The Sims 2 A Guide to The Sims 2

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| [4.8] Aspiration Reward Objects                                             |
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The following objects can be purchased with Aspiration Points, which you earn
by fulfilling a Sim's wants and avoiding their fears.

All these objects should be used if your Aspiration Meter is GOLD or PLATINUM.
Using them below gold can result in side effects.  For example, using the
Energizer with a green or red Aspiration Meter will not recharge your Sim, but
it will drain six to eight motives completely red.

                                    --==--==--

Money Tree
==========
Aspiration Cost: 3,000
Uses: Unlimited
Effect: Periodically drops money; guests like to go for this item and steal any
        money that's fallen

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 one keeps them
             watered.

If successful, and if the money tree is watered every eight hours, it will give
you $40.

If unsuccessful, you'll only get $1.  If not watered, it'll die, and you'll
have to throw it out, spending another 3,000 points for another tree.

                                    --==--==--

Noodlesoother
=============
Aspiration Cost: 5,000
Uses: One full day (24 hours; when green light goes off, it's finished)
Effect: Slows the rate at which motives decrease

Description: Shrouded in mystery, the Noodlesoother's mood elevating effects
             are well documented but poorly understood.  Some maintain that the
             weak electrical current it generates produces euphoria and
             contentment.  Still others contend that the Noodlesoother contains
             transdermal Serotonin Re-Uptake Inhibitors.  A third school swears
             that the helmet's tiny, glove hands and googly eyes are positively
             adorable.

If successful, the Noodlesoother keeps your motives high, but also causes them
to decrease faster.

If unsuccessful, your Sim's energy motive will drop completely, and you'll pass
out.  Other random motives will drop.

                                    --==--==--

Pasteur's HomoGenius Smart Milk
===============================
Aspiration Cost: 7,500
Uses: 5
Effect: Decreases the amount of time it takes to teach a toddler to walk, talk,
        and potty train

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.

If successful, the toddler will learn to Walk, Talk, and Potty Train quicker
then usual.

If unsuccessful, the toddler will throw up, and will lose one random skill
point.

                                    --==--==--

Cool Shades
===========
Aspiration Cost: 10,000
Uses: 5
Effect: Increase your ability to make friends/make social interactions succeed

Description: Eyes are the windows to the soul, and these Cool Shades provide
             the most effective window-dressings for your Sims' inner cool.
             Socially awkward?  Just slip on some stylish eyewear and power
             your way smoothly through any social interaction.

If successful, social interactions are increased, gaining more relationship
points per action then normal.

If unsucessful, no bonuses are given, but there are no bad effects, either.

                                    --==--==--

The Eclectic and Engimatic Energizer
====================================
Aspiration Cost: 14,000
Uses: 5
Effect: Refills a random amount of motives; can only be used five times, then
        you'll have to buy a new one

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 ken of mortal Sims.  But all you need to
             know is that a quick visit to The Energizer will get your Sim's
             motor running!  Only five uses allowed for this addictive item.

If successful, all needs will be maxed out.

If unsuccessful, all needs will bottom out, but won't kill your Sim.

                                    --==--==--

Thinking Cap
============
Aspiration Cost: 16,000
Uses: One full day (24 hours)
Effect: Allows you to gain skill points faster, as well as teach/learn faster
        with objects that allow you to teach or learn

Description: Also known as "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 surface burns
             to the scalp.

If successful, your Sim will learn any skill at twice the rate.  Can teach
toddlers faster.

If unsuccessful, your energy will bottom out, your Sim will pass out, and you
will lose one skill point (random skill).

                                    --==--==--

SimVac
======
Aspiration Cost: 17,500
Uses: 5
Effect: Takes Aspiration Points and skills from another Sim and transfers it to
        you

Description: The SimVac puts th e"suck" in succubus!  Equip your Sim with the
             SimVac, and look for an unwitting victim...err...we mean, a
             willing individual with whom you share a friendly rivalry.
             Operate the SiMVac on them and watch as you...liberate...their
             Aspirations and Skills and make them your own.

If successful, your Sim will either take aspiration points or a skill point
(your choice) from the target Sims.  You will lose some relationship points,
and you will cancel any love or crush.

If unsuccessful, the target Sim will take YOUR aspiration points or skill point
and some of your motives will go down.

                                    --==--==--

Love Tub
========
Aspiration Cost: 20,000
Uses: Four hours (when candles flicker out, the object is finished, but you can
                 still use it as a hot tub)
Effect: Romantic interactions in this tub are a guaranteed success

Description: Who can resist the sensual appeal of soft lighting, warm water,
             and sizzling romance?  Just about no one if they're soaking with
             your Sim in the Love tub, that's who!  No need to check to see if
             your Sim's skin is getting pruny, either...when the candles go
             out, it's time to retire to a private place.  Ahhhh yeah!

If successful, all interactions inside the hot tub will succeed more often, and
relationship points will increase faster.

If unsuccessful, interactions and relationship points default, but you don't
get any side effects.

                                    --==--==--

Elixir of Life
==============
Aspiration Cost: 30,580
Uses: 5
Effect: Gives your Sims a few more days before turning into elders

Description: Perfect for those who like their idle 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 Sim resists aging.

If successful, your Sim will gain three days on their age.  If you are at the
starting age (29 for an adult, for example), you will gain an additional three
days, but not revert to the previous state (in this example, you won't go back
to a teenager).

If unsuccessful, your Sim will gain three days of age.  If you have three days
remaining in an age cycle (for example, you're an adult with two days left),
you will be moved into the next age group.

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Getting Started


Motives


Skills


General Wants


General Fears


Aspirations


Jobs - Adults


Jobs - Teenagers & Elders


Building a House


Objects