Criminal
A Criminal career track has been one of the basic career tracks for The Sims, The Sims 2 and The Sims 3 as well as most console games.
The Sims
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.
If the player has Livin' Large, The Sims Deluxe Edition, or The Sims Complete Collection, a Criminal Mastermind will eventually change careers and become a Security Consultant in the Hacker career track.
The Sims 2
The career reward object is the SensoTwitch Lie Finder. It is awarded at level 4 (Con Artist), and it improves the creativity skill. If The Sims 2: Apartment Life is installed, Gearheads are likely to work in this career. Sims with this career get a little more than their basic salary each day, probably because (as the name implies) the career involves stealing money and objects.
Adult Promotion Levels
Teen/Elder Promotion Levels
The Sims 3
Criminal is one of the basic career tracks in The Sims 3. Sims can be employed from newspaper, computer, or abandoned warehouse. It has two branches; which are Thief and Evil. Evil branch requires the Sims to build good relationship with their boss, while Thief branch requires Sims to build relationship with their accomplices, and they can sneak their neighbors and rob their house.
Occasionally, Sims will go home and bring back a "borrowed" item from work. Sims who reach the top of Thief branch will get The Fox statue which will give "I am the Greatest" moodlet, while the top of Evil branch will give a red aura. Good Sims will boo, Cowards will run away, while Evil Sims and other Sims who work in Criminal career will get a boost relationship with the Sim.
Performance options:
- Business as Usual
- Work Hard - Increases performance faster but adds stress
- Take It Easy - Increases fun but slower performance
- Meet Accomplices - Meets new coworkers
- Comspire with Accomplices - Builds relationship with coworkers
- Grovel to Leader - Builds relationship with the boss
- Practice Illicit Activities - Increases Athletic skill
- Sleep in Hideout - Increases energy need
- Do a Side Job - Earns extra cash
Additionally, there's a slight chance that the Sim will be arrested while at work. Being arrested will cause Sims to miss work and lose their work performance. While in jail, Sims can do the following things:
- Doing time
- Work Out - Increases Athletic skill
- Hang with Inmates - Builds relationship with coworkers
- Play with Dominoes - Increases fun need
Promotion Levels
Criminal Career Levels | ||
---|---|---|
1) Decoy | ||
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! | S M T W T F S | §17/hour |
10:00 - 16:00 |
No Bonus | |
Pension: §30 | ||
Performance Factors | ||
Athletic 1-3 | ||
Mood | ||
2) Cutpurse | ||
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. | S M T W T F S | §24/hour |
10:00 - 16:00 |
No Bonus | |
Pension: §40 | ||
Performance Factors | ||
Athletic 1-4 | ||
Mood | ||
3) Thug | ||
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. | S M T W T F S | §31/hour |
21:00 - 03:00 |
No Bonus | |
Pension: §50 | ||
Performance Factors | ||
Athletic 2-6 | ||
Mood | ||
4) Getaway Driver | ||
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! | S M T W T F S | §40/hour |
21:00 - 03:00 |
No Bonus | |
Pension: §60 | ||
Performance Factors | ||
Athletic 3-7 | Mood | |
Accomplices | ||
5) Bagman/Bagwoman | ||
The Bagman/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! | S M T W T F S | §52/hour |
21:00 - 03:00 |
No Bonus | |
Pension: §80 | ||
Performance Factors | ||
Athletic 5-8 | Mood | |
Accomplices | ||
6) Con Artist | ||
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. | S M T W T F S | §63/hour |
21:00 - 03:00 |
No Bonus | |
Pension: §90 | ||
Performance Factors | ||
Athletic 5-9 | Mood | |
Accomplices |
After being promoted from Con Artist, Sims will be able to choose one of the two career paths:
Evil Branch
Criminal Career Levels - Evil Branch | ||
---|---|---|
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. | S M T W T F S | §109/hour |
21:00 - 03:00 |
No Bonus | |
Pension: §160 | ||
Performance Factors | ||
Athletic 5-9 | Mood | |
Boss | ||
8) Evil Sidekick | ||
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. | S M T W T F S | §142/hour |
21:00 - 03:00 |
Bonus: §3,000 | |
Pension: §170 | ||
Performance Factors | ||
Athletic 6-10 | Logic 1-4 | |
Mood | Boss | |
9) Super Villain | ||
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... | S M T W T F S | §240/hour |
21:00 - 02:00 |
Bonus: §3,792 | |
Pension: §230 | ||
Performance Factors | ||
Athletic 7-10 | Logic 3-6 | |
Mood | Boss | |
10) Emperor of Evil | ||
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! | S M T W T F S | §420/hour |
21:00 - 02:00 |
Bonus: §6,144 | |
Pension: §300 | ||
Performance Factors | ||
Athletic 8-10 | Logic 5-10 | |
Mood | ||
Perk: Sim will glow evil red. Good Sims will be disgusted, Cowards will run away, and Evil Sims as well as their coworkers will have a boosted relationship. |
Thief Branch
Criminal Career Levels - Thief Branch | ||
---|---|---|
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. | S M T W T F S | §96/hour |
21:00 - 02:00 |
Bonus: §1,560 | |
Pension: §120 | ||
Performance Factors | ||
Athletic 6-9 | Mood | |
Accomplices | ||
Perk: Sneak into houses | ||
8) Bank Robber | ||
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. | S M T W T F S | §122/hour |
21:00 - 02:00 |
Bonus: §2,448 | |
Pension: §120 | ||
Performance Factors | ||
Athletic 7-10 | Mood | |
Accomplices | ||
Perk: 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. | S M T W T F S | §225/hour |
21:00 - 01:00 |
Bonus: § | |
Pension: §180 | ||
Performance Factors | ||
Athletic 8-10 | Mood | |
Accomplices | ||
Perk: Random chance of stealing medium-priced 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. | S M T W T F S | §525/hour |
21:00 - 01:00 |
Bonus: § | |
Pension: §400 | ||
Performance Factors | ||
Athletic 9-10 | Mood | |
Accomplices | ||
Perk: Random chance of stealing expensive decoration items while working. Special golden fox statue which will give "I am the Greatest" moodlet |
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.
- Grabbing the Llama
- 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!
Glitches
- There is a bug in Sunset Valley that makes Sims unable to enter the Outstanding Citizen Warehouse Corp. as police or even as a criminal to go to work. 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.
- There is an glitch on the level 3 Thug rank, in which a PC sim is required to go to work on Wednesday at 9pm on the 2nd week and thereafter even though they are not scheduled to work on that day. The PC sim will not get a notice to go to work until work has started. The player can also go down in performance and get demoted if they do not go to work on that day. In addition, the player will not go up in performance if they do go to work.
- At times, if the NPC boss is not at work or comes late to work, the PC sim will not get an increase in performance until the NPC boss comes to work. The PC sims will be stuck on the "Going to Work" status until the NPC boss arrives. To make matter worse, the PC sim will not go up in performance and can still go down in performance if they leave work early. Certain events will not transpire nor rewards received until the NPC boss comes to work.
- Another glitch is from level 4 Getaway Driver upwards when sim goes to work (starts at 9pm), increase of job performance does not start and the working status stays as "Going to Work" until 12 midnight. Leaving work and going back does not make any difference.
The Sims 2 (Console)
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 |