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M#Mi M@MQ 7Y W@M$UYov7iv,;. .,,i,i,v:7#M@z Y$M@c.v,1@X,v.b@#$M:E@@QM;v:;SM vC@@M@M$9YSvYiv,i.i i i.i,v:Y:CBM# :0@M@M#M@M@M@M@M@M@@Q@#M@#@MQM@M@M@M@M@M@M@@2zYzc7:;,i.i. ...i.i.;,v,vQM@9z@@M@M@M@Mb$0##M@M#M@M@M@$9@@M@M@M@@0#QM@M#@0WoUYS7nvXi;,i.i.i , :.i.:.i,;.;0M@M@M@M$#U9727nc9@M#bbM@M@0tz7M@@@M@@7z7zCI7zYnY2Yoct;7i;,i.i.i. .. :.i.i.i.;.;AWIb127zYz727zY1cQ$MXiz#$Z:v.7QUvM@@SztA7zYoYnctct;7ic:i.i.:.i.: : . ,.:.:.i,;,;,c;1YoYSY1;7;7icY@@@ .18.:..Yb 8@@9z72Yn;7;Yic:v:v,;,i.i.:.i.:. .... ..:.i.i.;:vi7;7;7i7:c:;:;,inM@E Yii.i b; @M0IcScCic,;,i.;.i.i.:.:.:.:.:., : : . ..:.i.i.i,;:;,;,;.i.i.i.i..EM@t i.:.:$:XMQZcncXi;,i.:.:.:.i.:.:.:.:.:., ...: . ..:.:.i.:.i.:.i.:.:.:.:.i.,#M@. i..cM,M@bc1v7iv,i.:.:.:.:.:.:.:.:.:.,., i :.:., ..:.:.:.:.:.:.:.:.,.:.i.: ;@M2 .: QoA@BcSv7iv,i.:.:.:.:.:.:.:.:.:.,.,. ...:.,., . :.:.:.:.:.,.,.:.:.:.:.: 7@M.. ,2X@@vnc7:v,i.:.:.:.:.:.:.:.:.:...,., : :.:.,.. . :.:.,.:.:.:.:.:.:.:.:.: 6@E ..A0M7Sc7iv,i.:.:.:.:.:.:.:.:.:.,.. ,. ...:.:.,., . ,.:.:.:.:.:.:.:.:.:.,.: W@. ;QMtncX:;,i.:.:.:.:.:.:.:.:., ,.,.,.: : :.:.:.,., . ,.:.:.:.:.:.:.:.:.,.,.i.MI.7MoCYCi;,i.:.:.:.:.:.:.:.:., , . ,.:. ...:.,.:., . . ..:.:.:.:.:.:.,.:., ,.i:@:$67v1i;.i.:.:.:.:.:.:.:.:., ....,.:., : :.:.,.:.,.. . ..,.:.,.:.,.,.:.,.. :.:iZtYi7i;.:.,.:.,.:.:.,.:.:.. . ..,.,... .,.i.i.:.:.:.:., ,.:.:.i.i.i.:.:.:...:.i:;:c:;.i.i.i.:.:.:.i.i.:., ,.,.:.:.:.i Author: Warfreak Version: 2.0 Date Started: 24/6/09 NOTE: This Guide will Contain Spoilers. YOU HAVE BEEN WARNED! REMEMBER, IF YOU LIKE THIS GUIDE, RECOMMEND IT TO OTHER USERS USING THE LINK ABOVE! *('@')~~~~~~Watch In Awe, Watch In Awe, Aeria Gloris, Aeria Gloris~~~~~~('@')* Use Ctrl+F to quickly navigate this guide. Table of Contents §1 Introduction [1.01] Introduction [1.02] Version History [1.03] Differences §2 Getting Started [2.01] Creating a Sim [2.02] Aging [2.03] Traits [2.04] Secret Traits §3 Moods and Moodlets [3.01] Your Mood [3.02] Positive Moodlets [3.03] Negative Moodlets [3.04] Neutral Moodlets §4 Lifetime Wishes, Upon a Star [4.01] What are Wishes? [4.02] Lifetime Wishes [4.03] Normal Wishes [4.04] Lifetime Happiness §5 Skill Sets [5.01] Skills [5.02] Athletic [5.03] Charisma [5.04] Cooking [5.05] Fishing [5.06] Gardening [5.07] Guitar [5.08] Handiness [5.09] Logic [5.10] Painting [5.11] Writing §6 Primary Jobs [6.01] Overview [6.02] Business [6.03] Criminal [6.04] Culinary [6.05] Journalism [6.06] Law Enforcement [6.07] Medical [6.08] Military [6.09] Music [6.10] Politics [6.11] Professional Sports [6.12] Science §7 Part-Time Jobs [7.01] Overview [7.02] Bookstore [7.03] Day Spa - Receptionist [7.04] Day Spa - Specialist [7.05] Grocery Store [7.06] Graveyard §8 Skills In-Depth [8.01] Cooking [8.02] Fishing [8.03] Gardening [8.04] Guitar [8.05] Handiness [8.06] Writing §9 Education [9.01] Education [9.02] Bits and Pieces §10 The Cycle of Life [10.01] General Overview [10.02] Babies [10.03] Toddlers [10.04] Child [10.05] Teenager [10.06] Young Adult [10.07] Adult [10.08] Elder [10.09] Death [10.10] Ghosts [10.11] Playing as Ghosts §11 Relationships [11.01] Relationship Basics [11.02] Short Term Context [11.03] Long Term Relationships [11.04] Romance [11.05] The Good Path - Marriage [11.06] The Bad Path - Rejection and Affairs [11.07] Meeting People [11.08] Having a Baby [11.09] Parties §12 NPCs [12.01] Babysitter [12.02] Burglar [12.03] Firefighter [12.04] Maid [12.05] Mailman [12.06] Newspaper Kid [12.07] Pizza Delivery [12.08] Police [12.09] Repo Man [12.10] Social Worker [12.11] Technician §13 Sunset Valley [13.01] Places of Employment [13.02] Everfresh Delights Supermarket [13.03] Divisadero Budget Books [13.04] Sharma Day Spa [13.05] Community Pools [13.06] Community Parks [13.07] Places of Interest [13.08] Investments §14 Collectables [14.01] Insects [14.02] Gems [14.03] Precious Metals [14.04] Space Meteorites §15 Opportunities [15.01] Opportunities [15.02] Special Opportunities [15.03] Skill Opportunities [15.04] Career Opportunities [A] Contact Information [B] Credits [C] Webmaster Information [D] Copyright Notice *~~~~~~~~~~~~~~~~~~~~~~~~~~Now, Let the Guide Begin~~~~~~~~~~~~~~~~~~~~~~~~~~* [1.01] Introduction Welcome to my 51st guide, and it has been exactly 50 guides since my first guide was released, which was for the predecessor of this game, the Sims 2. Despite my feverish attempts to keep away, there was public support for me to do this, and as such, here I am. Anyway, this guide is for the Sims 3, the sequel/prequel to the Sims 2, sequel in terms of gameplay, prequel in terms of storyline. This is just the base game, and as such, when expansions do come into play, which is a definite, it will only cover the base game, whether I do the expansions is completely up to my discretion. Without further ado, let us start. Again. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [1.02] Version History Version 0.0 [24/6/09] I'm back! Not that I was gone. Anyway, did a start, finished 12 whole traits. This might take a while. Version 0.1 [25/6/09] Doing more of the traits, glad to see people tuning in. 16 more traits done, this is taking a bit longer than I expected, but I am going relatively in depth on this, I do find it is quite important. Version 0.2 [26/6/09] Pushing through, about 20 more traits to go, which means I should finish tomorrow. I plan to do the moodlets next. Version 0.3 [27/6/09] All the traits done. Even the secret ones. This was a grind session. Version 0.4 [28/6/09] All the Moodlets are complete. I'd never thought I'd get it done. Version 0.5 [29/6/09] Start on the total wishes list, finish up to F, still G-Z to go. Version 0.6 [30/6/09] Completed all the Wishes, but internet is down, so no upload. Which is rather annoying. Version 0.7 [2/7/09] Well, taking a day off, given that I felt a bit burnt out, and the internet was still down, but now it is up, for now. Better upload this quickly. Anyway, sections 5.01-5 is done. Version 0.8 [5/7/09] All the skills are finished, now to decide what to do next. Given the choice, I think I'll start on those indepth skills that I promised. Version 0.9 [8/7/09] Completed 5 Career paths. Version 1.0 [9/7/09] 4 more career paths complete. 2 more main paths and the side jobs and that will finish careers. Version 1.1 [10/7/09] All the careers and part time careers are done. Finally. Version 1.2 [14/7/09] Completed the Cooking and Fishing indepth guides. Version 1.3 [15/7/09] Completed Gardening and Guitar skill guides. Version 1.4 [17/7/09] Completed all the Indepth guides. Version 1.5 [28/9/09] Long time update, added in chapter 9 and 10, seeing that I've got less projects to worry about. Version 1.6 [19/10/09] Finished §11 and §12. According to my to do list, there isn't a lot left to do for this guide. Version 1.7 [22/10/09] Completed up to §14, and starting on §15, Opportunities. Should be done soon. Version 1.8 [29/10/09] 2 more sets of opportunities before the skill opportunities are complete. Then the career ones, and all done. Version 1.9 [30/10/09] Completed all the skill opportunities, and 3/10 of the career opportunities. Version 2.0 [31/10/09] Guide is finally complete. I have no more open projects. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [1.03] Differences What is so different about this game over the Sims 2? Well, there are several things that you will use in this game and once you use it, you won't have a second doubt that this upgrade was a wonderful choice. * Seemless neighbourhood. Basically, although you can no longer play and modify community lots, they are now just interaction buildings, your neighbourhood is seemless, when time moves with your family, it also does for other families, so keep that in mind. * No loading time, and this is quite significant, in previous games, waiting 5 minutes to load up a large community park was a standard. I could make a cup of tea in that time. * Personal Cars for your Sims use, Inventory System, Trait System, and so much more. There is a lot to discover in this game, and part of my job, as the perfectionist that I am, is to cover ALL of it. This will be a long project and a long guide, but make no doubt, this will be done. And for those who say that it is stripped back to the basics, you need to note that a lot of the concepts from the Sims 2 and all the expansion packs have been added. For example, fishing and gardening from Seasons is back, Young Adults from University has been added, Cars from Nightlife is added, business ownership from Open for Business has been added, so quite a fair bit has been added. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [2.01] Creating a Sim Well, your manual does a good job to this, so there isn't much of a need for me to go into how you create your Sim. You can create a real ugly, feral, zombie looking thing, or you can create the right hand of God, or somewhere in between, and as always, yourself. As always, there is your head, clothing, all that little kafuffle that I really can't be bothered going over, you can play around with the tools themselves, because it isn't necessary for me to do and talk abou this. Anyway, the thing that I will talk about are the traits and the favourites that you can have your Sims adopt. Basically, traits are a set of 5 qualities, less if you are not playing with adults, and these will effect the personality of your Sim throughout the game, but as always, these are not permanent. They will get their own section later, because there is a lot to go on with traits, and a little in depth discussion on them is due. Finally, there are the favourites. Here, you can set your favourite foods, colours and music for your Sim, and basically, when they use objects or eat foods or dance to music that is their favourite, they will get an extra mood boost from it. The list of favourite foods that are shipped with the base game include: * Waffles * French Toast * Pancakes * Fruit Parfait * Autumn Salad * Cheesesteak * Dim Sum * Fish and Chips * Grilled Cheese * Grilled Salmon * Hamburger * Hot Dog * Lobster Thermidor * Mac and Cheese * Peanut Butter and Jelly * Goopy Carbonara * Ratatouille * Spaghetti * Tri-Tip Steak * Stu Surprise * Sushi * Cobbler * Cookies * Key Lime Pie The list of all possible favourite colours are: * Aqua * Blue * Turquoise * Spice Brown * Green * Irish Green * Lime * Grey * Orange * Purple * Spiceberry * Violet * Lilac * Pink * Hot Pink * Red * White * Sea Foam * Yellow * Black Finally, the list of all music. Note that when I say custom, it is basically the music channel that you can set yourself. You can import music into the relevant folder. For those wonder, it is in My Documents -> Electronic Arts -> The Sims 3 -> Custom Music Anyway, the list of favourite music possible: * Electronic * Indie * Pop * Latin * Classical * Kids * Custom Music And that should be all to it. Note that you don't have a lot of clothes, HOWEVER, you can move the slider along and you can modify the clothes and their colours. Basically, the clothes that you are given are templates, you can colour them to whatever you want, but no doubt that the modding community, which will definitely thrive in this game, will provide you with a truckload as well. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [2.02] Aging Shock horror, there is no aging cheat in this game, there is an option to turn off aging altogether in the options section of the game. Look for it yourself or use the manual. However, if you are going to use aging, this is going to be very different. Why? Because you can also now adjust the aging of other characters, that you don't control, basically, the townies or the NPCs of the game. Also, you can adjust the rate in which Sims age. They can age rather rapidly, and have quite short livespans, or they can have exceptionally long lifespans, you can set it to epic and have them live for at least 960 days, provided they don't befall a certain accident. Basically, aging is a key factor in this game, and one that you can control. The manual should provide more information on this, and I assume that you all have manuals, one thing that I have learnt over the last 4 and a half years in writing is that manuals go together with guides, guides are not to overtake manuals. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [2.03] Traits This is going to be a massive section. There are over sixty different traits that you can choose from in this game, and currently, in the base game, you can only have 5, though that may change in future expansion packs. There are some secret traits, though I will only confirm the Pyromaniac perk. Anyway, lets get started. *************** *Absent-Minded* *************** Absent Minded Sims are just that, they will always seem to be lost in their thoughts, pausing to think about anything and everything. And they sometimes forget what they were meant to do, which can be quite a problem. --==Benefits==-- There are really no real benefits of being absent minded, though if you want a Sim who is very forgetful, then this would be ideal. --==Disadvantages==-- Where do I start? Basically, they will, all of a sudden, stop what they are doing and start to think. Although this may be fun to watch, this will cost you valuable time which your Sims may not have. --==Unique Properties==-- Sometimes, when they are watching television and they are finished watching it, being absent minded that they are, they will turn off the TV, which may be handy, however, not handy to those who are still watching. --==Usefulness==-- 0/5 There is really no practical and useful way to utilise this trait, and as such, they do not have any use. *********** *Ambitious* *********** Those who are ambitious have high hopes, they aim for everything and they will stop at nothing to achieve it. They will aim as high as they can, and want to shoot up the career ladder, but they will get rather depressed when they don't get that promotion that they are looking for. --==Benefits==-- There are two real benefits of bing ambitious, they will have a higher rate of job performance gained at work, which means that they will get promoted or get that raise faster, and they will get increased lifetime points when they have one of their wishes fulfilled. --==Disadvantages==-- One problem is that if they do not get promoted, and at level 10, get enough raises at regular intervals, they will get an Anxious moodlet, which will have a detrimental effect on their mood, which isn't exactly one of the best things that you want to have. --==Unique Properties==-- In order to keep these little princesses happy, you need to enough that you build up their performance at work fast, or else they get depressed and then you'll be in a real fix. --==Usefulness==-- 2.5/5 Sure, it is quite useful, since increased job performance will make sure that you get a little more money, however, if they don't get their promotions quick enough, they throw temper tantrums, and that can be a problem to keep in check. ******** *Angler* ******** Basically, a fisherman's friend, the angler trait means that your Sims will be able to play with fish more. They catch better fish than other Sims and they will do it faster as well, as well as enjoying fishing more than other Sims. --==Benefits==-- Anglers will be able to catch more fish, faster than all the other Sims can, and the added bonus is that they will be able to boost their fishing skill at a much faster rather than Sims without this trait. --==Disadvantages==-- Besides smelling like fish all the time, they really don't have any disadvantages in terms of personality. --==Unique Properties==-- All anglers will start off with a fishing book in their inventory, allowing them to boost their skills faster. They will also gain more fun when they are fishing, which is nice if they need a little stress relief. --==Usefulness==-- 4.5/5 This is a hell of a useful trait, and under normal circumstances, I would give it full marks, but I'm going to save full marks for those that I think are the best of the traits, and as such, 4.5 are for good traits, and 5 are for the best of the best. ********** *Artistic* ********** Those who are artistic have a natural talent with the brush, and as such, they are quite useful in making a hell of a lot of money through painting. They make good artists, and indirectly, musicians and writers. --==Benefits==-- These Sims get their Painting skills a lot faster than other Sims, which is quite useful. They will also gain their Guitar and Writing skills faster than other Sims, but not as fast as their gains in Painting. --==Disadvantages==-- No shortcomings, except that they throw paint everywhere. --==Unique Properties==-- Like many other traits, these Sims love to talk about their hobbies and as such, they can talk about the arts to other Sims. Also, with free will enabled, they will interact with the guitar and paint easel far more often, which is nice. --==Usefulness==-- 5/5 This is one hell of a useful trait. For those Sims for which the prospect of a job does not entertain them, painting, busking and novel writing is a good way of making money. The higher your skill, the more money you make, and as such, it is a good idea to level up all those three skills fast to make a lot of money fast. Though this is considered an indirect job. ********** *Athletic* ********** Athletic Sims are the athletes, they are the best in their fields of running, throwing spears everywhere and trying to out hammer throw the Hammer Bros. They can push their bodies to the limit and far beyond that of normal Sims. --==Benefits==-- Athletic Sims earn their athletic skills a lot faster than that of other Sims, and being as fit as they are, they will take a lot longer period of time to get the negative Fatigued moodlet that people who exercise can get. --==Disadvantages==-- Since they love keeping fit and being health nuts, they will not tolerate other Sims bad-mouthing fitness, and if they hear that, they will suffer a nice relationship drop. --==Unique Properties==-- These Sims have it good, they love their exercise, and they also love to talk about exercise to other interested Sims, though don't think that they will have a nice time with couch potatoes. --==Requirements==-- CANNOT HAVE COUCH POTATO TRAIT --==Usefulness==-- 2/5 Sure, it is nice to build up your athletic skill, but the problem is that the athletic skill pretty much has no use, unlike many of the other skills, they don't make money, or save money. ********** *Bookworm* ********** Bookworms have a passion to read and write books, which is quite handy for aspiring novelists. They are quick to read through all books, and they are faster in terms of writing books. --==Benefits==-- The Bookworm are able to read through books faster, which are useful in finishing recipe books and fish books, and that means that they will be able to get that new recipe faster. They will also be able to write faster in terms of writing novels, their homework, or just working on their writing skill. They will also get more fun from reading, which is quite useful as well. --==Disadvantages==-- The best thing is, they have no disadvantages. --==Unique Properties==-- Like many other traits, the Bookworm love to talk about their hobbies, and they will love to talk about books to other Sims, which is always a nice touch. Also, they will get a nicer environmental boost from rooms with a bookshelf in it, which is nice to attain that beautiful lot moodlet. --==Usefulness==-- 5/5 Seriously, writing through novels faster is exceptionally interesting because they can get through more novels faster, and given that some books, requiring about 24 Sim hours to get it down will get at least a thousand Simoleons and this is for 6 weeks. Seriously, a very useful perk. ******* *Brave* ******* Brave Sims are fearless, they fear nothing, and in the face of adversity, they will stay calm and take the disaster head on. They will sacrifice themselves in order to protect those that they love, and the possession that they treasure. --==Benefits==-- Brave Sims are brave, and even though most Sims who tackle on burglars are at least Level 3 on the career chain for Law Enforcement, Brave Sims don't need that prerequisite in order to fight burgulars and defend their home. Brave Sims can also use a fire extinguisher to immediately put out a fire should it get out of hand, and unlike other Sims, he will not panic. Finally, they will do much better in the Law Enforcement and Military career than other normal Sims, who aren't brave. --==Disadvantages==-- Brave Sims are brave, and as such, they fear nothing, and have no disadvantages. --==Unique Properties==-- These Sims have guts, willing to talk on robbers in their homes, well, it isn't all that hard, those robbers aren't even armed with plastic sporks, let alone a plastic butter knife. They will also have the ability to occasionally demand a raise from their boss whilst at work, though the probability of success is proportional to the job performance, the more that meter is filled, the higher the chance of success, though it might backfire and that could be nasty. --==Requirements==-- CANNOT PICK THE COWARD OR LOSER TRAIT --==Usefulness==-- 3/5 Sure, being able to put out fires and take on robbers is a nice side bonus, but the real benefit is the Law Enforcement and the Military career bonus. If you are planning to move into those career ladders, this is useful, but otherwise, they are home defenders. ***************** *Can't Stand Art* ***************** Sims who cannot tolerate Art will be intolerant towards art, they cannot stand such snooty paintings. Never place an expensive piece of art in the home of one who hates art, it will give them a negative moodlet. --==Benefits==-- There is no benefit to hating art, except hating art. --==Disadvantages==-- Basically, when they see an expensive piece of art, they will get a big negative moodlet, and a small piece of art, or an inexpensive piece of art, they will still get a negative moodlet. They will not tolerate talk about art either. --==Usefulness==-- 1/5 Besides it's usefulness to making some nice movies, there is no real point to making this a trait. Use make sure that you don't send them into an art gallery, it might make them explode with rage. ************* *Charismatic* ************* These are the Barack Obamas of Sims, these are for the great orators and the great communicators. As such, they will love to throw parties and socializing and they will never put a foot wrong in social situations. These guys are everyones best friend, though it might be hard to maintain all those connections. --==Benefits==-- All of these Sims will have a great advantage in the social conversation, as they will always get more friendship points than other Sims with the same amount of talk. They will also do a lot better when they are in jobs that have tones that involve social interaction, for example, Law Enforcement when talking to their partner, they will get more job performance for the same amount of effort. --==Disadvantages==-- There are no disadvantages to being a social butterfly, however, you do need to maintain all those friendships. --==Unique Properties==-- These will be gifted with a Charisma book at the start, so they have a little boost to play with initially. They will also be able to debate politics with other Sims, which is useful as a source of interaction between like-minded Sims. They can also boost about anything and everything, to good effect as well. --==Requirements==-- CANNOT HAVE LOSER TRAIT. --==Usefulness==-- 3.5/5 Friends are no longer a requirement for jobs, which is one tell of a useful removal, because it was hard to maintain a lot of friends. However, it isn't useful if you need to maintain thousands of friends, in real life, we have Facebook, the Sims don't have that luxury. ********** *Childish* ********** Childish Sims are just that, they cannot act their actual age, so they are literally childish at heart. They will be ale to act as a child, even when they are an adult. I mean, who doesn't like playing with their doll house at the age of 40 >_> --==Benefits==-- The benefits from children's toys are still useful in giving the associated moodlets for it. Basically, the beneficial moodlets from toys will still apply when they are an adult. --==Disadvantages==-- Childish Sims are easily bored, and remember when we were kids, weren't we all? Anyway, if they are at the end of repeating social interactions, the effects in terms of relationship are much lower. So you'll need a fair amount of variety to make sure that they are entertained. --==Unique Properties==-- There are two fun properties that belong to childish Sims, they will not be afraid of Ghosts, seeing that the only ghost they know of is Casper the Friendly Ghost, and secondly, and somewhat strangely, they will have the ability to fish in a swimming pool. There are a variety of things that come into mind when you fish into a swimming pool, and fish aren't the things that come into mind. --==Usefulness==-- 1.5/5 Lets face it, this isn't all that useful, environmental boosts from children toys are easily overtaken with a nice, expensive piece of art, and being able to fish in the pool isn't as much fun as the sea, and finally, being scared of ghosts isn't such a big deal, wet your pants, and move on. ******** *Clumsy* ******** Being a butterfingers isn't actually such fun, nor is being a clutz either. There are some interesting things that can come out of being butterfingers, and dropping everything everywhere, but hey, most of use are butterfingers anyway, right? --==Benefits==-- Well, does having brand new china plates every night count? --==Disadvantages==-- Okay, this will be interesting. When they are catching fish, their skills with handling fish may occasionally let the fish escape, which isn't all that nice. They will occasionally drop their plate of food on the floor as their fingers "slip". Quite funny really. --==Unique Properties==-- This is the best one, when they are proposing and on one knee, proposing with the ring, they drop the ring. If this isn't useful for videos, I don't know what is. This is entertainment at it's best. --==Usefulness==-- 3/5 Despite it being bad, it does have a hell of a lot of comedic appeal, I mean, who doesn't want to see a proposal go bad? It's like an episode of everyone's favourite sitcom. At look on the bright side, at least they didn't tape over the video game with a NFL match, and then tape over the NFL moment of the match with the Sealing Kiss. ******************* *Commitment Issues* ******************* These Sims, as you can already gather, have some problems saying "I Do", and as such, they will try and avoid all forms of settling down. They enjoy living the high life, so they don't want long term relationships, and they don't want long term careers, think of them as Slackers in the Sims 2. And don't think about marriage either. --==Benefits==-- There are no benefits to not settling down. Maybe living the high life? --==Disadvantages==-- These Sims do not take to relationship type social interactions well, they do not, like, for example, a proposal to get marriage or engaged, that is a form of being settled down, and that is something that they don't want. --==Unique Properties==-- There is one way for such Sims to get married, they need to have an extremely strong romantic bond, thing of them as exceptionally insecure, they need to have proof that the other person loves them back rather than blind faith. They will also not take kindly to staying in a career for a long time. And that normally means that when it starts to look good for them, as in career prospects, they will want another job, in another career path. --==Usefulness==-- 2.5/5 Well, this is starting to describe a fair amount of people nowadays, but it is interest to make a movie out of this, see how ways that a person can escape a marriage proposal. It'd be like being trapped into a corner, with a person on one knee, and then, they teleport away. Now that would be a nice movie. Just make sure you do it before Hollywood gets in the way. *************** *Computer Whiz* *************** These guys are sort of like me, love spending their time on the computer and anything to do with computers, they are good with. They are quite good with tinkering at their computer, and they also are good enough to start some freelance work through hacking. --==Benefits==-- Basically, being good with computers allows your Sims to repair their computers, provided that they have some Handiness skill, with relative ease and without fail. That saves money on repair costs. They can also go in and start some hacking, they will get some money for hacking, though the money isn't that great. And also, when they decide to play games on the computer, they will get more fun out of it than other Sims. --==Disadvantages==-- There are no disadvantages of being a computer whiz besides the lack of a social life and sunlight, but that's about it XD --==Unique Properties==-- They have their unique properties, they can hack computers and they can repair them, but they can also go and talk about computers to other Sims, though that is provided that they are interested in that subject. --==Usefulness==-- 3.5/5 It is a nice trait, but overall, it isn't the best, in my opinion. Sure, being able to repair the computer is a good idea, and the hacking income is rather mediocre at best, and sure, having increased fun is a good idea, but that is about all of it. It isn't bad, but it isn't riveting either. ************** *Couch Potato* ************** These Sims are not actual potatoes, but they are just the lazy slobs that decide it is a good idea to sit and watch the television all day, all the time. Sure, it is a good life, but they need a hell of a lot of work for them to actually become active, or even get a job. If only watching TV was a paid job... --==Benefits==-- The main benefit is that when they are comfy, on the couch or in bed, they will have a far stronger Comfy moodlet. That means, their perk is about 50% stronger than that of other Sims, which is a nice mood boost. They also get fun a lot faster than that of other Sims when they watch television. --==Disadvantages==-- The main disadvantage is that they need a lot more sleep than other Sims. This is quite a powerful disadvantage for one reason, because it takes a lot more time for sleep/energy to be recovered this time around. --==Unique Properties==-- These Sims cannot do workout unless they are in a really good mood, and I mean a very good mood. This is important because if they are dangerously overweight and you want to trim that flab, you need to make them really happy, and that often means a lot of sitting on the couch, watching the idiot box. --==Requirements==-- CANNOT HAVE ATHLETIC TRAIT --==Usefulness==-- 2/5 Sure, it is great to have such a perk, they get more fun and the Comfy moodlet lasts that little bit longer, but overall, the disadvantage of the extra time that is lost to sleep is far more significant. Bear in mind that having fun can increase skills, sleeping doesn't. ******** *Coward* ******** This always reminds me of the Monty Python and the Holy Grail, get back here, cowards! Anyway, a coward is scared of anything and everything that can remotely cause them harm, so they are pretty much useless in a fight. Make sure you purchase enough bubble-wrap. --==Benefits==-- There are no benefits of being a coward, except the countless video opportunities for funny videos. --==Disadvantages==-- These guys will get a Scared moodlet whenever they cross pathes with a ghost, a burglar, fire, and even the Grim Reaper, regardless of the target that is looking for. When those stimuli present themselves, they will normally run like the wind, but sometimes, they may just collapse instead. --==Unique Properties==-- What is unique to them is the ability to run away, they will get that lovely option to flee. --==Requirements==-- CANNOT HAVE BRAVE OR DAREDEVIL TRAIT --==Usefulness==-- 1/5 Sure, there are many video opportunities, but there is no practical use about them and my rating is all about practical uses, not the countless video opportunities, or this will get OVER 9000! *********** *Daredevil* *********** These guys are the thrill seekers, the adrenaline junkies. They live on the extreme side of life, with little regard of the consequences. These guys are crazy, and what it does is allow them to do EXTREME chores. Crazy. --==Benefits==-- These guys will be able to put out a fire on the lot they are currently on a lot faster than normal Sims, but not as good as a firefighter. Also, they can never be burnt to death, so if you want a homicidal maniac who kills their prey with a blowtorch, go ahead. --==Disadvantages==-- They don't have any disadvantages, do they do need maintain their thrill seeking behaviour. --==Unique Properties==-- These guys are crazy. With their normal household duties, they can have an EXTREME option of it, which sort of gives them a little fun. They can also use the Watch This social interaction, which pretty much means that they will do some extreme stuff, and receive the Adrenaline Rush moodlet for their troubles. It pays to be crazy for these guys. --==Requirements==-- CANNOT HAVE COWARD TRAIT --==Usefulness==-- 3.5/5 This is one of the most interesting traits, it is fun to be a homicidal maniac, and that is what gets the points. Well, if they are bad cooks, the whole house can burn down, yet they will survive. Writing this gives me so many movie ideas. ******************* *Dislikes Children* ******************* Yes, you too can be like Mr. Burns, just hate children. As such, these Sims don't want to do anything to do with children, they don't want to talk to them, they don't want to play or entertain them, they don't want to teach them, and more importantly, they don't want to give birth or be part of the birth of a child. --==Benefits==-- Besides from being the evil monster and the bane of children everywhere, nothing. --==Disadvantages==-- These Sims will not take it lightly to be around children, they will go out of their way to make their life, and the life of the guardian, a living hell. If children and these Sims are on the same lot, prepare for some fireworks. --==Unique Properties==-- These Sims feel evil around children, and when they are near children, they will get a negative moodlet. Don't worry, if they hate children so much, they don't reproduce, and as such, they will not have the opportunity to be near them. --==Usefulness==-- 0.5/5 There isn't any use for this, so really, besides video appeal, everything about them are bad. So practically, this gets a 0.5 from me, which is far more generous than a zip. ****************** *Easily Impressed* ****************** These Sims are just easy to impress, even the smallest of successes, like not falling over on the pavement when doing one's shoelaces. Really, they aren't hard to impress. Maybe they just have low standards. --==Benefits==-- These Sims, as you can already gather, will always have a positive response to social interactions that involve boasting in some way, shape or form. And that is about it. --==Disadvantages==-- None, except the disturbing lack of any high standards that these Sims seem to possess. --==Unique Properties==-- See, this is quite a powerful effect, though you want this in other Sims, and not so much your own. Sims who are easily impressed are the best for Sims who like boasting, and they make easy friends, you can just boast to them twice a day and they'll be happy. --==Usefulness==-- 4/5 This is quite useful in making friends, however, it is only useful if that is the person on the receiving end of a boast, rather than the delivering end. However, it is useful in inter-family affairs, and if you keep a tight knit family, useful in a parent, how doesn't like their kid succeeding? Don't answer that question. ****** *Evil* ****** These guys, as you can already tell by the name of the trait, are evil. They love the dark side, and if they had a choice, they'd all be using dual red lightsabres. Anyway, they love taking enjoyment when other fail, which is pretty much all of society, and they love to be as far away from the goody goodies as possible. Imagine loving next to a police station... --==Benefits==-- These Sims get moodlets around the failure of others. When one of the mood bars of others reach the breaking point, so when others are quite hungry or need to use the toilet, or are droopy, they will get a nice positive moodlet out of that. And of course, they will always have an affinity to the dark arts, and in this game, that means that they will do very well in the Criminal career path. --==Disadvantages==-- Of course, they do not get along with those with the Good trait. That means that should a person with the Good trait meets your Sim, expect a fair share of disagreements. It is possible to keep that friendship going, though it is under a fair amount of strain. They also don't do well with those in Law Enforcement either. --==Unique Properties==-- These guys have a head start in crime, and they are one side of the battle between good vs evil. Other than that, they don't have much in terms of uniqueness. --==Requirements==-- CANNOT HAVE THE GOOD TRAIT --==Usefulness==-- 4.5/5 This is exceptionally useful if you love to be evil, though it is the bane of those who are good. They excel in crime, and they take enjoyment out of the misery of others, but that is about it. Now, if only there were lightsabres already included, or maybe a chicken costume. *********** *Excitable* *********** These guys are so excited about anything and everything. These will get a nice boost when things go right, if something good happens, they get a positive vibe, but they don't get the reverse, which is a pretty good thing, if you come to think about it. --==Benefits==-- These Sims can get the positive moodlet of being excited from a large amount of activities that have them doing something that is beneficial. Things like dancing to their favourite music, eating their favourite food, catching a fish or winning an opportunity event, will have them gaining that moodlet. Fun, eh? --==Disadvantages==-- The best thing about being excitable is, besides the lack of caffeine, is that they have no disadvantages. --==Unique Properties==-- These guys can get the positive moodlet before anything, and this is a very powerful benefit in it's own right. I mean, if their favourite meal was a stack of pancakes before going to work, you can see where I'm going. And no, you don't need to pack a suitcase. --==Requirements==-- CANNOT HAVE GRUMPY TRAIT --==Usefulness==-- 5/5 This is one hell of a useful trait, like I said, if you set the favourite meal to something they can eat before work, like some waffles or some pancakes for breakfast (I'm almost tempted to post the link to the waffle song), they will get a nice positive moodlet, and before work, that will give them a nice boost to that promotion or raise they've been looking for. ***************** *Family Oriented* ***************** These guys are all about family, so if you want a nice family business, this is a good trait to possess. These guys make super parents, they are the best of the best for parents, they love children and their family. What is more to be said? --==Benefits==-- Like I said, they love their family, and as a result, they will have a much better relationship start than others with family. They can also teach their children more effectively than other Sims, which is consistant with their family based trait. --==Disadvantages==-- Besides from the fact that they might smother their children, and the overbearing love, no baddies here. --==Unique Properties==-- As many other traits, these guys have the ability to talk about their trait, and as such, they can talk about their family to others. That's if they will bother to listen. --==Usefulness==-- 3.5/5 Sure, this is useful in terms of family care, but other than that, this isn't all that useful when you come to think about it. Sure, it does help you teach your kids to walk and talk faster than other Sims, but other than that, it doesn't do all that much. ******** *Flirty* ******** People who should be told to get a room fall under this umbrella. These Sims always look for some romance, and they are somewhat more successful than those who can't be bother trying, though it doesn't say much about the type of people that they attract. --==Benefits==-- These Sims have access to the flirt actions earlier on in a relationship than those of other Sims, which is quite a useful boost, but remember that the social can be rejected as well as accepted, so just keep that in mind. They also do well with such socials, getting more of a boost. And finally, when they go out and get massages from the spa, they get a little more in terms of a boost. --==Disadvantages==-- Besides the possibility of rejection and emotional heartache that could last anywhere from a second to a minute, nothing bad. --==Unique Properties==-- These guys, when they have free will on them, will tend to use a lot more social interactions that lead to flirting, which could be a good thing in getting more conquests, but it could also be a bad thing as it would lead to more rejections as well. --==Requirements==-- CANNOT HAVE UNFLIRTY TRAIT --==Usefulness==-- 4/5 This is quite useful if you want to make as many romantic partners as the moon has craters, but there are other problems, continued flirting can be a problem if it leads to problems with other Sims. Just keep an eye on what they are doing, and they'll be fine. At least they don't have problem finding the perfect one. Or at least they'll find someone to keep them company for the night. ********** *Friendly* ********** Friendly Sims are just that, they are friendly to everyone that they meet, and as such, they are very good at making new friends, which is rather useful if you are striving for political careers. --==Benefits==-- Basically, these Sims are best at making friendships, they will be able to make friendships faster and they start with a larger boost to a relationship when they first meet a new Sim, which is nice. They also have a much easier time when they are making friendships, as social interactions give a larger boost than before. --==Disadvantages==-- There are no disadvantages to being friendly, not everyone is as friendly as Ned Flanders. --==Unique Properties==-- Pretty much what was stated, they get a larger boost when they are starting a friendship, which is nice, and they will find int easier to make friends with other Sims, which again, is always nice. --==Requirements==-- CANNOT HAVE THE MEAN OR INAPPROPRIATE TRAIT --==Usefulness==-- 3.5/5 This is only useful for Charisma type jobs, and that is the Politics and to a lesser extent, the Journalism career. Of course, having a lot of friends is rather nice, but the amount of notices that you will get to maintain the friendships that you have are quite annoying, though it isn't anything that a party can't solve. ******** *Frugal* ******** Also known as the tightarse trait, this basically means that your Sims are very careful with their money, and what the money is used for. They do not like wasting anything, especially perfectly good food that isn't spoilt and they spend their weekends sifting through the newspaper and the internet looking for coupons for them to spend at the supermarket or the local book store. --==Benefits==-- These guys basically are able to use the internet and the newspaper to cut some coupons out of it, and that allows you to go to the store that the coupon is used for and purchase the specific product at a discounted price, and that leads to a nice moodlet for you to play with, which is always a nice thing, since it is a positive moodlet. --==Disadvantages==-- These types of Sims are fanatical about price, so if you purchase a very expensive item, such as that Plasma TV that you have coveting, then they will get a negative moodlet because they don't like seeing such money spent when a smaller TV would have sufficed. They also will get a negative moodlet faster when they throw food away that could have been set away as leftovers. --==Unique Properties==-- These Sims are careful with their money to say the least, so you might get some discounted items, but they will not react well when you spend their hard earned money on items that they want or don't want. Such picky Sims. Also, since the politics career relies on campaign donations, these Sims tend to give a lot less than others. --==Usefulness==-- 2.5/5 Sure, saving money is good, however, such items that you can get in the book store and the grocery store are open on sale, and in the case of the groceries, most of them can be grown or caught later in the game, which removes the need for you to go to the store in the first place. They are good at saving money, but not good at spending it. Unlike most Governments. ******** *Genius* ******** These Sims are the super smart ones, the nerds, point-dexters, and whatever other name that you have for them, sure, you can beat them up for their lunch money, but they will be able to calculate the angle and force necessary to knock you unconcious with a single throw of their protractor. Anyway, these guys are the masters in chess, so don't take them on unless you know what you are doing. --==Benefits==-- These Sims are the best when it comes to logic based skills. They gain logic skill points a lot faster than other Sims, and they are more proficent when it comes to using the telescope to find new planets and stars for money. As a bonus, they are also very good at chess, which is more of a hidden skill now, it does not go up with logic. They are also useful in the Medicine, Science and Law Enforcement careers, where logic is golden. --==Disadvantages==-- Despite being beaten up for lunch money at school, and promptly taking down the bullies with a Pi attack, there are no disadvantages. --==Unique Properties==-- These guys are smart, so don't play them in chess if you are planning to beat them. They will have a bonus in three careers, which is exceptionally useful, and they will sometimes use the Contemplate action when they have nothing to do, as to ponder the method the universe was created. --==Usefulness==-- 5/5 If you are planning to move into any of those three career fields, logic is going to be necessary to get you far in those fields, which is a very important skill to build. Also, they can get some good side money from the telescope, so if those three careers are ones that you want, this is a must. ****** *Good* ****** These guys are akin to the Jedi order, they are the ones that protect society from the world at large, from evil doers planning world domination to the people who throw the cats into the trees. They are friendly and will help their friends and family, and they will donate to charitable causes. They are the other side of the epic battle of good vs evil. Good always wins. Or does it? --==Benefits==-- These Sims are quite hard to piss off, they need a lot of badgering (no mushrooms please), to make them quite angry, which is good, and as such, they are quite good at building relationships with other Sims. They are also quite good at comforting another Sim. When another Sim is in a bad mood, they have the option to comfort them, and this gives the other Sim a nice moodlet of being comforted. It is nice to help people. --==Disadvantages==-- See, being good means that no harm comes to you. See, that gun did kill you, the bullet did. --==Unique Properties==-- These Sims also have the ability to donate to a charity, though the name always seems to be random, they do not have a set name, so you can donate to the Llama society if you want. There are increasing options on how much you wish to donate, but as a general rule, the more you donate, the longer the charitable moodlet will last. They can, however, only donate once a day, since the moodlet often lasts for 24 hours at most. --==Requirements==-- CANNOT HAVE THE EVIL TRAIT OR MEAN-SPIRITED TRAIT --==Usefulness==-- 4.5/5 The reason this is scored so highly is because they can donate money for a moodlet that lasts a whole day, and that means they can power on at work for a much longer period of time, since that moodlet is quite powerful if you donate, say, 1000 Simoleons to their cause. However, unlike the Evil trait, you don't get any career boost, though it should go to Law Enforcement if any. ********************** *Good Sense of Humour* ********************** These Sims are those that like to make others laugh, the David Lettermans and the Jay Lenos of Sim society (I do not want complaints how either one of them are crap, call them and tell them they're crap, I quite frankly don't care). Anyway, these are the joke makers, and as such, they normally have a pretty fun time out with their friends. --==Benefits==-- These Sims are quite useful, they will start off with a relationship boost as well and they can tell a large amount of jokes, and the best thing is that they can never fail a joke, their jokes are always a success, and as such, it is a good way to break the ice and start a new conversation with someone who will be your new best friend. --==Disadvantages==-- Besides being quite annoying with "why did the chicken cross the road?" jokes, they have no down side. --==Unique Properties==-- These guys will respond well to jokes as well as make great jokes that can never fail. If only my comedy would be like that, right now, it is as funny as a dustball flying past. --==Requirements==-- CANNOT HAVE THE NO SENSE OF HUMOUR TRAIT. DUH. --==Usefulness==-- 3.5/5 Sure, it is useful for building a relationship, but other than to serve as an ice breaker in new relationships, it doesn't contribute all that much, though it is interesting to decode exactly what the Sim is trying to say. ************** *Great Kisser* ************** These guys have either been spending far too much time practising on either their cousins, dolls or teddy bears, but their talent is, strangely enough, in kissing others. This means that they give out unforgetable kisses, though I heard a mixture of beer, wine, vodka, rum and whisky does a good job at that. --==Benefits==-- These Sims are just great kissers, and as such, when they kiss another Sim, which is more like to happen given that they have a higher rate of success, they will have a stronger relationship boost at the end of the interaction, which is always something good. --==Disadvantages==-- Other than to have some people vomit and Mrs Crumplebottom throwing mince meat from her handbag at them, no disadvantages. --==Unique Properties==-- These guys are just good kissers, and that is about all. Sure, they give unforgivable kissers, but a few drinks at the bar, or a few dozen drinks, or a few dozen bottles, do a good job of erasing their memory, and their liver. --==Usefulness==-- 2.5/5 Sure, they are good at kissing, but the problem is building up the relationship to the point where they are accepted for kissing takes a fair amount of time, and by then, the relationship has to be going strong already, so that defeats the point of this trait somewhat. Great for movies though. Have a Clumsy Sim drop the ring, followed by an unforgettable kiss. I do wonder why I'm not a Hollywood director XD ************* *Green Thumb* ************* These Sims are the gardeners, as you can guess, they love anything related or indirectly involved in gardening. As such, they are good with the plants and they can bring them back to life, even if they have been neglected for a long period of time. --==Benefits==-- These Sims have a natural ability to learn the Garden skill better, which is quite useful. Seeing that gardening is a very good source of money and your own food source, saving money, it is quite useful. They also have the ability to revive any dead plants that have died due to neglect straight away, and finally, they have the ability to harvest better harvestables from plants and trees than other Sims without this trait. --==Disadvantages==-- Besides the skyrocketing cost of water that doesn't seem to be reflected in your bills, none. --==Unique Properties==-- They will automatically start out in the game with a book about gardening for them to read and gain skill in, which is quite useful to give that little boost straight away. They can also gain social in their mood from talking to plants, which is quite interesting. --==Usefulness==-- 5/5 This is exceptionally useful, you get much better harvestables, which leads to more money when you sell the fruits of your labour, and also, it creates a much more fulfilling meal when you cook with them. Basically, they set themselves up for farming and good food, and that can mean a lot of money. Don't worry, you don't have to worry about the water bill. ******** *Grumpy* ******** These Sims are just that, they are grumpy and antsy little people who get really easily annoyed, and they are never in a good mood, which kind of makes them a stick in the mad. They won't be happy, they don't want to be happy, kind of like Dr. House, just happy being unhappy. --==Benefits==-- There are no benefits of being grumpy, other than that Sim being nothing more than an annoying prick towards other Sims. --==Disadvantages==-- This is kind of a pain, basically, their mood bars take longer to refill, especially the fun bar, and that means that they need to be exposed to more fun activities for a longer period of time compared to other Sims in order for them to get them in a good mood, which makes it hard for them to get that promotion at work. --==Unique Properties==-- They are just grumpy, they take longer to have fun, and that makes it rather annoying for them to get that promotion at work or just generally be nice to others. --==Requirements==-- CANNOT HAVE EXCITABLE, GOOD SENSE OF HUMOUR, HOT-HEADED OR NEUROTIC TRAITS --==Usefulness==-- 0/5 Practical uses for this is next to none, there is no point in being a grumpy old fart because it just creates more work for you to get that promotion or that raise at work when your mood bar can only take the punishment of work for so long. ******* *Handy* ******* These Sims are good with playing with tools, and they are generally good around the house, unlike Frank Barone, who is the complete opposite. They are quite good at tinkering with objects, and when things break, they can repair them without fail or fear of being the target of a zap cannon. These guys are the master repairers in the game, they will never fail at repairing. --==Benefits==-- These guys will be able to gain the Handiness skill a lot faster than that of other Sims, which is quite useful if you consider the amount of time it takes for it to be built up. They also start off with a book about handiness to start off with, so they can build their skills up faster. Finally, they will always succeed in repair and tinkering with objects, they will never fail, and therefore, never get electrocuted. --==Disadvantages==-- Besides the fact that electrical discharges do not seem to effect them, ruling out electrocution as a form of death, nothing bad. --==Unique Properties==-- Again, they will never fail at repairing or tinkering with an object, which means they will save a lot of money on the repairman. They will also fix an item so that it is less likely to break, compared to as if it was fixed by a normal Sim. --==Usefulness==-- 4.5/5 Sure, things around the home do get broken, and items like the shower and the toilet get their fair share of use, which is quite problematic if you only have one toilet in the house and it is broken. However, the repair costs aren't that high, and later on in the game, it isn't useful as much. However, their skill at tinkering is useful, considering the unlocks that you can get out of tinkering. ******************** *Hates the Outdoors* ******************** These Sims hate sunlight, so they make ideal vampires, Basically, they do not being outside, so if they need to do the gardening, or just stay outside for a prolonged period of time, they get a real quick negative mood. However, just to make it fair, the trip to work doesn't count as outdoors, they are kind of in a car the whole time. --==Benefits==-- Besides being the ideal vampire, there isn't anything else that is a good thing about this trait. --==Disadvantages==-- As mentioned in the intro, they hate the sunlight, and as such, if they stay outside for more than 30 minutes, at tops, they will get a negative moodlet where they are plagued by the outdoors. Which is quite annoying, because if they need to do some grocery shopping or some fishing, they will get this moodlet. --==Unique Properties==-- There is nothing unique about hating the outdoors, and if real life was sort if incorporated, these guys would be dead due to a lack of Vitamin D. So make sure all of you kids spend some time outside in the sunlight, you need that Vitamin D to survive. --==Requirements==-- CANNOT HAVE LOVE THE OUTDOORS TRAIT --==Usefulness==-- 0.5/5 This is useless, besides comedic appeal of people hating fresh air, there is nothing interesting about this trait. Sure, this goes well with being a couch potato, but even then you need to take some time outside and use it to collect and pay the bills. Or maybe you just like seeing the Repoman a fair amount of times. *************** *Heavy Sleeper* *************** If this was a real life trait, I definitely want it. Anyway, these guys will be able to sleep through everything, from the phone ringing to be B-2 Spirit dropping bombs next to their bed, or a tank demolishing half their house, they will sleep through anything and everything, which is a good and a bad thing. Let me explain why. --==Benefits==-- These guys will sleep through anything and everything, and that means that if an appliance such as the stereo or the phone goes off and wakes people up, these Sims will sleep right through it and they will continue to sleep as if nothing as happened. This is quite a nice thing to have, because if you wire your stereo with house speakers, they will go off and wake people up. --==Disadvantages==-- However, there is a downside to heavy sleeping, these guys will also sleep through things like burglar alarms. So if a robber decides to comes in and sets the alarm off, these guys will sleep through it like nothing has happened at all, which is quite interesting, and quite annoying because they can't stop a robber in their tracks. Not even a fire can wake them up. Deep sleep. --==Unique Properties==-- Basically, they have the ability to sleep through anything and everything, so nothing will wake them up. They will also take their sleep to work, and as such, in careers, they will have the option to sleep at work, though it doesn't do wonders for their job performance. --==Requirements==-- CANNOT HAVE LIGHT SLEEPER TRAIT --==Usefulness==-- 3.5/5 This is quite useful for most Sims, the ability to sleep through everything is useful, but if you are a brave Sim, it isn't all that useful since you cannot fight of robbers should they decide to start a home invasion. Though if you have a burglar alarm, you don't have to worry too much. Anyway, think if it is good idea or not, remember, the usefulness part is just my opinion on its practical uses. ******************* *Hopeless Romantic* ******************* This is the idealist type of romance seeker, the naive, idealistic type, they are on their quest to find their soulmate, and they will stop at nothing to get it. To them, romance is like a well played romance movie, like the Notebook, and they will take on this pursuit, despite the clarity of reality, which may suggest that this isn't such a good idea, the Notebook was, after all, set in the 1940s-50s. --==Benefits==-- These guys, when they are on the receiving end of a romantic interaction, will get more of a boost than other Sims, which is quite useful when they are trying to boost up the relationship between the pair. Also, when they have a romantic interest in the room, someone that are trying the court, using the correct lingo, they will get an environmental boost as well, which is quite useful. --==Disadvantages==-- However, being a hopeless romantic, the romance movies are always happily ever afters, and when they have their heart broken into tiny little pieces, they will suffer a negative moodlet that is far more powerful than that of normal Sims, who move on. --==Unique Properties==-- Basically, they love their romance, and this translate to novel writing. When they write romance novels, they are far more proficent than other Sims, which means that their romance novels will attract far higher royalties rate than that of other Sims. Considering how much those books make a week, this is a sizable sum of money we are talking about. --==Usefulness==-- 3.5/5 I have nothing against chick flicks, if they are done right, but this is like living in one. These guys and gals live as if it was in a romance novel, so they love the love, and hate the hate. Basically, if you are going to have one of these guys, just think of the money. Money can buy love, in most cases. Or can it? ************ *Hot-Headed* ************ These guys are quick to anger, and they will quickly fire up and that makes them quite scary. They will fire up over anything, especially breaking items, it really wasn't their fault, and most important, they will get exceptionally pissed off if they get fired from their job. So treat these guys are grenades with short fuses. One, BOOM! --==Benefits==-- Besides making fun movies of them blowing up next to other Sims, there aren't any advantages. --==Disadvantages==-- They will suffer from far stronger negative moodlets than other Sims if the moodlet is related to them and their, ah, anger-management problems (that was a great movie by the way). If they break something, their negative moodlet is far stronger, and getting fired, well, call the bomb-disposal squad. --==Unique Properties==-- Never decide to use negative social interactions with these delicate bombs, if they so much as get on the receiving end of some teasin, watch them explode and start firing back, starting World War 42. Basically, keep these guys around in some bubblewrap, they might need it. --==Usefulness==-- 1.5/5 It is only interesting as them to keep it alive. These guys are only there in order to keep life interesting. They will blow up over broken items which easily, so the handyman should be on speed-dial, or a handy Sim is there to meet them happy. Still, videos are a good thing though. ************* *Hydrophobic* ************* Keep these guys away from water. As you can guess, hydro means water and the phobic means fear. Basically, do get them near water, they will not like it. They dislike showers and getting wet in sprinklers, but what they will really hate is the pool. They do not like it, and they will not enter it. --==Benefits==-- Watching these guys run like crazy when they get wet from the sprinkler. That's about it. --==Disadvantages==-- These guys will hate water with a passion. When in the shower, they are exposed to water, so watch that negative mood build up and explode over someone. When in the pool, watch their hatred slowly build up until they get really annoyed. So yeah, keep them away from water, even if they smell, funny. --==Unique Properties==-- They will never get into the pool on their own free will, they will never enter it. They will enter showers, however. They will also hate playing in the bath, they will not stand it, and they will never get the playing with Superduck moodlet either. --==Usefulness==-- 2/5 Basically, points for exploding, but in reality, it isn't very practical. These guys hate water, and although it isn't a large part of their life, they also hate standing near it, so wet floors around the house are a no no. Keep it nice and dry, and they'll applaud you for it, make it a little wet, and watch them scream. It's a shame that weather wasn't programmed, I'd like to see them singing in the rain. *************** *Inappropriate* *************** These guys have no sense of timing, they will talk about the wrong things at the wrong times. It's like making jokes about dead people when they recently died, not in good taste. Or jokes about deeds that should not be discussed in public, unless drunk. They always like to tease people, and at some stages, mock them, but they always thing it is okay, and as such, never apologise. --==Benefits==-- These Sims have no sense of dignity, and as such, they will gladly search through the rubbish of other Sims to find more trash, and sometimes, some goodies that they can take home. Though watch out for the negative moodlet that one gets from searching trash. --==Disadvantages==-- These guys, socially, will never admit that they are wrong, and as such, they will not be able to apologise to anyone for anything for their crimes. It wasn't them. They will also get a social interaction to replace that, they will be able to Make Fun Of others, and that is just a source of entertainment for them, nothing else. Though expect relationship to drop a little. --==Unique Properties==-- Well, they cannot apologise and they can make fun of others, and that is about it. Though searching through the trash is fun, and smelly. Most of the items that you get are cheap items that can easily be found in the buy catalog, if you bother to look. --==Requirements==-- CANNOT HAVE FRIENDLY TRAIT --==Usefulness==-- 2.5/5 You can actually make a fair amount of money if you rummage through people's trash, though you constantly need to take showers to get rid of that moodlet that you get when searching through trash. Although it isn't an easy task, so stick with your neighbours. They are weak, however, socially, so if you want to make the world's biggest jackass quickly, this trait is one for you. ******** *Insane* ******** These guys are very unpredictable, you will have absolutely no idea on what the hell they are going to do, and as such, insane. These guys will do anything that suits them, they can wear their swimwear to sleep, or their formal clothing in the pool, what they do is completely random. Even if their actions don't make sense, remember, they are INSANE. --==Benefits==-- Well, they aren't scared of ghosts, I would think that the ghosts are more afraid of them. --==Disadvantages==-- However, being insane is quite difficult in terms of marriage. No matter at what stage of the relationship you propose at, even if it is the highest possible stage in the relationship, their response is completely random, and as such, you have the same chance at success at the highest level and at the bottom level. Insane indeed. --==Unique Properties==-- Like I said, their actions don't need to make sense, like fishing in a swimming pool. That doesn't make sense. They will also sometimes put on the wrong piece of clothing to an occasion, like wearing their PJs to work, or formal clothing into the swimming pool, or their work wear to sleep. It is completely random with these people. And, just to cement the idea that they are insane, they will be able to talk to themselves, gaining social points. --==Usefulness==-- 3.5/5 There is nothing more fun than being insane, but it does lose points for having a random response to marriage, which is quite annoying. However, it is just downright funny to see these guys interact with one another, they will do the most crazy of things, and the best part of it is, you don't even need to lift a finger to watch this. ************** *Kleptomaniac* ************** The Benders of the Sim world, they have a perchant of having wandering fingers that always seem to find their way onto someone else's possessions and then ending up in their pocket. They will always seem to accidently place someone else's possession in their pocket, for keeps, from school, work, or just for the hell of it, their neighbour's home. --==Benefits==-- What is a bigger benefit than being able to steal things from others. They will be able to nick some stuff from work, school, or their neighbour's home, though it is random in what they steal, you cannot set them to steal a specific item. --==Disadvantages==-- When you steal something from someone, that person tends not to like you very much for stealing their items. As such, you suffer a relationship drop from them, and that is well deserved as well. Hey, I don't like people stealing my junk, do you? --==Unique Properties==-- When an item is stolen, that item is branded as stolen, and as such, you really don't want that person to see a stolen possession of theirs in your possession, so be careful. They will, however, also have the ability to return the stolen object back to their owners, in return for a moodlet of returning stolen goods. --==Usefulness==-- 4/5 Hell, stealing is fun, though it isn't in real life, the Sims haven't developed a concept of a prison system yet. You sometimes might be able to steal some good stuff, but the fun only lasts as long as you get away with the crime, get caught in the act, and yeah, it is easy to make some quick enemies. *************** *Light Sleeper* *************** These guys cannot get a good nights worth of sleep, they are constantly tossing and turning in their beds, and even a pin dropping on the floor could wake them up from their sleep, they will not sleep through anything, unlike their heavy sleeper counterparts. --==Benefits==-- Well, on the bright side, when a robber decides to come along and starts to borrow some items from your house, your Sims with super acute hearing can hear the robber opening the door and they will be fully awake for a full on fight with the robber, without fail. --==Disadvantages==-- They will, however, wake up from anything, from loud noises, such as children, or when the TV is turned on, or that telephone starts buzzing, or someone has the stereo too loud, they will always wake up, and as such, it is hard for them to attain the Fully Rested moodlet unless everyone else is sleeping. --==Unique Properties==-- They will have the ability to research sleep techniques from the internet via the computer, however, it really doesn't help them, they will still remain super sensitive to noises. Shame it doesn't help them, maybe some really thick mufflers? --==Requirements==-- CANNOT HAVE THE HEAVY SLEEPER TRAIT --==Usefulness==-- 1.5/5 This isn't useful if they are going to go to work the next day and they want that promotion because that Fully Rested moodlet is quite powerful and it quite long lasting as well. Basically, these guys are only good for house defence for your burglars, and that is about it, they will not able to sleep through parties, so if you really want that Fully Rested moodlet, keep it quiet. ******* *Loner* ******* These guys are the introverts, they love spending time by themselves rather than enjoy the company of others, which is quite strange, and is getting increasingly common in today's society. Anyway, these guys love activities that only involve themselves, and they get nervous when they are hanging around people that do not trust or hang out in large groups. So yeah, give these guys some room. --==Benefits==-- These guys love spending time by themselves, they will always be entertained to the point where they get a moodlet for Solitude, which is quite interesting, you get to have a positive mood by yourself. --==Disadvantages==-- They will get a negative moodlet when they start to hang around people, so building up friends will be a hard task when their mood says that they just don't want to have any friends at the moment. --==Unique Properties==-- These guys just cannot have friends, and as such Charisma based jobs are hard for them. I mean, Barack Obama didn't become President if he didn't interact with others. However, if they work on their own, they are quite useful, so these guys make very good painters and novelists. --==Requirements==-- CANNOT HAVE THE PARTY ANIMAL TRAIT --==Usefulness==-- 3.5/5 These are useful, exceptionally useful, in making money from gardening, painting and novel writing, but other than they, they will have a hard time at making money from work. Most work requires interaction with other co-workers, and they are poor at that. However, what is interesting is that they will act like normal Sims if they are with someone who is considered their friend. The hard part is trying to get them friends. ******* *Loser* ******* No, I'm not talking to you, it's a trait. Anyway, Loser Sims are just Sims who are not good at winning. Great Description. Anyway, they will hardly win at games, so in a game of Chess, they might be a grand master, but their loser trait will force them to lose a fair amount of matches for someone who is a grand master. They will fail, and fail they shall. But to them, failure isn't something to get angry over, they'll just have a cry. --==Benefits==-- This is funny, they will get a boost in their mood with the Winner moodlet if they actually win a game, say in chess. Sure, most people get a boost, but their boost will be stronger. Again, the problem is actually winning a game. --==Disadvantages==-- They will lose, and they will lose quite often, so in video games and in chess games, they will lose most of the time, though this is nothing new and they don't get a negative moodlet. But all those losses has made them rather annoying, they'll just keep complaining about their inabiltiy to win at anything. --==Unique Properties==-- These Sims are just interest to watch, they cannot win at anything. However, it doesn't make them useless, they are quite useful for other Sims to gain a nice Winner moodlet before heading off to work. See, uses, though for other Sims. --==Requirements==-- CANNOT HAVE BRAVE OR CHARISMATIC TRAIT --==Usefulness==-- 2.5/5 These are only good to keep around the house if you plan to make all the other Sims happy by giving them a punching bag of sorts, they call all have the Winner moodlet by defeating this wimp. However, on the rare occasion they do win, imagine what they can do. A lot. Before they sink to the crushing depths of defeat, again. ******************** *Loves the Outdoors* ******************** Unlike their nature hating cousins, these guys love nature with all that they have, and as such, they love spending their time outdoors, so activities that force them to do this, like fishing and gardening will greatly satisfy them. However, this love of the outdoors can take the better of them and force them to spend more time than warranted. --==Benefits==-- These Sims love the outdoors, and as such, they will get moodlets, positive ones, for spending time outdoors, which is quite useful. Also, career paths that require them to spend time outside such as the Science, Military and the Athletic career will give them a nice boost, reducing their mood decay. Finally, since they love the outdoors so much, they will get a boost by talking about it to other Sims. --==Disadvantages==-- However, since they love the outdoors, they need to spend a lot of time outside, and this needs to be maintained less they get a negative moodlet for their troubles. They need time outside, and if they don't get it, they will suffer as a result. --==Unique Properties==-- Basically, they get a career boost in three career ladders, which is quite useful, and this is useful as well for gardeners and the like, seeing as they spend so much time outside. However, they always need to spend some time outside, and if they don't, they will get negative moodlets, just the reverse of the Hates the Outdoors trait. --==Requirements==-- CANNOT HAVE HATE THE OUTDOORS TRAIT --==Usefulness==-- 4/5 This is exceptionally useful, a boost in three career fields and moodlets for doing the gardening. However, the only reason I deduct marks for this trait is because of maintenance. Sure, they might be a novelist by night, but they will always need to be outdoors for some time or they will get a sour mood, and no one wants that. ******* *Lucky* ******* These Sims are the Sim form of Lady Luck, they are lucky in everything that they do, and as such, it is impossible for them to suffer a bad day. Things from getting a raise or reducing the chance of a robber targeting your house are things that luck embodies. So if you have one of these guys in your household, you can thank your lucky stars. --==Benefits==-- Basically, by giving them 4 hours of straight sleep, they will have a chance to obtain the lucky moodlet, which is a positive moodlet that lasts them the entire day, of 24 hours. That means that get a nice little boost to their mood, and as a result, that will get a lower chance of encounter things like fires and robbers. Also, they will have higher chances of getting a successful raise at work. --==Disadvantages==-- These guys are all luck, they do not have any bad luck, and as such, they have no disadvantages. --==Unique Properties==-- Also as a side bonus, they will also be more likely to win at chess games, regardless of the level and they will also have the chance to win at video games more often than not. --==Requirements==-- CANNOT HAVE UNLUCKY TRAIT --==Usefulness==-- 5/5 This is quite a useful trait, they have a chance at getting a moodlet for just 4 hours sleep, and considering the amount of sleep that one needs to refill the mood bar, that is quite easy to fulfill. Also, less fires and broken objects are always a nice touch, it means a lower damage bill and less handyman repairs. *************** *Mean-Spirited* *************** These Sims are just mean, simple as that. They don't like to be nice, and they will go out of their way just to make someone's life hell. They love to have a fight, and they rejoice when they gain a new enemy, which is quite interesting. Anyway, if you want to be nasty, then these are the experts to do it for you. --==Benefits==-- These guys will never lose in a fight, and this is quite useful, if you want to make more enemies than anyone else. Though the problem is getting them into a fight in the first place, but look on the bright side, the robbers won't be robbing your place any time soon. Also, it is an interesting system of moods that they have, the more enemies that they have, the happier their mood. Guess friends aren't their strong suit. --==Disadvantages==-- These Sims are mean, and as such, they will automatically use negative and mean social interactions automatically. If you want to rein them in, you need to keep a very close eye on what they are doing. They make enemies as much as I make guides. --==Unique Properties==-- They will always win a fight, they will not lose, and as such, they make great home defenders, provided that they have the brave trait. They will also be quite useful in making some nice drama, make the town alive. --==Requirements==-- CANNOT HAVE FRIENDLY TRAIT --==Usefulness==-- 2.5/5 It doesn't pay to be an asshat all the time, but it does save your possessions from being stolen from you, which is always a bonus. However, the problem is the amount of friends that you will not possess, you will have a hell of a lot of enemies, and that limits the type of careers that you can move into. Painting and writing are suggested jobs, considering that they don't need to be friendly to anyone. ******* *Mooch* ******* These guys love getting their hands on as much as they can without trying to fork out a single cent. They will love to mooch food and, more importantly, Simoleons, from their neighbours, and that makes them quite the source of unwanted hatred. Their neighbours will go along with their mooching at first, but even they have their limits, unlike Flanders towards Homer in the Simpsons. --==Benefits==-- These guys love to mooch, they love to scab, as it were. As such, they will often head to other homes, and they will tend to end up with some free food and as many Simoleons that they can lay claim to. This is quite useful, free food is welcome under any circumstances, and free money, who doesn't want free money. --==Disadvantages==-- Well, they don't like moochers, as in your neighbours, and as such, they will get some unwanted negative attention from your neighbours, and if you are trying to make friends, this won't be a good trait. Most people are okay with it, like Wilson is to House, but some aren't. --==Unique Properties==-- These guys have the option to go into someone's home and use their kitchen as a source of snacks. Quite useful for the hungry Sim who is out of the essential foodstuffs and the ones who are too cheap to pay. They also have the option to mooch of other Sims in social conversations. --==Usefulness==-- 4/5 This is quite useful, stealing, or rather, mooching money and food from other Sims who seem to go quite nicely, and they don't seem to have a care in the world. However, do keep in mind that they don't tend to mooch a lot of high value items, they get cheap food and some Simoleons, but not enough as a source of income. Just make sure that you keep up the relations with the neighbours, don't want new enemies out of them. ************** *Natural Cook* ************** These guys are the natural Iron Chefs of the world, they are natural cooks so they excel in, the obvious, cooking. These guys love cooking, with a passion, and they will be able to improve on their cooking, so their food is delicious, compared to other Sims. If you are looking for a hearty 5 course meal, look no further. --==Benefits==-- These guys are cooks, and by stating the obvious, they learn the cooking skill a lot faster than that of other Sims, and given that learning how to cook is time consuming, learning on the fly is quite useful. They will never ever burn their food either, their dishes are always perfect, which is useful for that moodlet. And because they cannot fail their dish, they cannot start fires in the kitchen. --==Disadvantages==-- There are no disadvantages of being a natural cook, besides the usual cuts of your fingers. --==Unique Properties==-- These guys start off with a cooking book automatically, which is quite useful for boost the first few levels and getting some more recipes for their arsenal. They will also be able to learn new recipes, provided that they can be learnt given their skill level just by visiting other lots and trying new food. Useful. --==Usefulness==-- 5/5 This is useful for so many reasons. They can learn recipes just by eating them and this is useful given the cost of the recipe books. The most important thing is that they can create perfect dishes. This is useful given that there are moodlets, positive, powerful moodlets for perfect dishes, or a lovely meal. ****** *Neat* ****** The neat freaks, these Sims love to have everything clean and dust free, and this means a lot of toilet cleaning. They will always have the time to clean the house, regardless of their current mood. They will always clean up after themselves, and they love that, but they get very annoyed when they are in an environment that is absolutely filthy. --==Benefits==-- These Sims will clean up after themselves, so when they finish a meal, they will always take their dishes and wash them in the sink or the dishwasher. When they clean objects, their clean will last for much longer, and that means that it will take more uses of that item before it requires cleaning. --==Disadvantages==-- These Sims will love things neat, so they will get a far more potent negative moodlet when they are in surroundings that are not up to their standard. They will also get negative moodlets from other Sims when they have a low hygiene bar, which means the gym is a pretty much no-go. --==Unique Properties==-- These Neat Sims have one unique property, they will be able to use the Clean House social interaction, and basically this interaction allows them to move around the house and clean every single thing that can possibly be cleaned, which means all the cleaning, bed making, etc in a single swoop. --==Requirements==-- CANNOT HAVE SLOB TRAIT --==Usefulness==-- 3.5/5 Don't get me wrong, these are useful, they can easily replace the maid, and that is a 125 Simoleon hole buster in a single go. However, there it no longer a Cleaning skil, therefore, it is not as useful as it could possibly be. Though saving money is a nice touch, the negative moodlet is not. ********** *Neurotic* ********** These Sims are the paranoid. They can take the smallest issue and snowball it into something that is bigger than Mount Everest. They also tend to worry a hell of a lot, more than necessary, and as such, they don't tend to calm down very often, making them exceptionally tense. However, they do seem to find a lot of comfort in expressing their worries to other Sims. If there were psychologists in this game, they'd be making a killing of these Sims. --==Benefits==-- These Sims have one of the most interesting self interactions, they will be able to do the Freak Out interaction. By scaring the crap out of any nearby Sims, they will give a powerful mood boost to themselves, which is always useful before your Sims move off to work. --==Disadvantages==-- These Sims take a lot longer to recover their mood, and as such, fun will suffer and take a lot longer to recover than before. They will also automatically freak out after an accident, such as burning their food or breaking an object. This isn't very useful, given that it scares the crap out of nearby Sims. --==Unique Properties==-- Basically, their unique property is freaking out. It will basically scare the crap out of nearby Sims, and with good reason. It is a short process of scaring people, and after that, they get a new moodlet, the Tranquil moodlet. --==Usefulness==-- 3/5 Sure, it is useful to freak out all the time, but the problem with this trait is that it will scare other Sims, and if those Sims are under your control, you suffer a lowered mood as a result. This isn't all that useful. ************ *Never Nude* ************ Basically, this is insecurity about their own body, they will never do anything that exposes their flesh to the light of day, or the darkness of night. They will never completely remove all their clothing, and this extends to the bathroom. --==Benefits==-- No benefits, except that you won't need to see that jumbled amount of pixels that comes along with Sim nudity. --==Disadvantages==-- Well, no disadvantages either. --==Unique Properties==-- The only thing that this trait does it that it will force them to never be nude, and as a result, they will go into the bath and into the shower with their swimwear on. --==Usefulness==-- 0/5 There isn't any practical use for this, not even a video use for it. As such, it will be one of the only traits that will get a complete ZERO from me. ******************** *No Sense of Humour* ******************** These people are just no fun, they have no concept of comedy. As such, they will attempt to tell jokes, but their jokes will always be flat, it just isn't funny. So, as a result, they don't tell them. And they also will not accept other people's jokes, mainly because they are more often than not, more funny than their own. --==Benefits==-- Well, besides being the stiff, so to speak, they are completely humourless. Seriously, imagine a world without laughter. So boring. --==Disadvantages==-- Since these people do not like jokes in the slightest, they will gain little in terms of relationship if they are on the receiving end of a joke delivered by another Sim. This isn't all that fun. --==Unique Properties==-- Well, they don't react to jokes, there isn't much else to say. They are, simply put, boring Sims. Not funny at all. --==Requirements==-- CANNOT HAVE THE GOOD SENSE OF HUMOUR OR SCHMOOZER TRAIT --==Usefulness==-- 0/5 Again, this is more or less a useless trait, they don't have any fun, and that really irks me for some reason. Anyway, there is no real use for this trait, so don't bother too much about it. **************** *Over-Emotional* **************** These Sims are basically bipolar, they suffer from extreme mood swings at the best of times. When something happens that they should be happy about, they are over-excited. When they at the receiving end of a bad event, like losing a loved one, they will sink to rock bottom lows. So either way, there is no moderation, just the extremes and absolutes. --==Benefits==-- When they receive a moodlet that is positive, they will get a larger mood boost from the moodlet compared to other Sims, which is exceptionally handy when you come to think about it. --==Disadvantages==-- There are the ups, and there are the downs. When they get a negative moodlet, they will have a more potent moodlet. That means, they will get a larger negative mood drop compared to other Sims. What comes up, must come down. --==Unique Properties==-- Basically, it is that, they have extreme reactions to everything, so the good moodlets are more, well, good, and the negative moodlets are far more negative. This is both a good and a bad thing, so this trait is effectively a dual-edged sword. --==Usefulness==-- 3.5/5 This is a powerful trait,however, it all depends on how you use it. If you are good at keeping your Sims rather happy, then you will be able to make the best use possible out of this trait, however, the slightest negative moodlet can ruin your Sim's mood altogether. Just make sure that you can play with the balancing act, otherwise, this could get nasty. ************** *Party Animal* ************** These are the centre of attention, they want all the attention that they can get. These guys love to party, and that is all they will do, party. As a result, if any of these guys are ever at a party, you can ensure that it will be a party that you will want to remember for the rest of your life. And now we are thinking of possible candidates, aren't we? --==Benefits==-- These Sims will attend a party regardless of whoever invited them, whether they have a good relationship or not. So you can count of them to turn up to your party. When they turn up, they are more likely than other Sims to turn up with a gift, most commonly a plate of food for your consumption. --==Disadvantages==-- Well, despite the fact that they don't seem to need any sleep whatsoever, there are no disadvantages. --==Unique Properties==-- This is a fun trait to have at parties, if they are able to, they will use the Whoo interaction, and if it turns out to be successful, they will get two positive moodlets for their troubles, the Life of the Party and the Awesome Party moodlet. This is a nice boost after a long hard day at work. --==Usefulness==-- 2.5/5 You may think that it is a rather low rating for a trait that gives access to two massive moodlets, but in reality, you also need a use for those moodlets. It is impractical to have a party before work, and as such, there is nothing that you can use the mood boost for. So, sure, it is useful for the mood boost, but it isn't useful since there is no use for it. *************** *Perfectionist* *************** These guys are perfectionists, they need everything to be perfect. As such, they will take a much longer period of time cooking, or writing, or even painting, the sole reason being that they want it to be perfect, and as such, the resulting product is far better than that done by normal Sims. They trade time for quality. These guys want nothing but perfection, and as such, they will be annoyed if it does not go their way. --==Benefits==-- As a result of their nature, they are more likely to present a higher quality of painting, and better selling novel, a more tasty dish and in the case of teenagers and children, homework that is well done. --==Disadvantages==-- However, because they need everything to be perfect, every i to be dotted, every piece of celery to be cut to exactly the same size, they will take a much longer period of time to do those tasks. That is, however, if they are making a high quality meal or doing their homework to perfection. --==Unique Properties==-- Well, as a quirk, they will always decide that their bed needs to be made after they wake up, which is something that was lacking from the Sims 2, they automatically did that. And it is a source of income for your maid. This goes well with the Neat trait. --==Usefulness==-- 4.5/5 This is exceptionally useful for those who are planning to make Sims live off the earnings done by paintings and novels, because if they are of a higher quality, they will earn more money, simple as that. However, the problem is that the will take more time, so if you really need that cash injection for the bills that are due in a few hours, it might be a problem. *********** *Schmoozer* *********** These guys are the suck ups, they will willingly suck up to their bosses in order to get that promotion that they are looking for. They will kiss ass if it goes them somewhere, either with their co-workers as well as their bosses, which make them ideal in the work place, provided that they need to stroke some egos. They are also good at flattery, as it if was a second calling. --==Benefits==-- When these guys compliment someone, it will always be accepted, no matter what point in the relationship that they are in, and this will always help improve a relationship, either starting or old friends. They will also be able to flatter their bosses and co-workers, and that improves their relations with them if you use the right work tone. This is quite important, because a lot of careers require good relations with the boss or your co-workers. --==Disadvantages==-- Besides being intolerable because they are nothing but yes men, nothing else. --==Unique Properties==-- Like I said, their compliments will always be accepted, and they are much better at using the social tones at work, which is a quick way of making fast friends. They will also have the Chat social interaction replaced with the Schmooze option. --==Usefulness==-- 3/5 This might be useful, but schmoozing isn't that useful over, it doesn't improve relations all that much, and pretty much is only useful in Charisma based careers, such as the Politics career. Other than that, this is more or less useless. It doesn't stop you from using this trait, however. ****** *Slob* ****** A Slob is basically someone who is loves to make as much mess as they possibly can. And as such, they are the bane of the neat Sims, those who have to clean up after their wake. Of course, this makes the entire house dirty, and that is quite annoying, though it is nothing a maid cannot fix. And just to put the cream on the cake, they will not clean up after themselves. --==Benefits==-- Well, normal Sims are affected badly with rotten food, unclean plates and all that lying around, with these Sims, they don't seem to care about it all that much, so they don't suffer from those negative moodlets. Also, since they are bone lazy, they can easy burnt or rotten food without the effects that come with them, which is interesting. Stomach with high power stomach acid? --==Disadvantages==-- Well, anything that these Sims touch will be getting dirty far faster than before. If they use a shower, it is a guarantee that you will have to clean it before long. If they use a toilet, God knows what they do in the toilet, because you'll need to clean that as well. Bad aim? --==Unique Properties==-- Well, if it is any consolation, they will be able to clean their dishes the easy way, they will be able to lick them clean. I'm not so sure that the other people in the household are very supporting of eating from plates that have been licked clean. --==Requirements==-- CANNOT HAVE NEAT TRAIT --==Usefulness==-- 2/5 This isn't as useful, but it makes for great angry videos. The only good thing is not being able to suffer from those negative moodlets, and being able to eat whatever food comes their way, even if they've seen better days. This is the good, but I'm sure that the cleaning job isn't as much fun. Seriously, the amount of cleaing up is massive. ****** *Snob* ****** Well, this is different from a slob, you aren't dirty. However, these guys are the worst of the worst. They are very annoying, and you need to try very hard to impress them, though they love a compliment, because that makes them the best of the best. Guess they don't know what flattery is. Anyway, they think they are the best of the best, and as such, they will only accept the best of the best, that is, they will only want the best items, the best everything. --==Benefits==-- These guys will always accept a compliment, they will never resist an opportunity to show off how good they are. They will also love looking at themselves at the mirror, and always love to be surrounded by expensive objects, even if they serve no real practical use. --==Disadvantages==-- The only real disadvantage is that in social conversations, they are quite hard to make friends of, mainly because they are hard to impress. You can only use compliments so far until they start to get real tiring and just becomes ineffective. --==Unique Properties==-- Well, they always accept compliments and love expensive stuff, what is more to like? They will constantly have lifetime wishes of purchasing items that shows off how good they are, mirrors and expensive items are always on the list. They also will have good wishes on high paying jobs, so look at the business career if you want. --==Usefulness==-- 2.5/5 Sure, compliments make it easy to build a relationship, however, you can only keep them happy with expensive items, and soon, that money dries up, faster if it happens to be a rainy day. Well, if you want these guys, make sure you have the money, otherwise, these guys are a royal pain in the ass. ************* *Technophobe* ************* These are the Leroy Jethro Gibbs of the Sims world, they hate technology because they are too complicated to operate, and wish it were all back to telegrams and record players. They will not use any form of electronic entertainment, and they'll stick with the tried and true methods, like reading a good book. --==Benefits==-- There are no benefits of being scared of technology. The pixels on that screen, they move! What black magic is this? --==Disadvantages==-- Well, whenever they see electronic items, they do not have a good time with them. That means that they will have a bad reaction with the television, the computer and the stereo. Those items will give them a negative mood, and it won't improve their fun. Shame, those are the fastest ways to have fun. --==Unique Properties==-- These guys do not like them, but it doesn't mean that they will not use them. But remember, they are more likely to beat the crap out of a keyboard because it will not do what it is meant to do. Alt? What kind of crap is this? Anyway, they will have a harder time building up that writing skill, since it can only be gained by computers, and they will take even longer in order to repair them. --==Usefulness==-- 1.5/5 Besides the fact that it is funny, there is nothing good because it means that they will take a longer period of time to build up writing and if they are trying to be a novelist, that will be real pain. Note that there is nothing good about this trait, nothing good. Everything bad though. ********** *Unflirty* ********** These guys don't like to have a fling here and there, which isn't much fun. They do not care for romantic advances, and because of that, it makes them quite hard to romance and get into their pants, so to speak. They are hard to develop a romantic relationship out of, which is quite frustrating, but the fun is always in the chase, right? Cheese eating surrender monkeys make it no fun at all. --==Benefits==-- There are no benefits, except to heighten the chase a lot more than before, which is fun. --==Disadvantages==-- These guys do not like romantic social interactions, and as such, they will react poorly when they are on the receiving end of social interactions. They will not like to be kissed, flirted up, dirty jokes, and the like, and they are less likely to dish them out as well. --==Unique Properties==-- What is unique is that they have a lot less romantic social interactions that they can play with, and this can be a problem for them if they are trying to woo someone, and well, maybe they are destined to remained single for life. It is hard to find Mr or Mrs Right when you are being constantly rejected. --==Requirements==-- CANNOT HAVE FLIRTY TRAIT --==Usefulness==-- 1.5/5 Basically, they are no fun, but the points come from being hard to woo, and that makes it fun. Everyone loves to be in a competition and wants to be the winner, and what better prize for the victor than the heart of their lover? Well, is there one? I'm not entirely sure, to be honest. ********* *Unlucky* ********* Well, these guys are always down on their luck, which is a real shame. Things will never go right for them, and as such, they will suck at games, which is sort of the same as the loser trait, though these guys have the advantage of blaming luck, rather than themselves. Well, if they are always down on their luck, things can only look up, right? --==Benefits==-- Well, since these guys haven't exactly had a good run through life, they are more prone to accidents, and if they die from it, even the Grim Reaper feels sorry for them and brings them back to life, free of charge. --==Disadvantages==-- Well, instead of lucky Sims getting a positive moodlet, these guys will get an unlucky moodlet after four hours of sleep sometimes, so you will really need to watch their sleep. This will increase the chances of something bad will happen, like a robber coming in, a fire breaking out or an appliance that they are using to explode and break down. Even simple things like winning a chess or video game and cooking food gets effected. How can you screw up a skill? --==Unique Properties==-- Well, they are just unlucky and down on their luck. It isn't their fault that lady luck didn't decide to favour them. Basically, every thing that touch turns into crap, don't let them cook, or it will start a fire, don't let them wash the dishes, it might kill the sink. It is a shame to be around bad luck. --==Requirements==-- CANNOT HAVE LUCKY TRAIT --==Usefulness==-- 1/5 The only points are for comedic appeal, and that is all. Even I have to take pity on those who are just down on their luck. In this game, however, things cannot turn out for the better, so if they are unlucky at the start of their life, they will die unlucky as their casket breaks as it is lowered into the funeral plot. ************ *Vegetarian* ************ These are the people who love their rabbit food, they will refuse to eat anything that has meat in it, and as such, they will have a lot of vegetarian alternatives for their food. And to top it off, if they eat meat, they will get violently ill and projectile vomit. That doesn't sound fun. --==Benefits==-- The only benefit is that being a vegetarian will help you love longer, but hey, if you want to love longer without experiencing some truly wonderful flavour, then go ahead and be my guest. --==Disadvantages==-- They will react badly when they eat meat, they will get ill, and as a result, they will earn the Nauseous moodlet, which isn't one that you will want to have your Sim carrying around. Well, there is always Tofurkey. If anyone wants, look up the Everybody Loves Raymond clip of that. Always gives me a laugh. --==Unique Properties==-- Basically, without meat in their food, they will have a lot of substitutes for their food, and this means that a lot of meat dishes have a vegetarian kick to it. Spaghetti will now contain a vegetarian sauce instead of the lovely minced meat. The hot dogs will be replaced, there are no longer the sausages, but tofu in it's place. --==Usefulness==-- 2.5/5 For the ultra health-conscious, this is for you. Sure, you'd live longer but I'd rather take a few years off my life span to ensure my diet doesn't revolve around the world of suppliments. Anyway, it is a nice touch, to keep everyone happy. Though seriously, people don't get violently ill when they, all of a sudden, touch the savoury goodness of meat. I feel like a burger right now. ********** *Virtuoso* ********** The Beethovens and the Mozarts of the world, these guys are the Gods and the Goddesses of music. They will make the best musicians, and as such, they excel in it. Do not try to outplay them on the guitar, for they will outdo you. If there is one thing that irks me, it is the lack of instruments. Seriously, the guitar? Classical music never involves the guitar as the main, it is all about the Piano. --==Benefits==-- These guys will naturally excel in the music career, which is a given. They will also learn the guitar skill faster than other normal Sims, which is another given bonus. That means that their career is going to revolve around music, which is another given. --==Disadvantages==-- There are no disadvantages, besides, how can free ear muffs be a disadvantage? --==Unique Properties==-- These guys will always start off with a book that will teach them guitar in their inventory, which is a nice touch. They will also have the habit, like many other people in the real world, to sing in the shower, though how good the voice is remains to be said. --==Usefulness==-- 5/5 Only useful if you are planning to head into the music career path, however, if you think about it, it is a great way to make money, since you can go to the park and busk. Sure, it might not earn a lot, but it is doing something that you love, and at the end of the day, that is the most important thing. ************ *Workaholic* ************ Look on the bright side, at least you aren't drunk. Anyway, these guys are people who don't stop working, and when there is a lot of work, they don't buckle under pressure. They love to work, they will have a lower mood when they are not at work, which is the opposite of a lot of people. They can even work from home, making them good employees, and bad family members. --==Benefits==-- These guys will be more likely to get a raise in their career, which is a nice bonus. And that means a lot more money. They will also get a moodlet about liking work when they are at work, which is another added bonus, and means that they can grind extra hard and get that promotion that they were looking for. In children and teens, they will love fun doing their homework, a trait which is not shared with any real children. Seriously, loving their homework? --==Disadvantages==-- They will suffer if they miss work, they will get the Missing Work moodlet. Seriously, I would have thought that that would be a cause for celebration than anything else, but hey, what floats their boat. --==Unique Properties==-- They can always check in on how work is going with their phones, which is rather sad. It is not like they are missing anything. They will also be able to work at home, they will use the computer to work at home, which will give a boost in job performance. Well, they do want that raise. --==Usefulness==-- 5/5 Sure, this means that they have no life whatsoever, but they do make good employees, and as such, they will get that promotion before anyone else can say peek-a-boo. Well, if you want the promotion, you can use this trait, but for those who want their Sims to sort of have a life, steer clear. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [2.04] Secret Traits There are several secret traits that one can get, and these can only be obtained via breeding. Well, if you want it put nicely, there are traits, that are hidden, that a Sim can get from their parents, but it is their parents who can influence this, other Sims cannot acquire these traits any other way, except modding. --==Pyromaniac==-- Obtained by being the child of a Firefighter This trait allows your Sim to set fire to anything that they want, which is interesting, fire for all! They will also be able to set fire to fruit, creating the flame fruit, which they will like to eat. --==Immunity to Fire==-- Obtained by being the child of a Firefighter Again, a firefighter trait, these guys make the ideal firefighters because they cannot be burnt to death, much like the Daredevil trait. Though this one is genetic. --==Spotless==-- Obtained by being the child of a Maid These people will always clean up after themselves, they will not make any mess, and if there is mess around the house, they will clean it up. This is like the Neat Trait. --==Sneak==-- Obtained by being the child of a Burglar This allows the Sim to have the interaction to sneak wherever they want, as they are now privy to the secret ways to sneak around the neighbourhood, just like their parents. --==Burglar Apprehension==-- Obtained by being the child of a Police Officer (or Sim in Law Enforcement) These Sims will be able to take on burglars and fight them to protect their family and their possessions without the need to wait for backup. Whether they win the fight or not is a different story. This is like the Brave trait. --==Salute==-- Obtained by being the child of a Sim in the Military These Sims will have the option to salute other people, as if they were in the military, which they do not have to. This is also unlocked to normal Sims who are in the Military Career, though this action permanently stays, unlike that for normal Sims. --==Rocker==-- Obtained by being the child of a Sim in the Music Career These guys will have a natural affinity for music, they will be more likely to succeed in the music career than that of any other Sim, which is interesting as well, sort of like the Virtuoso trait. --==Pizza Appreciator==-- Obtained by being the child of a Pizza Delivery Guy These guys will love their pizza, and when they are eating their pizza, they will get a positive moodlet associated with eating it. So eating pizza is more entertaining and fulfilling for them. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [3.01] Your Mood The Sims 3 is different to both the Sims 1 and 2, in that two of the previous 8 mood bars have been removed, comfort and environment. Only Hunger, Energy, Bladder, Hygiene, Social and Fun remain. These are the needs bar, these will always need to be fulfilled if you want your Sims to be happy, and productive. If one of these go to critical stages, your Sims will not be too happy and they will refuse to do some activities, which will be witnessed when you try to make them do some interactions. Out of these, if hunger goes to zero, your Sim will die of starvation. The rest, well, they will seek activities that will recoup their lost needs, but that is about it. Hunger is basically refilled through food. Have a kitchen and have them cook a meal. Normally, a cooked meal will completely fill the hunger bar, whilst a snack, which is free, will refill about half the bar, at most. Energy is basically how refreshed your Sim is, and this is done with them having a good night's sleep in their comfy bed or a quick nap on the couch. If this zeroes out, the Sim will collapse and sleep where they land. Social is basically how much well, social interaction they have had. This is achieved by talking and interacting with other Sims, though some traits have variation of this. Group activities and chatting online will also fill this need. Fun is basically the amount of fun your Sim has had, and basically, this will determine a lot of their mood. This can be replenished through fun activities, like painting or just watching TV. Bladder is, well, the amount of matter that your Sim needs to expel from your body. Of course, this is done using the proper tools, which is, a toilet, and if it is zeroed out, they will basically take a pee on the floor, where they stand. Finally, there is hygiene, and this is basically how clean your Sim is. The lower the, the less clean they are, and at the low point, they will get that green stench cloud. To refill this bar, give them a shower or a nice bath. That about covers the moods, but there are new things called moodlets. Basically, these contribute to your overall mood, because 6 complete needs bars won't get you an excellent mood, moodlets do. More in the next section. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [3.02] Positive Moodlets Moodlets are basically positive and negative influences on your Sims mood. Sure, they may be happy if they are not hungry, but if they just ate a great delicious meal, then they will be in a happier mood. But if they can smell their own stench, then they aren't going to be happy about it. As such, moodlets are temporary boosts or reductions in a Sims mood, the size and the duration of the boost will vary. This section will deal with positive moodlets, those that are going to have a positive effect on your mood, but they are really just listed green in the little moodlet box, which you can find next to the mood bar, if you bother to look, just use your manual for some added help. Below, I will list all the possible positive moodlets, and where you can use them. This is the template that I will be using and an explaination, so you can semi-understand. Moodlet = This is the name of the moodlet Effect = This is the size of the effect it will have on the mood Duration = This is how long the moodlet will last Obtained By = This is how the moodlet is obtained Moodlet = Fit Atmosphere Effect = +0 to Mood Duration = As long as you are inside the Gym Obtained By = As long as you are inside the Gym Moodlet = Minty Breath Effect = +5 to Mood Duration = 4 Hours Obtained By = Brushing the teeth of your Sims Moodlet = Feeling Lucky Effect = +5 to Mood Duration = 23 Hours Obtained By = Chance after 4 hours of sleep for Sims with the Lucky Trait Moodlet = Heard Theatre Music Effect = +10 to Mood Duration = As long as you are near the Theatre Obtained By = Being on the same lot as the Theatre Moodlet = Educated Effect = +10 to Mood Duration = As long as you are inside the Art Gallery or Library Obtained By = As long as you are inside the Art Gallery or Library Moodlet = Impressed Effect = +10 to Mood Duration = As long as you are impressed by the view Obtained By = As long as you are visiting an impressive looking community lot Moodlet = Let Off Steam Effect = +10 to Mood Duration = Depends on how much steam you let off Obtained By = Complaining to other Sims successfully Moodlet = Decorated Effect = +10 to Mood Duration = As long as the Sim is in the room Obtained By = The Sim is located in a well decorated room with nice objects Moodlet = Brightened Day Effect = +10 to Mood Duration = 3 Hours Obtained By = Someone saying something to your Sims to cheer them up Moodlet = Had a Nice Nap Effect = +10 to Mood Duration = 5 Hours Obtained By = Had a nice, lovely nap Moodlet = I Am Beautiful Effect = +10 to Mood Duration = 4 Hours Obtained By = Done mainly by Snob Sims by looking excessively in the mirror Moodlet = New Car Smell Effect = +10 to Mood Duration = 2 Hours Obtained By = When a Sim enters a brand new car for the first time Moodlet = Fascinated Effect = +10 to Mood Duration = 2 Hours Obtained By = When they play with objects that are beneficial based on their traits Moodlet = Got a Good Deal Effect = +10 to Mood Duration = 8 Hours Obtained By = When a Frugal Sim decides to use a coupon discount at the store Moodlet = Saw a Great Movie Effect = +10 to Mood Duration = 16 Hours Obtained By = After a Sim has finished watching a movie at the Theatre Moodlet = Flattered Effect = +10 to Mood Duration = Short Period Obtained By = When someone compliments your Sim well Moodlet = Intrigued Effect = +10 to Mood Duration = Short Period Obtained By = When someone gossips to your Sim Moodlet = Attractive Effect = +10 to Mood Duration = Short Period Obtained By = When someone compliments and admires your Sim's appearance Moodlet = Hilarious Conversation Effect = +10 to Mood Duration = Short Period Obtained By = When someone makes a very successful joke Moodlet = Tranquil Effect = +10 to Mood Duration = 8 Hours Obtained By = By Neurotic Sims after they have Freaked Out Moodlet = Squeaky Clean Effect = +10 to Mood Duration = Variable, depends on how fast you deplete your hygiene bar Obtained By = Having a shower or bath to completely max out your hygiene bar Moodlet = Likes Work Effect = +10 to Mood Duration = As Long as the Sim is at work Obtained By = Workaholic Sims who are currently at work Moodlet = Cheered Up Effect = +15 to Mood Duration = 3 Hours Obtained By = When a crying Sim is comforted by other Sims Moodlet = Duck Time Effect = +15 to Mood Duration = 5 Hours Obtained By = When a Sim has a bath with a Rubber Duck Moodlet = Calmed Down Effect = +15 to Mood Duration = 3 Hours Obtained By = When an Angry Sim has been calmed down out of their RAGE! Moodlet = Enjoy Solitude Effect = +15 to Mood Duration = As long as the Sim is alone Obtained By = Loner Sims when they are doing activities alone Moodlet = The Life of the Party Effect = +15 to Mood Duration = 3 Hours Obtained By = When a Party Animal Sim is having a great time at the party Moodlet = Excited Effect = +15 to Mood Duration = 3 Hours Obtained By = When Excited Sims get excited! Moodlet = Great Kiss Effect = +15 to Mood Duration = 3 Hours Obtained By = When they are on the receiving end of a kiss by a Great Kisser Moodlet = Inspired Effect = +15 to Mood Duration = 4 Hours Obtained By = When a person views a painting done by another Sim, that is of great beauty, and of great value Moodlet = Oddly Powerful Effect = +15 to Mood Duration = 5 Hours Obtained By = When they have been using an item made more powerful. More on this when I talk about the Science Career Moodlet = Fiendlishly Delighted Effect = +15 to Mood Duration = 6 Hours Obtained By = when Evil Sims see other Sims in pain Moodlet = Fulfilled Effect = +15 to Mood Duration = 6 Hours Obtained By = When a wish of a Sim is fulfilled, regardless of the size of the wish Moodlet = Returned Stolen Property Effect = +15 to Mood Duration = 8 Hours Obtained By = When Kleptomaniacs decide to return some stolen property to their rightful owners Moodlet = Fresh Start Effect = +15 to Mood Duration = 24 Hours Obtained By = when a Sim moves to a brand new location, or started a new game Moodlet = Out After Curfew! Effect = +15 to Mood Duration = As long as the Sim is outside Curfew Obtained By = When a Teenage Sim, with an imposed curfew, breaks the curfew and lasts as long as they are not home, after curfew Moodlet = Pristine Picture Effect = +15 to Mood Duration = As long as the Sim is watching television Obtained By = Watching a program on a Television that is exceptionally expensive, works well on the Wall Mounted Plasma TV Moodlet = Cozy Fire Effect = +15 to Mood Duration = 5 Hours Obtained By = When a Sim enters a room with a lit fireplace Moodlet = Pumped Effect = +15 to Mood Duration = 4 Hours Obtained By = After a Sim has had a good workout Moodlet = Sweet Venue Effect = +15 to Mood Duration = As long as the party is continued Obtained By = This is when a party is held on a community lot, in comparsion to a house party Moodlet = Adrenaline Rush Effect = +15 to Mood Duration = 3 Hours Obtained By = When a Daredevil does something considered EXTREME! Moodlet = Feeling Calm Effect = +15 to Mood Duration = As long as the Sim is being comforted Obtained By = When a Sim is away from home, and comes back and no disaster has taken place Moodlet = Comforted Effect = +15 to Mood Duration = 3 Hours Obtained By = When a Sim is rather anxious and they have been comforted Moodlet = Sugar Rush Effect = +15 to Mood Duration = Depends on the sweetness of the Sweet Obtained By = When a Sim decides to have a very sweet to eat Moodlet = New Stuff Effect = +20 to Mood Duration = 2 Hours Obtained By = When you purchase new items for your Sims Moodlet = My Love! Effect = +20 to Mood Duration = For as long as they are near their "Love" Obtained By = When they are near their love interest Moodlet = Pregnant Effect = +20 to Mood Duration = Until Birth Obtained By = When a Pregnant Sim is, well, Pregnant Moodlet = One With Nature Effect = +20 to Mood Duration = As long as the Sim is outside Obtained By = When Sims who Love the Outdoors are outdoors Moodlet = New Home Effect = +20 to Mood Duration = 24 Hours Obtained By = When a Sim moves into a New Home Moodlet = Read a Masterpiece Effect = +20 to Mood Duration = 24 Hours Obtained By = When a Sim has completed reading a fiction book that can be purchased from the Book Store Moodlet = Saw Great Game Effect = +20 to Mood Duration = 16 Hours Obtained By = After your Sim has witnessed a game at the Stadium Moodlet = Cuddle Time Effect = +20 to Mood Duration = 5 Hours Obtained By = When your Sim decides to have a sleep with a Teddy Bear Moodlet = Exhilarating Shower Effect = +20 to Mood Duration = 4 Hours Obtained By = As long as your Sim maxes out their Hygiene bar from the most expensive shower Moodlet = Awesome Party Effect = +20 to Mood Duration = 3 Hours Obtained By = when a Party is attended by a Party Animal Sim Moodlet = Great Adventure Effect = +20 to Mood Duration = 3 Hours Obtained By = When your Sim decides to have a great adventure from your Virtual Simulation machine Moodlet = New Friend Effect = +20 to Mood Duration = 8 Hours Obtained By = When a Sim makes a new friend Moodlet = Nicely Decorated Effect = +25 to Mood Duration = As long as the Sim is in the room Obtained By = This applies when the Sim is in a very nicely decorated room, basically, high environment score Moodlet = Entertained Effect = +25 to Mood Duration = Depends on how long it takes for the Fun bar to each half way Obtained By = Entertain your Sim to full the Fun bar as much as you can Moodlet = Winner! Effect = +25 to Mood Duration = 8 Hours Obtained By = When your Sim beats another Sim in a video game or a Chess game Moodlet = I Am the Greatest! Effect = +25 to Mood Duration = 8 Hours Obtained By = When a Sim at the top of the Criminal Career views a certain objects obtained by being at the top. More in the Careers area Moodlet = Virtually Victorious! Effect = +25 to Mood Duration = 8 Hours Obtained By = When your Sim is victorious when they are in a Virtual Reality Simulation Moodlet = Saw Great Concert Effect = +25 to Mood Duration = 16 Hours Obtained By = When a Sim sees a great concert at the Stadium Moodlet = Saw Great Play Effect = +25 to Mood Duration = 16 Hours Obtained By = When a Sim watches a great play at the Theatre Moodlet = Honour Student Effect = +25 to Mood Duration = 24 Hours Obtained By = When a Teen Student reaches A+ based on their school performance bar Moodlet = Warmed Effect = +25 to Mood Duration = 3 Hours Obtained By = When a Sim experiences the warmth of a fire, when they carry a flame fruit Moodlet = Saw Great Symphony Effect = +30 to Mood Duration = 16 Hours Obtained By = When a Sim witnesses a Great Symphony play at the Stadium Moodlet = Buzzed Effect = +30 to Mood Duration = 3 Hours Obtained By = When a Sim uses the Coffee Machine and has a nice drink from it Moodlet = Threw a Great Party Effect = +30 to Mood Duration = 24 Hours Obtained By = When a Sim throws a successful party Moodlet = Celebrity Effect = +30 to Mood Duration = As long as they are in the autograph session Obtained By = When as Sim can hold autograph sessions and attends one Moodlet = Superior Equipment Effect = +30 to Mood Duration = As long as the Sim is near the object Obtained By = When a Sim recognises the best cooking equipment and uses it to make a great dish. Obtained through the fridge gained from the Level 10 Culinary Career Moodlet = Beautifully Decorated Effect = +40 to Mood Duration = As long as the Sim is in the room Obtained By = This is done by entering rooms with the absolute highest in terms of environment score Moodlet = Having a Blast Effect = +40 to Mood Duration = As long as the Sim is at the top of the Fun bar Obtained By = Having so much fun that it maxes out the Fun bar Moodlet = First Kiss Effect = +40 to Mood Duration = 24 Hours Obtained By = When your Sim first has their first kiss (not family) Moodlet = First Romance Effect = +40 to Mood Duration = 48 Hours Obtained By = When a Sim falls in love with another Sim Moodlet = Wedding Day Effect = +40 to Mood Duration = 24 Hours Obtained By = When a Sim decides it is time to tie the knot Moodlet = Celebrated Birthday Effect = +40 to Mood Duration = 24 Hours Obtained By = When a Sim decieds to have a birthday party, which is done as they move from one age group to another Moodlet = Father of the Bride Effect = +40 to Mood Duration = 24 Hours Obtained By = When he sees his daughter get married Moodlet = Father of the Groom Effect = +40 to Mood Duration = 24 Hours Obtained By = When he sees his son get married Moodlet = Mother of the Bride Effect = +40 to Mood Duration = 24 Hours Obtained By = When she sees her daughter get married Moodlet = Mother of the Groom Effect = +40 to Mood Duration = 24 Hours Obtained By = When she sees her son get married Moodlet = Charitable Effect = +50 to Mood Duration = 24 Hours Obtained By = When a Sim decides to donate a nice sum of money to charity. Donate at the mailbox Moodlet = Newly Engaged Effect = +50 to Mood Duration = 24 Hours Obtained By = When a couple are engaged, they are set to be married, at some date Moodlet = Just Married Effect = +50 to Mood Duration = 48 Hours Obtained By = When a Sim has just tied the knot Moodlet = Divine Meal Effect = +75 to Mood Duration = 168 Hours (1 Week) Obtained By = Eating a delicious plate of Ambrosia Moodlet = It's a Boy Effect = +80 to Mood Duration = 24 Hours Obtained By = When parents have a male baby Moodlet = It's a Girl Effect = +80 to Mood Duration = 24 Hours Obtained By = When parents have a female baby Moodlet = It's Twins Effect = +80 to Mood Duration = 24 Hours Obtained By = When Parents have two children for the price of one! Moodlet = It's Triplets Effect = +80 to Mood Duration = 24 Hours Obtained By = When Parents have three children for the price of one! Moodlet = Good/Great/Amazing/Perfect Meal Effect = Depends on the plate and the Cooking Skill of the Chef Duration = As long as the Hunger Bar is above half way Obtained By = Eating a meal that is above normal quality Moodlet = Comfy Effect = Depends on the Comfort Value of the Chair Duration = As long as the Sim is on the Chair Obtained By = Sitting on a comfy chair Moodlet = Well Rested Effect = Depends on the Comfort + Energy Value of the Bed Duration = For a set amount of time based on the value of the Bed Obtained By = Getting a full night's worth of sleep, without interruption Moodlet = Beautiful View Effect = Depends on the View Duration = As long as you are looking at the View Obtained By = Heading to a location where there is a good view, like overlooking the ocean Moodlet = Beautiful Vista Effect = Depends on the house Duration = As long as you are in the house Obtained By = Going and entering, or living in a house, a very expensive house with a very good view Moodlet = Enjoying Music Effect = Depends on the music, whether it is favourite or not Duration = As long as you are listening to the music Obtained By = Listen to some nice music *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [3.03] Negative Moodlets There are also negative moodlets, and this is in contrast to the positive ones. These will be one that lead to an overall decrease in mood, and you will want to remove these moodlets from your Sims as fast as you can, because they aren't exactly what you want. Again, the template is the same as for the positive moodlets, we will start from the weak moodlets to the strong and potent moodlets. Moodlet = Feeling Unlucky Effect = -5 to Mood Duration = 23 Hours Obtained By = After 4 hours of sleep, Unlucky Sims have a chance to get this Moodlet = Boring Conversation Effect = -5 to Mood Duration = 3 Hours Obtained By = When Sims are in a boring conversation with other Sims Moodlet = Creepy Graveyard Effect = -5 to Mood Duration = As long as the Sim is in the Graveyard Obtained By = As soon as the Sim enters the Graveyard Moodlet = Wasted Food Effect = -5 to Mood Duration = Depends on the quality and value of the food wasted Obtained By = Throwing food, that can be sent as leftovers, away if they are not rotten Moodlet = Disgusted Effect = -5 to Mood Duration = In the same room as the thing that is disgusting them Obtained By = Room has a poor environment score (smelly dishes, unclean items) Moodlet = Grungy Effect = -5 to Mood Duration = Until the Sim has a shower Obtained By = Getting the Hygiene bar into a critical state Moodlet = Smelly Effect = -10 to Mood Duration = Until the Sim has a shower Obtained By = Your Sim having no Hygiene bar left, it is all red Moodlet = Uneven Cooking Effect = -10 to Mood Duration = Depends on the food cooked Obtained By = When your Sim decides to eat some food that shouldn't be eaten Moodlet = Tastes Like Fridge Effect = -10 to Mood Duration = Depends on the quality of the Food and the quality of the Fridge Obtained By = When a Sim eats some food from a cheap fridge Moodlet = Cold Shower Effect = -10 to Mood Duration = 3 Hours Obtained By = When a Sim has a bad shower from a cheap Shower Moodlet = Creeped Out Effect = -10 to Mood Duration = As long as they are near the person freaking out Obtained By = When a Sim decides to freak out near them Moodlet = Tired from Moving Effect = -10 to Mood Duration = 6 Hours Obtained By = When your Sims have had a long day of working out and walking around Moodlet = Bad Reception Effect = -10 to Mood Duration = As long as the Sim is watching the television Obtained By = When Sims are trying to watch something on a cheap television Moodlet = Rejected First Kiss Effect = -10 to Mood Duration = 6 Hours Obtained By = when a Sim has had their advances for a first kiss rejected Moodlet = Rude Guest Effect = -10 to Mood Duration = 4 Hours Obtained By = When a Sim has a rude house guest inside their home Moodlet = Rude Awakening Effect = -10 to Mood Duration = 1 Hours Obtained By = When a Sim is woken up suddenly when they are sleeping, such as a stereo or alarm going off Moodlet = Dislikes Children Effect = -10 to Mood Duration = Until the Parent and/or Child leaves Obtained By = When Sims who Dislike Children are around them, for whatever reason Moodlet = Can't Stand Art Effect = -10 to Mood Duration = As long as they are near art Obtained By = Whenever a Sim is around and near art pieces Moodlet = Technophobe Effect = -10 to Mood Duration = 3 Hours Obtained By = When a Sim who cannot stand electronics decide to use them Moodlet = Sore Effect = -10 to Mood Duration = 6 Hours or after a Massage Obtained By = After a lot of stress and pain from too much exercise Moodlet = Unfinished Room Effect = -10 to Mood Duration = As long as they are in the room or room is complete Obtained By = There are pieces of wall needing some painting, there are pieces of floor that need some tiling, there are pieces of roof that need some roofing Moodlet = Enemy! Effect = -10 to Mood Duration = As long as the Enemy is on the same lot Obtained By = An enemy that you have made enters the same lot as yours Moodlet = Buzz Crashed Effect = -10 to Mood Duration = 3 Hours or another cup of Coffee Obtained By = After the Buzz of the first cup of coffee has ended Moodlet = Strained Effect = -15 to Mood Duration = Depends on the amount of Fun the Sim needs Obtained By = When the Fun bar of the Sim reaches low levels Moodlet = Dirty Surroundings Effect = -15 to Mood Duration = As long as the Sim is in the room surrounded by trash Obtained By = When the Sim enters a room with a low environment score, that means there is a lot of trash or water puddles Moodlet = Bad Night's Sleep Effect = -15 to Mood Duration = 6 Hours Obtained By = Having a full night's sleep on a cheap bed Moodlet = Itchy Effect = -15 to Mood Duration = 4 Hours Obtained By = When a Sim encounters something that causes them to get an itch, such as plants Moodlet = Upset Effect = -15 to Mood Duration = 3 Hours Obtained By = When a Sim has a bad experience, the emotional Sims get this Moodlet = Overworked Effect = -15 to Mood Duration = 12 Hours Obtained By = When a Sim returned home from work with a low Fun bar Moodlet = Anxious to Advance Effect = -15 to Mood Duration = Until they get their promotion Obtained By = After a few days and the Ambitious Sim has still not gotten that promotion Moodlet = Feeling Anxious Effect = -15 to Mood Duration = As long as the thing that is bothering the Sim is bothering them Obtained By = Neurotic Sims when they think that someone is talking bad about them, or overthink something Moodlet = Crying Baby Effect = -15 to Mood Duration = Until the crying ends Obtained By = When there is a baby crying Moodlet = Threw a Lame Party Effect = -15 to Mood Duration = 8 Hours Obtained By = After your Sim has thrown a lousy party. Maybe you to liven it up next time Moodlet = Humiliated Effect = -15 to Mood Duration = 3 Hours Obtained By = After your Sim has been insulted a fair amount of times Moodlet = Offended Effect = -15 to Mood Duration = 3 Hours Obtained By = When you have been offended by another Sim Moodlet = Caught After Curfew Effect = -15 to Mood Duration = 3 Hours Obtained By = When your teenage runaway has been caught breaking their curfew Moodlet = Disappointed Effect = -15 to Mood Duration = 24 Hours Obtained By = When they try to impress another person, and they fail, or it backfires. That's what you get for boasting Moodlet = Afraid of the Dark Effect = -15 to Mood Duration = As long as they are in the dark Obtained By = Cowards are afraid of the dark, so give them sunlight or lights Moodlet = Stuff Taken Effect = -15 to Mood Duration = 24 Hours Obtained By = When a Kleptomaniac or a Robber decides to run off with their belongings Moodlet = Too Many People Effect = -15 to Mood Duration = As long as they are around other Sims Obtained By = Loner Sims when they are in a group Moodlet = Stir Crazy Effect = -15 to Mood Duration = Until they leave the house Obtained By = When a Sim has been couped inside the house for far too long Moodlet = Aching Back Effect = -20 to Mood Duration = 4 Hours or a Massage Obtained By = When a Sim has had far too much exercise and needs a massage Moodlet = Embarrassed Effect = -20 to Mood Duration = 3 Hours Obtained By = When something embarrassing happens, like peeing their pants Moodlet = Detention Effect = -20 to Mood Duration = 4 Hours Obtained By = When a Child or Teen mucks up in school and gets detention Moodlet = Witnessed Betrayal Effect = -20 to Mood Duration = 6 Hours Obtained By = When a romantic partner betrays you by cheating on another person. Like kissing another person, in front of you Moodlet = Rejected by Ex Effect = -20 to Mood Duration = 6 Hours Obtained By = When your Sim has been rejected by an ex, as the moodlet suggests Moodlet = Plagued By Nature Effect = -20 to Mood Duration = As long as they are outdoors Obtained By = Sims who Hate the Outdoors being outdoors Moodlet = Hydrophobic Effect = -20 to Mood Duration = As long as they are near water Obtained By = Hydrophobic Sims don't tend to like water all that much Moodlet = Lost a Friend Effect = -25 to Mood Duration = Depends on the strength of the friendship, the stronger, the longer the pain Obtained By = Losing a friend, either through betrayal or losing touch Moodlet = Scared Effect = -25 to Mood Duration = 3 Hours Obtained By = When Sims are afraid of ghosts see one, to their horror Moodlet = Nauseous Effect = -25 to Mood Duration = 2 Hours Obtained By = When vegetarians decide to eat some meat Moodlet = Really Have To Pee Effect = -30 to Mood Duration = Until their Bladder is relieved Obtained By = When they have a critical bladder Moodlet = Missed the Wedding Effect = -30 to Mood Duration = 24 Hours Obtained By = When they miss a wedding, be it the bride or groom, or the parents Moodlet = Rejected Proposal Effect = -30 to Mood Duration = 6 Hours Obtained By = When a Sim proposals, and they get knocked back Moodlet = Missing Work Effect = -30 to Mood Duration = Until their shift ends Obtained By = When a workaholic Sim misses their work shift Moodlet = Fired Effect = -30 to Mood Duration = Depends on how high their position war, the higher the longer Obtained By = When a Sim has been fired from their job Moodlet = Filthy Surroundings Effect = -30 to Mood Duration = For as long as they are in the filthy room Obtained By = Entering a room with no environment, filthy plates, dirty items and the like all over the place Moodlet = Horrified Effect = -35 to Mood Duration = 8 Hours Obtained By = When a Sim has been freaked out when they enter a Mausoleum Moodlet = Vile Surroundings Effect = -40 to Mood Duration = For as long as they are in the vile room Obtained By = This is the worst of the worst, there is crap all over the place, rotten food, dirty dishes, broken items, water puddles, and so forth Moodlet = Drowning Effect = -40 to Mood Duration = Until they are out of the water Obtained By = Well, Sims don't appreciate drowning when they lack energy to swim their way out of trouble Moodlet = Very Hungry Effect = -40 to Mood Duration = As long as they are hungry Obtained By = When their Hunger bar reaches critical levels, they are hungry Moodlet = Tired Effect = -40 to Mood Duration = As long as they are tired Obtained By = When their Energy bar reaches critical levels, they need sleep Moodlet = Failing Effect = -40 to Mood Duration = 18 Hours Obtained By = When a Sim has returned from school with a Fail grade Moodlet = Singed Effect = -40 to Mood Duration = As long as they are on fire Obtained By = When a Sim decides to get caught on fire Moodlet = Singed Electricity Effect = -40 to Mood Duration = As long as they are getting a zap Obtained By = When a Sim decides to repair electronic appliances and gets a zap Moodlet = Stressed Out Effect = -40 to Mood Duration = As long as their fun bar is critical Obtained By = Having a Fun bar that is reaching the near zero Moodlet = Desolate Effect = -50 to Mood Duration = As long as their Social bar is critical Obtained By = These Sims have nearly nothing left in their social bar Moodlet = Exhausted Effect = -50 to Mood Duration = As long as their energy bar is at near zero Obtained By = When a Sim's energy bar is nearly empty Moodlet = Heart Broken Effect = -50 to Mood Duration = 48 Hours Obtained By = When a Sim has had their heart broken, figure that part out Moodlet = Betrayed Effect = -50 to Mood Duration = 24 Hours Obtained By = When a person has just been betrayed by their significant other Moodlet = Mourning Effect = -50 to Mood Duration = 24 Hours Obtained By = When a person has suffered the loss of a loved one Moodlet = Heart Wretching Scene Effect = -60 to Mood Duration = Until leaving the scene Obtained By = When a person has witnessed a break up Moodlet = Starving Effect = -80 to Mood Duration = Until they eat something or die Obtained By = These Sims have near nothing left in Hunger Moodlet = On Fire Effect = -200 to Mood Duration = 1 Hours Obtained By = Well, they are on fire, what else is there to say? *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [3.04] Neutral Moodlets These are neutral moodlets, they do not effect the mood of your Sims, but they are warning indicators. These will say that something is going to go wrong unless you decide to change it. Basically, neutral moodlets are indicators. It is your choice whether you want to put an end to their suffering. Moodlet = Learning Quickly Effect = Shows that a Sim's learning is fast-tracked Obtained By = Having someone tutor or teach a Sim about a skill or homework Moodlet = Has to Pee Effect = When a Sim needs to use the toilet Obtained By = Bladder bar starting to turn red Moodlet = Hungry Effect = When a Sim needs to eat Obtained By = Hunger Bar starting to turn red Moodlet = Sleepy Effect = When a Sim needs to sleep Obtained By = Energy Bar starting to turn red Moodlet = Stuffed Effect = When a Sim has eaten too much, gaining body fat Obtained By = Eating more than necessary to fill the hunger bar Moodlet = Garlic Breath Effect = When a Sim needs to brush their teeth Obtained By = Eating Garlic Moodlet = Baby is Coming Effect = A baby is about to be born Obtained By = When a baby is about to be born? Moodlet = Power Study Effect = Shows that the study is being fast-tracked Obtained By = Same as Learning Quickly, though it includes homework and it found in the library Moodlet = Fatigued Effect = When a Sim is exhausted from exercise Obtained By = Sims exercising far too much As a note, most of this information was confirmed by the Sims 3 Prima Guide, confirming my own research. Just to make sure. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [4.01] What are Wishes? "Starlight, starlight, first star I see tonight, I wish I may, I wish I might, I wish I may have this wish tonight." This is, in essence, the new point system. For all the players of the Sims 2, this replaces the Aspiration System. Basically, a wish is something that a Sim, well desires, a wish, as it were. Once a wish has been fulfilled, they get a nice little moodlet for a few hours, which is always a nice bonus. Now, there is another reason that you should complete the wishes of your Sims, because by doing so, you will gain Lifetime Happiness points, the new aspiration points. The more points you get, the more rewards you can choose, in this case, they are perks. You will get access to perks that remove the need to ues the toilet, or a perk that gives you a teleportation machine. By slowly building them up, you will get access to it, eventually. Now, the wishes are seperated into Lifetime Wishes and a normal Wish. The Lifetime Wish is the single wish that your Sim wants to complete in their lifetime, and they will only have a single one, so once you complete it, it is the end of that. The Lifetime wish that you will get is based on your traits, for example, Natural Cook will lead to more culinary inclined wishes, while Gardening will lead to more gardening traits, etc. The other type of wishes are your normal wishes. These are your everyday wishes. However, this is different. You will have 4 slots that allow you to "lock in" those wishes that you can select through the selection. These contribute rather little to happiness points, compared to the big bounty from the large lifetime wishes, but they add up. Anyway, more on that in their respective sections, this was for the small overview, now, for the indepth. It is how I approach this guide, it is a big guide encompassing a lot of indepth guides. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [4.02] Lifetime Wishes Lifetime Wishes don't offer anything special besides the large amount of Lifetime Happiness points that they offer. You can only complete one lifetime wish per Sim, throughout their lifetime, so once it is done, it is done. The reward of the Lifetime Wish varies, though the range of points is within the barrier of 25,000 to 35,000 Lifetime Happiness points. I'll just list down the lifetime wish and how you will be able to complete the wish. --==Become an Astronaut==-- This isn't all that hard, just reach Level 10 in the Military, and be an Astronaut --==Become a Celebrated Five-Star Chef==-- As you can already guess, you need to reach Level 10 in the Culinary career path. --==Become a Creature-Robot Cross Breeder==-- Essentially reach Level 9 in the Science career. --==Become a Forensic Specialist: Dynamic DNA Profiler==-- For this, you need to reach Level 10 in the Law Enforcement Career and choose the Forensic branch when you get the choice. --==Become a Grand Master in Chess==-- For this, you need to have the rank of Chess Legend, which requires you to beat other chess players to attain this rank and also master the Logic Skill to level 10. --==Become an Illustrious Author==-- You need to master, that is, reach level 10, in both the Writing and the Painting skills. --==Become an International Super Spy==-- Reach Level 10 in the Law Enforcement Career, choosing the Special Agent career branch when prompted. --==Become a Master Thief==-- You need to reach Level 10 in the Criminal Career, choosing the Thief branch when you get the choice. --==Become a Rock Star==-- Basically, reach Level 10 in the Music career, choosing the Rock n' Roll path when the career branches out. --==Become a Star News Anchor==-- Reach Level 10 in the Journalism career. --==Become a Superstar Athlete==-- You need to reach Level 9 in the Athletic career. --==Become a World Renowned Surgeon==-- Again, you need to reach Level 10 in the Medicine career. --==Become the CEO of a Mega-Corporation==-- For this, you need to reach Level 8 in the Business career path. --==Become the Leader of the Free World==-- Reach Level 10 in the Politics Career. --==Become the Emperor of Evil==-- Reach Level 10 in the Criminal Career, choosing the Evil branch instead of the Thief career path. --==Golden Tongue, Golden Fingers==-- For this, you need to master the Guitar Skill to Level 10, and also master the Charisma Skill to Level 10. --==Good Digger==-- This is interesting, you need to see a ghost of a spouse who is very wealthy. So basically, marry a very rich Sim and make sure they befall an accident. --==Heartbreaker==-- You need to be the Boyfriend or the Girlfriend of X amount of Sims. --==Hit Music Composer==-- For this, you need to reach Level 10 in the Music career, and choose the Symphonic branch when the careers branch out. --==Jack of All Trades==-- In this one, you need to reach the Level 5 career job for four different careers paths. That means, in four different career paths, you need to get to Level 5. --==Living in the Lap of Luxury==-- This is sort of like Swimming in Cash, though in this one, you need to have X amount of Simoleons in your Household Net Worth, that is your cash and the value of your house and items. --==Master of the Arts==-- This is interesting, you need to master, which is, reach Level 10, in both Guitar skill and the Painting skill. --==Perfect Mind, Perfect Body==-- This is where you to master the Athletic and Logic skill sets, that is, reach Level 10 in both Athletic and Logic skill sets. --==Presenting the Perfect Private Aquarium==-- You need to have X amount of different fish species displayed around your house in their little fishbowls. They all need to be perfect fish. --==Renaissance Sim==-- This is different, you need to master three out of the possible 10 skills, that means, you need to get three skill sets to Level 10. --==Swimming in Cash==-- You need to have X amount of Simoleons in your household funds. --==The Culinary Librarian==-- You need to master every single recipe, which requires you to master Level 10 Cooking in order to do so. --==The Perfect Garden==-- Basically, you need to plant and grow X number of species of plants and you need them all to be in the perfect state. --==The Tinkerer==-- Here, you need to reach Level 10 in the Logic skill and the Handiness skill. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [4.03] Normal Wishes These are wishes that you will come across from day to day, and they will vary, based on your traits. Fulfil it to get a little boost to your happiness points, but that is about it. Your manual will go into more detail than I do. Anyway, I'll set this up in alphabetical order, the wish should tell you what to do anyway. From A to Z we go. -A- Accuse Someone of Cheating Admire Someone Adopt a Boy Adopt a Child Adopt a Girl Announce Pregnancy Apologise Argue Ask about career Ask a Sim about their day Ask for a Promotion Ask for a Raise Ask for Campaign Donation Ask for recipe Ask if Single Ask Someone to behave Ask Someone to clean home Ask Someone to go inside Ask Someone to leave Ask Someone to move in Ask Someone to stay over Attend a Protest (Occasionally held at City Hall in Weekends) Avoid People for X Hours -B- Be a Winner, for Once! Become a [X Profession] Become an Aunt Become a Grandparent Become an Uncle Become Best Friends Forever with Someone Become Best Friends with Someone Become Disliked by Someone Become Friends with Someone Become Good Friends with Someone Become more muscular Become Old Friends with Someone Befriend all Co-Workers Befriend the Boss Beg for Job back Be in a Fire Be in a Steady Relationship Be Invited to a party by someone Be Mean Boast about Culinary Prowess Boast about fishing feats Boast about gardening glory Boast about party Bore Someone to death Borrow Ingredients Brag about being a Doctor Break Up with Someone Brighten Day Brush Teeth X times Buy a(n) X worth at least §X Buy a Book Buy a Couch Buy an Easel Buy an exercise machine Buy a Fishbowl Buy a New Car Buy a New Recipe Buy a Skill Book Buy a Treadmill Buy Something New Buy Something on Sale Buy Something to Plant Buy Something with a Coupon -C- Calibrate for Higher Cooking Ability Call Off Wedding Call Repair Technician Calm Someone Down Catch X Fish Catch X Types of New Fish Catch a New type of Fish Catch an X Kilogram fish Catch an Excellent Fish Catch a Great Fish Catch an Insect Catch an Outstanding Fish Catch a Perfect Fish Catch a Record Sized Fish Catch every type of fish Catch Something Catch something with live bait Catch something without bait Change Jobs Chat with Toddler Chat with Someone Check Out Self in Mirror Cheer Someone Up Clean Entire House Clean Something Clean the Dishes Compliment Appearance Compliment Athleticism Compliment Someone's Cooking Compliment Someone's Personality Conduct an Interview Confess Attraction Console Someone Cook Something Cook X Different Recipes Perfectly Cook Someone's Favourite meal Cook Something with Perfect Ingredients Copy Homework Criticize Family Cry on Shoulder Cuddle Someone -D- Debate Politics Declare Someone a Nemesis Decorate House with at Least X Paintings Determine Gender of Baby Discover X Stars Discover a Star Divorce Someone Do a Cardio Workout Do a Strength Workout Do Homework Donate Money to Charity Donate §X to Charity Donate §X to Undermine Charity -E- Earn a Promotion Earn a Raise Earn an A in School Earn some Money Earn §X in Royalties Per Week Earn X Simoleons Earn X Simoleons In Tips Earn X Simoleons Through Gigs Eat a Great Quality Meal Eat an Outstanding Quality Meal Eat a Perfect Quality Meal Eat at a Restaurant Eat at the Bistro Eat something at a Park Eat something at a Public Pool Eat X Dish Eat Dim Sum and Canned Soup Eat Ice Cream and Spaghetti Eat Sushi and Hot Dogs -F- Fall in Love Feel Tummy Fertilize Plant Fertilize Plant with Fresh Caught Fish Find a Rock Find Out if Sim is Rich or Not Find Own Place Find Some Seeds Fight! Finish a Book Finish Current Book Finish Current Painting First Kiss Flirt with Someone Else Freak Out! -G- Garden Get X Object Get A Job Get A Massage Get Attention from Dad Get Attention from Mum Get Demoted Get Fired Get Ingredients for a Recipe Get Married Get Married at a Wedding Party Get On the Honour Roll Get Out! Get Pregnant Get Pumped Give Friendly Hug Give Friendly Introduction Give Inspirational Speech Give Massage Give Medical Advice Go Fishing Go Fishing before 6AM Go Home Go Inside Go Jogging Go Out on the Town Go Shopping Go Steady with Someone Go Swimming Go to School Go to the Bookstore Go to the Day Spa Go to the Library Go to the Supermarket Go to Work Grow X Fruit or Vegetables Grow a Great Plant Grow an Outstanding Plant Grow a Perfect Plants Grow Bait for Fish Grow Ingredients for a Meal Grow Something Grow Up! -H- Hang Out with Someone Harvest a Wild Plant Have X Enemies Have X Friends Have X Garden Plants Have X Grandchildren Have X More Children Have X Rich Friends Have X Simutaneous Romances Have X Total Children Have a Boy Have a Child with Someone Have a Funeral Have a Girl Have a Great Birthday Party Have First Child Have First Kiss Have First Romance Have First WooHoo Have More Than X Simoleons Have Private Wedding Have Sleepover Have Someone Else Do My Homework Have Twins! Help a Sim with Homework Hire a Baby-Sitter Hire a Maid Hold Hands Hug Someone Amorously -I- Imply Mother is a Llama Improve X Skill Improve Grades Improve Relationship with Boss Insult Someone's Home Insult Someone Invite a Sim to a Party Invite Sim to Movies Invite Sim to Park Invite Sim to Restaurant -J- Join X Career Join X Career Branch Just Be Friends with a Sim -K- Kiss X Sims Kiss Someone -L- Leap Into Someone's Arm Learn X More Traits for a Sim Learn a New Composition Learn a New Recipe Learn a Skill Learn All Enemies Learn Bait for a Fish Lecture Teen Listen to Tummy -M- Make §X from Hacking Make an Enemy Make a New Outfit for Myself Make an Object Self Cleaning Make an Object Unbreakable Make a Smooth Recovery Make Fun of Sim Make Out Make Something Fireproof Make the Bed Marry a Rich Sim Master a Skill Meet All Co-Workers Meet Someone New Mock a Sim Mooch §X Mooch a Few Simoleons Mooch a Lot of Simoleons Mooch Food Mop Puddle Mourn a Sim Move In With Someone -N- None -O- Order Pizza Own X Books -P- Paint Paint X Masterpieces Paint X Paintings Paint a Masterpiece Paint a Portrait of a Sim Paint Something Brillant Pick Up a Baby or Toddler Play a Game with Someone Play Game with Sibling Play Guitar an Hour a Day for X Days Play Guitar at a Party Play Guitar in the Park Play Outside Play Tag Play the Guitar Play Video/Computer Games Play with Baby Play with Fire Play with Someone Play with Toy Point Out Flaws Potty Train Toddler Practice Speech Prepare a Great Meal Prepare a Meal Prepare a Meal Using Fish Prepare a Meal Using Freshly Caught Fish Prepare a Meal with Fresh Ingredients Prepare an Outstanding Meal Prepare a Perfect Meal Prepare Meal with X Ingredient Procure a Portrait of Self Propose Going Steady Porpose Marriage Propose to Move In with Someone Propose to Someone to Spend the Night Propose Truce Put a Fish in Fish Bowl -Q- Question Someone Quit Job -R- Read X Books in Total Read a Pregnancy Book Read a Skill Book Reach Level X of Y Career Reach Level X of Y Skill Reach the Top Level of X Career Repair X Objects Repair Something Resurrect a Sim Retire Return Stolen Object -S- Scare Someone Scrap Current Novel Scrap Current Painting See a Concert See a Fiery Ghost See a Ghost See a Play See a Sim Age Up Well See a Sim Get Married See a Sim Get Strong See a Symphony See Child Become X Profession See Child Be a X Trait See Child Earn An A See Child Get on Honour Roll See Game at Stadium See Someone Have a Child See Sim Earn Passing Grade See Teen Graduate Sell Something Serenade Someone with Guitar Serve a Great Meal Serve an Outstanding Meal Serve a Perfect Meal Serve a Home Cooked Meal at a Party Set the Burglar Free Sit on Couch Skip School Skip Work Sleep Over at Someone's Home Sneak Out After Curfew Snuggle Baby or Toddler Spend §X at the Day Spa Spend X Simoleons Spend Time With the Baby Start a Novel Start a Painting Start Working Out Start Writing a Book Stay Inside for X Hours Stay On the Honour Roll for X Days Stay Out After Curfew Steal Candy from a Baby Steal Something Stop Being Friends With Someone -T- Take a Bubble Bath Take a Class in the X Skill Take It Easy at Work Take Out the Trash Talk About a Skill Talk About Celestial Object Talk About Cooking Talk About Exercise Talk About Gardening Talk About Great Outdoors Talk About New Job Talk About Self Talk to Someone Talk to Tummy Teach Toddler to Talk Teach Toddler to Walk Teen Insult Tell Dirty Joke Tell Flirtatious Joke Tell Intriguing News Story Tell Sim You Named a Star After Them Throw X Great Parties Throw X Parties Throw a Birthday Party Throw a Campaign Fundraiser Throw a Formal Party Throw a Great Party Throw a House Party Throw a Party Throw a Wedding Party Tickle Toddler Toddler Toss in Air Train Someone Tutor a Sim for School Tutor Someone Tutor Someone in a Skill -U- Uncover Conspiracy Upgrade X Objects Upgrade Something Use an Object Use Charming Introduction -V- Visit Someone's Home Visit the Art Gallery Visit the Graveyard Visit the Neighbourhood Pool Visit the Park Visit the Theatre -W- Wash Hand X Times Watch a Movie Watch the Cooking Channel Watch TV Water Plants Wedding Congratulations Weed Plants Win X Fights Win X Games Win X Ranked Chess Matches in a Row Win a Fight Win a Ranked Chess Match WooHoo with X Sims WooHoo with Someone Work at Home Work on Book Work on Homework with Someone Work Out Work Out X Times Work Out for X Hours Work Out for X Hours Straight Work Out Until Fatigued Write X Novels Write an Autobiography Write a Best-Seller Write a Book Worth at Least §X a Week in Royalties Write a Masterpiece Write a Novel Write a Romance Novel Write a Science Fiction Novel *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [4.04] Lifetime Happiness Well, what is the point of fulfilling these wishes without a reward? They will give you Lifetime Happiness points, and these will start building up, and when you get to larger levels, you can spend them on some perks and items, which are exceptionally useful. Below is the list of all available rewards and perks that you can purchase, their cost, and what they do. Complimentary Entertainment Cost - 5000 Points This is for going to a theatre, you will be able to catch a flick without needing to pay for it, and this isn't too bad, after all, it does give a long lasting moodlet. Discount Diner Cost - 5000 Points When you go to a restaurant, you will have the opportunity to obtain a free meal, which is always a good thing, better than paying for it. And cooking does get expensive. Fast Metabolism Cost - 5000 Points This will allow you to burn more body fat when they are working out compared to other Sims, that is, you will burn more body fat exercising compared to a Sim who has been exercising for the same time. Observant Cost - 5000 Points This is used in social conversations, when, over the course of a conversation, you will be able to detect and figure out all the traits of the Sim you are conversing. Office Hero Cost - 5000 Points This makes you more popular when your co-workers, and that means that you will be able to build up a relationship with your co-workers faster then you hang out with them at work. Professional Slacker Cost - 5000 Points When you take the option of taking it easy at work, you will not lose job performance for it, and you gain fun at the same time, what more could you ask for? Speedy Cleaner Cost - 5000 Points Well, as you can guess, this allows your Sim to clean everything and everything faster, such as toilets, showers and dishes. Useful if you have a large household. Attractive Cost - 10000 Points Well, this makes other Sims who have appropriate preferences, that is, compatable with you, to start off with a higher relationship than before. Good to build up a romantic relationship. Bookshop Bargainer Cost - 10000 Points This effectively gets you much cheaper books at the Bookshop compared to other Sims. This is quite useful, considering that recipes are learnt here and they cost a fair bundle, as well as new music compositions and fishing stuff. Change Lifetime Wish Cost - 10000 Points Well, this is simple, you get to change your Lifetime Wish, which is rather useful if you don't like the one you have been given. Fertility Treatment Cost - 10000 Points This allows you to have an increased chance of conceiving children and from that point, it will increase the odds of having twins or even triplets. Sorry, no octuplets in this game. Yet. Multi-Tasker Cost - 10000 Points This is only effective in the workplace or in school, this will allow you to gain job performance at work faster, whilst at school, it will allow you to do your homework faster than before, which is a necessary chore. Opportunistic Cost - 10000 Points This is used for opportunities, this will double reward from all opportunities in the game, which I'll list laster, and there are a hell of a lot of them. Steel Bladder Cost - 10000 Points Your bladder will never decay, it will always be full, so you do not have to worry about your Sim rushing to the toilet half the time, that need has been removed, for a small fee. Dirt Defiant Cost - 15000 Points This is sort of like the Steel Bladder trait, instead, you will now no longer need to worry about the Hygiene Bar, the need to maintain that trait is now removed. Whoosh! Fast Learner Cost - 15000 Points Like the name suggests, this will allow you to learn your skills faster than before, which is exceptionally useful in the beginning to start off your skill sets, for the quick advance in the job ladder. Haggler Cost - 15000 Points This will give you a discount at the shops, a permanent discount, and if you head to the stores often, this could lead to a bit of money we are talking about. Never Dull Cost - 15000 Points When you talk to other Sims, they will never ever find your Sim boring, which is useful in preventing a nasty moodlet from turning up of being bored to death. Vacationer Cost - 15000 Points When you miss work, having this perk will reduce the amount of job performance that is lost because you have missed a day off work or just decided to slack off. Note that there are no more vacation days in this game. Long Distance Friend Cost - 20000 Points When you have very good old friends, you will never experience relationship decay with them, they are a friend for life, which is very handy when you are in Charisma based skills. Mid-Life Crisis Cost - 20000 Points This perk will allow you to repick and choose all the traits all over again, which is useful if you managed to stuff up trait selection. Super-Green Thumb Cost - 20000 Points This is only used on your harvestables, when you harvest your produce, you will get a higher quality, one grade higher than the plant that it is planted from. So you get to Perfect much faster. Hardly Hungry Cost - 25000 Points Well, with this trait, you get hungry less often, so your hunger bar will decay much slower than before, the decay is about 50% of what it used to be, though I suspect that it may be less. Acclaimed Author Cost - 30000 Points This is interesting, it will increase the size of your royalty checks from your writing, which means that per week, on the Sunday, you will be able to get more money for the same amount of work. Body Sculptor Cost - 30000 Points This is a wish that will allow you to change your body shape, which, in my opinion, is quite useless, but hey, they are your virtual points to waste, not mine. Extra Creative Cost - 30000 Points This applies to your paintings, this is like the Acclaimed Author perk, but instead of getting larger royalty checks, your paintings will be selling for more money, which is always a good thing. More money is always good. Collection Helper Cost - 40000 Points This is a little tool that you get in your inventory, and it allows you to toggle it on and off, and is designed to highlight the location of all collectables. If you want gems, you can select gems, and on the neighbourhood screen, they will appear as thumbnails, whilst on screen, they shine with a bright light. Food Replicator Cost - 50000 Points This is a machine that will copy a dish that you give it. So if you give the machine a Perfect Meal, it will copy the meal as many times as you want, which is very, very useful, saves you the cooking, and the ingredients that it will cost you. Mood Modifier Cost - 60000 Points This is another interesting machine, when you have your negative moodlets, such as being scared or such, and you need to wait for time to get rid of them, using this machine will be able to get rid of them. It will be able to get rid of the moodlets, most of the time. Teleportation Pad Cost - 75000 Points This is a one way machine, it will allow you to move from place to place for free, though it may deviate a little bit from place to place, sometimes. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [5.01] Skills Skills are different this time around, there are now 10 skills, and they are built differently. For those who have played previous games, you would know that skills are only really useful for one thing, making and meeting the job requirements for your job. The same holds true in this game, but there is much more you can do for your skills, and some skills are harder to obtain, Charisma is one such skill. There are 10 skills in total, Athletic (replacing the old Body Skill), Charisma, Cooking, Gardening (A Hobby from The Sims 2 - Seasons), Fishing (Another hobby from Seasons), Guitar (Broken from Creativity), Handiness (replaces Mechanical Skill), Logic, Painting (Broken from Creativity) and Writing (Which replaces a Hobby from The Sims 2). Now, there are many more ways to learn skills in this game. Much more ways. The first of such ways is taking classes. In the beginning, this will net you a complete skill point, but later on, progress is slightly lower. These classes can be taken all over the community, I'll list their location later, but they can all be taken, but it will set you back at a fee of 400 Simoleons. Next is that nearly all skills have books that you can read to boost your learning for it, however, they will normally cost you if you go to the bookstore and purchase them. They are, however, free of cost if you go to the local Library, a new addition to the community. Finally, the next common, non-skill specific way is to use public equipment. There are chess boards all over the place for logic, there is a library for all skills, there are is a free gym for Athletic, free grills for cooking, plants to be harvested, fish to be caught, and so on. Anyway, when you start off your Skills, you will start off with a Skill Journal. This will document some interesting facts, as well as challenges that you can complete for a permanent bonus, that I'll go into when I get to the skill. The Skill Journal will track your progress, like how many pages your Sim has wrote, and how many meals that your Sim has cooked, even how many perfect ingredients you have harvested. But that is for your own leisure, lets start talking about the skills, and the challenges that you can complete. Note that some skills will get their own section, fishing, gardening and cooking are important enough to warrant their own indepth section. Writing and Painting will also get a section, the others don't really need one, as of yet. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [5.02] Athletic The Athletic skill is a far better sounding skill than the Body skill. Now, Athletic skill is used for those who want to be fit, and as you trim down the fat, you will gradually notice that your Sims will be getting athletic skill points. Now, how do you learn this skill? You can take classes at the Stadium for the quick burst, and from there, you can gain points from the Gym, that you can enter free of charge and open at all hours, work out machines that you can purchase, jogging and working out with the Stereo or the TV, swimming and reading the athletic books. This skill isn't as important, but after you start to learn it, you will get more and more options, offically called tones, when you are working out. These tones will determine how fast you gain your athletic skill, and how intense you decide to work out. There are two different workouts, Cardio and Strength. Strength will increase the amount of brawn that your Sim will have, whilst Cardio will drop the amount of body fat that your Sim has, so make sure you get a nice balance between the two. At, as you level up, the only different between the levels is the amount of time that your Sim can work out until they are fatigued and get the nasty moodlet. The higher the level, the more your Sim can tolerate and deal with the pain. Also, the higher the athletic skill, the better their chances to win in a fight. Well, a big tough guy normally does win against the skinny, puny guy. Unless the puny guy manages to kick the big guy in the nutsack, then it gets interesting. Anyway, at level 1, your Sim will have the ability to jog from place to place. This isn't all that bad, but it is slower than running, but increases your athletic skill at the same time, as well as it being recorded in your little skill journal. At Level 3, you will be able to get the Pumped moodlet from working out, which is a nice moodlet. Though the downside is that they will need to work out for a tee bit longer. At Level 5, the improvement is that when you set them to move from location to location, they will run a lot faster, if running is the best option, they will decide to take the car if it is faster. Finally, at Level 6, your Sim will have the option to train other Sims with the exercise machines. This means that the Sim exercising will gain their Athletic Skill faster as well as losing weight more, under the expert guidance from a master. --Tones-- Okay, the tones. These tones can only be used when you are working out. When you are working out, if you have these tones, you will be able to use the drop down bar and select what tone you want. You will always start with the normal, do workout tone, which is just the normal workout, so lets go into detail about the unlocked tones. Don't Break a Sweat is unlocked at Level 1. This will get you the same amount of athletic skill points as the normal workout tone, however, this will decrease the amount of hygiene decay that you will have. This is useful if you don't want to lose too much hygiene early on, and with hygiene out of the way, you can do longer workouts. Good Pacing is unlocked at Level 3. This tone allows you to increase the amount of time you workout, with the usual amount of athletic skill gain as well as the normal hygiene decay, but it will allow you to work out longer until you get the Fatigued moodlet, Push Self is unlocked at Level 5. This allows you to push yourself, but this comes at a cost. The next day, the day after you wake up, you will get the Sore moodlet for using Push Self, which can take time to heal. However, this will increase the speed in which you gain your body skill and also increase the rate in which you lose weight with normal decay. Quick Burst is the final tone unlocked at Level 7. This is where you will work out extremely hard, sacrificing hygiene and energy, as well as getting the Fatigue and Sore moodlet from working out. However, this will allow you to gain skill at an incredible rate, so you will get sacrificing everything to earn athletic skill at a fast rate. So pick your poison carefully. --Skill Challenges-- There are 3 skill challenges that your Journal asks you to meet. If you do do it, you will get a reward at the end, so think about the benefits of it. Body Builder the the first of the challenges. You will need to do 60 hours of strength workouts, which pretty much means 60 hours on the weights machine. This will lead to the ability to never get the fatigue moodlet after working out on Strength Workouts. Fitness Nut is the next of the challenges. This is like the previous challenge, instead, you need to have 75 hours of Cardio workout, which means about 75 hours on the treadmill. This will net you the same reward, you will no longer get the fatigued moodlet after a Cardio workout. Marathon Runner is the last of the challenges. For this, you will need to run the fantastic amount of 500 Kilometres, before you can get this moodlet. As a conversion, it would be about 311 Miles. For completing this, it will grant your Sim a longer life, as they are more fit. Interesting, run for life expectancy. And that about wraps up the Athletic skill. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [5.03] Charisma Charisma has changed since the second game, instead of just straight skill gain, you need family friends. Since they were removed from jobs, this is where it is at, you need friends to advance in Charisma. This skill will be useful for you when you are conversing with other Sims, the higher the skill, the better greeting, and thus, the better initial relationship will be. You can acquire this skill in only three ways, which makes it one of the most limiting skills. You can take a class in it, read about it in a nice book, or just practice in front of a mirror. Now, what does this skill actually do. It will allow you to use new greetings when you see a Sim. What does that do? Well, these greetings will increase the relationship a fair bit, and that makes it useful in itself, a nice start makes it easier to make friends. It will also unlock some nice new socials to play with and for the Mooches out there, a higher Charisma skill will enable you to leach more food and money. Another boost that the Charisma skill will give you is that your tones at work, which involve talking to co-workers and your boss, will be far more effective, that is, you will be able to make friends out of your boss and your co-workers a lot easier than before. Okay, the tough part is actually gaining this skill. In order to gain and succeed with this skill, you need to build up a stash of friends to gain this skill. Below are the requirements in terms of friends needed for each level. Level 1 - 0 Friends Level 2 - 2 Friends Level 3 - 3 Friends Level 4 - 4 Friends Level 5 - 6 Friends Level 6 - 8 Friends Level 7 - 10 Friends Level 8 - 15 Friends Level 9 - 20 Friends Level 10 - 25 Friends However, note that all those friends cannot be family members, all friends need to be, well, friends, there cannot be a family relationship between two people to count as friends. --Greetings-- There are new greetings that you can use when you advance in skill. These Greetings, like I have said, will increase the relationship more than a normal greeting. The higher the skill, the better the greeting that you can use. Note that these greetings will replace old greetings that are less effective. Also note that you will start with the basic greetings at the lowest skill. Level - Name of Greeting - Type of Greeting Level 1 - Friendly Greeting - Friendly Greeting Level 2 - Amusing Greeting - Funny Greeting Level 3 - Interesting Greeting - Impressive Greeting Level 4 - Flirty Greeting - Romantic Greeting Level 5 - Affectionate Greeting - Romantic Greeting Level 6 - Funny Greeting - Funny Greeting Level 7 - Impressive Greeting - ?Impressive Greeting Level 8 - Hilarious Greeting - Funny Greeting Level 9 - Loving Greeting - Romantic Greeting Level 10 - Hot Greeting - Romantic Greeting The greeting table looks rather sloppy, I'd admit, but given the lack of formating tools on Notepad, compared to Excel, I really have my hands tied. Anyway, the better the greeting, the better the relationship boost that you will get, and besides, you have to greet someone to talk to them anyway, so you might as well give it a boost. --New Socials-- There are new social interactions as well. You will get three social interactions that you can use, and whilst you are able to unlock the socials at different levels, the higher your Charisma skill, the more effective these social interactions are. The first social interaction is Charming Introduction, unlocked at Level 1. What this does is give a nice introduction, and this will immediately give an additional boost for a starting relationship. The higher your level, the stronger the greeting, and as such, by the time you reach Level 10, you will get friend status straight away when you use this introduction. The second social is Get to Know, unlocked at Level 3. This is used to discover all that you need to know about another Sim, their interests, their status, their traits. This will make it easier for you to discover some common interests. However, you still risk rejection at low friendships. By Level 10, they will spill their guts, no matter what, so no rejeciton. Finally, the last new social is Smooth Recovery, at Level 5. This is used straight after a negative result from a social interaction, basically, you said something you shouldn't have. This is used to recover that loss, and revive a dead conversation, so the higher your Level, the more effective your recovery will be. By Level 10, it will be a perfect recovery. Always. --Skill Challenges-- Time for the challenges. There are 5 challenges that you can complete, the skill is diluted, but the reward is still the same. Celebrity is the first of your challenges, and if you are planning to max out this skill, this is the easiest to complete. You need to have 25 Sims, those not in your family, as your friends, basically, the same requirements as that of getting the Level 10 Skill Level. This will allow you to start off with a far stronger relationship than other Sims. Comedian is the next challenge. This will require you to tell a total of 100 successful jokes, and this is one of the easiest to complete. The reward is that your jokes will hardly fail, though this is mooted if you have the Good Sense of Humour trait. Everybody's Best Friend is the third challenge. For this, you will need to have 10 Best Friends, which isn't all that hard, if you max out all your friendships and keep in touch. This is handy because when you will have friends, they will immediately skip the Good Friend level and move into Best Friend, which is quite useful. Personable is the fourth challenge. To be personable, you will need to have learn at least 50 different traits of your friends and other people in the neighbourhood, basically, you need to learn all 5 traits of 10 different Sims, and if you have a lot of friends, this isn't all that hard. This will give you the ability to learn traits far more quickly than before when conversing with other Sims. Super Friendly is the final chellenge. This requires you to have at least 20 friends, but the reward for this is enormous. This will stop all friendship decay, ALL DECAY, so you can never lose touch with your friend. Note that this is far superior than the Distant Friends perk. And so that ends the Charisma skill. Two down, eight to go. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [5.04] Cooking Cooking is one of the most important skills in the game, and one that your Sims will always seem to learn naturally. This will effect how you feed your Sims, and is the home to many powerful moodlets. It is hard work to build up your Cooking skill, but it is well worth it. Note that the way cooking works from Sims 2 is different. There is no longer stock. You need seperate ingredients for cooking a dish, it is no longer universal. Seems fair, can't make lobster from oranges. That always amused me. So how do you learn it? Well, cooking of course, gives a fair amount of the work, but taking classes in cooking and reading the right cookbooks always seems to help. And given the amount of food that your Sim needs to eat, it won't be long before your Sim will be racking up those skill levels in order to create some fantastic dishes. So what is the point of this skill. The better your cooking skill, the better your dishes will become, and the more nourishing they will be, with a lower chance of failure with each increasing level. Also, with each level, the quality of the food will improve. There is a lot to talk about on food, it deserves it's own section, so much that it will be the one right below this section, once I get around to putting it in. Anyway, what do you get at each level? You get new recipes. However, not all recipes are obtained through skill progression, a fair amount need to be learnt through one-use recipe books that you can purchase from the bookstore. I will list them in brief now, and go indepth in them later, such as the ingredients that they require. Okay, for such a big topic, what I wrote is rather brief, but please bear in mear in that I will expand on this later. Whenever later is. If you read this in a later version, it will be already there. But earlier versions, well, please be patient. --Recipe List-- Recipes Learnt from Skill Progression These are recipes that are automatically learnt by the Sim when they reach the level that is proscribed. Level 0 - Autumn Salad Level 0 - Mac and Cheese Level 0 - Waffles Level 1 - Hot Dogs Level 1 - Pancakes Level 1 - Peanut Butter and Jelly Level 2 - Goopy Carbonara Level 2 - Grilled Cheese Level 4 - Spaghetti Level 4 - Sushi Level 5 - Stu Surprise Level 6 - Hamburgers Level 7 - Key Lime Pie Level 8 - Grilled Salmon Level 9 - Dim Sum Level 9 - French Toast Level 10 - Lobster Thermador Recipes Learnt from Recipe Books Note that the level listed is the level needed to understand the book. You need to be of a certain skill level to understand the book, which is rather unusual, but I guess you cannot expect a beginner to bake a Baked Angel Food Cake. Level 1 - Ratatouillie Level 3 - Cookies Level 3 - Fish and Chips Level 4 - Fruit Parfait Level 5 - Cheesesteak Level 6 - Cobbler Level 7 - Eggs Machiavellian Level 8 - Tri-Tip Steak Level 9 - Stuffed Turkey Level 10 - Ambrosia Level 10 - Baked Angel Food Cake --Skill Challenges-- There are also skill challenges for cooking, but it is scaled back to three, which makes things a bit easier on you. However, given that this is concerning food, consider them quite powerful rewards. Menu Maven is the first of your challenges, and one that will take a while to achieve. This requires you to have prepare all the recipes possible, so you will need to be at cooking level 10, learn all the recipes, prepare all the recipes, including the powerful Ambrosia, and your reward is that all your food that you now prepare are of a much higher quality. Star Chef is the second of your challenges. This requires you to prepare at least 50 meals, there are no limitations on what you can produce, you can make 50 plates of waffles for all I care. Again, the reward for this is that your food is of a higher quality, and higher quality food means much more powerful moodlets. World Class Chef is the final challenge. This requires you to prepare 75 dishes, again, there are no restrictions on what you can prepare, so 75 dishes of Peanut Butter and Jelly sandwiches coming right up. Anyway, this provides a different reward, this will allow you to cook your fishes a bit faster. And that wraps up the cooking skill, for now, until I get around to the indepth section. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [5.05] Fishing This is yet another skill that I will go indepth later, mainly because of the tables that I will need to draw up and there is no need to clutter this section. Anyway, fishing is basically that, you will need to learn how to fish, and the better your level, the more you can cook. Now the reason why this is useful is because it is a good source of money, and also ingredients for your cooking dishes. How do you obtain this skill. Again, there are only three ways, you can either take a class from the Supermarket, read the fishing books or you can just go fishing yourself. Not exactly a large variety of ways to learn, but it does the job. Now, fishing. Well, basically, a pool of water is a place you can fish, of course, the best place to fish are places where there is fish jumping out of the water, because there is a higher chance of a catch. Keep in mind that some Sims will be able to fish in swimming pools, which is always a nice touch. If you have the money, you can purchase a fair amount of books at the bookstore, and this is done for a reason. The reason you read those books is that it will give you the locations of where you can catch a fish, which is a nice start, and more importantly, the perferred bait of each fish. Talk about bait is in the paragraph below this next one. What happens as you level up with this skill? Well, the higher your level, the more fish you can type. Some fish you cannot catch until you are at much higher levels. Also, the higher the level, the better quality fish you can catch, you can't exactly catch perfect fish at Level 1, but it will be more common at Level 10. When you reach LEVEL 3, you will be able to bait fish out of the sea. What is bait? Well, bait basically means a type of food or fish that you can use, and lose upon successful catch of a fish, but it will increase the chance of catching the fish that the bait is selected for. More in it's specific section. The better quality of bait, the better quality of fish that you are going to catch. I hope you have a large garden. Also, as you level up, you will be able to inspect the water of any place that you can fish, and this will identify all the available fish in that water that you can catch. This is useful if you are looking for a certain type of fish. Well, that is about as indepth as I would like to go for skills, given that I am going to dedicate a section for this. --Skill Challenges-- However, I am not going to forget about the challenges, but this time, there are only two challenges for you. Amateur Ichthyologist is the first of the challenges, and it is a rather funny sounding one, which makes it interesting. This requires you to have caught every single type of fish, EVERY SINGLE TYPE OF FISH. That includes the rare as hen's teeth, Deathfish. For such a feat, you will be rewarded that all the fish you now catch will be bigger, fatter, and tastier. Commercial Fisherman is the second and last of the challenges. This requires you to have caught at least 350 fish, which is quite a lot, but given that time flies, you will be able to achieve this in no time. If you fish regularly that is. For this, you will be able to catch fish faster than other Sims, which means that you can catch more fish. And that wraps up fishing, for now. Tune in next time, for more TALES. OF. INTEREST. I mean fishing. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [5.06] Gardening Gardening is one of the new skills, and basically, this is one of the money making skills. This is another skiill that I will go indepth later, mainly because it is a very large section. Anyway, this skill is necessary for tending and harvesting the produce of plants, and this has two uses, one is for making a fair amount of money, and the latter is to have fresh ingredients for your cooking. This skill is obtained in three ways, the standard reading books and taking classes method, and the final method is actually going out into the field and working and tending your plants. Tending, watering, harvesting, all those activities will increase your skill in gardening. Now, what is the whole point of gardening? Well, gardening is basically looking and fielding plants, and by doing this, you can make those plants grow up nice and strong, and you move on to harvest the produce, and make money out if it. More about growing plants and harvesting in their respective section, so when that is ready, you can read that to make this following part about level development make a bit more sense. Anyway, you start off at Level 0, and your gardening skills are a bit restrictive to say the least. By Level 2, you will be able to tend to a garden, so you can water, and now, remove the weeds surrounding the plant. Weeds need to be removed for the sole reason that they will damage the plant's quality. The higher your level from now on, the faster your Sim will be able to tend those plants. Once you reach Level 3, you will have the ability to fertilise the plants. This skill is important, as fertilizer will improve the quality of your produce, and that is useful as it will increase the quality of the meals that use your ingredients and it increases the value when you are selling them. However, bear in mind that quality of the fertilizer will determine how much the plant's quality is improved. By Level 5, you will notice that when you walk around the neighbourhood, you will have seen common, uncommon and rare seeds. By Level 5, you will be able to plant uncommon seeds, in addition to common seeds that you have already been able to plant since Level 0. At Level 6, if your Sims have the Green Thumb trait, they will be able to revive a plant, which means that you will be able to revive a plant that has died through neglect or some other means. Barren plants will not be able to be revived. With this, you will have a good chance to revive the dying or ailing plant. By Level 7, you will be able to plant those rare seeds, and this means that those nice lovely plants that you have no idea about can now be grown. And finally, the last 3 levels. At this point, you will get opportunities, one for each level, about growing a specific number of harvestables with a certain quality. By completing these opportunities, you will get access to new plants. You will be able to grow plants that spawn eggs, cheese, steak, and finally, the Omni Plant, though this will get it's own section. So that is about it for developmental skills, so on to the challenges. Yes, I do know that this is a bit brief, but like I said, this deserves it's own section. --Skill Challenges-- There are three challenges that you can perform. Of course, given the nature of this skill, it will take some time to perfect, but you'll get there, eventually. Botanical Boss is the first of the challenges, and this requires you to grow 75 perfect harvestables, there are no requirements on what needs to be grown. However, for doing this, you will get the power that none of your plants will ever die from neglect, such as not tending them or not watering them. Master Farmer is the next of the challenges. To complete this challenge, you will need to harvest a total of 650 harvestables, which, when you think about it, isn't actually a lot. By completing this, you will have your plants watered and deweeded for longer, that means, less work. Master Planter is the final of the challenges. This will require you to plant every single type of plant, every single one. This isn't all that easy, but it isn't impossible. Once you have completed planting all of the different types of plants, your plants will suffer significantly less weed growth. Which is again, quite useful. And that wraps up Gardening, for now. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [5.07] Guitar This is one of the worst skills, because there isn't much in terms of usage. Basically, imagine just the piano playing skill, and yeah, there isn't much, but it is relatively important if you are planning to go into the Music career, so pick your poison carefully. Again, this skill is developed in a set amount of ways, there is always the books and classes approach, though it doesn't get you very far, or you can just practice on the guitar. It isn't much in terms of development, but it is similar to other skills. Well, the whole aim of this is getting new songs to play with. As you develop your skills, you get more and more songs that your Sim can perform, and by Level 5, you can perform songs for tips whilst performing in public. This is a quick way to make money, but it is still short change. Anyway, through skill development, you will learn new songs. This is quite useful, as the more songs you can play, the more variety you can provide to passerbys, and try to hit their favourite music. From Level 1 to 4, you will gain two new compositions, that is, songs, through development. Level 5 is special, you will get 3 new songs, and from that point on, Level 6 to 10, you will get only 1 new song per level, but there are new compositions that you can purchase from the bookstore, which effectively makes it two per level. Level 5 is the most important part of this skill, because it is also the point in which you can perform to the public. Previously, you can only practice, but now you can play in public. Shove that guitar into your Sim's inventory and you can play it. This is where you can make up that 600 Simoleon purchase price. Try public areas, such as the main park, for the most pedestrian traffic. Also at Level 5, you will be able to serenade someone. Literally, this is like flirting with someone, but through song. Basically, it serves as a romantic social interaction that will aid you in your romantic overtures at the song's conclusion. --Skill Challenges-- Guitar only has three challenges, which isn't a hell of a lot, but it is better than nothing, I guess. Anyway, without further ado. Guitar Star is the first of the of the two challenges, and basically, your Sim needs to perform at a total of 10 parties. With this, you will be able to get more money from tips and such performances. Which means some more spare change for you. Master Guitarist is the next of the challenges that you will face. This is where you learn every single composition, from levelling up, the compositions that you can purchase from the store and compositions that can be learnt through opportunities that you will get from time to time. As a reward, you receive a new song. Which kinda defeats the purchase. Money Maker is the final challenge that you can pick on. This requires you to earn a total of 5,000 Simoleons from all your performances, which is quite a lot, considering all you get is spare change, but after a long amount of performances and time at parties, you will start to rack up the money. For this, your reward is that you get another new master track to play with. And that wraps up the Guitar Skill. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [5.08] Handiness This is the skill that replaces the Mechanical skill, and this actually has some uses, yuo can use this to play with some equipment. You can basically tinker with equipment, and repair broken items, and after a while, you will be able to upgrade your equipment to make them work better. There are a fair amount of ways to boost this skill, besides the obvious class and book method. You can repair broken items for some more knowledge on the Handiness skill, or tinker with them, or you can just upgrade the items and see how it goes. Basically developmental benefits through this skill is quite useful if you are the handiman around the house. The higher your skill, the better your chance of success in tinkering and upgrading, as well as repairing, and the lower the chances of failure. Note that the Handiness trait, you will always succeed. By Level 3, you will be able to upgrade your equipment, again, I will put a list in a seciton of it's own, mainly because it needs a proper table, and I cannot provide one here and make it all neat and tidy. However, these upgrades are quite powerful and useful. For example, you can make a cheap dishwasher silent, or improve the stove to make better quality food, or even improve your TV to have more channels to watch. There are more upgrades, but again, I will give it a section for that, as to go indepth. Finally, at Level 10, you will be able to get a nice bonus. You will be invited by a guild and you will get a permanent 25% discount to all items that you can purchase off the buy catalog. Quite short, the above section, because the upgrading section needs a fair bit of space. --Skill Challenges-- There are the standard three skill challenges with this skill. Not a lot, but better than nothing. Electrician is the first of the challenges, and have a guess, you need to play with some electricity. You will need to repair 10 electricial objects, which, over the course of a few days, doesn't mean quite a lot because they will suffer heavy usage. The reward is simple, you will never be electrocuted again, ever again. Plumber is the second of the three challenges, and as you can guess, you need to play with water. You need to successfully repair 10 plumbing items, and this is quite easy, it is usually a shower, bath or toilet, and you use those constantly. Your reward is that these items will never break again. Tinkerer is the last of the three challenges, and this requires you to tinker around with objects. You need to have installed at least 10 different, unique upgrades on objects around the house. Use the table found later on in the Upgrading section for more information. As a result, you will never fail at upgrading objects. And that is it, for now. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [5.09] Logic Logic is one of the few skills that hasn't undergone a total review, which is a nice touch. However, there is a lot more you can do with this skill, it isn't just chess playing, there is a lot more than that. This is the general intelligence skill, and is used for tutoring other Sims, for discovering new celestial bodies. Logic is one of the skills that has more than 3 development options. Sure, there is the traditional class and book approach, but you can also learn this skill from the Chessboard, using the telescope, or being tutored by other Sims. The Computer is a new source of learning, considering you can play chess on the computer now, and gain logic at the same time. Logic is one of the skills that has a massive developmental cycle. The effects are immediate, your Sim can start to solve the unsolvable, basically, you are solving hard mathematical problems for money, it isn't always a success, but the money is good. By Level 3, your Sim is able to search the stars for previously unknown celestial bodies. Of course, there is money involved, and the best part is that you can name discovery after what you want. Be creative. Doesn't every kid want to see the Steaming Pile of Poop star? Of course, the cheapest are satellites, they aren't worth the most. Next are small stars, followed by new planets, and finally, the large stars, which are worth the most. It is all random, but that is the pattern in which they are valued. And to make sure it is offical, they are logged into your journal. At Level 5, your Sim will be able to tutor other Sims in the logic skills, However, you can only tutor young Sims at this stage, children and teens, for now. This is quite useful, giving a nice powerful moodlet as well as it helps the child's school performance and develops their logic skill faster than usual. Also at Level 5, you will be able to talk about Sims about celestial bodies that they have discovered. What is more important, other than a topic of conversation and a nice relationship boost is that if you talk about the celestial body named after them, well, you get a massive boost. Hey, I would like to tell other people about a new star I discovered and named after them, and they would be happy. Finally, at Level 10, you will be able to improve your tutoring skills, you will be able to tutor anyone, in basically everything, all skills, bar the Athletic and Charisma skill. However, there is a limitation, Sims cannot tutor beyond their own skill level, that is, if a Sim has Level 7 in Cooking, that Sim cannot tutor another Sim beyond that Level 7 in Cooking. This is useful for developing the skills of younger Sims. This beats learning through the books, but is slower than learning through actual practice. However, there is a skill within a skill. There is a chess skill, and although logic is a strong factor in how the game plays, the more you practice chess, the better you will get. The more you practice, the more games you win, so this is the way you beat a Grand Master in chess. Sure, Level 10 in logic outranks a Level 9, but he/she has practiced for a long time, you have not. --Skill Challenges-- There is quite a fair amount of challenges here, well, four, but it is more than the standard of 3 that you normally get. Celestial Explorer is the first of the challenges, and this requires you to discover 20 new objects through your telescope, be it stars, satellites or new planets. As a result, you will be able to talk about the stars and the sky to other Sims, compared to the Level 5 perk of just talking about things you have discovered. Grand Master is the second of the four challenges, and you need to reach the last level of Chess, and this is done by just beating all the ranked opponents in your path. Once you get to this level, you will be able to gain your skill in logic, and as a result, chess, at double the usual rate, which is exceptionally useful. Skill Professor is a challenge in which you need to spend at least 30 hours tutoring other Sims, whatever the age and whatever the skill, there are no specifications. Once they are effectively a professorhead in their own regards, their teaching will be twice as effective, that is, the student will learn the skill twice as quickly. Teacher Extraordinaire is the last of the challenges, and it is the weaker brother of Skill Professor, in which you will only need to spend 20 hours in tutoring other Sims, but again, you will only be twice as effeective. Which makes the skill professor 4 times as effective. Effective? And that wraps up the Logic skill, 8 down, 2 to go. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [5.10] Painting This used to be a skill within a skill. Previously, painting was a skill that, the more you practiced, the more money you get, however, it was considered an activity under the Creativity skill. Since that has gone to dirt, this gets it's very own skill, which is fun. This is a strange skill, there are only two ways to earn this skill, through the usual classes and the obviously, painting on the easel. This is quite easy to handle. This skill is all about practice, and more practice. The more you practice, the better you'll be, and the more money that you will make. You will only be able to practice early on, and by reaching Level 1, you will already be making your mark by choosing from three different types of canvas, small, medium or large. By Level 5, they will be able to paint, rather than practice, but it is all semantics, it really doesn't mean anything. Level 6 is where things get a little more interesting, you will haev the chance to paint a Brillant painting, and this is just a usual painting, but it is Brillant. Besides the environmental benefit that it will give, it is also worth double the normal value. Level 9 is where it turns even better, with your Sims given the chance to paint a Masterpiece. This gives out an even stronger environmental boost if you have the chance to mount it, or you can sell it, and it will be triple the usual value. Just as an interesting side note, if the painter dies, all their paintings will be worth more, since demand and supply would suggest that there is now only a finite about of dead person's works, so supply is limited. Also, there is another set of developmental skills. At Level 5, you will be able to paint a Still Life painting, which is a painting of a photo that you will have to choose. Level 7 will allow you to paint a portrait of a Sim, which requires two people. After all, you cannot paint thin air. Finally, at Level 8, you can paint a memorized scene, which means you take a photo of a place around the neighbourhood with the mobile phone, and paint that. --Skill Challenges-- There are only three skill challenges for this, which isn't exactly a lot, but again, better than nothing. Brushmaster is the first of the challenges. This requires you to have painted a total of 35 paintings, and the reward for this is that your Sim will be able to paint a lot faster than before. Useful for pumping out those paintings. Master Painter is the next of the challenges, and this requires you to have painted 5 Masterpieces. This is quite hard to do, but with the below challenge complete, it may be a bit easier. For a reward, from now on, every painting you sell will be worth a lot more than usual, that is, you make more money for the same amount of effort. Proficient Painter is the final challenges, and as you can guess, you need to have painted 6 Brillant paintings, nothing less. This requires a hell of a lot of luck, so good luck painting that. However, the reward is a useful one for a painter, you will be able to paint more Brillant and Masterpiece paintings, that is, a higher chance to do so. Finally, that wraps up 9 of the 10 skills, one more to go. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [5.11] Writing The final skill, and this game as turn what was a hidden skill in novel writing into a much bigger skill. Again, this will be another skill that will get it's own section, given the scope, and is another non-offical way to make money. There are only three real ways to learn about writing, and that is to either take a class or read the book, as usual, or you can go and practice writing on the computer. Note that all writing needs to be done on the computer, as it stands, you cannot make a typewriter and do some writing, because it doesn't have spell check. Anyway, the developmental effects of writing, well, this will overlap the indepth section, but anyway, by increasing your level, you will gain access to more novel genres, and whilst they take longer to write, you get more in royalties. More on that later. At the start, you will have access to Fiction books, but from there, it will start to get bigger, as in genres. Level 0 - Fiction Level 0 - Non-Fiction Level 1 - Science Fiction Level 2 - Trashy Level 3 - Drama Level 3 - Children's Book (Painting Skill >/= Level 6) Level 5 - Humour (Good Sense of Humour = Level 2) Level 6 - Historical Level 8 - Mystery Level 10 - Masterpiece Level 10 - Romance (Hopeless Romantics = Level 5) There are in fact, more genres, so here are they. Autobiography - You need to write 3 Biographies Fantasy - You need to write 3 Science Fiction Novels Satire - You need to write 3 Humour novels Vaudeville - You need to write 2 Drama, Science Fiction, Humour, Mystery and Romance Novels. --Skill Challenges-- Again, there are only three here that you can do, so it is nothing unusual. Prolific Writer is a challenge that requires a Sim to write at least 20 novels in their careers. This is quite useful if you are looking for money because these guys will be more recognised and as such, they will tend to produce more Hits and Best-Seller books, and this leads to more in royalties. Specialist Writer is the next challenge, and this requires your Sims to write 5 novels in a specific genre, any genre. As a result, they are well recognised in their own genre, and they will make more hits and best-sellers, however, it is only effective in their favourite genre. Speed Writer is the final challenge, out of all the skills and for me writing, and requires you to have earnt a total of 15,000 Simoleons in royalties, which isn't a hell of a lot if this is a full time career, maybe a bit longer if it is a part time career. As you can guess, the reward is that your Sims will write a lot faster. Exceptionally handy if they are looking at doing the romance novels. And that, ladies and gentlemen, wraps up the skills. In brief. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [6.01] Overview There are 11 professional jobs available to you this time, compared to the amount of careers, only 10, which comes in both the Sims 1 and the Sims 2. This is exactly the same, except the presentation is a bit different. Also, there are part time jobs, which you can have on top of a full time jobs, but more on that later. Again, only adults and now, elders, will be able to have full time jobs, and this is a lot more interesting. Several careers will have branches, which means, your career will come to a split path, and you need to choose which path your Sim wants to walk on. This means that there is more than the usual 110 jobs that you were expecting. However, once you reach elder status, you can retire from your job and receive a pension. Whilst the money isn't exactly good, you don't need to work and get paid. Up to you, really. Also, as you level up, there are rewards for reaching certain levels in your career. This is most useful, since there are some nice rewards that you cannot obtain in any other method, like a police cruiser. Another change is that there are work tones. That is, there are options that you can select for your Sim to perform during work, which dictates what they do. For example, you can have your Sim work out exceptionally hard, or just slack off or talk to their co-workers. All jobs with a normal effect tone, where you get average decay, for average job performance growth. Okay, about the jobs themselves, there is a job performance bar. However, unlike previous games, this actually has a use. The Performance bar will show your overall performance since you started the job or since your last promotion. If it is green, good work, if it is red, you will stand to have a pay cut or a demotion. Now, to be promoted by the game automatically, you will need to complete, as in, all green, the performance bar, and that will get you promoted. Along the way, you can demand a raise at work, by clicking on your work place and demanding a raise. This means that you get more money at the end of the day, nothing else. Raises will replace promotions when you get to the top of the ladder, giving more incentive to stay in one career, rather than several. Some changes from previous games. There are no skill limits to promotion, instead, you will have several items that will affect job performance. The better it is completed, the faster you gain job performance. For example, when it says that logic is a factor in your job performance, it means the more logic points you have, the better. You will have a tutorial in game for this, so don't fret. And finally, gone are the chance cards, and in comes the opportunities. You will have the chance to complete some tasks for work, outside of work, and you will get a reward for it, a seciton for that later. And back from the Sims 1 is the idea of job transfer. Sometimes, your Sim gets the opportunity to transfer to other careers. For example, a Lieutenant in the Law Enforcement Career might get the offer to join the Military, and so forth. Without further delay, let us start on the new careers. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [6.02] Business The Business career takes place in the Corporate Towers, and is your typical office job. Basically, go to the office, do some work, and go home. This is one of the best paying jobs for the least amount of skills, given that you don't need any skills to succeed here. Not even Charisma. There are 5 Work Tones for this skill. Hold Meetings - Division Mananger Level or greater. This is where you plan for meetings, and when you will attend them, which gives you the opportunity to attend meetings, but slows performance growth. Meet Co-Worker - This allows you to meet your co-workers and talk with them, building up a relationship with your co-workers, and this is quite important in this career. This is used to meet more co-workers quickly, not so much relationships. Chat at Water Cooler - This is where you will build up a relationship with your co-workers. This is more effective at building a relationship than the previous tone, but less effective at taking with them. Suck Up to Boss - This is where you build up a relationship with the boss, though redundant from Chief of Board and onwards. This is a useful way to build a new friendship. Power Work - Basically, you work a lot harder, and this gains job performance a hell of a lot faster, however, this will degrade your mood a lot faster, especially fun. First, a quick note about meetings. Meetings are important because they are a factor of promotion. The more meetings you have, the better your job performance. The best is to have work hours used in meetings. You can hold meetings whilst at work, so you can make the best of both worlds and get paid for this. Anyway, lets start on the stats. Note that the pay is standard. This is the basic pay, this is not taking into account raises that you may have received from work. --==Coffee Courier==-- "Nobody ever looks to the Coffee Courier to orchestrate a multi-billion Simoleon corporate takeover, but that doesn't mean you can't impress the higher-ups when you're bringing them coffee. Don't forget the cream, sugar, or a smile!" Job Level = 1 § Per Hour = §27 / hour § Per Day = §160 / day Base Weekly Pay = §800 / week Pension Pay = §40 / day Carpool Arrival = 7AM Time You Start Work = 8AM Time You Finish Work = 2PM Total Length of Day = 6 hours Work Days = Monday, Tuesday, Wednesday, Thursday, Friday Days Off = Saturday, Sunday Performance Requirements = Mood, Relationship with Boss --==Filing Clerk==-- "Put away the grinds and grab a manila folder. Deals, acquisitions, and stock grabs are being made left and right and someone has to keep a clean paper trail. Corporate has put a lot of stock in you ... don't let them down!" Job Level = 2 § Per Hour = §35 / hour § Per Day = §208 / day Base Weekly Pay = §1,040 / week Pension Pay = §50 / day Carpool Arrival = 7AM Time You Start Work = 8AM Time You Finish Work = 2PM Total Length of Day = 6 hours Work Days = Monday, Tuesday, Wednesday, Thursday, Friday Days Off = Saturday, Sunday Performance Requirements = Mood, Relationship with Boss --==Report Processor==-- "It's hard to act on just a hunch when billions of Simoleons are at stake. The board wants you to compile the reports and provide detailed analysis ... by morning - every morning. It's a good time to get close to the boss, so that when a better position opens up your name is on the short list." Job Level = 3 § Per Hour = §46 / hour § Per Day = §271 / day Base Weekly Pay = §1,355 / week Pension Pay = §70 / day Carpool Arrival = 7AM Time You Start Work = 8AM Time You Finish Work = 2PM Total Length of Day = 6 hours Work Days = Monday, Tuesday, Wednesday, Thursday, Friday Days Off = Saturday, Sunday Performance Requirements = Mood, Relationship with Boss, Relationship with Co-Workers --==Corporate Drone==-- "After all this time you've finally been given a desk, four cubicle walls, and just a little bit of space to personalise your area. Corporate Drones make the company propel forward akin to oarsmen on an ancient sailing vessel. Keep rowing towards middle management!" Job Level = 4 § Per Hour = §59 / hour § Per Day = §353 / day Base Weekly Pay = §1,765 / week Pension Pay = §90 / day Carpool Arrival = 7AM Time You Start Work = 8AM Time You Finish Work = 2PM Total Length of Day = 6 hours Work Days = Monday, Tuesday, Wednesday, Thursday, Friday Days Off = Saturday, Sunday Performance Requirements = Mood, Relationship with Boss, Relationship with Co-Workers --==Department Head==-- "Halfway up the corporate ladder and the suits up top have provided you a few underlings. As a Department Head, it's important to stay popular with the corporate drones, but still keep the boss happy. Nice suit, by the way." Job Level = 5 § Per Hour = §76 / hour § Per Day = §530 / day Base Weekly Pay = §2,650 / week Pension Pay = §130 / day Carpool Arrival = 7AM Time You Start Work = 8AM Time You Finish Work = 3PM Total Length of Day = 7 hours Work Days = Monday, Tuesday, Wednesday, Thursday, Friday Days Off = Saturday, Sunday Performance Requirements = Mood, Relationship with Boss, Relationship with Co-Workers --==Division Manager==-- "Somebody thinks you're going places, specifically the head of the division. Sales, marketing, customer service, and manufacturing - all of them fall under the hefty chain of command that ends with you. It's best to add a few meetings to you to-do list, as they help an organisation run smoothly and efficiently." Job Level = 6 § Per Hour = §99 / hour § Per Day = §689 / day Base Weekly Pay = §3,445 / week Pension Pay = §170 / day Carpool Arrival = 7AM Time You Start Work = 8AM Time You Finish Work = 3PM Total Length of Day = 7 hours Work Days = Monday, Tuesday, Wednesday, Thursday, Friday Days Off = Saturday, Sunday Performance Requirements = Mood, Relationship with Boss, Relationship with Co-Workers, Meetings Held It is at this rank in which you can schedule meetings and hold meetings. You need to schedule the time and actually attend for it to count. They last about one and a half hours most of the time. --==Vice President==-- "Stock options, benefits, accolades, and titles just keep coming! You've hit the upper rungs of corporate management as a Vice President, but the competition is stiff to become the next CEO. It's time to secure your place as a rising star and next in line of succession, so motivate and increase revenues to generate confidence in your leadership capabilities." Job Level = 7 § Per Hour = §128 / hour § Per Day = §896 / day Base Weekly Pay = §4,480 / week Pension Pay = §220 / day Carpool Arrival = 7AM Time You Start Work = 8AM Time You Finish Work = 3PM Total Length of Day = 7 hours Work Days = Monday, Tuesday, Wednesday, Thursday, Friday Days Off = Saturday, Sunday Performance Requirements = Mood, Relationship with Boss, Relationship with Co-Workers, Meetings Held --==CEO==-- "The Chief Executive Officer is the most important person in a single business entity. The world looks pretty good from a corner office on the top floor, and nobody dares to utter a single work during your long, inspirational speeches. Enjoy the new office, but don't get too comfy. There's work to do and you're just the one to do it." Job Level = 8 § Per Hour = §239 / hour § Per Day = §1,434 / day Base Weekly Pay = §5,736 / week Pension Pay = §280 / day Carpool Arrival = 7AM Time You Start Work = 8AM Time You Finish Work = 2PM Total Length of Day = 6 hours Work Days = Monday, Tuesday, Thursday, Friday Days Off = Wednesday, Saturday, Sunday Performance Requirements = Mood, Relationship with Boss, Relationship with Co-Workers, Meetings Held --==Chairman of the Board==-- "Not content with overseeing a single corporate entity, you have found yourself the newly elected Chairman of the Board. Thousands of stockholders spanning a few companies look to you for guidance, leadership, and dividends in the millions. But, you still answer to the stockholders and now is the time to supercede past milestones with even better corporate performance." Job Level = 9 § Per Hour = §287 / hour § Per Day = §1,721 / day Base Weekly Pay = §6,884 / week Pension Pay = §330 / day Carpool Arrival = 7AM Time You Start Work = 8AM Time You Finish Work = 2PM Total Length of Day = 6 hours Work Days = Monday, Tuesday, Thursday, Friday Days Off = Wednesday, Saturday, Snday Performance Requirements = Mood, Relationship with Co-Workers, Meetings Held --==Power Broker==-- "Without peer, is in charge. Employees revere you and competitors find you terrifying. Entire corporate empires rise and fall at your whim, spelling doom for the wrong players, and financial glory for you and the companies you dominate. The days of the Power Broker entail long meetings and counting the stacks of Simoleons." Job Level = 10 § Per Hour = §316 / hour § Per Day = §947 / day Base Weekly Pay = §2,841 / week Pension Pay = §400 / day Carpool Arrival = 7AM Time You Start Work = 8AM Time You Finish Work = 11AM Total Length of Day = 3 hours Work Days = Monday, Tuesday, Thursday Days Off = Wednesday, Friday, Saturday, Sunday Performance Requirements = Mood, Relationship with Co-Workers, Meetings Held The pay may seem exceptionally low, but the real kicker is in the meetings. They are normally one and a half hours long, you can hold them whenver you feel like, as if there were meetings all day long, and most importantly, you get paid for it, 750 Simoleons per meeting, on average, and that is a lot of money for that amount of time. Though it all depends on when you want to do the meetings, you don't have to attend, if you don't want to. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [6.03] Criminal Ah, the Criminal career, one of the careers that survived the cut. However, it has undergone a nice overhaul, seeing it is one with exceptionally powerful perks. For one, seeing as you are a Criminal, you will be exempt from being robbed. So no criminals will decide to pick on your house for a quick robbery. Also, whatever the level, your Sim will have the chance to bring home random items from work, so it is a nice source of side money. However, what has perks also has disadvantages. You will have a chance to end up arrested, seeing as you are breaking the law, and you will end up in prison for a day. At least you can work out for your stay in prison. There are 7 Work Tones that you can choose from. Work Hard - This tone, as you can easily assume, means that your Sim works harder at work, gaining more in terms of job performance but will take a massive hit on needs decay, especially the Fun meter. Take It Easy - This is the exact opposite to the one above, this is where your Sim takes it less seriously, and will gain less job performance for a lower hit on Fun. This is best used when you already have a complete performance bar, or nearly there. Practice Illicit Activities - Requires Level 1+ of Athletic Skill. This is where you basically practice the athletic skill at work, and you gain athletic skill points, but at a slower rate. But at least you get paid. Meet Accomplices - This is basically talking to your co-workers, the people who will be assisting you on your raids and criminal activities. This is necessary to find out who your co-workers are, but not good at building relationships. Conspire with Accomplices - This is the opposite to the one above, this is less effective at meeting your co-workers but it is better to build a relationship with them. Do a Side Job - This is a tone where you have the opportunity to earn some Simoleons on the side. The cash isn't a lot, but it is a nice way to earn some cash whilst being paid on the job. Not too bad. Grovel to Leader - Evil Branch. This is where you go down and kiss your leader's feet, and grovel for his favour. This is only necessary in the Evil branch, thieves work by themselves. And lets get onto the Criminal Career jobs. --==Decoy==-- "Can you keep a secret? The local crime syndicate is looking for a few good people to join the ranks. Specifically, somebody is needed who is in good physical condition, can get along with the rest of the gang, and has no problem doing things that some might label as "criminal". There's room at the top for world class thieves and the truly diabolical!" Job Level = 1 § Per Hour = §17 / hour § Per Day = §100 / day Base Weekly Pay = §500 / week Pension Pay = §30 / day Carpool Arrival = 9AM Time You Start Work = 10AM Time You Finish Work = 4PM Total Length of Day = 6 hours Work Days = Monday, Tuesday, Friday, Saturday, Sunday Days Off = Wednesday, Thursday Performance Requirements = Mood, Athletic Skill --==Cutpurse==-- "The score gets a little bigger for the Cutpurse, but so do the risks. You'll need to start working out to improve your chances of getting away if seen at the scene. After all, it's never quite as easy as taking candy from a baby." Job Level = 2 § Per Hour = §24 / hour § Per Day = §140 / day Base Weekly Pay = §700 / week Pension Pay = §40 / day Carpool Arrival = 9AM Time You Start Work = 10AM Time You Finish Work = 4PM Total Length of Day = 6 hours Work Days = Monday, Tuesday, Friday, Saturday, Sunday Days Off = Wednesday, Thursday Performance Requirements = Mood, Athletic Skill --==Thug==-- "Every crime organisation needs some muscle to lay down the rules and protect The Organisation's ... investments. The best Thugs are intimidating and muscular - the strong arm of the Organisation. Don't let nobody stand in your way." Job Level = 3 § Per Hour = §32 / hour § Per Day = §190 / day Base Weekly Pay = §950 / week Pension Pay = §50 / day Carpool Arrival = 8PM Time You Start Work = 9PM Time You Finish Work = 3AM Total Length of Day = 6 hours Work Days = Monday, Tuesday, Friday, Saturday, Sunday Days Off = Wednesday, Thursday Performance Requirements = Mood, Athletic Skill --==Getaway Driver==-- "Innocent bystanders, spike strips and rush-hour traffic are no trouble for you as a professional Getaway Driver. Keep your speeds high and your turns tight to keep the heat off your tail, and ensure members of The Organisation get in, and get out, quick!" Job Level = 4 § Per Hour = §40 / hour § Per Day = §240 / day Base Weekly Pay = §1,200 / week Pension Pay = §60 / day Carpool Arrival = 8PM Time You Start Work = 9PM Time You Finish Work = 3AM Total Length of Day = 6 hours Work Days = Monday, Tuesday, Friday, Saturday, Sunday Days Off = Wednesday, Thursday Performance Requirements = Mood, Athletic Skill, Relationship with Accomplices --==Bagman/Bagwoman==-- "The Bag Man/Woman is an integral part of the heist, which means bigger payout and more risk. Your accomplices need to be able to trust you now that you're on the ground floor. Hold the bag tightly - never, ever, let go!" Job Level = 5 § Per Hour = §52 / hour § Per Day = §310 / day Base Weekly Pay = §1,550 / week Pension Pay = §80 / day Carpool Arrival = 8PM Time You Start Work = 9PM Time You Finish Work = 3AM Total Length of Day = 6 hours Work Days = Monday, Tuesday, Friday, Saturday, Sunday Days Off = Wednesday, Thursday Performance Requirements = Mood, Athletic Skill, Relationship with Accomplices --==Con Artist==-- "Whether it's a sleight of hand, a "great investment opportunity", or falsified papers, the Con Artist has everything the customers need .. or think they need. Few can truly turn crime into an artistic expression. You either got it, or you don't." Job Level = 6 § Per Hour = §63 / hour § Per Day = §375 / day Base Weekly Pay = §1,875 / week Pension Pay = §90 / day Carpool Arrival = 8PM Time You Start Work = 9PM Time You Finish Work = 3AM Total Length of Day = 6 hours Work Days = Monday, Tuesday, Friday, Saturday, Sunday Days Off = Wednesday, Thursday Performance Requirements = Mood, Athletic Skill, Relationship with Accomplices !BRANCH SPLIT! At this point, you will need to choose between two possible career paths, you will want to continue your life of crime through stealing, as a thief? Or do you prefer, like Stewie, a plan for Evil through World Domination. Now pick, the Evil branch, or the Thief branch? EVIL BRANCH --==Henchman==-- "Don't let the uniform fool you - being a Henchman is serious business. Get close to The Leader and learn all that he has to offer. Carry out the evil machinations of those above you, and never question anything." Job Level = 7 § Per Hour = §109 / hour § Per Day = §650 / day Base Weekly Pay = §3,250 / week Pension Pay = §160 / day Carpool Arrival = 8PM Time You Start Work = 9PM Time You Finish Work = 3AM Total Length of Day = 6 hours Work Days = Monday, Tuesday, Wednesday, Thursday, Friday Days Off = Saturday, Sunday Performance Requirements = Mood, Athletic Skill, Relationship with Boss --==Evil Sidekick==-- "Sidekickhood comes with many perks, most notably being one step closer to The Leader and working under a true mastermind - the Super Villain. Take note, wreak havoc as you see fit, and serve The Organisation as best you can." Job Level = 8 § Per Hour = §142 / hour § Per Day = §850 / day Base Weekly Pay = §3,400 / week Pension Pay = §170 / day Carpool Arrival = 8PM Time You Start Work = 9PM Time You Finish Work = 3AM Total Length of Day = 6 hours Work Days = Monday, Tuesday, Thursday, Friday Days Off = Wednesday, Saturday, Sunday Performance Requirements = Mood, Athletic Skill, Logic Skill, Relationship with Boss --==Super Villain==-- "Pure evil flows through your Super Villainous dark veins! Innocents fear the very mention of your name, be it in made-for-TV horror movies, or on the evening news. Nobody is closer to The Leader than you, nor is anybody as powerful..." Job Level = 9 § Per Hour = §240 / hour § Per Day = §1,200 / day Base Weekly Pay = §4,800 / week Pension Pay = §230 / day Carpool Arrival = 8PM Time You Start Work = 9PM Time You Finish Work = 2AM Total Length of Day = 5 hours Work Days = Monday, Tuesday, Thursday, Friday Days Off = Wednesday, Saturday, Sunday Performance Requirements = Mood, Athletic Skill, Logic Skill, Relationship with Boss --==Emperor of Evil==-- "Without peer, is in charge. What needed to be done was done. Leaders fall and others step in to take their place, as is inevitable. Within The Organisation you are known only as The Leader. Outside these walls ... the Emperor of Evil. The Leader of the Free World may think justice may prevail, but that time has passed! A new age has dawned!" Job Level = 10 § Per Hour = §420 / hour § Per Day = §2,100 / day Base Weekly Pay = §6,300 / week Pension Pay = §300 / day Carpool Arrival = 8PM Time You Start Work = 9PM Time You Finish Work = 2AM Total Length of Day = 5 hours Work Days = Monday, Tuesday, Friday Days Off = Wednesday, Thursday, Saturday, Sunday Performance Requirements = Mood, Athletic Skill, Logic Skill This position has a nice perk as well, you will get the Aura of Evil as well. Sims that have the Evil trait will get a boost from you, however, Sims with the Neurotic, Loser and Cowardly will flee from you instead, whilst Sims with the Good trait and those Law Enforcement will boo at you. THIEF BRANCH --==Safecracker==-- "Tick. Tock. Click! You must have the hands of a surgeon and the ears of a jackal to successfully manipulate the intricate mechanisms of a safe. And when all else fails, load it up with dynamite! Tick. Tock. Tick ... BOOM! You now also have access to the Sneak interaction." Job Level = 7 § Per Hour = §96 / hour § Per Day = §480 / day Base Weekly Pay = §2,400 / week Pension Pay = §120 / day Carpool Arrival = 8PM Time You Start Work = 9PM Time You Finish Work = 2AM Total Length of Day = 5 hours Work Days = Monday, Tuesday, Friday, Saturday, Sunday Days Off = Wednesday, Thursday Performance Requirements = Mood, Athletic Skill, Relationship with Accomplices This is where you get the action of sneak. You can sneak into people's homes and take their stuff without them waking up. Basically, you can rob people without being detected using Sneak. --==Bank Robber==-- "The time for big pay-outs and leading the heist is upon you. Bank Robbers need to pick the bank, scope the joint, plan the timing, then get in and out before the coppers are on to the team." Job Level = 8 § Per Hour = §122 / hour § Per Day = §610 / day Base Weekly Pay = §2,440 / week Pension Pay = §120 / day Carpool Arrival = 8PM Time You Start Work = 9PM Time You Finish Work = 2AM Total Length of Day = 5 hours Work Days = Tuesday, Friday, Saturday, Sunday Days Off = Monday, Wednesday, Thursday Performance Requirements = Mood, Athletic Skill, Relationship with Accomplices When you reach this level, you will get a piece of art, a very valuable piece of art, for reaching this level. Use it to decorate your home. --==Cat Burglar==-- "The take from dozens of bank robberies do not compare to a single Cat Burglar operation. You'll solo the biggest heists from now onh. There shouldn't be any security system too impenetrable, lasers too numerous, or guard dogs too alert. Get in, get out, get rich." Job Level = 9 § Per Hour = §225 / hour § Per Day = §900 / day Base Weekly Pay = §3,600 / week Pension Pay = §180 / day Carpool Arrival = 8PM Time You Start Work = 9PM Time You Finish Work = 1AM Total Length of Day = 4 hours Work Days = Tuesday, Friday, Saturday, Sunday Days Off = Monday, Wednesday, Thursday Performance Requirements = Mood, Athleitc Skill, Relationship with Accomplices --==Master Thief==-- "Without peer, is in charge. The Organisation has profited greatly from your efforts. Every major crime fighting organisation files you on their most wanted list, but you've left no trace behind. There is no job that cannot be done on this planet ... or any other. The Master Thief leaves a permanent mark on The Organisation that is followed by a long, long line of zeros." Job Level = 10 § Per Hour = §525 / hour § Per Day = §2,100 / day Base Weekly Pay = §8,400 / week Pension Pay = §400 / day Carpool Arrival = 8PM Time You Start Work = 9PM Time You Finish Work = 1AM Total Length of Day = 4 hours Work Days = Tuesday, Friday, Saturday, Sunday Days Off = Monday, Wednesday, Thursday Performance Requirements = Mood, Athletic Skill, Relationship with Accomplices At this level, you will receive a nice present, the Fox, a powerful statue that is exceptionally valuable and most importantly, gives a I Am The Best moodlet when you view it. This is not taking into account the massive environmental boost that you will get. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [6.04] Culinary One of the new careers introduced in the Sims 2 and survive the cut to make it into this game. This is the career for those interested in cooking, and what makes this interesting is that there are two places where you can work for this job, you can work at the Bistro or you can work at the Diner. This is not a high paying career, but this makes it one of the most useful support careers, seeing that cooking is home to many powerful moodlets and the reward for reaching Level 10 is not to be scoffed at. There are 6 Work Tones that you can choose from whilst at work. Work Hard - Again, this is where your Sim works hard at work, increasing the rate in which job performance is gained, but it also increases the rate in which your mood decays, especially Fun. Take It Easy - Like before, it is the exact opposite to the one above, it is where your Sim takes it easy, sometimes gaining fun, but at the cost of which your job performance, which will suffer and increase at a much slower rate. Practice Cooking - This is what the tone says, you will practice your cooking skill whilst at work, gaining cooking skill whilst being paid for it, and isn't a half bad tone, given that you will need a high cooking skill to succeed in this career path. Meet Co-Workers - This tone is used for you to quickly find out who your co- workers are. This isn't useful for building a relationship, but useful for figuring out who to talk to out of work. Hang with Co-Workers - Like the other before it, this is less effective at finding out who they, your co-workers are, but it is useful to build up a relationship with them. Suck Up to Boss - This is needed in this career, because it isn't just skill alone that takes you ahead, but it is who you know, and if your boss thinks you are ready or not to progress. And without further ado, let us get into the 10 jobs, no career branching in this career. In fact, there are only 3 career pathes with branches, not a lot. --==Kitchen Scullion==-- "The life of a Kitchen Scullion is fraught with orders from snooty chefs in the midst of flame-filled kitchens. A little cooking knowledge, not to mention a warm attitude in the presence of cold patrons, will do wonders for you as an aspiring chef." Job Level = 1 § Per Hour = §25 / hour § Per Day = §148 / day Base Weekly Pay = §740 / week Pension Pay = §40 / day Carpool Arrival = 2PM Time You Start Work = 3PM Time You Finish Work = 9PM Total Length of Day = 6 hours Work Days = Monday, Tuesday, Friday, Saturday, Sunday Days Off = Wednesday, Thursday Performance Requirements = Mood, Cooking Skill --==Spice Runner==-- "The modern spice trade is here and you are at the helm. A dash of paprika, organic sea salts, and just the right amount of cayenne can change any dish for the better ... or worse! It's all about the right spice at the right time in the life of a Spice Runner." Job Level = 2 § Per Hour = §32 / hour § Per Day = §190 / day Base Weekly Pay = §950 / week Pension Pay = §50 / day Carpool Arrival = 2PM Time You Start Work = 3PM Time You Finish Work = 9PM Total Length of Day = 6 hours Work Days = Monday, Tuesday, Friday, Saturday, Sunday Days Off = Wednesday, Thursday Performance Requirements = Mood, Cooking Skill --==Vegetable Slicer==-- "Slicing and dicing the freshest produce with razor sharp cutlery is dire duty, but someone has to do it. It's time for you to warm up to the boss, because from here on out it'll take a pinch of schmooze to perfect the dish that is your career." Job Level = 3 § Per Hour = §39 / hour § Per Day = §230 / day Base Weekly Pay = §1,150 / week Pension Pay = §60 / day Carpool Arrival = 2PM Time You Start Work = 3PM Time You Finish Work = 9PM Total Length of Day = 6 hours Work Days = Monday, Tuesday, Friday, Saturday, Sunday Days Off = Wednesday, Thursday Performance Requirements = Mood, Cooking Skill, Relationship with Boss --==Ingredient Taster==-- "Someone clearly respects your taste, which means many arduous mouthfuls to stomach the role of the Ingredient Taster. Bring the charm along with the apron, because how co-workers evaluate you will ultimately determine your role in the restaurant." Job Level = 4 § Per Hour = §47 / hour § Per Day = §280 / day Base Weekly Pay = §1,400 / week Pension Pay = §70 / day Carpool Arrival = 2PM Time You Start Work = 3PM Time You Finish Work = 9PM Total Length of Day = 6 hours Work Days = Monday, Tursday, Friday, Saturday, Sunday Days Off = Wednesday, Thursday Performance Requirements = Mood, Cooking Skill, Relationship with Boss, Relationship with Co-Workers This is the level that you start to get some of the perks. There are a lot of perks in this job. You will sometimes get a dish to take home, it will be a group meal. Sure, it may not be of the best quality, but it is a free meal, so check your inventory carefully. This perk applies from this level onwards, so you will get free meals from now. --==Line Cook==-- "Meals are finally being put squarely in your hopefully capable hands. As a Line Cook, you're tasked with a dish from start to finish, and there's nobody to blame for bad peas ... but you! The heat of the kitchen has never been hotter and it's a recipe for disaster if you aren't careful." Job Level = 5 § Per Hour = §84 / hour § Per Day = §460 / day Base Weekly Pay = §2,300 / week Pension Pay = §110 / day Carpool Arrival = 2PM Time You Start Work = 3PM Time You Finish Work = 8:30PM Total Length of Day = 5.5 hours Work Days = Monday, Tuesday, Friday, Saturday, Sunday Days Off = Wednesday, Thursday Performance Requirements = Mood, Cooking Skill, Relationship with Boss, Relationship with Co-Workers --==Pastry Chef==-- "After countless recipes filled with succulent, savoury tastes, it's time to work from the sweeter side of the kitchen. Delicate, flaky desserts and scrumptiously sugared breakfast tarts are the order of the day for Pastry Chefs. Keep rolling the dough to start rolling in the dough!" Job Level = 6 § Per Hour = §108 / hour § Per Day = §590 / day Base Weekly Pay = §2,950 / week Pension Pay = §150 / day Carpool Arrival = 2PM Time You Start Work = 3PM Time You Finish Work = 8:30PM Total Length of Day = 5.5 hours Work Days = Monday, Tuesday, Friday, Saturday, Sunday Days Off = Wednesday, Thursday Performance Requirements = Mood, Cooking Skill, Relationship with Boss, Relationship with Co-Workers At this level, you will get a food processor for your kitchen, it isn't anything special, it is something you can get from the buy catalog, but it is something for free, and you can't reject something for nothing, right? --==Sous Chef==-- "As a Sous Chef, you must step back from the intriguing flavours and tackle the sour issues of kitchen management. The orders now come from up top and customers waiting for their meal, so satisfy all, or go home hungry and empty handed." Job Level = 7 § Per Hour = §124 / hour § Per Day = §680 / day Base Weekly Pay = §2,720 / week Pension Pay = §130 / day Carpool Arrival = 2PM Time You Start Work = 3PM Time You Finish Work = 8:30PM Total Length of Day = 5.5 hours Work Days = Tuesday, Friday, Saturday, Sunday Days Off = Monday, Wednesday, Thursday Performance Requirements = Mood, Cooking Skill, Relationship with Boss, Relationship with Co-Workers --==Executive Chef==-- "Now that you're an Executive Chef, you must constantly improve the menu, meet the special requests of special guests, and determine the course of the restaurant. Some employees might disintegrate like a poorly constructed pie crust under the pressure, but that's just how the cookie crumbles." Job Level = 8 § Per Hour = §150 / hour § Per Day = §750 / day Base Weekly Pay = §3,000 / week Pension Pay = §150 / day Carpool Arrival = 2PM Time You Start Work = 3PM Time You Finish Work = 8PM Total Length of Day = 5 hours Work Days = Tuesday, Friday, Saturday, Sunday Days Off = Monday, Wednesday, Thursday Performance Requirements = Mood, Cooking Skill, Relationship with Boss, Relationship with Co-Workers --==Chef de Cuisine==-- "Every restaurant that seeks to succeed must have a vision and food that deliciously inspires its patrons. The Chef de Cuisine must cultivate these culinary tendencies and let no Sim or untoward flavour stand in their way!" Job Level = 9 § Per Hour = §201 / hour § Per Day = §1,005 / day Base Weekly Pay = §3,015 / week Pension Pay = §150 / day Carpool Arrival = 2PM Time You Start Work = 3PM Time You Finish Work = 8PM Total Length of Day = 5 hours Work Days = Friday, Saturday, Sunday Days Off = Monday, Tuesday, Wednesday, Thursday Performance Requirements = Mood, Cooking Skill, Relationship with Boss, Relationship with Co-Workers --==Five-Star Chef==-- "Withour peer, is in charge. As a celebrity Five-Star Chef, you are the face of the restaurant. People read your books, watch you on TV, and dream of sampling your culinary masterpieces. There isn't a single spice, flavour, or combination of sweet and sour that you haven't contemplated and perfected. You are a master of the kitchen!" Job Level = 10 § Per Hour = §350 / hour § Per Day = §1,400 / day Base Weekly Pay = §4,200 / week Pension Pay = §200 / day Carpool Arrival = 2PM Time You Start Work = 3PM Time You Finish Work = 7PM Total Length of Day = 4 hours Work Days = Friday, Saturday, Sunday Days Off = Monday, Tuesday, Wednesday, Thursday Performance Requirements = Mood, Cooking Skill, Relationship with Boss, Relationship with Co-Workers This is the final level, and it's time for another perk. This time, you get a Master Fridge, and this is one hell of a fridge. First of all, you will get a MinusOne Kelvin Fridge, which will give you a Superior Equipment moodlet when you walk past it. It will also keep all the food fresh, never decay in terms of quality, and most importantly, improve the quality of your dishes. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [6.05] Journalism This is a new career, a brand new career, and surprisingly, it is a career that is quite popular, it is more popular and practical than the Slacker career, lets be honest. Anyway, this is a new career, there are new requirements. You need good Charisma and more importantly, Writing skills to succeed in this career, which makes it hard career to succeed in. There isn't much in terms of money, compared to other careers, but the hours are good and short. However, you will need to write a lot of reviews and stories about things around town, more on that when you need to start writing them. There are again, 6 work tones that you can do in this career path, and to avoid giving my fingers boneitus, I'm going to do some copying and pasting. Work Hard - Again, this is where your Sim works hard at work, increasing the rate in which job performance is gained, but it also increases the rate in which your mood decays, especially Fun. Take It Easy - Like before, it is the exact opposite to the one above, it is where your Sim takes it easy, sometimes gaining fun, but at the cost of which your job performance, which will suffer and increase at a much slower rate. Practice Writing - This is what the tone says, you will practice your writing skill whilst at work, gaining writing skill whilst being paid for it, and isn't a half bad tone, given that you will need a high writing skill to succeed in this career path. What is good about this path is that writing has hardly any skill progression for writing. Discuss Latest News - This tone is used for you to quickly find out who your co-workers are. This isn't useful for building a relationship, but useful for figuring out who to talk to out of work. Hang with Co-Workers - Like the other before it, this is less effective at finding out who they, your co-workers are, but it is useful to build up a relationship with them. Suck Up to Boss - This is needed in this career, because it isn't just skill alone that takes you ahead, but it is who you know, and if your boss thinks you are ready or not to progress. --==Paper Boy==-- "Extra! Extra! Let others read all about it. You have no time to sift through the news section when everyone else is waiting to get their paper. Throw the papers just right to land them on the customers' doorsteps and the Editor may be able to find a desk job for you." Job Level = 1 § Per Hour = §38 / hour § Per Day = §225 / day Base Weekly Pay = §1,125 / week Pension Pay = §60 / day Carpool Arrival = 7AM Time You Start Work = 8AM Time You Finish Work = 2PM Total Length of Day = 6 hours Work Days = Monday, Tuesday, Wednesday, Thursday, Friday Days Off = Saturday, Sunday Performance Requirements = Mood, Writing Skill --==Automated Spell Checker Checker==-- "In this high-tech world, it's still important to have that Sim touch. As an Automated Spell Checker Checker, it's up to you to know the ins and outs of grammar to ensure the computer never gets it wrong. Touch up your writing skills while you're at it, but try not to be too verbose." Job Level = 2 § Per Hour = §44 / hour § Per Day = §259 / day Base Weekly Pay = §1,295 / week Pension Pay = §70 / day Carpool Arrival = 7AM Time You Start Work = 8AM Time You Finish Work = 2PM Total Length of Day = 6 hours Work Days = Monday, Tuesday, Wednesday, Thursday, Friday Days Off = Saturday, Sunday Performance Requirements = Mood, Writing Skill --==Freelance Writer==-- "The Editor doesn't have room on the payroll to give you a permanent position, but she values your skills as a Freelance Writer. You'll need to bring in some great scoops to progress, because there's a long line of writers all competing for the same few inches of the front page." Job Level = 3 § Per Hour = §50 / hour § Per Day = §298 / day Base Weekly Pay = §1,490 / week Pension Pay = §80 / day Carpool Arrival = 7AM Time You Start Work = 8AM Time You Finish Work = 2PM Total Length of Day = 6 hours Work Days = Monday, Tuesday, Wednesday, Thursday, Friday Days Off = Saturday, Sunday Performance Requirements = Mood, Writing Skill, Stories and Reviews Now is the part I talk about stories and reviews. Basically, when you go around town, you can talk to other Sims, go to the Stadium, Theatre or Restaurant and write stories and reviews on your computer. This is important because it will become increasing and increasing more important on job performance. --==Professional Blogger==-- "This internet thing is really blowing up and the Editor wants you to start writing for the Online News Group. The Professional Blogger is able to take advantage of his new web slang, cleverly modified images, and web links to spread news and opinions to readers worldwide. ROFL." Job Level = 4 § Per Hour = §76 / hour § Per Day = §301 / day Base Weekly Pay = §1,505 / week Pension Pay = §80 / day Carpool Arrival = 7AM Time You Start Work = 8AM Time You Finish Work = 12PM Total Length of Day = 4 hours Work Days = Monday, Tuesday, Wednesday, Thursday, Friday Days Off = Saturday, Sunday Performance Requirements = Mood, Writing Skill, Stories and Reviews --==Anonymous Source Handler==-- "Hot tips are coming off the wire all over town and somebody, namely you, needs to manage the flow of information. Respect the anonymity of others and pass along only the best information and you'll do well as an Anonymous Source Handler. It's a good time to work on your charisma, because people that like you talk more generously." Job Level = 5 § Per Hour = §97 / hour § Per Day = §482 / day Base Weekly Pay = §2,410 / week Pension Pay = §120 / day Carpool Arrival = 7AM Time You Start Work = 8AM Time You Finish Work = 1PM Total Length of Day = 5 hours Work Days = Monday, Tuesday, Wednesday, Thursday, Friday Days Off = Saturday, Sunday Performance Requirements = Mood, Writing Skill, Charisma Skill, Stories and Reviews --==Investigative Reporter==-- "Papers are flying off the shelves, but that's not enough! You've been tasked to bring in dirt on anything of interest to the newspaper buying public. Dig too deep and you may bite off more than you can chew. Not deep enough, and you're not worthy of your Investigative Reporter badge. It's a fine line, and you're the one who must walk it." Job Level = 6 § Per Hour = §126 / hour § Per Day = §627 / day Base Weekly Pay = §2,508 / week Pension Pay = §120 / day Carpool Arrival = 7AM Time You Start Work = 8AM Time You Finish Work = 1PM Total Length of Day = 5 hours Work Days = Monday, Wednesday, Thursday, Friday Days Off = Tuesday, Saturday, Sunday Performance Requirements = Mood, Writing Skill, Charisma Skill, Stories and Reviews --==Weather Man==-- "After shedding some light on a few serious issues, the Editor thinks you're due for a little time in the sun, with a slight chance of rain. Enjoy it, as the Weather Man is the only job where you can be wrong 100% of the time and still be valued! Bring the weather report to the masses and you just may get the nod to do some real news work." Job Level = 7 § Per Hour = §151 / hour § Per Day = §753 / day Base Weekly Pay = §3,012 / week Pension Pay = §150 / day Carpool Arrival = 7AM Time You Start Work = 8AM Time You Finish Work = 1PM Total Length of Day = 5 hours Work Days = Monday, Wednesday, Thursday, Friday Days Off = Tuesday, Saturday, Sunday Performance Requirements = Mood, Writing Skill, Charisma Skill, Stories and Reviews --==Lead Reporter==-- "As the Lead Reporter, you get first pick of the choicest stories in town. Send your writing minions out to scour for facts, and the fill the paper with stories that make your Editor smile. You determine what the town reads, what they know, and what they care about." Job Level = 8 § Per Hour = §189 / hour § Per Day = §942 / day Base Weekly Pay = §3,768 / week Pension Pay = §180 / day Carpool Arrival = 7AM Time You Start Work = 8AM Time You Finish Work = 1PM Total Length of Day = 5 hours Work Days = Monday, Wednesday, Thursday, Friday Days Off = Tuesday, Saturday, Sunday Performance Requirements = Mood, Writing Skill, Charisma Skill, Stories and Reviews --==Editor in Chief==-- "The view of the bustling office looks great from the Editor's chair. It's never easy juggling placement of the top stories, convincing advertisers to spring for the full pager, or bringing in the best writing talent, but that's what the news business is all about." Job Level = 9 § Per Hour = §236 / hour § Per Day = §1,178 / day Base Weekly Pay = §4,712 / week Pension Pay = §230 / day Carpool Arrival = 7AM Time You Start Work = 8AM Time You Finish Work = 1PM Total Length of Day = 5 hours Work Days = Monday, Wednesday, Thursday, Friday Days Off = Tuesday, Saturday, Sunday Performance Requirements = Mood, Writing Skill, Charisma Skill Stories and Reviews --==Star News Anchor==-- "Without peer, is in charge. Tonight's top story is delivered through your pearly whites, and the town swoons with every word. You're the most trusted person in town, because you're the Star News Anchor. Bring in the news, tell it like it is, and always wish everyone a good night." Job Level = 10 § Per Hour = §383 / hour § Per Day = §1,532 / day Base Weekly Pay = §6,128 / week Pension Pay = §300 / day Carpool Arrival = 7AM Time You Start Work = 8AM Time You Finish Work = 12PM Total Length of Day = 4 hours Work Days = Monday, Wednesday, Thursday, Friday Days Off = Tuesday, Saturday, Sunday Performance Requirements = Mood, Writing Skill, Charisma Skill Stories and Reviews This is where you get one of the most positive perks, you have the ability to tell an Intriguing News Story to any Sim you want, and this gives a very nice relationship boost for you and the Sim you are talking to. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [6.06] Law Enforcement Law Enforcement is the most venerable career, keeping robbers at bay and making sure that all the citizens sleep safe at night. The most interesting thing about this career is the career branch, there are more jobs that you can get being a police officer, but sorry, no more Captain Hero and no more of that outrageous suits. The wages are okay, the hours are okay, a nice stable job. At least you don't get shot. There are 6 Work Tones that you can use, a little copypasta from myself to save some work. Work Hard - Again, this is where your Sim works hard at work, increasing the rate in which job performance is gained, but it also increases the rate in which your mood decays, especially Fun. Take It Easy - Like before, it is the exact opposite to the one above, it is where your Sim takes it easy, sometimes gaining fun, but at the cost of which your job performance, which will suffer and increase at a much slower rate. Chat with Partner - You only have one co-worker, so you will basically have a friend from the force. This is a nice way to boost social and make friends, by this is necessary for you to succeed in this career path. Build Independent Case - This is where you build up an independent case, by yourself. This is work on the side that can lead to a small bonus, but it will sacrifice job performance as a result. Use Workout Facility - Requires Level 1+ in Athletic Skill. You will build up your athletic skill at work, and if you are planning to move into the special agent career. Suck Up to Boss - This is needed in this career, because it isn't just skill alone that takes you ahead, but it is who you know, and if your boss thinks you are ready or not to progress. --==Snitch==-- "The Snitch isn't the most popular person on the force, but that doesn't mean it isn't a valued position. Keep your nose clean and head held high, and new, more interesting paths will open up." Job Level = 1 § Per Hour = §40 / hour § Per Day = §235 / day Base Weekly Pay = §1,175 / week Pension Pay = §60 / day Carpool Arrival = 8AM Time You Start Work = 9AM Time You Finish Work = 3PM Total Length of Day = 6 hours Work Days = Monday, Tuesday, Wednesday, Thursday, Friday Days Off = Saturday, Sunday Performance Requirements = Mood, Logic Skill --==Desk Jockey==-- "Every case comes with a mountain of paperwork, and the Sergeant will need some fresh coffee. Tend to the files and learn to wield a stapler as a Desk Jockey, and the Lieutenant may see about getting you a position that features a little more action." Job Level = 2 § Per Hour = §47 / hour § Per Day = §278 / day Base Weekly Pay = §1,390 / week Pension Pay = §70 / day Carpool Arrival = 8AM Time You Start Work = 9AM Time You Finish Work = 3PM Total Length of Day = 6 hours Work Days = Monday, Tuesday, Wednesday, Thursday, Friday Days Off = Saturday, Sunday Performance Requirements = Mood, Logic Skill, Relationship with Partner --==Traffic Cop==-- "The streets are packed with traffic jams and accident claims, and you are the Traffic Cop stuck in the middle of the intersection. Now's when the real police work starts, so get close to your partner. You'll need someone who has your back when the screeching tires hit the pavement." Job Level = 3 § Per Hour = §55 / hour § Per Day = §329 / day Base Weekly Pay = §1,625 / week Pension Pay = §80 / day Carpool Arrival = 8AM Time You Start Work = 9AM Time You Finish Work = 3PM Total Length of Day = 6 hours Work Days = Monday, Tuesday, Wednesday, Thursday, Friday Days Off = Saturday, Sunday Performance Requirements = Mood, Logic Skill, Relationship with Partner, Reports Written At this level, you will be able to apprehend burglars without any necessary traits. So you can protect your own home. Also, report writing. For this, you need to either dig through someone's trash or question them, provided that you have the necessary relationship level, and then write up a report on the person on your computer. If you find out that someone works in the Criminal career, you get a boost in job performance. --==Patrol Officer==-- "Now that traffic is in check, the Lieutenant wants to see how well you handle a beat. Patrol Officers need to stick closely to their partner as they investigate a wide variety of cases. Help clean up the streets and arrest the crooks that come to your house, and you'll soon earn that stripe." Job Level = 4 § Per Hour = §73 / hour § Per Day = §389 / day Base Weekly Pay = §1,945 / week Pension Pay = §100 / day Carpool Arrival = 8AM Time You Start Work = 9AM Time You Finish Work = 3PM Total Length of Day = 6 hours Work Days = Monday, Tuesday, Wednesday, Thursday, Friday Days Off = Saturday, Sunday Performance Requirements = Mood, Logic Skill (Unlisted), Relationship with Partner, Reports Written --==Lieutenant==-- "It's back to the office again to take charge of a newly formed criminal investigation squad. You're the Lieutenant in charge of this case, and as such will oversee it from start to justice. You'll need to keep morale high and appease the brass who are, as always, demanding fast results." Job Level = 5 § Per Hour = §85 / hour § Per Day = §460 / day Base Weekly Pay = §2,300 / week Pension Pay = §110 / day Carpool Arrival = 8AM Time You Start Work = 9AM Time You Finish Work = 3PM Total Length of Day = 6 hours Work Days = Monday, Tuesday, Wednesday, Thursday, Friday Days Off = Saturday, Sunday Performance Requirements = Mood, Logic Skill (Unlisted), Relationship with Partner, Reports Written It is at this level that you will get a free Police Cruiser. You get a free cop car. Now imagine a criminal taking one of these for a test ride. !BRANCH SPLIT! It is here that the branch splits. You can now choose either the Forensics side of Law Enforcement, the CSI path, or you can choose the Special Agent approach, which encompasses the FBI, CIA type of missions. The Forensics path is your normal career, the Special Agent path have shorter hours, but you need to be on call at all hours. FORENSICS BRANCH --==Wiretap Reader==-- "Thanks to modern surveillance technology, you are able to tap in and record evil doers' conversations. The Wiretap Reader spends long, patient hours with their partner, using superior logic to analyze the actions of the criminals. Listen carefully - you never know what might be said!" Job Level = 6 § Per Hour = §143 / hour § Per Day = §805 / day Base Weekly Pay = §4,025 / week Pension Pay = §200 / day Carpool Arrival = 8AM Time You Start Work = 9AM Time You Finish Work = 3PM Total Length of Day = 6 hours Work Days = Monday, Tuesday, Wednesday, Thursday, Friday Days Off = Saturday, Sunday Performance Requirements = Mood, Reports Written, Relationship with Partner, Logic Skill You also get a free laptop for promotion to this level. It is the best computer in the game, and you get it for free. Enjoy! --==Crime Scene Technician==-- "Out of the lab and into the field! As a Crime Scene Technician, it's your responsibility to leave no stone unturned. Every surface must be dusted for prints, and every hair follicle must be tested. The evidence is directly in front of you, but only if you know where to look for it." Job Level = 7 § Per Hour = §167 / hour § Per Day = §950 / day Base Weekly Pay = §4,750 / week Pension Pay = §230 / day Carpool Arrival = 8AM Time You Start Work = 9AM Time You Finish Work = 3PM Total Length of Day = 6 hours Work Days = Monday, Tuesday, Wednesday, Thursday, Friday Days Off = Saturday, Sunday Performance Requirements = Mood, Reports Written, Relationship with Partner, Logic Skill --==Sketch Arist==-- "Apparently your eye for evidence and ability to seal the case caught the attention of someone important. Brust up on your painting, because it's your job as a Sketch Artist to perfectly detail every pimple, dimple, scar, and curve of a criminal's face. The witnesses are putting evidence into your hopefully talented hands!" Job Level = 8 § Per Hour = §224 / hour § Per Day = §1,121 / day Base Weekly Pay = §4,484 / week Pension Pay = §220 / day Carpool Arrival = 8AM Time You Start Work = 9AM Time You Finish Work = 2PM Total Length of Day = 5 hours Work Days = Monday, Tuesday, Thursday, Friday Days Off = Wednesday, Saturday, Sunday Performance Requirements = Mood, Reports Written, Logic Skill, Painting Skill --==3D Crime Scene Modeler==-- "The future is upon us, or more accurately, the criminals. Hi-Tech futuristic technology allows the police to model and detail every crime scene in not one, not two, but three dimensions. There isn't a jury in the world that won't be blown away by these gizmos ... assuming you have the talent to pull it off." Job Level = 9 § Per Hour = §264 / hour § Per Day = §1,323 / day Base Weekly Pay = §5,292 / week Pension Pay = §260 / day Carpool Arrival = 8AM Time You Start Work = 9AM Time You Finish Work = 2PM Total Length of Day = 5 hours Work Days = Monday, Tuesday, Thursday, Friday Days Off = Wednesday, Saturday, Sunday Performance Requirements = Mood, Reports Written, Logic Skill, Painting Skill --==Dynamic DNA Profiler==-- "Without peer, is in charge. If there was a criminal at the scene, you can pin them to the crime. You can even do it if they weren't there! As a Dynamic DNA Profiler, you can find genes in jeans, chromosomes in the ozone, and samples where no criminal would think to leave them. You are simply the finest the Forensic Analysis Department has to offer, and the citizens of the world sleep safely knowing it." Job Level = 10 § Per Hour = §397 / hour § Per Day = §1,985 / day Base Weekly Pay = §7,490 / week Pension Pay = §380 / day Carpool Arrival = 8AM Time You Start Work = 9AM Time You Finish Work = 2PM Total Length of Day = 5 hours Work Days = Monday, Tuesday, Thursday, Friday Days Off = Wednesday, Saturday, Sunday Performance Requirements = Mood, Reports Written, Logic Skill, Painting Skill This is the last level of the Forensic career, and you will now have the option to Run Forensic Analysis on your computer, which takes time, but earns you a bit more cash on the side, if you don't have enough money, or need a quick supply or hit. SPECIAL AGENT BRANCH --==Vice Squad==-- "The Most Wanted criminals have a new thing to fear - you, and the jail time they'll surely face. As a member of an elite squad of agents, you'll really need to hone your athleticism and sharpen everything you've learned so far. It's up to you and your team to make "Vice Squad" a feared name for criminal." Job Level = 6 § Per Hour = §138 / hour § Per Day = §690 / day Base Weekly Pay = §2,760 / week Pension Pay = §140 / day Carpool Arrival = 8AM Time You Start Work = 9AM Time You Finish Work = 2PM Total Length of Day = 5 hours Work Days = Monday, Tuesday, Thursday, Friday Days Off = Wednesday, Saturday, Sunday Performance Requirements = Mood, Relationship with Partner, Athletic Skill, Reports Written --==Undercover Specialist==-- "A few criminal cells have proven to be a tough nut to crack and the brass needs you to go undercover. Black bag operations aren't always pretty, so you'll need to be ready for the gritty and trying life of a faux criminal. Work hard and bring the case to justice!" Job Level = 7 § Per Hour = §163 / hour § Per Day = §815 / day Base Weekly Pay = §3,260 / week Pension Pay = §160 / day Carpool Arrival = 8AM Time You Start Work = 9AM Time You Finish Work = 2PM Total Length of Day = 5 hours Work Days = Monday, Tuesday, Thursday, Friday Days Off = Wednesday, Saturday, Sunday Performance Requirements = Mood, Relationship with Partner, Athletic Skill, Reports Written --==Special Agent==-- "With matters truly in hand at home, you're needed abroad to handle "situations" for the government. Crime knows no borders, nor does swift justice. Maintain your peak physical condition, keep your eyes peeled, and trust nobody but your partner. The stakes have never been higher." Job Level = 8 § Per Hour = §193 / hour § Per Day = §962 / day Base Weekly Pay = §3,848 / week Pension Pay = §190 / day Carpool Arrival = 8AM Time You Start Work = 9AM Time You Finish Work = 2PM Total Length of Day = 5 hours Work Days = Monday, Tuesday, Thursday, Friday Days Off = Wednesday, Saturday, Sunday Performance Requirements = Mood, Relationship with Partner, Athletic Skill, Reports Written This is where you will you get shorter hours, but you need to be ready at any time to perform some emergency tasks. Just make sure that your mood is always good. --==Triple Agent==-- "Triple Agents are solo operatives whose existance is so secretive, even their boss is on a "need to know" basis. The government will completely disavow any knowledge of your actions. Your astutely trained mind and perfectly chiseled physique will be the difference between life and death." Job Level = 9 § Per Hour = §284 / hour § Per Day = §1,136 / day Base Weekly Pay = §4,544 / week Pension Pay = §220 / day Carpool Arrival = 8AM Time You Start Work = 9AM Time You Finish Work = 1PM Total Length of Day = 4 hours Work Days = Monday, Tuesday, Thursday, Friday Days Off = Wednesday, Saturday, Sunday Performance Requirements = Mood, Logic Skill, Athletic Skill, Reports Written --==International Super Spy==-- "Without peer, is in charge. As an International Super Spy, you have seen it all, done most of it, and lived to tell the tale. Criminals throughout the world know not to mess with you, and the suits and politicans upstairs know to stay out of your way and let you get the job done. There's no mission too impossible and no caper too incredible to solve." Job Level = 10 § Per Hour = §426 / hour § Per Day = §1,704 / day Base Weekly Pay = §6,816 / week Pension Pay = §330 / day Carpool Arrival = 8AM Time You Start Work = 9AM Time You Finish Work = 1PM Total Length of Day = 4 hours Work Days = Monday, Tuesday, Thursday, Friday Days Off = Wednesday, Saturday, Sunday Performance Requirements = Mood, Logic Skill, Athletic Skill, Reports Written This is where you get two new perks. First is that you will be able to tell an impressive story to other Sims, sort of like the news story for the Star News Anchor, and this will help your relationship. The second is that you are able to raid the Criminal Warehouse. The chances of success and failure are all dependent on the indicators for job performance, you need to have a good mood, high logic and athletic skill as well as some reports done. You will have 3 outcomes. It will be a failure and your mood will suffer as a result. A good raid will give a small bonus in terms of Simoleons, whilst a successful raid will net you a LOT of money. Make sure that you download the patch, because there are reports that after a raid, the Criminal career is broken as the warehouse is screwed over or something, I tend not to get too technical. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [6.07] Medical This is one of the most demanding careers, in terms of skills, work hours, and the exceptional amount of work that has to be done outside work hours, which totals to a hell of a lot. Anyway, the hours are long, the pay isn't something that you want to live a life of luxury in. The hours are long, and you have a pager, so you will need to basically be available at ALL HOURS. There are 6 work tones that you can have in this career. A little copypasta but there are some unique tones. Work Hard - Again, this is where your Sim works hard at work, increasing the rate in which job performance is gained, but it also increases the rate in which your mood decays, especially Fun. Watch TV in Ready Room - Like before, it is the exact opposite to the one above, it is where your Sim takes it easy, sometimes gaining fun, but at the cost of which your job performance, which will suffer and increase at a much slower rate. Chat with Medical Personnel - This is basically finding out who all your co-workers are and then talking them them to build up a relationship with them, though it is not useful in this career. Do Boss's Paperwork - This is not necessary in this career, but it is good to replenish that social bar after a long shift as well as some extra hours work. Sleep in Ready Room - That ready room is useful, so this work tone will sell off that job performance to replenish your energy, which you will need, considering that you are in one career where a good night's sleep is next to impossible. Suck Up to Boss - This is not necessary in this career, but it is good to replenish that social bar after a long shift as well as some extra hours work. And onto the jobs. This is a traditional path, it doesn't have any branches, but some nice perks. --==Organ Donor==-- "In a profession where the patient always comes first, the Organ Donor is the epitome of that philosophy. Donating with a smile will go a long way towards getting you on the other side of the scalpel, so try to make the best of this dicey situation." Job Level = 1 § Per Hour = §22 / hour § Per Day = §128 / day Base Weekly Pay = §640 / week Pension Pay = §40 / day Carpool Arrival = 8AM Time You Start Work = 9AM Time You Finish Work = 3PM Total Length of Day = 6 hours Work Days = Monday, Tuesday, Wednesday, Thursday, Friday Days Off = Saturday, Sunday Performance Requirements = Mood, Logic Skill --==Bed Pan Cleaner==-- "A hospital full of patients leads to stacks of bed pans that needs to be cleaned. The only thing worse than smelling bed pans is cleaning them, but that's no reason to slack. Remember, it's all for the patients!" Job Level = 2 § Per Hour = §25 / hour § Per Day = §150 / day Base Weekly Pay = §750 / week Pension Pay = §40 / day Carpool Arrival = 8AM Time You Start Work = 9AM Time You Finish Work = 3PM Total Length of Day = 6 hours Work Days = Monday, Tuesday, Wednesday, Thursday, Friday Days Off = Saturday, Sunday Performance Requirements = Mood, Logic Skill --==Paramedic==-- "Finally, some hands-on medical care! Paramedics are first on the scene to provide emergency care, so it's important for you to touch up on Logical reasoning so that the split-second decisions you make are the correct ones!" Job Level = 3 § Per Hour = §28 / hour § Per Day = §190 / day Base Weekly Pay = §950 / week Pension Pay = §50 / day Carpool Arrival = 8AM Time You Start Work = 9AM Time You Finish Work = 4PM Total Length of Day = 7 hours Work Days = Monday, Tuesday, Wednesday, Thursday, Friday Days Off = Saturday, Sunday Performance Requirements = Mood, Logic Skill --==Medical Intern==-- "Doctor or not, there's a long way to go before you will earn the respect of peers and the right to use a scalpel on patients. Pay attention to the other doctors and study the latest medical journals, or else it's back to the bedpans for you." Job Level = 4 § Per Hour = §33 / hour § Per Day = §330 / day Base Weekly Pay = §1,650 / week Pension Pay = §80 / day Carpool Arrival = 8AM Time You Start Work = 9AM Time You Finish Work = 7PM Total Length of Day = 10 hours Work Days = Monday, Tuesday, Wednesday, Thursday, Friday Days Off = Saturday, Sunday Performance Requirements = Mood, Logic Skill, Medical Journals Read This is where a lot of things start to change. You will start to use your pager, so you need to head to the hospital at strange times as your pager will go off. This will take some more time, and add that to a crushing shift and you have a need to take care of your mood. You will also get Medical Journals that you need to read as well. These will need to be read for to advance in this career, you do need to stay in touch with the latest medical procedures. Make sure that you keep reading these journals to keep the rating high. Finally, the last thing from this level is that you can now give advice to pregnant women. You can now give them medical advice, and what this does is that it will lead to the baby getting some desirable traits. So it is best to use this to your advantage rather than have it against you. --==Resident==-- "At times it felt like the drudgury of being an intern would never end, but the title of Resident proves your medical acumen and dedication to saving lives were appreciated all along. The days of specialised medicine aren't too far ahead, so enjoy general practice while it lasts." Job Level = 5 § Per Hour = §78 / hour § Per Day = §700 / day Base Weekly Pay = §3500 / week Pension Pay = §170 / day Carpool Arrival = 8AM Time You Start Work = 9AM Time You Finish Work = 6PM Total Length of Day = 9 hours Work Days = Monday, Tuesday, Wednesday, Thursday, Friday Days Off = Saturday, Sunday Performance Requirements = Mood, Logic Skill, Medical Journals Read At this level, you can now brag to other Sims that you are a Doctor, which will impress a lot of other Sims. This will help in all relationships, even more so if you are in a romantic relationship with them. You can now give Good Medical Advice instead of the normal advice, it will lead to desirable traits and then you can determine the gender of the baby. --==Trauma Surgeon==-- "Patients who've suffered grevious injury come to Trauma Surgeons to save their lives in the Emergency Room. Seconds count, and the entire responsibility for failure rests on your hopefully able shoulders. Thankfully, the entire hospital is here to wipe your brow when needed ... just not by everyone at once." Job Level = 6 § Per Hour = §105 / hour § Per Day = §810 / day Base Weekly Pay = §4,050 / week Pension Pay = §200 / day Carpool Arrival = 6PM Time You Start Work = 7PM Time You Finish Work = 3AM Total Length of Day = 7 hours Work Days = Monday, Tuesday, Wednesday, Thursday, Friday Days Off = Saturday, Sunday Performance Requirements = Mood, Logic Skill, Medical Journals Read --==Gene Therapist==-- "There are Sims with good genes, bad genes, and in rare cases, none at all, which is where the Gene Therapist steps in. Gradually, through good bedside manner and therapeutic measures, the patient will have the best genes Simoleons can buy. The stakes have been upped now that genes are out of the bottle." Job Level = 7 § Per Hour = §192 / hour § Per Day = §960 / day Base Weekly Pay = §3,840 / week Pension Pay = §190 / day Carpool Arrival = 8AM Time You Start Work = 9AM Time You Finish Work = 2PM Total Length of Day = 5 hours Work Days = Monday, Tuesday, Thursday, Friday Days Off = Wednesday, Saturday, Sunday Performance Requirements = Mood, Logic Skill, Medical Journals Read --==Infectious Disease Researcher==-- "You're an Infectious Disease Researcher, a front-line soldier in the fight against strange diseases without obvious cures. With entire populations in danger of Strangetown Syndrome, there's no time to waste. Take care, Doctor, as you step into harm's way." Job Level = 8 § Per Hour = §210 / hour § Per Day = §1,050 / day Base Weekly Pay = §4,200 / week Pension Pay = §200 / day Carpool Arrival = 8AM Time You Start Work = 9AM Time You Finish Work = 2PM Total Length of Day = 5 hours Work Days = Monday, Tuesday, Thursday, Friday Days Off = Wednesday, Saturday, Sunday Performance Requirements = Mood, Logic Skill, Medical Journals Read --==Neurosurgeon==-- "Because only 10% of the brain is utilized, or so the myth says, everyone severely hopes the Neurosurgeon delicately dabbles around this important region of the body. One misstep and the hospital incurs huge losses, namely ... your employment." Job Level = 9 § Per Hour = §225 / hour § Per Day = §1,800 / day Base Weekly Pay = §7,200 / week Pension Pay = §350 / day Carpool Arrival = 8AM Time You Start Work = 9AM Time You Finish Work = 5PM Total Length of Day = 8 hours Work Days = Monday, Tuesday, Thursday, Friday Days Off = Wednesday, Saturday, Sunday Performance Requirements = Mood, Logic Skill, Medical Journals Read This is where you can give Amazing Medical Advice, which will increase the chance of you getting beneficial traits for your baby as well as telling the gender of the baby. --==World Renowned Surgeon==-- "Without peer, is in charge. There's no such thing as an incurable disease or fatal ailment with a World Renowned Surgeon in the room. There's no surgery too intense or bill too small for you, because you're simply the best the world has to offer." Job Level = 10 § Per Hour = §480 / hour § Per Day = §2,400 / day Base Weekly Pay = §9,600 / week Pension Pay = §460 / day Carpool Arrival = 8AM Time You Start Work = 9AM Time You Finish Work = 2PM Total Length of Day = 5 hours Work Days = Monday, Tuesday, Thursday, Friday Days Off = Wednesday, Saturday, Sunday Performance Requirements = Mood, Logic Skill, Medical Journals Read Reaching this level will unlock a new work tone, exclusive to this job, and that is to play golf. This will increase your fun whilst still making in money, and you don't get penalised in terms of job performance too much for it. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [6.08] Military Sir! Yes Sir! Well, this isn't the military, it is more of the Air Force, given the jobs that you can do. Don't worry, all this is in peacetime, there is no situation in which "war was declared". Anyway, this is a job in which you need to keep a tone body, but the work hours are good and decent pay, without the need for out of hours work. There are only 4 tones for this, and this is cause for celebration. Copypasta for all! Work Hard - Again, this is where your Sim works hard at work, increasing the rate in which job performance is gained, but it also increases the rate in which your mood decays, especially Fun. Goof Off - Like before, it is the exact opposite to the one above, it is where your Sim takes it easy, sometimes gaining fun, but at the cost of which your job performance, which will suffer and increase at a much slower rate. Hand Out with Fellow Soldiers - This is basically finding out who all your co-workers are and then talking them them to build up a relationship with them, though it is not useful in this career. Suck Up to Superior - This is necessary in this career, so you need to suck up to the brass to ensure that your promotion up the ladder is ensured. Anyway, lets get down to the trenches to the jobs. --==Latrine Cleaner==-- "The recruiter might have fudged the truth a bit, because the role of Latrine Cleaner is not satisfying, or even sanitary. Try to eke out a grin as the Lieutenant stops by to see your progress, because you might otherwise be transferred from this mess to something worse." Job Level = 1 § Per Hour = §40 / hour § Per Day = §280 / day Base Weekly Pay = §1,120 / week Pension Pay = §80 / day Carpool Arrival = 6AM Time You Start Work = 7AM Time You Finish Work = 2PM Total Length of Day = 7 hours Work Days = Monday, Tuesday, Wednesday, Friday Days Off = Thursday, Saturday, Sunday Performance Requirements = Mood, Athletic Skill --==Mess Hall Server==-- "Out of the mess and into another! Swap out your biohazard gear and give the troops their rations. Start hitting the weight bench so that you can flash out your biceps for your Lieutenant when he comes by for his mush - the military is always looking for in-shape individuals!" Job Level = 2 § Per Hour = §44 / hour § Per Day = §350 / day Base Weekly Pay = §1,400 / week Pension Pay = §100 / day Carpool Arrival = 6AM Time You Start Work = 7AM Time You Finish Work = 3PM Total Length of Day = 8 hours Work Days = Monday, Tuesday, Wendesday, Friday Days Off = Thursday, Saturday, Sunday Performance Requirements = Mood, Athletic Skill --==Grunt==-- "Thanks to your hard work the military has found a new role for you. Head out to the training fields and give us fifty grunt! We never know when the General will come by for inspections, so work hard, keep your uniform clean, and practice your parade drills!" Job Level = 3 § Per Hour = §49 / hour § Per Day = §385 / day Base Weekly Pay = §1,540 / week Pension Pay = §110 / day Carpool Arrival = 6AM Time You Start Work = 7AM Time You Finish Work = 3PM Total Length of Day = 8 hours Work Days = Monday, Tuesday, Wednesday, Friday Days Off = Thursday, Saturday, Sunday Performance Requirements = Mood, Athletic Skill, Handiness Skill --==Squad Leader==-- "As a Squad Leader, you'll start drawing salutes from the underlings. It also means your superiors expect more out of you and your squad. Train hard, inspire the troops, and make sure your superiors know your name when promotion time comes around." Job Level = 4 § Per Hour = §94 / hour § Per Day = §655 / day Base Weekly Pay = §1,965 / week Pension Pay = §150 / day Carpool Arrival = 6AM Time You Start Work = 7AM Time You Finish Work = 2PM Total Length of Day = 7 hours Work Days = Monday, Wednesday, Friday Days Off = Tuesday, Thursday, Saturday, Sunday Performance Requirements = Mood, Athletic Skill, Handiness Skill, Relationship with Boss At this level, inferior soldiers in the military career will salute you when you walk by on the street. --==Flight Officer==-- "Officer status brings new stripes and new responsibilities. The mechanics down in the hangar will need to know how to handle a wrench, whereas the brass up to still want you in tip-top shape. You just might be writing checks your body cash, Flight Officer." Job Level = 5 § Per Hour = §108 / hour § Per Day = §754 / day Base Weekly Pay = §2,262 / week Pension Pay = §170 / day Carpool Arrival = 6AM Time You Start Work = 7AM Time You Finish Work = 2PM Total Length of Day = 7 hours Work Days = Monday, Wednesday, Friday Days Off = Tuesday, Thursday, Saturday, Sunday Performance Requirements = Mood, Athletic Skill, Handiness Skill, Relationship with Boss --==Wingman==-- "Do your duty and the military will stand by you, but that's easier said than done. You have a loaner aircraft under your command that no average Sim can fly, and a superior officer that needs your support. Never, ever, leave your Wingman." Job Level = 6 § Per Hour = §145 / hour § Per Day = §868 / day Base Weekly Pay = §2,604 / week Pension Pay = §190 / day Carpool Arrival = 6AM Time You Start Work = 7AM Time You Finish Work = 1PM Total Length of Day = 6 hours Work Days = Monday, Wednesday, Friday Days Off = Tuesday, Thursday, Saturday, Sunday Performance Requirements = Mood, Athletic Skill, Handiness Skill, Relationship with Boss --==Fighter Pilot==-- "The extensive training has paid off and you've been rewarded with a top-of- the-line jet, your name on its side, and your own Wingman to look after you. The military life is getting more exciting every day, but with that excitement comes danger and the unknown. Watch your six up there!" Job Level = 7 § Per Hour = §167 / hour § Per Day = §999 / day Base Weekly Pay = §2,997 / week Pension Pay = §220 / day Carpool Arrival = 6AM Time You Start Work = 7AM Time You Finish Work = 1PM Total Length of Day = 6 hours Work Days = Monday, Wednesday, Friday Days Off = Tuesday, Thursday, Saturday, Sunday Performance Requirements = Mood, Athletic Skill, Handiness Skill, Relationship with Boss --==Squadron Leader==-- "The entire squadron looks up to you, respects your judgment, and trusts you to bring them home safely. You've been promoted to Squadron Leader in the hopes that you'll continue this work, improve efficiency, and turn the men and women of Alpha Dingo Squadron into the best in the world." Job Level = 8 § Per Hour = §192 / hour § Per Day = §1,149 / day Base Weekly Pay = §3,447 / week Pension Pay = §250 / day Carpool Arrival = 6AM Time You Start Work = 7AM Time You Finish Work = 1PM Total Length of Day = 6 hours Work Days = Monday, Wednesday, Friday Days Off = Tuesday, Thursday, Saturday, Sunday Performance Requirements = Mood, Athletic Skill, Handiness Skill, Relationship with Boss --==Top Gun==-- "You can execute the Immelman Turn and Barrel roll better than any of the pilots in the squadron. In fact, there isn't a maneuver you cannot execute. The brass want to bring you in as a Top Gun instructor to spread the knowledge, impress the public with demonstrations, and spread your wings for the good of the people." Job Level = 9 § Per Hour = §265 / hour § Per Day = §1,322 / day Base Weekly Pay = §3,966 / week Pension Pay = §290 / day Carpool Arrival = 6AM Time You Start Work = 7AM Time You Finish Work = 12PM Total Length of Day = 5 hours Work Days = Monday, Wednesday, Friday Days Off = Tuesday, Thursday, Saturday, Sunday Performance Requirements = Mood, Athletic Skill, Handiness Skill, Relationship with Boss At this level, you will be able to impress a member of the public with showing them your special Top Gun jet. This will greatly boost the relationship, especially for romantic partners. However, if you are discovered, you will lose job performance. Also, at this level, random people will salute you on the street. And this will give a boost to a starting relationship. --==Astronaut==-- "Without peer, is in charge. The space race is on and you're the top contender. You're the best, the brightest, and the only Sim who can lead our great society to the unknown depths of space. Strap yourself in to the rocket and prepare for 25 Gs of ripping fun. You're a hero!" Job Level = 10 § Per Hour = §334 / hour § Per Day = §6000 / day Base Weekly Pay = §6000 / week Pension Pay = §430 / day Carpool Arrival = 6AM Time You Start Work = 7AM Time You Finish Work = 1AM, Next Day Total Length of Day = 18 hours Work Days = Monday Days Off = Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday Performance Requirements = Mood, Athletic Skill, Handiness Skill, Relationship with Boss Again, you can show off your rank, but now, you can show off a secret Spaceship to a member of the public. This is a very useful interaction, it will give a massive romantic boost to a romantic relationship, but again, if you are caught, you will lose job performance. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [6.09] Music Without music, life would be pretty boring, if you think about it. This is a new career, though it was included in the Sims 2, in an expansion pack, this is a larger career, with a branch path at Level 5, which makes a bit more sense. The pay is low at the beginning, but it is quite high later on, skills aren't too necessary, and there isn't too much work. There are 6 work tones, and this will be branching out a little, because their name would be changed depending on the branch. Work Hard - Again, this is where your Sim works hard at work, increasing the rate in which job performance is gained, but it also increases the rate in which your mood decays, especially Fun. Slack Off - Like before, it is the exact opposite to the one above, it is where your Sim takes it easy, sometimes gaining fun, but at the cost of which your job performance, which will suffer and increase at a much slower rate. Chill Out with Band / Musicians - This is basically finding out who all your co-workers are and then talking them them to build up a relationship with them, though it is not useful in this career. Meet Band / Orchestra Members - This is the second work tone, however, this is concentrated on finding out all your band members. This is useless in the long run, but useful to find out who to talk to. Study Music Theory - This is one of the msot important tones, and one of the most useful tones because it will give you Guitar and Logic skill points. Practice Performance - This is useful later on, this is where you practice for concerts that you will have to give in the Rock Career path. Practice makes perfect, and more money. Anyway, lets get down to business. 15 jobs to go. --==Fan==-- "Before you can create, you must appreciate. The difference between devotee and Fan are miniscule, but it makes all the difference in the world when you're later asked to join the band on tour. Work hard and act like you're having a good time, and you just might get on the tour bus." Job Level = 1 § Per Hour = §21 / hour § Per Day = §125 / day Base Weekly Pay = §625 / week Pension Pay = §30 / day Carpool Arrival = 2PM Time You Start Work = 3PM Time You Finish Work = 9PM Total Length of Day = 6 hours Work Days = Monday, Tuesday, Thursday, Friday, Saturday Days Off = Wednesday, Sunday Performance Requirements = Mood, Guitar Skill --==Roadie==-- "The band is going to need their sandwiches and soda as soon as possible. Don't forget to pick up their laundry, their lucky bandanas, or their significant others on their way to the show. The band is relying on you for these "very important" tasks - it's best not to let them down." Job Level = 2 § Per Hour = §25 / hour § Per Day = §148 / day Base Weekly Pay = §740 / week Pension Pay = §40 / day Carpool Arrival = 2PM Time You Start Work = 3PM Time You Finish Work = 9PM Total Length of Day = 6 hours Work Days = Monday, Tuesday, Thursday, Friday, Saturday Days Off = Wednesday, Sunday Performance Requirements = Mood, Guitar Skill --==Stagehand==-- "Now that you're on tour as a Stagehand, you'll need to familiarize yourself with lighting equipment, sound boards, spare guitars, and more importantly, learn to do the microphone check. You're one step closer to the band, yet still impossibly far away from the stage." Job Level = 3 § Per Hour = §30 / hour § Per Day = §175 / day Base Weekly Pay = §875 / week Pension Pay = §50 / day Carpool Arrival = 3PM Time You Start Work = 4PM Time You Finish Work = 10PM Total Length of Day = 6 hours Work Days = Monday, Tuesday, Thursday, Friday, Saturday Days Off = Wednesday, Sunday Performance Requirements = Mood, Guitar Skill, Relationship with Band Members --==Band Manager==-- "The band apparently trusts you enough to be the guiding hand behind the scenes. You'll be instrumental in telling them what gigs to take, where to make their appearances, and what colours the t-shirts should come in. Make sure they like you, because even though you're in charge, they still pay your salary." Job Level = 4 § Per Hour = §48 / hour § Per Day = §263 / day Base Weekly Pay = §1,315 / week Pension Pay = §70 / day Carpool Arrival = 3PM Time You Start Work = 4PM Time You Finish Work = 9:30PM Total Length of Day = 5.5 hours Work Days = Monday, Tuesday, Thursday, Friday, Saturday Days Off = Wednesday, Sunday Performance Requirements = Mood, Guitar Skill, Relationship with Band Members --==Music Talent Scout==-- "So, with the band having their typical drama, they need you to scout the local clubs for new talent. Who knows when they'll need a new drummer, or bassist, or singer, or pianist, or spouse ... or all of the above. Grab the guitar and start learning a few chords ... you never know when you'll need to jump on stage as a replacement." Job Level = 5 § Per Hour = §57 / hour § Per Day = §311 / day Base Weekly Pay = §1,244 / week Pension Pay = §60 / day Carpool Arrival = 4PM Time You Start Work = 5PM Time You Finish Work = 10:30PM Total Length of Day = 5.5 hours Work Days = Monday, Tuesday, Thursday, Friday Days Off = Wednesday, Saturday, Sunday Performance Requirements = Mood, Guitar Skill, Relationship with Band Members !BRANCH SPLIT! This is where the branch will split into the Rockin Electric Rock path or the Symphonic Path. Will you want to be a rock god, or do you want to be the leader of a massive orchestra? It is your choice. So lets do this. ELECTRIC ROCK BRANCH --==Lyricist==-- "The band hopes your lyrics will move them from one-hit wonder to rock icons. The first album wasn't bad, but the label says it's now or never for the band to hit it big. Keep practicing your music skills and perform plenty of concerts so the fans can hear your best stuff." Job Level = 6 § Per Hour = §97 / hour § Per Day = §483 / day Base Weekly Pay = §1,932 / week Pension Pay = §100 / day Carpool Arrival = 5PM Time You Start Work = 6PM Time You Finish Work = 11PM Total Length of Day = 5 hours Work Days = Monday, Tuesday, Friday, Saturday Days Off = Wendesday, Thursday, Sunday Performance Requirements = Mood, Guitar Skill, Relationship with Band Members, Concerts Performed This career will start to ask for concerts, and this is done at the Theatre. Between 12PM and 12AM, and they normally last either 2 hours or 4 hours. The more that you perform, the better for you. That is all, for now. --==Backup Vocalist==-- "Hopefully you're a fan of your own lyrics, because you're now going to start singing them as a Backup Vocalist. The label thinks the band needs some sweet singing to round out their rough, darker side, so once against the welfare of the group falls on your hopefully able shoulders ... or should we say vocal chords?" Job Level = 7 § Per Hour = §126 / hour § Per Day = §628 / day Base Weekly Pay = §2,512 / week Pension Pay = §120 / day Carpool Arrival = 6PM Time You Start Work = 7PM Time You Finish Work = 12AM Total Length of Day = 5 hours Work Days = Monday, Tuesday, Friday, Saturday Days Off = Wednesday, Thursday, Sunday Performance Requirements = Mood, Guitar Skill, Relationship with Band Members, Concerts Performed It is also at this level that you unlock the Wave interaction. There is nothing very special about this, but all it does is boost mood. --==Lead Guitarist==-- "You're a genius with a guitar, at least in the eyes of the band and your fans. Your solos speak to people in ways no lyrics ever could. Aspiring youth all attempt to learn your solos, and adults gleefully air guitar to your songs. The Rock n' Roll lifestyle has begun!" Job Level = 8 § Per Hour = §182 / hour § Per Day = §817 / day Base Weekly Pay = §2,451 / week Pension Pay = §160 / day Carpool Arrival = 7PM Time You Start Work = 8PM Time You Finish Work = 12:30AM Total Length of Day = 4.5 hours Work Days = Tuesday, Friday, Saturday Days Off = Monday, Wednesday, Thursday, Sunday Performance Requirements = Mood, Guitar Skill, Relationship with Band Members, Concerts Performed As this level, and from this level on, you will be Worshipped by fans when they see you on the street, which makes it easier to make friends. --==Pop Icon==-- "No matter what your detractors might say, you are clearly and without any doubt, a Pop Icon. Everyone is humming your tunes, and listeners constantly request them from radio stations. Your music will define this generation and all that follow, yet it's not even time for the encore." Job Level = 9 § Per Hour = §286 / hour § Per Day = §1,144 / day Base Weekly Pay = §3,432 / week Pension Pay = §200 / day Carpool Arrival = 8PM Time You Start Work = 9PM Time You Finish Work = 1AM Total Length of Day = 4 hours Work Days = Tuesday, Friday, Saturday Days Off = Monday, Wednesday, Thursday, Sunday Performance Requirements = Mood, Guitar Skill, Relationship with Band Members, Concerts Performed --==Rock Star==-- "Without peer, is in charge. The most legendary concerts have your name on the ticket. The chart topping songs come from you. You're a genius, a rebel, a Rock Star that knows nothing other than the rock, the roll, and all that comes with it. The record label hopes you're loving the life, because they're loving you." Job Level = 10 § Per Hour = Perform Concerts § Per Day = Perform Concerts Base Weekly Pay = Perform Concerts Pension Pay = §350 / day Carpool Arrival = No Work Hours Time You Start Work = No Work Hours Time You Finish Work = No Work Hours Total Length of Day = Depends on amount of Concerts Held Work Days = Depends on amount of Concerts Held Days Off = Depends on amount of Concerts Held Performance Requirements = Mood, Guitar Skill, Concerts Performed This is a strange job because what determines everything is the amount of concerts that you perform, since you get the money from that, as well as the amount of autograph sessions. You can hold them at venues that you deem necessary, though you might want to pick a well populated area, maybe a park? The place where you hold concerts will determine how much money you will get. You can hold them in the Stadium or the Theatre. The Theatre will have a shorter concert, but less money. The Stadium will take longer, given the amount of prep work, but you get double the money. At this point, you will be rolling in the cash. SYMPHONIC BRANCH --==Quartet Member==-- "As a member of a renowned quartet, you have been given the chance to learn and grow as a musician. Handle the strings with deft fingers, stay within the quartet member's good graces, and hit all the right notes to progress in this grand concert of a career." Job Level = 6 § Per Hour = §85 / hour § Per Day = §467 / day Base Weekly Pay = §1,868 / week Pension Pay = §90 / day Carpool Arrival = 2PM Time You Start Work = 3PM Time You Finish Work = 8:30PM Total Length of Day = 5.5 hours Work Days = Monday, Tuesday, Friday, Saturday Days Off = Wednesday, Thursday, Sunday Performance Requirements = Mood, Guitar Skill, Relationship with Orchestra --==Orchestra Member==-- "The Conductor noticed your quartet playing at a wedding and thinks you're better suited to the orchestra. The position implies a greater access to more wondrous scores and concerts, but also more complex and taxing performances. It appears your career has begun an exciting crescendo!" Job Level = 7 § Per Hour = §111 / hour § Per Day = §608 / day Base Weekly Pay = §2,432 / week Pension Pay = §120 / day Carpool Arrival = 2PM Time You Start Work = 3PM Time You Finish Work = 8:30PM Total Length of Day = 5.5 hours Work Days = Monday, Tuesday, Friday, Saturday Days Off = Wednesday, Thursday, Sunday Performance Requirements = Mood, Guitar Skill, Relationship with Orchestra --==Orchestra Lead==-- "You've fought hard, and finally the glory, the solos, and the section are yours as First Chair. You are the conductor's right hand, and the one she most trusts to get the symphony perfect. It's time to combine what you know of musicianship and logic to prove your grasp of musical theory is unsurpassed." Job Level = 8 § Per Hour = §144 / hour § Per Day = §791 / day Base Weekly Pay = §3,164 / week Pension Pay = §160 / day Carpool Arrival = 2PM Time You Start Work = 3PM Time You Finish Work = 8:30PM Total Length of Day = 5.5 hours Work Days = Monday, Tuesday, Friday, Saturday Days Off = Wednesday, Thursday, Sunday Performance Requirements = Mood, Guitar Skill, Relationship with Orchestra, Logic Skill At this level, you will get free admission to the Theatre, so you don't have to pay to enter it. Free perks, here I come! --==Conductor==-- "There is an entire symphonic orchestra at the tip of your baton, just waiting for your cue to make musical masterpieces. Crowds silently wait with bated breath, just hoping to hear a once-of-a-lifetime performance. Don't let them down, for that baton can be taken away just as easily as it was given." Job Level = 9 § Per Hour = §206 / hour § Per Day = §1,029 / day Base Weekly Pay = §4,116 / week Pension Pay = §200 / day Carpool Arrival = 2PM Time You Start Work = 3PM Time You Finish Work = 8PM Total Length of Day = 5 hours Work Days = Monday, Tuesday, Friday, Saturday Days Off = Wednesday, Thursday, Sunday Performance Requirements = Mood, Guitar Skill, Relationship with Orchestra, Logic Skill It is at this point where you can be worshipped by fans when walking down the street. Great for a relationship boost. --==Hit Movie Composer==-- "Without peer, is in charge. Having conquered the orchestral stage, the label thinks your skills are better put to use composing delightful pieces for movies on the silver screen. As a Hit Movie Composer, your work takes top billing and brings in piles of Simoleons for the label. Quite the finish, one must say!" Job Level = 10 § Per Hour = §361 / hour § Per Day = §1,801 / day Base Weekly Pay = §7,204 / week Pension Pay = §350 / day Carpool Arrival = 12PM Time You Start Work = 1PM Time You Finish Work = 6PM Total Length of Day = 5 hours Work Days = Monday, Tuesday, Friday, Saturday Days Off = Wednesday, Thursday, Sunday Performance Requirements = Mood, Guitar Skill, Relationship with Orchestra, Logic Skill At this level, you will get a nice Stereo, a very expensive stereo that you can carry around and listen to. Good music, boost mood, and you can, like always, develop the Athletic skill with it. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [6.10] Politics The Politics career, another career that has survived intact, this is a career that strives on who you know, not what you know. The more popular you are, the more likely you are to succeed in this career. This job, as it progresses, has fewer work outs, but as a result, the pay isn't glamourous, but you need the money to keep those friends, friends. There are only 5 work tones for this career, so I hope you enjoy some pasta. Work Hard - Again, this is where your Sim works hard at work, increasing the rate in which job performance is gained, but it also increases the rate in which your mood decays, especially Fun. Meet Co-Workers - This tone is used for you to quickly find out who your co- workers are. This isn't useful for building a relationship, but useful for figuring out who to talk to out of work. Chat with Co-Workers - Like the other before it, this is less effective at finding out who they, your co-workers are, but it is useful to build up a relationship with them. Run Errands for Superior - This is needed in this career, because it isn't just skill alone that takes you ahead, but it is who you know, and if your boss thinks you are ready or not to progress. Suggest New Course of Action - This is a new tone, an executive one, if you will, but this will sacrifice job performance and it will lead to new ideas that can increase job performance and relationships with your boss and other co-workers. --==Podium Polisher==-- "There's nothing glorious about being a Podium Polisher. A little wax rubbed on, a little rubbed off. The podium needs to look good for those who actually make a difference and their dramatic speeches. But polish well enough and keep the right attitude, and there may be room within the organisation for you." Job Level = 1 § Per Hour = §24 / hour § Per Day = §140 / day Base Weekly Pay = §700 / week Pension Pay = §40 / day Carpool Arrival = 8AM Time You Start Work = 9AM Time You Finish Work = 3PM Total Length of Day = 6 hours Work Days = Monday, Tuesday, Wednesday, Thursday, Friday Days Off = Saturday, Sunday Performance Requirements = Mood, Charisma Skill --==Ballot Counter==-- "Frequent elections require a steady cadre of reliable Ballot Counters to keep things honest and precise. You don't work for any particular party or organisation ... right? Keep your nose clean and do nothing more than count and report the data. Democracy is counting on you!" Job Level = 2 § Per Hour = §31 / hour § Per Day = §185 / day Base Weekly Pay = §925 / week Pension Pay = §50 / day Carpool Arrival = 8AM Time You Start Work = 9AM Time You Finish Work = 3PM Total Length of Day = 6 hours Work Days = Monday, Tuesday, Wednesday, Thursday, Friday Days Off = Saturday, Sunday Performance Requirements = Mood, Charisma Skill --==Campaign Intern==-- "Your dilligence has been noted and you'll work the remainder of this campaign as an intern. Copies, copies, copies! Post flyers, call potential donors, fetch coffee, keep the stapler in prime condition, and most importantly, be charismatic about it. This campaign, or at least the copy machine, cannot succeed without you!" Job Level = 3 § Per Hour = §33 / hour § Per Day = §230 / day Base Weekly Pay = §1,150 / week Pension Pay = §60 / day Carpool Arrival = 8AM Time You Start Work = 9AM Time You Finish Work = 4PM Total Length of Day = 7 hours Work Days = Monday, Tuesday, Wednesday, Thursday, Friday Days Off = Saturday, Sunday Performance Requirements = Mood, Charisma Skill --==Yes-Man / Yes Woman==-- "Hopefully you're ready to nod your head in the affirmative, because you've worked your way into the position of Yes-Man / Yes-Woman. Should the city vote on Bond 452 C? Yes! Should we elect a new police commissioner? Yes! How does this tie look? Yes! There's only one answer to give if you want to stay in your superior's good graces." Job Level = 4 § Per Hour = §45 / hour § Per Day = §270 / day Base Weekly Pay = §1,350 / week Pension Pay = §70 / day Carpool Arrival = 8AM Time You Start Work = 9AM Time You Finish Work = 3PM Total Length of Day = 6 hours Work Days = Monday, Tuesday, Wednesday, Thursday, Friday Days Off = Saturday, Sunday Performance Requirements = Mood, Charisma Skill, Relationship with Boss --==City Council Member==-- "Politician at last! As the newest City Council Member, you have the unique position of affecting change on the welfare of the city. Change takes time though, and re-elections cost money. You'll need to start working your neighbours, acquaintances, and random individuals for their campaign donations. Bring your walking shoes, Councilman." Job Level = 5 § Per Hour = §68 / hour § Per Day = §375 / day Base Weekly Pay = §1,875 / week Pension Pay = §90 / day Carpool Arrival = 8AM Time You Start Work = 9AM Time You Finish Work = 2:30PM Total Length of Day = 5.5 hours Work Days = Monday, Tuesday, Wednesday, Thursday, Friday Days Off = Saturday, Sunday Performance Requirements = Mood, Charisma Skill, Relationship with Boss, Campaign Funding Now there is campaign funding. Basically, you can talk to random individuals on the street, and if they like you enough, you can use the special interaction to ask for Campaign Donation from them. You can even have campaign fundraiser parties as well, and the more successful the party is, the more money you can make from it. The amount of funding is reset at least new level from now on, so you need to do a lot of legwork to make a lot of money. This interaction normally is positive. Rich Sims will tend to give a lot, but Frugal Sims tend to give very little. And if you want, you can syphon money from your account, it is illegal, and if you get caught, you will be fired. However, if you are not caught, well, more money for you. --==Local Representative==-- "Not satified to see you with your hands solely on the city, your constituents want to see you at the next level. More territory means more favour and votes needed to get anything done, and that means more campaign donations. Keep the cookie jar full, and you get to keep your job." Job Level = 6 § Per Hour = §91 / hour § Per Day = §500 / day Base Weekly Pay = §2000 / week Pension Pay = §100 / day Carpool Arrival = 8AM Time You Start Work = 9AM Time You Finish Work = 2:30PM Total Length of Day = 5.5 hours Work Days = Monday, Wednesday, Thursday, Friday Days Off = Tuesday, Saturday, Sunday Performance Requirements = Mood, Charisma Skill, Relationship with Boss, Campaign Funding At this level, you can give Inspirational Speeches. These speeches will boost the mood of nearby Sims, so it is useful as it gives a nice relationship boost as well. --==Mayor==-- "The legislative branch is all well and good, but the executive branch is really where the power lies. As the Mayor, you can now dictate terms to the city council you used to serve, and in the process, enact changes as you see fit. Rule with a firm fist or gentle touch, but never forget to keep your constituents happy." Job Level = 7 § Per Hour = §130 / hour § Per Day = §650 / day Base Weekly Pay = §2,600 / week Pension Pay = §130 / day Carpool Arrival = 8AM Time You Start Work = 9AM Time You Finish Work = 2PM Total Length of Day = 5 hours Work Days = Monday, Wednesday, Thursday, Friday Days Off = Tuesday, Saturday, Sunday Performance Requirements = Mood, Charisma Skill, Relationship with Boss, Campaign Funding --==Governor==-- "You've been pulled up to the regional level for your brillant political acumen and adept maneuvering. the public claims to love you, but everything can change instantly with the signing of the wrong piece of legislation. Pick your battles and be wary of political opponents, as the polls are really starting to heat up." Job Level = 8 § Per Hour = §160 / hour § Per Day = §800 / day Base Weekly Pay = §3,200 / week Pension Pay = §160 / day Carpool Arrival = 8AM Time You Start Work = 9AM Time You Finish Work = 2PM Total Length of Day = 5 hours Work Days = Monday, Wednesday, Thursday, Friday Days Off = Tuesday, Saturday, Sunday Performance Requirements = Mood, Charisma Skill, Relationship with Boss, Campaign Funding --==Vice President==-- "Second in command may not be the end goal, but riding the ticket long enough just might earn you the coveted top spot. Mere local matters are beneath you now that economic concerns pile onto your desk. Evil organisations aren't making matters any better, as the safety and protection of the citizenry is the prime directive of your boss. The public watches silently to see if you truly have what it takes." Job Level = 9 § Per Hour = §267 / hour § Per Day = §1,200 / day Base Weekly Pay = §3,600 / week Pension Pay = §180 / day Carpool Arrival = 8AM Time You Start Work = 9AM Time You Finish Work = 1:30PM Total Length of Day = 4.5 hours Work Days = Monday, Wednesday, Friday Days Off = Tuesday, Thursday, Saturday, Sunday Performance Requirements = Mood, Charisma Skill, Relationship with Boss, Campaign Funding --==Leader of the Free World==-- "Without peer, is in charge. The world has voted you in as their sworn leader. Defender of truth, justice, and basic Sim rights, you - the Leader of the Free World - must work for the people more than ever. Beware the agents of evil, corruption within your government, and those not willing to serve the people above all else. This is your change to leave your mark on the world, and it's be a fair shame to squander it with scandal and shoddy decisions." Job Level = 10 § Per Hour = §423 / hour § Per Day = §1,900 / day Base Weekly Pay = §5,700 / week Pension Pay = §280 / day Carpool Arrival = 8AM Time You Start Work = 9AM Time You Finish Work = 1:30PM Total Length of Day = 4.5 hours Work Days = Monday, Wednesday, Friday Days Off = Tuesday, Thursday, Saturday, Sunday Performance Requirements = Mood, Charisma Skill, Campaign Funding This is where you get the Aura of Leadership. This is useful because it will give nearby Sims the celebrity moodlet, because you are the leader of the free world. Just make sure that you don't make stupid decisions. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [6.11] Professional Sports The Athletic career has been renamed to Professional Sports, and again, it is all about Soccer/Football, depending on where in the world you are. This is a career, that is quite demanding in terms of hours, and whilst the pay is poor at the beginning, it is quite high when you get to the higher end of the career ladder. There are only 5 work tones for this career. And they are... Prepare for Game - When you need to start getting ready for the games, you will want to win. Prepare for games will increase the chance that you will win the game, which is quite useful. Meet Teammates - This tone is used for you to quickly find out who your co- workers are. This isn't useful for building a relationship, but useful for figuring out who to talk to out of work. Chat with Teammates - Like the other before it, this is less effective at finding out who they, your co-workers are, but it is useful to build up a relationship with them. Slack Off in Locker Room - No towel whipping please. This is basically the take it easy option, and for this, you will lower the rate of job performance gain, but lower fun decay. Work Out in Gym - As part of the sporting career, you need to work out to ensure that you are in shape all the time. This will boost your Athletic skill, and this is all whilst you are being paid. How cool is that? Now, onto the jobs. --==Rabid Fan==-- "Do you "love" your team? Honest? Can you prove it? There's a big differance between the rain or shine, win or lose, die hard fans and the fair-weather jerks that enter the stadium when it's convenient. Grin and bear the losses with the wins, and the team will take care of you." Job Level = 1 § Per Hour = §13 / hour § Per Day = §75 / day Base Weekly Pay = §375 / week Pension Pay = §30 / day Carpool Arrival = 2PM Time You Start Work = 3PM Time You Finish Work = 9PM Total Length of Day = 6 hours Work Days = Monday, Tuesday, Wednesday, Thursday, Saturday Days Off = Friday, Sunday Performance Requirements = Mood, Athletic Skill --==Snack Hawker==-- "Peanuts! Popcorn! Hot meats! Hopefully your vocal chords can endure a bit of shouting, because as the Snack Hawker, you'll be circumventing the stadium to peddle your delicious, often salty, and never healthy consumables daily." Job Level = 2 § Per Hour = §25 / hour § Per Day = §150 / day Base Weekly Pay = §750 / week Pension Pay = §60 / day Carpool Arrival = 2PM Time You Start Work = 3PM Time You Finish Work = 9PM Total Length of Day = 6 hours Work Days = Monday, Tuesday, Wednesday, Thursday, Saturday Days Off = Friday, Sunday Performance Requirements = Mood, Athletic Skill --==Toddler Sports Coach==-- "The players have unanimously picked you to lead their children to victory on the little league playing fields as the Toddler Sports Coach. You should study up on athletics so that you can guide the tiny tots to tip-top physical efficiency and reduce on-field injuries." Job Level = 3 § Per Hour = §33 / hour § Per Day = §195 / day Base Weekly Pay = §975 / week Pension Pay = §70 / day Carpool Arrival = 2PM Time You Start Work = 3PM Time You Finish Work = 9PM Total Length of Day = 6 hours Work Days = Monday, Tuesday, Wednesday, Thursday, Saturday Days Off = Friday, Sunday Performance Requirements = Mood, Athletic Skill --==Minor Leaguer==-- "The Minor Leaguer are calling, so pack your lucky socks and "never washed" shorts, and head to the playing field. It's important to keep your teammates' feelings in mind. Remember, there's no "I" in "team"." Job Level = 4 § Per Hour = §43 / hour § Per Day = §254 / day Base Weekly Pay = §1,016 / week Pension Pay = §80 / day Carpool Arrival = 2PM Time You Start Work = 3PM Time You Finish Work = 9PM Total Length of Day = 6 hours Work Days = Monday, Tuesday, Friday, Saturday Days Off = Wednesday, Thursday, Sunday Performance Requirements = Mood, Athletic Skill, Relationship with Teammates --==Rookie==-- "For once, you've shown you're good enough to not be picked dead last. The rookie year is hard though, especially with the manager tracking statistics and holding your losses against you. Train hard to win games, or prepare to pack your bags back to the minor leagues." Job Level = 5 § Per Hour = §77 / hour § Per Day = §381 / day Base Weekly Pay = §1,584 / week Pension Pay = §110 / day Carpool Arrival = 2PM Time You Start Work = 3PM Time You Finish Work = 8PM Total Length of Day = 5 hours Work Days = Monday, Tuesday, Friday, Saturday Game Days = Wednesday, Sunday Days Off = Thursday Performance Requirements = Mood, Athletic Skill, Relationship with Teammates, Game Record This is where the Game Record will come into play. Now, work is effectively practice, where you practice for your games, which are held on game days for a few hours. The more you practice, especially with the practice tone at work, the more likely you are to win, which is useful. This forms the game record, which tracks your wins and your losses, so make sure that you win, as it gives the Winner moodlet as well. And when you play your games, your family can watch, free of charge. --==Starter==-- "Time well spent on the bench and in practice has earned you a position on the starting line-up. Listen to the crowd roar as you hit the field! It sure beats the shouts of the players asking you for fresh towels. Play hard and your autograph might actually be worth something soon." Job Level = 6 § Per Hour = §134 / hour § Per Day = §667 / day Base Weekly Pay = §2,668 / week Pension Pay = §200 / day Carpool Arrival = 2PM Time You Start Work = 3PM Time You Finish Work = 8PM Total Length of Day = 5 hours Work Days = Monday, Tuesday, Friday, Saturday Game Days = Wednesday, Sunday Days Off = Thursday Performance Requirements = Mood, Athletic Skill, Relationship with Teammates, Game Record --==Team Captain==-- "It must feel nice now that the crowd is shouting instead of booing when your name is called over the loud speakers. Loved by fans for your clutch saves and by the coach for your team leadership, you're really starting to play towards that hall of fame spot. Just don't start losing and you'll be okay." Job Level = 7 § Per Hour = §201 / hour § Per Day = §801 / day Base Weekly Pay = §3,204 / week Pension Pay = §230 / day Carpool Arrival = 2PM Time You Start Work = 3PM Time You Finish Work = 7PM Total Length of Day = 4 hours Work Days = Monday, Tuesday, Friday, Saturday Game Days = Wednesday, Sunday Days Off = Thursday Performance Requirements = Mood, Athletic Skill, Relationship with Teammates, Game Record --==League MVP==-- "The votes are in - the league thinks you're the league MVP! Fans adore you and your fellow players are always to provide a friendly high-five. At this rate, you might, just maybe, break every record in the books." Job Level = 8 § Per Hour = §241 / hour § Per Day = §962 / day Base Weekly Pay = §3,838 / week Pension Pay = §280 / day Carpool Arrival = 2PM Time You Start Work = 3PM Time You Finish Work = 7PM Total Length of Day = 4 hours Work Days = Monday, Tuesday, Friday, Saturday Game Days = Wednesday, Sunday Days Off = Thursday Performance Requirements = Mood, Athletic Skill, Relationship with Teammates, Game Record --==Superstar==-- "No longer content with a single sport, you've expanded your resume to include as many as your busy schedule allows. Few sport stars' careers compare to yours, but then again, they aren't Superstars. However, more games means more chances to lose, so don't let the fame get in the way of your practice time." Job Level = 9 § Per Hour = §385 / hour § Per Day = §1,155 / day Base Weekly Pay = §4,620 / week Pension Pay = §330 / day Carpool Arrival = 2PM Time You Start Work = 3PM Time You Finish Work = 6PM Total Length of Day = 3 hours Work Days = Monday, Tuesday, Friday, Saturday Game Days = Wednesday, Sunday Days Off = Thursday Performance Requirements = Mood, Athletic Skill, Relationship with Teammates, Game Record --==Sports Legend==-- "Without peer, is in charge. Your on-field exploits and stats are the envy of every little leaguer, minor leaguer, and MVP that plays any sport. You're a Sports Legend! Every time you step onto the field thousands of camera shutters erupt, because every play of yours will make international headlines. You're at the top of every game that's been created, and even some that haven't." Job Level = 10 § Per Hour = §462 / hour § Per Day = §1,386 / day Base Weekly Pay = §5,544 / week Pension Pay = §400 / day Carpool Arrival = 2PM Time You Start Work = 3PM Time You Finish Work = 6PM Total Length of Day = 3 hours Work Days = Monday, Tuesday, Friday, Saturday Game Days = Wednesday, Sunday Days Off = Thursday Performance Requirements = Mood, Athletic Skill, Relationship with Teammates, Game Record By reaching this stage, you can hold Sponsorship Deals and Autograph Sessions. Sponsorships is where you talk to local businesses and they may sponsor you and that will net you some money, whilst hold autograph sessions will need you to book a venue and you need to sign as many autographs as possible, the more you sign, the more money you make. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [6.12] Science The final career, this is the last of the 11 careers, full time careers anyway. This is the Science Career, moderate hours, for a modest income, but it is the most demanding job in terms of skills, there are three skills that are necessary to survive in this job. However, given that you are developing three different skills, you can make money through other means. There are 6 tones for this career, though several are quite useless in this career. Work Hard - Again, this is where your Sim works hard at work, increasing the rate in which job performance is gained, but it also increases the rate in which your mood decays, especially Fun. Relax in Speciman Closet - Like before, it is the exact opposite to the one above, it is where your Sim takes it easy, sometimes gaining fun, but at the cost of which your job performance, which will suffer and increase at a much slower rate. Meet Fellow Scientists - This is basically finding out who all your co-workers are and then talking them them to build up a relationship with them, though it is not useful in this career. Hang Out With Fellow Scientists - Like the other before it, this is less effective at finding out who they, your co-workers are, but it is useful to build up a relationship with them. Assist Boss with Research - This is not necessary in this career, but it is good to replenish that social bar after a long shift as well as some extra hours work. Do Independent Experiment - This is a new tone, an executive one, if you will, but this will sacrifice job performance and it will lead to new ideas that can increase job performance and relationships with your boss and other co-workers. Now, the final set of jobs. --==Test Subject==-- "It's all for the good of science, at least that's what Test Subjects should constantly repeat to themselves. A little shock here, a potentially revolutionary serum there ... it's all in a day's test tube. Try to stay in good spirits, because a bad mood skews the data." Job Level = 1 § Per Hour = §44 / hour § Per Day = §240 / day Base Weekly Pay = §1,200 / week Pension Pay = §60 / day Carpool Arrival = 8AM Time You Start Work = 9AM Time You Finish Work = 2:30PM Total Length of Day = 5.5 hours Work Days = Monday, Tuesday, Wednesday, Thursday, Friday Days Off = Saturday, Sunday Performance Requirements = Mood, Gardening Skill At this rate, you will get random collectables, such as seeds and fish in your inventory, so keep checking your inventory for anything that you can use. --==Lab Tech==-- "Your committment to the less than glamourous side of science has garnered you the position as a Lab Tech. It's time to earn that lab coat and broaden your horizons. Beware of flammable materials, radioactive mutagens, and self-aware robotics as you progress deeper into the workings of the laboratory." Job Level = 2 § Per Hour = §53 / hour § Per Day = §288 / day Base Weekly Pay = §1,440 / week Pension Pay = §70 / day Carpool Arrival = 8AM Time You Start Work = 9AM Time You Finish Work = 2:30PM Total Length of Day = 5.5 hours Work Days = Monday, Tuesday, Wednesday, Thursday, Friday Days Off = Saturday, Sunday Performance Requirements = Mood, Gardening Skill --==Useless Contraption Manupulator==-- "Not all departments of the science lab are profitable, or productive for that matter. Nevertheless, for every hundred duds and worthless whiz-bangs there's a bit that rocks the science community to its beaker encrusted core. You better improve your skills with a wrench, because you'll be up to your eyes with useless contraptions." Job Level = 3 § Per Hour = §63 / hour § Per Day = §346 / day Base Weekly Pay = §1,730 / week Pension Pay = §90 / day Carpool Arrival = 8AM Time You Start Work = 9AM Time You Finish Work = 2:30PM Total Length of Day = 5.5 hours Work Days = Monday, Tuesday, Wednesday, Thursday, Friday Days Off = Saturday, Sunday Performance Requirements = Mood, Gardening Skill, Handiness Skill --==Fertilizer Analyst==-- "You probably don't want to know what that smell is. Fertilizer Analysts need to be ready for some hands-on time with some stinky stuff, because the best harvests come from great, horrifically smelly fertilizers. Head outside to spend time in the garden ... and don't forget to shower afterwards." Job Level = 4 § Per Hour = §97 / hour § Per Day = §485 / day Base Weekly Pay = §1,940 / week Pension Pay = §100 / day Carpool Arrival = 8AM Time You Start Work = 9AM Time You Finish Work = 2PM Total Length of Day = 5 hours Work Days = Monday, Tuesday, Thursday, Friday Days Off = Wednesday, Saturday, Sunday Performance Requirements = Mood, Gardening Skill, Handiness Skill --==Carnivorous Plant Tender==-- "The pursuit of science is not always one of safety. The Carnivorous Plant Tender is very much in harm's way, but that's no excuse for sloppy data collection and analysis. Stay on the plants' goods sides, and continue developing your scientific skills. Hopefully a more appetizing position will open up ... ideally before you become too appetizing yourself!" Job Level = 5 § Per Hour = §117 / hour § Per Day = §582 / day Base Weekly Pay = §2,328 / week Pension Pay = §120 / day Carpool Arrival = 8AM Time You Start Work = 9AM Time You Finish Work = 2PM Total Length of Day = 5 hours Work Days = Monday, Tuesday, Thursday, Friday Days Off = Wednesday, Saturday, Sunday Performance Requirements = Mood, Gardening Skill, Handiness Skill --==Aquatic Ecosystem Tweaker==-- "No body of water shall be safe from the latex glove of science! Aquatic Ecosystem Tweakers add and remove fish from various habitats to test evolutionary traits of fish, survivability, and naturally refresh ecosystems as needed. Grab your rod and reel and go fishing ... for great discovery!" Job Level = 6 § Per Hour = §140 / hour § Per Day = §699 / day Base Weekly Pay = §2,796 / week Pension Pay = §140 / day Carpool Arrival = 8AM Time You Start Work = 9AM Time You Finish Work = 2PM Total Length of Day = 5 hours Work Days = Monday, Tuesday, Thursday, Friday Days Off = Wednesday, Saturday, Sunday Performance Requirements = Mood, Gardening Skill, Handiness Skill, Fishing Skill --==Genetic Resequencer==-- "It's time to step in line as a Genetic Resequencer. Clients pay top Simoleon to discover new genes to bottle and sell to customers. It's a lucrative industry, filled with discovery, intrigue, and fashionable genes." Job Level = 7 § Per Hour = §187 / hour § Per Day = §839 / day Base Weekly Pay = §3,356 / week Pension Pay = §160 / day Carpool Arrival = 8AM Time You Start Work = 9AM Time You Finish Work = 1:30PM Total Length of Day = 4.5 hours Work Days = Monday, Tuesday, Thursday, Friday Days Off = Wednesday, Saturday, Sunday Performance Requirements = Mood, Gardening Skill, Handiness Skill, Fishing Skill --==Top Secret Researcher==-- "The government has been closely following your career since your days as a Test Subject. They want you to head up their new program as a Top Secret Researcher. It's all very hush-hush, need to know. That sort of thing. All Simanity will benefit from this research ... or so they claim." Job Level = 8 § Per Hour = §224 / hour § Per Day = §1,007 / day Base Weekly Pay = §4,028 / week Pension Pay = §200 / day Carpool Arrival = 8AM Time You Start Work = 9AM Time You Finish Work = 1:30PM Total Length of Day = 4.5 hours Work Days = Monday, Tuesday, Thursday, Friday Days Off = Wednesday, Saturday, Sunday Performance Requirements = Mood, Gardening Skill, Handiness Skill, Fishing Skill As this level, you will get a special seed that may spawn and grow into the Flame Fruit, Life Fruit, Money Tree or Omni Plant. --==Creature-Robot Cross Breeder==-- "The government is happy, and when they're happy it means new toys for the laboratory. You've been tasked to create a new species, specifically one that combines the best features of living organisms and ... robots. Sharks or sea bass, it makes no difference. Just don't forget the lasers." Job Level = 9 § Per Hour = §269 / hour § Per Day = §1,209 / day Base Weekly Pay = §3,627 / week Pension Pay = §180 / day Carpool Arrival = 8AM Time You Start Work = 9AM Time You Finish Work = 1:30PM Total Length of Day = 4.5 hours Work Days = Monday, Tuesday, Friday Days Off = Wednesday, Thursday, Saturday, Sunday Performance Requirements = Mood, Gardening Skill, Handiness Skill, Fishing Skill Also, you get the benefits of the special seed as well, same as Level 8. --==Mad Scientist==-- "Without peer, is in charge. Nobody really takes you as a sane individual, so the title Mad Scientist is apt. Tucked into the deepest, most secretive recesses of the laboratory, you've been tasked to create, destroy, restructure, and innovate as you see fit. As the laboratory's best, you will define the future course of science for good ... or evil!" Job Level = 10 § Per Hour = §404 / hour § Per Day = §1,814 / day Base Weekly Pay = §5,442 / week Pension Pay = §260 / day Carpool Arrival = 8AM Time You Start Work = 9AM Time You Finish Work = 1:30PM Total Length of Day = 4.5 hours Work Days = Monday, Tuesday, Friday Days Off = Wednesday, Thursday, Saturday, Sunday Performance Requirements = Mood, Gardening Skill, Handiness Skill, Fishing Skill It is at this level that you can Do Science to It! This is where your Mad Science can do science to anything, and this is where it will lead to two different outcomes to that object. Note that this can be to anything. If it goes to plan, the object will get an environmental boost, the object will somehow broadcast some music, which is crazy, but it will give a nice moodlet for it's trouble. It may also be upgraded with a handiness upgrade, which is also random, and finally, it may give room based moodlets, like Beautiful Vista. However, the upgrade can go wrong, it may burn down to the ground, or electrocute Sims that try to use it. Or it breaks down, broadcast negative room based moodlets, such as Disgusted, or it could, which is the best one of the all, disappear. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [7.01] Overview Part Time jobs are available to teenagers, which is work after school for them, or it can be done by adults and elders. For adults, this means that they forego their full time job. Now you may be wondering, why would they want to forego a full time job with more money for a part-time job? Well, it purely to have more time to enjoy life, while surviving on the basic resources that they have. Part time jobs are obtained by heading to the relevant building and asking for a part time job. The work is always for three hours, there are no exceptions, and there are always three tones, the normal tone, the work hard tone and the take it easy tone. There are no unique tones. Promotions are obtained like full time jobs, you maximise the job performance and you get the promotion. It is like a full job career, but there are only 3 jobs per career, and they are low paying, but low hours. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [7.02] Bookstore These jobs are obtained by heading to the Bookstore and asking for the part time job. This is one of the lowest paying part time jobs. --==Cash Register Specialist==-- "Stand firm behind the cash register, but make sure every Simoleon is accounted for! Don't forget to ask if they want a receipt!" Job Level = 1 § Per Hour = §30 / hour § Per Day = §90 / day Base Weekly Pay = §450 / week Pension Pay = §30 / day Carpool Arrival = 3PM Time You Start Work = 4PM Time You Finish Work = 7PM Total Length of Day = 3 hours Work Days = Monday, Tuesday, Wednesday, Thursday, Friday Days Off = Saturday, Sunday Performance Requirements = Mood --==Book Genre Sorter==-- "It's important for the How-To's to be properly sorted away from Science Fiction. You don't want to confuse the customers!" Job Level = 2 § Per Hour = §50 / hour § Per Day = §150 / day Base Weekly Pay = §750 / week Pension Pay = §40 / day Carpool Arrival = 3PM Time You Start Work = 4PM Time You Finish Work = 7PM Total Length of Day = 3 hours Work Days = Monday, Tuesday, Wednesday, Thursday, Friday Days Off = Saturday, Sunday Performance Requirements = Mood --==Book Clud Moderator==-- Job Level = 3 § Per Hour = §80 / hour § Per Day = §240 / day Base Weekly Pay = §1,200 / week Pension Pay = §60 / day Carpool Arrival = 3PM Time You Start Work = 4PM Time You Finish Work = 7PM Total Length of Day = 3 hours Work Days = Monday, Tuesday, Wednesday, Thursday, Friday Days Off = Saturday, Sunday Performance Requirements = Mood *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [7.03] Day Spa - Receptionist There are two careers for the Day Spa, there is the Receptionist and the Specialist. They are both as high paying as each other. The days are the different, the hours are the same. Head to the Day Spa and off you go. --==Beverage Consultant==-- "Everyone gets thirsty, and spa customers and workers are no exception! Providing well-made drinks with a smile will help you work your way up the reception ladder." Job Level = 1 § Per Hour = §33 / hour § Per Day = §98 / day Base Weekly Pay = §490 / week Pension Pay = §30 / day Carpool Arrival = 2PM Time You Start Work = 3PM Time You Finish Work = 6PM Total Length of Day = 3 hours Work Days = Monday, Wednesday, Thursday, Saturday, Sunday Days Off = Tuesday, Friday Performance Requirements = Mood --==Intake Specialist==-- "Put down the coffee pot and pick up that phone! You're the face (and voice) of the company, so do your best to make the customers feel welcome." Job Level = 2 § Per Hour = §55 / hour § Per Day = §165 / day Base Weekly Pay = §825 / week Pension Pay = §40 / day Carpool Arrival = 2PM Time You Start Work = 3PM Time You Finish Work = 6PM Total Length of Day = 3 hours Work Days = Monday, Wednesday, Thursday, Saturday, Sunday Days Off = Tuesday, Friday Performance Requirements = Mood --==Ringer Up-er==-- "Providing relaxing spa treatments is great, but you can't be a business if you don't make money. That's where you come in. Work that cash register and bring in the dough!" Job Level = 3 § Per Hour = §88 / hour § Per Day = §263 / day Base Weekly Pay = §1,315 / week Pension Pay = §70 / day Carpool Arrival = 2PM Time You Start Work = 3PM Time You Finish Work = 6PM Total Length of Day = 3 hours Work Days = Monday, Wednesday, Thursday, Saturday, Sunday Days Off = Tuesday, Friday Performance Requirements = Mood *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [7.04] Day Spa - Specialist This is the second of the careers, and this is the same as the Receptionist, but the days are different. Depends which set of days you want. --==Clothes Folder==-- "Anyone can fold clothes, but can you get clothes to be perfectly two-dimensional? Attention to detail will get you far - far enough to never have to fold another shirt again!" Job Level = 1 § Per Hour = §33 / hour § Per Day = §98 / day Base Weekly Pay = §490 / week Pension Pay = §30 / day Carpool Arrival = 2PM Time You Start Work = 3PM Time You Finish Work = 6PM Total Length of Day = 3 hours Work Days = Wednesday, Thursday, Friday, Saturday, Sunday Days Off = Monday, Tuesday Performance Requirements = Mood --==Fitting Room Guard==-- "Shoplifting is bad for the bottom line, and you've got to protect that line. But you've got to strike a balance between friendliness and suspicion in order to curtail theft without driving away customers." Job Level = 2 § Per Hour = §55 / hour § Per Day = §165 / day Base Weekly Pay = §825 / week Pension Pay = §40 / day Carpool Arrival = 2PM Time You Start Work = 3PM Time You Finish Work = 6PM Total Length of Day = 3 hours Work Days = Wednesday, Thursday, Friday, Saturday, Sunday Days Off = Monday, Tuesday Performance Requirements = Mood --==Spa Package Seller==-- "Anyone can sell a spa treatment, but selling packages is what seperates the experts from the rest. Talk up those add-ons and get your clients to pay more, more, more!" Job Level = 3 § Per Hour = §88 / hour § Per Day = §263 / day Base Weekly Pay = §1,315 / week Pension Pay = §70 / day Carpool Arrival = 2PM Time You Start Work = 3PM Time You Finish Work = 6PM Total Length of Day = 3 hours Work Days = Wednesday, Thursday, Friday, Saturday, Sunday Days Off = Monday, Tuesday Performance Requirements = Mood *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [7.05] Grocery Store Together with the Bookstore, this is the lowest paying job. This is obtained by going to the grocery store, simple enough. However, it has the best time to work. --==Produce Quality Assessor==-- "Fresh and tasty fruit and vegetables must always populate our store shelves. You are the first and only line of vegetable defence." Job Level = 1 § Per Hour = §30 / hour § Per Day = §90 / day Base Weekly Pay = §450 / week Pension Pay = §30 / day Carpool Arrival = 3PM Time You Start Work = 4PM Time You Finish Work = 7PM Total Length of Day = 3 hours Work Days = Monday, Tuesday, Wednesday, Thursday, Friday Days Off = Saturday, Sunday Performance Requirements = Mood --==Blue Light Special Designator==-- "It's important to pick the right blue light special for the right section for the right time. It's no small task, especially when all of our shoppers depend on you for their satification!" Job Level = 2 § Per Hour = §50 / hour § Per Day = §150 / day Base Weekly Pay = §750 / week Pension Pay = §40 / day Carpool Arrival = 3PM Time You Start Work = 4PM Time You Finish Work = 7PM Total Length of Day = 3 hours Work Days = Monday, Tuesday, Wednesday, Thursday, Friday Days Off = Saturday, Sunday Performance Requirements = Mood --==Shopping Music DJ==-- "The right soundtrack is vital for the store's continued profitability. Pick the songs that keep people shopping linger and with smiles on their faces!" Job Level = 3 § Per Hour = §80 / hour § Per Day = §240 / day Base Weekly Pay = §1,200 / week Pension Pay = §60 / day Carpool Arrival = 3PM Time You Start Work = 4PM Time You Finish Work = 7PM Total Length of Day = 3 hours Work Days = Monday, Tuesday, Wednesday, Thursday, Friday Days Off = Saturday, Sunday Performance Requirements = Mood *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [7.06] Graveyard The last of the part time jobs, this is the graveyard job, bad hours and bad schedule on when you need to work, but the pay is decent-er? --==Burial Specialist==-- "It's a step up from digging ditches, but ... well, no, it's pretty much just digging ditches." Job Level = 1 § Per Hour = §33 / hour § Per Day = §98 / day Base Weekly Pay = §490 / week Pension Pay = §30 / day Carpool Arrival = 5PM Time You Start Work = 6PM Time You Finish Work = 9PM Total Length of Day = 3 hours Work Days = Monday, Tuesday, Friday, Saturday, Sunday Days Off = Wednesday, Thursday Performance Requirements = Mood --==Overseer of the Dead==-- "Guardian the mausoleum gates might soudn easy, but sorting the living from the dead can be hard work! Job Level = 2 § Per Hour = §55 / hour § Per Day = §165 / day Base Weekly Pay = §825 / week Pension Pay = §40 / day Carpool Arrival = 5PM Time You Start Work = 6PM Time You Finish Work = 9PM Total Length of Day = 3 hours Work Days = Monday, Tuesday, Friday, Saturday, Sunday Days Off = Wednesday, Thursday Performance Requirements = Mood --==Epitaph Writer==-- "Writing epitaphs may be depressing, but at least you get to use your creativity! Let 'er RIP!" Job Level = 3 § Per Hour = §88 / hour § Per Day = §263 / day Base Weekly Pay = §1,315 / week Pension Pay = §70 / day Carpool Arrival = 5PM Time You Start Work = 6PM Time You Finish Work = 9PM Total Length of Day = 3 hours Work Days = Monday, Tuesday, Friday, Saturday, Sunday Days Off = Wednesday, Thursday Performance Requirements = Mood *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [8.01] Cooking Cooking is quite a large part of the game, food is everything. The source of moodlet, and it actively forces you to use your ingredients that you can fish from the sea, harvested from the garden or bought from the Supermarket. Unlike previous games, where recipes were just obtained through increasing your cooking, skill, cooking in The Sims 3 is a bit different. Whilst a fair amount are obtained through level progression, nearly half are obtained through cookbooks, recipes that you can purchase from the bookstore, which are one use items, and read to learn the recipe. When you are going to be cooking food, the best ingredients will give the best type of food, as well as a high cooking skill. Obviously, a food processor will do better than simply cutting up the food, and a high quality grill will do a lot better than a cheap stove. And if you are confused about the time in which food is served, the little list will show when the time for food rolls over. 3AM - 10AM = Breakfast 10AM - 5PM = Lunch 5PM - 3AM = Dinner 9AM - 3PM on Weekends = Brunch Below are all the recipes, what level you can obtain them in, the ingredients that you will require, and any other details. Below is a template, and how to read and understand it. --==Recipe Name==-- Cooking Skill = The level in which you need to be at to cook this dish. Serving Size = The serving sizes you can serve this dish at, single or group Base Quality = The lowest quality the dish can be served at minus problems such as undercooking or burning the dish. Ingredients Required = These are the ingredients that you will need cook the dish. Cost Alternative = This is how much you can pay for a single serving if you do not have the ingredients on hand to cook the dish. When to Cook = The times that you can cook the food, such as lunch or dinner. Cooking Method = This is how the food is cooked, whether it is through the oven, grill, or no cooking is involved. Source of Recipe = This is how the recipe is obtained, recipe book or level up Anyway, let us start with the dishes. --==Autumn Salad==-- Cooking Skill = 0 Serving Size = Single or Group Base Quality = Normal Ingredients Required = Lettuce Cost Alternative = §5 When to Cook = Brunch, Lunch, Dinner Cooking Method = No Cooking Required Source of Recipe = Already Learnt This is one of the cheapest recipes that you can cook, so it is convenient to make this meal. Cheap, and filling. --==Hot Dog (Tofu Dog)==-- Cooking Skill = 0 Serving Size = Single or Group Base Quality = Normal Ingredients Required = Links Cost Alternative = §8 When to Cook = Lunch, Dinner Cooking Method = BBQ Grill Source of Recipe = Already Learnt A basic dish using the outdoor Grill is already set for you. Cheap, and you'll see that a lot of neighbours will do this dish in neighbourhood grills. The brackets is to denote that it has a vegetarian alternative. --==Mac and Cheese==-- Cooking Skill = 0 Serving Size = Single or Group Base Quality = Normal Ingredients Required = Cheese Cost Alternative = §8 When to Cook = Lunch, Dinner Cooking Method = Stove Source of Recipe = Already Learnt This is one of the older recipes, making it start all the way back from the first game. Still, I say it looks like a pile of vomit anyway. Seriously, look at it. Doesn't look appetizing. --==Waffles==-- Cooking Skill = 0 Serving Size = Single or Group Base Quality = Normal Ingredients Required = Egg Cost Alternative = §11 When to Cook = Breakfast, Brunch Cooking Method = Oven Source of Recipe = Already Learnt Do you like Waffles? Yeah I like Waffles. This is part one of the ad that I'm going to use. Seriously, Youtube Do you like Waffles. Anyway, you somehow cook this on the stove and oven, despite a Waffle Iron being far easier, yet not existant in the game. A simple breakfast dish. --==Pancakes==-- Cooking Skill = 1 Serving Size = Single or Group Base Quality = Normal Ingredients Required = Any Fruit Cost Alternative = §6 When to Cook = Breakfast, Brunch Cooking Method = Stove Source of Recipe = Level Progression Do you like pancakes? Yeah we like pancakes! The part two. Anyway, pancakes are nice and easy, and given that you need any fruit, such as an apple or a lime, this makes it an easy and filling dish. --==Peanut Butter and Jelly Sandwiches==-- Cooking Skill = 1 Serving Size = Single or Group Base Quality = Normal Ingredients Required = Any Fruit Cost Alternative = §6 When to Cook = Brunch, Lunch Cooking Method = No Cooking Required Source of Recipe = Level Progression A classic dish and I guess the any fruit serves at the jam filling. I don't see fruit being used any other way in this. Apple bread? --==Ratatouille==-- Cooking Skill = 1 Serving Size = Single or Group Base Quality = Normal Ingredients Required = Tomato Cost Alternative = §5 When to Cook = Lunch, Dinner Cooking Method = Stove Source of Recipe = Recipe Book No, this isn't a name of a movie, this is a tomato dish. Again, it is a cheap and filling dish, but quite ordinary. --==Goopy Carbonara==-- Cooking Skill = 2 Serving Size = Single or Group Base Quality = Nice Ingredients Required = Onion Cost Alternative = §11 When to Cook = Lunch, Dinner Cooking Method = Stove Source of Recipe = Level Progression At least the image of this is less like vomit and a bit more edible. If you cannot tell, it is a goopy carbonara, a carbonara a little goopy? --==Grilled Cheese Sandwiches==-- Cooking Skill = 2 Serving Size = Single or Group Base Quality = Normal Ingredients Required = Cheese Cost Alternative = §8 When to Cook = Lunch Cooking Method = Stove Source of Recipe = Level Progression The stove is for the grilled bit. Anyway, the aspiration from The Sims 2 is back, and kicking more heads in. To be honest, it looks like a grilled PB&J sandwich. --==Cookies==-- Cooking Skill = 3 Serving Size = Group Base Quality = Nice Ingredients Required = Egg Cost Alternative = §11 When to Cook = Dessert Cooking Method = Oven Source of Recipe = Recipe Book This is your first cookable dessert, and who doesn't like cookies. It is more expensive, but bear in mind that it is a group serving. --==Fish and Chips==-- Cooking Skill = 3 Serving Size = Single or Group Base Quality = Nice Ingredients Required = Any Fish Cost Alternative = §5 When to Cook = Dinner Cooking Method = Grill Source of Recipe = Recipe This is your first fish dish, and I do wonder why they don't require potato in this dish. It is a quick way to dispose of fish, like goldfish. --==Fruit Parfait==-- Cooking Skill = 4 Serving Size = Single or Group Base Quality = Nice Ingredients Required = Apples and Grapes Cost Alternative = §12 When to Cook = Breakfast, Brunch Cooking Method = No Cooking Required Source of Recipe = Recipe This is a nice breakfast, one that doesn't involve a slather of butter. Though it still doesn't look appealing. --==Spaghetti (With Veggie Sauce)==-- Cooking Skill = 4 Serving Size = Single or Group Base Quality = Very Nice Ingredients Required = Tomato Cost Alternative = §5 When to Cook = Dinner Cooking Method = Stove Source of Recipe = Level Progression A nice dish, and one with a vegetarian alternative. I seriously wonder why we can't add some cows in this game, and humanely kill the for meat, or send them off to Cow Heaven, for a lack of a better world. We don't need to see any killing. Anyway, yeah, Spaghetti. Nice, filling, and cheap. --==Sushi==-- Cooking Skill = 4 Serving Size = Single or Group Base Quality = Nice Ingredients Required = Any Fish Cost Alternative = §5 When to Cook = Dinner Cooking Method = No Cooking Required Source of Recipe = Level Progression This is another useful dish, given that you need any fish, not a specific fish. Goldfish sushi sounds quite nice, don't you think? --==Cheesesteak==-- Cooking Skill = 5 Serving Size = Single or Group Base Quality = Nice Ingredients Required = Cheese, Steak Cost Alternative = §38 When to Cook = Lunch, Dinner Cooking Method = Grill Source of Recipe = Recipe Book This is one of the more expensive dishes, mainly because steak is quite costly. --==Stu Surprise==-- Cooking Skill = 5 Serving Size = Single or Group Base Quality = Nice Ingredients Required = Any Two Ingredients Cost Alternative = §10 When to Cook = Dinner Cooking Method = Stove Source of Recipe = Level Progression This is a very useful dish to create if you want, mainly because you can use any two ingredients, any, could be two fish, two vegetables, anything that is considered food will do. --==Cobbler==-- Cooking Skill = 6 Serving Size = Group Base Quality = Very Nice Ingredients Required = Any Fruit, Egg Cost Alternative = §17 When to Cook = Dessert Cooking Method = Oven Source of Recipe = Recipe Book This is a good way to dispose of fruit and make a very nice dessert as a result. --==Hamburger (Veggie Burger)==-- Cooking Skill = 6 Serving Size = Single or Group Base Quality = Very Nice Ingredients Required = Onion, Patty Cost Alternative = §35 When to Cook = Lunch, Dinner Cooking Method = Grill Source of Recipe = Level Progression The final in terms of vegetarian alternatives to meat, surprisingly, there isn't too much in terms of meat dish in this game. --==Eggs Machiavellian==-- Cooking Skill = 7 Serving Size = Single or Group Base Quality = Very Nice Ingredients Required = Egg, Watermelon Cost Alternative = §25 When to Cook = Breakfast, Brunch Cooking Method = Stove Source of Recipe = Recipe Book This is the best in terms of recipe that you can cook normally, Ambrosia doesn't count, that's cheating. From this point on, the recipes start to get more and more expensive. --==Key Lime Pie==-- Cooking Skill = 7 Serving Size = Group Base Quality = Very Nice Ingredients Required = Egg, Lime Cost Alternative = §25 When to Cook = Dessert Cooking Method = Oven Source of Recipe = Level Progression This is the best normal dessert that you can cook, there is a very better dessert, but again, it is quite hard to obtain normally. --==Grilled Salmon==-- Cooking Skill = 8 Serving Size = Single or Group Base Quality = Very Nice Ingredients Required = Garlic, Potato, Salmon Cost Alternative = §48 When to Cook = Dinner Cooking Method = Grill Source of Recipe = Level Progression This is a nice dish, and it shares equal first for the best grilled dish that you can make. --==Tri-Tip Steak==-- Cooking Skill = 8 Serving Size = Single or Group Base Quality = Very Nice Ingredients Required = Any Vegetable, Potato, Steak Cost Alternative = §46 When to Cook = Dinner Cooking Method = Grill Source of Recipe = Recipe Book This is the equal first best grilled dish, through it is the cheaper of the two. Who doesn't want a steak anyway? --==Dim Sum==-- Cooking Skill = 9 Serving Size = Single or Group Base Quality = Great Ingredients Required = Any Three Fish Cost Alternative = §15 When to Cook = Brunch, Lunch Cooking Method = Stove Source of Recipe = Level Progression Who doesn't want to eat goldfish dumplings? Anyway, this is a quick way to dispose of fish that you don't want to sell for chump change but remove the cheap fish in the fridge. --==French Toast==-- Cooking Skill = 9 Serving Size = Single or Group Base Quality = Great Ingredients Required = 2 Apples, Eggs Cost Alternative = §23 When to Cook = Breakfast, Brunch Cooking Method = Oven Source of Recipe = Level Progression So maybe Eggs Machiavellian isn't the best of the meals for breakfast. Oh, the final part of the ad. Do you like French Toast? Yeah we like French Toast! --==Stuffed Turkey==-- Cooking Skill = 9 Serving Size = Group Base Quality = Great Ingredients Required = Any Two Vegatables, Roast Cost Alternative = §40 When to Cook = Dinner Cooking Method = Oven Source of Recipe = Recipe Book Who doesn't want to eat a nice turkey. Again, this is the only main dish that can only be served as a group meal, and not a single meal. Seriously, have you tried roasting a turkey for one? And no tofurkey jokes either. --==Ambrosia==-- Cooking Skill = 10 Serving Size = Single Base Quality = Perfect Ingredients Required = Deathfish, Lifefruit Cost Alternative = Cannot be Bought When to Cook = Breakfast, Brunch, Lunch, Dinner Cooking Method = Stove Source of Recipe = Recipe Book This is a very interesting dish. After eating it, you will instantly restore the hunger bar to full, it will give a Divine Meal Moodlet lasting 7 days and it will reset the Sims age back all the way to the start of the age group. And when these are eaten by ghosts, you will have them revived at the point in time at which they died. --==Baked Angel Food Cake==-- Cooking Skill = 10 Serving Size = Dessert Base Quality = Great Ingredients Required = Two Eggs, Flame Fruit Cost Alternative = Cannot be Bought When to Cook = Dessert Cooking Method = Oven Source of Recipe = Recipe Book This is a very powerful dessert, but it cannot be bought, due to Flame Fruit. When it is eaten, it will give the Warm Fuzzies moodlet for 5 hours. Keep some in the fridge. --==Lobster Thermidor==-- Cooking Skill = 10 Serving Size = Single or Group Base Quality = Great Ingredients Required = Bell Pepper, Garlic, Lobster Cost Alternative = §66 When to Cook = Dinner Cooking Method = Oven Source of Recipe = Skill Progression The best dinner recipe that you can make, this is the same as the Lobster Thermidor that you can create in the second game as well. And that wraps up cooking. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [8.02] Fishing Fishing is quite a big part of this game, there is a fair amount of fish that you can collect. This is a skill that can be helped by the bookstore, you can read books to help you on bait and books that can help your fishing skill overall. Now, bait. Basically, bait is where you will attach something to your fishing hook, and it will attract more fish overall. However, it will attract the type of fish that likes the bait most more than others. So you are more likely to catch your wanted fish by using the specific bait. When you go to fish, a fish you catch can be used as a trophy of some sort. For a small fee of §70, you can mount your fish to hang on the wall. Or you can purchase a fish bowl and let your fish live. Next, there are two types of water you can fish in, freshwater and saltwater. Saltwater, as you can guess, is salty water, and that means that these types of fish are found in the ocean. Freshwater is mainly for fish found in rivers and ponds. Simple enough. Finally, your own pond. Think of this as your own private fishing reserve. You can stock a pond with a certain fish by having 10 or more of that type of fish in your inventory. If you want goldfish in a certain pond, have 10 goldfish in your inventory and stock it. Once you stock it, that fish will be able to be caught in that pond infinitely. Personally, I'd keep it as a private reserve. There is no limit on what pond can be used, and what fish, so that means that if you have 10 Deathfish, a Deathfish pond. Also, this pond will allow you to catch that fish any time of the day, again, another good thing for Deathfish. Besides catching fish, you can also catch some other things, normally found in an old box. This will give you rare seeds (Flame Fruit, Life Fruit, Death Flower, Omni Plant, Money Tree), Birthday Cakes, Mood Candles, Laptops, Bubble Bath, Guitars, Rubber Ducks and sometimes, the Mysterious Mr. Gnome. Now, onto the fish. Below is the template that I will use for fish section of the guide. --==Name of Fish==-- Fishing Level = The minimum level required for you to be able to catch this fish Habitat = What type of water you will find the fish in. Rarity = How rare or uncommon the fish is to find, which denotes the odds of catching it, the rarer, the more unlikely you are to catch it. Bait = The preferred bait of the fish, using this will more likely than not hook you the fish you are looking for. Weight = How much the fish weighs in kilograms. Though this has no real use besides determining the value of the fish. The heavier, the better. Value = The value of the fish, the lowest to highest possible price. --==Anchovy==-- Fishing Level = 0 Habitat = Salt Water / Ocean Rarity = Common Preferred Bait = Tomato Weight = 0.1kg to 0.5kg Value = §5 to §11 --==Minnow==-- Fishing Level = 0 Habitat = Fresh Water / Ponds & Rivers Rarity = Common Preferred Bait = Apple Weight = 0.1kg to 0.5kg Value = §5 to §11 --==Alley Catfish==-- Fishing Level = 1 Habitat = Fresh & Salt Water / Ocean, Ponds & Rivers Rarity = Uncommon Preferred Bait = Cheese Weight = 0.1kg to 5kg Value = §6 to §20 --==Goldfish==-- Fishing Level = 1 Habitat = Fresh Water / Ponds & Rivers Rarity = Common Preferred Bait = Lettuce Weight = 0.1kg to 2kg Value = §6 to §16 --==Jellyfish==-- Fishing Level = 2 Habitat = Salt Water / Oceans Rarity = Common Preferred Bait = Grapes Weight = 0.1kg to 10kg Value = §8 to §19 --==Rainbow Trout==-- Fishing Level = 2 Habitat = Fresh Water / Ponds & Rivers Rarity = Common Preferred Bait = Egg Weight = 1kg to 10kg Value = §9 to §18 --==Red Herring==-- Fishing Level = 3 Habitat = Fresh & Salt Water / Ocean, Ponds & Rivers Rarity = Common Preferred Bait = Links Weight = 1kg to 10kg Value = §5 to §5 --==Tuna==-- Fishing Level = 3 Habitat = Salt Water / Ocean Rarity = Common Preferred Bait = Onion Weight = 2kg to 40kg Value = §11 to §25 --==Siamese Catfish==-- Fishing Level = 4 Habitat = Fresh & Salt Water / Ocean, Ponds & Rivers Rarity = Common Preferred Bait = Bell Pepper Weight = 5kg to 40kg Value = §13 to §32 --==Tragic Clownfish==-- Fishing Level = 4 Habitat = Salt Water / Ocean Rarity = Uncommon Preferred Bait = Watermelon Weight = 5kg to 15kg Value = §14 to §30 --==Blowfish==-- Fishing Level = 5 Habitat = Salt Water / Ocean Rarity = Uncommon Preferred Bait = Potato Weight = 5kg to 40kg Value = §13 to §47 --==Piranha==-- Fishing Level = 5 Habitat = Fresh Water / Ponds & Rivers Rarity = Uncommon Preferred Bait = Minnow Weight = 3kg to 25kg Value = §14 to §41 --==Black Goldfish==-- Fishing Level = 6 Habitat = Fresh Water / Ponds & Rivers Rarity = Common Preferred Bait = Goldfish Weight = 5kg to 25kg Value = §5 to §25 --==Salmon==-- Fishing Level = 6 Habitat = Fresh & Salt Water / Ocean, Ponds & Rivers Rarity = Common Preferred Bait = Lime Weight = 10kg to 50kg Value = §14 to §45 --==Shark==-- Fishing Level = 7 Habitat = Fresh & Salt Water / Ocean, Ponds & Rivers Rarity = Uncommon Preferred Bait = Red Herring Weight = 1kg to 150kg Value = §7 to §70 --==Swordfish==-- Fishing Level = 7 Habitat = Salt Water / Ocean Rarity = Common Preferred Bait = Anchovy Weight = 20kg to 60kg Value = §20 to §60 --==Angelfish==-- Fishing Level = 8 Habitat = Fresh & Salt Water / Ocean, Ponds & Rivers Rarity = Uncommon Preferred Bait = Alley Catfish Weight = 2kg to 60kg Value = §21 to §85 --==Vampire Fish==-- Fishing Level = 8 Habitat = Fresh Water / Ponds & Rivers Rarity = Rare Preferred Bait = Garlic Weight = 25kg to 80kg Value = §55 to §225 --==Robot Fish==-- Fishing Level = 9 Habitat = Science Facility Pond / River Rarity = Rare Preferred Bait = Piranha Weight = 250kg to 1,250kg Value = §50 to §350 --==Lobster==-- Fishing Level = 9 Habitat = Fresh & Salt Water / Ocean, Ponds & Rivers Rarity = Common Preferred Bait = Tuna Weight = 5kg to 50kg Value = §25 to §120 --==Deathfish==-- Fishing Level = 10 Habitat = Graveyard Pond / River, Between 12AM to 5AM Rarity = Very Rare Preferred Bait = Angelfish Weight = 20kg to 80kg Value = §200 to §1,000 Deathfish is notoriously hard to catch, so having the Love the Outdoors and Angler trait will be exceptionally handy, as well as the Commercial Fisherman challenge. If you manage to catch it, well done. Now try to catch 10 and stock them in a pond just for deathfish. Why is it so valued? Because it is exceptionally high value, and it is used in Ambrosia. What is interesting is that you sometimes will get boxes. Inside is what is interesting, what will you get? Below is the probability of finding what item inside the box, though the odds of getting a box depends on your fishing hole. Birthday Cake = 16% Bubble Bath = 16% Death Flower = 3% Flame Fruit = 3% Guitar = 10% Laptop = 3% Money Tree Seed = 5% Mood-Lite Candle = 16% Mysterious Mr. Gnome = 6% Rubber Ducky = 20% *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [8.03] Gardening Gardening is a large skill as well, larger than fishing, mainly because there is a lot to grow. Plants are precious little things, they will need constant watering, tending to weeds, harvesting, so pretty much constant maintenance. This skill is improved greatly by the Green Thumb, Love the Outdoors and the Super Green Thumb traits. There are a fair amount of plants that you can grow, and I'll list them below. There is also more than just gardening than tending to plants and harvesting them. Everyday, you will need to water the plants. The plants will seem to need water, tending and harvesting at 5AM - 6AM daily, so if you have nothing to do just before work, check up on the plants, harvest them and tend to them. The best thing is that you now have a sprinkler to do the watering for you. A little tinkering can let you do less work by watering the plants for you when they need watering. Now, what is the point of gardening? Well, it will grow some fruit and vegetables that are necessary in cooking, and once you get to the very end of the gardening skill, you can plant the omni-plant, which will turn into anything that you want it to. How do you start gardening? Simple, you need a seed or a product that can be planted, like an apple or a bell pepper, and then you plant it, it is rather simple. When you plant it, you have to constantly water it, tend it and take care of the weeds when it requires that, and harvest it when the produce is ready. There are grades for plants, but they are similar to the grading for food and fish. There is normal, nice, very nice, great, excellent, outstanding and perfect. The higher the grade, the more it is worth. Lets start by looking at the plants below. Again, the template will be explained. --==Plant Name==-- Rarity = How rare the plant is to find Skill Level = This is the skill level that your Sim will need to plant this plant. Note it is gardening skill. Base Value = The price it will fetch for a normal quality plant. Perfect Value = This is the amount of § you get for a perfect plant. Produce per Harvest = Amount of produce that you get per harvest. Maximum Harvest = Amount that you can harvest until the plant is barren. Chance of Weeds = The chance that weeds will infect your plant. Anyway, let us start with the plants. But for this section, this ain't all. --==Apple Tree==-- Rarity = Common Skill Level = 0 Base Value = §4 Perfect Value = §16 Produce per Harvest = 3-5 Maximum Harvest = 40 Chance of Weeds = 10% As a side note, when a pregnant Sim eats an apple, the chance of the baby being a male increases. --==Grape Vine==-- Rarity = Common Skill Level = 0 Base Value = §4 Perfect Value = §16 Produce per Harvest = 2-4 Maximum Harvest = 15 Chance of Weeds = 20% --==Lettuce Plant==-- Rarity = Common Skill Level = 0 Base Value = §3 Perfect Value = §12 Produce per Harvest = 1-3 Maximum Harvest = 15 Chance of Weeds = 20% --==Tomato Plant==-- Rarity = Common Skill Level = 0 Base Value = §3 Perfect Value = §12 Produce per Harvest = 2-4 Maximum Harvest = 20 Chance of Weeds = 20% --==Lime Tree==-- Rarity = Uncommon Skill Level = 5 Base Value = §9 Perfect Value = §36 Produce per Harvest = 3-5 Maximum Harvest = 40 Chance of Weeds = 25% --==Onion Plant==-- Rarity = Uncommon Skill Level = 5 Base Value = §7 Perfect Value = §28 Produce per Harvest = 1-3 Maximum Harvest = 25 Chance of Weeds = 5% --==Potato Plant==-- Rarity = Uncommon Skill Level = 5 Base Value = §7 Perfect Value = §28 Produce per Harvest = 1-3 Maximum Harvest = 15 Chance of Weeds = 5% --==Watermelon Vine==-- Rarity = Uncommon Skill Level = 5 Base Value = §9 Perfect Value = §36 Produce per Harvest = 1-2 Maximum Harvest = 10 Chance of Weeds = 25% Like the Apple, this has an effect on a pregnant Sim, however, it will increase the chance of a girl being born. --==Bell Pepper Plant==-- Rarity = Rare Skill Level = 7 Base Value = §12 Perfect Value = §48 Produce per Harvest = 2-4 Maximum Harvest = 15 Chance of Weeds = 20% --==Garlic Plant==-- Rarity = Rare Skill Level = 7 Base Value = §15 Perfect Value = §60 Produce per Harvest = 3-5 Maximum Harvest = 30 Chance of Weeds = 10% This will give your Sim Garlic Breath Moodlet if the Sim eats this raw. So it isn't a good idea to do so. --==Death Flower Plant==-- Rarity = Special Skill Level = 7 Base Value = Not Sellable Perfect Value = Not Sellable Produce per Harvest = 2 Maximum Harvest = 2 Chance of Weeds = 2.5% This plant is special for a reason. It will only produce a single flower, unless you have the Green Thumb trait. This is special because when the Grim Reaper comes to visit your Sim, if they have this in their inventory, their lives will be spared for the cost of this plant. Think of it as a life insurance policy. --==Flame Fruit Bush==-- Rarity = Special Skill Level = 7 Base Value = §18 Perfect Value = §72 Produce per Harvest = 1-3 Maximum Harvest = 20 Chance of Weeds = 5% This plant is special because it provides a moodlet, of being warmed, when it is held in your inventory. It is also used in the Baked Angel Food Cake recipe. --==Life Plant==-- Rarity = Special Skill Level = 7 Base Value = §25 Perfect Value = §100 Produce per Harvest = 1-3 Maximum Harvest = 12 Chance of Weeds = 25% This plant is special because when you consume the Life Fruit, it will reduce the age of your Sim by a single day. And when they start stacking up, this starts to count. --==Money Tree==-- Rarity = Special Skill Level = 7 Base Value = §100-200 Perfect Value = §700-800 Produce per Harvest = 2-5 Maximum Harvest = 10000 Chance of Weeds = 25% This is special because it will give you money bags, but you cannot plant it for more trees. However, make sure that you keep good care of this plant, if you neglect it, it will burst into flames and create bills that you have to pay. --==Cheese Plant==-- Rarity = Special Skill Level = 8 Base Value = §5 Perfect Value = §20 Produce per Harvest = 2-5 Maximum Harvest = 15 Chance of Weeds = 25% This plant is special because you need to complete an opportunity for you to be able to plant regular cheese that you can purchase from the store into this plant, which will grow cheese, that you can improve quality on. --==Eggplant==-- Rarity = Special Skill Level = 8 Base Value = §7 Perfect Value = §28 Produce per Harvest = 2-5 Maximum Harvest = 15 Chance of Weeds = 25% This doesn't create normal eggplants, but it is a plant that will give you eggs that you can harvest. This is again obtained through the same opportunity that you will get the Cheese Plant from. --==Burger Patty Plant==-- Rarity = Special Skill Level = 9 Base Value = §16 Perfect Value = §64 Produce per Harvest = 2-5 Maximum Harvest = 15 Chance of Weeds = 25% This is obtained through the opportunity that will proceed you reaching level 9 in the gardening skill. This will let you plant a burger patty and a steak into a plant, and harvest those. --==Steak Plant==-- Rarity = Special Skill Level = 9 Base Value = §20 Perfect Value = §80 Produce per Harvest = 2-5 Maximum Harvest = 15 Chance of Weeds = 25% Again, same as above, this is where you can plant a steak and you can harvest a steak from the plant. --==Omni-Plant==-- Rarity = Special Skill Level = 10 Base Value = §Varies Perfect Value = §Varies Produce per Harvest = 2-5 Maximum Harvest = 25 Chance of Weeds = 15% This is a very special plant that is obtained through opportunities and from that point, you can order them via mail. This plant will produce what you submit it as fertilizer, you can feed it anything as a fertilizer, and it will grow it for you. However, there are some things you cannot feed it, you cannot feed Death Flowers, seeds, one-use books. For example, you can fertilize the plant with books, and it will produce books for you to sell. Interesting. Have fun with it. How, for the amount of money that you can sell it for. Note that whenever you sell a harvestable at the supermarket, you will get a 10% premium on it, so you get 10% more. Now, for a price guide, the amount of the base value that you get based on the quality of the value. Use the base value of the plant, and you can determine the base value of the plant based on quality. Normal = 100% Nice = 110% Very Nice = 150% Great = 200% Excellent = 250% Outstanding = 300% Perfect = 400% Now, onto fertilizer. Fertilizer is used to enhance the quality of the plant, which will, in turn, increase the quality of the harvest. There are three things to look out for, grade, time and the name of the fertilizer. Grade is how much it will improve the plant, time will show how long the plant will be fertilized for from that fertilizer, and the name is the name of the fertilizer. Below is a list of all the fertilizer that you can use. I'll list them by grade, which means that the best fertilizers are at the top, the worst are at the bottom. Grade = 25 Lifefruit = Lasts 6 Days Angelfish = Lasts 4 Days Vampirefish = Lasts 3 Days Grade = 20 Shark = Lasts 4 Days Lobster = Lasts 3 Days Grade = 15 Garlic = Lasts 6 Days Steak = Lasts 4 Days Bell Pepper = Lasts 4 Days Blowfish = Lasts 4 Days Piranha = Lasts 4 Days Flame Fruit = Lasts 4 Days Tragic Clownfish = Lasts 4 Days Siamese Catfish = Lasts 4 Days Red Herring = Lasts 4 Days Grade = 12.5 Black Goldfish = Lasts 3 Days Salmon = Lasts 3 Days Swordfish = Lasts 3 Days Grade = 10 Watermelon = Lasts 5 Days Jellyfish = Lasts 4 Days Minnow = Lasts 4 Days Tuna = Lasts 3 Days Grade = 7.5 Rainbow Trout = Lasts 3 Days Grade = 5 Lime = Lasts 6 Days Onion = Lasts 6 Days Potato = Lasts 5 Days Burger Patty = Lasts 4 Days Apple = Lasts 4 Days Cheese = Lasts 4 Days Tomato = Lasts 4 Days Egg = Lasts 4 Days Lettuce = Lasts 4 Days Alley Catfish = Lasts 3 Days Grapes = Lasts 3 Days Goldfish = Lasts 3 Days Anchovy = Lasts 3 Days Instant Death of Plant Deathfish = Lasts 4 Days The type of fertilizer, as in quality, will also effect how long the fertilizer will last. Great, Excellent and Outstanding fertilizer will last for an extra day, whilst Perfect Fertilizer will last for an extra 2 days. The quality will also determine how effective the grade is. Below is a list of the quality of the fertilizer and how effective it is. 1 will be considered normal, whilst 2 will mean that the fertilizer is twice as effective. Normal = 1 times as effective as Normal Fertilizer Nice = 1.1 times as effective as Normal Fertilizer Very Nice = 1.2 times as effective as Normal Fertilizer Great = 1.4 times as effective as Normal Fertilizer Excellent = 1.6 times as effective as Normal Fertilizer Outstanding = 1.8 times as effective as Normal Fertilizer Perfect = 2 times as effective as Normal Fertilizer And that will wrap up gardening. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [8.04] Guitar The guitar skill doesn't require too much in terms of indepth, but rather, it is the list of compositions that a person will want to look for. There are 23 known compositions right now, below is a list of all the compositions. The special ones are outlines with how to obtain them, the rest are through level progression. A Love Since Forgotten A Perfect Moment - Sheet Music Ballad Of The Runner - Master Track Dream Escape - Sheet Music Flamenco Fever - Sheet Music If I Had Two Hearts If You Mean It Improvise Here And Now - Sheet Music It Ends Now I Won't, If You Will Kaitlin's Song - Challenge Reward - Master Track Keep It Up Keep On Raining Meet Me Downtown My Porch, Anytime One More Dance? One Night On Powell Pa Fights The Bear Rails for Miles So Epic It Hurts - Challenge Reward - Master Track The Southern Lady Two Steps At A Time Yes Ma'Am, I Do - Sheet Music *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [8.05] Handiness Handiness is a skill that is quite useful if you want to make sure that your items around the household give more of a boost. Basically, it is toying around with items to make them more useful. This is a skill that, when improved, will allow you more access to newer upgrades, and whilst they do cost a fair bit, and increase your household bills somewhat, but they are exceptionally useful. Why wouldn't you want to have more channels that you want on the TV? Anyway, note that each item can only have one upgrade at a time, so you cannot have more than that. However, there is another side to upgrading. Sure, you will get a good benefit, but there is a risk that your upgrade can fail and as such, cause some adverse effects. Now, below are the upgrades. Again, a template will be used to talk about them, so follow the template, understand it, and that will help you understand everything that I bother to type. --==Upgrade Time==-- Objects Upgraded = These are the objects that can be fitted with this upgrade Level Required = This is the level at Handiness you need to be at to apply this upgrade. Difficulty = This will be how hard it will be to upgrade the object, which means the more difficult it is, the more time it will take. Effect = What this will do to the object, once upgraded Failure = This is what happens if you fail to upgrade the item. And let us begin on zee upgrades. --==Auto Light==-- Objects Upgraded = Gas Fireplace Level Required = 7 Difficulty = 3 Wrenches Effect = The gas fire will automatically turn on when you enter the room. Failure = May cause a fire to break out, setting the fireplace on fire. --==Auto Water==-- Objects Upgraded = Sprinkler Level Required = 4 Difficulty = 1 Wrench Effect = This will set the sprinkler to automatically water your plants when they are thirsty, or need water. Failure = May cause a bit of watering when it backfires. --==Boost Channels==-- Objects Upgraded = Television Level Required = 7+ (More Unlocked along the way, until Level 10) Difficulty = 5 Wrenches Effect = This will give you more TV channels that you can view on your television, which is always good. Failure = You might get electrocuted, which isn't nice. --==Change Fire Colour==-- Objects Upgraded = Cheap Fireplaces Level Required = 7 Difficulty = 5 Wrenches Effect = This is where you can change the colour that a fire burns, simply by choosing what colour you want. Failure = Might set the fireplace on fire, and that isn't nice. --==Custom Doorbell==-- Objects Upgraded = Door / Doorbell Level Required = 3 Difficulty = 1 Wrench Effect = This changes the doorbell sound to something more to your liking. Failure = It will cause a sound that is rather unpleasant to hear. --==Faster Cooking==-- Objects Upgraded = Microwave Level Required = 6 Difficulty = 3 Wrenches Effect = This will cause you to have food cooked in the microwave be cooked a lot faster than before. Failure = Might get electrocuted as a result. --==Fireproof==-- Objects Upgraded = Fireplace, Stove Level Required = 4 Difficulty = 2 Wrenches Effect = This will make it so that when you use the fireplace or the stove, it will never set on fire, which is useful. Failure = Well, what could go wrong is that it catches fire and burns up your Sim. --==Improve Crushing==-- Objects Upgraded = Trash Compactor Level Required = 6 Difficulty = 3 Wrenches Effect = This will increase the amount of trash you can shove into the trash compactor Failure = Might crush a little too much and give a nasty zap. --==Improve Graphics==-- Objects Upgraded = Computer Level Required = 8 Difficulty = 4 Wrenches Effect = Well, it makes your time playing on the computer that much more enjoyable. I mean, no one likes playing Crysis on low resolutions, but clear up the image, and it's a whole new ball game. Failure = Might give yourself a bit of a nasty zap. --==Improve Meal Quality==-- Objects Upgraded = Stove Level Required = 6 Difficulty = 3 Wrenches Effect = This will improve the meal quality of the dishes that you cook on this stove. Failure = Actually, there is no failure here. For once. --==Improve Memory==-- Objects Upgraded = Food Replicator Level Required = 10 Difficulty = 5 Wrenches Effect = This will improve the memory of the replicator, making them less likely to stuff up, and you get much better and consistant meals. Failure = Might stuff up and cause a little malfunction. --==Improve Speakers==-- Objects Upgraded = Stereo Level Required = 3 Difficulty = 1 Wrench Effect = This will boost the Enjoying Music moodlet when you are using the speakers by a nice 10 mood points. Failure = Might suffer a nasty zap if you stuff up. --==Perfect Teleportation==-- Objects Upgraded = Teleporter Level Required = 6 Difficulty = 3 Wrenches Effect = This will increase the chances the teleporter not to stuff up, making it teleport you somewhere nearly perfectly. Failure = Might stuff up and give you a nasty shock. --==Self-Cleaning==-- Objects Upgraded = Bathtubs, Showers, Sinks, Stove, Toilet Level Required = 3 Difficulty = 1 Wrench Effect = This will make it such that those items will never have to be cleaned again, it will clean itself. Failure = None, though it might cause some repairing --==Silent Running==-- Objects Upgraded = Cheap Dishwasher Level Required = 3 Difficulty = 1 Wrench Effect = This will make the dishwasher silent, it will stop making noise when operating, making it quiet. Failure = Might give you a nasty zap. Electric attacks are super effective against water type animals. --==Unbreakable==-- Objects Upgraded = All electronics, All plumbing, Teleporter, Dishwasher, Trash Compactor Level Required = 8 Difficulty = 4 Wrenches Effect = This will make that item unbreakable, so it will never have to be repaired ever again. Failure = Might result in breaking the item instead. --==Wire House with Steakers==-- Objects Upgraded = Stereo Level Required = 8 Difficulty = 4 Wrenches Effect = This will effectively make the stereo blast music throughout the house, giving the moodlet throughout the house, but when it randomly turns on, it will wake the whole house up. Failure = Might result in a zap cannon. A nice benefit of tinkering with objects is that when you tinker with them, you will have the possibility to accidently give it an upgrade, even those beyond your level. However, by doing this, it is time hungry, and too random for something like this. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [8.06] Writing Below is a list of all the writing that you can do in the game, and when you look at it, it is an extremely big list, and they have a fair amount of pre-requisites. Below is a list of all the genres that you can write, the money that you can expect from writing them, and some other notes. Now, for the template that you can follow. --==Genre==-- Requirements = What you need to possess in order to write Average Length = The average amount of pages that you need to write to complete the book. Expected Royalties = The Simoleon rating by the game. Average Royalties = The average amount for the published book. This is the amount you will get, on average, more or less. Royalty / Page = This is the average royalties over the average length. Trait Boost = This is where the trait boost, where some traits will give a boost to writing or monetary boost to writing in this genre. And here we start with the genres. --==Article==-- Requirements = Journalist, Career Level 3 Average Length = 79 Pages Expected Royalties = § Average Royalties = §218 Royalties per Page = §2.76 Trait Boost = None --==Auto-Biography==-- Requirements = 3 Biography Books Written Average Length = 163 Pages Expected Royalties = §§§ Average Royalties = §813 Royalties per Page = §2.03 Trait Boost = Charismatic, Unlucky, Daredevil, Insane, Kleptomaniac --==Biography==-- Requirements = Skill Opportunity Average Length = 163 Pages Expected Royalties = §§§ Average Royalties = §813 Royalties per Page = §2.03 Trait Boost = Charismatic, Unlucky, Daredevil, Insane, Kleptomaniac --==Children's==-- Requirements = Writing Skill, Level 3, Painting Skill, Level 4 Average Length = 105 Pages Expected Royalties = § Average Royalties = §450 Royalties per Page = §4.29 Trait Boost = Artistic, Childish, Family Oriented --==Drama==-- Requirements = Writing Skill, Level 3 Average Length = 305 Pages Expected Royalties = §§ Average Royalties = §858 Royalties per Page = §2.81 Trait Boost = Commitment Issues --==Fantasy==-- Requirements = 3 Sci-Fi Books Written Average Length = 440 Pages Expected Royalties = §§§ Average Royalties = §1,650 Royalties per Page = §3.75 Trait Boost = None --==Fiction==-- Requirements = Available from Start Average Length = 90 Pages Expected Royalties = § Average Royalties = §137 Royalties per Page = §1.53 Trait Boost = None --==Historical==-- Requirements = Writing Skill, Level 6, Elder Age Average Length = 505 Pages Expected Royalties = §§§ Average Royalties = §1,625 Royalties per Page = §3.25 Trait Boost = Perfectionist --==Humour==-- Requirements = Writing Skill, Level 5, OR Writing Skill, Level 3, with Good Sense of Humour Average Length = 345 Pages Expected Royalties = §§ Average Royalties = §1,388 Royalties per Page = §4.02 Trait Boost = Good Sense of Humour, Inappropriate, Mean Spirited --==Life Story==-- Requirements = Opportunity at Level 10 Jobs for Careers Average Length = 400 Pages Expected Royalties = §§§ Average Royalties = §2,000 Royalties per Page = §5.00 Trait Boost = None --==Masterpiece==-- Requirements = 25 Written Books Average Length = 2000 Pages Expected Royalties = §§§§§ Average Royalties = §14,625 Royalties per Page = §7.31 Trait Boost = None --==Mystery==-- Requirements = Writing Skill, Level 8 Average Length = 510 Pages Expected Royalties = §§§ Average Royalties = §1,633 Royalties per Page = §3.26 Trait Boost = Genius --==Non-Fiction==-- Requirements = Available at Start Average Length = 90 Pages Expected Royalties = § Average Royalties = §137 Royalties per Page = §1.53 Trait Boost = None --==Political Memoir==-- Requirements = Political Career Opportunity / Life Story for Politics Average Length = 400 Pages Expected Royalties = §§§ Average Royalties = §2,000 Royalties per Page = §5.00 Trait Boost = None --==Romance==-- Requirements = Writing Skill, Level 10 OR Writing Skill, Level 6 for those with Hopeless Romantics Average Length = 675 Pages Expected Royalties = §§§§ Average Royalties = §3,725 Royalties per Page = §5.52 Trait Boost = Hopeless Romantic --==Satire==-- Requirements = 3 Humour Books Written Average Length = 350 Pages Expected Royalties = §§§ Average Royalties = §1,900 Royalties per Page = §5.43 Trait Boost = Grumpy, Hot-Headed, Over-Emotional --==Science-Fiction==-- Requirements = Writing Skill, Level 1, OR Available from Start for those with Computer Whiz Average Length = 150 Pages Expected Royalties = § Average Royalties = §325 Royalties per Page = §2.17 Trait Boost = Computer Whiz, Genius --==Trashy==-- Requirements = Writing Skill, Level 2, OR Available from Start for those with Inappropriate Trait Average Length = 190 Pages Expected Royalties = § Average Royalties = §395 Royalties per Page = §2.08 Trait Boost = None --==Vaudeville==-- Requirements = 2 Written Drama, Humour, Romance, Sci-Fi Novels Average Length = 1250 Pages Expected Royalties = §§§§ Average Royalties = §8,050 Royalties per Page = §6.44 Trait Boost = Bookworm And that wraps up all the genres. Everything else has been completed in the skill section of the guide. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [9.01] Education Education is a tad different from the Sims 2 to the Sims 3. No longer is there a difference in schools, they all go to the same school. All children and teenagers have to go to school, well, if they don't, they get bad grades, and that will haunt them for life though the trait system. All children have to attend school between the hours of 9AM and 3PM, whilst teenagers get to leave an hour early, so they will be in school for the hours of 9AM and 2PM. School days are obviously Monday to Friday. Basically, school acts like a normal career job, you will have grades that is the same as job performance, and there are school tones that you can do, the attitude that you can partake in school will effect what will happen whilst your kids are at school. There are 7 tones that you can pick at school, and here they are. Normal Effort - Well, this is the basic tone, your kids will put in some effort, but not too much, and they will get decent grades, but this is the default and average tone. Work Hard - This is the hard work option, obviously, it means that your fun bar will take a massive hit, you will double the decay rate of the fun bar, but it will also double the rate in which your grades will improve. Of course, this will, more often than not, lead to the stressed out moodlet. Slack Off - This is the opposite to the work hard moodlet. This will lead to some improvement in the fun bar, so you get entertained at school, but your grades will not increase a lot, so don't do this if you want high grades. Meet New Friends - This is an interesting tone, this will have you meet more people in school, and if you meet a friend via this tone, you will get a bonus to your friendship and heighten the chances of bringing a friend home after school that day. Talk to Friends - This is one where you talk to your existing friends, establishing a stronger relationship with them. This will maintain your friendship, and it also increases that you will be invited to your friend's house or invite your friends back to your place at the end of the day. Sleep in Class - This is an interesting one, where if you turn up to school sleepy, you get this tone to play with, or it will happen automatically if you get the Exhausted tone. Basically, you will sleep in class, but while you are increasing your energy bar, if you get caught sleeping in class, you will be sent to detention. Work Late on Homework - If you go to school without completing on all your homework, you will try to finish it at school instead, and whilst you won't get caught, you won't receive higher grades as a result. What is the wrap up on basic schooling, the bits and pieces are next. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [9.02] Bits and Pieces Homework is one of the key things that revolves around education. Every day after your Sims complete school, they will get a homework book in their inventory. They are to complete it everyday, and if they do, they will get a boost to their grades. However, you can try to complete it at school if you have it incomplete. Like any other task that your Sims do, there will be a progress bar that will appear when they are doing their homework, and once it is complete, it will be full and it is done. Having a higher logic skill will speed things up, whilst asking someone else for their assistance, such as an adult, will speed things up as well. Of course, you can do it the easy way a cheat off another classmate, but this has its own problems, if you get caught cheating, that is, the teacher actually checks the work, you will be sent straight to detention for cheating. The problem with homework is that if you do not do any of the homework that the game sets, you will suffer a performance drop the next day. If you do a bit of the homework, your grades will stay the same, but completing it will give a significant boost to your grades. So yeah, kids, do your damn homework if you want good grades. Now, onto the grades themselves. What is the big deal about them? Basically, there are several grades, pretty much your standard A, B, C, D and F. Grades are a general reflection of your Sims performance at school, and it is actually important when they grow into a new age group. When a child turns into a teenager and from teenager to young adult, they will get a new trait. Grades play an important role in that they will influence the chance of a good or bad trait. A & B will lead to a good trait, C is more or less 50/50 whilst D & F tend to give negative traits. Another thing that grades will give are moodlets. If a student achieves an A grade for 3 days straight, they will get the Honour Roll moodlet that lasts a whole day, and for every A continiously after that, they get another Honour Roll moodlet. However, if you get an F grade, you will get a Failing moodlet, so really, you don't want to fail. Next order of business, it is Detention. Basically, if you get caught sleeping in class or you have been caught cheating on your homework, you will be sent to detention, which takes place after school. So basically, you are stuck at school for 2 to 3 hours more than if you avoided detention. There is no benefit for being in detention, you will not be able to attend work, do any work, improve your grades, nothing. And it gives you a Detention moodlet as well. Ain't that nice? Finally, friends. You will, at the end of the day, have the chance to invite friends over to your place or you can visit your friends at their houses. Of course, this takes place after school, and you have total control if you want your kids to visit their friends. Although the tone will determine the chances, another factor is the distance between houses, the closer your friends are, the more likely they are to invite you over. And that about wraps up education for now. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [10.01] General Overview The Sims 3 only has a default life span, you can adjust how long your Sims can live for. They normally live for about 90 days, though you can adjust it to 25, 50, 190 or 970 day life spans, or you can just disable aging altogether though the Game Options tab. This is important, seeing as you don't need the aging cheat anymore. However, given that the age stages are set on a default, here is how long each life stage will last for. Baby - 2 Days Toddler - 7 Days Child - 7 Days Teenager - 14 Days Young Adult - 21 Days Adult - 21 Days Elder - At Least 16 Days Like in the last game, when you approach the stage in which your Sims will advance to the next stage level, you will get a warning. Now, unlike the last game, there is a relatively important reason why age transitions is more important. Basically, when you transgress from toddler to child, child to teen and teen to adult, you will be getting a new trait, and this is important. What you do in those age groups will determine what trait you will get, do a good job and you can select the trait, do a bad job and you end up with a bad trait for life. Age advancement takes place at 7PM on the given day that they are to move into the next age group. However, you can purchase a birthday cake and have the growing up Sim to blow out the candles, however, when you want them to progress is completely up to you. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [10.02] Babies Babies are the first of the life stages. This is when the baby is first born, they will be in this stage for 2 days, and for these 2 days, you will pretty much get no sleep, because these Sims are extremely high maintenance. For the parents, they will get leave off work to look after their kid, but those 2 days are going to be hellish. Babies only have 4 needs, they will have the Energy, Hygiene, Hunger and the Social bar. However, if you think it is easy to maintain these bars, you are dead wrong. Energy is a bar that will deplete extremely quickly. They need a lot of sleep because their decay is exceptionally quick, and they also do not have a regular cycle, they do not sleep in the night, wake during the day, they will sleep when their enengy bar is low or when they are in a crib. And when you start to sleep, you can bet your bottom dollar that they will start crying and you better get out of bed to look after them. Hunger is another bar that will need maintenance. Babies will only drink out of bottles, and that is the only thing that they will consume, they will not be able to eat the food that you normally eat. This means that you need to prepare some bottles for them. Hygiene is a bar that you can take care of relatively easily, they will do their business in their pants, or rather, diapers, and all you need to do is to change their diapers, which is relatively simple. That should refresh their hygiene bar. And the Social bar, well, it is all about playing with the baby and interacting with it, so it isn't anything new. What is of note that for now and until they are teenagers, you need to make sure that you take care of your kids, otherwise, the social worker will come along and take them away from you, and send them to the Flanders. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [10.03] Toddlers Toddlers are a little easier to handle than your average baby, and you need to deal with them for a total of 7 days. There are several differences compared to babies. First, they do not require as much sleep, but they do require a fair bit more sleep than their child counterparts, so that is a minor annoyance. Hunger is about the same, you can feed them with a bottle, or you can cook food for the toddler, puree it in the food processor, and then feed it. Hygiene is roughly the same whilst they will have a Fun bar, so you will need to entertain them. There are three important events that you need to note when you are taking care of toddlers. To have the ability to select a trait for towards the next life stage of child, you will need to potty train your kids. This is important because once you train your kids to use the toilet, you no longer need to worry about changing their diapers, rather, you need to make sure that you clean their little potty. The next thing is that you need to teach them to walk. This takes a fair amount of time, and once they are able to walk, they will crawl from place to place, rather than relying on an adult to drag them around. And finally, you need to teach your toddler to talk. The later 2 are trainable when you click on the toddler, the potty train option requires you to make them use a toilet. There are 2 methods to train a toddler faster. First is to have an elder Sim to teach them, they will teach the toddlers faster, and it relieves the pressure from Mummy and Daddy as well, and given the high demands of the child, it is a good idea. Also, the next method is to have them in a good mood, kids in a good mood learn faster. Also applies to real life, kids in a good mood learn faster, kids in a bad mood don't, they are just more likely to toss things at your head. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [10.04] Child At the stage of child, your Sims get very independent, they are able to do most things by themselves, except enter a relationship and cook for themselves, rather, they would just go and eat some snacks out of the fridge. However, at this stage, they will start school, and all the details for that is mentioned above. It is also at this stage that children will also start to learn some skills, which will help them in their later life. It is also at this point in time that they get a curfew, they will have to be home by a certain time, or the police will pick them up and deliver them back to your home if you break the curfew. Talk about all work and no play. However, kids automatically go home, so don't worry too much about them. However, again, after 7 days, they will transgress to a new age group, and for the ability to select a trait that you want, you will need a grade of A at school, which isn't all that hard to obtain. For more about how grades work, there is a relevant education section. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [10.05] Teenager Teen is where things get interesting. They can learn all the skills at this stage of the game, and they also have the ability to get involved into romantic relationships, but the Court of SimCity does not permit them to get involved into something like a marriage. For them, school is still the same, yet they get an earlymark of 1 hour compared to their younger counterparts, so they finish at 2PM. They will also have the ability to take a part time job, which is quite useful for the cash. School is quite important, it is here that you make friends for life, as well as develop good grades, which is important for selecting the fifth trait in your Sim's life. And because they can have a job, they will need to balance both school, work, and their life in a single juggle. It is also at this stage where they can play around with the curfew. They can actually break the curfew, which is set between the lovely hours of 11PM and 6AM, and if they do, if they are picked up by the police, they will be sent home, without question, and get a negative moodlet for their trouble, whilst breaking the curfew without being detained leads to a positive breaking the curfew moodlet. And finally, the final standout thing about being in the Teen age group is that your Sim will have the ability to choose their lifetime wish. As you should know by now, it is very important to make the right decision, and as such, you might need to think this over carefully to ensure that you make the right decision on your Sim's future plan in life, do they want to be a family person, or career driven? That is up to you. Again, the development into the next age group brings about the last trait selection, so please make the right decision. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [10.06] Young Adult To be honest, there is no difference between young adult and adult, besides the part they get "young" title attached. Other than that, it is the same as the one below. However, I do think that the point of the Young Adult is to lengthen the time that a Sim spends in their adult stage. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [10.07] Adult Anyway, the adult stage is where things get interesting, basically all the options are available to them, they have the option to get a full time job, enter a serious relationship, have kids, the whole nine yards, the whole kitten caboodle. Basically, this is the point in a Sim's life that they can do whatever they want, every single job career is open to them, offical and unoffical, farmer to police officer, writer to scientist, the possibilities are endless. Well, there is a finite amount, but it is quite a large number. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [10.08] Elder Elder is where things get interesting. Compared to the previous game, elders can still get full time jobs, but they life is about up. But should they reture, they will get a nice pension from their job, so that isn't a bad idea, a pension for doing nothing after service for many years. This is basically the time to wrap everything up for that Sim, anything that they have no finished in life, like write a novel, paint a painting, all of that, now is the time to finish it off before the end is nigh. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [10.09] Death Ah, probably everyone's favourite section. The death section. Here, we talk about all the ways to die. For the Sims of course. There are only 5 methods of death in this game. I seriously did think death by satellite was a more interesting method of death. --==Old Age==-- Ages Effected - Elder Method - Reach the end of their life Ghost Colour - White This is the age old method, every Sim, provided that aging is on, will reach this stage on their life. Basically, it is unavoidable, no matter how much you try to avoid it, you'll reach it. --==Electrocution==-- Ages Effected - Teen, Young Adult, Adult, Elder Method - Repair broken object unsuccessfully Ghost Colour - Yellow Why, you are looking cute today. Basically, you are trying to repair an object when you don't have a very high handiness skill, or you are smart enough to repair electrical items whilst standing in a puddle of water, not exactly the smartest decision on the face of the earth. --==Starvation==-- Ages Effected - Teen, Young Adult, Adult, Elder Method - Don't feed them. EVER. Ghost Colour - Purple Basically, you don't have to feed them. This is rather simple, no food, or stay out of food. Actually, in this game, it is harder, since they can wonder into the town and grab stuff to eat for free, you'd need to lock them in a room, without a door perhaps. Not exactly practical, but it is effective. Over time. --==Burnt Alive==-- Ages Effected - Child, Teen, Young Adult, Adult, Elder Method - When they are on fire, don't put them out Ghost Colour - Red This is basically when a sim is on fire, either it is because they burnt their food and they catch on fire, or an appliance decided to catch on fire, or the fireplace is a bit accident prone, once a Sim catches on fire, it is, needless to say, not exactly a fun thing. Don't put them out, and they will slowly burn to death. FUN! --==Drowned==-- Ages Effected - Child, Teen, Young Adult, Adult, Elder Method - Don't let a Sim out of a pool Ghost Colour - Blue Basically, the Sim is too tired to swim, and they are too stupid to get out of a pool via the side, they will drown to death. This is the most favoured method of Sim player worldwide to knock off their Sims, knock them off this mortal coil at least. When the time is up, the Grim Reaper will turn up in all his glory and take away the life of the Sim, whether they deserved life or not. The reaper will do his business, and leave, or he might stay and you can have a chat. If there is one thing I cna ask him, it is where the hell he bought his cloak, it's pretty nice. There are ways to starve off death. You can be an unlucky Sim and die via Fire or Electricity, and sometimes, the Grim Reaper may feel nice and resurrect them promptly, back to life. Another method is to have a death blossom at hand. You can grow these from seeds that you can find near the graveyard, and they will be listed as Special. Alternatively, you can be a good garden, harvest a death blossom from the graveyard, and double your yield, and have an infinite supply at hand. When the Reaper sees that, he will take the blossom, rather than your life. Finally, though this is for warding off old age, is to eat lots and lots of life fruits. These will bring back 2 days odd of your life, and after a while, this starts to stack up. Of course, this is if you want to live forever, not everyone does. There is more to talk about ghosts, but I'm feeling generous enough that I have decided that they get their own section. Why not? *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [10.10] Ghosts Sometimes, at night, the ghosts of dead Sims may haunt the area around their gravestone. They will generally appear after 11PM at night, cracking the ground around their gravestone, and appear, their vibrant colour determined by the method of their death, from brillant white to fiery red. Ghosts are strange creatures, in the Sims 3, they are rather tame, they will not cause trouble or try to scare the crap out of your Sims, they are rather friendly, even if you were the one who lead to their death. The only thing that they will do, if they are on your lot, is that they will come along and wake you up, which isn't very nice. Different Sims have different reactions to seeing a Ghost. Defined by their traits, some will be glad and happy to see a ghost, but some will not be as glad, and they will run off and get the Scared moodlet. To see a ghost, all you need is the gravestone marker on a lot. So if you want to have some on your lot, you could perhaps, borrow, a gravestone from the graveyard, and put it on your lot, or just kill a Sim, either or, don't fuss too much about it. When the ghosts do pop up, they will be able to be talked to, after all, they are rather friendly. You can talk to them like a normal Sim, you can develop a nice relationship with them, as if they were still alive, but of course, you cannot enter a romantic relationship with them, that would be rather strange and problematic. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [10.11] Playing as Ghosts Remember how I said that you can't enter a romantic relationship with a ghost. Actually, that was like 5 lines above. Anyway, you can. But the way to do it is that you need to restore a ghost. Now, the science is a bit strange, but you can head over to the Science Facility to restore a ghost. By doing that, you can play a ghost. You can muck around with a ghost! And as such, you can do everything that a normal Sim can do. They can eat, sleep, talk and have fun, they are like a normal Sim, EXCEPT FOR THE FACT THAT THEY ARE A GHOST! And like a normal Sim, you can even try to get a baby. Of course, playing with simple genetics, if you have a normal Sim and a Ghost Sim trying to have a kid, there will be a 50/50 chance it would be a ghost, if there is a Ghost father and mother, well, the kid will be a ghost, obivously. Basically, they are the same at the normal Sim, they have been resurrected, except that their body is kind of, um, missing? Oh, and a side note, if you manage to get Ambrosia to a ghost's mouth, you might have a chance of restoring them back to life. Just a side note. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [11.01] Relationship Basics The relationship system has changed significantly from previous games, mainly because relationships are no longer a set of two numbers, a short term and long term relationship numbers, but rather, it is all just a meter. The short term relationship system has been replaced by a short term context instead. This sets the tone of the conversation in the short term. So when you are conversing with another Sim, the context will determine the gains obtained in the relationship. But more on that later. The long term relationship has changed a fair bit. Instead of being a number ranging between -100 and 100, it is now a meter, where there is no number. Of course, this has its own changes to bring forth. Now, because, all socials had an effect on short and long term relationship numbers, but now, socials will now only have an effect on the long term relationship, or rather, the long term metre. Of course, this is a complete overhaul, so I'll have to go in depth about each of these in its own section. Just to make sure you understand completely. Now, why do you need friends? Well, in real life, some people don't need them, but in this game, it is somewhat different. I mean, in the game, you can talk to the Grim Reaper, but good luck in real life. The uses of friends is generally used in job careers. You need a set amount of friends, so it is desirable to have friends because it gets you promoted faster. And the fact that you can keep your social bar nice and high. Two new reasons to have friends in this game. The first is that some wishes will require you to have friends, and as such, you need to them finish off those wishes. And the second reason is to give your mood a boost, seeing that having friends can often give you some nice moodlets to play with, and boost your mood in return. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [11.02] Short Term Context The short term context is basically how one Sim thinks about another during the natural course of their conversation. So basically, this will change from every conversation. However, the reason why this is so important because it will determine how much a relationship will decay from it's Long Term Relationship and how much it will return back to good terms with a negative relationship on the line. Basically, every 24 hours, or every day, a long term relationship will return back to zero. So, whatever relationship you have with a person, if it is positive, it will go back to zero, and if it is negative, it will go back up to zero. Basically, a relationship will head back to zero, no matter how good or bad it is. That is the basic meaning of decay. Basically, the context of your conversations will determine the decay of the relationship. How, before you can understand how it will affect the relationship, you need to understand the different categories of contexts in which a conversation an take place. A Boring context is where a Sim thinks another person is Dull, Drab or Insufferably Tedious. A Creepy context is where a Sim thinks another Sim is Odd, Creepy, Frightening or Very Scary. An Insulting context is where a Sim thinks another Sim is Impolite, Insulting or Unforgivably Rude. An Awkward context is where a Sim thinks another is Awkward, Very Awkward or Steamed. An Amorous context is where another Sim thinks a Sim is Flirty, Seductive or Hot. A Friendly context is where a Sim thinks another is Friendly, OK, or Very Friendly. And finally, a Funny context is where a Sim thinks another Sim is Funny, Hilarious and Amusing. Now, how these contexts will effect the long term relationship. Different contexts will change the decay of the relationship. For positive relationships, the Boring, Friendly, Funny and Amorous contexts will have a slower relationship decay than the Creepy, Insulting and Awkward contexts. For negative relationships, it is a bit different. The Funny, Friendly and Amorous contexts will have a negative relationship decay back to zero faster than that of a Boring, Creepy, Insulting or Awkward context. Therefore, it might be of use if you understand short term context properly. Therefore, with the right social skills, you can make sure that enemies can become friends, and long old friends become nothing more than mere shadows. But this is in the short term, it can change every day. There is one thing that doesn't change every day, and that is the relationship metre, or the long term relationship metre. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [11.03] Long Term Relationships Long Term relationships are the values that you need to understand in this game. Your relationship with someone is determined by a metre, and whilst it is no longer in a number form, you can see the metre as a rating from -100 to 100. Basically, whilst the Short Term Context is one that is not the same from person to person, as in, a person can find one dull whilst the other can find it funny. The Long Term Relationship is the same for both people. It will start from Zero, where it is when two people meet, they are naught by acquaintances, and from there, it can move towards friendship, or mutually assured destruction of each other. The Long Term Relationship can be measured from the bar next to the Sim's portrait, or below a Sim's portrait on the relationship page. If the bar is green, it means that there is a positive relationship, and conversely, red means that there is a negative relationship. The further it is from the middle, the stronger the relationship, whether it be good or bad. As you have learnt from the short term context, the relationship metre will always drift back towards the centre, regardless of whether you are friends or enemies, unless you do something about it. However, this decay will only occur if you do not talk to that Sim in that day. As long as you talk to them, the decay will not take place. Now, you can have a long term relationship with a lot of Sims, but the ones with family are the hardest to break. It takes a lot more work to break those than any other. Below are all the stages in a relationship that you can be in, defined by the long term relationship bar. Seeing that these aren't in any order, I'll list them in alphabetical order and work our way from A to Z. Also, when I mention the level of a relationship in percentage, I mean that the centre is the 0% mark, the right end is 100%, and the left end is -100%. And you should be able to work your way from there. Acquaintance - Interact with a Sim at least once. Best Friend - When the relationship goes above 80% Best Friends Forever - The Sims are teens and you use the Best Friends Forever social, AND maintain it above 60% Disliked - The relationship bar falls beneath -20% Distant Friend - When two people were friends, but the relationship falls below 40% but stays above 20% Enemy - Have the relationship below 0% and Declare Nemesis on that Sim. Ex - Use the Break Up option when you are in a committed relationship. Ex Spouse - Use the Divorce option when you are married Fiancee - Propose Marriage to the one you love. Friend - When the relationship goes above 40% Good Friend - When the relationship goes above 60% Partner - Use the Going Steady social option in your relationship Old Enemies - Been enemies for over 14 days, or 2 weeks. Old Friend - When the relationship goes above 40% Romantic Interest - For this, you need to Confess your Attraction or Kiss social the other Sim, have it succeed, and keep the relationship above 0% Spouse - Your fiancee after you have become married at a proper ceremony. Stranger - These two Sims know about each other, but they have not interacted. All relationships start at this step. Finally, the last thing is the visitor's privilege. Since in this game you can enter people's homes, you will be restricted to what you can do in their houses, determined by their relationship with you. There are basically 4 levels. The first level is the basic level, where you can do things like eat their food or hang out on their couch. This moves onto the second level, where you can start getting more leeway, like digging into their fridge for snacks, before the third level, in which you can start crashing on their couch, or something like that. The finally, the fourth level, in which you can basically live there, it is a second home. There is a secret minus one level, in which you don't get entry to their home at all. And basically, below is a list of the friendship levels, and their ranking on the scale. Acquaintance - Level 1 Best Friend - Level 3 Best Friends Forever - Level 3 Disliked - Level -1 Distant Friend - Level 1 Enemy - Level -1 Ex - Level 2 Ex Spouse - Level 2 Finacee - Level 4 Friend - Level 2 Good Friend - Level 2 Partner - Level 3 Old Enemies - Level -1 Old Friend - Level 2 Romantic Interest - Level 2 Spouse - Level 4 Stranger - Level 1 However, the way you make your friends and the way to make your enemies is completely up to you. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [11.04] Romance Romance here is a lot like romance in the real world, well, they have to get their information from somewhere. And to actually start a romance, since there is no alcohol in this game, you'll have to play the dating game from the ground up, or rather, hit the ground running. Once you meet someone you like, you need to talk to them. Of course, you aren't going to do the exceptionally stupid thing like asking them out without knowing them, it's a quick and easy no from there. Instead, you have to do this the traditional way. You need to meet this strange new stranger, and build an acquaintance with them. From there, you need to build up your relationship with them, build up a nice friendship with them. This is necessary, because in order to have them as a romantic interest, you need to either Confess your Attraction to them or to Kiss them, and it will only be useful if you have a high friendship with them. From there, it can either end in acceptance and mutual attraction, or it can end with rejection. Starting with the bad, you might be rejected in your approach. This will often fail because you simply do not have a good enough relationship with that person. Hence why in real life, you shouldn't be asking people you hardly out on a date, more often than not, it will end in failure, unless you are exceptionally charming, but the game doesn't account for that. Of course, after you have been rejected, you can go again. But after you get rejected many times, you start getting into risky territory, and you start to be thought of as Creepy, after all, a person will certainly find someone creepy if they constantly asked them out after countless rejections. However, being rejected doesn't mean you can't try again, you just need a better relationship with them. Of course, for the love all of all things holy, do not do this in real life, the maximum a guy should ask a girl out is twice. After you have been rejected once, you can only ask once more, and after that, you stop and move on, cutting your losses. Anyhow, if you succeed, you will now have a romantic interest, and your social options move to a new path, you will get access to more romantic social interactions, and you can build up a more, romantic relationship with your love interest. How that you have a good relationship, a nice strong relationship, a nice strong, roman tic relationship, where do you go from there. Do you do the honourable thing and get married, or cut and run. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [11.05] The Good Path - Marriage After a strong relationship, and when after you have loved someone for a long time, the good or honourable thing is that you get married. What you need to do is to propose to Go Steady, and from here, it will basically stablise the relationship. After it has stabalised, you are now partners. Of course, this doesn't mean you are together now. Before you can be joined by rings, you need to propose marriage. Of course, this game doesn't discriminate between who does the proposing, but, if you want to make some videos, then you will, more or less, follow tradition, and have the guy propose marriage. Hopefully, the other party will accept, because well, if it doesn't, then it won't end well. I mean, there are plenty of videos out there on youtube where people have proposed, in public, and well, it didn't end well. Of course, it is funny to us, where we are the observers, but well, I don't think the guy who just has his heart crushed would find it very, well, entertaining. After you have proposed marriag, and it has been accepted, then you will need to start planning a ceremony. Of course, you can do it in private, quickly and quietly, or you can throw a nice party so you can celebrate in style. Either way, you will be married, and till death do you part. Or are you going to wait that long? *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [11.06] The Bad Path - Rejection and Affairs There is the bad path. Before and during a marriage, you can easily ruin the marriage. You can just be a bad partner, and break the marriage with brute force, but that leads to negative reactions on both sides, unless you are just plain evil. Or you can have an affair. Date someone on the side, and you can cheat on them. Flirt and date another Sim. It is basically like the dating game, except you are dating another person whilst already in a romantic relationship with someone else. Of course, you can confess your attraction or kiss your new interest, and develop a romantic interest in them. But not this, once you are already in a relationship and you develop another romantic interestm, then you are treading on very thin ice. Now that this has occured, if you are caught interacting with your new interact in the presence of your partner, then you are in some serious trouble. So basically, you can do whatever you want, but as long as the partner doesn't know, well, you are in the clear. But do any of the following in their presence, and well, you aren't going to be in the clear, you are going to be in the deep end, without any support. If you are caught flirting, then it won't be that bad. The relationship will just take a small hit, and it can be taken care of later. The damage will have been done, but it is only minor damage. If you are caught hugging or kissing your romantic interest, then things will get slightly worse. The relationship will take an even deeper hit, and it will take more than a few smooth words to calm things over. Worse of all, the person being cheated upon will end up with the Betrayed moodlet. Finally, if you are caught Making Out or WooHooing the other Sim, then you are asking to be killed. Basically, if you are caught doing those things, then say goodbye to the relationship. I mean, a flirt, kiss or hug can be explained away, but explain being in bed with someone else. You can't. The relationship will basically be crippled, and basically, kill the relationship. Of course, the person being cheated upon gets the Betrayed moodlet. Thing of this as taking a Sledgehammer to cut a piece of paper. Not only does your relationship with your partner take a hit, your relations with other Sims will take a hit. Relationships will anyone who knows the Cheater and the person the Cheater was cheating with will take a dive. A family member who sees the cheating will also have a diving relationship with the cheater. And if you don't keep your friends close, then someone who witnesses the act will be able to tell the person being cheated upon of the deeds done and that will take a hit. If your relationship ends up being a bit shaky, either through someone cheating or just brute negative interactions, then you can use the divorce or break up interaction. There is no councilling in this game, if you break up or divorce someone, then it is done, and from then on, they will be your ex. Of course, Sims don't really do their own social interaction, so if you want to make a soap opera out of it, you will need to do all of the legwork yourself, and witness the results. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [11.07] Meeting People How do you meet people? Well, there are a hell of a lot of ways to meet other people. Besides the usual people walking past your house, there is a bit more to this. All of this will be besides family, because if you haven't met your family, then there is something wrong. The first way will be the welcome wagon. This will be when you first move into a neighbourhood, a small group of people will arrive on your doorstep, and welcome you to the neighbourhood. This is the welcome wagon, and is the quickest and earliest chance you will have meet new people and make new friends. Other than that, you will basically need to move around town. Community lots are a great place to meet new people, you can talk when them, and generally have a good time. And it doesn't cost you a dime in order to go to these places, you can just call a taxi. Alternatively, you can use the computer to chat with people randomly over the internet, not advised for real life. Or you can use the phone to keep in touch with people. Even going to work, you are bound to meet new people. So basically, there is not shortage of ways in which you can meet new people. No shortage. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [11.08] Having a Baby Having a baby is relatively simple. You can do this the easy way, and go through adoption, and have a baby that way, or you, and your spouse, and try to have a baby. Well, we all know the drill on how you have babies. So basically, you just need to use the Try for Baby interaction with your significant partner of the opposite sex, and if you are successful, you will get a little chime after the deed, and that will denote that it was successful. The day after the Sim is pregnant, will, it won't be as much in terms of pain, it will be spent in the toilet. Basically, your female Sim will spend her time vomiting in the toilet, the morning sickness part. Basically they will spend the first day of their pregnancy in the toilet, but from there, nothing much will happen. Of course, prepare yourself for the barrage of negative moodlets that will occur from this. On the second day of the pregnancy, it will become evident that a Sim is now pregnant. Their belly will stick out that much more. The puking will stop a bit, but instead, the Sim's back will be aching, due to the extra weight that is in front of them. Also, the wishes of the parents will start to change, they will be more geared towards children, rather than other things that are going on in their life. The third day is the final day of the pregnancy, and the child will be born on this day. It will be born late in the day, and when it is time, the mother will be taken to the hospital and they won't leave until she comes out with the baby. The baby facial features will be a mix of the parents, it plays heavily on real life genetics and the Punnet's square. Of course, while most babies will be a mixture of their parents, sometimes, there will be differences and mutations in the genes. However, it is to note that you can influence the traits of the baby. The baby is born with 2 traits, and what you do throughout the pregnancy will determine the traits. If the mother maintains a positive mood throughout the pregnancy, such as massaging her sore back or letting her eat when she is hungry, then the baby will be born with 2 positive traits, but if she is constantly miserable, prepare yourself for 2 miserable traits. Also, reading the pregnancy books that you can pick up at the bookstore will also increase the chance of having positive traits over negative traits. You can also influence the amount of kids that will be born. By listening to the children's music station on the radio or watching the children's channel on the TV, the chances of having twins or triplets will increase a bit more, so it will be more likely to result in twins or triplets. Gender can also be influenced. Eat 3 apples throughout the pregnancy to increase the chance that the offspring will be a little boy. If you want a little girl, eat 3 watermelons throughout the pregnancy to increase the chance of that happening. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [11.09] Parties Parties are basically house parties, you can throw one like in the previous Sim games, nothing much has changed. However, there are some new features that you can play with. Now, besides who you can invite, you can also do a fair amount of other things. You can now set a venue. Of course, it could be your house, but you can hire out community lots for a parties as well, for a small fee. It isn't that great, but location, location, location. Also, you can set the dress code for the party, should it be a formal party or a casual party? And you will have to set the time, BUT it has to take place at least 2 hours after your current time. So if it is 5pm, the earliest you can hold the party is 7pm. There are several different parties that you can hold. And below they are. A House Party is a normal party. It basically is an occasion for people to get together, socialise, and have some fun. This is your basic type of party. A Funeral is less of a party. It is more of getting to have the people who knew the recently deceased well to come over and mourn together. It is like a normal party, except that the social interactions are more geared towards talking about how nice and friendly that person was. A Wedding is well, a house party except there is a marriage ceremony involved. Basically, people come over to watch the happy couple tie the knot and say "I Do". Or whatever they say, I don't really know. A Birthday will be a birthday, the event is centered around the person who is moving onto a new age group. And if you choose to, you can purchase a birthday cake to make even more special. Finally, there are Campaign Fundraisers, where if you are in the Politics career, you can start a party with the motive of securing donations. Instead of a boost to your relationship after the party, depending on how good it was, the better the party, the better the donation you will get as a result. Now, about the party itself. You've sent out the invitations, so why didn't some people turn up? There are a few reasons. One could be that they are at work, but the more likely response is that you don't have a good enough relationship with them, and they won't turn up. The higher your long term relationship with them is, the more likely they are to turn up. How to have a good party? Well, basically it is a matter of socialising, the more there is, the more successful the party is. Well, think about it, if a party has everyone sitting down staring at each other, one can hardly call that a success, compared to a party where everyone is chatting each other up. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [12.01] Babysitter Basically, if you don't know what an NPC is, it basically means Non-Player Character, or a Sim that basically does something in the game, yet you cannot control them. In this case, they are the following. Anyway, the babysitter is a random teen from around the town who will look after your little kids, from babies to children. They will keep your little ones fed whilst you take a night out on the town, and they will make sure that their needs are kept up. It is important that you call for a baby-sitter if you are going to leave the children alone, because if you do leave them alone, at home, for a prolonged period of time, then the social worker will come along for a visit, and needless to say, you will be missing a few kids after you finish your trip about town. Cost of Visit - §75 per visit *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [12.02] Burglar The Burglar is exactly what his name suggests, he is an adult or elder who has decided that it is far easier in these uncertain economic times to rob you and sell the crap on eBay, rather than actually going to work. As such, during the night, you will have the chance that a robber will come along and try to rob you. Normally, they will enter your house and start looking for the most expensive items on the lot and start with them. If you do not catch them, they will take several expensive items and leave the house. If you do catch them, then you have a variety of options. You can call the police and get them to visit the robber. The police will arrive and fight with the robber, and if the officer wins, you get all your stolen goods back, if you do not, then you won't be getting it back. Or you can just fight them yourself. You can attack the robber, provided you either are a police officer yourself or have the Brave trait, and depending on your athletic skill, you can fight and beat them. Win, and besides a nice moodlet and you get your items back, if you lose, well say goodbye. Or you could just invest in a burglar alarm, and once the burglar enters the room where there is a burglar alarm, it will go off and automatically call for the police, and they will turn up to give a fight. A thing to note is that when the police arrest the burglar, if they do, then they will be placed next to the car when the officer does a scan of the house. Here, you can release the burglar to get a boost to the relationship that you just started. Needless to say, the officer won't be pleased. Finally, it is to note that you can get a hidden trait from having a child with the burglar, your kids will randomly inherit the ability to sneak around the place. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [12.03] Firefighter The firefighter is basically, well, a firefighter. They are there to fight fires. Basically, when there is a fire on your lot, then you will need to call a professional firefighter to help you fight the fire. They will fight the fire a lot better than a normal Sim using an extinguisher, and they means that they will put out the fire a hell of a lot quicker. Of course, you can call them when the fire erupts, but it is far simpler to actually have a smoke alarm, which automatically calls the firefighters when there is a fire. This is best placed in rooms that there is a possibility of a fire breaking out, so mainly rooms with fireplaces and the kitchen. After the put out the fire, then you can go along and have a small chat with them, develop a relationship with them, before they leave back for work. There is, like with the burglar, an advantage of having kids with the firefighter, the kids have the ability to inherit two specific traits, they can have the Immune to Fire trait, which is exactly what it does, and the Pyromaniac trait, which allows them to set fire on things randomly. However, do not call for the firefighter when there is no fire to fight, you will be slapped with a §500 fine for pissing them off. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [12.04] Maid The Cleaning Service this time is a bit different, they aren't paid for the amount of hours they do, it is a flat §125 fee each time they visit, so it is more of an incentive to live like a pig, and have a very unclean, and a very large house. The maid does what they have to, they will make your bed, take out the trash, recycle old newspapers, clean up all the trash around the house, and clean all dirty surfaces. Basically, they are to clean up your house. Again, like the firefighter, you can wait until they finish and have a little chat with them. They will also give traits to your kids if you decide to have them, with them.... and it is basically the Clean trait, where it will take more actions from them to make something dirty. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [12.05] Mailman The mailman will deliver, ah, the mail. Letters, bills, cut gems, priceless ingots, well, all of that they will deliver. Nothing else about them really. Of course, after they drop off their package, they will hang around for you to talk to them, but really, if you decide to have kids when them, they don't get a special trait or anything. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [12.06] Newspaper Kid This little kid comes along at 7 in the morning, without fail, and delivers the dail newspaper. It is a great chance for your kids to make a new friend, and for some reason, the newspaper is free. One thing bothers me, how do they deliver all those newspapers over town, and still get to school on time. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [12.07] Pizza Delivery Well, this is the fastest way to get some food. The Pizza Delivery service. Basically, you can call for a pizza, and it will be delivered to your doorstep in a short period of time, for the small fee of §30. This is useful because it will always give an Amazing Meal moodlet after eating the pizza, and of course, if you cannot finish a whole pizza by yourself, then you can just leave it in the fridge as leftovers. And like most other Sims, you can befriend them, but alas, there are no special traits that you can obtain from them, and there isn't any special discount for you. Look on the bright side, you don't have to tip them. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [12.08] Police The Police, besides being a bad, are the law enforcers in this game. They will only be useful when there is a burglar on the lot, to whom they will quickly get into a fight with in order to arrest them. If they win the fight, then the burglar is arrested, if they lose, well, the burglar goes free. See, the problem here is that the police, well, they would have access to guns, yet they will decide to take on dangerous bandits with nothing but their fists. Not even a taser or a beanbag shotgun. How disappointing. Anyway, once the burglar has been caught, you can talk to the police officer and build up a relationship with them. This is interesting, because if you have children with them, they will have the ability to take on burglars when they are older. Like firefighters, there is a §500 fine if you call the police for absolutely no reason. And no, there aren't any other crimes that you can call them for. Only robberies. No domestic assaults, murder, etc. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [12.09] Repo Man Basically, this man will only turn up if you do not pay your bills. Armed with a special repo gun, he will go into your house and suck up items to pay the bill with. So in exchange for the bill, your items will be taken away, suck up forever in the vortex of nothingness. However, he will not take away the necessary items for survival, so you don't really need to worry that your bed will go mission, or your front door, or the toilet. That would just be weird. Of course, you can socialise with him before he takes off, but he kind of hates people who don't pay their bills on time, and you happened not to have paid your bills on time, so you should be able to work your logic from there. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [12.10] Social Worker The social worker is another Sim that you really don't want to see. Well, the first time you will see them is the good time, this is when they will come to your house to drop off a kid that you have adopted. For this, you will be able to talk to them, even get the know the social worker. However, the second time you will see them is the worst kind of time. This is where you have neglected your children, toddlers or babies, and they will have come along and taken all the kids away, seeing that you are clearly an unfit parent. And you won't see them again, just to make sure. However, you will have clear warnings that you are a poor parent, so it isn't a surprise out of no where when they take your kids away. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [12.11] Technician Finally, there is the technician. This guy should ojnly be called, for the flat fee of §50, where they will come over to your house and fix all those broken items. Broken appliances? Disabled electronics? Leaking showers? Clogged up toilet? Well, if any of those things happen, and none of your Sims as good with play with tools, then it is time to give the technician a call and let them take care of the repair work for you. Of course, after work, they will be able to stay around for a quick chat. It is funny to note that they will always have, ALWAYS HAVE, a 99% chance of successfully repairing an item that uses electricity. That last 1% is death. Guess how. I always found that death funny for a technician. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [13.01] Places of Employment This section, section 13, is designed to take you around Sunset Valley. While most you can do in game, here is a list of exactly what you can do around town. Anyway, this section deals with buildings around town where people work. --==City Hall==-- This building is where all the Sims in the Politics career will be based in. Therefore, it is quite an important building, and also, your Sims will be able to take Charisma courses here for the small fee of §400 per class. Also, if you really like, you will be able to take a tour of city hall, of course, only if you are interested. What is interesting is that sometimes, there are riots outside the city hall. Be on the lookout for that, it's an interesting sight. --==Doo Peas Corporate Towers==-- This building is the home to two different careers, it is the home to the Business and Journalism careers. Although it may seem at odds with one another, the two careers are more interlinked than you would like to think. All that advertising on television doesn't get there if no one is funding it. This building is also useful if you want to start a writing career, this building will allow you to take a writing class, for the normal fee of §400. --==Fort Gnome Military Base==-- This is where all the self-defence forces of Sunset Valley are housed, they work in this military base, and thus, it is naturally the home of the Military career. Being in the military, you need to be able to make repairs on the battlefield, and as such, there are classes teaching handiness for the normal fee of §400. And there is an option for a tour of the military base, but of course, there isn't exactly any free access to the newest jet fighter. --==Hogan's Deep Fried Diner==-- The Culinary career is a funny career, where it has two possible places of work. As such, those in the culinary career can start here, and it is possible to get a few cooking courses here, costing §400 a pop. However, there are other uses for the diner, it is a place where food is served. The prices are a bit cheaper here, at the diner, but the food quality will be a bit lower than that of the Bistro. And the good thing is that you don't need to wear formal gear to dine here. --==Landgraab Industries Science Facility==-- This is the home to, as you can surely guess, the Science career. Home to some rare fish specimens in the pond, you can also take a tour of the science facility, however, you don't actually get to touch anything, we can't have you touching beakers full of nitric acid and drinking it. Also, you are able to take both Gardening and Logic classes here, and they cost their standard price of §400 a pop. And finally, when you catch insects from around town, you have the ability to donate them to the facility, and they will pay you for it. So it isn't exactly a donation. --==Little Corsican Bistro==-- This is the second place where your Sims can take on the Culinary career. Of course, like the diner, this is also a place where you can take on some nice cooking lessons, per the standard price of §400 a class. What makes this different to the diner is the dining itself. The dining here is a but more high quality, it will give a moodlet after you have eaten here. You even get to eat outside, but there are a few things that you need to know. First of all, you can imagine that the food is a bit more expensive here. And also, you need to be in formal gear to dine here, something I'd probably fail at. --==Llama Memorial Stadium==-- The Stadium is, as you can guess, the home to the Athletic career, it is where all your athletes training for the next big game. Like most of the other buildings, it is a place to develop your skills, in this case, you can build up your Athletic skills by attending the class for the normal fee of §400. Also, you will have the ability to attend a soccer game, for a relatively small fee §60, and it provides a moodlet as well. You will, on occasions, not be able to watch a football match, but a concert instead, but it is no less fun. --==Outstanding Citizen Warehouse Corp.==-- This is something very wrong with a building that needs to promote that they are a legal business. And that there is, this is the home to the Criminal career. If you are a special agent in law enforcement, you will be able to raid this warehouse for some goodies. But even if you are not in law enforcement, you will be able to find a lot of nice collectables around the warehouse. --==Police Department==-- It is what it is, this is the police department, and here, as you can expect, it is the workplace of the Law Enforcement career. This is probably the most boring of all the workplace buildings, but at least you get some nice perks, like raiding the above building. --==Sacred Spleen Memorial Hospital==-- It is a hospital, and as you will be able to guess, this is the workplace of the Medicine career. Like the Police Department, this is a very boring place, but what is nice is that you will be visiting this building if you have a bundle of joy that is waiting to be delivered. --==Wilsonoff Community Theatre==-- No, this isn't exactly for movies, it is actually the home of music, and as such, it will be home to the Music career. As such, you will be able to take some classes on improving your Guitar skill, for the small fee of §400. Of course, it wouldn't be interesting unless you could see a show, and you can, for the price of §40. And you can tour the building, but it just won't be any fun. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [13.02] Everfresh Delights Supermarket This is one of the most important stores in town, this is where you will be able to purchase foodstuffs that you will need, for, well, I dunno, to survive. This is a useful store, here, you will be able to purchase fresh produce and meat, and it is useful since you can sell fresh produce and fish back to the supermarket. Not to mention that you can take some fishing classes here for the cost of §400. Anyway, below is a list of all the items that you can purchase from the store, as well as the respective section that the item is placed under. --==Fish==-- ---------------------------- | Item | Cost in § | |----------------+-----------| | Anchovy | 5 | | Black Goldfish | 16 | | Catfish | 6 | | Goldfish | 6 | | Lobster | 25 | | Rainbow Trout | 9 | | Salmon | 14 | | Swordfish | 17 | | Tuna | 11 | ---------------------------- --==Fresh Produce==-- ------------------------- | Item | Cost in § | |-------------+-----------| | Apple | 5 | | Bell Pepper | 15 | | Garlic | 18 | | Grape | 5 | | Lettuce | 3 | | Lime | 11 | | Onion | 8 | | Potato | 8 | | Tomato | 11 | | Watermelon | 3 | ------------------------- --==Home Goods==-- -------------------------------------- | Item | Cost in § | |--------------------------+-----------| | Birthday Cake | 30 | | Bubble Bath | 100 | | Ducksworth of Billington | 40 | | Mood-Lite Candle | 65 | -------------------------------------- --==Meat and Cheese==-- -------------------- | Item | Cost in § | |--------+-----------| | Cheese | 8 | | Egg | 11 | | Link | 8 | | Patty | 24 | | Roast | 30 | | Steak | 30 | -------------------- *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [13.03] Divisadero Budget Books This is the book store for your town, and it is a relatively important store, seeing if you want some sheet music or cooking books to improve your skills, you will need to come here, seeing the library will not stock those books. Books are useful, they are entertaining and educating. Below is a list of all the books you can purchase. Note that it will not contain books that your Sims have written, seeing you can give those any title you want. --==Childhood Development==-- ----------------------------------------------------------- | Book | Cost in § | |-----------------------------------------------+-----------| | Jimmy Sprocket and the Squishy Stone | 50 | | Bluish Eggswith a Side of Pastrami | 50 | | Counting for Those Who Cannot | 50 | | Finger Painting 101 | 50 | | Handprint of the Masters | 125 | | Jimmy Sprocket and the Chalice of Lichens | 125 | | Squares Are Not Triangles | 125 | | Frank I'm Not | 125 | | Oh the Destinations You'll Briefly Visit | 210 | | Don't Stay Within the Lines | 210 | | Jimmy Sprocket and the Escape from "Fun" Land | 210 | | Being Smart for Fun and Profit | 210 | ----------------------------------------------------------- --==Fishing Books==-- ----------------------------------------------------------------------- | Book | Level Required | Cost in § | |------------------------------------------+----------------+-----------| | The Wee Swimmers: Reeling Anchovy | 1 | 100 | | and Minnow | | | | The Whiskered Deep: Catfish and You | 1 | 200 | | Grilled Tragedy: Trout and Clownfish | 3 | 300 | | Baiting Techniques | | | | All That Glitters is Goldfish | 4 | 400 | | Predators of the Deep: Piranha, | 4 | 600 | | Shark, and Swordfish Tips | | | | Sushi Swimmers: How to Catch Tuna, | 4 | 700 | | Salmon, and Blowfish | | | | Heavenly Delicacies: Hooking Angelfish | 5 | 1000 | | and Lobster | | | | Binary Fishing and Analog Bait for Robot | 6 | 1600 | | Fish | | | | Fishing for the Dead: Deathfish and | 7 | 2500 | | Vampire Fish on the Line | | | ----------------------------------------------------------------------- --==Normal Books==-- ---------------------------------------------------------------------------- | Book | Genre | Cost in § | |----------------------------------------------+-----------------+-----------| | Point Farmer | Autobiography | 25 | | The warrior of Palladia | Fantasy | 35 | | Where's Bella | Children's | 40 | | The Adventures of Raymundo | Children's | 50 | | Murder in Pleasantview | Mystery | 65 | | A Magnetic Attraction | Trashy | 80 | | Commitment Issues | Drama | 130 | | Stragedy and Other Masterpieces | Humour | 135 | | Zombies? Zombies! | Sci-Fi | 180 | | Totally Preggers: An Expectant Mother's Tale | Non-Fiction | 200 | | Abstract with Turkey | Fiction | 210 | | Unicorns for Audrey | Fantasy | 210 | | Exit at Powell | Satire | 230 | | Gpod | Sci-Fi | 250 | | Baby Incoming: Preparing with Vigilance | Non-Fiction | 300 | | The Economy | Political Memoir| 310 | | How to Spin Plates | Non-Fiction | 360 | | Game of Thorns | Mystery | 405 | | The Crumplebottom Legacy | Historical | 480 | | I'm Still Cool | Humour | 535 | | Thunking | Fiction | 580 | | Llama Rights | Historical | 610 | | Special Snowflake | Romance | 705 | | On the Margins | Satire | 780 | | The Point of Pointillism | Non-Fiction | 875 | | No Expecting Much | Vaudeville | 940 | | The Noble History of Socks | Biography | 1000 | ---------------------------------------------------------------------------- --==Recipe Books==-- ----------------------------------- | Book | Cost in § | |-----------------------+-----------| | Ratatouille | 25 | | Fish and Chips | 50 | | Cookies | 100 | | Fruit Parfait | 200 | | Cheesesteak | 300 | | Cobbler | 450 | | Eggs Machievellian | 500 | | Tri-Tip Steak | 650 | | Stuffed Turkey | 800 | | Baked Angel Food Cake | 1000 | | Ambrosia | 12000 | ----------------------------------- --==Sheet Music==-- ------------------------------------------------------ | Book | Level Required | Cost in § | |------------------------+----------------+------------| | Yes Ma'am, I Do | 5 | 100 | | Flamenco Fever | 6 | 250 | | A Perfect Moment | 7 | 425 | | Improvise Here and Now | 8 | 600 | | Dream Escape | 9 | 1400 | ------------------------------------------------------ --==Skill Books==-- ---------------------------------------------------------------------------- | Book | Skill | Level Required | Cost in § | |-----------------------------------+-----------+----------------+-----------| | Logic Vol. 1: Knights vs. Bishops | Logic | 0 | 50 | | Cooking Vol. 1: Too Much Salt! | Cooking | 0 | 50 | | Handiness Vol. 1: Unplug It | Handiness | 0 | 50 | | First! | | | | | Charisma Vol. 1: Fixing the | Charisma | 0 | 350 | | Friend Problem | | | | | Gardening Vol. 1: The Watercan | Gardening | 0 | 350 | | Chronicles | | | | | Charisma Vol. 2: Talking to | Charisma | 3 | 500 | | Anyone | | | | | Gardening Vol. 2: Odor Free | Gardening | 3 | 500 | | Fertilizer | | | | | Cooking Vol. 2: Why You Need | Cooking | 3 | 500 | | Baking Soda | | | | | Logic Vol. 2: To Xor or Not to | Logic | 3 | 500 | | Xor | | | | | Handiness Vol. 2: Turn Off the | Handiness | 3 | 500 | | Water | | | | | Charisma Vol. 3: Becoming | Charisma | 6 | 750 | | Irresistable | | | | | Handiness Vol. 3: Puddles and | Handiness | 6 | 750 | | Electricity Don't Mix | | | | | Gardening Vol. 3: Gardening to | Gardening | 6 | 750 | | Riches | | | | | Cooking Vol. 3: Yummy and | Cooking | 6 | 750 | | Delicious | | | | | Logic Vol. 3: 3.14159265 | Logic | 6 | 750 | ---------------------------------------------------------------------------- *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [13.04] Sharma Day Spa The Day Spa is generally a place to relax, this is where you can come down to unwind after a long work out, or a long week or day at work. You can get a large range of relaxing services, and that can be relative cheap, or they can get pricey. However, there is a good reason to get these services though, you will get a nice moodlet, and the more expensive the treatment, the longer that moodlet will last. These are the services that you can purchase, and their respective prices. --==Massages==-- * Deep Tissue - §500 * Quick Shiatsu Massage - §50 * Relaxing Swedish Massage - §250 --==Facials==-- * Mini-Facial - §50 * Mud-Facial - §200 * Seaweed Facial - §500 --==Body Treatments==-- * Salt Scrub - §750 * Steam Bath - §250 * Volcanic Clay Bath - §1500 --==Salon==-- * Manicure - §25 * Pedicure - §50 * Pedicure / Soak - §100 --==Packages==-- * Great Escape - §1000 * Relaxing Rendezvous - §3000 * Soothing Salvation - §7500 *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [13.05] Community Pools There are two community swimming pools, and unlike the pools in real life, it won't cost you to use them. This is a place where you can get a little time in the sun, or a little splash. --==Le Petit Shark Pool Centre==-- This pool, as scripted by the game, is more centred towards families, so it is a nice place for your little ones to make some friends, and that is always a good thing, friends for life. As a family pool, and seeing this is a family game, there are a lot of people at this pool. Look on the bright side, this is a large pool, so you can still swim with relative ease, somwhat. --==Lofty Cerulean Blue Pool==-- This pool is the opposite of the above, instead of families, there tends to be a fair amount of older Sims, and well, more of a singles place, than a family pool, so picking up potential partners is a lot easier here. The pool is not as big, but at least it isn't as crowded. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [13.06] Community Parks There are a few parks that are your Sims can relax and unwind. This is quite useful, a nice place to converse with your neighbours, and a nice place to look around for seeds. --==Central Park==-- Well, it is Central Park because it is in the exact centre of town, this is the town square. This is where all your neighbours will come down, and what is good is that you can get a fair amount of tips here when you decide to play the guitar. And you can make a fair amount of money as well. There is more to do than converse here, you can play games of chess, there are ppols of water in whcih you can go fishing in, collect the variety of seeds lying around, or have a nice grilled lunch. --==Marywood Glen==-- This park is a smaller park, with less traffic, but it is a lot closer to the residential areas, so think of it as the local park. Of course, you can still play chess and have a nice grilled lunch, but other than that and the variety of seeds and insects, there isn't much for you to do. --==Old Pier Beach==-- This is the pier on the beach, and whilst there is a tad of green, this is more or less a place to enjoy, a nice time to work on your tan. The good thing about the pier is that you will be able to get some decent food here for a low fee. This makes it better as a food source, and a place to play with a chess board. Also around are a variety of fishing holes, and whilst they are like parks, they have less in terms of features, but they are used for a single reason, fishing. * Crystal Springs * Pinochie Pond * Recurve Strand * Stoney Falls * Summer Hill Springs * Sunnyside Strand *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [13.07] Places of Interest There are a few special places that aren't listed above, that are useful to pay a visit to. --==28 Hour Wellness Gym==-- This is one of the best cheap places to visit. This is basically a gym, where you can work out on cardio machines, or take a swim. Basically, there is a lot of gym equipment here, and here is a place to use it, free of charge. There is no such thing as gym membership. There are few things you can do here besides work out. Note that everyone here cares about fitness, so this is the perfect place to make friends if your little dudes are into fitness. And the next thing is that when you work out, the most important thing to take care of is hygiene. That will take a beating when you work out, so make sure you work on it. --==Cemetery==-- This is another place to visit, not for the mourning of the dead, but at night, in come the ghosts, and they are fun to talk to, I mean, how is it like being dead? Not only that, there are a hell of a lot of rare and unknown seeds around this area, so make sure you look carefully. However, the main attraction is the Mausoleum. This is a place you can tour, I mean, it is basically a building full with the dead. However, you can explore this place, and you can find a hell of a lot of neat items here, but there is a catch, sometimes, you might get an unexpected shock. However, if you want to explore the tombs of the dead, make sure your Sims have the little Brave trait with them. Cause if they aren't, you better start praying that have played a lot of Oblivion, or they will get the Horrified moodlet. --==Community School of the Gifted==-- This well, is the school, so it isn't exactly anything special. Of course, there is one reason for adults to go here, and that is that they will be able to attend a painting class, for the small fee of §400. After all, you don't pay school fees, and the government doesn't provide non-essential funding. --==Papyrus Memorial Library==-- This is where all the books are stored, and knowledge is free, not a right that you must purchase. On the shelves are all the books that you can purchase at the book store, as well as a few books that your Sims have written, including some flops, but mainly bestsellers. There is more than just books, there is a little play room for the kids to play around with in case they get bored of reading, or waiting for you to finish the latest blockbuster novel. Like the gym, this is going to be crowded somewhat, but again, this is a good place to talk about literature, and books in general. Note that there are things you won't find in the library, and that will be the one off books, which are sheet music and cooking books. Those are one use, and you can't hog the library all to yourself. --==Sunset Institute of Modern Art==-- This is the place of art, this is where all the art can be viewed, free of charge. Of course, your Sim cannot be one of those who Cannot Stand Art, or else we would have a problem. Other than that, this is a place to talk about art, so who knows, this is the place you can find the love of your life over some art. If you are lucky, you can see some of the paintings that you have painted hung here, next to all the other art painted by world famous painters. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [13.08] Investments You can invest in businesses around the town, and yes, this is a new feature. This is where you can spend some of your own money for a partnership in the business, or if you are really wealthy, you can purchase the building. So what is the point of spending some of your money to invest in a business? Simple, by investing in these buildings, you will be getting some of the profits that the business generates a week, and if you own it outright, then you will get all of the profits that it makes. The amount that it makes vary from week to week. Some weeks are good, some are bad, and as such, sometimes you get a lot in returns, sometimes, you get nothing. But as a rule of thumb, the more expensive it is to invest in the building, the more will you will get in returns. And below is the list of all the buildings you can take a venture in and the cost of partnership, and outright ownership. It will be listed as the name of the building, the cost of partnership, and then the cost of ownership. Divisadero Budget Books - §7,000 / §20,000 Doo Peas Corporate Towers - §18,000 / §40,000 Everfresh Delights Supermarket - §7,000 / §20,000 Hogan's Deep Fried Diner - §6,000 / §18,000 Landgraab Industries Science Facility - §18,000 / §40,000 Little Corsican Bistro - §12,500 / §25,000 Llama Memorial Stadium - §35,000 / §80,000 Outstanding Citizens Warehouse Corp. - §15,000 / §35,000 Sacred Spleen Memorial Hospital - §30,000 / §75,000 Sharma Day Spa - §15,000 / §35,000 Wilsonoff Community Theatre - §18,000 / §40,000 *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [14.01] Insects Collectables are new in this game, basically, there is a place in your skills journal dedicated for collections. There are several different collections, there are those for insects, metals, gems and space rocks. It is your goal to collect them all, but to make it fair, there are some that are easy to find, and there are some that will be difficult to find. So if you have the Collection Helper item, it would be very useful here, mainly because you will need it to speed things up. The first set of collectable items are going to be insects, which are actually divided into two groups, Butterflies and Beatles. I think everyone knows the difference between a butterfly and a beatle, one is in the air and the other is on the ground. Both insects can be caught in the wild, but the more you collect and the further away the location you collect them in, the better your chances of getting rare insects. When caught, you can donate them, which really means sell them, to the Science Facility for a small profit, or you can keep them and place them in your house, which gives an environmental boost to your home. Basically, it isn't hard to find either of them. One is crawling on the ground, which is visible on a shiny white path, and the other is in the air, causing a nice distraction. Below is a list of both all the beatles and butterflies, as well as their selling price, well, lowest price you will get from the Science Facility. ------------------------------------------------------ | Butterflies | Rarity | Base Value in § | |------------------------+-----------+-----------------| | Moth | Common | 5 | | Monarch | Common | 10 | | Zephyr Metalmark | Common | 25 | | Red Admiral | Common | 35 | | Mission Blue | Uncommon | 50 | | Green Swallowtail | Uncommon | 90 | | Royal Purple Butterfly | Uncommon | 150 | | Silver-Spotted Skipper | Rare | 325 | | Zebra Butterfly | Rare | 650 | | Rainbow Butterfly | VERY RARE | 1080 | ------------------------------------------------------ ----------------------------------------- | Beetle | Rarity | Base Value in § | |-----------+-----------+-----------------| | Cockroach | Common | 1 | | Ladybug | Common | 10 | | Japanese | Common | 15 | | Water | Common | 30 | | Light | Uncommon | 40 | | Rhino | Uncommon | 90 | | Stag | Uncommon | 175 | | Spotted | Rare | 400 | | Trilobite | Rare | 750 | | Rainbow | VERY RARE | 1400 | ----------------------------------------- *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [14.02] Gems Gems are just that, surprisingly, there are a hell of a lot of rare gems that can just be found on the ground around town. Basically, they are little rocks with little coloured pointy bits protruding from it, and they are all around town. Of course, it will be easy to find the common ones, but the rarer the gem, the more valuable it is. However, when you get the gem, it will be relatively useless, because you need to get a specialist to cut it for you. For a set fee depending on the type of cut you want, you will be able to send off the gem to a specialist to increase the value of the gem. There are 8 different gem cuts, and whilst only the Emerald cut is available to you initially, the more cuts you have performed, the more cuts will be available for you. The Oval cut is available after 4, Pear after 8, Plumbbob after 16, Marquis after 30, Crystal Ball after 45 and Brillant after 60. And when you have used each cut at least once, the Heart cut will be available. Below is the list of all gems, and all the different cuts as well. Note that value multiplier means now many times the value of the gem is multiplied after the cut is performed. And by Value at Min, it means the value of the gem at the minimum weight, or the lowest value it could possibly attain. Value at Max weight means the highest possible price you can get for the gem at maximum weight. And this is the raw gem, before it is cut. --------------------------------------------------------------------------- | Gem | Min. Weight | Value At Min. | Max Weight | Value at Max | |-----------------+-------------+---------------+------------+--------------| | Blue Topaz | 1 | 9 | 105 | 21 | | Smoky Quartz | 1 | 15 | 105 | 25 | | Emerald | 1 | 20 | 105 | 30 | | Ruby | 1 | 25 | 105 | 35 | | Yellow Sapphire | 1 | 35 | 105 | 60 | | Tanzanite | 1 | 60 | 105 | 95 | | Diamond | 1 | 100 | 105 | 200 | | Rainbow Gem | 1 | 150 | 105 | 350 | | Luminorious Gem | 1 | 450 | 105 | 700 | | Pink Diamond | 1 | 1200 | 105 | 1650 | --------------------------------------------------------------------------- ---------------------------------------------------------------------------- | Cuts | Cuts Needed To Access | Value Multiplier | Cost of Cut in § | |--------------+-----------------------+------------------+------------------| | Emerald | Start | 1.25 | 10 | | Oval | 4 | 1.50 | 20 | | Pearl | 8 | 1.75 | 35 | | Plumbbob | 16 | 2.00 | 50 | | Marquis | 30 | 2.30 | 75 | | Crystal Ball | 45 | 2.60 | 100 | | Brillant | 60 | 3.50 | 250 | | Heart | N/A | 5.00 | 1000 | ---------------------------------------------------------------------------- *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [14.03] Precious Metals There are 6 precious metals, well, they are found in their ore form, and you then need to send it off to a smelter, who will smelt it down, for a fixed fee of §40, regardless of the ore. This will turn the relatively valueless ore into something that is a bit more valuable, an ingot that will get a 75% increase in value after it is smelted. Again, rarity means that you will need to constantly look hard to find the ore that you want, the plutonium ore, which is somehow, safe to pick up. Like gems, the metals are determined by weight, the heavier it is, the more it is valued. There are 5 metals, Iron, Silver, Gold, Palladium and Plutonium, and they are valued in that order. --------------------------------------------------------------------- | Metal | Min. Weight | Value At Min. | Max Weight | Value At Max | |-----------+-------------+---------------+------------+--------------| | Iron | 1 | 7 | 52 | 20 | | Silver | 1 | 25 | 52 | 35 | | Gold | 1 | 40 | 52 | 120 | | Palladium | 80 | 300 | 300 | 500 | | Plutonium | 0.1 | 1000 | 5 | 1800 | --------------------------------------------------------------------- *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [14.04] Space Meteorites Finally, the final collectable is the meteors that fall out of the sky. These come in three sizes, the larger, the better. However, once you get the rock, you need to identify it. However, there is a difference between these little rocks and the other collectables. Gems and Metals will always increase in value when your cut or smelt them, however, if you analyse the space rocks, there is a level of risk. There is a chance that you may identify the rock as a valuable piece of rock, and therefore, the value is increased, but there is also a risk that it is less valuable than you thought and it lowers in value. This is the element of risk, because once you analyse it, you cannot analyse it. There is an exception to the rule in which what can be done, can be undone, it seems. Below is a list of the different sizes that the space rock could be, and all the different types of rocks that could be the result after you analyse your rock, and their respective effects on the value of the meteorite. ----------------------------------------------------------------- | Size | Min. Weight | Value At Min. | Max Weight | Value At Max | |-------+-------------+---------------+------------+--------------| | Small | 1 | 10 | 65 | 30 | | Large | 100 | 50 | 1050 | 200 | | Huge | 50000 | 2000 | 1001000 | 4500 | ----------------------------------------------------------------- ------------------------------------------------- | Meteorite | Value Multiplier | |------------------------------+------------------| | Acapulcoite | 0.70 | | Angrite | 1.00 | | Ataxite | 1.50 | | Aubrite | 1.40 | | Brachinite | 1.20 | | Carbonaceous Chondrite | 5.00 | | Chassignite | 1.20 | | Diogenite | 0.90 | | Enstatite Chondrite | 6.00 | | Eucrite | 0.80 | | Hexahedrite | 1.60 | | Howardite | 0.70 | | Kamasite | 1.75 | | Lodranite | 0.80 | | Lunar | 1.30 | | Mesosiderite | 10.00 | | Nakhlite | 1.10 | | Octahedrite | 1.80 | | Ordinary Chondrite | 0.50 | | Pallasite | 4.00 | | Rumurutite | 3.00 | | Shergottite | 1.00 | | Unusual Bellacite | 1.60 | | Unusual Custerous Gossticite | 1.90 | | Unusual Dukeadite | 2.20 | | Unusual Holmberic | 1.80 | | Unusual Llamatite | 2.00 | | Unusual Mazzadrayte | 2.10 | | Unusual Pearsonite | 2.10 | | Unusual Rodiekceous | 2.00 | | Unusual Sporecite | 1.70 | | Ureilite | 0.90 | | Winonaite | 1.30 | ------------------------------------------------- *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [15.01] Opportunities Remember those chance cards from The Sims 2, where you could pick an outcome and get a reward out of it. Well, they are gone now, and they are now replaced with Opportunities. Basically, the premise is that you will have to perform a task, most of them by a certain date or time, and in return, you will get a reward. The rewards vary from job performance, to money, to relationship bonuses with other Sims. This can be very useful, I mean, everyone loves money right? This is on top of whatever bonus that the task my provide. There are three different sets of opportunities, there are skill based opportunities, career based opportunities and special opportunities. The skill based are well, skill based, and they are normally activated and given out when you are performing a skill related task, like painting with the painting skill. Career based opportunities are career based, and you will get these at work. These will nearly always give a boost to your job performance, and at the high levels, this is nearly indispensible. And finally, the special opportunities. Theses are obtained mainly by reading the newspaper and looking for the weekly events that you can go to. These are the easiest to obtain, and whilst the events are still random, you have some sort of control. Now, about the opportunities themselves. You can only have 1 opportunity from each set active at one time. Therefore, you can only have 1 Career, 1 Skill and 1 Special Opportunity active at one point in time. The next thing is that the opportunities can be cancelled at any given time with a simple right click. Without punishment. You can do it with impunity. But don't waste a good opportunity. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [15.02] Special Opportunities There are the special opportunities that you obtain through the newspaper or through the phone. Below will be all the opportunities, the name, what you need to do, and the reward that you get when you complete it successfully. --==Amateur Olympics==-- All you need to do here is to go to the Stadium. The chance of winning increases with a higher body skill. By winning, you get a moodlet and some money. Reward - Pumped Moodlet §1,000 --==Chess Tournament==-- This is where you need to play a certain amount of chess games within a certain timeframe, though the main goal is finding people to actually play with you. You also have to win these games though. Reward - §650 --==Community Meet and Greet==-- This is normally at a party, where you need to talk to and socialise to a certain number of Sims, which isn't that hard. You get a moodlet boost if you complete this. Reward - Awesome Party Moodlet --==Eating Contest==-- This is normally held in the diner, where you need to have a low hunger bar, that is, it is a hunger bar that needs refilling, and you need to eat as much as you can to win. It's random. But you get a full refill of hunger. Reward - Stuffed Moodlet §1,000 Completely Full Hunger Bar --==Foosball Contest==-- This is quite a simple contest, it is like the chess tournament, you need to win a certain amount of foosball contests during a set amount of time for a cash reward. Reward - §800 --==Music Appreciation Day==-- This requires you to have a guitar, and you need to go to the park to play your guitar a certain amount of times in return for a moodlet that will pump up your mood. Reward - Inspired Moodlet --==Neighbourhood Grill-A-Thon==-- This is where you need to go to a commmunity lot and from there, you need to grill a certain amount of plates of food there, and once you have reached that amount in the specified time limit, you get a reward. Reward - §1,000 --==Oh My Ghost!==-- This is where someone you know has just died and was taken away by the Grim Reaper, and you will get the chance to take them, or what's left, to the Science Facility to restore them, well, imperfectly. Reward - A Ghost Sim that you can play with *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [15.03] Skill Opportunities There are skill opportunities, where when you a practicing a skill, you will get a random opportunity that is related to the skill that you are building up. Athletic --==Add it Up==-- This is fun, all you need to do is to increase your athletic skill by a single level, and you need to return to the Stadium for a nice reward. Reward - §350 --==Adonis in the Making==-- This is where you are a little fat, and you need to slim down. It doesn't help much by saying you need to burn off all your fat, but when your opportunity tells you to head to the Stadium, then you have completed the challenge and time to head over to collect the reward. Reward - §2,400 --==At the Health Seminar==-- This is because your Sim is so healthy, you will need to give a little Seminar at the local hospital to tell them the wonders of what a little exercise can do. Of course, this is a favour to someone, so you get a boost to your friendship with them. Reward - §250 Relationship Boost with Sim --==Bend and Flex==-- This is pretty much the same as the Flex and Bend challenge, you need to train another Sim for a certain amount of time, but again, make sure that your mood is good, especially hygiene. But compared to Flex and Bend, it pays a bit less. Reward - §250 Relationship Boost with Sim --==Bounce the Crowd==-- This requires you to be the strongman outside the community theatre, you will work as a bouncer, to keep the undesirables out. It's useful for a little pocket change. Reward - §500 --==Bursting with Energy==-- This quite simple, you need to work out until you get the Pumped moodlet, or you could enter one of the community special opportunities, no references to anything in particular there. Reward - Boost to Athletic Skill Oddly Powerful Moodlet --==Flex and Bend==-- This is basically where you need to train another Sim for a certain amount of time. Train them on the machine, and you get a reward, though you need to make sure that your needs are high enough since they will take a hit. Reward - §350 Relationship Boost with Sim --==Frequent Fatigue==-- This is interesting, you need to work until your Sim is fatigued for a certain amount of times, which is generally a bad thing, and after you do, head to the Stadium for a prize. Reward - §400 --==Going Pro==-- This is where you need to change what your current career is, you need to head to the Stadium and change your career for the Professional Sports career and you will get a signing bonus for it. Reward - §250 Boost to Starting Job Preformance --==Jog Everywhere==-- Another simple opportunity, this requires you to jog around for a few hours, it doesn't really matter where you jog to, as long as you jog around. Then you need to return the jogging device to the owner for a prize. Reward - §550 --==Muscle Showdown==-- This is where you need to attend the Stadium to participate in a little competition on who has the bigest brawn, and if you win, you get a decent prize as a result. Reward - §750 Boost to Athletic Skill --==No Sweat==-- This is a task in which you will need to perform an exercise routine on an exercise machine in which you need to work out for a certain amount of time using a specific work tone. In this case, you need to use the Don't Break a Sweat tone for a specific amount of time for a reward. Reward - Boost to Athletic Skill --==Push It!==-- Again, this is another task where you basically need to use an exercise machine and select a tone. For this one, you need to use the Push Self tone for a certain amount of time to complete this task. Reward - Boost to Athletic Skill --==Sprint to the Finish!==-- This is where you need to work out using an exercise machine and you need to use the Quick Burst tone for a certain amount of time before you can complete this little task. Reward - Boost to Athletic Skill --==The Complete Circuit==-- This is interesting because it requires you to take a swim for about half an hour, and then work out using the television or radio, and that should complete this opportunity. Reward - §300 Charisma --==A Charming Experiment==-- I don't see how this is relevant to the skill at hand, but you are required to head to the Landgraab Industries Science Facility straight away to take part in an experiment, in return for a cash reward. Reward - §1,000 --==Allow Me to Introduce Myself==-- This just requires you to find someone and introduce yourself with a nice Charming introduction, but the hardest part is finding that person at any given time. Reward - Boost to Charisma Skill --==A Public Speaking Event==-- Another easy task in which all you need to do is to head over to the City Hall and give a speech on something, probably public speaking on public speaking. Reward - Boost to Charisma Skill --==Bestest Friends==-- This is quite simple, all you need to do is become best friends with another Sim and that should complete this opportunity. Reward - Boost to Charisma Skill --==Charismatic Cash==-- This is another easy one on the lower levels, all you need to do is to increase your Charisma skill level by 1, and then head to City Hall and collect your bounty. Reward - §1,000 --==Getting to Know...You==-- This is an interesting one, all you need to do is to hunt someone down, and from there, introduce yourself and get to know a little about them. This is for a nice relationship boost. Reward - Relationship Boost with Sim --==Just Business==-- This is quite an interesting opportunity, you need to head over to the Corporate Towers and there, you will present a Presentation on something, probably how to make more sales or something. Reward - §500 Boost to Charisma Skill --==Lobster Crisis==-- Well, there seems to be a crisis, of ah, lobster, and you need to go to the Supermarket to solve this problem, but what you need to note is that there is a time limit on how long you have. Reward - §2,000 --==Looking for a Friend==-- This is quite an easy one, all you need to do is to become friends with another Sim. Quite easy to finish this. Reward - Relationship Boost with Sim --==Smooth, Like Verbal Butter==-- This is quite simple, all you need to do is to use the Smooth Recovery interaction. Reward - §1,000 --==Star Study!==-- This is where you need to go see a concert play at the Stadium or see a performance at the Theatre, both for a small fee, but you get most of your money back. Reward - §1,000 Boost to Charisma Skill --==Tough Negotiating==-- This is another speech that you need to give, you need to head over to the Police Department and give a little speech on negotiating and how they could save more lives that way. Except there is a problem, they don't kill anyone. BORING! Reward - §1,000 Boost to Charisma Skill Cooking --==A Favourite Meal==-- This one is where you are told to prepare a meal, a very specific meal, and deliver it to a specific Sim, as it is their favourite dish and they want it. Fair enough. Reward - §, depending on the value of the dish and the quality --==A Life Giving Recipe==-- This is actually quite a complicated thing to do, you need to cook some Ambrosia, the best of the best, king of all foods, and deliver it to the hospital, probably to bring back a patient they just killed. Reward - §3,000 --==Borrowing Ingredients==-- This is where you need to bring an ingredient over to another Sim, and there, you can share ingredients, and a few things more than that, like how to operate a tap properly. Reward - §500 Boost to Cooking Skill Relationship Boost with Sim --==Burgers for Sims in Uniform==-- You need to prepare a plate of burgers, a group plate, place it in your inventory, and then deliver the food to the police station to keep the men and women in blue fed. Note that you have a time limit, they don't want to wait forever. Reward - Boost to Cooking Skill Relationship Boost with ALL Law Enforcement Officers --==Burgerlicious==-- You will need to prepare a plate of hamburgers, it has to be a group plate as well, and deliver it to the target Sim, but make sure it is in your inventory before you do. Quality does not matter, provided it is edible. Reward - §400 --==Excellence You Can Taste!==-- For this one, you need to prepare a dish that is in Excellent quality, and deliver it to a Sim, provided that it is a group meal, and once you deliver it, you get some money, as usual. Reward - §, depending on the type of dish (value of dish) --==Fresh Cookies for Sale!==-- All you need to do is to bake some cookies, which are relatively easy and quick to make, and deliver them to the local school, for a nice reward. Reward - §, depends on quality of the food --==From One Chef to Another==-- This is an interesting one because you need to find the Sim in question and give them some cooking tips, like how not to burn the food, or why they shouldn't put their hands on a piping hot stove. Reward - Boost to Cooking Skill Relationship Boost with Sim --==Great Gooey Cheesesteaks==-- This is where you need to prepare a nice plate of Cheesesteaks, make sure it is a group plate, place it in your inventory, and then deliver it pronto to the Sim who requested your order. Reward - §700 --==Hot Dogs Please==-- Well, this is where you basically need to prepare a plate of hot dogs and bring it to the Sim who is obviously too lazy to make it themselves or else they would have made it. Reward - §250 --==Nice!==-- This is relatively easy to figure out, all you need to do is to prepare a plate of food, a group place, and it needs to be of Nice quality, no better or less. Reward - §, depending on the type of dish delivered --==One, Two, Tri-Tip Steaks==-- A nice innovative title for a task that can be easily predicted. You need to prepare a group plate, what else, of tri-tip steaks, placing it in your inventory and then delivering it to the requesting Sim. Don't forget to charge for shipping and handling! Reward - §1,000 --==Perfection from the Pan==-- This is a hard task to deliver, this is where you need to prepare a dish of perfect quality, so you might need to work on your gardening a bit, and deliver the group dish to the Sim who has requested it. Reward - §, depending on the type of dish delivered --==Swim Into the Grill==-- Well, there is only a single fish dish that you can grill, therefore, you need to prepare a plate of salmon, again, it needs to be a group plate, and deliver it to the person who has you requested to cook the salmon. Reward - §1,000 --==That's Outstanding!==-- Again, this is another task in which you need to prepare yet another group plate, this time, the food needs to be of outstanding quality, place it in the inventory, and deliver the dish. Reward - §, depending on the type of dish delivered --==The Dish Showdown==-- This is where you prepare a dish of food and you can enter it in at the restaurant, be it the Diner or the Bistro, and from there, you will enter a competition, and the amount of money depends on your score. Reward - §, depending on the quality and type of dish served --==The Greatest Food Ever==-- This is where you just need to prepare a group meal of your choosing and deliver it to the target Sim for a nice reward. Reward - §, depends on the value and the quality of the meal --==Very Nice==-- I don't like repeating myself, but again, this time, you need to create a meal, this time, it has to be a group dish of the Very Nice quality, and deliver it to the Sim who requested it. Reward - §, depending on the type of dish delivered Fishing --==A Fish of Life and Death==-- You need to catch one of the hardest fish to catch in the game, the Deathfish, and then deliver it to the Science Facility for a good prize. Reward - §, depending on the quality of the fish §350 --==An Excellent Catch==-- This is where you need to catch a fish that is of the excellent quality, so it isn't as hard as it seems, because after a while, your fishing skill should be good enough to lure these in without bait. Reward - §, depending on the type of fish --==A Plumber and a Fisherman==-- This is a strange one, you need to head over to City Hall and for some reason, your fishing skills will help you unclog the pipes that somehow got clogged. Reward - §500 A Random Fish --==Aquarium Fishing==-- This is where you need to head to the Grocery store and take part in the fishing competition, where the higher your skill, the better you will do. Reward - §1,000 5 Random Fish --==Fishing for Suits==-- You need to head to the Corporate Towers and from there, you will need to give a seminar about the dos and don'ts about fishing. Like making sure you don't hook your own hand. Reward - §1,000 --==Fresh Fish==-- This is where you need to catch 3 fish, it can be any type of fish, of any quality, in fact, it can all be the same. Once you do that, take them to the Supermarket for your prize. Reward - §, depending on the type and quality of the fish you sell --==Funny Looking Fish==-- This is as easy as it sounds, all you need to do is to catch a Tragic Clownfish, and then you need to head to the theatre and sell off that clownfish. Reward - §, depending on the quality of the fish §250 --==Heaps of Fresh Fish==-- This is an interesting one because you need to catch a total of 15 fish, it can all be the same or different, it really doesn't matter, and then head to the supermarket and sell off the fish. Reward - §, depending on the type and quality of the fish you sell --==Lobsters in Demand!==-- You need to catch a lobster and then you need to deliver it to the supermarket since there appears to be a lobster shortage in this end of town. Reward - §, depending on the quality of the lobster §100 --==Lots of Fresh Fish==-- You need to catch a total of 6 fish, the type of fish doesn't really matter, nor does the quality, and then deliver it to the supermarket for the reward that you deserve. Reward - §, depending on the type and quality of the fish you sell --==Monster from the Deep==-- This is a very strange opportunity, you will need to catch a fish called a Behemoth at the Science facility, and then immediately give it to the Science Facility for the reward. Reward - §4,000 --==Piscine Perfection==-- This is quite a hard one to do, you need to go and catch a perfect fish, so you might not be able to do this until you have a relatively high fishing skill or the proper bait to lure them in. Reward - §, depending on the type of fish --==Robot Fish v2.0==-- This is another simple one, you need to catch a robot fish, that you can easily find at the science facility, and there, you need to deliver it to the science facility. Reward - §, depending on the quality of the fish §350 --==Say Hello to My Little Fish==-- This is a really random one, you need to head to the ponds to catch ba black goldfish, and then you need to head to the police station and sell them the goldfish. Seriously? Reward - §, depending on the quality of the fish §650 --==That's a Nice Fish==-- You can guess this one, all you need to do is to catch a nice fish and then deliver that fish to the Supermarket for a prize. Reward - §, depending on the type of fish Gardening --==A Bag of Produce==-- This is basically where you need to deliver a certain amount of very nice quality fruits and vegetables to the restaurant. This can be any as long as it meets the quality requirements. Reward - §, depending on the amount required and type of produce A Random Special Harvestable --==Absolutely Great Produce==-- This is where you need to bring in a certain amount of vegetables or fruits, it doesn't really matter which, to a certain Sim, but they all will need to be of the great quality only. Reward - §, depending on the amount required and type of produce §300 --==A Just-In-Time Harvest==-- This is the same as the Bag of Produce one, you need to harvest a certain amount of very nice quality fruits and vegetables and then deliver them to the supermarket instead. You will have a time limit on this however. Reward - §, depending on the amount required and type of produce §300 --==An Apple a Day==-- This is one where you need to deliver a certain amount of apples to the restaurant. They all need to be of the Very Nice quality or better. Reward - §, depending on the amount required and quality of produce §250 --==A Nice Harvest==-- For this, you need to bring in a certain amount of fruit and vegetables that are of the nice quality, it doesn't matter what they are. Reward - §, depending on the amount required and type of produce --==Don't Cry==-- This is where you need to deliver a certain amount of onions to the local restaurant, and they all need to be of the very nice quality or better. Reward - §, depending on the amount required and quality of produce §350 --==Excellent Veggies==-- This is one where you need to deliver a certain amount of vegetables and fruits that are of the excellent quality to the Sim who wants them, not the restaurant or supermarket. Reward - §, depending on the amount required and type of produce §400 --==Extreme Life Insurance==-- This is where you need to deliver a death flower to a certain Sim but you only have a certain amount of time, since they are about to see the Grim Reaper, so move fast. Reward - §, well, it is just variable §500 --==Fresh Taters==-- This name makes no sense, but this is where you need to grow a certain amount of potatoes, and they all need to be of the very nice or better quality, and deliver them to the restaurant. Reward - §, depending on the amount required and quality of produce §350 --==Fresh Tomato Sauce==-- This is where you need to bring in a certain amount of tomatoes that are of the very good quality or better, and deliver it to one of the restaurants. Reward - §, depending on the amount required and quality of produce §250 --==Fruit Flambe==-- As you can guess, you need to grow some flame fruits, and you need to grow 6 of them, all needing to be of the very nice quality or better, and deliver them to the Corporate Towers. Reward - §, depending on the quality of produce --==Garlic Goodness==-- This is where you need to deliver garlic to the restaurant, and they all need to be of the very good quality or better. Reward - §, depending on the amount required and quality of produce §500 --==Grape-Aid==-- This would require you to bring in a certain amount of grapes, all needing to be at least of the very good quality or better, than deliver them to the restaurant. Reward - §, depending on the amount required and quality of produce §250 --==Ingredients Ripe for the Eating==-- This is another easy one, you need to bring in a certain amount of fruits and vegetables to a certain Sim, and it has to be of the very nice quality only. Reward - §, depending on the amount required and type of produce --==Lettuce Help Out==-- You need to deliver a certain amount of lettuce heads to the local restaurant, and they all need to be of a certain quality, they need to be very nice or higher quality. Reward - §, depending on the amount required and quality of produce §250 --==Limes are Key==-- This is where you need to deliver a certain amount of limes to a restaurant and they all need to be of a certain quality, all of very nice or better quality. Reward - §, depending on the amount required and quality of produce §350 --==Outstanding Tasting Ingredients==-- Again, another simple one where you need to deliver a certain amount of fruits and vegetables to a Sim and they all need to be of the outstanding quality. Reward - §, depending on the amount required and type of produce §400 --==Outstandingly Rare==-- This is where you need to bring 10 Excellent Cheese that you have grown on plants yourself to the restaurant. Reward - Ability to Plant Steaks and Links The Omnificent Plant Opprtunity Unlocked --==Peppers on Parade==-- This is another easy one, you need to grow some peppers that are of the very nice quality or better, and then deliver them to a certain Sim. Reward - §, depending on the amount required and quality of produce §350 --==Perfect Produce==-- This is one of the hardest to do quickly, you need to grow a certain amount of perfect vegetables and fruits, and then deliver them to a certain Sim who requested them. Reward - §, depending on the amount required and quality of produce §1,000 --==Seed Spittin' Made Easy==-- You need to bring in a certain amount of Watermelons to the restaurant, and they all need to be of the very nice quality or better. Reward - §, depending on the amount required and quality of produce §300 --==The Fruit of Life==-- This is an easier one to do than the death flower, you need to get a life fruit and deliver it to a certain Sim before the time runs out, they want to stay an adult for that much longer! Reward - §, depending on the quality of the produce §500 --==The Omnificent Plant==-- This is where you need to bring in 10 Excellent Steaks that you have somehow grown on a plant, and then deliver them to the restaurant for the best of the plants. Reward - Ability to plant Omniplants 2 Omniplant Seeds --==Uncommonly Good==-- This is a hard one, you need to grow 20 harvestables that are of the Excellent quality, no better and no worse, and you need to deliver them to the restaurant. Reward - Ability to Grow Cheese and Egg Outstandly Rare Opportunity Unlocked Guitar --==Guitar in the House==-- You need to be ready to rock and roll seeing that you need to head to a certain Sim's house and perform there on a certain date. And you will get performance fees. Reward - §500 Relationship Boost with Sim --==Guitar Up!==-- This is relatively simple, you need to raise your guitar skill by a single level in order to complete this one. Reward - New Composition --==I Got Your Back ... Up==-- This is where you need to rush over to the Theatre quick and perform with the Symphony that is playing there. You don't have a lot of time to do this however. Reward - §1,000 --==In The End==-- This is where you need to head to the local Corporate Towers and there, you will need to perform for a little party that they are hosting there, and you will get paid. Reward - §500 --==Jammin' on the Streets==-- This is where you need to earn a certain amount in terms of tips, and this will improve your relationship with someone. I don't know how, I mean, you aren't giving them a cut or anything. Reward - §300 Relationship Boost with Sim --==Local Musician Showdown==-- This is where you need to head to the local theatre, and enter a little contest, where the better your guitar skill, the better chance that you will have to win. Reward - §2,500 --==Musical Assembly==-- This is where you need to head to the local school, and you are going to be performing for the little kiddies there, and you get paid as well. Reward - §500 --==Raise the Fun(d)==-- Another one where you are just a performer, you need to head to the restaurant and from there, you will need to perform in order to ge the party started. Reward - §1,000 New Composition --==Some Hogan Rock==-- You need to head off to the local book store because someone is giving a seminar there, but they won't be there forever, so you will need to move things along. Reward - Inspired Moodlet --==Sorting the Section==-- This is where you need to rush over to the Bookstore and there, you need to help them arrange the books at the music section, seeing that it probably isn't in order. Reward - §450 New Composition --==The Social Season of the Season==-- You need to get your guitar skills ready, you need to head to a Sim's house on a certain date, at a certain time, and get your guitar skills ready to rock and roll. Reward - §1,400 Relationship Boost with Sim --==Tons of Tips==-- This is a relatively simple one, you need to earn a certain amount in terms of tips by performing, so I would suggest the central park, and somehow this will improve your relationship with someone. Reward - §1,000 Relationship Boost with Sim Handiness --==Bad Reception==-- You will get a TV, but the problem is, it is broken, so you need to fix the TV for the Sim and then return the TV to the Sim in your magical wormhole inventory for a repair fee. Reward - §500 --==Bring Back the Jams==-- Here you will get a Stereo, but instead of repairing it, you will need to upgrade them to make them jam better, so upgrade them with the right upgrades and return it to the owner. Reward - §600 --==Broken Laptop==-- Look on the bright side, you only need to get the laptop and then return it to the rightful owner, you don't need to reconstruct a hard drive, which would be a bit more painful. Repair it and return it for the money. Reward - §1,200 --==De-Worming==-- You need to head over to the Science Facility and you need to move quickly and quickly put an end to the wormholes that have been appearing. I don't know how you will plug a wormhole that sucks everything up, but it seems to work. Reward - §2,400 --==Fix Before Jail Break==-- Apparently, the Police Station needs your help since the lock mechanisms on the cells are about to break, and you need to get there quickly and fix the lock before all hell breaks loose. Reward - §800 --==Fix the Election ... Machines==-- You need to head over to city hall in order to rig, I mean fix up the election machines, someone was a little too forceful when they were playing with the levers. You have a limited amount of time, so hurry. Reward - §1,400 --==Handiness How-To==-- The kids at school need to know how to play around with wrenches and why you shouldn't throw them, so you need to head to the school in order to give a presentation quicksmart. Reward - §400 --==No Jams, No Fun==-- Well, the stereo is broken, and so is the music, so you will get a stereo that you will need to fix and return to the Sim who owns it so you can claim the nice reward on it. Reward - §600 --==Settle an Argument==-- This is where you need to find a certain Sim and from there, you need to talk with them and convince them at Technology really is great and that it isn't all bad. Reward - §250 Relationship Boost with Sim --==Shower Upgrade==-- Here, you will get a nice shower, and instead of fixing the leaking pipes, you need to upgrade it to perform better, like clean itself, and then you will need to return it to the rightful owner. Reward - §1,250 --==Substitute Instructor==-- For this, you need to rush over to the Military Base, well, the rush is in order to wait to get your clearance, and from there, you are to instruct the recruits everything they need to know about Handiness. Like how to clean their guns. Safety ON! Reward - §800 --==Vegetized Plumbing==-- You need to head to the local restaurant, and you need to fix the pipes, or rather, the plumbing there, before the place gets a little flooded when the pipes burst. Reward - §350 Logic --==A Stimulating Experiment==-- You need to head to the Science Facility quickly because they want you as a lab rat to test something or another on. So head over there to get your brain scanned or take some funny tablets. Reward - §600 --==Becoming More Logical==-- This is simple enough, all you need to do is to improve your logic skill by one level, and that should be more than enough to complete this little opportunity. Reward - §750 --==Fixing the Books==-- You need to head to the Corporate Towers because the bean counters in there have gotten some numbers mixed up, so they call in the specialist to help them fix up the books. Reward - §750 --==Fixing the Celestial Slump==-- You need to move towards the stars and use your telescope in order to find a new celestial object, like a satellite or something, for a littl extra reward. Reward - §500 Boost to Loigc skill --==Logic 101==-- You need to head to the local school, so you can teach the little kids there all they need to know about logic, and how you can beat a Grand Master at chess. Reward - §600 --==Logic Tutoring==-- You need to head over to find a Sim and tutor them with the skills of logic and arguing why logic is logical, and then you need to head back to a certain location for the cash. Reward - §2,000 --==Puzzle Panic==-- The Supermarket is in trouble, they have trouble fixing up the puzzles, so bring out your tetris skills to fix up all the drooped cans on the floor and solve those puzzles, Layton style. Reward - §400 --==Riddle Away==-- You need to head to the Bookstore and from there, you need to compete in a contest, and this is a relatively rewarding opportunity. You need to head there quick though, you have a limited amount of time. Reward - §1,500 Boost to Logic Skill --==Settle an Argument==-- This is similar to what you need to do with the Handiness skill, you need to fins a certain Sim and convince them that logic is the be all and the end all. Reward - Boost to Logic Skill Relationship Boost with Sim --==Taking Down Sinclair==-- You will need to challenge a Sim named Argyle Sinclair who is that the theatre and you will need to take them downtown, downtown all the way to Chinatown. You have limited time though. Reward - §2,500 --==The Great Argyle Sinclair==-- This is easy, you need to watch a great Sim in action, you need to head in the bookstore in the limited time that you have and watch them defeat someone. Reward - §2,000 Boost to Logic Skill --==Tutor Me Please==-- Someone needs your help tutoring them, well, so you need to head over there and teach them some skills in logic. Reward - §250 Relationship Boost with Sim Painting --==A Large Painting==-- This is relatively simply, you need to make a painting, but you can only use the large cavnas for this, and after you have completed the painting, you need to deliver it to a certain Sim for the reward. Reward - §, depending on the value of the painting delivered --==A Medium Painting==-- This is another simple one, it is exactly like the one above, but instead of the large canvas, you need to use the medium canvas and there, painting and complete it, and then deliver it to the Sim. Reward - §, depending on the value of the painting delivered --==A Retreat to Inspiration==-- There is a retreat going on that the local bookstore and you want to head there to gain some inspiration for the next painting of yours. Reward - Pumped Moodlet --==Art Class==-- You are so good at painting that you need to head down to the school and give the little kids there a lesson on how good you are. There is a time limit on this one so you might want to hurry. Reward - Boost to Painting Skill Relationship Boost to Sims going to School --==A Small Painting==-- You could see this one coming, you will need to paint a painting on canvas, and this time, only the small canvas would do, and here, you need to deliver it to the requesting Sim to get the prize. Reward - §, depending on the value of the painting delivered --==Fresco Fest==-- You need to head to the City Hall and there is a painter who requires your expert help. This is one you want to complete because if you complete this, all your future paintings will be worth that much more. Reward - All future paintings are worth more § --==Interior Decor==-- This is where you need to deliver some paintings, which, when combined, is worth over a certain amount of Simoleons, and you need to deliver them to the restaurant. Reward - §, depending on the value of the paintings delivered Relationship Boost with Sims working at the Restaurant --==Local Artists Gallery==-- You need to rush down to the local Corporate Towers and there, you need to view the gallery that they have on display there. Once you complete this, you will get a wonderful prize for any painter. Reward - All future paintings are worth more § --==Painting the City==-- You will need to get started on a whopping 15 paintings, so that is a lot of time and effort there, and you need to deliver the painted products down to city hall. Reward - §, depending on the value of the paintings delivered Relationship Boost with Sims working at City Hall --==The Business of Decor==-- This is one where you need to deliver exactly 10 paintings and you need to deliver them to the Corporate Towers for a little boost. Reward - §, depending on the value of the paintings delivered Relationship Boost with Sims working at the Corporate Towers --==The Study of Art==-- You will need a good painting skill for this one, you will need to paint a painting that has a value of over §1,000 and deliver this painting down to the Science Facility. Reward - §, depending on the value of the painting Writing --==Add a Little Drama==-- You need to get your writing skills out so you need to write a Drama book for a certain Sim, so basically, a Sim is wanting you to write a drama book for them, so do so. Reward - §500 Relationship Boost with Sim --==A Few Pages of Satire==-- You are requested by another Sim to drag out your funny bones and write a novel dealing with satire. Of course, that isn't hard to do, but you will make do. Reward - §500 Relationship Boost with Sim --==A History of One==-- You need to write a biography about a Sim in the town, for some reason, saying how dull their life has been, and then give them a copy of the book you have written for them. Reward - §, depending on the quality of the novel Relationship Boost with Sim --==A History of the Times==-- You are asked by a Sim to write a new history book for them, and this one needs to be about history, so you can talk about the evolution of the Llama or the destruction of Earth. Oh wait. Reward - §500 Relationship Boost with Sim --==A Masterpiece==-- Well, this one will explain itself, all you need to do is to write a Masterpiece, which is a lot harder than you think because the odds of writing a masterpiece is completely random. Of course, this is requested by another Sim. Reward - §1,200 Relationship Boost with Sim --==Book Donation==-- When you have written three books, you need to get three copies, be it bought from the store or the one given by your publisher, and then deliver it to city hall as charity. Reward - Charitable Moodlet --==Correcting Past Mistakes==-- You need to write a book that will earn you over a certain amount in terms of royalties, so you might want to consider the longer novels since they will have a higher chance of getting higher royalties. Note that this is also requested by a Sim as well. Reward - All your future books will increase in quality Relationship Boost the Sim --==Hopefully You Like Orks==-- This is where you are requested by a certain Sim to write a fantasy novel for them, and for your own bank balance as well. Reward - §500 Relationship Boost with Sim --==It's a Living==-- This is another one that you can understand, you need to have written enough books in order to earn a total royalties check more than a certain amount. So this will require a lot of writing. Reward - Future Royalties Permanently Increased by 10% --==The Glory of Vaudeville==-- This is where you are requested to write a book about Vaudeville, and then you will be able to boost that little relationship of yours. Reward - §500 Relationship Boost with Sim --==The Great Novelist==-- This is the same as the other royalties ones, you need to write enough books so that your royalties per week will be higher than a certain amount, in order to complete this opportunity. Reward - Future Royalties Permanently Increased by 10% --==The Prolific Writer==-- You need to write as many books as you can because this opportunity requires you to earn a certain amount of Simoleons when the royalties come in. So write a lot of quick books or get lucky with a few big masterpieces. Reward - Future Royalties Permanently Increased by 10% --==To Boldly Go==-- You will need to write a nice Science Fiction novel, mainly to boldly go where man hasn't gone before, except in film, literature, and any other form of non-realistic life. And this is requested by another Sim as well. Reward - §500 Relationship Boost with Sim --==Your Autobiography==-- This is where a Sim, for some reason or another, you will need to write an autobiography so they can read the interesting, or boring aspects of your life. Reward - §500 Relationship Boost with Sim *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [15.04] Career Opportunities And finally, these are the career opportunities, that will appear when your Sims are at work. They may be required to put in a little overtime, or to read a book about the latest thingy. You are not required to do these, they are like other opportunities, they will not hurt you if you don't do it, but more often than not, the rewards will far outweigh the costs that you will need to put in. Note that not all of these appear at all levels, most have certain levels in which they will appear, but most of the time, what you need to do is quite easy to understand. Business --==A Farewell to Paper==-- You will get a book called the Going Paperless in your inventory, and your task is to complete the book and when you head to work after you have finished it, you will get your prize. Reward - Increase in Job Performance Relationship Boost with Boss --==A Fun Gathering of Sorts==-- This is where you need to throw a party, and what you need to do is to invite a certain Sim to this party, regardless of how well you know them to get in good with your boss. Reward - Relationship Boost with your Co-Workers --==Bathroom Gallery==-- This is where you need to bring out your painting skill where you need to paint a painting, and then bring it to work the next day or the next time you go to work. Reward - Relationship Boost with your Co-Workers --==Boardroom Beautification==-- You will need to bring out your painting skill here and you will need to paint a painting that is worth more than a certain amount, and then bring it to work when you have finished. Reward - Salary Raise --==Branding Bonanza Brainstorm==-- You will need to head off to the Stadium to hold your meeting there. I seriously don't see how you can hold a meeting at a stadium, because if it is empty, it will be boring, if it is full, then you aren't working. Reward - Relationship Boost with your Co-Workers --==Graab It Up==-- This is one where you get a book in your inventory, the Landgraab Financial one day, and yo will need to finish the book, and next time you head back to work, you get your prize. Reward - §500 --==Handling the Restructure==-- You will get a book called the ABCs of Downsizing in your inventory, and your task is to complete the book and when you head to work after you have finished it, you will get your prize. Reward - Increase in Job Performance Relationship Boost with Boss --==Hospitality: A Conscious Choice==-- You need to hold a meeting a the Hospital, and this doesn't make any sense, where in a hectic hospital could you possible hold a meeting. In the delivery room, surgery room? Scanning room? Where? Reward - §1,000 Increase in Job Performance --==Hospital Delivery==-- Head off to the local hospital, and your job is to deliver a very important dossier in your inventory to them. Somehow, you will end up getting a raise for this. Reward - Salary Raise --==Inflate Away==-- You will get a book called the Bloviation on Hyperinflation in your inventory, and your task is to complete the book and when you head to work after you have finished it, you will get your prize. Reward - Increase in Job Performance Relationship Boost with Boss --==It's All About Who You Know==-- This is a simple one, you need to head off to find a Sim, and you need to boost your relationship when them to above a certain level, and that will complete this opportunity. Reward - Salary Raise --==Making Coffee the Executive Way==-- You will get a book called the Caffeine Culture in your inventory, and your task is to complete the book and when you head to work after you have finished it, you will get your prize. Reward - Increase in Job Performance Relationship Boost with Boss --==Making Nice with the Newsies==-- This is where you need to find a Sim and you need to raise your relationship above a certain level that it requires you to reach. And that is all you need to do. Reward - Increase in Job Performance --==Marketing Material==-- It is sort of like the Bathroom Gallery opportunity, where you need to make a painting and bring it in when you have finished it, so you will get a little boost. Reward - Increase in Job Performance §500 --==Merging Toward Overtime==-- This is where you need to head off to work, and you are not to leave until it is closing time, so basically, finish off your school day. This will make you more appealing to co-workers. Reward - RElationship Boost with your Co-Workers --==Military Intelligence==-- Everyone says that's an oxymoron, but it isn't, well, sometimes. Anyway, you need to head off to the Military Base to tell the General that he already has enough tanks, the Marshal that he already has enough fighter jets and bombers, and the Admiral he already has plenty of ships. Reward - §2,000 Salary Raise --==No Shelter Here==-- You will get a book called the Yay, Tax Shelters! in your inventory, and your task is to complete the book and when you head to work after you have finished it, you will get your prize. Reward - Increase in Job Performance Relationship Boost with Boss --==No Whistles Here==-- You will get a book called the Woes of Whistle Blowing in your inventory, and your task is to complete the book and when you head to work after you have finished it, you will get your prize. Reward - Increase in Job Performance Relationship Boost with Boss --==Outflanking the Military==-- With your stinging words, you will outflank the military, however hard that may be, since they do have lethal weapons. Anyway, you need to find a Sim and raise your relationship with them above a certain level to get the prize. Reward - Increase in Job Performance --==Political Influence==-- Well, it seems that your bosses have gotten their hands on some secret documents that implicate the politicans in some tax sheltering, so you are to deliver the evidence to blackmail, I mean, extort, them. Reward - Salary Raise --==Schmoozing the Political Machine==-- You need to find a certain person in the Politics Career, and you need to convince them that you really do want to be their friend, not just influence how they vote. Find them and boost the relationship above a certain level to complete this. Reward - Salary Raise --==Scientific Documents==-- It seems that the bean counters have found the paper they were printing on were top secret formulas that will extend the life of people, so you are to deliver the paper promptly to the Science Facility. Reward - Salary Raise --==Sealing the Deal==-- This isn't all that hard, you will just need to head over to the Corporate Towers and there, you will need to sign an acquisition deal, where you've just taken over another company. Reward - §2,000 Salary Raise --==Seeking More Favourable Taxes==-- You need to head down to City Hall and try to convince the fat cats down there that the taxes are a bit too harsh, so you need to head down quickly to lobby them out of those taxes. Reward - Salary Raise --==Special Is, Special Does==-- You will get a book called the You Are Special in your inventory, and your task is to complete the book and when you head to work after you have finished it, you will get your prize. Reward - Increase in Job Performance Relationship Boost with Boss --==Squabbling Scientist Settlement==-- You need to hold a meeting at the local Science Facility instead, and I don't get this, I mean, how the hell are you going to hold a meeting amount all the bubbling beakers of acid that someone is planning to pour on you. Reward - §500 Increase in Job Performance --==The Face of the Company==-- This is a harder one, you will need to make a painting, but it needs to be worth more than a certain amount, and this is going to be hard if you have a low painting skill. Reward - §2,000 Increase in Job Performance --==The Goth Way?==-- This is relatively simple, you will get the book The Goth Account in your inventory and you will need to completely finish the book and when you do, head off to work the next day to get your reward. Reward - §500 --==The Statues of Statutes==-- This isn't more of a meeting, it is more of a little bribing session than anything else. This requires you to hold a meeting at the City Hall, so why don't you do that. Don't forget your briefcase. Reward - §1,200 Increase in Job Performance --==The Wright Opinion==-- This always reminds me of Phoenix Wright and all the jokes I could make on that, but I won't, for the love of all things holy. Anyway, you will need to read the Wright Papers before you can get your prize. Reward - §500 --==Top, Top Secret==-- Somehow, your business has gotten their hands on the blueprints for the latest stealth fighter, rather than figures outlining how the military budget is to be spent. Make sure you return those blueprints! Reward - Salary Raise --==You're Liable For This==-- You will get a book called the Limiting Liability in your inventory, and your task is to complete the book and when you head to work after you have finished it, you will get your prize. Reward - Increase in Job Performance Relationship Boost with Boss Criminal --==A Package for You==-- This is interesting, you need to keep a package in your inventory and then you will need to deliver it to a certain location. No one is sure what is in it, it would even be nothing as well. Reward - §250 --==Bouncer Duty==-- It seems that all the criminals are having a dance, after all, they all need to celebrate as well, and you need to head to a certain location in order to protect them, as a bouncer. Reward - §1,500 Relationship Boost with your Co-Workers --==Case the Joint==-- You need to head to the location that they set you, and once there, you need to case the joint, which pretty much means that you need to observe it until you know the ins and outs of the place, so you can come back later, without the observation and a tad more action. Reward - §1,000 Increase in Job Performance --==Counting the Loot==-- This is where you need to stay a little late after work, and whilst you don't get paid, the reward will pay for itself, after all, you need to make sure that all the loot is there. Reward - Relationship Boost with your Co-Workers --==Criminals, Partners, Friends==-- You will need to look out for a certain Sim and you will need to develop a relationship with them and then raise this relationship above a certain level in order to complete this little task. Reward - Increase in Job Performance Relationship Boost with Boss --==Evolution?==-- You will get a book called the From Goon to Made Man: Thuggery Evolved in your inventory, and your task is to complete the book and when you head to work after you have finished it, you will get your prize. Reward - Increase in Job Performance Relationship Boost with Boss --==Extra Muscle==-- This is where you will need to head to a certain location, and once here, you will basically be the lookout for a little stealing, or borrowing, without permission. Reward - §350 --==Friends for Life==-- This is where you need to get to know a Sim, and you need to develop a relationship with them above a certain level, and this is probably to set up a mark or something. Reward - Increase in Job Perofmance Relationship Boost with Boss --==Grabbing the Llama==-- This is where you need to head off to City Hall and steal the Llama from the politicans there, since it is apparently the mascot of the city, so you can hold it to ransom. Reward - §4,000 --==Irreplaceable==-- You will get a book called the Making Yourself Indispensible in your inventory, and your task is to complete the book and when you head to work after you have finished it, you will get your prize. Reward - Increase in Job Performance Relationship Boost with Boss --==Labeling Things==-- You will get a book called the Losing the Hunkster Label in your inventory, and your task is to complete the book and when you head to work after you have finished it, you will get your prize. Reward - Increase in Job Performance Relationship Boost with Boss --==Nimble Like a Cat==-- You will get a book called the Mythical Hot Tin Roof in your inventory, and your task is to complete the book and when you head to work after you have finished it, you will get your prize. Reward - Increase in Job Performance Relationship Boost with Boss --==Oh, It's Advanced Alright==-- You will get a book called the Advanced Combinatorials in your inventory, and your task is to complete the book and when you head to work after you have finished it, you will get your prize. Reward - Increase in Job Performance Relationship Boost with Boss --==Payment Options==-- You will get a book called the Make 'Em Place in your inventory, and your task is to complete the book and when you head to work after you have finished it, you will get your prize. Reward - Increase in Job Performance Relationship Boost with Boss --==Presenting a Portfolio to Clients==-- You will get a book called the Snake Oil and Other Sound Investments in your inventory, and your task is to complete the book and when you head to work after you have finished it, you will get your prize. Reward - Increase in Job Performance Relationship Boost with Boss --==Shouting Contest==-- This is where you need to find a certain Sim and then build up a little relationship with them above a certain level that the game tells you to and that should be it. Reward - §1,500 Increase in Job Performance --==Simoleons Under the Table==-- You need to head off to the City Hall and once there, you need to give the local politicans, ah, well at least they are upfront about it, you need to drop off the moneybag under the table, and walk away. Reward - Increase in Job Performance Relationship Boost with Boss --==The Coup==-- You will get a book called the Hostile Takeover: When to Make the Move in your inventory, and your task is to complete the book and when you head to work after you have finished it, you will get your prize. Reward - Increase in Job Performance Relationship Boost with Boss --==The Most Evilest Plan==-- This is where you will head to the military base and use your evil plan to somehow take over the world, which is quite hard, since the rest of the world has a hell of alot of firepower, and you don't even have a tank to play with. Reward - §4,000 --==Thief Like There's No Tomorrow==-- This is where you will need to head to a certain location, and once there, you will take part in a competition in which you will steal stuff, and who the best at stealing stuff is. Reward - §2,000 Relationship Boost with your Co-Workers --==Tools of the Trade==-- You will need to head to a certain location to pick up some tools, well, it is a dead drop, you will need to pick them up and bring them with you to work the next time you go to work. Reward - Relationship Boost with Boss Salary Raise --==Wallets Up for Grabs==-- You will get a book called the Adapting to the Wallet Environment in your inventory, and your task is to complete the book and when you head to work after you have finished it, you will get your prize. Reward - Increase in Job Performance Relationship Boost with Boss --==Welcome to the Family==-- You will get a book called the Dos and Don'ts of the Don in your inventory, and your task is to complete the book and when you head to work after you have finished it, you will get your prize. Reward - Increase in Job Performance Relationship Boost with Boss Culinary --==A Catering Fracas==-- You will need to head over to the Corporate Towers and once you are there, you will need to cater for the event that is going on down there and that will give you a prize as a result. Reward - §500 Relationship Boost with Boss --==A Divine Meal==-- You will need to get your ingredients ready, because you will need to prepare a plate of Ambrosia and you will need to bring it to work before the timer runs down to ZERO. Reward - Salary Raise --==All-New Bi-Pedal Dishwashing Machine==-- You have all these dishes in your inventory now, and it is your job to clean them all, so best of luck if you need to do it by hand, but a dishwasher would make short work of it. Reward - Increase in Job Performance --==A Lot of Bad Apples==-- This is a strange one, you will need to plant the bad apple that you are given, and then, you will need to bring in 10 apples that are of the bad quality, or worse back to the restaurant. Reward - Increase in Job Performance --==A Mouthful of Rock==-- You will need to bring out your guitaring skills because you will need to performance at the restaurant before the time runs out in order to get the reward. Reward - §600 --==Appetizing Music==-- You will need to bring out your guitaring skills because you will need to performance at the restaurant before the time runs out in order to get the reward. Reward - §600 --==A Sweet Jam==-- You will need to bring out your guitaring skills because you will need to performance at the restaurant before the time runs out in order to get the reward. Reward - §600 --==Best of the Best==-- You will need to head back home and you will then need to prepare a recipe of high quality to get a reward that is suitable. Basically, make the best quality dish that you can. Reward - Boost in Cooking Skill --==Blown Away==-- I hope this isn't involving a food processor, that's just too bad of a pun. Anyway, you will need to prepare some sushi, and you will need to use this as bait to catch a Blowfish, which you will need to bring back to work with. Reward - Salary Raise --==Bring the Buffet==-- This is quite simple, you will need to go back home and prepare 2 plates of food, both of them need to be group dishes, place them in your inventory and then bring them to work the next time you go there to get the prize. Reward - Increase in Job Performance Boost in Cooking Skill --==Burners Down!==-- You will need to get your grill fired up since you need to prepare 2 group plates of food and place them in your inventory to bring it to work. The grill because it is always playing with group meals. Reward - Increase in Job Performance Boost in Cooking Skill --==Catfish for the Chef==-- You will need to catch an Alley Catfish, and you will also be told to use some cheese as the bait to catch this fish, so once you have caught it, return to work and claim the prize. Reward - §500 Increase in Job Performance --==Caterer of Festivities==-- You need to prepare three group meals and the place them in your inventory, and from there you will need to head down to City Hall and cater the party that is going on down there and you have a time limit as well. Reward - Boost in Cooking Skill --==Catering Time!==-- You will need to get to a party that is going on somewhere and you will need to do this quickly, because the problem is that the guests are getting rowdy and they demand food. Reward - §500 Relationship Boost with Boss --==Cooking with the Best==-- You will need to prepare an excellent group meal with all the incredients provided, all of them of the excellent quality. You will have a limited amount of time, so you will need to move fast. Reward - A random Perfect harvestable A random Very Nice harvestable --==Corporate Dining==-- You will need to head to the restaurant and you will need to eat with some other people as well, so you can get the know what the likes and dislikes are and you can capitalise on it. Reward - Increase in Job Performance --==Harvesting the Best==-- You will get a Great harvestable product and you are told to plant it and you will need to harvest an Excellent harvestable product from that and then you will need to bring it to work for a prize, as long as you do this under the time limit. Reward - Salary Raise --==Insider Dining==-- You will need to head to the restaurant and you will need to eat with some other people as well, so you can get the know what the likes and dislikes are and you can capitalise on it. Reward - Increase in Job Performance --==Learn a Recipe==-- This is where you will need to learn a recipe, so I hope you have a bit of money to purchase the book that you need to learn the recipe or you will need to level up. Reward - Boost in Cooking Skill §800 --==On-The-Clock Dinner Date==-- You will need to head to the restaurant and you will need to eat with some other people as well, so you can get the know what the likes and dislikes are and you can capitalise on it. Reward - Increase in Job Performance --==Overtime Hours==-- You will need to stay a little late after work, and you need to do this so your co-workers will feel that they are valued, so stay a little late and help clean up the dishes. Reward - Relationship Boost with your Co-Workers --==Rock and Sushi Roll==-- You will need to rush off to the local fishing pond and once there, you will need to catch 2 fish, and then bring them back pronto to the restaurant to get your reward. Reward - Increase in Job Performance §500 --==Serving the Masses==-- You will need to head back home and you will need to prepare 2 group meals, so, 2 complete servings of dishes, and once done, you will need to put them in your inventory and bring them to work. Reward - Increase in Job Performance Boost in Cooking Skill --==Some Reading Material==-- You will need to head back home and read the book that is now in your inventory, Secrets of the Master Chef and you will have a set amount of time to complete your reading. Reward - Increase in Job Performance --==Spying on the Cuisine==-- Since you are working at one restaurant, you will need to head to the other restaurant to dine there to see what exactly they are doing and what you need to do to beat them. Reward - Increase in Job Performance --==The Evolution of Sushi==-- This is where you will need to catch 5 different types of fish, and then bring them to work, so this isn't all that hard. Just make sure you clean those pockets, I'm sure keeping fish in your pockets mustn't be a nice feeling. Reward - Increase in Job Performance Boost in Cooking Skill --==The Feast of Ages==-- You will need to head off to the City Hall because there are is little convention going on, you will need to prepare a feast there. Apparently, the out of towners need a little loving. Reward - §3,000 --==Working Alongside Friends==-- You will need to move quickly so you can find a certain Sim that you know and you will need to develop a relationship with them, which means you will have a lot of talking to do. Reward - Increase in Job Performance Journalism --==A Co-Worker in Need==-- Your Co-Worker is in some trouble, their major story has turned up to be less of a story than they thought, and you will need to write a hit article so it could take the limelight off them, so their failure will be less of a well, failure. Reward - Relationship Boost with Co-Worker §500 --==An Officer and a Scumbag==-- You will have a source to interview, located at the Military Base, and it is your job to get to them quickly before another rival reporter gets the scent of a story and steals your scoop before you are able to capitalise on it. Reward - Increase in Job Performance --==A Party for the Promoted==-- You will need to throw a party, and you are specificaly told to include and invite a single who can determine the rest of your career, so you better do as they say. Reward - Relationship Boost with your Co-Workers --==A Tad Vague==-- This is a reading task, you need to read 101 Ways to be Vague and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==Bad News Bookstore==-- Well, there is a lead for a story down at the Bookstore so you need to rush down there quickly before the lead goes to another news agency or the lead goes cold. Reward - Increase in Job Performance Salary Raise --==Broken News==-- This is a reading task, you need to read How to Fix It When News Breaks and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==Business as Usual?==-- Well, there is a lead for a story down at the Corporate Towers so you need to rush down there quickly before the lead goes to another news agency or the lead goes cold. Reward - Increase in Job Performance Salary Raise --==Channel Surfing==-- This is a relatively fun one to do, you will need to plop your rear end on a comfortable sofa and you will need to watch the television for a certain amount of hours before you get your prize. Money for TV watching... Reward - §350 --==Check This==-- The book Faster Checking Through the Power of Word Processing will now be in your inventory, and your task is to complete this book, and then return to work after you have finished it for the prize. Reward - Increase in Job Performance Relationship Boost with Boss --==City Councilman Councils to the Contrary==-- You will have a source to interview, located at the City Hall, and it is your job to get to them quickly before another rival reporter gets the scent of a story and steals your scoop before you are able to capitalise on it. Reward - Increase in Job Performance --==City Hall Caper==-- Well, there is a lead for a story down at the City Hall so you need to rush down there quickly before the lead goes to another news agency or the lead goes cold. Reward - Increase in Job Performance Salary Raise --==Digitizing Your Notes==-- This is a reading task, you need to read From Notepad to Laptop and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==ER Explosion Sends Bedpans, Doctors Flying==-- You need to head down to the Hospital and what you need to do is to get the exclusive story that is going on down there, and you need to do is quick before the other reporters move in and try to take the scoop. Reward - Salary Raise Increase in Job Performance --==Extra-Curricular Activity==-- You will need to bring out your writing skills and you will need to write an article, and then you will need to bring it in to work, and you will get a boost. Reward - Increase in Job Performance §250 --==Extra Edit, Extra Hours==-- You need to hlep out your fellow co-workers, evidently, they are not as skilled as you, so you will need to stay in late, after your offical hours have finished to help them out. Reward - Relationship Boost with your Co-Workers --==Friendship for a Story==-- This is where you will need to bring out your Charisma skills and you will need to find a certain Sim and become friends with them. After you have the relationship reach a certain level, you will complete this opportunity. Reward - Increase in Job Performance Salary Raise --==Getting to Know You==-- You will need to find a certain Sim, and from there, you will need to boost your relationship with them to above a certain level in order to get this opportunity done and out of the way. Reward - Increase in Job Performance Salary Raise --==Hit Needed==-- You will need to write a hit article, which is going to be hard to do on any given day of the week, and bring it in to work, and this will give you a very nice reward. Reward - Increase in Job Performance §1,000 --==Hospital Hijinks==-- Well, there is a lead for a story down at the Memorial Hospital so you need to rush down there quickly before the lead goes to another news agency or the lead goes cold. Reward - Increase in Job Performance Salary Raise --==Military Mishap==-- Well, there is a lead for a story down at the Military Base so you need to rush down there quickly before the lead goes to another news agency or the lead goes cold. Reward - Increase in Job Performance Salary Raise --==It Was All Yellow==-- This is a reading task, you need to read The Finer Points of Yellow Journalism and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==Late Night Crunch==-- You need to hlep out your fellow co-workers, evidently, they are not as skilled as you, so you will need to stay in late, after your offical hours have finished to help them out. Reward - Relationship Boost with your Co-Workers --==Proof of Concept==-- The big wigs don't believe that you have what it takes for the big leagues, so you will need to write an article quickly and then bring it to work the next time you go there for a reward. Reward - Increase in Job Performance Relationship Boost with Boss --==Quite the Charmer==-- All you need to do in this one is that you need to improve your Charisma skill by a single level, one lone level, and that is all is required to complete this opportunity. Reward - Increase in Job Performance Relationship Boost with Boss --==Reading for Proof==-- You will get an article that you will need to read, so you need to quickly read this, as you are going to proof read it, make sure it is ok, and then return to work when you are complete. Reward - Increase in Job Performance Relationship Boost with Boss --==Reform Bill Amended by Fisticuffs==-- You need to head down to the City Hall and what you need to do is to get the exclusive story that is going on down there, and you need to do is quick before the other reporters move in and try to take the scoop. Reward - Salary Raise Increase in Job Performance --==Restaurant in Review==-- Well, there is a lead for a story down at the Restaurant / Diner so you need to rush down there quickly before the lead goes to another news agency or the lead goes cold. Reward - Increase in Job Performance Salary Raise --==Restaurant Regulation==-- You will have a source to interview, located at the Restaurant, and it is your job to get to them quickly before another rival reporter gets the scent of a story and steals your scoop before you are able to capitalise on it. Reward - Increase in Job Performance --==Restaurant Relevation==-- Well, there is a lead for a story down at the Restaurant / Diner so you need to rush down there quickly before the lead goes to another news agency or the lead goes cold. Reward - Increase in Job Performance Salary Raise --==Right and Wrong==-- This is a reading task, you need to read Right and Wrong and Its Uses and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==Robot Fish Revolt==-- You need to head down to the Science Facility and what you need to do is to get the exclusive story that is going on down there, and you need to do is quick before the other reporters move in and try to take the scoop. Reward - Salary Raise Increase in Job Performance --==Rushing to Deadline==-- You need to hlep out your fellow co-workers, evidently, they are not as skilled as you, so you will need to stay in late, after your offical hours have finished to help them out. Reward - Relationship Boost with your Co-Workers --==Science Lab Slander==-- Well, there is a lead for a story down at the Science Facility so you need to rush down there quickly before the lead goes to another news agency or the lead goes cold. Reward - Increase in Job Performance Salary Raise --==Sit, Listen, and Learn==-- You will need to go off and attend a seminar that is held at a location that is randomly determined, and you will have to get there before the time runs out. Reward - Increase in Job Performance Relationship Boost with your Co-Workers --==Sports Story==-- You will have a source to interview, located at the Sports Stadium, and it is your job to get to them quickly before another rival reporter gets the scent of a story and steals your scoop before you are able to capitalise on it. Reward - Increase in Job Performance --==Stadium Spectaular==-- Well, there is a lead for a story down at the Sports Stadium so you need to rush down there quickly before the lead goes to another news agency or the lead goes cold. Reward - Increase in Job Performance Salary Raise --==Supermarket Status==-- Well, there is a lead for a story down at the Supermarket so you need to rush down there quickly before the lead goes to another news agency or the lead goes cold. Reward - Increase in Job Performance Salary Raise --==Supermarket Super Stocker==-- You will have a source to interview, located at the Supermarket, and it is your job to get to them quickly before another rival reporter gets the scent of a story and steals your scoop before you are able to capitalise on it. Reward - Increase in Job Performance --==Tenacious Thespian Tackles Teller==-- You will have a source to interview, located at the Theatre, and it is your job to get to them quickly before another rival reporter gets the scent of a story and steals your scoop before you are able to capitalise on it. Reward - Increase in Job Performance --==Theatre Terror==-- Well, there is a lead for a story down at the Theatre so you need to rush down there quickly before the lead goes to another news agency or the lead goes cold. Reward - Increase in Job Performance Salary Raise --==The Business of Giving==-- You will have a source to interview, located at the Corporate Towers, and it is your job to get to them quickly before another rival reporter gets the scent of a story and steals your scoop before you are able to capitalise on it. Reward - Increase in Job Performance --==The Deadly Dinner==-- You will have a source to interview, located at the Local Diner, and it is your job to get to them quickly before another rival reporter gets the scent of a story and steals your scoop before you are able to capitalise on it. Reward - Increase in Job Performance --==The Ordinary Orderly==-- You will have a source to interview, located at the Memorial Hospital, and it is your job to get to them quickly before another rival reporter gets the scent of a story and steals your scoop before you are able to capitalise on it. Reward - Increase in Job Performance --==The Perfect Article==-- This is where you need to write the best article that you can, a Best Seller article, and you need to bring it to work before the time runs out so you don't have a lot of time. Reward - Increase in Job Performance §1,000 --==The Right Way to Borrow==-- This is a reading task, you need to read Avoiding Plagarism and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==The Scientist==-- You will have a source to interview, located at the Science Facility, and it is your job to get to them quickly before another rival reporter gets the scent of a story and steals your scoop before you are able to capitalise on it. Reward - Increase in Job Performance --==To Catch a Clerk==-- You will have a source to interview, located at the Bookstore, and it is your job to get to them quickly before another rival reporter gets the scent of a story and steals your scoop before you are able to capitalise on it. Reward - Increase in Job Performance --==Today's (And Tomorrow's) Current Events==-- This is quite an easy one, you will need to read the newspaper that is delivered to you, for free, might I add, and you will need to read it 5 days straight. So before to work, read the newspaper, and after you have done so for five days continiously, you get your prize. Reward - Increase in Job Performance Relationship Boost with Boss --==Weathering the Storm==-- This is a reading task, you need to read Fronts and Barometrics: Excellence Through Jargon and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==Why Did the Journalist Cross the Road?==-- For this one, you will need to read a book, called Street or Sidewalk: A Cautionary Tale and after you have completed this book, you will need to return back to work to get your prize. Reward - Increase in Job Performance Relationship Boost with Boss --==Writing: A Journalist's Friend==-- As you can expect, your career will involve a lot of writing, and you will need to improve your writing skill by a single level in order to complete this opportunity. Reward - Increase in Job Performance Relationship Boost with Boss --==Writing for the Enemy==-- You will need to write a hit article, however, this is one where you are not meant to bring it in to work, you will need to bring this to the Bookstore for the prize. Hence, writing for the enemy. Reward - §, this is a variable amount §250, base prize Law Enforcement --==A Fresh Set of Forensic Eyes==-- You need to head to a certain location quickly and once there, you need to solve a crime there that no one else can seem to solve, perhaps the clues are too obsecure for them? Perhaps they can't find clues, but you can. Reward - Salary Raise --==A Tad Better Shape===-- This is a relatively simple one, you need to get in shape, and as such, you will need to increase your athletic skillby a single level, which can be little or a lot, and you will have completed this. Reward - Increase in Job Performance Relationship Boost with Boss --==Black Market Gnomes==-- You have a time limit on this one, so you will need to move quickly. You need to head off to the Corporate Towers, because there seems to be a little dirty dealing under the tables, so act fast, gather your intel, and rush back to work with the findings. Reward - Increase in Job Performance Relationship Boost with Boss --==Developing Informants==-- You need to find a Sim and develop a relationship with them, and this is needed because when the time comes, you will need these valuable assets to do things that you can't. Like, ah, not drool over donuts? You need to build that relationship over a certain level to complete this. Reward - Salary Raise --==Don't Squint==-- This is a reading task, you need to read Avoiding Squint Jargon for Better Communication and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well, but note that this one will have a time limit attached on it, so you better read quickly. Reward - Increase in Job Performance Relationship Boost with Boss --==Extensive Case Work==-- You will need to head off to City Hall and you will need to solve a case there that no one else seems to be able to solve, and since you are the ultimate crime fighter, you will do what others cannot. Reward - §5,000 --==For the Children!==-- You will need to lecture to the next generation of criminals that if they commit crimes, they will be caught, so head down to the School to tell them the scary people that are in prison. Reward - Salary Raise --==Guess What?==-- This is a reading task, you need to read Keep 'Em Guessing and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==Not Seeing Is, uh, Believing?==-- This is a reading task, you need to read How Not to Be Seen and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==Police Conference==-- Well, you are good at your job, so you will need to attend a conference to help pass on these skills to the next generation of police officers and to learn some tips from seasoned experts from abroad. So head down to City Hall before the time runs out to complete this opportunity. Reward - Increase in Job Performance --==Spray the Scene==-- This is a reading task, you need to read Effective Luminol Spraying Techniques and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==Spruce Up the Place==-- You will need to bring out the artist in you, as you will need to paint a little painting and bring it to work, to decorate up the place, after all, it looks rather drab with mugshots everywhere. Reward - Increase in Job Performance §, depending on the value of the painting --==Stop Doomsday!==-- You need to move really quickly, there is a doomsday device someone in the town, and you need to mobilise your doomsday defusion skills to defuse it before it goes off. Reward - §5,000 --==The Donuts of a Leader==-- This is a reading task, you need to read Free Donuts and Other Great Leadership Tips and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==The Right Desk==-- This is a reading task, you need to read More Out Than In: Maintaining a Proper Desk Environment and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==The Wrong Pairs of Shoes==-- This is a reading task, you need to read How to Avoid Concrete Shoes and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==To Fashionably Protect and Serve==-- This is a reading task, you need to read Protect, Serve, and Look Good Doing It and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==Undercover on the House==-- You need to head to a certain location, which is always randomly determined by the game, and you will need to go Undercover there to gather some intel on what you are dealing with. And you need to move fast, the targets are going to be bugging out soon. Reward - Increase in Job Performance Relationship Boost with Boss --==Whistle While You Police==-- This is a reading task, you need to read Advanced Whistle Techniques and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==Working the Late Shift==-- You will need to work until the very end today, so you need to work till the end of your shift in order to make sure that all the paper work is done, and keep your co-workers some company. Reward - Relationship Boost with Boss --==Your Friendly Neighbourhood Police Officer==-- No, you don't get to don a Spiderman uniform, you just need to head to into the local neighbourhood and visit three of your neighbours to complete this little task. Reward - Increase in Job Performance Relationship Boost with Boss Medical --==A Donation to Children's Literature==-- This is where you will need to dig deep, or shallow, and you will need to bring in a children's book to work so that the little kids in the children's ward can get some sort of entertainment. Reward - Relationship Boost with Co-Workers Increase in Writing Skill --==An Apple a Day==-- You need to bring out the green thumb in you so you will need to grow a certain amount of Nice apples, which is quite easy to do, and bring them to work with you. Reward - Relationship Boost with your Co-Workers Increase in Gardening Skill --==Battlefield Medicine==-- You are the best at what you do, so you need to tell the military the newest and best techniques to patch up the wounded on the battlefield so head down to the Military Base to advise them, DOUBLE TIME! Reward - §2,000 --==Blood is Not Blue==-- This is a reading task, you need to read Blood Is Not Blue and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==Brain Trust==-- You will need to head down the Hospital to give a little of yourself to some of the patients, and this time, you need to donate some brain tissue to the desperate patients awaiting for a transplant. You don't have much time so you will need to move quickly. Reward - Salary Raise --==Caring for the Careless==-- You will need to work a little late today, you will need to stay until it is closing time and help with all the patients that are coming in. After all, it is your free time or someone's life. Reward - Increase in Job Performance --==Co-Worker Problems==-- Well, you need to find one of your co-workers and become good friends with them, to stop them from doing something stupid I would assume, so increase the relationship above a certain level to complete this. Reward - Increase in Job Performance --==Friends in Good Places==-- You will need to find a certain Sim and become good friends with them, so you will be able to influence their decisions, after all, they can influence your way to the top. So build that relationship to above the level indicated so you will get your raise. Reward - Salary Raise --==Friends in High Places==-- You will need to find a certain Sim and become good friends with them, so you will be able to influence their decisions, after all, they can influence your way to the top. So build that relationship to above the level indicated so you will get your raise. Reward - Salary Raise --==From Two to One==-- You will need to head down the Hospital to give a little of yourself to some of the patients, and this time, you need to donate one of your kidneys to the desperate patients awaiting for a transplant. There is a time limit attached so you will need to act and think fast. Reward - Salary Raise --==It's a Genetic Thing==-- This is a reading task, you need to read The ATGCs of Genetics and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==It Takes Heart==-- You will need to head down the Hospital to give a little of yourself to some of the patients, and this time, you need to donate your HEART!?! to the desperate patients awaiting for a transplant. Seriously, your heart. Don't you need that? So hurry up before time limit ends to find out. Reward - Salary Raise §2,000 --==Lice!==-- It seems that the students at the local school have an outbreak of lice in their heads, so you need to don the headwear and check them for lice, to stop them spreading. Reward - Increase in Job Performance --==Medicial Conference==-- This is where the bets of the best attend to learn and share their little trade secrets with their fellow doctors. You need to head to the Corporate Towers before the time runs out to complete this opportunity. Reward - Salary Raise --==Respect the Woo Woos==-- This is a reading task, you need to read Respecting the Ambulance and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==Shades of Grey==-- This is a reading task, you need to read Grey Matters and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==Shifting Responsibilities==-- This is a reading task, you need to read The 36 Hour Shift and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==So Infectious It Hurts==-- This is a reading task, you need to read The Simmania Pandemic and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==The Appropriately Named Deathfish==-- You will need to work a little late today, you will need to stay until it is closing time and help with all the patients that are coming in. After all, it is your free time or someone's life. Reward - Increase in Job Performance --==The Giving Sort==-- You will need to head down the Hospital to give a little of yourself to some of the patients, and this time, you need to donate mucous to the desperate patients awaiting for a transplant. Do they really need that? Still, move quickly the mucus will grow cold if you take too much time. Reward - Salary Raise --==The Surgeon, The Pastry Chef==-- This is where you need to bring out the cooking skills in you so you will need to prepare a group serving of a dish, that has to be a dessert, and bring it to work with you. Reward - Relationship Boost with your Co-Workers Increase in Cooking Skill --==Timely Vaccinations==-- It seems that the scientists down at the Science Facility have discovered a new disease and they need to be vaccinated by the miracle vaccine before they are infected and turn into mutant zombies wielding shotguns. Reward - Salary Raise --==To the Rescue!==-- There is a politican in trouble, and you are asked to save their lives with some emergency action. So head down to the location given to you and save their lives! Reward - §2,000 --==Wanted: Blood==-- You need to head to the local school to work on a local Blood Drive so that the Count at the Blood Bank is happy with all that blood, I mean, he is starting to increase his uptake, again. Reward - Salary Raise --==Waste Management==-- This is a reading task, you need to read Better Out Than In and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==You Really Don't Need It==-- You will need to head down the Hospital to give a little of yourself to some of the patients, and this time, you need to donate your pancreas to the desperate patients awaiting for a transplant. Move quickly to make sure those pancreas don't become cold till they are edible. Reward - Salary Raise --==You're Golden!==-- This is a reading task, you need to read The Golden Hour and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss Military --==Aerial Laser Tag==-- You will need to stay at work in order to take part in this competition where you can take on the best of the best, or lead your men to victory, or defeat, depending on your troops. Reward - Increase in Job Performance Relationship Boost with Boss Relationship Boost with your Co-Workers --==A H.O.R.S.E. of a Course==-- You will need to head to the military base and you will have to attempt the H.O.R.S.E. whatever it is, before the time runs out, so you don't have a lot of time. Reward - Increase in Job Performance Salary Raise --==Cat Wrangler==-- This is a reading task, you need to read Herding Cats and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==Committee Hearing==-- It seems that something has gone wrong, again, so you will need to calm the political waters by attending a hearing down at City Hall to ensure that everything is okay, even if it isn't. You'll need to put on your biggest smile for this. Reward - Increase in Job Performance Relationship Boost with Boss --==Congratulations on the Promotion==-- You need to hold a party, and this is one where you need to invite a certain Sim, and you will have a time limit to hold this party, after all, celebrating events that happened years ago seems hardly appropriate. Reward - Relationship Boost with your Co-Workers --==Escaping the Pit==-- This is a reading task, you need to read Getting Out of the Pit and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==Evening Patrol==-- You need to stay late at work, because there are some things that need to be taken care of, like cleaning the latrines and making sure that all the soldiers are ready for duty at a moments notice! Reward - Relationship Boost with your Co-Workers --==Finding New Recruits==-- It seems that your job is to find some new blood, because the troops have been deployed, and then the reserves, and now, well, they need some fresh blood. So head to the recruitment event at the school to influence that fresh blood that shiny tanks and aircraft are actually cool. Reward - Increase in Job Performance --==Flightless Bird==-- You need to stay late at work, because there are some things that need to be taken care of, like cleaning the latrines and making sure that all the soldiers are ready for duty at a moments notice! Reward - Increase in Job Performance --==General Staff Stationary==-- It seems that there is a package that needs to be delivered, and like any good soldier, it is your duty to take this package and deliver it down to City Hall quickly. And that's an order SOLDIER! Reward - Increase in Job Performance --==Honk if You Love Goose==-- This is a reading task, you need to read Coping with Geese and Vipers and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==King of the Hill==-- You will need to stay at work in order to take part in this competition where you can take on the best of the best, or lead your men to victory, or defeat, depending on your troops. Reward - Increase in Job Performance Relationship Boost with Boss Relationship Boost with your Co-Workers --==Late Night Latrines==-- You need to stay late at work, because there are some things that need to be taken care of, like cleaning the latrines and making sure that all the soldiers are ready for duty at a moments notice! Reward - Relationship Boost with your Co-Workers --==Lots of Ugly==-- This is a reading task, you need to read How to Take the Ugly for the Team and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==Militaristic Athletics==-- You need to complete in the RELAY back at the Military Base because you need to prove to your co-workers that you are the best of the best, and this is why they should stay under your command. Reward - Increase in Job Performance Relationship Boost with Boss Relationship Boost with your Co-Workers --==Military Contracts==-- It seems that there is a package that needs to be delivered, and like any good soldier, it is your duty to take this package and deliver it down to City Hall quickly. And that's an order SOLDIER! Reward - Increase in Job Performance --==More than Awesome Shades==-- This is a reading task, you need to read Beyond the Aviator Glasses and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==New Stripes, New Lingo==-- This is a reading task, you need to read Learning to Speak Officer and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==No Whining!==-- This is a reading task, you need to read Dealing with Whining from Engines and Pilots and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==Piloting Made Simple==-- This is a reading task, you need to read Learn to Fly in 21 Days! and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==Promoting the Military==-- You will need to head to a certain location that is given by the game and it is your job to promote the military there, to tell them how good you are and how good they can be. And look at all them shiny guns that they could play with, who can resist that? And you have a time limit, after all, we don't want people to be moving away. Reward - §2,000 --==Saved Sims==-- You need to hold a party, and this is one where you need to invite a certain Sim, and you will have a time limit to hold this party, after all, celebrating events that happened years ago seems hardly appropriate. Reward - Relationship Boost with your Co-Workers --==Space Crisis!==-- It seems that there is a problem up in Space, and your technical advice is required to help solve this problem, so you will need to stay back late until the crisis has been solved or adverted, or sent off into deep orbit. Reward - §4,000 Relationship Boost with Boss --==Stellar Performance==-- You need to hold a party, and this is one where you need to invite a certain Sim, and you will have a time limit to hold this party, after all, celebrating events that happened years ago seems hardly appropriate. Reward - Relationship Boost with your Co-Workers --==The R.H.A.T. Race==-- You will need to head to the military base and you will have to attempt the R.H.A.T. whatever it is, before the time runs out, so you don't have a lot of time. Reward - Increase in Job Performance Salary Raise --==You Can Be My Wingman==-- Head down to the military base quickly because you have a time limit as you need to help perform in an Air Show, where you join the likes of the Blue Angels impressing the crowd to join the military. Reward - Increase in Job Performance Relationship Boost with Boss Relationship Boost with your Co-Workers --==Zen and Airplane Maintenance==-- This is a reading task, you need to read Advanced Elbow Lubricant Techniques and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss Music --==A Skilled Guitarist==-- This is quite an easy one, or hard one depending on your guitar skill level, because your task here is to gain a single level in your guitar skill, which is easy on the lower levels, a bit harder on the higher levels. Reward - Increase in Job Performance --==Audio Study==-- You need to find your nearest stereo and start enjoying the music, because once your Sim starts enjoying the music, they will complete this task. So basically, a reward to listen to music. Reward - Increase in Job Performance Relationship Boost with Co-Workers --==Battle of the Bands!==-- You need ot heaad off to the Stadium to compete in the battle of all battles, you will take part in the Battle of the Bands! You will have a certain amount of time, so you might want to move your little band over quickly. Reward - §5,000 --==Becoming a Legend==-- This is a reading task, you need to read Legends of Rock and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==Cat Herding to Music==-- This is a reading task, you need to read Herding Cats: Music Edition and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==Filing the Application==-- You need to file an application for something, probably for busking, but anywho, you need to head down to City Hall to file in the paperwork and complete this task. Reward - Relationship Boost with Boss Increase in Job Performance --==First Rule of Rock==-- This is a reading task, you need to read Developing Good Rock Habits and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==Floating in the Sea==-- This is a reading task, you need to read Getting Noticed in a Sea of Fans and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==It Shines, It Sparkles==-- This is a reading task, you need to read Diamonds in the Rough and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==It's Synergy!==-- This is a reading task, you need to read True Symphonic Energy and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==Keeping the Rhythm==-- This is a reading task, you need to read It's More than Rhyme Books and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==Learn That Tune!==-- You will get a new composition in your inventory, and you can guess that your task is to learn that composition in your inventory before you next head off to work. The faster, the better. Reward - Increase in Job Performance §350 --==Music Class!==-- Youy are so good at playing music that the local school has asked you to come down to teach their kids a little about music. So you want to move down, because you will have a time limit attached on this one. Reward - §500 Increase in Job Performance --==On Tour!==-- You need to bring you and your band to perform at the local Theatre three times, and whilst this will net you some money, it will also give some more perks, Reward - Increase in Job Performance Relationship Boost with your Co-Workers --==Please, No Ego==-- This is a reading task, you need to read Don't Upstage the Band and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==Stick Around for the Music==-- You are asked to stay back in at work for a while, so you will be working late in effect, and for this, you will get a reward, but money is a no go, but remember, there are some things money can't buy. Reward - Increase in Job Performance Relationship Boost with your Co-Workers --==The Cinematic Score==-- You need to head off to the Local Theatre and perform with the rest of the symphony, and you will have a time limit on this one, so you might want to hurry a bit. Reward - §5,000 --==The Greatest Symphony Ever==-- This is a reading task, you need to read Improving Conductivity Between Brass and Woodwinds and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==The Rockiest Band That Is Rock==-- This is a reading task, you need to read Life on the Hard Rocky Road and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==The Set Up==-- You need to head down to the Local Theatre and help set up the place in order to get a gig ready to rock. And this has a time limit attached, you cannot keep a band waiting forever. Reward - §500 Increase in Job Performance Politics --==A Free Free Free World==-- This is a reading task, you need to read A Free Free Free World and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==A Friendly Economic Discussion==-- This is where you need to find a Sim, and of course, you need to socialise with them and build up a relationship with them, making sure that it is above a certain level in order to complete this. Reward - Salary Raise --==Aiding the Victims==-- You need to head down to City Hall to have a meeting with the rest of the local politicans to hold a meeting about donating aid to those less fortunate than you. Reward - §4,000 --==A Military Mistake==-- You are an important politican, so you need to deliver some files to the Military Base, and you have a limited amount of time to do this, so get to it. Reward - Salary Raise --==A Party of Large Wigs==-- You need to attend a party this time, not throw one, and it is held at a random location, so head down there before the time runs out, and enjoy yourself completely. Reward - §2,400 --==A Rousing Oration==-- You will need to find a Sim somewhere around the town and it is your job to give an Inspiration Speech to them, to prove that you can make any normal citizen feel it is their civic duty to vote for you. Reward - Increase in Job Performance --==Business Up Front, Party In Back==-- You will need to get your partying skills out because you will need to throw a party, inviting a certain Sim along, and this will somehow boost your job performance. Reward - Increase in Job Performance --==Care to Make a Donation?==-- You will need to start your campaign funding efforts by talking to local Sims and asking for them to make a donation. You need to have a total amount of donations around a number predetermined by the game, to pass this one. Reward - Salary Raise --==Chat with the Police==-- This is where you need to find a Sim, and of course, you need to socialise with them and build up a relationship with them, making sure that it is above a certain level in order to complete this. Reward - Salary Raise --==Cleaning Out the Phone Book==-- This is an interesting one, you will actually have to make an enemy out of someone here, so prepare your boxing gloves for a little fisty-cuffs and a little slapping. And you get promoted for it!?! Reward - Promotion --==Criminal Collusion==-- You are an important politican, so you need to deliver some files to the Criminal Warehouse, and you have a limited amount of time to do this, so get to it. Reward - Salary Raise --==Election Check==-- You need to head down to the local School, and ensure that everything is indeed ok, as you are meant to be monitoring the voting machines. After all, some politican could rig the machines to vote in their favour. Reward - Increase in Job Performance --==Foreign Affairs==-- This is where you need to head to the Military Base because there is a very strained diplomatic problem, so you need to attend a Top Secret Meeting to determine what you should do, talk, or fire a few thousand Minutemen Missiles, or a few hundred thousand Tomahawk missiles. Reward - §1,000 --==Funds for Furniture==-- You will need to get your phone out because you will be needing to throw a campaign fundraiser, and this is where you want a fair amount of guests because you are to raise over §10,000 in the fundraiser. That or just find a lot of rich people. Reward - §6,000 --==Gerrymandering==-- This is a reading task, you need to read Gerrymandapalooza and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==Headline Worthy Event==-- You need to get ready to throw a party, and being the career of politics, you will need throw a campaign fundraiser, inviting a certain Sim along as well to make things a little more interesting. Reward - Increase in Job Performance --==Hi, I'm Chad==-- This is a reading task, you need to read Cheating with Chads and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==In Shape, In Office==-- You need to be fit, so you will need to start working out, so work out for a certain amount of time, predetermined by the game, using any tone that you like. Reward - Salary Raise --==In the News Today==-- You need to head over to the Corporate Towers, not to take some bribes, but you are to give an interview at the Journalism offices. Make sure that the make is just write, we don't want them train tracks showing now, do we? And make sure you move quickly, they don't wait forever. Reward - Increase in Job Performance --==It's Your Life==-- Well, get your writing pens out because your task here is to write a Political Memoir, that is, your life story in your long serving career in politics. Reward - Increase in Job Performance Salary Raise --==Key Donor==-- You need to find a Sim and ask them for a donation for your campaign to become Supreme Overlord... no, local represenative to the Galactic Council. This is important because they will give you a larger than expected contribution to your fund. Reward - Salary Raise --==Lend Your Ear==-- This is a reading task, you need to read An Earmark Economy and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==Let's Dine==-- This is where you get your knives ready to slice and dice some food, and of course, you cannot dine alone, so you need to find a certain Sim and ask them to dine with you, and of course, you have a limited amount of time. Reward - Relationship Boost with Boss --==Meet and Greet==-- This is relatively simple, all you need to do to finish this is to find 4 Sims that you haven't met before, and greet them, and this would give a shot in the arm for your politics career. Reward - Increase in Job Performance --==Policing the Paper Trail==-- You are an important politican, so you need to deliver some files to the Police Station, and you have a limited amount of time to do this, so get to it. Reward - Salary Raise --==Pork, the Other Legislation==-- This is a reading task, you need to read Yay, Pork Barrels! and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==Rocking for Politican Gain==-- There is a concert going on at the local Stadium, and now is the perfect time to give a speech, when everyone is hyped, and as long as they remember the concert, they will remember you. Reward - Increase in Job Performance --==Shred-Handed==-- You need to get to work destroying the papers in your inventory, so shred them and get rid of them, and then return to work, and you have a limited amount of time to do this. Reward - Relationship Boost with Boss --==Smear It On==-- This is a reading task, you need to read The Joys of Smear Campaigning and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==Speaking Engagement==-- How good are you speaking skills, because you will need to deliver the speech of your life, to a bunch of school kids. You need to head to the School and deliver the speech on something or another. Note that you have a time limit, so move it. Reward - Increase in Job Performance --==Taze Cautiously==-- This is a reading task, you need to read Taze Cautiously and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==Thanks for the Memories==-- Another time to write your Political Memoirs, the story of your entire life in the long serving career of politics, and join the ranks of former leaders of the free world by writing about their time in office. Reward - Increase in Job Performance Salary Raise --==The Bachman-Wood Exam==-- You need to head down to City Hall and discuss how good this exam is, and what exactly it is meant to do. You hve a limited amount of time to discuss an exam though. Reward - Salary Raise --==The Business of Documentation==-- You are an important politican, so you need to deliver some files to the Corporate Towers, and you have a limited amount of time to do this, so get to it. Reward - Salary Raise --==The Cutest Photo Shoot==-- Why do you always see politicans holding little babies, kissing them on the forehead? Well, it doesn't matter why, because it works, and that is exactly what you are going to do, head down to the Hospital to kiss some babies. Make sure they don't puke on you. And you have a time limit, so make sure you're ready to rock. Reward - Increase in Job Performance --==Wax Away==-- This is a reading task, you need to read Wax Until's There No More and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==You Really Mean Yes==-- This is a reading task, you need to read There Is No No and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss Professional Sports --==Add it Up==-- This is fun, all you need to do is to increase your athletic skill by a single level, and you need to return to the Stadium for a nice reward. Reward - §350 --==Adonis in the Making==-- This is where you are a little fat, and you need to slim down. It doesn't help much by saying you need to burn off all your fat, but when your opportunity tells you to head to the Stadium, then you have completed the challenge and time to head over to collect the reward. Reward - §2,400 --==At the Health Seminar==-- This is because your Sim is so healthy, you will need to give a little Seminar at the local hospital to tell them the wonders of what a little exercise can do. Of course, this is a favour to someone, so you get a boost to your friendship with them. Reward - §250 Relationship Boost with Sim --==Bend and Flex==-- This is pretty much the same as the Flex and Bend challenge, you need to train another Sim for a certain amount of time, but again, make sure that your mood is good, especially hygiene. But compared to Flex and Bend, it pays a bit less. Reward - §250 Relationship Boost with Sim --==Bounce the Crowd==-- This requires you to be the strongman outside the community theatre, you will work as a bouncer, to keep the undesirables out. It's useful for a little pocket change. Reward - §500 --==Bursting with Energy==-- This quite simple, you need to work out until you get the Pumped moodlet, or you could enter one of the community special opportunities, no references to anything in particular there. Reward - Boost to Athletic Skill Oddly Powerful Moodlet --==Flex and Bend==-- This is basically where you need to train another Sim for a certain amount of time. Train them on the machine, and you get a reward, though you need to make sure that your needs are high enough since they will take a hit. Reward - §350 Relationship Boost with Sim --==Frequent Fatigue==-- This is interesting, you need to work until your Sim is fatigued for a certain amount of times, which is generally a bad thing, and after you do, head to the Stadium for a prize. Reward - §400 --==Going Pro==-- This is where you need to change what your current career is, you need to head to the Stadium and change your career for the Professional Sports career and you will get a signing bonus for it. Reward - §250 Boost to Starting Job Preformance --==Jog Everywhere==-- Another simple opportunity, this requires you to jog around for a few hours, it doesn't really matter where you jog to, as long as you jog around. Then you need to return the jogging device to the owner for a prize. Reward - §550 --==Muscle Showdown==-- This is where you need to attend the Stadium to participate in a little competition on who has the bigest brawn, and if you win, you get a decent prize as a result. Reward - §750 Boost to Athletic Skill --==No Sweat==-- This is a task in which you will need to perform an exercise routine on an exercise machine in which you need to work out for a certain amount of time using a specific work tone. In this case, you need to use the Don't Break a Sweat tone for a specific amount of time for a reward. Reward - Boost to Athletic Skill --==Push It!==-- Again, this is another task where you basically need to use an exercise machine and select a tone. For this one, you need to use the Push Self tone for a certain amount of time to complete this task. Reward - Boost to Athletic Skill --==Sprint to the Finish!==-- This is where you need to work out using an exercise machine and you need to use the Quick Burst tone for a certain amount of time before you can complete this little task. Reward - Boost to Athletic Skill --==The Complete Circuit==-- This is interesting because it requires you to take a swim for about half an hour, and then work out using the television or radio, and that should complete this opportunity. Reward - §300 Science --==A Meeting of Minds==-- You need to attend a Symposium at a location that is determined by the game, and this is very important because it will give three prizes if you finish this before the time runs out. Reward - Increase in Job Performance Relationship Boost with Boss Relationship Boost with your Co-Workers --==A Pig Too Far==-- This is a reading task, you need to read When Pigs Fly: Going Too Far and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==Burning the Late Night Bunsen==-- There are some experiments that require you to stay a bit overtime, so you will need to stay late after work today, but it will make your co-workers that much happier since you decided to help them out. Reward - Relationship Boost with your Co-Workers --==Catch of the Day==-- You need to catch a certain amount of fish, and that fish is determined by the game, and then you need to deliver them to work with you can. Make sure those pockets are cleansed of their fishy smell. Reward - Increase in Job Performance Salary Raise --==Do The Robot==-- This is a reading task, you need to read The Evolution of the Robo-Llama and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==Extra Appendages are Fun==-- This is a reading task, you need to read Living with Mutation and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==Fniger Pointing and You==-- This is a reading task, you need to read Advanced Deniability Procedures and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==Fix It!==-- As you can guess, you will be needing to fix something, and the thing you need to fix is the Thingymajig down at the Science Facility. So what are you waiting for? Fix it! Reward - Relationship Boost with your Co-Workers §1,000 --==Funding the Lab==-- You need to deliver a report quickly to City Hall, so you will have a time limit on this on, and deliver it to the people in charge, so your Science Lab can get that much more funding. Reward - Increase in Job Performance --==Global Science Fair==-- You need to head off to the School to attend a competition showing that you are the best in the best in your field of Science. You have a time limit attached in this one, so keep that in mind. Reward - Increase in Job Performance Salary Raise --==Hazardous Gizmos==-- This is a reading task, you need to read Dangerous Device Dispotal and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==Ka-Boom and More==-- This is a reading task, you need to read Nitrates: They're Not Just for Exploding and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==Late Night Science==-- There are some experiments that require you to stay a bit overtime, so you will need to stay late after work today, but it will make your co-workers that much happier since you decided to help them out. Reward - Relationship Boost with your Co-Workers --==Learn a Thing or Two==-- You will need to go home and hop into your comptuer, as you need to do some research at home. After all, you will need to make your lab look that much better and Wikipedia monitors business IP address, but not your one! Reward - Increase in Job Performance --==Nourishment for Herbivores==-- You will need to get your green thumbs out as you will need to bring in a certain amount of harvestables that are of the Very Nice or better quality, so you will need to start tending those plants. Reward - §1,000 --==Of Fish, Robots, and Robot Things==-- This is where you will need to give a little presentation down at City Hall saying what a big threat those fishes are, and why robot fishes are that much better than their normal organic counterparts. Reward - Salary Raise --==One Shall Fall==-- You need to move quickly and head to a certain location, yet again determined by the game, and you need to stop a certain Dr. Iniquitous before the world suffers at the hands of something or another. Reward - §4,000 --==Practical Like a Fox==-- This is a reading task, you need to read Practical Science: FRom Boast to Beaker and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==Strange Indeed==-- This is a reading task, you need to read Strange Correlations of Little Shops and Venues and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss --==The Best Evaporating Dish Is a Clean One==-- Well, you have a fair amount of dishes in your inventory, and it is your job to clean all of them up before the time runs out, so get a little move on this. That and they don't smell that good. Reward - Increase in Job Performance --==What Not To Catch==-- This is a reading task, you need to read Goldfish, Piranha, and Other Friendly Creatures and after you have completed it, you need to head back to work for your prize, and you get the keep the book as well. Reward - Increase in Job Performance Relationship Boost with Boss *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [A] Contact Information APPEARS IN g,a,m,e,f,a,q,s.c,o,m always. Remove the commas. Never on that c,h,e,a,t,c,c.c,o,m. Remove the commas. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !Before you Email me, read everything in this Contact Information section and! !check the guide. If the information is already listed, your email will be ! !promptly deleted. ! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! E-Mail Me, and for the love of all that isn't sacred, make sure that the title of the game is smacked into place. IF THERE IS NO TITLE ON THE MESSAGE, IT WILL NOT BE READ, AND PROMPTLY DELETED. Also, email with courtesy. If you just hurl abuse, I will promptly hurl more abuse back, and save it so the entire world can abuse you and see your stupidity. When you write the Email, you have to do so in English, and English only. No foreign languages allowed, Chinese, French, Spanish, Antarctic Penguin and so forth, mainly because I won't be able to understand it. There will be absolutely NO INTERNET SPEAK IN ANY EMAILS. Seriously, I will not read emails full of lols, rofls or the like. No lazy English either. I won't read crap like "Hw Tis in Gme" because it is lazy and inconsiderate. But that doesn't mean you send me a business letter detailing what information you want to know either. Finally, if you see that there is something wrong in this FAQ, or something that you think should be included in it, please send it in, the worse you can do is to have it rejected, but if I think it is a good addition, I'll add it with the next update as well as give you credit for the addition. Corrections are always welcome. I will also NOT RESPOND to the following: * Phishing Sites * Attempted Scams * Mass Spamming * Forward Messages * Advertising * Technical Issues * Illegal Activities * Unrelated Emails to the Game * Emails about Another Game All problems with technical issues to do with the gameplay such as bugs and glitches should be sent to the developer or publisher, or look for fixes or ways to avoid it. All technical issues with hardware should be sent to the manufacturer of the piece of hardware in question. The secret email address is: hillsdragon13 [at] [ho.tm.ail] [dot] [co.m] Now, the legend: [at] = @ [ho.tm.ail] = Remove the .'s [dot] = . [co.m] = Remove the .'s If you feel generous, you can send money via Paypal to that address. It is completely optional, but I'm curious to see how much I can milk, I mean make out of this. All donations are appreciated, seeing I have to pay for the game this guide is for, and that does cost money, more since I'm faced with the outrageous prices found in Australia. It may be a pain in the ass, but most smart people could figure out the real email address. The problem is that people would normally Ctrl+F to find the email address without reading the relevant guidelines, as well spamming sites which always find their way to my inbox. Also, do not add me to your MSN, Yahoo or any other instant messaging system because you will be blocked and deleted permanently. Also, I will not accept invites to be your Facebook friend, or join any other social networking site because all invites will be rejected. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [B] Credits The credits section is where all the credits for the guides go. Anyone or anything that remotely helped out with this guide goes here, and that goes for all those people out there who have interesting information to send in. You know, your name could be on this list as well. CJayC, The Creator of GameFAQs, thanks for all the memories SBAllen for administrating GameFAQs, keep up the good work You, no point of writing if no one is reading Electronic Arts for the distribution of the game Electronic Arts, again for developing the game The Sims 3 Prima Guide for being a source of information ASCGen for their program making ASCII Art Me, for a shameless piece of self promotion *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [C] Webmaster Information This is where all the sites that this guide can appear on are listed. If the site name is not on this list, that means that either they are accepted by me but not listed, due to logistical reasons (this is the same copyright section as all the other guides, and no point listing a Civ 4 site on a Sims game), or they are not allowed outright. Anyway, POINT OUT ALL SITES NOT LISTED HERE. It will be up to me what site is allowed or disallowed. www.GameFAQs.com www.NeoSeeker.com www.SuperCheats.com NeoSeeker and SuperCheats will have the guides a full day after it appears on GameFAQs. This is because those two sites grab any new update from me from GameFAQs itself, so if you are itching for the newest version, please check www.GameFAQs.com first. It will NEVER BE ALLOWED TO APPEAR ON www.cheatcc.com Why? Because they stole some of my works before, and I will not forget that. No amount of goodwill will be able to repair what you have done. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [D] Copyright Notice This game is Copyright 2009 Electronic Arts. All Copyrights are held by their rightful owners as well as any Trademarks used. This document is protected by copyright laws in many countries, so please don't steal. This FAQ can be used for personal use, which means you can store a copy on your home PC, your IPod, USB Drive, etc. You cannot use this FAQ to sell for your own financial gain. Doing so is fraud, and I will promptly have all the money gained wired for directly to me. If you do sell it, and you are caught, I will launch court proceedings if necessary. If a website steals this, I will have your site shut down, either through talking to your server, Internet Service Provider, and if you are a big site, through your advertisers. It might start with a small email of request, but I can snowball it. In fact, I will. You also cannot claim this guide as your own. You are not allowed to use this guide and submit this to another website, claiming it as your own work. I will google search random phrases from my own FAQ just to ensure that it hasn't been stolen or hijacked by other people. I am also not affiliated with any corporation, and I was not paid by any developer, publisher or distributor for the production of this guide. This was done solely out of my own free time and will, a dedication to the video gaming industry in general. This document is Copyright 2009. All Rights do not speak Simlish. This FAQ uses the V2.03 Template. <('.'<)~~~~~~~~~~~~~~~~~~~~~~~~~~~(>'.'<)~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~(>'.')> END OF FILE Watch In Awe, Aeria Gloris END OF FILE