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Criminal

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Criminal

A Sim who works in the criminal career track

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.

Contents

[edit] 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.

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 Image:09001500.png None 0
2 Bagman §200 23:00-7:00 Image:23000700.png None 0
3 Bookie §275 12:00-19:00 Image:12001900.png Body: 2 0
4 Con Artist §350 9:00-15:00 Image:09001500.png

Body: 2 Charisma: 1 Creativity: 1

2
5 Getaway Driver §425 17:00-1:00 Image:17000100.png

Mechanical: 2 Body: 2 Charisma: 1 Creativity: 2

3
6 Bank Robber §530 15:00-23:00 Image:15002300.png

Mechanical: 3 Body: 3 Charisma: 2 Creativity: 2 Logic: 1

4
7 Cat Burglar §640 21:00-3:00 Image:21000300.png

Mechanical: 3 Body: 5 Charisma: 2 Creativity: 3 Logic: 2

6
8 Counterfeiter §760 9:00-15:00 Image:09001500.png

Mechanical: 5 Body: 5 Charisma: 2 Creativity: 5 Logic: 3

8
9 Smuggler §900 9:00-15:00 Image:09001500.png

Mechanical: 5 Body: 6 Charisma: 5 Creativity: 6 Logic: 3

10
10 Criminal Mastermind §1100 18:00-00:00 Image:18000000.png

Mechanical: 5 Body: 6 Charisma: 7 Creativity: 8 Logic: 4

12

[edit] 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.

[edit] Adult Promotion Levels

Level Name Description Days Off Hours Pay

Promotional Bonus

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 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 Image:11001700.png §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 Image:17000100.png §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 T W T F S 11:00 - 18:00 Image:11001800.png §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 Image:09001500.png §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 Image:22000600.png §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 Image:15002300.png §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 Image:21000300.png §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 Image:09001500.png §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 M T W T F S 2:00 - 8:00 Image:02000800.png §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. S M T W T F S 17:00 - 23:00 Image:17002300.png §1925 §3850

Body: 8 Creativity: 10 Mechanical: 10

7

[edit] 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 Image:15001800.png §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 Image:15001800.png §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 W T F S 15:00 - 18:00 Image:15001800.png §105 §210

Creativity: 1 Mechanical: 1 Body: 1

1

[edit] 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

[edit] The Sims 3

Criminal is a Career Track in The Sims 3. It has two branches: Thief and Evil.

Work place: Abandoned Warehouse

How to apply: Directly at work place, Newspaper or Computer

Downsides: There is a slight chance that your Sim will get arrested while at work. If a police officer enters the workplace, then you have been arrested. If you are arrested, it will count that you are missing work, and your Sim will lose a chance to get promoted.

Note: There is a bug in Sunset Valley that makes Sims unable to enter the Outstanding Citizen Warehouse Corp. as police or even criminal.

You can choose to 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.
  • Play with Dominoes: Increase your fun mood.

Performance options:

  • Business As Usual
  • Work Hard
  • Take It Easy
  • Conspire with Accomplices
  • Grovel to Leader
  • Practice Illicit Activities (Athletic skill)
  • Do a Side Job

[edit] Promotion Levels

Level Name Description Work Time Compensation Performance Factors Perks
(cumulative)


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! Days Off
M T W T F S S
Pay
§17/hour
Skills
Athletic 1-3
Promotional Bonus
N/A
Hours
10AM to 4PM Image:10001600.png
Other
Mood
Pension
§


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. Days Off
M T W T F S S
Pay
§24/hour
Skills
Athletic 1-4
Promotional Bonus
N/A
Hours
10AM to 4PM Image:10001600.png
Other
Mood
Pension
§


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. Days Off
M T W T F S S
Pay
§32/hour
Skills
Athletic 2-6
Promotional Bonus
N/A
Hours
9PM to 3AM Image:21000300.png
Other
Mood
Pension
§


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! Days Off
M T W T F S S
Pay
§40/hour
Skills
Athletic 3-7
Promotional Bonus
N/A
Hours
9PM to 3AM Image:21000300.png
Other
Mood, Accomplices
Pension
§


5 Bagman/Bagwoman 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! Days Off
M T W T F S S
Pay
§52/hour
Skills
Athletic 4-8
Promotional Bonus
N/A
Hours
9PM to 3AM Image:21000300.png
Other
Mood, Accomplices
Pension
§


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. Days Off
M T W T F S S
Pay
§63/hour
Skills
Athletic 5-9
Promotional Bonus
N/A
Hours
9PM to 3AM Image:21000300.png
Other
Mood, Accomplices
Pension
§


After completing Con Artist level, you will be able to choose one of the two career paths:

[edit] 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. Days Off
M T WT F S S
Pay
§109/hour
Skills
Athletic 5-9
Promotional Bonus
N/A
Hours
9PM to 3AM Image:21000300.png
Other
Mood, Boss
Pension
§


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. Days Off
M T W T F S S
Pay
§140/hour
Skills
Athletic 6-10

Logic 1-4

Promotional Bonus
§3,000
Hours
9PM to 3AM Image:21000300.png
Other
Mood, Boss
Pension
§


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... Days Off
M T W T F S S
Pay
§238/hour
Skills
Athletic 7-10

Logic 3-6

Promotional Bonus
§3,792
Hours
9PM to 2AM
Other
Mood, Boss
Pension
§


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! Days Off
M T W T F S S
Pay
§418/hour
Skills
Athletic 8-10

Logic 5-10

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.
Promotional Bonus
§6,144
Hours
9PM to 2AM
Other
Mood
Pension
§


[edit] 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. Days Off
M T W T F S S
Pay
§96/hour
Skills
Athletic 6-9
Sneak
Promotional Bonus
§1,560
Hours
9PM to 2AM
Other
Mood, Accomplices
Pension
§{{{pension}}}


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. Days Off
M T W T F S S
Pay
§128/hour
Skills
Athletic 7-10
Sneak, Random chance of stealing cheap decoration items while working.
Promotional Bonus
§2,448
Hours
9PM to 2 AM
Other
Mood, Accomplices
Pension
§{{{pension}}}


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 W T F S S
Pay
§225/hour
Skills
Athletic 10
Sneak, Random chance of stealing medium price decoration items while working.
Promotional Bonus
???
Hours
9PM to 1AM
Other
Mood, Accomplices
Pension
§{{{pension}}}


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. Days Off
M T W T F S S
Pay
§565/hour
Skills
Athletic 9-10
Sneak

A golden fox statue that adds 25 mood for 8 hours

Random chance of stealing expensive decoration items while working.

Promotional Bonus
???
Hours
9PM to 1AM
Other
Mood, Accomplices
Pension
§400


[edit] Opportunities

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!
Careers

[edit] References

The Sims (PC) Item/Career Guide by BestGuy9