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The Sims 2 for Nintendo DS
The Sims 2 NDS front
Box art for The Sims 2 for Nintendo DS
Development
Developer(s) Maxis
Publisher(s) EA Games
Ratings ESRB: E10+
ACB: M
PEGI: 7+
Series The Sims series
Release date(s) NA October 24, 2005
PAL November 4, 2005
Related pages
Cheats
Game walkthrough
For other versions of The Sims 2, see The Sims 2 (disambiguation). For the wiki about this game, visit The Sims 2 DS Wiki.

The Sims 2 for Nintendo DS is the first DS game of The Sims 2. Like the many of the console games it takes place in Strangetown with some of the same faces.

The player's character arrives in Strangetown after crashing their car. The local old guy Jebidiah S. Jerky, who informs them that "your engine has more holes than a donut shop," suggests they should probably check in at the local hotel. An interesting coincidence is that the manager of the hotel left the previous day and has left a note at the check-in desk addressed to the player's character stating that they are the new manager of the hotel.

The aim of the game is to improve the hotel by adding extensions, furnishing rooms, completing goals set by the game or randomly by the guests and keeping it clean.

There are three guests, Frankie Fusilli, Ava Cadavra, and Optimum Alfred, who have quests that must be completed.

TouchscreenEdit

The game incorporates touchscreen with its game play. It is used for the menu, the minigames and the social interactions.

Real-timeEdit

The game plays in real time, with some options only occurring at night and others only in the day. Building rooms takes 8 real-time hours and the guests checkout on specified dates. The shop has new items every week and a new large item every month. Skill points that are found around the hotel only appear at certain times on certain days. Weather is random (the only weather is rain). Also, if the player changes the time backwards, the aliens will appear in every alien spawn point in Strangetown, so it's probably best not to change it backward.

Social interaction Edit

The player can increase their relationship with Sims by interacting with them, provided they are in town. Social interations with them depend on their moods.

  • Neutral Sims don't need interacting with, but can be impressed for a boost in relationship. The interaction doesn't give a physical reward like money or gourds. They come up as "happy" if messaged on the phone.
  • Angry Sims can send rude text messages at randomised moments. These Sims should be calmed down if they are guests in the hotel, as they can break furniture items in their room (which cannot be repaired).
  • Sad Sims can sometimes alter the colors of the furniture in their hotel room if they are guests. They can be cheered up.
  • Loopy Sims need to be restrained, otherwise they leave ick piles on the floor that need to be cleaned.
  • Romantic Sims can be romanced, but the interaction gives no reward other than a relationship boost. If the player's Sim is male, they can only romance females (and vice versa). Some Sims can't be romanced, which are Lord Mole, Optimum Alfred, Bigfoot, Jeb, Pepper Pete, Emperor Xizzle, and Horus.

Depending on what the Sim is feeling, they will interact with the player in different ways (text messages will be in different tones, their greeting will be different, etc.). Items can be given as gifts to improve relationships. Sims waiting in the hotel lobby can be checked in to any a vacant room in the hotel. They will give a day that they are staying to, unless they are evicted by the player or choose to randomly leave (which is announced via text). Depending on their mood when they are checked out, guests will pay either the full bill or half, and may even tip. A brochure holder is in the library that can be restocked, and each brochure is worth 15 simoleons.

Sims Edit

Returning Sims Edit

New SimsEdit

Sanity Edit

Sanity is the player's character's mood. Sanity can be increased by interacting with objects such as beds, benches, chairs, showers, toilets, fridges, etc. Icons displayed above the player character's head should be done immediately or else their sanity meter will drain. When the Sanity meter runs out, the player may be thrown in jail and lose two hundred Simoleons for bail. If the player has insufficient funds to bail themselves out, Mamma Hogg will bail them out. Otherwise, they will pass out and are returned to the Manager's Suite by a ghost. Sanity can also deplete from spending time in the desert and the freezer. There is a hanging chunk of meat inside of the freezer, which can be interacted with for a large boost in Sanity.

Sanity meters can vary in colour depending on levels. Depending on their aspiration, interacting with Sims that are in a specific mood will eventually increase their level (for example, SIms with the fortune aspiration will increase their level by calming down angry sims). Levels can be checked on the Stat Panel in the Manager Suite, and it comes under the "aspirations" tab.

There are four levels, each with its own color as shown in the table below:

Sanity Level Color
1 Red
2 Green
3 Yellow
4 Silver

Hotel Edit

The hotel begins with only the main lobby, second floor lobby (with the small room by the elevator), the basement (where the furnace room and freezer are located), the manager's suite, and the penthouse. There are many other rooms which can be built, including a vault, casino, and art gallery. Certain rooms must be built when the three special guests are checked in. Frankie Fusilli asks for a vault, and the Cult Room is a task set by Ava Cadavra. As well as completing the in-game goals, it is the players' job to maintain the hotel. Building every room in the hotel will bring the rating of the hotel to 100%. The player can purchase rooms by talking to the Clerk in the City Hall for Simoleons, and Tristan Legend will build it over the next 8 hours.

There are three extra rooms that can be built for guests to stay in, which are the Jungle Guest Room, the Deluxe Guest Room, and the Modern Guest Room, and are all found on the 2nd Floor Lobby. Inside of the Atrium, there is the Sax Lounge, the Art Gallery, the Asian Emporium, the Casino, the Spa and Gym, and the Lion Lounge. The basement holds the Shrine, the Rat Cave, the vault, the Secret Warehouse, and the Lab. The Rat Cave costs 3,500 Simoleons to build; however, Tristan will build it for free if it hasn't been bought by the final fight.

Skill points Edit

There are 5 types of skill points: Body, Business, Charisma, Creativity, and Mechanical.

Skill points, when they appear, will remain in the same location for 8 hours, changing at 8 a.m., 4 p.m. and 12 midnight. Only one skill point of each type can be found at a certain time, day and location. There is no other way to build skills in the game. The player needs to reach level 5 in the Mechanical skill by the end of the game to complete a task.

Earning Simoleons Edit

Players can earn Simoleons by getting guests to stay in your hotel. The more expensive furniture in the rooms, the more the guests will pay to stay. Checking Sims out when they are neutral/happy is the best way to guarantee the bill will be paid in full, and if Sims are in a good mood they will often leave a tip. Keeping the brochure holder stocked helps to make money, as each sells for 15 Simoleons each.

Alternate ways of getting Simoleons include finding license plates and selling them to the sheriff in the prison, selling fuel rods to the clerk in the city hall, selling the gourds to the lady in the Saloon, and selling UFO parts to Johnny Smith (the general store clerk). Odd things like rocks and spare furniture can be sold to Johnny as well. Calming down, cheering up, and restraining Sims will result in a reward, which may be Simoleons.

Players can also make Simoleons by creating art in the gallery, playing music in the Sax Lounge and the Lion Lounge by playing on the keyboard, or by winning Keelhaulin' Cards in the Casino. The metal detector can find things like mummified aliens and metal bars in the desert that you can sell to the shop clerk. Mummified aliens can also be dissected in a minigame inside of the Lab.

Once the player builds The Vault for their hotel, there is a machine close to the back where Sims can print Simoleons. However, doing this can get the player arrested. Copper, silver, and gold bars can be sold in this room for a larger amount than in the shop.

Ratticator Edit

As the story progresses, there are more threats to Strangetown (Jimmy "The Neck", Crime Spree Bob, aliens, and robots). These attacks are mostly randomized; however, time travelling backwards will cause an alien invasion in every available spawn point. These can be fought off by your Sim as the Ratticator. To unlock this, the player must have access to the Rat Cave. This can either be purchased for 3,500 Simoleons, or will be shown to the player for free by Tristan Legend if it hasn't been purchased by the third antagonist. 

The Cave is set out like a metal cage, with tubes leading to different sections. There is an area for the player's character to sleep, as well as a bathroom section. Through one of the tubes, there is a large rat suit inside of a glass container. The player can change into this and can then defeat the enemy by scaring them, hitting them with the batarang and using sim-fu on them (which can be used by pressing the icon in the corner of the touch screen). The Ratticator is needed to complete the game, so it's a good idea to get used to the attacks.

Upon seeing the Ratticator, aliens, Jimmy the Neck and Crime Spree Bob will all flee; however, robots will still attack the player. Sims are also unable to be interacted with, as they cower away and yell. The player's mobile is also unavailable, although requests can still come through. Checking the tasks and avoiding staying in the suit for too long is the best idea to not miss requests from NPCs.

TriviaEdit

  • There is some speculation over when the game is set because of Johnny Smith and Tank Grunt. In The Sims 2 for PC Tank and Johnny are both teens, but Johnny is far closer to becoming an adult to Tank. At the start of The Sims 2 for DS, Tank appears to be an adult and Johnny still a teen. This is unusual as it should be the other way round.
    • This may be because Johnny is an alien, however they age in the same way as human Sims in the other games.
  • The game shares a majority of the Sims from the GBA version, but they all own their own houses in the GBA game. This could mean it is either an alteration of the history of the GBA title or possibly even a sequel.
  • The only non-hostile alien in the game is Johnny Smith, who is actually an alien-human hybrid.
  • After the Frankie Fusilli part of the game is done, Honest Jackson will disappear from the game. If the player calls him, it will say that he is in the city hall. However, he will not be there.
  • If you 'block' an NPC Sim and force the NPC to walk to a wall, the NPC will eventually stop and will do a certain action. This action also occurs when the player chooses the incorrect choice while calming, cheering up, and restraining the NPC.

See also Edit