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Old 25-09-2007, 03:29 AM   #1 (permalink)
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Default Aspiration Rewards

Aspiration Rewards - A brief guide

This guide contains a brief overview of the aspiration rewards in The Sims 2 and it's expansions, and how to use them. It is not intended to be exhaustive and additional information may be found by searching or asking in the forum.

General Information

Fulfilling your sims aspiration wants not only fills their aspiration meter, but it also earns them reward points. These points can be redeemed in the aspiration rewards catalogue. They are designed to assist in advancing your sims aspiration.

Aspiration reward objects can be moved in the catalogue mode or by entering the build or buy mode; then picked up with the hand tool in a similar fashion to other objects. If an object has a limited life span or number of uses, they can be deleted from your lot in the same way as other objects, by deleting them in the build or buy modes.

One thing to remember with all aspiration rewards is that they should be used when your sim is in gold or above aspiration level, Failure to do so could result in failure of the reward.

Main Aspiration RewardsUniversity Aspiration RewardsNightlife Aspiration RewardsPets Aspiration RewardsSeasons Aspiration Rewards

Last edited by The Star Hermit; 25-09-2007 at 03:59 AM..
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Old 25-09-2007, 03:45 AM   #2 (permalink)
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The Money Tree

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Description

In a discovery that sent shockwaves through the parent community, scientists at the institute of Sim Botanical Studies have found that money does indeed grow on trees...as long as you keep them watered.
  • Used By: Teens or older
  • Reward Point Cost: 3,000
  • Uses/Time Limit: Unlimited (provided it is watered regularly)
  • Success: Sim harvests $40 per harvest
  • Failure: Only $1 per harvest
Additional Notes

Needs watering and harvesting about every 6 hours in order to function to it's full potential. If it is watered and harvested successfully, it can generate a similar income to a low level job. If you forget to water the plant, it will die and must be discarded. Watch out for those neighbours; they can't help but help themselves to the fruits of your money tree.
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Old 25-09-2007, 03:47 AM   #3 (permalink)
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The Noodlesoother

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Description
  • Used By: Teen or older
  • Reward Point Cost: 5,000
  • Uses/Time Limit: 24 Hours
  • Success: Sim's overall mood boosted by 50 points
  • Failure: Sim's energy drops to -100 and sim passes out
Additional Notes

The green light on the front of the device indicates the amount of time remaining. While wearing the helmet, all the needs decay at an accelerated rate. Eventually, the benefit of the mood boost is outweighed by the drag on the needs. When failure occurs, all needs are lowered in addition to the loss of energy. The sim will remove the helmet upon recovery from energy failure.
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Old 25-09-2007, 03:48 AM   #4 (permalink)
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Description

Is your toddler moving slowly through a fast paced world? Get their mental engine in overdrive with Smart Milk! After a Smart Milk bottle feeding, your little guy or gal will start learning to walk, talk and potty-train like an Olympian.
  • Used By: Teen or older
  • Reward Point Cost: 7,500
  • Uses/Time Limit: 5 Uses
  • Success: For 3 hours the toddler who drinks the Smart Milk will have accelerated learning rate
  • Failure: Toddler spits up and loses a random skill point
Additional Notes

When you choose to have a sim prepare the milk, if they are not near the machine they will carry the toddler to the machine first. The five bottles of Smart Milk that come with one machine are usually sufficient to ensure your toddler can walk, talk and use the potty before they age transition. The success or failure of the milk is based on the aspiration level of the preparing sim and not that of the toddler. The milk is green when in success and red in failure. This means that if you prepare a red bottle, it's best discarded as your toddler will lose a skill point if they drink it.
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Old 25-09-2007, 03:49 AM   #5 (permalink)
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Cool Shades

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Description

Eyes are the windows to the soul, and these cool shades provide the most effective window dressing for your sims inner cool. Socially awkward? Just slip on some stylish eyewear and power your way smoothly through any social situation.
  • Used By: Teen or older
  • Reward Point Cost: 10,000
  • Uses/Time Limit: 5 uses
  • Success: First social interaction a sim does will be amplified
  • Failure: None
Additional Notes

Although there is no actual failure by using the shades with less than gold aspiration, use of the shades can still have a negative effect for your sim. Since the shades amplify the results of your sims interactions, if the interaction results in a negative effect, then that effect would still be amplified. This would lead to loss of more relationship points than your sim otherwise would. This can happen regardless of your sim's current aspiration level.
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Old 25-09-2007, 03:50 AM   #6 (permalink)
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The Eclectic & Enigmatic Energizer

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Description

Does your sim need a little pick me up? The technology that powers the energizer is a puzzle wrapped in an enigma, held together with copious amounts of duct tape and bits of twine, and reported to be beyond the understanding of mortal sims. All you need to know is that a quick visit to The Energizer will get your sims motor running!
  • Used By: Teen or older
  • Reward Cost: 14,000
  • Uses/Time Limit: 5 uses
  • Success: 750 points randomly added to needs
  • Failure: 750 points randomly subtracted from needs
Additional Notes

Each of the sims needs are measured from -100 to +100. If a need meter is in the center it is considered to be at 0. Since the environment meter is a measure of the niceness of the surroundings, the energizer has no effect on this meter. This means that your sim has a potential 1400 needs points that the energizer can fill. In reality, when you use the energizer you will probably have some needs more depleted than others and will not need as much filling. This usually means that the energizer fills most of the needs fully and (as is my experience) it is not often that a need meter is not completely filled by the energizer upon use (except the environment meter as already mentioned)
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Old 25-09-2007, 03:51 AM   #7 (permalink)
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The Thinking Cap

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Description

Also known as the 'Thinking Person's silly hat with a lightbulb', the Thinking Cap allows for a free flow of ideas in both directions, increasing skill building abilities, and the ability to both teach and learn. Wear with caution, extended use of the thinking cap may cause enervation, loss of skills and possible burns to the surface of the scalp.
  • Used By: Teen or Older
  • Reward Point Cost: 16,000
  • Uses/Time Limit: 24 Hours
  • Success: Skill building rate is doubled
  • Failure: Energy drops to zero and sim loses random skill point
Additional Notes

As well as doubling the rate of normal skill building, it works well in the teach/help interactions too. If your sim uses career reward objects, then the effect is essentially quadrupled as they get the additional rate increase of using the career reward. If both partners in a help interaction are using a Thinking Cap, then the effect is increased too. If failure occurs then the sim will pass out because of loss of energy. After the 24 hours of use, the bulb will die out and the sim will instinctively take off the cap when they finish their skill building interaction.
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Old 25-09-2007, 03:53 AM   #8 (permalink)
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The SimVac

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Description

The SimVac puts the 'suck' in succubus! Equip your sim with the SimVac and look for an unwitting victim..er..we mean willing individual with whom you share a friendly rivalry. Operate the SimVac on them and watch as you...liberate their aspirations and skills, making them your own.
  • Used By: Teen or Older
  • Reward Point Cost: 17,500
  • Uses/Time Limit: 5 uses
  • Failure: The direction of skill/aspiration transfer is reversed
Additional Notes

When you use the SimVac on another sim, you need to choose whether to attempt to take their skill or aspiration. If successful, one random skill point is transferred to the user or 3,000 aspiration points if that is what you chose. If failure has occurred, the direction of the skill or aspiration transfer will be reversed. In addition, your sim using the SimVac will also take severe hits to their current needs for their trouble. Regardless of whether or not the use is a success or failure, both sims in the transfer receive reductions to the relationship between them. This could result in the loss of love or crush status if they had that between them at the time.
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Old 25-09-2007, 03:54 AM   #9 (permalink)
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The Love Tub

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Description

Who can resist the sensual appeal of soft lighting, warm water and sizzling romance? Just about no one if they are soaking with your sim in the Love tub, that's who! No need to check if your sim's skin is getting pruny, either. When the candles go out, it's time to retire to a private place.
  • Used By: Teen or Older
  • Reward Point Cost: 20,000
  • Uses/Time Limit: 4 Hours
  • Success: Relationship acceptance requirements are reduced
  • Failure: None
Additional Notes

If you keep an eye on the candles, you will get an indication of how much special power is left in the tub. When the candles go out, the power is used up. While the candles are burning, your sims are more amenable to relationship increases and more likely to accept romantic advances. One of the extra benefits of the Love Tub, is the ability to continue in use after it's special powers are exhausted. You can keep it on your lot and use it as a very pretty ordinary hot tub with a comfort rating of 6, and a fun level of 7.
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Old 25-09-2007, 03:55 AM   #10 (permalink)
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The Elixir Of Life

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Description

Perfect for those who like their water-cooler chats to go on for ages...literally!. Gather round this decorative glass urn and sip the sweet nectar of prolonged youth as your sims resist aging.
  • Used By: Teen or Older
  • Reward Point Cost: 30,580
  • Uses/Time Limit: 5 uses
  • Success: Sim's age is pushed back by 3 days
  • Failure: Sim's age is advanced by 3 days
Additional Notes

If your sim uses the elixir successfully when it is less than three days since they age transitioned, they will not go back to the last age; rather they are held at their birthday for a period of five days. If your sim uses the elixir unsuccessfully when they are less than three days from their next age transition, then they will transition immediately. If your sim is an elder and uses the elixir unsuccessfully while they are less than 3 days from the end of their life, then they will die immediately. Since they would not be in high aspiration level for that to occur, they will not receive the benefits of high aspiration at death. As long as your sims have the aspiration points to continue to purchase more of the Elixir of Life when it runs out, they can potentially stay young forever if that is what you want.
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Old 25-09-2007, 03:56 AM   #11 (permalink)
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Genuine Buck's Famous Counterfeiting Machine

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Description

Why earn money when you can simply print it yourself? Jobs and careers take away valuable time you could be spending with your family. Think of the children, and get yourself one of Buck's genuine counterfeiting machine. Other counterfeiting machines on the market claim to make high quality simoleons, but only Genuine Buck's machines come with the official stamp of approval. Don't settle for less than the real thing. 'Genuine Buck's; because you've earned it'.
  • Used By: Teens or older
  • Reward Point Cost: 27,750
  • Uses/Time Limit: Unlimited
  • Success: Sim prints simoleons
  • Failure: none
Additional Notes

Set your sims turning the crank and hear then cackle as the simoleons fly out of the machine. When you or they (because of low needs) have had enough, you can choose the 'get cash' option and add the printed simoleons to your household funds. If that sounds too easy, that's because there's a small catch. There's a random chance that your machine may catch fire, as it does get hot. Either put a smoke detector in the room or better still, place a fire extinguisher over the machine to put the fire out. That's not the only catch. There's also a random chance that the police will show up and catch your sims in the act. They will confiscate your machine and fine them $2,000 for their trouble.
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Old 25-09-2007, 03:57 AM   #12 (permalink)
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ReNuYuSenso Orb

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Description

Senso Sima Sensalia, renowned brain neurologist, kept the secrets of the simian brain as closely guarded secrets. However, after many years of prodding and not so subtle bribery, Senso has broken down and provided the average sim with the ultimate in modern reprogramming techniques. A gentle caressing of the scalp, a few lights, some soothing, music and "Ta Da!" a whole new sim emerges. Try it once, try it twice; we won't tell.
  • Used By: Teens or older
  • Reward Point Cost: 6,250
  • Uses/Time Limit: 5 uses
  • Success: Sim has opportunity to change his/her Aspiration or Turn Ons/Off
  • Failure: Sim changes aspiration to the Grilled Cheese Aspiration, and their whole lives will revolve around Grilled Cheese Sandwiches
Additional Notes

Since using this machine changes your sims' aspiration, not only will it change their everyday wants and fears, in addition, if you also have the University expansion pack installed, your sim will receive a new Lifetime Want as well. Should you ever return to the same aspiration as before, you may not receive the same Lifetime Want you previously had. However, you could use the Orb several times to keep changing aspiration, in the hope that you would eventually get a Lifetime Want that you are happy with.
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Old 25-09-2007, 03:58 AM   #13 (permalink)
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Kibble of Life

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Description

Perfect for those pets that want their delicious snacking moment to go on for ages...literally! Move quickly to this delectable treat of treats to munch the nutriments of prolonged youth as your pet resists aging.
  • Used By: Child or Older
  • Reward Point Cost: 12,000
  • Uses/Time Limit: 5 uses
  • Success: Pet's age is pushed back by 5 days
  • Failure: None
Additional Notes

To use this reward you need to have one of your playable sims selected, click on the reward object and select the dog or cat (adult or elder only) who is to be commanded to eat from the dish. Unlike other aspiration reward objects there is no failure with this reward as your pets don't have an aspiration level, even the commanding adult's aspiration level doesn't matter here.

The dish has 5 green jewels around the edge which turn red with each use of the dish, discard it when all 5 have been used. It can satisfy the pet's hunger slightly too, but no more than a snack. Pets won't eat from the dish unless you command them too.
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Old 25-09-2007, 03:59 AM   #14 (permalink)
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Weathernaught 57X

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Description

Real, ultimate power at your fingertips. Summon storms, chill the landscape, or boil the neighbours - accidentally of course - with the mere flick of a switch. Ancient tribesmen had to dance, chant, and sacrifice delicious animals to wield this kind of power. But you, modern sim, may harness the gift of science! With the Weathernaught 57X, your world will never be the same.
  • Used By: Teen or Older
  • Reward point Cost: 7,000
  • Uses/Time Limit: 5 uses
  • Success: Weather or Season altered according to selection
  • Failure: Rain of Fire
Interactions
  • Change Season To...
  • Prolong Season...
  • Create Weather...
  • Turn Off
Additional Notes

The Change Season To... interaction can only change the season to one that is currently set in the neighbourhood season chooser, i.e. if you don't currently have a winter set for your neighbourhood, for example, you cannot change the season to winter; you can of course go back to the neighbourhood, use the Season changer to change one of the seasons to winter, go back to your lot and you can now change the season to winter. As when changing seasons normally, it can take a day or two for the new season to come fully into effect.

The Prolong Season interaction allows you to prolong your current season for one day, three days or forever. Hover over the sims season indicator to see the new time left. If you prolong a season forever, the machine stays on indefinitely. You can use the Turn off interaction to return the season to normal.

Use the Create Weather interaction to create a storm of your choice, the machine remains on during the storm but you can manually shut it off if you don't want to wait for the storm to pass.

If you see the machine issue a black beam, you can bet that your interaction has failed; balls of fire will soon descend from the sky sending your sims into panic if they ignite any objects. Best call the fire brigade if you haven't put smoke detectors outside.
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