The Sims House Party Prima Official EGuide
The Sims House Party Prima Official EGuide
™
Details on every party theme and
guest, from caterers to crashers
STRATEGY GUIDE
PRIMA’S OFFICIAL
and personalities
Requires
The Prima Games Logo and Primagames.com are Prima is an authorized The Sims™
registered trademarks of Prima Communications, Inc. primagames.com® Electronic Arts licensee. to play
prima’s official strategy guide
Mark Cohen
Prima Games
A Division of Random House, Inc.
3000 Lava Ridge Court
Roseville, CA 95661
(800) 733-3000
www.primagames.com
™
2
Take an Occasional Day Off to Recharge .47
Contents Major Decisions . . . . . . . . . . . . . . . . . . . . . .
Business . . . . . . . . . . . . . . . . . . . . . . . . .
.47
.47
Introduction: How to Use this Book . . . . .5 Entertainment . . . . . . . . . . . . . . . . . . . . .47
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
Law Enforcement . . . . . . . . . . . . . . . . . . .47
Part I: The Sims . . . . . . . . . . . . . . . . . . . . . . . . . .6
Life of Crime . . . . . . . . . . . . . . . . . . . . . .47
Part II: House Party Expansion Pack . . . . . . . .7
Medicine . . . . . . . . . . . . . . . . . . . . . . . . .48
Part I: The Sims . . . . . . . . . . . . . . . . . . . . . .8 Military . . . . . . . . . . . . . . . . . . . . . . . . . . .48
Chapter 1: What’s Your Sim Sign? . . . . . . . . . . . .8
Politics . . . . . . . . . . . . . . . . . . . . . . . . . . .48
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . .9
Pro Athlete . . . . . . . . . . . . . . . . . . . . . . . .48
It’s in the Stars . . . . . . . . . . . . . . . . . . . . . . . .9
Science . . . . . . . . . . . . . . . . . . . . . . . . . . .48
Personality Traits . . . . . . . . . . . . . . . . . . . . . .9
Xtreme . . . . . . . . . . . . . . . . . . . . . . . . . . .48
Neat . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
Chapter 5: Building a House . . . . . . . . . . . . . . . .49
Outgoing . . . . . . . . . . . . . . . . . . . . . . . . .10
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . .50
Active . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
Design Considerations . . . . . . . . . . . . . . . . . .50
Playful . . . . . . . . . . . . . . . . . . . . . . . . . . .12
Terrain Tools . . . . . . . . . . . . . . . . . . . . . . . . . .51
Nice . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
Wall and Fence Tools . . . . . . . . . . . . . . . . . . .51
Personality Tables . . . . . . . . . . . . . . . . . . . . . .13
Wall Tool . . . . . . . . . . . . . . . . . . . . . . . . .52
Chapter 2: Motives—I Want, I Need;
Door and Window Tools . . . . . . . . . . . . . . . . .53
Therefore, I Am a Sim! . . . . . . . . . . . . . . . . . . . . .14
Door Tool . . . . . . . . . . . . . . . . . . . . . . . . .53
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . .15
Window Tool . . . . . . . . . . . . . . . . . . . . . .53
What Is a Motive? . . . . . . . . . . . . . . . . . . . . .15
Floor Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . .54
Mood Rating . . . . . . . . . . . . . . . . . . . . . . . . .15
Flooring Types . . . . . . . . . . . . . . . . . . . . .55
The Motives . . . . . . . . . . . . . . . . . . . . . . . . . .16
Wallpaper Tool . . . . . . . . . . . . . . . . . . . . . . . .55
Hunger . . . . . . . . . . . . . . . . . . . . . . . . . . .16
Wallpaper Types . . . . . . . . . . . . . . . . . . . .55
Comfort . . . . . . . . . . . . . . . . . . . . . . . . . .16
Stair Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . .55
Hygiene . . . . . . . . . . . . . . . . . . . . . . . . . .17
Roof Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . .56
Bladder . . . . . . . . . . . . . . . . . . . . . . . . . . .17
Water Tools . . . . . . . . . . . . . . . . . . . . . . . . . .56
Energy . . . . . . . . . . . . . . . . . . . . . . . . . . .18
Fireplace Tool . . . . . . . . . . . . . . . . . . . . . . . . .57
Fun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
Plant Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . .57
Social . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
Plant Types . . . . . . . . . . . . . . . . . . . . . . . .57
Room . . . . . . . . . . . . . . . . . . . . . . . . . . . .22
Special Editing Tools . . . . . . . . . . . . . . . . . . . .57
Object Advertising Values . . . . . . . . . . . . . . .24
Chapter 6: Material Sims . . . . . . . . . . . . . . . . . . .59
Chapter 3: Interacting with Other Sims . . . . . . . .31
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . .60
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . .32
Buying for Needs, Instead of
Relationship Scores . . . . . . . . . . . . . . . . . . . . .32
Needing to Buy . . . . . . . . . . . . . . . . . . . . . . .60
Social Interactions . . . . . . . . . . . . . . . . . . . . .32
Sims Can Be Hard to Please . . . . . . . . . . . . . .61
Good Old Conversation . . . . . . . . . . . . . .32
Your Diminishing Net Worth . . . . . . . . . . . . .62
Physical Contact . . . . . . . . . . . . . . . . . . . .35
The Sims Buying Guide . . . . . . . . . . . . . . . . .68
Chapter 4: 9 to 5—Climbing the Career Ladder . .37
Seating . . . . . . . . . . . . . . . . . . . . . . . . . . .68
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . .38
Surfaces . . . . . . . . . . . . . . . . . . . . . . . . . .74
Your First Job . . . . . . . . . . . . . . . . . . . . . . . . .38
Decorative . . . . . . . . . . . . . . . . . . . . . . . .77
Developing Your Skills . . . . . . . . . . . . . . . . . .39
Electronics . . . . . . . . . . . . . . . . . . . . . . . .81
Sim Career Tracks . . . . . . . . . . . . . . . . . . . . . .40
Televisions . . . . . . . . . . . . . . . . . . . . . . . .82
The Daily Grind . . . . . . . . . . . . . . . . . . . . . . .46
Appliances . . . . . . . . . . . . . . . . . . . . . . . .85
Get Plenty of Sleep . . . . . . . . . . . . . . . . .46
Plumbing . . . . . . . . . . . . . . . . . . . . . . . . .88
Set Your Alarm Clock . . . . . . . . . . . . . . . .46
Lighting . . . . . . . . . . . . . . . . . . . . . . . . . .90
Eat a Hearty Breakfast . . . . . . . . . . . . . . .46
Miscellaneous . . . . . . . . . . . . . . . . . . . . . .93
Make Friends and Influence Your Boss . .47
Chapter 7: All in the Family . . . . . . . . . . . . . . . . .97
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4
introduction:
how to use this book
™
Introduction
Trying to distill the essence of The Sims into a Chapter 4, “9 to 5—Climbing the Career
strategy guide is in many ways an impossible task. Ladder,” looks at the working life of a Sim. You
Unlike traditional computer games that have a have myriad career choices and opportunities for
beginning, a middle, and an end, The Sims only advancement, and we provide you with the tools
has a middle. Once you get used to your characters to get the job and promotions that will make your
and their world, the game settles into a never- Sim financially successful.
ending adventure that is limited only by your Chapter 5, “Building a House,” has building
imagination, or your capacity for the absurd, tutorials that take you through every step of the
whichever comes first. The faster you start fiddling construction process, from putting up the framing
with your Sims’ lives—for better or for worse—the to slapping on the final coat of paint. Our topics
sooner you’ll experience the wonder of this game, include walls, windows, doors, wall coverings,
so without further ado, here’s what to expect in stairways and second stories, pools, and
the following pages. landscaping.
A Sim home is empty until you fill it with lots of
stuff. Chapter 6, “Material Sims,” provides facts
and statistics on every single object you can buy,
Part I: The Sims more than 150 items in all. In addition to data and
descriptions, we use detailed lists and tables to
The guide is split into two parts: The Sims
show how items relate to each other, and how
(chapters 1–10) and The Sims: House Party
some objects can even alter the effectiveness of
Expansion Pack (chapters 11–15). Chapter 1,
other objects.
“What’s Your Sim Sign?”, explains how a Sim
thinks, acts, and reacts in various situations. At the
beginning of the game, you can mold your Sims’
basic personalities, and we tell you how these
traits will affect their lives.
Chapter 2, “Motives—I Want, I Need; Therefore,
I Am a Sim!”, explains the eight primal urges that
drive all Sims. We cover each one in detail, and
then blend the information with the previous
chapter, so that you begin to understand how a
Sim’s actions can be manipulated by you, and by
other Sims.
Sims are very social creatures, and this can be a
blessing or a curse. Chapter 3, “Interacting with
Other Sims,” shows you how and why a Sim
interacts with others, and explains the benefits
and pitfalls that accompany friendships, love
relationships, and children.
6
introduction: how to use this book
Now, it’s time to put everything you know into Chapters 12, “Sim Party Animals,” includes
action. We devote chapter 7, “All in the Family,” comprehensive coverage of the all-new House
and to describing the common and not-so- Party characters, including Entertainer, Caterer,
common events in a Sim’s life. Get ready for a wild Psycho Mime, and Campfire Ghost.
ride as we give you insights on single life, Chapter 13, “Setting the Mood,” goes over the
relationships, having children, and making friends. ground rules, with tips on planning every aspect of
Chapter 8, “A Day in the Life,” follows a few of your “House Party,” including party objects, house
our families as they handle the ups and downs fo planning, and decor.
Sim life. Check it out to see examples of our Sims Chapter 14, “House Party Neighborhoods,” will
in interesting situations. help you make the most of your multiple
Chapter 9, “Sim Survival Tips,” is a quick- neighborhoods, manage families, and import
reference guide for times of crisis. Simply turn to houses like a land-developing master.
the appropriate Motive and save your Sim’s life Chapter 15, “Let’s Party,” shows you how to get
with one of our game-tested tips. Or, if you’re a party started, kick it into high gear, and keep it
feeling devious, check out our cheats to satisfy humming long enough to inspire a few special
your Sim’s needs. guests to show up.
We finish up with chapter 10, “Extending Your There you have it, the ultimate Sims and House
World.” Find suggestions for extending your Sim Party resource. Now, go out and get crazy with the
environment with special utilities and third party number-one computer game of all time; and
creations. You won’t believe how many people are remember, be kind to your Sims (at least some of
hooked on this game, and you’ll be amazed at the the time, anyway).
thousands of new skins, heads, objects, homes, and
wallpapers available to you…absolutely free on
dozens of Sim websites.
7
Part I:
™
Chapter 1:
WHAT’s your sim sign?
Chapter 1: what’s your sim sign?
Sims Zodiac Compatibility Table
Introduction Sign Attracted To Repelled By
When you are charged with the solemn task of
Aries Gemini/Taurus Cancer/Libra
creating a Sim from scratch, you have 25 points to
distribute over five traits: Neat, Outgoing, Active, Taurus Aries/Libra Virgo/Cancer
Playful, and Nice. Whether we admit it or not, all Gemini Pisces/Virgo Capricorn/Aries
of us have an inherent wish to be perfectly Cancer Taurus/Scorpio Gemini/Aries
balanced people (or Sims). Of course, you can take Virgo Aquarius/Sagittarius Leo/Taurus
the easy way out and award five points in every Libra Virgo/Cancer Pisces/Scorpio
category, creating a generic Sim. You’ll spend less
Scorpio Pisces/Leo Libra/Aquarius
time managing a middle-of-the-road Sim because
in most situations, he or she will do the right Sagittarius Pisces/Capricorn Libra/Scorpio
thing. If you’d rather play it safe, skip this chapter Leo Sagittarius/Cancer Capricorn/Gemini
and move right to “Motives: I Want…I Capricorn Aquarius/Taurus Leo/Gemini
Need…Therefore, I Am a Sim”. If not, read on as Aquarius Capricorn/Sagittarius Scorpio/Virgo
we describe the subtle (and sometimes dramatic) Pisces Scorpio/Gemini Leo/Aries
outcomes that your personality ratings will inspire.
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Medium
At least these Sims keep themselves relatively
clean, and you can depend on them to clean up
their own messes. Occasionally they’ll even clean
Outgoing
up another Sim’s garbage, but you might have to Low
intervene if you have several cleanup items that Shy, reserved, Sims have less pressing needs for
need attention. Social interaction, so it will be more difficult to
pursue friendships with other Sims, although they
can still carry on stimulating conversations. Within
Fig. 1-2. After their own home, a shy Sim may be less interested in
slopping water all receiving hugs, kisses, and back rubs, so if you are
over the bathroom looking for romance, it would be a good idea to
during his shower,
find a compatible target (see zodiac chart on p. 2).
this moderately
neat Sim mops up
his mess before
leaving the room.
High
A super-neat Sim always checks the vicinity for dirty
dishes and old newspapers, and of course, personal
hygiene is a big priority. One of these Sims can
compensate for one or two slobs in a household.
10
Chapter 1: what’s your sim sign?
Medium Active
It will be a little easier to get this Sim to mix with
strangers and enjoy a little intimacy from his
Low
housemates. Don’t expect a party animal, but you’ll Forget about pumping iron or swimming 100
be able to entice your guests into most activities. laps at 5:00 a.m. These Sims prefer a soft easy
chair to a hard workout. A sofa and a good TV
are high on their priority list. In fact, if they
don’t get their daily ration of vegging, their
Fig. 1-5. Come on Comfort scores will suffer.
everyone, let’s hit
the pool!
Fig. 1-7. This Sim
says “No way!” to a
session on the
exercise bench.
High
This Sim needs plenty of Social stimulation to
prevent his or her Social score from plummeting. Medium
You’ll have no trouble throwing parties or breaking These Sims strike a good balance between relaxing
the ice with just about any personality type. and breaking a sweat. They dance, swim, and even
shoot hoops without expressing discomfort.
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High Medium
Active Sims like to pick up the pace rather than fall These well-rounded Sims are usually receptive to a
asleep on the sofa in front of the TV. Get these good joke and don’t mind a little tickling. They
Sims a pool, basketball hoop, or exercise bench, may not be the first ones on the dance floor, but
and plan on dancing the night away with friends. they’ll join in with a good crowd.
Playful High
Low Can you spell P-A-R-T-Y? These Sims love to have
a few drinks, dance to good music, and invite lots
Get these Sims a bookcase, a comfortable chair, of guests over to the house. They love telling
and plenty of books. If reading isn’t an option, jokes, and they are usually ready to laugh at
looking at a painting or playing a game of chess others’ stories.
will do just fine.
12
Chapter 1: what’s your sim sign?
Nice Fig. 1-15. Even after
spending the night
Low on the kitchen floor,
this Sim still knows
There is nothing redeeming about a grouchy Sim. how to compliment
They are always ready to tease or insult their friends, her mate.
and they love to brag. A Sim with a low Nice rating
should be dropped from your guest list immediately,
or asked to leave if he or she shows up.
Fig. 1-13. Usually a
compliment elicits
a nice response,
but not so with
with sourpuss.
Personality Tables
The following tables demonstrate how personality
traits affect Fun scores and Skill development.
Traits that Raise Max Fun Value
Personality Trait Raises Max Fun Score For
Playful Aquarium, Chess Table,
Medium Computer, Doll House,
Flamingo, Pinball, TV
This Sim keeps an even keel about most things. Of
(Cartoon Channel), VR
all the traits, Nice is the least destructive if you Glasses
award at least four points. Only the nastiest Sims
Serious (Low Playful) Newspaper (Read)
can get under a medium-Nice Sim’s skin.
Active Basketball Hoop, Play
Fig. 1-14. This Sim Structure, TV (Action
has time for a Channel)
good tickle, even Outgoing Hot Tub, TV (Romance
while mopping up Channel)
the bathroom.
Grouchy (Low Nice) TV (Horror Channel)
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Chapter 2:
MOTIVES—I WANT, I NEED;
THEREFORE, I AM A SIM!
Chapter 2: motives—i want, i need; therefore, i am a sim!
Introduction
When you consider how many needs, traits, and
desires make up a Sim’s personality, it would be an Without Free Will, your Sims depend entirely
injustice to call it AI. Never before has a computer- on your input to keep them alive. If you don’t
generated character interacted so completely with tell them to eat, they will starve, and
both the game and the gamer while maintaining a eventually die.
unique (and ever-changing) personality. Is it any
wonder that The Sims has topped the PC sales
chart for nearly two years running?
In the previous chapter we discussed a Sim’s
Mood Rating
The game control panel also displays a Mood
personality traits. It painted a broad picture of the Rating, just to the right of the Sim character icons.
various types of Sims you might encounter in the If the rating is positive, you see up to five green
game, much the same as a newspaper horoscope bars displayed above the comedy/tragedy masks.
tells a superficial story of a person’s life. In this When the Mood Rating is negative, it displays up
chapter, we advance from broad-brush personality to five red bars below the masks.
traits to the eight powerful Motives that drive a
Sim’s every action. We cover each Motive in detail, In calculating the Mood Rating, each of the
but first, let’s begin with a few basic definitions. eight Motives is weighted, based on how critical
it is to sustaining a Sim’s life. Hence, Hunger,
Bladder, and Energy, which are all related to a
What Is a Motive? Sim’s physical well-being, carry more weight than
A Motive is, very simply, a need. Your Sims follow the noncritical Motives such as Social, Fun, or
these needs, based on their own instincts and a Room. So, if a Sim is hungry and tired, as
little help from you. If you activate Free Will in the pictured in figure 2-1, the overall Mood Rating
Options menu, your Sims will also make their own will be relatively low, even if several other
decisions, based on changing needs. After Motives are high.
selecting a Motive to fulfill, be it Hunger or
Hygiene, the Sim is “rewarded” with Motive
Fig. 2-1. This Sim
points. These points raise the corresponding
kid’s overall Mood
Motive score. Rating is barely
The eight Motive scores are displayed on the positive, due to the
right side of the control panel. A Motive rating is fact that he is
starving and low
considered positive if the bar is green, and
on Energy.
negative if it is red. Internally, the game uses a
200-point system, with positive (green) ratings
between 0 and 100, and negative (red) ratings
from 0 to -100.
Hunger Comfort
For obvious reasons, a Sim cannot survive for very The next category listed in the Needs section of
long without food. We’ll cover the details of food the control panel is considerably less important
preparation in a later chapter, but for now let’s than Hunger. Sims like to be comfortable, and they
focus on the basics. As long as you have a refrig- love cushy chairs, oversized sofas, and supportive
erator, a Sim can enjoy a Snack, Quick Meal, Full beds. Spending more money on these objects
Meal, or Group Meal (same as a Full Meal, except translates into greater Motive rewards. However, if
one of the Sims prepares several servings). In your budget is tight, you must still furnish the
addition to preparing food, a Sim with a house with basic furniture or your Sims will express
telephone can order out for Pizza, or enjoy food their discomfort.
that was brought as a gift (Candy Box or
Fruitcake). The Hunger Motive bar points awarded
with each meal are outlined in the following table.
16
Chapter 2: motives—i want, i need; therefore, i am a sim!
Fig. 2-3. With only a Fig. 2-4. Three out
cheap chair and of four Motive
loveseat, this Sim’s scores are on the
Comfort score is way up while this
mired in the red. couple enjoys a hot
tub soak.
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18
Chapter 2: motives—i want, i need; therefore, i am a sim!
• Basketball Hoop Endless Fun
• Bookshelf (reading) • Hot Tub: A Sim will stay in the tub until Fun,
• Dollhouse Comfort, Social, and Hygiene numbers reach
• Computer (playing games) maximum levels.
• Pinball Machine • Swimming Pool: A Sim will keep doing laps
until another Motive takes effect, or until you
• Play Structure
assign him or her to another activity.
• Stereo
• Toy Box
• Train Set Social
• TV Sims crave other Sims, especially if they are
Outgoing. Although they won’t die without
• VR Glasses
socializing, it is a good idea to devote a portion
of each day to a group activity, even if it is a
simple hot tub session with your Sim’s mate, or a
One-Time Fun Activities
family meal.
The following activities raise a Sim’s Fun score once
with each interaction. It may take several
interactions with the same activity for a Sim to
reach the maximum Fun level.
19
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Adult-Child Interactions The following table lists the factors that govern
the choices that appear on a Social actions menu.
Action Adult to CHild to Adult child to For example, two Sims who are strangers are not
Adult child to child Adult likely to have the options to kiss or hug.
Apologize X — — — Additionally, the table lists key factors that
Attack X X — — determine the eventual outcome.
Brag X X X X
Call Here X X X X
Cheer Up X X X X
Compliment X — — —
Dance X — — —
Entertain X X X X
Flirt X — — —
Give Back Rub X — — —
Give Gift X X X X
Hug X X X X
Insult X X X X
Joke X X X X
Kiss X — — —
Say Goodbye X X X —
Scare X X X X
Slap X — — —
Tag — X — —
Talk X X X X
Tease X X X X
Tickle X X X X
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Chapter 2: motives—i want, i need; therefore, i am a sim!
rel = Relationship
out = Outgoing
play = Playful
ff = Friend Flag
ss = Same Sex
rom = Romance Flag
age = Adult/Child
social = Social Motive Value
vis = Visitor
budget = Household Budget
nice = Nice
body = Body
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22
Chapter 2: motives—i want, i need; therefore, i am a sim!
Object State/Type Room Score Object State/Type Room Score
Fireplace Library Edition (No Fire) 20 Pinball Machine Broken -15
Library Edition (Fire) 75 Shower Broken -15
Worcestershire (No Fire) 15 Sofa N/A 20
Worcestershire (Fire) 60 (Deiter or Dolce)
Bostonian (No Fire) 10 Stereo Strings 25
Bostonian (Fire) 45 Table Mesa 15
Modesto (No Fire) 5 Parisienne 25
Modesto (Fire) 30 Toilet Clogged -10
Flamingo N/A 10 Train Set Small 25
Flood N/A -25 Trash Can (Inside) Full -20
Flowers Healthy 20 Trash Compactor Full -25
(Outdoor) Trash Pile N/A -20
Dead -20 TV Soma 20
Flowers/Plants Healthy 10 Broken (Any TV) -15
(Indoor)
Wilted 0
Dead -10
Food Snack (Spoiled) -15
Fruitcake (Empty Plate) -5
BBQ Group Meal (Spoiled) -20
BBQ Single Meal (Spoiled) -15
Empty Plate -10
Pizza Slice (Spoiled) -10
Pizza Box (Spoiled) -25
Candy (Spoiled) -5
Group Meal (Spoiled) -20
Meal (Spoiled) -25
Quick Meal (Spoiled) -20
Fountain N/A 25
Flowers (Gift) Dead -10
Alive 20
Lamp Not Broken 10
Lava Lamp N/A 20
Newspaper Old Newspapers -20
Piano N/A 30
23
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24
Chapter 2: motives—i want, i need; therefore, i am a sim!
Object Type Possible Object Advertised Advertised Personality Reduced Effects
Interactions Variations Motive Value Trait Modifier (over distance)
Bookcase Read a Book Bookcase Fun 10 Serious High
(Pine)
Bookcase Fun 20 Serious High
(Amishim)
Bookcase Fun 30 Serious High
(Libri di Regina)
Chair Sit Wicker Comfort 20 N/A Medium
(Living Room)
Country Class Comfort 20 N/A Medium
Citronel Comfort 20 N/A Medium
Sarrbach Comfort 20 N/A Medium
Chair Sit Werkbunnst Comfort 25 N/A Medium
(Dining Room)
Teak Comfort 25 N/A Medium
Empress Comfort 25 N/A Medium
Parisienne Comfort 25 N/A Medium
Chair Sit Office Chair Comfort 20 N/A Medium
(Office/Deck)
Deck Chair Comfort 20 N/A Medium
Chair (Recliner) Nap Both Recliners Energy 15 Lazy High
Both Recliners Comfort 20 Lazy Medium
Sit Both Recliners Comfort 30 Lazy Medium
Chess Join Chess Set Fun 40 Outgoing High
Social 40 N/A Medium
Play Fun 35 Serious High
Clock Wind N/A Room 40 Neat High
(Grandfather)
Coffee Drink Espresso N/A Energy 115 N/A Medium
(Espresso
Machine)
N/A Fun 10 N/A High
N/A Bladder -10 N/A High
Coffeemaker Drink Coffee N/A Bladder -5 N/A High
N/A Energy 115 N/A Medium
25
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26
Chapter 2: motives—i want, i need; therefore, i am a sim!
Object Type Possible Object Advertised Advertised Personality Reduced Effects
Interactions Variations Motive Value Trait Modifier (over distance)
Fountain Play N/A Fun 10 Shy High
Refrigerator Have Meal All Fridges Hunger 65 N/A Low
Have Snack Llamark Hunger 20 N/A Low
Porcina Hunger 30 N/A Low
Freeze Secret Hunger 40 N/A Low
Have Quick All Fridges Hunger 55 N/A Low
Meal
Serve Meal All Fridges Hunger 70 Cooking Low
All Fridges Energy -10 N/A Low
Gift (Flowers) Clean N/A Room 30 Neat Medium
Hot Tub Get In N/A Fun 45 Lazy High
N/A Comfort 50 N/A High
N/A Social 25 Outgoing Medium
N/A Hygiene 5 N/A Medium
Join N/A Comfort 30 N/A Low
N/A Fun 50 Outgoing Low
N/A Social 50 N/A Low
N/A Hygiene 5 N/A Medium
Lava Lamp Turn On N/A Room 5 N/A High
N/A Fun 5 N/A High
Mailbox Get Mail N/A Comfort 10 N/A High
N/A Hunger 10 N/A High
N/A Hygiene 10 N/A High
N/A Room 10 N/A High
Medicine Brush Teeth N/A Hygiene 25 Neat Medium
Cabinet
Newspaper Clean Up N/A Room 50 Neat Medium
Read N/A Fun 5 Serious High
Painting View N/A Fun 5 Serious High
Phone Answer N/A Fun 50 N/A Medium
N/A Comfort 50 N/A Medium
N/A Social 50 N/A Medium
Piano Play N/A Fun 40 Strong Creativity High
Watch N/A Fun 70 N/A Medium
N/A Social 10 N/A Medium
27
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28
Chapter 2: motives—i want, i need; therefore, i am a sim!
Object Type Possible Object Advertised Advertised Personality Reduced Effects
Interactions Variations Motive Value Trait Modifier (over distance)
Stereo Fun 40 Outgoing Low
Zimantz Hi-Fi Social 50 Outgoing Low
Fun 40 Outgoing Low
Strings Theory Social 60 Outgoing Low
Fun 40 Outgoing Low
Turn Off All Stereos Energy 220 Neat Medium
Turn On Boom Box Fun 25 Playful High
Zimantz Hi-Fi Fun 25 Playful High
Strings Theory Fun 30 Playful High
Toilet Clean Both Toilets Room 40 Neat High
Flush Hygeia-O-Matic Room 30 Neat High
Unclog Both Toilets Room 50 Neat High
Use Hygeia-O-Matic Bladder 50 N/A Low
Flush Force Bladder 70 N/A Low
Tombstone/ Mourn N/A Bladder 5 N/A Low
Urn (first 24 hours)
N/A Comfort 50 N/A Low
N/A Energy 5 N/A Low
N/A Fun 50 N/A Low
N/A Hunger 5 N/A Low
N/A Hygiene 50 N/A Low
N/A Social 50 N/A Low
N/A Room 50 N/A Low
Mourn N/A Bladder 0 N/A Low
(second 48 hours)
N/A Comfort 30 N/A Low
N/A Energy 0 N/A Low
N/A Fun 30 N/A Low
N/A Hunger 0 N/A Low
N/A Hygiene 30 N/A Low
N/A Social 30 N/A Low
N/A Room 30 N/A Low
Toy Box Play N/A Fun 55 Playful Medium
29
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30
Chapter 3:
interacting with other sims
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32
Chapter 3: INTERACTING WITH OTHER SIMS
When a conversation is going well, you see a Fig. 3-3. When two
green plus sign over one or both of the Sims. or more people
Conversely, when talk deteriorates into the enter a hot tub, the
gutter, you’ll see red minus signs. The following conversations begin
tables list positive and negative communications, spontaneously.
including each potential outcome and the
corresponding effect on Social and Relationship
scores. For our purposes, an outcome is positive if
it produces an increase in one or both scores.
When scores drop or stay the same, it is
considered a negative outcome.
Positive Communications
Interaction Response Relationship Change Social Score Change
Apologize Accept 10 15
Be Apologized To Accept 10 15
Brag Good 5 13
Be Bragged To Good 5 7
Cheer Up Good 5 7
Cheer Up Neutral 0 5
Be Cheered Up Good 10 10
Be Cheered Up Neutral 0 5
Compliment Accept 5 5
Be Complimented Accept 5 11
Entertain Laugh 4 7
Be Entertained Laugh 8 13
Flirt Good 5 13
Be Flirted With Good 10 13
Joke Laugh 5 13
Joke Giggle 2 7
Listen to Joke Laugh 7 13
Listen to Joke Giggle 3 7
Scare Laugh 5 10
TalkHigh Interest Topic 3 5
TalkLike Topic 3 5
Group Talk N/A 1 8
Tease Giggle 5 7
33
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Negative Communications
Interaction Response Relationship Change Social Score Change
Apologize Reject -10 0
Be Apologized To Reject -10 0
Brag Bad -5 0
Be Bragged To Bad -5 0
Cheer Up Bad -3 0
Be Cheered Up Bad -10 0
Compliment Reject -10 0
Be Complimented Reject -7 0
Entertain Boo -15 0
Be Entertained Boo -7 0
Flirt Refuse -10 -17
Flirt Ignore -5 0
Be Flirted With Refuse -10 0
Be Flirted With Ignore 0 0
Insult Cry 5 0
Insult Stoic 0 3
Insult Angry -10 7
Be Insulted Cry -12 -13
Be Insulted Stoic -5 -5
Be Insulted Angry -14 -7
Joke Uninterested -6 0
Listen to Joke Uninterested -7 0
Scare Angry -5 0
Be Scared Angry -10 0
TalkDislike Topic -3 3
TalkHate Topic -3 3
Tease Cry -4 0
Be Teased Cry -13 -7
34
Chapter 3: INTERACTING WITH OTHER SIMS
Physical Contact
When a Relationship moves past the 50-point threshold, you begin to see new options on the Social
interaction menu. Instead of just talking, you find new items including Hug, Give Back Rub, Flirt, and
Kiss. It all depends upon how your Relationship is progressing and what the other Sim is looking for in
the current interaction. The following tables include information on positive and negative physical
events.
35
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36
Chapter 4:
9 to 5—CLImbing the
career ladder
™
Introduction
When you first start playing The Sims, it’s easy to
get lost in the element. There’s so much to explore You can enjoy the free use of a computer by
and experience, and with more than enough buying it, checking the want ads, and then
money to furnish your house and buy a few toys, returning it the same day for a full refund.
you can just hang out and live the good Sim-life. Keep this up until you find the job you want.
Then, later when you have more disposable
But, reality sets in sooner than you would like, and
cash, you can buy—and keep—a computer.
you must find a job. In this chapter we show you
how to select a career, nurture the Skills necessary
to earn the first few promotions, and finally, A Military job is usually available on the
stockpile enough friends (it’s called networking) to computer. This is an excellent first career, with a
make the big bucks and zoom to the top of your starting salary of §250. Furthermore, it remains the
field. For easy reference, we include compre- highest paying of the 10 careers through the first
hensive career tables that contain everything you three advances. A Law Enforcement position is a
need to know about the 10 Sim careers, including close second.
advancement requirements for all 10 pay levels.
Fig. 4-2. This two-
commando family
takes home §325
Your First Job each as members
of the Elite Forces
Every Sim house receives a daily copy of the Sim (Level 2—Military
City Times that includes a single job posting. You Career).
can take the first job you see, or buy a computer
and view three jobs a day. There is no rush—you
have enough money to get by for several days.
38
Chapter 4: 9 to 5—climbing the career ladder
Career Choices
Career Track Necessary Skills Related Personality Traits
Business Logic, Charisma Outgoing
Entertainment Charisma, Creativity Outgoing, Playful
Law Enforcement Logic, Body Active
Life of Crime Creativity, Charisma Playful, Outgoing
Medicine Logic, Body Active
Military Repair, Body Active
Politics Charisma, Logic Outgoing
Pro Athlete Body, Charisma Active, Outgoing
Science Logic, Creativity Playful
Xtreme Creativity, Body/Charisma (tie) Playful, Active, Outgoing
39
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Skill Enhancement
Skill Method of Enhancement Notes
Cooking 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)
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.
40
Chapter 4: 9 to 5—climbing the career ladder
Requirements for Level 1 Positions
Career Position Pay Hours Car Pool Cooking Repair Charisma Body Logic Creativity Family/ Daily Motive Decay
Track Vehicle Friends Hunger Comfort Hygiene Bladder Energy Fun Social
Business 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 0
Waitress –3 p.m.
Law Security §240 12 a.m. Squad 0 0 0 0 0 0 0 0 0 0 0 -30 0 0
Enforcement 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 0
Technician –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 0
Work –6 p.m.
Pro Athlete Team §110 12 p.m. Junker 0 0 0 0 0 0 0 0 0 -5 0 -35 0 0
Mascot –6 p.m.
Science Test §155 9 a.m. Junker 0 0 0 0 0 0 0 0 0 0 0 -30 0 0
Subject –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.
41
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42
Chapter 4: 9 to 5—climbing the career ladder
Requirements for Level 5 Positions
Career Position Pay Hours Car Pool Cooking Repair Charisma Body Logic Creativity Family/ Daily Motive Decay
Track Vehicle Friends Hunger Comfort Hygiene Bladder Energy Fun Social
Business 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 0
Star –5 p.m. Car
Law Vice §490 10 p.m. Squad 0 3 0 4 0 0 2 -10 0 -15 0 -46 -10 0
Enforcement 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 0
Driver –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 0
Intelligence –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 0
Member –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 0
Leader –5 p.m. Car
Xtreme Bush §475 9 a.m. SUV 1 2 0 4 1 0 3 -10 0 -15 0 -46 -5 -10
Pilot –3 p.m.
43
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44
Chapter 4: 9 to 5—climbing the career ladder
Requirements for Level 9 Positions
Career Position Pay Hours Car Pool Cooking Repair Charisma Body Logic Creativity Family/ Daily Motive Decay
Track Vehicle Friends Hunger Comfort Hygiene Bladder Energy Fun Social
Business 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 0
Star –5 p.m.
Law Police §650 9 a.m. Limo 1 4 4 7 7 3 10 -26 0 -35 0 -62 -22 0
Enforcement 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 0
Researcher –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 -10
Prix Driver –4 p.m.
45
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46
Chapter 4: 9 to 5—climbing the career ladder
Make Friends and Influence Your Boss Business
Advancing through the first three levels does not Major decision: “Stock Option”
carry a friendship requirement; however this ramps Player is given the choice of accepting a portfolio
up very quickly. It helps to have a stay-at-home of company stock instead of salary for that pay
mate to concentrate on making friends. Remember period. The stock could double or tank. As a result,
that the career friendship requirement is for your the player receives twice his salary or nothing at all
household, not your Sim. So, if your mate or for the pay period.
children have friends, they count toward your
promotions, too. Entertainment
Fig. 4-7. This Sim is
Major decision: “The Remake”
just about out of Your agent calls with an offer: Sim Studios wants
Energy, but his you for the lead in a remake of Citizen Kane.
Social score is Accepting will either send your Charisma sky high
maxed out and
when the film succeeds wildly…or send it crashing
he’s just made
two new friends. if the turkey flops.
Law Enforcement
Major decision: “The Bribe”
A mobster you’re investigating offers a huge bribe
to drop the case. The charges won’t stick without
your testimony and you could suddenly “lose the
Take an Occasional Day Off to evidence” and quietly pocket a nice nest egg…or
get busted by Internal Affairs and have to start
Recharge over on a new career track.
If you find that your Sim is unable to have enough
Fun or Social events to maintain a positive mood, Life of Crime
skip a day of work and indulge. See a friend or
Major decision: “The Perfect Crime”
two, work on Skills, or have some Fun. Just don’t
miss two days in a row or your Sim will be You’ve just been handed a hot tip that an
automatically fired! informant claims will be an easy knockover with
loads of cash for the taking. Either the tip is
gold, or it’s a police sting. An arrest means your
Major Decisions family is left at home alone while you’re sent off
As you work your way up the career ladder, you to cool your heels in Sim City Prison for a while.
encounter “major decisions” that involve various If you succeed, your Charisma and Creativity
degrees of risk. They are winner-take-all, loser- Skills are enhanced.
gets-nada events that force you to gamble with
your salary, integrity, or even your job. The
following sections include a sample “major
decision” for each career.
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48
Chapter 5:
Building A House
™
Introduction
Anyone who has ever built a home knows that
the best laid plans of architects can sometimes Don’t try to build your dream house at the
turn into a house of horrors when the walls start beginning of the game. It’s easier to tear down
going up. The same holds true in The Sims, your original house and start over after you’ve
where you have enough power to build a fattened up your bank account.
magnificent dream house or your worst
residential nightmare. Limited only by your bank
account, you can build a conservative dwelling Design Considerations
that is functional above all else, or you can drop Before we introduce you to the various options
a family of eight in the middle of a meadow available in Build Mode, here is a checklist for
with only a bathroom and a refrigerator. It’s all your basic floor plan. Invariably, your unique
possible in The Sims, but rest assured that your family of Sims will make their needs known to you
family will deliver a quick—and sometimes as the game progresses. However, if you follow
scathing—critique when the clock starts ticking these house design basics, you should get your
on their simulated lives. family off to a positive start with a minimum of
emotional outbursts.
In this chapter, we take you through the
house design process from terrain preparation to
landscaping. For demonstration purposes, we * Don’t worry about having room to
will use just about every building option expand. Build your first house to match
available. Obviously, you would need a pile of the number of Sims in your family.
Simoleans to do this in the game. However, we
* Keep the bathroom centrally located. A
also cover important design considerations that
door on either side allows quick access
enable you to maximize your Room score,
for emergencies.
regardless of your budget. In this chapter, we
limit our discussion to the available options in * If you start with three Sims or more,
Build Mode only. For detailed descriptions of build one or more half-bathrooms (toilet
more than 150 Sims objects, see the next and sink only) to ease the crunch.
chapter. * Place the house close to the street, so you
don’t have to do the hundred yard dash
Of course, our suggestions are just the
to meet your car pool.
beginning. Sims thrive on the individuality of
their creator, and if you want to build dungeons, * Allow enough open wall for your kitchen
sprawling compounds, or one-room huts, you countertops and appliances.
have our support and encouragement. * Make your kitchen large enough to
Remember, a bad house is no match for the accommodate a small table and chairs.
bulldozer—your next house is only a click away! * If you don’t want a separate den or
family room, make one of the bedrooms
large enough to handle a computer desk
and chair.
50
Chapter 5: BUILDING A HOUSE
Fig. 5–2. You cannot
Terrain Tools level a tile at the
water’s edge.
In most locations, you can build a roomy house on
a flat piece of land without having to level the
terrain. However, if you want to build a house
near the water or at the edge of a hill, you’ll need
to smooth the sloping tiles before building a wall,
as displayed in figure 5-1.
51
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Wall Tool
Although you must start a wall at an Wall Types
intersection, you are not limited to square walls.
Simply drag the cursor at an angle to create an
Name Cost Description
interesting corner (figure 5-5). However, don’t (per section)
make the angled walls too long. You cannot place White §10 Outdoor fencing
Picket Fence
doors, windows, or objects on these walls. Also,
you cannot connect an angled wall to an existing Privacy Fence §35 8-foot outdoor fence
straight wall inside your house. Monticello §45 Railings for balconies
Balustrade and stairs
Wrought §45 Railings for balconies
Iron and stairs
Balustrade
Tumbleweed §70 Support columns for
To delete a wall, hold down the c key, then Wooden second stories or
Column patio covers
click and drag on a section of wall.
Wall Tool §70 Basic unfinished wall
The Zorba §80 Classic, white Graeco-
Ionic Column Roman column
Fig. 5-5. Angled Chester Brick §100 All brick, squared
corners help you Column off column
transform a
boring box into a
custom home.
Don’t worry
if you end
Columns are not restricted to outside use. Try
using the Zorba Ionic Column to create a
beautiful entry from the living room into a
formal dining room.
52
Chapter 5: BUILDING A HOUSE
Door Types
Name Cost Notes
Walnut Door §100 Solid door
without windows
Maple Door §150 Wooden door frame
Frame for rooms that do not
require total privacy
Federal Lattice §200 Glass panes in the
Window Door upper half of door
Windsor Door §300 Designer leaded
glass door
Monticello Door §400 7 rows of 3 panes,
topped with a 6-pane
half circle, allow
maximum light to
flow into your home
53
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Window Types
Floor Tool
Name Cost Description Unless you like grass in your living room, use the
Single-Pane §50 This economy window Floor Tool to lay some flooring inside your house.
Fixed Window still lets in the sun. The Sims also includes outdoor flooring that works
well in patios, backyard barbecue areas, or as
Single-Hung §55 This looks good over pathways to a pool or play area. One tile covers a
Window the kitchen sink.
single grid, and you can quickly finish an entire
Privacy Window §60 Tired of the room with a single shift-click. The price range for
neighborhood floor coverings is §10–§20, and you have a
peeping Toms? This selection of 29 different styles/colors.
window is positioned
higher on the wall.
Plate Glass §65 This one’s strictly glass
Window from floor to ceiling.
El Sol Window §80 This round ornamental
window is a nice When you lay flooring inside a room with
change from square angled walls, half of the floor tiles appear on
and rectangular styles. the other side of the wall, in another room or
outside the house (see figure 5-8). To remove
Monticello §110 Use as a bedroom these outside tiles, place any floor type over the
Window window to tiles, hold down the c key, and then click to
complement the delete them. The flooring on the other side of
Monticello door. the wall remains undisturbed.
Windsor §120 This ornamental
Window natural wood window
adds turn-of-the- Fig. 5-8. After you
century character to finish the inside
your home. flooring, go back
and delete the
Monticello §200 This dramatic window external tiles.
Window looks beautiful on
Full-Length either side of a
Monticello door.
54
Chapter 5: BUILDING A HOUSE
There are 30 different indoor/outdoor wall
Flooring Types coverings in The Sims, and just as with floor
• Carpeting (7) coverings, you are limited only by your budget and
• Cement (1) sense of style. Prices range from §4 for basic
wallpaper to §14 for granite block. If you change
• Ceramic Tile-Small Tiles (3)
your mind after putting up the wallpaper, you can
• Checkerboard Linoleum (1) rip it down and get your money back by holding
• Clay Paver Tiles (1) down the c key and clicking on the ugly panel.
• Colored Pavement (1)
• Granite (2)
• Gravel (1)
Wallpaper Types
• Adobe (1)
• Hardwood Plank (1)
• Aluminum Siding (1)
• Inlaid Hardwood (1)
• Brick (2)
• Italian Tile (1)
• Granite (1)
• Poured Concrete (1)
• Interior Wall Treatments (6 Fabric and
• Shale (1) Paint Combinations)
• Striped Pavement (2, Both Directions) • Japanese Paper/Screens (4)
• Tatami Mats (2) • Paint (4)
• Terracotta Tile (1) • Plaster (1)
• Wood Parquet (2) • Stucco (1)
• Tudor (1)
• Wainscoting (1)
Wallpaper Tool • Wallpaper (4)
• Wood Clapboard (1)
Fig. 5-9. Use the
Wallpaper Tool to • Wood Paneling (1)
create a different • Wood Shingles (1)
mood in every room.
Stair Tool
You may not plan to build a second story
immediately, but it’s still a good idea to place your
staircase before you start filling your house with
objects. Choose from four staircases, two at §900
and two at §1,200. But, no matter how much you
spend, they still get your Sims up and down the
same way.
55
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Water Tools
Now that you have walls, floors, and doors, it’s
time to add a pool. Of course, this isn’t a necessity,
but your Sims love to swim, and it’s an easy way to
add important Body points. After placing your
pool, don’t forget to add a diving board so your
If you don’t have the money to finish the
Sims can get in, and a ladder so they can climb
second story, just place the staircase and forget
out. As you build your pool, the Water Tool places
about it. The Sims won’t go upstairs until you add
light-colored cement squares as decking. You can
a second story. After the staircase is positioned, the
go back and cover these tiles with the outdoor
process for building a second story is exactly the
surface of your choice, as displayed in figure 5-12.
same as building the first floor. The only obvious
You can also add fencing around your deck to give
difference is that the buildable wall space extends
your pool a more finished look.
out one square beyond the walls on the first floor.
This allows you to squeeze a little extra space for a
larger room or balcony.
56
Chapter 5: BUILDING A HOUSE
Let your green thumb go wild, but don’t forget
Fireplace Tool that only trees and shrubs will thrive without
regular watering. If you want colorful flowers,
Fig. 5-13. It looks you’ll probably need to hire a Gardener.
innocent enough,
but a roaring fire
can turn nearby
Fig. 5-14. This
objects or Sims into
colorful landscaping
a deadly inferno.
will require the
services of a
Gardener, or a Sim
with a lot of time
to kill.
57
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58
Chapter 6:
MATERIAL SIMS
™
Introduction
This chapter covers the eight categories of objects
available in Buy Mode: Seating, Surfaces, In most instances, an expensive item has a
greater impact on the related Need bar than an
Decorative, Electronics, Appliances, Plumbing,
economy model. For example, a §300 cot gives
Lighting, and Miscellaneous. Every object is listed your Sim a place to crash, but a §3,000 Mission
with its purchase price, related Motives, and Bed provides more Comfort and lets your Sim
Efficiency ratings. You can shop ‘til you drop, but get by on less sleep. As an added bonus, the
it’s more important to buy smart than to buy top-of-the-line bed also adds to the overall
often. Our comprehensive Buying Guide is just Room score.
ahead, but first let’s study some important factors
that impact your spending habits.
60
Chapter 6: MATERIAL SIMS
Need Item Explanation
Hunger Refrigerator, A refrigerator alone will sustain life, but you will greatly
Food Processor, Stove improve the quality of Sim meals by using a food
processor and stove. However, there is a risk of fire if your
Sim doesn’t have at least two Cooking Skill points.
Comfort Bed, Chairs Sims will sleep anywhere when they are tired, but a bed
is highly recommended for sleeping, and you’ll need chairs
(for eating and working at the computer), and a couch for
napping. A bathtub provides a little extra comfort for
your Sims, but it isn’t critical, provided you have a shower.
Hygiene Sink, Shower Dirty Sims spend a lot of time waving their arms in the air
to disperse their body odor. Not a pretty sight.
Fortunately, a sink and shower go a long way toward
improving their state of mind (not to mention the smell).
Bladder Toilet When you gotta go, you gotta go. Sims prefer using a
toilet, but if one is not available, they will relieve
themselves on the floor. This not only causes great shame
and embarrassment, but someone in your family will have
to clean up the mess. It’s also very bad for your Hygiene levels.
Energy Bed If you don’t want to spawn a family of insomniacs, buy a
sufficient number of beds for your Sims. A shot of coffee
or espresso provides a temporary Energy boost, but it is
definitely not a long-term solution.
Fun TV The boob tube is the easiest and cheapest way to give
your Sims a break from their daily grinds. You can add
other, more exciting, items later, but this is your best
choice early on.
Social Telephone Ignore this for a short time while you focus on setting up
your house. However, don’t force your Sims into a solitary
lifestyle. Other Sims may walk by the house, but you’ll
have better results after buying a telephone, so that you can
invite people over and gain Social points when they arrive.
Room Windows, Lamps, Sims like plenty of light, from windows during the day
Decorations, and artificial lighting at night. Table Lamps are the
Landscaping cheapest, but they can only be placed on raised surfaces.
As your game progresses, you can add decorations and
landscaping to boost the Room score.
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Chapter 6: MATERIAL SIMS
Object Depreciation
Name Purchase Price Initial Depreciation Daily Depreciation Depreciation Limit
Alarm: Burglar §250 §62 §2 §50
Alarm: Smoke §50 §12 §0 §10
Aquarium §200 §30 §2 §80
Bar §800 §120 §8 §320
Barbecue §350 §70 §4 §105
Basketball Hoop §650 §98 §6 §260
(Cheap Eaze)
Bed: Double §450 §68 §4 §180
Bed: Double (Mission) §3,000 §450 §30 §1,200
Bed: Double (Napoleon) §1,000 §150 §10 §400
Bed: Single (Spartan) §300 §45 §3 §120
Bed: Single (Tyke Nyte) §450 §68 §4 §180
Bench: Garden §250 §38 §2 §100
Bookshelf: Amishim §500 §75 §5 §200
Bookshelf: Libri di Regina §900 §135 §9 §360
Bookshelf: Pine §250 §38 §2 §100
Chair: Deck (Survivall) §150 §22 §2 §60
Chair: Dining (Empress) §600 §90 §6 §240
Chair: Dining §1,200 §180 §12 §480
(Parisienne)
Chair: Dining (Teak) §200 §30 §2 §80
Chair: Dining §80 §12 §1 §32
(Werkbunnst)
Chair: Living Room §450 §68 §4 §180
(Citronel)
Chair: Living Room §250 §38 §2 §100
(Country Class)
Chair: Living Room §500 §75 §5 §200
(Sarrbach)
Chair: Living Room §80 §12 §1 §32
(Wicker)
Chair: Office §100 §15 §1 §40
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Chapter 6: MATERIAL SIMS
Name Purchase Price Initial Depreciation Daily Depreciation Depreciation Limit
Dresser (Oak Armoire) §550 §82 §6 §220
Dresser (Pinegulcher) §250 §38 §2 §100
Easel §250 §38 §2 §100
Exercise Machine §700 §105 §7 §280
Flamingo §12 §2 §0 §5
Food Processor §220 §44 §2 §66
Fountain §700 §105 §7 §280
Fridge (Freeze Secret) §2,500 §500 §25 §750
Fridge (Llamark) §600 §120 §6 §180
Fridge (Porcina) §1,200 §240 §12 §360
Hot Tub §6,500 §1,300 §65 §1,950
Lamp: Floor (Halogen) §50 §8 §0 §20
Lamp: Floor (Lumpen) §100 §15 §1 §40
Lamp: Floor §350 §52 §4 §140
(Torchosteronne)
Lamp: Garden §50 §7 §1 §20
Lamp: Love n’ Haight §80 §12 §1 §32
Lava
Lamp: Table (Antique) §300 §45 §3 §120
Lamp: Table (Bottle) §25 §4 §0 §10
Lamp: Table (Ceramiche) §85 §13 §1 §34
Lamp: Table (Elite) §180 §27 §2 §72
Medicine Cabinet §125 §19 §1 §50
Microwave §250 §50 §2 §75
Mirror: Floor §150 §22 §2 §60
Mirror: Wall §100 §15 §1 §40
Phone: Tabletop §50 §12 §0 §10
Phone: Wall §75 §19 §1 §15
Piano §3,500 §525 §35 §1,400
Pinball Machine §1,800 §450 §18 §360
Plant: Big (Cactus) §150 §22 §2 §60
Plant: Big (Jade) §160 §24 §2 §64
Plant: Big (Rubber) §120 §18 §1 §48
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Chapter 6: MATERIAL SIMS
Name Purchase Price Initial Depreciation Daily Depreciation Depreciation Limit
Table: Dining (NuMica) §95 §14 §1 §38
Table: Dining §1,200 §180 §12 §480
(Parisienne)
Table: End (Anywhere) §120 §18 §1 §48
Table: End (Imperious) §135 §20 §1 §54
Table: End (KinderStuff) §75 §11 §1 §30
Table: End (Mission) §250 §38 §2 §100
Table: End (Pinegulcher) §40 §6 §0 §16
Table: End (Sumpto) §300 §45 §3 §120
Table: End (Wicker) §55 §8 §1 §22
Table: Outdoor §200 §30 §2 §80
(Backwoods)
Toaster Oven §100 §20 §1 §30
Toilet (Flush Force) §1,200 §240 §12 §360
Toilet (Hygeia-O-Matic) §300 §60 §3 §90
Tombstone/Urn §5 §1 §0 §2
Toy Box §50 §8 §0 §20
Train Set: Large §955 §239 §10 §191
Train Set: Small §80 §20 §1 §16
Trash Compactor §375 §75 §4 §112
Tub (Hydrothera) §3,200 §640 §32 §960
Tub (Justa) §800 §160 §8 §240
Tub (Sani-Queen) §1,500 §300 §15 §450
TV (Monochrome) §85 §21 §1 §17
TV (Soma) §3,500 §875 §35 §700
TV (Trottco) §500 §125 §5 §100
VR Glasses §2,300 §575 §23 §460
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Chapter 6: MATERIAL SIMS
Deck Chair by Survivall Parisienne Dining Chair
Type: Movable Type: Movable
Cost: §150 Cost: §1,200
Motive: Comfort (3) Motives: Comfort (6),
Room (3)
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Couches
Sitting down is fine for reading, eating, or
working, but for serious vegging, your Sims need a
“The Sarrbach” by Werkbunnst good couch. When selecting a couch, function is
more important than quality. If you are looking for
Type: Stationary a place to take naps, pay more attention to the
Energy rating than the Comfort or Room ratings. A
Cost: §500 multipurpose couch should have good Energy and
Motive: Comfort (6) Comfort ratings. However, if you are furnishing
your party area, select one that looks good,
thereby enhancing your Room rating. Stay away
from the cheapest couches (under §200). For a few
extra dollars, a medium-priced couch will make
your Sims a lot happier. When you’re flush with
Simoleans, don’t forget to dress up your garden
with the outdoor bench. You can’t sleep on it, but
it looks great.
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Chapter 6: MATERIAL SIMS
Indoor-Outdoor Loveseat SimSafari Sofa
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Chapter 6: MATERIAL SIMS
Beds Tyke Nyte Bed
Getting enough sleep can be one of the most
frustrating goals in The Sims, especially if there is Cost: §450
a new baby in the house, or your car pool arrives
at some ungodly hour of the morning. In the early Motives: Comfort (7),
stages of a game, it is not important to spend a Energy (7)
bundle of money on a designer bed. However, an
upgrade later on is well worth the money,
because a top-of-the-line bed recharges your
Energy bar faster.
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Chapter 6: MATERIAL SIMS
End Tables Imperious Island End Table
Pinegulcher End Table
Cost: §135
Cost: §40 Motive: None
Motive: None
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Desks/Tables
Mesquite Desk/Table Backwoods Table by Survivall
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Chapter 6: MATERIAL SIMS
London “Mesa” Dining Design Decorative
After the essential furnishings are in place, you can
Cost: §450 improve your Room score by adding decorative
objects. Some items, such as the grandfather clock
Motive: Room (2)
and aquarium, require regular maintenance, but
most decorative items exist solely for your Sims’
viewing pleasure. You might even get lucky and
buy a painting or sculpture that increases in value.
In addition to enhancing the Room score, the
aquarium and fountain have Fun value.
African Violet
Parisienne Dining Table Cost: §30
Motive: Room (1)
Cost: §1,200
Motive: Room (3)
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Chapter 6: MATERIAL SIMS
Jade Plant “Delusion de Grandeur”
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Chapter 6: MATERIAL SIMS
“Still Life, Drapery and Crumbs”
Cost: §7,600
Electronic items can break down on a regular
Motive: Room (9) basis, so it is a good idea to bone up on
Mechanical Skills. Until you have a qualified fix-
it Sim in the house, you’ll be shelling out §50
an hour for a repairman.
Cost: §50
Motive: None
“Large Black Slab” by ChiChi Smith
Cost: §12,648
Motive: Room (10)
Notes: Each detector covers one room. At the very least, place a
detector in any room that has a stove or fireplace.
Cost: §250
Motive: None
Electronics
This game offers a veritable potpourri of high-tech
gadgetry, ranging from potentially lifesaving items
such as smoke detectors to nonessential purchases
such as pinball games or virtual reality headsets.
Beyond the critical electronics items—smoke
detectors, telephone for receiving calls or calling
Notes: An alarm unit covers one room, but an outside alarm
services and friends, TV for cheap fun, and
computer for finding a job—you should focus on covers an area within five tiles of the house. The police are
items with group activity potential, especially if called immediately when the alarm goes off.
you like socializing and throwing parties.
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Notes: Place these phones wherever your Sims spend a lot of time.
Monochrome TV
Notes: Strictly for tight budgets, but it gives your Sims a little
mindless fun.
Notes: Group activity; can only be used by kids.
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Chapter 6: MATERIAL SIMS
Trottco 27” Color Television B94U “Down Wit Dat” Boom Box
Cost: §100
Cost: §500
Motive: Fun (2)
Motive: Fun (4)
Notes: It’s expensive, but it provides instant entertainment for a Strings Theory Stereo
full house.
Cost: §2,550
Motives: Fun (5), Room (3)
Stereos
Dancing to the music is a great group activity,
especially for Sims with effervescent personalities
(although it is perfectly acceptable to dance
alone). When a Sim dances with a houseguest, it
increases both their Fun and Social ratings. You
can personalize The Sims by placing your own MP3 Notes: The ultimate party machine, this is the only stereo that
files in the Music/Stations directory. enhances your Room score.
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Notes: All you need is a basic computer for job searching. Notes: For Sim power users—the family will fight for playing
time on this beast.
Notes: You need a large area for this train table, but it is an excellent
Notes: More power translates into better gaming. group activity and it gives a serious boost to your Room score.
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Chapter 6: MATERIAL SIMS
“See Me, Feel Me” Pinball Machine Mr. Regular-Joe Coffee
Notes: Build a big family room and add a pinball machine to Notes: Only adults can partake of the coffee rush. The effects
keep your guests occupied for hours. are temporary, but sometimes it’s the only way to get rolling.
Notes: Playful Sims have been known to don VR glasses on their Notes: If you want a morning jolt, espresso is the way to go.
way to the bathroom (even with full bladders). For grins, wait You’ll fill your bladder twice as fast as with regular coffee, but it
until a Sim puts on the glasses, then immediately issue another is a small price to pay for more energy and a splash of fun.
command. The Sim head on the control panel will wear the
glasses for the duration of your game.
Appliances
With the exception of the dishwasher and trash
compactor, the Sim appliances are all devoted to
the creation of food or java. At a bare minimum,
you need refrigeration. However, if you want your
Sims to eat like royalty, train at least one family
member in the gentle art of cooking and provide
that Sim with the latest in culinary tools.
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Notes: This little roaster is better at starting fires than cooking Notes: A skilled chef can create works of art on this stove.
food. Improve your Cooking Skills and buy a real oven. Until
then, use a microwave.
Notes: You can warm up your food without burning the house down.
Wild Bill THX-451 Barbecue
Dialectric Free Standing Range
Cost: §400 Cost: §350
Motive: Hunger (5) Motive: Hunger (4)
Notes: After raising your Cooking Skills to three or above, you Notes: Only experienced adult chefs should fire up the barbecue.
can create nutritious (and satisfying) meals on this stove. Be careful not to position the grill near flammable items.
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Chapter 6: MATERIAL SIMS
XLR8R Food Processor Dish Duster Deluxe
Cost: §550
Cost: §220
Motive: Dirty dishes
Motive: Hunger (2) lower your Room score.
Notes: Kids can’t use the dishwasher, but it still cuts cleanup
Notes: A food processor speeds up meal preparation and time considerably, and the countertop can be used for placing
enhances food quality. other items (sorry, no eating allowed).
Junk Genie Trash Compactor
Fuzzy Logic Dishwasher
Cost: §375 Cost: §950
Notes: A compactor holds more garbage than a trash can, and Notes: The Cadillac of dishwashers cleans up kitchen messes in a
even when it is full, it will not degrade the Room rating because snap. This model has fewer breakdowns than the Dish Duster.
the trash is concealed.
Llamark Refrigerator
Cost: §600
Motive: Hunger (6)
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Notes: This model produces more satisfying food for your Sims. Notes: Without it the Sims would be washing dishes in the bathroom.
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Chapter 6: MATERIAL SIMS
Hygeia-O-Matic Toilet SpaceMiser Shower
Cost: §650
Cost: §300
Motive: Hygiene (6)
Motive: Bladder (8)
Notes: Your Sims can’t go to the ballpark to get a good seat, but
they can sit in a lap of luxury in the bathroom.
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Hydrothera Bathtub
Cost: §3,200
Motives: Comfort (8),
Hygiene (10)
Lamp bulbs burn out with use, and they must
be replaced. Sims can replace their own bulbs,
but without Mechanical Skills, they run the
risk of electrocution. Hiring a repairman is
another option, but at §50 per hour, this can
be very costly.
Notes: The most fun a Sim can have alone. Save your Simoleans,
buy it, and listen to sounds of relaxation.
Notes: Up to four adult Sims can relax, mingle, and begin lasting
relationships in the hot tub.
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Chapter 6: MATERIAL SIMS
Love n’ Haight Lava Lamp SC Electric Co. Antique Lamp
Floor Lamps
Ceramiche Table Lamp
Halogen Heaven Lamp by Contempto
Cost: §85 Cost: §50
Motive: None Motive: None
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Wall Lamps
White Globe Sconce Blue Plate Special Sconce
Outside Lamp
Oval Glass Sconce Garden Lamp (Outdoor Use Only)
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Chapter 6: MATERIAL SIMS
Miscellaneous Magical Mystery Toy Box
We’re down to the objects that are hard to fit Cost: §50
into a category—everything from bookcases to
beverage bars. Don’t make the mistake of Motive: Fun (2)
ignoring these items because you think they’re
luxuries; your Sim’s life would be extremely
difficult without a trash can, alarm clock, and
bookcase. Plus, if you want to improve your Sim’s
Charisma and Body ratings, you’ll need a mirror
and exercise machine. So, once you install the
basic objects in your house, look to the
Notes: A good entertainment alternative if your kids are getting
Miscellaneous category for objects that take your
Sim’s lifestyle to the next level. bleary-eyed in front of the computer.
Notes: After you set the clock, it will ring two hours before the
Notes: Adults can Practice speech in front of the mirror to
carpool arrives for every working Sim in your house.
improve their Charisma.
Trash Can Medicine Cabinet
Cost: §30 Cost: §125
Notes: Without a place to put trash, your Sim house will become Notes: Your Sims can Practice speech in the bathroom and
a fly-infested hovel. improve their Hygiene at the same time.
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Notes: Place this mirror anywhere to practice Charisma without Notes: With practice, a Sim can improve Creativity, and
locking other Sims out of the bathroom. eventually sell a picture for up to §166.
Pinegulcher Dresser
Will Lloyd Wright Doll House
Cost: §250
Cost: §180
Motive: None
Motive: Fun (2)
Notes: A Sim can change into various formal, work, and leisure
Notes: An engaging group activity for kids and adults.
outfits, and even acquire a new body type.
Cheap Pine Bookcase Kinderstuff Dresser
Cost: §250 Cost: §300
Motive: Fun (1), Improve Motive: None
Cooking, Mechanical, and
Study Skills
Notes: Reading books is the best way to prevent premature Notes: Kids like to dress up too!
death from fires or electrocution.
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Chapter 6: MATERIAL SIMS
Amishim Bookcase SuperDoop Basketball Hoop
Cost: §650
Cost: §500
Motive: Fun (4)
Motive: Fun (2), Improves
Cooking, Mechanical, and
Study Skills
Notes: Serious Sims gain the most Fun points by playing, and
any two Sims can improve Logic by playing each other. Notes: Adult Sims can bulk up their Body points with exercise sessions.
Notes: This dresser allows your Sim to change clothes (body Notes: Every drink lowers the Bladder score, but adult Sims like
skins). The choices vary, depending upon the Sim’s current outfit. to make drinks for themselves and friends. Kids can grab a soda
from the fridge.
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Notes: This stylish bookcase is perfect for a swanky Sim pad, but Notes: The most creative Sims will produce more beautiful
it still imparts Skill points at the same rate as the pine model. music. The better the music, the greater the chance that
listeners will like it. If a listener does not like the music, both
Antique Armoire Sims’ Relationship scores will deteriorate.
Cost: §1,200
Aristoscratch Pool Table
Motive: Room (2)
Cost: §4,200
Motive: Fun (6)
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Chapter 7:
All in the family
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Chapter 7: all in the family
• Buy an expensive refrigerator to Fig. 7-3. “We’re
maximize the quality of your food, but alone, the time is
don’t bother with a stove until your Sim perfect, and I’ve
learns how to cook. got grass stains on
my knee.”
• Because of your career, there’s no need to
socialize until you are up for promotion to
Level 6, so don’t waste money on living
room chairs or an expensive sofa. A cheap
TV will provide enough Fun for now.
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Chapter 7: all in the family
If you answer yes, a bassinet appears almost This mayhem continues for three Sim days,
instantly, amid an explosion of dandelions. The during which time the household will be in an
happy couple celebrates the new arrival, then they uproar. Forget about getting eight hours of beauty
quickly go back to their daily routine. This baby sleep. Designate one Sim as primary caregiver,
thing is a snap. Well, not exactly. preferably one who does not work, because the
baby’s cries wake any Sim in the room. The first
day is nonstop crying. By the second day, the baby
sleeps for a few hours at a time; take advantage of
Fig. 7-8. Yippee! It’s the break and send the caregiver to bed. As long
a boy! as you stay responsive, the baby evolves into a
runny-nosed kid, and the family can get back to
normal. However, if you spend too much time in
the hot tub and not enough time with the baby, a
social service worker will march into your house
and take the baby, as pictured in figure 7-10. You’ll
only receive one warning, so don’t take this
responsibility lightly.
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Chapter 7: all in the family
Avoid close activities such as dancing, hugging, Visiting Sims generally hang around until 1:00
etc. when the current spouse or love interest is a.m. or later, which is undoubtedly past your
in the room. When the dance was over (figure bedtime. Direct your Sims to bed at the
7-12), our Sim wife did indeed slap her new appropriate time, or they may feel compelled
husband, causing her recently mended to hang out with their guests until well past
Relationship score with the other woman to midnight, as pictured in figure 7-14.
drop from +14 to –7.
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Guest Activities
There are three types of visitor activities: those
Visitors Coming and Going initiated by a family member, shared activities, and
The following tables include important autonomous activities where guests are on their
information on how and why visitors do the things own. The following sections and tables describe
they do. You may not be able to directly control each type.
your guests’ actions, but at least you won’t take it
personally when they decide to split. Activities Initiated by Family Member
One of the Sims under your control must prepare
Visitors’ Starting Motives food or turn on the TV before visitors can join in.
Motive Starting Value Turning on the TV takes a second, but you need a
Bladder 0 to 30 little prep time for a meal. It’s a good idea to
Comfort 30 to 70 begin meal preparation immediately after inviting
Energy 35 friends over.
Fun -20 to 20 Shared Activities
Hunger -30 to -20 A Sim can start any of the following activities and
Hygiene 90 then invite the participation of a guest.
Social -50 to -40
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Chapter 7: all in the family
Autonomous Activities Interaction Description
Visiting Sims can begin any of the following Back Rub When well-received, it is a good
transition into kissing and
activities on their own. hugging, but the Relationship
Visitors’ Autonomous Activities score should already be over 50.
Brag This is what mean Sims do to
Object Autonomous Action your Sim. Don’t use it, unless you
Aquarium Watch Fish want to ruin a good friendship.
Baby Play Compliment Generally positive, but you should
Bar Have a Drink withhold compliments until your
Relationship score is above 15.
Chair Sit
Dance Great activity between friends
Chair (Recliner) Sit (40+), but it almost always causes
Coffee (Espresso Machine) Drink Espresso a jealous reaction from a jilted lover.
Coffeemaker Drink Coffee Entertain A somewhat goofy activity, but it
usually works well with other
Fire Panic Playful Sims.
Flamingo View Fight Don’t do it (unless you know you
Fountain Play can take the other Sim!).
Lava Lamp View Flirt A great way to boost a strong
Painting View Relationship (70+) into the serious
zone, but watch your back.
Pool Swim Flirting usually triggers a jealous
Pool Diving Board Dive In reaction from significant others.
Pool Ladder Get In/Out Give Gift A benign way to say you like the
other Sim, or that you’re sorry for
Sculpture View acting like an idiot at the last
Sink Wash Hands party; best used with 40+
Sofa Sit Relationship scores.
Toilet Use, Flush Hug This one’s always fun if the hug-ee’s
Relationship score is +60; a good
Tombstone/Urn Mourn transition to kisses, and then a
Toy Box Play marriage proposal.
Trash Can (Inside) Dispose Joke Good between casual friends
(+15) who are both Playful.
Kiss The relationship is heating up, but
if a jealous ex or current lover is
Social Interactions in the vicinity, someone could
get slapped.
The results of various interactions are best learned
Talk The starting point of every
by experience because of the individual personality friendship.
traits that come into play. However, it helps to
Tease Why bother, unless you don’t like
have an idea what each action may produce. The the other Sim.
following table offers notes on each interaction.
Tickle Not as positive as it might seem,
but Playful Sims are definitely
more receptive.
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Chapter 8:
a day in the life
Chapter 8: a day in the life
Our third adult
Introduction roommate,
Mortimer, just
Now, it’s time to turn on our Sim-Cam and follow a
returned home
few of our families as they handle the ups and
from his night shift,
downs of Sim life. In this chapter we switch to a so for now, his
scrapbook format, with screenshots of our Sims in needs are
interesting—and sometimes compromising— secondary. We put
situations. Admittedly, we coaxed our Sims into him to work
some of these dilemmas. But it’s all in fun, and we mopping the
think it’s the best way for you to get a feel for this kitchen floor (the
dishwasher broke
amazing game.
last night, but
everyone was falling asleep, so we figured it would keep until morning).
As the Sim Turns
Five o’clock wakeup Before we are
call is not pretty. accused of being
Even with full sexist, we should
Energy bars, your explain that the
Sims can be a little only reason Bella is
cranky, but don’t cooking for
give them any everyone is that
slack. Get the best she is the most
chef into the experienced chef. If
kitchen pronto, to Mark turns on the
serve Breakfast stove, chances are
for everyone in the kitchen will
the house. burn down. We
promise to boost his Cooking Skills at the first opportunity.
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Chapter 8: a day in the life
Mortimer is up and Mark is well rested,
he’s not happy. With so he can fend for
the amount of time himself this
remaining before morning. He steps
his car pool shows into the shower as
up, he can empty the car pool arrives,
his bladder and get so he has almost
in half a shower one hour to get
before racing out ready. But, while in
the door. the shower, he
decides to take
the day off and
join Bella.
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Chapter 8: a day in the life
After a couple of Bella drives off to
adult beverages, work while our two
Mortimer follows Sim-Neanderthals
the lovers into the take their fight to
hallway where they the bathroom.
are still groping
each other like
teenagers on
prom night.
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Chapter 8: a day in the life
Hmmm. Which pile
should I pay first,
the red one or the
Pity the Poor Bachelor
yellow one? Get a
clue, Jeff—if you With garbage a foot
don’t pay the red thick on the floor of
ones, they’ll his house, our
repossess your bachelor decides to
furniture! stay outside and
entertain a new
lady friend with his
juggling act.
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Chapter 8: a day in the life
Skeeter and Left to their own
Matthew enjoy a devices, kids often
little Social and Fun stay up long past
time playing with the time their
their railroad town. parents hit the sack.
In fact, even with
Free Will activated,
parents feel no
responsibility for
getting their
children to bed
early. So, if you
forget to send the
kids to bed, get ready for some serious tantrums in the morning.
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You might be
concerned about As the Sim Turns: Part Two
an adult male who
stands for hours in As we return to our
front of a full- Sim soap, Mortimer
length mirror in his has just returned
Speedo. However, from another night
it makes sense to shift, and after a
place a mirror in light snack, he
the family room decides to take an
for easier access. early morning swim,
This way, your thinking that Mark
Sims won’t tie up and Bella are busy
the bathroom practicing Charisma in the mirror over the sink. getting ready for
work. After
swimming a few
laps, he is ready to go to bed, but wait…where is the ladder?
Increasing the “I can’t get out of the pool!” says Mortimer, frantically. “I’ll just
Creativity Skill tread water for a while until Mark or Bella come out. If I can just…keep…
through painting going…getting tired…so tired….”
has an added
bonus—the ability
Mark and Bella
to sell your
finally come
painting. But, don’t
outside, but it’s too
get too excited; a
late. Poor Mortimer,
bad painting
exhausted and
fetches only §1 on
confused, has
the open market.
already dropped
like a stone to the
bottom of the pool.
With minimal
Mechanical Skill,
repairing this After Mortimer’s
shower seems to body is removed
take forever, and all from the pool, a
the while, Mark’s tombstone is
Comfort and Energy erected on the spot
scores are dropping. where the ladder
Maybe a Repairman used to be. If
is worth the price Mortimer were still
until Mark earns a here, he would have
few more appreciated the
Mechanical points. humor…maybe not.
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Chapter 8: a day in the life
After getting over Then, they console
the initial shock, each other
Mark and Bella further…with
grieve at the site a dance?
where their
“friend” died.
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Chapter 8: a day in the life
Another option for How Appliances and Surfaces Affect Hunger Score
preparing multiple
portions is to call Appliance/Surface Hunger Points
out for a pizza.
This is a good
Added to Meal
Dishwasher 5
choice for a Sim
who has a low Trash Compactor 5
Cooking Skill. Fridge (Llamark) 9
Rather than using Toaster Oven 9 (plus Cooking Skill)
the stove and
setting the kitchen Fridge (Porcina) 12
on fire, a Counter (Barcelona) 16
telephone call and Counter (NuMica) 16
§40 will buy a hot pie, delivered to the door in an hour.
Counter (Tiled) 16
Fridge (Freeze Secret) 16
The Sims love their
Microwave 16 (plus Cooking Skill)
pizza, and they
can’t wait to set it Food Processor 32
down and grab a Stove (Dialectric) 32 (plus 1.5 x
slice. So, don’t be Cooking Skill)
surprised if your
Stove (Pyrotorre) 48 (plus 1.5 x
Sim plops the
Cooking Skill)
carton down on the
first available
counter—even in
the bathroom—and
starts grazing.
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Chapter 9:
survival tips
Chapter 9: survival tips
Introduction Hunger
The beauty of playing The Sims is that everyone’s
experience is different. When you take a serious Maximize Food Quality and
approach to shaping your family, the game can Preparation Time
mirror your own life. However, if you mismanage
For the best food quality, upgrade all appliances
your Sims, they can sink into despair, waving their
and countertops. Anything short of the most
little arms in the air over failed relationships, poor
expensive refrigerator, countertop, stove, etc.,
career decisions, or even a bad mattress. You can
reduces the potential Hunger value of your meals.
always delete your family and start over. But then
Preparing a meal quickly is all about kitchen
you would never get that warm, fuzzy feeling that
design. Align your objects in the order of
comes from turning your pitiful Sims’ world into
preparation, beginning with the refrigerator,
Shangri La.
followed by the food processor (figure 9-1), and
This chapter is devoted to the Sims player who then ending with the stove (figure 9-2).
wants to go the distance and fight the good fight.
Because most Sim problems can be traced back to
one or more deficient Motive scores, we have
arranged the following tips into separate Motive Fig. 9-1. The food
sections. Although some of the information is goes from the
covered in other chapters, this is meant to be a refrigerator directly
quick-reference guide for times of crisis. Simply to the food
turn to the appropriate Motive and save your Sim’s processor.
life with one of our game-tested tips.
Of course, you can also take a more devious
approach to satisfying or altering your Sim’s needs.
Our Cheats section gives you a bundle of unofficial
commands to rock your Sim’s world. We take no
responsibility for the results. (In other words, don’t
come crying to us if you stick your Sim in a room
with no doors and he or she drops dead!).
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Chapter 9: survival tips
Fig. 9-8. Our Sim is
Comfort hungry, but he
always has time
When You Gotta Go, Go in Style to receive a nice
Back Rub.
A toilet is often overlooked as a source of
Comfort. The basic Hygeia-O-Matic Toilet costs only
§300, but it provides zero Comfort. Spend the
extra §900 and buy the Flush Force 5 XLT (figure 9-
7). Your Sims have to use the bathroom anyway, so
they might as well enjoy the +4 Comfort rating
every time they take a seat.
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Bladder
Sorry, there’s no magic formula for relieving a full
Bladder. However, to guard against emergencies
and the resulting puddles on the floor, try building
two semi-private stalls in your bathroom. This
allows two Sims to use the facilities without
infringing on each other’s privacy, as pictured in
figure 9-11. Kids Make Great Babysitters
It does nothing for their Fun or Social levels, but
Sim kids will dutifully care for their baby siblings.
Fig. 9-11. Dual When they come home from school, feed them,
stalls improve the allow a short play period, and then lock them in
traffic flow (and
the room with the baby (if you’re feeling partic-
other flows) in
the bathroom. ularly sadistic, you can go into Build mode and
wall them in). They usually respond on their own,
but you can always direct them to the crib, as
pictured in figure 9-13, (unless they are too
exhausted and need sleep). Take advantage of this
time by sending the regular caregiver to bed for
some much-needed sleep.
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Chapter 9: survival tips
Fig. 9-13. Big Favorite Fun Activities
brother makes a
great nanny. Trait Best Activities
Neat N/A
Outgoing TV (Romance), Hot Tub, Pool
(if Playful is also high)
Active Basketball, Stereo (dance),
Pool, TV (Action)
Lazy TV (as long as it’s on, they’re
happy!), Computer, Book
Playful Any fun object, including
Computer, Dollhouse, Train
Set, VR Glasses, Pinball, etc.
If also Active, shift to
Basketball, Dance, and Pool.
Fun Serious Chess, Newspaper, Book,
Paintings (just let them stare)
Finding the Right Activity for Your Sim Nice Usually up for anything
Unless your Sims live in a monastery, you should Mean TV (Horror)
have plenty of Fun objects in your house. The trick
is matching the right kind of activity with a Sim’s
personality. In the frenzy of daily schedules and
maintaining Relationships, it’s easy to lose touch When in Doubt, Entertain Someone
with your Sim’s personality traits. Visit the If your Sim does not have access to a Fun activity,
Personality menu often (click on the “head” icon) simply Entertain someone for an instant Fun (and
to review the five traits. Make sure you have at Social) boost, as pictured in figure 9-14. You can
least one of the following objects readily available usually repeat this activity several times, and it
to your Sim (the bedroom is a good spot). doesn’t take much time (great for kids on busy
school mornings).
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Social Room
Satisfying Social requirements can be very A Room score crisis is easy to remedy. If you have
frustrating, especially when Sims are on different the money, simply add more lights and paintings.
work or sleep schedules. Socializing is a group Also check the quality of objects in the room, and
effort, so plan small parties on a regular basis. upgrade whenever possible. If your room is
Keep a notepad with all of your Sims’ work jammed with expensive objects, lights, and
schedules, so you know whom to invite at any time paintings and your Room score is still low, there
of the day. must be a mess somewhere. A normally maxed out
Room score can slip with so much as a puddle on
the floor (as pictured in figure 9-15). Clean up the
• It’s O.K. to ask your guests to leave. After
mess to restore the Room score to its normal level.
you shmooze a little and boost your
Relationship score, send the Sim packing, Fig. 9-15. It looks
and call up a different one. Use this like someone fell
round-robin approach to maintain all of short of the toilet.
your friendships. A mop will take
care of the mess
• Don’t let Mean Sims abuse you. This can and raise the
be tough to control if you’re not paying Room score.
attention. When you’re socializing with a
Mean Sim, keep an eye on the activity
queue in the screen’s upper-left corner. If
that Sim’s head pops up (without you
initiating it), it probably says “Be Teased
by…,” or “Be Insulted by….” Simply click
on the icon to cancel the negative event Scan your house on a regular basis for the
and maintain your Relationship score. following negative Room factors:
Once you diffuse the threat, engage the
Sim in simple talking, or move your Sim
into a group activity (pool table, hot tub, • Dead plants
pool, etc.) • Cheap objects (especially furniture)
• Unless you like being the bad guy, don’t • Puddles (they can also indicate a bad
advertise your advances toward one Sim appliance; when in doubt, click on the
if you already have a Relationship with item to see if Repair comes up as an
another. Sims are extremely jealous, but option)
you can still maintain multiple love • Dark areas
relationships as long as you don’t flaunt
• If you have the money, replace items
them in public.
taken by the Repo guy.
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Chapter 9: survival tips
Description Code Input
Cheats Selected person’s
path hidden
draw_routes off
Activate the cheat command line at any time during a
game by pressing c + s + . An input box Set event logging mask log_mask
appears in the screen’s upper left corner. Type in one of Set free thinking level autonomy
<1-100>
the codes listed below. You must re-activate the
command line after each cheat is entered. The following Set game speed sim_speed
<-1000-1000>
cheats work only with Version 1.1 or later of The Sims.
Set grass change value edit_grass
Cheats <number>:
Set grass growth grow_grass
Description Code Input <0-150>
1,000 Simoleans rosebud
Set maximum milliseconds sim_limit
Import and load specific import to allow simulator <milliseconds>
FAM file <FAM file>
Set sim speed sim_speed
Create moat or streams water_tool <-1000-1000>
Create-a-character mode edit_char Sets the neighborhood <directory path>
Display personality and interests interests directory to the path
Draw all animation draw_all_frames Start sim logging sim_log begin
disabled off End sim logging sim_log end
Draw all animation draw_all_frames Swap the two house swap_houses
enabled on files and updates families <house number>
Execute “file.cht” file as cht <filename> <house number>
a list of cheats Ticks disabled sweep off
Floorable grid disabled draw_floorable Ticks enabled sweep on
off
Tile information displayed tile_info on
Floorable grid enabled draw_floorable
Tile information hidden tile_info off
on
Toggle camera mode cam_mode
Map editor disabled map_edit off
Toggle music music
Map editor enabled map_edit on
Toggle sound log window sound_log
Move any object (on) move_objects on
Toggle sounds sound
Move any object (off) move_objects
off Toggle web page creation html
Preview animations disabled preview_anims Total reload of people reload_people
off skeletons, animations,
suits, and skins
Preview animations enabled preview_anims
on Trigger sound event soundevent
Quit game quit
Rotate camera rotation <0-3>
Save currently loaded house save
Save family history file history
Selected person’s draw_routes on
path displayed
127
Chapter 10:
extending your world
Chapter 10: extending your world
Fig. 10-2. You can
Introduction choose various
sizes and designs
Not that Maxis didn’t pack The Sims with enough
for your picture,
to do for months on end, but you can find
including a
additional tools, downloads, and links at the heart shape.
official website: http://www.TheSims.com. For the
Sim hacker, the sky’s the limit, thanks to an open
game system that allows users to create and edit
music and graphics files. The following sections
give you a sneak peak at the free goodies awaiting
you at the official Sims website.
Fig. 10-4. We
opted for a rich
walnut frame.
This neat paint program lets you create original
works of art for your Sims to buy, admire, and
even sell. Your first step is to select a picture type
(figure 10-2), which determines the size and style
of painting.
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Chapter 10: extending your world
HomeCrafter Fig. 10-11. More
than 2,300 floors
and counting!
Fig. 10-9.
HomeCrafter lets
you view your
creation in a Sims
home setting.
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…and a reflecting
pool around the
perimeter.
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Part II:
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Chapter 11:
NEW tOYS
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Seating
If you’re throwing parties in (or around) your Chairs
Sims’ home, you don’t want it looking like a
party palace all the time. Decorate on the day Several new chairs have been added in House
of your party; you can always sell back all the Party, encompassing all types (movable, stationary,
party supplies within 24 hours for a full refund. and reclining). Most of the new seating fits into
Long live money-back guarantees! one of the party themes, although some items
might find their way into some households’
standard decor.
Fig. 11-1. This DJ
booth earns a full Freedom Chair
refund if it’s
returned Type: Stationary
immediately after
the party. Cost: §65
Motive: Comfort (2)
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Chapter 11: new toys
Inflatable Fun Chair The Chair of the Future
Type: Stationary Type: Movable
Cost: §109 Cost: §203
Motives: Comfort (3), Motive: Comfort (3)
Room (1)
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136
Chapter 11: new toys
End Tables
Country Counter Freedom End Table
Cost: §276 Cost: §40
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Desks/Tables
Efficiency Table Tiki Dream Dining Table
Cost: §179 Cost: $379
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Chapter 11: new toys
What a Gas! Party Balloons Jungle Jumble Import Display
Cost: §151
Cost: §50
Motive: Room (1)
Motive: Room (3)
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Chapter 11: new toys
“Native Sim Wall Hanging” Ali’i Kahuna Ceremonial Tiki
Cost: §639 Cost: §2,000
Motives: Room (3) Motive: Room (5)
Electronics
Dance Aids
No dancing experience is complete without some
hip and fly electronic dance devices! These dancing
accessories are sure to please your party guests
when coupled with a stereo. Place them close to
some speakers so your Sims can get the benefits of
“Blue Inca Pilot” Band Poster the dance aid and the music at the same time.
Cost: §1,789
Motive: Room (4)
The dance floor in combination with a stereo is
the most important ingredient for any party.
The flashing lights add to the fun of a dancing
experience, and because dancing is an activity
you can direct guest Sims to partake in, it’s one
of the best ways to manage your party mood.
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Musical Equipment
Sound systems make up much of the new
electronics suite in the expansion pack. From a
professional-grade disc jockey booth to an
authentic mechanical bull, these gadgets are the
backbones of a successful party. Sport at least a
few of them at any bash you host.
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Chapter 11: new toys
ToroTec Mechanical Bull Chrome Faucet System
Cost: §622
Cost: §5,678
Motive: Hygiene (3)
Motive: Fun (4)
Skill: Body
Notes: Group activity. The optimal difficulty setting depends on Wicked Breeze Surf Shower
your Sim’s Body Skill: Select higher difficulty levels for a fit Sim Cost: §672
to get maximum payoff. While you’re on the bull, coax guests to
watch your Sim ride, adding to their Fun. Motives: Hygiene (5),
Room (1)
Plumbing
There are a few new plumbing items in the
expansion, although only one of them has
anything to do with party themes. Besides being
a luau-themed object, you’ll also find the
Wicked Breeze Surf Shower is a viable Lighting
alternative to the SpaceMiser Shower. Although There are several party-themed lights in your
it provides one less Hygiene point per use, it expanded Buy Screen lists, including additional
does add to your Room score, which can be wall lights, which were not included in the original
notoriously low in cramped bathrooms. release of The Sims. Check out the Club Code Thrill
Light stacks if you’re looking for some serious
partying—coupled with a dance floor and a DJ
booth, these turn any house into Party Central.
Boggs Memorial Commode
Cost: §375
Motive: Bladder (8)
Especially with big ticket items such as the
dance club lights, return your party purchases
immediately after the guests go home. You’ll
enjoy their use without having to pay a dime,
and they are fairly inconvenient (and unsightly)
to store.
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Floor Lamps
Faux Blowfish Fish Lamp Old Railroad Lamp
Cost: §173 Cost: §63
Motive: None Motive: None
Wall Lamps
SUNOT Shop Light Symbol Light
Cost: §30 Cost: §135
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Chapter 11: new toys
Miscellaneous Bars
Several new party objects fall under the general Whether Vain Drink Dispenser
header of “miscellaneous items.” Along with the
traditional objects such as bookcases and bars, Cost: §920
you’ll also find things that are specifically geared
toward getting down. Many of these items bear a
Motives: Hunger (1), Fun
little explanation, so there are usage notes under (3), Room (3)
some of the more exotic entries.
Bookshelves
Galvanator Bookshelf
Cost: §925
Motive: Fun (3)
Skills: Cooking,
Mechanical, Study
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Party Accessories
Notes: Group activity. The punch bowl encourages social Notes: Group activity. Put this in an open area, then have one of
interactions—just like the water cooler at work. Place the punch your Sims use it to hire an entertainer when the time is right.
bowl atop a surface, and the Elegant Chef End Table makes an There is no additional cost to hire the dancer; purchasing the
excellent choice. cake pays the fee.
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Chapter 11: new toys
Notes: Group activity. By choosing one of the themes from the Notes: Group activity. This object provides your Sims with a
trunk’s pie menu, everyone at the party will change into an giggle fest that can be shared by up to four at a time.
outfit that matches the selected theme.
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149
Chapter 12:
SIM PARTY ANIMALS
Chapter 12: Sim Party Animals
Caterer
The Campfire Ghost The Caterer is the first person you should think
about when prepping for your party. This sociable
House Party includes a new Campfire object, which chef will keep any buffet tables and punch bowls
can only be placed outside. The Campfire is one of you have laid out filled to the brim, freeing your
the simplest means of getting large groups of Sims Sims up to get down to the business of partying. If
to interact and have fun while they’re at it. To get he runs out of things to do, he’ll start hitting on
the Ghost to show up, gather a group around the your guests, and when he swings he usually
fire and start telling stories. Your storyteller must misses!
be an adult Sim with a Charisma Skill of six or
higher. Each time a qualifying Sim selects Tell Story Fig. 12-2. The
Caterer is a pretty
from the Campfire pie menu, the Ghost has a 1 in
sociable, so keep
10 chance of showing up in the shadows. It’s a rare him busy or he’ll
sighting, but it’s a ton of fun to watch the busy himself with
Campfire Ghost haunt your Sims! your guests!
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Hire the Caterer over the phone, under the Fig. 12-3.
Services pie menu. He costs §350 for one 24-hour Entertainers have a
period, so unless you are planning to have a multi- knack for sweeping
day rave (and you’ll lose people to sleep long before your guests off
that), the Caterer is pretty much a one-price their feet!
proposition. To make any use of his services, you
need to purchase at least one Buffet Table. He’ll
cover multiple tables if you think you need it (if you
have more than one party room, for example). You
can also purchase a Buffet End Table to
accommodate a Punch bowl. Punch bowls are great
for parties—as people partake of the punch, you’ll
find that they become more sociable.
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Chapter 12: Sim Party Animals
Psycho Mime Fig. 12-4. If you’re
lucky, you can get
If a freaky mute with a pale face shows up at your a Party Crasher to
doorstep, you’ve attracted the Psycho Mime. hit the road just
Entertaining though he may be, if he’s around, the by asking.
chances are your party isn’t exactly up to snuff. He
only comes by if your party’s mood is less than 15,
and he stays around until it perks up above 25.
The Psycho Mime is the only partier who shows up
at an all-family party (which is at least five family
members plus the Caterer). Furthermore, your
party must be at least 90 minutes old before the
Psycho Mime has a chance of showing up.
Party Crashers show up once your party is at
The Mime is also a kleptomaniac. He swipes
least 120 game-minutes old. The party score has to
food from the buffet table and any small things
be at 40 or higher, which means that you’ll need
left on a table or counter. The only thing he’ll steal
several guests, and most of them have to be pretty
that isn’t on the countertop is the Bezique’s Folly
happy to be there. Party Crashers won’t always
set, to practice with at home.
leave when asked, but because they are only there
for your party, they find their way home (or to the
next party) when your party ends. But be careful,
Party Crashers will sometimes sleep over.
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Chapter 13:
SETTING THE MOOD
Chapter 13: SETTING THE MOOD
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Chapter 13: SETTING THE MOOD
The Fun Factory
Even though it’s harder to throw the mother of all The main entry consists of double doors,
parties in a purpose-built party house, the new helping to keep traffic flowing (hopefully all
themed textures and objects in House Party are flowing in). Upon entry, guests immediately find
too tempting to pass up. The “Fun Factory” was themselves on the dance floor, complete with a DJ
built as a nightclub stocked with all the latest and booth, lighted dance pads, and dance cages on all
greatest attractions in the party world, right up to four corners. To the right, an oxygen bar serves up
the trendy oxygen bars and seductive dance cages. refreshments of all kinds. Above the bar hangs
The following section shows off some of the Fun examples of all the neon signs available in the
Factory’s features, which you can use to fuel your game (some of which are considered lights, while
own nightclub ideas. others are grouped with decorations).
Fig. 13-5. The
exterior of the Fun
Fig. 13-6. The front
Factory is made to
of our party palace
resemble a
is decked out with
remodeled machine
the very best in
shop, so the
dance floor decor.
textures are all
slanted toward
the industrial.
The Entrance
The Fun Factory is a converted machine shop based
upon an industrial theme. To this end, we used a
brick exterior wallpaper with the industrial salvage
windows, the sheet metal doors, and even threw
The Courtyard
in a few industrial fans for effect. The new velvet The Fun Factory is centered on an open courtyard
ropes line the entrance, providing crowd control in the middle of the building, which sports a hot
for our special invite-only events. tub and pool. Because you cannot designate open-
roofed spaces inside the outer walls of your
structures in The Sims, we’ve left a small
passageway open to the outside, visible in the
lower right of figure 13-7. By keeping this small
Some decor decisions are based upon form passage to the outside open, all the windows
instead of function. The bar near the entrance lining the pool area effectively deliver light to the
and the narrow bathrooms with stalls are just interior spaces, greatly increasing the ambient
two examples of this. Were you to build a place
light levels in our building during the day. To
for party score instead of for looks, you’d want
prevent party crashers and other undesirables from
to stick with a normal house as covered above
under “Building for Success.” sneaking in through this passageway, we’ve
blocked it off with hedges.
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Flanking the exterior hallway are separate Fig. 13-8. The Rodeo
restrooms for men and women. Your Sims will Room even hosts a
even respect the gender designations, plus, the costume trunk for
theme nights at the
doors are still a great way to add character to your
Fun Factory.
party shack. The new hanging counters complete
with sinks and vanity mirrors complete the bath
area, and concessions to Sim pathing limitations
are made in the form of multiple doors leading
into the bathrooms.
Opposite the bathrooms is a large, themed
dining area. Nothing says “party” like inflatable
furniture, and this room has more than its fair
share. You could feed a whole squad of Marines in
here! (Go on, try it—get everyone in the
Decorating for Your Party
neighborhood started in Military careers, and The House Party expansion pack includes more
then invite them all over for a bash!) Cluttered than 50 new objects for your partying pleasure,
though the room may seem, it has a two-square plus new textures for decorating. Unless you are
pathway along its entire length from front to building a themed building such as the Fun Factory,
back, and the chairs are arranged to allow you’ll want to spiff up your residence on the day of
passage to the rear rows no matter how many the party to get your party groove on.
guests are sitting at the front tables. Large plate
glass windows line the wall facing the courtyard,
providing diners with unrestricted views of the
scantily-clad Sims in the water.
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Chapter 13: SETTING THE MOOD
Equipment Rental
When you are ready to host a party, wait to purchase A hot tub is an essential part of any party. Even
your party objects until just before you’re ready to though this item is not new with the House Party
bring down the house. Most homes don’t lend expansion, it is the key to the longevity of a good
themselves to DJ booths, dance cages, mechanical bash. Sims can increase their valuable Comfort and
bulls, or nightclub light racks as permanent decor! Hygiene levels in the bubbling water, which have
Because the game allows you to sell new items back no other real aids at a party. Most of a Sim’s time
to the stores within 24 hours without depreciation, is spent standing up at a party, which quickly
you can essentially “rent” your party items for free if diminishes their Comfort level. Furthermore, the
you hold onto them for less than a day. The only activity is Fun, and provides Social interaction to
exception to this is the Fancy Feet Cake Treat, which boot, which puts it ahead of sitting on some
is reduced to trash once it has been used. boring sofa to soak up the Comfort.
First, secure a DJ booth and a little room for Food is another key to the success of a good
dancing on an electronic dance floor. A few dance get-together. Although the Caterer is a bit pricey,
cages are the perfect complement to any dance floor, he is one of the basic building blocks of a proper
and your special event lighting needs can be covered party. Place a buffet table and a punch bowl in an
with the disco light stacks. Music is a staple of any open area with lots of access. Don’t forget to
party—Sims with nothing else to do will often locate a few tables and plenty of chairs nearby, or
occupy their time by dancing, which increases their your guests will eat on their feet, costing them
Fun and generally improves the mood of the party. precious Comfort and Energy as they stuff their
faces. Even if you’re having a relatively small party,
have the Caterer on hand both to cover your
nutritional needs and to help qualify the party as
an official event with the game (see Chapter 15 for
more on that topic).
Not all Sims like the same music. If you’ve got a
Sim to spare for the DJ booth, pay attention to
what music keeps your Sims dancing the
longest, and stick with it for best results on the
Mood Moose.
Fig. 13-9. A dance Plan your party to focus on one primary area in
floor is the your home. The more you concentrate your
foundation of a
guests, the more likely they are to mingle and
good party.
participate in group activities. If you spread
them out across the property, they’ll waste time
and energy finding each other at the party.
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Next, plan your group activity objects. Will you Not only are there new themes for your rooms,
be blowing bubbles all night long, laughing but you can also acquire matching outfits for your
hysterically as an Entertainer steps out of a cake? Sims! The best way to get your Sims dressed to
Is dancing the focus of your party? Maybe you’re party is to provide them with a costume trunk, and
inviting Mr. and Mrs. StuffySim over for the place it within easy access. Direct your Sims to use
evening, and so a nice parlor game is more your the chest, and your guests will follow their lead. In
speed. You could even go for a nice campfire out addition to the three room themes, there are also
in the backyard. Don’t be afraid to purchase Roman and Medieval outfits to help your Sims fit
multiple objects to entertain your guests. After into the theme of your party.
all, you’ve got to keep them entertained over an
extended period of time, and they won’t all have
the same interests.
Party Themes
The House Party expansion pack features a wide
assortment of options for adding themed decor to
your home. Walls, floors, doorways, and even
furniture come in several new variations that can
combine to make one of three special party
themes: Western, Luau, or Rave. You can bring the
special objects in for the duration of your party, or
you can go so far as to redecorate your entire
house with one of the new themes.
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Chapter 14:
HOUSE PArtY
NEIGHBORHOODS
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Neighborhood Management
Access to your additional neighborhoods in House
Party is only a click away in the Neighborhood
screen (see figure 14-1). To switch between your
neighborhoods, click on the left or right arrows in If you install the Livin’ Large expansion after
the screen’s upper left. You can manually add up House Party, you will lose all of your data in
to 99 neighborhoods. Simply make a copy of the neighborhoods 2–5, so be sure to check the
TemplateUserData folder in your The Sims readme.txt file included on the House Party CD.
directory, and then rename it to UserData##,
where ## is any unused number between 9 and 99.
You can see which numbers you’ve used already by
looking in the directory.
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Chapter 14: HOUSE PARTY NEIGHBORHOODS
Fig. 14-2. Importing
Juggling Families families is easy
once you get the
One of the most intriguing features of The Sims is
hang of it!
the ability to share families with other players via
the Internet. By publishing your families on
www.thesims.com, you can allow people all over
the world to share your little creations. Conversely,
there are a multitude of families available online
that other players have uploaded, and you can
easily import these families into your own
neighborhoods.
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Chapter 15:
Let’s Party!
Chapter 15: LET’s PARTY!
Introduction
You’ve saved up some cash, made some friends in After you feed your Sims, have them engage in
the neighborhood, bought a slew of party goods, some sort of group fun activity. TV does the trick,
and decked out your Sims’ house to perfection. especially if you’ve got a comfortable sofa they
You’re ready to party! Now what? This chapter will can sit on together. A Bubble Blower can also give
help you get your party started. More importantly, your Sims a quick boost on the Fun bar, plus their
once the entire population of your neighborhood Comfort will increase at the same time. When your
is hanging out in your living room looking to you Sims have had a good time, send as many of them
for entertainment, the following information will as you can off to the bath. If you have more Sims
help you keep the party going strong into the wee than you have bathtubs, have the others attend to
hours of the morning. whatever need is most pressing while the others
bathe.
Just after noon, have all of your Sims settle in
Preparations for a nice long nap, to rest up for the long night
ahead. As your Sims slumber, buy all of your party
If you haven’t checked it out already, this would objects: dance floors, a DJ booth, temporary
be a good time to review pre-party preparations in lighting—anything you want to use at the party.
the “Setting the Mood” chapter. By now, you Wake your Sims up at about 4 p.m., a little before
probably have a house fit for entertaining, and most Sims get home from work. Take care of any
you know how to stock it with all the party-ware urgent needs they have, and then call the Caterer
and party-wear you need for an epic event. On the via the Services menu on the telephone. Hiring a
big day, have your Sims skip work so they can take Caterer is the true beginning of a party.
care of their personal needs. Spoil them all
morning. Have your Sim with the highest Cooking
Skill serve up a little breakfast. While the meal is Fig. 15-2. Once
being prepared, you can send your other Sims to you’ve hired the
the bathroom, or perhaps enjoy a few moments in Caterer, the party
front of the television. is on!
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Chapter 15: LET’s PARTY!
Fig. 15-4. The antlers
on the Mood Moose Fleeting Fun
give you a general Your party is considered to be active until your
sense of how well
total number of nonservice Sims on the property
your party is going.
Usually, you see them drops below five. As long as the party is still going
at half height. on, the game causes your Sims to drop their Fun
bars by two points every five game minutes, in
addition to the normal rate of decay. This
accelerated boredom is enforced on each Sim until
his or her Fun rating drops to 0 (which is halfway),
at which time the Fun reverts to a normal rate of
After about 90 minutes of game time, your party decay. If the Sim rejuvenates his or her Fun bar,
qualifies for a possible appearance by the Psycho Mime. the game kicks in to enforce enjoyment
If by that time your party score is at 15 or less, he’ll show mediocrity again.
up and start up his strange antics. The Psycho Mime will
even come to parties that don’t have any invited guests,
as long as there are at least five residents and a Caterer
in the house (with enough guests, the Caterer is not
Party Scoring
necessary). The other party NPCs require at least five The game keeps track of the score, and tallies it
guests at the party who do not live at the house. every 20 game minutes to determine what NPCs
are going to show up at the party. In addition to
After 120 game minutes of partying, Party Crashers
the average mood of the partygoers, the game
can show up if your party score is at 40 or higher. These
also adds two points for every guest at the party.
Sims do not live in the neighborhood, and any
The more guests you have, the harder it is to
interactions your neighborhood Sims have will not help
manage their moods. However, multiple guests
them in any permanent way. One of the best reasons
mean a higher party score. It’s up to you to decide
to have a party is to help the entire neighborhood
what’s better: an easier-to-manage party, or higher
improve Relationships between Sims, perhaps even
attendance for more bonus points.
forming new friendships. Party Crashers detract from
that effort somewhat, although they help your overall
party score by counting as an additional guest. It’s up
to you to decide whether it is more important to keep
your party score up, or invest in the long-term
Relationships in the neighborhood. Fig. 15-6. More
guests mean more
Fig. 15-5. Party to manage for the
Crashers are a sign host, but at +2
that your guests are party score per
enjoying themselves, head, additional
so their appearance guests definitely
is always welcome earn their keep.
(even if their
continued presence
is not).
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Juggling Needs
Don’t forget about your Sims’ needs during the
If you aren’t seeing enough plusses over your party. They still require Comfort, which is severely
partygoers’ heads, try having them gulp down compromised in dancing, riding a mechanical bull,
some punch. When your Sim is drinking the or doing most any other party activity. As
concoction, you can have him or her encourage mentioned previously, the hot tub is the best
other Sims to join in. solution for your Sims to get comfort, not to
mention Fun, Social interaction, and even a
little Hygiene.
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Chapter 15: LET’s PARTY!
Last Call
Think of your resident Sims as a general Eventually, your guests will start complaining
indicator of the mood of the other Sims at the about needs that they aren’t getting fulfilled at
party. If your Sims are getting hungry, chances are your party. When you start seeing red complaint
at least some of your guests, are, too. Have them bubbles above your guests’ heads, it’s time to wrap
sit down for a bite to eat! Your guests will it up. Start having your final chats with people,
generally follow your lead, so long as they are in and then ask them to leave. The police will even
the immediate area. This is why it’s a good idea to come to break up your party if you let it go past
keep your party centered in one area of the house. 11 p.m., so don’t let it drag on longer than it
Furthermore, Sims will waste precious time and needs to. Bid your guests farewell, and then take
energy walking if you’ve spread the party out all care of any urgent needs your Sims have before
over the property. sending them off to bed. Remember, your Sims
skipped work the day of the party, so they need to
make it tomorrow, or they risk getting fired!
Espresso machines can really earn their keep at Fig. 15-10. Lights
parties. Energy is the only nonrenewable out, and the place
resource when the disco ball is spinning, so a is thrashed. Good
little shot of caffeine can be just the thing to thing our Sims have
a Maid!
help stretch your party into the night.
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❏ 9:00am: Have the Sim with the highest Cooking Skill cook up breakfast.
❏ 11:00am: Send your Sims off to the bathrooms for hygiene or bladder as needed.
❏ 12:00pm: Have all your Sims settle in for an afternoon nap. While they are sleeping, buy all of your
party objects (dance floor, DJ booth, etc.).
❏ 4:00pm: Wake up your Sims. Take care of any urgent needs and call the Caterer.
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A bathroom
Active personality trait, 11–12, 13, 125 and parties, 156
activities countertops, 74
Fun, 18–19, 125 design considerations, 50, 124, 156, 157
visitor, 104–105 plumbing objects, 88–90, 143
adult interactions. See also Relationships; Social bathtub
interactions buying guide, 89–90
and Fun motive, 18 rewards associated with, 30
with children, 19–20 beds
with other adults, 20–21 and Comfort motive, 61
African violet, 77 and Energy motive, 73
AI, 15 buying guide, 73
alarm clock, 46, 93 for bachelor pads, 98
appliances rewards associated with, 24, 60
buying guide, 85–88 sharing with other Sims, 99
impact on Hunger score, 119 bedtime, 122
upgrading, 121 benchpress exercise machine, 95
aquarium, 24, 79 beverage bar, 24, 95, 145, 157
armoire, 95, 96 Bladder motive
Art Studio!, 129–130 and toilet, 61
artificial intelligence, 15 description of, 17–18
artwork survival tips, 124
buying, 79–81 Body skill, 13, 40, 115
creating, 129–130 bookcases, 25, 94, 95, 96, 145
As the Sim Turns, 107–111, 116–117 boom box, 83
ash, 24 Brag interaction, 105
athlete. See Pro Athlete career track breakfast
importance of, 46
B making night before, 122
babies. See also children Bribe decision, Life of Crime career track, 47
and sleep, 124 bubble blower, 147
conceiving, 100–101 buffet table, 146, 151, 152, 159
dealing with crying, 101 Build Mode, 50, 57
rewards associated with, 24 bull, mechanical, 143
sharing responsibility for, 100 burglar alarm, 81
babysitters, 124–125 bushes, 57
bachelor Business career track
career choices for, 98 major decision, 47
day in the life of, 113–114 skills and personality traits required for, 39
designing and furnishing house for, 98–99 Buy Mode, 60, 68, 134
marriage considerations, 99–100 buyer’s remorse period, 62
bachelor pad, 98–99 buying guide
Back Rub interaction, 105, 123 House Party, 134–147
balloons, party, 139 chairs, 134–135
balustrades, 52 couches, 136
bar, beverage, 24, 95, 145, 157 countertops, 136–137
barbecue, 86 decorative objects, 138–141
basketball hoop, 24, 95 desks/tables, 138
bassinet, 101 electronics, 141–143
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end tables, 137 tips for placing, 68
lighting, 143 types of, 68
miscellaneous items, 145–147 Charisma skill, 13, 40
party accessories, 146–147 Cheats, 121, 127
plumbing, 143 chess, 25, 95
The Sims, 68–96 Chester Brick Column, 52
appliances, 85–88 children. See also babies
beds, 73 adding to Sim family, 100–101
chairs, 68–70 and Fun motive, 18
couches, 70–72 and interactions with adults, 19–20
countertops, 74 as babysitters, 124–125
decorative objects, 77–81 day in the life of, 114–115
desks/tables, 76–77 clapping, 62
electronics, 81–85 clocks, 25, 46, 80, 93
end tables, 75–76 Clown painting, 78
lighting, 90–92 coffeemaker
miscellaneous items, 93–96 buying guide, 85
plumbing, 88–90 rewards associated with, 25
columns, interior/exterior, 52
C Comfort motive
cactus, 78 and furniture, 16–17, 61
cage, go-go, 142, 159 survival tips, 123
Cake Treat, Fancy Feet, 146, 152, 159 commode, 143. See also toilet
campfire, 146, 151 communication
Campfire Ghost, 151 and friendship, 32, 102
candy box, 16 impact on Relationship and Social scores,
car pool 33–34
and house-design considerations, 50 positive vs. negative, 33–34
meeting deadline for, 46 Compatibility Table, Sims Zodiac, 9
vehicles used for, 41–45 complaint bubbles, 169
card game, 147 Compliment interaction, 105
career advancement. See also job computers
and friendship requirement, 47 and house-design considerations, 50
and Relationships, 32 as job-finding tool, 38, 84, 98
developing skills for, 39–40 buying guide, 84
Career Choices table, 39 getting free use of, 38, 98
career tracks rewards associated with, 26
major decisions associated with, 47–48 Control Panel
requirements, 39, 41–45 and Motive scores, 15
salaries, 41–45 displaying Skill bars on, 39
work hours, 41–45 green/red color coding, 15
carpeting, 55 Walls Cutaway option, 56
cash, raising, 62 Walls Down option, 56
Caterer, 151–152, 159 conversation
Celebrity, Secret, 153 and friendship, 32, 102
chairs assignment of topics for, 32
and Comfort motive, 61 impact on Relationship and Social scores,
buying guide, 68–70, 134–135 33–34
rewards associated with, 25 initiating, 102
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V
vase, 80
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