Difference between revisions of "Game Help:Sims 3 Professions"

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===City Hall rewards===
 
===City Hall rewards===
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[[Image:Pi_breakingin_01.jpg|thumb|An investigator breaking into a house.|240px|right]]
  
 
* '''Investigator's Trophy of Honor''': Solve 3 cases.
 
* '''Investigator's Trophy of Honor''': Solve 3 cases.

Revision as of 13:02, 26 June 2010

Sims 3 Game Help Categories:

Custom Content  | Installation  | Gameplay Guides  | Technical & Graphics Issues  | Miscellaneous Issues

MTS Help Q&A Forums

Contents

Professions

Architect/Designer

Doctor

Firefighter

A firefighter sim in middle of duty.

Now with Ambitions, sims can enter the exciting world of firefighting. From extingishing small household fires to rescuing lives from a quake demolition.

Sims with the Brave or Daredevil trait will have an easier time when facing off the blazes. Also a high level of Athletic and Handiness skills will help your sim at field work and equipment maintenance.

Performance boosters

  • Emergencies: Attending to emergency calls. When sims finish them successfully they get the most profession performance increment.
  • Skills: Training both the Athletic and the Handiness skills. Gives performance boost gradually while learning the skill.
  • Coworkers: Making friends with fellow firefighters. (?)

Levels

Level Title Weekly salary Start Time Day Length Days Reward
1 Water Boy/Girl $276 9:00 AM 8 hours M,T,W,R,F I'm a Firefighter social
2 Soot Stripper $340 9:00 AM 8 hours M,T,W,R,F
3 Fire Safety Instructor $400 9:00 AM 8 hours M,T,W,R,F
4 Hose Handler $520 9:00 AM 8 hours M,T,W,R,F Firefighter Axe wall ornament
5 Fireman/woman $640 10:00 AM 8 hours M,T,W,R,F Personal upgradable fire extinguisher
6 Fire Sergeant $840 10:00 AM 8 hours M,T,W,R,F Hanging Fire Suit wall ornament
7 Fire Captain $1132 11:00 AM 6 hours M,T,W,R,F
8 Backdraft Specialist $1480 11:00 AM 6 hours M,T,W,R,F
9 Assistant Fire Chief $1840 12:00 Noon 5 hours M,T,W,R,F Immune to Fire hidden trait
10 Fire Chief $2480 12:00 Noon 5 hours M,T,W,R,F Fire alarm, fire engine for home use

City Hall rewards

  • Trophy "Honor": Rescue 2 sims from fire.
  • Medal "Protection": Success in 'X-ray disaster'.

Unique interactions

  • Friendly -> Tell firefighting story.
  • Romantic -> I'm a firefighter.

Emergencies

Emergencies show themselves suddenly while at the fire department, and should be attended by clicking on one of the fire alarms that are evenly distributed there. Once an emergency arises, time starts counting, and depending both on how much time do you spend at taking over it and the type of emergency, you get a different grade. Getting a better grade grants a big increase in your profession performance.

Time interval
Grade Small fire /
Disaster in building
Large fire
A 0 to 3 hours 0 to 4 hours
B 3 to 4 hours 4 to 6 hours
C 4 to 6 hours 6 to 7 hours
D 6 to 7 hours 7 to 8 hours
Fail Special

Failing occurs when not attending the job, aborting current emergency, or all the affected sims die.

Small household fire

Breaking thru a door.

In this type of emergency, your sim must go to another household and extingish a small fire, usually centered around the oven. If got there early, the fire normally doesn't extend more than six floor tiles. This should'n be a big deal, even by sims without the brave trait.

Large household fire

This is more serious than the above. The fire usually starts at a household more than one floor high and with two or more sims trapped in.

The fire now extends though the multiple floors and even over windows and doors, and you must enter in and convince the scared sims to run out of the house (screaming still 10 inches from flames isn't very intelligent)

In this type of fire, most the doors are usually stuck. This is indicated as a pair of axe icons swinging around the affected door. Actually, all the fires at the windows must be extinguished before your sim can smash down the main door. If the firefighter sim has a low Athletic skill, he or she will usually do several worthless tries in breaking it.

This type of emergency is finished when all the sims are rescued and all the flames extinguished.

Disaster in building

The fire appears in a community lot with a 'rabbit hole' building in it. There are a few sims around scared about something, but when zooming out the camera the building seems normal.

To manage this type or incident, the firefighter only has to be ordered to enter the building and take care of it. Then the sim dissapears in the building for about 2 game hours and leaves it succeding in the mission.

X-ray disaster

Appears at the hospital. When viewed at distance there are several yellow lightnings hitting the top antennae, and a lot of blue static electricity swirling around the walls.

There is no difference with 'Disaster in building'. The sim has to be ordered to enter the building and manage it. It takes about 1.75 game hours to complete the task.

Angry Gnome Invasion

This emergency requires the firefighter to locate and catch a variety of Mysterious Mr Gnome that has red eyes and spouts shining %$@# symbols from its body.

Equipment maintenance

Fire truck

The fire truck has a performance value that slowly drops over time. Your sim should take care of it regularly by selecting the appropiate interaction on the truck. If the truck's maintenance percentage is very low, its speed will drop notably.

If the sim has a high Handiness skill (level 5 or higher), he or she can be ordered to upgrade the truck. Up to 3 upgrades can be made. Upgrading it makes it faster, so you can get better grades from start.

Fire alarm

As with the truck, the alarm has a performance or quality percentage that slowly diminishes over time. A bad mantained alarm takes more time to "detect" an emergency, making your firefighter to get a bad grade from start, and also will ring like smashing scrap.

With a Handiness skill of level 6 or more (?), a sim can make the 'Improved fire alarm' unique upgrade. In-game descriptions states that it responds faster to emergencies.

Fire extinguisher

When reaching level 6 or more of Handiness, clicking on a firefighter sim the 'Improve extinguisher' interaction is shown. The upgraded extingisher sprays with orange foam, and douses a fire tile significantly faster.

Ghost Hunter

The ghosts are freaking out the citizens, so here comes the Ghost Hunters. With their incredible ghost-kicking technologies they get wights and spirits out of the community quick and securely.

Sims with the Brave or Childish trait will perform at this better, as ghosts don't scare them. A high level in the Logic skill will also help to catch faster those annoying spirits.

Performance boosters

  • Investigation: Making paranormal investigation. (?).
  • Spirits: Concealing spirits with the Banshee Banisher. Each one gives a little boost.
  • Logic: Training the Logic skill. Gives performance boost gradually while learning it.

Levels

Level Title Weekly salary Start Time Day Length Days Reward
1 Tarot Card Reader $280 5:00 PM 10 hours M,T,W,R,F
2 Ectoplasm Cleaner $344 5:00 PM 10 hours M,T,W,R,F
3 Spooky Noises Silencer $400 5:00 PM 10 hours M,T,W,R,F
4 Spirit Sweeper $520 5:00 PM 10 hours M,T,W,R,F
5 Scéance Holder $640 5:00 PM 10 hours M,T,W,R,F Spook-o-meter
6 Ghost Grabber $840 5:00 PM 10 hours M,T,W,R,F
7 Creep Seeker $1144 5:00 PM 10 hours M,T,W,R,F
8 Rare Medium $1480 5:00 PM 10 hours M,T,W,R,F Upgraded Banshee Banisher
9 Outstanding Occultist $1840 5:00 PM 10 hours M,T,W,R,F
10 Paranormal Expert $2480 5:00 PM 10 hours M,T,W,R,F Spirit Scanner

City Hall rewards

  • Trophy "Creepy": Catch 15 spirits.
  • Medal "Ghostly": Success in (?) jobs.
  • Paranormal medal of ghosthunters: Catch 75 spirits.

Unique interactions

  • Friendly -> Show "Banshee Banisher".
  • Friendly -> Tell incredible ghost story.

Jobs

Spirit invasion

A spirit!.

This job consist on catching some group of spirits that are scaring a family. The spirits aren't the familiar ghosts introduced in the original Sims 3, but a new type of paranormal creature. Those are colorful semihumanoid beings that continuously dissapear and reapear by the lot.

Each spirit has a color and a age. Both characteristics gives them a economic value that you may exploit (see Soul selling). The job finished when all the spirits are trapped in the capsules that the exiliator produces.

Roaming spirits

Some of the appliances and furniture of a house are possesed by spirits, and you must stop them from doing it. It is easier than the spirit invasion, since they don't teleport continuously. The only thing to do is to use the exiliator on every affected item to exorcize them.

In the case of failing in the use of the exiliator, the spirit effectively exits the current item and slips to a nearby one. Too bad this takes some time, but actually it is the only apparent difficulty in this type of job.

The job is done when all items are exorcized.

Paranormal investigation

Ghostly presence

One of the hardest jobs, appearing only at level 5 or higher of this profession (after receiving the Spook-o-meter). Your ghost hunter must use the Spook-o-meter room by room until all the ghosts become visible. If there are not ghosts in the current room a game message should give a little clue about how far is one from current location.

Don't expect here an encounter with those gassy shapeless spirits. The ghosts in these missions are dead sims with full names that died in the distant past. You may encounter medieval knights, cute princesses, or even stone age sims!

There are two ways to make these ghosts leave. In the first one, you may gain treir friendship by 'Calming about beloved ones' and 'Talking about full afterlife', and then 'Convince for getting off'. If you don't like that, simply use the Banshee Banisher on them, but it will ussualy take some time.

The job finishes when all the ghosts have been convinced or taken away.

Angry ghosts invasion

Similar to the previous, but the ghosts are visible from start, and they are scaring the other sims and using all the house appliances.

Apart form that, this job is the same as above. Actually it is easier, as the ghost hunter doesn't have to spend time searching them.

Spirit selling

Concealed spirits may be sold for a small profit at the science facilities, but also could be sold in directly in the inventory window (the pay is minor) or be used as decoration.

The price is calculated both on the type of spirit and their age as follows:

Spirit type
Age Kind Friendly Scared Lost Jealous Angry
Young 15 23 30 60 120 180
Old 30 45 60 120 240 360
Ancestral 45 68 90 180 360 540

If the spirit has just been captured, its economic value is 66% higher than the corresponding value in the table. Its price slowly deprecates over time to the corresponding base value.

Private Investigator

An investigator searching fingerprints.
An investigator performing a stakeout.

Performance boosters

  • Cases: Solving the cases sims offer. Each fully finished one gives a performance boost.
  • Logic: Training the Logic skill. Gives performance boost gradually while learning it.
  • Stakeouts: Going on stakeouts on community lots. Each discovery and each report gives performance boost.

Levels

Level Title Weekly salary Start Time Day Length Days Reward
1 Eavesdropper $275 Open New outfit
2 Small Claims Investigator $340 Open Magnifying glass
3 Wrongdoing Analyzer $400 Open Frosted door for home office
4 Community Crime Solver $525 Open Fingerprint kit
5 Obscure Clue Summoner $650 Open New outfit
6 Gumshoe $850 Open Case board for home
7 Licensed Snoop $1125 Open Sneak Here travel unlocked
8 Community Sleuth $1475 Open Black sedan for driving
9 Flatfooted Investigation Specialist $1850 Open
10 Private Eye $2475 Open New outfit

City Hall rewards

An investigator breaking into a house.
  • Investigator's Trophy of Honor: Solve 3 cases.
  • Eagle-Eyed Eavesdropper Medallion: Solve Great Jewel Heist Case.
  • Investigator's Ribbon of Bravery: Solve Fish Kid Case.
  • Investigator's Trophy of Heroism: Solve 3 missing Sim cases.
  • Medal of the Mindful: Solve Rogue Cop Case.
  • Investigator's Key to the Town: Reach level 10.
  • Investigator's Keepsake: Solve 5 cases at level 10.

Unique interactions

  • Walk point -> Sneak here.
  • Community lots -> Stakeout.
  • Residential building -> Break into house.
  • Residential building -> Inspect mail.
  • Residential or community lots -> Snoop for clues.
  • Residential or community lots -> Dust for prints.
  • Police station -> Do low level police work.

Stylist

Performance boosters

Levels

Level Title Weekly salary Start Time Day Length Days Reward
1 Fashion Fledgling $182 9:00 AM 10 hours T,W,R,F,S Discuss fashion social
2 Taffeta Trainee $240 9:00 AM 10 hours T,W,R,F,S Makeover pay increase
3 Polka Dot Specialist $298 9:00 AM 10 hours T,W,R,F,S Makeover jobs
4 Houndstooth Soothsayer $444 9:00 AM 10 hours T,W,R,F,S
5 Trendsetter in Training $458 9:00 AM 10 hours T,W,R,F,S Makeover pay increase
6 In Vogue Virtuoso $700 9:00 AM 10 hours T,W,R,F,S Give Fashion Advice social
7 Haute Hot Shot $984 9:00 AM 10 hours T,W,R,F,S
8 Couture Connoisseur $1310 9:00 AM 10 hours T,W,R,F,S Makeover pay increase
9 Fashionista/Fashionisto $1352 9:00 AM 10 hours T,W,R,F,S
10 Fashion Phenomenon $2306 9:00 AM 10 hours T,W,R,F,S Always Stylin' moodlet

City Hall rewards

  • Stylish Trophy: Make over 10 sims.
  • High Style Ribbon: Make over 50 sims.
  • Fashionable Medal: Make over 100 sims.
  • Stylist's Key to the Town: Reach level 10.
  • Dazzling Looking Glass: Make over 25 sims at level 10.
  • Stylist's Key to the Town: Reach level 10.
  • Stylist's Keepsake: ?.

Unique interactions

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Custom Content  | Installation  | Gameplay Guides  | Technical & Graphics Issues  | Miscellaneous Issues

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