MetropolisMania Walkthrough/FAQ - Guide for Metropolismania

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METROPOLISMANIA FAQ
7-10-03
Version 1.3
By: Dark Laduke and Venom Vampire


THIS DOCUMENT IS COPYRIGHT 2003 Paul and Jessica Townley
All rights reserved

This FAQ is available at http://www.gamefaqs.com and may not be copied
or reproduced in any way without the written permission of the authors.

ANY CORRECTIONS OR ADDITIONS PLEASE EMAIL: [email protected]

VERSION HISTORY:

2/14/03:   VERSION 1.0 - First Version of FAQ
2/16/03:   VERSION 1.2 - First version to be submitted to gamefaqs.com, more
detail about scenario four and five and added to "either/or" section)
7/9/03:    VERSION 1.3 – Cleaned up details, formatting and scenario six

METROPOLISMANIA
GENRE: SIM/STRATEGY
MANUFACTURER: Natsume (http://www.natsume.com/)
RELEASE DATE: October 2002
PLATFORM: Playstation 2

-----
INDEX
-----

I.     Introduction

II.    Metropolismania Gameplay
     a. Basic Controls
     b. Saving your game
     c. Basic Gameplay Screen
     d. Perspective

III.   Getting Started:
     a. General objectives
     b. Your Boss
     c. Your Salary
     d. Standard Equipment
     e. Stocking Up
     f. Don't forget to Eat!
     g. Resigning

IV.    Objective 1: Building Your City
     a. Basic Strategies
     b. Naming your town and the Post office
     c. Decorating your streets

V.     Objective 2: Building relationships
     a. Overview
     b. Strategies for Building Relationships
     c. "Either-Or"
     d. Gossiping
     e. Giving Gifts
     f. Introducing new people
     g. Solving complaints
     h. Refusing and organizing complaints
     i  Anger Levels
     j. Evictions
     k. Topics of Conversation and Citizen Types
        1. The Riddle Man
        2. Women
        3. Businessmen
        4. Senior Citizens
        5. Babies
        6. Younger children
        7. Teenagers
        8. Nerdy people
        9. Farmers
        10. Cave people
        11. Aliens
        12. Sleeping Residents

VI.    Walkthrough and Tips for completing the five scenarios
     a. Overview
     b. Scenario One
     c. Scenario Two
     d. Scenario Three
     e. Scenario Four
     f. Scenario Five
     g. Scenario Six

VII.	Appendices
     a. Complaint/Application Colors
     b. Gossip Topics
     c. Riddles and answers
     d. "Either/or" choices



---------------
I. INTRODUCTION
---------------

The main objective of METROPOLISMANIA is to build a city of your own
design from a number of applicants who wish to live in your town. You
can also name your town and yourself as the "Metropolis Maker", the 
be-all and end-all of urban planners. There are five different main 
levels, each with a specific objective/goal. There are over 200 different 
buildings and businesses to choose from in the game, and an unlimited 
number of potential residents and plenty of room to move them in.

Each of the five scenarios contains its own specific goals and urban 
problems, which are addressed in the individual walkthroughs below.

The game is in its own type of "real time" as a 24 hour clock is used.
However time passes more quickly than actual real time and the hours of 
midnight until 6am pass by even more quickly because there usually isn't 
much going on during those hours). The passing time (shown on a clock in 
the upper right hand corner of the screen) is also reflected by changes in 
the weather; holidays and seasons are also observed.

You might best think of METROPOLISMANIA as a cross between "The Sims", 
"Sim City" and The "Tycoon" games (Roller Coaster, Zoo, Mall, etc.), with 
a little of each sub genre tossed into the mix.

----------------------------
II. METROPOLISMANIA GAMEPLAY
----------------------------

-----------------
a. BASIC CONTROLS
-----------------

CONTROL	                                FUNCTION

L/R analog stick or directional button  Move your metropolismaker

L1 or L2 button                         Change perspective

Triangle button                         Jump

Circle Button                           Pop up Menu

Square Button                           Setup, Items and Save

X Button                                Confirm and Enter command

Select Button                           Pause/Save

-------------------
b. SAVING YOUR GAME
-------------------

(Note: you must have a Playstation 2 Memory card with about 1000 KB of space
in order to save your game.)

Besides using the "select" button, you can also save your game by pressing
the SQUARE button, choosing the laptop computer icon and pressing the X button. 
There you have the option of Resume, Save and Quit.

------------------------
c. BASIC GAMEPLAY SCREEN
------------------------

The top of the basic screen contains the following information (from left to
   right)
   a. Clock
   b. Month and Year
   c. Your town's population
   d. Your AP (Approval percentage)

--------------
d. PERSPECTIVE
--------------

You are given your choice of four different views of the game: First person,
Behind Back, 3/4 view and bird's eye view.  The 3/4 view gives you the best
overall perspective of the game as you play, although it's cool to use first
person view now and then just to see the remarkable detail of your various
homes and businesses.

--------------------
III. GETTING STARTED
--------------------

---------------------
a. GENERAL OBJECTIVES
---------------------

The primary objective of Metropolismania is to develop relationships and build 
cities.  Doing one is dependent on doing the other and learning how to develop 
those relationships is vital to the success of completing this game.  

As you make friends, they will introduce you to other people who will want to build 
their homes and businesses in your city.

------------
b. YOUR BOSS
------------

The first person you will meet when you begin the game will be your boss.
He will give you your objectives for the upcoming scenario and any other
pertinent information for each level.  He will also call you during various
stages of the to give you updates, encouragement, give you your paycheck
and tell you generally how you are doing.

--------------
c. YOUR SALARY
--------------

You start off the game with $5,000. Every six months, you will be given your
paycheck by your boss. When he gives you your paycheck he will also give you
a review on how you are doing. If you are doing well(i.e. high ratio of new
people vs. complaints solved vs. people who have left),your boss may choose 
to give you a raise.  The money you receive can be used to buy items, food 
and merchandise to give as gives, as well as improvements.

---------------------
d. STANDARD EQUIPMENT
---------------------

At the beginning of the game you are given the following: A yellow uniform 
(which will be the object of ridicule from some of your residents); a Cell
phone, which you can call residents and talk to your boss; and "Magic Chalk" 
which is used to lay down the roads in your town. You will also receive a 
laptop computer(used to save your progress).

--------------
e. STOCKING UP
--------------

When you first start out, make sure you buy the following items as soon as they 
are available. You have to build the specific business in order to buy the item.  
These are the essentials:
- A grocery bag (that holds 10 items at once) from a Supermarket. You will be
  able to buy a larger grocery bag (which holds 20 items) when you get access
  to a department store later on in the game.
- A GPS system (which shows a map of the city and the location of
  complainants, shown as flashing dots) from an Electronics Store.
- A notebook (to keep track of various complaints) from a stationary
  store.
- Town Pages (to keep track of your friends and businesses), from
  a bookstore.

You will usually get a bookstore right away and the other three come along
quickly. The GPS system is $1,000 so make sure you hang on to enough money 
to buy it.

-----------------------
f. DON'T FORGET TO EAT!
-----------------------

There is a strength meter on the main game screen's pop up menu. The bar shows 
how much strength you have. The fuller the strength meter, the faster you can 
maneuver through your town. You can build up your strength meter by eating, 
either in restaurants or else buying food from grocers and eating them out of 
your grocery bag. Buying food will also increase your relationship level and will
allow you to make friends quickly and easily. Note that no matter what the price
of the food you buy, your friendship level goes up roughly at the same level. You 
need to eat A LOT to maintain your strength and your speed. You may occasionally 
see the message "A Bit Hungry" if you haven't eaten during a game day. It's a 
good reminder to check your strength meter now and then. 

------------
g. RESIGNING
------------

Once you reach your goal for a scenario, your boss will ask you if you want to 
resign. He will also give you a letter of resignation, which will be available 
in your sub-menu, and you can use it any time. However, you will not be able to 
resign if you have pending applications. Also, before resigning, it is a good 
idea to continue to build up your Town Pages and get as many phone numbers as 
possible, which will make subsequent scenarios much easier.  Once you are ready, 
click on the letter of resignation and your boss will confirm your resignation.  
After resigning you will have one more day to say goodbye to all your friends 
and best friends, who will be gathered on the streets of your city in honor of 
you.

-----------------------------------
IV. OBJECTIVE 1: BUILDING YOUR CITY
-----------------------------------

-------------------
a. BASIC STRATEGIES
-------------------

1. Start your game by laying down a few basic roads in which to place your
   buildings, using your magic chalk.  You will only be able to make roads
   north-south and east west, no diagonal roads can be created. Don't lay too 
   many roads at the beginning or else the AI in the game will start 
   to automatically place your buildings (from the pending applications) along 
   the roads if you don't, and not necessarily where you want them. Placing
   buildings quickly and in the right place is important. Don't take too long, 
   but make sure you have a general plan for where buildings are going. If the 
   AI places a house, and the application is still in the "Process" stage, you 
   can move it if you quickly click on the application in the sub menu. You then 
   can move the building where you want it.

2. Make sure you place your homes directly on a road, or else the residents
   will complain about that, too.

3. Leave yourself a substantial amount of room between your buildings at
   first. Don't try and jam them all into one small area, because, if you 
   do that,you may end up running out of space which will render you unable 
   to accommodate your residents' requests later on in the scenario.

4. Try and keep your residences in one general area and your businesses in
   another area, at least in the beginning. Be especially careful when
   placing your factories. If the residents are too close to factories, they
   will begin to complain about the noise and eventually move out and lower your
   acceptance level. Homes and apartments must be more than 5 spaces away
   from a factory.

5. Like-sized offices and like-sized apartment buildings can be stacked on
   one another. Buildings 2 sections wide can be stacked 3 high; buildings 3
   sections wide can be stacked 4 high. This is especially helpful in the later
   stages of the game when you are pressed for space.

6. You can also place buildings and roads over water, as long as they are
   within the boundaries of your city.

7. Try and create a mix of homes, businesses, restaurants, schools, gas
   stations and police stations throughout the city.  If you can maintain a 
   balance there tends to be fewer complaints, although for the most part some 
   of them are unavoidable.

8. An alternate strategy is to put several similar homes or businesses in close
   proximity to one another, because they have a tendancy to have the same com-
   plaints. Solving multiple complaints simultaneously increases your popularity 
   faster.

---------------------------------------
b. NAMING YOUR TOWN and THE POST OFFICE
---------------------------------------

At the beginning of the game, your boss will ask you what your name is, which
you will enter using the controller keys. And eventually, during each of the
scenarios, someone will ask you what the name of your town is. This is your chance 
to name your town. You can change your own name and the name of your town once 
you invite and build a Post Office, and you can use a different town name during 
each of the scenarios.

--------------------------
c. DECORATING YOUR STREETS
--------------------------

Hardwares and building supply stores can sell you items to enhance your city's
appearance, like brick stones, park benches and lights. However, they tend to
be on the pricey side and don't really add much to the your overall approval
rating.


--------------------------------------
V. OBJECTIVE 2: BUILDING RELATIONSHIPS
--------------------------------------

-----------
a. OVERVIEW
-----------

1. The five levels of relationships between you and your residents are
   Stranger, Know the Face, Acquaintance, Friend and Best Friend. The more
   you talk to the people, give them the appropriate gifts or buy their
   goods, the higher your level of friendship becomes.

2. When you talk to someone you will see the following information about the
   person:
   a. Name
   b. Age
   b. Your relationship level
   c. Profession/Description of Personality
   d. Last time you interacted with the person

3. If your approval rating reaches 116-120%, you will start to get
   unsolicited calls from strangers who want to move to your town, one after
   the other. This frenzy of phone calls will continue until your approval
   level goes back down to below 100%.  This is your best opportunity time to
   get new residents and businesses for the city, so it's not a good idea to
   turn down anyone.  If you are approaching the end of a scenario or need to
   achieve a certain percentage of business types, you may turn down the 
   applicants. If you turn them down, they be disappointed or angry, but will 
   call again during a future session of frenzied calls, or be recommended by
   someone else.

----------------------------------------
b. STRATEGIES FOR BUILDING RELATIONSHIPS
----------------------------------------

1. Talk to everyone as much as you can.  Not only does that build your
   level of individual relationships but also your general acceptance
   level. Your level will go up just about every time you talk to someone.
   It goes up substantially the first time you talk to them, but less or
   none each subsequent time. If you talk to someone too much at once (usually
   three consecutive times) they will blow you off ("What? You're still here?" 
   or something similar) or threaten to call the police. You won't be able to 
   interact with that person until a half hour later.

2. Once your relationship level reaches "Acquaintance", that resident will be
   able to introduce you to others (if your general acceptance level is more 
   than 50 percentand it becomes an option on the pop-up menu. If you have pending 
   complaints you can specifically ask to be introduced to people who can solve 
   those complaints. Otherwise you can just be generally introduced to prospective 
   new residents. You have a better chance of being introduced to a prospective 
   new resident if you use the more generalized "Introduce Me" command. However, 
   similar backgrounds give you a better shot at being introduced to a specific 
   business or resident. However, not everyone know someone specific in the
   various categories. Also, younger kids and children will not introduce you
   to new residents.

3. If your relationship level reaches "Friend", the person will usually
   give you his or her phone number. If you have a Town Pages (phonebook),
   the name will be automatically entered and you can call them instead of
   having to personally go and visit them.  The phonebook lists all your
   friends by category, either "Family" or by various businesses.

4. Another way to raise your relationship level is to give gifts. The
   process is outlined below. Remember that gifts usually do not make
   much of an impact on your friendship level, however, unless it is a
   blockbuster gift like a diamond ring, which is expensive.  Not all
   residents like every item you can give them either, so try and
   tailor them to their likes and dislikes.

5. If you deal with a resident who sells items, you can raise your
   relationship level with each purchase you make.  If you are buying
   food from a restaurant, it is possible to continue eating during the
   same visit until you reach a "Friend" level and then get the phone number
   of the resident.  Otherwise you can only buy as many items as your
   bag will hold (either 4,10 or 20), then you have to dispose of them by
   giving as gifts, eating or discarding them.

6. Get to know the faces and personalities of the residents and you
   will be able to anticipate their reactions to various gossip and talk
   which will raise your friendship level more quickly. More on that below.

7. If a resident says something like "When we get to know each other better,
   I'll introduce you", that means you need to build the friendship level
   of the person you are talking to in order to be introduced, usually to 
   "Friend" or "Best Friend". This response also comes up if you acceptance 
   level is low. However, even slightly raising your friendship level will 
   cause the resident to introduce you.

------------
c. EITHER/OR
------------

Sometimes, when you first meet someone, the first thing they will do is ask
you what your preference is between two similar phrases or items. If you and
the new acquaintence agree on the same concept or item, then your initial
friendship level will raise more quickly. If not, it will go up, but not 
as dramatically. A partial list of "either/ors" is listed below in the appendix.

------------
d. GOSSIPING
------------

The main way to raise the friendship level of you and your residents is to
gossip.  Your basic way to gossip is to listen to your residents, which 
raises your friendship level each day you talk to them.  As the game 
progresses, your residents will suggest topics of conversation that you 
can use later. Using specific topics suited to the personality and interest 
of your residents will allow you to raise your friendship level more quickly. 
For instance, if a resident is listed as a "workaholic", it's better to discuss 
a topic like "working overtime" or "working on weekends".  If it's not a gossip 
topic that their are interested in, they usually say something like "I don't 
know what you are talking about." Eventually the topic disappears, but there
are others that will come up.

---------------
e. GIVING GIFTS
---------------

Another way to raise your residents' friendship level is to give them gifts.
You can purchase gifts at the various businesses, and may be food, drink,
books, DVDs, games, jewelry and a lot more. Giving gifts is sometimes tricky.
If you give a gift that's not suited to the personality or interest of the
recipient, he or she will not accept it and your friendship level will stall.
Also if it is something that a resident accepts but doesn't necessarily like
the friendship level doesn't go up too much and you're out the gift. Remember that 
you can only hold as many gifts as you have room for in your shopping bag (either 
four, ten or twenty items)

-------------------------
f. INTRODUCING NEW PEOPLE
-------------------------

You must depend on your residents to introduce you to new residents and
businesses to either add to your population or solve complaints. One of
the options when you talk to someone who is an "Acquaintance" or higher
is "Introduce Me".  Choosing that will bring up two options, either
"Introduce Me", again (for general introductions) or "Solve Complaints"
which brings up another sub menu of your pending complaints.

You can only get a certain number or referrals from each person, then
you will start saying "I've already introduced you to everyone I know"
or something similar. Sometimes a resident knows of someone else who can
solve your complaint. And, if your approval rating is less than 50
percent, only "Friends" and "Best Friends" can introduce you to new
residents and businesses. If your AR is higher than 50 percent, an
"Acquaintance" or higher can introduce you to new citizens. If your AR
is negative, you will be unable to be introduced to anyone.

Again, similar backgrounds will generate the proper "Solve Complaints"
referrals. For instance, if a resident is requesting an elementary school,
then it is best to go to another elementary school and talk to the people
there to try and solve your complaints.

Sometimes a resident will suggest you talk to someone else to find a
solution to your complaint. Sometimes the tip fans out, sometimes it is
a wild goose chase. If someone says something definite like "I don't 
know much, but such-and-such knows someone who can solve the complaint." 
that's a really good indication that the person mentioned will be able to 
solve the complaint.

---------------------
g. SOLVING COMPLAINTS
---------------------

In talking to your residents, you may find they have a complaint, something
like, "We're a long way from the gas station. Please can you build us a gas
station?" If you say "Yes", then it becomes one of the problems you need to
solve. If you say "no", then they will be disappointed, and your friendship 
level may go down a bit.

Once you receive the complaint, a general rule of thumb: in order to solve
residents' complaints, talk to similar businesses and residents. In other words, 
to get a new police station, talk to other police officers, grocers = grocers, 
hospitals = hospitals, etc.

Some of the other things that the residents request include:

- Place for Families ("Place for all")
- Place for Senior Citizens ("Place for all")
- Place for Young people ("Place for all" or "Place for families")
- Grocer (including "Convenience stores")
- Super Stores
- Factory
- Office worker Household (listed as "Staff Family" on the applications)
- Restaurants for Adults (also can be solved by obtaining "Restaurant for all")
- Restaurants for Children ("Restaurant for all")
- Restaurant ("Restaurant for all")
- Police Stations
- Fire Brigades
- Inns and Hotels
- Playgrounds 
- Hospitals
- Preschools
- Elementary Schools
- Gas Stations
- Jr. High or High Schools
- Residents and Office (either one or usually both are needed)
- Water wells and Farming Machinery Dealerships
- Fishing related businesses: fisheries, bait shops, market places and unions
- Fisherman's Homes

Some business types will cover multiple complaints. The faster the 
homes blink, the more urgent the complaint (see below).

There is one complaint that is more difficult to solve If you place a 
home too near to a factory (five spaces or less away), the residents will 
start to say "The Factory's noisy, isn't it?" Eventually they will get angry 
and move away. Ifyou have the capability to evict residents, you can get rid 
of the factory, butit will substantially reduce your popularity level. 

At that point, it may be better to just ignore the complaining resident and let him 
or her move out. Nonetheless, be very careful where you place factories.

-------------------------------------
h. REFUSING AND ORGANIZING COMPLAINTS
-------------------------------------

If someone complains, you can refuse to solve the complaint. This
sometimes helps if you are faced with many different complaints
simultaneously and keeps you from being overwhelmed. However, don't 
make a habit of refusing to solve complaints because it will lower 
your overall approval rating.

If you purchase a notebook from the stationary store, you can accept 
all complaints and you will automatically keep track of them in your 
notebook. It's best, however, to solve a complaint as soon as you get 
it using yourphonebook (available at the book store).  Also note the 
location where thecomplaint came from so you can place a building in 
a proper location tosolve it.  (Sometimes you get a referral some time 
after the fact and not be able to remember where to place it)

---------------
i. ANGER LEVELS
---------------

Anger levels of residents whose complaints you don't solve are indicated
by how rapidly the dots flash on your maps, the color and flashing of the
homes and on the faces of the residents themselves. Some time after the 
initial complaint, if it's not solved, they will call you and say something 
like "hurry up and solve the problem, lagger!" Also, looking at the
residents you can pretty much tell if they are angry or not. Eventually
they will stop telling you what the complaint is and say something like
"Just sort out the complaints, please!", and finally, "I'm leaving this
town!". 

If you completely ignore the complaints long enough, or are unable to find
a referral in time, the complainant will leave your city, his or her home
or business will disappear and your approval rating will go down.

------------
j. EVICTIONS
------------

You will gain the ability to evict anyone in your town in scenario three. 
It is not recommended that you evict anyone as your approval rating will go
dramatically down for each eviction. However, for instance, if AI placed a 
factory in the middle of a residental area, and you stand to lose several 
residents as a result, it might be a good idea to evict the factory.


-------------------------------------------
k. TOPICS OF CONVERSATION AND CITIZEN TYPES
-------------------------------------------

As you talk to the various residents, sometimes they will suggest topics 
ofconversation which will appear on your "Gossip" menu along with the 
optionto listen.  If you agree with the topic they are discussing, then 
it willremain on the menu for awhile. There are a wide variety of topics, 
hobbies and interests, which include such things as "Working on Weekends", 
"Enjoying party games", "Exercising", "Blind Dates", "Soccer", "Video games" 
and a lot more. Once you obtain the topics, which occur at various times 
during all the levels, try and use those specific topics in your discussions 
with the citizens.  Successfully pairing a topic to a citizen will enable you 
to become friends faster.

The two most important conversation topics involve working (working on weekends,
overtime, working away from home, etc.) which work very well on male Workaholics.
For some reason, "discipline" as well as "child's birthday" work exceptionally 
well on most women.

-----------------
1. THE RIDDLE MAN
-----------------

There is one resident face that pops up (in a number of different
locations and professions) that tells riddles. He is a black haired, smiling
guy with male-pattern baldness (you will get to recognize the face as the
game progresses).  If you talk to him (general gossip, listen), he will
usually say, "I made up a riddle, would you like to try it?" If you can
answer his riddles, your friendship level goes up dramatically.  Most of
the riddle men are excellent sources to solve complaints as well. See Appendix
III for a partial list of some of the riddles.

--------
2. WOMEN
--------

Women in general are excellent sources of information about gameplay but
for the most part, they have very few interests, so it is usually best to
choose to listen to them. But they also tend to be great sources of people
to introduce and problem solvers.

Middle aged women excellent for solving complaints and like to talk about
discipline and their children. Women who like to predict the weather are fairly
worthless, and you should only listen to them. "Heavy make up" girls like to shop 
and go out on dates.

--------------
3. BUSINESSMEN
--------------

There are a lot of male workaholics in your cities. The best thing to discuss
with them are "working overtime", "working on weekend", etc.  Any other
businessmen are partiers and you should use topics like "Entertaining clients".

------------------
4. SENIOR CITIZENS
------------------

Older men and women are harder to please and it's best just to listen to them.
They also tend to have a lot of complaints. Senior Citizens do, however, like
to receive gifts.

---------
5. BABIES
---------

It's fun to try and raise the level of babies.  Talk to them and they will say
a nonsensical phrase like "Parkie?" and you answer either "Yes" or "No".
Depending on how they react to your answer, their level will go up or
down. If they say "ha ha ha ha!" their friendship level goes up
substantially. If they say "Oh no no!" then it goes down slightly. Babies
can't do much for you otherwise (such as introduce new people), but it's
fun to try and guess how they'll react. Also, just because yes or no works
on a particular phrase one time does not mean the same answer will work on
the same phrase the next time. There is no pattern at all to the questions
and answers.

-------------------
6. YOUNGER CHILDREN
-------------------

Younger children aren't sources for introducing new people or giving out
their phone numbers, but they can tell you their families' complaints (without
specifically requesting you do something about them). Toys and video games are 
a good gift. However, don't spend a lot of time talking to them.

------------
7. TEENAGERS
------------

Teenagers tend to be interested in talking about video games and dating. 
Once in a while, they might be able to introduce you to new people or give 
you theirfamilies' phone numbers. However, don't dwell on them too much, 
either.

---------------
8. NERDY PEOPLE
---------------

Nerdy men and women are sort of worthless as a whole. Once in a while they 
maybe able to hook you up with fellow nerds in other cities. Some are 
workaholics which gives you a good topic of gossip.

----------
9. FARMERS
----------

In scenario four you will deal quite a bit with farmers. They are like 
ordinary residents except they arise early (5:00am) and go to bed early 
(around 8:00pm). You can't communicate very well with them while they are 
working the fields.

---------------
10. CAVE PEOPLE
---------------

In scenario four you will have an encounter with Cave People. They talk a
strange language and are somewhat difficult to become friends with.

----------
11. ALIENS
----------

In scenario five you may have a close encounter with aliens. They, too 
speak a strange language but they are friendly enough, although take a 
long time to become friends with. They LOVE getting gifts!

-------------
12. FISHERMEN
-------------

In scenario five (and possibly earlier) will begin to deal with fishermen.
Like farmers, they arise and go to bed early. However you can talk to them
more easily during the day than the farmers.

---------------------
13. SLEEPING RESIDENTS
---------------------

Usually between the hours of 11pm and 6am, most of the residents will be
asleep. You will see a sleeping bag if you go in their house and you can't
interact with them. About the only people you can talk to during the night
are police officers. Also, the clock fast-forwards between midnight and 6am
because there usually isn't much going on in your city.

---------------------------------------------------------
V. WALKTHROUGH AND TIPS FOR COMPLETING THE SIX SCENARIOS
---------------------------------------------------------

-----------
a. OVERVIEW
-----------
There are a total of five MAIN scenarios in METROPOLISMANIA, each similar 
but with its own objectives and specific problems. Once you complete the
objectives of the scenario you will be given a letter of resignation by
your boss that you can use at any time thereafter. Beyond scenario five,
there are additional levels to conquer but nothing new and no special
challenges.

Also, at the beginning of every new level, regardless of what your approval
level was at the end of the prior level, you will start at a 50 percent A.R.

---------------
b. SCENARIO ONE
---------------

Goal: 200 Residents
Difficulty level: Very easy
Special Problems: none

This is just an introductory level to give you a feel for the game. You
are given a number of residents and offices/businesses to get you started.
It doesn't take too long to build your population.

Make sure you buy the grocery bag, GPS system, notebook and town guide as
soon as possible during this level. You only need to buy them once and they
are invaluable as you progress in the game

Your primary objective in this scenario (as well as the subsequent 
scenarios)should be to get as many phone numbers from residents and 
businesses as possible.  The more you get the easier it will be in the 
subsequent levels to solve problems and get residents, because most of 
the residents you leave behind will move to your new city if you ask them.

When you reach 200 residents, you will be given a letter of resignation, 
whichyou can use whenever you want to end the scenario and move on to the 
next. Just because you have the letter doesn't mean you have to resign 
immediately. Take the time to solve all the problems and build as many 
friendships as possible before moving on. Also, it is a good idea to eat
enough to max our your energy level before ending the scenario.

Remember that you can't move to the next level until everyone on your
application list has been placed.

---------------
b. SCENARIO TWO
---------------

Goal: 500 Residents and 15% offices
Difficulty level: Easy
Special problem: Thefts from homes and businesses and smuggling

Continue to do the same thing you did in the last level. Build homes and
businesses, make as many friends as possible, and solve complaints. Remember 
that you need to have at least 15 percent offices on this level. This isn't 
too difficult as you can concentrate on the offices once you reach the 
residents goal.

You will begin to notice as the level progresses that some of the residents
begin to complain about thefts in your city. The police can't seem to do 
anything about it. Finally someone will report that they found an earring 
at a crime scene, and a resident by the name of Nekota, who lives in a tiny 
little bungalow in the city, will be implicated. Keep talking to her as much 
as possible. After a series of events, she will admit to being the thief.

There is also a storyline that develops concerning smuggling. Eventually Nekota
will also implicate a police officer in that series of crimes as well.

Solving the special problems in this level is usually just a waiting game. 
If you continue to talk to everyone you will eventually be able to solve the 
theft and smuggling problem.

It is NOT necessary to solve the special problems in order to complete the
scenario. However, you cannot complete the scenario if the percentage goal 
of businesses in this scenario is not met.

Once you feel you have made enough friends and, again, gotten enough phone 
numbers (and a wide variety of businesses to choose from), it's time to 
move on to the next level. Finish placing any applications you may have left, 
and hand in your letter of resignation once you are ready.

-----------------
d. SCENARIO THREE
-----------------

Goal: 1000 Residents and 15% entertainment facilities
Difficulty level: Medium
Special problem:  Krazy Kult

Scenario three continues the game with business as usual as you build homes 
and busineses, make friends and solve complaints. You have a bigger goal 
in terms of residents (1000 is the goal for this scenario)

Eventually someone will ask to introduce you to Asuka. This is an offer 
that you won't be able to turn down, so accept. Place the Kult hall (and all 
subsequent kult halls) in a single place in the furthest corner or the map. 
No one will complain about have one in their areas and the Kult leaders never 
complain about anything either.

Shortly after the first Kult building goes up, you will notice that some of
your residents start behaving strangely and wearing red jewels on their lapels.  
If you talk to these residents in person. you will find you can't interact with 
them at all. They will say things like "Long Live Krazy Kult!", or "Have you 
heard of Krazy Kult? It's very popular." You can't gossip, get introductions or 
phone numbers. However, your friendship levels and your overall approval rating 
will go up a little if you visit the Kult members regularly, and they will still 
have complaints, even though you won't be able to find out what they are except 
if you use the colored flashing buildings as a guide, or else talk to them on the
telephone. And, the Kult members will still move out if they are angry enough.

Don't forget that you will still be able to continue to normally communicate 
with your friends, best friends and all the businesses in your phone book (even 
if they are in Krazy Kult) by phoning them instead of visiting them in person. 
You will be able to build friendship levels, get new resident recommendations 
and pretty much everything else you would normally do. Surprisingly, if you call 
them they act as if nothing is wrong.

Make sure you keep your acceptance levels as high as possible and solve as many 
problems as you can. Especially important is to keep your energy level high in 
the  early part of this scenario because eventually all the restaurant owners 
and grocers will become Kult members and you won't be able to buy food to eat 
and you will slow down substantially.

Eventually, just about everyone in your city will be in the Kult (it is
unavoidable). The Kult leaders will brag that they have taken over the city 
and ask you to build three additional Kult buildings. Go ahead and approve 
them because it's the only way to get through this scenario. After the five 
kult buildings are built in your city, you will get a phone call from the 
founder of the kult who will move in (go ahead and invite him)and tell you
how to get rid of the of the Kult's control over your city. It will involve 
a series of "Yes and No" philosophical and logic questions from each of the 
five kult leaders which, if you answer correctly in succession, the kults
will lose their hold on the city and things will return to normal in a day or
two.  The questions are just common sense and it shouldn't be too hard to
get back to normal.

Again, this level is basically a waiting game to solve the Kult problem in 
your city, and isn't terribly difficult, although it can be frustrating and 
takes a lot of patience at times.

The other goal in this scenario is to maintain a minimum of 15 percent
entertainment facilities (amusement parks, fishing ponds, mah-jongg parlors, 
movie theaters, etc.) in your town. This is fairly easy and you can wait until 
the Kult problem is resolved to focus on the 15-percent requirement. Again,selective 
approval of the applications will aid you in reaching the 
requirement.


----------------
e. SCENARIO FOUR
----------------

Goal: 300 Residents and 25% Farmers (or businesses dependent on farming)
Difficulty level: Easy to Medium
Special Problems: Cavemen

At first, the only real challenge to scenario four is Keeping the farmers happy
by making sure they have plenty of unusual and sometimes relatively hard to
find businesses like farm implements, pest control businesses and water wells.

Farmers work the fields during most of the day. You must talk to them early in
the morning (between 6:00am and 8:00am) or in the evening (after 5:00pm). They
go to bed early, so don't wait until too late in the evening (talk to them at 
8:00pm or earlier). If you approach them when they are in the fields, their 
friendship level will go up slightly but you can't have any sort of a conversation 
with them.

After some time passes in this scenario,the residents will start asking to
introduce someone named "Ijuin" who wants to move into your city. You can
refuse, but most of the residents become pretty persistant and pretty soon
that's all they talk about until you finally relent and allow Ijuin to move in. 
Once you place his house, you will get similar requests for three more families, 
which you should place near Ijuin's. Shortly thereafter, your residents will start 
talking about the fact that their children's behavior has started to become a little 
strange. The kids are stealing food and hanging out at one of the playgrounds. You 
will also notice that some of the children in the four new families have members 
have extremely large heads. Follow the path of the story and do the sometimes 
bizarre things that the big headed children ask you to do. You will also get to know 
a local college professor who moves into your town and gives you some insight into 
thestrange happenings in the city. Eventually the story unfolds which leads you 
to one of the playgrounds, where a caveman lives underground in a hole. 

He actually is friendly enough, but kind of hard to communicate with. Once you 
get to know the caveman and agree to build his cave/house somewhere in
your city, most of the residents begin to comment about his bizarre mode of
dress.

Eventually the brouhaha over the cave people will blow over and they will
become regular (although a bit bizarre) citizens. This will allow you to
continue towards your goal. You can also ask to be introduced to other cavemen 
who want to live in your city.

If you are close to 300 residents and have a lower than 25 percent ratio of
residents or are farmers or are dependant on farming, talk only to farmers,
farm machinery dealers, water well operators and pest control proprietors. 
Turn down every one except those who are dependent on farmers or the farming
industry. You should easily reach your goal.

If you are close to your goal for this scenario, and haven't be asked to be
introduced to Ijuin, you can continuously decline to be introduced to him, 
thus preventing cavemen from moving in. However you will eventually not be 
able to communicate with your residents or all because that's all they will 
talk about. Besides, solving the special problem for this level isn't terribly 
difficult.

Again, getting to know as many farming related residents and businesses as 
possible will make subsequent levels easier.


----------------
f. SCENARIO FIVE
----------------

Goal: 2000 Residents
Difficulty level: Medium
Special Problems: Aliens

The biggest challenge of Scenario five is the sheer volume of applications you 
will have to process and the large number of people that you will need to keep 
happy in your city. By the time you reach this level you should have a huge 
number of names in all categories in your town pages, so it should go by fairly 
fast. You must be judicious in your allocation of roads and your location of
your buildings, so be careful and use such space saving techniques as stacking
like-sized businesses on top of one another (up to four stories) to conserve
space.

The key to the beginning of the level is to place a Thai restaurant near a
primary school when the opportunity arises. It sounds a little weird, but you 
will find out the reason later in the level. It's also a good idea to know where 
all your primary schools as well as your supermarkets are located.

The beginning of the special problem is an Asteroid crash, which you will hear
but not see. You will be able to ask residents about it, but nothing really 
happens until a theft from a supermarket occurs. Go to one of the primary schools 
located near the Thai restaurant, and talk to the children there. Also talk to 
the Supermarket owner. The kids are also behaving strangely. One of the kids will 
eventually ask to be taken to a place where they sell Chili peppers, which is the 
Supermarket in the area. Nothing can be done until you receive a phone call saying 
the culprits(which are kids) have been apprehended. Go back to the Thai restaurant 
and talk to the same child you talked to earlier. Then go to the Supermarket where 
the original theft occured, and the owner will give you all his chili peppers. Go 
back to the primary school, give the peppers to the boy, and he will ask you to go 
with him to another primary school. Once you reach the school, you will be 
introduced to aliens who will move into your 
town as residents.

The residents will talk about the aliens for a day or so, but eventually things
will die down and return to normal. It is possible (although difficult) to become 
friends with the aliens as well, especially by giving gifts. For some reason they 
love disposable cameras!

The remainder of the level is just to continue to build the number of residents
and keep them happy, until you finally reach your goal of 2000.

---------
g. SCENARIO SIX
---------

Goal: 500 Residents, 25 percent Fishing-related
Difficulty Level: Easy to Medium
Special problems: none

This secnario comes after the game has seemingly ended. There is a celebration 
in your honor and your boss tells you there is nothing left to learn. However, there 
are scenarios you can complete if you wish to continue.

Preparation for this level is the most important thing you can do to make it 
easier. By now you should have made hundreds of friends in several different 
fields. However, only during the last couple of scenarios will you start to 
be introduced to fishing-related people and businesses. There will be fishermen, 
bait shops, fish markets, fishing tools, fishmonger's unions, and all manner 
of fisheries ranging from prawns, scallops, snapper and much more. It 
is very important that you make as many friends in this industry as possible in 
scenarios four and five (and possibly earlier) because you will need as many as 
you can find in scenario six. Your success in completing this scenario in part 
depends on how many friends you have in the fishing industry from previous 
scenarios. Therefore it can be very easy to difficult.

The map in scenario six has several large rivers flowing throughout, which is
necessary because many of the businesses must be placed on waterfronts.

---------
g. BEYOND
---------

It is possible to continue the game beyond the first six scenarios, but it
will mostly entail larger goals, no special problems and more of the same. 
There isn't much new to the game after the fifth or sixth scenario so it's 
just a question of whether or not you have the endurance to continue. 
It honestly gets pretty repetitive by the time you reach this level and the
fifth scenario (2000 residents) will take a lot out of you.

However, once you reach this level, subsequent levels can mostly be easy
and fun because you will have lots of friends.


---------------
VII. APPENDICES
---------------
-------------------------------------------
a. APPENDIX I: Complaint/Application Colors
-------------------------------------------

Each application you receive is a certain color, and The flashing buildings 
are also tinted the same color based on the nature of the complaint.  

The faster a building flashes on the map, the more urgent the complaint. 

Here is a list of the various categories, their corresponding colors, their 
size and the flashing building colors.

AQUA: Offices (2 or 3 wide) -- there are MANY different offices
- Realtor
- TV Studio
- Software firm
- Bank
- Assessor
- Advertising agency
- Taxation Office
- Employment Agency
- Travel Agency
- Planning company
- Handyman firm
- Babysitting company
- Tourism office

BEIGE: Elementary School (4 or 5 wide)
- ALSO KNOWN AS: Primary School

BEIGE: Junior and Senior High School (4 or 5 wide)

BLUE: Gas Stations (3 wide)

DARK BLUE: Factory (4 wide)
- Sheet metal Factory
- Garbage Dump
- Soy Sauce Factory
- Auto repair Facility
- Brewery
- Steel Mill
- Robot factory
- Fabric Factory

DARK GREEN: Playgrounds (up to 4 wide)

GRAY: Fire Brigade (3 wide)

GREEN: Staff Family and Farmer (1 to 2 wide, but the farmers' fields 

are bigger)
- also known as Staff Family: Office Worker Household
- Rancher
- Lemon Farmer
- Sour Orange Farmer
- Rice Farmer
- Mandarin

LIGHT BLUE: Inns (4 wide)
- Hotels
- Japanese Inns

LIGHT GRAY: Fisheries and Fishing related industries (2 to 6 wide)
- Scallops
- Prawn and shrimp
- Mackeral
- Fishing Market Place
- Fishing Union

LIGHT PURPLE: Farming Related businesses (2 or 3 wide)
- Farm machinery
- Water wells
- Pest Control

ORANGE/PEACH: Place for All (1 to 4 wide)
- Book Shop
- Music Shop
- Spa
- Amusement Park
- Culture School for Adults
- Computer school
- Fortune Teller
- Movie Theater
- Baseball park

ORANGE/PEACH: Place for Seniors (1 to 4 wide)
- Used Book Store
- Mah-Jongg parlors
- Fishing Ponds
- Fortune Tellers

PALE YELLOW: Grocer (1 to 2 wide)
- Butcher Shop
- Fruit and Vegetable Shop
- Seafood Shop
- Liquor Shop

PEACH: Place for Families(or Children)(2 to 10 wide)
- Toy Shop
- Amusement Parks
- Baseball Stadiums
- Piano School
- Private and Computer School
- You can also substitute Family restaurants as a "Place for Families"

PINK: Restaurant for Adult (2 or 3 wide)
- Coffee Shop
- Sushi Bar
- Korean Restaurant

PINK: Restaurant for Family (2 or 3 wide)
- Hamburger Shop
- Chinese Noodle Bar
- Savory Pancakes
- Family restaurant

PURPLE/DARK BLUE: Police Station (1 wide)

SALMON: Hospital (2 to 5 wide)
- Internal Medicine
- Dentist or Dental Department
- Local Hospital

YELLOW: Super Store (2 to 4 wide)
- Hardware Shop
- Florist
- Tailor
- Electrician
- Cemetery (!!)
- Supermarket
- Electrician
- Stationary Store
- Convenience Store

-----------------------------
b. APPENDIX II: Gossip Topics
-----------------------------

Occasionally a resident will bring up a topic and ask you if you agree 
with them. If you do, the topic will then become one of your gossip 
choices for awhile. Matching a specific gossip topic to a resident will 
increase your friendship level faster. However if the topic and the resident 
don't match, he or she will say something like "I have no interest in
it" or "I don't understand what you are saying."  Here are just a few of 
the gossip topics you may see:

An affair of (fill in the name)
Bad debts
Driving dates
Eager Entrepeneur
enjoying party games
Entertaining clients
Fun to drink
Hostess Bars
Party game
Pick up a girl
Playing video games
recession
running a marathon
snowboarding
Soccer Boom
Stalker crime
Strict discipline
Study for Entrance Exam
Surfing
Working
Working on weekends
working out
Working overtime


------------------------------------
c. APPENDIX III: Riddles and Answers
------------------------------------

The riddle man has lots and lots of riddles, ranging from bad jokes to trivia
questions to logic questions. Here are a few of the many questions you may see:


Q: How can you say "rabbit" without using the letter "R"
A: bunny

Q; How many teeth do adult humans have?
A: 32

Q: How much soil is there in a hole measuring one meter by one meter?
A: None

Q: If a band plays music in a thunderstorm, who is most likely to get 
hit?
A: Conductor

Q: If there are 6 apples and you take away 4, how many do you have?
A: four

Q: It's job is to cross the river but it keeps sitting day and night.
A: Bridge

Q: The more you crack it, the more people like you.
A: Smile

Q: What animal sticks its tongue out to show anger?
A: Gorilla

Q: What can you break without touching it?
A: promise

Q: What can you catch but not throw?
A: cold

Q: What cap is never removed?
A: Kneecap

Q: What do people make that no one can ever see?
A: noise

Q: What do you have to break to use?
A: Eggs

Q: What gets wet when drying?
A: Towel

Q: What goes around houses and looks in every window?
A: Light

Q: What has a strong bone structure and moves quickly, but cannot stand up and walk?
A: fish

Q: What has eyes, but cannot see?
A: Potatoes

Q: What is black when you buy it, turns red when you use it, and becomes gray
when you throw it away?
A: Charcoal

Q: What is it that looks different depending on who looks at it?
A: Mirror

Q: What is coming but never arrives?
A: Tomorrow

Q: What is never seen but often changes?
A: wind

Q: What is right in front of your eyes, but you can't see it?
A: eyelids

Q: What large musical instrument do you have in your ears?
A: drums

Q: What runs but never walks?
A: Water

Q: What shrinks as it gets older?
A: Life

Q: Where are Panama Hats made?
A: Ecuador

Q: Where do Chinese Gooseberries come from?
A: New Zealand

---------------------------------
d. APPENDIX IV: Either/Or Choices
---------------------------------

When you first meet a resident ("stranger" level) he or she may give you two
related subjects, topics or things and ask you which one you prefer. Choosing
the correct answer will raise your friendship level more quickly.  Below are a
sampling of the either or choices, with the correct choice in CAPITALS.

AIR CONDITIONER or electric fan
alfalfa or RADISH SEED SPROUTS
bank deposit or CREDIT UNION SAVINGS
BARGAIN or caramel mochachino
Bean-Jam sun or CHERRY PANCAKES
bed or FUTON BED
BEEF BOWL or cutlet on rice
BEEF TENDER or cutlet on rice
big noodles or THIN NOODLES
BLUES or folk songs
bmx or MOUNTAIN BIKING
Boxing or PROFESSIONAL WRESTLING
carpet or TATAMU MAT
CREDIT PAYMENT or cash payment
DOGS or cats
floor heating system or HEATER
FREE GIFT or sale items
GIANTS or Hawks
GIANTS or tigers
girlfriends or BOSSES & SUBORDINATES
goldfish or CARP
GREEN TEA or oolong tea
HAWAII or Guam
HERB GARDENING or gardening
HORSE RACING or bicycle racing
HOT SAKE or cold sake
ice cream or SORBET
Japanese food or CHINESE FOOD
KALBI or tripe
LONG HAIR or short hair
magazine or NEWSPAPER
MALIBU or mississippi river
meat or FISH
mexican food or JAPANESE FOOD
mystery drama or SOAP OPERA
OUTDOOR or indoor
PICKLES or salad
pilaf or FRIED RICE
REGULAR MUSHROOMS or truffles
shou a la creme or CAKE
shower or BATH
spanish rice or SHORT GRAIN RICE
supermarket or MALLS
sunny side up or OMELET
SUNSCREEN LOTION or tanned face
sweatpants or KNICKERBOCKERS
SWEETMEAT or Mino
TUNA or sardine
tv or RADIO
vodka or TEQUILA
WHISKY or brandy

(there are a lot more, and not all of them make sense (like comparing
apples to oranges), but this is a general representation)











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