The sims 2 headmaster tips




















Confirm that you want him to come over, and he'll agree to come to dinner at 5 PM. Greet the Headmaster as soon as he arrives. You have one hour to greet the Headmaster, or he will leave. Have a child or older Sim available to greet him as soon as he arrives at 5 PM.

Once he has been greeted, you have six hours to gain 90 or more points. Give the Headmaster a tour of the house. Select the Sim that you want to give the tour, click on the Headmaster, click Entertain Once he agrees to the tour, have your Sim enter each room in the house, then click on the Headmaster and choose Show Room. Once you've finished showing him the house, click on him and choose End Tour.

Things that will boost your score include expensive wallpaper and flooring, well-lit rooms, artwork or other decorative objects that raise the Environment score, and a tidy garden or other outdoor plants. Things that will hurt your score include unpaid bills, broken objects, weeds, or rooms that are missing paint, flooring, or roofing.

You might not get to show the Headmaster every room if the house is large. Prioritize the nicest rooms to boost your score - once the house tour is over, you can't restart it. Have dinner after the house tour. Having dinner after the tour is a good idea, because it ensures the Headmaster doesn't get too hungry, but also leaves plenty of time for schmoozing afterwards.

Click on the Headmaster, click Entertain The Headmaster's preferred meals are pork chops, salmon, and lobster thermidor. Don't prepare chef salad - the Headmaster doesn't like it. If you have Seasons and your Sims grow their own crops, the Headmaster will be impressed and the Food score will significantly increase.

Have at least one Sim eat dinner with the Headmaster. This will raise both the Food and the Schmooze score. That being said, be aware that Sims take a long time to eat when talking to each other, so be careful! Schmooze with the Headmaster. The Schmooze score is largely dependent on your Sim's daily relationship with the Headmaster, so most positive social interactions with the Headmaster will have an effect.

You can pick an option directly from the Schmooze At first, you can only Schmooze About School with the Headmaster. More topics become available if his relationship with your Sim increases. Aim for some bonus points. If you're not quite at the 90 points needed to pass, there are a few activities to do with the Headmaster that can gain you an extra ten points. Activities that will raise your overall score include: Drinking coffee Drinking from the bar Getting in the hot tub though be careful with this one, because he tends to stay there for some time!

The Headmaster will shake his head or clap after the interaction is selected, and the scenario dialog in the corner of the screen will update, but there will be no other visual clue that the room was shown. Once every room has been shown, select the End Tour interaction on the Headmaster. To prepare dinner for the Headmaster, have the Sim with the highest cooking skill in the household cook a meal. Once the meal has been made and served, select Entertain Be sure that the meal has been served, or that individual plates have been prepared, before selecting this option, otherwise the Headmaster will not respond.

This category's score will be posted in the dialog box once the meal is over, along with any Schmooze points that were earned during the meal. The schmoozing element of the scenario involves building the Headmaster's relationships with the household members. The more the daily relationship between the Headmaster and a Sim in the household grows, the more the Schmooze score grows. There is a specific Schmooze interaction, but other actions which build the Headmaster's relationship with a household member, such as talking around the dinner table, will contribute to this score.

To Schmooze with the Headmaster, click on him and select Schmooze Options other than schmoozing about school will appear as the Sim's relationship with the Headmaster grows. If your family is just starting out, immediately get one Sim in the family to study Cooking.

Even if you already have a Sim who has high Cooking skill, then have him or her study Cooking even more, unless the Sim as a perfect Once the headmaster arrives, you'll have to have a Sim manually greet him. Again, keep that one Sim studying cooking during this.

After you greet the headmaster, you'll see a window in the top-right corner appear with the timer, the individual key area scores, and the total score. Luckily, the score is not hidden like it is with parties. You'll need to score a certain number of points in three key areas to impress the headmaster enough to allow your child entrance to the school.

You'll have six hours game-time six minutes real-time to impress the crap out of this guy. We'll touch all three key areas one at a time. The first one you should tackle is the house tour. The Sim that initiated it then needs to walk to every room of the house including the yard , then selecting the Show Room interaction once the headmaster gets to the room also. There will really be no visual clue that the room was shown, aside from the headmaster shaking his head or clapping after you select the interaction.

Do this for every room of the house, then select the End Tour interaction. The score will be posted in the corner for you after every room, based on the Environment scores of the rooms the headmaster visited. Hopefully your score for the tour is at least 30 to That will give you a very solid lead to build on.

Okay, now it's time for the next step. Note that the headmaster WILL hear the call, but may not come to eat right away. He will be bored by the time the house tour is done, so he may watch some TV.

Allow him to in peace, and in time, he'll come to dining room. Although the Sim that made the interaction should eat with the headmaster, no one in the house needs to. However, everyone SHOULD eat with him, because for every successful conversation with the headmaster, you gain points in the third key area, Schmooze.

Either way, the meal score is based on the quality of the food. With any luck, you've got perfect appliances and hold a 10 in your Sim's Cooking skill. Even if you don't have all that, though, you should still score solidly. Hopefully you can get 25 to 35 in this category, and it will be posted once the meal is over.

As soon as the total score breaks the point requirement, the headmaster will leave even if there's time remaining on the clock, and your Sim kid will get entrance into the private school. If the time limit expires and the score has not been met, you can try again the next day.

But before you do, spend some time improving whatever went wrong. If the headmaster didn't like the food, get better appliances or improve the Sims' Cooking skill. If the headmaster wasn't entertained, grab a TV or something similar.

If you have managed to impress the headmaster, your Sim immediately gets access to the private school. Starting the next weekday, the bus will arrive like normal. The only difference is that your Sim kid will change into the school uniform before getting on it. Otherwise, congrats on being a snob! Your Sims do not live and die in only their houses.

Sims are social creatures, and houses are great most of the time, but sometimes they need a little change of pace. Unfortunately, The Sims 2 does not have nearly the options available as The Sims 1 did with all its expansion packs. Still, Sims 2 gives your Sims the opportunity to be social in other places aside from homes. In order to go to a community lot, a Sim simply needs to pick up the phone and call a taxi. The Sim can then call a taxi for his or her own benefit, or invite a Sim from another house Downtown.

Once the taxi comes, you're informed that your lot will save if your Sim leaves the house. If you don't want to save, you'll have to just deny the taxi and go later.



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