with him], 360 + Island 2
Jubei starts out strong, and with his teleport ability will be able to
instantly jump to a trouble spot on the map at your command. He can take
out a full squad of any non-soldiers on his own. If he tries to solo fight
any enemies with guns, they'll split up and mow him down while he tries to
attack them one by one.
He's great against thieves & burglars, and for protecting your avatar in an
emergency.
Eli Barracuda
Rating: B
Ability 1: Super Headshot -- Mega ranged damage
Ability 2: Ghetto Posse -- Entice agents to dance with Eli
Available at: 225 notoriety [Alexis starts with him], 360 + Island 2
Ranged attackers are always handy, and Eli, Ivan and Monty are it. His
special ability is good for taking out a running enemy. Of the three
starting henchmen, he gets a 'B' because he's the only one that can't
solo a super-agent or instantly react to a threat to you.
Red Ivan
Rating: C
Ability 1: Cossack Dance -- Massive area-effect damage around Ivan
Ability 2: Minefield -- Lay down a trap
Available at: 75,175 notoriety, 300 notoriety on Island 2, 400
Red Ivan is a hazard. His regular attacks consist of lobbing grenades and
firing a rocket launcher at the enemies he fights. Both of these cause
huge explosions.
While this is good for taking out a squad of enemies, he'll cheerfully use
this to take out enemies in your base, your hotel, or enemies 5 feet away
from him that your other minions are fighting. This often results in you
having to rebuild your hotel, or replacing a bunch of guards or workers
that died from collateral damage.
I find that getting him means you have to micro-manage every attack on your
base. If you don't mind this, then Ivan is great for taking out those pesky
squads of soldiers with rifles. They bunch up and he nukes them from a
distance. He'll still probably get killed unless you nuke a couple times,
then have him run away and send in someone else to finish the job.
This strategy for containing Ivan till you need him comes from the message
boards: Build a topside shack or 2x2 room with a level 3 door. Put him in
it. It seems he won't leave unless ordered to. Just remember to send him
back when you're done blowing up the good guys.
Motezuma
Rating: B
Ability 1: Voodoo Puppetry -- Make agents attack each other
Ability 2: Voodoo Mind Fog -- Make agents forget what they've seen and leave
Available at: 175 notoriety, 300 notoriety on Island 2, 400
Monty's mind fog is nifty, and he's a good fighter too. Unfortunately it
looks like the fog only works on one agent at a time, and has a long
recharge. Tag a super-agent for weakening, then hit them with Mind Fog; be
careful though, if it fails they'll attack and probably kill him. You'll be
glad every time it works and gets rid of a super-agent right as soon as they
land on the island though.
Monty's attack is ranged (he stabs a voodoo doll to hurt the agent), but it's
not as powerful as Eli's guns. Monty will get cremated if there's more than
1-2 agents to fight solo, especially if they have guns. Don't even think of
trying to use Puppetry on hostiles that are attacking you. It makes a better
stealth attack on agents that are sneaking around.
[Thanks Lance Druger for pointing out that Monty's not a hand-to-hand guy]
The Matron
Rating: A
Ability 1: Motherly Love -- Recharge another henchman's special abilities
Ability 2: Electo-Shock treatment -- Proximity Enemy-only high damage
Available at: 75,175 notoriety, 300 notoriety on Island 2, 400
Okay, the Matron just rocks. If you see a bunch of soldiers that won't shoot
first, or a bunch of enemies at your front door, send the Matron to give them
some Electro-Shock treatment. It's nasty stuff. You can also use her to
replenish someone else's special ability, like refreshing Monty's mind fog or
Jubei's ghost walk... She also has some of the funniest lines she'll scream
when commanded to kill or capture, including:
'A spoonful of whoop-ass!'
'You have to be cruel, to be... cruel!'
'This is going to hurt THEM a lot more than it will hurt ME!'
Lord Kane
Rating: A
Ability 1: Psychic Terror -- Area effect: Panic agents.
Ability 2: Smooth Operator -- Cause agent to lose all heat
Available at: 225 notoriety [Shen Yu starts with him], 360 + Island 2
Lord Kane works very well, especially against super agents to make them
forget what they've seen and his fear gaze can cause panic attacks and makes
super agents beg while minions attack them. One oddity lord Kane can attack
them while they are pleading for their lives (on their knees), but must be
manually commanded to do so.
[From Lance Druger]
Smooth operator makes whoever you use it on stop and wait while Kane runs up
to them to use it. In the meantime, the target is completely vulnerable to
other attacks. This is probably a bug. Psychic terror is great on groups of
soldiers; it makes them all stop fighting, beg for mercy, then run around
like panicked tourists.
The Butcher
Rating: C
Ability 1: Facade of Normalcy -- Lets him approach hostile targets
Ability 2: Terror Tactics -- Nearby minions ignore low stats and fight
Available at: 175 notoriety, 300 notoriety on Island 2, 400
Well... this guy is one vicious cuisinart of a henchman. His attacks are
brutal and fast, though all are melee-range. The Facade lets him get up
close to enemies that might otherwise attack on sight, like an agent or
group of soldiers. Other than his melee skills though, his special
abilities aren't much to write home about. If you're dying to turn the
agents into mush, and don't want the indiscriminate destruction of Ivan,
he's a good choice.
The Great Mesmero
Rating: B
Ability 1: Telepathic Mind Control -- Take control of agent
Ability 2: Willpower Drain -- Saps loyalty of agents
Available at: 300 notoriety on Island 2
This is the last henchman available, and all his abilities take forever to
get (1100 for Mind Control, 600 for Willpower). Willpower drain acts like
Kane's 'Psychic Terror', it affects all agents within a large radius and
disables them so that your other minions can attack them in peace. I'm not
sure how to use 'Telepathic Mind Control', it either fails a lot or there's
some non-obvious way to use it.
Dr Neurocide
Rating: D
Ability 1: Hallucinogen Powder -- Temp. Reduces heat of items in area
Ability 2: Poisonous Perfume -- Area-effect endurance drain
Available at: 75,175 notoriety, 300 notoriety on Island 2
She and Jubei will hang out together. She's OK at plotting, but sucks at
everything else. Her special abilities suck too.
|
 |
|