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

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=Professions=
 
=Professions=
 
==Architect/Designer==
 
==Architect/Designer==
==Doctor==
 
  
 +
[[Image:Designer_Catalog.jpg|thumb|Showing off the architectural designs catalog.|300px|right]]
  
==Firefighter==
+
An architectural designer has the power of buying and building in other sims houses! As the name states, your designer sim has to please the clients decorative in exchange for some simoleons.
 
+
[[Image:A_Firefighter_Sim.jpg|thumb|A firefighter sim in middle of duty.|300px|right]]
+
 
+
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 [[Game Help:Sims 3 Athletic Skill|Athletic]] and [[Game Help:Sims 3 Upgrades|Handiness]] skills will help your sim at field work and equipment maintenance.
+
  
 
===Performance boosters===
 
===Performance boosters===
  
* '''Emergencies''': Attending to emergency calls. When sims finish them successfully they get the most profession performance increment.
+
* '''Remodelation''': Completing designer jobs. Every well done job gives a performance boost.
* '''Skills''': Training both the Athletic and the Handiness skills. Gives performance boost gradually while learning the skill.
+
* '''Painting''': Training the Painting skill. Gives performance boost gradually while learning it.
* '''Coworkers''': Making friends with fellow firefighters. (?)
+
* '''Criticism''': Satisfying clients. (?)
  
 
===Levels===
 
===Levels===
Line 32: Line 26:
 
|-
 
|-
 
! 1
 
! 1
| class="shaded" |Water Boy/Girl
+
| class="shaded" |Wallpaper transporter??
| $276
+
| (?)
| 9:00 AM
+
| 8:00 AM
| 8 hours
+
| M,T,W,R,F
+
| I'm a Firefighter social
+
|-
+
! 2
+
| class="shaded" |Soot Stripper
+
| $340
+
| 9:00 AM
+
| 8 hours
+
| M,T,W,R,F
+
|
+
|-
+
! 3
+
| class="shaded" |Fire Safety Instructor
+
| $400
+
| 9:00 AM
+
| 8 hours
+
| M,T,W,R,F
+
|
+
|-
+
! 4
+
| class="shaded" |Hose Handler
+
| $520
+
| 9:00 AM
+
| 8 hours
+
| M,T,W,R,F
+
| Firefighter Axe wall ornament
+
|-
+
! 5
+
| class="shaded" |Fireman/woman
+
| $640
+
| 10:00 AM
+
| 8 hours
+
| M,T,W,R,F
+
| Personal upgradable fire extinguisher
+
|-
+
! 6
+
| class="shaded" |Fire Sergeant
+
| $840
+
| 10:00 AM
+
| 8 hours
+
| M,T,W,R,F
+
| Hanging Fire Suit wall ornament
+
|-
+
! 7
+
| class="shaded" |Fire Captain
+
| $1132
+
| 11:00 AM
+
| 6 hours
+
| M,T,W,R,F
+
|
+
|-
+
! 8
+
| class="shaded" |Backdraft Specialist
+
| $1480
+
| 11:00 AM
+
| 6 hours
+
| M,T,W,R,F
+
|
+
|-
+
! 9
+
| class="shaded" |Assistant Fire Chief
+
| $1840
+
| 12:00 Noon
+
| 5 hours
+
| M,T,W,R,F
+
| Immune to Fire hidden trait
+
|-
+
! 10
+
| class="shaded" |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.
+
 
+
{|class="nicetable"
+
!
+
! colspan=3 |Time interval
+
|-
+
! Grade
+
! Small fire /<br>Disaster in building
+
! Large fire
+
|-
+
! class="shaded" | A
+
| 0 to 3 hours
+
| 0 to 4 hours
+
|-
+
! class="shaded" | B
+
| 3 to 4 hours
+
| 4 to 6 hours
+
|-
+
! class="shaded" | C
+
| 4 to 6 hours
+
| 6 to 7 hours
+
|-
+
! class="shaded" | D
+
| 6 to 7 hours
+
| 7 to 8 hours
+
|-
+
! class="shaded" | Fail
+
| colspan=2 |Special
+
|}
+
 
+
Failing occurs when not attending the job, aborting current emergency, or all the affected sims die.
+
 
+
====Small household fire====
+
 
+
[[Image:Breakin thru a door.jpg|thumb|Breaking thru a door.|160px|right]]
+
 
+
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 [[Game Help:Sims 3 Logic|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===
+
 
+
{|class="nicetable"
+
! Level
+
! Title
+
! Weekly salary
+
! Start Time
+
! Day Length
+
! Days
+
! Reward
+
|-
+
! 1
+
| class="shaded" |Tarot Card Reader
+
| $280
+
| 5:00 PM
+
 
| 10 hours
 
| 10 hours
 
| M,T,W,R,F
 
| M,T,W,R,F
|  
+
| (?)
 
|-
 
|-
 
! 2
 
! 2
| class="shaded" |Ectoplasm Cleaner
+
| class="shaded" |Designs observer?
| $344
+
| (?)
| 5:00 PM
+
| 8:00 AM
 
| 10 hours
 
| 10 hours
 
| M,T,W,R,F
 
| M,T,W,R,F
|  
+
| (?)
 
|-
 
|-
 
! 3
 
! 3
| class="shaded" |Spooky Noises Silencer
+
| class="shaded" |Location Planifier?
| $400
+
| (?)
| 5:00 PM
+
| 8:00 AM
 
| 10 hours
 
| 10 hours
 
| M,T,W,R,F
 
| M,T,W,R,F
|  
+
| (?)
 
|-
 
|-
 
! 4
 
! 4
| class="shaded" |Spirit Sweeper
+
| class="shaded" |Feng-Shui Fanatic?
| $520
+
| (?)
| 5:00 PM
+
| 8:00 AM
 
| 10 hours
 
| 10 hours
 
| M,T,W,R,F
 
| M,T,W,R,F
|  
+
| (?)
 
|-
 
|-
 
! 5
 
! 5
| class="shaded" |Scéance Holder
+
| class="shaded" |Debuting Decorator?
| $640
+
| (?)
| 5:00 PM
+
| 8:00 AM
 
| 10 hours
 
| 10 hours
 
| M,T,W,R,F
 
| M,T,W,R,F
| Spook-o-meter
+
| (?)
 
|-
 
|-
 
! 6
 
! 6
| class="shaded" |Ghost Grabber
+
| class="shaded" |Contemporary Furniture Master???
| $840
+
| (?)
| 5:00 PM
+
| 8:00 AM
 
| 10 hours
 
| 10 hours
 
| M,T,W,R,F
 
| M,T,W,R,F
|  
+
| (?)
 
|-
 
|-
 
! 7
 
! 7
| class="shaded" |Creep Seeker
+
| class="shaded" |(?)
| $1144
+
| (?)
| 5:00 PM
+
| 8:00 AM
 
| 10 hours
 
| 10 hours
 
| M,T,W,R,F
 
| M,T,W,R,F
|  
+
| (?)
 
|-
 
|-
 
! 8
 
! 8
| class="shaded" |Rare Medium
+
| class="shaded" |(?)
| $1480
+
| (?)
| 5:00 PM
+
| 8:00 AM
 
| 10 hours
 
| 10 hours
 
| M,T,W,R,F
 
| M,T,W,R,F
| Upgraded Banshee Banisher
+
| (?)
 
|-
 
|-
 
! 9
 
! 9
| class="shaded" |Outstanding Occultist
+
| class="shaded" |(?)
| $1840
+
| (?)
| 5:00 PM
+
| 8:00 AM
 
| 10 hours
 
| 10 hours
 
| M,T,W,R,F
 
| M,T,W,R,F
|  
+
| (?)
 
|-
 
|-
 
! 10
 
! 10
| class="shaded" |Paranormal Expert
+
| class="shaded" |(?)
| $2480
+
| (?)
| 5:00 PM
+
| 8:00 AM
 
| 10 hours
 
| 10 hours
 
| M,T,W,R,F
 
| M,T,W,R,F
| Spirit Scanner
+
| (?)
 
|}
 
|}
  
===City Hall rewards===
+
===Designer's Catalog===
  
* '''Trophy "Creepy"''': Catch 15 spirits.
+
===Client traits===
* '''Medal "Ghostly"''': Success in (?) jobs.
+
* '''Paranormal medal of ghosthunters''': Catch 75 spirits.
+
  
===Unique interactions===
+
The client traits do have an effect on the outcome of a finished job. Taking an advantage of them should give you a good evaluation at the end of the job.
  
* Friendly -> '''Show "Banshee Banisher"'''.
+
{|class="nicetable"
* Friendly -> '''Tell incredible ghost story'''.
+
! Client trait
 +
! Description
 +
|-
 +
! class="shaded" | Computer Whiz
 +
| (?)
 +
|-
 +
! class="shaded" | Couch Potato
 +
| Will like chairs, sofas and beds with high comfort rate.
 +
|-
 +
! class="shaded" | Loves Outdoors
 +
| (?)
 +
|}
  
===Jobs===
+
==Doctor==
  
====Spirit invasion====
 
  
[[Image:Screenshot_A_Spirit.jpg|thumb|A spirit!.|160px|right]]
+
==Firefighter==
 +
{{See also|[[Game Help:Sims 3 Professions/Firefighter|Firefighter]]}}
  
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.
+
[[Image:A_Firefighter_Sim.jpg|thumb|A firefighter sim in middle of duty.|300px|right]]
  
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.
+
Now with Ambitions, sims can enter the exciting world of firefighting. From extingishing small household fires to rescuing lives from a quake demolition.
  
====Roaming spirits====
+
Sims with the Brave or Daredevil trait will have an easier time when facing off the blazes. Also a high level of [[Game Help:Sims 3 Athletic Skill|Athletic]] and [[Game Help:Sims 3 Upgrades|Handiness]] skills will help your sim at field work and equipment maintenance.
  
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.
+
==Ghost Hunter==
 +
{{See also|[[Game Help:Sims 3 Professions/Ghost Hunter|Ghost Hunter]]}}
  
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.
+
Ghosts are freaking out sims, so here come the Ghost Hunters. With their incredible ghost-kicking technologies, they get wights and spirits out of the community quickly and securely.
  
The job is done when all items are exorcized.
+
Sims with the Brave or Childish trait will perform better at this, as ghosts don't scare them. A high level in the [[Game Help:Sims 3 Logic|Logic]] skill will also help them catch those annoying spirits faster.
 
+
====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:
+
 
+
{|class="nicetable"
+
!
+
! colspan=6 |Spirit type
+
|-
+
! Age
+
! Kind
+
! Friendly
+
! Scared
+
! Lost
+
! Jealous
+
! Angry
+
|-
+
! class="shaded" | Young
+
| 15
+
| 23
+
| 30
+
| 60
+
| 120
+
| 180
+
|-
+
! class="shaded" | Old
+
| 30
+
| 45
+
| 60
+
| 120
+
| 240
+
| 360
+
|-
+
! class="shaded" | 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==
 
==Private Investigator==
  
 
[[Image:Private investigator.jpg|thumb|An investigator searching fingerprints.|240px|right]]
 
[[Image:Private investigator.jpg|thumb|An investigator searching fingerprints.|240px|right]]
[[Image:Pi_stakeout_01.jpg|thumb|An investigator performing a stakeout.|240px|right]]
+
 
  
 
===Performance boosters===
 
===Performance boosters===
Line 415: Line 157:
  
 
===Levels===
 
===Levels===
 +
 +
[[Image:Pi_stakeout_01.jpg|thumb|An investigator performing a stakeout.|240px|right]]
  
 
{|class="nicetable"
 
{|class="nicetable"
 
! Level
 
! Level
 
! Title
 
! Title
! Weekly salary
+
! Base Pay
 +
! Pension Pay
 
! Start Time
 
! Start Time
 
! Day Length
 
! Day Length
 
! Days
 
! Days
 +
! Skill
 +
! Performance
 
! Reward
 
! Reward
 
|-
 
|-
! 1
+
!1
| class="shaded" |Eavesdropper
+
| class="shaded" | Eavesdropper
| $275
+
| §275/week
| colspan=3 align="center" |Open
+
| §0
| New outfit
+
| Variable
 +
| Variable
 +
| Variable
 +
| Logic
 +
| Solve Cases, Write Reports
 +
| none
 
|-
 
|-
! 2
+
!2
 
| class="shaded" |Small Claims Investigator
 
| class="shaded" |Small Claims Investigator
| $340
+
| §340/week
| colspan=3 align="center" |Open
+
| §0
| Magnifying glass
+
| Variable
 +
| Variable
 +
| Variable
 +
| Logic
 +
| Solve Cases, Write Reports
 +
| Magnifying Glass
 
|-
 
|-
! 3
+
!3
| class="shaded" |Wrongdoing Analyzer
+
| class="shaded" |Superfluous Sleuth
| $400
+
| §400/week
| colspan=3 align="center" |Open
+
| §0
| Frosted door for home office
+
| Variable
 +
| Variable
 +
| Variable
 +
| Logic
 +
| Solve Cases, Write Reports
 +
| Professional’s Frosted Door
 
|-
 
|-
! 4
+
!4
| class="shaded" |Community Crime Solver
+
| class="shaded" |Caper Crusader
| $525
+
| §525/week
| colspan=3 align="center" |Open
+
| §0
| Fingerprint kit
+
| Variable
 +
| Variable
 +
| Variable
 +
| Logic
 +
| Solve Cases, Write Reports
 +
| Fingerprint Dusting Kit, New Uniform
 
|-
 
|-
! 5
+
!5
 
| class="shaded" |Obscure Clue Summoner
 
| class="shaded" |Obscure Clue Summoner
| $650
+
| §650/week
| colspan=3 align="center" |Open
+
| §0
| New outfit
+
| Variable
 +
| Variable
 +
| Variable
 +
| Logic
 +
| Solve Cases, Write Reports
 +
| none
 
|-
 
|-
! 6
+
!6
 
| class="shaded" |Gumshoe
 
| class="shaded" |Gumshoe
| $850
+
| §850/week
| colspan=3 align="center" |Open
+
| §0
| Case board for home
+
| Variable
 +
| Variable
 +
| Variable
 +
| Logic
 +
| Solve Cases, Write Reports
 +
| Investigator’s Case Board
 
|-
 
|-
! 7
+
!7
 
| class="shaded" |Licensed Snoop
 
| class="shaded" |Licensed Snoop
| $1125
+
| §1125/week
| colspan=3 align="center" |Open
+
| §0
| Sneak Here travel unlocked
+
| Variable
 +
| Variable
 +
| Variable
 +
| Logic
 +
| Solve Cases, Write Reports
 +
|Ability to Sneak
 
|-
 
|-
! 8
+
!8
| class="shaded" |Community Sleuth
+
| class="shaded" |Inspector of Iniquities
| $1475
+
| §1475/week
| colspan=3 align="center" |Open
+
| §0
| Black sedan for driving
+
| Variable
 +
| Variable
 +
| Variable
 +
| Logic
 +
| Solve Cases, Write Reports
 +
|Yomoshoto Evasion
 
|-
 
|-
! 9
+
!9
 
| class="shaded" |Flatfooted Investigation Specialist
 
| class="shaded" |Flatfooted Investigation Specialist
| $1850
+
| §1850/week
| colspan=3 align="center" |Open
+
| §0
|  
+
| Variable
 +
| Variable
 +
| Variable
 +
| Logic
 +
|Solve Cases, Write Reports
 +
|New Uniform
 
|-
 
|-
! 10
+
!10
 
| class="shaded" |Private Eye
 
| class="shaded" |Private Eye
| $2475
+
| §2475/week
| colspan=3 align="center" |Open
+
| §0
| New outfit
+
| Variable
 +
| Variable
 +
| Variable
 +
| Logic
 +
| Solve Cases, Write Reports
 +
|New Uniform
 
|}
 
|}
  
Line 617: Line 414:
 
===Unique interactions===
 
===Unique interactions===
  
 
+
[[Category:Sims 3 Game Help|Professions]]
 
+
[[Category:Sims 3 Professions|Professions]]
  
 
{{Sims3GameHelpHeader}}
 
{{Sims3GameHelpHeader}}

Latest revision as of 09:43, 15 July 2014

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Contents

[edit] Professions

[edit] Architect/Designer

Showing off the architectural designs catalog.

An architectural designer has the power of buying and building in other sims houses! As the name states, your designer sim has to please the clients decorative in exchange for some simoleons.

[edit] Performance boosters

  • Remodelation: Completing designer jobs. Every well done job gives a performance boost.
  • Painting: Training the Painting skill. Gives performance boost gradually while learning it.
  • Criticism: Satisfying clients. (?)

[edit] Levels

Level Title Weekly salary Start Time Day Length Days Reward
1 Wallpaper transporter?? (?) 8:00 AM 10 hours M,T,W,R,F (?)
2 Designs observer? (?) 8:00 AM 10 hours M,T,W,R,F (?)
3 Location Planifier? (?) 8:00 AM 10 hours M,T,W,R,F (?)
4 Feng-Shui Fanatic? (?) 8:00 AM 10 hours M,T,W,R,F (?)
5 Debuting Decorator? (?) 8:00 AM 10 hours M,T,W,R,F (?)
6 Contemporary Furniture Master??? (?) 8:00 AM 10 hours M,T,W,R,F (?)
7 (?) (?) 8:00 AM 10 hours M,T,W,R,F (?)
8 (?) (?) 8:00 AM 10 hours M,T,W,R,F (?)
9 (?) (?) 8:00 AM 10 hours M,T,W,R,F (?)
10 (?) (?) 8:00 AM 10 hours M,T,W,R,F (?)

[edit] Designer's Catalog

[edit] Client traits

The client traits do have an effect on the outcome of a finished job. Taking an advantage of them should give you a good evaluation at the end of the job.

Client trait Description
Computer Whiz (?)
Couch Potato Will like chairs, sofas and beds with high comfort rate.
Loves Outdoors (?)

[edit] Doctor

[edit] Firefighter

See also: 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.

[edit] Ghost Hunter

See also: Ghost Hunter

Ghosts are freaking out sims, so here come the Ghost Hunters. With their incredible ghost-kicking technologies, they get wights and spirits out of the community quickly and securely.

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

[edit] Private Investigator

An investigator searching fingerprints.


[edit] 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.

[edit] Levels

An investigator performing a stakeout.
Level Title Base Pay Pension Pay Start Time Day Length Days Skill Performance Reward
1 Eavesdropper §275/week §0 Variable Variable Variable Logic Solve Cases, Write Reports none
2 Small Claims Investigator §340/week §0 Variable Variable Variable Logic Solve Cases, Write Reports Magnifying Glass
3 Superfluous Sleuth §400/week §0 Variable Variable Variable Logic Solve Cases, Write Reports Professional’s Frosted Door
4 Caper Crusader §525/week §0 Variable Variable Variable Logic Solve Cases, Write Reports Fingerprint Dusting Kit, New Uniform
5 Obscure Clue Summoner §650/week §0 Variable Variable Variable Logic Solve Cases, Write Reports none
6 Gumshoe §850/week §0 Variable Variable Variable Logic Solve Cases, Write Reports Investigator’s Case Board
7 Licensed Snoop §1125/week §0 Variable Variable Variable Logic Solve Cases, Write Reports Ability to Sneak
8 Inspector of Iniquities §1475/week §0 Variable Variable Variable Logic Solve Cases, Write Reports Yomoshoto Evasion
9 Flatfooted Investigation Specialist §1850/week §0 Variable Variable Variable Logic Solve Cases, Write Reports New Uniform
10 Private Eye §2475/week §0 Variable Variable Variable Logic Solve Cases, Write Reports New Uniform

[edit] 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.

[edit] 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.

[edit] Stylist

[edit] Performance boosters

[edit] 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

[edit] 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: ?.

[edit] Unique interactions

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