_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
                                                              oo,o,
                                                   ,o,       ,o,,
                         ,       ,,,             ooooo,,    ooo
                    oooo,,o     oo,,oo        ,ooo,   oo,, ,oo
                 oooooooooo    oooooooo     ,oooo,,,,,,,oo,,oo,
              oooooooooooooo   oooooooo    oo,   ooo,,o   o,, ,
            ,oooooooooooooo,   ,oooooo  ooo,     oooooo    ,oo
          ooooooooooo                      ,o,   ,o,,oo       ooo
          ooooooooo,           ,oooooo     ooo,           oo,   ,     ,ooo,o,
          oooooooo,            ,oooooo     oooo          ooo,       ooooooooo,
          ooooooooo            ,oooooo     ooooo        ooooo     ooooooooo,
          oooooooooo           ,oooooo     oooooo      oooooo,   oooooo,
          ,oooooooo,,          ,oooooo    ,oooooo      ooooooo   ooooo,
            oooooooo,o,        ,oooooo    oooooooo    oooooooo   ooooo,
 T H E       ,oooooooo,o       ,oooooo    oooooooo,  ooooooooo   oooooo,
              ,oooooooooo,     ,oooooo   ,ooooooooo,oooooooooo    ,oooooo,
                ,oooooooo,o    ,oooooo   ooooooooo,,oooooooooo,     oooooo,
                  ,ooooooooo,  ,oooooo  ,oooooooooooooooooooooo       ooooo,o,
                    ooooooooo  ,oooooo  ooooooooooooooooooooooo,       ooooooo
                    ooooooooo  ,oooooo  ooooooooooooooooooooooo,       ooooooo
                    ooooooooo  ,oooooo ,oooooooooooooooooooooooo      oooooooo
                  oooooooooo,  ,oooooo oooooooo oooooooo ooooooo,ooooooooooo,
              ,oooooooooooo,   ,oooooo ooooooo, ,oooooo  oooooooo oooooooo,
          oooooooooooooooo,    ,oooooo ooooooo   oooooo  ,ooooooo  oooo
           ooooooooooooo               oooooo,   ooooo    ooooooo
            ,ooooooo,                 ,oooooo     ooo,    ooooooo
                                      ooooooo              oooooo,

        T H E  S I M S  &  L I V I N '  L A R G E  &  H O U S E  P A R T Y
                      & H O T  D A T E  &  V A C A T I O N  &
                               U N L E A S H E D
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

                            The Sims (PC, Mac) &
                       The Sims: Livin' Large (PC, Mac) &
                          The Sims: House Party (PC)
                           The Sims: Hot Date (PC)
                           The Sims: Vacation (PC)
                          The Sims: Unleashed (PC)

                             The Complete Guide


                              January 22, 2005
                                 Version 8.11

                     Written by:  Dan Simpson
                          Email:  [email protected]

                        Subject:  Sims v 8.11


                               Email Policy:
                               ¯¯¯¯¯¯¯¯¯¯¯¯¯
        Emails without the proper subject MAY BE DELETED!

        Do NOT email me asking for a Serial Number.

        If you see any mistakes, or have anything that you want to add
        please email me!  I will, of course, give you full credit for
        your addition, and be eternally grateful to you.

        Before emailing me with a question, be sure to check out the
        Frequently Asked Questions section.


                                    Notes
-------------------------------------------------------------------------------
The most recent version of this FAQ can be found at:
  http://www.gamefaqs.com/
  http://www.cheatcc.com/
  http://www.gamewinners.com/

Den nyeste norske versjonen kan finnes på:
  http://www.danielthesim.cjb.net

La versione Italiana della mia FAQ si trova a
  http://www.nonsologiochi.it/

If you wish to translate this FAQ into another language, just email me
telling me about it, and where it will be located (the URL).  You still have
to give me credit for writing the FAQ, though.

In case you cared, The Sims has broken the SimCity 3000 sales record for the
first month of sales.  SimCity 3000 went on to be the best grossing game of
1999 (it didn't sell the most copies, RollerCoaster Tycoon did that, SC3K
simply pulled in more dollars due to a higher cost-per-sale average), so we
can safely assume that The Sims will be one of the top games of 2000!  It
already sold 1 Million copies!  If you haven't bought it yet, what are you
waiting for?  The Sims is now the best-sellingest PC game of all time.

There are now FOUR Expansion Packs out now for the Sims!  Check out section
1.2 Information on the Expansion, Livin' Large for an introduction to
the Expansion Pack as well as section 1.3 Information on the Second Expansion,
House Party.  1.4 covers Hot Date and 1.5 covers Vacation.  Unleashed is
the FIFTH expansion, but I don't have it yet, so no comment.

Be sure to check http://www.thesims.com/ every Thursday for a game update!

Updates so far (can be downloaded, also included with Livin Large):

 http://thesims.ea.com/us/getcool/index.html

     Cuckoo Clock
     Moose Head Decoration
     5 New Skins
     5 New Houses
     Wall Lights
     Slot Machine
     Guinea Pig (Pet)
       Note:  With the Guinea Pig, if you fail to keep its cage clean, your
              Sim may catch a disease from it!
     New Plants
     New "Physical" Skins
     "Elwood" Skin
     MTV Skins
     Topiaries (Hedge Animals and such)
     Flowerbeds
     Jukebox (actually at http://www.rankit.com/sims/simsoffer2.html)
     The White House
     Two New Trashcans
     Glowing Flamingo
     Art Studio, a tool to create custom Wall Hangings

   Upgrades not included with Livin' Large

     Jack O' Lantern
     Turkey Dinner
     Cookies
     Telecom Upgrade (Sims can call each other to say "hi")
     Vacation Island Beach Blanket
     Hungry Hungry Hamster Game
     Promotional Balloon Fence
     Holiday Mistletoe
     Triple Bull Dartboard
     Pepsi Machine (North America only)
     House Party Potty Pack
     Nouveau Nites Party Lights
     Queen Vivanco Roses
     'Ukulele Lady Lamp

     AND

     A complete Game upgrade to The Sims version 1.1 (not needed if you
       have Livin' Large)

     A patch to Livin' Large
       http://thesims.ea.com//us/getcool/gamepatch/LLpatchindex.html

     A patch to Hot Date
       http://thesims.ea.com/us/getcool/gamepatch/HDpatchindex.html


This FAQ looks best in Courier New at about 9 points.

This Document is Copyright 2000-2005 by Dan Simpson
The Sims is Copyright 2000-2002 by Electronic Arts

I am not affiliated with Maxis, Electronic Arts, or anyone who had anything
to do with the creation of this game.  This FAQ may be posted on any site so
long as NOTHING IS CHANGED and you EMAIL ME telling me that you are posting
it.  You may not charge for, or in any way profit from this FAQ.
-------------------------------------------------------------------------------


___________________
What's New in 8.11:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
   Changed my email address and some small format changes.

 For a complete Version History, check out the Final Words Section at the end
 of the FAQ.


-------------------------------------------------------------------------------
Table of Contents:
-------------------------------------------------------------------------------

 i.)    What is The Sims?

 1.)    Getting Acquainted
        1.1)   Understanding Your Sims
               1.1.1)   What a Sim Wants/Needs
               1.1.2)   Why A Sim Does What He Does
        1.2)   Information on the Expansion, Livin' Large
               1.2.1)   Multiple Neighborhoods
               1.2.2)   Cockroaches
               1.2.3)   The Grim Reaper
               1.2.4)   Genie in a Bottle
               1.2.5)   The Chemistry Set
               1.2.6)   The "Love" Bed
               1.2.7)   Beejaphone Guitar
               1.2.8)   Woodworking Table (or the Work-at-Home career)
               1.2.9)   Madame Blahbatfry Crystal Ball
               1.2.10)  Servo
               1.2.11)  Horrowitz "Star Track" Backyard Telescope
               1.2.12)  The Tragic Clown
               1.2.13)  Voodoo Doll
        1.3)   Information on the Second Expansion, House Party
        1.4)   Information on the Third Expansion, Hot Date
               1.4.1)   New Social Interaction Options
               1.4.2)   Controlled Sim Interactions
               1.4.3)   Interests and Inventory
               1.4.4)   Downtown
        1.5)   Information on the Fourth Expansion, Vacation (forthcoming)
        1.6)   Information on the Fifth Expansion, Unleashed
 2.)    Creating a Family
            a.)  Creating a Sim
            b.)  Of Neatness and Maids
        2.1)   The Bachelor Sim
               2.1.1)   The Bachelor Gets Married
        2.2)   The Full House (8 Sims)
 3.)    Building a House
        3.1)   Building a Better House
        3.2)   Who Needs Walls?
        3.3)   Housebuilding, Especially on a Budget
 4.)    Furnishing a House
            a.)  Lighting and Lamps
            b.)  Decorations
        4.1)   Cooking (or, a Meal fit for a Sim!)
               4.1.1)   Food Strategies
        4.2)   Room Rating
        4.3)   Alternative to Alarm Clocks
        4.4)   Who Needs a Trashcan?
        4.5)   Sims' Interaction With Objects
        4.6)   Moving Trash Yourself
        4.7)   The "Cluster" Method
        4.8)   "Quick Use" of Items (the Buy/Use/Return method)
 5.)    Of Friends and Lovers
            a.)  Socializing
            b.)  Marriage and Moving In
        5.1)   Befriending Mean Sims
        5.2)   Carrying on Multiple Romances
               5.2.1  The "Love Shack"
        5.3)   Maintaining Relationships the Easy Way
        5.4)   Sending your Sim Out of the House!
        5.5)   Creating Friends the Old Fashioned Way
        5.6)   How to Befriend SimKids
        5.7)   Sim Personalities and Compatibilities
        5.8)   Getting the Desired Interaction
 6.)    Working (and Not)
            a.)  Quitting
            b.)  Job Events
        6.1)   The Jobs Chart (a.k.a. the Career Paths)
               6.1.1)   Livin' Large Careers
               6.1.2)   Unleashed Career Opportunities
               6.1.3)   Alternate Job Chart
        6.2)   Abusing the Carpool
               6.2.1)   Early Morning Social Call (while Abusing the Carpool
                        no less!)
        6.3)   Quitting for Fun and Profit
               6.3.1)   Job Hopping Analysis
        6.4)   Job "Shifts"
 7.)    Running an Efficient Household
        7.1)   Working the Pause
 8.)    Expanding the House
        8.1)   Building that Second Story
               8.1.1)   The "Flying" Second Story
               8.1.2)   The Balcony
 9.)    Babies and Children
               9.0.1)   Baby Tips
               9.0.2)   Baby Personality Matrix
        9.1)   Children and School
        9.2)   What Kids Do
 10.)   Everything Else in the Neighborhood
        10.1)  Death and Ghosts
        10.2)  Did you Know?
 11.)   Cheats & Tricks
        11.1)  Deleting Trash (and Bills too!)
        11.2)  Paying only Every Other Bill
        11.3)  The Newbie Trick
        11.4)  Washing Dishes Faster
        11.5)  Deleting your Characters, and resetting their Mood
        11.6)  How to Max out all the Personality Stats
        11.7)  Starting a Sim with random Job Stats
        11.8)  Speeding up your Sim
        11.9)  Better Personalities through Chemistry (Livin' Large)
        11.10) Sell the Rocket Explosion
 12.)   Customizing Your Game
        12.1)  Changing the Radio Station Music
        12.2)  Skins
               12.2.1)   The "Nude" Patch
        12.3)  Setting up Multiple Neighborhoods
        12.4)  Download Surprises
        12.5)  Playing Without the Sims CD
        12.6)  Creating your own Objects
        12.7)  Custom Interface Graphics
 13.)   Known Bugs
 14.)   Getting the Most from "The Sims"
 15.)   Wish List

 Frequently Asked Questions
 Livin' Large Frequently Asked Questions

 Final Words...


-------------------------------------------------------------------------------
i. What is The Sims?
-------------------------------------------------------------------------------

 The Sims, simply put, is the People Simulator from the creator of SimCity.
 So, what is a People Simulator?  Well, you get to run the lives of everyone
 in a neighborhood (not all at once, of course).  Taking on one "family" at a
 time, you try to guide them to success in life, love, and the workplace.
 Left to their own devices, the Sims tend to simply tread water (i.e. they
 live without a goal), and that is where you come in.  I like to think of the
 player as the Sims' ambition, their goals in life, if you will.  You are that
 little voice in their head that tells them to study Mechanics, or to take a
 shower, in order to get that promotion.  Without you, their ambition, the
 Sims will tend to lounge around, fulfilling only their most immediate desire,
 without any eye on the future.

 Sim (noun) :  A simulated person in a Maxis game.  Ex:  The Sim went to
               SimCity to buy a bagel.

 Updates to The Sims:

   There are several new downloads available at the Official Site
   (www.thesims.com of course!).  These aren't any great Patches, but are some
   neat new objects and skins.  Maxis promises that every Thursday that they
   will have some cool new thing on the site, and therefore every Thursday is
   called SimDay.  So far they have had 9 downloads:  a Slot Machine, a Cuckoo
   Clock, a Moose Head, 5 Warrior Skins, 5 Houses, New Plants, Wall Lights,
   new Physical Skins, "Elwood" Skin, MTV Skins, Topiaries, Flowerbeds, a
   Guinea Pig, the White House, Two New Trashcans, a Glowing Flamingo, a tool
   to create custom Wall Hangings, Turkey Dinner, Jack O'Lantern and a
   Jukebox.

 Mini-Review:

   This is the first time a review of mine will be found in my FAQ.  I just
   felt that I needed to express my opinions on the game in a more
   editorialized fashion than the normal FAQ sections allow.

   I have been looking forward to The Sims since I heard about it back in
   November.  I couldn't quite put my finger on why this game sounded good to
   me, but I was certainly intrigued.  Controlling people's lives?  Sounded
   (strangely) like fun.

   After having played it non-stop since I bought the game, I can sum up my
   experience in one sentence:  One of the most strangely addicting and
   compelling games I have ever played.  I haven't played a game this much
   since Rollercoaster Tycoon, and that was back in April '99.  That's almost
   a year.  I have stayed up many a night until 1 or 2 am, and only going to
   sleep then so that I could get up the next day and play some MORE Sims!

   In The Sims you take control of a family of Sims and try to guide them
   through life.  Along the way you develop friendships, work your way up the
   career ladder at work, and try to keep your Sims fed and happy.  You can
   sit back and watch the Sims interact with each other, or you can take a
   more active hand and FORCE them to do your bidding.  You can even shut off
   their Free Will.

   Personal interactions between the Sims is often the most amusing part of
   the game.  Watch as someone will shoo another Sim out of the bathroom so he
   can take a leak.  Or as a Sim attempts to give another Sim a back rub, but
   is pushed away.  Then there are always the Sims who like each other... a
   lot, and start getting passionate.

   I also really enjoy the differences between the Sims.  One may be very
   neat, and like to clean up messes, and another may be extremely mean, and
   prone to get into fights.  Very interesting variety.

   All in all I really enjoyed this game, and give it a 9.5.


-------------------------------------------------------------------------------
1. Getting Acquainted
-------------------------------------------------------------------------------

 Welcome to the crazy world of The Sims.  I'm assuming that you have gone
 through the first Tutorial, and if not, then you probably should.  It teaches
 you all of the basics of the Sims and their needs.  Once you have finished
 with that little tutorial, save it and go back to the Neighborhood.

   Note:  There is a neat little trick that one can do with the Tutorial,

          check out section 11.3 The Newbie Trick for details.

   Note:  There is only one neighborhood!  Therefore there is also only one
          Save Slot.  Of course, there are lots of houses in the neighborhood,
          so do you really need more than one save slot?

 The first thing you should know, is that you control the entire neighborhood.
 Not at the same time, but one house at a time.  When you aren't directly
 controlling a house, NOTHING HAPPENS THERE.  It's like they are in stasis.
 They can be called over to your current house (assuming you've met them), but
 they won't actually do anything.  They'll be exactly as you left them when
 you go back to them.  So, if you play one house, then switch to another, then
 switch back to the first, it will be as if nothing has happened.  If house 1
 was eating breakfast, they'll still be doing that when you get back.

   Note:  There is ONE exception to the "nothing happens while you're away"
          rule.  And that is Relationships.  If you have the Sims in your
          current house flirt with the Sims from the other house and their
          relationship improves, then that will carry over.

 Another thing to know at the Neighborhood level is that the people you put in
 the neighborhood are the only ones you can be friends with.  That is, there
 are no "random Sims" wandering about.  Since your Sims require the
 friendships of lots of other Sims (some careers require that you have lots of
 friends)that means that you will have to work on the Neighborhood as a whole,
 rather than single-mindedly working one house. (more on this in section 5. Of
 Friends and Lovers)

   Free Will:  A quick little note here on Free Will.  You CAN turn free will
               off if you'd like to take full control of the Sims.  With only
               one or two Sims under your command this is an easy thing to do.
               However, once you get up to 5 to 8 Sims, then it can get very
               difficult to control all of their separate actions at once.
               Free Will is useful to some extent--the Sims will do things
               that are quite beneficial to themselves, such as cleaning up
               the house, or talking to the neighbor.  Although you should
               know that the Sims aren't very efficient in what they choose to
               do.  Suppose that you need to improve both Hygiene and Comfort.
               The best choice (if you have the Time) is a bath.  Well maybe
               the Sim wants a shower.  Or what if the Sim takes the bath just
               as the carpool pulls up.  Therefore you can't totally give over
               to free will.  But neither should you destroy it and control
               their every move.

               Sims WILL ignore your commands if what you're telling them to
               do seems contrary to what they need most.  A starving man won't
               go play basketball (or at least, is far less likely to!).

 Well on we go!  Click on the Create a Family button to get things going.
 (You could, of course, play the Goths, or the Newbies, but you will need to
 create a new family to start filling in the Neighborhood)

 The following subsections deals with the Sims themselves, and why they do the
 things that they do.

   Note:  Throughout this FAQ I often refer to Sims as "he" or "him".  This is
          a fairly arbitrary choice of gender, basically because I myself am
          male.  This is not because all Sims are male, I just refer to them
          that way.


-------------------------------------------------------------------------------
1.1  Understanding Your Sims
-------------------------------------------------------------------------------

 Even if you don't have Freewill turned on (and you don't HAVE to, check the
 Game Options) you should understand a few things about your Sims.  What they
 like, why they like it, etc.  For example, why does a Sim choose what they
 do on their own?  Why do they stop doing it when they do?

 In the first subsection we'll talk about the 8 motives (or as I prefer to
 call them, Needs) and their effect on your Sim, then in the next subsection
 we'll talk about the reasons behind your Sim's actions, and how to better
 control them.


-------------------------------------------------------------------------------
1.1.1  What a Sim Wants/Needs
-------------------------------------------------------------------------------

 Each Sim has 8 Needs that constantly need to be met.  And at most you can
 satisfy 2 or 3 needs at a time.

   Note:  The Hot Tub CAN satisfy up to 4 needs at a time, depending on
          whether there's more than one person in the Hot Tub.  Also, Sims
          will stay in the Hot Tub until all 4 of those needs are filled.
          (these Needs are Hygiene, Comfort, Fun, and if someone else is in
          with them, Social)

 Also realize that the needs are weighted differently.  That is, Hunger counts
 for more than Room does, although both count when computing mood.  So, your
 Sim will try to satisfy Needs based on the most serious Need first, which
 may not be the Need that needs the most work done on it.

 The Needs: (in no particular order)

   Hunger -- fairly self-explanatory.  Satisfying hunger can be done mostly at
             the fridge.  In a pinch you can also call the Pizza delivery guy
             (under Services on your phone), but that isn't nearly so
             satisfying as a good home cooked meal.

             The following factors go into how satisfying, and therefore how
             much of the Hunger Need is filled, a meal is:

               - The Type of Fridge you have, the better the more satisfying
                 the meal.
               - The Type of Preparation surface used.  A food processor here
                 is best, followed by a bare counter, then by using the
                 surface on a dishwasher/garbage compactor.  So don't count on
                 the surface of the dishwasher, as it makes less appealing
                 meals.
               - The type of cooking implement used, again the better the
                 equipment, then the better the meal will be.
               - And the skill of the cook comes into play here.  The more
                 cooking skill points your Sim has, the better the meal.

             If you have the best in all 4 of the above categories, then you
             can and should let your hunger rating drop lower than you would
             if you didn't.  Otherwise you are wasting all those nutritional
             points by eating a great meal when you only needed a good one.

             For more information check out section 4.1  Cooking (or a Meal
             fit for a Sim).

   Room --   How appealing the room you are in is.  This is covered in depth
             in section 4.2  The Room Rating.


   Social -- Sims are social creatures, and need companionship.  Some Sims
             (the High Outgoing Sims) need Social more than others.  (i.e.
             their Social rating will drop faster than the less outgoing Sims)
             The "High Level" interactions, kissing, hugging, etc., have a
             better effect on this than merely talking.

             The best way to keep Social satisfied is to socialize at least
             once a day.  Work your way up on other Sims relationship charts,
             dance with them, tell jokes, etc.  Do that and you should be just
             fine.

   Bladder - Just use the toilet before this one hits Pure Red (empty) or you
             might pee on the floor.  Not only that, but having this little
             "accident" cuts into their other Needs too, such as Hygiene.
             Your sims will need to "use the facilities" after drinking coffee
             or eating a meal.

               Note:  Non-neat Sims won't flush automatically after using the
                      toilet, so you will have to make sure that they do it,
                      or the toilet could clog up.

   Energy -- Two ways to get Energy up, sleep, and Coffee.  Sleep is the
             better solution, and the better the bed (or couch in the case of
             naps) the more Energy you get back in less time.  If you fail to
             get to sleep or drink some coffee before your Sims' Energy bar
             hits Pure Red, then he will collapse on the floor and sleep
             there.  THIS IS NOT GOOD!  Your Sim will wake up with NO Comfort,
             and far less Energy than if he had slept in a bed.  So before
             Energy gets too low, send the Sim to bed!

               Note:  Espresso is better than Coffee, but takes longer to
                      drink.  Usually I prefer Coffee, as you can drink it
                      several times in a row quite quickly.

   Comfort - A gauge on how your Sim is FEELING.  Low comfort is similar to
             how you would feel Sore after exercising.  Comfort is a Need that
             you should never bother with on its own.  You can always increase
             Comfort while doing something else, for example, while eating
             your Sim sits on a chair, or while watching TV he sits on a
             couch.

               Note:  The Best Toilet also increases Comfort.  Also the main
                      reason to get the top of the line Tub (not the hot tub)
                      is because it helps Comfort as well as Hygiene.

   Hygiene - How clean your Sim feels.  This naturally decays throughout the
             day, but is also decreased by using the toilet without washing
             your hands, or accidentally peeing your pants.

   Fun --    And lastly there is Fun.  A bored Sim is an unhappy Sim.  Keep
             your Sim entertained by having him read the Paper, a Book, or
             Watch TV, Dance to the radio, etc.

 There are some activities that help out 2 or more of the Needs.  Some of
 these are:  Sitting in the Hot Tub (Hygiene, Comfort, Fun, Social), the
 Hygeia-Matic Toilet (Comfort, Bladder), Eating while Sitting with Others
 (Social, Hunger, Comfort), Dancing with a Guest (Fun, Social), Joking with a
 Guest (Fun, Social), etc.


-------------------------------------------------------------------------------
1.1.2  Why A Sim Does What He Does
-------------------------------------------------------------------------------

 Why do some Sims like to watch TV and others like to read a book?  Why does
 one Sim like cartoons and another the horror channel?  Why does your Sim
 STOP doing a certain activity even though he still hasn't filled that Need?
 And why do they keep doing an inefficient activity when there are better
 objects to fill that need around?  Let's find out!

 Here's where we get into the PERSONALITY of your Sims.  (We won't actually
 be CREATING our Sims for the moment, we're just looking at them first so you
 can know what you're dealing with)  Just like people, every Sim has his own
 personality.  One Sim may be a happy little go-getter, while another is a
 slob who can't shut up.  Obviously then, not all Sims are going to like doing
 the same things.

 The Personality Types:

   Neat, Messy  -- Neat Sims are like little Maids, they clean up not only
                   after themselves, but others too.  They also wash their
                   hands after using the Toilet, and after eating with their
                   hands.  They do the dishes, they take out the trash, and
                   are generally nice to have around.  Messy Sims are the
                   opposite.  They don't wash their hands, they don't do
                   dishes.  They also tend to leave puddles when using the
                   shower.

                   0-2 Slob: So I occasionally leave a pizza box or two
                             lying around, and I don't mind the flies buzzing
                             all over. Why clean up when everybody else is
                             willing to do it?

                   3-7 Occasional Cleaner: When it comes to cleaning up, I
                             have a few basic rules. I flush when I'm done,
                             throw away my own junk, and take out the trash
                             now and then.

                   8-10 Neat Freak: I'm known to wash a dish as soon as I've
                             finished eating. The trashcan's barely full
                             before it's taken out. The paper is recycled as
                             soon as I've finished reading. And the house is
                             always spotless whenever I'm about.

   Outgoing, Shy - Outgoing Sims crave conversation with other Sims.  As
                   discussed in the last section, their Social Need will drop
                   like a rock if they don't have some friends over to chat
                   with.  They're more likely to have the Higher Level social
                   interactions pop up, and react better when someone does one
                   on them (for example, they are less likely to push a hug
                   away).  Shy Sims still need Social, but on a smaller scale.

                   0-2 Shy: Being self-conscious and introspective, I don't
                            have a great need to be social. It's hard for me
                            to meet new people and make friends.

                   3-7 Member of the Crowd: I'm a little reserved, and it
                            takes me a while to warm up to new people. You
                            won't see me in the middle of huge crowds at
                            parties, but I won't be sitting quietly in a
                            corner either.

                   8-10 People Person: I am an extrovert. I love to talk to
                            everyone. I crave social interactions. Basically,
                            I'm a social animal.

   Active, Lazy -- The Active Sim wants to go out and play some Hoops, or do
                   something other than sit around watching TV.  They Dance,
                   they Swim, and enjoy moving around.  Lazy Sims are your
                   couch potatoes.  Their Comfort score will drop faster than
                   for active Sims (to reflect their overwhelming desire to
                   sit).  Lazy Sims also have troubles getting out of bed.

                   0-2 Lazy: Is there anything worse than getting out of bed
                             in the morning? Who needs ambition--a warm couch
                             and a good TV show is all anyone needs.

                   3-7 Laid Back: Though not always on the go, I am somewhat
                             motivated. Though I tend to linger a little too
                             long in a nice cozy chair, I won't be caught
                             sitting there all day either.

                   8-10 Energetic: Some say I'm a live wire. Some say I have
                             ants in my pants. Either way, it just means that
                             I'm always on the go and anxious to get there.

   Playful, Serious -- Playful Sims like to play around with other Sims (i.e.
                   jokes) or with games (Pool, Computer, Pinball).  Serious
                   Sims are your bookworms.  They also like Newspapers.

                   0-2 Serious: Sims who spend their time joking around just
                                irritate me. Don't they understand that their
                                frivolous folly is meaningless? So much more
                                fun can be gained by reading a good book.

                   3-7 Amused: I laugh at good jokes, dance if there are other
                                people on the floor, and like to play games.
                                Generally, I like having fun, but I don't go
                                overboard.

                   8-10 Life of the Party: When I'm not telling jokes, I'm
                                laughing at them. I've never seen a game I
                                didn't want to play. That's why everyone knows
                                the party is always at my house.

   Nice, Grouchy -- This mostly effects how well your Sim will interact with
                   others.  Remember the old saying "Doesn't play well with
                   others", well that's the Grouchy Sim.  I refer to them as
                   the Mean Sim as they like to insult, tease, taunt, and
                   brag.

                   0-2 Mean: Everything makes me mad, especially when someone
                             says I have a temper. If everything wasn't always
                             broken, or other Sims weren't always bothering
                             me, I probably wouldn't have to blow my stack so
                             often.

                   3-7 Easy-going: While some Sims can get on my nerves a
                             little, overall I'm pretty good-natured.

                   8-10 Compassionate: I like giving hugs and compliments. I
                             love making friends with everyone. If everyone
                             were more like me, the neighborhood would be a
                             nicer place.

 Following your Sims' personality type will make them happy, but may make
 others unhappy. (i.e. the Mean Sim insulting people)  So try to work within
 the boundaries of personality, but don't let it run their lives.

 Best Fun Objects Based on Personality:

   Playful -- Aquarium, Computer, Doll house, Guinea Pig, Piano, Pinball, Pool
              Table, Train Set, TV (Cartoons), VR Glasses  -- INTERACTIVE
              Objects

   Serious -- Newspaper, Book, Chess Table, Looking at Paintings

   Active --  Basketball, TV (Action), Pool, Radio

   Lazy --    TV (Any Channel!), Computer

   Outgoing - Hot Tub, TV (Romance)

   Mean --    TV (Horror)

     Note:  Train Set, Toybox and Playground are for kids only, but playful
            Sims seem to enjoy them more. (broadstrong)

 For a more thorough look at Sims and their interactions with various Objects
 check out section 4.5.

   Tip:  Holding the mouse pointer over a CONTROLLED Sim speeds his movement.
         Holding it over an UNCONTROLLED Sim slows him down. (broadstrong)

         Check out section 11.8 for more information on this.

 Now let's actually create that Sim Family!


-------------------------------------------------------------------------------
1.2)   Information on the Expansion, Livin' Large
-------------------------------------------------------------------------------

 This is a cursory explanation about the Expansion Pack for The Sims, Livin'
 Large.  This section summarizes everything in the Expansion Pack, and then
 lists where you can find more information on each subject.  For example, the
 new careers are listed in section 6.1.1.

 First and foremost, Livin' Large is an Expansion Pack for The Sims.  It is
 NOT, I repeated, NOT something that you can download for free.  You must go
 to a store and purchase it.  Try Walmart.  Or Target.  Or Babbage's/Software
 Etc.  The suggested retail price of Livin' Large is $29.95.

 Dozens of new situations and objects:

   Alien abductions
   Roach infestations
   A chemistry set
   Genie in a lantern
   Fortune telling crystal ball
   Exploding garden gnome
   Holiday decorations

 Five new career paths featuring 50 new jobs:

   Musician:       subway musician, piano tuner, wedding singer, lounge singer
                   and more
   Sloth:          golf caddy, convenience store cashier, lifeguard and more
   Paranormal:     Tarot card reader, UFO investigator and more
   Journalism:     game reviewer, weatherman, TV show host and more
   Game industry:  beta tester, game designer, programmer and more

 New architecture and decor:

   Castle: Build the perfect creepy setting for the neighborhood mad scientist
   Vegas:  Outmoded but not cheap aesthetic, such as clashing colors and odd
           decor
   Retro:  A revival of the 50s-60s "mod" craze, upscale and chic, with
           graceful curves and a minimum of ornamentation

 The next information here came from Computer Gaming World, courtesy of Joseph
 Peitler. (Computer Gaming World issue 192, July 2000, in the read.me section,
 there is an article about the Sims Expansion Pack, titled THE SIMS: LIVIN'
 LARGE.  Here are some items that MIGHT appear in the game coming out in the
 Fall.)

   New objects that have deeper repercussions:
   - An antique lamp that inhabits a genie (but be careful, wishes can
     backfire when you get stuck with an incompetent mystical being)
   - A new workbench to make gnomes (but a low mechanical skill will result in
     lawn ornamentation that basically functions as a proximity mine)
   - A crystal ball (to predict a Sim's future)
   - A voodoo doll (to torment other Sims)

   New characters:
   - Space aliens (that can abducts Sims)
   - A Tragic Clown (who shows up and performs disastrous tricks and never
     leaves)
   - The Grim Reaper (who you can bargain with for the life of your perished
     Sim)

       Sean from Maxis mentioned the Grim Reaper in the recent chat:

         The current design of the grim reaper is that he shows up
         occasionally when people die. If you make the right bargain with him,
         or win a little game, you can come back from the dead...but with..uh,
         some... uh, drawbacks of course.

 There was recently a chat with the designers, and Wendy Zupack summarized
 some of the major points:

   - In the Pack, there will be a vibrating bed where the naughty Sims will be
     able to 'Play With' each other.  This, of course, produces babies.  Also,
     it decreases energy and other needs severely, while increasing social
     (duh).

   - There will be about 125 new objects added, including objects now
     available as downloads from TheSims.com

   - There will be many more objects to increase Skills, such as an electric
     guitar for Creativity and telescope for Logic (Beware, the telescope
     brings on aliens!).

   - There will be more 'sets' of furniture, such as a dining table that might
     go with counters and chairs.

   - Wallpaper, flooring and furniture will have increased compatibility.

   - There will be vacations for all the working Sims.

   - The chemistry set and getting abducted by aliens both alter Sim
     personality, either temporarily or permanantly.

   - There will be triple the number of doors and windows (there are stained
     glass windows, boomerang-shaped windows, etc.)

   - It has been released!  Check out the next few sections for more
     information.  [ and it will cost $29.95 USD ]

   - New Items List:

      = Egg-shaped chair
      = Velvet Sofasauras Funk sofa
      = Wood burning stove (perfect for those log cabins!)
      = Coat of Arms (for the medieval people out there)
      = Stainless steel table set
      = Guinea pig painting
      = Tiki lamps
      = Head in a jar on pedestal
      = Ceremic elephant end table
      = Vibrating bed
      = Black velvet painting
      = Electric Guitar
      = New piano
      = Instruments of torture (not working implements of torture)
      = Suit of Armor (the most expensive decorative item at §15,000 each)
      = Throw Rugs (extra decoration)

 To cure guinea pig disease, buy the "Forgotten Guinea Pig" painting and
 hang it up. Your sim should be cured within a day. (JediPika88)

 The party balloons has a chance of attracting 1 neighbor every 30
 minutes. Once all the balloons are popped or you have five neighbors, no more
 come. It does not work late at night. (JediPika88)


-------------------------------------------------------------------------------
1.2.1  Multiple Neighborhoods (Livin' Large ONLY)
-------------------------------------------------------------------------------

 One of the most common fan Utilities is the Neighborhood Manager that allows
 a user to create more than one Neighborhood.  Now with the Expansion,
 Livin' Large, everyone can create up to 5 unique Neighborhoods.

 When the game first loads up you will be at the original Neighborhood Screen.
 In the top left corner is a number with a LEFT and RIGHT arrow by it.  If you
 click the right arrow it will take you to Neighborhood 2, left to 5, etc.

 These new neighborhoods exist completely separate from one another.  That is,
 you can't have Sims from one neighborhood visit another.  And of the new
 neighborhoods, only the 2nd neighborhood starts with houses and Sims already
 in it.  The others are completely blank.


-------------------------------------------------------------------------------
1.2.2  Cockroaches (Livin' Large ONLY)
-------------------------------------------------------------------------------

 One of the more annoying additions in Livin' Large (well, they can't all be
 happy fun new gadgets) are the cockroaches.  They appear in a little swarm,
 and need to be Sprayed.  Roaches usually appear when there has been a mess
 for awhile -- even an unmade bed counts as a "mess".  To prevent them from
 appearing, then, you must keep everything clean.  Cockroaches will kill the
 Room rating.

 Also Roaches can walk through walls, go under any object, and generally make
 a nuisance of themselves.

 Getting rid of Roaches requires having a Sim click on the Roach, then select
 the Spray option.  There are a number of quirks with this action, however.

   One:  the Spray command MUST be the ONLY thing in your Sim's action Queue.
         So you can't set them to Spray after they do something else, Spraying
         must be the ONLY thing that they are set to do.

   Two:  if the Roaches move after you click them, then the Spray option
         vanishes, and you must re-click the roaches.

   Three: If you start Spraying roaches, and there are more than one swarm of
         roaches around your property -- even if they are outside your house
         -- your Sim will seek and destroy EVERY roach group that he can
         find.

 Maids will sometimes clean out the Roaches for you, but not all the time.
 In fact, since installing Hot Date, she never bothered with Roaches again.


-------------------------------------------------------------------------------
1.2.3  The Grim Reaper (Livin' Large ONLY)
-------------------------------------------------------------------------------

 Before Livin' Large, when a Sim died, he was dead.  Nothing could be done
 about it (short of simply not Saving the game).  Your Sim was gone.  Not
 anymore!  Now when your Sim dies, Death will come for him in the form of
 the Grim Reaper that we all know and love.

 When Death comes, anyone else in the family may go up to Death and [Plead]
 with him to not take the dearly departed away.

 At this point, Death can do three things:

   1. Ignore your Plea, and take your dead Sim anyway.  You still get their
      remains as a Tombstone or Urn, though.

   2. Play you in a game of Rock-Paper-Scissors and you win.  The Sim is
      brought back to life, and Death goes on his merry way.

   3. Play Rock-Paper-Scissors and you LOSE.  He might take pity (or not) and
      bring the Sim back.  But as a zombie.


 Hey, it's better than nothing!


-------------------------------------------------------------------------------
1.2.4  Genie in a Bottle (Livin' Large ONLY)
-------------------------------------------------------------------------------

 One of the new Miscellaneous Objects in the game is a plain brass lamp.
 Anyone who has seen "Aladdin" (or any other cartoon dealing with Genies)
 will immediately recognize this as a Magic Lamp.

 To get to the genie, select the lamp and [Clean].  It also has a very minor
 effect on Fun when [Viewed].  The genie can be used ONCE PER DAY. (every
 night at 12:01 a.m., he can be used again)

   Note:  Before ever using the genie, I'd be sure to have a Fire Alarm in
          each room of your house.  You can check out why under "Bad" for FIRE
          and LEISURE.

 The genie will make you choose between two things, and then he will "act."
 Each choice that he gives you has both a GOOD and a BAD effect.  For example,
 choosing Money (from Love or Money) can give you either BILLS or a POT OF
 GOLD.  Here are the choices:

   Love    - Good - Summons forth a neighbor, who will immediately fall in
                    love with your Sim
           - Bad  - Ruins a relationship that you have
                                  -- or --
   Money   - Good - Gives you a Pot of Gold worth between §1141-2918 (well
                    that's what I've gotten)
           - Bad  - Gives you three bright red, nearly-due bills


   Friends - Good - Teleports someone there, and now they like you MORE
           - Bad  - Teleports a friend there, and they're now angry at you
                    (my person went down to -75 on the relationship-meter)
                                  -- or --
   Family  - Good - Anyone living with your Sim has their relationship with
                    your Sim improved
           - Bad  - Creates a "family crisis" where another family member will
                    like you less (usually it just subtracts about 20 points
                    from their relationship, so if it was 100 it might now be
                    80)


   Fire    - Good - Improves your Sim's Comfort and Social Needs
           - Bad  - Starts an actual fire in your Sim's house
                                  -- or --
   Water   - Good - Summons a fountain (for your Sim to play in, no doubt)
           - Bad  - Floods the house (about 8-12 "water" spots on the floor)


   Work    - Good - Gives a +1 to 3 different Skills (Logic, Body, Mechanical,
                    etc.)
           - Bad  - Deletes some of your Sim's Skills (for example, a Sim with
                    4 Cooking skills will have only 2 after this)
                                  -- or --
   Leisure - Good - Gives your Sim the Big Screen TV or another Leisure Item
           - Bad  - Sets one of your "leisure" items on fire (I've had
                    everything from the "love bed" to the good toilet burn up)


   Earth   - Good - Summons forth three indoor plants
           - Bad  - Summons five dead plants, which can't be deleted, though
                    your Sim can throw them away (an interesting side-note is
                    that if the "move_objects" cheat is activated, these
                    plants can be deleted in furnish mode for full price!)
                                  -- or --
   Air     - Good - Summons forth about a dozen pink flamingoes on the lawn
           - Bad  - Plagues your house with lots of cockroaches


 The chance of getting a BAD effect to a GOOD effect SEEMS to be about 3 to 2.
 (so on average, every 3 bad events will be followed by 2 good effects)  This
 naturally makes using the Genie a VERY risky proposal!  Here are the choices
 that I would choose to minimize your risk:

   Fire or Water:

     Water (if the Fire burns something large, such as a bed, you won't get
            the fire extinguished before it destroys the item!)

   Love or Money:

     Money (early in the game this makes a great deal of sense, a pot of gold
            can net you almost §3000, and your 3 bills will add up to
            considerably less)
     Love (late in the game this makes more sense, you probably have a lot of
           friends and a lot of money, therefore you won't need more money)

   Earth or Air:

     Earth (the plants sell for more than the flamingoes, PLUS it's easier to
            clean up dead plants than it is to get rid of cockroaches)

   Work or Leisure:

     I have never had Work do anything beyond zap my skills, so I have to say
     Leisure, despite the Fire risk.  Hopefully it will be something small and
     easy to put out.

   Friends or Family:

     Family (this one has almost no risk at all!  Losing about 20 points with
             someone you LIVE WITH is all too easy to fix, and occasionally it
             will actually improve your relationships!)


-------------------------------------------------------------------------------</pre><pre id="faqspan-2">
1.2.5  The Chemistry Set (Livin' Large ONLY)
-------------------------------------------------------------------------------

 One of the best new items in the expansion is the wonderful Chemistry Set.
 (Called the Concoctonator)  Its primary purpose is to improve your Sim's
 Logic (it isn't fun).  However, once you [Make a Potion], you can then
 [Drink Potion], and depending on the COLOR of the potion you get a variety
 of neat side effects:

   Blue Potion -  The most common type of potion.  This will completely
                  fulfill THREE of your Sim's Needs randomly.  One time this
                  potion will fill up Energy, Hunger and Fun, while another
                  time it will fill in Social, Bladder and Hygiene.

   Dark Green  -  Creates an Evil Clone of your Sim.  By "Evil Clone" it means
                  that this Sim is your exact duplicate.  This means that this
                  Clone may not actually be evil.  If your Sim is a jerk (low
                  Nice), then this Clone may be a really nice guy.  You can't
                  get rid of a Clone, but eventually they just fade away.
                  Evil clones will ruin your Sim's relationships with other
                  Sims.

   Yellow      -  Permanent Reverse Personality.  Yep, your Sim will have
                  their entire personality flip-flopped.  If you had 3 Nice,
                  you will now have 7.  If you had 10 Neat, you will now have
                  none.  There is a really cool trick involving this potion,
                  see "Tip" below.

   Purple      -  Turn your Sim into a monster.  Monsters just don't listen to
                  you!  I had one that painted a picture (he didn't gain
                  Creativity, but I sold the picture for §166, and this was at
                  a mere 3 Creativity!).  Monsters also tend to wake up
                  sleeping Sims if in the same room.  Monsters don't lose Need
                  points.  If they were halfway hungry when they became a
                  monster, that's where they'll be later.

                  Worse of all, monsters also have a tendency to break most
                  things they use!  Plus they seem to want to use (break)
                  everything in the house!

                  This effect eventually wears off.

   Light Green -  Ruins all of your Sim's Needs except Room, such that they'll
                  all have a mere sliver of green.

                  If this one happens to you, you have to very quickly work
                  on EVERY Need your Sim has all at once.  I would do it in
                  this order:

                    Energy (a quickie coffee to keep them up long enough to
                           eat)
                    Hunger (get them food, STAT! If possible, eat with a
                            family member, but you don't have time to call
                            anyone)
                    Bathroom (actually let them pee their pants, this only
                             worsens Hygiene, but it was nearly empty anyway)
                    Energy (get them to sleep)
                    Hunger (when they wake up they need to eat again, and
                            if you can, get some friends to eat with you)
                    Bathroom (in the toilet this time)
                    Hygiene (shower or bath)
                    Fun & Comfort (have them watch TV with a family member or
                                  friend)
                    Social (have them Hug anyone they meet)

                  And that should be that.  It took me about 16 hours to
                  resuscitate a Sim this way.

   Orange      -  Turns your Sim invisible.  Therefore other Sims can't
                  interact with that Sim.  However, your invisible Sim CAN
                  interact with the other Sims.  This potion has the shortest
                  effect of all of them.

   Red         -  Causes your Sim to fall in love with someone in the
                  neighborhood.

   White       -  Cures your Sim of sickness.  10:1 odds that this will appear
                  when your Sim is sick (JediPika88).

 And, of course, the Chemistry Set can always explode in your face!

   Tip:  Once the potion is created, there are two ways to get rid of it.
         First you can just drink it.  This isn't always desirable, if say,
         the potion is a bad one.  Second, you can sell the Chemistry Set and
         buy a new one.  This will lose you some money as your chemistry set
         will have depreciated.  Well there is a neat little cheating way to
         get around this.

         Activate the "move_objects on" cheat. (Press CTRL-SHIFT-C, then type
         "move_objects on" without the quotes)  Now before you drink the
         potion, SAVE THE GAME.  Then drink the potion.  The bad effect hits
         you.  Go into FURNISH mode (F2), click on your Sim, and press DEL.

         Go back to LIVE mode (F1), and click on your Sim's portrait to bring
         her back.  Since the Sim is brought back from the last save, she'll
         be exactly as she was before drinking the potion.

         This does NOT work very well for the MONSTER effect, as if you delete
         the Monster, your Sim will never return!

         This tip also works well for the Genie effects, such as when he
         blasts away your skills.

   Tip:  The Chemistry Set is one of the most fun objects in Livin' Large, and
         there is one fun thing to try with it.  Create a Sim and give her
         NO PERSONALITY AT ALL.  Then use the Chemistry Set until you get a
         YELLOW, or Personality Reversal Potion.  Drink it and you will have
         the ULTIMATE PERSONALITY.  Sweet.  Takes a while but it works!

   Rob Sevening has another idea to remove unwanted Potions:

     Another easy way (without cheating) to get rid of an unwanted potion is
     to invite one of your Sim's friends over to your house.  Make sure there
     is no food for the friend to eat because the first thing friends look for
     when they come over is something to eat.  Anyway, once the friend arrives
     have your Sim greet them and do nothing else.  The friend will walk
     directly to the potion set and drink the potion regardless of what type
     it is.  This has worked for me every time I wanted to purge a potion.  If
     it is the nasty green potion, the friend will leave immediately!


-------------------------------------------------------------------------------
1.2.6)   The "Love" Bed (Livin' Large ONLY)
-------------------------------------------------------------------------------

 There is a big cheesy red bed with a giant red heart.  This bed allows your
 Sims to finally do "it".  Have one Sim get in the bed (under the [Vibrate]
 command).  They'll strip and get in the bed.  Then have another Sim (one who
 is in Love with the other Sim, naturally) go to the bed and do the [Play in
 Bed] command.  They will then proceed with gettin' it on.  It is both Fun and
 a Social activity. (naturally!)  On the downside, it pulls down every other
 Need you have quite dramatically.

 The [vibrate] feature costs §20.  There is also the [Relax] feature which
 improves a Sim's Comfort like no other.


-------------------------------------------------------------------------------
1.2.7)   Beejaphone Guitar (Livin' Large ONLY)
-------------------------------------------------------------------------------

 The new Guitar is both fun and it improves your Creativity at the same time.
 Plus as a group activity, two people can share in the fun.  Sometimes,
 however, the second person (the "watcher") will Jeer the person playing.
 This is usually caused by the first person being a horrible guitar player.
 The better the Creativity level, the better the chance that anyone [Watching]
 will "rock out".

 Even with people listening to your Sim-guitar work, this isn't a Social
 object.


-------------------------------------------------------------------------------
1.2.8)   Woodworking Table (or the Work-at-Home career) (Livin' Large ONLY)
-------------------------------------------------------------------------------

 The KraftMatic Woodworking Table doesn't COST money, it MAKES money. (You
 still have to buy it, but it will soon be rakin' in the dough for you!)

 Used to increase Mechanical Skill while creating yard Gnomes.  There is a
 slight chance that the police will fine you §500 (saying that kids can smell
 the fumes miles away).  In any event, once a Gnome is completed it can be
 sold, (only through the Furnish F2 function) and the more Gnomes you make,
 the more money you get per Gnome.

 The rate at which Gnomes are produced is a little slow at first, but as you
 progress and your Mechanical Skill gets higher they take less and less time.
 Also the later Gnomes sell for more money.  So, your first Gnome will sell
 for a measely §1, while your last Gnome will sell for §100.  About every 3
 to 4 Gnomes, the price rises by §1, and at every Mechanical Skill Increase
 the price rises by about §10.

 Lawn Gnomes do NOT appreciate in value like artwork (not the stuff you paint,
 but the stuff you buy).  So if it would sell for §2 when you made it, it will
 still sell at that rate in 100 SimDays.

 The value of your gnome is equal to your initial mechanical skill times your
 updated mechanical skill (if it went up, otherwise they're the same). So, if
 you make a Gnome at Mechanical 1, it will sell for §1. If, however, your
 skill goes up to 2, but started at 1, then it will sell for §2. (with thanks
 to Amy Lam)

 The max price per Gnome is §100, which you will get when your Mechanical
 Skill gets maxed out.  Once that happens you are making a Gnome every
 20 minutes (from the time the Block of Wood is put on the table, to the time
 that the Gnome is put on the ground).  Therefore you can make 3 Gnomes an
 hour, for §300/hr.  If you were to have your Sim work at the table for 8
 hours you could make §2400 a day.  Of course, the table is very stressful
 for your Sim, and their Needs will drop while working at it.

 Gnomes are decorations and improve the Room rating slightly.

   Note:  Gnomes are more interactive in Hot Date.  Your Sim can pick them up,
          and give them as a gift.  "Just what I always wanted..."

 If a Gnome is kicked, it might explode!  I had a Sim turned into a Monster.
 First thing he did was kick a Gnome, which exploded knocking him on his butt.
 The ONLY way to get a Sim to kick a Gnome is through Free Will.  You can't
 force them to kick a Gnome.


-------------------------------------------------------------------------------
1.2.9)   Madame Blahbatfry Crystal Ball (Livin' Large ONLY)
-------------------------------------------------------------------------------

 Madame's Crystal Ball is the other method to improve your Sim's personality.
 What it does is it gives you a riddle.  You must have your Sim do what the
 riddle says, and you will have a permanent Stat increase. (such as
 Playful +1)  If it says to "seek pleasure", have some fun and become more
 playful.

 To gain your stat increase, simply do what you are told, and it will happen
 naturally.  No more work required. (some info below from JediPika88)

   "be more clean" (have a clean house)          -  +1 Neat point
                   (have a dirty house)          -  -1 Neat point
   "just enjoying yourself" or "fun not frown" (have fun)  -  +1 Playful point
                            (no fun)             -  -1 Playful point
   "be nice" (improve a relationship by 20)      -  +1 Nice point
             (don't be nice)                     -  -1 Nice point
   "befriend the neighborhood" (10 hours with
              other Sims in your house)          -  +1 Outgoing
   "active" (have a low comfort score)           -  +1 Active

 And of course, sometimes it has no effect. (Possibly because you didn't fail
 to meet its objectives, but didn't succeed either)

 It takes 24 hours from the time you first look into the Crystal, to when it
 adjusts your Personality.

   Note:  If you "Delete" your Sim (see Cheats & Tricks below) it will also
          reset your Crystal Ball objective.


-------------------------------------------------------------------------------
1.2.10)  Servo (Livin' Large ONLY)
-------------------------------------------------------------------------------

 The most expensive item in the game -- §15,000 -- is the robotic butler,
 Servo.  He can do just about anything, cook, clean, repair.  In order to
 function, his Pod must have one empty square in front of AND behind it.  Then
 simply [Turn On] and he'll patrol your house looking for things to do.  Once
 he runs out of tasks, he returns to his Pod.

 Servo puts on different "hats" depending on the job he is about to perform.
 He wears a brown cap if he wants to repair something, a little maid's cap to
 clean and a Chef's Hat when he prepares a meal.  If you see him wandering
 around in the Brown Hat (for repairing) then you can assume that he WANTS to
 repair something, he just can reach it.  Find what it is (it's probably a
 burnt out Wall Light), and clear the obstacle out of Servo's way so that he
 can fix it.

 To get Servo to COOK for you, simply click on his Pod again once he is
 already out and about, and select [Serve Food].  Be warned, Servo is NOT a
 good cook, and his meals are only slightly more satisfying than a mere SNACK.

   Note:  Servo's meals may be unsatisfying to your Sims, but they are FREE
          and you can have him toss out LOTS of meals quickly.  These meals
          are the equivalent of a Pizza slice.

 Servo MUST be [Turned On] EVERY TIME you want him to work.

 One of the promotionals Maxis made prior to the release of Livin' Large
 intimated that Servo might "rebel" against his human oppressors.  I have not
 confirmed whether this exists or not.

 So in the end, is Servo worth it?  No, not really.  Even if you have the
 money, a Maid and a Gardener are better bargains.  A maid will cost you
 usually only §10 a day, and a gardener is only §10 every 3 days. (we'll
 assume that you repair your own items)  At these rates, it would take 1127
 days of owning and operating Servo before he becomes cost efficient vs. the
 human help.  Even if we doubled the Maid and Gardener rates (to §20 a day,
 and §20 every three days respectively) it would still take over 563 days
 before Servo is worth the money.  Plus he has the annoying drawback that you
 must activate him EVERY time you want him to do something.  In that time, you
 could probably do the very thing you were turning him on to do!  If Servo
 automatically sensed a mess, or something to repair, went out and cleaned it
 all on his own, then he would be worth it.

 Rob Sevening has this to say about Servo:

   I've noticed that when my family has friends over and my robot is finished
   with his chores he will sometimes approach one of the visitors and interact
   with them.  Sometimes he will entertain them (juggling act) or sometimes he
   will dance with them.  He has never done it to any member of my family only
   to visiting friends.  Another thing was he only interacted with the exact
   same friend every time she was over.  It was though he grew some
   'attraction' to that particular Sim.

 Servo may attempt to interact with a Sim if his social score is low.
 (JediPika88)


-------------------------------------------------------------------------------
1.2.11)  Horrowitz "Star Track" Backyard Telescope (Livin' Large ONLY)
-------------------------------------------------------------------------------

 Increases a Sim's Logic Skill with only a slight chance of getting abducted
 by Aliens.

 Getting abducted by Aliens will mess up your Sim's personality.  This hasn't
 happened to me yet, so I can't say anything more specific about it.

 Rob Sevening had his Sim's adbucted:

   I don't use the telescope anymore because it seems every single time I've
   had my Sims use the dang thing they get abducted.  No aliens are ever seen,
   but they get 'beamed' up in purple beams of light.  My family members then
   'grieve' at the spot they were abducted.  They cry for a few minutes then
   continue on with their business.  The longest I've ever been gone was about
   12 hours.  The Sim then reappears in a random spot (usually near the
   abduction point) with a picture of an alien in their conversation box.
   Each time their personality was apparently randomized (no pattern found)
   never to return to normal.


-------------------------------------------------------------------------------
1.2.12)  The Tragic Clown (Livin' Large ONLY)
-------------------------------------------------------------------------------

 The Tragic Clown will only appear in houses that have his portrait hanging
 on their walls.  Then the occupants must be sad, look at his portrait and he
 will appear and attempt to cheer you up.  Too bad that he is so depressed
 himself, else he might actually be ABLE to cheer you up.  As it stands, he
 manages to make matters worse!

   Hot Date & Vacation Note:  The Clown can show up Downtown and in the
                              vacation areas.  He does much the same stuff
                              there, but arrives without your having purchased
                              the clown portrait.

 He does a variety of tricks (all of which fail miserably), but mostly just
 wanders around your house crying, coughing, sneezing, and just generally
 getting everyone down.

 There are bunches of interaction options with the Clown, but the only one
 that seems to make my Sims happy were [Insults].

 There's nothing YOU can do to get rid of him, he simply has to leave on his
 own.

   Tip:  Having trouble getting the clown to appear?  Try this.  Make potions
         with the chemistry set and try to get the light green (The one that
         makes you tragically unhappy yourself), then look at the clown's
         portrait.  This guarantees nothing, but the clown loves a good
         tragedy!

 JediPika88 has this to say about Clowns:

   The tragic clown appears when the family's average motive drops below -20.
   Do not try to trap him, if he cannot get somewhere he makes a hole, goes in
   and pops up somewhere else. To get rid of him, get the family's motives up
   to 25. He will then leave. Or you can put his painting above a fireplace,
   remove smoke alarms, then light it. When the painting catches on fire, so
   will the clown.


-------------------------------------------------------------------------------
1.2.13)  Voodoo Doll (Livin' Large ONLY)
-------------------------------------------------------------------------------

 Used to beat up someone from afar.  Can't see that it has much point, other
 than pure annoyance.  It can only be used on someone currently in the house,
 and cannot be used on children.

 I can't see much of a purpose to this item, except for sadistic pleasure.

 If the voodoo doll victim is in the same room as the one using it, they
 will attempt to slap the user. (JediPika88)


-------------------------------------------------------------------------------
1.3  Information on the Second Expansion, House Party
-------------------------------------------------------------------------------

 I wasn't terribly satisfied with House Party, as an expansion.  I just felt
 that it didn't add enough to the Sims to justify the cost.  Ah, well.

 What's New:

   3 New Neighborhoods (6-8)
   Many new objects
   New Characters (The Caterer, the Mime, the Raver, Drew Carey,
     "Entertainer")
   Parties - which are started by clicking the phone and selecting "Throw
             Party"

 A few things to know:

   1) Good parties are expensive.  First you need to buy just about every
      party object in the game (which requires a large house to start with),
      then you need to hire a caterer to feed the group.  The quality of the
      party can be measured by who shows up, if you get the Mime, your party
      stinks, if you get Drew Carey, you probably have a good party.

   2) The "Entertainer" (or, Stripper, if you want to be accurate) that pops
      out of the big cake will flirt with members of the party who are around.
      This can create a LOT of havoc in their lives!  I saw one female
      "entertainer" kiss about 4 different men before leaving, each one had
      their girlfriend in the room at the same time.  Result was a lot of
      jealousy (and one completely ruined romance).

   3) Mimes steal things.

   4) Party crashers break things.

 If you want additional information on House Party, I would suggest checking
 out James Paterson's FAQ on House Party.  This can also be found at
 http://www.gamefaqs.com/computer/doswin/game/30989.html

Molly B. found an easter egg in House Party:

 1. Buy "Jungle Jumble Import Display," and hang it somewhere.
 2. Tell your sim to *view* it. (NOTE: The sim must be in a GREAT mood for it
    to work.
 3. A picture of the Maxis staff, stangely dressed up will appear. Next to it
    will be a narrorative, with a written out french accent, which is supposed
    to be parody of a generic nature documentary.


-------------------------------------------------------------------------------
1.4  Information on the Fourth Expansion, Hot Date
-------------------------------------------------------------------------------

What's New:
-----------

 From the Sims: Hot Date Readme:

   New Downtown Area
   ---------------

   Each Neighborhood can have its’ own downtown. Just pick up the phone and
   call a cab. When you get downtown, visit one of the lots that Maxis has
   made for you. If you want to get creative with all of the new objects,
   hit the downtown button from the neighborhood screen and build your own
   downtown lot. When building your lot, it is best to place 3 tiles worth of
   sidewalk next to the street. We recommend that you limit the number of
   animated objects you place on your lot. The more you have, the slower the
   performance will be.

   New Non-Player Characters
   ---------------
   There are two sets of NPC's that are in Hot Date. There are the
   "worker-bees", like the chef, waitress and store clerks and there are the
   "dateable" NPC's. These "dateables" are Sims you can meet downtown and
   strike up a relationship with.

   New Catalog Sorts
   ---------------
   Each catalog sort now has a subsort in order to better organize the objects
   that are available. If you double click on the buy mode icon, you will
   notice that at home you have both a room and a functional sort. In downtown
   buy mode you have a Place and a functional sort.  If you choose to place
   skill objects downtown, your Sim will not gain skill. Skills are only
   gained in your Sim's house. If you have previously downloaded objects from
   www.thesims.com, you will need to go to the website and download the
   updated versions so that they function correctly with Hot Date.

   New Web Features
   ---------------
   There is now a new exchange available to you on www.thesims.com. The
   Downtown Exchange is where you can post your new downtown lots that you
   have worked so hard on. You also have the opportunity to download lots that
   other Sim fans have created.

   Neighborhoods
   -------------------------
   The Sims Livin' Large and The Sims House Party support multiple
   neighborhoods. The Sims Hot Date allows you to have a different downtown
   area with each one of these neighborhoods. You can select new neighborhoods
   by using the arrow buttons in the upper left portion of the neighborhood
   screen.

   There are five neighborhoods to start with, the first of which is reserved
   for the existing neighborhood players have created.

   Neighborhoods 2,3,4 and 5 are not created by House Party. This is to allow
   for Livin' Large to install its neighborhoods in these spaces.

   Neighborhoods 6, 7, and 8 have been created for your House Party houses.

   It is possible for users to have even more neighborhoods in The Sims House
   Party.  Here's how:

   - Make a copy the TemplateUserData folder.  Place it in the same directory
     as the other UserData folders.
   - Rename this copy to UserDataXX, where XX is an unused number (check the
     existing UserData folder numbers) up to 99. We do not recommend you use
     neighborhoods 2-5 until after you have installed Livin' Large. See
     the "House Party and Livin' Large" section for more details.
   - You can do this before you run the game, or while you are alt-tabbed away
     from the game.  Either way, the game should pick up the fact that you
     added a new neighborhood.

   Here's an example:
   - You're running the game, and you decide you want to add a new
     neighborhood to hold some imported houses you just found on
     www.thesims.com.
   - You alt-tab to the windows desktop, find the installation folder for The
     Sims House Party, and make a copy of TemplateUserData.  Rename this
     folder to UserData23.
   - Alt-tab back to the game.  As you scroll through the different
     neighborhoods, "23" will show up.  This refers to your new UserData23
     directory.

   ***WARNING***
   Do NOT rename the original UserData folder either while the game in running
   or when the game is not in use.


-------------------------------------------------------------------------------
1.4.1  New Social Interaction Options  (Hot Date)
-------------------------------------------------------------------------------

 There are now far more things to worry about when your Sims interact.

 First, you might not be able to control the reactions of each Sim in a
 conversation.  I'm not just referring to Sims who already lived together
 that you FORCED to like each other, but also to Sims in the neighborhood.
 Just switching from one household to the next to get 2 Sims to like each
 other, propose and move in.  Now some Sims are NPCs.  That is, you don't
 get to control them.  You can meet NPCs at the new downtown area.

   Note:  These NPC's have the last name "Townie."  They make a good way for
          you to gain more Family Friends without having to simply fill up a
          neighborhood with "filler" families.

 The "Friendship Meter" used in previous versions is now replaced by a
 "short term Friendship Meter."  It works very similarly to the old meter.
 Positive reactions to your Sim increase the meter, when it hits a certain
 number (about 60) you make a new Family Friend.

   Note:  Remember that the meter represents YOUR SIM'S feelings, not the
          total relationship.  It won't tell you how the other person feels
          about you, and THAT is critical in determing whether they become a
          Family Friend.

 The new "long term Friendship Meter" doesn't decrease nearly as often as
 the short term (which decreases in value daily).  It, as its name implies,
 offers you a view on the long term relationship between your Sims.

 Downtown ... while downtown you can only control ONE SIM.  I imagine this is
 what The Sims Online will be like.  You can either "go it alone" with your
 one Sim, or you can call/invite another Sim to go with you.  This is like a
 date, I suppose.  While on your date, any time you do a "group" activity,
 your date will follow you.  That is, if you go to the restaurant and order
 food, your date will automatically follow.  Play pool, dance, etc.


-------------------------------------------------------------------------------
1.4.2  Controlled Sim Interactions  (Hot Date)
-------------------------------------------------------------------------------

 Hot Date also allows you to control just how far you want your Sims to go
 with an action.  For example, if you want to Hug another Sim, but don't want
 that Sim to get the "wrong idea" you could do a quick "Friendly Hug."  Or,
 maybe you want to become good friends/lovers you would go for the "Intimate

 Hug," where they embrace for several seconds.  It's all up to you, now.

   Tip:  Remember to do actions that the other Sim enjoys the most.  This is
         (as before) based on that Sim's personality.  For example, "Active"
         Sims enjoy doing active things, such as Lively Dancing.

         If a Sim consistently rebuffs your attempts at TYPES of actions,
         then you know something about their personality, and what types of
         actions to use on them.  For instance, if a Sim always boos your
         jokes/puppets/other playful things, you know they have a low
         Playful rating.


-------------------------------------------------------------------------------
1.4.3  Interests and Inventory  (Hot Date)
-------------------------------------------------------------------------------

Interests:
----------

 The major changes to the Sim interface are the addition of an "Interests"
 button and an "Inventory" button.  Interests are literally what interests
 your Sim.  Ex.  Dating/Sports/Money.

   Note:  To get your Sims to talk about Interests, click the Sim > Talk >
          About Interests.  If you are Downtown, you can actually ask the
          Sims there what their interests are.  Ask > What are you Into?

          The major reason to ask a Sim what she is into, is if you can't just
          check it yourself, for she is a Townie. (see Downtown below)

 Each Sim has a rating in each Interest grouping.  A Sim with a maxed out
 Interest in Sports gets along well with other Sims who like Sports.
 Conversely a Sim with NO interest in Sports gets along with other Sims who
 hate sports.  And just as you might suspect, the Sim that loves sports does
 not get along so well with the Sim that hates sports.

 In other words, a LACK OF INTEREST in a subject is itself a common interest
 among Sims.

 If you want to customize your Sims interests, go buy a Magazine from downtown
 and read it.  Each magazine contains 3 interests.  Studying an interest in
 the magazine will improve one Interest and drop another.

                                 Interests
   Magazine        Cost      Raises      Drops
   -------------------------------------------
   The Avarix       §6       Money       Outdoors
                             Politics    Sports
                             Technology  Excercise

   Livin Large      §5       Music       The 60s
                             Parties     Technology
                             The 60s     Weather

   MAXISMUM         §7       Travel      The 60s
                             Outdoors    Politics
                             Excercise   Food

   WhooNoo!!!       §6       Romance     Style
                             Hollywood   Food
                             Style       Technology

   Victor's Digest  §3       Food        Hollywood
                             Sports      Outdoors
                             Weather     Outdoors


Inventory:

----------

 Objects that your Sim is carrying.  Typically this space is used to show you
 what gifts you are carrying.  (Gifts are bought downtown, or in the case of
 Lawn Gnomes, built by your Sim)  These gifts are then given to other Sims to
 improve their friendship.


-------------------------------------------------------------------------------
1.4.4  Downtown  (Hot Date)
-------------------------------------------------------------------------------

 The default downtown comes with all but one of the lots full.  Each lot
 typically has a bunch of objects and things to do in it.  Typically every
 Need is accounted for in these Lots (except Energy, i.e. there are no beds
 around).  So, as long as your Sim has lots of Energy, you can head off to
 Downtown.  The best lot of the bunch is probably the old converted Farm,
 which is now a pricey restaurant and nightclub.  It offers the best
 entertainment value, dancing, which is free.

   Note:  To go downtown, use your phone and call a cab. (§50)

   Note:  Everything Downtown costs MONEY and usually a lot more than normal.
          Meals at restaurants are considerably more than the §20 you pay at
          home.

   Tip:  Easily the most useful thing to do is to Auto-Center (Right-Click) on
         your Sim to keep from losing her.  You can also right-click your
         Date's portrait (in your Relationship bar) to auto-center on him/her.
         Wouldn't want to lose track of your Date... or yourself for that
         matter.

   Tip:  While in a restaurant, if you get the guitar player at your table,
         tip him §20 to get a more ROMANTIC mood.


-------------------------------------------------------------------------------
1.5  Information on the Fourth Expansion, Vacation
-------------------------------------------------------------------------------

 ...

 Forthcoming

 ...



-------------------------------------------------------------------------------
1.6  Information on the Fifth Expansion, Unleashed
-------------------------------------------------------------------------------


What's New:
-----------

 From the readme:

   New Family Members - your PETS!
   -------------------------------
   The Sims Unleashed offers many new pets to add to your Sims’ families. Dogs
   and Cats are adoptable, and become family members! Birds, Turtles, Iguanas,
   and Fish can be purchased and brought into your Sims’ homes from the local
   pet store.  Don’t forget to buy them cages.

   New Neighborhood
   ---------------------
   The Sims can now see their much larger Old Town, thanks to the expanded
   view and zoning opportunities of the new neighborhood in The Sims
   Unleashed! The original neighborhoods from the Sims are still there, and
   all your families are accessible - you can find them in the upper right
   section of the new neighborhood screen. You now have 41 lots to play with
   in each neighborhood! In this new neighborhood, you can choose whether
   you'd like any lot to be a community lot for all your Sim families to
   share, or a residential lot for your Sims to live on. You can do this by
   clicking on the "Evict or Rezone" button at the top of the neighborhood
   screen.

   Community lots offer a different set of objects and opportunities from the
   residential lots you're used to in The Sims. You can use our community lots
   to have all your Sims socialize, adopt pets, pick up gardening supplies or
   the fruits of other Sims' labor at a farmer's market, shop, play, eat, or
   even enter your dog or cat in a pet judging contest! You can also build
   your own community lots to delight or destroy the moods of your Sims. The
   possibilities are endless!

   Should your Sims want to visit any of the community lots in your
   neighborhood, have them call a cab, so the Old Town Shuttle can pick them
   up and take them wherever you'd like them to go.

   New Lot Filters

   ----------------------
   There are now new lot filters for your neighborhoods.  The new filter
   buttons in the Neighborhood Transit Screens sort the neighborhood lots by
   Lodging, Food, Gardening, Shopping, Dogs and Cats, Small Caged Animals or
   Recreation services.  This makes it easy to choose which lot you want to go
   to at any given time.

   NOTE:  If you have Vacation or Hot Date installed, then your Unleashed
   installation will bring a Lot Filter toolbar to your Downtown and Vacation
   Island screens as well.  However, if you installed Unleashed AFTER Vacation
   and/or Hot Date, you will need to save your Downtown and/or Vacation Island
   lots for the Lot Filter toolbar to take effect.

   New Phone Book
   -------------------------
   Gotten too popular for your own good? The Sims Unleashed has come to your
   rescue with a brand new phone book system. Your phone pie menus now say
   “Call Neighbor…” and when you select this interaction, a phone book appears
   listing all the names of your friends’ families on the left, and the
   individual family members on the right.

   New Gardening
   -------------------------
   Finally, your Sims can now grow their own food!  A new garden plot object
   lets Sims grow a variety of vegetables at home, using seeds purchased at a
   local market in Old Town. Proper care of the garden yields a crop that can
   be picked and stored in a pantry—a new entry into the Sims’ food chain. For

   the first time ever, hard-working Sim families can now live off their own
   land, or make a living by selling their homegrown vegetables at the market!

   New Non-Player Characters
   -------------------------
   The Sims Unleashed has a wealth of characters to liven up the lives of all
   your Sims – including your pets!

     Food and Entertainment: Be it saxophone or hand organ, coffee or
       pastries – community lots are the perfect place for a stroll in the
       park with family and pets in tow.

     The Maintenance Crew: Even in Old Town there are messes made and cleanup
       is needed.

     Animal Control: If your new litter of pups or kittens isn’t well tended
       to, count on someone from Animal Control to show up and remove them
       from the home. You can also call upon these friendly folks to get rid
       of skunks or raccoons who may visit your Sims from time to time.

     Palm Reader: You can have your pets or palms “read,” and if you ask her,
       the palm reader will tell you about all the other services offered by
       the palm readers of Old Town.

     Head Gardener: This helpful gent is a great source of advice for a Sim
       who has an avid or passing interest in their garden. You can also buy a
       great Plant Tonic from him, as well as vegetables, and he’s happy to
       buy any of the vegetables you’ve harvested and brought with you to sell
       in Old Town.

     Pet Judges: See the Head Pet Judge to enter your pet in the contest, have
       your pet judged at a pet pedestal, and win fabulous prizes to take home
       with you! The Pet Judges all evaluate your pet’s skills in a contest,
       so training can pay off in the long run.

     Pet Trainer: The Pet Trainer is available for hire anywhere there is an
       Adoption Center pet display. Sims can ask him questions about pets and
       training, and also hire him to train their pets for them.

     Four-Legged Visitors: Rabbits, raccoons, mice, gophers, and even skunks
       may pay a visit to Sims unexpectedly.

   New Careers
   -----------
   5 new career tracks are coming to the classifieds in your Sims'
   neighborhood! Your Sims can now choose to earn their living in Fashion,
   Culinary, Circus, Education, or Animal Care, with new carpools and 10
   levels in each career track.

     Editor's Note:  These are covered more fully in the Jobs section.

   Fashion
   Department Store Clerk
   Skills: Charisma, Creativity, Body

   Education
   Playground Monitor
   Skills: Logic, Charisma, Creativity

   Animal Care
   Dog Walker
   Skills: Charisma, Body, Logic

   Culinary
   Dishwasher
   Skills: Cooking, Mechanical, Creativity

   Circus
   Popcorn Vendor
   Skills: Body, Charisma, Creativity


-------------------------------------------------------------------------------
2. Creating a Family
-------------------------------------------------------------------------------

 Ah, your first family (besides the Newbies).  Unless you created a family
 earlier that failed, and now you want to find out what you did wrong.  Either
 way, we're going to create a Sim Family!  Nothing fancy, mind you, just
 something to get started with.

 We're going to create two Sims for this family.  Two is, in my opinion, the
 best number to start with.  It isn't so hard to control as, say, eight, and
 is infinitely better than just having one as having an extra person gives you
 a great advantage over having just the one.

 What we're essentially going to do is to divide the tasks that our two family
 members are going to have.  One person is going to get a job, and the other
 is going to take care of the house, cook, clean, and be the primary socialite
 You really don't need to employ both people at this stage of the game.  This
 strategy really helps in the mornings when one person has to get ready for
 work (shower, toilet, etc.) the other cooks breakfast.  When the worker goes
 off to work, the other one stays home, cleans up, and meets the neighbors who
 will all drop by (not all at once).  Then later in the game, this Sim will
 call up those neighbors and try to make them into Family Friends.  Also your
 stay at home Sim can answer the phone (which may be a Reward or another
 beneficial Event), pay the bills, etc.

     a.  Creating a Sim

         So now we need to create some Sims!  Two, in fact.  The stats that
         you can give them effect what the Sims want to do, not what you will
         make them do.  So a low Neatness isn't all that bad if you are going
         to be forcing them to clean up anyway.  Of course, if you are a more
         passive Sims player, (you don't plan on telling them EVERY LITTLE
         THING that they should do), then SOMEONE should have a high Neatness.
         Plus it's nice when the Sims will automatically clean the table after
         eating.

         Try to keep your Sims distinctive and different.  The stay at home
         Sim needs to be outgoing, nice, and playful, while the worker Sim
         needs to be active and outgoing.  Beyond that keep the stats somewhat
         average.

         Note:  If you keep a stat blank (that is, empty), then that person
                will be the opposite of that stat.  So if he or she has no
                Nice, then that person will be mean, and prone to piss others
                off.  That makes getting friends difficult!

         Another thing that stats effect is what type of recreation they most
         enjoy.  Inactive people love the TV, while more active would like
         Dancing or other more interactive entertainment.

         Note:  You don't need to use up all of the Stats points while
                creating a Sim, in fact, you could use NO stats points at all
                and make a surly, messy, lazy, mean, introverted Sim!

     b. Of Neatness and Maids

        One alternative to Neat Sims is to hire a Maid.  This way you can
        avoid using ANY neat points to spend them elsewhere, and still have a
        wonderfully clean house.  At most the Maid will cost you §70 a day,
        which isn't all that expensive.  Plus the Maid is quite attractive!
        If you DO hire a Maid, then you don't really NEED a stay at home Sim
        (although I'd still recommend it for the Socializing aspect).

          Note:  There are more consequences of having a Messy Sim than one
                 would think.  When the messy Sim gets out of the shower, he
                 ALWAYS leaves a little "puddle".  Also, he NEVER flushes the
                 toilet.

          Warning:  If you fail to pay for a Maid, or a Gardener, they will
                    "Blacklist" you, that is, they will refuse to come back
                    and work for you.  This isn't a permanent problem, they
                    "forget" about it after 5 days, but it can be annoying.

                    Can't wait that long?  You could just move out and back
                    in.

 For now we don't want anymore than these two adult Sims.  Once your family is
 finished, you cannot add new members by simply creating them...  The only way
 to get new Sims is to Marry them, ask them to Move In (between Same Sex
 couples, either as friends or lovers), or to have a baby.

 Now let's build them a house.  (or if you'd rather not build your own house,
 there are several already in the neighborhood)

 (The following 2 sub sections are alternative ideas to having 2 Sims, the
 first having to do with having just one Sim, and the second to having an
 Arkload of Sims, 8!)


-------------------------------------------------------------------------------
2.1  The Bachelor Sim
-------------------------------------------------------------------------------

 When I say "Bachelor" I mean any Sim who is living alone, not just male Sims.
 I have said that your first Family of Sims should probably be 2 Sims, well
 here are a few different ideas on how to play.  The first being the Bachelor.

 The tricky thing about the Bachelor is that you have no one to help you.
 There is no stay at home Sim.  So your Bachelor must get a job, and while he
 (or she, but for the purposes of this section, the Bachelor is a he) is at
 work, you can't socialize (you can even watch as all your neighbors drop by,
 and leave, because there's no one to greet them), nor can you clean up or
 have a meal ready when he gets home.  So the real problem here is TIME.  You
 simply never seem to have enough to Socialize, Work, and Improve your Skills.

 So here are a couple ideas to having a good Bachelor:

   1.  Pick a job with decent hours.  By this I mean stay away from the career
       tracks that demand a lot of your time.  I should suggest the Military
       career track as it has good starting pay and fairly steady hours.  Also
       the Military requires the LEAST amount of Family Friends, and doesn't
       require ANY until Level 5.

       Note:  The best way to pick and choose your Career is to use a
              computer.  If you can't really afford a computer, buy it before
              you buy the rest of your things, use it quickly to get a good
              job, then sell it before it has been 24 hours.  If you sell
              before that, you get all your money back!

       Tip:  The absolute best hours come from the Science track, with a final
             hours from 10am-2pm.

   2.  Hire a maid.  This way your Bachelor can live like a slob, and not
       care.  This frees him up to hit the exercise machine, or call a date.
       The maid costs §10 an hour, and has a working hours of 10:00 am to
       5:00 pm, for a maximum of §70 a day.  However, if she runs out of
       things to clean she leaves then.

   3.  Build a smaller house, and use the extra money to buy a better bed,
       fridge, etc.  Since you will have less time to do things (having no one
       to help you) you will need the better things to be more efficient!

   4.  Go to work every other day (depending on how much money you need).  In
       the first few levels of your job, you will probably want to go everyday
       because you need the money.  But at the higher levels, you need TIME
       more than anything, so skip a day.  As long as you don't skip two days
       in a row, you will be fine.  Use that day to improve your skills, make
       some friends, etc.  You won't get paid or promoted, but it won't hurt
       your chances of getting promoted either.

       Of course, the challenge of trying to go to work every day and keep
       relationships up is kinda fun.


-------------------------------------------------------------------------------
2.1.1  The Bachelor Gets Married
-------------------------------------------------------------------------------

 Your Bachelor Sim can't stay a hermit forever, he eventually will fall in
 love, and want someone to move in or marry him.  However, there is a better
 way than simply having him marry someone.

 Here's the idea.  Your Bachelor Sim works fairly far up the career ladder,
 possibly to the top without getting married.  He's putting career before
 relationships, only socializing to Gain Friends or Maintain Friendships for
 work.  Once he is at or near the top of the ladder, he will be rich, and
 very likely talented as well.  He'll have a great paying job, and lots of
 skills.

 Why not then, get your BACHELOR HIMSELF to move out?

 Here's what I mean.  Say you're starting up a new family.  Wouldn't it be
 nice if you had someone who had a nice high paying job?  Well that's
 precisely what you should do!  Marry the bachelor from the OTHER SIM.  That
 way he will move out of his house, bring all his assets with him, PLUS he
 will keep his great job.  This is a great way to help out Beginning Sim
 Families.  If his net worth was §28k, then that family will gain that much
 when he is married into the family.

 Sweet deal!

 Note:  Once you've moved your Bachelor out in this fashion, his old house
        will remain EXACTLY AS HE LEFT IT!  Which might make it an ideal house
        to have another Bachelor move into, as it would be cheaper (due to
        Item Value Degradation) than buying it all new.


-------------------------------------------------------------------------------
2.2  The Full House (8 Sims)</pre><pre id="faqspan-3">
-------------------------------------------------------------------------------

 Starting your first game with 8 Sims would be a little crazy.  Just keeping
 up with ONE Sim's needs is hard enough, much less 8 Sims who all need the
 same things.  Plus the most difficult thing about starting out with an 8
 Sim Family is simply getting them all into a furnished house using only the
 20k that you start with.  I would normally just advise you to start with a
 small family, then build up from there, adding members by marriage or child
 birth.

 However, there is a good way to start out with 8 members.  Don't build any
 special house, except having a longer bedroom.  Stick in at least 4 beds in
 here.  If you have any children, place as many 2 person beds as you have
 children.  The bedroom will resemble a military barracks, but there's nothing
 to be done about that yet.

 Make sure there are at least 3 different Fun things for the Sims to do, or
 they will all fight over their limited Fun items.  A radio, bookcase, and a
 TV should be enough.

 Now get all but one adult Sim jobs.

   Tip:  Before fully furnishing your house buy the cheap computer and use
         that to get your Sims jobs.  This will give you the choice of 3
         different jobs for each Sim.  Then once they all have jobs, sell the
         computer.  If you sell it within 24 hours of buying it, you will get
         a full refund.

 With everyone working, you should get quite a lot of money, especially if any
 of them get promoted.

   Tip:  If you start to get overwhelmed with these Sims, use the PAUSE
         feature then decide what your Sims should do, then UNPAUSE.  Remember
         I did advise starting with only 2 Sims, a much more manageable
         number.


-------------------------------------------------------------------------------
3. Building a House
-------------------------------------------------------------------------------

 Our objective with building the house is to create a livable area and have
 enough money left over to actually put THINGS in the house.

 Here's our objectives:  We need a good sized house (not large), with three
                         rooms (living room/kitchen/dining room, bathroom, and
                         one bedroom).  The Sims don't require their own
                         private bedrooms, and will do quite fine in a
                         "communal" bedroom. (where everyone sleeps in the
                         same room)

 We're going to start the house a minimum of 2 or 3 squares away from the
 nearby sidewalk.  Now we create the Living Room/Kitchen.  A good size for
 this is a smallish rectangle, about 11 x 6 squares.  Build the entrance door
 near the mailbox and trashcan.  Now off to the side of the house build a
 4 x 4 room to be your bathroom.  You don't need any larger at the moment.

           ------------
           |          |                   Key:
           |          |
           | Bedroom  |                   e - Door      -- - wall
           |          |                   Tr - Trash    == - sidewalk
           |          |
 ----------------e-------------           Note:  Two horizontal characters
 |                    |       |                  is one "square" of SimLand.
 |                    e Bath  |                  So -- is one 1 x 1.
 | Kitchen            | room  |
 |                    |       |           Note:  To build a "square", hold
 |           Living   |--------                  down the shift button while
 |             Room   |                          building a wall outwards.
 -----------e----------

 =======================
            Tr

 As you can see, this is a very small type of house, but is perfectly suited
 for two people.  This is a "basic" house, and as your family grows you will
 need to add to it.  Notice that there isn't a wall between the kitchen and
 the living room.  This is quite intentional to aid in the parties that you
 will be throwing here!  The open space allows people to move about more
 freely, and to prevent people from running into each other.  Also note that
 this leaves space to the left of the Bedroom which is ideal for building
 another room, be it a new bedroom, or an entertaining room, or even just an
 outdoor pavilion.

 Once the basic floor plan is done, we need to apply wallpaper to the outside
 of the house, and to each room individually.  The last few wallpapers in the
 list are specifically for the outside, and aluminum siding is cheap (§7).

   Note:  To apply a wallpaper to every available surface, hold down the SHIFT
          key, then click.  If you're doing this to the outside, it won't
          affect the inside, and if you are wallpapering the interior of a
          room, then it will only wallpaper that room.

 For the kitchen I would use the Deep Jade or the Tuscany Tin (§6).  The
 living room you can do separate from the Kitchen if you want, although you
 can't use the SHIFT function if you do, as they aren't really separate rooms.
 In the bathroom I would go with a "Too Turquoise" (§6).

 Now we need to add flooring (can't have your Sims living on bare grass).
 Both the kitchen and the bathroom have their own matching floor sets (if you
 chose Tuscany, the best flooring would be the Il Perrinni Italliante tile
 (§20)).  In the bedroom I would go with the simply Blue Carpet, it's cheap,
 and effective.

 Windows:  Each room needs quite a number of windows to keep the room bright
           and happy.  This effects one of the Sims' eight needs, that of
           Room.  So place windows around each room until it is as bright as
           it can be.  Don't forget this!  Also, when you start furnishing a
           house, you need to place Lamps for when it gets dark.

           Which window you pick is entirely up to your individual preference!


 Note:  Don't bother with a second story yet, as you don't need it, and you
        probably can't afford it!  See the section on Expanding the House
        below for more information on Second Stories.

 Tip:  A backdoor is a very useful thing to have, as it allows your Sims
       another way in or out (if the main entrance is blocked), and can
       provide for a nice patio outside as well.  Try putting in a flamingo in
       the backyard, just for fun.  Also the neighbors seem to like it.

 Alternate Floor plan 1:

           ------------
           |          |                   Key:
           |          |
           | Bedroom  |                   e - Door      -- - wall
           |          |--------           Tr - Trash    == - sidewalk
           |          e       |
 ----------------e----- Bath  |           Note:  Two horizontal characters
 |                    | room  |                  is one "square" of SimLand.
 |                    e       |                  So -- is one 1 x 1.
 | Kitchen            |       |
 |                    |--------           This alternate version moves the
 |           Living   |                   bathroom up 2 squares and builds a
 |             Room   |                   door into the bedroom.
 -----------e----------

 =======================
            Tr

 Alternate Floor plan 2:

            ----------
           /          \                   Key:
           |          |
           | Bedroom  |                   e - Door      -- - wall
           |          |--------           Tr - Trash    == - sidewalk
           |          e       |
 ----------------e----- Bath  |           Note:  Two horizontal characters
 |                    | room  |                  is one "square" of SimLand.
 |                    e       |                  So -- is one 1 x 1.
 | Kitchen            |       |
 |                    |--------           This alternate version cuts the
 |           Living   |                   square corners to be diagonal.  This
 \             Room   /                   helps Room rating, and looks more
  ----------e---------                    attractive.

 =======================
            Tr

 Now that we have a house, we need to buy things for the house!

 But first some ideas on Better Houses (i.e. Richer).


-------------------------------------------------------------------------------
3.1  Building a Better House
-------------------------------------------------------------------------------

 Not to be confused with Section 7. Expanding the House, this section deals
 with building a house with more money to start with.  After all, sometimes
 it's easier to start over than to keep adding onto a current house.

  --------------e---------------
 /           e     e            \            Key:
 |  Bedroom  ---e---    Bedroom |
 |   One    /       \    Two    -----------    e - Door      -- - wall
 |          e Bath  e           |         |    Tr - Trash    == - sidewalk
 |          | Room  |           |   Pool  |
 -----e-----|       |-----e-----|   Hall  |  Note:  Two horizontal characters
 |          \___e___/           |         |         is one "square" of SimLand
 |                              e  Hottub |         So -- is one 1 x 1.
 | Kitchen            Living    |         |
 |                     Room     |\        /    Notice just how much larger
 |                              | ---e----     this house is than the previous
 \                              /              models.  Also, it makes the
  ------e-------------e---------               attempt to "round out" every
        +             +                        room to improve Room Rating.
        +             +
        +             +                        This is a very large and
 ================================              spacious house, but designed to
            Tr                                 keep most everything "close by"
                                               Notice particularly the amount
                                               of doors that lead into the
                                               house.

 Why two bedrooms?  When you have a baby, place the baby, plus one caregiver
 to spend the night in their own bedroom.  Then when the baby wakes up and
 needs attention, only one of your Sims will have to be awakened by it.  Plus
 this allows you to do separate Socializing (you know, kissing other people
 than your wife).

Alternate 1:  The Second Story
                                              Key:  e - Door     -- - Wall
 Floor One:                                         SS - Stairs  + - Path
               Pool and Hot Tub Outside             Tr - Trash

 /------e--------------e-------------e----\   This house keeps the first floor
 |             SS               |  Bath   |   very spartan and uses half the
 |             SS               e  Room   |   space for an outdoor pool and
 | Kitchen     SS     Living    |         |   spa area.  The Stairs lead up to
 |             SS      Room     |\        /   a Second Story, which will
 |             SS               | --------    contain 2 bedrooms, a bathroom,
 \                              /             as well as an extra room, for
  ------e-------------e---------              fun.
        +             +
        +             +
        +             +
 ================================
            Tr

 Floor Two:

 /----------------------------------------\   You could always leave the
 |          |  SS  |            |         |   "Extra" room wall-less and have
 |          e  SS  e            e  Extra  |   it be a balcony.
 |  Bedroom |      |   Bedroom  |         |
 |          ---e----            |\        /
 |          e bath e            | --------
 \          | room |            /
  ------e-------------e---------


-------------------------------------------------------------------------------
3.2  Who Needs Walls?
-------------------------------------------------------------------------------

 Thinking about this logically (and we Sims players are nothing if not
 logical) there is only one thing Sims need privacy for, and that's going to
 the bathroom.  They don't seem disturbed when they sleep in a room with other
 people (though they do seem to mind being put into the same bed with a
 stranger).

 So, if all you need walls for is a bathroom, then why not simply save on
 money, and ONLY build walls around the bathroom?  Walls are expensive!  Save
 your money for something really cool, like that Hot Tub!

   Note:  Well this strategy seems really cool on the surface, but there is a
          bit of a downside.  No one can sleep in the same room as an active
          TV or radio.  Which means that everyone will have to sleep at the
          same time.  In other words, if Sim Bob is on the nightshift and
          Sim Betty is on the dayshift, they'll overlap, and one will want to
          sleep while the other wants to watch TV.  Other than that it works
          great.

   Note:  This strategy works best with a Bachelor Sim, for reasons stated in
          the previous NOTE.

 A more extreme version of this is to build ONLY the 2x1 bathroom, and have
 no house at all.  This really saves on money as walls aren't cheap, but has
 some odd drawbacks, such as your Sim refusing to get out of the shower if
 even another Sim wanders by the lot, or your Sim getting stuck in the
 bathroom because another Sim wants to use it.

 However, it makes a great starting Bachelor house (although it looks very
 Hillbilly), if you intend to have this Bachelor get married into another
 household later.


-------------------------------------------------------------------------------
3.3  Housebuilding, Especially on a Budget                        (from Seeker)
-------------------------------------------------------------------------------

 Build Mode items, unlike Buy Mode items, depreciate as soon as you leave
 Build Mode and only that once.  With this in mind, it is very wise to have a
 Sim who can lose money (usually just for this purpose, a shill) build homes,
 then be evicted and then populated with the Sims you wish to have in that
 house.  This will amount to a savings of approximately one-third versus the
 pre-depreciation value, more if you are not a very careful house designer and
 have to delete and recreate walls, windows, or other items.  That house that
 would cost your regular Sims about $16,000 to build now can be yours for just
 under $10,000.

 I don't believe this works with items such as staircases and fireplaces, but
 it will with walls, windows, doors, wallpapering, floors, and (most likely)
 pools.  Be sure that you don't outfit the house with Buy Mode items and then
 evict the shill, because you will kick yourself when you have to do it all
 over again.

 Feel free to add as much flora as you wish from the Build Mode as well, it
 has no effect on the property value other than raising your Yard score.  In
 fact, any item that can only be disposed of does not raise the cost.  So go
 ahead and add as many trees, shrubs, flowers, and topiaries as you like with
 your shill.

 Always make generous uses of corners, it not only increases your room scores,
 it also saves money on building the house ($70 for a corner as opposed to
 $140).  For a little extra added effect, on interior corners do a diamond
 pattern instead of a straight intersection.  It costs the same and boosts
 room score.  It looks very good where four rooms meet.  All of this can be at
 the cost of space however.


-------------------------------------------------------------------------------
4. Furnishing a House
-------------------------------------------------------------------------------

 We're going to build things based on the Sims' Needs, with the most pressing
 needs first.  We'll start with Hunger (the only Need that your Sims can Die
 of) and furnish the Kitchen.

 Kitchen Objects you Need:

   Refrigerator (§600 for the Llamark)
   Cooking Appliance (§400 for the Dialectic Free Standing Range, stove)
   Empty Counter
   Dish Cleaning Apparatus (either a Sink or the Fuzzy Logic Dishwasher, §650)
   Fire Alarm (§50)
   Food Processor (§220)
   Trashcan (or if you can afford it, a Trash Compactor)

 Here's what I did.  At the left end of the Kitchen is a 6x long wall.  At the
 top I put a Dialectic Range, then a Fridge, then a Counter (if you did the
 Jade walls and floors, then do the Jade counter top, otherwise just keep it
 cheap!), then a counter with a Sink, and another blank counter.  This leaves
 one square left in the bottom corner, but we'll use that later when we have
 more money.  (By moving the Counter with the Sink to the corner, and filling
 that hole with a Dishwasher)  Finally on the empty counter place the Food
 Processor.

   Note:  When someone cooks a full meal it will go like this, they will take
          the food out of the Fridge, and stick it into the food processor
          (or onto a counter if you don't have one, but the food processor
          adds more Food value to the meal), then from there onto the stove,
          and from the stove to the counter where it is finished.

   Tip:  Be vigilant with who makes the meals!  Every Sim when they get hungry
         will go to the fridge to get a snack or to make a quick meal.  But
         you should let only the person with the most Cooking skill cook, and
         then have them SERVE the meal.  This creates 8 portions for only
         §20 which is very cost effective.  Plus the higher cooking skill
         reduces the chance of Fire and increases the Food Value.

 Now 2 squares away from that stuff place a Card Table (§95).  Around it place
 4 Chairs (the cheapest chair works fine, §80).  Make sure the chairs face the
 table.

   Tip:  One good way to place the chairs is to put all the chairs in the
         corners, like this:

                   Ch      (not to scale)
                 Ch .....
                    .....
                    ..... Ch
                       Ch

         What this does, is keeps the other corners not touched by the chairs
         completely free for your Sims to put things on like the mail, and for
         YOU to put things like Lava Lamps (§80) on.  The Sims will be eating
         closer together, but they don't seem to mind.  This table is a 2x2
         table, so how does this work with the longer Parisian table?

                   Ch          (also not to scale)
                 Ch ..... Ch
                    .....
                    .....
                 Ch ..... Ch
                       Ch

         This table is longer, and can hold more chairs.  I recommend the
         above pattern with the Parisian, as you fit more people, but keep the
         same amount of Places for Sims to Drop things (like Gifts from other
         Sims) or for you to put things (like radios).


 Onto the Bathroom.

 Bathroom Objects you Need:

   Toilet (§300 for the Hygeia-O-Matic)
   Major Hygiene Item (§640 for the SpaceMiser Shower)
   Bathroom Sink (§400 for the Andersonville sink)

 The placement of these objects isn't so tough, just put them in the corners,
 making sure that they face the right direction.  If you have the money, I
 would suggest also putting a Medicine Cabinet in above the Sink.  However,
 the Medicine Cabinet isn't as useful as a plain mirror placed in the living
 room.  (Mirrors are used to improve the Charisma Skill)  This is because
 other Sims like to use the bathroom, and you don't want to hold them up while
 you make a speech to a mirror.  We want the shower right now because it is
 cheaper, and more time efficient.  Plus we're saving up for that REALLY good
 bathtub! (The Hydrothera)  Once you get the money, you definitely want that
 good tub!

 However, you will still want that shower.  Nothing beats the quick shower,
 plus your Sim won't always need a full bath.

 Pressing onward to the Bedroom.

 Bedroom Objects you will Need:

   1 Bed for each Person (in this case 2, Spartan Bed, §300 each)

 You won't spend too much time in the Bedroom, so you don't need too much more
 than that.  Don't worry about the Room rating much either, so don't worry
 about lighting or decorations.  One thing that you might want in the bedroom
 is an End Table with an Alarm Clock on it.

   Note:  Alarm Clocks do need to be set by your Sims before they can be
          effective.  The alarm goes off 2 hours before your Sim has to be
          to work.  If you want more time than that to get ready, you can
          always manually waken your Sim.  Although, if you get a Sim up
          before he or she is fully rested (full energy bar) they will stomp
          about a bit trying to wake up.

   Tip:  The first beds that you can get aren't very efficient at getting your
         Sims their Energy.  So as soon as humanly possible get that really
         expensive (and worth it!) bed.

 And finally the Living Room.

 Living Room Objects you will Need:

   1 Couch (Contempto is §150)
   Television (Monochrome is §85, Trottco 27" is §500)
   Bookcase (§250 for the Cheap Pine)
   Desk/Table (Mesquite Desk/Table is §80)
   Radio (Down Wid Dat Boom Box is §100)
   Phone (could also put this in the Bedroom, although it wakes them up!)
   Security Alarm

 Have the Television placed by one of the walls, and have the couch face the
 Television about 2 squares away, and put the Bookcase next to the TV by the
 wall, so that your Sims can read and sit on the couch.  Now on another wall
 place the table and place the Radio on it.  Place the Phone on the wall
 behind the radio, and the Security Alarm anywhere on the wall.

 Tip:  Placing the TV 2 squares away from the couch is more important than it
       might at first seem.  Why is that?  Well suppose a Guest Sim decides to
       watch TV, but there's no more room on the couch, they'll stand right in
       front of your Sim on the couch.  But now your Sim wants to go to the
       bathroom, but now there's a Sim in the way!  You'll have to wait for
       that Sim to move on his own before your Sim can get anywhere. (or you
       could just use the move_objects cheat, see the Cheats section below)

 Note:  All appliances, computers, etc., can break down and need to be
        repaired.  You can either repair them yourself (and maybe get
        electrocuted and killed) or call the Repairman who charges you §50 per
        hour.  Until you get your Mechanical skills up (via reading) you
        should probably just call the experts.

 Note:  An alternative to placing the Security Alarm in the living room is
        to put it outside.  Then the Thief doesn't even have to enter the
        house to trip the alarm.  There's more on burglars in the Section
        Everything Else in the Neighborhood.

   a. Lighting and Lamps

      Now that we've adequately furnished the house (I say adequate, because
      once you get money, you'll want to replace your shoddy items with better
      ones, like your little monochrome TV for a HUGE Plasma TV), you will
      want to start filling your house with Lamps.  I would place 1 lamp in
      the bathroom, and 1 in the Bedroom, and a lot in the Living
      Room/Kitchen.  Keep the lamps spaced out to keep the lighting in the
      room even.  (Say, 3 to 4 squares apart)

      Check out the Sims website (http://www.thesims.com) to download the new
      Wall Lamps, which are placed on the walls rather than on the floor, in
      the same way that the Fire Alarm attaches to the wall.

        Note:  Lights can burn out, and need to have their bulbs replaced.
               BEWARE!  Your Sims can get electrocuted by doing this!  There
               isn't a good chance of it (maybe 1 in 5), but you may want to
               call a repairman.

   b. Decorations

      The other way to pump up the Room value is to put decorations into a
      room.  And the easiest of the decorations to place, are the Paintings.
      Since these go on the wall, they don't take up any space, and unlike
      plants, they don't require water.

      Most decorations also have a Fun value, which happens whenever someone
      looks at it.  For example, you can have your Sim check out a painting.
      Also the better objects (such as the Plasma TV) also have a positive
      effect on the Room.

      Use Decorations to get the Room rating up, not only for your Sims, but
      to help the Mood of visiting Sims.  That helps you make friends!  You
      know the old saying, a happy Sim is a friendly Sim.

      More on the Room rating in that section below (Room Rating).

 I know your house seems rather Spartan (you even have the Spartan beds, no
 doubt!), but this is just the starter equipment.  As you go along, UPGRADE!
 Replace that fridge as soon as you can, as well as the Range.  These will
 help alleviate your Sims' hunger rating better.  Also replace those Spartan
 beds with better ones.  If you get your 2 Sims to like each other enough, you
 can get a 2 person bed, and get them into it.  I would also definitely get
 rid of that couch the first chance you get, and also get rid of the cheap
 lights in favor of the top of the line lights.

 Generally you spend a good deal of the game replacing your old junk with the
 better stuff.

 Let's make some friends...


-------------------------------------------------------------------------------
4.1  Cooking (or, a Meal fit for a Sim!)
-------------------------------------------------------------------------------

 But first, let's look a little deeper into the realm of Cooking for Sims.  As
 I have said a number of times, we want the Stay at Home Sim to be our Cook,
 and therefore they should spend a good deal of time Studying Cooking.
 Whenever they have a spare moment, they should grab that book and study until
 they get all the way up to 10 Cooking Points.  This helps in two ways:  One,
 they are far less likely to burn down the house (unless using the Grill), and
 they prepare more satisfying meals.

 Beyond simply helping the Cook become a better Chef, you can also improve
 your equipment, and how you prepare the meals.

 Let's start with the equipment.  The first step in cooking is the
 Refrigerator, and, no surprise here, the better the Fridge, the more
 satisfying the meals (the more it satisfies the Hunger Need, that is).  The
 next piece of equipment is the Preparation part, which can be either just a
 countertop, or the Food Processor.  The Food Processor is about twice as good
 as a mere countertop, and is faster to boot, so getting one of those is quite
 valuable.  Then comes the cooking implement, from Microwave (the worst) to
 the Gas Range (the best).  Finally you have to set the meal down on an empty
 counter top to serve the meal. (only necessary if you ARE doing a SERVE, if
 you are merely HAVING dinner this is skipped)

   Note:  To keep things moving efficiently, you should arrange the kitchen
          appliances in order of use, so place the Fridge, then next to it
          have the Food Processor on a Counter, then the Cooking Range, and
          finally a blank counter.  Why?  Saves time, and every second counts!

   Note:  If a step along the meal preparation chain is broken (say you have
          no preparation surface, or your range is broken, etc.) then you will
          get a different (and less satisfying) meal.  If you don't have a
          prep surface or food processor you end out with a Can (or cans) of
          Beans.  If you prepare it, but have no way to cook it, then you get
          a salad.  These results ALSO occur if you have the item, but can't
          get to it.  So if another Sim is in between your Cook and the Stove,
          you could end out with Salad.

 Next is how you prepare the meals.  There are 4 basic options at every meal:
 Snack, Quick Meal, Have Meal, and Serve Meal.  I would heartily recommend
 doing ONLY "Serve Meal"s and having them cooked ONLY by your best Chef.  Then
 the meals will be very effective at removing hunger.  This requires that you
 constantly check your other Sims when they get hungry as they will want to
 have Snacks or Quick Meals.  It's much more cost efficient to have just the
 Big Meals (Serve Dinner, Serve Breakfast, etc.)

 Other Options:

   If you have no way of preparing your own meals, you can always call for
   pizza (§40).  It also takes some time for the pizza to arrive, and it isn't
   very satisfying.

   Also you can use a Grill to grill up some food.  This isn't so satisfying
   and can cause a fire (if something is too close to the grill).

   Both these options do make for some good socializing, however.


-------------------------------------------------------------------------------
4.1.1  Food Strategies
-------------------------------------------------------------------------------

 This section is from Mark Hissett

 When you prepare a meal (fit for 6) the plate will remain fresh for about 8
 hours.  However you can prolong this.  When you take plate of food off the
 main dish, it will last 8 hours in itself.  So if the main dish is 6 hours
 old and you take a plate off.  That one plate will not get flies above it for
 approximately 14 hours.  So, one thing you might want to try is to make a
 meal (that is not going to get all eaten of course) and after 6 or 7 hours.
 Take a plate off one at a time.  Do not eat them.  Just cancel the action
 after they have taken the plate.  They will probably put it on the floor.
 Now that food will last another 8 hours.  When your sims get home from a hard
 days work, and your homemaker sim needs a bit of rest.  You can control the
 sims to take that food and eat it.  Also, guests do not eat food that has
 already been dished out.

 Well aside from that, 6 plates takes up a lot of room.  And so does chocolate
 and brownies.  In the build or buy mode you can move plates of food (the main
 dish as well).  If you hover the food over the fridge, it will allow you to
 "put the food in the fridge."  When you move the fridge any food inside will
 remain inside.  I am not sure if there is a limit to how many dishes you can
 put in or not.  Guests can take food that they have brought or take off the
 main plate, but again, they will not eat food already dished out.  A couple
 downsides to this are, snacks and meals cannot be made from that fridge.  The
 fridge also does not give anymore time for the food to go rotton.  Another
 thing I am unsure of is when flies begin swarming the plate, if room value
 goes down.  To get food out of the stocked up fridge, you will need to hover
 the cursor over the middle of the fridge, so that the fridge does not light
 up, this will give you the option to take plate or clean up.  Pizza cannot go
 in the fridge.  I am not sure if the little vases of flowers can or not
 either.

   Tip:  If you are busy busy in the morning getting sims off to school and
         ready for work.  Make breakfast (though it will be called dinner,
         unless made after 12:00 AM) around 10 or 11 the night before.  The
         food will last then from 6 to 7.  A prompt sim should be up by at
         least 6.  And the food is ready for them to enjoy.



-------------------------------------------------------------------------------
4.2  Room Rating
-------------------------------------------------------------------------------

 The Room Rating is influenced by quite a number of things, but we'll boil it
 down to the essentials.  One, is how well lit the room is.  This is
 influenced (in the day) by windows, and in the night by Lamps.  Two, is what
 is in the room that improves it, such as decorations.  Three, is what is in
 the room that degrades it, such as garbage and messes.  And four, the size of
 the room, the larger the better.

 In the early part of the game you probably can't afford the mighty
 Torchosterone lamp (the best lamp in the game, as it improves Room rating two
 ways, by being a Lamp, and by being a Decoration), but as soon as you get
 some steady cash flow, start replacing your old lamps with the good ones.

   Tip:  In the beginning of the game, only buy a few lamps.  It will be dark,
         and your room rating won't be so great, but you will save money (all
         objects degrade in value over time) so that you can buy the better
         lights later.  Also the good lamps tend to need less bulb
         replacements.

 All the good objects also have a Room rating attached to them.  Things like
 the Plasma TV, the good couches, etc.  Therefore, once you have all the neat
 gadgets in your living room, do you really need some art deco piece?

 The Outside Room rating is probably the most important, at least as far as
 your Job goes.  It's probably already well lit, and large, so the only two
 things that you can do to improve it are to keep it clean, and add some
 decoration.  A fountain and some flamingoes would go well out there.  Plus
 you could put a fireplace out there if you really wanted to.

   Note:  Keep in mind that if you let something go to Pot (such as a flower
          dying, or fish dying, a computer breaking, etc.) then it will pull
          down the Room Rating just like trash.  After all, if you can't use
          the object as it was meant to be used, it's not much more than
          trash!

   Tip:   The Fireplace has the best Room Rating (when lit anyway) of
          anything.  HOWEVER, it can cause things (such as objects, or Sims)
          to catch on fire, and should be placed well away from anything!


-------------------------------------------------------------------------------
4.3  Alternative to Alarm Clocks
-------------------------------------------------------------------------------

 As anyone who has had to wake up to an alarm clock might say, it isn't the
 most pleasant feeling.  Yet the alarm clock is the only way to get your Sims
 up in time for work.  Or is it?

 Sims tend to sleep until their Energy Bar is full, then they also tend to
 keep on sleeping until an alarm clock goes off, or you wake them up.  So you
 could just wake them up as soon as you notice their Energy bar full green (or
 at any set time that you want, although Sims take longer to get up if they
 aren't fully rested), but I prefer this little trick.

 If the Sim is sleeping, but is fully rested, he will tend to keep on sleeping
 until he has a reason to get up.  Simply add something to his Queue (such as
 using the Toilet) and once his Energy bar fills up, he will wake up and start
 working on his queue.  This way your Sim gets to be fully rested.  This is a
 little more dynamic than simply waking your Sim with an alarm clock 2 hours
 before the Carpool arrives.

 Mark Hissett has this to add:

   A well rested sim will sleep to 6:00 AM.  That means, if a sims energy bar
   is green at 4 or 5 AM, they will not automatically wake up until 6.  If you
   tell them to do something while they are asleep, they will automatically do
   it, as soon as their energy bar is full, which may be earlier than you
   intended.  A not so well rested sim will wake up anytime after 6, as soon
   as their energy bar is full, or if you wake them up, or if the alarm goes
   off.


-------------------------------------------------------------------------------
4.4  Who Needs a Trashcan?
-------------------------------------------------------------------------------

 There are 3 forms of waste management in The Sims:

   1.  Your outside trashcan.  This is part of the Lot when you buy it, and
       you can neither move it, nor sell it.  This trashcan is here to stay.

   2.  A standard trashcan.  This holds trash, and can be put anywhere you
       want.  When it fills up with trash (it doesn't take long!) it will take
       down the Room Rating until someone takes out the trash.

   3.  And finally there is the Trash Compactor, which not only can it hold
       more Garbage (because it compacts the garbage), but when it gets full,
       it does not take down the room rating, because the garbage is self-
       contained.

 However, you can probably get away with NOT HAVING A HOUSE TRASHCAN at all.
 You can never get rid of the First type of trashcan, so why should you buy
 any more trashcans?

 Here's what I'm talking about.  There are only THREE MAIN types of trash
 (there are more than 2 types, but you won't come across the others often),
 Snacks, Newspapers, and Gifts.  Consider for a moment that the place most
 likely to need a trashcan is the Kitchen area, which is notably near the
 exterior trash anyway (well it should be, it is in my designs).  Therefore
 the walk outside to the trash isn't much longer than that to go outside.  The
 important thing here is that we SKIP A STEP.  If you don't have an interior
 trashcan, you NEVER HAVE TO TAKE OUT THE TRASH.

 For a different, i.e. "cheating", tactic on this, see section 11.1 Deleting
 Trash (and Bills too!).

 TheReaper86 has a slight different take on this:

   About the "who needs a trash can" thing:  instead of buying a small Trash
   Can only to take THAT trash to the outside one...OR simply taking it to the
   outside trash, you can just use the CTRL+SHIFT+C cheat and use the
   "move_objects on" code and move the outside trash into the kitchen -- the
   only place you ever need one anyways.


-------------------------------------------------------------------------------
4.5  Sims Interactions with Objects
-------------------------------------------------------------------------------

 You may wonder why a Sim will go painting for fun when he doesn't need the
 Creativity, and he Needs more Fun than he can get out of painting.  Part of
 the reason is that when Sims choose what they are going to do, they pick
 their most pressing need (Hunger being the greatest Need, then the rest based
 on how Red they are), and checking the room for the best objects.  Once they
 have an idea of the best objects in the area, they'll randomly pick one and
 go to it.

 So it isn't entirely a random process, it's just not an entirely educated
 process either.  After all, Sims do get bored of watching TV, they need more
 than just one source of Fun.

 So, if your Sim needs some Fun, he'll take stock of the area, find all the
 available sources of Fun, and pick one.  They usually limit their choices to
 the better objects, so the more better objects you have, the better chance
 that they will pick at least one good object instead of going to something
 less than preferable.

   Note:  This Randomness doesn't seem to apply to Guest Sims (Sims who you
          have invited over), they always seem to know what they want and
          use the best available method to get it.


-------------------------------------------------------------------------------
4.6  Moving Trash Yourself
-------------------------------------------------------------------------------

 You, the player, can pick up any object while in build mode, including dirty
 dishes, trash, bills, and other things.  What does this mean to you?  Read
 on!

 Red Phoenix sent me this:
 "While in Build mode, you can move any object that's currently not in use.
 You can get this ability to do lots of micro-management.  For instance,
 before you can afford a maid, you can help your Sims with clean up.  Gather
 all of the dishes and stack them next to the sink.  Or gather trash and place
 it next to a trash can.  If you're really cheap and lazy, you can create a
 garbage pit at the side of your house where you can throw your trash."

 If you do create a garbage pit, make it in a small enclosed space that has no
 doors.  You will be able to move things in and out, but no one, thankfully,
 will be able to go in there.

 Also, you could just DELETE the garbage (see section 11.1 Deleting Trash and
 Bills too! This trick DOESN'T work with Livin' Large installed) instead.


-------------------------------------------------------------------------------
4.7  The "Cluster" Method
-------------------------------------------------------------------------------

 So, what is the "Cluster" Method?  My latest attempt at efficiency!  Here's
 the idea:  Keep a cluster of objects around the mailbox/trashcan.

 That's the jist of it, anyway.  Here's a more detailed explanation.  Build
 your house about 3 squares away from the sidewalk, with your door being close
 to the mailbox/trashcan.  Pave a little walkway from your door to the
 sidewalk.  Now on one side of the walkway, place a cheap desk, facing the
 walkway.  When you get the mail, your Sim will place the Bills on this desk,
 instead of walking who knows how far.

 On the other side of the table place a standard phone.

 On the opposite side of the walkway place an Easel, a Mirror, and a chess set
 with a chair (or two).

 Now when you call another Sim over to your house, you have a few things that
 you can do while waiting for them to actually arrive!  So, call someone, then
 start working on your Charisma (using the Mirror), or play some Chess, or
 whatnot.

   Tip:  If a Guest Sim arrives with an Object, such as candies, flowers, or
         whatnot, cancel AFTER they have given it to you, and your Sim looks
         for a place to put it (if you don't, it will possibly end up on your
         desk, candies likely end out in your kitchen), and your Sim will drop
         it there.  However, it's very close to your garbage can for easy
         disposal.


-------------------------------------------------------------------------------
4.8  "Quick Use" of Items (the Buy/Use/Return method)
-------------------------------------------------------------------------------

 Some items in the game (Hot Tubs come to mind) are very expensive, and are
 used for one very specific thing.  Why not simply Buy it > Use it > Sell it
 back.  If done quickly enough, you can return the item for full price!

   Tip:  Only return cheap items if they haven't depreciated in value.
         Expensive items you may want to keep if they've depreciated, but
         that depends on how often you use it.  I'd still return the Hot Tub.

 I typically use this strategy with "Bachelor" Sims (Sims who live alone).
 Since I don't want their net worth to drop, I return items that they don't
 use often.  Why keep the net worth high?  So, when my Bachelor moves in/gets
 married somewhere else, he'll take all his money with him.


-------------------------------------------------------------------------------
5. Of Friends and Lovers
-------------------------------------------------------------------------------

 Your Sims are going to need some friends in The Sims.  Not only to keep your
 Sims from going insane (Social being one of their 8 Needs), but also to
 advance in certain job fields you will need a certain number of friends.
 (for example, on the political career track, to become a Senator you need 14
 friends, and mayor requires 17!)

   Note:  Your Sim does not personally need to be a friend with someone, as
          long as SOMEONE in your family is friends with them, that is enough.
          In other words you only need family friends, not personal friends.

 When you first move into your house, various people from the neighborhood
 will come by and chat with you.  Make sure to greet them!  They might not
 come back if you don't.  Once that new Sim is greeted then that person is
 "known" and at any time, you can call them on the phone to get them to come
 over. (unless they are working at that exact moment, but you can call them
 before or after work)

   Note:  Yeah it sounds stupid but, the Sim you are calling also needs to
          have a phone for this to work.  I mention this because you might
          want to create a large 8 person family, stick them on a vacant lot,
          and befriend them.  If you want to do that, at least build one wall
          with a phone attached to it!

 Once greeted, this neighbor Sim will start working to fulfill his or her
 needs, just as your current Sims do.  If there is food out, and they're
 hungry they'll eat it (but they can't fix themselves any food, not even a
 snack).  If they have to go to the bathroom, they'll go (but they can't
 shower, or take a bath).  Mostly, however, what they want to do, is to
 socialize!

   a. Socializing

      When you first start socializing with someone, keep it simple.  Just
      talk.  As your relationship gets better (10+ or so... depends on the
      Sim), start complimenting them, and telling jokes.  Avoid doing anything
      else for awhile.  Also, if they try to do something too intimate to you,
      and your "rating" (click on the Relationship button to see the number
      rating of how much you like them.  By the way, they also have a number
      for you, and they may not be the same number...  You might love them,
      and they might not care for you!) is not very high, you may want to
      cancel their action.  So if you see "Be Hugged" by someone you just met,
      you may want to click it to get rid of it.

        Note:  Negative reactions to social interactions (eg. crying after
               being slapped) will increase the social Need, but decrease
               relationships.  Seems that bad interaction may be better than
               no interaction at all. (Winston Jen)

      As you get to know someone (40+) you want to start dancing, and hugging.
      Dancing is not considered sexual, and doing it is not coming on to them.

      And as you get even higher (70+) you may want to start flirting, and

      maybe even kissing!  This all depends on where you want this
      relationship to go.  Although you can be in love with EVERYONE in the
      neighborhood (except children), you probably won't want to.  It makes
      parties awkward if you are in love with everyone there.  Someone might
      want to kiss you, and if you are in love with everyone in the room...

   Tip:  If you hear the "bad" music (meaning usually that something is going
         wrong, it sounds like a bad trumpet) and you just flirted with
         someone (or kissed, hugged, or danced with them), then you probably
         just flirted with someone's significant other!  Check your "queue" to
         see if someone is going to slap you, and if so, click it to stop
         them. (Pause the game, if that helps)

         So how do you come onto someone else's significant other?  Go into an
         empty room (if none are available, go outside), and Call Over that
         Sim that you like.  Then flirt away!

         By the way, it doesn't matter if you hug them (or kiss them...) or if
         they hug you, their significant other will still get mad.  Although
         maybe not at you...

   Tip:  (from Nick Yowler)  There's another exception to the rule about
         calling a Sim over to your house and nothing happens during their
         timeline.  If you can get them to join you in a game of chess (for
         example), and you get them to play long enough, then their logic
         points will eventually go up.  This also carries over to their house.
         So I suppose if you wanted you could call them over and enhance their
         skills without wasting time back at their place.

   b. Marriage and Moving In

      When you get someone higher up on the Relationship-O-Meter, you will get
      the option to ask them to marry (propose) or move in with you.  Whether
      they say yes is based on their mood, and their opinion of your Sim.

      Getting someone to marry/move in with you is simply a two stepped
      process.  First you must get them to love you.  This is built up
      gradually.  Start out with a friendship, then gradually work up to love.
      (Getting them in love with you is not necessary for Move Ins)  Once you
      believe that they love you enough, now you have to work on their Mood.
      Sims will only marry you if all their needs are being met, and are
      therefore happy enough to marry.  As such, you will want to feed him or
      her, entertain them, and generally keep them comfortable and happy.
      Propose, and they're in!

      When a Guest Sim (anyone you call over) comes to your house, their Needs
      are usually in an atrocious state.  They are hungry, bored, and need to
      talk a LOT.  This counter will reset every time you invite the Sim over,
      so if you fail to get them to marry your Sim in one sitting, you will
      have to start all over the next day.

        Note:  If your Sim is turned down, the other Sim will give a reason,
               such as "We don't talk enough." (which means, that their Social
               Need needs work)  They give what they think is the thing that
               would help their mood out the most, saying "We don't talk
               enough" tells you that you need to work on Social a lot, but
               that might not be the only thing that they need, merely it is
               the most pressing Need.
</pre><pre id="faqspan-4">
        Note:  Moving In is only between Same Sex couples, whether they are
               lovers, or just roommates.

      Whenever someone is brought into the family through marriage or moving
      in, they not only bring any children they have with them, but if they
      are the only member of their family, they will sell their old house, and
      bring that money plus the cash they had on hand to their new family.

        Warning:  When someone joins the family, they can no longer be
                  considered a family friend!  Although they remain a close
                  personal friend (and possibly a lover) they are no longer
                  counted in the Family Friend count. (Although they ARE
                  counted as such in the Neighborhood, if you hold the mouse
                  over their house)

        Note:  So, you had someone marry you, and they were the last in their
               family, and so sold the house.  Well the house is still in the
               neighborhood, and furthermore, it is in EXACTLY the same
               condition as it was when the person left it!  So if someone new
               moves into it, they might find dirty dishes!

 All relationships wither over time, and as such, you need to constantly keep
 on socializing with your family friends to make sure that they STAY family
 friends!

   Tip:  When working to maintain a relationship, you needn't work as hard at
         it as when you were building the relationship.  So call the Sim over,
         talk a bit, maybe give a hug or two, then once the Rating is back up,
         tell them to go home.  Then move onto the next Sim...

 Social Activities:

   Talking -- usually the most successful for simply improving the rating.
              This one also happens, to a lesser degree, when two Sims are
              doing the same thing, such as both watching TV or eating dinner.

   Compliment -- depending on how much they like you, and what type of person
                 they are, the Sim you compliment will likely be impressed by
                 this.  They might, however, take it the wrong way.  (best if
                 done over 10)

   Entertain -- adults juggle dice; kids play with yoyo.  Increases Fun and
                Social.  Best for 30+ or so, but not quite good if the other
                party is not so playful (3-4 bars or less), especially around
                30 or so. (from broadstrong)

   Tickle -- an activity that increases Fun and Social, but only best for good
             friends (75 or more) and the other party should be quite playful.
             (from broadstrong)

   Give Gift -- gives a nicely wrapped present.  Will only appear when
                relationship reaches 40 or so.  Seems like the other party
                will ALWAYS accept.  (from broadstrong)

                EvilDave2 points out that:  Sims that you have relationships
                with will NOT always accept gifts. In fact, in this
                relationship with my lady sim and Bella Goth, Bella ALWAYS
                took the gift and crushed it underfoot! Talk about paying
                someone to hate you! It affects relationships about -10 to -20
                points. Also, this is strange since my sim's personality was
                compatible with Bella's.

   Joke -- depending on how playful the Sim is, and how much they like you,
           this will help your relationship.  Best if used over 10.  Also
           increases both of your Fun ratings

   Hug -- a better social activity, best between good friends, and lovers.
          Can make the other Sim's lover(s) jealous, though.

   Back Rub -- increases the Sim's comfort level, and helps socialization.
               Also will increase jealousy.

   Dance -- increases Fun rating, and makes others jealous.  Best if used only
            between good friends (40+ or so).

     Note:  There are two ways of dancing with someone.  One is to click on
            the Sim and select Dance, and the other is to wait for someone to
            dance by the Radio, and then click on the radio and click Join.
            The second one will help Fun, but won't help Social (but they're
            less likely to turn it down!).

   Flirt -- for when you want the relationship to go further.  Use this on
            friends to make them lovers.  Best if used over 80.  And you
            guessed it, makes other Sims jealous!

   Kiss -- the ultimate sign of affection!  Also the most likely to get
           someone slapped, if either of the kissing Sims is already attached.

   Others:  Brag, Tease, and Fight

     Joseph Peitler sent me this:

       I discovered another speaking action that a sim can use.  When a sim
       starts flirting with sim mate 1 and is seen by sim mate 2 (that's when
       you hear the trumpet sounds of the "Woody Woodpecker" theme), that sim
       can over and "apologize" to sim mate 2 after the damage is done.  It
       doesn't eliminate all the negative relationship points, but it does get
       rid of sim mate 2's negative reactions, such as slap, shove, and fight.

     broadstrong sent me this:

       More Social Interactions - Joining Interactions
       This comes in one of three types - Watch TV (TV only), Listen (piano
       only) or Join (everything else that allows Social Activity, except
       playground and guinea pig).  Click on the Sim the active Sim wants to
       join with, then choose this action.  Note that for the piano, if the
       listener doesn't like the music, the relationship points drop!

       [Ed. Note:  The more Creatively Skilled your Sim is, the better he will
       play the piano, and the more likely the other Sim will enjoy their
       playing.]

 Note:  So, can Sims get into homosexual relations?  Yes, but only if you make
        them.  They won't seek it out on their own.  But it's just as easy to
        get 2 same sex people together as two of the opposite sex together.

 One final thing here.  What do you do when you want someone to Move OUT?
 Well you could kill them (there ARE ways...), but if you're less bloodthirsty
 than that, here's what you can try.  Load up another household somewhere,
 with another family that you aren't too likely to play often, and who has
 room for one more.  Call up the person that you are trying to get rid of (or
 if they just moved into the neighborhood, wait for him or her to come
 around).  Then socialize the Sim until you can get them to move in with you.
 Now they've left your first Sim family and joined a new one.

   Note:  Sims may also pack up and leave if they get into a fight.  At which
          point they disappear forever.


-------------------------------------------------------------------------------
5.1  Befriending Mean Sims
-------------------------------------------------------------------------------

 Just a quick note on how you should go about making friends with a mean Sim.
 The mean Sim tends to like to Taunt, Brag, and Insult the other Sims.  This
 makes them happy (and gives THEM a better opinion of YOUR Sim, but makes YOUR
 Sim hate them).  But it won't ever get them any friends, which is where you
 come in.

 In any social situation with a mean Sim, just keep an eye on your Sim's
 Queue to check for "Be teased", "Be insulted", etc.  Whenever any of these
 pop up, just cancel them.

   Tip:  Keep social interactions with Mean Sims simple (just Talking) until
         they start to like you.  Once they like you, they are far less likely
         to be mean to you.  So after your Sim is done talking, PAUSE, talk
         again, then UNPAUSE.  Allow no other interaction to take place.

   Tip:  Another way to avoid mean actions is to enter Group Interaction.
         Have the Mean Sim eat dinner with your Sim, or watch TV.  This grows
         their relationship slower, but safer.


-------------------------------------------------------------------------------
5.2  Carrying on Multiple Romances
-------------------------------------------------------------------------------

 Your Sim(s) can fall in love with anyone and everyone.  Sims are rather easy
 about who they fall in love with, all they have to have is a pulse.

 However, things start to get really sticky when one Sim is having relations
 with multiple other Sims.  You know what I mean, Jealousy.  When a Sim sees
 her boyfriend kissing someone else, she tends to react badly.  She might slap
 someone, or stalk off, or even get into a fight.  You could completely lose
 someone's friendship this way.  They might even leave the game if provoked
 enough (via fighting that is).

 Yet the "romantic" actions are very common at the high levels of a
 relationship.  You can't very well go without hugging a friend, can you?  In
 fact, as you get closer to 100 in relationship points, you start losing the
 basic things, such as Talking, Telling Jokes, and Compliment.  Which means,
 that the only way to maintain good relations, is to Hug, Kiss, and Flirt.

 But how to avoid that thorn of jealousy?

   - First off, never EVER do your socializing outside where everyone can see
     you.  This does not include areas that are hidden behind a fence.  Sims
     can tend to wander the neighborhood, and what if the husband of the girl
     you are kissing wanders by?

   - Second, if you are having many people over, and you THINK that 2 of them
     may already be romantically "linked", then go into an unoccupied room,
     and do a CALL OVER to get the right Sim in that room.  Bedrooms work
     great for this.  Once the Sim is alone with you... well...

   - Third, try to avoid falling in love with 2 people who are already in
     love.  These love triangles are just begging for trouble.  Even if you
     aren't caught in the act, you might catch THEM in the act which is just
     as bad.

 With just a little careful planning, your Sim can pretty much have it all!


-------------------------------------------------------------------------------
5.2.1  The "Love Shack"

-------------------------------------------------------------------------------

 My favorite new strategy, build yourself a "Love Shack" and make the entire
 neighborhood fall in love with you.  This is very similar to the Second
 strategy outlined above, but works a little better.  This is a quick 2-part
 strategy:

 1.)  Build yourself a small "guest house" out of the way.  Paint it, give it
      lighting, etc., but no USEABLE objects.  Nothing that would attract a
      Sim with Free Will to enter on her own.

 2.)  Call multiple people over to your house.  If you know several already
      have a relationship, or you have a romantic linking with multiple Sims,
      keep the initial actions romance-neutral.  Once the basic needs of the
      Sims are dealt with (Food, mostly), go out to your Shack, and call one
      of the Sims over.  Have Fun.  Get that Sim out of your Shack, call the
      next one over.


-------------------------------------------------------------------------------
5.3  Maintaining Relationships the Easy Way
-------------------------------------------------------------------------------

 Every relationship your Sims have will naturally degrade by 2 points every
 day.  That means that no matter how in love with you they may be, they'll
 eventually fall out of it if you don't call them up for a visit.  Therefore
 before too long, they won't even be your Family Friend any more (although you
 will get a phone call reminding you to socialize with them before that
 happens).

 So, obviously your Sim has to keep working on his current friends to keep
 them as friends.  Now, you COULD just wait for that phone call to invite them
 over, then wine, dine, dance, and kiss them; or you could call them over when
 they are at about 70 relationship points.

 Once the Sim is over, talk to them once, compliment them once, then hug them
 until they hit 100, and then Ask them to Leave.  Once they're gone, find the
 next lowest relationship, and call that Sim over.  You can probably work on
 3 Sims a night, and 1 in the morning (call after 6:00 am, see 6.2.1 Early
 Morning Social Call).

   Note:  Maintaining a 70+ relationship is a lot easier than starting from 0
          and working your way up.  Therefore you need take less time doing
          it.  And as such, I like to Ask them To Leave.  Why?  So you can
          cleanly work on the next Sim.  You could just leave the first Sim
          alone, but this works better without interference (see the last
          section).

   Note:  In Hot Date, I found that other Sims didn't like being repeatedly
          Hugged over and over.  I had to mix up the social interactions quite
          a bit more than usual.  Hug / Entertain (if Playful) / Kiss (if
          possible) / Hug / Compliment / etc.


-------------------------------------------------------------------------------
5.4  Sending your Sim Out of the House!
-------------------------------------------------------------------------------

 So, you can't actually go to another Sim's house while playing as one Sim.
 But there is another way, you can simply go back to the Neighborhood screen
 (save first), and then play one of your neighbors, and have THEM call your
 first Sim.

 Red Phoenix sent me this:
 "You don't have to wait for your friends to come to you.  You can go to them.
 Go to your neighborhood selector and choose another house.  Then call up the
 Sim you are working on and invite him or her over.  Then, bombard the Sim
 with social options.  This works great with large families.  The Sim you've
 invited can interact with three or four other Sims and boost his relationship
 rating.  An extra bonus to this technique is that it doesn't cost the Sim and
 time or energy.  When you go back to the original Sim's house, no time will
 have passed."

 Note:  You are NOT in control of your original Sim, you now control a
        different family.  That means that you might not be able to even get
        your first Sim to come over, and lord knows he might not get along
        with these Sims.

 Hote Date and Vacation allow your Sim to get out of the house and head
 Downtown and on Vacation.  While there, you control ONLY the Sim that called
 for the Cab/Vacation.  If you invited someone with you, you do get an
 indicator icon above his/her head (Blue represents a Happy Sim, other colors
 are bad).


-------------------------------------------------------------------------------
5.5  Creating Friends the Old Fashioned Way
-------------------------------------------------------------------------------

 Some jobs require a LOT of friends.  In fact, if you are playing your first
 family of Sims, your neighborhood will be rather sparse, and you will need to
 start new Families just so your first one has a few people to talk with.

 Red Phoenix sent me this:
 "If your Sim is in dire need of new friends, create a large family of new
 Sims and move them onto a lot.  You don't have to worry about completely
 outfitting a new house, or building any house at all.  Just give them a
 phone.  Without a phone, you can't call the new Sims and invite them over."

 What this amounts to is creating a Family specifically to be used by a Sim
 who you like more.  Fun!

   Tip:  When "Creating My Own Friends," I like to set their Personality such
         that they are easy to befriend.  Lots of Nice, Playful and Outgoing.
         No points in Neat (that's what Maids are for).

         Playful Sims are easy to Tickle, which is my favorite Sim-interaction
         once Hot Date is installed.  It is quick to pull off, and builds both
         short and long term good will.


-------------------------------------------------------------------------------
5.6  How to Befriend SimKids
-------------------------------------------------------------------------------

 If you've ever tried befriending a Sim Kid, you may have noticed that as the
 night gets going, their parent will come and collect the kid.  This cuts the
 time short that you could use to befriend the kid. (you could just avoid this
 altogether by not HAVING any kids in the neighborhood, but where's the fun in
 that?)

 Red Phoenix sent me this:
 "Having good relationships with neighborhood kids can be tough for the
 working adult due to narrow window of social time between school hours and
 the eight o'clock curfew.  But there's a way around this.  If a kid is
 visiting and the kid's parent comes over to collect the kid, ignore the
 parent.  Don't answer the door and keep the kid occupied.  Eventually, the
 parent will go away and you keep the kid well past midnight."


-------------------------------------------------------------------------------
5.7  Sim Personalities and Compatibilities
-------------------------------------------------------------------------------

 This section comes to us courtesy of Mike Fenton.

 Sims are described by a "zodiac" label that gives you an idea of their
 SimFate.  Here's how they are numbered (in the tables below):

   1 "Aries"
   2 "Taurus"
   3 "Gemini"
   4 "Cancer"
   5 "Leo"
   6 "Virgo"
   7 "Libra"
   8 "Scorpio"
   9 "Sagittarius"
  10 "Capricorn"
  11 "Aquarius"
  12 "Pisces"


 Compatibility
 -------------

   Compatibility is a measure of how well Sims can socially interact.
   Generally speaking, Sims that share similar traits tend to get along, as
   long as they avoid competitive behaviors.

   Sims that have the exact same personality have similar interests, but
   mutually-exclusive activities can cause problems. Sims who share too many
   activities can crowd each other or become obstacles to each other.

   Sims that have exactly opposite personalities rarely share interests, so
   their chances for interactions are minimal.

   Sims that are the most compatible tend to have the best ability to adapt
   to give-and-take roles in their interactions.  For example, one tends to
   prefer starting a conversation or leading a dance or telling a joke, and
   the other prefers to be lead.


 Sims compatibility chart (++ most compatible, -- least compatible)
 ------------------------

         1    2    3    4    5    6    7    8    9  10  11  12
   -----------------------------------------------------------
   1         ++   ++   --             --
   2    ++             --        --   ++
   3    --                       ++                 --      ++
   -----------------------------------------------------------
   4    --   ++   --                       ++
   5              --   ++                       ++  --
   6         --             --                  ++      ++
   -----------------------------------------------------------
   7                   ++        ++        --               --
   8                        ++        --                --  ++
   9                                  --   --       ++      ++
   -----------------------------------------------------------
   10         ++   --        --                          ++
   11                             --        --   ++  ++
   12    --        ++        --             ++
   -----------------------------------------------------------


   Mutual compatibility or lack of compatibility is convenient in that it
   gives you an idea of how difficult a relationship is to maintain between
   the Sims.  An Aries-Taurus relationship is easy, but a Taurus-Virgo
   relationship is a bit of a challenge.

   Oppositely compatible is odd in that it gives you an ideal match one way
   that really stinks the other way.  For example, Aries is most compatible
   with Gemini, but Gemini is least compatible with Aries.

   Mutually compatible:  Aries-Taurus, Gemini-Pisces, Scorpio-Pisces,
   Capricorn-Aquarius.

   Mutually least compatible:  Aries-Cancer, Taurus-Virgo, Gemini-Capricorn,
   Leo-Capricorn, Libra-Scorpio, Scorpio-Aquarius.

   Oppositely compatible:  Aries-Gemini, Cancer-Taurus, Virgo-Aquarius.


 Default personality scores
 --------------------------

   There are over 8,800 combinations of scores that total 25 points. These are
   the scores that appear if you just click the name of the sign.

          Neat  Outgoing  Active  Playful  Nice
     ------------------------------------------
     1      5       8        6       3       3
     2      5       5        3       8       4
     3      4       7        8       3       3
     ------------------------------------------
     4      6       3        6       4       6
     5      4      10        4       4       3
     6      9       2        6       3       5
     ------------------------------------------
     7      2       8        2       6       7
     8      6       5        8       3       3
     9      2       3        9       7       4
     ------------------------------------------
     10     7       4        1       8       5
     11     4       4        4       7       6
     12     5       3        7       3       7
     ------------------------------------------

 Sorted in order of social relevance (Outgoing, Playful):

          Neat  Outgoing  Active  Playful  Nice
     ------------------------------------------
     5      4      10        4       4       3
     7      2       8        2       6       7
     1      5       8        6       3       3
     ------------------------------------------
     3      4       7        8       3       3
     2      5       5        3       8       4
     8      6       5        8       3       3
     ------------------------------------------
     10     7       4        1       8       5
     11     4       4        4       7       6
     9      2       3        9       7       4
     ------------------------------------------
     4      6       3        6       4       6
     12     5       3        7       3       7
     6      9       2        6       3       5
     ------------------------------------------

 Personalities high on this list are the most rewarding but the most
 demanding.


-------------------------------------------------------------------------------
5.8  Getting the Desired Interaction
-------------------------------------------------------------------------------

 Most of the time, your Sims will just want to Talk, even though that isn't
 the best thing in terms of getting a better relationship going.  In fact,
 most the time you want your Sims doing things such as Hug, Joke, or Kiss to
 get a good relationship in the quickest amount of time.

 But often (especially when you first meet someone) you won't get the same
 choice two times in a row.  For example, you talk to someone, then joke, but
 then the only option you get is to Talk again.

 Well, Jon Mars has a little trick about this:

   "One of the tactics that I have employed to increase the efficiency of my
   Sims' interaction with other Sims has been to simply queue up a bunch of
   behaviours then delete the alternate behaviours so that they will only
   actually complete the ones I want them to. Example: Queue Talk, Joke, Talk,
   Joke, Talk, Joke... then go and cancel all the Talks... the end result is
   that my sim will just Joke all the time (or whatever behaviour I desire
   them to do). Generally I just do this on the fly, but pausing the game may
   be easier for others to implement. If done properly you can raise a
   relationship from 0-100 in half the time."


-------------------------------------------------------------------------------
6. Working (and Not)
-------------------------------------------------------------------------------

 One Sim per household should definitely stay home.  Any others should then
 try to find a job.  To keep things interesting, I try to get each Sim on a
 different career track.  So one Sim may be on the Law Enforcement track,
 while another takes the business track.

   Note:  The starting pay of each career track has nothing to do with the
          final pay.  The starting pay for the business track is low, but the
          final pay is high (§1200).  Politics starts out relatively well, but
          ends out somewhat low (§750).  A full list on these pays can be
          found in the next section 6.1 Career Tracks below.

 I have already discussed the importance of why you leave someone home (to
 socialize with the neighbors, of course!), another good reason is that when
 you first start out, you really don't need the money that badly.  As long as
 all your needs are met, your expenses will be low.  You have a §40 per day
 bill on food (assuming you do a "serve breakfast" and "serve dinner") and
 likely around §200 to §300 in bills every 3 days.  Most jobs start out around
 §200 a day, and you should be able to get quickly promoted to around §300 or
 so before the bills come.  So money won't be crucial.

 Depending on the job you take, you'll need to increase your "stats".  Things
 such as Creativity, Body, Logic, etc. are needed to advance past the most
 entry level jobs.  And some jobs don't require some stats, researchers don't
 need to develop their body, and so forth.  To find out how much stat
 increases you need to get the next promotion, click on the Jobs button.  The
 first few skill points are relatively easy to get, a short time studying will
 get you your first cooking point, for example.  But the later stat points may
 take a LOT longer.

 SimSkills:

   Your Sim has 6 Skills that may need improving to get a job.  These are:

     Cooking -- Study Cooking at a bookshelf to improve.  Useful to prevent
                kitchen catastrophes, and many jobs require at least 1 point
                for the higher levels.

     Mechanical -- Study Mechanical on a bookshelf to improve.  Useful in that
                now your own Sims can repair broken items rather than that
                expensive repairman.  Most useful in the military and
                scientist career tracks.

     Logic --   Play Chess on a chess set, you can do this alone or with
                others to also improve your social skills.  Logic doesn't help
                you out around the house, however.  Used in the scientist
                career track, although most career tracks require a little bit
                of logic.  With Livin' Large I prefer to get my Logic through
                the Chemistry Set, after making the potion, you can drink your
                reward.

     Charisma -- Practice a Speech in front of any available mirror.  No
                practical use around the house.  Used in the Entertainment and
                Political career tracks mostly, but again, most career paths
                need some Charisma.

     Body --    Work out on that exercise machine to improve.  You can also
                try swimming, but this never worked for me.  Used in the
                military and law enforcement tracks, but most require at least
                one point here.  Also you can Swim in the pool for Body, but
                it takes 4x as long in the pool as on the Machine.

     Creativity -- Play the Piano or Paint a Picture (which can then be sold,
                starting out at a mere §5, but eventually going up to §166,
                also at that point your Sim will actually LOSE Fun by
                painting!) to become more creative.

   Note:  When the Carpool arrives, your Sim will automatically add the "Go to
          Work" item to his or her queue of things to do.  However, in many
          cases, this Sim will not cancel what they are currently doing (at
          least until they "finish" doing it), so you may need to cancel that
          thing for them so they get to work on time.  You have until an hour
          after the Carpool shows up to get inside the car to get to work on
          time.

 There are 3 things need to get a promotion at work.  One, is to make sure you
 have all the right stats at the right levels; two, is to make sure that you
 have enough family friends; and lastly you have to be in a good Mood to get
 a promotion.  Happy Sims are productive Sims.  Again, everything you'll need
 to know about this can be found in the Jobs button.  It also has a
 description of how well you are working (bad, average, good, excellent) which
 is based on your Sims' mood.  Below that will be how many Family Friends you
 need (if it isn't there, then you have already met that requirement!), and to
 the right are all the stats.

   Note:  You can sometimes miss one day of work, but missing two in a row is
          a guaranteed firing.  You can miss alternating days of work, but you
          will miss out on a lot of money that way.  Also, the night shift
          tends to be more strict about missing shifts, and may fire you on
          the first missed shift.

   Tip:  If you need a lot of friends for a promotion (the politics career
         track especially), then create an 8 person family, and wait for your
         Stay at home Sim to come over to socialize.  Get each of the 8 to
         talk to this Sim at least once, then go back to your original Sims.
         Now you have a lot of people that you can call up!


   a. Quitting

      So, that new career as a Scientist just isn't working out.  Or maybe,
      you just want to try out something else.  Well there are several ways to
      quit your job.  As we saw in the above note, you can just stop showing
      up to work.  They'll get the hint.  Or you can just check the paper and
      take the job from there (it will warn you that doing so will get rid of
      your first job).

        Warning:  If two Sims are sharing a carpool, and one of them gets a
                  new job at a different time, then that carpool won't show up
                  for EITHER person!

      I would also assume that if you did your job very poorly, or got caught
      doing something really bad at work (see "Job Events" below), you may
      also get fired.

      How you quit depends on your goal from it.  If you just want to stay at
      home and be lazy, then by all means, just skip work.  If you really are
      tired of your career path (maybe you'd rather be an actor), then just
      take that waiter job.

        Note:  Whenever taking a different job, you always start out at the
               lowest rung on the ladder.  So don't just quit to see what the
               other jobs are like.  That's very inefficient.


               Although, if your Skills are high enough, jumping to a new
               career may be quite profitable!  (see Section 6.3 Quitting for
               Fun and Profit)

   b. Job Events

      Every once in awhile, a major event will happen to your Sim at his or
      her job.  These events are quite random as to when they happen, and they
      only happen once.  These are usually just little things like, "Taking a
      Bribe" or "Scandal".  They will often give you a choice, which amounts
      to doing the right or wrong thing, and if you do the wrong thing you can
      get caught.

      Some other job events are less good vs. evil, such as the actor in the
      remake.

      In any event, these Events have 2 outcomes, a good one (whatever it
      was succeeded perfectly) and the bad one (it failed miserably), and
      depending on the severity of the choice, you get rewarded or punished.
      Some punishments are rather severe (your family leaves you) or just
      annoying (a fine, or loss of stats).  But the rewards may be worth the
      risks...

      There is another type of random job event, and that is the Job Swap,
      where you are fired from your Level 10 job and given a Level 6 (or so)
      Job in another Career.

      Mark H. Dove sent me this about it:

        Here it is. I reached the top of the career ladder with my guy, he
        became a General, and I was very satisfied about that result, then,
        once all of a sudden one day when he came back from work I got a
        message about a random event that was about something like: "Military
        downsizing:  You've been fired due to excess personnel in the base,
        but because of your high ranking postion and your knowing of military
        strategies you easily find a job as a Swat Team Leader".  So my
        military career (level 10) automatically changed (and I had no way to
        choose if to accept it or not) to the Law Enforcement Career (Level
        6).  It also happened to me other times from Level 10 Business Tycoon
        to Level 6 Politcian, from Level 10 Law Enforcment to Level 6
        Entertainment.

        But remember it does happen JUST if you reached the top of the career
        ladder.

      This may actually end out good in the end, as some careers have much
      better final pay, which you can see in the Job Chart in the next
      section.


-------------------------------------------------------------------------------
6.1 The Jobs Chart
-------------------------------------------------------------------------------

 Note:  When I say "To Get Promoted" that is what you must work on to get to
        the next job level.  So in Politics at the Intern Level it says that
        you need "+2 Charisma", that is you need that much of that stat to
        get to the next level, Lobbyist.

   Career                         Hours               Wage   To Get Promoted

   Politics:
              Campaign Worker    9:00 am - 6:00 pm    §220      --
              Intern             9:00 am - 3:00 pm    §300    +2 Charisma
              Lobbyist           9:00 am - 3:00 pm    §360    +1 Charisma
                                                              +1 Logic
                                                              2 Family Friend
              Campaign Manager   9:00 am - 6:00 pm    §430    +1 Charisma
                                                              +1 Body
                                                              4 Family Friend
              City Council Mem.  9:00 am - 3:00 pm    §485    +1 Charisma
                                                              +1 Body
                                                              +1 Creativity
                                                              6 Family Friend
              State Assembly     9:00 am - 4:00 pm    §540    +1 Body
                                                              +2 Logic
                                                              +1 Creativity
                                                              9 Family Friend
              Congressperson     9:00 am - 3:00 pm    §600    +1 Charisma
                                                              +1 Body
                                                              +1 Logic
                                                              +1 Creativity
                                                              11 Family Friend
              Judge              9:00 am - 3:00 pm    §650    +1 Charisma
                                                              +1 Body
                                                              +2 Logic
                                                              +1 Creativity
                                                              14 Family Friend
              Senator            9:00 am - 6:00 pm    §700    +3 Charisma
                                                              +1 Logic
                                                              +1 Creativity
                                                              17 Family Friend
              Mayor              9:00 am - 3:00 pm    §750      --

              Final Stats:  Cooking    -- 0
                            Mechanical -- 0
                            Charisma   -- 9
                            Body       -- 5
                            Logic      -- 7
                            Creativity -- 5

   Entertainment:
              Waitress           9:00 am - 3:00 pm    §100      --
              Extra              9:00 am - 3:00 pm    §150    +2 Charisma
              Bit Player         9:00 am - 3:00 pm    §200    +2 Body
                                                              2 Family Friends
              Stunt Double       9:00 am - 4:00 pm    §275    +1 Charisma
                                                              +1 Body
                                                              +1 Creativity
                                                              4 Family Friends
              B-Movie Star       10:00 am - 5:00 pm   §375    +1 Mechanical
                                                              +1 Charisma
                                                              +1 Body
                                                              +1 Creativity
                                                              6 Family Friends
              Supporting Player  10:00 am - 6:00 pm   §500    +2 Charisma
                                                              +1 Body
                                                              +1 Creativity
                                                              8 Family Friends
              TV Star            10:00 am - 6:00 pm   §650    +1 Mechanical
                                                              +1 Charisma
                                                              +1 Body
                                                              +1 Creativity
                                                              10 Family Friend
              Feature Star       5:00 pm - 1:00 am    §900    +1 Charisma
                                                              +1 Body
                                                              +3 Creativity
                                                              12 Family Friend
              Broadway Star      10:00 am - 5:00 pm   §1100   +2 Charisma
                                                              +1 Body
                                                              +3 Creativity
                                                              14 Family Friend
              Superstar          10:00 am - 3:00 pm   §1400     --

              Final Stats:  Cooking    -- 0
                            Mechanical -- 2
                            Charisma   -- 10
                            Body       -- 8
                            Logic      -- 0
                            Creativity -- 10

   Law Enforcement:
              Security Guard     12:00 am - 6:00 am   §240      --
              Cadet              9:00 am - 3:00 pm    §320    +2 Body
              Patrol Officer     5:00 pm - 1:00 am    §380    +2 Mechanical
                                                              1 Family Friend
              Desk Sergeant      9:00 am - 3:00 pm    §440    +1 Mechanical
                                                              +2 Body
                                                              2 Family Friends
              Vice Squad         10:00 pm - 4:00 am   §490    +1 Cooking
                                                              +1 Charisma
                                                              +1 Body
                                                              +1 Logic
                                                              4 Family Friends
              Detective          9:00 am - 3:00 pm    §540    +1 Charisma
                                                              +2 Logic
                                                              6 Family Friends
              Lieutenant         9:00 am - 3:00 pm    §590    +1 Mechanical
                                                              +1 Charisma
                                                              +1 Body
                                                              +2 Logic
                                                              8 Family Friends
              SWAT Team Leader   9:00 am - 3:00 pm    §625    +1 Charisma
                                                              +1 Body
                                                              +2 Logic
                                                              +2 Creativity
                                                              10 Family Friend
              Police Chief       9:00 am - 5:00 pm    §650    +2 Charisma
                                                              +3 Logic
                                                              +2 Creativity
                                                              12 Family Friend
              Captain Hero       10:00 am - 4:00 pm   §700      --

              Final Stats:  Cooking    -- 1
                            Mechanical -- 4
                            Charisma   -- 6
                            Body       -- 7
                            Logic      -- 10
                            Creativity -- 5

   Business:
              Mail Room          9:00 am - 3:00 pm    §120      --
              Executive Asst.    9:00 am - 4:00 pm    §180    +2 Mechanical
              Field Sales Rep.   9:00 am - 4:00 pm    §250    +2 Charisma
                                                              1 Family Friend
              Junior Executive   9:00 am - 4:00 pm    §320    +2 Logic
                                                              3 Family Friends
              Executive          9:00 am - 4:00 pm    §400    +1 Charisma
                                                              +1 Logic
                                                              +2 Creativity
                                                              6 Family Friends
              Senior Manager     9:00 am - 4:00 pm    §520    +1 Charisma
                                                              +2 Body
                                                              +1 Logic
                                                              8 Family Friends
              Vice President     9:00 am - 5:00 pm    §660    +1 Charisma
                                                              +2 Logic
                                                              +1 Creativity
                                                              10 Family Friend
              President          9:00 am - 5:00 pm    §800    +1 Charisma
                                                              +1 Logic
                                                              +2 Creativity
                                                              12 Family Friend
              CEO                9:00 am - 4:00 pm    §950    +2 Charisma
                                                              +2 Logic
                                                              +1 Creativity
                                                              14 Family Friend
              Business Tycoon    9:00 am - 3:00 pm    §1200     --

              Final Stats:  Cooking    -- 0
                            Mechanical -- 2
                            Charisma   -- 8
                            Body       -- 2
                            Logic      -- 9
                            Creativity -- 6

   Life of Crime:
              Pickpocket         9:00 am - 3:00 pm    §140      --
              Bagman             11:00 pm - 7:00 am   §200    +2 Body
              Bookie             12:00 pm - 7:00 pm   §275    +1 Charisma
                                                              +1 Creativity
                                                              2 Family Friends
              Con Artist         9:00 am - 3:00 pm    §350    +2 Mechanical
                                                              +1 Charisma
                                                              3 Family Friends
              Getaway Driver     5:00 pm - 1:00 am    §425    +1 Mechanical

                                                              +1 Charisma
                                                              +1 Body
                                                              +1 Logic
                                                              4 Family Friends
              Bank Robber        3:00 pm - 11:00 pm   §530    +1 Cooking
                                                              +2 Body
                                                              +1 Logic
                                                              +1 Creativity
                                                              6 Family Friends
              Cat Burglar        9:00 pm - 3:00 am    §640    +2 Mechanical
                                                              +1 Logic
                                                              +2 Creativity
                                                              8 Family Friends
              Counterfeiter      9:00 pm - 3:00 am    §760    +3 Charisma
                                                              +1 Body
                                                              +1 Creativity
                                                              10 Family Friend
              Smuggler           9:00 am - 3:00 pm    §900    +1 Cooking
                                                              +2 Charisma
                                                              +1 Logic
                                                              +2 Creativity
                                                              12 Family Friend
              Criminal           6:00 pm - 12:00 am   §1100     --
               Mastermind

              Final Stats:  Cooking    -- 2
                            Mechanical -- 5
                            Charisma   -- 7
                            Body       -- 6
                            Logic      -- 4
                            Creativity -- 8

   Medicine:
              Medical Technician 9:00 am - 3:00 pm    §200      --
              Paramedic          11:00 pm - 5:00 am   §275    +2 Mechanical
              Nurse              9:00 am - 3:00 pm    §340    +2 Body
                                                              2 Family Friends
              Intern             9:00 am - 6:00 pm    §410    +1 Mechanical
                                                              +2 Logic
                                                              3 Family Friends
              Resident           9:00 pm - 4:00 am    §480    +1 Charisma
                                                              +1 Body
                                                              +2 Logic
                                                              4 Family Friends
              GP                 10:00 am - 6:00 pm   §550    +1 Mechanical
                                                              +1 Charisma
                                                              +1 Body
                                                              +1 Creativity
                                                              5 Family Friends
              Specialist         10:00 pm - 4:00 am   §625    +1 Charisma
                                                              +1 Body
                                                              +2 Logic
                                                              +1 Creativity
                                                              7 Family Friends
              Surgeon            10:00 pm - 4:00 am   §700    +1 Mechanical
                                                              +1 Charisma
                                                              +1 Body
                                                              +2 Logic
                                                              +1 Creativity
                                                              9 Family Friends
              Medical Researcher 9:00 pm - 4:00 am    §775    +1 Mechanical
                                                              +2 Charisma
                                                              +1 Body
                                                              +1 Logic
                                                              +1 Creativity
                                                              11 Family Friend
              Chief of Hospital  9:00 pm - 4:00 am    §850      --

              Final Stats:  Cooking    -- 0
                            Mechanical -- 6
                            Charisma   -- 6
                            Body       -- 7
                            Logic      -- 9
                            Creativity -- 4


   Military:</pre><pre id="faqspan-5">
              Recruit            6:00 am - 12:00 pm   §250      --
              Elite Forces       7:00 am - 1:00 pm    §325    +2 Body
              Drill Instructor   8:00 am - 2:00 pm    §350    +1 Mechanical
                                                              +2 Charisma
              Junior Officer     9:00 am - 3:00 pm    §450    +1 Cooking
                                                              +2 Body
              Counter-Intell.    9:00 am - 3:00 pm    §500    +1 Mechanical
                                                              +2 Charisma
                                                              +1 Logic
                                                              1 Family Friend
              Flight Officer     9:00 am - 3:00 pm    §550    +1 Mechanical
                                                              +1 Body
                                                              +2 Logic
                                                              3 Family Friends
              Senior Officer     9:00 am - 3:00 pm    §580    +3 Mechanical
                                                              +1 Charisma
                                                              +2 Logic
                                                              5 Family Friends
              Commander          9:00 am - 3:00 pm    §600    +3 Mechanical
                                                              +3 Body
                                                              +1 Logic
                                                              6 Family Friends
              Astronaut          9:00 am - 3:00 pm    §625    +1 Mechanical
                                                              +2 Charisma
                                                              +2 Body
                                                              +3 Logic
                                                              8 Family Friends
              General            9:00 am - 3:00 pm    §650      --

              Final Stats:  Cooking    -- 1
                            Mechanical -- 10
                            Charisma   -- 7
                            Body       -- 10
                            Logic      -- 9
                            Creativity -- 0

   Pro Athlete:
              Team Mascot        12:00 pm - 6:00 pm   §110      --
              Minor Leaguer      9:00 am - 3:00 pm    §170    +2 Body
              Rookie             9:00 am - 3:00 pm    §230    +3 Body
                                                              1 Family Friend
              Starter            9:00 am - 3:00 pm    §300    +1 Mechanical
                                                              +1 Charisma
                                                              +1 Body
                                                              3 Family Friends
              All-Star           9:00 am - 3:00 pm    §385    +1 Mechanical
                                                              +1 Charisma
                                                              +1 Body
                                                              5 Family Friends
              MVP                9:00 am - 3:00 pm    §510    +1 Cooking
                                                              +1 Charisma
                                                              +1 Body
                                                              7 Family Friends
              Superstar          9:00 am - 4:00 pm    §680    +1 Cooking
                                                              +1 Charisma
                                                              +1 Body
                                                              +1 Creativity
                                                              9 Family Friends
              Assistant Coach    9:00 am - 2:00 pm    §850    +1 Cooking
                                                              +2 Charisma
                                                              +1 Body
                                                              +1 Creativity
                                                              11 Family Friend
              Coach              9:00 am - 3:00 pm    §1000   +1 Cooking
                                                              +3 Charisma
                                                              +1 Creativity
                                                              13 Family Friend
              Hall of Famer      9:00 am - 3:00 pm    §1300     --

              Final Stats:  Cooking    -- 4
                            Mechanical -- 2
                            Charisma   -- 9
                            Body       -- 10
                            Logic      -- 0
                            Creativity -- 3


   Science:
              Test Subject       9:00 am - 3:00 pm    §155      --
              Lab Assistant      11:00 pm - 5:00 am   §230    +2 Logic
              Field Researcher   9:00 am - 3:00 pm    §320    +1 Charisma
                                                              +1 Logic
                                                              1 Family Friend
              Science Teacher    9:00 am - 4:00 pm    §375    +1 Charisma
                                                              +1 Logic
                                                              +1 Creativity
                                                              3 Family Friends
              Project Leader     9:00 am - 5:00 pm    §450    +2 Mechanical
                                                              +2 Creativity
                                                              4 Family Friends
              Inventor           10:00 am - 7:00 pm   §540    +2 Mechanical
                                                              +2 Logic
                                                              +1 Creativity
                                                              5 Family Friends
              Scholar            10:00 am - 3:00 pm   §640    +1 Cooking
                                                              +2 Mechanical
                                                              +2 Charisma
                                                              +1 Logic
                                                              7 Family Friends
              Top Secret         10:00 am - 3:00 pm   §740    +1 Mechanical
               Researcher                                     +2 Logic
                                                              +3 Creativity
                                                              8 Family Friends
              Theorist           10:00 am - 2:00 pm   §870    +1 Cooking
                                                              +1 Mechanical
                                                              +1 Charisma
                                                              +1 Logic
                                                              +3 Creativity
                                                              10 Family Friend
              Mad Scientist      10:00 am - 2:00 pm   §1000     --

              Final Stats:  Cooking    -- 2
                            Mechanical -- 8
                            Charisma   -- 5
                            Body       -- 0
                            Logic      -- 10
                            Creativity -- 10

   Xtreme:
               Daredevil         9:00 am - 3:00 pm    §175      --
               Bungee Jump Inst. 9:00 am - 3:00 pm    §250    +2 Body
                                                              1 Family Friend
               Whitewater Guide  9:00 am - 3:00 pm    §325    +1 Mechanical
                                                              +2 Body
                                                              2 Family Friends
               Xtreme Circuit    9:00 am - 4:00 pm    §400    +1 Cooking
                Pro                                           +1 Mechanical
                                                              +1 Logic
                                                              3 Family Friends
               Bush Pilot        9:00 am - 3:00 pm    §475    +2 Mechanical
                                                              +2 Body
                                                              4 Family Friends
               Mountain Climber  9:00 am - 3:00 pm    §550    +1 Mechanical
                                                              +2 Charisma
                                                              +3 Creativity
                                                              5 Family Friends
               Photo-Journalist  9:00 am - 3:00 pm    §650    +1 Mechanical
                                                              +1 Charisma
                                                              +1 Body
                                                              +2 Logic
                                                              +1 Creativity
                                                              7 Family Friends
               Treasure Hunter   10:00 am - 5:00 pm   §725    +2 Charisma
                                                              +2 Logic
                                                              +3 Creativity
                                                              9 Family Friends
               Grand Prix Driver 10:00 am - 4:00 pm   §825    +1 Cooking
                                                              +3 Charisma
                                                              +1 Body
                                                              +1 Logic
                                                              +2 Creativity
                                                              11 Family Friend
               International Spy 11:00 am - 5:00 pm   §925      --

               Final Stats:  Cooking    -- 2
                             Mechanical -- 6
                             Charisma   -- 8
                             Body       -- 8
                             Logic      -- 6
                             Creativity -- 9


-------------------------------------------------------------------------------
6.1.1  Livin' Large Careers (Livin' Large ONLY)
-------------------------------------------------------------------------------

 This list isn't finished yet.  As it stands, only the Paranormal career is
 filled in.  All the others are started, but it will take some time to
 complete this chart.  When it is completed, I will also add the appropriate
 information to the next section (Alternate Job Charts) as well.

 Hacker Career:
               Beta Tester       9:00 am - 5:00 pm    §120        --
               Support Tech      8:00 am - 4:00 pm    §150     +2 Mechanical
               Web Master        6:00 pm - 2:00 am    §200     +1 Mechanical
                                                               +2 Logic
               Hacker           12:00 am - 9:00 am    §240     +1 Mechanical
                                                               +2 Logic
                                                               2 Friends
               Security         10:00 am - 7:00 pm    §400     +4 Creativity
                Consultant                                     3 Friends
               Game Designer     2:00 pm - 11:00 pm   §610     +2 Charisma
                                                               +1 Logic
                                                               +2 Creativity
                                                               5 Friends
               Internet         10:00 am - 8:00 pm    §800     +2 Charisma
                Entrepreneur                                   +2 Logic
                                                               +1 Creativity
                                                               6 Friends
               Software CEO     10:00 am - 7:00 pm   §1100     +1 Mechanical
                                                               +2 Charisma
                                                               +1 Logic
                                                               +2 Creativity
                                                               8 Friends
               Venture          11:00 am - 8:00 pm   §1300     +2 Mechanical
                Capitalist                                     +2 Charisma
                                                               +2 Logic
                                                               +1 Creativity
                                                               8 Friends
               Information      11:00 am - 8:00 pm   §1550        --
                Overlord

               Final Stats:  Cooking    --  0
                             Mechanical --  7
                             Charisma   --  8
                             Body       --  0
                             Logic      -- 10
                             Creativity -- 10


 Paranormal Career:
               Psychic Friend    6:00 pm - 12:00 am   §100        --
               Conspiracy       11:00 pm - 5:00 am    §130     +1 Charisma
                Theorist                                       +2 Creativity
               Tarot Card Reader 5:00 pm - 11:00 pm   §200     +1 Charisma
                                                               +2 Logic
                                                               1 Friend
               Hypnotist        10:00 am - 4:00 pm    §300     +1 Logic
                                                               3 Friends
               Medium            8:00 pm - 2:00 am    §375     +1 Charisma
                                                               +1 Body
                                                               +1 Logic
                                                               5 Friends
               Douser            6:00 am - 3:00 pm    §480     +1 Mechanical
                                                               +2 Charisma
                                                               +1 Logic
                                                               +1 Creativity
                                                               6 Friends
               Police Psychic    6:00 pm - 2:00 am    §600     +1 Charisma
                                                               +2 Logic
                                                               +1 Creativity
                                                               10 Friends
               UFO Investigator 11:00 pm - 6:00 am    §810     +2 Charisma
                                                               +1 Creativity
                                                               13 Friends
               Exorcist         10:00 am - 3:00 pm   §1000     +1 Mechanical
                                                               +2 Charisma
                                                               +1 Body
                                                               +2 Logic
                                                               +2 Creativity
                                                               17 Friends
               Cult Leader      10:00 am - 4:00 pm   §1200        --

               Final Stats:  Cooking    --  0
                             Mechanical --  2
                             Charisma   -- 10
                             Body       --  2
                             Logic      --  9
                             Creativity --  7

 Musician:
               Subway Musician   3:00 pm - 8:00 pm    § 90        --
               Piano Tuner       9:00 am - 4:00 pm    §120     +2 Creativity
               Wedding Singer    9:00 am - 3:00 pm    §190     +3 Creativity
                                                               2 Friends
               Lounge Singer     8:00 pm - 4:00 am    §250     +2 Mechanical
                                                               +1 Creativity
               High School Band  7:00 pm - 2:00 am    §320     +3 Mechanical
                Teacher                                        +1 Creativity
                                                               5 Friends
               Roadie           11:00 am - 8:00 pm    §400     +4 Body
                                                               +1 Creativity
                                                               8 Friends
               Backup Musician  12:00 pm - 9:00 pm    §550     +2 Charisma
                                                               +1 Body
                                                               +2 Creativity
                                                               9 Friends
               Studio Musician  11:00 am - 6:00 pm    §700     +5 Charisma
                                                               +2 Body
                                                               12 Friends
               Rock Star         5:00 pm - 2:00 am   §1100     +3 Charisma
                                                               +1 Body
                                                               +4 Logic
                                                               15 Friends
               Celebrity        10:00 am - 3:00 pm   §1400        --
                Activist

               Final Stats:  Cooking    --  0
                             Mechanical --  5
                             Charisma   -- 10
                             Body       --  8
                             Logic      --  4
                             Creativity -- 10


 Journalism:
               Typesetter        4:00 am - 12:00 pm   §120        --
               Game Reviewer    11:00 am -  6:00 pm   §200     +2 Creativity
                                                               1 Friend
               Tabloid Writer    9:00 am -  3:00 pm   §230     +2 Charisma
                                                               2 Friends
               Papparazzi        5:00 pm -  1:00 am   §340     +2 Logic
                                                               +2 Creativity
                                                               2 Friends
               Newspaper         3:00 am - 10:00 am   §420     +1 Charisma
                Reporter                                       +1 Body
                                                               +1 Logic
                                                               +1 Creativity
                                                               4 Friends
               Meteorologist     5:00 am -  1:00 pm   §510     +3 Charisma
                                                               +1 Body
                                                               6 Friends
               TV Reporter      12:00 pm -  8:00 pm   §660     +2 Charisma
                                                               +1 Logic
                                                               9 Friends
               Investigative    10:00 am -  5:00 pm   §850     +1 Charisma
                Reporter                                       +3 Body
                                                               +1 Logic
                                                               +1 Creativity
                                                               11 Friends
               National News    11:00 am -  8:00 pm   §975     +1 Charisma
                Anchor                                         +3 Logic
                                                               +2 Creativity
                                                               14 Friends
               Talk Show Host   11:00 am -  5:00 pm  §1200        --

               Final Stats:  Cooking    --  0
                             Mechanical --  0
                             Charisma   -- 10
                             Body       --  5
                             Logic      --  8
                             Creativity --  8

 Slacker:
               Golf Caddy        5:00 am - 10:00 am   § 90        --
               Convenience      10:00 pm -  3:00 am   §110     +2 Body
                Store Clerk                                    1 Friend
               Life Guard        9:00 am - 3:00 pm    §150     +2 Charisma
                                                               2 Friends
               Record Store     12:00 pm - 5:00 pm    §180     +2 Charisma
                Clerk                                          4 Friends
               Party D.J.       11:00 pm - 4:00 am    §220     +3 Mechanical
                                                               6 Friends
               Projectionist     6:00 pm - 1:00 am    §280     +2 Mechanical
                                                               7 Friends
               Video Editor     12:00 pm - 6:00 pm    §350     +3 Charisma
                                                               +1 Body
                                                               10 Friends
               Freelance        12:00 pm - 5:00 pm    §400     +1 Charisma
                Photographer                                   +3 Body
                                                               12 Friends
               Personal Tour     2:00 pm - 7:00 pm    §450     +2 Charisma
                Guide                                          +3 Body
                                                               15 Friends
               Professional     10:00 pm - 2:00 am    §600        --
                Party Guest

               Final Stats:  Cooking    --  0
                             Mechanical --  5
                             Charisma   -- 10
                             Body       --  9
                             Logic      --  0
                             Creativity --  0


-------------------------------------------------------------------------------
6.1.2  Unleashed Career Opportunities
-------------------------------------------------------------------------------

 Education Career:
               Playground        7:00 am - 1:00 pm    §120        --
                Monitor
               Substitute        7:00 am - 1:00 pm    §180     +1 Cooking
                Teacher                                        +1 Creativity
                                                               1 friend
               Kindergarten      7:00 am - 1:00 pm    §190     +1 Charisma
                Teacher                                        +1 Logic
                                                               2 friends
               Junior High       8:00 am - 3:00 pm    §210     +1 Charisma
                Teacher                                        +2 Logic
                                                               +1 Creativity
                                                               2 Friends
               High School       8:00 am - 3:00 pm    §290     +1 Charisma
                Teacher                                        +2 Logic
                                                               +1 Creativity
                                                               3 Friends
               Principal         8:00 am - 3:00 pm    §310     +1 Charisma
                                                               +1 Logic
                                                               +2 Creativity
                                                               4 Friends
               Assistant         9:00 am - 6:00 pm    §490     +2 Charisma
                Professor                                      +2 Logic
                                                               +2 Creativity
                                                               5 Friends
               Tenured           9:00 am - 5:00 pm    §600     +1 Logic
                Professor                                      +2 Creativity
                                                               7 Friends
               College Dean      9:00 am - 3:00 pm    §700     +1 Logic
                                                               +1 Creativity
                                                               9 Friends
               Minister of      10:00 am - 5:00 pm    §900       --
                Education

               Final Stats:  Cooking    --  1
                             Mechanical --  0
                             Charisma   --  6
                             Body       --  0
                             Logic      -- 10
                             Creativity -- 10


 Animal Care Career:
               Dog Walker        1:00 pm - 3:00 pm    §100        --
               Pet Groomer       9:00 am - 3:00 pm    §160     +1 Cooking
                                                               +2 Charisma
                                                               1 Friend
               Sheep Custodian   9:00 am - 3:00 pm    §185     +1 Mechanical
                                                               +1 Body
                                                               +1 Creativity
                                                               1 Friend
               Aquarium         12:00 pm - 5:00 pm    §250     +1 Cooking
                Technician                                     +1 Charisma
                                                               2 Friends
               Zoo Keeper        6:00 am - 12:00 pm   §345     +1 Mechanical
                                                               +1 Charisma
                                                               +1 Body
                                                               +1 Logic
                                                               2 Friends
               Dolphin Trainer  11:00 am - 4:00 pm    §435     +1 Charisma
                                                               +1 Body
                                                               +1 Logic
                                                               +1 Creativity
                                                               4 Friends
               Animal Acting     9:00 am - 3:00 pm    §560     +1 Cooking
                Coach                                          +1 Mechanical
                                                               +1 Charisma
                                                               +2 Body
                                                               +1 Logic
                                                               +1 Creativity
                                                               4 Friends
               Alligator        11:00 pm - 6:00 am    §700     +1 Cooking
                Relocator                                      +1 Mechanical
                                                               +1 Charisma
                                                               +2 Logic
                                                               +1 Creativity
                                                               5 Friends
               Veterinarian      8:00 am - 3:00 pm    §780     +1 Mechanical
                                                               +2 Charisma
                                                               +1 Body
                                                               +1 Logic
                                                               +1 Creativity
                                                               8 Friends
               Animal Magician   6:00 pm - 12:00 am  §1050       --

               Final Stats:  Cooking    --  4
                             Mechanical --  5
                             Charisma   --  9
                             Body       --  6
                             Logic      --  6
                             Creativity --  5

 Culinary Career:
               Dishwasher        6:00 am - 12:00 pm   § 90        --
               Drive Thru Order  5:00 am - 10:00 am   §120     +2 Cooking
                Taker
               Fast Food Shift   9:00 am - 3:00 pm    §130     +1 Cooking
                Manager                                        +2 Mechanical
                                                               1 Friend
               Sous Chef         9:00 am - 3:00 pm    §180     +3 Cooking
                                                               +2 Charisma
                                                               +2 Creativity
                                                               3 Friends
               Head Chef         7:00 pm - 2:00 am    §220     +1 Mechanical
                                                               +2 Charisma
                                                               +1 Creativity
                                                               3 Friends
               Restaurant Critic 3:00 pm - 11:00 pm   §335     +2 Cooking
                                                               +1 Mechanical
                                                               +1 Charisma
                                                               +1 Creativity
                                                               5 Friends
               Cook Book Author  3:00 pm - 11:00 pm   §580     +2 Charisma
                                                               +1 Creativity
                                                               6 Friends
               Restaurateur      9:00 am - 2:00 pm    §690     +2 Cooking
                                                               +1 Charisma
                                                               9 Friends
               Celebrity Chef    3:00 pm - 11:00 pm   §760     +1 Mechanical
                                                               +2 Charisma
                                                               +1 Creativity
                                                               11 Friends
               Candy Bar Magnate 4:00 pm - 11:00 pm   §930        --

               Final Stats:  Cooking    -- 10
                             Mechanical --  5
                             Charisma   -- 10
                             Body       --  0
                             Logic      --  0
                             Creativity --  6


 Fashion Career:
               Department Store  9:00 am - 3:00 pm    §130        --
                Clerk
               Tailor            9:00 am - 3:00 pm    §190     +1 Charisma
                                                               +1 Creativity
                                                               1 Friend
               Makeup Artist     9:00 am -  3:00 pm   §210     +1 Cooking
                                                               +1 Charisma
                                                               +1 Body
                                                               1 Friend
               Painters Model   12:00 pm -  3:00 pm   §235     +1 Mechanical
                                                               +1 Creativity
                                                               2 Friends
               Fashion          11:00 am -  4:00 am   §450     +2 Charisma
                Photographer                                   +2 Body
                                                               +2 Creativity
                                                               3 Friends
               Tradeshow Model   5:00 pm -  1:00 am   §600     +2 Charisma
                                                               +2 Body
                                                               +1 Creativity
                                                               4 Friends
               Runway Model      1:00 pm - 10:00 pm   §650     +2 Charisma
                                                               +2 Body
                                                               +1 Creativity
                                                               5 Friends
               Supermodel       11:00 am -  4:00 pm   §875     +2 Charisma
                                                               +2 Body
                                                               +1 Creativity
                                                               6 Friends
               Fashion Columnist 5:00 pm - 12:00 am  §1050     +1 Body
                                                               +1 Creativity
                                                               7 Friends
               Fashion Designer  4:00 pm - 11:00 pm  §1350       --

               Final Stats:  Cooking    --  1
                             Mechanical --  1
                             Charisma   -- 10
                             Body       -- 10
                             Logic      --  0
                             Creativity --  8

 Circus Career:
               Popcorn Vendor    4:00 pm - 11:00 pm   § 90        --
               Ticket Taker      3:00 pm -  6:00 pm   §130     +1 Mechanical
                                                               +1 Charisma
                                                               +1 Body
               Midway Carnie     3:00 pm - 12:00 am   §140     +1 Body
                                                               +1 Creativity
                                                               1 Friend
               Sideshow Barker   3:00 pm - 10:00 pm   §180     +1 Charisma
                                                               +2 Body
                                                               4 Friends
               Clown             4:00 pm - 11:00 pm   §200     +2 Charisma
                                                               +1 Body
                                                               +1 Logic
                                                               5 Friends
               Human Cannonball  9:00 am - 3:00 pm    §240     +1 Charisma
                                                               +1 Body
                                                               +1 Logic
                                                               +3 Creativity
                                                               6 Friends
               Acrobat           4:00 pm - 11:00 pm   §500     +1 Charisma
                                                               +2 Mechanical
                                                               +1 Body
                                                               +1 Creativity
                                                               6 Friends
               Trapeze Artist    4:00 pm - 11:00 pm   §610     +1 Cooking
                                                               +2 Charisma
                                                               +1 Body
                                                               +1 Logic
                                                               7 Friends
               Lion Tamer        4:00 pm - 11:00 pm   §775     +1 Charisma
                                                               +2 Logic
                                                               +1 Creativity
                                                              8 Friends
               Ringmaster      5:00 pm - 11:00 pm    §815        --

               Final Stats:  Cooking    --  1
                             Mechanical --  3
                             Charisma   --  9
                             Body       --  8
                             Logic      --  5
                             Creativity --  6



-------------------------------------------------------------------------------
6.1.3  Alternate Job Charts
-------------------------------------------------------------------------------

 I realize that the above chart isn't the most user friendly of charts
 (although it looks fine to me) and I realize that it does have an annoying
 flaw in it.  So here are some Different Styles of charts that contain roughly
 the same information.

 Most of these charts compare all the jobs, rather than show you all the
 information for a particular career path. (since that information can be
 found in the previous section)

 The Money Chart Comparison:  (allows you to simply compare Pay of each job at
                              each level, Sorted by Final Pay)

                              a * indicates that this is a Livin' Large career
                              a + indicates that this is an Unleashed career

                                        Career Level
   Career      |    1     2     3     4     5     6     7     8     9      10
   ----------- |  ------------------------------------------------------------
   *Hacker     |  §120  §150  §200  §240  §400  §610  §800 §1100  §1300  §1550
   Entertainer |  §100  §150  §200  §275  §375  §500  §650  §900  §1100  §1400
   *Musician   |   §90  §120  §190  §250  §320  §400  §550  §700  §1000  §1400
   +Fashion    |  §130  §190  §210  §235  §450  §600  §650  §875  §1050  §1350
   Athlete     |  §110  §170  §230  §300  §385  §510  §680  §850  §1000  §1300
   Business    |  §120  §180  §250  §320  §400  §520  §660  §800   §950  §1200
   *Journalist |  §120  §200  §230  §340  §420  §510  §660  §850   §975  §1200
   *Paranormal |  §100  §130  §200  §300  §375  §480  §600  §810  §1000  §1200
   Crime       |  §140  §200  §275  §350  §425  §530  §640  §760   §900  §1100
   +Animal Care|  §100  §160  §185  §250  §345  §435  §560  §700   §780  §1050
   Science     |  §155  §230  §320  §375  §450  §540  §640  §740   §870  §1000
   +Culinary   |   §90  §120  §130  §180  §220  §335  §580  §690   §760   §930
   XTreme      |  §175  §250  §325  §400  §475  §550  §650  §725   §825   §925
   +Education  |  §120  §180  §190  §210  §290  §310  §490  §600   §700   §900
   Medicine    |  §200  §275  §340  §410  §480  §550  §640  §700   §775   §850
   +Circus     |   §90  §130  §140  §180  §200  §240  §500  §610   §775   §815
   Politics    |  §220  §300  §360  §430  §485  §540  §600  §650   §700   §750
   Law Enf.    |  §240  §320  §380  §440  §490  §540  §590  §625   §650   §700
   Military    |  §250  §325  §350  §450  §500  §550  §580  §600   §625   §650
   *Slacker    |   §90  §120  §150  §180  §220  §280  §350  §400   §450   §600


 Hours Worked Per Day Chart Comparison: (shows the number of hours that your
                                        Sim will work at each level per day,
                                        sorted from lowest final to highest)

                                         Career Level
    Career      |    1     2     3     4     5     6     7     8     9     10
    ----------- |  -----------------------------------------------------------
    Science     |    6     6     6     7     8     9     5     5     4      4
    *Slacker    |    7     5     6     5     5     7     6     5     5      4
    Entertainer |    6     6     6     7     7     8     8     8     7      5
    *Musician   |    5     7     6     8     7     9     9     7     9      5
    +Animal Care|    2     6     6     5     6     5     6     7     7      6
    *Paranormal |    6     6     6     6     6     9     8     7     5      6
    Athlete     |    6     6     6     6     6     6     7     5     6      6
    *Journalist |    8     7     6     8     7     8     8     7     9      6
    Business    |    6     7     7     7     7     7     8     8     7      6
    Crime       |    6     8     7     6     8     8     6     6     6      6
    XTreme      |    6     6     6     7     6     6     6     7     6      6
    Politics    |    9     6     6     9     6     7     6     6     9      6
    Law Enf.    |    6     6     8     6     6     6     6     6     8      6
    +Circus     |    7     3     9     7     7     6     7     7     7      6
    Military    |    6     6     6     6     6     6     6     6     6      6
    +Culinary   |    6     5     6     6     6     8     8     5     8      7
    Medicine    |    6     6     6     9     7     8     6     6     7      7
    +Fashion    |    6     6     6     3     5     8     9     5     7      7
    +Education  |    6     6     6     7     7     7     9     8     6      7
    *Hacker     |    8     8     8     9     9     9    10     9     9      9


 Hourly Wage:  (this is for the 10th level only!  Sorted from best hourly wage
               to the lowest hourly wage)


    Career      |     Final Wage          Final Hours       Final Hourly Wage
    ----------- |  -----------------------------------------------------------
    Entertainer |       §1400                 5                 §280 / hr.
    *Musician   |       §1400                 5                 §280 / hr.
    Science     |       §1000                 4                 §250 / hr.
    Athlete     |       §1300                 6                 §217 / hr.
    *Paranormal |       §1200                 6                 §200 / hr.
    Business    |       §1200                 6                 §200 / hr.
    *Journalist |       §1200                 6                 §200 / hr.
    +Fashion    |       §1350                 7                 §193 / hr.
    Crime       |       §1100                 6                 §183 / hr.
    +Animal Care|       §1050                 6                 §175 / hr.
    *Hacker     |       §1550                 9                 §172 / hr.
    XTreme      |        §925                 6                 §154 / hr.
    *Slacker    |        §600                 4                 §150 / hr.
    +Circus     |        §815                 6                 §136 / hr.
    +Culinary   |        §930                 7                 §133 / hr.
    +Education  |        §900                 7                 §129 / hr.
    Politics    |        §750                 6                 §125 / hr.
    Medicine    |        §850                 7                 §121 / hr.
    Law Enf.    |        §700                 6                 §117 / hr.
    Military    |        §650                 6                 §108 / hr.

    Note:  This is just another way of deciding which job ends out being the
           best.  You can see that Science and Entertainer are incredibly
           good, Science being only 4 hours a day (from 10:00 am to 2:00 pm)
           and Entertainer bringing in the most total money.


 Final Stats:  (this is for the 10th level only!  Sorted from the Career that
               requires the least stats, to the one with the most)


    Career      | Cook   Mech   Char   Body   Logic   Create   Friend   Totals
    ------------|-------------------------------------------------------------
    +Education  |    1      0      6      0      10      10        9   =   36
    +Fashion    |    1      1     10     10       0       8        7   =   37
    *Slacker    |    0      5     10      9       0       0       15   =   39
    +Circus     |    1      3      9      8       5       6        8   =   40
    Athlete     |    4      2      9     10       0       3       13   =   41
    Business    |    0      2      8      2       9       6       14   =   41
    +Culinary   |   10      5     10      0       0       6       11   =   42
    *Hacker     |    0      7      8      0      10      10        8   =   43
    Politics    |    0      0      9      5       7       5       17   =   43
    +Animal Care|    4      5      9      6       6       5        8   =   43
    Medicine    |    0      6      6      7       9       4       11   =   43
    Crime       |    2      5      7      6       4       8       12   =   44
    Entertainer |    0      2     10      8       0      10       14   =   44
    Law Enf.    |    1      4      6      7      10       5       12   =   45
    Military    |    1     10      7     10       9       0        8   =   45
    Science     |    2      8      5      0      10      10       10   =   45
    *Journalist |    0      0     10      5       8       8       14   =   45
    *Paranormal |    0      2     10      2       9       7       17   =   49
    XTreme      |    2      6      8      8       6       9       11   =   50
    *Musician   |    0      5     10      8       4      10       15   =   52

    Note:  The lower the total here, the better, as that means that it takes
           less time to get to the 10th level in that Career.

 Marcel VanDalfsen has a few charts of his own:

   When I was looking through the alternate job charts (sec 6.1.2),
   specifically at the final skills chart, I realized another way of
   sorting the data.  ->  the amount of time to build those skills.
   This does not depend linearly on the skill levels! (eg. it is
   quicker to build four skills to lvl 3, than to build two skills
   to lvl 5).

   The amount of time it takes to build any particular skill is:
       T = 0.5*(n)*(n+1)     [with T in sim-hours]
   that is:
        skill  time       skill  time      skill  time
          0      0          4     10         8     36
          1      1          5     15         9     45
          2      3          6     21        10     55
          3      6          7     28

   These numbers of course don't take into account trait/skill
   accelerators (eg. outgoing -> charisma)

   So, if the level 10 careers are then sorted by this category
   (excluding friends category of course) in order of # of sims-hours
   to build those skills:
     Politics     :  103
     Business     :  108
     Crime        :  113
     *Slacker     :  115
     Athlete      :  119
     +Circus      :  124
     Medicine     :  125
     +Animal Care :  127
     Law Enf.     :  130
     +Education   :  132
     *Paranormal  :  134
     *Journalist  :  142
     +Culinary    :  146
     +Fashion     :  148
     Entertain.   :  149
     Xtreme       :  162
     Science      :  164
     *Musician    :  171
     *Hacker      :  174
     Military     :  184


-------------------------------------------------------------------------------
6.2  Abusing the Carpool
-------------------------------------------------------------------------------

 If you have an alarm, it will go off 2 hours before the Carpool is going to
 arrives to pick you up.  The carpool itself arrives an hour before your shift
 at work is actually set to begin.  This is a fact that we can abuse!

 You don't need to get into the carpool until it is just about ready to leave.
 In fact, if you are even on your way just before your shift begins, the
 carpool will wait for you!  So, if you get into the carpool the second it
 arrives, you are essentially losing ONE WHOLE HOUR of time that you could
 be spending doing something constructive, like eating, or playing chess to
 get that last logic point for that promotion.

 In other words, don't leave for work until the last possible moment!

 This gives you essentially 3 hours between when the alarm gets you up, and
 when you get to work.  It also makes my earlier idea of not using an alarm
 clock a little more realistic.  Even if you get up a little late, you'll
 still have time to use the toilet, shower, and probably eat as well.  Then
 spend the rest of the time fulfilling other needs (such as Fun and Comfort by
 watching TV) or by building Skills.  Or do both and play Chess.

 GamemaniaX sent me this:

   "EXPANDED CARPOOL ABUSE (BUG?!)
   I think this bug is similar to the carpool bug written in your faqs. I got
   2 sims.  SimA got an 9:00 AM carpool and SimB  got an 10:00 AM carpool. I
   was busy working on SimA with his hunger and bath. When I finished all
   that, I realized  that SimA is already late  for work (10:03)! The funny
   thing is, the car still didn't move a bit! Probably the 10:00 AM
   carpool is "stacking" into the 9:00 AM carpool. Stragely enough, I put SimA
   into the car.  It works!  Yet the car still isn't moving. I began working
   on SimB and put her into the car to work. And, finally the car take both
   Sims to work! This is excellent considering that SimA now got an extra 1
   hour to fiddle with before going to work!

   "The side effects I noticed from this bug is that it effects your Sims work
   performace. Even though I got level 4 mood, the game still stated that I
   only got an average performace for my work. Probably because the game
   thought that the Sims didn't go to work since he already missed the
   carpool. Also, I didn't got promoted even I have fulfilled all necessary
   requirements for promotion. HOWEVER, this can be  neutralized if
   you take your "late" Sims to work ON TIME the next following day."

 broadstrong had this to add:

   Note:  When the "stacking of carpools" occurs, the carpool for the later
          time (10AM) will not come, maybe because the earlier (9AM) carpool
          had not left!  So the player MUST direct the Sims (in the later
          carpool) to work.  However, for this stacking to work, at least one</pre><pre id="faqspan-6">
          person for the earlier carpool must get in before the time is up.


-------------------------------------------------------------------------------
6.2.1  Early Morning Social Call (while Abusing the Carpool no less!)
-------------------------------------------------------------------------------

 Some of the other Sims have jobs, just like your current Sims do.  You
 probably know what these jobs are, as you probably gave them to these other
 Sims.  Well, during the day they are probably at work, so if you were to call
 them, you would get the Machine telling you that they are at work.  The usual
 solution to this problem is to simply call them after they get off work.

 But another idea is to call them as soon as you get up.

 The brilliance of this idea is even more evident when playing as a bachelor.
 Your Sim gets up in the morning, goes to work, then has a little bit of time
 to socialize, gain skills, and keep up with his own needs.  Well, what we CAN
 do is to help him out by starting socializing in the morning.  He gets up,
 calls someone, then continues getting ready.  He Greets the guest Sim, then
 Serves Breakfast.  While they are both eating, then both socialize.  After
 eating your Sim could watch TV with the other Sim, or maybe they could just
 talk.

 Since we have about 3 hours to work with (due to the last strategy, Abuse the
 Carpool), your Sim have plenty of time to improve his relationships!

 broadstrong had this idea:

   My Sim has a 8 AM carpool.  On one day, the family invited a guest (whom I
   know has a 9 AM carpool) over.  Well he was at the doorstep before 9 AM.
   Now the funny thing --  The time was already 9.03AM, but the 8 AM carpool
   is still there!  Probably it "noticed" the guest with the 9 AM carpool and
   "decided" to wait for him to get in.  With this trick, my Sim has one more
   hour to catch the carpool!  This is another reason to invite guests over
   early in the morning.


-------------------------------------------------------------------------------
6.3  Quitting for Fun and Profit
-------------------------------------------------------------------------------

 Here's a neat little idea to try if you are sick of your job.  Assuming that
 you have fairly high skills, your Sim would find it pretty easy to jump up a
 new career ladder, right?  And at each promotion level your Sim is given a
 Promotion Bonus which is equal to 2x the time of the salary that they are
 being promoted to.  That is key.

 So say, your Sim, Bob, is a Superstar in the Entertainment track.  There is
 no hope for him to ever get promoted since he is at the Apex of his career.
 Well why not start over?  Since Bob already has a lot of stats from getting
 this high in the first place, he will JUMP rather quickly up several other
 career ladders!

 Ideally if you could get him back into Entertainment, he would rise very
 quickly.

 And at every single promotion you get your Promotion Bonus.  And if you chose
 a new Career wisely (similar stats), you could get promoted EVERY DAY.  Quite
 the bonus!


-------------------------------------------------------------------------------
6.3.1  Job Hopping Analysis
-------------------------------------------------------------------------------

This entire section is from Andrew Harms.

 After reading the bit in your FAQ about "job hopping", I decided to find out
 exactly how much you benefit from it. (as well as some other misc. stats)
 I created a spreadsheet and got data for going from lvl 1-8 and 1-10, as
 well as allowing you to specify how often you get promoted.

 How often you can get promoted turns out to be the most important factor. In
 the Military track, if you get promoted every day, you more than triple your
 earnings if you go all the way to lvl 10. ( for a daily avg of 1952.00 ) If
 you only get promoted every other day, the benefits are significantly less.
 The most realistic timeframe is probably 2 promotions every 3 days.

 Given the 2/3 promotion rate:
 Military benefits the most (not quite double), and Entertainment actually
 loses 80 per day. (for lvl 10)

 For the most part, the higher the lvl 10 pay is, the less you gain.

 These charts show the number of friends required for lvl 8 and 10 of each
 career, the average daily pay for lvl 8 and 10, and the benefit recived for
 restarting the career as opposed to just staying at lvl 8 or lvl 10. The
 second column in the daily average shows how much you earn per friend that
 you must maintain.

1 day avg pay
( 3(sum of lvl 1-Y pay) + ((sum of lvl 1-Y pay)/Y)(((days for promotion)-1)*Y)
=
------------------------------------------------------------------------------
                             Y*(days for promotion)


promoted 1 out of 2 days                                              Career
                # friends     1 day avg 8       1 day avg 10        Benefit

           lvl 8  lvl 10    pay   /friend     pay    /friend   lvl 8   lvl 10

Entertainer   10     14     787.50   78.75    1130.00   80.71  -112.50 -270.00

Athlete        9     13     808.75   89.86    1107.00   85.15   -41.25 -193.00

Business      10     14     812.50   81.25    1080.00   77.14    12.50 -120.00

Crime          8     12     830.00  103.75    1064.00   88.67    70.00  -36.00

Science        7     10     862.50  123.21    1064.00  106.40   122.50   64.00

Xtreme         7     11     887.50  126.79    1060.00   96.36   162.50  135.00

Medicine       7     11     898.75  128.39    1044.00   94.91   198.75  194.00

Politics      11     17     896.25   81.48    1007.00   59.24   246.25  257.00

Law Enf.       8     12     906.25  113.28     995.00   82.92   281.25  295.00

Military       0      8     901.25  901.25     976.00  122.00   301.25  326.00



promoted 2 out of 3 days                                              Career
                # friends     1 day avg 8       1 day avg 10        Benefit

           lvl 8  lvl 10    pay    /friend    pay    /friend    lvl 8  lvl 10

Entertainer   10      14    918.75   91.88    1318.33   94.17    18.75  -81.67

Athlete        9      13    943.54  104.84    1291.50   99.35    93.54   -8.50

Business      10      14    947.92   94.79    1260.00   90.00   147.92   60.00

Crime          8      12    968.33  121.04    1241.33  103.44   208.33  141.33

Science        7      10   1006.25  143.75    1241.33  124.13   266.25  241.33

Xtreme         7      11   1035.42  147.92    1236.67  112.42   310.42  311.67

Medicine       7      11   1048.54  149.79    1218.00  110.73   348.54  368.00

Politics      11      17   1045.63   95.06    1174.83   69.11   395.63  424.83

Law Enf.       8      12   1057.29  132.16    1160.83   96.74   432.29  460.83

Military       0       8   1051.46 1051.46    1138.67  142.33   451.46  488.67

Some other stuff:
 here's a chart of how much you earn per friend you have to maintain.

                  lvl 10 pay    pay/friend
   Entertainer        1,400       100.00
   Athlete            1,300       100.00
   Science            1,000       100.00
   Crime              1,100        91.67
   Business           1,200        85.71
   Xtreme               925        84.09
   Military             650        81.25
   Medicine             850        77.27
   Law Enf.             700        58.33
   Politics             750        44.12



Unrelated stuff: I've noticed that people with high Active stats walk faster
than those that are less Active.


-------------------------------------------------------------------------------
6.4  Job "Shifts"
-------------------------------------------------------------------------------

 This section is from RD Saunders and Joseph Peitler (Livin' Large jobs)

 I found that after reaching the top position of each career choice you are
 able to be transfered to a new career (most of the time to a 5,6,7 ranked
 job). I found it is possible to go in circles and end up in the same job
 again with all the bonuses and going therough all the careers.

 I made this to show the circle or careers. It shows the starting job and
 career and why your sims changes (the reason or excuse given) and the new job
 and career of your sim.

   - Medicine    Chief of Hospital   -> (your advanced medical knowledge)
                 ->    Inventor, Science

   - Science     Mad Scientist       -> (you drink a magic potion)
                 ->    Criminal Mastermind, Crime

   - Crime       Criminal Mastermind -> (want to become a clean businessman)
                 ->    Executive, Business

   - Business    Business Tycoon     -> (your burnt out at the top)
                 ->    All Star, Athlete

   - Athlete     Hall of Famer       -> (you've finished with your career)
                 ->    Mountain Climber, XTreme

   - XTreme      International Spy   -> (your intelligence)
                 ->    Counter-Intelligence, Military

   - Military    General             -> (military downsising)
                 ->    SWAT Team Leader, Law Enforcement

   - Law Enf.    Captain Hero        -> (you start to captain hero TV show)
                 ->    TV star, Entertainer

   - Entertainer Superstar           -> (want to do something with your fame)
                 ->    Congressperson, Politics

   - Politics    Mayor               -> (a scandal forces you to resign)
                 ->    Intern, Medicene

   - Musician    Celebrity Activist  -> Getting in touch with your inner self
                 -> Medium, Paranormal

   - Hacker      Information Overload-> Your infomation is inaccurate
                 -> Newspaper Reporter, Journalism

   - Journalism  Talk show host      -> Need to "stop and smell the Roses"
                 -> Freelance Photographer, Slacker

   - Paranormal  Cult Leader         -> Want a jobs with less exposure.
                 -> Jr. Executive, Business


-------------------------------------------------------------------------------
7. Running an Efficient Household
-------------------------------------------------------------------------------

 The most difficult aspect of the Sims is managing all your Sim's time.  Since
 each Sim has only 24 hours in the day, 8 major needs, promotions,
 socializing, and whatnot, you have to be fairly efficient in how you do
 things.  It should be noted that the Sims themselves are not especially
 efficient in how they decide to do things.  A Sim who has a nearly Red
 bladder Need, may sit down to read a book, when his Fun need is still mostly
 Green.

 Generally you want to fulfill your Sims' needs on a Need basis.  Whichever
 they need most, you have them do first.  There are, of course, many
 exceptions.

 For example, you should use the toilet after eating, not before.  You should
 shower after using the toilet.

 Anyway, since I advised you to create two Sims, I'll do a rundown of how
 their first few mornings should go:

   I'll call the two Sims, Worker, and Homer.  When you first appear at your
   house, you'll already have a Newspaper, and another one will be coming
   along at 9:00 AM.  Have Worker look for a job, and if you want to, take it.
   If it is still before 8:00 AM, the car pool will be picking Worker up at
   that time (assuming you didn't take a night job).  Send Worker off to work.

   Now Homer will be home alone.  Have him Study up on Cooking so that he can
   fix a feast when Worker comes home.  One or two points here is all you need
   (although you should keep at this until you have all the points!).  Now
   your neighbors are going to start dropping by.  Cancel the Cooking Lessons,
   and go out to greet them.  Once greeted, the neighbor becomes a Guest in
   your house, and will eat food if you have already prepared it, watch your
   TV (if it's already on), etc.  This neighbor should be very chatty, so just
   let your Sims talk for a bit.  At this point, it is more important to greet
   new Sims, than to work up relationships with Sims already there, so if
   someone new comes to the door, go greet them.

     Note:  If you have two or more Sims around when other Sims come to the
            door, make sure that ALL of your Sims have talked to the new Sim
            at least once.  This is most important if you ever take control
            of the other Sims' house, and need to get him some friends.

   In the early days of your neighborhood, there won't be that many people for
   you to socialize with, so you will have to start new families soon.

   Worker comes home, and watches TV to get his fun rating up.  While he is
   doing that, Homer Serves Dinner (always do Serve Dinner!  It costs only 2x
   as much as "Have Dinner" and feeds 6!), and then the two sit around the
   table eating and chatting.  Also any guests in the house will eat with you,
   and Socialize as well.

     Note:  Although they are talking here, their relationships only improve
            by a mere point or two.

   After dinner, Worker goes to improve some Stat to help get promoted, while
   Homer talks to the Guest Sims.  Before going to sleep, both Sims go to the
   bathroom.

   The next morning, Homer gets up at 5:00 AM to Serve Breakfast.  Worker
   stays in bed until his Energy rating is all the way back up, and as soon as
   it is he jumps out of bed, and goes to take a shower, eat breakfast, and
   maybe watch some TV before the Carpool arrives.


     Note:  The 5:00 AM breakfast gives your stay at home Sim plenty of time
            to prepare the breakfast so that it is ready for the other Sim(s)
            when they get up.  Since the first Sim isn't going to work, he
            doesn't need to worry about lack of energy.  What I did usually is
            let the game run on fast mode (speed level 3) until 5 AM, then I
            paused it (press either 'p' or the key left of the 1 button),
            clicked on the Sleep icon to cancel it (top left corner), and
            click on the Fridge and Serve Breakfast.  I wake up most Sims like
            this.  Pause, then order them to do something, then unpause for
            them to do it.

            Of course, if you simply give a sleeping Sim something to do,
            then they'll wake up automatically and do it (as soon as they
            feel "rested" of course).

   Once Worker is at work, Homer takes a shower, goes to the bathroom, and
   fulfills his needs.  Once that's done he picks up that Cooking book and
   works on that for awhile, hoping that some new neighbors might drop by.  If
   they don't, he picks up the phone and calls the Sim who is close to
   becoming a Family Friend.  That Sim comes over (or blows you off with an
   excuse), the two chat for a bit, and the Guest Sim smelling food, goes over
   and eats some breakfast.  Homer joins him.

     Note:  Since Homer got up early, he might need a nap.  Usually I would
            wait for my working Sims to get home before sending my Stay At
            Home to sleep, then I would get that Sim up in time to fix dinner
            and Socialize some more with the neighbors.

   They continue socializing until you get a new Family Friend.  At this
   point, keep going until the relationship is at 100.  At some point here,
   Homer is going to need to clean up the table, and get rid of what remains
   of the breakfast (it has undoubtedly spoiled by now).

   Worker comes home and studies some more for a promotion.  Homer takes a
   small nap, and gets up to make dinner.  The two Sims (three if you still
   have a guest) eat and talk.  After dinner everyone watches TV and talks.
   Finally everyone goes to sleep.

 That was just a sample of how to run things efficiently.  It featured a
 staggered approach to getting ready in the mornings, one Sim got up at 5, the
 other a little later.  The first Sim made breakfast, while the other did some
 things in the bathroom.  This is also how you do things when you get more
 Sims (although you will probably need to build a second bathroom).

 Remember, you aren't just fulfilling Needs, you're also advancing these Sims
 in their lives.  Work on Stats for promotion, have them practice speeches in
 front of the bathroom mirror, or play chess to work on their logic. (chess is
 also Fun)  Bear in mind that Sims will work on their Stats forever if you let
 them, so keep an eye on their Needs, and cut short their Statbuilding if they
 need to go to the bathroom or something.

 Also keep in mind that you CAN hire Maids, Gardeners, and even call for a
 Pizza if you want to.  These services cost you a little (Maids are §10 an
 hour), but they can help out if you are getting overwhelmed.


-------------------------------------------------------------------------------
7.1  Working the Pause
-------------------------------------------------------------------------------

 Part of running an efficient household is to know when to pause the game.  If
 you were to watch me playing The Sims, you would see that I pause the game a
 lot.  And unless you're playing just one Sim, you are going to need to pause
 quite a bit.

 Here are the basics of when to pause and how often to pause your game.

 - Pause Whenever you need to decide what your Sims are going to do.

   This is fairly simple.  While you are thinking of what your Sims should be
   doing, you should pause the game.  Once paused, you can look around at all
   their various stats, moods, and whatnot, and decide what would be the best
   thing for them to do right then.  Ex.  Your Sim comes home from work, you
   pause it to think of what he should do first.

   Note:  Don't just give your Sim ONE thing to do, give him several.  He will
          then simply go from one activity to another.  For example, have him
          use the toilet, then take a shower, then serve dinner.

 - Pause in Social Interactions

   There are two really good times to do this.  The first is when you are just
   starting out with another Sim to avoid them doing something that your Sim
   won't like (such as them trying to Hug you, and your Sim rejecting them,
   that will drop your relationship, so you need to cancel it).  So, I will
   simply pause after they finish what they are doing, then have them do
   something SAFE (such as talk).  The other time this comes in handy is when
   you are carrying on an affair, you will want to pause to make sure they
   don't kiss you while the wife is around.

 This all has to do with TIME EFFICIENCY.  Since your Sims never seem to have
 enough hours in the day to do everything they need to do, those precious
 moments they lose while you are deciding what they should do are costly.


-------------------------------------------------------------------------------
8. Expanding the House
-------------------------------------------------------------------------------

 Well your Sims are doing quite well, you have gotten some promotions, you
 have a bit of money now, and you want to spruce up your house.  Who can blame
 you?  The first thing you should probably do is to replace your
 Not-Top-Of-The-Line kitchen appliances with better ones.  Get rid of the
 cheap Fridge and Range for more expensive versions.  These help satisfy your
 Sims hunger better.  Generally you will want to replace your cheap crap with
 expensive stuff.  Don't go overboard and spend all your money at once (you
 might have to pay bills, or something).

 If you succeed in getting someone to Move In or Marry you, then you have to
 find a place for them to sleep, which may mean expanding the entire house (or
 could just mean replacing a Spartan Bed with a Two Person Bed).  But as the
 game goes on, you definitely need to expand the house.

 Here's the house as I designed it earlier:


           ------------
           |          |                   Key:
           |          |
           | Bedroom  |                   e - Door      -- - wall
           |          |                   Tr - Trash    == - sidewalk
           |          |
 ----------------e-------------           Note:  Two horizontal characters
 |                    |       |                  is one "square" of SimLand.
 |                    e Bath  |                  So -- is one 1 x 1.
 | Kitchen            | room  |
 |                    |       |           Note:  To build a "square", hold
 |           Living   |--------                  the shift while building a
 |             Room   |                          wall outwards.
 -----------e----------

 =======================
            Tr

 And here are a couple improvement Ideas:

 Idea 1:  Mega Bedroom

 ----------------------
 |                    |                   Key:
 |                    |
 |      Bedroom       |                   e - Door      -- - wall
 |                    |                   Tr - Trash    == - sidewalk
 |                    |
 ----------------e-------------           Note:  Two horizontal characters
 |                    |       |                  is one "square" of SimLand.
 |                    e Bath  |                  So -- is one 1 x 1.
 | Kitchen            | room  |
 |                    |       |           Note:  To build a "square", hold
 |           Living   |--------                  the shift while building a
 |             Room   |                          wall outwards.
 -----------e----------

 =======================
            Tr

 Idea 2:  Mega Bedroom, Move Bathroom, Add Den


 ----------------------
 |   Bedroom          |                   Key:
 |     ---------      |
 |     | Bath  |      |                   e - Door      -- - wall
 |     e room  e      |                   Tr - Trash    == - sidewalk
 |     |       |      |
 ---e------e-----e-------------           Note:  Two horizontal characters
 |                    |       |                  is one "square" of SimLand.
 |                    e  Den  |                  So -- is one 1 x 1.
 | Kitchen            |       |
 |                    |       |           Note:  The Den would have a Desk for
 |           Living   |--------                  a computer, as well as
 |             Room   |                          a Piano, etc.
 -----------e----------

 =======================
            Tr

 And, of course, you could always build some stairs and add a second level.
 Remember on the second level that people can't go up there until there is a
 floor.  And you can only build walls out one square past the walls on the
 first story.  Whatever else you stick on the second story, I would definitely
 place a bathroom.

 Also as I previously mentioned, a great deal of expanding your house is to
 replace your old furniture and objects with bigger shinier models.


-------------------------------------------------------------------------------
8.1  Building that Second Story
-------------------------------------------------------------------------------

 There isn't all that much to building a second story.  As long as you can
 fit those stairs in your house somewhere, you can build the second story.

 Once the stairs are built, switch to the Second Story view.  Notice how there
 is nothing here, but the area directly above the walled area is marked.  That
 is where you can build.  The buildable area extends out one square from the
 first story's wall, in case you want to build out a little.

 You will probably just want to build your walls directly above the first
 story's walls.  Make sure to wallpaper the outside and inside.  Decide what
 you are going to do with this story, and build interior walls appropriately.

   Tip:  I would recommend building a bathroom upstairs, at least.  This way,
         anyone up there won't have to come down to use the facilities, and
         it gives you another bathroom in case the first gets "busy".

   Note:  If you want to build out a balcony that isn't directly above an
          already walled area, there are two ways to do it.  The first is the
          standard Balcony idea (see 8.1.2) and the second is the "Flying"
          Balcony Idea. (see 8.1.1)

 To finish the second story, make sure to build a flooring.  Without a floor
 no one can go up there!

   Note:  For walls, fences and barricades (on the second storey) above the
          staircase, these can only be built from the third square (counting
          from the staircase landing on the second storey) onwards.
          (broadstrong)


-------------------------------------------------------------------------------
8.1.1  The "Flying" Second Story
-------------------------------------------------------------------------------

 Based on a strategy from http://thesims.xtremesims.com/ (David Phillips)

 There is a way around the "Pillar Limitation" as discussed in the previous
 section.  Here is what we're going to do.  Say you want to build out a
 true balcony, one that doesn't have any first story rooms below it.  The only
 way (until now) to do this was to build a Pillar under every square that you
 wanted to build on.

 First, do what you would normally do to build a balcony.  That is, place a
 pillar everywhere you want to build on.  Then build the second story room,
 floor, walls, whatever.  Just make sure that it is finished.  Now go back to
 the first story, and DELETE all the pillars.

 You will now have a True Balcony!  If you want, you can leave a pillar or two
 for aesthetic reasons.

 You can even do this without having a First Story, so that you have nothing
 but stairs down there, then a fully "flying" second story.  It's great!


-------------------------------------------------------------------------------
8.1.2  The Balcony
-------------------------------------------------------------------------------

The following correction comes from Christopher Scatliff:

When building a balcony, you don't need to put pillars under *every* square.
Every pillar supports a 3x3 area, but these buildable floor squares don't
appear until there is a floor square next to them.

Therefore, your pillar pattern can be every 3rd square:

       XXXXXXXXX
       XOXXOXXOX
       XXXXXXXXX
       XXXXXXXXX
       XOXXOXXOX
       XXXXXXXXX

(O = pillar, X = empty)

As you can see. those six pillars will support a balcony of area 6x9!  But
that floor area won't become apparent until you actually put the balcony
floor in place.

Of course, you could just use the "flying balcony" strategy, too...


-------------------------------------------------------------------------------
9. Babies and Children
-------------------------------------------------------------------------------

 You can start any family with children, but you can't start them with a baby.
 There are only two ways to get a baby, lots of kissing of the passionate
 sort, or Adoption.  I'll deal with adoption first.  The way adoption works is
 that they will call you and ask if you want a baby.  This can happen to
 either gay couples or singles (as they can't produce children on their own).
 You are given the choice of taking or rejecting it.

   Note:  Adoption can also happen to opposite sex couples (man-woman), but
          isn't so common. (from Keri)

 As for the natural method, simply have a guy kiss a girl a lot (or visa
 versa, it doesn't matter who kisses whom) and the option will come up "Would
 you like to have a baby?"  No, you don't get to see them have sex.  The baby
 just appears, magically.  The sex and personality are set at birth, you have
 no control over that.  You do get to name the baby, though.

 Now that you have the baby, you have to take care of her for 3 days.  72
 hours exactly from the moment you got her.

   Tip:  The best time to get a baby would probably be in the morning, as when
         the baby becomes a Child, they have perfect Energy, and you don't
         want perfect energy late at night.  Not with school the next morning!

   Tip:  Children are a TAX CREDIT, which is a deduction in Bill Payments.
         How much?  About 10% off of Bills per child.  So if your bills were
         §310 before having a kid, after it will be about §279. (assuming you
         haven't bought anything, nor had anything stolen/sold/broken, and
         that depreciation was small/nonexistent)

         Naturally the most you can get off is 70% (you can only get 7 kids,
         you NEED at least one adult).

 A baby is a huge responsibility.  But you didn't need me to tell you that.
 You have only 3 things you can do with the baby, Feed, Play and Sing (to
 sleep).  The baby will be resting quite comfortably when suddenly "WAH!"  The
 baby will cry out.  Anyone sleeping in the area will be awakened (I'd
 recommend sleeping ONE and only ONE person with the baby, and rotating who
 gets to do it, so no one Sim loses too much Energy).  Then you have to figure
 out what the baby wants (impossible).  Usually I would just do each option
 once from Feed to Play to Sing.  If that didn't put the baby to sleep, I'd
 feed again and Sing again.  That almost always works.  If it does, the baby
 will go back to sleep... only to wake up in a few hours bawling.

   Note:  If you fail to take proper care of the baby, she will be taken away
          by the Social Workers.  Shame on you!

 As you can see, having someone home at all times is CRUCIAL here, not just
 recommended.  This is another place where it really helps to have left
 someone home all along.  But if you didn't, just have different people miss
 work different days to care for the child.  Sorry, there is no "day care" or
 "baby sitter" for you to call.  What I did, is I used my stay at home Sim to
 care for the child until the first person got off work, then Sim 1 would go
 to sleep and Sim 2 would take over tending over the baby.  Make sure you have
 something constructive to do while the child sleeps, so maybe you should move
 the Chess set to the room that has the baby (or something like that).

 After 3 full days, the baby goes *poof* and becomes a Child.  Children can
 sleep with any adult in the household, if you can't afford to buy her own
 bed.  Children have only one responsibility, and that is School.  They have
 to go everyday at 9 AM and come back everyday at 3 PM.  Furthermore they have
 to study to keep their grades up (you can study at any bookcase or computer).

   Note:  One side effect of good grades is that Grandparents can give money
          for good grades.  At the A+ level, I got §100.

 At this point you probably should buy a Toybox for the child so she can play
 with the toys.  And as you can guess, they like to watch Cartoons on TV as
 well.

 Finally children can also Play with other children, where they will just
 start running amok.  And no, children never grow up.


-------------------------------------------------------------------------------
9.0.1  Baby Tips
-------------------------------------------------------------------------------

 This tip comes from Joseph Peitler:

     When the female sings and plays with the baby, her fun bar goes up.  It
     has no effect whatsoever when the male does it.

 This tip comes from Mark Hissett:

     Have a baby when a few guests are over (just kiss a lot).  The guests
     will be able to play with the baby then.  I find it easier that way,
     because my sims are happy, and the guests are happy (usually).  After a
     day or so, it's much harder to get company over (me speaking that is),
     because your sims aren't feeling so well rested, and the baby is only not
     crying if its asleep.  So it won't interact much with neighbors.
     However, as said above, the little simkid will get a better chance at
     outgoing points if neighbors are over at the time of birth.  And they
     all come in and clap too.

 These tips come from broadstrong:

   If a couple (man and woman) is eager to have a baby, can try this: the
   Houseworking Sim call someone at 3 something (preferably 3 to 3.30 pm) to
   invite someone over (make sure he agrees, or it may not work).  The Working
   Sim comes back from work at around 3 or 4 pm.  When you know that the
   invited guest is approaching (about 4.15 to 4.30 pm by then), the couple go
   for a passionate kiss (prior to this, can also have Hug, Back Rub if player
   wants)!  If lucky enough, either there will be a phone call asking for
   adoption, or one of them will ask for a baby.  Click "Yes" and the baby,
   crib and all, will appear!  This worked for me 70% of the time and ALL the
   babies in my neighbourhood come through this fashion, really!  Wonder if it
   is because that 4 something timeframe is a "magic" time for babies to
   appear, or because visitors appear (get a baby to appear so there is more
   difficulty in entertaining BOTH baby and visitor).  I wonder if this will
   work for other timing, though.

     Note:  In your FAQ, it was stated that adoption is less common in

            man-woman couples.  I beg to differ.  For my neighbourhood, I get
            more phone calls for adoption than someone asking for a baby.

   Want to know if the baby is asleep?  Here's a way: Once the Sim starts
   putting the baby back, place the mouse cursor on the crib, and click once
   (can also see the type of cursor).  If further options (the Sim's face with
   actions surrounding him) come up, this means the baby is awake!  Be
   prepared to tend to it further.  If nothing comes up, the baby is asleep,
   leaving his (or her) family members alone for 6 hours.  Be warned, though.
   I have seen babies crying BEFORE the 6 hours is up!

   Apart from the fun of seeing the Sim playing with the baby, "Play" is
   actually useless.  The baby is awake throughout and the motives will drop
   fast.  Feed-Feed-Sing is a sure and fast way to care for the baby and let
   it sleep.  Of course, with sufficient time (and Mood!), one can try all
   sorts of combinations and play with the baby as wanted.

   Editor's Note:  Actually the "Play" option does make a difference in how
                   your baby's personality will turn out.  As of right now, I
                   don't have any stats on this, but I may get some in the
                   future.

 broadstrong sent in an update:

   An update to my "70% sure way of getting a baby":-
   Seems like this trick won't work if the couple is kissing in any room other
   than the first room from the front door (ie. living room).  I wonder if
   this still works if the first room is not a living room.

   Where will the baby (crib and all) appear?  For babies born by birth, they
   will appear just beside the spot where the couple does the kissing.  For
   adopted babies, they will appear in the room where the phone call is being
   picked up.

   How to determine if the next baby is a boy or girl?  Seems like this rule
   prevails --- if there are more boys than girls, then the baby is a girl;
   otherwise there will be a baby boy.
   (Conclusion: The SimNation prefer boys.)
   (P.S. It would be fun if there can be twins or even triplets.)

 It was earlier reported from Joseph Peitler, that you could not move the Crib
 once it had been placed.  This was incorrect, you can move the Crib in either
 furnish or build modes (F2 or F3).  One thing to do with the Crib, to help
 make sure that you baby isn't taken away by the County Social Workers, is to
 move the Crib into whatever room your Sim happens to be in at the time.
   (modified from a tip by Jordan Edmonson)

   Note:  Also, Joseph Peitler wrote that you can't move the baby crib.  This
          is not true.  It's the same as if you're trying to move a bed: if
          someone's sleeping in it, you can't move it.  Also, if someone has
          the bed in their queue bar and you try moving it, you can't.  The
          same goes with the baby crib.  If the baby cradle is not in anyone's
          queue bar, you can move the cradle by going to buy or build mode and
          clicking on it. (from Keri)

   Important:  Have a Sim at home at ALL TIMES!  This doesn't mean that you
               have to have an unemployed Sim stay home, just make sure that
               at least one Sim is home.  If one comes home, the other one is
               now free to go to work.  What you might want to try is to have
               (if you have 2 Sims) them go to work every other day, one day
               the first stays home, then the next, the other stays home.


-------------------------------------------------------------------------------
9.0.2  Baby Personality Matrix
-------------------------------------------------------------------------------

 The following research comes from Lynelle Foulk:

   I think I have figured out how the baby personality points are
 determined.  I've experimented with 18 Sims babies.  (Whew! What a lot of
 sleepless Sims' nights!)  I did this because my first Sims babies didn't
 have personalities that seemed to relate to their parents.  I wondered why.
 Plus, I wondered why the children that the babies turned into rarely had
 exactly 25 points.  A few had less.  Most had more than 25 points.  I
 didn't know why kids should have more than the 25 allowed for the parents.
 Then suddenly, my babies-turned-to-kids' personalities started looking more
 like their parents in the numbers.  It took me a long time to figure out that
 the program's algorithm for determining the baby's points must have changed
 when LL was added. Luckily, my family albums told me when the babies were
 born, and I had written down the date that I'd registered LL, so I knew when
 it was installed.  I could easily see the dividing line between pre-LL babies
 and post-LL babies.

 I experimented with Sims who had the reversed personality efffect and who
 then ended up with 10 points for every trait.  Their kids ended up with
 identical personality points -- all 10's.  I tried a couple with 0 in every
 trait.  (Those mean and nasty folks!)  I would have expected a 0 in every
 trait, yet the kid had a 5 for Playful.  The baby had not been played with.
 Then it dawned on me that kids were said to be playful in the manual --
 because that's mostly what kids do is to play.   And this meant that the
 program wasn't going to produce a kid with a Playful score of less than 5.


   Note:  You can have a kid with less than 5 Playful, but this is possible
          only with a User-created kid, who was never a baby.

 This is the way I think the algorithm works.  There seem to be only 3
 possibilities for scores for each of the traits.  Either the baby will match
 the Mom, or it will match the Dad, or it will be a truncated average of the
 two.  So, for example, if Mom has a Neatness score of  3, and Dad has an 8,
 then Baby can have only 3 possible results: 3, 8, or 5 (the truncated average
 of 3 and 8).  The baby cannot have any other scores inbetween, like a 4, 6,
 or 7.  This seemed strange until I started thinking how easy it would be to
 write the program with only the three possibilities. (Select a random number
 between 1 and 3, with the 3rd being the "average".)  It would only have
 taken a few more code lines to make the "in-between" scores possible, I
 believe.  But there was no reason to do so.  This was variation enough.  This
 is the way that all the traits seem to be done, except for Playful.  And
 there, a 5 is added to the three possible numbers.  If that results in being
 greater than 10, then it just becomes a 10. And this explains why each baby
 has a different total of points.  Imagine the extra work for the computer to
 keep trying the random possibilities until they added up to 25.  In some
 cases, it might have been impossible.  So, it was easier to allow the kids as
 many points as were necessary.  My baby with the least points 21 is seemingly
 not too different from the one with 37 -- just some little subtle
 differences.  I think the balance is what counts, not the total number of
 points.

 I had kept records of 17 babies, and this had proven true in every case.  I
 did an experimental baby, trying to be sure that the parents were quite
 different, and seeing if there were any "inbetween" scores, and it didn't
 happen on this 18th kid.

 Here's how my experimental 18th kid went: ( I don't think I can do a chart in
 e-mail, so will just put the points on a line.)

 Mom: 3, 7, 5, 2, 8
 Dad: 8, 2, 5, 3, 1

 Baby... could have had:
 Neat      3, 8 or 5 --- This time it was a 5. (Average)
 Outgoing: 7, 2, or 4 -- This time it was a 4. (Average)
 Active:   5, 5, or 5 -- And it was a 5!  (A no-brainer for the computer!)
 Playful:  2 (+5 extra), 3 (+5 extra), or 2 (+5 extra).  It was a 7 (either
           like Mom or average).
 Nice:     8, 1, or 4.  Turned out to be a 4.  (Average)

 Looking over my other Sims baby records, sometimes the baby took after only
 one parent, but most times it was a combination of one trait like Dad, one
 like Mom, one average, etc.  I think that part had to be entirely random.

 I think that all of these points are determined at the moment of birth.  That
 I say because I raised the same baby twice.  I saved the program immediately
 after naming the baby -- as fast as I could hit Enter for the name, and hit
 Pause for the action.  I went through the three days and then checked the
 resulting child's personality points, recorded them, and then Quit without
 saving.  I started back up where I'd saved the program and raised the same
 kid again.  The results were identical in personality points, but not in
 head/skin.  I came to the conclusion that this meant that it was all "nature"
 and not "nurture" that determined the points.  Playing with the baby didn't
 affect the results.   It's nice for the emotional effect upon the game player
 to watch the parent and siblings and friends playing with the baby, but it
 doesn't change those baby points, according to what I could determine.

 Also, it isn't exactly 72 hours for the baby to turn into a child.  It's
 close to 72 hours, but can vary at least as much as half an hour.  I found
 that the crying pattern of babies seemed different, even when I used the same
 pattern of "Feed, sing, feed, sing" with them.

 Apparently, the skills points assigned to the kids is just totally random.


-------------------------------------------------------------------------------
9.1  Children and School
-------------------------------------------------------------------------------

 Kids have to go to school everyday from 9:00 am to 3:00 pm.  Skipping a day
 will drop their Grade one whole letter (say from A to B, or from B+ to C+).
 If the child Sim (or SimKid if you will) goes to school everyday in a good
 mood, their grades will naturally increase.  The other way to increase the
 child's grades is to have them Study.  They can study either on a computer or
 with a book, it makes no difference.  After a period of time, they will
 increase their grades.  This period of studying is small for the low grades,
 and large for the high grades.  It's therefore easier to improve from a D to
 a C than it is from a B to an A.

   Note:  As I noted earlier, you can randomly get §100 gifts from
          grandparents with an A+.  Also with an A+ you don't have the option
          to study anymore.  What would be the point?


 So what happens if you don't have good grades?  Your Sim gets shipped off to
 a military school!  Plus your family has to pay §1000 for tuition (but
 thankfully you only pay this once, and they never ever bother you again).

   Tip:  Therefore to get rid of any troublesome child (i.e. a lazy one), just
         let his or her grades slip to an F, and away they go!

 Apieper sent me this:

   Regarding the section of kids and getting good grades... I always get $100
   for good grades too. I don't think it goes higher, and I'm pretty sure it
   only happens at the A+ level.  And a friend of mine pointed out that
   studying is optional. Attending school for one day raises your grade by
   three points (from B- to A-, or from F to D+) and studying raises it one
   point.  So if you go to school every day you don't need to study. I think
   it's important to add that children are far more likely to cause a mess in
   the shower or tub than adults.  (Ed. Note: Although "Messy" adult Sims will
   make messes as well)

 broadstrong sent me this:

   Apieper's kid tip has an error.  Attending school for one day (in a good
   mood) raises only one grade point (B- to B, B+ to A- etc), so studying at
   home do helps in grade increase, though it is quite time consuming.


-------------------------------------------------------------------------------
9.2  What Kids Do
-------------------------------------------------------------------------------

 Kids are a lot like the Adult Sims, except for the fact that they don't have
 jobs, and therefore don't need Skill Points.  They also never need to gain
 Friends as it doesn't help them any.  (although a parent could use them as an
 extra agent of socialization)

 So, once a Kid gets up to an A+ and has satisfied all of her needs, what IS
 she going to do?

 Since you aren't trying to get them up the Career Ladder, and getting them
 good grades is absurdly easy, I would just leave kids alone, and let their
 free will take them where it will.

   Tip:  Two kids together will almost always start running around Playing
         together.  So if there are other kids in the neighborhood, call them
         over.  Or you could always have a second kid.

 The following tips come from broadstrong:

   It is much better to have kids later on than to create them in the Family
   Screen.  Kids (and adults too) created this way can use only 25 bars
   maximum for personality.  Kids born through adoption or birth have more
   bars available (easily 30+ bars), so it is possible for these kids to have
   8+ for two or even three of their personality bars.  Too bad they can't
   grow into adults.

     Note:  I don't think kids will get their personality from parents.  For
            my game, the Jones family (one of those available as Maxis
            download) are outgoing but very inactive, yet their child (by
            birth) is an introvert, but quite active.

   "Play" is just about the best social interaction for kids; it increases Fun
   and Social motives TO THE MAXIMUM; kids CONTINUE to play even when both
   motives are full; ANY kid would accept to play, even serious kids; play
   sufficiently long and relationship will really go up.  They do need a large
   enough amount of space to play, which can exclude some rooms.

 Joseph Peitler sent me this:

   Simkids are not a waste of space.  They can make a lot of friends for your
   sim family while adult sims are busy doing other things, such as cooking,
   working on their skills, or sleeping after work.  One thing I noticed is
   that alarm clocks doesn't go off for the sleeping simkid.  Is this a glitch
   or has this happen to anyone else?  Also, since simkid don't "love", they
   can't go to the bathroom with another sim without being "shooed off" or
   shooing them off.


-------------------------------------------------------------------------------
10. Everything Else in the Neighborhood
-------------------------------------------------------------------------------

 Your house can be burglarized.  During the night, the game will slow down to
 the slow game speed, and a PIP will show the burglar coming your way.  If you
 have alarms, the second he enters the house, the police will be called.  But
 if he's clever, he'll just grab one thing and run, and may get away with it.
 So if you see a burglar, here's something to try:

   - Wake up your Sim.
   - If possible, call the police BEFORE the burglar enters the house to get
     the police here sooner.
   - Now here's the fun part, since the burglar runs on the same pathfinding
     algorithm as the rest of the Sims, you can "bump into" him, and he'll
     stop cold.  So if he's trying to go out the door, and you are in the
     doorway, he'll have to stop and wait for you to move!

   Note:  Anything stolen by the thief can't be returned to you, but you do
          get partial reimbursement from the Insurance Company.  Plus if he
          is captured you also get a §1000 reward!

   Tip:  Place burglar alarms on the OUTSIDE of your house, the burglar will
         be caught before he has a chance to steal anything!

 Joseph Peitler has this to add about Burlgers:

   The more sims you have in your family house, the less chance your house
   would likely be burglarize.  One house had 8 sims and after 100 days, their
   house was broken into only once.  While the houses that had 1 to 3 sims got </pre><pre id="faqspan-7">
   broken into 3-4 times in less than 70 days.

 broadstrong sent these tips:

   Tip:  Burglars come when everyone present in the house is sleeping, so they
         come at night.  But I had one instance where the burglar came in the
         MORNING!  (It should be noted that that time, the father was away to
         work, the kids had left for school and the mother was still sleeping)

   Tip:  Burglars TEND TO plunder the less well-to-do households, perhaps

         thinking that they could not afford the burglar alarm.  My Valentino
         (available as Maxis download) house never got burglarized so far
         (about 20 days passed by) even though there are only Rudy and Julia
         inside.

 Sims who don't know their way around the kitchen, not only cut themselves or
 burn themselves a lot while making a meal, may also cause a Fire to break
 out.  Once the fire has started, your alarm (if you have one) will go off.
 If you don't have an alarm, call the Fire Dept.  You can try to extinguish
 the fire yourself, but ... you can die from the flames!

 The character § can be typed by pressing and holding ALT, then on the number
 pad pressing 0167.  This is the character for "Simoleon" the monetary unit of
 the Sims.  If you want to see something bizarre, check out the Money bag on
 the CD case, and on the instruction manual.  You will see the symbol § on
 both, but on the CD case, for some reason, it is backward!


-------------------------------------------------------------------------------
10.1  Death and Ghosts
-------------------------------------------------------------------------------

 Death can come to the Sims in a couple ways.  One, they can starve to death.
 This one is fairly easy to avoid, as when the Hunger bar gets low, it doesn't
 deplete as fast, and even when it gets to completely red, your Sim won't die.
 Give it a few days, and they will, however, so get them some food.  The other
 way for them to die is in a fire that they are either trying to extinguish,
 or merely got caught in.  Another way for them to die is to have them Drown
 in your Swimming Pool.  This occurs when they run out of energy in the Pool.
 This can only happen if you remove the ladder out of the pool while they are
 swimming, otherwise they'll just get out before they drown.  When they die,
 the Sims leave a Tombstone (you can readily see these by playing the Goth
 household), and furthermore, they will HAUNT the living!  So don't let the
 Sims die.

 Another way to kill a Sim would be to stick a fence (or a wall) around him,
 and wait.  I did this once, and it was rather depressing to watch as the
 Sim first went Insane, then died of hunger.

   Note:  Ghost Sims (or SimGhosts if you will) usually do their haunting at
          11 pm.  It is random as to whether they will do it or not, but if
          you have enough graves (see the Goth house) it will probably happen
          every night!

   Note:  Where the Sim dies determines their "marker".  If they die outside,
          they leave a Tombstone, inside an Urn.  The living members of your
          household then have to "mourn" the marker for 24 hours.  That is, of
          course, after they have finished what they were already doing (so
          they will watch TV until satisfied, then go mourn).  After that you
          can mourn at your leisure.

 Death is one of the few ways to get rid of a Sim for Good.  So, if you have
 just plain too many Sims in your family, or you married a Bum or something...
 Well you get the idea.  Although this is HIGHLY amoral! (good thing morality
 isn't a Need!)

   Tip:  One way to fortune is to marry a bachelor, take all their money, then
         "bump them off".  Two good ways to kill them, wall them up somewhere
         and let nature take its course, or remove the ladder in a pool.
         Bloodthirsty, but effective.  Maybe you should even name your
         murderous little Sim the "Black Widow" or something.

 Well you've had your fun with the Ghost spooking your Sims, and now you want
 rid of that Ghost.  Well you can just sell their Tombstone/Urn for §5, or
 destroy the house and they'll never pester you again.  Or if you like the
 ghost, but don't like the hauntings, you can just move your bedrooms to the
 second story since Ghosts can't climb stairs (probably since they'd go right
 THROUGH the stairs!).

 Joseph Peitler had this to add:

   Dead Sim Walking

   It takes a lot longer to kill a sim by isolate and starve him off then it
   is to drown him.  On a full stomach, it takes 4-5 days for the hunger gauge
   to reach zero and red and another 1-2 days for him to die from. It is even
   longer if it is a visiting sim, although I don't know you can actually kill
   a visiting sim that way (you can drown them).  Drowning is quicker, by it
   doesn't show any devatating effects like screaming or gurgling sounds the
   way a starving sim before he dies.  The most disturbing death of a sim is
   from a flu by a GPV (Guinea Pig Virus), because even with energy and hunger
   gauge at halfway, the sim could die when you least expect it.

   It doesn't matter where a sim dies, if you move he's "death marker"
   outside, it becomes a tombstone.  Move it in a house, it's a urn.  But
   suppose you want the urn outdoor?  Place the urn on any desk/table/counter
   (no end table), then move the table out of the house.

   Joseph Peitler has this to add:

     The ghosts come out after every two days, after 11:00 PM (mostly
     12AM-1AM) and go back around 6AM or sooner.


-------------------------------------------------------------------------------
10.2  Did you Know?
-------------------------------------------------------------------------------

 After 100 days of your Sim living in their house (to check how long they have
 lived there, click on their money, and in the corner it will say "Days since
 Move In"), you get the option of getting little messages about the people who
 made this game.  I have included only the first one here (there are a lot of
 them!), the rest you'll have to see for yourself!

   Will Wright -- Game Designer

     Will first thought of "The Sims" shortly after the original SimCity.  It
     took this long for technology to catch up with Will's vision.  In the
     Maxis offices we have a mock-up design for the original idea of The Sims.
     Though the technology is far more advanced, the actual game does not vary
     much from this prototype.  Will makes wicked Excel sheets, and likes to
     zip around the Maxis offices on a bright red electric scooter.

     Fun Fact:  Will purchased a couple of real pink flamingo lawn ornaments
     for the team so we could properly model both the complex 3D shape of the
     birds and the physics and emotional algorithims needed for kicking them.

 Joseph Peitler sent in a list of the other "Did you Know" people:

   1.   Will Wright
   2.   Rana Ryan
   3.   Jeff Charvat
   4.   Charles London
   5.   James (Jamie) Doornbos
   6.   Patrick Buechner
   7.   Chris Trottier
   8.   Luc Barthelet
   9.   Patrick J. Barrett
   10.  Eric "Bo Bo" Bowman
   11.  Don Hopkins
   12.  Trevor Perrin
   13.  Alex Zvenigorodsky
   14.  Robi Kauker
   15.  Eric "Chin" Chin
   16.  Eric "Irk" Hedman
   17.  Jami Becker
   18.  Michael "Mike" Lawson
   19.  Melissa Bachman
   20.  Timle Tourneau
   21.  Sean Baity
   22.  Paul Wilkinson
   23.  Roxy Wolosenko
   24.  Claire Curtain
   25.  Bob King
   26.  The Sims testing team-guided by Jami, Gabe, and Etienne
   27.  Jim Mackraz


-------------------------------------------------------------------------------
11. Cheats & Tricks
-------------------------------------------------------------------------------

 The following Cheats come from http://www.gamewinners.com/

   To bring up the Console to enter the Cheats into, press CTRL-SHIFT-C.

   Warning:  Try to avoid using the move_objects cheat to delete things like
             mailboxes and carpools.  If you delete a Mailbox, sure you can't
             get bills, but it screws up the game (in mine Guest Sims could
             arrive, but couldn't be greeted!!).  Also if you delete the
             carpool, you can't go to work.  Ever.

             Also, if you delete a Sim, they will revert to the state they
             were in when you last saved it.  So if you got a lot of Skills,
             then delete your Sim, they'll lose all that.

             I have an idea about how you could get your Mailbox/Carpool back
             if you deleted them:  Import a new house from somewhere (usually
             http://www.thesims.com/) and install that into the game.  That
             should work.  Or you could just uninstall the game then
             reinstall.

   I've divided the cheats into two categories, those that I KNOW work, and
   those that probably don't.

   Cheats that work:

   - 1000 Simoleons (unpatched game version)                  klapaucius
   - 1000 Simoleons (patched game version & Livin' Large)     rosebud
   - Create moat or streams                                   water_tool
   - Display personality and interests                        interests
   - Move any object                                          move_objects

   Cheats that probably don't work:

   - Add new family history stat to the current family        hist_add
   - Appends the route destination list to AllRoutes.txt
     every time a route is found                              write_destlist
   - Architecture tools automatically set the level as
     needed                                                   auto_level
   - Automatically import and load indicated FAM file         import <FAM file>
   - Automatically load indicated house, no questions
     asked                                                 house <house number>
   - Check and fix required lot objects                       prepare_lot
   - Completely flush app to VM file when running Windows NT  flush
   - Crash game                                               crash
   - Create shrunk_text_#.bmp files              shrink_text <font_size> <text>
   - Create-a-character mode                                  edit_char
   - Draw all animation frames disabled                     draw_all_frames off
   - Draw all animation frames enabled                      draw_all_frames on
   - Draw colored dots at each person's origin                draw_origins
   - Dump entire memory to core_dump_[date:time].txt          core_dump
   - Dump selected person's most recent list of scored
     interactions to a file                                   dump_happy
   - Dump selected person's motive contribution curve
     to a file                                                dump_mc
   - Enable debug flag to show outcome choice dialogs
     for social interactions                                  debug_social
   - End sim logging                                          sim_log end
   - Execute "file.cht" file as a list of cheats              cht <filename>
   - Floorable grid disabled                                 draw_floorable off
   - Floorable grid enabled                                  draw_floorable on
   - Force an assert for testing                              assert
   - Log animations in the event log window                   log_animations
   - Map editor disabled                                      map_edit off
   - Map editor enabled                                       map_edit on
   - No tutorial object generation when tutorial house
     is loaded                                                tutorial off
   - Prevent web browser crashes                              browser_failsafe
   - Preview animations disabled                              preview_anims off
   - Preview animations enabled                               preview_anims on
   - Programmer stats                                         tile_info
   - Quit game                                                quit
   - Read in behavior tuning constants from Tuning.txt        #import
   - Rebuilds entire control panel/UCP from scratch           rebuild_cp
   - Refresh the BMP_ resources for all people whose
     IFF files are writable                                   refresh_faces
   - Rematch dependent textures and regenerate bitmaps
     for all user characters                                  refresh_textures
   - Restore tutorial                                         restore_tut
   - Rotate camera                                            rotation <0-3>
   - Routing debug balloons disabled                         route_balloons off
   - Routing debug balloons enabled                          route_balloons on
   - Run series of random operations on unhoused families    fam_test <opcount>
   - Save currently loaded house                              save
   - Save family history file                                 history
   - Say "plugh"                                              plugh
   - Say "porntipsguzzardo"                                   porntipsguzzardo
   - Say "xyzzy"                                              xyzzy
   - Selected person's path displayed                         draw_routes on
   - Selected person's path hidden                            draw_routes off
   - Set event logging mask                                   log_mask
   - Set free thinking level                                  autonomy <1-100>
   - Set game speed                                      sim_speed <-1000-1000>
   - Set grass change value                                edit_grass <number>:
     Set grass growth grow_grass <0-150>, 150 is brown grass
   - Set lot size                                             lot_size <number>
   - Set maximum milliseconds to allow simulator       sim_limit <milliseconds>
   - Set time of day (unpatched game version)                 set_hour <1-24>
   - Set z offset for thought bubbles             bubble_tweak <z offset value>
   - Sets the neighborhood directory to the path               <directory path>
   - Sets up the borders of the lot with non-editable
     flag. Requires rotation                     lot_border <tl> <tr> <bl> <br>
   - Sets whether menu items appear for in use objects        allow_inuse
   - Show memory view window in debug builds of the game      memview
   - Start sim logging                                        sim_log begin
   - Swap the two house files and updates families
                                      swap_houses <house number> <house number>
   - Ticks disabled                                           sweep off
   - Ticks enabled                                            sweep on
   - Tile information displayed                               tile_info on
   - Tile information hidden                                  tile_info off
   - Toggle allowing visitors to be controlled using
     the keyboard                                             visitor_control
   - Toggle assets report                                     report_assets
   - Toggle automatic object reset feature                    auto_reset
   - Toggle calls to PeekMessage within sim loop              sim_peek
   - Toggle camera mode                                       cam_mode
   - Toggle display of unavailable interactions in
     person control menus                                     all_menus
   - Toggle music                                             music
   - Toggle object compression in save file                   obj_comp
   - Toggle quaternion transformations                        quats
   - Toggle sound log window                                  sound_log
   - Toggle sounds                                            sound
   - Toggle web page creation                                 html
   - Total reload of people skeletons, animations,
     suits and skins                                          reload_people
   - Trigger sound event                                      soundevent
   - Write out an RTE file every time a route is found        write_routes
   - Write out behavior tuning constants to Tuning.txt        #export

This was sent in by Nancy Beck:

 I (actually, my son) found 2 quicker ways to make money with the cheat.   One
 is when you are typing all the !;!;! add a wrong symbol at the end and just
 hold the enter key.  It will come up saying no such cheat, but will still add
 the money.  Just back space over the wrong symbol at the end and enter to get
 rid of the window. Another way is to type  klapaucius; ;  and just hold the
 enter key...it too will add all the money.

This was sent in by Mandy Falco:

 Another way to get a bunch of money - after typing the "klapaucius" cheat,
 *do the "!;!;!;!;!;!;!" except fill up the command line until it starts
 clicking at you (it should end on an "!".) Now copy what you typed and
 hit enter. you should get around 130,000 simoleons. Since you copied it
 now you just keep pasting in your new code and before you know it you
 will have one simoleon short of 10 million. :)

This comes from broadstrong:

 Water Tool Cheat:  The water tool cheat works only in build mode.  To remove
 the water created with this, use Ctrl-click (just as other objects in Build
 mode).  Clicking any Build mode button disables the water tool.

____________
Easter Eggs:
¯¯¯¯¯¯¯¯¯¯¯¯
 There is only one easter egg that I know of.  Insert the game CD and let the
 autoplay screen come up.  Once it's up, click the Maxis logo in the lower
 left of the window to open up a picture of Will Wright with Sims crawling
 all over him.   (from Mikey Griffiths)

___________________
Trainers & Editors:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 There is currently only one trainer that I know about, a Money trainer, which
 can be found here:

   http://thesims.xtremesimz.com/cheat-description.shtml

 There is also an Editor for the game, which can change your Sim's Stats, such
 as their Mechanical Skills, or whatnot:

   http://people.atl.mediaone.net/jharry/simedsetup.zip

 Here's another one:

   http://simed.gameeditors.com/

 And another Character Editor here:

   http://www.geocities.com/tsedit/

 And no, I haven't tested any of them, and therefore know very little about
 them.

_______
Tricks:
¯¯¯¯¯¯¯

 The old "Marry them for their Money" trick:

   One way to get a bunch of money is to get the last person of a household to
   marry into your family.  Then they bring over all the money they had, plus
   the money they got from selling their house.  So, what you should do is to
   simply create a Sim, put him in a cheap house (a Wall with a Phone will be
   sufficient!) and then wait for your Family of Sims to come by.  Once he has

   met them, switch back to that Family and begin the process to get him (or
   her) married into the family.  You can do this as often as you want, until
   your family is up to 8 members.

 The old "Use it then return it" trick:

   If you buy something, and decide that you don't really want it, then as
   long as you get rid of it (in Furnish mode, click on it then press DEL) the
   same day as you bought it, you'll get the full money back.  Great for
   getting rid of those impulse buys.  Also useful if you want to buy a
   computer for the purposes of Job Hunting, but don't need a computer just
   yet.

 The old "Use it while it's being repossessed" trick:

   If you manage to use an object at the same time as it is being repossessed,
   you will get money for that object, as if you had sold it.  It sure beats
   just LOSING the item!

 The old "Job Switching" Trick:

   Many career paths use similar skills.  For example, both law enforcement,
   and military require much the same thing (Crime as well).  So if you want
   to suddenly... switch careers you will be able to jump up another career
   ladder quite easily!  And at each promotion you will be given a Bonus...
   You can see where I'm going with this.  So switching careers MAY be quite
   beneficial!

 The following tricks come to us from Kyrre Aalerud:

   1:  A little trick to get rid of garbage:  Throw the garbage-can away!
       This actually works!  If the garbage-can is new, then you will get §30
       for it, and a new one costs the same!

   2:  Also, I couldn't find anything about getting rid of children...
       I only know of this way:  have them do lousy at school, or not go at
       all.  This will send them to military school and out of your hair.

 Killing everyone in the neighborhood (for Sadists, I suppose) by Dan Vernon:

   If you are a real sadist, and you want to kill off an entire Sim
   neighbourhood, read this. For maximum effect, have a family of 8.  Buy a
   brand new lot, and build a house with a 3-4 tile gap all the way around it.
   Build a swimming pool all around (use klapaucius if the money's getting
   short) and put a diving boardgoing in (from pavement to pool) and a ladder
   coming out (pool to front door). Get all your family inside and wait for
   the neighbours to arrive... They'll dive in and come inside, socialize with
   your Sims and then when they want to go home, attempt to leave.

   This is where it gets fun!  The neighbours will swim around until they've
   run out of energy, and then, they will DROWN!  Repeat until entire
   neighbourhood dies (try all this after making a large neighbourhood that
   went wrong).  Then put all but one (an adult) of the house Sims into the
   pool and sell the ladder!  Watch them all drown and then, using the
   move_objects cheat, move all the tombstones into the lonely Sims bedroom.
   Then make a space for him to get out (to go to work) and wait for 11 pm!
   There are sometimes several ghosts (it's very odd when they try to swim
   underneath furniture!) in the night and they howl and wake up Sims (which
   is the downside of this really....).

 Empty Trash Can Trick, from Broadstrong:


   When the trash can is full, empty it, then cancel the action.  There will
   be a pile of mess around the Sim.  Click on the pile and select "Clean Up".
   The Sim throws the trash back nito the trash can, but the trash can IS NOT
   FULL! (or you could just try the Trick in the next section)


-------------------------------------------------------------------------------
11.1  Deleting Trash (and Bills too!)
-------------------------------------------------------------------------------


 The Following Trick comes from Shyguy982:

    I always find it hard to juggle keeping my Sims happy, socializing, and
    cleaning.  Well, I solved the cleaning agenda, which made it a whole lot
    easier for me to concentrate on the other aspects of the game.  While in
    purchase mode, you can pick up dishes.  On the bottom of the screen it
    says they can't be sold or deleted.  Which is false.  In order to dispose
    of these nuisances in a timely fashion, simply pick it up, place it over
    another object such as a plant or couch.  Somewhere it cannot be placed
    onto.  Then simply hit the escape key while it's hovering over the object.
    Bingo!  Gone for good.  It makes cleaning your house a snap, and it gives
    you extra time to do whatever needs be.

    Also, this trick works on bills too!  Yes, you can hover them over other
    objects, and hit escape, thus deleting your bills in the process.  And
    don't worry, they don't come back to haunt you.  I've played for several
    months without having paid a bill, and never had a thing repossessed!

    I hope you can pass along this info.  It's a terribly sneaky cheat, but
    it makes things a whole lot easier.  And please give credit, it you decide
    to post it on your FAQ.  Thank you, and if ya can give me an email, and
    let me know if they worked as well for you as they have for me.  Thanks.

    Editor's Note:  This Cheat does NOT work once Livin' Large is installed!
                    If you try to delete something with LL installed, the Bill
                    will simply reset to where you picked it up from.  There
                    is still the 'move_objects on' method of deleting bills,
                    however.


-------------------------------------------------------------------------------
11.2  Paying only Every Other Bill
-------------------------------------------------------------------------------

 I found the following cheat at http://strategyshrine.gamereactor.net/

 Paying the Bills
 Simply keep a bill, unpaid, until the mail carrier delivers the next set.
 When your flag is up (your mailbox being full of-- what else, more bills),
 pay the first one (i.e., bring it out to the mailbox.) When you do this, the
 newer bills disappear.  Using this cheat, you will only have to pay every
 other bill, instead of every one. (sent in by Jesper Thiesen)


-------------------------------------------------------------------------------
11.3  The Newbie Trick
-------------------------------------------------------------------------------

 Yes, we all remember the Newbies, those crazy cats from the Tutorial.  But
 there is a really neat little trick that one can do with them, if one pays
 attention.

 Here's the crux of the trick:

   While the tutorial is going, the Newbies Needs drop very very slowly.  In
   other words, you can safely ignore most everything and have them do
   whatever you please.  This works ONLY SO LONG AS THE TUTORIAL is running,
   and stops once the tutorial does.  So as soon as Betty Newbie pops in, do
   no more of the tutorial.

 But what will one do with these Newbies?  Build their skills!  And since
 their Needs don't fall (well, not exactly, check the following NOTE), you can
 build skills at the Ultra Speed to get them up to perfect skills.

   Note:  Although Needs don't drop on their own, they will drop if you start
          exercising, or while at work.  However, this drop is considerably
          smaller than what one would experience by just normally standing
          around the house, and can be eliminated quickly by a quick nap,
          sleeping in a bed, or by Coffee/Espresso.

 Using this trick, one can quickly get some Super Newbies!

 Mandy Falco sent me this:

   "When you are cheating the Newbie mode to max out all your skills be aware
   that it takes about 24 sim hours for your sims to regain all their energy
   back."


-------------------------------------------------------------------------------
11.4  Washing Dishes Faster
-------------------------------------------------------------------------------

 Oh sure, you COULD just delete the dishes (see the above trick), but suppose
 you don't want to, there is a way to just do the dishes a little faster.

 Mandy Falco sent me this:
 "Washing dishes faster - as soon as your sim starts washing dishes tell
 him to quit or make him do something else and the dishes disappear."


-------------------------------------------------------------------------------
11.5  Deleting your Characters, and resetting their Mood
-------------------------------------------------------------------------------

 You may have noticed that any time you move your Sims into a new house, their
 Mood is set at a default level, which has most Needs at full green, except
 for a couple (such as Fun) which are only down a little.  What use is this?

 Well, first off, any time you move your Sims into a new house, their Mood
 resets to the default level.  So if you feel like getting full energy without
 the work, just move them into a new house.

 But there is an easier way.  Before doing this, save your game (see the
 warning below) Use the move_objects cheat, and go into the Furnish mode.  Now
 select your Sim, and press delete.  Your Sim will be pulled out of the game.
 Now go back to Live mode, and click on your Sim's portrait to bring her back.

   Warning:  Your Sim will essentially be loaded out of your last save game,
             so all her stats will be what they were when you last saved it,
             so before you delete your Sim, SAVE THE GAME!!

 Now you have your stats back, and no time has passed!  If you don't gain any
 stats since you saved last, don't bother saving, it won't help you any.

   Note:  Relationships are not effected by this trick.


-------------------------------------------------------------------------------
11.6  How to Max out all the Personality Stats
-------------------------------------------------------------------------------

 This section is from http://geocities.com/simdiscussion/index.html

 How to create max stats and skills:

   To max out skills, you need to do 2 things first, backup your Neighborhood
   file and get a Hex Editor (I used Cygnus which I downloaded from
   softseek.com). Now go into the Characters folder and there should be files
   names userXXXXX (on a side note you can rearrange which families and houses
   certain sims are in by altering these files, thus you can instantly move a
   sim from one family to another), open a userXXXXX file in notepad and
   scroll to the bottom, the name of the sim should be there somewhere, make
   note of which sim is associated with which userXXXXX. Now open up your
   Neighborhood file in the Hex Editor, use the find feature to locate
   userXXXXX (whichever you want to alter) in the file, once you find it
   select it and everything for a few lines after, making sure the selection
   starts right before the 'u' in userXXXXX. Now cut this section out and
   paste it into a new blank file, if you notice it counts of by tens on the
   left:  00000000 00000010 00000020 ect.

   Thus on row 2 (00000010) the sets of two characters are numbered 10 11 12
   13 14 15 16 17 18 19 1A 1B 1C 1D 1E 1F. Ok you need to alter pairs of these
   to E8 03, and the pairs are

   NEAT: 16 17
   OUTGOING: 18 19
   ACTIVE: 1C 1D
   PLAYFULL: 1E 1F
   NICE: 20 21,

   and for skills

   COOKING: 26 27
   MECHANICAL: 28 29
   CHARISMA: 2A 2B
   BODY: 30 31
   LOGIC: 34 35
   CREATIVITY: 36 37.

   After you are finished altering the file insert it back into the
   neighborhood file exactly where you took it out. Save the file and that's
   about it.

   There is an Editor that will do this for you, check out the Cheats section
   above.


-------------------------------------------------------------------------------
11.7  Starting a Sim with random Job Stats
-------------------------------------------------------------------------------

 Here's an odd trick to try.  (modified from http://go.to/simuniverse/)

 Create a new family at the neighborhood level.  Now create a SimKid, choose
 his stats, but don't bother with the skin, and click "Done" on the Kid.  Now
 click the Edit button for the Kid, and change him from a Kid to an Adult.
 You can change the skin all you want, but I think that you can't change the
 stats.

 Now when you play this family, you have to click this Sim's portrait to make
 him appear, and once he does, he will already have several Stats filled in
 randomly.  Mine had about 8 Charisma, 2 Cooking, etc.  A neat little trick to
 try!

   Note:  This Sim will also be considered to have a "job", but this job gives
          you no money, so you probably will not want to keep it.


-------------------------------------------------------------------------------
11.8  Speeding up your Sim
-------------------------------------------------------------------------------

 This section is pretty much from broadstrong.

 Here's how to Speed up/Slow Down a Sim:  Holding the mouse pointer over a
 CONTROLLED Sim speeds his movement.  Holding it over an UNCONTROLLED Sim
 slows him down.

 And here are some strategies that utilize this trick:

   a)  Speed up the Sim to save time.  This is especially crucial for
       long-distance walking, getting to work on time, skills training (body
       for example) or non-active Sims who seem to walk slower.

   b)  Slow down the Sim, not to waste time, but to help the other Sim get a
       desired interaction (social or itemwise), avoid "jealousy" (and the
       awful trumpet sound) and hence lowered Relationship scores, and more
       importantly (for me), to avoid collisions of the Sims or blockage of
       doorways.


   c)  Slow down the burglar so that he is captured before stealing anything!
       Yes, I have tried it and it works (I must admit it is very cheap
       though)!


-------------------------------------------------------------------------------
11.9  Better Personality through Chemistry (Livin' Large ONLY)
-------------------------------------------------------------------------------

 This is also discussed in a TIP in the Chemistry Set section above.

 The Chemistry Set has 8 distinct potions that can be created on it.  Some
 help you, some turn you into monsters, and the YELLOW one flips your Sim's
 personality.  This leads to one of the spiffiest new tricks in Livin' Large.

 1.) Create a Sim, but give her NO PERSONALITY AT ALL.  That's right, not one
     point spent on anything.  No nice, no neat, nothing!

 2.) Move this Sim into a vacant lot/house, and buy a Chemistry Set.  Now have
     her [Make Potion] until she comes up with a Yellow potion.  This could
     take a LONG time.  My Sim got 8 Logic points before making a Yellow
     potion.

 3.) Drink the Yellow potion, and your Sim will go from having NO PERSONALITY,
     to have the ULTIMATE PERSONALITY.  That's right, full 10's in every
     category!  Sweet!


-------------------------------------------------------------------------------
11.10  Sell the Rocket Explosion
-------------------------------------------------------------------------------

From Alex Pinkney:

 My friend Ben discovered a way to make huge amounts of money, taking next to
 no time, and having fun at the same time.

 Buy the fireworks, and launch a rocket. Wait until you can see the rocket
 coming downwards. Go into buy mode and you can sell the rocket/explosion for
 §2300!!! This method is guilt free because you don't even need to use the
 move_objects cheat!


-------------------------------------------------------------------------------
12. Customizing Your Game
-------------------------------------------------------------------------------

 Within these next couple of subsections are the various ways that you can
 customize The Sims, including the Nude Patch. (heh)


-------------------------------------------------------------------------------
12.1  Changing the Radio Station Music
-------------------------------------------------------------------------------

 Changing the Radio Station Music: (from http://www.thesims.com/)

   In case you were wondering, you CAN have the Sims listen to YOUR music,
   rather than the default music.  Go to:

     C:\Program Files\Maxis\The Sims\Music\Stations

   And you will see 4 folders:  Rock, Country, Latin, and Classica (not
   Classical, just Classica).  Now place any MP3 or shortcut to an MP3 in
   these folders and that song will play when they play the radio!  And, no
   you can't add new stations.  You can, however, add as many songs as you
   want to each station.


-------------------------------------------------------------------------------
12.2  Skins
-------------------------------------------------------------------------------

 You can download Skins for your Sims (think different outfits and heads) at
 almost any of the Websites listed below in the Final Words... section.  If
 you are interested in creating your own Skins, I would suggest this link:

   http://www.simzonline.com/features/19990602/

 Located at http://www.simzonline.com/ this feature is a comprehensive look at
 how you can create your own skins.  I would also recommend downloading
 several other programs from http://www.thesims.com/, such as FaceLift and
 SimShow.

   FaceLift:  http://www.thesims.com/us/getcool/faces/index.html
   SimShow:   http://www.thesims.com/us/getcool/skins/index.html

 There are other programs at the official site, which you may be interested
 in.

 broadstrong sent me this:

   Besides the obvious skins in the game, these things are skins too, namely:-

   (a) Blanket and milk bottle for the baby
   (b) Costume for the toydoll (toydoll from the toybox)
   (c) Paint for the toycar (toycar also from toybox)
   (d) Wrapping Paper for the gift (under "Give Gift" option)

   However, by default, all these are green.
   Coasters (http://members.xoom.com/CoastersSims/) and
   SIMply Dariene (http://members.xoom.com/baschdar1/simdex.html)
   (two very good fan sites I recommend) have the customized skins for all
   these stuff.  (Latest: Coasters got more new stuff)


-------------------------------------------------------------------------------
12.2.1  The "Nude" Patch
-------------------------------------------------------------------------------

 Well somebody finally got around to getting around the pixellated censoring
 that occurs whenever your Sim does something "naughty" (such as going to the
 bathroom).  It should be noted that this isn't anything great as Maxis never
 really intended for the Sims to be seen in the buff, and therefore they
 didn't put any detail into it.

 You can find the patch at any of these sites:

   http://superturbo.com/sims/
   http://www.game-revolution.com/download/sims_nude.htm
   http://www.adultgamereviews.com/sims_adult_patch.zip

 All the instructions that you will need are in the ZIP file on that site.

 What you do when you get it is to unzip it, and place the files in your SKINS
 directory, which is probably something like:

      C:\Program Files\Maxis\The Sims\UserData\Skins

   Note:  This does NOT work for children, and furthermore, it is not anything
          that would be considered "pornographic."  In other words, you don't
          really get to "see" anything.



-------------------------------------------------------------------------------
12.3  Setting up Multiple Neighborhoods
-------------------------------------------------------------------------------

 I vaguely covered this in the FAQ for a few versions, and decided it needed
 its own section.

 There are actually two ways to do this.  One is the Do-It-Yourself method,
 and the other is the Download-A-Program method.

 The first method is really simple.  This is best done BEFORE you have done
 any work on your neighborhood!  In your Game Directory (which is probably
 c:\program files\maxis\thesims\) is a directory called UserData.  Right Click
 on this, and select COPY.  Now go back out to the Maxis directory, and do a
 CTRL-V to paste (or click the Edit menu and choose Paste, also you can place
 this directory anywhere).  You now have a copy of your neighborhood.  Now
 rename the folder to UserData2 and move it back to TheSims directory.  Now
 to switch between neighborhoods, simply rename UserData to UserData1 and
 UserData2 to UserData.

 The second method is to download this program: (Neighborhood Watch)

   http://www.simzonline.com/files/tools/neighborhoodwatch.zip

 and run it!  This file is from http://www.simzonline.com/ a great site for
 your Simming needs.

 This method is NOT recommended for use if you have any of the Expansion
 Packs.  See the section above for Hot Date (or the Sims: Hot Date readme
 file) for information on setting up more neighborhoods.


-------------------------------------------------------------------------------
12.4  Download Surprises (thanks to Joseph Peitler)
-------------------------------------------------------------------------------

 Here is the list of all the current downloads: (http://www.thesims.com/)

   Cuckoo Clock
   Moose Head Decoration
   5 New Skins
   5 New Houses
   Wall Lights
   Slot Machine
   Guinea Pig (Pet)
   New Plants
   New "Physical" Skins
   "Elwood" Skin
   MTV Skins (which includes "Elwood")
   Topiaries (Hedge Animals and such)
   Flowerbeds
   Jukebox
   The White House
   Two New Trashcans
   Glowing Flamingo Wall Light

      AND

   A complete Game upgrade to The Sims version 1.1!

 What you may not know is that some of these downloads are not all that they
 appear to be, some have Trojan Horses in them.  No, not computer viruses that
 could kill your computer, but rather they have other game effects that you
 may not be aware of.

 Here is a list of all the hidden effects that I know of: (some info here is
 from broadstrong)

   Slot Machine -- carries a mini-patch on it that fixes some bugs.  If you
                   want to keep all of the cheats intact (such as the set_hour
                   cheat) then install this instead.  It isn't as complete,
                   but should help.  Also, has a hidden money cheat (or money
                   spinner, maybe).  Play it when fun is low; there is a
                   greater chance to win!  Great especially when the bid is
                   100 Simoleons.

   Guinea Pig   -- The worst one of all, this one carries with it the PLAGUE.
                   Literally, this Guinea Pig comes complete with a Virus.

                   There are two things that can make a Sim sick. One is when
                   you don't keep the cage clean and when the Sim plays with
                   it and gets bitten. Keeping the cage is easy, especially
                   if you have a maid, because she can clean it for you. If
                   your Sim gets bitten once when the cage is clean, it will
                   have no effect. However, if he gets bitten more than once,
                   even when the cage is clean, the Sims will get sick. The
                   more bites the Sim gets, the sooner he gets sick, the
                   longer the sickness remains and the more chances your Sim
                   will die. After bitten, the Sim might get sick around 1 or
                   2 days. However, if he comes accross a sick Sim and catches
                   it, he will get sick in less of a day. Especially if he got
                   bitten before then. In order to avoid all this don't buy
                   the guina pig, unless you are really tired of your Sims.

                   If you wish to buy it, here are a few warnings: keep
                   the cage clean and don't play with it so much.  The more
                   you play with it, the more chances of getting bitten.  If
                   the Sim does get sick, isolate him in room immediately,
                   so he won't walk around. (from Joseph Peitler)

                   One thing about the guinea pig -- the best (or maybe only)
                   time to play with it is when it is awake, otherwise it will
                   bite the Sim (but of course, which animal or human likes to
                   be awakened rudely?). (from broadstrong)

   Moose Head   -- This one isn't so bad.  The antlers on the moose head will
                   "droop" depending on the total "family mood" of the house.
                   So if everyone is feeling bad, the anters will droop quite
                   a bit.

   Cuckoo Clock -- it "cuckoos" at 12am, 6am, 12pm and 6 pm, waking up adults,
                   and only adults, in the room.  Since it sounds at 6am,
                   it can be used as an alarm clock (but I never tried it
                   because I never used the alarm clock).

   Party Balloons -- No doubt they will attract all your neighbours and start
                   a party, but as time goes, the balloons will burst, leaving
                   a pile of mess that brings the Room rating straight down,
                   and gives work for someone (maid or Sim) to do.  But I see
                   from somewhere that the mess can be sold!  Not confirmed
                   though.

   Topiary/Coped Flowers -- The topiaries and coped flowers have a flower bed,
                   which may act as a pathblock.  Sims bumping into it will
                   stop short and pause before moving on (just like Sims
                   bumping into other Sims).  This is time-wasting and energy
                   zapping. (broadstrong)

   Turkey Dinner -- Sims from all over the neighborhood flock to your house to
                   partake of the feast.  Yet often, they ignore the turkey
                   and won't eat it.


-------------------------------------------------------------------------------
12.5  Playing Without the Sims CD
-------------------------------------------------------------------------------

 There are likely several very good reasons why you might want the Sims game
 CD to be out.  Maybe you don't like swapping in CD's all the time, or maybe
 you are on a computer that doesn't have a CD-ROM (such as a laptop where you
 have to swap devices in and out).  I'm not here to judge!

 Anyway, here's a site that offers a new Sims.exe for those of you who don't
 want to have your game CD in all the time:

   http://sgn.simgames.net/thesims/addons/   (link dead, no other links found)

 Warning:  If you use this "altered" EXE file, you will likely end out unable
           to install Livin' Large properly.  When you get Livin' Large you
           will then have to uninstall the game, then reinstall it before
           you can put in the Add-On.


-------------------------------------------------------------------------------
12.6  Creating your own Objects
-------------------------------------------------------------------------------

 Everyone wants to be able to create their own objects, maybe a new couch, or
 a new fridge.  An ultimate TV perhaps, that has more than 3 channels.  Well,
 there are a couple of Editors that allow just that.

   Warning:  These editors can cause havoc with your game!  There have been
             reports where objects created with these editors cause the game
             to crash, burn and other nasty things.  That said, enjoy!

 The first Editor is Blueprint by Bil Simser:

   http://www.simbabes.com/blueprint/


 And the second Editor is SimTransmogrifier by Don Hopkins:

   http://www.simzonline.com/thesims/files/tools/simtransmogrifier.exe

 Maxis has also released a tool to create custom wall paintings (in case you
 don't like that sad clown) called the Art Studio:

   http://www.simzonline.com/thesims/files/tools/artstudio.exe


-------------------------------------------------------------------------------
12.7  Custom Interface Graphics
-------------------------------------------------------------------------------

 http://www.stas.net/frankensim/sanctum/extras.html

 This is the only site I know of that has new Interface Graphics for The Sims
 and Livin' Large.  Not only does it have replacement graphics (to get rid
 of that Blue interface), but it also has instructions on making your own
 interfaces.

 Also there are new start up screens for Livin' Large.


-------------------------------------------------------------------------------
13. Known Bugs
-------------------------------------------------------------------------------

Apieper sent me these:

 Repairmen can't walk up or down hills to repair things, only to repossess
 things.  So if your entire house is elevated below or above the sidewalk (I
 know one lot starts out like this, lot 2 I believe), and you call a
 repairman, they will just stand in place for 8 hours, bill you, and leave.

 If a sim "Sam" is watching TV on a couch, and another sim "Stanley " tries to
 interact with them, then Stanley will simply stand in front of Sam waiting
 for Sam to stop watching TV.  However, Sam will be blocked from standing up,
 because Stanley is standing in front of them.  Even if you cancel Stanley's
 "interact with Sam" action, Stanley won't be able to move.  They will be
 stuck doing nothing for a few hours - possibly missing work, or urinating on
 themselves.

 Similarly, if a Sim, "Escher" is painting and another sim "Dopey" is standing
 behind him trying to interact with him, Dopey will block Escher again.
 However, this time Escher will be able to stop painting, and he will occupy
 the same square as Dopey, so that neither of them can move under any
 condition.  The only way to resolve this situation is to evict everyone in
 the home.

 Not done yet!  If you have guests, and they are swimming in your pool, you
 can't ask them to leave, or even to stop swimming. They will swim and swim
 and swim, sometimes until they just climb out of the pool and collapse in
 front of the pool ladder. If there are any sims in the swimming pool when the
 pool ladder is blocked, they will all die.
</pre><pre id="faqspan-8">
 If you have an angled wall on top of a carpet, you can't remove the carpet
 without removing the wall.

 Oh! And a HUGE glitch. If you delete any picture in a scrapbook, then the
 caption for the picture is automatically overwritten.

 So overall, the sims isn't a very glitchy game as long as you avoid having
 houses with any hills, couches, chairs, paint sets, and don't use your photo
 album.

_______________
The "Twins Bug"
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Catty Burton sent me this:

 I've got something really weird to tell you, and hopefully we will be able to
 solve this problem I have.  I decided to have a baby, after having one
 already.  When the baby changes into a Sim kid, there are TWO of them!
 Weird, but it gets stranger.  One is a real person, that you can control and
 make do things.  But the other, acts like a guest and you can't make him do
 anything or interact with him (nothing happens when I click on him).  The
 twins can even interact with each other, and the Friendships signs come up
 (though the other twin isn't in the relationship bar).  This has happened
 almost every time I give birth to a baby (because I start back from a saved
 game), is this a glitch?  I'm going to experiment with this, see what happens
 when the controlled sim is sent to military school or dies.  I'll give you a
 report on that.  And this kid, he's a Cancer, but when he was born, he has
 nothing on his personality.  I mean nothing, no blue slots, and he is the
 worst of every category.  Isn't there some way you can use those 25
 personality points?

 Knowla sent me this:

   Catty Burton was published on your faq (thanks for all the info by the way)
   saying that she experienced having twins every time the sims had babies.  I
   had that problem too, it's always with the little wizard kids for my game.
   Anyway all I had to do was evict the family from the house and when I moved
   them back in, the two kids were re-loaded and became "as one" again.  Be
   careful though, because sometimes when you move the family out, and you
   move back in the game automatically sells all your furniture and you have
   to do that over again.

 moonshine sent me this:

   I also play The Sims and happen to have downloaded your Walkthrough. It was
   the greatest! I wrote to you regarding one of the known bugs you featured
   in the walkthrough, the one sent by Catty Burton. The same thing happened
   with me: I was playing the Snooty Patooty family (downloaded from
   http://www.thesims.com) and as I was painstakingly taking care of the baby,
   the weirdest thing happened. A boy appeared on my front lawn, just before
   the baby cradle turned into a boy, who happened to look exactly like the
   one who appeared by the front lawn. The boy from the lawn behaved like a
   guest, only I couldn't ask him to leave. I was able to control the other
   Simkid though. Like Catty's case, the kid had no personality stats (nice,
   playful, etc.). Since I read about it in your walkthough, I decided to
   conduct an experiment of my own.

   I walled-off the "guest Simkid" but I let the other one live on. The game
   became annoying since the walled-off kid constantly tried to play and talk
   with its twin. I had to cancel all his attempts since I was trying to get
   rid of him. Then, I quit the game and restarted it again. The weirdest
   thing happened! The walled-off Simkid and its twin somehow traded roles -
   the walled-off Simkid was the one who could be controlled while the other
   Simkid acted like a visitor. I decided to go out of the game again (always
   saved it before quitting) and reload the game. This time, both traded roles
   AND moods. The free Sim now had the all-red mood. I decided then to kill
   off both of the Simkids...I made the free Simkid (this time he no longer
   behaved like a guest) swim and removed the ladders afterwards. When he
   drowned, the walled-off kid was still there! I decided, for the last time,
   to save the game, exit it, then come back once more. At that point, the
   walled-off Simkid had also disappeared.

 And moonshine also sent this:

   I downloaded a house from http://www.mallofthesims.com (from Seth
   Nickerson's Olympian Architecture) -- it's a house for lot 3 (greek
   estate).  I was able to create a family and moved them in. While I was
   playing my new family, some neighbors came by but since the house was a bit
   too big, it took forever for my stay-home sim to get to the door and greet
   the visiting Sim.  Before I was able to do so, they have already left.

   At 3PM, the working Sim and the kids came back from work and school and I
   was startled that the carpool and school bus kept on honking their horns
   (like how they are in the morning while waiting for the sims to catch their
   rides).  I paused my game and saw two of those sims who earlier visited the
   house stuck at the edge of the lot.  Eventually Jeff Pleasant moved to let
   the carpool and school bus pass.  I tried to greet the sims but for some

   unexplanable reason, I couldn't.  There came a point that the help screen
   flashed the message Jeff Pleasant is hungry...is going home...but he just
   wouldn't go away.  Then out of nowhere, Montgomery Goth appears and my sim
   was able to talk to him.  When I asked him to leave, he said goodbye but
   wasn't able to go home.

       ||              ________________
       ||             /                \
       ||            /_                _\
       ||              |              |
       ||              |______________|
       ||XX (they got stuck here!)
       =====================================================

   If you know anything about this (solution and stuff), please tell me about
   it.  I also heard that a friend of mine encountered the same problem (in
   her game, 7 sims got stuck in the same place!) but I'm not sure if this
   also happened in lot 3.

     broadstrong had this to say about that:

       How far was the house from the roadside pavement?  If the house is VERY
       NEAR (two squares or less, with pillars, fences etc in between),
       visitors can get stuck even at the doorway or at pavements.  Maximus
       house (Maxis download) is one very fine example.  That's why it is
       better to leave three or four squares apart, and don't place too many
       things at the frontside (basically, don't create a front porch unless
       you have enough space for one).

 broadstrong had more to say about the Twins Bug:

   About the twin bug, I also encountered it!  It happened in the Hatfield
   house (another Maxis download).

   That time, the crib was in the kids' bedroom, and Jeff Pleasant, an invited
   guest, was nearing the doorstep.  At 5 pm, after Billy Hatfield had fed the
   baby and put her back into the crib (but I know the baby was not asleep), a
   SimGirl appeared in the room!  I could not recall if I saw twins, or
   whether I paused the game before the "other twin" can appear, but I checked
   that that SimGirl had NO BLUE BARS for personality (on seeing that, I felt
   somewhat chilly)!

   I reloaded the house (without saving), and this time the crib was in the
   living room, no guest was invited, and by the time Billy fed the baby, it
   was not yet 5 pm and he gets to sing to the baby.  After singing, the
   baby-to-kid animation went on as usual, and now the family has a normal kid
   (except that she has no outgoing bars, but the bars were well distributed
   in the other four personalities).

   As said, there were three differences between these two cases:-
    (1) The crib was in the living room the second time but it was in the
        kids' bedroom (not the first room) initially.

    (2) There were no guests, as opposed to Jeff Pleasant visiting.
    (3) The baby was still awake when the "twin" appeared, but seems to be
        well tended the secong time round.

   I don't know if these differences matter in the appearing of the "twin",
   but it can't be mere coincidence, can it?  It also seems that playing with
   the baby too often can lead to this, because "Play" leaves a lag time of an
   hour or so before the baby cries (if it is effective).

Joseph Peitler sent me this:

 Here are three glitches I recently saw:

 This one is similar to the ones Aaron Pieper described, but not as bad.
 Sim"Jim" was working out, while the visit sim "Tim" was walking towards him,
 to speak to him.  I cancelled Jim workout order, but not before Tim was
 standing over him, blocking the workbench exit.  You know the character
 finishes his workout, his arms drops and he says "WHEW!"  Well, Jim was doing
 that 5 times before Tim moved away to a distance.  He was a visitor, so I
 couldn't control him at that time.

 2. One of the floor lamps burned out, so I made my character call the
 repairman.  He came over, touch the lamp and got electrocuted.  Thanks for
 the patch, he didn't die (there is a joke in there, somewhere).  He finish it
 and went on as usual.  It was funny seeing him light up like a Christmas
 tree, though.

   Eric Chapman had this to add:

     "Hey, I was reading your FAQ and saw the note about the repairman being
     electrocuted and not dying after the patch. Well, it happened to me
     BEFORE I patched. And yes, he died. The photobook entry says "NPC
     Repairman has been electrocuted" and now whenever I call for a
     repairman, his ghost shows up! This is a GOOD thing! Why? Cause he can
     still fix things just like before, but because he's a ghost, he can walk
     through walls, people, whatever to get to the broken item. He just shows
     up, makes a quick bee-line to the broken item, fixes it, and makes
     another straight line through the walls and furniture back out. This
     saves money too, if you have alot of repairs to do in a crowded house,
     as less time is spent wandering around trying to get from point to
     point."

 3. I have 8 sims in a household.  One works at night.  Four starts work at 8,
 the last three at 9.  When 8 o'clock carpool arrived, the four got to work
 with no problems and the work pictures showed up on their face photos.  When
 the 9 o'clock carpool arrived, the first one went at 9:30, the second one at
 9:45.  I had trouble getting the third one out of the swimming pool (It seems
 that I had to click on the "get out" order before the "go to work" order,
 because she kept swimming and swimming, ignoring the "go to work" order).  By
 the time she went towards the car, it was 10:10, the car went off.  When that
 happened, ALL OF THE SIX PEOPLE WHO WENT TO WORK MAGICALLY APPEARED IN THE
 READING ROOM OF THE HOUSE WITH THEIR WORK PICTURES GONE.  This is not the
 first time it happened.  It seems that whenever any one sim misses work, the
 other sims who work the same or close to it job time, who is already at work
 appears back home.  This also happens to my other 2 sims in a different house
 (in the bathroom, this time), but not as much as the 8.  I got the version
 1.1 patch when this happened.  The bad news is those 6 sims won't get paid,
 even though they went to work.  If this happens again, I'll see if I can make
 them miss work the next day to see if they get fired.  See if I can make them
 miss work twice and not get fired using this glitch.

 An update to the glitch about 8 sims going to work and suddenly appearing
 back in the house.  This mostly happens when a sim is already in his work
 clothes and misses his car pool.  The car will stay there until around 10
 minutes after the departure hour (even a bit longer if the sim is already on
 the street and on command to "go to work").   Also, If the sim get delayed or
 "bumped" into standing still, delaying him from going to the car, the car
 will leave. If he still has the command, he will go to the street where the
 car was and then disappears.  Then, he will reappear back in the house in his
 regular clothes, If he was wearing work clothes at that time.

 This also happens if you sent your sims to work, then save within a "sim"
 hour and went into another house, where they ask one of the working sims to
 move in or purpose and he said yes.  When you go back to the working sims'
 house, you would find that all the working sims appear in a room except for
 that one sim that moved out.

Mark Hissett sent me these:

 Some possible bugs (I think).  After a fire this one girl I had, she cleaned
 some dirty dishes with flies.  Next thing I know, she has flies circling
 around her.  Her hygiene bar is about 75% green, and they still don't come
 off after a shower.  I don't believe they ever did leave her.

 In the buy or build modes, you can move dishes and such.  If you take the
 brownies someone has brought over (I am not sure if it works for all food
 items) and place it under the fridge, it will actually go into the fridge,
 when you move the fridge, the food moves with it.  One problem this causes,
 is that you can't make meals or anything.  You can eat the food, as well as
 take it out.  It is quite the problem when 3 or 4 dishes are under there and
 they have to wash them.  One thing I am unsure of is if the food goes rotten.
 I don't recall any flies in the fridge, but they dishes were not in there
 long anyway.  It would be cool if the food lasted that way.  I will have to
 see if it works for meals, so they last longer than 6 or 8 hours.

Headless Sims

 This happened to me once, and apparantly happened so someone else as well
 (Ashley Baker).  What happened is I had Betty Newbie move in with another
 one of my families, which already had someone with that head.  Nothing
 happened until I saved it, left, and came back later.  Then her portrait
 at the bottom of the screen was just black.  No more picture of her, just
 a black square.

 This happened to Ashley as well, but with the Pleasants:  "I have got the
 'plesant' family (comes with the game), in a house.  I don't know why, but
 the 'man' (forgot his name) of the family has no head, when you choose the
 family member, nor when you chose what house in the neighborhood screen. I
 have not deleted anything from the skins folder. His head appears to be
 normal, when 'playing' the game (when you can see all of the body, in the
 main 'bit' of the game).  Weird!"

Pathfinding Follies from broadstrong:

 Sims will take routes with the least doors, so between a short-cut through
 the house and a long way around the house (for example from backyard to
 frontyard), the Sim will choose the latter!  Also Sims rather prefer to walk
 on pathways than bare grassland.  Sims would rather walk in an L-shape manner
 than to walk diagonally (but the diagonal route is shorter!).  Both actions
 can really waste a lot of time and energy.

 As an illustration, Maximus house has a layout something like this (only
 partially shown):-

             ------------
             |           |
             |           |
          R  |           |
          O  |           |
          A  |           -d-----------
          D  |                SSSS
             |
             D      ROOM
             |
             -------------------------

        Legend: D-    main door (facing road)
                d-    door (not facing road),
                SSSS- stairs
                --- & | are walls

        Note:  Pavement all around the house

 Q: If a visitor rings the bell at main door and a Maximus had gone down the
    stairs, will he go to the main door directly through the room to greet the
    visitor?

 A: NO! (Surprised?)
    The Maximus will go out from the other door (door d), and WALK ALONG THE
    HOUSE (up-left-down in this case) to reach at main door and greet visitor
    then (Visitor could have left by then).

    I think it's because the Sim would rather walk on the pavement than on the
    indoor floor.

 Sims only care about the "best possible" path without caring if other Sims
 are in the way.  So to be safe, leave TWO squares (three for really paranoid
 players) free around any object, structure (whatever thing) for walking, and
 for objects that don't have social interaction, place them by the wall.  Only
 objects having social interaction (playhouse, pool table etc.) needs to be
 placed in free space.


-------------------------------------------------------------------------------
14.  Getting the Most from The Sims
-------------------------------------------------------------------------------

 This section is devoted to getting more gameplay out of The Sims, an
 excellent game, but one that people can get bored of after awhile.  Why?
 Because there's no way to win, and only so many things to do.  But with a few
 of these ideas, you'll be able to play this excellent game forever.

 1.    Don't cheat!  Cheating takes out the challenge from the game, which
       can drastically decrease the amount of long term enjoyment that you
       will get from The Sims.

 2.    Do the complete opposite of what you normally do.  If you created a
       male Sim, create a female.  If you did a Bachelor, do 3 or 4 Sims to
       start with.  Be creative in how you build your house.  Make it a giant
       Octagon with doors everywhere, or a triangle with no doors at all.

       If you created an Outgoing Neat Sim, create an Active Nice Sim.  Or
       maybe you could try making the Old Coot Sim, who has NO STATS
       WHATSOEVER!  How's that for a challenge?  Just TRY to have him make a
       few friends!

       The possiblities are endless, play around with it a little!  Don't just
       play to succeed, play for the fun of it.

 3.    Watch someone else play.  Let your little sister try her hand at a the
       game.  Not only will you be watching virtual people, but you'll be
       watching someone else watching virtual people!  How existential is
       that?

       Then have your Sims interact with your Sisters seems and see how they
       get along.

 4.    Don't play to succeed.  Fail.  Watch your Sims run around without your
       supervision, see how far they get.  Keep them unemployed and watch the
       bills pile up.  Let the Repo man come.  Let your Sim die if you want,
       just don't enjoy it or anything, that would be sadistic.

 5.    Don't cheat!  Cheating is great when you just want to mess around, but
       when you use it in order to buy the best of everything, you get tired
       of the game quicker.  If you have to actually work to get those things,
       you'll value it more than if you just cheated to get it.  And if you
       are going to cheat, don't give yourself too much money, or you'll take
       out most of the fun of the game.  I'm serious!  A lot of this game
       involves working for money, and if you don't need money for anything,
       you've just rendered a lot of the game pointless.

       So don't cheat, if you do, you'll feel cheap in the morning.


-------------------------------------------------------------------------------
15. Wish List
-------------------------------------------------------------------------------

 Here are just some ideas for what should/must be included in any further
 expansion or sequel for The Sims.  If you have your own Wishes, just email
 them in.

 1.  Ability to take your Sims out of their house.

     This could be to go to a store (perhaps you actually have to go pick out
     your furniture?), to another Sim's house, or to work.  In any case, these
     would add a lot of new depth to the game.  And potentially unbalance the
     game and make it less fun, but hey, I'm not a game designer, I'm sure
     they could work around that.

     DONE.  Hot Date and Vacation allow your Sim to head to Downtown and on
     Vacation respectively.

 2.  More Careers, and which Job you have carries over into your Sim's daily
     life.

     Yeah, we need more jobs.  How about the Computer Nerd career track?
     Start out as a lowly data entry geek, and work up to some sort of Bill
     Gates figure.  Furthermore, your job should affect your Sim's life in
     more ways than just their hours, and pay.  For example, if you have a Law
     Enforcement Sim, and your house is getting burglarized, your Cop Sim
     could arrest the criminal.  Or you had a criminal Sim, and a Cop Sim
     living together, they wouldn't get along so well.  You get the idea.

 3.  More things to do with houses.

     Third stories, basements, secret tunnels (to the batcave!), whatever.  Or
     maybe even "alternative" houses, such as Oriental Style, Ancient Style,
     Caves, Huts, and whatnot.

 4.  Ditch the carpool, get your Sim their own car!

     Think of how this game would be expanded if you could build your own
     garage, and put in it, your very own car!  You'd have to make payments
     on the car for a certain amount of time, and then the car would be yours.
     (Or it could be bought outright like furniture)  Then when you went to
     work, you'd just take out the family car, and drive off to work under
     your own power.

 5.  More types of social interactions.

     How about two Sims being able to talk while on the couch, not watching TV
     or anything, just sitting and talking.  Or maybe making out on the couch.
     Or how about large conversations?  Three or four people having an
     animated discussion on politics (not in a hot tub, just them talking).

     DONE.  As of Hot Date, if you put two Sims on a couch (watching TV or
     just sitting) and they'll talk.  You can even have them Cuddle if you
     want.

 6.  Aging!

     Yes, babies grow up to be kids, but why not kids to adults?  Or adults
     into old people?  Think of the logistics of having to take care of a
     feeble old man!  As things stand now, there just isn't enough for kids to
     do, and getting them to become adults, would help things out
     immeasurably.  Maybe they should go to college for awhile, then when they
     come back, they're all grown up. (like on TV where a character leaves for
     awhile)

 7.  Treat clothes as separate objects.

     This would require you to have a utility room (or hire a laundry
     service).  Old clothes would lie scattered on the floor like garbage and
     neat Sims would groan and pick up dirty clothes and put them into the
     hamper.

     Sims would need to "change" clothes to keep their hygiene level good just
     like actual people.  They would need to pick up dirty clothes to keep
     their room scores high (add this to the list of chores for the maid).

     An ambitious programmer at Maxis might treat the "skins" as separate from
     the mesh objects for clothing objects.  Now, there's a wish!
                        (from Mike Fenton)

 8.  Pets! (not just fish and guinea pigs)

     Pets would be a nice addition, I think.  Not just dogs and cats, but
     other things as well, such as turtles, snakes and lizards.  Imagine then
     if one Sim's pet snake got out and bit another Sim.  Why that Sim would
     never forgive him!  (thanks to James Wardle)

     Pets are being added with the expansion, the Sims: Unleashed.

 9.  Dynamic Sim Personalities

     Right now your Sim's personalities are set at the beginning and don't
     change during the game.  Well what if that Sim's experiences in SimLife
     could radically change their personality?  Suppose one Sim has an
     experience so traumatic that she no longer is so nice?  Imagine if an
     Outgoing Sim gets beaten a lot, then they might lose some outgoingness as
     they lose trust in other Sims.  Or if a mean Sim has an act of kindness
     done to him that makes him a little less cranky.

 10. COMPUTERS
     Can someone please convice Maxis to make more use of the computers? Why
     not CHAT through computers! Whoa! That should be more hell efficient than
     calling them over! Better yet, make the computers have multimedia option!
     Combine TV and  Hi-Fi to make an excellent computer. AND why not make the
     computers a fun filled group activity (on-line multiplaying option!),
     provided that the Sims have you want to play with got a modem. How about
     advancing mechanical skills trhough computers? Business Sims (or other
     computer related jobs) must fiddle around with computers before they can
     be promoted.  (from GamemaniaX)


 broadstrong sent me these wishes:

   What I hope for:-

   (i) Stats to tie up with everyday life, such as:-
   (a) High Body can render more immunity to the Guinea Pig Virus.
   (b) High Charisma makes social interactions more successful.
   (c) High Logic renders the Sim better "AI", will make better decisions
       under Free Will.
   (d) High Body + High Creativity allows the Sim to do things like jump over
       couches or go under tables, thus avoiding being trapped in crowded
       places.
   (e) High Mechanical + High Creativity renders the Sim to be a "handyman",
       able to perform tasks like adding a flipping board to turn a
       rectangular desk to a square table, or changing the upholstery to
       increase the comfort of chairs and couches (how's that to program in a
       game?!)

   (ii) More interactions with NPC (Repairman, Maid, etc)
        More options possible for these characters, such as getting a tip or
        two from the Repairman (maybe increasing Mechanical stat!).

   (iii)Weather Changes
        How can everyday be a fine, sunny day?  Maybe at daytime, it could be
        so cloudy that the rooms are less well-lit (decreasing Room), or the
        day could be so rainy that the barbecue is cancelled. or so windy that
        the cinders from the fireplace spread further than normal.  Well,
        things like that.  Maybe under Build mode there can be an extra item
        -- canopies (the retractable type even).

   (iv) Transportation System
        SimCity 3000 has trains, subways and bus network; why can't The Sims
        have these?  Why must there be "the very own car", when you need to
        buy the car, maintain it and build a garage just for it?  Taking the
        public transport system would be much cheaper, though like the carpool
        you cannot be late also.

   (v)  Twins (or even triplets or quadruplets)
        In the real world, there are twins, so in the Sims, why can't twins
        (identical or fraternal) appear?  Tending to one baby is tough enough;
        try taking care of two (or more)!  That would be a challenge!  Or
        perhaps there can be special objects for babies only (such as cots,
        baby toys, milk bottle etc.).

        (P.S. I hope somebody from Coasters has seen this FAQ and design new
        skins for the baby crib.  The green colour...sucks somewhat.)


===============================================================================
                    Frequently Asked Questions (FAQ)
===============================================================================

 If you have a question that wasn't answered by one of the Frequently Asked
 Questions above, please feel free to email me:  [email protected]

 Q:  Is The Sims going to be released on the Mac?

 A:  Yes, it already was.


 Q:  Is there any way to skip the intro, where the Sims logo is on a blue
     screen and the phrases are scrolling by at the bottom?

 A:  Nope!  This is The Sims equivalent of the "Now Loading..." screen, and
     therefore cannot be skipped!

     "So just what is the program doing when 'Reticulating Splines,'
     'Inserting Chaos Generator,' and 'Balancing Domestic Coefficients'
     flash across the bottom of your screen? Absolutely nothing, actually.
     'They're inventions of (Creator) Will Wright's imagination,' says a
     Maxis spokesman. Speaking of the SIMS, expect Maxis to release an
     expansion pack this fall..." (from INCITE PC # 7, June 2000, thanks to
                                  Joseph Peitler)


 Q:  Is there any way to alter a Sim's biography after once you're out of
     the Family Creation screen, or am I stuck with what I wrote initially?

 A:  Yes there is!  From Page 40, Paragraph 1 of the Game Manual:

     "...If you click and hold on a character, the character's bio which
     you composed in the Create a Sim window [or Maxis did] appears.  If
     you think the bio needs a little refreshing, just Control-Click on the
     character in question, and get that bio in an editable dialogue box
     for your red-pen pleasure."  (Thanks to Andrew Tate for pointing this
     out to me!)


 Q:  Can I switch a Sim's skin after I've created them, or will my Sim just
     wear the same exact clothes for the rest if his digital little life?

 A:  Your Sim can change their clothes by buying a Dresser/Armoir.  Once
     you have the Dresser, then select it, and do a "Change Clothes".
     There is one downside to this, your Sim will simply change to the NEXT
     Body Skin (there is no way to change the Head Skin).  So if you want
     to change to something specific, you may be at it for awhile.  And if
     you change your mind, and want to go back to the first skin, well...
     that will take even longer!


 Q:  The Sim I called asked me to come over to their place, is there a way
     for me to do that?

 A:  No.  What the Sim you called really meant was "I don't want to see you
     right now."  And they were just being diplomatic about it.  Anything
     they say that doesn't result in them coming over is a refusal.


 Q:  If I create two Sims in my first home, are they automatically
     considered married?

 A:  No.  The "family" is just a grouping of people in one house.  They
     don't have any "relationship" until the game starts.  Whether they
     become good friends, or lovers, or get into a fight, is up to them
     (and to you).

     Secondly, even should they become lovers, they can't get Married.  Why?
     They already live together!  Marriage is just a way to get a GuySim and
     GirlSim to move in together.


 Q:  You mention in your guide that I shouldn't bother making friends for
     SimKids, since they don't need them to advance in their job field or
     anything.  Does it work the other way around; can my adult Sim
     befriend a SimKid to help with that promotion that he wants?

 A:  Although Kids don't need Family Friends for any particular reason (as
     long as their Social is high, who needs friends!), they can be counted
     for other people's Family Friends counter.  So if SimBob befriends
     SimKid1, he still gets +1 Family Friend.


 Q:  How long does it take for a SimBaby to grow into a SimKid?

 A:  3 full days.  So exactly 72 hours after the baby arrives, he/she will
     *poof* into a child.


 Q:  So, a SimBaby grows up to be a SimKid.  Does a SimKid grow up to be a
     SimAdult?  What about a SimAdult growing up to be a SimOldPerson?

 A:  Doesn't happen.  The only Sims who grow up are Babies who become
     children.  Your Kids will never grow up and provide you with an
     income, nor will your adults need to be placed in a nursing home.


 Q:  Can you take custody of a kid from a neighbor the same way you ask a
     neighbor to move in/propose?

 A:  You can't take the kid directly, but there is a way to get a kid.
     Suppose that SimBob is courting a Sim who lives alone with a kid.  He
     asks her to marry him, then she arrives with not just herself, but
     brings the kid along as well.


 Q:  I know that a sim must ask a visiting sim with any kids to Move
     in/Propose in order to adopt the sim kid.  But suppose the kids DON'T
     have any Sim adults? Can a simkid ask any adults to move in if he has
     no parents?

 A:  No, they can not.  They do not have the option to move in/propose with
     other kids or adults, nor can adults ask a visiting kid to move in
     with them.  In other words, no adults can adopt any older sim kid in
     the neighborhood.  This could be bad if all the sim parents die,
     leaving the kids to fend for themselves.  This means they'll spend the
     rest of their "lives" eating pizza and potato chips and getting money
     only from "grandpa" and selling their artwork.


 Q:  Sometimes when a sim walks into a room, any lights in there
     automatically turn on and when he leaves they turn off.  Yet, in other
     rooms, he had to manually turn the lights on.  Why is that?

 A:  If the room has no windows, and it is still daylight, the lights won't
     come on automatically, which is very annoying if you have a room in
     the center of your house.  Also Lava Lamps don't turn on
     automatically.  I suppose everything else is a bug, or possibly even a
     Sim Equipment Failure (similar to a light breaking, not a bug).


 Q:  When I ask someone to marry me, they always say no.  What can I do to
     get them to FINALLY say yes?

 A:  Well beyond being stubbornly persistent (and why not?), you have to
     realize that the Sim you are wooing has Needs just as any other Sim,
     even though you can't see their Need meters.  Why is this important?
     Because a Sim must be in a good mood to accept Marriage (or Moving
     In), and Mood is based on the 8 Needs.  So make sure your SimLover has
     eaten, had some fun, talked to your other Sims, and is comfortable
     before popping the question.  Beyond that just keep asking them until
     they say yes!


 Q:  This marriage isn't working out.  My SimWife gets jealous when I kiss
     all the other girls.  Can I get divorced?

 A:  No, there is no divorce!  If you simply want to "play the field", then
     just make sure to have your Sim do all of his romancing in another
     room than any of his other love interests.  But if you want that Sim
     OUT, then there are ways...  You can have that person Die (see the Q
     below for more info on that), or you could get that Sim to get married
     to someone else.  Simply start up another home, and romance that Sim
     until you can get them to marry you.  They move out of the first
     house, and in with the new Sim.


 Q:  The "Propose"/"Move In" option never seems to come up, what can I do
     to encourage it?

 A:  The only reason that those options will never come up is if the two
     Sims already live in the same house, i.e. if they started out in the
     same "family", then they can't get married.  Why?  Marriage is only
     an "event", it merely serves the purpose of getting a new Sim into the
     house.  After that, there's no special purpose to marriage, and the
     two married Sims will act just like two Sims in Love who already lived
     together.

     Mark Hissett has this to add:

       There are a few ways to encourage [the propose option].  First of
       all you must be good friends with the person, or good lovers.  And
       your sim must be in a good mood as well.  If they are hungry or need
       some social, then the pie thing won't include the propose/move in.


 Q:  My Sim keeps making "ouches" while preparing Dinner.  Can they be
     wounded permanently from this?

 A:  Not from the actual preparing of the meals, but they can die if a fire
     breaks out while cooking the food.  To prevent such occurrences, have
     your Sim read some Books on Cooking.  Also build a Fire Alarm nearby.
     It can't prevent Fires, but it will call the Fire Department for you.


 Q:  I'm trying to get rid of this Table of mine, but the game keeps saying
     that it is "in use", which it clearly is not, nor is there anything on
     top of it!  How can I get rid of it?

 A:  First off, this is a bug, and as such, it may be prevented (I haven't
     tested this) by downloading the patch off of the official site.  If
     you already have this problem, you may have to have your Sims move out
     to get rid of the table.  You don't have to bulldoze the house, if you
     don't want to.  Another thing to try would be to use the move_objects
     cheat, and then delete the table.  I haven't tested this as this bug
     hasn't happened to me. (see the Cheats section for more info)

     To use the move_objects cheat, press CTRL-SHIFT-C, enter in
     "move_objects on" (without the quotes) into the little command line,
     then go to Furnish mode, click on the table, and DELete it as normal.

     This strategy should be used for any object that mysteriously stays
     "in use" even though it isn't.


 Q:  My Sim put a bag of chips down, and now I can't get rid of the chips!
     I can't eat them, I can't throw them away, what should I do?

 A:  As in the last problem, you can either move out and back in, or try
     the move_objects cheat. (see the Cheats section for more info)

     Also install either the Slot Machine or the Patch from the Official
     site, these will allow you to clean the mess up.


 Q:  Some neighbors seem to be "stuck" on my property. I can’t talk to them
     or anything. What do I do?

 A:  First, try going into Buy mode and moving things out of their way -
     they might be trapped behind objects. If they are outside, make sure
     they are not blocked by plants or hedges. Neighbors who are already
     outside and trying to leave won’t cut through the house to get home,
     so you’ll have to manually make sure they can reach the sidewalk from
     where they are. If they are inside, in a room with an outside door,
     make sure they can reach it. Just like when they’re outside, they
     won’t change rooms in order to get around an obstacle.

     If they have a clear path and still won’t move, you’ll have to do
     something more drastic:

        1)  Hit Control-Shift-C to bring up the cheat window.
        2)  Type "move_objects on"
        3)  Go to Buy mode. Select the neighbor and hit delete.  Don’t
            worry, they’re not dead. Think of it as throwing them off your
            property.
        4)  Hit Control-Shift-C to bring up the cheat window.
        5)  Type "move_objects off”.
                                    -- from http://www.thesims.com/


 Q:  My Sim keeps getting strange phone calls, including one that implies
     that (s)he is going to die soon! Is this just the developers playing
     with my mind, or am I about to have an ex-Sim?

 A:  Wouldn't that be weird?  But luckily it isn't going to happen.  The
     only ways that your Sim can die are through YOUR own negligence.  In
     fact most the incoming phone calls are completely meaningless.  So, if
     they aren't telling you something important, such as a Friend about to
     lose interest in you, your Sim getting fired if they skip work again,
     or your Sim gaining an inheritance, you can safely ignore the call.


 Q:  My Sim is Sick!  What should I do?  Can he die?

 A.  First quarantine the sick Sim to prevent contagion.  Next make sure
     that your Sim is well rested.  Don't go to work or school while sick,
     just stay home and rest.  When up, go drink some coffee, but don't do
     anything strenuous.  And YES YOU CAN DIE!  So take sickness seriously.


 Q:  I want to expand my house, how do you remove walls?

 A:  In the Build Mode press and hold CTRL, then click and drag the mouse
     across the wall that you wish to remove.


 Q:  I saw on The Sims website that somebody had a garage with a car inside
     it.  How did they get a car?

 A:  You can fake it, but you can't really get a car.  Here's what they did.
     First they built whatever structure that they would use to house the
     cars, using the standard house builder.  Then, they activated the
     move_objects cheat (by pressing CTRL-SHIFT-C, then typing in
     move_objects on), wait for the carpool to show up, then go into the
     Furnish mode (F2), and pick up and move the car into the garage.

     It won't stay there, it will drive off eventually, but it will at
     least look like you have a car in the garage for a bit.

     You can actually download cars as normal objects from this website:

       http://simsplus.homesims.com/

     Although you still can't drive them.


 Q:  I want to move my Sims into a new home, will they keep all of their
     money?

 A:  Yes.  Also their previous house will be sold along with everything in
     it (at current market value, e.g. all objects depreciate with time and
     use).  This value is called the "Net Worth".  You can see all the
     families' Net Worth at the Neighborhood screen.  This basically is the
     amount of money they would have if they moved out of their house.


 Q:  I ran out of money, and couldn't pay the Maid/Gardener, and now they
     refuse to come back even though I have the money now.  What do I do?

 A:  You've been blacklisted, my friend, and there's only one way out of
     it, and that is to move out of your house.  So go to the neighborhood
     screen, Evict your Sims (the bulldozer icon) and have them move back
     in.  Or you could use this as your chance to move into a larger house,
     but I suspect you wouldn't be able to afford it (if you couldn't
     afford a Maid!).

       Note:  Blacklisting ends after 5 days and the Maids/Gardeners will
              then work for you again.


 Q:  Ok, everyday the Repairman shows up, does absolutely nothing useful,
     and just won't leave!  I tell him to go away, but he just returns
     again later!  What do I do?

 A:  This usually happens when the Repairman is called, and he finds a
     burnt out Wall Light.  However, if this wall light is being partially
     blocked, by a table, or a chair or something in front of it, the
     Repairman can't fix it!  But, he'll really want to fix it, so he keeps
     hanging around hoping that you'll move the table/chair/obstacle so
     that he can do his job.


 Q:  All my Sims only have 20,000 to start with, so how do I get them into
     the nice big shiny homes?

 A:  Evict your Sims when they get rich enough to get a new house (use the
     bulldozer Icon in the Neighborhood screen, then click on the
     appropriate house to evict.  It also asks if you want to bulldoze that
     house, that's up to you) then go back to the Select/Create a Family
     screen and select the Sims that you just evicted.  Now you can move
     them into any house that they can afford.  Make sure that they still
     have enough money to furnish the house, as most houses on the block
     come empty.


 Q:  If Sim1 married Sim2 and moved into 2's house, what will happen to
     Sim1's photos?

 A:  Sim1's photos will disappear when he moves in with sim2's house and
     change his last name to his.


 Q:  I don't like my neighborhood, is there a way to reset it to how it was
     before I mucked it up?

 A:  Uninstall and reinstall the game.  Then you might want to make a copy
     of the UserData folder (found in TheSims directory,
     c:\program files\maxis\thesims\userdata).  Then if you ever want to
     play a different neighborhood, or just play with a blank neighborhood,
     simply move the copied folder back.


 Q:  There is a marking on the lower right corner of one of my character's
     face photo.  A red plus with a circle around it.  I got it when both
     of my characters reached the final job levels.  What does it mean?

 A:  I've seen this come up two different times (neither of which were the
     one that you describe).  The first is when you Right Click on the
     portrait, it will then Zoom in on the Sim, and put in the Red
     "Crosshairs."  Then if the Sim wanders off, then the game will keep
     that Sim on the screen.  The other time I've seen this is when you use
     the move_objects cheat to delete a Sim, they're portrait will have the
     Crosshairs on it, click on the portrait and the Sim reappears.


 Q:  Is there a Demo?

 A:  No.


 Q:  Is this game worth getting?

 A:  Yes.


 Q:  How do we kill our Sim?

 A:  Well that is rather morbid of you, but there are several ways to "off"
     a Sim.  You can have them fight a fire, they might catch on fire
     themselves and die a horrible death.  Or you could starve them to
     death.  And finally you can also have them get electrocuted by having
     them try to fix an appliance (or even changing a light bulb) without
     any mechanical know how.  I think a Sim has a 1 in 5 chance of dying
     per light bulb with no mechanical skill points.


 Q:  What happens to Dead Sims?

 A:  Their remains will "remain" with you forever!  You can place the
     remains inside your house (as an Urn) or outside (as a tombstone).
     Either way, that dead Sim will every once in awhile roam around
     HAUNTING THE LIVING AS A GHOST!  Spooky!  It's a random chance as to
     whether that Dead Sim will haunt each night at 11:00 pm.

     If you have Livin' Large installed, when a Sim dies, your other Sims get
     a chance to win back the life of the departed Sim.  They must beat
     Death in a game of Rock-Paper-Scissors, if they win, the dead Sim returns
     to life.


 Q:  What happens to the rest of the Departed Sims' Family?

 A:  They have to mourn (if they know about the death, that is) for the poor
     Sim for awhile, then they can mourn at any time by going up to the
     remains.  Beyond that, they aren't much affected by it.


 Q:  Can you kill off the maid, repairman and the gardener?  If you lure
     them into a room or pool and remove the way out, will they die the
     same as a regular sim?

 A:  I've tried, but the Maid just managed to appear outside of my trap.
     Several times.  I would build a wall around her, but as soon as I went
     back to LIVE mode, she just ... popped out of it.

     Joseph Peitler has this to add:

       "One of the floor lamps burned out, so I made my character call the
       repairman.  He came over, touch the lamp and got electrocuted.
       Thanks to the patch, he didn't die (there is a joke in there,
       somewhere).  He finished it and went on as usual.  It was funny
       seeing him light up like a Christmas tree, though."


 Q:  My Sims' Mood is fine until they get outside, then it plummets (due to
     the Room rating)... what's wrong?

 A:  When this first happened to me, it was because I hadn't bothered to
     recycle the newspapers that had been arriving everyday (they stop
     being delivered after 6 days of you not picking them up).  Once a new
     paper arrives, then the old one turns to trash, and trash has a
     horrible effect on Room.  Also you may want to decorate the outside.
     Place some flowers, flamingoes, hedges, and whatnot.  If you place
     flowers, be sure to water them, or those will take the Sims' Room
     rating down.


 Q:  My Sim is going to work everyday, has all the requirements for a
     promotion, but doesn't ever seem to get it.  What's wrong?

 A:  Once all the requirements are met, all you need is mood!  If your Sim
     goes to work a surly grouch, he won't get promoted, but a happy fun
     loving Sim always gets the good jobs.


 Q:  Can my Sim get demoted for being in a Bad Mood?  What about if he
     loses some family friends, or a stat is dropped?

 A:  Yes, Sims can get demoted for being in a bad mood.  One could suppose
     that being in a bad mood caused their work to suffer, and that got
     them demoted.  And no, you don't get demoted if you lose some family
     friends, or you have a stat dropped.


 Q:  My Sim got fired, can I get another good high paying job?

 A:  Nope!  Have to start out at the bottom of the ladder again.  That's
     why you should avoid getting fired.  Going back up the ladder is
     easiest if you choose a career path that needs the Skills that you
     already have from working on your previous job.  So if you have lots
     of Body, try for a Military, Law Enforcement, or X-Treme career
     tracks.  Same for the rest of the Skills, try to keep to what would be
     easiest to get promoted.


 Q:  I am having no luck at making friends with this one Sim.  What am I
     doing wrong?

 A:  Some Sims just clash (click on the Personality Button, then on their
     Astrological Sign to see which Sims they are least compatible with),
     or maybe that Sim (or your Sim) isn't very nice.  It's very hard to
     like a mean Sim.  Hard, but not impossible.  With these Sims you have
     to carefully monitor their interactions.  If that Sim is about to
     taunt you, then cancel that action (although you can't cancel their
     action directly you can cancel it on the receiving end by clicking on
     the "Be Taunted" icon that will appear in your Queue), and try simply
     talking to the Sim.  With time, their relationship will improve, and</pre><pre id="faqspan-9">
     you will be able to be less vigilant, as friends tend to clash less
     often.


 Q:  While looking at my house on the neighborhood screen, it says that I
     have 13 friends, yet when I get into the house, it says I only have
     11!  What gives?

 A:  At the neighborhood level, it counts every friend that your family
     has, including friends INSIDE YOUR OWN FAMILY.  So if your Sims are
     friends with each other, they will be counted at the neighborhood
     level.  But since these relationships don't help with the Family
     Friend count, they aren't counted at the House level.  So, at the
     House level, only friends OUTSIDE OF THE FAMILY are counted.

     broadstrong has a differing viewpoint:

       I observed that when I FIRST enter the neighbourhood (after the blue
       loading screen with all the scrolling words below), the number of
       family friends include both "friends" (50+ relationship) and "warm"
       (20 to 49 relationship).  But when I enter the house, relationships
       below 50 won't be considered (well, accordingly they are not friends
       with the Sim anyway), so the count decreases.  However, on returning
       to the neighbourhood screen, the family count is now correctly
       updated, so if the family has 11 friends, this time it WILL show 11,
       nothing else.


 Q:  My Sim seems to sleep forever!  Nothing I have done will get him up!
     What do I do?

 A:  Sims like to stay in bed, if they have no way to get out of bed.  That
     is, if you have some object by the side of the bed that prevents the
     Sim from getting out of bed, they'll just stay in there forever.  Of
     course, it would be nice if they would tell you something...

     broadstrong notes that with the Sims v1.1 patch installed, when this
     happens, you see a "Can't get up" animation.


 Q:  My Sim has been in the Bath for an awful long time.  How can I get
     him/her out?

 A:  This one happened to my sister (and it's similar to the above Sleeping
     problem).  She had a Sim in a brand new Tub that was built in the
     corner of the bathroom with a Shower right next to it.  The Sim was
     able to get in, but due to the Shower being right there, the Sim could
     not get out.  When something like this happens, look around to see
     what is blocking your Sim, and move it!


 Q:  Do we ever get to see the Sims naked?  Having Sex?  What about any
     Naked Skins?

 A:  No, no and no.  Although at the proper angle, you CAN see the Sims
     naked in the shower. (you'll have to figure out the angle yourself,
     though!)  The most the Sims ever do in love is to passionately kiss.
     If they "make a baby" then nothing happens between the Sims and the
     baby "magically appears".

     Note:  You CAN patch your game to get rid of the Pixel Censor when
            your Sim does something naughty.  See section 12.2.1 for the
            details.

     Note:  Also, Sims CAN have sex if you have the Livin' Large expansion
            pack installed.  Buy the Love Bed and turn it to Vibrate.  Then
            have the second Sim go up and "Play in Bed."


 Q:  In the opening movie I can see a Sim coming out naked (albeit
     censored) from the Hot Tub, but my Sims always wear a Swimsuit...
     Why?

 A:  The first Sim into the Hot Tub must be a VERY Outgoing Sim to get in
     Buck Nekkid.  Once one Sim goes in naked, then it seems that you just
     can't stop every other Sim from going in naked as well.  Crazy!  Also
     you probably should know that a lot of things in the Opening Video
     were changed in the Final Game.  If you watch closely you can see
     different Serving Plates, Plasma TV's and more.


 Q:  I set the Sims to speak English, but I can't understand a word that
     they are saying.

 A:  Sims speak in gibberish called Sim (or SimSpeak if you prefer).  The
     only way that it resembles English (or any other language that it lets
     you "set") is in the rhythm or cadence.


 Q:  Can I change the radio station's names?  What about the music?

 A:  See the above section "Everything else in the Neighborhood" for
     information on changing the music.  However, you cannot change the
     radio station's names.  So whatever you change the music to will still
     be listed under "Country" "Latin" "Rock" or "Classical".


 Q:  Do you have any cheats?  What about any trainers or editors?

 A:  Cheats can be found in the above section "Cheats & Tricks".  As for
     editors and trainers, there has been one, but I think that it has
     vanished.


 Q:  OK, I deleted my mailbox/carpool, and now I want them back, how can I
     do that?

 A:  Thus we see the perils of using the move_objects cheat!  I have an
     idea about how you could get your Mailbox/Carpool back if you deleted
     them:  Import a new house from somewhere (usually
     http://www.thesims.com/) and install that into the game.  That should
     work.  Or you could just uninstall the game then reinstall.

     There are two places on the site that have houses to download, "Get
     Cool Stuff" and "The Sims Exchange".  Before you go there, check to
     see which Lot Number you need, then make sure to download the correct
     house.  Your best bet, by the way, is the Sims Exchange.


 Q:  I downloaded a house from The Sims Official Site, and unzipped it, but
     now what do I do?

 A:  Houses download as an EXE, which I have assumed that you have run,
     after which it says something like "It has been installed", then run
     your game, and at the neighborhood screen it will give you the option
     to have this new house (and family) replace the one currently there.
     So the previous house will vanish, along with everyone in it, to be
     replaced by the new house and family. (all houses come with families)

       Warning:  Before downloading any house/Exchange family off of the
                 Official Site, make SURE that the lot that you are
                 replacing has nothing that you want to keep!  The
                 displaced family will simply be back at the Family
                 Selection list, but they'll have lost their home.


 Q:  The cheat 'klapaucius' no longer works!  Did upgrading the game do
     this?

 A:  Yes.  The new patch changes the money cheat from klapaucius to
     rosebud.  Why they did this is beyond me.


 Q:  Can I win The Sims?

 A:  Nope.  You can't lose either, although if you kill off all your Sims
     that could be considered losing.  This game is all about the playing,
     nothing more, nothing less.


 Q:  I can't find my serial number, can I have yours?

 A:  No.  If your game didn't COME with a serial number, you could try
     contacting Maxis through their website:
         http://www.thesims.com/



 Q:  No, really, I lost my case, can I have your serial number?

 A:  NO!!  All emails to this effect are IGNORED and DELETED.


 Q:  OK, I don't have a serial number, and therefore can't download off of
     the Official Sims Site, so how can I get all those neat downloads?
     Will you send them to me?

 A:  First, no, I won't send any of the updates to you.  Second, you can
     find most of the Sim's Downloads at any of the web pages listed in the
     Online Resources down in the Final Words section.  Try either
     http://www.simzonline.com/ or http://go.to/simuniverse/ but almost any
     of the sites will do.


 Q:  I want to put this FAQ on my webpage, can I?

 A:  Sure.  Just don't change ANYTHING without prior email approval by me,
     and try to keep it reasonably up to date.  I update this FAQ a lot,
     adding new Frequently Asked Questions, strategies, and correcting any
     mistakes found.  It really doesn't help me to have people seeing old
     versions of the FAQ and sending me emailed questions that have already
     been answered.


 Q:  I emailed you, and you didn't answer!  What's up with that?

 A:  There are usually 3 reasons why I don't reply:

        1.  Your question is already answered in the FAQ somewhere.  This
            gets tricky if the question has been answered in a new version
            but you were looking at an older version.  So be sure to always
            check GameFAQs for the latest version before emailing in a
            question.

        2.  Your question is covered in the manual.  I really don't want to
            rewrite the manual in this FAQ, and to that end I won't include
            much information found therein in here.  Which means that I
            won't answer questions found in the manual.

        3.  I lost your email.  This happens either when I put the email
            aside for the moment, and forget about it, or when I attempt
            to reply, but get a Returned Email Failure.  The second happens
            quite often with AOL addresses, they won't accept Web Based
            emails (to avoid SPAM) and so I couldn't answer you if I tried.
            This is a setting in the options somewhere, and if you could
            please tell me where to send a reply that won't get returned.

        4.  Your email didn't contain the proper SUBJECT line.  If you want a
            Sims related response, your subject should read "The Sims."  I
            never read emails that have no subjects at all.

     Those are the USUAL reasons why I don't reply, others include that I
     was too tired at the time I got it, and forgot about it, or that I
     didn't know an answer, and ignored it.  Those are rare.

     If you didn't get a reply, and feel that you deserve one, just email
     me again.


 Q:  I have some bizarre and obscure technical problem....

 A:  I have no idea how to fix technical problems, such as the game not
     running or the game crashing.  Try looking at Maxis' Official Sims
     Website:
         http://www.thesims.com/


 If you have a question that wasn't answered by one of the Frequently Asked
 Questions above, please feel free to email me:  [email protected]


===============================================================================
                Livin' Large Frequently Asked Questions (FAQ)
===============================================================================

 Just because Livin' Large isn't out yet, doesn't mean I haven't been asked
 questions about it!


 Q:  I installed Livin' Large, but it looks like the same ol' Sims.  Where are
     all of the new objects?

 A:  What happened is that your installation was interrupted, which means that
     Livin' Large never fully installed.  Here is what the official website
     (http://www.thesims.ea.com/) has to say about it:

       Some users report installing the Sims Livin' Large, but get no multiple
       neighborhoods, no new walls, no new floors, and the only objects they
       get are the downloads that were included in Livin' Large. Some users
       also report seeing the new Livin' Large objects in Buy mode, but not in
       Live mode.

       This generally occurs when a user has installed an unauthorized
       3rd-party patch or other modification to the game's executable code.
       The Sims Livin' Large only installs properly on legitimate, unaltered
       versions of The Sims executable. Objects, skins, walls, floors and such
       have no effect on this; it is only patches to the game's executable
       code which cause this problem.

       We have also had reports of this occurring when no changes have been
       made to the executable, but we have not yet isolated the cause of the
       problem in these cases.

       You must uninstall and reinstall The Sims, then reinstall The Sims
       Livin' Large.

       If this does not correct the problem, download the Livin' Large install
       fixer. After installing The Sims Livin' Large, run the install fixer.

       This is NOT a game patch, and should NOT be used if your game is
       functioning properly. It simply completes the installation process in
       cases where a technical problem has prevented proper installation.

       http://thesims.ea.com/us/downloads/LLInstallFix.exe


 Q:  What is Livin' Large?

 A:  Livin' Large is the upcoming Expansion Pack for The Sims.  It will
     have new careers, objects, and other bizarre things.  Check out the
     Livin' Large section near the beginning of this Guide for more
     information.


 Q:  Will Livin' Large be like Sim City 3000 Unlimited and be a complete
     game?

 A:  No, it will require that you already have The Sims installed on your
     computer.  Then when you run The Sims, it will probably require that
     you have the Livin' Large CD in, rather than the original CD.


 Q:  How much does Livin' Large cost, and where can I get it?

 A:  The MSRP (Manufacturer's Suggested Retail Price) is $29.95.  The
     original Sims had an MSRP of $49.95.  You can find Livin' Large at any
     retailer that carries software:


       Electronics Boutique (http://www.ebworld.com/)
       Software Etc., Babbages (http://www.gamestop.com/)
       Walmart
       Target
       Amazon.com (http://www.amazon.com/)
       ...etc...

     Also, starting in mid-September (2002) you can get the Sims: Deluxe
     edition, which is both the original game and the first expansion, Livin'
     Large. ($39.95)


 Q:  My Sim died, and I'm trying to Plead with Death, but it isn't working.
     What do I do?

 A:  You have to have someone who ISN'T DEAD plead with Death.  Then they
     can play the eternal game of Rock, Paper, Scissors.  If you win, your
     Sim comes back to life, if you lose you may come back as a zombie.  Or
     maybe Death will ignore you and take him to Hades anyway.



===============================================================================
                               Final Words...
===============================================================================

_________________
Online Resources:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 http://www.ea.com/               -- the publisher's site
 http://www.thesims.com/          -- the Official Sims Site
                                     This one is probably the one you will
                                     want to go to the most often.  They have
                                     downloads to add to your game (new items
                                     such as the Slot Machine), etc.
 http://www.simzonline.com/       -- One of the best Fan Sites
 http://sims.xtremesimz.com/      -- The Sims Resource Center
 http://www.projectsims.com/      -- Project Sims
 http://www.synchroplay.com/mallofthesims/
                                  -- Mall of the Sims
 http://www.simeden.com/          -- SimEden
 http://www.sim-heaven.com/       -- Sim Heaven
 http://go.to/simuniverse/        -- Sim Universe
 http://www.7deadlysims.com/      -- A bizarre little site that has different
                                     skins and things based on the 7 Deadly
                                     Sins.
 http://www.crosswinds.net/~simsonline/
                                  -- Sims Online (not to be confused with the
                                     above Simz Online)
 http://simsdiary.gameaddicts.net/
                                  -- The Diary of a Sim
 http://coasters.nozone.net/      -- Coaster's Sims Page
 http://thesims.xtremesimz.com/   -- Appears to be offline now

 http://www.gamefaqs.com/         -- the best FAQs site on the net!
 http://www.gamefaqs.com/computer/doswin/game/25322.html
                                  -- GameFAQs section on The Sims
 http://www.cheatcc.com/          -- a great place for all your cheating needs


 http://www.ebworld.com/ebx/ads/PROMOS/download/sims/default.asp

   EBWorld made some neat skins that can be found at the above site.

ASCII Art created using the ASCII Art Maker by LTS (freeware)
 You can possibly (doubtfully) find it at http://www.download.com/

This FAQ was written entirely using the GWD Text Editor:  (shareware)
 http://www.gwdsoft.com/

_________________________
Shameless Self Promotion:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 I have also written FAQs for:
   NES:      Disney Adventures in the Magic Kingdom
             Final Fantasy -- Magic FAQ
             The Legend of Zelda
   SNES:     Aerobiz
             Aerobiz Supersonic
             Utopia: Creation of a Nation
   Genesis:  StarFlight
   PSX:      Thousand Arms -- Walkthrough
                           -- Forging/Dating FAQ
   PS2:      Madden NFL 2001
   XBOX:     Star Wars: KotOR2: The Sith Lords -- FAQ/Walkthrough
                                               -- Influence Guide
   PC:       AD&D Rules FAQ
             3rd Edition D&D Rules FAQ
             Baldur's Gate & Tales of the Sword Coast -- FAQ/Walkthrough
                                                         NPC List
                                                         Creature List
             Baldur's Gate II & Throne of Bhaal -- FAQ/Walkthrough
                                                -- Items List
                                                -- Class FAQ
                                                -- Creature List
             Civilization III (incomplete)
             Colonization -- the Single Colony Strategy Guide
                          -- the Cheat Guide
             Drakan: Order of the Flame
             Dungeon Hack
             Icewind Dale & Heart of Winter -- FAQ/Walkthrough
                                               Items List
                                               Kresselack's Tomb Map (JPG)
                                               Burial Isle Map (JPG)
                                               Shattered Hand Map (JPG)
             Icewind Dale II                -- Items List
             Master of Magic (revision)
             Messiah
             Pharaoh (currently being edited by Red Phoenix)
             Planescape: Torment  -- FAQ/Walkthrough
                                     Items Listing
             Rollercoaster Tycoon
             Sid Meier's Alpha Centauri
             Ultima 4: Quest of the Avatar
             Ultima 7: The Black Gate
             Ultima 7 Part 2: Serpent Isle
             Ultima Underworld -- Keyboard Commands
             Ultima Underworld II -- Keyboard Commands
                                  -- Spell List
 All of my FAQs can be found at:
   http://www.gamefaqs.com/features/recognition/2203.html
   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

  Email:    [email protected]

  Subject:  the Sims

  Email Policy:  If you are going to email me about this game, please put
                 The Sims as the subject.  Or Sims.  Also please realize
                 that I am not hiding cheats or any other information, i.e.
                 everything I know about The Sims is in this guide.

                 Emails without the proper subject MAY BE DELETED!

_______________
Special Thanks: (I don't post email addresses, except by special request)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 Joseph Peitler for contributing more than his share of tips (thanks!)

 Lynelle Foulk for the baby personality research
 Shyguy982 for his Trick in "Cheats & Tricks"
 Kyrre Aalerud for the 3 tricks also in "Cheats & Tricks"
 Christopher Scatliff for the Balcony correction
 Alan Waumsley for noticing that some Sims just don't get up
 Nancy Beck for a new cheat
 J.T. Kauffman for his great Questions
 Andrew Tate for a correction in the FAQ (about Sim's Bios)
 Apieper for some minor corrections here and there and for the Known Bugs
 Jesper Thiesen for the Every Other Bill thing
 Red Phoenix for a great many tips, tricks, and/or strategies
 Locutus for the Spellchecking
 Mandy Falco for her wonderful tips
 Catty Burton for her multiple baby bug
 Mark H. Dove for sending me the note on Forced Job Switching
 Mikey Griffiths for the Easter Egg (see the Cheats section)
 Dan Vernon for his method on killing everyone in the neighborhood (a bizarre
   thing to thank!)
 Adam McSweeney for pointing out one very bad mistake of mine
 Lim Yu Kee for telling me about Maids and Gardeners not returning
 Andrea Della Malva for the table question
 Joseph Peitler for the Baby Tips, FAQs, and Bugs (etc., etc., etc.!)
 Jordan Edmonson for his correction
 Keri for a couple of notes having to do with children
 RD Saunders for the Job "Shifts"
 Leviathan for pointing out that I had left section 14 off of the Contents
 Mike Fenton for section 5.7 Sim Personalities and Compatibilities
 Mark Hissett for a bunch of stuff (known bugs, and such)
 Knowla for a way to correct a bug
 Derek Hansen for his personality information
 James Wardle for a few Wishes in the Wish List
 Eric Chapman for more information on killing repairmen (see Known Bugs)
 Andrew Harms for section 6.3.1 and everything in it
 Jon Mars for the trick about getting the desired social interaction
 GamemaniaX for the expanded abuse the carpool
 Seeker for the Housebuilding on a Budget stuff
 broadstrong for lots of information (mostly on kids)
 moonshine for the evil twin bug addition
 Rob Sevening for several Livin' Large tips
 JediPika88 for lots of Livin' Large tips and information
 TheReaper86 for a trashcan strategy
 EvilDave2
 TJ Tillman for the Unleashed job charts
 Amy Lam for a Gnome pricing update
 Anyone who has emailed me with something nice to say
 CJayC for posting this FAQ and informing me (via his website) that The Sims
   was out!
 Will Wright for making this bizarrely fun game
 Maxis and EA for publishing this uniquely addictive game


________________
Version History:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Preliminary Version 0.9 (2-11-00, 47k)
Original Version 1.0 (2-12-00, 63k)
 Added the section Babies and Children
 Finished all the other sections
 Added a Trainer
 Other Small Changes
Changes in Version 1.1 (2-19-00, 64k)
 Renamed the Cheats section to "Cheats & Tricks"
Changes in Version 1.5 (2-20-00, 74k)
 Rewrote a lot of the information for clarity
 Added lots of new information as well
Changes in Version 1.6 (2-21-00, 82k)
 Added a neat new trick from Kyrre Aalerud
 Added the Frequently Asked Questions Section
Changes in Version 1.7 (2-25-00, 86k)
 Added several new Frequently Asked Questions
 Started work on the Career Ladder Chart
 Added a new Online Resource, and fixed another
 Added 2 new Tricks to Cheats and Tricks
 Other minute changes
Changes in Version 2.0 (2-26-00, 126k)
 Spun out a new Section 6.1 and put the Career Tracks in there
 Finished all the Career Tracks
 Added 2 new Sections, 4.1 and 4.2, Cooking and Room Rating
 Spun out another section 10.1 Death and Ghosts from section 10
 Spun out the section 9.1 Children and School
 Added another Alternate Floor Plan
 Added another Frequently Asked Question (having to do with Hot Tubs)
 Other Small Changes
Changes in Version 2.1 (2-27-00, 127k)
 Created a new section 2.1  The Bachelor Sim
Changes in Version 2.2 (2-28-00, 132k)
 Added to the Bachelor Sim Section
 Added the section 4.3  Alternative to Alarm Clocks
 Also added the section 6.2  Abusing the Carpool
 And also added the section 6.2.1  Early Morning Social Call
 Other Small Changes
Changes in Version 2.3 (2-29-00, 146k)
 Spun out the section 11.1 Deleting Trash (and Bills too!) from the Cheats
   & Tricks Section
 Added the section 2.2 The Full House (8 Sims)
 Renamed 6.1 to The Jobs Chart
 Added the section 5.1 Befriending Mean Sims
 Changed the Frequently Asked Questions Format
 Added a couple new Frequently Asked Questions as well
 Spun out the Changing the Radio Station Music section
 Other Small Changes
Changes in Version 2.4 (3-1-00, 153k)
 Added the section 5.2 Carrying on Multiple Romances
 Added the Section 5.3 Maintaining Relationships the Easy Way
 Spell Checked the entire document (thanks to Red Phoenix who pointed out
   that I needed to do this)
 Added the section 9.2 What Kids Do
 Added the section 2.1.1 The Bachelor Gets Married
 Other Small Changes
Changes in Version 2.5 (3-2-00, 164k)
 Added a new Online Resource (Mall of the Sims)
 Added a new Frequently Asked Question
 Added the Section 3.1  Building a Better House
 Added the Section 4.4  Who Needs a Trashcan?
 Added the Section 8.1  Building that Second Story
 Also added the Section 8.1.1  The "Flying" Second Story
 Other Small Changes
Changes in Version 2.51 (3-3-00, 165k)
 Created section 8.1.2 (thanks to Christopher Scatliff for the info)
 Other Small Changes
Changes in Version 2.52 (3-5-00, 166k)
 Added a new Frequently Asked Question
 Other Small Changes
Changes in Version 2.53 (3-8-00, 167k)
 Added 2 new Frequently Asked Questions
 Other Small Changes
Changes in Version 3.0 (3-9-00, 200k)
 Added the Section "Customizing Your Game"
 And in that section I moved the "Changing the Radio Music" Section
 And created 2 new sections "Skins" and "Multiple Neighborhoods"
 Created the section "Alternate Job Chart"
 Created the section "Understanding Your Sims" and its subsections:  "What a
   Sim Wants/Needs" and "Why A Sim Does What He Does"
 Oh, I also created section 12.2.1  The "Nude" Patch (heh)
 Other Small Changes
Changes in Version 3.01 (3-10-00, 201k)
 Some Small Changes
Changes in Version 3.02 (3-11-00, 202k)
 Some more Small Changes
Changes in Version 3.03 (3-13-00, 203k)
 Added a new cheat from Nancy Beck
 There is now a new Translation!  Check the Notes at the top of the FAQ
 Some Small Changes
Changes in Version 3.1 (3-18-00, 210k)
 Added the new section 7.1  Working the Pause
 Added a few new Frequently Asked Questions
 Did some Spellchecking!
 Some Small Changes
Changes in Version 3.12 (3-20-00, 214k)
 Added the section 6.3  Quitting for Fun and Profit
 Realized that I had left out the Final Stats for the Medicine Career Path
   (this is now fixed!)
 Cut some things out from the "Misc Facts"
 Added a new "Alternate Job Chart" to the section of the same name
 Some Small Changes
Changes in Version 3.14 (3-21-00, 221k)
 Added a bunch of new Frequently Asked Questions (courtesy of J.T. Kauffman)
 Some Small Changes
Changes in Version 3.15 (3-24-00, 222k)
 Lots of small changes all around!
Changes in Version 3.16 (3-25-00, 223k)
 Some small changes
Changes in Version 3.17 (3-27-00, 224k)
 One small change
Changes in Version 3.18 (3-28-00, 224k)
 One more small change
Changes in Version 3.19 (3-29-00, 225k)
 Added the section 11.2  Paying only Every Other Bill
Changes in Version 4.0 (3-30-00, 240k)
 Added the Section 13 Known Bugs (thanks to Apieper!)
 Added a new Frequently Asked Question
 Added the Section 5.4 Sending your Sim out of the House
 Added the Section 5.5 Creating Friends the Old Fashioned Way
 Added the Section 11.3 The Newbie Trick
 Added the Section 3.2 Who Needs Walls?
 Added the Section 5.6 How to Befriend SimKids
 Added the Section 4.6 Moving Trash Yourself
 Small Changes (Always!)
Changes in Version 4.01 (3-31-00, 241k)
 One small change (The new SimDay was an upgrade to the game!)
Changes in Version 4.02 (4-1-00, 242k)
 Apparantly klapaucius no longer works with the game update (see above), but
   a new code, rosebud, works in its place.  So I added a Frequently Asked
   Question about this as well as updated the Cheats listing.
Changes in Version 4.03 (4-3-00, 245k)
 Some spelling corrections, thanks to Locutus
 Some new tips, thanks to Mandy Falco (added 11.4 Washing Dishes Faster)
 Added a new Known Bug from Catty Burton
Changes in Version 4.04 (4-4-00, 248k)
 Added one thing from Mark H. Dove about Fored Job Switching (Section 6)
 Added a new Frequently Asked Question
Changes in Version 4.05 (4-5-00, 252k)
 Re-did the Cheats section with a LOT of new cheats!
 Small Changes
Changes in Version 4.1 (4-6-00, 257k)
 Added Section 4.7  The "Cluster" Method
 Added a tip to Section 9, about Children being a Tax Credit
 Added an Easter Egg from Mikey Griffiths
 Small Changes
Changes in Version 4.11 (4-10-00, 258k)
 Added a new "trick" to section 11
 Fixed one glaringly bad mistake
Changes in Version 4.2 (4-13-00, 267k)
 Added three new Frequently Asked Question (about Maids not returning, and
   Objects that won't go away, and Chips that stay on your floor)
 Added the new section 14.  Getting the Most from The Sims
 Added the new section 11.5  Deleting your Characters and Resetting their Mood
 Added the new SimDay "event", new MTV Skins
 Other Small Changes
Changes in Version 4.25 (4-14-00, 272k)
 Added a couple of new Frequently Asked Question (about Repairmen not
   leaving, and Neighbors not leaving)
 Added the new section 10.2  Did you Know?, which is about the makers of the
   game, Will Wright et al.
 Other Small Changes
Changes in Version 4.26 (4-15-00, 274k)
 Added some Facts from Joseph Peitler in the new section 9.0.1 Baby Tips
 Added a new Frequently Asked Question (about how Friends are counted at the
   neighborhood level vs. the house level)
 Other Small Changes
Changes in Version 4.27 (4-16-00, 275k)
 Changed one mistake (thanks to Jordan Edmonson)
 Added a couple notes from Keri
 Other Small Changes
Changes in Version 4.28 (4-18-00, 277k)
 Updated the Maid Blacklisting thing (thanks again to Lim Yu Kee)
 Added an idea to get the Mailbox/Carpool back (see the FAQ section) if you
   deleted it with the move_objects cheat
 Other Small Changes
Changes in Version 4.3 (4-20-00, 281k)
 Created section 11.6 How to Max out all the Personality Stats
 Created the section 11.7 Starting a Sim with random Job Stats
 Added the new SimDay "event", topiaries
 Added a couple of new websites, SimUniverse (http://go.to/simuniverse/) and
   7 Deadly Sims (http://www.7deadlysims.com/)
 Other Small Changes
Changes in Version 4.4 (4-24-00, 286k)
 Created section 6.4 Job "Shifts" (a job shift is when you get kicked out of
   your level 10 job somewhere, and placed into a lower level job in another
   career, Thanks to RD Saunders for this!)
 Fixed a mistake in the Contents
 Added a new Frequently Asked Question (about downloading houses)
 Other Small Changes
Changes in Version 4.5 (4-25-00, 300k)
 Created Section 5.7 Sim Personalities and Compatibilities (thanks to Mike
   Fenton)
 Added a couple new Frequently Asked Questions (thanks to Joseph Peitler)
 Added some new "Known Bugs" (in the section of the same name, thanks again
   to Joseph Peitler)
 Other Small Changes
Changes in Version 4.51 (4-26-00, 304k)
 Added several new Frequently Asked Questions
 Other Small Changes
Changes in Version 4.52 (4-27-00, 306k)
 It's Thursday, SimDay, so added the new Maxis Object, Flowerbeds
 Added a couple new Frequently Asked Questions
 Other Small Changes
Changes in Version 4.6 (4-28-00, 320k)
 Received a way to correct a bug (the "accidental twins" thing) from Knowla
 Updated a Frequently Asked Question from Mark Hissett
 Added a couple of new Known Bugs from Mark Hissett
 Created section 4.1.1  Food Strategies (thanks again to Mark Hissett)
 Put Derek Hansen's personality scores into section 1.1.2
 Created section 15. Wish List
 Other Small Changes
Changes in Version 4.61 (5-2-00, 321k)
 Added a brand new Frequently Asked Question
 Other Small Changes
Changes in Version 4.62 (5-3-00, 321k)
 Some Small Changes
Changes in Version 4.63 (5-4-00, 322k)
 Added the latest SimDay event, the Jukebox and the White House
 Added a new Wish to the Wish List from Mike Fenton
 Snipped a few things out of the Notes above that seemed a bit redundant
 Other Small Changes
Changes in Version 4.64 (5-6-00, 323k)
 Some Small Changes
Changes in Version 4.7 (5-11-00, 336k)
 Added the latest SimDay event, the new Trashcans
 Added several new Wishes (thanks to James Wardle)
 Added to a Frequently Asked Question (thanks to Joseph Peitler)
 Added section 12.4 Download Surprises (also thanks to Joseph Peitler)
 Added a couple of new Online Resources (web links)
 Added some information on killing repairmen (see Known Bugs, thanks to
   Eric Chapman)
 Created section 6.3.1 Job Hopping Analysis (thanks to Andrew Harms)
 Some Small Changes
Changes in Version 4.71 (5-12-00, 339k)
 Created section ii. Information on the Upcoming Add-On, Livin' Large
 Some Small Changes
Changes in Version 4.72 (5-16-00, 343k)
 Created section 5.8) Getting the Desired Interaction (thanks to Jon Mars)
 Added an expanded Abuse the Carpool thing (section 6.2) thanks to GamemaniaX
 Some Small Changes
Changes in Version 4.73 (5-22-00, 345k)
 Created section 3.3)  Housebuilding, especially on a Budget thanks to
   Seeker
 Some Small Changes
Changes in Version 4.74 (5-23-00, 348k)
 Added several Editors to the Cheats section
 Added information from broadstrong
 Added a couple new tips from Joseph Peitler
 Some Small Changes
Changes in Version 4.75 (5-24-00, 349k)
 Created Section 12.5  Playing Without the Sims CD
Changes in Version 4.76 (5-28-00, 350k)
 Added some more information from Joseph Peitler, in Known Bugs and Death
   and Ghosts
Changes in Version 4.77 (6-1-00, 350k)
 Added the latest SimDay Event, the Glowing Flamingo
 Changed the email policy (see above)
Changes in Version 4.78 (6-4-00, 353k)
 Added a bug note from moonshine (about Evil Twins)
 Added yet more information from Joseph Peitler (a couple new FAQ's, etc.)
 Added more information about the upcoming Add-On, Livin' Large (see section
   ii.)
 Other Small Changes
Changes in Version 4.79 (6-6-00, 354k)
 Moved something out of Known Bugs and into the FAQ
 Found at (via Joseph Peitler) that the Slot Machine was listed twice in the
   "Download Surprises" section, this is now fixed
Changes in Version 4.80 (6-7-00, 354k)
 Added the Italian version of the FAQ (see the Notes above)
Changes in Version 4.9 (6-8-00, 357k)
 Created section 11.8) Speeding up your Sim (thanks to broadstrong)
 Added a lot of little additions all over the FAQ from broadstrong
 Some other small changes
Changes in Version 4.91 (6-13-00, 363k)
 Added a lot of new information from broadstrong
 Some other small changes
Changes in Version 4.92 (6-15-00, 365k)
 Added some new information on the Add-On, Livin' Large in section ii.
 Some other small changes
Changes in Version 4.93 (6-20-00, 368k)
 Added a bug from moonshine
 Added more information on the upcoming Expansion Pack, Livin' Large
   (courtesy of Wendy Zupack)
Changes in Version 4.94 (6-23-00, 372k)
 Added new Bug info from broadstrong


 Version 4.95  August 15, 2000  376k

   It's been almost two months since the last update and Livin' Large is fast
   approaching!

   Started using the new version history form, which as you can see is much
   cleaner to look at.  Also updated the Shameless Self Promotion to reflect
   what I've been up to lately.

   Created section 12.6 to deal with the slew of new Object Editors:
   Blueprint, SimTransmogrifier, and Maxis' Art Studio, a new tool for
   creating custom Wall Hangings.  And started up the Livin' Large Frequently
   Asked Questions section.  Not much there right now, but it will grow when
   it comes out.

 Version 5.0  September 13, 2000  405k

   Livin' Large is now out (The Sims Expansion Pack, at a store near you), so
   I went through and updated where appropriate.  Created section 1.2 to deal
   with most of the Livin' Large updates, such as the Genie, Death,
   Cockroaches and the like.  Added section 6.1.2 to deal with the new Livin'
   Large career paths.  Also added section 11.9 Better Personality through
   Chemistry, one of my favorite new tricks.

 Version 5.01  September 13, 2000  408k

   Added new jobs to the Livin' Large career section.  Updated the Genie
   listing.  Some other small things.

   Added new Livin' Large Frequently Asked Questions (which can be found in
   the section after the regular Frequently Asked Questions).

 Version 5.1  September 15, 2000  416k

   Finished filling in all the Livin' Large jobs.

 Version 5.2  September 16, 2000  418k

   Added some new Livin' Large tips from Rob Sevening.

 Version 5.21  September 20, 2000  419k

   Added section 12.7  Custom Interface Graphics

 Version 5.3  October 3, 2000  421k

   Added some information from JediPika88.  Added a spiffy little alternative
   to outside trashcans from TheReaper86.

 Version 5.31  October 18, 2000  421k

   Tiny update.

 Version 5.4  November 30, 2000  418k

   Just updated the SimDay event items. (Turkey Dinner, Jack O'Lantern)

 Version 5.5  December 6, 2000  396k

   Added some new Career Shifts from Joseph Peitler.  Cleaned up the
   Frequently Asked Question so that it takes up less space.  Also removed
   redundant/useless questions and updated other questions to include Livin'
   Large information.


 Version 5.6  December 9, 2000  396k

   Found the solution to the "Livin' Large objects not appearing" problem,
   which has been added to the Livin' Large Frequently Asked Questions.

 Version 5.7  December 10, 2000  382k

   Finished cleaning up the FAQ, so it is now quite a bit smaller.  Also
   removed the Misc Facts thingie at the bottom of the FAQ as ... well I never
   really liked it.

 Version 5.8  January 18, 2001  383k

   Added Marcel VanDalfsen's spiffy job charts to the section of the same
   name.

 Version 5.9  January 22, 2001  384k

   After much ado, added some information about gifts from EvilDave2.

 Version 6.0  April 28, 2001  393k

   Updated the guide to include the new House Party additions.  Added a
   socialization note from Winston Jen.  Added the Baby Personality Matrix
   section (which determines how Baby personalities are determined) which is
   from Lynelle Foulk.

 Version 6.1  May 16, 2001  394k

   Created section 9.3 Let the Kids GROW UP which links to a program that
   brings your SimKids to adulthood.

 Version 7.0  September 25, 2002  412k

   Updated the guide somewhat to reflect what's been going on in the world of
   Sims.  Added sections for the last 2 expansion packs (Hot Date and
   Vacation) and tried to get everything reasonably up to date.  Created a
   new section (5.2.1) on creating a "Love Shack" that deals with multiple
   Sim-romances.

 Version 8.0  October 6, 2002  420k

   Added information for the latest expansion pack, Unleashed.

 Version 8.01  February 3, 2003  420k

   Some small updates.

 Version 8.1  June 22, 2003  436k

   Finally got the Unleashed Job track filled in, with complete thanks to
   TJ Tillman.

 Version 8.11  January 22, 2005  436k

   Changed my email address and some small format changes.





________
Stinger:
¯¯¯¯¯¯¯¯
 Reticulating Splines:
   According to Webster's, to reticulate is: to divide, mark, or construct so
   as to form a network. And a spline is: a function that is defined on an
   interval, is used to approximate a given function, and is composed of
   pieces of simple functions defined on subintervals and joined at their
   endpoints with a suitable degree of smoothness.

   Therefore, reticulating splines would be: Constructing network based
   functions that are defined by divisible intervals while approximating said
   network and composing it of pieces of simple functions defined on
   subintervals and joined at their endpoints with a suitable degree of
   smoothness.
     -- Will Wright (from http://www.simzonline.com/)


_______________________________________________________________________________

This Document is Copyright 2000-2005 by Dan Simpson
The Sims is Copyright 2000-2002 by Electronic Arts

I am not affiliated with Maxis, Electronic Arts, or anyone who had anything to
do with the creation of this game.  This FAQ may be posted on any site so long
as NOTHING IS CHANGED and you EMAIL ME telling me that you are posting it.  You
may not charge for, or in any way profit from this FAQ.