Strategy guide - Guide for The Sims
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TABLE OF CONTENTS -INTRODUCTION -THE NEIGHBORHOOD -MOVING/CREATING A FAMILY -BASIC NAVIGATION -LIVE MODE -NEEDS -SIM INTERACTION -CRISIS EVENTS -CAREER PATHS -GENERAL TIPS -BUY MODE -BUILD MODE -SECRETS INTRODCUTION Ever owned an ant farm? Wanted to be a mad scientist? A cloning geneticist? Sit-com director? God? You're in luck. You get to play at all those things in The Sims, the latest life simulation from Maxis and Electronic Arts. This game allows you to create a fully-realized, populated neighborhood of "Sims," virtual people whose lives you control. Live out your darkest fantasies or just try to get along-the game experience is wide-open. While it is impossible to document every possible twist and turn of this incredibly deep game, we've developed a guide to help you with both general strategies and specific questions. Learn how to meet your Sims' needs. Search the complete item list. Peruse the career paths to climb the corporate ladder. Check out the links to the best-and weirdest-download sites. We're by no means finished. Check back periodically-we'll be updating the guide to reflect newly-available skins and objects. Email your suggestions and findings to us to help us expand this guide. Good luck and happy puppeteering! THE NEIGHBORHOOD Sim Lane is where it all begins. When the game opens, you are given a top-down view of a lovely community in Middle Simerica. Several houses dot the landscape. They are all potential domiciles for your new Sim family. Of course, you won't be able to afford all of the houses displayed right off the bat nor do you have to! By moving the pointer over the various houses, you will see the addresses, who lives in each home, the family's net worth and the number of friends they currently have. If you are hovering over an empty house, a pop-up window will list the address and how much it costs to move in. If you hover over an empty lot, the window will display the address and how much it costs. If you buy an empty lot, you'll still have to pay to build a home there. More on that in the "Build Mode" section of this guide. Different lots cost different amounts, depending on their size and locations. To play any home, simply hover over the residence and click the mouse. You will then control the Sims contained within (whether created by the computer or yourself). Use this feature to navigate once you've created a number of families to move between all of them. To select or create a new Sims family, click on the circular "people" icon in the upper left corner of the screen. This will allow you to populate current structures. If you put a new family on a vacant lot, you'll have to build a structure to house them there. Moving a family in purchases that property (whether containing a house or not). If you want to move into a home that is currently being occupied by other Sims, you have the choice to Evict them, if you wish. Once you Evict a family, they get sent back to the main family pool. When you go to the family selection screen, you can choose to move them into a different house, delete them, or save them for later. As far as their empty house goes, it is now available on the market. Move your own family if you wish, or Bulldoze it by again clicking on the Bulldoze icon, then clicking on the doomed home. Bulldozing a house will leave that lot open for development by you! 7 Sim Lane is home to the game's tutorial family, the Newbies. Click on their home to run through the Sims learning session. This is a great way to start. You'll acquaint yourself with the controls and lingo of the game. Otherwise, there are a couple of other things to note before we go to creating a family. The arrow icon next to the Bulldozer quits out of The Sims. The Mouse icon in the upper right corner takes you to the web pages of current Sims. The list grows as you add families and export html. Ready to create a family? Let's go MOVING/CREATING A FAMILY So you want to make some Sims Simply click on the "people" icon on the neighborhood screen to go to the family selection screen. This screen displays all of the families currently not occupying homes in the neighborhood. Each family strip displays the faces of all the family members (you can have up to eight per clan), the family's net worth and the number of family friends they currently have. By hovering over each of the family members' faces, you can see personality points that have been attributed to each. When you highlight a family, you can move them in to a home by clicking on the lower-right icon or delete them by clicking the middle button. Moving a family into a home takes you back to the neighborhood screen to pick a lot or home. You will be restricted from buying a home that is greater than your net worth. Otherwise, you may click on the home to move your family in. As soon as you move in, the price of the house will be deducted from your net worth. If you plan to build, go to an empty lot and click. The price of the land will be deducted from your worth. If you are happy with your lot, begin building (refer to the Build Mode of this guide). The other option on the bottom menu is to create a Sims family. Click on it to bring up the Create a Family window. Once there, you'll be prompted to enter a family name. Enter a name, then click on the "person plus" icon to Add a Sim. Doing so will bring up another menu. Enter your Sim's first name, then proceed to manipulate its characteristics. First, let's adjust the Sim's Personality. Do this by accessing the various spirit bars to the left. Here, Personality is split into five categories. Each category has 10 levels. The higher the level, the more of that personality trait your Sim will display. The levels can be as low as zero, and as high as 10. However, since no one is perfect, you only get 25 total points to fill the levels with. That means that you'll have to scatter those 25 points over 5 categories. For a perfectly middle-of-the-road Sim, you could set all the levels to 5. But why would you do that? Personality traits affect how quickly you fulfill your needs, how you acquire skills for job promotion and how easy it is to make friends. Toggle the levels up and down by clicking the mouse to the right of a trait to increase and to the left to decrease. The various traits are: Neat How well does this Sim clean up after him/herself? How tidy does he/she keep his/her surroundings and appearance? Is this a slob (0) or an anal-retentive (10)? Giving your Sim a reasonable amount of neatness will make the game easier, because you won't have to constantly be running around cleaning up messes. Neat roommates tend to get along better with others as well. Neat Sims are likelier to wash up after eating meals and using the bathroom. Messy Sims are likelier to leave a mess after a shower, or throw their plate on the floor after eating a meal. Outgoing This meter determines how friendly your Sim is toward others. A Sim with a low rating in this category will keep to him/herself and have trouble in groups. A high rating will produce a real social butterfly. This is a good thing to have if pursuing careers in Politics, Sports or Entertainment. An Outgoing Sim is the first one to the party, the first one in the hot tub (nude, of course), and the first to miss other Sims when they aren't around. Less outgoing Sims will prefer to do solitary tasks. If other Sims aren'' around, their Social meter drops at a slower rate than their chatty counterparts. Cranking up the outgoing trait is a good way to meet friends. You'll have to work hard to keep your Sim happy by socializing a lot, but you'll be on the fast track to a ton of family friends-and ultimately promotions. Outgoing Sims like the Romance Channel on TV. Active Will your Sim be a busy bee or lazy sloth? Set the level of your Sim's activity according to your tastes. If you want a Sim who is constantly flitting around, crank up the activity. The active Sim prefers the kinetic activities: dancing, swimming, working out. If you prefer a docile, thoughtful Sim, keep the Active setting low. Limiting the Active setting will pretty much bar you from succeeding on the X-treme career path. Playful This sets your Sims feistiness. Playful Sims tickle and entertain. They are likelier to shake other Sims up-either in a happy, joking way or just by causing mayhem. Playful Sims like to watch the Cartoon channel and play computer games. Less playful Sims enjoy the quiet life. Reading and playing chess are the things that turn them on. Read the newspaper to really give your Sim a treat. Nice If you have a Nice rating of 0, you're basically a dirty rotten scoundrel. A rating of 10 makes you Donna Reed. Five is a solid Al Gore. The nicer you are, the easier it will be to cultivate relationships. Max out this stat for an easier avenue to family friends. The opposite of nice is mean. Mean Sims brag to others, insult other Sims and do other nasty things, like defacing others' property. Mean Sims like to tune the TV to Horror. The conglomerate of all of your attributes forms your personality. It also delegates you to an astrological sign. For example, an excessively neat person will be a Virgo. A well-balanced Sim will be a Cancer, and so on. You can also create a Sim according to what sign you'd like to be. -------------------------------------------------------------------------------- Specific signs get along with other signs in various ways. · Aquarius Most compatible with: Capricorn/Sagittarius Least compatible with: Scorpio/Virgo · Aries Most compatible with: Gemini/Taurus Least compatible with: Cancer/Libra · Cancer Most compatible with: Taurus/Scorpio Least compatible with: Gemini/Aries · Capricorn Most compatible with: Aquarius/Taurus Least compatible with: Leo/Gemini · Gemini Most compatible with: Pisces/Virgo Least compatible with: Capricorn/Aries · Leo Most compatible with: Sagittarius Least compatible with: Capricorn/Gemini · Libra Most compatible with: Virgo/Cancer Least compatible with: Pisces/Scorpio · Pisces Most compatible with: Scorpio/Gemini Least compatible with: Leo/Aries · Sagittarius Most compatible with: Pisces/Capricorn Least compatible with: Libra/Scorpio · Scorpio Most compatible with: Pisces/Leo Least compatible with: Libra/Aquarius · Taurus Most compatible with: Aries/Libra Least compatible with: Virgo/Cancer · Virgo Most compatible with: Aquarius/ Sagittarius Least compatible with: Leo/Taurus Once you have assigned a personality, go to the right panel to design how your Sim will look. Toggle between adult and child with the top tier of buttons. Choose the skin color of your Sim by clicking on one of the hand icons. Decide whether your Sim will be male or female by selecting the appropriate symbol. Then move to the character display to cycle through the various clothing and head options. There many different heads per sex, skin color and age. Once you have settled on your character's appearance, click "Done" to add that person to your family. Repeat this process up to eight times to create a family of up to 8 Sims. When you're ready to put them into the neighborhood, click the Move In button and place them in the house (or lot) of your choice. One important note: just because you are called a family, that doesn't make the couple married, or even friendly, when the game begins. If marriage or loving commitment is something you desire, you'll have to cultivate it. In the beginning, Sims won't share a bed, even if they live in the same house. The Relationship rating must increase before any Sims share a bed. BASIC NAVIGATION The Sims has an unbelievably simple control interface. Still, it is a good idea to visit the Newbie tutorial if you are just getting acquainted with the game. Do this by taking control of the Newbie house in the neighborhood view. This will help you learn the basic controls necessary to pilot your virtual buddies through their daily lives. During the game, the ever-present control panel will help you do everything you need to control and monitor the Sim families in the game. Almost all controls can be manipulated while the game is paused, so you don't have to waste valuable game time trying to tweak panels or set up tasks. The lower-left corner of the screen is dedicated to views of the game. Click on the circular people icon to enable Live Mode. The Live Mode is where all the action happens. This is where the Sims will interact with the environment you've created for them. The chair/lamp icon is Buy Mode. Use this mode to purchase furnishings and decorations for your home. Clicking on the circular House icon activates Build Mode. Use this to build or remodel your simulated home. Further down the crescent is Camera Mode. Use this to take snaps of Sims activities to share with your friends. The next icon (three dots) is the Options menu. Open it to manipulate basic game settings. Click on the lower section of the separated house on the extreme left to view the first story (default). Click on the upper half to view the second story. To get different views of the house, click on the various icons below the Live Mode icon. The Roof icon gives you a (surprise, surprise) roof view. The box icon to the right displays the house with walls up. This tends to obscure a lot of the action. The view you'll likely use the most is the wall-cutaway view. This view shows only walls that do not obscure action. When you float the cursor over a section of wall, it will temporarily disappear so that you can see the action behind it. The last option is a walls-down view. You bought all that wallpaper, why not look at it? The lower left corner of the screen is home to the zoom and rotate controls. Click on the right button to rotate the action counter-clockwise. Click on the left button to rotate the house clockwise. The plus button zooms in on the dwelling, and the minus zooms out. The question mark in the very lower left corner of the screen takes you to the help screen. To the right of these controls is a clock showing the current time. Below the clock is the game speed control. During Live Mode, the default setting is Normal Speed. Time will go by at a relaxed pace. To activate Normal Speed, click on the single Play button, or hit "1" on the keyboard. To speed up the action (when doing boring or time consuming task), click on the double play button or hit "2" on the keyboard for High Speed. To go extremely fast, click the triple Play button or press "3" for Super Speed. Use this to rocket through reading to gain skill quickly. Time automatically speeds up when all Sims in a house are sleeping. The panel below the play options contains two useful indicators. The number on the left indicates how many family friends the people in your house currently have. The number to the right indicates how many Simoleans (dollars) you have. Use Simoleans to purchase goods and services from the Sim Mall (in Buy Mode). The other side of the control panel will be discussed in the Live Mode section of this guide. For all other control-related questions, consult the wonderful manual that came with the game. LIVE MODE Live Mode is where the magic happens. Set your Sims in motion doing what they were designed to do-live! Once you have navigated through the neighborhood screen (or created a family), life will begin in your selected house. Manipulate your Sims' every whim with the control panel at the bottom of the screen. Highlight the Sim you want to control by right clicking on them during action or by highlighting their character's face in the central portion of the bottom panel. Once a Sim is selected, the right side of the control panel contains all of the vital information for that Sim. If you are in control of a Sim (and more than one is in your family), the other will be controlled by the computer until you return to controlling it. The only exception to this is the action queue, which will be discussed in more detail below. The rest of the control panel breaks down like this: Mood is indicated by the smiling/frowning faces icon. If your Sim is happy, the indicator above will fill up with green capsules. A Sim is at his/her happiest when all five capsules are filled and bright green. If a Sim is sad or otherwise upset, the mood indicator will show red capsules below the face icon. Clicking on the mood button brings up a detailed explanation of your Sims' needs, discussed below in the "Needs" subheading. The profiled head icon next to the mood is the highlighted Sim's personality. This is the original setting that you indicated when you created your family. Use this as a reference to see how your Sims rate in the following categories: Neat, Outgoing, Active, Playful, and Nice. To the right of the Personality icon is a three-stack of useful meters. The top gives you insight into your Sim's relationships in the game. The capsule indicators will light up bright green as you get more healthy relationships. Pressing the Relationship button will also bring up a display of all of your acquaintances' faces (four at a time). Under each is an indication of what your relationship is. Relationships with a rating of 51 or higher will be green. Ratings of under 50 will appear red. If a person is a family friend, a small smiley face will appear under their rating. The next meter down is your Job meter. As you progress in your job, the capsules to the right will fill up bright blue. When you have reached the highest level of your Job, the entire indicator will be filled. The display to the right of the meter shows all of your current skills: Cooking, Mechanical, Charisma, Body, Logic and Creativity. By clicking on Job, the details of your current occupation will be listed, along with car pool times and job hours. Below Job is an indication of daily pay. Under that is a rating of current job status. The bottom meter is for House. Separate indicators conspire to create the main meter rating: Size, Furnishings, Yard, Upkeep and Layout. The better your house, the higher the meter rating. Below the square footage, find number of bedrooms, bathrooms and the size of your lot. To make a Sim perform an action, click on the object you want to perform an action on. For instance, if you want a snack, click on the refrigerator to bring up a menu of options related to eating. To answer the phone, select a character and click on it. If you want a Sim to perform a chain of actions, simply click on them in the order you want them to happen. This places them in an action queue, which appears on the upper left corner of the screen. To cancel an item in the cue (or any action for that matter), simply re-click on it. A red X will appear through the action, and it will be cancelled. You can pause the game and create an action queue for all characters if you are pressed for time. Likewise, while your characters are at work, you can set up action queues for them to perform when they return home. NEEDS We all have needs, even The Sims. Click on the mood icon to see eight spirit bars displayed. These keep track of the Sims' basic vital signs: Hunger, Comfort, Hygiene, Bladder, Energy, Fun, Social and Room. A full green bar means that that specific need is 100% met at that given moment. Unless you are participating in an activity that boosts your rating in a given category, it will decline and become red. A bar that is completely red means your Sim is fresh out of that need. Do everything in your power to replenish it as soon as possible. Failure to do so can result in tantrums, collapse, even death (prolonged Hunger). When needs are on the move, arrows will point the way. If a Sim is getting more comfortable, for instance, a green arrow will show that his/her Comfort rating is going up. If the need is improving at a rapid pace, multiple arrows will appear. If you leave Sims on their own, they won't always address the most pressing need. Make sure you keep a close eye on the need levels to maintain happy, healthy virtual people. Some activities fulfill more than one need. For instance, watching TV improves Comfort and Fun simultaneously. Eating dinner with a loved one will improve Social and Hunger. A breakdown of the eigt Needs and how to satisfy them follows: Hunger Hungry? You'll need a refrigerator right off the bat. Grab a counter right away, too, so a Sim will have a place to prepare a meal. Later, learn how to cook and buy yourself a stove, and ultimately, a food processor, toaster oven or microwave. This will give you more (and cheaper) options to improve your Hunger level. As you might suspect, a snack replenishes the meter a little, while a full meal does significantly more. Group meals are more plentiful (and cost more) than single meals. Sometimes, friends will bring over candy and fruitcake. These will also increase your Hunger rating. Sims get grumpy when they are not fed. If you consistently neglect to feed your Sim, he/she can die of starvation. However, left to their own devices, some Sims will eat every five minutes. This is not healthy either. You don't need to cram your Sims full of food-in fact, certain career tracks (Pro Athlete, X-treme) require a nutritionally-balanced and slim Sim. The Hunger level that an employed Sim leaves the home with will affect his/her job performance. Also, it may be difficult to have a conversation with another Sim if you or they are hungry. Proposing marriage to someone on an empty stomach is downright unacceptable. Comfort If your Sim has been standing too long, his/her Comfort meter can drop. To replenish it, sit down or go to sleep. Taking baths and hot-tubbing will also improve your Comfort. Even if you're reading, watching television or playing the piano, your comfort level will rise-all that matters is that you're off your feet. Going to bed significantly improves this meter, so unless you consistently get to bed really late, don't worry if Comfort dips into the red right before you sleep. Buying more comfortable chairs improves this rating. To maximize your comfort, be sure to get comfortable chairs for all of your activities-TV watching, computer use, etc. This will help you improve the most needs at once. Hygiene Hygiene refers to the daily upkeep of your Sim body. The most dramatic way to improve your Sims' Hygiene is by showering or bathing. A dip in the hot-tub is a lesser way to boost your Hygiene level. Washing one's hands after going to the bathroom also improves this rating, as does brushing teeth. In order to facilitate the latter activities, be sure to have a medicine cabinet, bathroom cabinet and sink. As your wealth improves, upgrade your shower to a high-end bathtub. This will cut down on tie spent on Hygiene and free up your day for more worthy pursuits. As you may suspect, bad Hygiene is not the way you want to go if you want your Sim to be popular. Being slimy at work does not help you get promoted either. Hygiene is important-be diligent. Hygiene is so important that more than one Sim may be attempting to alleviate their needs at once. This can create a line for the shower or bathtub. If your Sim is not on friendly terms with the Sim taking a shower or bath, there will be a scene in the bathroom. If they are friends (or lover, or a married couple), then the second Sim in will wait patiently outside of the shower for the other to finish. The same goes for the toilet. The rule is simple: if you aren't on good terms, give the other Sim privacy. If you are, then barge in and do your duty. Hey! You're friends, right? Bladder The good old bladder. This level refers to the expulsion of bodily wastes-how pressing the need is to void at any given moment. The only way to relieve this function is by going to the toilet. Use the same privacy rule as above with the toilet. Upgrading to the better toilet is not a huge benefit-it simply means your Comfort increases along with your Bladder. Same your money for something better. If you do not see to a Sim's bladder needs, he/she will become cranky and agitated, and eventually bow out of what they are doing to reach the bathroom. If the bladder meter is significantly in the red, the Sim will make a mad dash for the loo-one of the funnier moments in the game. If the bathroom is too far away, an accident will occur. Anybody got rug cleaner? Energy If your Sim runs out of Energy, he/she will collapse of exhaustion. To avoid this, buy a coffee or espresso maker to provide a quick boost. Kids can't drink coffee, so don't try to make them. Otherwise, just make sure your Sims are getting enough sleep. If your Energy bar is fully red, you Sim will collapse and begin to sleep on the floor. If you make it to the bed, your Sim will automatically sleep until at least 6 am. Otherwise, he/she will sleep until the Energy bar is back at 100%. This is why it is important to get to bed on time. Waking a Sim up without full Energy will cause them to stomp around and be generally unhappy. It will also make their starting point for the day lower. That way, when they come back from work (if they work), their Energy will be less than usual. Doing this a few days in a row is extremely detrimental to your health. Also, sending your Sim to work low on Energy is a bad idea. In some professions (Surgeon, for instance), this can prove very bad. Fun The fun meter is affected by entertaining things in the house. Participate in fun group activities to boost a lot of Sims' meters at once. Music (from a Boombox or Stereo) is a good way to increase the Fun rating for many people at once. A group of people can also enjoy the TV at the same time. Make sure the channel is something everyone wants to watch, though. Although it sounds stereotypical, your wife might not gain in Fun if you're always watching Action TV. Exceptionally Fun items are the Pinball Machine, the Virtual Reality Set and some of the higher end stereos and computers. These items may cost a lot, but in this game, money can buy happiness. Social Improve your social meter by chatting and laughing with other Sims. These can be family members or friends-all that is important is positive contact with other Sims. You'll want to cultivate friendships for other reasons as well, but your overall mood is drastically affected by Social concerns. Improve your rating in the short term by reaching out to those nearest you-people in your family. Then work on friends. If you have a negative conversation, or come on too strong (flirting where it isn't welcome), your Social rating will drop. Sometimes, you'll be able to rectify a bad situation by talking further. Social matters are discussed further in the "Friendship" section of this guide. Room Sims are fond of open space and adequate light. Make sure you have plenty of lamps and windows, and that your rooms aren't cluttered with too many possessions. This probably won't be a problem early in the game, with a limited cash supply. A simple way to make Room scores higher is by placing several diagonal walls in your home. Sims dislike corners like they dislike the dark. If objects in the room are broken (i.e. shower in the bathroom), the Room rating will drop until the item is repaired or serviced. Likewise, if a sloppy roomie left a pile of garbage or unwashed dishes, the room rating will drop until the mess is cleaned up. Certain purchases will improve the room rating--fireplaces, expensive baubles and pieces of art, to name a few. Maximize your Room rating before you ever begin the game by buying these favorable items, then simply keep up the goodness you've created. Room rating applies to the yard as well as the indoors. A cheap way to bring up your outdoor Room mark is by buying a slew of Flamingoes (no lie). While this seems counterintuitive, it actually helps. Room rating will be important at parties at your home. If you are being affected positively by your surroundings, so are your guests. Appearance of your home matters in some career tracks as well (especially politics). SIM INTERACTION Friendship Befriending other Sims is a key ingredient in having a successful Social rating, and ultimately, career path. Since you cannot really "win" The Sims, popularity is a good way to rate your progress in the game. The more family friends you have, the more delicate the social web you've woven. Right off the bat, you'll get a chance to meet your Sim neighbors. Usually, the day you move in, your neighbors will come to visit. The first step in becoming friends is greeting. Make sure you greet your new visitor with each member of your family. As you greet your neighbors, Sim Speak (certainly a curious tongue) will occur. Little balloons appear with descriptive pictograms in them. The Sims talk about all kinds of stuff: politics, sports, travel. You will also see an indicator (it looks like two people talking) that will pop up between you as you talk. If the conversation is going favorably, a plus will appear alongside the icon. If it is breaking down into an argument, you'll see a minus sign. There is an ebb and flow to every conversation. The subject will change repeatedly, and the Social meter will go up and down. If a Sim gets agitated, he/she will often break off the conversation and stomp off. Why do conversations go awry? It could be just that your Personality traits don't exactly mesh. It may be that you or the other Sim is hungry. It could be that you overstepped your bounds. If you are involved in a love traingle, the Sim you are talking to could be jealous. If a Sim leaves in a huff, it is difficult to bring yourself back into that person's favor. So how do you know if another Sim digs you? Check your Relationship panel. If the rating in the panel is over 50 for a given Sim, that person considers you his/her friend. A small smiley face will let you know they care. Every day you don't have contact with that Sim, however, the rating will drop 2 points, so constant interaction is necessary if you want to remain friends. Certain career tracks that take you away from home for a time can damage friendships for this reason. In fact, maintaining social bonds is key to many parts of the game. First off, maintaining friendships with your neighbors will result in increased Social menu bar. Secondly, advancing in your career often depends on how many family friends you have. To keep in good stead with the town folk once you've greeted them, call them on the phone and invite them over. If they like you (and aren't at work), they'll head over soon after you call. If they don't want to hang out, they'll blow you off, usually with a flippant remark. Never fear. There are ways around this hatred. If your calls are consistently being turned down, and you are in need of friends, turn the tables on them. Save your game, return to the neighborhood and take control of the Sims that keep dissing you. Then, call the original Sim over and work on your relationship. This doesn't always work, but it's an option. Other ways to win Sims back are to put in a hot tub or throw a party. If you absolutely can't make a certain neighbor see that you're a wonderful person, you can always evict and delete that family and start anew with really nice, outgoing people. Whenever you actually do get other Sims to visit, make sure you make them a snack. Sims will eat any food that's placed out. Make sure they have places to sit at your table as well. Engage in activities that promote group talking: watching TV, getting in the hot tub, playing pool. Invite a bunch of Sims over for a party. Then call up the pizza man and really get down. Sim relationships are prone to the same kinds of pettiness that is offered in real life. If a Sim is attracted to you and you are flirting with another Sim in their presence, they may become jealous. This will plummet their Social rating. They may slap or attack the offending party. Attacks are drastic expressions of frustration and will only occur if a Sim is at the end of their social ladder. When they happen, they can have devastating effects. The fighting Sims disappear into a cartoon cloud of dust. The loser will immediately flee the scene of the fight. If two Sims are living together and fight, one may leave, never to return. Nice Sims will never attack. Adults can't attack kids, and vice versa. "Friend Farm" As we said before, friends are important to advancement in some jobs. If you are having difficulty picking up large groups of friends at once, there is a quick way to gain a lot of buddies. Simply create a family of eight on a vacant lot, and max out their Nice and Outgoing ratings. Make sure they have one section of a wall with a phone on it, so you can give them a call. Return to your original Sim home and wait for them all to come over. Then talk to and befriend everyone. By the end of the day, you may have made 8 family friends. A couple lots of these should have you rocketing up the corporate ladder in no time. Love/Marriage Take friendship to another level. Love in the Sims is a natural progression from the skills you've learned to gain friends. When you'd like to woo another Sim, make sure you're on good terms first. Bump up your rating with that person to at least 70. If a Sim is receptive to your advances, you will be presented with new pie menu options depending on your Sim's personality. Compliment, entertain, joke, hug, tickle, give gifts, backrubs, etc. to further your romantic involvement with the Sim you're interested in. If your Sim is desirable to the one being wooed, you will be in love, indicated by a heart under the person's face in the Relationship panel. When two Sims are in love, there is a chance that your lover will accept an offer to marry or move in. Go ahead and pop that all-important question. The other Sim's reaction will depend on a lot of factors. If that Sim is not in love with you, they will reject you. If your house is too full already, the other Sim will reject you. Their reaction could also be based on what they are feeling right at the moment of proposal. If a Sim is hungry or in a bad mood, you will be rejected. A great time to propose is right after dinner and a fun activity (such as hot-tubbing). That significantly reduces your chances of being rejected. If your lover excepts your proposal, you will immediately be married (on the spot). When you get married, your spouse's income is added to your net worth. Sweet deal, huh? Now you can get to work having a child. Kids Serious smooching is the gateway to children. If your Sims kiss with purpose, there is a 20% chance that a kid will come out of the transaction. Another way to have a child is to adopt. This is a random event that you can choose to accept or reject. Accepting it will place a crib in your home, and you'll have a new family member! Once a baby comes on to the scene, life around home will change. The baby will have to be coddled, held, fed and generally cared for. Luckily, this state doesn't last long. When a baby is in the crib stage, plan on keeping one parent a home from work each day (alternate to avoid job loss) to care for the rug rat. After three days, a baby grows into a child. The child will share an average of both parents' personality traits. When a baby becomes a kid, that child will be a fully- functioning Sim, complete with its own needs and career (School-see career tracks). Now you'll also have an excuse to get that train set. If you neglect your babies' needs (come on-it just needs to be fed and played with), you won't see that kid grow to maturity. Instead, Social Services shows up to take your baby away. Services To access services for your Sims (not Social, they come on their own), you'll need a telephone. You already know the value of a phone for cultivate and maintaining friendships. The services offered in Sim City break down like this: Pizza: $40 Pizza is a luxury in Sim City, but it can come in handy in a party situation. Delivery time is about one hour. Maid: $10/hr/day Hire a maid and she will show up for one hour a day and clean for only $10. Now, let me get this straight. Pizza costs $40, a maid costs $10. Am I missing something? The maid will keep the house picked up and improve Room ratings as a result. Since she is freeing you up to do other things, like gain skill, spark romance and have fun. Go with it! Gardener: $10/hr/every 3 days If you have plants to tend to, sic a gardener on them for an hour every three days. The gardener will care for flowers, shrubberies and trees. What a bargain. The gardener also frees you up to do more important stuff. Fire Department If you do not have a fire alarm, you will have to manually call in a fire. This is not the best strategy, as the fire department may not reach you in time to do much. A fire alarm is not much of an investment to avoid such a grim tragedy. The fire department will do their best to put out the blaze either way. If you call in a false alarm, there will be a $100 penalty incurred as soon as you speak to the fireman. Repairman: $50/hr The repairman will come over to fix broken appliances, mend leaks, repair faulty wiring or change light bulbs. His fee is $50 per hour. This is well worth it if you lack the Mechanical skill to repair things yourself, however. Attempting repair without the proper skill can result in death. Police Call the police if you're in the process of being burgled. It helps to have a phone in the bedroom near the bed to minimize the distance you have to walk to make the call. If you have a burglar alarm, the cops will come right over. If you have to call them manually, they probably won't arrive in time. Calling a false alarm to the police station results in a stern warning. CRISIS EVENTS From time to time, crisis events occur in the game. These events range in severity but can result in grave consequences: loss of possessions, money, even life. Some are random, others are caused by lack of knowledge. A brief list of events appears below: Fires Fires are almost always caused by human stupidity. For instance, if your Sims do not yet know how to cook, and try to use the stove, a fire will almost definitely ensue. To combat this, make sure your Sims have a Cooking rating of at least "1" (and preferably 2 or 3) before using this appliance. Fires can also occur if you place items (plants, furniture, etc.) too close to a fireplace or grill. It also helps to put tiles near any fire-producing items. What happens if a fire breaks out? If you have fire alarms installed in the room, just back up and let the firefighter show up to do his/her job. Fire alarms automatically alert the fire department of a blaze. They will respond quickly to put out the fire. If you don't have fire alarms installed, you will have to call the fire department yourself. The quicker you do this, the better. Hopefully, the blaze will not have spread by the time the fire department arrives. Fire alarms must be in the room where the blaze occurs in order to detect a fire. It is a good idea, therefore to put one in the kitchen and one in the living room (if you have a fireplace there). If the firefighter gets there quickly, whatever has caught on fire might be saved. But don't count on it-fires are serious business. They can totally destroy your home. If a character catches fire, he/she might die. If a family is trapped in a burning building, the entire group could perish. Electrocution Like fire, electrocution usually occurs because a Sim is not properly suited to a task he/she is trying to perform. A Sim that attempts to repair an electrical appliance without the proper training runs the risk of electric shock. The best way to avoid electrocution is prevention. Before trying to fix anything electrical, make sure your Mechanical rating is at three or higher. Otherwise, you can end up dead-from something as commonplace as changing a light bulb. If you are unsure about your ability to repair something, call a repairman. It may cost you some money, but it could also save your life. Burglars Periodically, burglars may attempt to rob your home while you're asleep. If you see one approaching, jump up and get to the phone. Dial up the Police (if you don't have a burglar alarm) and hope they arrive in time. If you have an alarm, the crook will likely be caught. If the burglar isn't caught he/she will make off with some of your most valued possessions. Unfortunately for you, there is no such thing as theft insurance in The Sims. You'll be out the money and very grumpy. Bills Technically not a crisis event, bills are still a cold fact of life. Make sure you check your mailbox every couple of days to take your bi-weekly dose of medicine. The best thing to do is pay them immediately. If they sit in your house unpaid, they will eventually turn red. If you let them go after that, you are gambling with the repo man. Like the burglar, he will come into your home and take your possessions. Except this time, there's no one to call, because it's you who broke the law. It's a hard knock life. CAREER PATHS So you've created a family, moved into and furnished a house, and made some friends. Now it's time to bring home the bacon. There are ten separate career paths in The Sims for a grand total of 100 different occupations. Find a job using the daily newspaper (delivered to your sidewalk every morning), or, if you have one, on the computer. The newspaper offers only one job per day. The advantage of the computer is that it presents you with multiple employment choices in a single day. When you are presented with a job, you can choose to accept or reject the job. If you reject it, you can choose again (on the computer), or resume your hunt the next day (if using the paper). If you accept, the carpool will come the next day for you (in the morning or evening, depending on your job). You needn't rush out to the car the second you see it. As long as the car is in your queue at or around 8, you can take up to 55 minutes to get in. Use this to your advantage. Fulfill your needs to their highest possible level before getting in the car. You needn't worry about your pajamas either. Right before you get into the car, you'll do your little spin to change. Once you land a job, you will begin to get a daily paycheck. Use this to buy food, pay bills, get the occasional trinket. In addition, use your daily pay to buy objects that improve your stats in key areas. This is necessary to advance up the career ladder. Different occupation tracks call for different job skills. You can improve your skills in different ways. Studying on a computer or reading are the two most common ways to learn new skills. But there are other ways as well. Look at the list below to find ways to improve your ratings in each area (unfortunately many of them require objects and that means money!): Acquiring/improving skills Cooking Attain cooking skills by reading books related to Cooking. To do this, purchase a basic bookshelf. Then click on the bookshelf and select Cooking. A small capsule above the Sim's head will fill up as he/she acquires knowledge. When the capsule is full, the Sim will have acquired one Cooking point. Do this two or three times to bolster your cooking knowledge, prevent fires and gain points for Cooking-related occupations. Pumping up your Cooking rating also makes a Sim prepare and eat food faster. Mechanical Mechanical skills can also be learned from a book from one of the Sims Mall bookshelves. Spend some quality time with the Sim/Life Mechanical manual to succeed in technical/repair-based fields. Mechanical knowledge also helps with basic home repairs. Charisma Charisma can be gazed by practicing speeches in a mirror. My, what a gesticulator you are! Perform this action a couple of times in a row early to be a smooth-talking love machine. Charisma helps in the acquisition of friends and (of course) job status. Body To improve your body, you'll need to purchase some workout equipment in the form of the "Exerto" Benchpress Exercise Machine. It costs $700 and takes up some space, so be sure that you have the space for it when designing or furnishing your home. Then get on that sucker and work out until that blue capsule fills up. When it does, you'll gain a notch of skill. A nice Body will attract the opposite sex (regardless of marital status, believe me). Swimming in a backyard pool also increases this skill. Logic To increase logic, play chess against an opponent. To do this, you'll have to acquire the $500 chess table. This is a great way for two people to share an activity, have fun, and pump up skills all at once. When the blue capsule fills, you're moving up, logically. Creativity Gain Creativity by using the easel ($250) or by playing the piano ($3500). Using the easel is definitely the way to go early, but as you acquire some more cash, move up to the piano. It improves Fun, Room and boosts your Creativity in addition to being a Group Activity. All job paths require you to manipulate these ratings. By clicking on the Job icon in the control panel, you will see how much you must improve in key areas to get promoted. Use the above methods of gaining skill to shoot up the corporate ladder. In addition, many promotions will not happen until you (or your family members) accrue a number of friends. The number of friends needed for the next occupation level also appears in the control panel. Gain family friends quickly by setting up "Friend Farms," as discussed in the Friend section of this guide. Supplement this by pumping up your general Charisma. You can also get demoted if you show up to work in a bad mood too often. Make sure your needs are met before heading out in the morning. If you miss a bad of work, you can return the next day and still have your job. If you miss two consecutive days, you'll get fired. -------------------------------------------------------------------------------- The ten career paths and occupation ladders are listed below: Business 1. Mailroom: $120 9 am-3 pm Don't worry about languishing in the mailroom too long. You'll be promoted almost immediately. 2. Executive Assistant: $180 9 am-4 pm Use your Charisma to brown-nose out of this low-level job. Unless you want to pour coffee for a living. 3. Field Sales Rep: $250 9 am-4 pm/ Need: 2 Mechanical You'll be away from home a bit using those sales skills to impress clients and your boss. 4. Junior Executive: $320 9 am-4 pm/ Need: 2 Mechanical, 2 Charisma, 1 Family Friend Climbing that corporate ladder-and you're almost halfway up. Utilize Charisma to continue your upward ascent. 5. Executive: $400 9 am-4 pm/ Need: 2 Mechanical, 2 Charisma, 2 Logic, 3 Family Friends You've lost the "Junior" from your title, but the game's the same. Nurture relationships and gain friends to climb higher still. 6. Senior Manager: $520 9 am-4 pm/ Need: 2 Mechanical, 3 Charisma, 3 Logic, 2 Creativity, 6 Family Friends Now you've got a bunch of Junior Executive puppies under you. Enjoy. 7. VP: $660 9 am-5 pm/ Need: 2 Mechanical, 4 Charisma, 2 Body, 4 Logic, 2 Creativity, 8 Family Friends Bet you never thought you'd see VP under the name on your door. Make sure you're well rested. This job can get intense. 8. President: $800 9 am-5 pm/ Need: 2 Mechanical, 5 Charisma, 2 Body, 6 Logic, 3 Creativity, 10 Family Friends The company car comes to pick you up at home you're almost at the top. A bit more stress, but nothing $800 a day can't fix. 9. CEO: $950 9 am-4 pm/ Need: 2 Mechanical, 6 Charisma, 2 Body, 7 Logic, 5 Creativity, 12 Family Friends The pinnacle of the Business track. Don't relax-there can be jealousy among neighbors and peers. Keep those relationships healthy. 10. Business Tycoon: $1200 9 am-3 pm/ Need: 2 Mechanical, 8 Charisma, 2 Body, 9 Logic, 6 Creativity, 14 Family Friends Congratulations, Daddy Warbucks. Decision Time! "Stock Option" Instead of your salary, you'll be given the option of taking company stock as compensation. You can refuse. If you accept, you run the risk of losing all your money for that pay period (if the stock drops) or doubling your money. -------------------------------------------------------------------------------- Entertainment 1. Waiter/Waitress: $100 9 am-3 pm At first you may think you're on the restaurant owner track, but no! In SimCity, the service industry is comprised of only aspiring actors. 2. Extra: $150 9 am-3 pm Become "living scenery" in a motion picture or TV show. Work out to buff up that bod, and be sure to have lots of friends. 3. Bit Player: $200 9 am-3 pm/ Need: 2 Charisma As before, build Charisma and relationships. It's a long, hard road to stardom. 4. Stunt Double: $275 9 am-3 pm/ Need: 2 Charisma, 2 Body, 2 Family Friends Hey! I actually get to risk my life for $275 a day? All to make dumb shows that no one will care about? Cool. Make sure your body is in order and you get plenty of rest. 5. B-Movie Star: $375 10 am-5 pm/ Need: 3 Charisma, 3 Body, 1 Creativity, 4 Family Friends This is a necessary step, trooper. Keep at your craft and maybe they'll see past the plastic monsters and naked teenagers 6. Supporting Player: $500 10 am-6 pm/ Need: 1 Mechanical, 4 Charisma, 4 Body, 2 Creativity, 6 Family Friends Now you're moving up. Keep working at those relationships and Charisma. If you think you spend too much time in front of the mirror, redouble your efforts. True talent is effortlessly vain. 7. TV Star: $650 10 am-6 pm/ Need: 1 Mechanical, 6 Charisma, 5 Body, 3 Creativity, 8 Family Friends Pay close attention to your body-everybody else is. You're on TV, kid. That means you'll be spending less time with the family. Work hard to balance relationships and work-out time in the face of grueling hours. 8. Feature Star: $900 5 pm-1 am/ Need: 2 Mechanical, 7 Charisma, 6 Body, 4 Creativity, 10 Family Friends Guess what? You're a star. Everyone wants to get next to you. Keep yourself in check. Try even harder to maintain your relationships. You'll be home even less due to on-location work. 9. Broadway Star: $1100 10 am-5 pm/ Need: 2 Mechanical, 8 Charisma, 7 Body, 7 Creativity, 12 Family Friends From the Silver Screen to the streets of Sim York. Keep up that Charisma. 10. Superstar: $1400 10 am-3 pm/ Need: 2 Mechanical, 10 Charisma, 8 Body, 10 Creativity, 14 Family Friends You're the top dog in a dog-eat-dog industry. Work hard to maintain friendships and "keep it real." The occasional party couldn't hurt. Decision Time! "The Remake" Sim Studios wants you to star in a production of Citizen Kane II. If you accept, the movie could go two ways: if it's a success, your Charisma will shoot up. If it fails, your Charisma will plummet. -------------------------------------------------------------------------------- Law Enforcement 1. Security Guard: $240 12 am-6 am Rent-a-cop. 'Nuff said. 2. Cadet: $320 9 am-3 pm In training for the force. You'll get your blues soon. 3. Patrolman: $380 5 pm-1 am/Need: 2 Body Patrolling the streets of SimCity in a cruiser-this is what you signed on for. Keep working out and studying on the computer, and you can graduate to a desk job. 4. Desk Sergeant: $440 9 am-3 pm/Need: 2 Body, 2 Mechanical, 1 Family Friend Pencil jockey. Do you long for the streets? The thrill of the bust? Get yourself a friend and you'll be on your way up. 5. Vice Squad: $490 10 pm-4 am/Need: 4 Body, 3 Mechanical, 2 Family Friends Drugs, sex and villainy, oh my! You're in the thick of it again. Ain't police work grand? 6. Detective: $540 9 am-3 pm/Need: 1 Cooking, 5 Body, 1 Charisma, 3 Mechanical, 1 Logic, 4 Family Friends As in real life, you'll have to negotiate a lot of office politics to get this distinction-Charisma's good for that. Friends don't hurt, either. Sharpen your logic to catch those filthy criminals. 7. Lieutenant: $590 9 am-3 pm/Need: 1 Cooking, 5 Body, 2 Charisma, 3 Mechanical, 3 Logic, 1 Creativity, 6 Family Friends Take on bigger cases, more danger, more responsibility and more stress. Be sure you're getting plenty of rest (and invest in that cappuccino machine). 8. SWAT Team Leader: $625 9 am-3 pm/Need: 1 Cooking, 6 Body, 3 Charisma, 4 Mechanical, 5 Logic, 1 Creativity, 8 Family Friends Talk about danger. Make sure you've got some serious Logic in order to head up the SWAT team. It never hurts to have lots of friends, either. 9. Police Chief: $650 9 am-5 pm/Need: 1 Cooking, 7 Body, 4 Charisma, 4 Mechanical, 7 Logic, 3 Creativity, 10 Family Friends Another political position. You'll need more friends, more Charisma. 10. Captain Hero: $700 10 am-4 pm/Need: 1 Cooking, 7 Body, 6 Charisma, 4 Mechanical, 10 Logic, 5 Creativity, 12 Family Friends You've reached the highest point on one of the more active career paths. Buy that mansion as a reward. Decision Time! "The Bribe" The Mafia is offering up a juicy bribe to stop investigating his affairs. Take the bribe and get a nice payoff. Or, get caught by I.A. and lose your job. It's a question of scruples. -------------------------------------------------------------------------------- Life of Crime 1. Pickpocket: $140 9 am-3pm The antithesis of the Law Enforcement track, the Life of Crime starts with equally lowly concerns. As a pickpocket, Sim Charisma works to lull victims into a false sense of security. 2. Bagman: $200 11 pm-7 am Use the skills you gained as a pickpocket to good effect in your next line of work, that as petty bagman. 3. Bookie: $275 12 pm-7 pm/ Need: 2 Body Gambling's the name of the game. 4. Con Artist: $350 9 am-3 pm/ Need: 1 Charisma, 2 Body, 1 Creativity, 2 Family Friends Every con man (or "confidence" man for long) must be saturated in Charisma. Use this to rip people off to the tune of $350 a day. 5. Getaway Driver: $425 5 pm-1 am/ Need: 2 Mechanical, 1 Charisma, 2 Body, 2 Creativity, 3 Family Friends Hone your Mechanical skills and be in good shape. You'll need those attributes when you're trying to give the SC Blues the slip. 6. Bank Robber: $530 3 pm-11 pm/ Need: 3 Mechanical, 2 Charisma, 3 Body, 1 Logic, 2 Creativity, 4 Family Friends A little cunning, a little Charisma and a dash of logic will help you pull off bank heists. 7. Cat Burglar: $640 9 pm-3 am/ Need: 1 Cooking, 3 Mechanical, 2 Charisma, 5 Body, 2 Logic, 3 Creativity, 6 Family Friends Remember that guy who came into your house and took your favorite chair and expensive TV. Now you get to do the same thing to other people. Whoopee! 8. Counterfeiter: $760 9 pm-3 am/ Need: 1 Cooking, 5 Mechanical, 2 Charisma, 5 Body, 3 Logic, 5 Creativity, 8 Family Friends A good Mechanical ranking and some Creativity (see: Easel) will go a long way toward making you a Michelangelo of the greenbacks. 9. Smuggler: $900 9 pm-3 am/ Need: 1 Cooking, 5 Mechanical, 5 Charisma, 6 Body, 3 Logic, 6 Creativity, 10 Family Friends Yep, SimCity has a Black Market and you run it. 10. Criminal Mastermind: $1100 6 pm-12 am/ Need: 2 Cooking, 5 Mechanical, 7 Charisma, 6 Body, 4 Logic, 8 Creativity, 12 Family Friends You'll have people visiting you in your huge mansion just to kiss your ring. Decision Time! "The Perfect Crime" You get a random tip on an easy robbery. Either the tip is real and you get a bunch of cash, or you go to prison, courtesy of a police set-up. This is the life you've chosen. -------------------------------------------------------------------------------- Medicine 1. Medical Technician: $200 9 am- 3 pm Ground floor at the hospital. 2. Paramedic: $275 11 pm-5 am A night shift job. Conserve your energy and do some studying (Mechanical) during the time you aren't sleeping. 3. Nurse: $340 9 am- 3 pm/ Need: 2 Mechanical Build your esteem and medical skills while caring for patients. Make sure you starch your bonnet! 4. Intern: $410 9 am- 6 pm/ Need: 2 Mechanical, 2 Body, 2 Family Friends Much different than a political intern--trust me. You're working at the hospital, but not performing surgeries quite yet. 5. Resident: $480 9 pm- 4 am/ Need: 3 Mechanical, 2 Body, 2 Logic, 3 Family Friends Congratulations. You're an Emergency Room Surgeon! That means long, stressful hours and lots of hours of study (especially Mechanical). Make sure when you finally do get home, you relax and eat well. You'll need it for the next shift. 6. General Practice: $550 10 am-6 pm/ Need: 3 Mechanical, 1 Charisma, 3 Body, 4 Logic, 4 Family Friends You're regular old Doctor Joe. White coat and stethoscope. Same rules apply-get plenty of rest at home. Medicine can stress you out. 7. Specialist: $625 10 pm-4 am/ Need: 4 Mechanical, 2 Charisma, 4 Body, 4 Logic, 1 Creativity, 5 Family Friends Becoming a specialist requires a lot of study. Pump up Logic, too. This isn't as rigorous a schedule, but it is imperative that you go to work with good stats, or you'll find yourself staring down the barrel of a malpractice suit. 8. Surgeon: $700 10 pm-4 am/ Need: 4 Mechanical, 3 Charisma, 5 Body, 6 Logic, 2 Creativity, 7 Family Friends You've arrived. Slaving over hot organs all day can stress a person out, though, so keep up the fun and happiness routine at home. Keep up the studying as well. 9. Medical Researcher: $775 9 pm-4 am/ Need: 5 Mechanical, 4 Charisma, 6 Body, 8 Logic, 3 Creativity, 9 Family Friends A little pay increase and different responsibilities. Study to succeed. 10. Chief of Hospital Staff: $850 9 pm-4 am/ Need: 6 Mechanical, 6 Charisma, 7 Body, 9 Logic, 4 Creativity, 11 Family Friends Not a glitzy perch by any stretch of the imagination. You'll be elbow-deep in sickness all night (and beyond, sometimes). Luckily, you'll have that mansion to fall back on. Decision Time! "Malpractice" You've been implicated in a malpractice suit. You have two choices (and no getting out of this one). If you settle, you'll cough up half of your family's current balance. Otherwise, you can choose to go to court. If you lose, you will REALLY lose. All of your furniture and other goodies will be taken from you. If you win, you can look forward to a check that matches whatever money you have in your current family account. -------------------------------------------------------------------------------- Military 1. Recruit: $250 6 am-12 pm Boot camp. Hazing. The whole nine. Did you hear me Private? 2. Elite Forces: $325 7 am-1 pm For some reason, you go right from being a recruit into Elite Forces. You can hack it. Work on Body skills especially to progress. 3. Drill Instructor: $350 8 am-2 pm/ Need: 2 Body Your mother wears combat boots! Here's your chance to humiliate and emasculate a bunch of young whelps. 4. Junior Officer: $450 9 am-3 pm/ Need: 1 Mechanical, 1 Charisma, 2 Body Kissing butt isn't desirable but it helps. Use your Charisma to gain esteem and improve your rank. 5. Counter Intelligence: $500 9 am-3 pm/ Need: 1 Cooking, 1 Mechanical, 2 Charisma, 4 Body Work your Charisma and Cooking skills as a Counter Intelligence operative. 6. Flight Officer: $550 9 am-3 pm/ Need: 1 Cooking, 2 Mechanical, 4 Charisma, 4 Body, 1 Logic, 1 Family Friend Another step up the Officer ranks. Hone those Mechanical skills. 7. Senior Officer: $580 9 am-3 pm/ Need: 1 Cooking, 3 Mechanical, 4 Charisma, 5 Body, 3 Logic, 3 Family Friends Achieving this rank allows you to buy household items at a discount. Perks-gotta love 'em. 8. Commander: $600 9 am-3 pm/ Need: 1 Cooking, 6 Mechanical, 5 Charisma, 5 Body, 5 Logic, 5 Family Friends You're in control of the base. Use Charisma and Logic to stratify and organize things. 9. Astronaut: $625 9 am-3 pm/ Need: 1 Cooking, 9 Mechanical, 5 Charisma, 8 Body, 6 Logic, 6 Family Friends To the moon! Crank up those Mechanical and Body skills and you'll be seeing stars. 10. General: $650 9 am-3 pm/ Need: 1 Cooking, 10 Mechanical, 7 Charisma, 10 Body, 9 Logic, 8 Family Friends You're the big cheese, but you sure don't make a lot of money. At least you've got plenty of corrupting power to make up for it. Decision Time! "Gung Ho" If you volunteer for this extremely dangerous mission, there are two ways it can go. If the mission succeeds, you'll earn a promotion. If you fail, you'll be busted down a rung on the military ladder. Less pay, lots of shame. Of course, you can always refuse with no consequences. -------------------------------------------------------------------------------- Politics 1. Campaign Worker: $220 9 am-6 pm Help your favorite politician get elected by working as a drone in the campaign office. 2. Intern: $300 9 am-3 pm You know your duties. Run errands, order pizza, buy ties. Being dutiful and loyal helps. Charisma is also important (if you get my meaning). 3. Lobbyist: $360 9 am-3 pm/ Need: 2 Charisma You'll need lots of friends and a boatload of Charisma to keep up with this profession. Sims don't part with their money without a fight-or at least a lot of party punch in them. 4. Campaign Manager: $430 9 am-6 pm/ Need: 2 Charisma, 1 Logic, 2 Family Friends Logic and Charisma are key. Also, you'll need to start upgrading the status of your home if you want to climb higher in the political arena. This is a rigorous, time- consuming job. Try to get your rest. 5. City Council Member: $485 9 am-3 pm/ Need: 3 Charisma, 1 Body, 1 Logic, 4 Family Friends You're on the inside now. Make as many friends as you can, and climb that ladder! 6. State Assembly: $540 9 am-4 pm/ Need: 4 Charisma, 2 Body, 1 Logic, 1 Creativity, 6 Family Friends Another time consuming path. You'll spend a lot of time away. Make sure you take the time at home to develop and keep friendships and relax. 7. Congressman/woman: $600 9 am-3 pm/ Need: 4 Charisma, 3 Body, 3 Logic, 2 Creativity, 9 Family Friends Although there is some work to do with the constituents at home, large chunks of time will be spent in the capital of Simerica. Keep up your friendships. 8. Judge: $650 9 am-3 pm/ Need: 5 Charisma, 4 Body, 4 Logic, 3 Creativity, 11 Family Friends Passing judgement on other Sims will take a good deal of Charisma and Logic. Friendships are important, as ever. 9. Senator: $700 9 am-6 pm/ Need: 6 Charisma, 5 Body, 6 Logic, 4 Creativity, 14 Family Friends Keep up those contacts and spend your time at home recovering from the political melee. 10. Mayor of SimCity: $750 9 am-6 pm/ Need:96 Charisma, 5 Body, 7 Logic, 5 Creativity, 17 Family Friends The house on the hill is yours! Enjoy, mayor. You've certainly earned it. Decision Time! "Scandal" A rich, young associate offers to front money for your career for certain "private considerations." If you refuse this, nothing will happen. Continue your whitebread climb up the ladder. If you accept the proposal, and no one finds out, you'll rocket up the occupation ladder. If you're found out, the media will get ahold of the story and your life will be ruined. You'll lose family and friends and have to look for a different job. -------------------------------------------------------------------------------- Professional Athlete 1. Team Mascot: $110 12 pm-6 pm A tad embarrassing, but you're on your way up, right? Build up your bod-you'll get your shot. 2. Minor League: $170 12 pm-6 pm You've been signed to the farm team. Pump up those abs and glutes. You'll be a rookie before long. 3. Rookie: $230 9 am-3 pm/ Need: 2 Body So you made it to the big leagues. Don't neglect that body. Take good care of yourself-protect your investment. 4. Starter: $300 9 am-3 pm/ Need: 5 Body, 1 Family Friend No more riding the pine, rookie. Now you have to go out every day and perform like a pro. Make sure you get your rest. Your body is what keeps food on the table. 5. All-Star: $385 9 am-3 pm/ Need: 1 Mechanical, 1 Charisma, 6 Body, 3 Family Friends You're beginning to hit the big time now. Hang on to your money-you'll need it for early retirement. 6. MVP: $510 9 am-3 pm/ Need: 2 Mechanical, 2 Charisma, 7 Body, 7 Family Friends Charisma is an important factor in becoming an MVP. Milk those relationships with your neighbors to pump up your popularity. 7. Superstar: $580 9 am-4 pm/ Need: 1 Cooking, 2 Mechanical, 3 Charisma, 8 Body, 7 Family Friends You're a sports celebrity. Cash in on it with product endorsements. Make sure you get plenty of rest and keep in shape. 8. Assistant Coach: $850 9 am-2 pm/ Need: 2 Cooking, 2 Mechanical, 4 Charisma, 9 Body, 1 Creativity, 9 Family Friends Here's an opportunity to take a rest from the rigors of the sport. Become an assistant coach. 9. Coach: $1000 9 am-3 pm/ Need: 3 Cooking, 2 Mechanical, 6 Charisma, 10 Body, 2 Creativity, 11 Family Friends Become a real coach in the sport you love and collect a decent paycheck doing so. 10. Hall of Famer: $1300 9 am-3 pm/ 4 Cooking, 2 Mechanical, 9 Charisma, 10 Body, 3 Creativity, 13 Family Friends You sly dog. You've made yourself a household name and retired. It's early in life, though. Perhaps you could write a book? If not, go ahead and choose a new career. The Entertainment, Politics and X-Treme tracks will start you midway up the occupation ladder. Decision Time! "The Supermatch" The Supermatch is an opportunity to gain a bit of cash and esteem. Isn't Pay-Per- View glorious? Not if you lose. You're the participant in a one-on-one match against another local athlete. Win and receive double your current paycheck. Lose and suffer a loss in both Body and Charisma ratings, in addition to a stifling injury. Of course, you can also refuse the match when it is proposed. -------------------------------------------------------------------------------- Science 1. Test Subject: $155 9 am-3 pm So you have to be a guinea pig before becoming a scientist? This Sims logic sure is wacky. Pump up your Logic to move quickly up to assistant lackey. 2. Lab Assistant: $230 11 pm-5 am Bad hours, cruddy work and guess what? Long hours studying. Tell me again why I chose this track. Make sure you spend a lot of time studying on the computer to continue up the ladder. 3. Field Researcher: $320 9 am-3 pm/ Need: 2 Logic You'll be away from home a lot during this phase. When at home, play chess to progress. 4. Science Teacher: $375 9 am-4 pm/ Need: 1 Charisma, 3 Logic, 1 Family Friend Take what you've learned indoors and try to impart your knowledge to a bunch of eager, totally-willing Teen Sims. In your dreams. Dodge the spitballs and try to move ahead with Charisma and Logic. 5. Project Leader: $450 9 am-5 pm/ Need: 2 Charisma, 4 Logic, 1 Creativity, 3 Family Friends Make sure you have some family friends heading down this path. You'll need communication skills and a helping of Charisma to be a successful Project Leader. A fund raising party at your house might be a good idea down the road. 6. Inventor: $540 10 am-7 pm/ Need: 2 Mechanical, 2 Charisma, 4 Logic, 3 Creativity, 4 Family Friends Add more computers to your living space to help out. 7. Scholar: $640 10 am-3 pm/ Need: 4 Mechanical, 2 Charisma, 6 Logic, 4 Creativity, 5 Family Friends Study, study, study. Wear a turtleneck. Quote Nietschze. Play lots of chess. 8. Top Secret Researcher: $740 10 am-3 pm/ Need: 1 Cooking, 6 Mechanical, 4 Charisma, 7 Logic, 4 Creativity, 7 Family Friends Great. You've worked yourself up the ladder feverishly just so you can help develop biological weapons and animal-slaying cosmetics. Kidding, of course. Logic and creativity are key. And noiseless slippers. This is Top Secret! 9. Theorist: $870 10 am-2 pm/ Need: 1 Cooking, 7 Mechanical, 4 Charisma, 9 Logic, 7 Creativity, 8 Family Friends Maintain your levels of health and happiness to fuel the brain. You'll continue to work from your home lab as you struggle for the answers to the universe (I'll give you a hint it's 42). Once you get a theory, you'll be on the path to ultimate enlightenment. 10. Mad Scientist $1000 10 am-2 pm/ Need: 2 Cooking, 8 Mechanical, 5 Charisma, 10 Logic, 10 Creativity, 10 Family Friends You've achieved the ultimate in science advancement. Congrats, egghead. Decision Time! "The Experiment" This one's a doozy. Work in your home lab on a project for a major science firm. Of course, you'll have to use rats as subjects. If you successfully complete the experiment, the firm will give you a chunk of coin and your Logic level will increase. If the experiment fails, your apartment will look like a scene from "Ben." The exterminator and electrician (mmm tasty wires) will have to be called. A hit to the pocketbook. -------------------------------------------------------------------------------- X-treme Career 1. Daredevil: $175 9 am-3 pm Even Evel Kenievel had to start somewhere. Grab some home gym equipment and start to work on your bod. 2. Bungee Jump Instructor: $250 9 am-3 pm Like the Athlete course, the X-treme career path is very intense. Make sure you balance your life. Don't eat too much, but don't get too tired. 3. Whitewater Guide: $325 9 am-3 pm/ Need: 2 Body, 1 Family Friend Pump up your body and head for the rapids. 4. X-treme Circuit Pro: $400 9 am-3 pm/ Need: 1 Mechanical, 3 Body, 2 Family Friends Lots of Body skills and a couple of friends are required to become a circuit pro. 5. Bush Pilot: $475 9 am-3 pm/ Need: 1 Cooking, 2 Mechanical, 4 Body, 3 Family Friends Fly a plane to remote destinations. Make sure your Mechanical is up to snuff though. This may mean a significant period of time away from home. 6. Mountain Climber: $550 9 am-3 pm/ Need: 1 Cooking, 4 Mechanical, 6 Body, 1 Logic. 4 Family Friends This is another away-from-home occupation. You'll need a lot of Body for this one. Monitor your energy and nutrition as if you were an All-Star Athlete. 7. Photojournalist: $650 9 am-3 pm/ Need: 1 Cooking, 5 Mechanical, 2 Charisma, 6 Body, 1 Logic, 3 Creativity, 5 Family Friends You're on the road to snap some pics, then at home to write about your travels. A lot of time will be spent at home, writing on the computer. Make sure you do a lot of creativity activities to prepare. 8. Treasure Hunter: $725 10 am-5 pm/ Need: 1 Cooking, 6 Mechanical, 3 Charisma, 7 Body, 3 Logic, 4 Creativity, 7 Family Friends Scavenge for treasure off the coast of Sim City. This can score you some serious money, but you'll have to add logic and up your Body rating to get it. Consider practicing your dives in a swimming pool. 9. Grand Prix Driver: $825 10 am-4 pm/ Need: 1 Cooking, 6 Mechanical, 5 Charisma, 7 Body, 5 Logic, 7 Creativity, 9 Family Friends Use the skills you honed as a Circuit Pro to become king of going in circles. 10. International Spy: $925 11 am-5 pm/ Need: 2 Cooking, 6 Mechanical, 8 Charisma, 8 Body, 6 Logic, 9 Creativity, 11 Family Friends The name is Sim James Sim. You've become an international spy and the fate of the free world hangs in the balance. Occasionally (when you're home), you'll receive classified messages on your PC. International heads of state will actually call you at home. You're a secret agent-it comes with the territory. Decision Time! "Deep Freeze" If you choose to accept this assignment (refusing will lower Charisma ratings), you'll get to go on an arctic expedition. Succeed and you'll get a bunch of Charisma. Fail and end up stranded on an iceberg for awhile. -------------------------------------------------------------------------------- School 9 am-3 pm Children go to school daily. The bus arrives just as the car pool does every morning. Kids have to worry about performance just as adults do. If they go to school in a bad mood, their grades will drop. Monitor report card progress by clicking on a Kid's Job panel. All Sim kids start with a grade of B. If they go to school in a bad mood, this grade will drop. If a child stays home from school, his/her grade will drop an entire letter for the day missed. You can help bolster grades by using the bookshelf at home to study. If a student's grade drops to a D, a pop-up window will warn you that if grades don't improve, your Sim will be shipped to military school. If the grade drops to F, wave goodbye. You'll never see your kid again, and the house will be charged $1000 for the education. Ouch! GENERAL TIPS Follow a routine: It is useful to create and follow a daily routine for your household. While it may change from time to time due to new job situations, having a routine is a great building block for your day. It helps organize the all-important two hours before work (especially if more than one Sim in the house is holding down a job), and provides a schedule to fulfill all of your daily needs. · Keep one Sim at home: Send one or more Sims off to work, but always keep one back to cook and clean. This is invaluable for keeping the Room rating up. It also allows other Sims to quickly advance down a given career path, as he/she won't be encumbered by daily chores. · Go to bed early: Sleep is important for Sims-especially those holding down high- stress or dangerous jobs. A sleepy Sim is often unhappy, and likely to perform poorly at work. Schedule bed time between 7 and 10 pm. · Always answer the phone: Who could that be? If you see your phone ringing, promptly answer it. Unless you forgot to go to work (in which case the job may be calling to tell you you're fired), the telephone is almost always good news. Reader Tips · If I can offer only One Piece of advice it would be: Get A MAID!! Having a Maid saves time & effort on the Sims' part. Right now I'm "raising baby." It's a relief not to have to send my SIM out to clean when she needs to be feeding the kid! Besides, they're fun to look at. Yesterday I actually caught my Maid eating the food! Oh well, we all gotta live, right? Submitted by: Katrina Blau · Build your neighborhood gradually. Start with one male and one female (or a couple same-sex you'd like to see as roomies) in separate cheapo bachelor digs. Concentrate on getting them to fall in love. This also gives you practice learning how to "read" their moods. · Always save before you propose or suggest they move in; turndowns send your friend rating into the toilet. After the wedding/union, you have twice the bucks to support one household. Move to a more upscale location, and start out another potential couple or set of roomies down in the cheap section of town. · Not happy with your new mate? Drown him or her (you keep the money, after all) and start putting the moves on a new partner -- with all that money, you're sure to dazzle the new Sim with your hot tub and luxury items. I think that Bluebeard would have made a great Sim. BUY MODE Use the Buy Mode to purchase items at any point during the game. When you switch to this mode, your game is automatically paused. Sift through the items from the Sims Mall by clicking on icons representing Seating, Electronics, etc. When you click on an object, you will see a short description and price, and the object will be available for you to drop into your home (provided you have the means to purchase it). The moment it is dropped into your home, your account will be billed. How about that for instant gratification? When you first build a house, it will need to be furnished with several items immediately to make it a functional home. On a room-by-room basis, these items are: Living Room Sofa: You'll need a place for your Sims to go to take a load off and improve their Comfort rating. For two Sims, get at least a love seat so you can both sit down when you watch television. TV: Sad but true. A television is a steady source of fun, and since it is a group activity, benefits multiple Sims at once. Lamps: Light is absolutely necessary for Sims to be happy. Don't leave your friends in the dark. Get at least three lamps for the living room to maximize the joy. Telephone: The wall phone works well because you don't need an end table to rest it on-that saves you money. A telephone is an absolute necessity for maintaining social relationships, calling for Services and getting the odd surprise of cash. A telephone is also necessary for some jobs. Boombox/table: Music is another fun group activity that will improve the Room rating while benefiting more than one Sim at a time. Music is good for Sims' souls. Computer/desk: The only alternative to the newspaper for your job search, the computer is also a great source of fun and improves your mind as well. If you can afford it, it's well worth the money. Kitchen Refrigerator: Absolutely imperative. Your Sims will starve without it. You cannot even get a snack in this game without a fridge. Kitchen table/ 4 chairs: You don't have to be ritzy here. Just buy the card table and the cheapest chairs you can grab. The good stuff will come when you get a job. Why four chairs? Entertaining guests at a two-chair table is a losing proposition. Cabinet/sink: Since you need a cabinet to house the sink, they go hand in hand. The sink is necessary for all those dirty dishes you'll make. The counter space is necessary for food preparation. Range: Buy the range after the first day, and only after you've gained some cooking skill, but get it early on. It'll help with the Hunger. Trash can: You'll need someplace to put all that trash you create. Don't forget to take it to the curb before it gets rancid. Smoke alarm: If a fire breaks up, it will call the fire department for you and possibly save your house. Not bad for a $50 investment. Bathroom Toilet: Get the cheap toilet. It works the same and carries the same Hygiene rating. Your Bladder will thank you. Shower: The one-person frugal model is the best here too. Later you can step up to a sweet soaky tub. Medicine cabinet: Provides a mirror to boost Charisma, and a toothbrush for Hygiene. Lamp: Yes, you need light in the bathroom. One lamp should do it. Bedroom Beds: Buy two at first. Remember, your Sims do not start the game as friends or lovers. You have to work toward that. Once the sparks are flying, you can step up to the double bed. Without adequate beds, your Sims' Energy and Comfort will not regenerate. Lamps: Put at least one in the bedroom, preferably two. Sims like light, Sims like light. Dresser: If you want to change clothes, you'll need a dresser. It offers Formal wear as well as Normal wear. -------------------------------------------------------------------------------- Seating Sims need to sit to grow their Comfort meter. Help them out with one or several lovely seats from the following list: · Sioux Sity Wicker Chair: $80 Comfort: 2 · Werkbunnst All Purpose Chair: $80 Comfort: 2 · "Posture Plus" Office Chair: $100 Comfort: 3 · Deck Chair by Survivall: $150 Comfort: 3 · Contempo Loveseat: $150 Comfort: 3 Energy: 4 · Indoor-Outdoor Loveseat: $160 Comfort: 3 Energy: 4 · Recycled Couch: $180 Comfort: 2 Energy: 5 · Touch of Teak Dinette Chair: $200 Comfort: 3 · Contempo Couch: $200 Comfort: 3 Energy: 5 · SimSafari Sofa: $220 Comfort: 3 Energy: 5 · Country Class Armchair: $250 Comfort: 4 · "Back Slack" Recliner: $250 Comfort: 6 Energy: 3 · Parque Fresco del Aire Bench: $250 Comfort: 2 · Spartan Special: $300 Comfort: 6 Energy: 7 · Country Class Loveseat: $340 Comfort: 5 Energy: 4 · Pinstripe Loveseat from Zecutime: $360 Comfort: 5 Energy: 4 · Pinstripe Sofa from Zecutime: $400 Comfort: 5 Energy: 5 · Country Class Sofa: $450 Comfort: 5 Energy: 5 · Cheap Eazzzzze Double Sleeper: $450 Comfort: 7 Energy: 8 · Tyke Night Bed: $450 Comfort: 7 Energy: 7 · "Citronel" from Chiclettina Inc.: $450 Comfort: 6 · "The Sarrbach" by Werkbunnst: $500 Comfort: 6 · Empress Dining Room Chair: $600 Comfort: 4 Room: 2 · "Von Braun" Recliner: $850 Comfort: 9 Energy: 3 · Luxuriare Loveseat: $875 Comfort: 8 Energy: 4 Room: 2 · Napolean Sleigh Bed: $1000 Comfort: 8 Energy: 9 · "The Deiter" by Werkbunnst: $1100 Comfort: 8 Energy: 5 Room: 3 · Parisienne Dining Chair: $1200 Comfort: 6 Energy: 3 · Dolce Tutti Frutti Sofa: $1450 Comfort: 9 Energy: 5 Room: 3 · Modern Mission Bed: $3000 Comfort: 9 Energy: 10 Room: 3 -------------------------------------------------------------------------------- Surfaces The Sims need counter space to prepare meals, places to put the newspaper, desks for computers, tables for lamps. Fulfill all of your surface needs at the Sim Mall: · Pinegulcher End Table: $40 · Wicked Breeze End Table: $55 · KinderStuff Nightstand: $75 · Mesquite Desk/Table: $80 · NuMica Folding Card Table: $95 · "Anywhere" End Table: $120 · Imperious Island End Table: $135 · NuMica Kitchen Counter: $150 · Backwoods Table: $200 · "Colonial Legacy" Dining Table: $200 · London "Cupertino" Collection Desk/Table: $220 · Modern Mission End Table: $250 · Tiled Counter: $250 · Sumpto End Table: $300 Room: 1 · Count Blanc Bathroom Counter: $400 · London "Mesa" Dining Design: $450 Room: 2 · The "Redmond" Desk/Table: $800 Room: 2 · "Barcelona" Incurve Counter: $800 Room: 2 · "Barcelona" Outcurve Counter: $800 Room: 2 · Parisienne Dining Table: $1200 Room: 3 -------------------------------------------------------------------------------- Decorative Decorative objects help your Sims' Room ratings. Stock up to pack a room with goodness. · Pink Flamingo: $12 Room: 2 · African Violet: $30 Room: 1 · Spider Plant: $35 Room: 1 · "Tragic Clown" Painting: $45 Room: 1 · "Roxana" Geranium: $45 Room: 1 · Watercolor by J.M.E.: $75 Room: 1 · Rubber Tree Plant: $120 Room: 2 · Echinopsis Maximus Cactus: $150 Room: 2 · Jade Plant: $160 Room: 2 · Poseidon's Adventure Aquarium: $200 Fun: 1 Room: 2 · "Bi-Polar" by Conner IN: $240 Room: 2 · Delusions de Grandeur: $360 Room: 2 · "Fountain of Tranquility": $700 Fun: 1 Room: 2 · Landscape #12,001 by Manny Kopees: $750 Room: 3 · Bust of Athena by Klassick Repro. Inc.: $875 Room: 3 · Scylla and Charybdis: $1450 Room: 4 · Snails With Icicles in Nose: $2140 Room: 5 · Portrait Grid by Payne A. Picture: $3200 Room: 8 · Grandfather Clock: $3500 Room: 7 · Blue China Vase: $4260 Room: 7 · "Still Life, Drapery and Crumbs": $7600 Room: 9 · "Large Black Slab" by Chi Chi Smith: $12642 Room: 10 -------------------------------------------------------------------------------- Electronics Electronics run the gamut: from household protectors (smoke detector and burglar alarm) to entertainment devices (TV, stereo) to supercomputers, hardwired Sims will have a lot to choose from: · FireBrand Smoke Detector: $50 Range: 1 Room · SCTC BR-8 Standard Telephone: $50 · SCTC Cordless Wall Phone: $75 · Urchineer Train Set by Rip Co.: $80 Fun: 2 Group Activity Can only be used by kids · Monochrome TV: $85 Fun: 2 Group Activity · "Down Wit Dat" Boombox: $100 Fun: 2 Group Activity · SimSafety Burglar Alarm: $250 · Trottco 27" Color Television B94U: $500 Fun: 4 Group Activity · Zimantz Component Hi-Fi Stereo: $650 Fun: 3 Group Activity · OCD Systems SimRailRoad Town: $955 Fun: 4 Room: 3 Group Activity · Moneywell Computer: $999 Fun: 3 + Study · "See Me, Feel Me" Pinball Machine: $1800 Fun: 5 Group Activity · Microscotch Covetta Q628-1500JA: $1800 Fun: 5 + Study · SSRI Virtual Reality Set: $2300 Fun: 7 · Strings Theory Stereo: $2550 Fun: 5 Room: 3 Group Activity · The Brahma 2000: $2800 Fun: 7 + Study · Soma Plasma TV: $3500 Fun: 6 Room: 2 Group Activity · Meet Marco: $6500 Fun: 9 + Study -------------------------------------------------------------------------------- Appliances Use appliances to better your daily existence. Many contain helpers in your needs categories. Remember to upgrade when you accumulate money. · Mr. Regular-Joe Coffee: $85 Bladder: -1 Energy: 1 Can only be used by adults · Brand Name Toaster Oven: $100 Hunger: 1 · XLR8R Food Processor: $220 Hunger: 2 · Positive Potential Microwave Hunger: 2 · Wild Bill THX-451 Barbecue: $350 Hunger: 4 · Junk Genie Trash Compactor: $375 · Dialectric Free-standing Range: $400 Hunger: 5 · Gagmia Simore Espresso Machine: $450 Bladder: -2 Energy: 2 Fun: 1 Can only be used by adults · Dish Duster Deluxe: $550 Can only be used by adults · Llamark Refrigerator: $600 Hunger: 6 · Fuzzy Logic Dishwasher: $950 Can only be used by adults · The "Pyrotorre" Gas Range: $1000 Hunger: 7 · Porcina Refrigerator Model Plg-S: $1200 Hunger: 7 · Freeze Secret Refrigerator: $2500 Hunger: 8 -------------------------------------------------------------------------------- Plumbing Plumbing items help with Hygiene and generally house cleanliness. Pick them up at the Sims Mall today: · Hydronomic Kitchen Sink: $250 Hygiene: 2 · Hygeia-O-Matic Toilet: $300 Bladder: 8 · "Andersonville" Pedestal Sink: $400 Hygiene: 2 · Epikouros Kitchen Sink: $500 Hygiene: 3 · Space Miser Shower: $650 Maximum capacity: 1 Hygiene: 6 · Justa Bathtub: $800 Comfort: 3 Hygiene: 6 · Flush Force 5 XLT: $1200 Comfort: 4 Bladder: 8 · Sani-Queen Bathtub: $1500 Comfort: 5 Hygiene: 8 · Hydrothera Bathtub: $3200 Comfort: 8 Hygiene: 10 · WhirlWizard Hot Tub: $6500 Comfort: 6 Hygiene: 2 Fun: 2 Can only be used by adults Group Activity -------------------------------------------------------------------------------- Lighting Sims require light to be happy. Room ratings will not be good at night if adequate lamp lighting is not available. Buy the following lighting sources: · Bottle Lamp: $25 · Garden Lamp by Lunatech: $50 · Halogen Heaven Lamp by Contempo: $50 · Love n' Haight Lava Lamp: $80 Room: 2 · Ceramiche Table Lamp: $85 · Lumpen Lumeniat Floor Lamp: $100 · Elite Reflections Chrome Lamp: $180 · SC Electric Co. Antique Lamp: $300 Room: 1 · Torchosteronne Floor Lamp: $350 Room: 1 -------------------------------------------------------------------------------- Miscellaneous Miscellaneous items generally improve specific skill ratings. Look at the list below to see how they affect your knowledge: · Trash Can: $30 · SnoozMore Alarm Clock: $30 · Magical Mystery Toy Box: $50 Fun: 2 Can only be used by kids · Narcisco Wall Mirror: $100 +Charisma Can only be used by adults · Medicine Cabinet: $125 Hygiene: 1 +Charisma · Narcisco Floor Mirror: $150 +Charisma Can only be used by adults · Will Lloyd Wright Doll House: $180 Fun: 2 Group Activity · Cheap Pine Bookcase: $250 Fun: 1 +Cooking +Mechanical +Study · Pinegulcher Dresser: $250 · "Dimanche" Folding Easel: $250 Fun: 2 +Creativity · Kinderstuff Dresser: $300 · Amishim Bookcase: $500 Fun: 2 +Cooking +Mechanical +Study · Chuck Materwall Chess Set: $500 Fun: 2 +Logic Group Activity · Traditional Oak Armoire: $550 Room: 1 · SuperDoop Basketball Hoop: $650 Fun: 4 Group Activity · "Exerto" Benchpress Exercise Machine: $700 +Body Can only be used by adults · Bachman Wood Beverage Bar: $800 Hunger: 1 Fun: 3 Room: 2 · Libri de Regina Bookcase: $900 Fun: 3 +Cooking +Mechanical +Study · Antique Armoire: $1200 Room: 2 · The Funinator Deluxe: $1200 Fun: 5 Can only be used by kids Group Activity · Chimeway and Daughters Piano: $3500 Fun: 4 Room: 3 +Creativity Group Activity · Aristoscratch Pool Table: $4200 Fun: 6 Can only be used by adults Group Activity BUILD MODE In Build Mode, you make your Sims' dreams reality-on a budget. Make sure you don't go too hog wild and build a house that breaks you. You have to have money left over to furnish a home, so keep that in mind. Otherwise Begin planning your Sim home by determining where you will put it. This is fairly easy. Try to center it on the lot and stay about three squares away from the walk. Before you start laying flooring, make sure the space where you want to put your home is level. If there are mounds, lower them with the terrain tool. If there are dips, fill them in with the terrain tool. Once all of the ground is level, begin laying your flooring. For a two-Sim home, you'll probably need four rooms: living room, kitchen, bathroom and bedroom. If your family is larger than three, you may need to bump it up to five rooms--but that could get expensive. Your front door should probably lead into the living room. For ease in movement through the house, it is helpful to butt the kitchen flooring up to the living room flooring, but not separate the rooms with a wall. This makes getting to the fun stuff in the living room less aggravating. The bedroom should attach to the living room (with a door for privacy), but can also be joined to the kitchen in a pinch. The bathroom should be as near to the bedroom as possible. If you can afford it, linking the two with a door is a good idea for those early-morning Hygiene and Bladder emergencies. How big should the rooms be? Sims like a lot of space, but too much will hamper their needs and make them grumpy. Experiment with things until the Room rating is high, then move on to the next. Remember, you can always use the Undo tool at the far left of the Build Menu. This remembers all of your additions and can take you as far back as that first tile you laid. Back to the room size question. The living room should be your largest room. You need enough space for a sofa, some chairs, possibly a desk, and some bookshelves. Allow for some space along the walls for standing lamps. Sims need their light at night. Keep some space open for future possessions, and allow enough room to get around objects. Space in the middle of the living room never hurt anyone, either. In the kitchen, allow at least six tiles for a table and chairs, three for counter/sink space, one for a trash can and two for a range. That's at least sixteen squares when you include walking space. You can be a bit more frugal about space in the restroom. One tile for a shower, one for a toilet, two for a cabinet or sink, one for a lamp. Allow for walking/Sim space and you've got at least eight squares. The bedroom is the same story (unless there are more than two in your home). Two grid spaces for each bed, two for a dresser, one for a lamp. All told, 8-10 spaces should do it. Once you've picked out lovely shades of carpet and tile, it's time to construct walls. Simply connect the dots to all the corners of the boxes you made. If you need to make any indoor walls, do them the same way. When all of your walls have gone up, select an outdoor wallpaper. The cheapest is the Aluminum Siding (don't worry, you'll upgrade later). Slap that on all of your outdoor surfaces. Then head inside and slap some wallpaper on those rooms. Don't forget the areas above door jambs-they need paper, too. Try to select wallpaper that matches your flooring and isn't too garish-it may make a difference to your friends (Sims are petty too). After all of your surfaces are covered, put a bunch of windows in (cheapies are okay) to bump up that Room rating up straight out the gate. Remember to put doors in all the appropriate locations. And if you have two entrances to your house, be sure to put burglar alarms near each, or the thief will find a way. As you get richer, it is a good idea to upgrade to better stuff. This will help your status improve in the eyes of your neigbors, and provide a nicer space to live in. Some career tracks (Politics especially) indirectly require a nice abode to advance. The better you build and remodel your home, the better your Home ranking. You'll need a sweet ranch to get a 10. Use the following lists to learn more about the various Build Tools: -------------------------------------------------------------------------------- Terrain Tool The Terrain Tool allows you to change the height of grid areas in your property for $1 a square. Click and drag to make the terrain you're changing bend to your will. Don't worry about its temporary appearance. Grass grows back. · Level Terrain: $1/square · Lower Terrain: $1/square · Raise Terrain: $1/square -------------------------------------------------------------------------------- Water Tool · Pool Tool: $75/square Click and drag to drop a pool in the backyard. Make sure you have enough money left over to add a ladder and diving board, or your pool will be virtually useless. Dropping in a pool increases the outdoor Room rating. · In-N-Out Ladder: $200 You'll need to put one of these in to get out of your new pool. You can get in this way too but wouldn't a diving board create more of a splash with your friends? · Diving Board: $300 Use this to get into the water action style! Not necessary, but sure fun. -------------------------------------------------------------------------------- Wall/Fence Tool · Wall Tool: $70/square Click and drag to create both indoor and outdoor walls for your home. Remember to cover the walls on both sides to keep your home safe from the elements. · White picket fence: $10/square Click and drag to encircle your yard in Fifties' charm. · Privacy Fence: $35/square Erect an 8-foot-high fence to keep those peeping neighbors at bay. · Wrought Iron Balustrude: $45/square Encircle balconies and stairways with this finely-crafted iron barrier. · Monticello Balustrude: $45/square A lighter balustrude for your balcony. · Tumbleweed Wooden Column: $70 Support balconies and second stories with these rustic columns. One column supports nine tiles of floor. · The Zorba Ionic Column: $80 A stately white column to support overhangs. Each column supports nine tiles. · Chester Brick Column: $100 A heavy-duty and expensive column of brick. Serves the same function as other columns-supports nine tiles/column. -------------------------------------------------------------------------------- Wallpaper Tool Use the wallpaper tool to "paint" wallpaper on unfinished surfaces. All surfaces need to be coated. The outside can be adorned with Aluminum Siding first, then upgraded as your Sis grow wealthier. On the inside, begin with a $5 special and work your way up to the "Workingham" Wall Treatment. Select a wall covering, then click and drag across the grid to coat the walls. Control-click to undo any wallpaper. Don't worry-for anything you don't use, your money will be refunded. Make sure you rotate the house to see that all surfaces were covered. · "Gauthier Rose" Wall Treatment: $5/square · "Rest in Peace" Wall Treatment: $5/square · "Mountain Fog" Wall Treatment: $6/square · "Jefferson" Coffered Wall Treatment: $6/square · "Tuscany" Tin Wainscoting: $6/square · "Too Turquoise" Wall Treatment: $6/square · "Supperclub" Walnut Paneling: $6/square · "Deep Jade" Wall Treatment: $6/square · Ramshackle Wood Shingles: $7/square · Whitewashed Wood Clapboard: $7/square · "El Paso" Adobe: $7/square · "Passaic" Aluminum Siding: $7/square · "Shogun" Japanese Wall Covering: $8/square · "Kyoto" Japanese Wall Covering: $8/square · "Shoji" Japanese Wall Covering: $8/square · "Kobe" Japanese Wall Covering: $8/square · "New Amsterdam" Decorative Brick: $12/square · "Midatlantic" Tan Brick: $12/square · "Workingham" Wall Treatment: $12/square · "Charvant Manor" Granite Ashlan: $14/square -------------------------------------------------------------------------------- Stair Tool Add stairs to a second story by selecting a case and placing it in the appropriate place. Make sure you have a large enough opening on the second story and plenty of room on the first. Remodel stairs by pressing control-click. · Maple Staircase: $900 · Rustic Maple Staircase: $900 · Mahogany Staircase with Carpet Runner: $1200 · Ash and Teak Staircase: $1200 -------------------------------------------------------------------------------- Fireplace Tool Adding a fireplace to a room sure makes it cozier. Just look at how the Room meter jumps. Select a fireplace, rotate it like a piece of furniture and drag it to a fairly empty wall in your living room or bedroom. Don't put any furniture or plants near the fireplace, or you'll end up with a pile of cinders for a home. · Modesto Tile Fireplace: $600 Room: 3 Can only be used by adults · Bostonian Fireplace: $1000 Room: 4 Can only be used by adults · The Worcestershire Fireplace: $2000 Room: 7 Can only be used by adults · Library Edition Fireplace: $3000 Room: 9 Can only be used by adults -------------------------------------------------------------------------------- Plant Tool Use the Plant Tool to brighten up your dull yard. Plant flowers in beds (perhaps surrounded by picket fences) or near the house to provide accents to your home. Use shrubs, bushes and hedges to section off your yard or make "outdoor rooms." Make sure you keep in mind that Sims like to roam. Don't create any too-small spaces, or your Room rating will go down outside. Plant trees for shade and beauty. Plants can be planted on inclines, although if you're planting hedges, you may want to level the ground so the tops match up. A word of warning: once you have bought a plant, you cannot get any money back for it. Make sure you can afford that bed of nasturtium before going willy-nilly into the deal. Plants are yet another chore. They need to be watered every now and then. If you can't remember or can't get around to watering all your lovely plants, you can always call a gardener to do it for you. Simple access the Service panel on the phone and call for a Gardener. The Gardener will cost you $10 an hour every three days. If you can afford plants, you can afford to have someone else care for them. The following plants are available: · Wildflowers: $5 · Daffodils: $10 · Nasturtium: $10 · Tulips: $25 · Hawthorne Shrub: $75 · Rose Bush $100 · Boxwood Hedge: $150 · Tall Sqaure Privet Hedge: $180 · Tall Privet Shrub: $200 · Pine Tree: $220 · Mulberry Tree: $250 · Willow Tree: $275 · Birch Tree: $280 · Apple Tree: $300 -------------------------------------------------------------------------------- Floor Tool Select one of many indoor or outdoor floor tiles. Click to place a single tile of Floor in a grid space. Click and drag to place tile in a larger area. Control-click will erase a tile. Press shift-control-click to denude an entire area of its flooring. Various floor styles are available to the discerning Sim. Linoleum works best for the kitchen. Cheap carpet is a good start anywhere else-especially since when you replace it, you get refunded for the original purchase. All of your indoor spaces should have flooring of some sort. Certain floor tiles are obviously for outdoor use-the concrete and cement tiles make front walks. Other outdoor tiles work well to create patios or basketball courts. There are even some street-like tiles to play with. See if you can route traffic to your yard. · Classic Checkerboard Linoleum: $5 · Peach Carpet: $5 · Lavender Carpet: $5 · Celery Carpet: $5 · Gravel: $5 (outdoor) · Royal Blue Carpet: $5 · Moss Green Carpet: $5 · Berber Carpet: $5 · Cement: $8 (outdoor) · Poured Concrete: $10 (outdoor) · Cabernet Carpet: $10 · Tatami Mat #2: $13 · Tatami Mat #1: $13 · Dark Granite Tile: $15 · Foursquare Parquet: $15 · Light Granite Tile: $15 · "Il Rustico" Earthenware Tile: $15 (outdoor) · "El Capitan" Grey Shale: $15 · Hedman Herringbone Hardwood: $15 · Center Square Parquet: $15 · "Mountain Fog" Ceramic Tile: $15 · "Deep Jade" Ceramic Tile: $15 · Striped Macadam #1: $20 (outdoor) · "Queen Anne" Inlaid Hardwood: $20 · Striped Macadam #2: $20(outdoor) · "El Rojo" Terracotta Tile: $20 · Il Perrini Italianate Tile: $20 · "Too Turquoise" Ceramic Tile: $20 · Macadam: $20 (outdoor) -------------------------------------------------------------------------------- Door Tool Use the Door Tool to create portals between rooms and entrances into your home. Select a style, then drag the door to the spot you want it and release. Later, if you'd like to change doors or remodel, simply control-click to remove the door. · Walnut Door: $100 A trusty, basic door. Good for Sims who are just starting out. Remember--you can always remodel. · Maple Door Frame: $150 Put up this frame indoors between two rooms where privacy is not an issue (between living room and kitchen, for example). · Federal Lattice Window Door: $200 A touch of elegance for a bit more money, this door will improve your indoor Room rating by providing light to your Sim home. · Windsor Door: $300 A heavier, ritzier door that also adds to the Room rating, due to the oval window. · Monticello Door: $400 Let the sun shine! This lovely federal-style door is fitted with seven rows of three panes of glass. -------------------------------------------------------------------------------- Window Tool A vast array of windows are available for your Sim home. Same rules apply. Click to place, control-click to remodel. Windows help the Room rating by providing much- needed daytime light. · Single-pane fixed window: $50 · Single-Hung Window: $55 · Privacy Window: $60 · Plate Glass Window: $65 · El Sol Window: $80 · Monticello Window: $110 · Windsor Window: $120 · Monticello Window Full-Length: $200 -------------------------------------------------------------------------------- Roof Tool There are two choices you must make when choosing a roof: pitch and style. Since the roof doesn't cost you anything, mess around with different looks until you find something that suits you. The roof is ultimately a minor concern, since it cannot be present to monitor Sim activity anyway. The three pitch types are: · Steep Roof Pitch · Medium Roof Pitch · Shallow Roof Pitch The styles are: · Slate Gray · Marbled Gray · Black Textured · Adobe -------------------------------------------------------------------------------- Hand Tool Use the Hand Tool to move objects around in your house. Grab something to drag by clicking on it once, then move it at will. To rotate an object, hold down the click and move the mouse laterally until you achieve the proper position. You can also use the Hand Tool to remodel. Click on an object and hit delete to sell it back at a reasonable price. The Hand will tell you if an item is not resellable. SECRETS To access the Sims cheat window, press Control-Shift-C. This will let you enter all kinds of fun Sims cheats that enhance your game experience. Our favorites: Lots of money Type in "klapaucius" for 1000 simoleans, then type "!;!;!;!;!;!;!" at the command prompt. Set autonomy Type "autonomy #" at the command prompt, where # is an IQ between 1 and 100. Map Editor To enable the map editor, type "map_edit on" at the command prompt. To turn it off again, type "map_edit off" at the command prompt.