Sims 2 Apocalypse Challenge (by Pinstar)

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Sims 2 Apocalypse Challenge (by Pinstar)

Post by Teresa »

The Sims Apocalypse Challenge was created by Pinstar.

While the Legacy Challenge, at its heart, is supposed to be simple, easy to follow and score, the Apocalypse Challenge is supposed to be monstrously complex.

The complete set of updated rules is located at the Apoca-Borg
Completing challenges & legacies since 2007 | Completed Stories
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Re: Sims 2 Apocalypse Challenge (by Pinstar)

Post by Lorinsv »

The site hosting the Borg's Apocalypse rules is no longer working. After informing MaxiBuckle of this issue a little over a week ago, it appears she has turned it back over to Pinstar/Imagining Mystic to host on their Legacy Challenge site.

So far they have the base challenge posted and are working on posting the full set of rules for all TS2 EPs.

Source: ... challenge/

UPDATE 12/26/14:
Base/Core Challenge Rules: ... nge-rules/
Updated for Pets: ... expansion/
Updated for Seasons: ... expansion/

UPDATE 1/3/15:
I found a copy of the Apoca-Borg's rules on my personal computer. However, there are too many characters to fit inside a single post, so I will split them into two parts below, inside spoilers.

Woo, also found the Crappy Stuff Only guide!
Cheapest/Lowest-Rated Guide

:arrow: UPDATE 7/2/15:
The original link for the Borg rules is working again, but I'll leave the rules I posted here as a backup.

I'll try to keep this thread updated when I see more developments, or friend them on Facebook to keep yourself updated!

And remember:
Resistance is futile.
Last edited by Lorinsv on July 2nd, 2015, 12:18 pm, edited 7 times in total.
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Re: Sims 2 Apocalypse Challenge (by Pinstar)

Post by 0123456789 »

I have attempted Pinstar's Legacy Challenge a couple of times, but I usually don't finish them. It starts feeling like a rush to get things done instead of savoring small aspects of the game.

Pinstar's Apocalypse Challenge is interesting. It has so many rules and restrictions that I don't even know where to begin! Plus, the fact that I now have all expansion packs and stuff packs means that I may have to play the version of the challenge for all expansion packs, as expansion packs do tend to make gameplay easier in various ways. *gulp* Here I go. I'm going to do the Apocalypse Challenge.
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Re: Sims 2 Apocalypse Challenge (by Pinstar)

Post by Lorinsv »

Good luck, 0123456789, and thanks for posting here - I needed the reminder.
Base, Pets and Seasons versions of the rules are now posted on Pinstar's Legacy Challenge site (links in my post above).
Hopefully it won't be much longer before the final version updated for all TS2 expansions is up as well.
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Re: Sims 2 Apocalypse Challenge (by Pinstar)

Post by 0123456789 »

Since the Apocalypse Challenge up to this point only requires expansion packs up to Seasons EP, that means careers that come with FreeTime EP would probably be useless. I am going to assume that FreeTime careers are enabled, as long as they "make sense" in a nuclear winter environment. FreeTime also comes with the magical genie lamp, so in case the gypsy matchmaker drops in a genie lamp, that may bring a big advantage. Bon Voyage comes with the ability to dig holes on the property, but without the Business restriction lifted, Sims can't sell them directly from the inventory or start a shop. Lifting the Law restriction should receive higher priority than lifting the Slacker, Law Enforcement, and Politics. I think I am going to wait until one Sim finishes college. Once that Sim finishes college, that Sim returns to Strangetown to find a totally different place to live in - a nuclear winter hell.

The founder, in my case, would probably lift the Hopelessness restriction (so that he can marry) and the Law restriction.
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Re: Sims 2 Apocalypse Challenge (by Pinstar)

Post by Lorinsv »

(General rules and new FreeTime/AL restrictions only in the spoiler):

The Apocalypse Challenge
updated for FreeTime, Apartment Life, and Mansion & Garden

New rules created October 31, 2009 by the BoolProp Apoca-borg
Restrictions written by smoothiequeen87
Flavor text written by BlueBerryPie360
Includes Podcast, BBS, BoolProp, email clarifications and Apoca-borg Grammar Queen edits (conflicts underlined)

It's the super bowl and all across the region, people are watching. The whistle blows for half time and every Sim in the city goes to use the toilet. Every single toilet in the region is flushed at the same time. The resulting drop in water pressure causes the three nuclear power plants in the area to go critical and melt down, devastating the region. Thankfully, the founder is off at college when this happens, but when he returns to start his family, he finds a very different world he must survive in.


The following is a set of harsh restrictions the family must obey. Each set of restrictions is tied to a specific career field. When a Sim reaches level 10 in that career field, that restriction is lifted. A single Sim may only lift one restriction in his or her lifetime.
  • To lift all 28 of the main restrictions, it will take 25 different Sims and 3 different pets. (The Hopelessness and Alien Technology restrictions don't count toward the one restriction per Sim limit.)
    Each animal may lift only one Pet restriction
    Only Sims part of the bloodline and the spouses to heirs can unlock restrictions. Adopted Sims, spouses to non-heirs and Servos cannot lift any restrictions.
    The founder starts as a Young Adult in college. None of the restrictions applies to the founder in college, as the disaster has not happened yet.
    The college has a strict no-pets rule. Neither the founder, nor any Sims attending college afterwards may purchase them while there.
    Founders may bring up to 3 items back from college that were purchased with their own money. If the founder graduates, one of these three items MUST be the diploma.
    The founder may not start an off-campus business.
    The founder must leave college after 9 semesters. If the founder goes on academic probation, those extra semesters count against the 9 you are allowed.
    Founders who graduate on time (8 semesters), may stay for the full post-graduation period. (The 9th semester.)
    If the founder goes on academic probation once, but still graduates, he or she must return to the neighborhood immediately after graduation.
    The founder does not need to graduate.
    The family lot must be on a desert or dirt tile set.
    The founder may not give gifts to prospective spouses.
    The founder may not cast Magus Mutatio on prospective spouses as it results in the gifting of a spellbook and cauldron.
    You may not place the home family lot on a beach lot.
    When your founder returns to the neighborhood, move him or her into an empty 5X5 lot.
    Founders who joined the Secret Society may move into a Secret Society safe house instead. These are pre-built houses that have depreciated a bit, so they cost less than building the same structure from scratch. There are three safe houses to choose from. You can download the Bomb Shelter, the Shotgun Shack, or the Witch Hut. You may still opt to start on a blank lot if you want to.
    Founders and anyone who comes after are prohibited from raiding the Secret Society house and bringing objects that were originally there back to the Apocalypse Family house.
    If your family has broken any rule or restriction due to a rule change, you do not fail the challenge.
    Objects that were allowed that are no longer allowed due to a rule change may be sold via buy mode without penalty.
    If an object has no value, (such as a used up Aspiration Reward), you may delete it, regardless of existing restrictions.
    There must be no trees or shrubs on the lot when you place it.
    You may use the "level lot" tool before moving into your blank lot or safe house.
    No Sim in the household may sleep outdoors.
    After the founder has returned, any future Sim sent to college may not move into a dorm, and must move into an empty lot (any size). Young Adult Sims that come after the founder must obey any restrictions that have not been lifted yet.
    Neither the founder, nor any Sims that come after may found or join Greek houses.
    The ONLY Sims that may be moved into the Legacy family are Sims that will directly contribute to the birth of the next generation. (In other words, the spouse of each heir.)
    It's OK to move Bigfoot in (Bigfoot is unable to procreate).
    Spares may not take spouses and children produced by spares (via visitor woohoo or aliens) may not lift restrictions.
    Only Townies and NPCs may be brought into the family. No player sims.

    If a Townie at the top of a career joins the house as a spouse and that career is not lifted, it is lifted instantly, no ifs ands or buts. If that career has already been lifted, the spouse can work on lifting a different career.
    Moved in Social Townies may not keep their Uni jobs unless your Sims are otherwise able to attend Uni themselves.
    If you wish to keep score, count the number of days your family is in existence once the founder returns from college. I find the easiest way is to write a tic mark down once per sim week.
    Cheats, mods, or hacked objects that would give you an unfair advantage over a player who didn't have or use them may not be used.
    Players using the PregnancyForAllGenders Hack must select which Sim will bear the children and remain consistent with that.
    You can use any custom object as long as its cost, ability and mood fulfillment exactly mirrors an existing 'official' object.
    Any lot your sims visit must comply with all current Apocalypse restrictions. This includes all lots but those in vacation neighborhoods. A sim abducted to the Secret Society must leave immediately unless the lot has been modified to comply with all current restrictions.
    Autonomous actions need not be canceled unless specified by the restriction.
    Mr. Humble’s computer must be deleted unopened from inventory.
    Sims may not Study Physiology without having fixed the Physiology glitch. (If you have AL, download the patch. If you have Mansions & Gardens, download Pescado's fix here)<-need link

    If you have the Seasons EP, only one Jumbok IV and one Gootentaugen Award may be placed on the lot at a time.
    If you have the Pets EP, you must unlock the three pet restrictions to complete the challenge.
    To win the challenge, you must lift all 29 restrictions. The 30th restriction, Alien Technology, does not need to be lifted to complete the challenge.
    If you do accidentally break a rule, just fix your mistake - make up for it, and continue. As long as it was just an honest mistake, you don't need to consider failing the challenge.
Here are the restrictions you must obey:
(The quotes and paragraphs in italics are the "flavor text" of the restriction. The rules of the restriction are listed below. What happens when you lift the restriction is listed in bold.)


"It is better to light a single candle than to curse the darkness."
The physical effects of the nuclear winter are clear, but it is only half of the devastation. The damage to the population's mindset and willpower has also been great. People are starting to give up hope and despair has begun to set in. People have no motivation to band together or leave the shelters they have made.

  • You cannot move in or marry in any Sims or pets.
    Family Aspiration Perks may not be redeemed.
Once your founder reaches the top of a career, (ANY of the 25 careers, it doesn't matter which), he or she shows the region that the worst is over, and that things can and will begin to get better. A few Sims are even willing to risk traveling the streets to be with the regions new and only ray of hope. You may move-in/marry spouses for your founder and future heirs and redeem Family Aspiration Perks. You are still restricted to moving in only those who will contribute to the next generation.


“Rome wasn't built in a day.”
The nuclear meltdown and resulting steam explosion contaminated the local area, including the buildings. Their structural integrity lost, many buildings simply collapsed while others were condemned due to heavy radiation. As the survivors cling to life, they resort to building basic shelters to protect themselves from the elements. Without proper knowledge of building safety requirements, these shelters were kept as simple as possible to avoid risk of collapse.
Making do with scraps of wood, carpet, metal, mortar, and bricks, survivors no longer dream of building beautiful abodes. As they rebuild, rumors of hidden meeting places pass from one to another and that the famous architect Howard Brady may have survived the explosion.

  • No space completely enclosed by wall elements is allowed on a community lot.
    You may not place more than 2 items from each build mode category per day (2 wall sections AND 2 squares of paint AND 2 sections of flooring, etc. per the Middle of Nowhere Legacy handicap).
    Deleted items count against the daily limit.
    Ignore this restriction on the first day your founder is on the lot in order to get your house established, unless you choose to use a Secret Society safehouse (your house has already been established).
    You may use Auto Roof on a safehouse on the first day to replace the roof with a flat one, but after that you may not use it at all.
    You may not place The Great Divide from the fencing tab (Pets) or any item from the Architecture tab (M&G).
    You may not use greenhouse materials or any windows except for the Glassterpiece Privacy Window.
    The only stairs available are Simple Staircase, the green and brown connecting stairs, and WroughtWright connecting stairs. You may not use elevators.
    The only door available is Justa Door.
    The only arch available is Justa Arch.
    The only columns available are UpRite Columns.
    You may only use the cheapest paneling, tile and paint for covering walls and the cheapest wood, carpet, and tile floor coverings (nothing over $3).
    You may not place fencing that costs more than $20, awnings over $35, or fireplaces over $100.
    You may not place or use the Very Mysterious Shelving or the Ceiling Fan.
    Safehouses may retain all higher quality building materials used to create them.
    You may not build on more than three floors above ground. You may have an accessible flat roof and place items there, and you may have an awning above that to comply with Music restrictions. Basements do not count against this rule, but driveways do.
    Houses must be supported by at least four stilts or foundation materials.
    You may not use building cheats. MoveObjects may only be used to fix glitches.
    Only Sims currently in the Architecture career may use the Drafting Table (also restricted by Adventure and Artist).
    Once a great architect rises in the family, blueprints are drawn up to create safer homes for the survivors. With the construction company the architect started up, sights are set on rebuilding the community areas damaged by the catastrophe.

While the region is being rebuilt, Howard Brady reveals himself to the public; bringing with him his engineering prowess. Together with the newly arrived City Planner, the region begins to make use of the quality building supplies stashed at formerly secret locations. The Architecture Restrictions are lifted.


Amongst the toxic ash and hoardes of zombies lies a region of despair. Sims are not able to psychologically calm themselves enough to meditate. They are constantly off balance: either anxious or apathetic. Rhythm is lost to them and nobody even considers tapping their foot or humming. Stores containing stereo equipment have been cleared out by looters or destroyed in the wreckage. All dance left the region when the famous dancers fled.
  • Sims may not dance at all. Autonomous dancing must be cancelled.
    If Artist has been unlocked, Sims may dance autonomously to musical instruments.
    Sims may not do tai chi.
    Sims may not meditate.
    Sims may not use the dance sphere or any ballet barre to build body even if Athletic has been unlocked.
    Stereos may be used only to build body.
    Once a talented dancer rises in the family, and walks into a crowd of survivors, it took only a solid, steady beat. That beat wasn't made with an instrument or heard through electronic sound waves. The dancer simply started tapping a foot. The tap was accompanied by a bob of the head. Before long, someone joined in, mimicking the movements. The dancer added more complex moves as the line continued to grow.

Having been shown the steps, Sims of the region learned to dance once more. With rhythm restored, they reclaimed their physical and mental balance and were able once again to meditate and dance. The Dance Restrictions are lifted.


"All work and no play makes Jack a dull boy."
Before the incident, it was common for people to balance work and relaxation. Too much stress can make people snap if they don't find fun things like television, books, and the internet to keep them entertained. Now many of those things have been taken away by the disaster. Whether destroyed in the blast or lost in some other manner, the people of the region are left to themselves. How can anyone conceive of cracking a joke in such a dismal state?
The magic of frivolity has left the region. Inexplicably, Witch Thrones do not function at full power, either.

  • Sims may not throw parties (even if Show Business has been lifted).
    Sims may not be directed to perform any action from the Entertain pie menu.
    Sims may not Talk About Grilled Cheese.
    Sims may not sing the Sea Shanty, Tell Dragon Legend, or Juggle
    No item from the Party tab or Recreation tab may be purchased or used, except for the King for a Day Outdoor Chess Table.
    Cake is allowed if Culinary has been lifted
    The wedding arch is allowed if Natural Science has been lifted.
    Sims may not use the karaoke machine (also restricted by Artist and Science).
    Sims with televisions are limited to the Yummy Channel, the Workout Channel and the News/Weather Channel.
    Sims may not Read Book unless it is a novel that has been published by someone in the family.
    The Toy Crafting Bench may not be purchased or used.
    Pleasure Aspiration Perks may not be redeemed.
    Thrones may only be used by Witches with maxed Magic Skill and Alignment (either direction).
    Only the Sim who crafted the Throne can make use of it.
    The Starstruck Personal Fame Star may not be placed.

"Nothing up my sleeves! Presto, chango, magico!" Shouts the prestigitator. With a clap of the hands and a snap of the fingers, ribbons appear from thin air, dazzling the gathering audience. As the crowd begins to grow, the magician can't help but smile. "And for my next trick: I will need a volunteer from the audience." Excitement begins to spread while people both old and young gasp as the person is placed in a box and then sawn in half. But it was all a trick! Applause echoes across the land with the hope that by bringing a little fun into life, everyone can have a brighter tomorrow.

Sims clap their hands in surprise when they learn that a little slight of hand was all that was required to activate a Throne's full power. All Sims are now able to make use of the Witch Thrones. The Entertainment Restrictions are lifted.


"Trust no one."
The entire region is devastated. Zombies, bandits, motorcycle gangs, and other horrors roam the land, mercilessly taking from those that try to rebuild. Locked behind closed doors and barred windows, many pray that the evils roaming the wastes never find them. When something starts banging at the door and eerie shadows loom through windows, terror grips the heart. Is that a call for help? Is someone begging for their life, hoping, praying that someone will save them? Or worse? Could it be a group of bandits, waiting for someone to unlock that door so they can break in and take whatever they please? Everyone's afraid of what's waiting for them outside.
People have no choice but to make do with the limited goods provided by the only trusted supplier in the region. People sit and hope, waiting for the day when they can trust again. No one asks questions and no one exchanges packages. Sims do not venture from their homes without an escort, except to go to work or school.

  • Sims may not perform any action from the Ask pie menu that came with Nightlife.
    Sims who are not friends with a member of the household may not enter the house.
    Proposals to move in may only be offered by the Sim who is in love and will produce the next generation with the new household member.
    Sims may not accept blind dates, jobs, or contact numbers from social townies.
    Sims may not chat online, send emails, or blog.
    Sims may not hire or befriend Service Sims (NPCs).
    Sims may not hire employees.
    Sims may not give gifts.
    - Giving away pets is allowed.
    Only the lowest-rated objects of each category/subcategory/object type in Buy Mode are allowed, even if their respective careers have been lifted. There is limited availability of even these items - if anything breaks, leaks, clogs, etc., you must fix it, not replace it.
    You may purchase counters up to $140, fridges up to $600, showers/tubs up to $700, and the most expensive telescope (for alien abductions).
    Dining Chairs are allowed up to Comfort 3, and Recliners up to Comfort 5.
    Beds are allowed up to the Security Pets limit of 3 Energy/3 Comfort, plus the coffin and crib.
    Exception: topping Security Pet will immediately unlock all beds.

    Link to Lowest Rated Guide
    Sims may not visit community lots alone—they must take a friend or family member along.
    Witches may not cast the Appello Simae or Compello Acceptus
    Sims may not Search for UFOs or Summon Aliens.
    Sims may not go on vacation at all.
    Popularity Aspiration Perks may not be redeemed.
    Only Sims currently in the Intelligence career may use the Audio Augmenter Earpiece.

Out of the shadows shines a light. While they work in secretive and mysterious ways, the recently re-instated SCIA brings trust back into everyday living. With thoroughly checked out agents filling the ranks, operatives are sent out to clearly distinguish friend from foe. Information travels quickly and soon everyone knows who is trustworthy and who is not.

As the paranoia fades, a sense of community blossoms. Sims ask questions of their neighors to learn about them. Gifts are no longer looked upon with suspicion. No longer paralyzed with worries about bandits and looters, Sims find ways to furnish their homes more comfortably. The Intelligence Restrictions are lifted.


“You will suffer.” -Poseidon, The Odyssey
The fallout didn't just bury the land in toxic ash, it contaminated the local waterways. Whole populations of fish were poisoned. Marine life suffered in the ocean areas contaminated by the toxic flow. The hot waters disturbed weather patterns in even far off places.
In the darkest depths of the deep, an old god's rage runneth over. The forgotten Poseidon unleashes his wrath upon the region, cursing the minds of the people. No one knows what they want or fear anymore.

  • If Music is lifted, you are limited to Winter and Spring for seasons. Summer and Fall may not be selected.
    Wants and Fears may not be locked.
    The water tool from the landscaping menu may not be used.
    The pool tab may not be used.
    No fountains may be purchased or placed (also restricted by Artist).
    No fish tanks may be purchased or used.
    Sims may not eat Salmon or Lobster Thermidor.
    Sims may not visit beach lots.
    Shell jewelry may not be bought or worn.
    Neither Smart Milk nor Elixir of Life may be purchased with Aspiration Points; even if they have been unlocked by Alien Technology, Adventurer, or Science. Poseidon is withholding the active ingredients. (If the founder brought them back from college, they may be used.)
    The Weathernaught 57x may not be purchased or used at all.
    The Koi Pond may not be placed.

Once a member of the family tops the Oceanography career, the Hand of Poseidon dons diving gear and plunges into the murky abyss. Beseeching the old water god to forgive the populace, The Hand of Poseidon asks how to restore the waters and correct the weather patterns. His anger quelled, Poseidon bestows a boon of knowledge to the Hand.

The Poseidon Project is born and opens its doors; explaining to all what must be done to revive both fresh and salt water. The ingredients for making Smart Milk and Elixir of Life are once again available to Simkind. Endangered marine life gain in number due to an intensive breeding program, and there have even been sightings of newborn whales! The Poseidon Project works to re-establish ocean currents and tides, using artificial means to stimulate them until the natural balance is fully restored. This artificial method has given way to a hint of winter thaw. Seeing the progress the people are making, Poseidon restores their minds with the wave of his trident. The Oceanography Restrictions are lifted.

Additionally, the new Hand of Poseidon takes a diving expedition to discover the Lost City of Atlantis, discovering in the ruins a special object used by its citizens in ancient times. You may choose one Aspiration Reward to unlock and use, even if Alien Technology is still in place.
Last edited by Lorinsv on January 4th, 2015, 10:31 am, edited 3 times in total.
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Re: Sims 2 Apocalypse Challenge (by Pinstar)

Post by Lorinsv »

(Seasons, Pets, and Base Restrictions + FAQs):

The Apocalypse Challenge
updated for FreeTime, Apartment Life, and Mansion & Garden

New rules created October 31, 2009 by the BoolProp Apoca-borg
Restrictions written by smoothiequeen87
Flavor text written by BlueBerryPie360
Includes Podcast, BBS, BoolProp, email clarifications and Apoca-borg Grammar Queen edits (conflicts underlined)


The skies are dark and packed with clouds
No more concerts, no more crowds
The land sleeps in a blanket of snow
Waiting for the start of the show
All that's missing is the lead
For the land to wake and take heed
Blast Mother Nature’s eardrums out
Show grandfather winter what you're about
Make the existence look and nod
To the emergence of the Rock God

  • When you move the Apocalypse founder onto the home lot after college, change the weather on the neighborhood screen to Winter/Winter/Winter/Winter.
    Sims cannot StarGaze or Watch Clouds.
    Sims may not use telescopes (too cloudy to see anything).
    Sims cannot use the weather control Aspiration Reward, even if one was brought back from college.
    Items may not be placed outdoors. Everything must be covered by a roof or awning.
    - Delivered items (newspapers, bills, Date/Outing Rewards, Genie Lamp) do not count for this restriction.
    - Cars are a noted exception. They can survive the rigors of the outdoors.
    - Pools (and trees) do not need to be covered because they are more of a terrain feature.

    Sims may not go on Vacation because the weather is too rough to permit flight.
    PlantSims cannot produce Spores of Happiness.
    You may not purchase or use Solar Panels or the Windmill (also restricted by Science).
    Witches may not cast the Tempus Interruptus spell.

    Only Sims in the Music career may use the Rock Hammer.
With a mighty chord and a mighty roar
The icy grasp of winter is no more
All of the Music restrictions are lifted.


All the major school systems are in ruins. Education has all but gone from the region. All that remains is a small gathering of teachers in a safe house to teach younger Sims the basics.

  • Sim children may attend school as normal
    Sim teenagers may not attend school at all.
    Sims may not attend college. (This restriction applies even if Military is lifted.)
    Sims may not teach other Sims skills via career rewards.
    Sims may not Pass On learned Business Perks to other Sims.
    Knowledge Aspiration Perks may not be redeemed.
    Any Child Sim that grows into a Teenager must roll for their Primary and Secondary Aspirations as per the Legacy Challenge rules.
    You may not change your sim's aspirations in any way.
    Secondary Aspirations must be selected for challenge Sims on their teen birthdays.
    Moved in spouses may not select a Secondary Aspiration.

    Only Sims in the Education career may use the Bookshelf of Education.
The Sim who becomes an Education Minister rebuilds the region’s educational system, and even restores the old college back to its former glory. The Education restrictions are lifted.


There is a particular energy around certain objects that gives them special properties. Objects with this energy are frequently given out as career rewards to Sims in various businesses. Ever since the Apocalypse, these objects have suddenly lost this energy and have become useless. While many are baffled by this, there are a few theories. It is said that the stone of Unga-Nunga is the key to the energy that makes Career objects work so well. This stone was being held at the Sim City museum, where it powered the city's reward objects as well as slowed the EQ decay of the city's population. In the chaos of the meltdowns, somebody stole the stone.

  • Career reward objects may not be used by any Sims at all. (They may still be placed on the lot.)
    Sims may not go on a tropical vacation until a top level Adventurer has recovered the charts and flight plans.
    Jumbok IV may not be placed until your Sim has topped Adventure.
The Sim who reaches the top of the Adventure career locates the stone's thief, the nefarious Dr. Vu. In a daring raid of Dr. Vu’s lab guarded by pirates, ninjas, ninja-pirates, pirate-ninjas and chartered accountants; your Sim makes off with Dr. Vu’s ill gotten gains. In addition to recovering the stone of Unga-Nunga, your Sim makes off with top secret technology Dr. Vu had hidden at the base.

The Adventure restriction is lifted. In addition, you may choose a single Aspiration Reward. You may now place and use this Aspiration Reward, even if Alien Technology is not yet lifted. This can only be done once, by the Sim who lifts Adventure.


There are some structures that are built so securely, even a nuclear blast cannot damage them. Presidential fallout shelters, bank vaults . . . and MMO servers. The servers to a widely popular MMO were located in the region and of course survived the fallout without a scratch. The servers even have their own power supply. The problem is, the region's broadband connectivity was destroyed during the blast. While the region may be in ruins, the rest of the country is fine. The MMO's popularity is so big, that people resort to using dial-up connections to play their favorite game. The result is that the region's phone system is locked up and unusable, as connections to the servers flood the phone systems. The only time this eases up is during the Server’s weekly downtime.

  • Sims cannot use the phone for any reason other than quitting their job.
    Sims cannot use the computer for anything other than "write novel" or "write term paper", even if the science restriction is unlocked.
    These restrictions are temporarily suppressed between the hours of noon and midnightevery Tuesday.
    Witches may not cast the Appello Simae spell while the phones are down.
    Sims are still allowed to answer phone calls that come to the house.
    Only Sims in the Gamer career can make use of the Gamer career reward.
Your Sim has a brilliant two part plan. After becoming a Game Designer, your Sim first creates a new MMO, and bases the servers out of the region. Second, your Sim masters the current MMO, and PK every single player on the servers constantly. People get so fed up and frustrated with the current MMO, they go looking for a new one to play. Your Sim’s new MMO becomes all the rage.

The server load that once tied up the phones is now gone. The Gamer restrictions are lifted.


While there are many newsworthy events going on at ground zero, there are barely any news reporters to cover it. As a result, the local newspaper has become even less useful than before. While the newspaper continues to be delivered every day (the paper carriers were zombies even before the disaster), its content has become almost nothing.

  • When Sims use the paper to Look for Job, they may only select the first of the three jobs that appears in the paper that day. The 2nd and 3rd jobs may not be taken.
    The paper may not be used at all for any other purpose other than recycling, composting or turning into a paper airplane.
    The jobs listed on the computer are not affected by this restriction . . . assuming you can use a computer.
    Sims may not order or read Hobby Magazines.
    When Sims come home from college, they may take jobs that were listed under their majors, even if those jobs are not the first one listed in the paper or computer. This applies to the founder as well.
    The Journalism career reward may not be placed until both Journalism and Adventure have been unlocked.
Once a Sim becomes a Media Magnate, the the local paper is restored to its former glory, allowing the few industries left to announce their full job postings. The Journalism restriction is lifted.


The law in the region has all but vanished. There are no checks, no balances. While the threat of lawsuits has dropped, all the GOOD things with the court systems have vanished as well. Without law in the region, even the greatest people cannot permanently restore parts of society.

  • While the Law restriction is in place, the Slacker, Politics and Law Enforcement restrictions can only be suppressed. In order to permanently lift the Slacker, Politics or Law Enforcement restrictions, the Law restriction must be lifted first.
    Only Sims in the Law career may use the Litigator Podium.
The Sim who becomes The Law restores the code of laws to the region, and the foundation is set for other parts of society to be restored. The Law restrictions are lifted.

Service Pet

The combined stress of living in fallout and the lingering radiation in the air has had a terrible effect on the minds of the elderly. Older minds decay faster and senility sets in early and badly. Surviving to elderhood in this new world is both a blessing and a curse.

  • Once any Sim turns Elder, you may no longer issue any direct commands to them, nor cancel any of their actions. You may still cancel actions that would otherwise break another restriction (such as playing computer games). You may also direct Elders to quit their jobs if they happen to miss a day of work with the Slacker restriction still in effect.
Once a Pet reaches the top of the Service career, it helps the household's elderly. Interacting with a trained Rescue Pet heals the mental and emotional damage done to the minds of the Elders. They are slowly helped out of their cloud of senility and brought back to reality by their furry friends. The Service Pet restriction is lifted.

Showbiz Pet

Life in a desolate world is harsh to Sims of all ages. Younger Sims find the new world they are growing up in not only scary, but mind numbingly boring as well. With no entertainment for kids and teenagers, concentrating on work is very difficult.

  • Children and teenagers may not Learn to do Homework
    Children and teenagers may not build skill with objects that do not also raise fun.
    Children and Teens may still be directed to Clean, Repair, and Cook.
Once a family pet becomes a Star, it provides some much needed entertainment to the household's youngsters. With their minds stimulated, they can finally focus on school work and learning. The Showbiz Pet restrictions are lifted.

Security Pet

Zombies, mobsters, anarchists, burglars . . . there is a lot out there that can get you. Even if these threats don't directly harm Sims, the fear of them does. A thick blanket of paranoia has spread over the region. Sleep does not come easy to a fearful mind, and the idea of these bad guys out to get them is enough to keep most Sims awake at night.

  • Sims may not sleep in a bed or on a couch with an Energy rating higher than 3. It is not that there are no comfy beds available, but that a Sim's paranoia interferes with getting a good night's sleep. Beds, chairs, and couches with Energy ratings higher than 3 may still be purchased and used, but not for sleeping.
    Infant and toddler Sims may still sleep in cribs; they are too young to know paranoia. Werewolf, Vampire, Zombie, Alien and Plant Sims can ignore this restriction, as they know intruders will be more afraid of them, than them of the of the intruders.
    Sims with a 10 body may ignore this restriction, as they know they can pummel any threats that may invade the house.
    If the Law Enforcement restriction is lifted, the Energy rating may be raised to 5, as Sims start to sleep a little bit better at night with the Sim police intact.
    To help comply with this restriction, you may sell and replace any bed with one of a different Energy rating. The new bed must be the same size as the old one, and in the exact same position.
Once a family pet is inducted to the Pet Corps, Sims begin to rid themselves of paranoia and get in the habit of sleeping soundly at night. The Service Pet restriction is lifted.


"Your money is no good here."
The chaos in the region set off by the power plant explosions has broken down the basic economic fabric of society. The value of a Simolean varies wildly from place to place. All major markets have been destroyed or looted dry. With the economy of the region in shambles, people are unwilling to go shopping. The only thing that sells well are stories from survivors, as media outside the region is hungry to know what happened and what it is like to live in such a land.

  • Sims may not sell fresh food grown on the lot.
    You may still do the selling and re-buying of the fridge while the life of crime restriction is still in place, but may NOT do so once it is lifted, so be careful about lifting Life of Crime before you have secured another means to acquire food.
    You may not buy pets from pet stores (player run or community) or other Sims.
    Your Sims may not start their own business or purchase community lots.
    Sims may not purchase vacation homes.
    You may not sell items via the buy or build tab. (You may still sell build mode items, such as walls and stairs.)
    Your Sims may not use the Sell interaction with objects (such as completed paintings, or workbench items)
    Your Sims ARE allowed to finish writing novels and collect the royalties.
    Your Sims may not hire Service Sims of any kind, nor secure the services of the Gypsy Matchmaker or Head Witches.
    You may not Invite Headmaster to get Sims into private school.
    Fortune Aspiration Perks may not be redeemed.
    The only car your Sims may purchase or use is the Restorable Car.

    Due to broken supply chains, Sims cannot use any crafting benches (Flower Arranging, Toycrafting, Robotics, Sewing Machine, Cauldron, Pottery Wheel). Items crafted in college may be brought back. Flowers and Robots must be kept in inventory until their respective restriction is unlocked.
    Only Sims currently working in the Business career field may use the Execuputter.
Once an economic leader from the family rebuilds the economic structure of the region, the Business restrictions are lifted. In addition, the Open/Closed sign may be purchased and used from the Miscellaneous Decorative category. The old-style cash register may be purchased from the Electronics tab, even if these items are still restricted otherwise.

Law Enforcement

"Go ahead and call for help, nobody will listen."
The local police and fire departments are in shambles and unable to do their job. A strong air of anarchy and lawlessness has swept the region. Violent gangs of anarchists prey on the old and weak.
Torch wielding mobs seek out any signs of witchcraft.
  • You may not call the Pet Adoption Service to adopt or give up a pet.
    You may not call to report a lost pet.
    All Magic related items must be kept hidden in inventory or in a secret room behind the Very Mysterious Shelving.
    Spellbooks, Thrones, and Cauldrons may only be used within the safe confines of a secret room.
    Sims who have redeemed Family Aspiration Perks may not Plead with Social Worker.

    Your Sims may not purchase smoke detectors, fire sprinklers, burglar alarms or car alarms.
    Your Sims may not use the Emergency tab on the phones.
    Teenage, Child, and Elder Sims that have less than a 10 Body may not leave the lot for any reason, including going to work or community lots.
    - Teens MUST have 10 Body points to go to College.
    - Elders do not require 10 Body points to move out.

    Your Sims may not call the police to look for runaway teens.
    Only Sims in the Law Enforcement career field may use the Fingerprint Scanner.
Once a brave hero from the family emerges, the streets are cleaned up and order is restored, allowing police and firefighters to once again help people. The Law Enforcement restrictions are lifted. The smoke detector and burglar alarm may be purchased and used, even if the Science restriction has not been lifted.


"It's the dark ages once again."
The plumbing has been severely damaged in the region. Water brought to the house is dirty and unsanitary. To make things worse, local drug stores have been cleaned out by looters.

  • You may not give dogs a bath.
    You may not purchase or use the litter box.
    Showers and bathtubs of all types may not be purchased or used at home or on a community lot.
    Dish washers (both types) may not be purchased or used.
    Pools may not be built or used.
    Hot tubs and Water Wigglers are water items, and therefore restricted.
    Sims may not use medicine to become well.
    Witches may not create curing potions or cast the Remedis Simae or Cleanius Corpus spells
    Sims may not redeem Needs perks, with one exception:
    A Sim child born in game may redeem any Needs perks available on their toddler-to-child birthday.

    Whenever Sims Woohoo, they MUST choose Try for Baby. If Try for Baby is not an option, they may not Woohoo. (Unless the Sim is already pregnant, too old to get pregnant or the two Sims woohooing are the same gender.) This rule does apply to visiting female Sims aged Young Adult and Adult.
    You may not purchase or use the changing table.
    Sims may not purchase or use the Medicine Cabinet
    No Sprinklers may be installed (either from Buy or Build mode).

    Sims may not purchase Vamprocillin-D, WitchBeGone, Lycanthropic-B, or Plantophic-C. (They may use it if they brought a bottle back from college.)
    Sims may not fish on the home lot; the water is too foul to catch anything alive.
    Only Sims currently employed in the Medical career may use the Surgical Dummy
Once a leader in the medical field emerges from the family and leads the Red Cross restoration effort, clean running water is restored to the region. Supplies of medicine and contraceptives are now available to the people who need it. The Medical restrictions are lifted.


"Hunger is the best spice."
The gas lines and power grid have been severely damaged. Running a gas stove or electric appliance carries too much of a risk. The radiation levels are too high to risk using a microwave either. Food is scarce. The quality of the food the Sims can get is very poor and can bring illness to some. Coffee is now scarce in the region due to supply cuts. Fresh food is non-existent.

  • Sims may not purchase or use anything from the Ovens or Small Appliance category except for the cheapest grill.
    You may only prepare food once per sim day. Once any Sim has prepared food, no other may do so for the rest of the day. A Sim making a one-serving meal counts. (An easy way to keep track of this restriction is to turn the fridge backwards after a Sim has taken food from it, and keeping it that way until midnight)
    Filling any pet food bowl, the womrat cage, or bird cage counts against the family's "one meal per day" limit.
    Sims pulling out baby bottles does NOT count against this limit and may be done as many times per day as needed.
    Witches may not cast Creatum Nutrimens.
    Grilled Cheese Aspiration Perks may not be redeemed.

    Sims may not Give Treats to pets.
    Sims may grill whole fish from inventory.
    Sims may not prepare Gelatin.
    Sims may not purchase or use the Juicer.
    Sims may not purchase or use the Nectar Bar or Vending Machines.
    Sims may not stock fresh food in the fridge.
    Sims may NOT store leftovers.
    Sims may not prepare food on community lots
    Sims may not eat at restaurants on community lots.
    You may not use the Delivery menu on the phone to order Pizza or Chinese food.
    Sims may not purchase prepared food from community lots (such as pre-made cakes from a bakery).
    Sims may not hold food in inventory.
    Sims may not flag any food item as "for sale" with the wholesale tool.
    Sims may not purchase or use birthday cakes, wedding cakes, the bakery display case or any catering buffet tables.
    Only Sims in the Culinary career track can make use of the Chocolate Maker.
Once a Culinary master emerges from the household, new ways are invented to preserve food. Sims learn better ways to cook the artificial food and how to rewire home appliances so they can be used again. They also open up supply chains to coffee growers. All Culinary restrictions are lifted.

Apoca-Borg Life of Crime Proposal
(replaces Protection Payments)

The local organized crime family has taken advantage of the lawlessness in the region and infiltrated the regional Customs agencies. Using bribery and intimidation, manifests are falsified and a blind eye is turned as Joey “The Comb's” goons hoard the best quality goods for themselves. The meager remains are all that's allowed to be sold to the general population.
Joey has one weakness; he's afraid of animals. If a Security Pet enters the Pet Corps and guard dogs are installed in the mattress warehouses, Joey must relinquish control over all bedding in the region.

  • Only the lowest-rated objects of each category/subcategory/object type in Buy Mode are allowed, even if their respective careers have been lifted. There is limited availability of even these items - if anything breaks, leaks, clogs, etc., you must fix it, not replace it.
    - You may purchase counters up to $140, fridges up to $600, showers/tubs up to $700, and the most expensive telescope (for alien abductions).
    - Dining Chairs are allowed up to Comfort 3, and Recliners up to Comfort 5.
    - Beds are allowed up to the Security Pets limit of 3 Energy/3 Comfort, plus the coffin and crib.
    - Exception: topping Security Pet will immediately unlock all beds.

    - Link to Lowest Rated Guide
    You may sell and rebuy your fridge once per week to replenish the food.
    Only members currently in the Life of Crime career may use the Lie Finder object.
    Because the mob controls the remaining production centers, they don’t take kindly to the family having too many crafted items. You may have only 1 crafted item of each type (from the toy bench, robot bench, flower bench, cauldron, sewing machine, or pottery wheel) on the lot or in inventory at a time.
The first household member to rise to the top of the underworld becomes part of the "family". With the cunning of a true Criminal Mastermind, your Sim convinces Joey there is more profit to be had elsewhere, and the way to full commerce is unblocked. Sims may now purchase high quality goods and keep as many crafted items as they like.

If you choose this Life of Crime Method, the Cheapest/Lowest Rated Item rule is removed from Intelligence.

Life of Crime (Pinstar's Original Options)

"Nice place you have. I'd hate to see anything bad happen to it."
The local organized crime family has taken advantage of the lawlessness in the region to set up a protection racket. Joey "The Comb" and his goons force people to pay hefty sums to ensure nothing "bad" happens to what few possessions they have left. While some try to fight the mob, most just give in and pay.

Life of Crime, Method I
  • Once per week, by midnight, your Sims must sell off all replaceable items on their lot and in their inventory, and replace them with exact same item. The "Protection Money" is the loss of depreciation. You must do this weekly, starting 7 days after you begin the lot. You do not have to do this on the first day.
    A "Replaceable item" is any item that can be purchased in the buy menu.
    - You do not have to sell and replace the Restorable Car.
    If you do not have enough money to replace all of your items, you must buy back as many as you can. You must pay protection on items, even if you can't use them yet.
    You do not have to replace any items that are worth $100 retail ($40 fully depreciated) or less, as the mob doesn't care about small stuff like that.
    Only members currently in the Life of Crime career may use the Lie Finder object.
    Because the mob controls the remaining production centers, they don’t take kindly to the family having too many crafted items. You may have only 1 crafted item of each type (from the toy bench, robot bench, flower bench, cauldron, sewing machine, or pottery wheel) on the lot or in inventory at a time.
    If the Paranormal restriction is unlocked, you do not have to sell off and rebuy the beds.
Life of Crime, Method II
If you find the replacing of items on the lot for the Life of Crime restriction annoying, you may follow this alternative method:

  • On a piece of paper, keep a running total of the retail (not fully depreciated) value of all replaceable objects in the house.
    Objects under $100, refrigerators, and objects that have been in sims' inventories or marked for sale for the entire week do not need to be included in this total.
    Once per week, pay 60% of this total using the family funds cheat.
    Sell and rebuy your fridge once per week as normal (to replenish the food).
    If you do not have enough funds to pay the entire bill, you must use method #1
    When you add new Buy Mode objects over $100 to the lot, add their retail value to your total.
    Right after you pay protection, you may throw objects into inventory or mark them for sale. (Provided you can lift them and have room). Subtract the value of any objects over $100 from your running total if you stash them in inventory or mark them for sale.
    Objects put into inventory or marked for sale mid-week still need to have protection paid on them for that week.
    If you bring objects out of inventory or remove their "for sale" status mid-week, you must pay protection on them at the end of the week.
    If the Paranormal restriction is unlocked, you do not have to factor the value of beds.
    Only members currently in the Life of Crime career may use the Lie Finder object.
    Because the mob controls the remaining production centers, they don’t take kindly to the family having too many crafted items. You may have only 1 crafted item of each type (from the toy bench, robot bench, flower bench, cauldron, sewing machine, or pottery wheel) on the lot or in inventory at a time.
Life of Crime, Method III
  • Every Sunday at midnight you must pay the mob protection.
    The amount you must pay starts at $150 and increases by $150 per week. So $150 must be paid the first week, $300 the second week, $450 the third and so on.
    You may sell/re-buy your fridge once per week to refill it with food, so your family doesn't starve.
    You may still do the selling and re-buying of the fridge while the life of crime restriction is still in place, but may NOT do so once it is lifted, so be careful about lifting life of crime before you have secured another means to acquire food.
    If any household Sim, regardless of age, is employed in the Life of Crime career field, the family still continues to pay protection every Sunday, but the dollar amount does not increase for the next week. (For example, if the family pays $900 on Sunday and later that week, a Sim gets a job in the life of crime field, the family would only have to pay $900 next Sunday, rather than $1,050 they would normally pay, had nobody in the family been in life of crime.)
    For Sims at college (other than the founder) they must pay a flat $600 per semester, right after they receive their grade and tuition grant. This amount paid is independent on how much the family has to pay each week and does not change how much the family has to pay once the Sim returns from college. The $600 is per Sim. Keep that in mind if you have more than one Sim going to college at the same time.
    You may still use the Family_funds cheat to pay the protection money.
    Only members currently in the Life of Crime career may use the Lie Finder object.
    Because the mob controls the remaining production centers, they don’t take kindly to the family having too many crafted items. You may have only 1 crafted item of each type (from the toy bench, robot bench, flower bench, cauldron, sewing machine, or pottery wheel) on the lot or in inventory at a time.
The first household member to rise to the top of the underworld becomes part of the "family". While the household does not get a cut of the profits, they no longer have to pay any protection money. The Life of Crime restriction is lifted.


"The government advises all citizens to lock their doors and remain indoors."
The mobs of radiated zombies wandering the streets make it unsafe to travel anywhere but a select few highways. Neighborhoods are scattered as nobody is willing to risk traveling just to visit with friends. The roads to and from local colleges are blocked. Your founder just barely made it back to the neighborhood.

  • Sims may not travel to any community lots.
    Sims may not go on Vacation.
    You may not invite over any Sims with two exceptions:
    - Sims may invite over other Sims they are have red hearts with, or are engaged to. (True love knows no fear.)
    - If your Sim owns a car (and has it placed on a driveway on the lot), you may also invite over Sims your Sim is best friends with. (Your Sim spins by and picks the buddies up.)
    These restrictions also apply to Parties, Outings and Dates if they are available.
    You may still hail and socialize with walk-bys as normal.
    Sims may not be sent off to college.
    Teenage Sims may not Ask Permission to Go Out or Sneak Out
    Sims may not Find Own Place or otherwise move out of the house.
    Witches may not cast Extractum Amorus.
    Sims may not go Hiking/Jogging or Walk off the lot.

    Only Sims currently in the military can use the Obstacle Course object.
Once a brave general from the family leads the local National Guard in a strike force against the zombie hordes, the streets will become safe to travel again and the Military restriction is lifted.


“Only the strong survive.”
The radiation in the air weakens muscles and bones. As a result, muscle degeneration has set in. Even simple physical tasks have become impossible.

  • Any item that takes up more than one square may not be moved or placed back into inventory once placed on the lot, with one exception.
    Items received as Date or Outing Rewards may be placed into inventory or moved one time, even if they are larger than 1 square.
    Sims may not restock items, or delete out-of-stock items larger than one square.
    Items that have spaces beyond their actual footprint do not count as multi-square objects. The single square dresser and single square clothing rack, despite having space requirements around them, only count as single space items.
    Sims may not sell Buy Mode objects that are larger than 1 square. (You may still move and delete Build Mode objects, regardless of size.)
    Nothing from the Exercise tab may be purchased or used.
    Sims may not use the Soccer Net or Basketball Hoop.
    Sims cannot Jump Rope because their weak bones won't hold up to the repeated strain.
    Sims may not perform the Leap in Arms or Swing Around interactions.
    Sims may carry no more than 3 items in their inventory.
    Earned, but not placed, career reward objects do not count against this inventory limit.
    Sims who've received a networking gift, Hobby Plaque, Bug Box or Contest Ribbon which causes them to exceed the three item inventory limit must downsize immediately, or fail the challenge.
    If a spouse moves in with an inventory larger than 3 items, you must downsize it immediately upon their moving in.
    The Bon Voyage display shelving with items on it is counted as a single item in inventory.
    Sims may not open or close the Murphy Bed
    Sims may not vacation in the mountains because they don't have the fortitude to function in the mountain air.
    The Punching Bag may only be used by Sims currently in the Athletic career.
Once a Sim joins the Hall of Fame from the "Mutant League Football" arena, new training techniques are invented to overcome the muscle degeneration set in by the disaster. All Athletic restrictions are lifted.


"White hot iron, red hot iron, cold black iron. An Iron taste and iron smell, and everywhere an iron sound." -Bleakhouse
With government regulators unable to enforce fair labor laws and the remaining businesses able to mistreat their workers who are desperate to keep their jobs, standards of employment have gone down the drain.

  • Sims may not use vacation days.
    Sims may not go on Vacation to any of the Vacation destinations unless they quit their jobs.
    Sims who miss a SINGLE day of work for any reason (including pregnancy) must quit their jobs. (If pregnant Sims are lucky enough to have 2 days off in a row and they time their 2nd and 3rd days of pregnancy on those, they can keep their jobs.)
    If Sims lose employment in a career for any reason (quitting or being fired) they may never take a job in that career again. This cross-applies to teenage, adult and elder careers. (For example, Sims who are fired or quit from a job in the Science career as teenagers may never take another job in the Science career, even after they become adults or elders.)
    Elders may not retire, they must quit if they wish to stop working.
    You may not ignore chance cards; you MUST select one of the two options.
    You may not call the Garden Club while the restriction is in place. Nobody has the free time enough to form a garden club while businesses demand long hours.
    All of the slacker rules apply to Pet careers as well.
    Sims may not redeem Work Perks.
    Only those in the Slacker career may use the Hydroponic Garden reward object (also restricted by Natural Science).
Once a Sim from the family becomes a Professional Party Guest, a huge party is hostedwith all the leaders of industry in attendance. Little do they know that the federal labor enforcement agents have also been invited. Confronted by the federal agents, the labor leaders agree to follow the proper labor laws. The Slacker restrictions are lifted.


"Any sufficiently advanced technology is indistinguishable from magic." -Arthur C. Clark
Without the flawless power grid and advanced electronics companies of modern day, the high tech gizmos that were once relied upon have slipped out of the population’s reach again. Technology has taken a step backwards.

  • Sims may not purchase or use anything from the Electronics category except for a single computer, a single phone, and a single boombox (the $99 one).
    The one computer you are allowed is nothing more than a typewriter. You may only use the computer to Write Novel or Write Term Paper. (If Sims autonomously play games just cancel the action.)
    Personal electronics (cell phone, handheld game, MP3 player) may not be bought. The founder may keep and use personal electronics if they bought them in college. They may not give these to other Sims and must take them to the grave (the batteries die).
    Sims may not purchase robots, including Servos. Servos may not be activated.
    Sims may not go on Vacation because the instruments at the airports are non-functional.
    Sims may not use non-compost fertilizer.
    You may not use the Spray command on plants, trees, or roaches; the spray needs to be reinvented.
    You may not call the exterminator (also requires Business to hire Service Sim).
    Sims may not purchase or use the "Non-Deadly" Robot Crafting Station.
    Sims may not purchase or use anything from the Lights category.
    Sims may not Take Picture.
    Sims may not purchase or use the trash compactor, synthesizer, electric guitar or bass.
    You may not purchase or use the Solar Panels or Windmill (also restricted by Music).
    You may not install the Toasty Garden Lamp from Build mode.
    Witches may not cast the Beautifus Locus spell.

    Only Sims in the Science career track may use the Biotech Station.
Once a great scientist emerges from the family, the knowledge of known technologies is restored to the area, so the gizmos may be produced again. The power grid is repaired enough to use these gizmos and gadgets in the house. There is also a breakthrough in technology, the invention of something that mirrors technology gained from the aliens. You may choose 1 type of Aspiration Reward object. Any Sim may now buy and use that one type of aspiration reward, even if you haven't lifted the Alien Technology restriction. Only the Sim that lifts the Science Restriction may invent one Aspiration Reward. Other Sims reaching the top of the Science career will not invent additional Aspiration Rewards.


"Democracy is said to be the worst form of government, except for all the others that have been tried."
The political scene is a mess, more so than it normally is. Local officials are haggling over the how and when supplies are sent to the region, while the citizens suffer. Corruption is rampant and waste is constant. The mayor has restricted the supply of building materials in an effort “conserve” them. Harsh and unreasonable property laws have been enacted. What is left of the police force seems oddly motivated to enforce this building law in particular while turning a blind eye to the looting and anarchy.

  • Sims’ houses may not occupy any larger than an 8X8 area, the rest of the lot must be unused.
    You may not place any items outside of this 8X8 area, nor modify tiles outside of it.
    - Ruined Community lots may have Buy mode and Build mode items spanning beyond the designated 8x8 building area.
    The trash can, mailbox, sidewalk tiles, delivered newspapers, bills and Genie Lamps do not count for this restriction. They don’t need to be in the 8X8 area.
    The 8X8 area may be anywhere on the lot, but once designated may not be moved.
    Items dropped off from Dates and Outings may remain outside the 8X8 area. If the items are moved, they must be placed in inventory or within the 8X8 area.
    If a Sim dies outside the 8x8 area, you can leave the tombstone where it is. If you do pick it up and move it, it has to be within the 8x8 area.
    Sims may extend the house underground within the 8X8 area.
    Sims may build upwards, as long as the higher floors do not hang outside the 8X8 area.
    Sims may not perform influence actions.
    Sims may not vacation in the far east due to all the red tape.
    Only Sims currently in the Politics career may use the Teleprompter podium.
After a great political leader emerges from the family and takes over the office of Mayor, political corruption is cleaned up. Building supplies from other parts of the country are shipped in and distributed to those who need it. The corrupt ‘housing permit’ laws are repealed. The prestige and notoriety gained by the family allows them to sway the actions others, who see everybody from the family as a leader. The Political restrictions are lifted.


“Imagination is more important than knowledge” –Albert Einstein
With survival on everybody’s mind, the arts have virtually disappeared overnight. People are more worried about finding their next meal than attending a concert in the park or buying art.

  • No items from the Wall Hanging, Sculpture, Rugs or Miscellaneous Decorative tabs may be purchased or placed.
    Sims may not display pottery, potholders, quilts or reagents.
    Sims may not purchase or use the Activity Table.
    Sims may not display the Bug Box, Hobby Plaques, Contest Ribbons, or Magical Statue.

    No items that build Creativity may be purchased or used except for the computer.
    - This includes the Architecture Drafting Career Reward.
    - The Lie Finder, Bookcase of Education, Rock Hammer and Hydroponic Garden Career Rewards may be used if they are otherwise unrestricted.)
    Having a Sim at the top of the Music career will temporarily suppress the Artist restriction. However, to permanently lift the restriction, a Sim must reach the top of the Artist career.
    Only the original Rock God (who lifted Music) can suppress Artist.
    Once the Rock God has died or lost/quit his job, all non career reward items that teach creativity need to be removed or placed where they can't be used any longer. You can still leave up any art that you created/purchased.

    Old boots, fish and maps are not 'art', and may be placed/displayed on the lot.
    Only Sims currently in the Artist career may use the Camera.
Once a great Artist is produced from the family, a wave of culture is set off and art and music return to people’s minds. The Artist restrictions are lifted.


“One death is a tragedy. 1,000 deaths are a statistic. Stop bothering me before you become a statistic.” –The Grim Reaper
With the death toll in the thousands, the Grim Reaper has been pulling long shifts. He is so tired of hearing pleas he has stopped bargaining for the dead. The whole region has become haunted with angry spirits.
These spirits have disrupted the mystical energies, and all magical items have become mundane.
  • Sims may not plead with the Grim Reaper.
    A Sim’s grave or urn may not be moved from the place it initially appears.
    Graves and urns may not be sold, even if a sim has smashed them.
    Graves and urns may not be placed into inventory.
    Witches may not cast spells.
    Thrones may not be used at all.

    Sims may not use the Wishing Well, Genie Lamp, or Voodoo Doll, even if they have been brought back from college by the founder.
    Sims may not use the Spiritual Shrine of Odd Blessings or Temple of Jumbok IV
    Bon Voyage display racks with special properties may not be placed.
    Only Sims in the Paranormal career may use the Resurrect-o-Nomitron.
Once a Sim from the household heads up a cult, they begin to perform rituals to calm down the angry spirits. With the spirits of the dead calmed, the Reaper can take a much needed vacation and is much more willing to bargain with Sims upon his return. The Paranormal restrictions are lifted.

In addition, you do not have to sell and replace beds for the Life of Crime restriction, as the cult leader has convinced the mob that doing so will anger the spirits. Graves may moved to any spot on the lot, even if the Political restriction has not been lifted. The special police of the mayor do not dare interrupt the cult’s funeral rituals.

Natural Science

“Why do they call it nuclear winter? Because everything is dead. The snow you see is toxic ash.”
Any and all plant life in the region is dead. Nothing grows anymore. Natural and organic food is non-existent. With no plants to hold the soil together, the whole region is plagued with dust storms that block out the sun and whip across the land.

  • You may not place any landscaping items (flowers, bushes, trees).
    - Exception: you may place the dead tree on community lots.
    You may not alter the ground color.
    You may not buy or place any items from the Plants tab.
    The family house must be on a dirt or desert landscape.
    Other than the founder, the colleges Sims attend must be on a desert or dirt tileset.
    You may not plant the Cow Plant.
    You may not use Hydroponic Garden career reward object (from the Slacker career).
    You may not purchase or use the wedding arch.
    You may still dig for treasure.
    You may not plant fruit bearing trees or garden vegetables.
    You may not buy or place the composting bin.
    Sims may not join the garden club.
    Chef Salads may not be cooked, ordered at restaurants, or bought pre-made.
    You may not order groceries for delivery via the phone or computer.
    Any flowers received as Date Rewards must be placed into inventory or sold by midnight.
    Sims may not buy or use the flower-arranging bench, nor any of the flowers it produces.
    Sims may not use the water tool from the landscaping menu (also restricted by Oceanography).
    Sims may not use the Ant Habitat or Collect Bugs.

    Houses MUST be built on a foundation/deck and/or be built on pillars. (You may still have objects on the ground, but walls may not be placed on the ground level.)
Once a brilliant Natural Scientist emerges from the family, a plant serum is invented that lets plants use toxic ash as fertilizer without making the plant itself toxic. With this serum in wide supply, the region begins to return to life. Food can actually be grown again and people can have lawns. With plants once again anchoring the soil, the raging dust storms cease and the sky can once again be seen. All Natural Science restrictions are lifted.

Show Business

“It’s the end of the world and you’re wearing THAT?”
Sims don't care about personal appearance anymore. They would rather be fed and safe than pretty. Cosmetics, hair care supplies, and clothing stores have all been cleaned out by looters or destroyed. Nobody wants to spend any money to bring these items back to the region. As a result, Sims' appearances have taken a turn for the worse, leading most to keep to themselves. Large gatherings, socials, brunches and parties have virtually disappeared. The social elite of the region have long since fled for greener pastures.

  • Sims may only use the Practice Speech or Practice Romance interactions on mirrors
    Sims may not purchase or use closets or anything from the Wardrobe tab.
    - Exception: a small closet/wardrobe may be used to allow Sims to place/wear only clothing sewn at home on the sewing machine.
    Sims may not purchase perfume or the Love Potion 8.5
    Sims may not throw parties of any kind (also restricted by Entertainment).
    Sims may not have Outings, casual or scored (also restricted by Intelligence).
    Sims may not go on scored dates. (They may still invite other Sims over for romantic interactions, but it won’t be scored as a date.) Also restricted by Intelligence.
    Sims may not redeem Romance Aspiration Perks.

    The Diva and Mr. Big NPCs may not be moved into the house for any reason.
    Sims may not purchase or use the stylist’s makeover chair.
Once a Sim from the house rises to superstar, they unleash their show, "Stylish Eye for the Zombie Guy" on the world. The Sims of the region, seeing radiated zombies shambling around looking 10 times better than them, gain a renewed interest in appearances. The profits from the show are used to bring fresh supplies of cosmetics, hair care products and stylish clothing to the region. "Fallout Wear" becomes a new trend across the country. Once Sims have bought their new threads and gotten all gussied up, they are once again confident enough to organize social gatherings and show off their new looks. Even some members of the social elite decide to return. All Show Business restrictions are lifted.

Alien Technology

“Earthlings are seen as quite primitive. It is a culture that still thinks digital watches were a pretty nifty idea. Pathetic.”
Sim City has been using Alien Technology for over a year, gained from the crashed remains of an alien saucer. With the labs and factories that held this technology destroyed in the blast, the alien discoveries are once again a mystery.

  • Sims may not purchase any Aspiration Reward objects.
    If the founder brings a Reward object back from college in inventory, you may use it. You must delete this object once its special ability is used up (This includes the Love Tub, which must be deleted when the candles go out.)
    Sims who have redeemed Knowledge Aspiration Perks may not Summon Aliens.
This restriction can be lifted in one of two ways:
  • It is lifted if a Sim is abducted by aliens. The Sim abducted may be any age and of either gender. The abduction does not have to result in an alien pregnancy.
    It is also lifted if a Sim who is a Top Secret Researcher, Mad Scientist, or Elite Operative goes to work with a satellite in their inventory. This satellite must originate from the family's lot.
You do NOT have to lift this restriction in order to complete the challenge. Also, a Sim fulfilling this restriction can still fulfill one of the main 25.

Once the Alien Technology is back in the family’s hands, either given to them by the aliens or reverse-engineered from a crashed space craft, they can once again gain benefits from it.

Back to normal

The skies clear, the zombies are gone. The power plants are repaired and life returns to normal. The family stands as a testament to a Sim’s will and ability to survive. The whole city owes a great debt of gratitude to the host of leaders and heroes that have emerged from the family. Congratulations!

Your score is the total number of days that have passed since your founder returned from college. Even if you didn’t keep score, it’s impressive that you completed the challenge!
Want an even harder challenge? Try this challenge again, except start your founder as an Adult.


"What if I don't own Seasons?"
You need to unlock Natural Science to calm down the weather enough to go on vacation.
You need to unlock Life of Crime, as the mob has the missing charts and maps to go on a tropical vacation.

"What if my Sims come back from vacation with more than 3 items with the Athletic restriction still in place?"
The moment all the Sims get home, you must reduce their inventory size to 3 or less. Coming home with more than 3 items in inventory after vacation will not break the Athletic restriction.

"Can I bring home items from vacation that are restricted back home?"
No. Items that are still restricted on the home lot must be left on vacation.

"Is there any limit to the number and length of vacations I take?"
No, as long as you can afford it.

"Can I invite Sims I meet on vacation as house guests?"
Convincing a Sim to leave their vacation paradise to come visit a nuclear fallout zone is a pretty tough sell. In order to invite a Sim to visit, your Sim must either have a 10 charisma or a red heart with the Sim before extending an invitation.. Otherwise, Vacation Sims follow the same rules as townies and NPCs.

“What happens if I break a restriction by mistake without lifting it first?”
Technically you fail the challenge. However, small goofs won't cause you to fail as long as you fix them immediately. For example, if you move a couch before lifting the Athletic restriction, you can just move it back to exactly where it used to be when you realized your error and not fail. If you goof and forget to pay protection money, just pay it as soon as you realize. If a Sim autonomously does something that breaks a restriction (like playing games on the computer before you unlock Science) just cancel the action as soon as you notice it. You won't fail the challenge just because of that. Knowingly breaking an unlifted restriction (giving up) will cause you to fail the challenge.

“Do you have any suggestions as to which restriction I lift first?”
I have my personal favorite, but I don't want to say. The first two restrictions lifted (one by the founder, one by their spouse) have the largest implications. I'm curious to see what unique pairs of restrictions people decide to lift first to make the 2nd generation easier. All I can advise is that you look into what each restriction is really doing to you and decide which ones hamper your play style the most.

“What happens if I receive an item from a Date or Outing that is still restricted?”
You may keep the item, but you may not use it. You may sell it if you have lifted the Business restrictions. You may put it into inventory if you have room.

“My Sim has already hit the top of a career field. Does that mean they are not allowed to go to another career?”
Your sim can go to another career field, and even reach the top of it. However since they already lifted one restriction, reaching the top of a 2nd career path will not unlock its restriction. That doesn't mean they can't reach and stay at the top to earn the family money. Just remember that, unless the Slacker restriction has been lifted, Sims cannot return to their old careers.

“What if my system can't handle a 5X5 lot?”
Move your Sims to whatever size lot your system can handle and use the family funds cheat to reduce their money to the amount they would have, had they moved into a 5X5 lot.

“What if I lift a restriction on an item when another restriction still says I can't use it. Can I use the item?”
Unless a restriction specifically says you can use an item, even if other restrictions are in place, you must lift all the restrictions on an item to use it. For example, the Science restriction says you cannot use anything from the Electronics tab. The smoke alarm is in this tab, and thus restricted by Science. The Law Enforcement restriction also says you cannot buy or use Smoke Alarms. If you lift the Science restriction, but not Law enforcement, you are allowed to use electronic items but the Law Enforcement restriction still restricts the smoke alarm. If you lift the Law enforcement restriction, but not Science, you may use the smoke alarm. The text of the Law Enforcement restriction specifically says you may use the smoke alarm, even if it is still restricted by others. The same goes for actions. While lifting the Military restriction will allow you to invite anybody over, even for parties, you still have to lift the Show Business
and Entertainment restrictions to have parties at all.
Last edited by Lorinsv on January 4th, 2015, 4:03 pm, edited 5 times in total.
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Re: Sims 2 Apocalypse Challenge (by Pinstar)

Post by Lorinsv »

:arrow: The Borg Apocalypse Guide to Cheapest and Lowest Rated Items
The Apocalypse Challenge
Guide to Cheapest and Lowest Rated Items

Some items allowed here may be restricted by other careers.
If the category isn't mentioned below, it is not restricted by this rule.

  • All seating maximum limits Comfort 5, Energy 2 and §200
    Beds maximum limits Comfort 3 and Energy 3
    • Exceptions are the coffin if a vampire resides on the lot, and the crib
    • No restriction on the Tent and Makeover Station
  • Counters maximum §140
    Desks maximum §80
    • Vanities and the tea table are NOT allowed
    • Shelving may be used ONLY for businesses
  • Maximum limits Environment 1 and §150
  • Toilet maximum §300
    Sink maximum Hygiene 5 and §300
    Shower/Tub maximum Hygiene 8, Comfort 4, Environment 2 and §700
    Hot tub maximum Comfort 6, Fun 7 and Environment 9
  • Cooking maximum Hunger 1 and §400
    Refrigerator maximum Hunger 10 and §600
    Large and Small Appliances are restricted to the cheapest of each type
  • Entertainment maximum Fun 5
    TV maximum limit Fun 6 and §500
    Computer maximum limits Fun 7 and §1,000
    Audio maximum limits Fun 7 and §99
    Small Electronics maximum §75 plus the Burglar Alarm
  • Maximum limits Environment 1 and §120
  • Creativity maximum limits Fun 5 and §350
    Knowledge maximum §200 plus any Telescope
    Exercise maximum limits Fun 1, Environment 2 and §900
    Recreation maximum Fun 4 plus the cheapest chess table
    Miscellaneous hobby items are not restricted under this rule
  • Wardrobe maximum §250 and zero Environment
    Car maximum limits Comfort 1 and Fun 2 or the Restorable Car
    Pets maximum limits Hunger 6, Comfort 4, Energy 6, Fun 6, plus Chew/Scratch
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Re: Sims 2 Apocalypse Challenge (by Pinstar)

Post by 0123456789 »

I am confused. I will be very grateful if someone provides a detailed tutorial for setting up the challenge. Too much information.
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Re: Sims 2 Apocalypse Challenge (by Pinstar)

Post by Seera »

That's the thing. The apocalypse isn't meant to be an easy challenge. It is a long list of restrictions. Some things being restricted by more than one category.

The best thing to do is read the challenge rules. Read the restrictions and come up with a summary of the type of things it restricts.

What works for one person won't necessarily work for another due to different play styles.

Read a few apocalypses. Make sure to read comments (in case rule violations were pointed out). See what they did and what their houses looked like.
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Re: Sims 2 Apocalypse Challenge (by Pinstar)

Post by Anne »

I agree with Seera! Reading other Apocalypses is what helped me most in developing my own strategy when I started this challenge. That's partly what the Apocalypse challenge is all about: developing your own strategy to conquer this thing! :) It's also part of the fun.
And yes, you'll need to check the restrictions a LOT while playing to make sure you're not breaking any rules, that's also part of it. :) I'd recommend reading them a couple times to get the hang of it, and just check back when you're not sure about certain things.
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Re: Sims 2 Apocalypse Challenge (by Pinstar)

Post by Lorinsv »

"While the Legacy Challenge, at its heart, is supposed to be simple, easy to follow and score, the Apocalypse Challenge is supposed to be monstrously complex."

Totally agree with Seera and Anne. I "studied" the Apocalypse well before trying one myself, which included reading through the entire challenge to get a general idea of what I was getting myself into, and then I referred back to the rules constantly while playing. Reading Apocalypse stories was extremely helpful for visualizing what an AC would be like.

Anne's "An Heroic Apocalypse" is a textbook case on strategy and flawless adherence to the rules.
BlueBerryPie's "The Apocalypse Challenge: The Movie" is a really fun way to get familiar with what the challenge is like at the beginning, though he is only playing the core rules in it, so you would have to keep Music in mind (no nuclear winter) and perhaps Architecture when he starts out.

You could also get your feet wet with just the core challenge, which is 14 careers (10 base game + 4 uni), so plenty difficult for a beginner, but not so overwhelming.
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Re: Sims 2 Apocalypse Challenge (by Pinstar)

Post by MichelleCYoung »

I found the rulesets on the way-back machine!

It's got the links, so you can be scrolling down, reading something, and think, "Wait, wasn't this mentioned under Military, as well?" and click "Back to top," then scroll UP to see links to the various restrictions, thus making it easier to navigate.

And if you're like me, you'll copy the whole thing (whatever batch of rules you're following) into your own document on your computer, so you have easy access, even when the internet is down. Or print it out, although I find that to be somewhat dangerous, as all the flipping back and forth leads to wear and tear, especially if you are frustrated.

Also, for new-comers:
I found it helpful to create a spread sheet to help me track things. I have one sheet that lists all the restrictions, with a column for the name of the sim or pet who lifted them, as well as weeks played, protection payments due, and any advandages/disadvantages. The second sheet lists the names of the various townies my sims have met, with information I've gleaned, such as relationships, whether or not they are playable, and their current job title and/or rank. Special characters are noted, as well. Then, I have another tab, which lists my sim-targets, the ones I really want my family to focus on, whether that be for maintaining good relations, in hopes of future spouses, or for story purposes. I have another tab for notes (such as plotting issues and the like). Also, if I make a plan at 3 in the morning of some kind of strategy, that gets its own tab, as well.

I had all this in a lovely steno-pad, but like I said - it gets torn up! Unfortunately, swapping back and forth from the Sims to the spreadsheet is somewhat problematic, as well. I have developed a cramp in my hand from that particular mouse-movement performed far too often.

If you play in Windowed mode, however, then a spreadsheet is fantastic! Also, I have started writing as I go along, taking several pictures, then swapping to my presentation, and adding a few slides, in scenes. This way, I don't come back to it later, and think, "What was this guy's name, and what was he up to, here?" But then again, CRAMPS! Ow, my thumb!

Figure out what your needs are, and what works for you, and play accordingly.

You know, I might just have to invest in a binder, plastic sheet protectors, and those fine-tipped wet-erase markers. Hmmmm...

Personally, I started about five of these challenges before I ever felt confident enough to post anything. So, if you're new at it, I highly recommend reading a bunch of them, especially the completed ones, and try to find some that use the same rule set you are using.
Other recommendations for starting out:
1 - Begin a brand new neighborhood, so you don't destroy any other stories you're trying to do. After my apocalypse family accidentally destroyed my SIMSELF!!!, I realized that a bit of isolation from other families I cared about was a good thing.

2 - After college, set up a sub-neighborhood where you can control the weather, without affecting any of the other lots. So, if your spares move out, and they are not subject to the weather rules, it's not a problem. Or, if you have simselves, not affected by the weather rules. Or, in the case of my old (lost on the old computer, so I can't post it!) dual-apocalypse, with two families doing the challenge at once, they each got their own sub-hood, so they knew and interacted with each other, but one had winter, while the other finally got a bit of sunshine.

3 - Unless you're doing Adult Start, make GOOD use of the college time, where the apocalypse restrictions don't apply. Oh, yes, there are still some restrictions, such as the founder not being allowed to have a pet or a business. But the founder can go on dates and outings, and the founder can ask ALL the questions of the other sims in town. I seek out potential spouses for down the line that way. Even if the sims don't actually befriend them then, I have the information on a list, so if they walk by the apoca-lot, I can see them, SQUEEEE!, and send my sims out to befriend them.

4 - Plan your favorite 5 lifts before you even start the apocalypse life. Each first lift will require a different strategy, after all, and unless you are doing something specific, like my alphabetocalypse, where it's all in alphabetical order, you won't know what you get until you get that newspaper.

5 - Always keep at least one newspaper in inventory (or even more!), because it sucks to be fired and need a new job, only to find there is no newspaper, because some klepto-sim stole it. And if you have more than one, you can actually put several on the ground, and get several different job options. It's not a glitch; it's a feature! (Some people may think this is "cheating," but it's not against the rules. I found the suggestion here on boolprop, so...) Just be sure to put them in inventory before the next day's delivery. Heck, once I lift Athletic, I just pick up every one of those suckers, and save them until Natural Science grants me a compost bin.

6 - I have seen apocalypses fail because someone couldn't move their furniture. Yeah, it's that important. I highly recommend building a "play test" house on some other lot, with other sims, and having them test it out. Are all the beds accessible? How about the vampire coffin? You know, you can put a fence around it, and lock the gate, or just let the vampire fly over the gate-less fence, to be the only one with access to the coffin. Don't forget that if you have a car, you must have the driveway accessible to the road, so that means the 8x8 footprint will include a 8x1 area at the front that can't have walls, so figure out how to make good use of the balcony. I use mine for storage areas, for the grill, even for furnishings that sims won't use for long, such as the counter, bookcase, or sink.

7 - Another trick I learned here - save all your food in the early days. Make sure the food storage is inaccessible, though, or you'll be forever canceling "clean up" actions. Also, if the rotten food is at least surrounded by a fence, it won't bring down the room score anywhere else.

8 - If you know you'll get an early Military lift, and you have Apartment Life, which allows sims to walk to work and school, as well as to community lots, don't bother with a car. Get a basement, instead.

9 - Keep an eye on life meters, and if it looks like your elders are for it, then lure them outside, far from the house, for a snowball fight, or something like that, and let them die out there, until you can move the tombstone.

10 - Read as many completed challenges as you can stand. And don't get jealous of the players' impressive skillzors. You'll develop them, too, with practice. In fact, try going to the old, for the stories that were posted there, but didn't make the migration.
And the most important tip of all - HAVE FUN! Otherwise, what's the point?

Good luck with your challenge, and I look forward to reading it!

Editing to tidy up the board:

Sorry about the massive message there. I guess I got a bit over-excited.

I'm enthusiastic about apocalypses.

BTW, 0123456789, I think Law is an awesome first lift. It doesn't give you anything special right away, so people often leave it for later. However, you could marry in a Slacker, and never have to deal with a chance card, again!

Besides, an extra generation of suffering just adds more savor to the story, right?

And if you get confused by the rules, you could follow nicholaplaysthesims (McLoughlin Apocalypse) and simply impose some sort of penance and continue. For example, she discovered she had broken a rule, so although Culinary had already been lifted, she forced them to ration their food again, for a whole week!

Old me would have said, "Oh, no! I screwed up and failed the challenge! Now I have to start all over with a new founder!" New me says, "Keep it going. Complete the thing. No one is perfect. Just don't make that mistake again."
Last edited by MichelleCYoung on January 22nd, 2015, 12:18 pm, edited 3 times in total.
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Re: Sims 2 Apocalypse Challenge (by Pinstar)

Post by Lorinsv »


For those who have recently followed Rex's Apocalypse story thread, you're probably aware that he created quite a stir with his discovery of a possible major loophole in the rules regarding lifting restrictions from other lots once moving out of the main/founder's lot is allowed by topping Military.

This morning I got an email from Pinstar answering my query from last week regarding the validity of this loophole.
Source from the Legacy Challenge website: ... /#comments
Me wrote:Hello again!

Looks like the Apoca-borg rules are back up on the kaleiope site!

I just read an interesting Apocalypse on boolprop, where the player (Rex) had some of his Sims who moved out post-Military lift their restrictions from their new home lots and not the original founder’s lot. I scoured the core rules and neither of us could find any mention that restrictions could only be lifted from the original lot. Would Pinstar care to weigh in on this?
Pinstar wrote: The Challenge works a bit like the Legacy Challenge in the sense that sims have to be members of the home family in order to lift restrictions. Moving somebody out AFTER they lift a restriction is fine, but before hand won’t work, even if they hit level 10 off screen.
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Re: Sims 2 Apocalypse Challenge (by Pinstar)

Post by Jendra »

I suppose it would be against the rules to get my teen pregnant, so she can deal with all those baby things while she's sitting around doing nothing, wouldn't it? Hey, realistic though, with no contraceptives allowed.
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Re: Sims 2 Apocalypse Challenge (by Pinstar)

Post by MichelleCYoung »

And I started a new one - Xtreme Xavier Apocalypse - proving that the extreme adult start is possible!

Chapter 1 here.
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Re: Sims 2 Apocalypse Challenge (by Pinstar)

Post by Bouncer »

So adding thelinks for safehouse from Lorinsv page... because I ended up forgetting it existed, ended up taking at least 20 mins to find out it existed.
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Re: Sims 2 Apocalypse Challenge (by Pinstar)

Post by Hollywood3015 »

Would I be a complete evil sim watcher if I did the Apoc challenge but backwards... Like as they complete the careers they slowly lose things over time?
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Re: Sims 2 Apocalypse Challenge (by Pinstar)

Post by peachy123uk »

no harm giving it a try
Easter 3rd - 23rd
Pride/ Summer Fayre
5 -30th
SimNano 1 - 31st
9th - 31st
18th Birthday
6th - 26th
1 - 26th

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