The sims bustin out ps2 missions


















For more general, one-on-one Fun, two Sims can use the Table Tennis board for a large boost of Fun, but a pool table may be a better choice once you can afford it, simply because you have the extra option of letting your Sim use it by him or herself. Speaking of solo Fun, you can choose to enjoy most of the group activities, such as dancing or pinball, by yourself, or you can dedicate your Sim's free time to playing computer games.

An inexpensive computer is a useful tool for job searching, but any of the three models can also be used for a bit of recreation, with the Meet Marco computer doing the best job of satisfying your Sim's Fun need. In addition to pure Fun, however, you'll also want to consider items that boost your Sim's Fun score while also taking care of their other needs. For example, there are plenty of items underneath the Skill section of your Buy menu that will help your Sim have Fun while they learn vital skills that will help them advance their careers or be more handy around the house.

Your skills aren't something you need to worry about every day, like your motives, but you will need to gradually increase them to ensure that your Sim is able to gain promotions.

Combining your skill advancements with Fun is a great way to satisfy your immediate motives while ensuring that your Sim's future is rosy. Unfortunately, most of the items that combine Fun with skill advancements are fairly expensive. You can learn more about these skill-boosting items in the Careers section below.

Room Room is your Sim's last and most enigmatic motive. It tells you, at a glance, how your Sim is responding to the room that they're currently inhabiting. A spacious, clean room with plenty of high-quality furnishings will enhance their mood, while rooms with dirty dishes scattered about, trash on the floor, and lamps with burnt-out light bulbs will prevent them from feeling content. Boosting this motive will require you to buy many and sundry decorative items to place throughout your Sim's house.

First, though, keep in mind that your Sim's mood is only affected by the room that they're currently in, with the area outside your house considered as a single room. Some items add to the room score while allowing you to fulfill another motive at the same time, such as a high-end television.

Items need to be used to gain motives or build skills, but any item with a room score will always add that score to your room motive, whether it's being used or not. Indeed, most of the items that will help you with your room score will be simple decorations, some of which will have interactions, but most of which will just sit around passively adding to your room motive, and thus your Sim's overall mood, while he or she can concentrate on the more urgent motives.

Apart from the high-end electronics and furniture, most of your room-boosting items will be found in the Decorative section of your Buy menu. One of the earliest items that you should consider are the Pink Flamingos, which add two to your room score for a mere 12 dollars.

Since your Sim's mood is checked immediately before they go to work, and their mood before they get on the bus or carpool depends on your outdoors room score, you'll need to make sure that it's high, and the Pink Flamingos are a great, cheap way of boosting it.

You have many more items that are available for your indoors areas. Most of the cheap items will only boost your room score by one or two points, and can actually wind up costing you extra money and time in the long run. It's usually best to stick with static, nonliving items like paintings and rugs. As you scroll through the item listings, you'll notice that there are many different items that offer the same room boost at varying prices. Some of these items, like the Love in Baghdad movie poster, have random appreciation, meaning that they have a slight chance of becoming more valuable after you buy them.

In general, though, you're going to have to rely on your job to bring home the bacon, so choose the cheapest item that has the room score that you're looking for. The best high-cost item is the Portrait Grid by Payne A. Many of the insanely expensive decorative items actually offer a smaller room boost, or improvements that simply aren't worth the money. As far as bang-for-the-buck goes, the Portrait Grid is definitely something you should save up for.

Lighting also affects your room score. Not all lighting options will read out as having a room boost although the more expensive options will , but your Sims enjoy staying in well-lit rooms, so ensure that the common areas of your house are brightly lit with multiple lamps, if necessary. Lighting is generally cheap, so feel free to be profligate with the expenditures here.

If you value your room score, it's important to keep your house clean and free of unpleasant messes. Each dirty plate or puddle of water on the floor can effect a huge swing in your room score, so be sure to get the best kitchen equipment possible, and charge one of your roommates with always picking up after the messiest guests.

Maid service can help a great deal with general maintenance of this sort, so be sure to call one up and let her deal with the worst situations. The exterior of your house, as mentioned, is important due to the effect it has on your Sims' mood before they go to work. There aren't quite as many options for improvement outside as there are inside, but with Pink Flamingos and a variety of plants which you can buy using the Build menu, instead of the Buy menu , you can make sure that your outdoor parties are a hit, and that your Sim catches the ride to work in an upbeat mood.

If you notice that your exterior room score is nose-diving, you may want to sell any dead plants that are scattered around these will have a sell value of zero dollars in your Buy menu , or knock down a wall leading to the interior of your house so that the room scores can be combined. Relationships Whether you're playing in Free Play or Bustin' Out mode, a large portion of your Sim's time will be dedicated to making and keeping friends.

Although having a large group of friends has benefits in and of itself, it's also important because each career path will require your Sim to have numerous friends before you can earn promotions. Before you get to the highest level of earning in a career, your Sim will need to have at least half a dozen close friends; acquaintances don't count! This chapter will tell you how to make, and more importantly maintain, your friendships. Meeting Other Sims In either mode of the game, your Sims will have the opportunity to interact with dozens of other characters.

They will have the opportunity to become friends with the other Sims that they live with, any neighbors who stop by to visit, or they can call up any of their acquaintances and ask them if they'd like to stop by. You're going to need to take advantage of all of these avenues of relationship-building if you want your Sim to be healthily Socialized; this will keep his or her Social motive near the top of the bar, but will also let them build up a network of friends.

You can keep track of your Sim's friends by pressing right on your controller's d-pad; while holding the button down, you can use your right analog stick to scroll through the Sims that he or she has met. A Sim won't appear on this relationship menu until you've interacted with them in some way. After you've talked to a Sim, you'll be able to check up on your relationship score at any time.

This score is on a scale of absolute enmity to best of friends. Positive interactions will boost this score upwards; while interactions that cause two Sims to like each other less will send you towards the negative zone.

Luckily, there's a lot of feedback during your Sims' interactions; pleasing Social transactions will result in large green plus signs floating above your Sim's heads, while displeasing interactions result in red minus signs. You'll know when a mere acquaintance becomes a friend: you'll spot a big, green happy face float up above their head on the game screen, and another happy face will appear next to their portrait on your relationship menu. This doesn't occur until your relationship score reaches above 60, so you'll have a lot of work to do to transform a Sim from a stranger into a friend.

Keep in mind that, although two Sims usually become friends at the same time, it is possible for Sim A to consider Sim B a friend, while Sim B doesn't have Sim A as a friend.

This is because each Sim keeps his or her own relationship score with each other Sim. Generally these scores will be close enough for each other for any two Sims to always be friends with each other, but if you let your relationship score with another Sim drop dangerously close to 60, that other Sim's score may actually be lower, so they may stop considering you a friend before you do.

If you notice that one of your relationship scores is nearing the lower threshold for friendship, you'll want to call up that Sim and get some relationship points before they start to drift away! Your relationship scores with other Sims automatically decay by two points every day, which means that even a steadfast friend will slowly but surely become a mere acquaintance if you don't attempt to stay close. Before We Begin It's important to remember that other Sims in the game world have their own needs and, indeed, their own motive ratings.

Although you won't always be able to see these motives, they will affect every other Sim's mood during the game, and thus, their ability to Socialize with your Sim. Relationships are a two-way street, after all, and even if your Sim is having a grand old time at a party, if every other Sim there is in desperate need of a bathroom break, you can expect to have a hard time making friends, since everyone else will be fretting about their impending loss of Bladder control or mortified about the mess that they've left on the floor.

When Sims arrive at your door, they'll usually be in dire need of food and Bladder relief. After they've satisfied these motives in that order , they'll start to consider moving on and getting some Fun and Comfort. For this reason, your kitchen should be situated as closely as possible to the primary point of entry into your house, which is usually the door that's closest to the sidewalk.

Ideally, this door should open directly into the kitchen, or at least onto the countertop where your Sims place food after preparing it on your stove. Since other Sims will be wanting food first, you should always choose the Serve option when clicking on your refrigerator to make a plate of meals, at least during "visiting hours". Guests will never come by between 1 AM and 10 AM, so don't worry about making extra food then.

A nearby table should have at least six chairs around it.. Next up is the bathroom. You'll notice as you play the game that Sims dislike having to pee when other Sims are in the same room. You'll therefore want to have at least two toilets within easy reach of your kitchen and Fun areas.

These don't have to be elaborate affairs, and in fact the room score of a bathroom isn't something you need to worry about at all. As long as a bathroom has enough room for the toilet, and perhaps a floor lamp, you're golden. You can add simple 2x2 rooms onto the exterior of your house, where applicable; put a window onto one of the walls for light, add a toilet and a sink, and your bathroom is finished. Adding one, two, or even three of these to your house will help prevent your guests from getting bunched up in bathroom doorways.

Don't worry about showers or baths; your guests will never attempt to satisfy their Hygiene scores while visiting you, except via hand-washing. Lastly, you'll need to have somewhere to entertain your guests. If possible, have this in a separate room from your kitchen, to avoid a dropping room score due to messes there, but if this isn't possible, don't worry overmuch. You'll need to have a few Fun items that your guests can interact with, preferably in groups.

We'll mention the Hellagraphix console multiple times in this guide; it's unlockable at the very beginning of the Paramilitary career track, and offers nine Fun to anyone who plays with it. It is expensive, but very much worth the money. You should also throw in a nice stereo system for your more Active guests. Visitors will gravitate towards group activities, so spending an exorbitant amount of money on a computer or other solo-Fun object isn't recommended.

Don't forget to spend extra money on the most comfortable couches and recliners available for this area. Getting to Know You Transforming a character from a stranger to a friend isn't a difficult process depending on the character , but it can be time-consuming.

It greatly helps to have a Sim with high marks in the Outgoing and Nice personality traits; they'll have more Social interactions available to them, and will be more likely to get positive results when they attempt to engage other characters. If your Sim is nice and outgoing, you can accelerate the rate at which you make friends, which helps you scale the career ladder at a quicker pace.

When you're in the early portions of the game, your careers won't require a large number of friends, so you should concentrate on making one or two friends and getting your relationship scores with them as high as possible. As your career begins to require more and more friends, you'll need to expand your Social horizons while not letting your earlier friendships disintegrate, all of which requires a precarious kind of balancing act.

Pimps should be greeted promptly upon their arrival. First off, though, you'll need to know how to make a friend.

Socialization options are obviously available with your roommates, but you'll need to expand beyond just the people you're living with if you want to gather a large enough group of friends to earn the highest promotions. During the game, you'll notice that Sims will continually be dropping by your house and ringing the doorbell.

None of these Sims will come in unless you greet them, which consists of walking outside and shaking their hand. After they've been greeted, your guests will make themselves at home and begin abusing your hospitality. Note that this greeting action is required for both random passers-by and Sims that you call on the phone and invite over.

Also note that Sims won't arrive in a mood suitable for Socialization; see the Before We Begin section above for more information on this. When you move your cursor over a character, you'll notice that a few different interactions become available.

The most basic of these is the plain talk option; this is a low-risk way of getting a character into your relationship menu. You won't earn a huge amount of relationship points from simple talking, but conversely, you won't be risking any huge losses, either.

Sims are more likely to be offended by overly friendly actions, like joking or compliments, if they don't know your Sim very well. Also, even if a Sim dislikes the topic of discussion, their relationship score with your Sim will never drop more than three points, which is relatively insignificant. So start out by talking, and repeat the action until you hit a relationship score of around After the Sims have hit it off, you can move on to more powerful, but still relatively low-risk actions, like joke and compliment.

Joking more than doubles the relationship score bonus of talking, when your target laughs out loud at your witticism, but it also has a larger penalty for backfiring, so you may want to preface this interaction with talking to gauge your target's mood before proceeding. Other mid-level interactions, like scare, tickle, and tease, have disproportionately large penalties when they backfire when compared to the bonus when they succeed. Best to stick with the jokes; you may offend a Sim, but not as much if you try to touch them when they're not in the mood.

As you get closer to the 50's and 60's, entertainment is also a good choice. Overall, though, compliment is your best bet for non-friend interactions. I'll Be There For You After you've made a friend, you'll be able to move on to the riskier physical interactions, which will help you get your relationship score up to Reaching isn't always necessary, unless you intend to propose to that character, but getting up around 80 with each friend will help forestall the inevitable backslide in your relationship score, and give you a couple of weeks before you'll need to call that Sim over to Socialize.

Of the physical interactions, Dancing is definitely the least risky. If your partner accepts your invitation, your Sim will gain eight relationship points, while the other character gains ten.

If they choose not to dance, you both lose five points, which is not much worse than with a failed talking interaction. For this reason, a sound system should be prominent in your Socialization room, and don't skimp on the cost; a high-end stereo will let your guests fulfill their Fun motive on their own, before you move in and take advantage of their excellent mood.

Hugs are also good ways to get large bonuses to your relationship scores. Although the penalties for a failed Hug go up negative ten points for both characters, you're much more likely to get a neutral reaction from a character you're already friends with. Neutral reactions aren't great, but they do add a small number of positive points to both characters' relationship scores. At any rate, once both characters acknowledge each other as friends, the physical interactions are much more likely to succeed.

Things like Kissing and Hugging can also lead to a romance between two Sims. Let's Get It On After you've become very good friends with a character, your Sim can try to take things to the next level by becoming lovers. As mentioned above, the more physical your Sims get, the more likely they are to get large boosts to their relationship scores, which in turn lets you attempt the riskiest maneuvers. After you've gotten a character into the 70's or 80's on your relationship menu, you can attempt to Kiss or Flirt with them, which should initiate a romance.

You'll see hearts float above each of your heads, which will let you know that you're now considered to be lovers. Other intimate physical interactions can lead to love, which has its own drawbacks, so try to avoid anything involving kissing or touching. Hugs are safe, though. Interactions like this one quite often immediately precede the playing of Barry White albums. Being a lover with another character gives you a much better chance of pulling off the high-boost interactions like Feather Tickle or Passionate Kiss, which should rocket you to a score very quickly.

It's very important that you make sure your partner is in a good mood, however, because these interactions have huge penalties if you fail. Passionate and Friendly Kisses, for instance, knock off 15 points from your relationship score when your partner rejects you, which wastes time, since you'll have to work your way back into their good graces before trying again.

After you reach the high end of the relationship spectrum, you can try to lock on the ol' ball and chain by proposing to one of your lovers. It's difficult to get a Sim to accept a proposal; they'll need to be in a very good mood, they'll need to be of the opposite sex, and both of your relationship scores will have to stay near for a while. You can expect to be shot down after your first few attempts at proposing; your lover will usually give you an idea of what's wrong.

They may be hungry, or tired, for instance. You'll have to take care of whatever ails them before they'll accept your proposal. One way to boost your chances of success is to propose early in the day; if your lover and you sleep together, try to get both Sims to hit the sack at the same time, then propose as soon as possible after you wake up, when your lover's comfort and Energy scores should be nearly maxed out. If they're hungry, serve them a meal and then try again. Keep hammering away, and eventually you'll have a spouse!

In Bustin' Out mode, you can only propose to a Sim from one of the free play houses, which means you'll either have to call up the Tutti or Frutti houses and invite someone over, or visit them and get your charm on. Even after you've obtained a spouse, you still have to be careful to maintain your friendship.

If you let your relationship with your spouse slide too far down the scale, he or she will eventually get fed up and move out. Also, be aware that your lovers don't particularly appreciate polygamy. The game doesn't penalize you outright for being a skank, or even for cheating on a spouse, but if your spouse or lover happens to see you getting intimate with another character via pretty much any interaction that involves physical contact , he or she will get very upset, and will usually attack your paramour, leading to bad feelings all around.

Feel free to satiate your carnal desires all you like, but ensure that you're alone with your partner when you do. This also works in reverse, though; if you have a lover who insists on dancing the day away with your guests, your relationship with the guest will drop through the floor, and what's more, your Social motive will plummet as your Sim becomes more and more despondent.

For this reason, it's a Very Bad Idea to become lovers with Sims that you can't control, such as Dudley, because you'll essentially be forced to retreat from whatever room they're in when a party is going on, lest your Social motive plummet to the bottom. In point of fact, there isn't much point in making a Sim your lover if you don't plan on getting married, so you may want to stick to the basic Social interactions until you find that special someone.

First, you have a random chance of getting a phone call offering a baby for adoption; you can choose whether or not to accept. This works for same-sex couples, by the way, but can take a while to occur. Second, the Kiss Passionately Social option will occasionally let lovers procreate.

Lastly, the Vibromatic Heart Bed has a special interaction for lovers which will also sometimes result in a child. In any of these cases, you'll be able to choose whether or not a child is the result of your interaction, so don't hesitate to try out these interactions if you're just looking for extra relationship points.

Sim babies appear as an object in the house. You'll be able to interact with them in three ways: feeding, singing, and playing. Feeding is, obviously, the critical option here, since your baby will require a constant influx of nutrients. What's more, if your baby goes hungry for more than an hour it'll cry quite loudly during this period , a Social worker will appear and take the baby away, which lets you escape the responsibility if you change your mind about actually taking care of a kid.

You'll also need to be able to put your child to sleep; if it begins to cry because of its lack of Energy, sing to it before letting it sleep for a while.

At the end of three days, though, the baby will become a kid and will have much more palatable sleeping rhythms. Child Sims don't go to work; instead, they go to school. School and work are fairly similar acts, but instead of building up your child's skills to earn promotions, you'll need to have them study via a bookshelf or, preferably, a computer to earn higher grades and scholarship money.

Like anything else worth having, friendships and love affairs require maintenance. As with your motives, your relationship scores decay over time, albeit much more slowly. With every day that passes between instances of Socialization between your Sim and an acquaintance, their mutual relationship scores will drop by two points each. This isn't something that you'll need to worry about daily, but it can cause even your closest confidants and lovers to eventually stop counting themselves as your friend, which will eventually prevent you from gaining promotions at work.

For characters who are your friends, you'll receive a warning or two as your relationship score drops towards the terminal point for friendship. If this occurs, you should try to call up that character and invite him or her over for some intense one-on-one interactions in an attempt to drive your scores back up into the 80's or higher.

If you ignore the first message, you'll receive another message soon afterwards notifying you that you let that friend slip away. Nevertheless, you don't have to be too diligent about keeping your friends close by; the same Socialization moves that worked before can make that character your friend again, so feel free to wait until a convenient moment to Socialize.

The same basic process is true of lovers. If you let your relationship with a lover decay down into the 60's, they will become "just friends". The only difference here is that you aren't notified of this change, so keep an eye on your relationship menu and take the necessary steps to keep your lovers interested in you. How To Be A Good Host When you reach the higher levels of your career and have been happily situated in a home for awhile, you'll need to exert extra effort to maintain the broad number of friendships that got you to that point.

Luckily, you should have plenty of money to spend on items that can be used to entertain large groups of people. Most of these items can be used by one Sim to boost your Fun score, but if multiple Sims are around, you can let them join you for extra relationship points.

The most basic group activity is the boob tube. If you pick out a nice, wide couch, up to three people will be able to restore their Social, comfort, and Fun motives at the same time, all while adding to their relationship scores. The Soma is well worth the investment, if you can swing the cash, so you may want to wait until your Sim gets a raise and splurge with his or her bonus money to outfit one of your nicer rooms with the big-screen tube.

Another good choice for mass Socialization is a hot tub, if you can afford one. Whichever model you choose, your hot tub will help you satisfy a large number of motives while letting you rack up relationship points, especially at parties. Next, the various stereo systems will let any Sims within earshot join your Sim for a dance or two. If you're really looking to get down, you can combine this item with the Bounce My Booty Dance Floor, which adds another ten Fun for anyone who interacts with it.

Combined, this duo will set you back over 10, simoleons, but ensures that all of your guests will have maxed-out Fun motives, and thus will be a bit more appreciative of your Socialization attempts.

One last big-ticket item for group Fun is the Hellagraphix "Diamond Edition" video game system, easily unlockable early in the Bustin' Out mode by getting a promotion in the Paramilitary track. It'll set you back almost 5, simoleons, but offers a massive nine Fun to anyone who uses it. What's even more impressive is the number of people who can sit around and enjoy the Fun: if you throw a party, you should rearrange your house to have as many comfortable chairs around the Hellagraphix as possible, because it's not uncommon to see half a dozen characters pick up a controller and go for the top score.

If you're looking for cheaper forms of Fun, though, the Miscellaneous category in your Buy menu has a host of options, some of which will especially appeal to Sims that have chosen to be highly Active. For a mere 50 dollars more than a Basketball Hoop, Table Tennis offers two more Fun points; just keep in mind that this isn't something a Sim can do by himself.

If you have more cash to spend, one of the pool table models lets one or two Sims play together, but neither of these offers a substantially higher Fun rating than ping-pong. Let's Par-Tay In Bustin' Out mode, a few of the houses will require you to throw a party to achieve one goal or another. Although you'll have to throw these parties, you should also keep in mind that your Sim can throw a party anytime he or she wants, merely by picking up the phone and selecting the last option on the list that appears.

Party goers will gather by the door and come in by themselves no need to greet them and will stay until past midnight, if you care for their motives properly.

For maximum Socialization opportunities, you'll want to skip work and kick a party off around noon. This will give you at least twelve hours of face time with your guests, but you will have to satisfy their motives, or they'll leave prematurely. No shirt, no shoes, no service. Still, it's best to be considerate and provide enough seating for all of your guests.

First up, all party-goers will require easy access to food and toilets, as usual. If your house is properly constructed, this shouldn't be a problem, but you do have to consider the number of people that arrive; a typical party will see at least five guests arrive at your door, and perhaps more, if you called up other guests individually.

All of these people will be looking for food, and since the Serve Food option from your refrigerator will only serve up six portions, you're going to need to make up at least two plates full of goodies for your guests. The easiest way to do this is to get one Sim working on a plate, then have another Sim follow a few seconds later with the same action. Since party-goers don't need to be greeted, you won't have to worry about meeting them at the door; just make sure the food is accessible when they arrive.

Periodically check for dirty dishes and empty plates, and make another tray of food if one is empty or running low. You'll probably need a few empty countertops to hold everything, so plan ahead. With any luck, one or two of your guests will have high Neat scores and will clean the kitchen on their own.

After food and Bladder are taken care of, your guests will be in the mood for Fun. The most efficient way to feed this motive is to have a Hellagraphix machine in the middle of a bunch of Deiter couches and Von Braun recliners; the Sims' Fun and comfort motives will be simultaneously fulfilled, and they'll be able to Socialize with all other players.

After a Sim disengages from their Fun activity, they should be almost sated in terms of their motives, so pounce on this opportunity and get your interactions in quickly. You can repeat your Socialization with multiple guests, if you have more than one target for friendship, but give them a breather every now and again to take care of their needs. If a Sim starts getting thought bubbles above their head indicating that a certain motive requires attention, make sure they have access to an outlet for their desires, or they'll leave.

This occurs most often when you don't have any fresh food for your guests to eat. If you notice your guests getting tired, try switching on an Aromaster to the Juniper and Rosemary setting to restore their Energy.

In point of fact, you should probably have one of these going non-stop during a party, just to counteract time's winged chariot and let all of your guests stave off sleep while they're partying.

It will cost you some big bucks over the course of a day, but it'll ensure that your guests are in high spirits throughout the party. If you want to have everyone feeling extra-wired, you can even use a laser show set to "Chakra", which also restores Energy to everyone within range. No more dozing off at your parties! House-Building Whether you play Bustin' Out mode or Free Play, you're going to have to get used to using the game's Build menu to construct a house or remodel an existing one to suit your purposes.

Many of the houses in the game are decent enough, and you can live in them without any major alterations, but they aren't efficient; your Sims won't be able to satisfy their motives quickly without some major revisions. Marry anyone of your Sims's different gender. Invite them and begin having a good relationship with them. Then, begin kissing until your relationship with the Sim reach to You will waste some money for the wedding.

Later, a dialogue box appears, asking you if you want a baby. Tap X for yes and a cradle will appear. Begin caring for it. Buy a sofa near the cradle so your Sim can sleep on the sofa. If the baby cries, your Sim will wake up and you should feed, play and sing with the baby.

Once it's asleep, you can eat, p, see the Tv and have naps. After 5 days, your caring pays off. Your baby will be a kid. Have a bookshelf for her and an extra bed. Don't forget about sending your kid to school. Then, 'kick out your lover', call over your next lover and do the same thing. Do this in a private room with no one inside.

I suggest having a good relationship with Randy and Paisley. Visit Studio 8 and paint the easel. Make sure your painting is approved, if not, try again. Visit Goth's House and have a good relationship with Bella. Use Romantic Kiss on her later. No beds, kitchen appliances, shower You should repair the place immediately. Enlarge the place, buy a big TV, chairs, kitchen appliances, 3 beds, a bathtub, a jukebox and decorate the renovated place.

I wonder how they sleep and eat? If not, have a good relation ship with them. If you follow my strategy, it will be easier. Throw a party, on the music and get your Sim to spin on his head. Have your BODY get to Visit the gym and go to the hive dive.

Show the dance to Artie or Charity. Renovate the lab into a nice and comfy 'house'. Sell the computers and buy ONE expensive computer. Don't forget the TV, a Tepen'Yaki table, new toilet bowls, and two electric showers.

You will need it to complete a goal. If not, pay. If not, talking and moon walking with them is the best way to bump up your relationship. They do not appreciate dances or jokes. If not, see Casa Caliente. By getting the Tesla Coil, get to Vivisectionist. If you didn't get your MECH to 10, you will only create normal gnomes.

This thing can cause fire when it is launched near wooden objects and other flammable objects. When they're here, launch the gnomes!

You do not need them to watch the gnomes! Then, go there and hypnotize Archie or Charity. I really like this place a lot! They really clean the place neat. You still can upgrade the beds, TV, sofa, and the bathroom if you want. Let's focus the kitchen now.

There's only a microwave for you to cook, so sell the microwave and buy a stove. Don't forget the Tepen'Yaki table! Invite Malcolm by using a phone and dial Malcolm's Mansion. Head over for a visit, but make sure you have a decent Body rating or you'll likely fail. All that is required of you is to do three Triple Jumps in a row off the High Dive. If your body is high enough, this one is a yawner. Then, make sure you've befriended Bing Bling to learn his 'Break Dance' interaction.

Now all you have to do is go to Studio 8 and break dance for either Artie or Charity. Yes, it's that simple. If you're married, then you're short a bed. Also, the best the kitchen has to offer is a microwave for cooking. Other than that, you have pretty much everything you need. Personally, I like to upgrade the kitchen to finish this one, but do what you like.

Rocket Gnomes are built on the Inventor's Workshop bench there's already one in the Lab , but only if you have a Mechanical Skill of 8 or higher, otherwise you'll just build regular gnomes. Choose any way you like to build your Mechanical up, but if you've got a ways to go you might want to go with the Tesla Coil which Malcolm steals at the beginning and is unlocked by the first Mad Scientist promotion in the Lab , which imparts Mechanical knowledge much faster than the books or the bench.

Once you have that Mechanical up, start working on the bench. Build five of those. Now, when you're ready, start a party. Once the party gets going, go into Buy or Build mode and move your gnomes outside, in a row.

Go back into the game, and pick them to 'Launch' one after the other. As long as there is a party on, you'll pass, you don't actually need to call anybody over to watch. Head over there. They have several giant ferns in their yard, like the one you stole from Dudley's. Steal one from them. If you can't do that either, then you'll have to come back later.

Once Studio 8 is unlocked, you now need to do the Launch Party mission to get the necessary social interaction. Once that's all out of the way, you just need to head over to the Studio and use the 'Hypnotize' social on either Artie or Charity. The furnishing are extremely spartan, nothing luxurious, but that fits the theme. You can upgrade the beds if you like, but I'd focus on the kitchen.

They only give you a microwave, so getting a stove in there is a fine idea. Otherwise, things are pretty good. Buy some nice kitchen upgrades if you need to get it right away, but better yet just wait until you unlock Miss Gyrotic, which you'll want to re-install immediately. This is tough, as most Sims including Malcolm will just go home before that happens. So, you need to do one of two things. One, you can artificially prevent him from leaving, by walling him in somewhere, building a fence around him, whatever.

And then waiting. Or, you can find an activity that will instantly reduce him to zero. An efficient way to do this is to beat him up, but if you haven't been working on making him an enemy then this could take a while.

The best way to do this is to unlock Miss Gyrotic through the Mad Scientist career path. Then, when you invite Malcolm over, program the robot for 'Defense'. The robot will immediately seek out Malcolm and attack him, satisfying this mission. Just head back to Shiny Things Labs, find any computer there there are three - two in the lab and one at the front desk , and choose to 'Steal Computer'. That's it. You also need to have a decent Body rating, of at least 6, preferably higher.

Fortunately, the Octagon has a perfectly good AbDominator to help you with that. Once that's done, head over to the club.

All you have to do is 'Attack' either Bing or Mona. Don't worry, the option will appear in the social list no matter what your relationship with them is for this mission.

Provided you win the fight this is why you need the high Body , you will get your reward. Head over to the Manor and locate the Incubator that's in the little shed behind the house. Choosing it reveals a 'Destroy Bio-Weapon' option. This will consist of kicking it to the point where it needs to get repaired. Collect your reward. The only food source they give you is a barbecue, and hors d'oeuvres.

Also, Malcolm steals your only sources of fun. Another thing to consider is that since you're living outdoors, all your garbage is now going to affect your outdoor room score, which will kill your mood going to work and all the time, really.

A full kitchen upgrade, contained within a "dining tent" just a separate building is probably a pretty good idea. And get a fun activity quick until you unlock the stuff Malcolm stole. Shouldn't be hard. One is to use the built in, and unique to Pixel Acres, 'Get Free' social inter- action. You need to have a decent relationship with a Sim to have them accept your 'Get Free' offer Much easier is just to acquire the Pixel Booty song from the Goth Ghost mission described below , buy a synthesizer for Pixel Acres, and play it while he's there.

All you have to do for this mission is get a romantic relationship going with either Paisley or Randy this may take a few days if you haven't done it already , then head over to Casa for a visit.

Once there, find the bearskin rug and choose to 'Relax'. Once you're lying down, find your target and get them to 'Join'. After a little chit chat, eventually some more physical fun will take place. Once they've done some kissing, just cancel your 'Relax' action and you'll get your prize. First of all, you must befriend Chase in order to learn his 'Tell Secret' social interaction. Second, you must be able to get to Shiny Things Labs, so if you haven't unlocked it from a previous career path, then do the "Seduce Someone At Casa Caliente" mission.

Once you have that done, then the rest is easy - just head over to Shiny Things Labs and use the 'Tell Secret' interaction on either Vaughn or Makino and you're done. If your Creativity is too low, work on it. If you haven't unlocked Goth Manor yet then doing the last two missions will unlock it for you. Once you get both of those goals, head over to the Manor where the Goths while start complaining about their haunted synthesizer. Take that hint and head over to the synthesizer The Pixel Booty song is a song that is only played on the synthesizer, and it will cause anybody in the same room where it's played to immediately remove their clothing.

While this is more of a gag than anything else, you will find it extremely useful in the 'Framing Malcolm' mission in this section. You won't need to touch the kitchen. Temporarily replace the huge TV with a plasma screen or something. And you'll need to get a second bed for the spare bedroom between the small bathroom and the music studio.

Otherwise, this is a cushy pad. Don't be. The first way is just to muscle it out of him. Lower your relationship with him, get in a cranky mood, and choose the 'Attack' interaction when it appears. Provided your Body is higher than his he starts at 3, so that's not tough then you win and he'll give you the part. The second is to get your roomies to help. But that's a lot of work. Your relationship needs to be at that level before the party starts, though, for that to work. And, of course, he has to be in a good mood.

But if you're feeling adventurous, go ahead and try one of the first two. Once you get there, head back to your old home, Club Rubb, and zero in on the red pool table.

Start playing then find Bing and get him to 'Join'. Let them play for a while, it won't take long, and you'll get the message saying that you beat Bing. You're done here, back to the house. Now, head over to the Lab, but make sure you're in a good mood or you won't be able to do this mission.



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