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THE SIMS PRIMA’S OFFICIAL STRATEGY GUIDE COMPLETE TABLES FOR Mark Cohen primagames.com ® Based on a game rated “T” by the ESRB
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Oct 13, 2020

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Page 1: The Sims Cover - niotso.orgniotso.org/manuals/TheSims_eguide_preview.pdf · Ladder,” looks at the working life of a Sim. You have myriad career choices and opportunities for advancement,

U.S. $14.99 Can. $19.95 U.K. £9.99

TH

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PRIMA’S OFFICIAL STRATEGY GUIDE

PRIMA’S O

FFICIAL STRATEG

Y GU

IDE

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© 2001 Electronic Arts Inc. The Sims, SimCity, Maxis, theMaxis logo, Electronic Arts, EA GAMES and the EA GAMESlogo are trademarks or registered trademarks of ElectronicArts Inc. in the US and/or other countries. All rights reserved.EA GAMES™ is an Electronic Arts™ brand.

Electronic EntertainmentPlatform: PC

The Prima Games logo isa registered trademark ofRandom House, Inc.,registered in the UnitedStates and other countries.Primagames.com is aregistered trademark ofRandom House, Inc.,registered in the United States.

Mark Cohenprimagames.com®

Based on a game rated “T”

by the ESRB

All new section on downloadableskins, objects, houses, and families

Step-by-step info on creating familiesand homes, and dealing with disasters

Advanced methods for keepingyour Sims healthy and happy

Cheat codes exposed

Complete tables for every Sims career

All new Political career diary: tellsyou how to shake the right handson your way to the Mayor’s mansion

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prima’s official strategy guideprima’s official strategy guide

Prima GamesA Division of Prima Communications, Inc.

3000 Lava Ridge CourtRoseville, CA 95661

(916) 787-7000www.primagames.com

Mark Cohen

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2

The Prima Games logo is a registered trademark of

Prima Communications, Inc., registered in the

United States and other countries. Primagames.com

is a registered trademark of Prima Communications,

Inc. in the United States.

© 2001 by PrimaGames. All rights reserved. No part of this book

may be reproduced or transmitted in any form or by any means,

electronic or mechanical, including photocopying, recording, or by

any information storage or retrieval system without written

permission from Prima Publishing.

Senior Product Manager: Jennifer CroutteauSenior Project Editor: Christy L. CurtisProject Editor: Michelle Trujillo

© 2001 Electronic Arts Inc. The Sims, SimCity, Maxis, the Maxis

logo, Electronic Arts, EA GAMES and the EA GAMES logo are

trademarks or registered trademarks of Electronic Arts Inc. in the

US and/or other countries. All rights reserved. EA GAMES™ is an

Electronic Arts™ brand.

All products and characters mentioned in this book are

trademarks of their respective companies.

Important:

Prima Games has made every effort to determine that the

information contained in this book is accurate. However, the

publisher makes no warranty, either expressed or implied, as to

the accuracy, effectiveness, or completeness of the material in this

book; nor does the publisher assume liability for damages, either

incidental or consequential, that may result from using the

information in this book. The publisher cannot provide

information regarding game play, hints and strategies, or

problems with hardware or software. Questions should be

directed to the support numbers provided by the game and

device manufacturers in their documentation. Some game tricks

require precise timing and may require repeated attempts before

the desired result is achieved.

ISBN: 7615-3714-7

Library of Congress Catalog Card Number: 2001093203

Printed in the United States of America

Acknowledgments

Playing The Sims for hours tends to blur the linebetween reality and fantasy, but fortunately I hadthe assistance of the Prima publishing team tokeep me on track. A special thank you to JenniferCrotteau, Christy Curtis, and Michelle Trujillo.To Asha Johnson, thank you for your timely copyediting assistance.

Prima thanks everyone at Maxis for their assistance.

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The Daily Grind . . . . . . . . . . . . . . . . . . . . . . . . .46Get Plenty of Sleep . . . . . . . . . . . . . . . . . .46Set Your Alarm Clock . . . . . . . . . . . . . . . . .46Eat a Hearty Breakfast . . . . . . . . . . . . . . . .46Make Friends and Influence Your Boss . .47Take an Occasional Day Off to Recharge .47

Major Decisions . . . . . . . . . . . . . . . . . . . . . . . . .47Business . . . . . . . . . . . . . . . . . . . . . . . . . . . .47Entertainment . . . . . . . . . . . . . . . . . . . . . .47Law Enforcement . . . . . . . . . . . . . . . . . . . .47Life of Crime . . . . . . . . . . . . . . . . . . . . . . . .47Medicine . . . . . . . . . . . . . . . . . . . . . . . . . . .48Military . . . . . . . . . . . . . . . . . . . . . . . . . . . .48Politics . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48Pro Athlete . . . . . . . . . . . . . . . . . . . . . . . . .48Science . . . . . . . . . . . . . . . . . . . . . . . . . . . .48Xtreme . . . . . . . . . . . . . . . . . . . . . . . . . . . .48

On the Job with The Sims . . . . . . . . . . . . . . . .49Introduction . . . . . . . . . . . . . . . . . . . . . . . .49Politics . . . . . . . . . . . . . . . . . . . . . . . . . . . . .49Life of Crime . . . . . . . . . . . . . . . . . . . . . . . .52Science . . . . . . . . . . . . . . . . . . . . . . . . . . . .55Military . . . . . . . . . . . . . . . . . . . . . . . . . . . .58Entertainment . . . . . . . . . . . . . . . . . . . . . .60

Chapter 5: Building a House . . . . . . . . . . . . . . . . .63Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . .64Design Considerations . . . . . . . . . . . . . . . . . . .64Terrain Tools . . . . . . . . . . . . . . . . . . . . . . . . . . .65Wall and Fence Tools . . . . . . . . . . . . . . . . . . . .65

Wall Tool . . . . . . . . . . . . . . . . . . . . . . . . . . .66Door and Window Tools . . . . . . . . . . . . . . . . .67

Door Tool . . . . . . . . . . . . . . . . . . . . . . . . . .67Window Tool . . . . . . . . . . . . . . . . . . . . . . .67

Floor Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . .68Flooring Types . . . . . . . . . . . . . . . . . . . . . .69

Wallpaper Tool . . . . . . . . . . . . . . . . . . . . . . . . .69Wallpaper Types . . . . . . . . . . . . . . . . . . . . .69

Stair Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .69Roof Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70Water Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . .70Fireplace Tool . . . . . . . . . . . . . . . . . . . . . . . . . .71

ContentsIntroduction: How to Use this Book . . . . . .5

Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6Chapter 1: What’s Your Sim Sign? . . . . . . . . . . . . .8

Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . .9It’s in the Stars . . . . . . . . . . . . . . . . . . . . . . . . .9Personality Traits . . . . . . . . . . . . . . . . . . . . . . . .9

Neat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9Outgoing . . . . . . . . . . . . . . . . . . . . . . . . . .10Active . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11Playful . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12Nice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13

Personality Tables . . . . . . . . . . . . . . . . . . . . . . .13Chapter 2: Motives—I Want, I Need; Therefore, I Am a Sim! . . . . . . . . . . . . . . . . . . . . . .14

Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . .15What Is a Motive? . . . . . . . . . . . . . . . . . . . . . . .15Mood Rating . . . . . . . . . . . . . . . . . . . . . . . . . . .15The Motives . . . . . . . . . . . . . . . . . . . . . . . . . . . .16

Hunger . . . . . . . . . . . . . . . . . . . . . . . . . . . .16Comfort . . . . . . . . . . . . . . . . . . . . . . . . . . .16Hygiene . . . . . . . . . . . . . . . . . . . . . . . . . . . .17Bladder . . . . . . . . . . . . . . . . . . . . . . . . . . . .17Energy . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18Fun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18Social . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19Room . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22

Object Advertising Values . . . . . . . . . . . . . . . .24Chapter 3: Interacting with Other Sims . . . . . . . .31

Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . .32Relationship Scores . . . . . . . . . . . . . . . . . . . . . .32Social Interactions . . . . . . . . . . . . . . . . . . . . . . .32

Good Old Conversation . . . . . . . . . . . . . . .32Physical Contact . . . . . . . . . . . . . . . . . . . . .35

Chapter 4: 9 to 5—Climbing the Career Ladder . .37Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . .38Your First Job . . . . . . . . . . . . . . . . . . . . . . . . . .38Developing Your Skills . . . . . . . . . . . . . . . . . . .39Sim Career Tracks . . . . . . . . . . . . . . . . . . . . . . .40

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Plant Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . .71Plant Types . . . . . . . . . . . . . . . . . . . . . . . . .71

Special Editing Tools . . . . . . . . . . . . . . . . . . . . .71Chapter 6: Material Sims . . . . . . . . . . . . . . . . . . . .73

Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . .74Buying for Needs, Instead of Needing to Buy . . . . . . . . . . . . . . . . . . . . . . . . .74Sims Can Be Hard to Please . . . . . . . . . . . . . . .75Your Diminishing Net Worth . . . . . . . . . . . . . .76The Sims Buying Guide . . . . . . . . . . . . . . . . . .82

Seating . . . . . . . . . . . . . . . . . . . . . . . . . . . .82Surfaces . . . . . . . . . . . . . . . . . . . . . . . . . . . .88Decorative . . . . . . . . . . . . . . . . . . . . . . . . .91Electronics . . . . . . . . . . . . . . . . . . . . . . . . . .95Televisions . . . . . . . . . . . . . . . . . . . . . . . . . .96Appliances . . . . . . . . . . . . . . . . . . . . . . . . .99Plumbing . . . . . . . . . . . . . . . . . . . . . . . . . .102Lighting . . . . . . . . . . . . . . . . . . . . . . . . . . .104Miscellaneous . . . . . . . . . . . . . . . . . . . . . . .107

Chapter 7: All in the Family . . . . . . . . . . . . . . . . . .111Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . .112You Can Make It Alone . . . . . . . . . . . . . . . . . .112

The Single Sim’s Career . . . . . . . . . . . . . . .112Designing a Bachelor Pad . . . . . . . . . . . . .112

Leaving the Single Life . . . . . . . . . . . . . . . . . . .113Married, with Children . . . . . . . . . . . . . . . . . . .114

Conception . . . . . . . . . . . . . . . . . . . . . . . . .114Building and MaintainingHealthy Relationships . . . . . . . . . . . . . . . . . . . .116

Talk Is Cheap . . . . . . . . . . . . . . . . . . . . . . .116Finding Time to Socialize . . . . . . . . . . . . .116Positive Social Events . . . . . . . . . . . . . . . . .116Stockpiling Potential Friends . . . . . . . . . .117Visitors Coming and Going . . . . . . . . . . . .118Guest Activities . . . . . . . . . . . . . . . . . . . . .118Social Interactions . . . . . . . . . . . . . . . . . . .119

Chapter 8: A Day in the Life . . . . . . . . . . . . . . . . .120Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . .121As the Sim Turns . . . . . . . . . . . . . . . . . . . . . .121Life with the Pleasants . . . . . . . . . . . . . . . . . . .125Pity the Poor Bachelor . . . . . . . . . . . . . . . . . . .127Kids Are People, Too . . . . . . . . . . . . . . . . . . . .128Skillful Sims . . . . . . . . . . . . . . . . . . . . . . . . . . . .129As the Sim Turns: Part Two . . . . . . . . . . . . . .130Sims in the Kitchen . . . . . . . . . . . . . . . . . . . . . .132

Chapter 9: Survival Tips . . . . . . . . . . . . . . . . . . . . .134Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . .135Hunger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .135

Maximize Food Quality and Preparation Time . . . . . . . . . . . . . . . . . . . .135Make Breakfast the Night Before . . . . . . .136

Comfort . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .137When You Gotta Go, Go in Style . . . . . . .137

Hygiene . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .137Your Mother Was Right . . . . . . . . . . . . . . .137Flush Your Troubles Away . . . . . . . . . . . . .138

Bladder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .138Energy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .138

Getting Enough Sleep with Baby . . . . . . .138Kids Make Great Babysitters . . . . . . . . . . .138

Fun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .139Finding the Right Activity for Your Sim . .139When in Doubt, Entertain Someone . . . .139

Social . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .140Room . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .140Cheats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .141

Chapter 10: Extending Your World . . . . . . . . . . . .142Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . .143Downloads . . . . . . . . . . . . . . . . . . . . . . . . . . . .143

Art Studio! . . . . . . . . . . . . . . . . . . . . . . . . .143Sims File Cop . . . . . . . . . . . . . . . . . . . . . . .144Facelift . . . . . . . . . . . . . . . . . . . . . . . . . . . .144HomeCrafter . . . . . . . . . . . . . . . . . . . . . . . .145SimShow . . . . . . . . . . . . . . . . . . . . . . . . . . .145

Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .146. .

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introduction:how to use this book

introduction:how to use this book

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We also include pictorial diaries for 5 of the 10The Sims careers, highlighting each promotion andproviding a sampling of random events. Weselected these careers because they requiredevelopment of all six career skills: Cooking,Mechanical, Body, Charisma, Creativity, and Logic.

Chapter 5, “Building a House,” has buildingtutorials that take you through every step of theconstruction process, from putting up the framingto slapping on the final coat of paint. Our topicsinclude walls, windows, doors, wall coverings,stairways and second stories, pools, andlandscaping.

A Sim home is empty until you fill it with lots ofstuff. Chapter 6, “Material Sims,” provides factsand statistics on every single object you can buy,more than 150 items in all. In addition to data anddescriptions, we use detailed lists and tables toshow how items relate to each other, and howsome objects can even alter the effectiveness ofother objects.

IntroductionTrying to distill the essence of The Sims into astrategy guide is in many ways an impossible task.Unlike traditional computer games that have abeginning, a middle, and an end, The Sims onlyhas a middle. Once you get used to your charactersand their world, the game settles into a never-ending adventure that is limited only by yourimagination, or your capacity for the absurd,whichever comes first. The faster you start fiddlingwith your Sims’ lives—for better or for worse—thesooner you’ll experience the wonder of this game,so without further ado, here’s what to expect inthe following pages.

Chapter 1, “What's Your Sim Sign?”, explainshow a Sim thinks, acts, and reacts in varioussituations. At the beginning of the game, you canmold your Sims‘ basic personalities, and we tellyou how these traits will affect their lives.

Chapter 2, “Motives—I Want, I Need; Therefore,I Am a Sim!”, explains the eight primal urges thatdrive all Sims. We cover each one in detail, andthen blend the information with the previouschapter, so that you begin to understand how aSim’s actions can be manipulated by you, and byother Sims.

Sims are very social creatures, and this can be ablessing or a curse. Chapter 3, “Interacting withOther Sims,” shows you how and why a Siminteracts with others, and explains the benefitsand pitfalls that accompany friendships, loverelationships, marriage, and children.

Chapter 4, “9 to 5—Climbing the CareerLadder,” looks at the working life of a Sim. Youhave myriad career choices and opportunities foradvancement, and we provide you with the toolsto get the job and promotions that will make yourSim financially successful.

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introduction: how to use this book

Now, it‘s time to put everything you know intoaction. We devote chapter 7, “All in the Family,”and to describing the common and not-so-common events in a Sim’s life. Get ready for a wildride as we give you insights on single life,relationships, having children, making friends,dealing with disasters, and even dying. You didn’tthink Sims lived forever did you?

Chapter 8, “A Day in the Life,” follows a few ofour families as they handle the ups and downs foSim life. Check it out to see examples of our Simsin interesting situations.

Chapter 9, “Sim Survival Tips,” is a quick-reference guide for times of crisis. Simply turn tothe appropriate Motive and save your Sim’s lifewith one of our game-tested tips. Or, if you’refeeling devious, check out our cheats to satisfyyour Sim’s needs.

We finish up with chapter 10, “Extending YourWorld.” Find suggestions for extending your Simenvironment with special utilities and third partycreations. You won‘t believe how many people arehooked on this game, and you‘ll be amazed at thethousands of new skins, heads, objects, homes, andwallpapers available to you…absolutely free ondozens of Sim websites.

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The Prima Games logo is a registered trademark of Random House, Inc., registered in the United States and other countries. Primagames.com is a registered trademark of Random House, Inc., registered in the United States.

© 2001 Electronic Arts Inc. The Sims, SimCity, Maxis, theMaxis logo, Electronic Arts, EA GAMES and the EA GAMESlogo are trademarks or registered trademarks of ElectronicArts Inc. in the US and/or other countries. All rightsreserved. EA GAMES™ is an Electronic Arts™ brand.

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Chapter 3:interacting with other sims

Chapter 3:interacting with other sims

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IntroductionOnce you get beyond the dark attraction ofwatching jilted Sims slap their rivals, or obnoxiousSims insulting their friends, you realize thatRelationships are very important to your Sims’quality of life, and even to the advancement oftheir careers. In this chapter, we introduce you tothe world of Relationships, covering the possibleevents that occur when two Sims come togetherverbally or physically. Our goal here is to lay downthe ground rules. We’ll offer hands-on tips forbuilding and maintaining Relationships in the “Allin the Family” chapter.

Relationship ScoresIcons representing a Sim’s friendships, or lackthereof, appear in the screen’s lower-right cornerwhen you click on the Relationships icon (justabove the Job icon). The scoring system rangesfrom below 0 (not good) to 100, which isreserved for one or more significant others. Arelationship is considered a true friendship if thescore climbs above 50. Only these Relationshipsare considered when the game calculates careeradvancements. Consult the next chapter, “9 to 5:Climbing the Career Ladder,” for moreinformation on promotion requirements.

Social InteractionsAll Sim Relationships develop from Socialinteractions. If you don’t spend quality time withyour friends, the Relationships will deteriorate ontheir own, at a rate of two points per day. Ofcourse, if you interact poorly, the rate acceleratesdramatically. In the following sections, we reviewthe myriad communication choices that areavailable during the game (grouped alphabeticallyby the active action). At any given time, yourchoice will vary, depending upon the level of yourfriendship, and whether or not your Sim is actinglike a jerk!

Good Old ConversationThe easiest way to cultivate a new friendship is totalk. Sims communicate with each either using Sim-Speak, a delightful chatter that you actually beginto understand (yes, we have played this game waytoo much!). Adults and kids have favorite topicswithin their peer groups. These topics arerandomly assigned by the game during the Simcreation process. Additionally, kids and adults havespecial cross-generational topics that are only usedwith each other. Active topics are displayed inthought balloons during the game, as shown infigure 3-2.

Fig. 3-1. This SimDad is clicking onall cylinders withhis wife, but heneeds to spendmore time withthe kids.

Fig. 3-2. Pets are agood commonground for conver-sation betweenadults and kids.

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Chapter 3: INTERACTING WITH OTHER SIMS

When a conversation is going well, you see agreen plus sign over one or both of the Sims.Conversely, when talk deteriorates into thegutter, you’ll see red minus signs. The followingtables list positive and negative communications,including each potential outcome and thecorresponding effect on Social and Relationshipscores. For our purposes, an outcome is positive ifit produces an increase in one or both scores.When scores drop or stay the same, it isconsidered a negative outcome.

Fig. 3-3. When twoor more peopleenter a hot tub, theconversations beginspontaneously.

Positive Communications

Interaction Response Relationship Change Social Score ChangeApologize Accept 10 15Be Apologized To Accept 10 15Brag Good 5 13Be Bragged To Good 5 7Cheer Up Good 5 7Cheer Up Neutral 0 5Be Cheered Up Good 10 10Be Cheered Up Neutral 0 5Compliment Accept 5 5Be Complimented Accept 5 11Entertain Laugh 4 7Be Entertained Laugh 8 13Flirt Good 5 13Be Flirted With Good 10 13Joke Laugh 5 13Joke Giggle 2 7Listen to Joke Laugh 7 13Listen to Joke Giggle 3 7Scare Laugh 5 10TalkHigh Interest Topic 3 5TalkLike Topic 3 5Group Talk N/A 1 8Tease Giggle 5 7

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Interaction Response Relationship Change Social Score ChangeApologize Reject -10 0Be Apologized To Reject -10 0Brag Bad -5 0Be Bragged To Bad -5 0Cheer Up Bad -3 0Be Cheered Up Bad -10 0Compliment Reject -10 0Be Complimented Reject -7 0Entertain Boo -15 0Be Entertained Boo -7 0Flirt Refuse -10 -17Flirt Ignore -5 0Be Flirted With Refuse -10 0Be Flirted With Ignore 0 0Insult Cry 5 0Insult Stoic 0 3Insult Angry -10 7Be Insulted Cry -12 -13Be Insulted Stoic -5 -5Be Insulted Angry -14 -7Joke Uninterested -6 0Listen to Joke Uninterested -7 0Scare Angry -5 0Be Scared Angry -10 0TalkDislike Topic -3 3TalkHate Topic -3 3Tease Cry -4 0Be Teased Cry -13 -7

Negative Communications

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Chapter 3: INTERACTING WITH OTHER SIMS

Physical ContactWhen a Relationship moves past the 50-point threshold, you begin to see new options on the Socialinteraction menu. Instead of just talking, you find new items including Hug, Give Back Rub, Flirt, andKiss. It all depends upon how your Relationship is progressing and what the other Sim is looking for inthe current interaction. The following tables include information on positive and negative physicalevents.

Positive Physical Events

Interaction Response Relationship Change Social Score ChangeGive Back Rub Good 5 7Receive Back Rub Good 9 13Dance Accept 8 13Be Danced With Accept 10 13Give Gift Accept 5 7Receive Gift Accept 10 13Hug Good 7 15Hug Tentative 2 7Be Hugged Good 8 15Be Hugged Tentative 4 7Kiss Passion 12 20Kiss Polite 5 10Be Kissed Passion 12 20Be Kissed Polite 5 10Tickle Accept 5 13Be Tickled Accept 8 13

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Negative Physical Events

Interaction Response Relationship Change Social Score ChangeAttack Win Fight -5 10Attack Lose Fight -10 -20Give Back Rub Bad -7 0Receive Back Rub Bad -10 0Dance Refuse -5 0Be Danced With Refuse -5 0Give Gift Stomp -15 0Receive Gift Stomp -5 0Hug Refuse -10 0Be Hugged Refuse -10 0Kiss Deny -15 5Be Kissed Deny -10 0Slap Cry 0 3Slap Slap Back -10 -7Be Slapped Cry -20 -17Be Slapped Slap Back -15 7Tickle Refuse -5 0Be Tickled Refuse -8 0

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Chapter 4:9 to 5—CLImbing the

career ladder

Chapter 4:9 to 5—CLImbing the

career ladder

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IntroductionWhen you first start playing The Sims, it’s easy toget lost in the element. There’s so much to exploreand experience, and with more than enoughmoney to furnish your house and buy a few toys,you can just hang out and live the good Sim-life.But, reality sets in sooner than you would like, andyou must find a job. In this chapter we show youhow to select a career, nurture the Skills necessaryto earn the first few promotions, and finally,stockpile enough friends (it’s called networking) tomake the big bucks and zoom to the top of yourfield. For easy reference, we include compre-hensive career tables that contain everything youneed to know about the 10 Sim careers, includingadvancement requirements for all 10 pay levels.

We also include pictorial diaries for 5 of the 10Sims careers, highlighting each promotion, andproviding a sampling of random events. Weselected these careers because they requiredevelopment of all six career skills: Cooking,Mechanical, Body, Charisma, Creativity, and Logic.

Your First JobEvery Sim house receives a daily copy of the SimCity Times that includes a single job posting. Youcan take the first job you see, or buy a computerand view three jobs a day. There is no rush—youhave enough money to get by for several days.

A Military job is usually available on thecomputer. This is an excellent first career, with astarting salary of §250. Furthermore, it remains thehighest paying of the 10 careers through the firstthree advances. A Law Enforcement position is aclose second.

Fig. 4-1. Today’sjob posting is for atest driver.

You can enjoy the free use of a computer bybuying it, checking the want ads, and thenreturning it the same day for a full refund.Keep this up until you find the job you want.Then, later when you have more disposablecash, you can buy—and keep—a computer.

Fig. 4-2. This two-commando familytakes home §325each as membersof the Elite Forces(Level 2—MilitaryCareer).

If you would rather take your time and sortthrough all 10 job tracks, the following table willhelp you choose a career that is suited to yourSim’s personality traits.

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Chapter 4: 9 to 5—climbing the career ladder

Career Choices

Career Track Necessary Skills Related Personality TraitsBusiness Logic, Charisma OutgoingEntertainment Charisma, Creativity Outgoing, PlayfulLaw Enforcement Logic, Body ActiveLife of Crime Creativity, Charisma Playful, Outgoing Medicine Logic, Body ActiveMilitary Mechanical, Body ActivePolitics Charisma, Logic OutgoingPro Athlete Body, Charisma Active, OutgoingScience Logic, Creativity PlayfulXtreme Creativity, Body/Charisma (tie) Playful, Active, Outgoing

Developing Your SkillsAfter you decide on a career, focus on developing the appropriate Skills needed for advancement. It isimportant to remember that Sims do not study on their own. You need to direct your Sim to one of theactivities listed in the Skill Enhancement table below.

On the control panel, click on the Job icon todisplay your Sim’s current Skill bars (see figure 4-3). A white line designates the minimum level ofSkill needed for the next promotion. Otherfactors contribute to earning a promotion, butwithout the Skill requirement, you haveabsolutely no chance for advancement to thenext level.

Fig. 4-3. This Simneeds to boost hisBody Skill one morenotch, so he isscheduled for asession on theexercise machineright after lunch.

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Skill Enhancement

Skill Method of Enhancement NotesCooking Bookshelf (Study Cooking) Any type of bookshelf will suffice.Mechanical Bookshelf (Study Mechanical) Any type of bookshelf will suffice.Body Exercise Machine (Work Out) Exercise machine increases Skill four

times faster than the pool. Active Sims improve their Skill at a higher rate.

Pool (Swim) See above.Charisma Mirrors or Medicine Cabinet Outgoing Sims acquire Skill more quickly.

(Practice Speech)Creativity Easel (Paint) Playful Sims acquire Skill more quickly.

Piano (Play) Playful Sims acquire Skill more quickly.Logic Chessboard (Play) Playing with another Sim generates

Social points.

Fig. 4-4. A sessionon the exercisebench nets a Bodypoint for this Sim.

Sim Career TracksThe following tables include the salaries, hours, carpool vehicles, and job level requirements for eachlevel of the 10 Sim career tracks. The Daily MotiveDecay value shows which Motives deterioratewhile the Sim is on the job.

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Chapter 4: 9 to 5—climbing the career ladder

Requirements for Level 1 Positions

Career Position Pay Hours Car Pool Cooking mechanical Charisma Body Logic Creativity Family/ Daily Motive DecayTrack Vehicle Friends Hunger Comfort Hygiene Bladder Energy Fun SocialBusiness Mail §120 9 a.m. Junker 0 0 0 0 0 0 0 0 0 0 0 -30 0 0

Room –3 p.m

Entertainment Waiter §100 9 a.m. Junker 0 0 0 0 0 0 0 0 0 0 0 -30 0 0Waitress –3 p.m.

Law Security §240 12 a.m. Squad 0 0 0 0 0 0 0 0 0 0 0 -30 0 0Enforcement Guard –6 a.m. Car

Life of Crime Pickpocket §140 9 a.m. Junker 0 0 0 0 0 0 0 0 0 0 0 -30 0 0–3 p.m.

Medicine Medical §200 9 a.m. Junker 0 0 0 0 0 0 0 0 0 0 0 -30 0 0Technician –3 p.m.

Military Recruit §250 6 a.m. Military 0 0 0 0 0 0 0 0 0 -15 0 -30 0 0–12 p.m. Jeep

Politics Campaign §220 9 a.m. Junker 0 0 0 0 0 0 0 0 0 0 0 -30 0 0Work –6 p.m.

Pro Athlete Team §110 12 p.m. Junker 0 0 0 0 0 0 0 0 0 -5 0 -35 0 0Mascot –6 p.m.

Science Test §155 9 a.m. Junker 0 0 0 0 0 0 0 0 0 0 0 -30 0 0Subject –3 p.m.

Xtreme Daredevil §175 9 a.m. Junker 0 0 0 0 0 0 0 0 0 0 0 -30 0 0–3 p.m.

Requirements for Level 2 Positions

Career Position Pay Hours Car Pool Cooking mechanical Charisma Body Logic Creativity Family/ Daily Motive DecayTrack Vehicle Friends Hunger Comfort Hygiene Bladder Energy Fun SocialBusiness Executive §180 9 a.m. Junker 0 0 0 0 0 0 0 0 0 0 0 -34 -2 0

Assistant –4 p.m

Entertainment Extra §150 9 a.m. Junker 0 0 0 0 0 0 0 0 0 0 0 -34 -2 0–3 p.m.

Law Cadet §320 9 a.m. Squad 0 0 0 0 0 0 0 0 0 0 0 -34 -2 0Enforcement –3 p.m. Car

Life of Crime Bagman §200 11 p.m. Junker 0 0 0 0 0 0 0 0 0 0 0 -34 -2 0–7 a.m.

Medicine Paramedic §275 11 p.m. Junker 0 0 0 0 0 0 0 0 0 0 0 -34 -2 0–5 a.m.

Military Elite §325 7 a.m. Military 0 0 0 0 0 0 0 0 0 -15 0 -34 -2 0Forces –1 p.m. Jeep

Politics Intern §300 9 a.m. Junker 0 0 0 0 0 0 0 0 0 0 0 -34 -2 0–3 p.m.

Pro Athlete Minor §170 9 a.m. Junker 0 0 0 0 0 0 0 0 0 -10 0 -40 -2 0Leaguer –3 p.m.

Science Lab §230 11 p.m. Junker 0 0 0 0 0 0 0 0 0 0 0 -34 -2 0Assistant –5 a.m.

Xtreme Bungee §250 9 a.m. Junker 0 0 0 0 0 0 0 0 0 0 0 -34 -2 0Jump –3 p.m.

Instructor

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Requirements for Level 3 Positions

Career Position Pay Hours Car Pool Cooking mechanical Charisma Body Logic Creativity Family/ Daily Motive DecayTrack Vehicle Friends Hunger Comfort Hygiene Bladder Energy Fun SocialBusiness Field §250 9 a.m. Junker 0 2 0 0 0 0 0 -3 0 -5 0 -38 -4 0

Sales Rep –4 p.m.

Entertainment Bit Player §200 9 a.m. Junker 0 0 2 0 0 0 0 -3 0 -5 0 -38 -4 0–3 p.m.

Law Patrol §380 5 p.m. Squad 0 0 0 2 0 0 0 -3 0 -5 0 -38 -4 0Enforcement Officer –1 a.m. Car

Life of Crime Bookie §275 12 p.m. Standard 0 0 0 2 0 0 0 -3 0 -5 0 -38 -4 0–7 p.m. Car

Medicine Nurse §340 9 a.m. Standard 0 2 0 0 0 0 0 -3 0 -5 0 -38 -4 0–3 p.m. Car

Military Drill §400 8 a.m. Military 0 0 0 2 0 0 0 -3 0 -20 0 -38 -4 0Instructor –2 p.m. Jeep

Politics Lobbyist §360 9 a.m. Standard 0 0 2 0 0 0 0 -3 0 -5 0 -38 -4 0–3 p.m. Car

Pro Athlete Rookie §230 9 a.m. Junker 0 0 0 2 0 0 0 -3 0 -15 0 -45 -2 0–3 p.m.

Science Field §320 9 a.m. Standard 0 0 0 0 2 0 0 -3 0 -5 0 -38 -4 0Researcher –3 p.m. Car

Xtreme Whitewater §325 9 a.m. SUV 0 0 0 2 0 0 1 -3 0 -10 0 -45 -4 0Guide –3 p.m.

Requirements for Level 4 Positions

Career Position Pay Hours Car Pool Cooking mechanical Charisma Body Logic Creativity Family/ Daily Motive DecayTrack Vehicle Friends Hunger Comfort Hygiene Bladder Energy Fun SocialBusiness Junior §320 9 a.m. Standard 0 2 2 0 0 0 1 -7 0 -10 0 -42 -7 0

Executive –4 p.m. Car

Entertainment Stunt §275 9 a.m. Standard 0 0 2 2 0 0 2 -7 0 -10 0 -42 -7 0Double –4 p.m. Car

Law Desk §440 9 a.m. Squad 0 2 0 2 0 0 1 -7 0 -10 0 -42 -7 0Enforcement Sergeant –3 p.m. Car

Life of Crime Con Artist §350 9 a.m. Standard 0 0 1 2 0 1 2 -7 0 -10 0 -42 -7 0–3 p.m. Car

Medicine Intern §410 9 a.m. Standard 0 2 0 2 0 0 2 -7 0 -10 0 -42 -7 0–6 p.m. Car

Military Junior §450 9 a.m. Military 0 1 2 2 0 0 0 -7 0 -20 0 -42 -8 0Officer –3 p.m. Jeep

Politics Campaign §430 9 a.m. Standard 0 0 2 0 1 0 2 -7 0 -10 0 -42 -7 0Manager –6 p.m. Car

Pro Athlete Starter §300 9 a.m. Standard 0 0 0 5 0 0 1 -7 0 -20 0 -50 -2 0–3 p.m. Car

Science Science §375 9 a.m. Standard 0 0 1 0 3 0 1 -7 0 -10 0 -40 -7 0Teacher –4 p.m. Car

Xtreme Xtreme §400 9 a.m. SUV 0 1 0 4 0 0 2 -7 0 -20 0 -50 -2 0Circuit Pro –3 p.m.

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Chapter 4: 9 to 5—climbing the career ladder

Requirements for Level 5 Positions

Career Position Pay Hours Car Pool Cooking mechanical Charisma Body Logic Creativity Family/ Daily Motive DecayTrack Vehicle Friends Hunger Comfort Hygiene Bladder Energy Fun SocialBusiness Executive §400 9 a.m. Standard 0 2 2 0 2 0 3 -10 0 -15 0 -46 -10 0

–4 p.m. Car

Entertainment B-Movie §375 10 a.m. Standard 0 0 3 3 0 1 4 -10 0 -15 0 -46 -10 0Star –5 p.m. Car

Law Vice §490 10 p.m. Squad 0 3 0 4 0 0 2 -10 0 -15 0 -46 -10 0Enforcement Squad –4 a.m. Car

Life of Crime Getaway §425 5 p.m. Standard 0 2 1 2 0 2 3 -10 0 -10 0 -46 -10 0Driver –1 a.m. Car

Medicine Resident §480 9 p.m. Standard 0 3 0 2 2 0 3 -10 0 -15 0 -46 -10 0–4 a.m. Car

Military Counter- §500 9 a.m. Military 1 1 2 4 0 0 0 -10 0 -25 0 -46 -12 0Intelligence –3 p.m. Jeep

Politics City Council §485 9 a.m. Town 0 0 3 1 1 0 4 -10 0 -15 0 -46 -8 0Member –3 p.m. Car

Pro Athlete All-Star §385 9 a.m. SUV 0 1 1 6 0 0 3 -10 0 -25 0 -55 -3 0–3 p.m.

Science Project §450 9 a.m. Standard 0 0 2 0 4 1 3 -10 0 -12 0 -43 -8 0Leader –5 p.m. Car

Xtreme Bush §475 9 a.m. SUV 1 2 0 4 1 0 3 -10 0 -15 0 -46 -5 -10Pilot –3 p.m.

Requirements for Level 6 Positions

Career Position Pay Hours Car Pool Cooking mechanical Charisma Body Logic Creativity Family/ Daily Motive DecayTrack Vehicle Friends Hunger Comfort Hygiene Bladder Energy Fun SocialBusiness Senior §520 9 a.m. Standard 0 2 3 0 3 2 6 -14 0 -20 0 -50 -13 0

Manager –4 p.m. Car

EntertainmentSupporting §500 10 a.m. Limo 0 1 4 4 0 2 6 -14 0 -20 0 -50 -13 0Player –6 p.m.

Law Detective §540 9 a.m. Squad 1 3 1 5 1 0 4 -14 0 -20 0 -50 -13 0Enforcement –3 p.m. Car

Life of Crime Bank §530 3 p.m. Town 0 3 2 3 1 2 4 -14 0 -15 0 -50 -13 -5Robber –11 p.m. Car

Medicine GP §550 10 a.m. Town 0 3 1 3 4 0 4 -14 0 -20 0 -50 -13 0–6 p.m. Car

Military Flight §550 9 a.m. Military 1 2 4 4 1 0 1 -14 0 -28 0 -50 -15 0Officer –3 p.m. Jeep

Politics State §540 9 a.m. Town 0 0 4 2 1 1 6 -14 0 -20 0 -50 -12 -3Assembly- –4 p.m. Car

person

Pro Athlete MVP §510 9 a.m. SUV 0 2 2 7 0 0 5 -14 0 -30 0 -60 -4 0–3 p.m.

Science Inventor §540 10 a.m. Town 0 2 2 0 4 3 4 -14 0 -15 0 -45 -9 -8–7 p.m. Car

Xtreme Mountain §550 9 a.m. SUV 1 4 0 6 1 0 4 -14 0 -30 0 -60 0 0Climber –3 p.m.

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Requirements for Level 7 Positions

Career Position Pay Hours Car Pool Cooking mechanical Charisma Body Logic Creativity Family/ Daily Motive DecayTrack Vehicle Friends Hunger Comfort Hygiene Bladder Energy Fun SocialBusiness Vice §660 9 a.m. Town Car 0 2 4 2 4 2 8 -18 0 -25 0 -54 -16 0

President –5 p.m.

Entertainment TV Star §650 10 a.m. Limo 0 1 6 5 0 3 8 -18 0 -25 0 -54 -16 0–6 p.m.

Law Lieutenant §590 9 a.m. Limo 1 3 2 5 3 1 6 -18 0 -25 0 -54 -16 0Enforcement –3 p.m.

Life of Crime Cat §640 9 p.m. Town 1 3 2 5 2 3 6 -18 0 -20 0 -54 -16 0Burglar –3 a.m. Car

Medicine Specialist §625 10 p.m. Town 0 4 2 4 4 1 5 -18 0 -25 0 -54 -16 0–4 a.m. Car

Military Senior §580 9 a.m. Military 1 3 4 5 3 0 3 -18 0 -31 0 -55 -20 0Officer –3 p.m. Jeep

Politics Congress- §600 9 a.m. Town 0 0 4 3 3 2 9 -18 0 -25 0 -54 -18 -7person –3 p.m. Car

Pro Athlete Superstar §680 9 a.m. SUV 1 2 3 8 0 0 7 -18 0 -35 0 -65 -5 0–4 p.m.

Science Scholar §640 10 a.m. Town 0 4 2 0 6 4 5 -18 0 -20 0 -48 -10 -10–3 p.m. Car

Xtreme Photo- §650 9 a.m. SUV 1 5 2 6 1 3 5 -18 0 -25 0 -54 -16 0journalist –3 p.m.

Requirements for Level 8 Positions

Career Position Pay Hours Car Pool Cooking mechanical Charisma Body Logic Creativity Family/ Daily Motive DecayTrack Vehicle Friends Hunger Comfort Hygiene Bladder Energy Fun SocialBusiness President §800 9 a.m. Town Car 0 2 5 2 6 3 10 -22 0 -30 0 -58 -19 0

–5 p.m.

Entertainment Feature §900 5 p.m. Limo 0 2 7 6 0 4 10 -22 0 -30 0 -58 -19 0Star –1 a.m.

Law SWAT Team §625 9 a.m. Limo 1 4 3 6 5 1 8 -22 0 -30 0 -58 -19 0Enforcement Leader –3 p.m.

Life of Counterfeiter §760 9 p.m. Town 1 5 2 5 3 5 8 -22 0 -25 0 -58 -19 -15Crime –3 a.m. Car

Medicine Surgeon §700 10 p.m. Town 0 4 3 5 6 2 7 -22 0 -30 0 -58 -19 0–4 a.m. Car

Military Commander §600 9 a.m. Military 1 6 5 5 5 0 5 -22 0 -33 0 -60 -25 0–3 p.m. Jeep

Politics Judge §650 9 a.m. Town 0 0 5 4 4 3 11 -22 0 -30 0 -58 -22 -11–3 p.m. Car

Pro Athlete Assistant §850 9 a.m. SUV 2 2 4 9 0 1 9 -22 0 -40 0 -70 -6 0Coach –2 p.m.

Science Top Secret §740 10 a.m. Town 1 6 4 0 7 4 7 -22 0 -25 0 -52 -12 -13Researcher –3 p.m. Car

Xtreme Treasure §725 10 a.m. SUV 1 6 3 7 3 4 7 -22 0 -34 0 -60 -15 -5Hunter –5 p.m.

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Chapter 4: 9 to 5—climbing the career ladder

Requirements for Level 9 Positions

Career Position Pay Hours Car Pool Cooking mechanical Charisma Body Logic Creativity Family/ Daily Motive DecayTrack Vehicle Friends Hunger Comfort Hygiene Bladder Energy Fun SocialBusiness CEO §950 9 a.m. Limo 0 2 6 2 7 5 12 -26 0 -35 0 -62 -22 0

–4 p.m.

Entertainment Broadway §1100 10 a.m. Limo 0 2 8 7 0 7 12 -26 0 -35 0 -62 -22 0Star –5 p.m.

Law Police §650 9 a.m. Limo 1 4 4 7 7 3 10 -26 0 -35 0 -62 -22 0Enforcement Chief –5 p.m.

Life of Crime Smuggler §900 9 a.m. Town 1 5 5 6 3 6 10 -26 0 -30 0 -62 -22 -20–3 p.m. Car

Medicine Medical §775 9 p.m. Limo 0 5 4 6 8 3 9 -26 0 -35 0 -62 -22 0Researcher –4 a.m.

Military Astronaut §625 9 a.m. Limo 1 9 5 8 6 0 6 -26 0 -35 0 -65 -30 0–3 p.m.

Politics Senator §700 9 a.m. Limo 0 0 6 5 6 4 14 -26 0 -35 0 -62 -26 -15–6 p.m.

Pro Athlete Coach §1,000 9 a.m. SUV 3 2 6 10 0 2 11 -26 0 -45 0 -75 -8 0–3 p.m.

Science Theorist §870 10 a.m. Town 1 7 4 0 9 7 8 -26 0 -30 0 -56 -16 -16–2 p.m. Car

Xtreme Grand §825 10 a.m. Bentley 1 6 5 7 5 7 9 -26 0 -35 0 -62 -5 -10Prix Driver –4 p.m.

Requirements for Level 10 Positions

Career Position Pay Hours Car Pool Cooking mechanical Charisma Body Logic Creativity Family/ Daily Motive DecayTrack Vehicle Friends Hunger Comfort Hygiene Bladder Energy Fun SocialBusiness Business §1,200 9 a.m. Limo 0 2 8 2 9 6 14 -30 0 -40 0 -66 -25 0

Tycoon –3 p.m.

Entertainment Super- §1,400 10 a.m. Limo 0 2 10 8 0 10 14 -30 0 -40 0 -66 -25 0star –3 p.m.

Law Captain §700 10 a.m. Limo 1 4 6 7 10 5 12 -20 -80 -45 -25 -60 0 0Enforcement Hero –4 p.m.

Life of Crime Criminal §1,100 6 p.m. Limo 2 5 7 6 4 8 12 -30 0 -35 0 -66 -25 -25Mastermind –12 a.m.

Medicine Chief of §850 9 p.m. Hospital 0 6 6 7 9 4 11 -30 0 -40 0 -66 -25 0Staff –4 a.m. Limo

Military General §650 9 a.m. Staff 1 10 7 10 9 0 8 -30 0 -40 0 -70 -35 0–3 p.m. Sedan

Politics Mayor §750 9 a.m. Limo 0 0 9 5 7 5 17 -30 0 -40 0 -66 -30 -20–3 p.m

Pro Athlete Hall of §1,300 9 a.m. Limo 4 2 9 10 0 3 13 -30 0 -50 0 -80 -10 0Famer –3 p.m.

Science Mad §1,000 10 a.m. Limo 2 8 5 0 10 10 10 -30 0 -35 0 -60 -20 -20Scientist –2 p.m.

Xtreme International §925 11 a.m. Bentley 2 6 8 8 6 9 11 -30 0 -30 0 -70 -20 -15–5 p.m.

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The Daily GrindA working Sim needs to follow a schedule that isconducive to good job performance. Review thefollowing tips as you devise a work schedule foryour household.

Get Plenty of SleepSims need to awake refreshed in order to arrive atwork in a good mood. Send your Sims to bed early,and make sure there are no distractions (stereos,TVs, computers, etc.) that might interrupt theirbeauty sleep.

Eat a Hearty BreakfastWhen you’re angling for a promotion, you need toarrive at work with all cylinders firing. When thealarm rings, send the designated house chef (theSim with the highest Cooking Skill) to the kitchen to“Prepare a Meal.” By the time your Sim is finishedemptying his Bladder and completing necessaryHygiene, breakfast will be on the counter. Thereshould be plenty of time to complete the meal andhead to work with a full Hunger bar.

Fig. 4-5. Make sureyour Sims get tobed early enough torestore maximumEnergy before thealarm rings.

Set Your Alarm ClockWhen set, the clock wakes your Sims two hoursbefore the car pool arrives (one alarm clock takescare of the entire house). This is plenty of time totake care of Hunger, Bladder, and Hygiene Motivebars. If you still have time, improve your Sim’smood with a little non-strenuous fun like watchingTV, or use the extra time to improve a Skill.

Fig. 4-6. That lastset on the exercisebench paid off!

If two or more Sims in the house have jobs, thealarm clock rings for the earliest riser.Unfortunately, this wakes everyone else,regardless of when they have to be ready for thecar pool. If you send the other Sims back to bed,you’ll need to wake them manually, because thealarm clock only rings once each day.

Make sure that your Sim is on the first floor andrelatively close to the car pool within 15 minutesof departure to be sure he or she catches his orher ride. If you meet this deadline, your Sim willchange clothes on the fly and sprint to the curb.

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Chapter 4: 9 to 5—climbing the career ladder

BusinessMajor decision: “Stock Option”

Player is given the choice of accepting a portfolioof company stock instead of salary for that payperiod. The stock could double or tank. As a result,the player receives twice his salary or nothing at allfor the pay period.

EntertainmentMajor decision: “The Remake”

Your agent calls with an offer: Sim Studios wantsyou for the lead in a remake of Citizen Kane.Accepting will either send your Charisma sky highwhen the film succeeds wildly…or send it crashingif the turkey flops.

Law EnforcementMajor decision: “The Bribe”

A mobster you’re investigating offers a huge bribeto drop the case. The charges won’t stick withoutyour testimony and you could suddenly “lose theevidence” and quietly pocket a nice nest egg…orget busted by Internal Affairs and have to startover on a new career track.

Life of CrimeMajor decision: “The Perfect Crime”

You’ve just been handed a hot tip that aninformant claims will be an easy knockover withloads of cash for the taking. Either the tip isgold, or it’s a police sting. An arrest means yourfamily is left at home alone while you’re sent offto cool your heels in Sim City Prison for a while.If you succeed, your Charisma and CreativitySkills are enhanced.

Make Friends and Influence Your BossAdvancing through the first three levels does notcarry a friendship requirement; however this rampsup very quickly. It helps to have a stay-at-homemate to concentrate on making friends. Rememberthat the career friendship requirement is for yourhousehold, not your Sim. So, if your mate orchildren have friends, they count toward yourpromotions, too.

Fig. 4-7. This Sim isjust about out ofEnergy, but hisSocial score ismaxed out andhe’s just madetwo new friends.

Take an Occasional Day Off to

RechargeIf you find that your Sim is unable to have enoughFun or Social events to maintain a positive mood,skip a day of work and indulge. See a friend ortwo, work on Skills, or have some Fun. Just don’tmiss two days in a row or your Sim will beautomatically fired!

Major DecisionsAs you work your way up the career ladder, youencounter “major decisions” that involve variousdegrees of risk. They are winner-take-all, loser-gets-nada events that force you to gamble withyour salary, integrity, or even your job. Thefollowing sections include a sample “majordecision” for each career.

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MedicineMajor Decision: “Malpractice”

A former patient has slapped you with a massivemalpractice suit. You can settle immediately byoffering a payment equal to 50 percent of the cashin your household account. Or, take the bum tocourt. Lose, and all your furniture and householdgoods are repossessed. Win, and you receive asettlement equal to 100 percent of the cash inyour household account.

MilitaryMajor decision: “Gung Ho”

The general needs volunteers for a highlydangerous mission. You can refuse withoutpenalty. If you accept, and succeed on the mission,you are decorated and immediately promoted tothe next level. Failure means a demotion, soldier—you’re broken down to the previous level.

PoliticsMajor decision: “Scandal”

An attractive young member of your team alsohappens to be heir to a fortune. He or she willfinance your career advancement if you agree to“private consultations.” You can refuse, with nochange in status. Otherwise, there are two possibleoutcomes. You might get away with it andimmediately advance two levels. If you’re caught,you’ll lose your friends when the scandal breaks inthe media, and you’ll be tossed from the careertrack to seek another.

Pro AthleteMajor Decision: “The Supermatch”

A one-on-one, pay-per-view contest pitting youagainst your greatest local rival is offered. If youwin, it’s worth double your paycheck. If you lose,the indignity comes complete with an injurycosting you a reduction in your Body Skill alongwith a drop in Charisma. The player can alwaysrefuse at no penalty.

ScienceMajor decision: “The Experiment”

A science research firm is willing to pay you a fatbonus for conducting a complex experiment.However, the work must be conducted at yourhome, using rats as test subjects. Success meansyou collect the fee, with a bonus increase in yourLogic Skill level. A failed experiment results in adozen rats escaping into your home. That means amajor bill from both your exterminator and yourelectrician (the rats have chewed through powercords.) Financial damage could be reduced if thePlayer’s Mechanical Skills are strong.

XtremeMajor decision: “Deep Freeze”

An arctic expedition is holding a spot open foryou. It’s a risky enterprise, so you may refuse.However, for a person in your particular line ofwork, that refusal will lower your Charisma. If youjoin the team, and they reach their goal, you willbe rewarded with a considerable rise in Charisma.If the mission goes awry, your Sim is “lost on aniceberg” for a period of game time.

Page 28: The Sims Cover - niotso.orgniotso.org/manuals/TheSims_eguide_preview.pdf · Ladder,” looks at the working life of a Sim. You have myriad career choices and opportunities for advancement,

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Page 29: The Sims Cover - niotso.orgniotso.org/manuals/TheSims_eguide_preview.pdf · Ladder,” looks at the working life of a Sim. You have myriad career choices and opportunities for advancement,

The Prima Games logo is a registered trademark of Random House, Inc., registered in the United States and other countries. Primagames.com is a registered trademark of Random House, Inc., registered in the United States.

© 2001 Electronic Arts Inc. The Sims, SimCity, Maxis, theMaxis logo, Electronic Arts, EA GAMES and the EA GAMESlogo are trademarks or registered trademarks of ElectronicArts Inc. in the US and/or other countries. All rightsreserved. EA GAMES™ is an Electronic Arts™ brand.