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Sims for ps2 walkthrough on get a life

2022.01.14 16:51


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To counter this, enter build mode for the house you moved your Sims out of, then sell off the Monkey Butler and other items you put up. The house will be cheap again. Move your Sims back in and they will have a lot of money. Enable the "Free mode" code, start a game, and buy fifteen Heart Hot Tubs. Note: These must be unlocked in Get A Life mode first. After buying them, save the game and quit.


Turn off the PlayStation 2 to disable the code. Return to the same game and sell all the Heart Hot Tubs that were bought to get up to 99, Simoleans. Notice that when you pay bills, buy something, etc. Use the following trick to make the wallpaper technique faster. As you sell the sheet of wallpaper, you must hold Square and release it to complete the sale.


If you press Square repeatedly after the sale, the sales keep occurring for how many times it was pressed. Also, this trick works better if the wall has an intersection in the shape of a "T". Buy a workbench and heighten your Mechanical, Creativity, and Body. Keep making Gnomes. If you have a very high status, you should be able to sell each gnome for at least Simoleans. Making gnomes only take about one to two seconds each if you have a very high status.


Make a wall parallel to the sidewalk with the trash can and mail box. Put the most expensive wallpaper on both sides. Then, press Square to sell the wallpaper on one side. If this does not work, try the opposite side. You should be able to sell one side's wallpaper repeatedly. Have a Sim with a high creative level. Start a painting or a sculpture. After it has been started, tell that Sim to stop, then have another Sim with no creative points finish it.


Sell it, and you will still get as much money as you would if the Sim that originally started it had also finished it. You can even have your kids finish your painting and still get as much as if the parent did the painting.


While they are watching television, highlight your "Guest" and give them the command to "Watch TV". They will "Watch TV" with you, talk to you, and their comfort will rise. If your Sim is still in a good mood three green bars or more , you will have the option to "Propose" to the Sim you want to marry, Sometimes they will not accept you will hear warning sirens and they will state a reason. Do whatever they wanted you to do. When you fulfill their requests, "Propose" again. If you are lucky, they will accept.


Note: You can only do this in Play The Sims mode. Create a family in Play The Sims mode. Get your Sim married. Then, evict your family and them back.


Take the married couple to the bathroom and kiss. It may require four or five kisses for it to work. A little box will appear and ask if you want a baby. If you do not want your child to go to school and do not want to keep hearing the bus honk every few seconds, just let your child stand in the middle of the road where the bus waits everyday. Then the bus will not appear, and your child will not go to school.


If you miss work one day, do not answer the phone. Instead, wait until the next caller, who should call in later. They will give you some money. Call Major Dormo, then put a fence around his tree house after he leaves it. He will remain with you much longer, but will still eventually disappear. Let your newspapers pile up for five days until you have five of them on your yard.


On the sixth day, do not collect any and you will get a message stating that you will not receive any more papers because you have too many. Note: If you hire a maid, she will pick up the papers and you will continue to receive them.


Throw a party. When your guests arrive, have them go inside your house. Pause game play and enter build mode. Wherever there is a door going outside, replace it with a wall.


Resume the game. Since they cannot leave, they will stay and have a raging party. You can now talk all you want with your guests and they will not leave, eventually even marrying someone. You may also want to buy some beds in case they get tired.


Insult a neighbor or your roommate until their name is down to Then, go outside and display the action options where you can choose to kiss, hug, insult, slap. You should now be able to attack the person. Do this about three times. Your roommate will have had enough and pack up and leave for good. If you want to see the Grim Reaper and put a lot of tombstones in your backyard, enter build mode and add a fireplace.


Fix up the house somewhat. When prompted to move in a family, create one and make several Sims. Have all of your Sims enter the room with the fireplace and have one of them light it and stand very close.


The fire should catch them all if they were close enough. The Grim Reaper should show up to claim the family. Once he does, if there is one Sim remaining have them call the fire department. Enter build mode, grab all of them, and place them in the backyard. If desired, you can add some flowers and other objects. They will become a grave.


To get rid of the last Sim, lock them in a room with no windows or doors. They should die in three and a half days. Repeat the grave steps when the Grim Reaper reappears. Note: This will not be a good home for families, as they will be mourning all the time. Buy the telescope and use it for too long. Your Sim will be abducted and disappear. It will reappear some hours later, with different stats. Note: This is easiest to do in Play The Sims mode. Get a fire place, then buy a rug and place it under the fireplace.


Guy the heart shaped spa. Light the fireplace, get in the spa, and wait until there is a fire. Before your Sim gets out and starts jumping around because of the fire, cancel everything but the spa. Wait until the spa burns up.


If done correctly, your Sim will appear in another part of room close to the wall, and will not have their clothes on. Note: The censor will still appear. Enter build mode and put in either the "Mini Pool" or the "Wet Tangle". Then have Dudley or Mimi depending on the sex of your character swim in the pool. Eventually they will get the two body points that are required for them to get promoted to the next job level. A quick way to get the house cleaned and the computer, television and espresso machine repaired is to enable the "Free mode" and "Midas mode" codes.


Then, use the monkey butler. At this point, your job is not done. Now it's time to pour on the charm and get that score up to The best way to do that is with the host of physical interactions that become available once you hit the 40s and 50s. Keep in mind not to try them until you are friends. They could backfire on you if you try them too early and send your relationship score skidding.


And they carry an even bigger negative reaction than teasing and tickling. Rejected kisses, hugs, gifts, and back rubs also carry double-digit relationship score decreases. It's safer to do them when you are already friends. At this point, they have a much higher chance of succeeding. Of these physical actions, dancing carries the biggest rewards with the lowest risks.


A rejected invitation to dance only lowers the relationship score by a few points, but an accepted one gives you a boost of eight points. Back rubs are also generally well-received, as the receiving sim gets a big boost in his or her relationship score. It also increases his or her comfort score, which improves his or her mood and makes him or her more receptive to the riskier physical interactions. Whatever you do, don't engage in slapping or attacking unless you want to anger the sim and blast your score.


Once you are friends, the hug option comes up, and a few hugs will get the relationship score skyrocketing. Then, the flirt option should become available. If successful, hearts will appear over the two sims, and they will become lovers as the smiley face next to your friend's face in the relationship screen changes to a heart.


If you are outgoing, the flirt option appears earlier in the relationship score. In either case, once you flirt, you know your relationship is pretty good. Pour on the hugs, back rubs, jokes, and dances to get the relationship score really high. When it is in the 80s or 90s, you can attempt your first kiss. Of course, the higher the score and the better both sims' moods, the more likely the kiss will be well received.


If it is rejected, though, expect a point hit to your relationship score. If you maintain a high score and then start flirting and kissing, you could become lovers, and eventually spouses. The final step at after this is proposing. Make sure your relationship score hovers at and ensure that the mood is good for both sims. At your first few attempts, the other sim will say no and give you reasons why.


Either they are hungry, they aren't comfortable, or they're tired. Perhaps you haven't been talking to them enough. Anticipate these responses and make sure you feed them, sit them on a comfy couch or chair either through dinner or enticing them to watch TV , and then pop the question. But do it early in the day before they lose a lot of energy. As in real life, you have to set the mood, and you need the relationship at its best before the other sim will accept.


Don't attempt close physical contact, like dancing, hugging, and back rubs, with another sim when one of your lovers is nearby. Your lover will get angry, and perhaps even assault the other sim, and your relationship will suffer. If you must cheat, then do so out of sight of your other lovers. Every day that goes by, your relationship score with other sims drops by two or so points.


As time goes by, your relationship score can take a serious hit if you neglect your friendships. If your relationship score ever drops to below the 50s, you will get a warning that you are in danger of losing a friend. If you continue to let it drop, then you will get another message telling you that you have lost a friend. When you return to the relationship screen, you will see the smiley face gone from your friend's portrait.


They will no longer be counted as your friend. Repeat the steps you took to gain that friend to restore the relationship. If you are lovers with the sim, when the score drops below the 70s, the sim will take a step down and become your friend again. You will get no message telling of the change in status. Flirt with them again to restore the lover relationship.


Also keep in mind that if you marry a sim, you can get a divorce. Neglect your spouse and he or she will move out. It is important to keep your relationship with your friends and lovers high. Have them hovering around the 80s and 90s. Don't worry about keeping them all at But you want them high enough that you can weather a few days without contact if necessary, and don't need to spend as much time in one sitting at repairing a broken relationship.


Once you have excellent relationships in the 80s and above, you can think about throwing parties again instead of having one-on-one invites. By throwing a party, you can line up all your friends together and with your relationship scores already high with the other sims, you don't need to spend as much individual time with them and can thus float between guests at a party to add a few more points back into the relationship with each sim. In The Sims, sometimes you will achieve a perfect synergy of motives, when you spend a single unit of time satisfying two or more motives.


That is very easy to achieve with the fun and social, or the hunger and social, motives. There are several items in the game that you can use for the fun motive for yourself, but which also involve other sims if they are around. They'll play with you, in essence, and not only improve their own fun score, but also pump up both sims' social scores and relationship scores at the same time.


So by engaging in one activity, you'll benefit two motives and your relationship. Because time is a precious commodity, kill two birds with one item. Watch TV to satisfy your fun motive and improve your relationship score with this sim. Remember, you'll want to have these fun items around anyway to help the mood. As stated previously, having a sim's mood high is conducive to relationship building.


If sims are in a good mood, they are more receptive to your advances. Having a high fun score helps that mood. The following items allow for an additional sim to join in, satisfying both fun and social motives. Keep in mind that you have to play with the fun item first, and then the other sim will join in. Sometimes, if something else grabs their attention, like another guest, you will have to select that sim and scroll through the social options to see if there is a "join" option.


Use it if it is there. If not, you'll need to clear out any other distractions so the sim can come to you. Basketball Hoop: This item gives you four fun, and it lets two people yap while shooting. It's a cheap method when you don't have lots of money to get your fun, social, and relationship scores going at the same time. TVs: There are three brands of televisions, and they all allow for social interaction while you're watching.


Combine them with a coach for a boost to comfort as well. Talk about efficiency! The monochrome TV is a bust--it only provides two fun. The color TV provides four fun. So it's basically as good as the basketball hoop but a little cheaper until you add in the cost for the couch. The plasma TV provides six fun, but it is extremely expensive.


You could instead go with the pinball machine. Stereos: There are three stereo systems. If you dance, other sims might join in as well, boosting fun, social, and relationship scores. Unfortunately, the stereo isn't generally very enticing, so if there is the choice between a TV, a hot tub, a pinball machine, or a stereo, other sims will eschew the stereo in favor of the other items.


So the stereo generally is not a good bet if you intend to use it for socializing as well. Each of the three stereos is also much more expensive than their TV counterparts. Pinball Machine: This item provides five fun and lets one other person socialize with you. SimRailRoad Town: This item enhances fun and room scores by four and three, respectively , and lets other sims indulge in it as well. Guitar and Piano: Not only do these items improve your creative skill, but they also can make your parties more fun.


If you have high creativity, you'll create great music that other sims will dance to. You'll also get fun points while making your parties better and improving your relationship with listening sims. It is also easy to satisfy your food and social motives at the same time.


After you invite a sim over on the phone, immediately go to your fridge and select "serve dinner. When the invited sim arrives, the food will be ready and you can launch into dinner and conversation, thereby improving your social motives and relationship scores at the same time you are fulfilling your hunger need. The following items let you eat and talk with guests at the same time.


Sims talk while eating. Grill: This provides the least amount of food, so it isn't as efficient as other options. Fridge: Refrigerators provide more food than a grill while still allowing you to talk. The best fridge has the highest hunger score but doesn't improve socializing. Teppanyaki Table: This item has a higher hunger score than the grill, lets you talk, and also has a small fun boost as well.


So this item satisfies three motives at a time! However, its fun boost is very small. In general, follow these tips when trying to make and maintain relationships.


Throw a party to get all the sims in your neighborhood on your relationship menu. That way you can start interacting with them. You can't socialize with them if you don't know them. Once you establish connections with the other sims, interact with them on a one-on-one basis to cut down on distractions and prevent any jealousy. The best way to boost your relationship score with a sim is to invite him or her over.


You'll get alone time, which is important. Invite your guest over early in the day so you have more time with him or her. Go slowly at first.


Use mostly the talk option. When your score goes into the 20s, use the joke, compliment, and entertain options. When that sim becomes your friend, and your relationship is above 50, use the more forceful interactions. Go with dancing and back rubs. The latter will open up hug. Hugs are very safe and rewarding. If you want to turn the sim into a lover instead of a friend, flirt with him or her. That will then turn the smiley face into a heart.


From that point, you get more romantic options like kiss and proposal. Only initiate flirting and kissing with another sim if your relationship score is in the 70s or 80s. As with all interactions, making sure your sim and the other sim are in good moods is key.


Maintain a high room score in the current location, and make sure you feed the sims and comfort them. Satisfy two motives at a time by taking advantage of some group activities. To satisfy everyone's hunger and social motives, serve them dinner.


Have open seats to help their comfort motive as well. To satisfy your sims' social and fun motives, have your sim engage in an activity like playing chess, basketball, or pinball; watching TV; dancing; hanging in the hot tub; or playing music.


You'll improve their fun, social, and relationship scores. Always take advantage of these synergistic "combos. There is another need that is vital to your sim's survival. It's like an unspoken, unmentioned motive. Your sim needs shelter. Or a place to put things, really. Your sim needs a home. In the get a life mode, your house is provided for you. But in the play the sims mode, you can either enter a prebuilt house or make your own.


Even if you do use an existing house, or are playing the get a life mode, you might still have occasion to do some architectural rearranging. There is a science and art to laying out a home, and there are obvious tips for making your sim's everyday existence more efficient and pleasurable by designing a user-friendly house. In the Motives chapter, we discussed the importance of the room motive. Sims like neat, clean, and airy spaces with lots of light. So with that in mind, you should always try to create as open a space as possible in your home.


Have wide hallways and large, square rooms. This not only helps the room score, but it also makes it easier for sims to walk around.


Skinny corridors are never a good idea, because sims have to be able to walk around each other. Let's say you have a kitchen and bedroom connected by a thin hallway and two sims walking toward each other from opposite directions, one coming from the kitchen and going to the bedroom, and one coming from the bedroom and going to the kitchen. They'll each meet in the hallway and get stuck. But if you have large walkways, they can continue moving. It seems basic, but always make sure you have enough room for more than one sim to maneuver around your house.


Place your house next to the curb so your sim has less distance to walk to get to the car pool. This call for space also extends to your placement of furniture. Pay attention to the thought bubbles of your sims.


If you see a picture of a wall corner, that means the sim can't move to the item. Perhaps you actually put the drawer door of the armoire against the wall, or maybe your bed is right in front of the dresser.


Keep at least one square of space in front of or around your items so a sim can move around and toward it. Of course, you'll need an open and large house to provide all this space for your sim, so here are some design tips for crafting your abode. Don't build your home too far back on your lot. In fact, it is best to place your house as close to the curb as you possibly can.


This will cut down on the amount of walking your sim has to do to get to the morning car pool. If your house is all the way at the back, your sim will need perhaps a minute head start to get to the car pool. But place your house near the curb and that is 15 extra minutes you have each morning to go to the bathroom, eat a quick snack, or get in a little TV time before work. In real life, homes located at the back of the lot are attractive. In sim life, homes located at the back of the lot are a definite no-no.


Build close to the street. Another consideration is to have multiple entrances into your home. Your sim could be in various places in the morning, so when the car pool comes, you should always be able to exit from the house as quickly as possible.


But if your sim has to navigate through several rooms just to get to the only door out of the house, you run the risk of your sim missing work. Have doors leading outside in any room that sees major sim usage. That way, a sim can always exit the house quickly. Also, remember that you have newspapers and mail to take in. Make sure you place a table by the front door so your sim doesn't have to walk a mile to drop off the day's mail.


This was touched on briefly in the intro to this chapter, but your sim has to be able to move freely around his or her house. As everybody knows, the shortest distance between two points is a straight line.


Take a look at the straight-line path between the major usage areas of the house: the kitchen, the TV, the workout machine, the bathroom. Make sure that no objects block the paths connecting these areas.


If there is a dining table between the kitchen and bathroom, the sim will have to walk around it, losing valuable time. Measured over the lifetime of a sim game, the extra few minutes a sim has to walk around that table could end up costing you days! Put the dining table off to the side, and the sim will have much quicker access to the bathroom and kitchen.


In general, don't ever make a sim have to walk any more than is needed to get from point A to point B. Time is so precious in The Sims that every second counts, and creating straight paths between all major traffic areas of the home will help you save those vital units of time.


Sims like light, a lot. During the nighttime, they want lights illuminating the entire room so there aren't any unlit corners. During the day, they want lots of natural light to brighten up the house. Place as many windows as you can around the walls of your house to let that light flood into your home.


But keep in mind that windows take up a wall slot, making it unavailable for a painting or light. As mentioned earlier, you want to have more than one door into your house. But the same principle applies to rooms as well, especially once you have more than one sim living under one roof. You want at least two doors into the bathroom, for example, so that two sims don't get jammed up at the door, with one trying to leave and the other desperately trying to enter.


Having two doors means there is always unblocked access into the bathroom. Having just this one door creates a traffic jam between the kitchen and dining area. You generally don't want too many rooms in your house. The exception is for your bedroom and bathroom. These should definitely be enclosed. You want walls surrounding your bedroom so you can sleep uninterrupted, without the sounds of the TV and radio to wake you up.


You also want a separate bathroom since there are lots of spills and messes in there that could detract from the rest of your house's room score. Having a wall separating two places blocks one from the other's unpleasant aspects. As far as where to put rooms in relation to each other, have one bathroom close to wherever your sim will be spending lots of time, such as the living room. If you are watching lots of TV, reading books, or spending lots of time here, then you want a bathroom within a very short walk.


Don't put it by the kitchen if you don't spend much time there. If possible, place it equidistant from the bedroom as well, so that your sim can go quickly to the toilet and bath for an efficient morning routine. Your bedroom and living room shouldn't be too far apart to begin with, so this shouldn't be a problem.


Once your house gets larger, though, with the addition of more people, you'll need to add one or two more bathrooms. The rule to follow is to always have the bathroom one door away. Because trash tends to accumulate in the kitchen, place the kitchen near the front of the house, and have a door leading directly from your kitchen to the outside. That way, your sim won't have to waste time navigating the inside of your house to get outside to dump the trash.


Your career is what really makes things happen in The Sims. You'll soon discover that The Sims is a very materialistic game. You need to satisfy your motives in a hurry, because your sims have pressing needs and not enough time in the day to fulfill them. So you have to be more efficient with your time, and efficiency comes only from the most expensive of items. You thus need to shell out lots of simoleons to buy the best items, which in turn give you the best motive satisfaction.


But earning money is hard in The Sims. You need to dedicate lots of time and effort to improving your job skills, have friends to recommend you for promotions, and then be in a good enough mood to impress your bosses. If you can meet those requirements, then you can get promoted through the 10 levels of each career track, earning more and more money and getting better and better hours.


First, let's examine the skills of each sim. They are cooking, mechanical, creative, body, logic, and charisma. When improving these skills, remember that your sim must be in a good mood or he or she will refuse to work. Make sure all your sim's motives are more green than red and you'll have no trouble nudging your sim to work on his or her skills. Your skills are vital to earning you promotions in your career track. Cooking: This skill is really only necessary for making meals for yourself.


Only the life of crime, military, and xtreme career tracks require any cooking skill, and even then, it's never more than two points. You can improve your cooking skill only by reading a book at the bookshelf.


The different bookshelves all improve your cooking skill at the same rate, so the most expensive bookcase isn't any better than the cheapest one at raising this skill. You'll already want two points to be able to cook without burning down your house, so once you have studied the rudimentary skill level, don't worry about cooking anymore. Mechanical: All career tracks require a little mechanical skill, although only the military career track requires max points in this skill.


The other career tracks need five or six points at most. Incidentally, mechanical is also the skill you use to repair broken appliances, so it will come in handy anyway. You can improve this skill in two ways: reading a book at the bookshelf or making gnomes with the Kraftking Woodworking Bench.


Like with cooking, the type of bookshelf has no bearing on the speed with which you improve your mechanical skill. The best way to improve this skill is with the woodworking bench. That's because you can sell the finished product, which is a lawn gnome. And as you get better at it, your lawn gnomes will be worth more money. To sell them, go to the buy menu and select sell. Creative: This skill is in high demand for the entertainment, xtreme, life of crime, and musician career tracks.


The slacker and military career tracks have absolutely no need for this skill. Improving this skill is actually a fun and lucrative endeavor. The guitar is unlocked by beating the first get a life mission, Money From Mom, in 24 hours. The Artist's Block is unlocked by winning the Hot to Trot mission.


In any case, all four items are also fun items, so while you sharpen your creativity skill, you also gain fun points! Just keep in mind that as with all other skill-improving activities, you still must be in a good mood before you start being creative.


You can paint to make a living and earn creativity points and fun points. One thing to mention with the piano and guitar is that they are also group activities. As your skill improves, the music you create will sound better. And other sims will come over to dance to your music, raising your social and relationship scores with others as well.


Painting and sculpting are also pretty lucrative. However, you can't paint as quickly as you can craft gnomes, so keep that in mind when deciding which of the two activities is more profitable. The Artist's Block can really pull in the dough. When you have a child at home and need to have one sim be a stay-at-home parent, sculpting can bring in extra cash. To sell your sculpture, use the buy menu. Paintings and sculptures can also be viewed and enhance the room if they are high quality.


A sim with high playful score will stay longer on the creative items than a sim with a low playful score. Body: The body skill is actually needed for all jobs. No career track requires less than six points in this skill, although the military and slacker tracks have the highest demand for it.


There are three ways to improve this skill: the swimming pool, the exercise machine, or the treadmill. Your Sim will live with other characters during this time. While you can control these other characters, some of them don't do skill-boosting activities, and they rarely clean or cook.


Get a Life mode begins with the player sim finding themselves in the Dream House. Out of a smoke another sim appears Randy if the player sim is female, and Roxy if the player sim is male and kisses the player. The Dream Hottie then gets into the heart-shaped hot tub and asks the player to join. Money from Mom begins after the player's character wakes up from their daydream on the couch.


The Sim is actually living in their mom's house and wants to move out. Are you going to daydream all day long? This is the first official level, meaning the player sim must complete a list of goals in order to move on to the next location.


Once all the goals have been completed, Mom will say "You're finally moving out! I did one last favor for my little baby!