Downsides: There is a slight chance that a Sim will get arrested while at work. If a police officer enters the workplace, then they have been arrested. If arrested, it will count that they are missing work, and the Sim will lose a chance to get promoted.
Downsides: There is a slight chance that a Sim will get arrested while at work. If a police officer enters the workplace, then they have been arrested. If arrested, it will count that they are missing work, and the Sim will lose a chance to get promoted.
;Glitches
;Gliches
*There is a bug in Sunset Valley that makes Sims unable to enter the [[Outstanding Citizen Warehouse Corp.]] as police or even criminal. This can be fixed by deleting everything on the lot (including the building), and placing a new Outstanding Citizen Warehouse Corp. building on the lot.
*There is a bug in Sunset Valley that makes Sims unable to enter the [[Outstanding Citizen Warehouse Corp.]] as police or even criminal. This can be fixed by deleting everything on the lot (including the building), and placing a new Outstanding Citizen Warehouse Corp. building on the lot.
*The arrested Sim can get out of jail when his bladder is low. The Sim in question will walk out of the jail and wet himself. But he won't go back in{{confirm}}.
*The arrested Sim can get out of jail when his bladder is low. The Sim in question will walk out of the jail and wet himself. But he won't go back in{{confirm}}.
Revision as of 19:16, 13 December 2010
Criminal A Sim who works in the criminal career track
The Life of Crime career track is one of the ten basic career tracks for The Sims.
This job may be available in computers or the newspapers.
Level
Name
Description
Pay
Hours
Skills Required
Friends Required
1
Pickpocket
Entry-level two-bit thief--but you are your own boss. Dexterity and physical speed are obviously important. A certain amount of charisma is helpful, too, if you are going to charm those marks before you dip into their coats.
§140
9:00-15:00
None
0
2
Bagman
You're a foot soldier for a small-time mobster--making pickups and deliveries of dirty cash and "sensitive merchandise." You'll need to be quick on your feet to avoid the heat and rival punks. Work on your body skill will definitely pay off.
§200
23:00-7:00
None
0
3
Bookie
Make book on the dog track, horse races, and stadium games--where, one way or another, "the house" always wins. And this time "the house" is you. You never know when something may go wrong that requires some fast talking so keep those charisma and creativity skills sharp.
§275
12:00-19:00
Body: 2
0
4
Con Artist
Run schemes, scams, and swindles--anything to separate a naïve Sim from hard-earned cash. Profits increase, but this job needs inspired thinking and the power to persuade others.
§350
9:00-15:00
Body: 2
Charisma: 1
Creativity: 1
2
5
Getaway Driver
From two-bit crook to three-bit crook. To succeed as a driver you'll need some strong physical skills, and a mechanic's knowledge. But you want to get in on the main action, right? Work on your skills to show the boss how indispensable you are.
§425
17:00-1:00
Mechanical: 2
Body: 2
Charisma: 1
Creativity: 2
3
6
Bank Robber
Instead of just driving the money away, now you're inside the Sim City First National Bank when it goes down--which cuts you in for a bigger slice. But you'd like to try your hand at some sneakier, more challenging crimes. Better brains, brawn and buddies will move you up.
§530
15:00-23:00
Mechanical: 3
Body: 3
Charisma: 2
Creativity: 2
Logic: 1
4
7
Cat Burglar
Higher scores, but more risk involved. Suddenly you're on the night shift. You cannot afford to let physical energy flag, or you'll botch a job. Mechanical skills are handy to keep your tools in good order and some creative problem solving will help you stay out of the slammer. Your friends are coming in very handy--more can only help.
§640
21:00-3:00
Mechanical: 3
Body: 5
Charisma: 2
Creativity: 3
Logic: 2
6
8
Counterfeiter
You're getting more sophisticated. Why steal money when you and your gang can print your own? You're getting quite a reputation and people are seeking your advice. Better practice your charisma and creativity in case you need to go international.
§760
9:00-15:00
Mechanical: 5
Body: 5
Charisma: 2
Creativity: 5
Logic: 3
8
9
Smuggler
Your business card says you're in the "Import/Export" business. Let's just say you supply everything people want that the law says they cannot have. You're bringing in and sending out goods by land, sea, and air, and earning the large profits all that implies. Your skills need to be fully honed to reach the apex of this illustrious career.
§900
9:00-15:00
Mechanical: 5
Body: 6
Charisma: 5
Creativity: 6
Logic: 3
10
10
Criminal Mastermind
Most men fear you. You run your own mob of thieves and hijackers, and can buy any house on the block. Your front is a respectable Sim City business, and you feel almost above the law.
§1100
18:00-00:00
Mechanical: 5
Body: 6
Charisma: 7
Creativity: 8
Logic: 4
12
If the player has Livin' Large, some iteration of Deluxe, or Complete Collection, a Criminal Mastermind will eventually change careers and become a Security Consultant in the Hacker career track.
Entry-level two-bit thief—but you are your own boss. Dexterity and physical speed are obviously important. A certain amount of creativity is helpful, too, if you are going to distract those marks while you dip into their pockets.
S M T W T F S
11:00 - 17:00
§196
N/A
None
None
2
Bagman
You're a foot soldier for a small-time mobster - making pickups and deliveries of dirty cash and "sensitive merchandise." You'll need to be quick on your feet to avoid the heat and rival punks. Work on your body skill will definitely pay off.
S M T W T F S
17:00 - 01:00
§280
§560
None
0
3
Bookie
Make a book on the dog track, horse races, and stadium games - where, one way or another, "the house" always wins. And this time "the house" is you. You never know when something may go wrong that requires some fast talking, so keep those creativity skills sharp.
S M TW T F S
11:00 - 18:00
§385
§770
Creativity: 1
0
4
Con Artist
Run schemes, scams, and swindles - anything to separate a naive Sim from hard-earned cash. Profits increase, but this job needs inspired thinking and power to persuade others.
S M T W T F S
09:00 - 15:00
§490
§980
Creativity: 4
Mechanical: 2
Body: 1
1
5
Getaway Driver
From two-bit crook to three-bit crook. To succeed as a driver, you'll need some strong physical skills and a mechanic's knowledge. But you want to get in on the main action, right? Work on your skills to show the boss how indispensable you are.
S M T W T F S
22:00 - 06:00
§595
§1190
Body: 1
Mechanical: 2
Creativity: 4
2
6
Bank Robber
Instead of just driving the money away, now you're inside the SimCity First National Bank when it goes down - which cuts you in for a bigger slice. But you'd like to try your hand at some sneakier, more challenging crimes. Better brains, brawn and buddies will move you up.
S M T W T F S
15:00 - 23:00
§742
§1484
Body: 2
Mechanical: 4
Creativity: 5
3
7
Cat Burglar
Higher scores, but more risk involved. Suddenly you're on the night shift. You cannot afford to let physical energy flag, or you'll botch a job. Mechanical skills are handy to keep your tools in good order and some creative problem solving will help you stay out of the slammer. Your friends are coming in very handy—more can only help.
S M T W T F S
21:00 - 3:00
§896
§1792
Mechanical: 4
Body: 5
Creativity: 7
3
8
Counterfeiter
You're getting more sophisticated. Why steal money when you and your gang can print your own? You're getting quite a reputation and people are seeking your advice. Better keep fit, you might need to do some overseas travelling soon.
S M T W T F S
9:00 - 15:00
§1064
§2128
Body: 6
Mechanical: 7
Creativity: 7
4
9
Smuggler
Your business card says you're in the "Import/Export" business. Let's just say you supply everything people want that the law says they cannot have. You're bringing in and sending out goods by land, sea, and air, and earning the large profits all that implies. Your skills need to be fully honed to reach the apex of this illustrious career.
S MTW T F S
2:00 - 8:00
§1575
§3150
Mechanical: 7
Body: 7
Creativity: 9
5
10
Criminal Mastermind
In your endless pursuit to take over the world, you've learned three things: one, always dress the part, two, crime really does pay, and three, never stop to reveal your nefarious plans before you actually carry them out.
SM T W T F S
17:00 - 23:00
§1925
§3850
Body: 8
Creativity: 10
Mechanical: 10
7
Teen & Elder Promotion Levels
Level
Name
Description
Days Off
Hours
Pay
Promotional Bonus
Skills Required
Friends Required
1
Street Hawker
The important thing to remember when hawking other aspiring criminals' hot goods is to stay under the radar. A good street hawker keeps a low profile and only flashes the goods to customers away from the ever-watchful eyes of the fuzz. Keep the profits high and the merchandise intact, and try to get in good with one of the local bosses higher up in the food chain.
S M T W T F S
15:00 - 18:00
§50
N/A
None
None
2
Numbers Runner
Now you're in with a local "family" and they've trusted you with the day to day activities of a small part of the business. You toil in the seedy underbelly of the SimCity racetrack, crunching numbers and helping to set odds for the day's races. It's not glamorous, but it pays the bills.
S M T W T F S
15:00 - 18:00
§62
§124
Creativity: 1
1
3
Pickpocket
Entry-level two-bit thief—but you are your own boss. Dexterity and physical speed are obviously important. A certain amount of creativity is helpful, too, if you are going to distract those marks while you dip into their pockets.
S M T WT F S
15:00 - 18:00
§105
§210
Creativity: 1
Mechanical: 1
Body: 1
1
Console Version
Level
Name
Description
Days Off
Hours
Pay
Promotional Bonus
Skills Required
Friends Required
1
Vandal
§168
None
None
2
Shoplifter
§252
Charisma: 1
0
3
Burglar
$350
Charisma: 2
0
4
Car Thief
§448
Logic: 1
Charisma: 2
1
5
Mugger
§560
Body: 1
Logic: 1
Charisma: 3
3
6
Body Guard
§728
Logic: 1
Body: 2
Charisma: 4
4
7
Arsonist
§924
Logic: 2
Body: 2
Charisma: 5
5
8
Extortionist
§1400
Logic: 2
Body: 2
Charisma: 5
6
9
Hit Man
§1665
Body: 3
Charisma: 6
Logic: 7
7
10
Mob Boss
§2100
Body: 3
Charisma: 9
Logic: 9
8
The Sims 3
Criminal is a Career Track in The Sims 3. It has two branches: Thief and Evil.
How to apply: Directly at work place, Newspaper or Computer
Downsides: There is a slight chance that a Sim will get arrested while at work. If a police officer enters the workplace, then they have been arrested. If arrested, it will count that they are missing work, and the Sim will lose a chance to get promoted.
Glitches
There is a bug in Sunset Valley that makes Sims unable to enter the Outstanding Citizen Warehouse Corp. as police or even criminal. This can be fixed by deleting everything on the lot (including the building), and placing a new Outstanding Citizen Warehouse Corp. building on the lot.
The arrested Sim can get out of jail when his bladder is low. The Sim in question will walk out of the jail and wet himself. But he won't go back in[confirmation needed].
The arrested Sim can also get out of jail if someone calls him before he enters. The call will override the go to jail action and even if the Sim rejects the call, he won't go to jail.
Sims can do four things while in jail:
Doing time: Normal.
Work out: Train athletic skill until fatigued.
Hang with inmates: Make friends with the others in jail.
Can you hide a secret? The local crime syndicate is looking for a few good people to join the ranks. Specifically, somebody is needed who is in good physical condition, can get along with the rest of the gang, and has no problem doing things that some might label as "criminal". There's room at the top for world class thieves and truly diabolical!
The score gets a little bigger for the Cutpurse, but so do the risks. You'll need to start working out to improve your chances of getting away if seen at the scene. After all, it's never quite easy as taking candy from a baby.
Every crime organization needs some muscle to lay down the rules and protect The Organization’s… investments. The best Thugs are intimidating and muscular—the strong arm of The Organization. Don’t let nobody stand in your way.
Innocent bystanders, spike strips, and rush-hour traffic are no trouble for you as a professional Getaway Driver. Keep your speeds high and your turns tight to keep the heat off your tail, and ensure members of The Organization get in, and get out, quick!
The Bagman (or Bagwoman) is an integral part of the heist, which means bigger payout and more risk. Your accomplices need to be able to trust you now that you’re on the ground floor. Hold the bag tightly—never, ever, let go!
Whether it's a sleight of of hand, "a great investment opportunity",or falsified papers, the Con Artist has everything the costumers need... or think they need. Few can truly turn crime into an artistic expression. You either got it, or you don't.
After completing Con Artist level, you will be able to choose one of the two career paths:
Evil branch
Level
Name
Description
Work Time
Compensation
Performance Factors
Perks (cumulative)
7
Henchman
Don't let the uniform fool you - being a Henchman is serious business. Get close to The Leader and learn all that he has to offer. Carry out the evil machinations of those above you, and never question anything.
Sidekickhood comes with many perks, most notably being one step closer to The Leader and working under a true mastermind - the Super Villain. Take note, wreak havoc as you see fit, and serve The Organization as best you can.
Pure evil flows through your Super Villainous dark veins! Innocents fear the very mention of your name, be it in made-for-TV horror movies, or in the evening news. Nobody is closer to The Leader than you, nor is anybody as powerful...
Without peer, [Sim] is in charge. What needed to be done was done. Leaders fall and others step in to take their place, as is inevitable. Within The Organization you are known only as The Leader. Outside these walls... the Emperor of Evil. The Leader of the Free World may think justice will prevail, but that time has passed! A new age has dawned!
You glow red from time to time? Which seems to constantly reduce relationship with other Sims when they're in the same lot, as well as negate the Long Distance Friend and lifetime award as well as the Everybody's Best Friend challenge from the Charisma skill.
Thief branch
Level
Name
Description
Work Time
Compensation
Performance Factors
Perks (cumulative)
7
Safecracker
Tick. Tock. Click! You must have the hands of a surgeon and the ears of a jackal to successfully manipulate the intricate mechanisms of a safe. And when all else fails, load it with dynamite. Tick. Tock. Tick... BOOM! You now also have access to the sneak interaction.
The time for big pay-outs and leading the heist is upon you. Bank Robbers need to pick the bank, scope the joint, plan the timing, then get in and out before the coppers are on to the team.
Sneak, Random chance of stealing cheap decoration items while working.
9
Cat Burglar
The take from dozens of bank robberies do not compare to a single Cat Burglar operation. You’ll solo the biggest heists from now on. There shouldn’t be any security system too impenetrable, lasers too numerous, or guard dogs too alert. Get in, get out, get rich.
Days Off M T WT F S S
Hours 9PM to 1AM
Pay §225/hour
Promotional Bonus ???
Pension §???
Skills Athletic 10
Other Mood, Accomplices
Sneak, Random chance of stealing medium price decoration items while working.
10
Master Thief
The Organization has profited greatly from your efforts. Every major crime fighting organization flies you on their most wanted list, but you've left no trace behind. There is no job that cannot be done on this planet... or any other. The Master Thief leaves a permanent mark on The Organization that is followed by a long, long line of zeros.
Random chance of stealing expensive decoration items while working.
Opportunities
A Package for You
Received: Work
Reward: §250
The Leader needs you to deliver this package to the City Hall immediately. Avoid the main streets, watch out for the police, and under NO circumstances drop it or give it to anyone else. There's a cash reward with your name on it if you don't mess this up.
Extra Muscle
Received: Work
Reward: Money
The gang is currently working a job at [place], but they could use a little extra help. Hurry to the [place] and provide assistance. There's a cash bonus in it for you, but only if you hurry!
Friends for Life
Received: Work
Reward: Relationship with Boss and Job Performance boosts
The Leader needs to know some things about [Sim]. . . for no particular reason. Meet up with [Sim] and become Friends, then report back to the leader with the intelligence you gathered. By doing this you'll earn precious favor with The Leader, as well as a job performance increase.
This is it. One of the Golden Llamas is on display at City Hall. It is priceless, and worth more than anything you have ever stolen. Every square inch of the site will be covered by guards, guard dogs, lasers, spies, counterspies, and worst of all, insurance company representatives. Refine your athletic abilities, make sure your accomplices are a close-knit team, and get the right attitude. Success means riches. Failure. . . well, it's best not to think about it!