The Sims 2 (Prima Official Game Guide - 2004).pdf

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01_Sims2
PRIMA ® OFFICIAL GAME GUIDE
BUILD A DYNASTY
CREATE CUSTOM CONTENT
THE SIMS 2 BODY SHOP DETAILS
Visit us online at primagames.com
This game has received the
following rating from the ESRB
Prima is an authorized
Electronic Arts licensee.
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PRIMA Official Game Guide
Greg Kramer
Prima Games
A Division of Random House, Inc.
3000 Lava Ridge Court
Roseville, CA 95661
1-800-733-3000
www.primagames.com
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PRIMA OFFICIAL GAME GUIDE
The Prima Games logo is a registered trademark of Random
House, Inc., registered in the United States and other coun-
tries. Primagames.com is a registered trademark of Random
House, Inc., registered in the United States. Prima Games is
a division of Random House, Inc.
©2004 Electronic Arts Inc. Electronic Arts, EA, Maxis, the Maxis logo,
EA GAMES, the EA GAMES logo and The Sims are trademarks or regis-
tered trademarks of Electronic Arts Inc. in the U.S. and/or other coun-
tries. All Rights Reserved. All other trademarks are the property of their
respective owners. EA GAMES™ and Maxis are Electronic Arts™ brands.
No part of this book may be reproduced or transmitted in any form or
by any means, electronic or mechanical, including photocopying,
recording, or by any information storage or retrieval system without
written permission from Electronic Arts Inc.
Product Manager: Jill Hinckley
Project Editors: Tamar Foster and Fernando Bueno
Please be advised that the ESRB rating icons, “EC”, “K-A”, “E”, “T”,
“M”, “AO” and “RP” are copyrighted works and certification marks
owned by the Entertainment Software Association and the Entertainment
Software Rating Board and may only be used with their permission and
authority. Under no circumstances may the rating icons be self-applied
or used in connection with any product that has not been rated by the
ESRB. For information regarding whether a product has been rated by
the ESRB, please call the ESRB at 1-800-771-3772 or visit www.esrb.org.
For information regarding licensing issues, please call the ESA at (212)
223-8936. Please note that ESRB ratings only apply to the content of
the game itself and does NOT apply to the content of this book.
Important:
Prima Games has made every effort to determine that the information
contained in this book is accurate. However, the publisher makes no
warranty, either expressed or implied, as to the accuracy, effectiveness,
or completeness of the material in this book; nor does the publisher
assume liability for damages, either incidental or consequential, that
may result from using the information in this book. The publisher
cannot provide information regarding game play, hints and strategies,
or problems with hardware or software. Questions should be directed
to the support numbers provided by the game and device manufac-
turers in their documentation. Some game tricks require precise timing
and may require repeated attempts before the desired result is
achieved.
ISBN: 0-7615-4292-2
Library of Congress Catalog Card Number: 2003116128
Dedication
To my little Sims: Adam & Ethan. May you “Grow Up Well.”
Acknowledgement
Copious thanks to everyone at Maxis who made sure this book is what
we all wanted it to be. Thank you Matt Bendett, Lucy Bradshaw, Matt
Brown, Patrick Buechner, Destry Davison, Brian Deppiesse, Sarah Fuchs,
Darren Futa, Jack Greaves, Julie Kanarowski, Jonathan Knight, Kevin
Hogan, Hunter Howe, Steve Hutchins, Trevor Jalowitz, Lakshmi
Jayapalan, Amy Kalson, Tim LeTourneau, Charles London, Lettecia
Rayson, Lyndsay McGaw, Seth Olshfski, Kana Ryan, Mayhew Seavey,
and Thomas Vu.
Finally, thanks to Dee, Lisa Schamess, Lucy Quinto, Mel and Jackie
Kramer, and Lloyd and Carol Warner who keep the home fires burning.
Contents
Part 1: The Basics . . . . . . . . . . . . . . . . . . . . . . . . .1
Chapter 1: Getting to Know The Sims™ 2 . . . . . . . . . . . .2
Chapter 2: Getting Started . . . . . . . . . . . . . . . . . . . . .9
Part 2: Creating Neighborhoods, Families, and Sims . . .15
Chapter 3: Welcome to the Neighborhood . . . . . . . . . .16
Chapter 4: Create-A-Sim and Genetics . . . . . . . . . . . .26
Chapter 5: Simology . . . . . . . . . . . . . . . . . . . . . . . .34
Part 3: It’s A Lot Like Life . . . . . . . . . . . . . . . . . . . . .48
Chapter 6: The Six Ages of Sims: . . . . . . . . . . . . . .49
Playing the Generation Game
Chapter 7: Needs . . . . . . . . . . . . . . . . . . . . . . . . . . .60
Chapter 8: Aspirations, Wants, and Fears . . . . . . . . . .88
Chapter 9: Skills . . . . . . . . . . . . . . . . . . . . . . . . . . .115
Chapter 10: Careers and School . . . . . . . . . . . . . . . .130
Chapter 11: Social Interactions . . . . . . . . . . . . . . . . . .156
Chapter 12: Family Life . . . . . . . . . . . . . . . . . . . . . .193
Chapter 13: NPCs . . . . . . . . . . . . . . . . . . . . . . . . . .208
Chapter 14: Community Lots . . . . . . . . . . . . . . . . . . .219
Chapter 15: Objects . . . . . . . . . . . . . . . . . . . . . . . .225
Chapter 16: Disasters, Disease, and Death . . . . . . . . .298
Part 4: All in the Family: Sims in Action . . . . . . . . . .308
Chapter 17: The Ex-Machina Family Blog . . . . . . . . . .309
Part 5: Beyond the Game . . . . . . . . . . . . . . . . . . . .317
Chapter 18: Build Mode . . . . . . . . . . . . . . . . . . . . . .318
Chapter 19: Story Mode and Moviemaking . . . . . . . . .338
Chapter 20: Sim Autonomy . . . . . . . . . . . . . . . . . . .345
Chapter 21: The Sims™ 2 Body Shop . . . . . . . . . . . . .351
Chapter 22: Custom Content . . . . . . . . . . . . . . . . . .358
Chapter 23: Appendix A: Cheats . . . . . . . . . . . . . . . .366
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This part is for the newcomers or the veterans who want to learn from the ground up.
All the information in these two chapters appears in much greater detail elsewhere in
this book, so veterans won’t miss much if they skip right to Part 2.
For everyone else, however, to avoid being overwhelmed by this complicated
world, it’s best to start with the outline of basic concepts and starting strategies
contained in this primer.
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PRIMA OFFICIAL GAME GUIDE
Chapter 1
The key challenge is to engineer your Sims’
world to allow them to behave both efficiently and
autonomously. The amount of intervention Sims
require is a good measure of player success. That
said, getting to that state is a big challenge and
requires a deep understanding of the forces at play.
The latter parts of this book will help you to that
understanding. For now, however, to bare basics.
Yes, yes, all these facts and figures, what, wheres,
and howfors are grand and all, you say, but how do
you play The Sims™2 ? Good question.
First, however, a disclaimer. There are many ways
to play The Sims™2 , some by design and some only
by the ingenuity of the community of players. Some
players use it not as a game but as a palette for story-
telling and their own creativity. This book addresses
those approaches too but is, by necessity, grounded
in the way the game is “meant” to be played.
The Sims™2 is, above all else, a time-management
game. The more efficiently your Sims behave, the
more opportunities they have for success. Everything
in the game’s structure revolves around this point
(however subtly):
This book is not intended to replace the manual
that came with your game and, in fact, makes
every effort to avoid repeating things explained in
that volume. Any repetition is only for the sake of
clarity and emphasis.
The more quickly and efficiently you can meet
your Sims’ Needs, the less time they have to
spend on them. The less spent on Needs, the more
time they have for other things.
Modes
Which modes are available to you depends on where
you are in the game. There are two views:
Neighborhood view and Lot view.
Neighborhood View
Neighborhood view overlooks the entire neighbor-
hood and all its lots from on high.
There are four modes in Neighborhood view:
Families: Contains the Sim Bin (families created
but not moved into any lot), the Move Family
button to transfer families from the Sim Bin into
a lot, and most importantly, the Create New
Family button. This last transports you into the
Create-A-Sim and Create-A-Family tools where
new Sims and families are assembled.
Advancing in a career track brings more money,
which brings objects that fill Needs more
efficiently. It also can bring a lighter work
schedule with fewer days and shorter hours.
Skills allow Sims to do things more quickly and
advance in their career.
Satisfying Wants and avoiding Fears allows Sims
to have a perpetual good Mood (a very efficient
state to be in), gives them helpful reward objects,
and keeps them from doing time-wasting behav-
iors that come with low Aspiration score.
Lots and Houses: Contains the Empty Lots
templates (for beginning new construction) and
the Lots and Houses Bin in which you’ll find
constructed empty homes ready to be moved
into the neighborhood and any occupied homes
(Sims included) that you’ve saved or downloaded
from elsewhere.
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