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The Sims 2: Seasons


Not to be confused with Adventure.

The Adventurer career was introduced in The Sims 2: Seasons. The Adventurer Career's Career reward is the Golden Skull of Jumbok IV. It is rewarded at the Relic Liberator level. It gives a burst of Comfort, Energy, Social, Fun, and Hygiene. If The Sims 2: Apartment Life is installed, Jocks are likely to work in this career. The only college major associated with this career is Literature. The Prima Guide for Seasons lists the Adventurer career as being linked to the Drama major. However, the career is not linked in the game.

Adult Promotion Levels[]

Adventurer career Adventurer Career Levels
1) Ambassador's Intern
Your life of adventure has begun! You'll need to head to the gym if you want to move out of the office for some real adventure! S M T W T F S Body 0
09:00 - 16:00
09001600
Charisma 0
Mechanical 0
§172/day Friends requirement 0
No bonus
2) Spelunker
You are fearless as you explore the deepest caves throughout the world. Your co-workers hold their breath every time you attempt another dangerous expedition. S M T W T F S Body 1
15:00 - 21:00
15002100
Charisma 0
Mechanical 0
§225/day Friends requirement 0
Bonus: §450
3) Multiregional Sim of Some Question
People are asking questions about your adventures though there's always room for more. Work on your Charisma and Mechanical skills to get out of tricky situations. S M T W T F S Body 2
14:00 - 20:00
14002000
Charisma 2
Mechanical 0
§375/day Friends requirement 1
Bonus: §750
4) Deep Sea Excavator
There is no depth too deep or sea creature too scary for you. The adventuring is picking up and your fame is spreading. S M T W T F S Body 4
09:00 - 15:00
09001500
Charisma 2
Mechanical 1
§415/day Friends requirement 2
Bonus: §830
5) Relic Liberator
If there's a priceless relic that isn't captured, it will be soon. Your nimble fingers and ridiculous acrobatic skills have foiled many an ancient tomb. S M T W T F S Body 5
14:00 - 19:00
14001900
Charisma 2
Mechanical 2
§580/day Friends requirement 3
Bonus: §1,160
6) Dread Pirate
Arrr! The Seven Seas belong to your fleet of terror -- no merchant ship crosses the ocean without the fear of conquest and piracy! S M T W T F S Body 6
09:00 - 16:00
09001600
Charisma 3
Mechanical 3
§870/day Friends requirement 4
Bonus: §1,740
7) Warhead Disarmer
Few adventurers risk their lives for the good of others like you. Your Mechanical prowess guarantees no warheads will go off on your watch. S M T W T F S Body 7
10:00 - 16:00
10001600
Charisma 3
Mechanical 6
§1,050/day Friends requirement 5
Bonus: §2,100
8) Hostage Negotiator
When it comes time to talk the bad guys out of doing something stupid, you're the Sim they call. Keep working on your Charisma to handle these situations. S M T W T F S Body 7
09:00 - 15:00
09001500
Charisma 5
Mechanical 7
§1,560/day Friends requirement 7
Bonus: §3,120
9) International Sim of Mystery
The unanswered questions surrounding your person has crossed borders -- you're now international. You'll need to be in top shape for your next assignment. S M T W T F S Body 8
14:00 - 21:00
14002100
Charisma 7
Mechanical 8
§1,910/day Friends requirement 9
Bonus: §3,820
10) Space Pirate
You're the galaxy's most feared, and noble, pirate. You know every wormhole to use and moon to hide on -- adventuring like this has never been seen on the galactic level. S M T W T F S Body 10
15:00 - 20:00
15002000
Charisma 9
Mechanical 9
§2,730/day Friends requirement 11
Bonus: §5,460

Teen/Elder Promotion Levels[]

Adventurer career Adventurer Career Levels
1) Ambassador's Intern
Your life of adventure has begun! You'll need to head to the gym if you want to move out of the office for some real adventure! S M T W T F S Body 0
15:00 - 18:00
15001800
Charisma 0
Mechanical 0
§72/day Friends requirement 0
No bonus
2) Spelunker
You are fearless as you explore the deepest caves throughout the world. Your co-workers hold their breath every time you attempt another dangerous expedition. S M T W T F S Body 1
17:00 - 21:00
17002100
Charisma 0
Mechanical 0
§95/day Friends requirement 0
Bonus: §190
3) Multiregional Sim of Some Question
People are asking questions about your adventures though there's always room for more. Work on your Charisma and Mechanical skills to get out of tricky situations. S M T W T F S Body 2
17:00 - 21:00
17002100
Charisma 2
Mechanical 0
§125/day Friends requirement 1
Bonus: §250

Adult Chance Cards[]

For more information on Chance Cards in The Sims 2, see Chance card.
Adventurer career Adventurer Chance Cards
1) Ambassadors Intern
<Sim> is following his/her standard morning routine take care of things for the ambassador, who is out of town, when trouble strikes the embassy. The local population is most displeased with the ambassador's dietary habits - apparently, grilled cheese is not an acceptable food for many people in the country, for reasons unknown. <Sim> must make a decision to fix the situation. Should he/she remove grilled cheese from the menu to appease the local population, or is it his/her duty to keep grilled cheese for the ambassador at all costs? No more Grilled Cheese Success:
Promotion Promoted to Spelunker
65% chance
Failure:
Fired Get Fired
34% chance
Grilled Cheese Forever! Success:
Earned Money +§350
34% chance
Failure:
Got Fined -§250
65% chance
2) Spelunker
<Sim> stops atop a large hill looking into a vast cave, and perhaps the greatest discovery find by an adventurer in the last century. He/She is eager to begin spelunking, but unfortunately, a small group of environmentalists are not too happy about his/her foray into the cave, as they believe is contains a rare species of worm that may become extinct if their habitat is disturbed. <Sim> doesn't want to hurt any worms, but he/she also doesn't want to miss out on what could be on of the last unexplored caves. What should <Sim> do? Enter the Cave Success:
Promotion Promoted to Multiregional Sim
50% chance
Failure:
Got Fined -§275
49% chance
Abandon the Expedition Success:
Earned Money +§350
49% chance
Failure:
Fired Get Fired
50% chance
3) Multiregional Sim of Some Question
Around the turn of the century, Gregory Landgraab, a humble school teacher, suddenly came into a great deal of money and became one of the wealthiest landowners around. This was never explained, though many theories suggest foul play and the Ministry of Adventure has tasked <Sim> with solving the case, once and for all. After a great deal of research, <Sim> believes one of two people will have the answers he/she needs: Spencer Oswald, the Landgraab's accountant, or the local fortune teller, the gypsy. Who should <Sim> bring in for questioning? Spencer Oswald Success:
Logic skill +1
85% chance
Failure:
Demotion Demoted to Spelunker
14% chance
The Gypsy Success:
Promotion Promoted to Sea Excavator
14% chance
Failure:
Demotion Demoted to Spelunker
85% chance
4) Deep Sea Excavator
Deep Sea Excavator Pierre Le Foog, discoverer of several sunken ships filled with gold and delicious sea-saly based pastries, disappeared around the turn of the century. The Ministry of Adventure wants him found. Le Foog supposedly disappeared in dangerous waters and <Sim> will need some help. The Ministry will only finance one team member, should <Sim> hire a sonar or diving expert! Sonar Expert Success:
Earned Money +§375
75% chance
Failure:
Got Fined -§265
24% chance
Diving Expert Success:
Promotion Promoted to Relic Liberator
24% chance
Failure:
Fired Get Fired
75% chance
5) Relic Liberator
<Sim> gracefully leaps from rock outcropping to conveniently placed rope to navigate his/her latest discovered tomb. The path ahead looks dangerous and is surely filled with traps - perhaps even with spinning blades or poison darts! <Sim> sees a large stone he/she can push onto what appears to be a pressure plate. He/She could also pull the lever inconspicuously hidden behind the one discolored monkey statue. What's the best way to proceed? Push the Block Success:
Logic Skill +1
15% chance
Failure:
Body Skill -1
84% chance
Pull the Lever Success:
Earned Money +§500
84% chance
Failure:
Got Fined -§360
15% chance
6) Dread Pirate
<Sim> stands on the deck of his/her ship, the S.S. Serpent, and surveys the sea before him/her. Off the port bow is a lovely cruise liner, surely filled with fabulous foods and wealthy tourists. Off to starboard is a cargo freighter that may contain an even richer bounty, though <Sim> won't know until he/she can investigate the crates. There's only time to overtake and capture one of the ships - what order should <Sim> give? Hard to Port! Success:
Earned Money +§1,200
85% chance
Failure:
Demotion Demoted to Relic Liberator
14% chance
Hard to Starboard! Success:
Promotion Promoted to Warhead Disarmer
14% chance
Failure:
Got Fined -§800
85% chance
7) Warhead Disarmer
<Sim>'s team takes a fieldtrip to the local ballpark to watch a game - a well deserved rest after a full weak of warhead disarming. Suddenly, a panic ensues as the announcer warns the crowd of an imminent explosion - somehow the wires for the gigantic television screen in the stadium became crossed with the wires for the nacho cheese distribution machine. The whole stadium is going to blow sky high! The seconds are ticking down as <Sim> assesses the situation - it looks grim. <Sim> can order an evacuation, or try to dismantle the wiring. What's the call? Order the Evacuation Success:
Promotion Promoted to Hostage Negotiator
15% chance
Failure:
Fired Get Fired
84% chance
Dismantle the Wiring Success:
Mechanical Skill +2
84% chance
Failure:
Got Fined -§4,000
15% chance
8) Hostage Negotiator
<Sim> is leaning on the squad car enjoying a sandwich when the chief calls his/her on the radio - apparently, the criminals inside have calmed down and are ready to negotiate. <Sim> wipes the mustard from his/her lips and calmly strolls inside with his/her hands up. After a few minutes of talking, the criminals' demands are explained - they want helicopters to fly them out of town, packed lunches for every member of the group, and 1 million Simoleons. <Sim> isn't sure whether to use reverse psychology or condescension to talk them out of it - how should he/she proceed? Reverse Psychology Success:
Promotion Promoted to Sim of Mystery
75% chance
Failure:
Demotion Demoted to Warhead Disarmer
24% chance
Condescension Success:
Logic Skill +1
24% chance
Failure:
Got Fined -§7,000
75% chance
9) International Sim of Mystery
<Sim>, the finest International Sim of Mystery alive, is ordered to the frigid country of Kaltumbra to investigate their rumored galactic weapons research facility. By using disguises and his/her expert knowledge of the Kaltumbran language, <Sim> is able to infiltrate the facility. It is here that he/she makes a startling discovery - the Kaltumbrans are going to launch a team at any moment to man their Orbital Pulsatronic Weapons Platform on the Moon. <Sim> can either steal their shuttle, or use a computer virus to cripple their computers managing the launch sequence - time is of the essence! Steal the Shuttle Success:
Promotion Promoted to Space Pirate
15% chance
Failure:
Demotion Demoted to Hostage Negotiator
84% chance
Use the Virus Success:
Earned Money +§15,000
84% chance
Failure:
Fired Get Fired
15% chance
10) Space Pirate
<Sim> slowly paces the desk of his/her solar dreadnought when suddenly, without warning, the ship's klaxons begin to sound and the crew members run for their battle stations. "Situation report Mr. Wu!" yells <Sim>. "Two ship Sir/Madame," Wu replies. "One appears to be fleeing, the other is another pirate vessel." <Sim> faces a tough decision - does he/she attempt to capture the fleeing ship before competing pirates, or should he/she act as the valiant savior and attack the pirates to protect the fleeing vessel? Capture the Vessel Success:
Earned Money +§25,000
85% chance
Failure:
Got Fined -§25,000
14% chance
Attack the Pirates Success:
Earned Money +§32,000
14% chance
Failure:
Demotion Demoted to Hostage Negotiator
85% chance

External links[]

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