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  1.  
  2. Sims2 Castaway Wii General Guide
  3.  
  4. by Freyashawk
  5.  
  6. email: castleenchanted · aol
  7.  
  8.  
  9. Created on 10 December 2007
  10. Last Updated on 14 January 2008 with section that gives details on how to
  11. obtain Skill Points
  12.  
  13.  
  14. NO ATTACHMENTS - PLAIN TEXT E-MAILS ONLY
  15.  
  16.  
  17. Please feel free to contact me if you have any questions about the game or my
  18. guide. I try to answer all serious requests for help but I will not open any
  19. email with an attachment. AOL sometimes considers a 'signature' or a simple
  20. icon as an attachment. Please send your emails as plain text or I shall not
  21. be able to respond. Thank you.
  22.  
  23. Note on 31 December: The walkthrough now is complete.
  24.  
  25.  
  26. Introduction
  27.  
  28.  
  29. Sims2 Castaway has been made for a number of different platforms. This guide
  30. specifically will cover the version made for the Wii, although it can be used
  31. generally for the PSP version as well. The two versions are very similar in
  32. terms of general plot points and strategy. The difference is mainly in
  33. details. For example, the Wii version allows one to craft more clothing items
  34. as well as jewelry. The PSP only allows your Sim to craft complete outfits.
  35.  
  36. The game is based on a shipwreck of a group of Sims who have gone forth on a
  37. pleasure cruise apparently. You have the opportunity to create up to six
  38. different Sims of either or both genders and to choose their names,
  39. appearance, astrological sign and career. You can choose between the
  40. following careers:
  41.  
  42. Musician
  43. Doctor
  44. Ranger
  45. Chef
  46. Mechanic
  47.  
  48. Each career gives one 'Bonus' in terms of Skills. Doctor is the best choice
  49. as it is the only career that gives the Sim two different Skills, one Logic
  50. point and one Mechanical point. These are the most useful Skills to have at
  51. the start of the game, as you need them to craft tools and other objects.
  52. Cooking and Creativity Skills are easy to acquire on the deserted island; a
  53. bonus, therefore, in either of these categories is not as useful as Logic and
  54. Mechanical. In my game, I made all my crew Doctors. This may smack of
  55. cheating to some, but it made my game much easier, particularly as the game
  56. will insist on the death of one of your Sims at some point. If all your
  57. crewmates have the most important basic skills, the loss of any specific
  58. crewmate temporarily will be less dire..
  59.  
  60. You choose one Sim as captain. This is the ONLY Sim you will be able to
  61. control when the shipwreck occurs. If you have created six Sims with
  62. different personalities and careers, choose the most practical and skilled as
  63. your captain. In other words, choose a Doctor!
  64.  
  65. Once you have created your crew, you have an option to save your game. Do
  66. so. If you are playing the Wii version, you will be offered only a single
  67. Save slot. If you are playing the PSP version, you can save in multiple slots
  68. at different points in the game. You may wish to save more than once now in
  69. order to give yourself a chance to play multiple games without being obliged
  70. to create an entirely new crew for each. On the other hand, the game is
  71. fairly linear, unlike Harvest Moon games, and you do not have that many
  72. different choices at the beginning in terms of plot.
  73.  
  74. You now will experience the shipwreck. You then will see a prompt:
  75.  
  76. The Sims have shipwrecked! Find and unite your lost crew. Help them get home.
  77.  
  78. You now assume control of the single Sim who has washed up on the beach.
  79.  
  80. Goals in the Sims2 Castaway game are defined in terms of Books that your Sims
  81. will discover on the various islands they explore. There is one book that is
  82. devoted to exploration of each major Island. There are other books that deal
  83. with specific aspects of the game, such as farming and planning a resort.
  84.  
  85. You will find your first book immediately upon assuming control of your Sim.
  86.  
  87.  
  88. 'It's Moneywell's Big Book of Survival! This will help your Sim survive. Do
  89. you want to read it and play the tutorial?'
  90.  
  91.  
  92.  
  93. Basic Game Tutorial:
  94.  
  95.  
  96.  
  97. The game now will instruct you on Wii controls, using a series of Survival
  98. Tips to do so:
  99.  
  100. Survival Tip 1: Survey your Environment:
  101.  
  102. Move with the Nunchuk. Zoom in and out with Up and Down. Look Left and Right
  103. with Left and Right. (That did not require much instruction!)
  104.  
  105. Click on the prompt to perform the action or press the Z button, then use the
  106. Nunchuk to make the selection.
  107.  
  108. Survival Tip 2: Gather supplies!
  109.  
  110. Walk up to something and press Z. If there is more than one action, tilt the
  111. Nunchuk up or down to select one.
  112.  
  113. Survival Tip 3: Eat!
  114.  
  115. This is your Hunger motive. Eating will keep it filled. If it reaches empty,
  116. the Sim will starve. To check your Hunger, point the Wii Remote at the
  117. screen. Then your Sim should find something to eat.
  118.  
  119. Survival Tip 4: Sleep!
  120.  
  121. This is your Energy motive. Sleeping will keep it filled. To check your
  122. Energy, point the WiiRemote at the screen. Then your Sim should use the
  123. sleeping mat to get some rest.
  124.  
  125. Point at Tools. Press A to choose Sleeping Mat, put it in your hand and
  126. select sleep.
  127.  
  128. Survival Tip 5: Fire Saves.
  129.  
  130. The warmth of a fire will help you cook and make a place feel like home.
  131. Point at Diamond and press A, then go to 'Plans' and build and Emergency Fire
  132. Pit.
  133.  
  134. N.B. The Emergency Fire Pit requires Driftwood to build.
  135.  
  136. You do not have to perform these actions in the order or fashion suggested by
  137. the game, but it will continue to give you the prompt until you have performed
  138. the action.
  139.  
  140. Basically, what you need to do at this stage is to collect each and every item
  141. you can find on the beach. You particularly will need to collect Driftwood,
  142. but food items are vital as well. I created my Emergency Fire Pit first, then
  143. cooked a meal and finally used my Sleeping Mat to Sleep.
  144.  
  145. Once you have done all this:
  146.  
  147. Basic Survival Complete! Check your Mood Metre to see how your Sim is doing.
  148. The better their Mood, the more successful they will be.
  149.  
  150. The game now will instruct you on the importance of your Goals. As previously
  151. stated, all Goals are contained in the various Books that your Sims will find
  152. in their progress from island to island.
  153.  
  154. Be Goal Oriented. To stay sane, your Sims need goals. Lost books on the
  155. Island will tell them what to do.
  156.  
  157.  
  158. Lost Books:
  159.  
  160.  
  161. The Lost Books are as follows:
  162.  
  163.  
  164. Book 1: Moneywell's Big Book of Survival
  165.  
  166. Basic Survival
  167.  
  168. 1. Build a Workbench
  169.  
  170. Find two upright boulders that are side by side and, provided that you have
  171. Driftwood in your Inventory, you automatically will be given the option to
  172. Build a Workbench.
  173.  
  174. 2. Cook a Fish
  175.  
  176. You need to craft a Bamboo Spear at the Workbench in order to be given the
  177. option to fish. Simply go into the water and find a School of Fish. Here you
  178. will see an option to 'Stab' the fish. When a fish leaps into the air, hit
  179. the 'Stab' option to catch a fish.
  180.  
  181. At the start of the game, you only will have the Emergency Fire Pit for
  182. cooking. Go to the Pit and choose the option to 'Cook Meal', then choose the
  183. Fish as your ingredient to fulfil this goal.
  184.  
  185. 3. Explore the Jungle
  186.  
  187. By exploring the Bramble Path to the Deep Jungle, you will fulfil this goal.
  188. It is the first 'Portal' in the game.
  189.  
  190. In doing this, you will unlock:
  191.  
  192. New Plans: Island Clothes. Use a workbench to craft them and replace your
  193. tattered threads.
  194.  
  195. 4. Make a Shelter
  196.  
  197. You need only make a basic Roof in order to fulfil this goal. In Sims2
  198. Castaway, shelters assume two forms: complete homes built according to game
  199. plans and individual parts of buildings planned and set in place by the
  200. player. In other words, you can go to the Shelters Menu and choose a complete
  201. building to craft or you can craft Walls, Doors, Windows and a Roof
  202. individually.
  203.  
  204. Shelters serve a number of purposes but the main practical purpose is to allow
  205. your Sim to sleep when it is raining. You need only a roof above a bed or a
  206. roof with the Sleeping Mat to achieve this limited goal. The other important
  207. function of the various shelter types is to unlock new options. Specific
  208. types of shelters are listed as goals in the various Books that your Sims will
  209. find.
  210.  
  211. Do not wait to fulfil this goal until you have the resources to build an
  212. entire building. Simply erect a tiny roof on Pier Beach when you arrive there
  213. for the first time and then build your first bed beneath the awning to
  214. complete the basic survival section of the first Lost Book.
  215.  
  216. N.B. YOU MUST BUILD A SHELTER OF SOME KIND, EVEN A ROOF, ON THE FIRST ISLAND
  217. IN ORDER TO UNLOCK THE SECOND CRAFTING BENCH.
  218.  
  219.  
  220. Unlocking New Options:
  221.  
  222.  
  223. Remember that new options are unlocked in one of the following manners:
  224.  
  225. 1. By fulfilling a Goal set forth in one of the Lost Books;
  226. 2. By crafting a new Tool;
  227. 3. By harvesting or collecting a new item;
  228. 4. By exploring a new 'portal' on the Map.
  229.  
  230. It is important to idenfity every new plant, bush or tree that you encounter.
  231. Once identified, the item can be harvested or collected. It is important to
  232. explore every new 'portal'. Once you have managed to take the new path, you
  233. will be able to use the Map 'shortcut' by going to the Map menu and simply
  234. choosing a destination. Time is consumed whenever you go from one place to
  235. another, but your Sim need not go to the trouble of finding the portal or
  236. having a specific measure either of energy or of skill once the portal has
  237. been unlocked.
  238.  
  239.  
  240. List of All Goals:
  241.  
  242.  
  243. The Lost Books will be discussed individually with details on how to achieve
  244. each as they are discovered in the natural progress of the walkthrough but all
  245. Goals will be listed here without explanation:
  246.  
  247.  
  248. First Lost Book:
  249.  
  250.  
  251. Book 1: Moneywell's Big Book of Survival
  252.  
  253. Basic Survival
  254.  
  255. 1. Build a workbench
  256.  
  257. 2. Cook a Fish
  258.  
  259. 3. Explore the Jungle
  260.  
  261. 4. Make a Shelter
  262.  
  263. Find Your Crew
  264.  
  265. 1. Greet A Crewmate
  266.  
  267. 2. Befriend your Crewmate
  268.  
  269. 3. Invite a Sim into Tribe
  270.  
  271. 4. Find All Crewmates
  272.  
  273. Find a Way Home
  274.  
  275. 1. Assemble a Radio Transmitter
  276.  
  277. 2. Send an SOS from High Ground
  278.  
  279. 3. Build a Sea Worthy Boat
  280.  
  281.  
  282. Second Lost Book:
  283.  
  284.  
  285. Shipwrecked by Lord R. Stickywyck
  286.  
  287. Chimps are out to get me
  288.  
  289. 1. Befriend a Chimp
  290.  
  291. 2. Use chimp to gather
  292.  
  293. Home Life
  294.  
  295. 1. Light the Home Torch
  296.  
  297. 2. Build a Bed
  298.  
  299. 3. Build a Table
  300.  
  301. Reach the Other Island
  302.  
  303. 1. Build a raft
  304.  
  305. 2. Reach the second Island
  306.  
  307.  
  308. Third Lost Book:
  309.  
  310.  
  311. Log of the Final voyage of Beard Beard the Pirate
  312.  
  313. Explore the New Island
  314.  
  315. 1. Find the Jungle
  316.  
  317. 2. Find the Cave
  318.  
  319. 3. Find the River Plains
  320.  
  321. 4. Find the Other Beach
  322.  
  323. Live Off the Land
  324.  
  325. 1. Catch a Chicken
  326.  
  327. 2. Hunt a Boar
  328.  
  329. 3. Fish a Shark
  330.  
  331.  
  332. Fourth Lost Book:
  333.  
  334.  
  335. Moneywell's Big Book of Survival, Book 2
  336.  
  337. Farm
  338.  
  339. 1. Plant a Crop
  340.  
  341. 2. Harvest a Crop
  342.  
  343. 3. Harvest an Egg
  344.  
  345. Reach Last Island
  346.  
  347. 1. Build a Canoe
  348.  
  349. 2. Reach the Third Island
  350.  
  351.  
  352. Fifth Lost Book:
  353.  
  354.  
  355. The Biscuit Isles by Lord R. Stickywyck
  356.  
  357. Explore Third Island
  358.  
  359. 1. Find a Hot Spring
  360.  
  361. 2. Find the Llama Temple
  362.  
  363. 3. Reach the Volcano Summit
  364.  
  365. 4. Find the other beach
  366.  
  367. Study the Llama People
  368.  
  369. 1. Find all four royal statues
  370.  
  371. 2. Repair the Ceremonial Forge
  372.  
  373. 3. Find the Llama King's Crown
  374.  
  375. 4. Perform a Ceremonial Cliff dive
  376.  
  377. Enjoy the Pleasure Palace
  378.  
  379. 1. Enjoy the Palace
  380.  
  381.  
  382. Sixth Lost Book:
  383.  
  384.  
  385. A Pirate's Guide to Retirement, Manuscript
  386.  
  387. 1. Build a Cabin
  388.  
  389. 2. Build two cabin chairs
  390.  
  391. Create a Resort
  392.  
  393. 1. Build a Bungalow
  394.  
  395. 2. Build a Lavish Shower
  396.  
  397. 3. Use a Bungalow to make a Feast
  398.  
  399.  
  400. Resources:
  401.  
  402.  
  403. In this game, your success partly will depend on your knowledge of the
  404. resources that are available as well as the location/s of each. The resources
  405. that you can collect or harvest depend partly on the tools that you have
  406. crafted. Each location on the islands has its own specific resources but the
  407. options to collect or harvest them will not be displayed unless you have the
  408. appropriate tool. A list of every resource available at each location has
  409. been included in this guide.
  410.  
  411.  
  412. Walkthrough, First Beach:
  413.  
  414.  
  415. At any beach, you will see a large rock in the water near the shore. Go to it
  416. to obtain an option to Harvest Clams.
  417.  
  418. The first time that you Harvest Clams, you should find a piece of Jade in one
  419. of the clams.
  420.  
  421. Prompt: You have found a piece of jade inside one of the clams.
  422.  
  423. Whenever you cook, your Cooking Skill will increase. You do not need to cook
  424. much in order to gain the first Cooking Skill Point. Cook a Roast using a
  425. Clam.
  426.  
  427. Prompt: You've increased a skill! Practice makes perfect. You can see your
  428. skills under Personal Info.
  429.  
  430. Go to the two rocks and choose Build in order to build a Workbench.
  431.  
  432. Build a Workbench: Done!
  433. New Plans: You now can craft a simple shelter, a bamboo fishing spear and
  434. other useful tools.
  435.  
  436. Craft the Bamboo Fishing Spear in order to be able to fish in the ocean. When
  437. you see a group of fish swimming, you can use your Spear. Choose the 'Stab'
  438. option only when a fish leaps into the air in order to catch one successfully.
  439.  
  440. Make a drink by cooking a coconut and you will receive a prompt:
  441.  
  442. Bladder Motive Unlocked!
  443. This is your Bladder Motive. Eating makes it go down and using Toilet Paper
  444. or a Toilet helps improve it.
  445.  
  446. On the First Beach, there is one new plant to identify:
  447.  
  448. Identify Unknown Bush
  449. Pokeberries
  450.  
  451.  
  452. First Beach Resources:
  453.  
  454.  
  455. For each location on the map, there will be a list of all resources that can
  456. be found there as well as any natural formations such as Rocks that can be
  457. transformed into Crafting Benches or Hot Springs that can be used for
  458. Hygiene. Finally, all portals to other locations will be listed.
  459.  
  460. The items that you can find on the First Beach are:
  461.  
  462. On Beach:
  463. Driftwood
  464. Various Shells
  465.  
  466. Coconut Palms
  467. Soft Wood (You will need a Shell Axe in order to be able to chop Soft Wood)
  468. Coconuts
  469. Palm Fronds
  470. Bamboo
  471.  
  472. Identify:
  473. Pokeberries
  474.  
  475. In Ocean:
  476.  
  477. Fish
  478. (Use Bamboo Spear or Fishing Pole)
  479. Among the fish you can catch are:
  480. Mackerel
  481. Chub
  482.  
  483. Clams
  484. Dive from Rock in the water
  485. Items found in Clams randomly:
  486. Jade
  487. Pearls
  488. Gold
  489.  
  490. Two Rocks
  491. Crafting Bench
  492.  
  493. Access:
  494. Deep Jungle through Bramble Path
  495.  
  496.  
  497. Portals:
  498.  
  499.  
  500. New locations are unlocked by finding a 'Portal' represented by the revolving
  501. icon of footprints. When you go through the Portal, you will find yourself in
  502. a new location. Very often, however, unlocking a portal is not as simple as
  503. finding it. In many cases, you may need a certain amount of Skill, especially
  504. Body Skill as well as a specific total amount of energy in order to be able to
  505. face the trial of the journey.
  506.  
  507. The first 'portal' in the game leads from the First Beach to the Deep Jungle.
  508.  
  509. Go the footprints and choose:
  510. Explore Brambles
  511.  
  512. When you reach the Deep Jungle, you will see a prompt:
  513.  
  514. Prompt: Explore the Jungle: Done!
  515.  
  516. Barriers like this take time and cost some of your Energy. They can even
  517. damage your clothes.
  518.  
  519. New Plans: Island Clothes. Use a workbench to craft them and replace your
  520. tattered threads.
  521.  
  522.  
  523. New Wardrobe:
  524.  
  525.  
  526. The brambles in the path mainly exist as an excuse to allow your Sims to
  527. create new clothing for themselves. You will need the Crafting Bench until
  528. you have a Sewing Kit.
  529.  
  530. New clothing options and designs usually are unlocked when you discover a new
  531. raw material. The Deep Jungle has the first of these in the form of Rattan.
  532.  
  533. As soon as harvest Rattan you will see a prompt:
  534.  
  535. New Plans: Rattan clothing.
  536.  
  537.  
  538. Deep Jungle Resources:
  539.  
  540.  
  541. Vines
  542. Starfruit
  543. Cucumbers
  544. Coconut Palm
  545. Coconuts
  546. Soft Wood
  547. Palm Fronds
  548. Bamboo
  549. Rumberries
  550. Manchineel Fruit
  551. Pokeberries
  552. Rattan
  553.  
  554. Koa Tree
  555. Hardwood
  556. N.B. You must have the Level 2 Axe in order to chop hardwood.
  557.  
  558. Identify:
  559. Guarana
  560. Cannonball Fruit
  561.  
  562. 1 Hieroglyphic
  563.  
  564. Access:
  565. First Beach
  566. Pier Beach
  567.  
  568.  
  569. Vital New Resources:
  570.  
  571.  
  572. The most important new resources you will find in the Deep Jungle are Guarana,
  573. Vines and Rattan. Vines and Rattan are used to create clothing, shelter and
  574. items of furniture. Vines are used in the creation of important basic tools.
  575. Guarana is a 'secret weapon' in exploration of new portals. You will need to
  576. be able to cook some Guarana in order to be able to travel to the next island
  577. and to use other portals in the future.
  578.  
  579. There is a Hieroglyph to be found in the Deep Jungle as well.
  580.  
  581.  
  582. Pier Beach:
  583.  
  584.  
  585. As soon as you arrive at Pier Beach, you will find your second Lost Book:
  586.  
  587. New Book
  588. Your Sim has found Shipwrecked by Lord Reginald Stickywyck. It has more goals
  589. for your Sim.
  590.  
  591. If you walk to the shore, you will see two large pillars standing side by
  592. side. Go to them to access an option to:
  593.  
  594. Inspect Ancient Pier
  595.  
  596. This will unlock a new plan:
  597.  
  598. Reach the Other Island.
  599. New Goals: There is more than one Island! Getting there is your Sims' new
  600. goal.
  601. New Plan: Raft
  602.  
  603. When you have done this, build an Emergency Fire Pit and if you have not done
  604. so previously, cook a fish to achieve one of the first goals listed in the
  605. first book.
  606.  
  607. Once you have finished eating, choose another option at the fire:
  608.  
  609. Choose: Sit
  610.  
  611. When you sit by the fire, it will unlock a new motive for your Sims:
  612.  
  613. Comfort Motive Unlocked.
  614. This is your Comfort Motive. Satisfy it with beds and chairs.
  615. New Plans: Improvised Cot
  616.  
  617. Improvised Cot: 4 Driftwood, 3 Vines
  618.  
  619. You should have these so build the cot immediately and sleep as you will be
  620. weary by now.
  621.  
  622. By sleeping again on the cot, you will unlock another motive:
  623.  
  624. Fun Motive Unlocked
  625. This is your Fun Motive. If you can't laugh about being stranded on an
  626. Island, what can you laugh about? Make music and play games to have fun. New
  627. Plan: Music Shaker and the Sand Buddy
  628.  
  629. Once you have unlocked the Fun Motive, you need to satisfy it. There are many
  630. ways of doing so. Some will increase your Creativity or your Social Skills in
  631. the process.
  632.  
  633.  
  634. Fun and Creativity:
  635.  
  636.  
  637. By making the Shaker and playing music, you can satisfy your Sim's Fun Motive
  638. as well as increasing his/her Creativity. A Shaker is made as follows:
  639.  
  640. Shaker:
  641.  
  642. Motive Benefits: Fun 6
  643. Resources Required:
  644. Bamboo: 1
  645. Coconut: 1
  646. Cherry: 5
  647. Places, Tools and Skills:
  648. Crafting Bench
  649.  
  650. As you can see, you will need to have a Crafting Bench in order to create the
  651. Shaker. If you have the necessary raw materials and your Sim has the
  652. necessary Skill, you can build a Bamboo Crafting Bench as follows:
  653.  
  654. Bamboo Crafting Bench
  655. Motive Benefits: None
  656. Resources Required:
  657. Bamboo: 16
  658. Vines: 14
  659. Places, Tools and Skills:
  660. Mechanical: 2
  661.  
  662. If you do not have the option to create a Crafting Bench at present, you will
  663. be obliged either to return to the First Beach or go on to the Shipwreck
  664. Lagoon in order to be able to create the Shaker. You will unlock the Bamboo
  665. Crafting Bench by creating even a simple shelter in the form of a roof
  666. anywhere on the First Island.
  667.  
  668.  
  669. Social Motive and Skills:
  670.  
  671.  
  672. There is another way to satisfy your Fun Motive at this point in the game and
  673. to increase your Social Skills in the form of Charisma. The Sand Buddy can be
  674. constructed as an artificial companion. Although only Comfort is given as a
  675. Motive Benefit, using 'Chat' to the Sand Buddy can increase your Social Motive
  676. and gradually increase Charisma. It is far more effective to speak to a live
  677. audience, however.
  678.  
  679. Sand Buddy:
  680. Motive Benefits: Comfort 4
  681. Resources Required:
  682. Grass: 10
  683. Pokeberry: 5
  684. Coconut: 1
  685.  
  686.  
  687. Chimps:
  688.  
  689.  
  690. In fact, it is as Pier Beach that you will encounter your first living
  691. creature, a Chimp. At first, you will have only one option in terms of
  692. interaction:
  693.  
  694. Shoo the Chimp
  695.  
  696. Do it, even if it appears to be rude and unfeeling. It will unlock your
  697. Social Motive and provide the first step in befriending the Chimp population
  698. on the islands. Befriending a Chimp is a goal in one of the Lost Books and
  699. Chimps who are friends often will deliver useful items wrapped in Banana
  700. Leaves. In fact, you first pieces of Hardwood, a vital resource, probably
  701. will be given to you in a Chimp Delivery.
  702.  
  703. Social Motive Unlocked
  704. This is your Social Motive. Spend time with friends, even if they are
  705. imaginary or primates.
  706.  
  707. Keep befriending him until:
  708.  
  709. Befriend a Chimp: Done
  710.  
  711.  
  712.  
  713. Pier Beach Resources:
  714.  
  715.  
  716. Hieroglyphic
  717. (You must have the complete set of Hieroglyphic stones in order to be able
  718. to use them to create a Stele, thereby gaining the key to unlock a new Portal
  719. later in the game.)
  720.  
  721. Bananas
  722. Bananas
  723. Banana Leaves
  724. Coconut Palm
  725. Palm Fronds
  726. Soft Wood
  727. Coconuts
  728. Grass
  729. Cherries
  730.  
  731. Identify:
  732.  
  733. Privet
  734. Almonds
  735. Ginger
  736. Blackberries
  737.  
  738. On Beach:
  739.  
  740. Driftwood
  741. Bottled Messages
  742. Shells
  743. Stones
  744.  
  745. Fish
  746. Clams
  747.  
  748.  
  749. Vital New Resources:
  750.  
  751.  
  752. The most vital new resources you will find at Pier Beach are Cherries, Grass
  753. and Stones. Grass is used in the creation of clothing, shelter and
  754. furniture. Cherries are used to create your first musical instrument. Stones
  755. are used for tools and furniture. They are randomly found along the beaches
  756. but you may find your first stones at this beach.
  757.  
  758.  
  759. Your Menu:
  760.  
  761.  
  762. It is important to be familiar with your Menu choices. Your Menu offers you a
  763. list of plans and goals as well as details about your Social Relationships and
  764. the option to Save your Game or Quit.
  765.  
  766. Your Menu includes the following:
  767.  
  768. Plans
  769. Inventory
  770. Personal Info
  771. Map
  772. Game Options
  773. Goals
  774. Collectibles
  775. Fashion and Grooming
  776. Save/Quit
  777.  
  778. The section devoted to Plans is one of the most vital sections in the Menu.
  779. Here you will find all the projects that have been unlocked, whether tools,
  780. objects, furniture, clothing or shelters.
  781.  
  782. At this point in the game, you should have the following Plans:
  783.  
  784.  
  785. Plans:
  786.  
  787.  
  788.  
  789. Tool Plans:
  790.  
  791.  
  792. Shell Axe
  793. Motive Benefits: None
  794. Resources Required:
  795. Large Clam Shell: 4
  796. Bamboo: 5
  797. Vine: 5
  798. Places, Tools and Skills:
  799. Crafting Bench
  800. Knife
  801.  
  802. Torch
  803. Motive Benefits: None
  804. Resources Required: Softwood: 5
  805. Places, Tools and Skills:
  806. Crafting Bench
  807. Knife
  808.  
  809. Sewing Kit
  810. Motive Beneifts: None
  811. Resources Required: Twine: 5
  812. Softwood: 5
  813. Places, Tools and Skills:
  814. Crafting Bench
  815. Knife
  816.  
  817.  
  818. Plans for Crafting: Firepits and Stoves Plans
  819.  
  820.  
  821. Emergency Fire Pit:
  822. Motive Benefits: Fun 2, Comfort 1
  823. Resources Required: Driftwood: 5
  824. Places, Tools and Skills: None
  825.  
  826.  
  827. Plans for Crafting: Bed Plans:
  828.  
  829.  
  830. Improvised Cot
  831. Motive Benefits: Sleep 3, Comfort: 3
  832. Resources Required: Driftwood: 4 Vine: 3
  833. Places, Tools and Skills: None
  834.  
  835.  
  836. Leisure Plans:
  837.  
  838.  
  839. Shaker:
  840. Motive Benefits: Fun: 6
  841. Resources Required: Bamboo: 1, Coconut: 1, Cherry: 5
  842. Places, Tools and Skills: Crafting Bench
  843.  
  844. Sand Buddy:
  845. Social: 4
  846. Resources Required: Grass: 10, Pokeberry: 5, Coconut: 1
  847. Places, Tools and Skills: None
  848.  
  849.  
  850. Special Plans:
  851.  
  852.  
  853. Rope:
  854. Resources Required: Sisal: 5
  855. Places, Tools and Skills: Crafting Bench
  856.  
  857. Twine:
  858. Resources Required: Sisal: 2
  859. Places, Tools and Skills: Crafting Bench
  860.  
  861. Raft:
  862. Resources Required: Bamboo: 50, Vine: 30, Palm Frond: 10
  863.  
  864. Places, Tools and Skills:
  865. Ancient Pier
  866. Mechanical: 2
  867. Body: 2
  868.  
  869.  
  870. Roof Plans:
  871.  
  872.  
  873. Tiny 1 x 3 Shack Roof
  874. Resources Required: Driftwood: 3, Vine: 3, Banana Leaf: 3
  875.  
  876. You will note that many categories of Plans have not been unlocked yet. They
  877. will be unlocked soon. The appearance of a plan in your Menu does not depend
  878. on the availability of the items required to complete it. Sisal cannot be
  879. found on the first Island at all, and yet the plans for making Rope and Twine
  880. are available.
  881.  
  882.  
  883. Inventory:
  884.  
  885.  
  886. Your Inventory is the second section in the Menu. Inventory can be explored
  887. in two different ways. You either can reach it through the main Menu by
  888. hitting the top button icon on the upper right side of the screen or you can
  889. reach it directly by hitting the Inventory Icon below the top button on the
  890. upper right side of the screen. If you access it through the main menu, you
  891. will have more detailed organisation, as Inventory will be divided into the
  892. following categories:
  893.  
  894. Resources
  895. Objects
  896. Tools
  897. Clothing
  898. Fruit
  899. Veggies, Nuts and Grains
  900. Small Fish
  901. Medium Fish
  902. Large Fish
  903. Meat
  904. Spices
  905.  
  906. If you access Inventory through the Inventory Icon on the top right of the
  907. screen, you will find only two categories:
  908.  
  909. Resources
  910. Food
  911.  
  912. There is one advantage to access of the Inventory through the Icon on the
  913. screen and that is the 'Grab' option. Although it is available when you
  914. access the Main Menu, this method serves as a quick short-cut.
  915.  
  916.  
  917. Grab Mode:
  918.  
  919.  
  920.  
  921. Grab Mode using the PSP:
  922.  
  923. Grab Mode is used to change the landscape when you have added objects like
  924. Fire Pits or houses to it. You can use Grab Mode to take items from the
  925. ground and add them to your Inventory or simply to delete them.
  926.  
  927. Use X to Grab an Object.
  928. Use Circle to turn the Object.
  929. Use Square to bring up a choice of options:
  930. Delete
  931. Add
  932. Cancel
  933.  
  934. Delete will be your only option if the item is part of a Shelter, such as a
  935. Wall, Door, Window or Roof. Add is another option only if the item is
  936. anything apart from a Shelter, such as a Stove, a Fire Pit or an Instrument.
  937. If you choose Add, you can pick up the item and add it to your Inventory.
  938.  
  939. Grab Mode is useful if you have crafted an item but placed it improperly. If
  940. a Stove is turned against a Wall, for example, use the Grab Mode to turn it to
  941. make it accessible. If you wish to abandon a location, use Add to move all
  942. items into your Inventory.
  943.  
  944.  
  945. Grab Mode using the Wii:
  946.  
  947. Grab Mode is used to change the landscape when you have added objects like
  948. Fire Pits or houses to it. You can use Grab Mode to take items from the
  949. ground and add them to your Inventory or simply to delete them.
  950.  
  951. You can use Grab Mode as follows with the Wiimote:
  952.  
  953. Grab the Object using A.
  954.  
  955. Press 1 and you will see a new menu:
  956. Delete Object
  957.  
  958. Would you like to delete the existing object?
  959. Yes
  960. No
  961. Add to Inventory
  962.  
  963.  
  964. Delete will be your only option if the item is part of a Shelter, such as a
  965. Wall, Door, Window or Roof. Add is another option only if the item is
  966. anything apart from a Shelter, such as a Stove, a Fire Pit or an Instrument.
  967. If you choose Add, you can pick up the item and add it to your Inventory.
  968.  
  969. Grab Mode is useful if you have crafted an item but placed it improperly. If
  970. a Stove is turned against a Wall, for example, use the Grab Mode to turn it to
  971. make it accessible. If you wish to abandon a location, use Add to move all
  972. items into your Inventory.
  973.  
  974.  
  975.  
  976. Personal Info:
  977.  
  978.  
  979. The 'Personal Info' section gives the Sim's personality, skills, job with the
  980. tribe and his/her relationships with other Sims and primates.
  981.  
  982.  
  983. Relationships:
  984.  
  985.  
  986. Relationships
  987. With Chimps
  988. With Crewmates
  989.  
  990.  
  991. Job:
  992.  
  993.  
  994. The Job choices are as follows:
  995.  
  996. Collector: Collectors collect and stockpile nonfood resources, like wood and
  997. vines.
  998.  
  999. Each Job is performed: Once a Day.
  1000.  
  1001.  
  1002.  
  1003. Skills:
  1004.  
  1005.  
  1006. Skills are:
  1007.  
  1008. Cooking
  1009. Mechanical
  1010. Charisma
  1011. Body
  1012. Logic
  1013. Creativity
  1014.  
  1015. The Maximum number of Skill Points in any category is 10.
  1016.  
  1017. Obtaining Skill Points:
  1018.  
  1019.  
  1020. The methods by which you can obtain Skill Points are as follows:
  1021.  
  1022. Cooking: You gain Cooking Skills each time you harvest fruits and vegetables
  1023. and each time you cook a meal, whether at a fire pit or stove.
  1024.  
  1025. Mechanical: You gain Mechanical Skills each time to craft a tool, build a hut
  1026. or light a fire.
  1027.  
  1028. Charisma: You gain Charisma whenever you engage in Social Interactions with
  1029. other creatures, whether another crewmate, an animal or a make-believe friend
  1030. in the form of a Sand Buddy!
  1031.  
  1032. Body: You gain Body Skills by climbing trees, spearing fish or harvesting
  1033. inexhaustible resources such as obsidian, pumice or fine sand.
  1034.  
  1035. Logic: You gain Logic Skills whenever you play chess, find special items such
  1036. as hieroglyphic or treasure map pieces or fish using a fishing pole.
  1037.  
  1038. Creativity: You gain Creativity by playing any instrument, even a simple
  1039. Shaker and by making clothing.
  1040.  
  1041.  
  1042. Personality:
  1043.  
  1044.  
  1045. Personality is determined solely by Astrological sign in this game.
  1046.  
  1047. Astrological Sign
  1048.  
  1049.  
  1050. Map:
  1051.  
  1052.  
  1053. The Map is one of the most useful options that can be accessed through the
  1054. Main Menu. Each island is displayed individually. Use the Left and Right
  1055. arrows on the Wiimote to move your view from Island to Island. If you click
  1056. on any location that has been unlocked previously on ANY Island, your Sim will
  1057. go there directly. Time is taken for any travel, and a destination that is
  1058. close will consume less time than one that is far away. Nonetheless, the Map
  1059. offers an extremely useful shortcut for the player.
  1060.  
  1061.  
  1062. Game Options:
  1063.  
  1064.  
  1065. Game Options are the usual Settings options in terms of Music, Sound Effects,
  1066. Voice and Ambience. They have no bearing on the actual Plot of the game.
  1067.  
  1068.  
  1069. Goals:
  1070.  
  1071.  
  1072. Like Inventory, your Goals can be accessed in one of two ways, either by going
  1073. through the Main Menu or by hitting the third button in the upper right corner
  1074. of the screen. Your Goals in either case are organised in the Lost Books.
  1075. New Books will become available as you unlock new Islands.
  1076.  
  1077. All Books with their contents are listed in the Lost Books section of this
  1078. guide.
  1079.  
  1080.  
  1081. Collectibles:
  1082.  
  1083.  
  1084. Collectibles are Hieroglyphics and pieces of the Treasure Map.
  1085.  
  1086. Hieroglyphics
  1087. Treasure Map
  1088.  
  1089.  
  1090. Fashion and Grooming:
  1091.  
  1092.  
  1093. Clothing Plans are divided into the following categories:
  1094.  
  1095. Hat
  1096. Shirt
  1097. Bottoms
  1098. Shoes
  1099. Bracelet
  1100. Belt
  1101. Jewelry
  1102.  
  1103. New options and designs are unlocked usually when a new resource or raw
  1104. material is discovered. For example, the discovery and collection of Rattan
  1105. unlocks Rattan clothing. The first collection of chicken feathers unlocks
  1106. Feather Clothing.
  1107.  
  1108.  
  1109. Save/Quit:
  1110.  
  1111.  
  1112. Your options here are:
  1113.  
  1114. Save
  1115. Quit
  1116. Save and Quit
  1117.  
  1118.  
  1119. Pier Beach Walkthrough:
  1120.  
  1121.  
  1122. When you reach Pier Beach, you should be able to complete the first section of
  1123. the First Lost Book if you did not do so previously and you should be able to
  1124. complete the first section as well as most of the second section of the Second
  1125. Lost Book.
  1126.  
  1127. All goals in the Lost Books need not be completed in order nor need all goals
  1128. be completed in one book before you begin to complete goals in another book.
  1129. Some Goals are more advanced than others and cannot be completed early in the
  1130. game.
  1131.  
  1132.  
  1133. Basic Survival:
  1134.  
  1135.  
  1136. Remember that the four goals in the basic survival section of the First Lost
  1137. Book were to build a workbench, cook a fish, explore the Jungle and build a
  1138. Shelter. If you did not cook a fish previously, do so now as soon as you
  1139. have built another Emergency Fire Pit on Pier Beach. Always build a Home Tiki
  1140. as well for future use.
  1141.  
  1142. When you prepare to sleep now, go to the Main Menu, choose Roof Plans and
  1143. build the tiny shack roof:
  1144.  
  1145. Tiny 1 x 3 Shack Roof
  1146. Resources Required: Driftwood: 3, Vine: 3, Banana Leaf: 3
  1147.  
  1148. Build an Improvised Cot beneath it as follows:
  1149.  
  1150. Improvised Cot
  1151. Motive Benefits: Sleep 3, Comfort: 3
  1152. Resources Required: Driftwood: 4 Vine: 3
  1153. Places, Tools and Skills: None
  1154.  
  1155. Now if it rains, your Sim will be able to continue to sleep peacefully, rather
  1156. than being awakened prematurely in a foul temper. You should have collected
  1157. plenty of resources for items such as these in the Deep Jungle as you passed
  1158. through on your way to Pier Beach.
  1159.  
  1160.  
  1161. Unlocking the 2nd Crafting Bench:
  1162.  
  1163.  
  1164. Incidentally, you MUST build a shelter of some kind, even a roof, on the 1st
  1165. Island in order to unlock the Bamboo Crafting Bench.
  1166.  
  1167. When you complete all the Goals of basic Survival:
  1168.  
  1169. Basic Survival: Done!
  1170. Good job! Your Sim has finished every goal from this page. This is the best
  1171. way to earn rewards and learn to make new things.
  1172.  
  1173. New Plan: Bamboo Fishing Pole.
  1174.  
  1175. Home Life
  1176. New Goals: Survivial is one thing, but making a home is another.
  1177. Accomplishing these will help your Sim live better.
  1178.  
  1179. New Plans: Shack shelters.
  1180.  
  1181. Light the Home Torch: Done!
  1182.  
  1183. Build a Bed: Done!
  1184. New Plans: Shack Furniture and a new Crafting Bench.
  1185.  
  1186. This is now your home. Light the torch to manage your location.
  1187.  
  1188.  
  1189. Chimps are out to get me
  1190.  
  1191.  
  1192. On Pier Beach, either before or after you sleep beneath your first roof, you
  1193. should be able to fulfil the goals listed in the first section of 'Shipwrecked
  1194. by Lord R. Stickywyck', your Second Lost Book.
  1195.  
  1196. 1. Befriend a Chimp
  1197.  
  1198. You first need to choose the option to 'Shoo' the Chimp in order to establish
  1199. communication with it. You then should name the Chimp and proceed to woo
  1200. his/her friendship by giving the Chimp bananas and entertaining it. When you
  1201. are able to 'Hug' the Chimp, you will have succeeded in making your first
  1202. Chimp friend. Using the 'Chat' option will raise YOUR social Motive.
  1203.  
  1204. 2. Use chimp to gather
  1205.  
  1206. Once a Chimp considers himself/herself your Friend, you may see the Chimp
  1207. return to you with a small green packet in hand. This contains a random gift
  1208. consisting of resources. Obtaining the packet from the Chimp the first time
  1209. can be a little tricky as the Chimp will be impatient and if you do
  1210. not 'Respond' quickly enough, will vanish again through a portal.
  1211.  
  1212. The Chimps: Done!
  1213. New Plan: Chimp of Portent Art
  1214.  
  1215.  
  1216. Chimp Delivery
  1217.  
  1218.  
  1219. At some point in the game, a Chimp will deliver a vital item in the form of
  1220. the first piece of the Treasure Map. You must take delivery of the little
  1221. packet wrapped in banana leaves in order to acquire this piece of the Map.
  1222. When you place it in your inventory, you will see a prompt:
  1223.  
  1224. Chimp Delivery
  1225. Congratulations: Your primate friend has brought you:
  1226. Treasure Map Piece: 1
  1227.  
  1228. In my own games, this particular item was delivered on the second Island, in
  1229. Skull Rock Jungle.
  1230.  
  1231.  
  1232. Home Life:
  1233.  
  1234.  
  1235. The second section of the Second Lost Book is devoted to 'Home Life'. You
  1236. will have accomplished the first two goals at Pier Beach. If you have
  1237. unlocked any plans for Tables, build one to achieve the third. A table
  1238. improves the level of culture for your Sims. If you have a table, you
  1239. can 'Serve' food on the table rather than placing it in the sand or dirt. If
  1240. you have a table and chairs, you can sit and discourse with other Sims while
  1241. eating, improving your Social Motive as well as your Comfort and Food. You
  1242. probably will not have any options to build a Table at this point, however.
  1243.  
  1244. 1. Light the Home Torch
  1245.  
  1246. 2. Build a Bed
  1247.  
  1248. 3. Build a Table
  1249.  
  1250.  
  1251. Reach the Other Island
  1252.  
  1253.  
  1254. 1. Build a raft
  1255.  
  1256. 2. Reach the second Island
  1257.  
  1258. The final section of the Second Lost Book deals with the goal of reaching the
  1259. next Island. In order to build a raft, however, you will require quite a few
  1260. resources:
  1261.  
  1262. Raft:
  1263. Resources Required: Bamboo: 50, Vine: 30, Palm Frond: 10
  1264.  
  1265. Places, Tools and Skills:
  1266. Ancient Pier
  1267. Mechanical: 2
  1268. Body: 2
  1269.  
  1270. As you can see, it is not merely a matter of resources but of Skills as well.
  1271. In order to gain Skills and acquire more resources, as well as exploring all
  1272. portals at the First Island known as Shipwreck Island, you need to explore one
  1273. more area.
  1274.  
  1275. Go to the right at Pier Beach past the almond tree and you will find a way to
  1276. Shipwreck Lagoon.
  1277.  
  1278.  
  1279. Shipwreck Lagoon
  1280.  
  1281.  
  1282. As you might have imagined from the name, Shipwreck Lagoon is the site of a
  1283. picturesque old shipwreck from the Golden Days of Piracy. If you explore the
  1284. ship's deck, you will find another:
  1285.  
  1286. Hieroglyphic
  1287.  
  1288.  
  1289. Shipwreck Lagoon Resources
  1290.  
  1291.  
  1292. On ship deck:
  1293.  
  1294. Driftwood
  1295. Hieroglyphic
  1296.  
  1297. On beach:
  1298.  
  1299. Shells
  1300. Driftwood
  1301.  
  1302. Bananas
  1303. Bananas
  1304. Banana Leaves
  1305. Coconut Palm
  1306. Coconut
  1307. Soft Wood
  1308. Palm Fronds
  1309. Raspberries
  1310.  
  1311. Identify:
  1312. Snowberries
  1313.  
  1314. Two Rocks
  1315. Crafting Bench
  1316.  
  1317. In ocean:
  1318. Fish
  1319. Black Carp
  1320. Mullet
  1321. Bream
  1322. Clams
  1323.  
  1324.  
  1325. Shipwreck Lagoon Walkthrough
  1326.  
  1327.  
  1328. There is nothing really important here apart from the Hieroglyphic, but if you
  1329. were unable to craft a Bamboo Crafting Bench, set up a Workbench using the Two
  1330. Rocks here.
  1331.  
  1332.  
  1333. The Raft
  1334.  
  1335.  
  1336. As previously detailed, the second section of the Second Lost Book deals with
  1337. the goal of leaving the first island and reaching the next one. You must
  1338. return to Pier Beach, to Inspect the Ancient Pier:
  1339.  
  1340. 1. Build a raft
  1341.  
  1342. 2. Reach the second Island
  1343.  
  1344. When you have collected the resources you need to build the Raft and have
  1345. achieved the Skill levels necessary to do so, go to the Ancient Pier and
  1346. choose the option to build a Raft.
  1347.  
  1348. When the Raft is completed, you will discover a new Portal: to take the raft
  1349. to West Beach.
  1350. In attempting to choose the option, however, you may be thwarted by a prompt
  1351. to the effect that you do not possess sufficient energy to make the journey.
  1352. The game will advise you to build a better bed or better tools but that is not
  1353. necessary. What is necessary is Guarana.
  1354.  
  1355. Guarana is a spice that raises energy levels rather like Caffeine. You can
  1356. cook it at an Emergency Fire Pit as a single ingredient or add it to a Recipe
  1357. using any Stove. Prepare it and drink it before you approach the Raft again.
  1358.  
  1359. Now you should be able to make the journey to the second Island.
  1360.  
  1361.  
  1362.  
  1363. Airplane Island
  1364.  
  1365.  
  1366. The second Island is named Airplane Island. Like Shipwreck Island, it was
  1367. named thus because of the ruins of an Airplane that rest in the jungle. The
  1368. point of entry from Shipwreck Island is the West Beach.
  1369.  
  1370.  
  1371. West Beach
  1372.  
  1373.  
  1374. Upon your arrival at West Beach, you will find the Third Lost Book:
  1375.  
  1376. New Challenges:
  1377. New Books
  1378. Your Sims has found The Log of the Final Voyage of Beard Beard the Pirate. It
  1379. has more goals for your Sim.
  1380.  
  1381.  
  1382. Happy Reunion:
  1383.  
  1384.  
  1385. More exciting even than this book, however, is the appearance of one of your
  1386. long-lost crewmates. You need to confront the crewmate and choose the option
  1387. to 'Greet' him/her as quickly as possible in order to accomplish a goal.
  1388.  
  1389. Greet a Crewmate: Done!
  1390. With the crew back together, things should be easier, right?
  1391.  
  1392. New Plan: Death Daisy Potion: This will bring a Sim back to life.
  1393.  
  1394.  
  1395. Death Daisy Potion:
  1396.  
  1397.  
  1398. As always, there is a rather dark aspect to any Sims game. In this game, one
  1399. Sim at least is doomed to expire at some point. His/her resurrection will
  1400. depend upon the Death Daisy Potion. If you think you can outwit the Grim
  1401. Reaper, you are mistaken. Even if you are diligent in maintaining high levels
  1402. with respect to all Motives and needs, one day one of your Sims will refuse to
  1403. respond to command, and become fixed upon a pointless desire that the game
  1404. will not allow you to fulfil. In one game, one of my Sims began to wait for a
  1405. game of 'Red Hands' with another Sim. Even when I attempted to bring the
  1406. other Sim to her to play the game of 'Red Hands', I was unable to gain her
  1407. attention. She witlessly waited there, hour after hour, for an activity I
  1408. could not enable between the two Sims. Obviously, the game was determined to
  1409. kill her.
  1410.  
  1411. A day later, she was dead, having perished from unrequited longing for a game
  1412. of 'Red Hands'.
  1413. Fortunately, at that point I had all other necessary components to create the
  1414. Death Daisy Potion apart from the Death Daisy itself. The flower appears only
  1415. when a Sim has died at the location of the Sim's death.
  1416.  
  1417. Crafting the Death Daisy Potion requires the following:
  1418.  
  1419. Death Daisy Potion:
  1420. Motive Benefits: None
  1421.  
  1422. Resources Required:
  1423. Death Daisy: 1
  1424. Blood Orange: 1
  1425. Manchineel Fruit: 1
  1426. Mandrake Root: 1
  1427.  
  1428. Places, Tools and Skills:
  1429. Crafting Bench: 1
  1430. Cooking: 3
  1431.  
  1432. Whenever a Sim does not appear at home at the end of the day, look at the Sims
  1433. Switcher. If you see a gravestone above the Sim's icon, it means that the Sim
  1434. has died. You need to find the location on the map where the Sim died in
  1435. order to find the Death Rock for that Sim. The Death Rock is a memorial stone
  1436. rather like a gravestone.
  1437.  
  1438. Having found the Death Rock, you then need to choose the option to:
  1439.  
  1440. Mourn
  1441.  
  1442. Keep mourning until the Death Daisy appears, watered by the mourner's tears.
  1443. Choose the option to:
  1444.  
  1445. Pick Daisy
  1446.  
  1447. Now, make certain that one of the surviving Sims has a Cooking level of 3.
  1448. Send that Sim to the Crafting Bench to concoct the Death Daisy Potion.
  1449.  
  1450. Once the Death Daisy Potion has been made, you need to return to the Death
  1451. Rock. You now will see two options:
  1452.  
  1453. Mourn
  1454. Resurrect
  1455.  
  1456. Any living Sim can resurrect a deceased one, provided you have the Death Daisy
  1457. Potion in your Inventory. Once made, it will last forever. Each time a Sim
  1458. dies, however, you need to go through the same steps of:
  1459.  
  1460. 1. Find Death Rock
  1461. 2. Mourn
  1462. 3. Pick Death Daisy
  1463. 4. Resurrect
  1464.  
  1465.  
  1466. Hygiene Motive:
  1467.  
  1468.  
  1469. When you have encountered another crewmate, your Hygiene Motive will be
  1470. unlocked.
  1471.  
  1472. Hygiene Motive Unlocked: This is your Hygiene Motive. With some one else
  1473. around, staying clean is important again. Bathe often.
  1474.  
  1475. It is not too difficult to maintain decent hygiene on an Island. Your Sim can
  1476. leap into the sea in order to raise his/her Hygiene Motive. Hygiene will not
  1477. increase unless your Sim reaches deep water, however. Swim as far out as
  1478. possible so that the Sim is up to his/her neck in the water at least. Diving
  1479. for Clams usually will increase the Hygiene.
  1480.  
  1481. You will not be able to unlock a Shower or Outhouse at this point in the
  1482. game. In fact, these are two of the later conveniences that are unlocked in
  1483. terms of furnishings. Until then, you will be reduced to the use of Toilet
  1484. Paper and bathing in natural bodies of salt or fresh water.
  1485.  
  1486. On the Third Island, you will find a couple of Hot Springs that can be used to
  1487. increase Hygiene and Social Motives.
  1488.  
  1489.  
  1490. Gaining Friendship:
  1491.  
  1492.  
  1493.  
  1494. As with the first Chimp you encountered, you must befriend the crewmate in
  1495. order to achieve another goal. The easiest way to do this is by using the
  1496. following options:
  1497.  
  1498. Play:
  1499. Joke
  1500.  
  1501. Telling jokes appears to be popular with every Sim and is the quickest way to
  1502. build up a friendship with an individual who has become a stranger in terms of
  1503. relationship ratings. Keep telling jokes to the crewmate until he/she reaches
  1504. the Friendship Rating of 40, then choose:
  1505.  
  1506. Special
  1507. Invite Sim to Join Tribe
  1508.  
  1509. Provided the Friendship rating is at least 40, the Sim should accept your
  1510. invitation. This is desirable for a number of reasons.
  1511.  
  1512. Invite Sim to Tribe: Done!
  1513. New Plans: Better furniture
  1514.  
  1515. Your tribe has grown. Now you can control both Sims, using the Sim Switcher.
  1516. Sims can also be given jobs to do around the home lot.
  1517.  
  1518. The Sim switcher is at the lower left of the screen. It is a little confusing
  1519. to use at first, but you should be able to switch control of Sims if they are
  1520. in the same area of the map. Sims in other areas cannot be controlled.
  1521.  
  1522.  
  1523. Home Tiki
  1524.  
  1525.  
  1526. As soon as you have the option to control another Sim, you need to make that
  1527. work to your advantage. Build an Emergency Fire Pit if you have not done so
  1528. previously at West Beach, then erect the Home Tiki and Declare it Home.
  1529.  
  1530. Now assume control of the new crewmate and direct him/her to choose a Job for
  1531. the Tribe at the Home Tiki. I personally like to set ALL Sims to 'Collect
  1532. Resources' as this is a means by which one can obtain items not otherwise
  1533. available at this point in the game. When you are not in control of a Sim, he
  1534. or she apparently can wander and explore places that have not been unlocked
  1535. yet, to bring back interesting and useful items not otherwise available at
  1536. this point.
  1537.  
  1538.  
  1539. Conch
  1540.  
  1541.  
  1542. You need to collect a very useful item at this location. The Conch is on the
  1543. ground near the pillars at the beach when you arrive at West Beach.
  1544.  
  1545. The Conch can be used as a musical instrument but more importantly, can be
  1546. used either to summon a single Sim or to summon the entire tribe. Go to your
  1547. Inventory, find the Conch and place it in your hand. You then will have a
  1548. choice either to summon one Sim or the entire Tribe by blowing on the Conch.
  1549. This is very useful when the Sim you are controlling has wandered far afield
  1550. and you wish to switch control to another Sim. If your Sim is alone in the
  1551. area, simply use the Conch to summon the Tribe. You then will be able to take
  1552. control of any Sim you like.
  1553.  
  1554. Tip: Whenever you are controlling a Sim and he/she becomes exhausted and
  1555. requires sleep, make certain that you Summon the Tribe in order to be able to
  1556. take control of a new Sim as soon as you put the exhausted Sim to sleep.
  1557.  
  1558.  
  1559. Third Lost Book:
  1560.  
  1561.  
  1562. Your first Goals on the second Island are to be found in the first section of
  1563. the Third Lost Book:
  1564. Log of the Final voyage of Beard Beard the Pirate:
  1565.  
  1566. Explore the New Island
  1567.  
  1568. 1. Find the Jungle
  1569. This goal is met when you go from West Beach to Airplane Jungle.
  1570.  
  1571. 2. Find the Cave
  1572. This goal is met when you go from the Airplane Jungle through the entrance to
  1573. the Dark Cave.
  1574.  
  1575. 3. Find the River Plains
  1576. This goal is met when you go from Skull Rock Jungle to the West River Plains.
  1577.  
  1578. 4. Find the Other Beach
  1579. This goal is met when you go from the East River Plains to the East Beach.
  1580.  
  1581. Essentially, all four of these goals are met simply by finding the appropriate
  1582. new portals on the Island and going through them.
  1583.  
  1584.  
  1585. West Beach Resources:
  1586.  
  1587.  
  1588. Coconut Palm
  1589. Palm Fronds
  1590. Coconuts
  1591. Soft Wood
  1592. Grass
  1593. Yellow Hibiscus
  1594. Papaya
  1595. Soft Wood
  1596. Papayas
  1597. Pineapples
  1598. Taro
  1599. Soybeans
  1600. Yams
  1601. Bell Peppers
  1602. Ginger
  1603. Cherries
  1604.  
  1605. In Ocean:
  1606.  
  1607. Fish
  1608. Clams
  1609. N.B. It is very important to dive for Clams here as you will find a piece
  1610. of the Treasure Map inside one of the Clams.
  1611. Treasure Map piece
  1612. Jade
  1613. Gold
  1614. Pearls
  1615.  
  1616. On beach:
  1617. Driftwood
  1618. Shells
  1619. Bottled Messages
  1620. Crates
  1621.  
  1622.  
  1623. Random Items on Beach
  1624.  
  1625.  
  1626. There are a number of items that can be found on any beach. Many of these are
  1627. washed up on the shore on a totally random basis. Some are more common than
  1628. others. The list of items that you can find along the shore of any beach is
  1629. as follows:
  1630.  
  1631. Driftwood
  1632. Shells
  1633. Stones
  1634. Bottled Messages
  1635. Crates
  1636.  
  1637.  
  1638. Bottled Messages:
  1639.  
  1640.  
  1641. Bottled Messages are glass bottles that contain messages. Most of the
  1642. messages are rather amusing, if entirely useless. From time to time, you may
  1643. receive a message from one of your missing crewmates, begging for rescue. You
  1644. need not panic if you do; the messages have no effect whatsoever on gameplay.
  1645. In fact, the sole use of the Bottled Messages is the glass from the bottles.
  1646.  
  1647. Make certain that you save all Bottled Messages, stashing them in your
  1648. Inventory. When you find the Forge on the Third Island, you will be able to
  1649. transform the old glass bottles into new glass for windows.
  1650.  
  1651.  
  1652. Crates:
  1653.  
  1654.  
  1655. From time to time, wooden Crates will be washed up on the shore of any beach.
  1656. You do need an Axe if you wish to have the option to 'Open' the Crate. Some
  1657. of the items that can be found in wooden Crates are:
  1658.  
  1659. Garden Gnomes
  1660. Diving Helmets
  1661. Clothing
  1662.  
  1663.  
  1664. Exploring Airplane Island:
  1665.  
  1666.  
  1667. The portal that you will find on West Beach leads to the Airplane Jungle area.
  1668.  
  1669. When you enter Airplane Jungle:
  1670.  
  1671. Find the Jungle: Done!
  1672.  
  1673. Room Motive Unlocked
  1674. This is your Room Motive. Keeping your Sims living in style will ensure a
  1675. good score.
  1676.  
  1677. The 'Room Motive' is your Sims' satisfaction with their living conditions at
  1678. home. When there is rubbish or rotten food on the floor or tables, the Room
  1679. Motive will decrease. Whenever a fire breaks out, it will leave Ash that
  1680. needs to be Swept in order to improve the Room Motive again.
  1681.  
  1682. The new Portal in the Airplane Jungle is the entrance to a Cave. When you go
  1683. through this portal, you will achieve another goal:
  1684.  
  1685. Find the Cave: Done!
  1686.  
  1687. New Plans: Obsidian Tools
  1688.  
  1689. In the Airplane Jungle, you will find the ruins of an airplane here as well as
  1690. a Radio. Many new resources can be found in the Airplane Jungle. Collect the
  1691. Radio and place it in your Inventory. You will find it very useful later in
  1692. the game.
  1693.  
  1694.  
  1695. Radio:
  1696.  
  1697.  
  1698. When your Sims find the Radio in Airplane Jungle, they will be disposed to
  1699. listen to music and to dance to it. You can change the station to find
  1700. different types of music, but it is not the best way for your Sims to increase
  1701. their Fun Motive as it does not teach them Skills. It is far better for your
  1702. Sims to make their own music using musical instruments they have crafted as
  1703. this will increase their Creativity as well as giving them Fun.
  1704.  
  1705.  
  1706. Musical Ensembles:
  1707.  
  1708.  
  1709. The first musical instrument you will be able to create is a simple Shaker but
  1710. this is a valuable asset. In fact, you should make more than one of these.
  1711. If one Sim is playing music, any other Sims can 'Join', provided there are
  1712. enough instruments for them to play. 'Joining' gives ALL the Sims who are
  1713. playing increased Social Motive as well as boosting their Creativity.
  1714.  
  1715. As the game progresses, you will be able to create more sophisticated
  1716. instruments with higher Motive Benefits. Do not disdain the simple Shaker,
  1717. however. It will take your Sims far along the road to a creative education.
  1718.  
  1719.  
  1720. Airplane Jungle Resources:
  1721.  
  1722.  
  1723. Radio
  1724.  
  1725. Vines
  1726. Manicheel Fruit
  1727. Bamboo
  1728. Mandrake Root
  1729. Guarana
  1730. Banana
  1731. Bananas
  1732. Banana Leaves
  1733. Orange Hibiscus
  1734. White Hibiscus
  1735. Red Hibiscus
  1736. Coconut
  1737. Palm Fronds
  1738. Soft Wood
  1739. Coconuts
  1740. Rumberries
  1741. Papaya
  1742. Soft Wood
  1743. Papaya
  1744. Sugarcane
  1745. Indigo Leaves
  1746. Cucumbers
  1747. Okume Tree
  1748. Soft Wood
  1749. Ti Tree
  1750. Ti Leaves
  1751.  
  1752. Koa Tree
  1753. Hardwood
  1754.  
  1755.  
  1756. Ti Leaves:
  1757.  
  1758.  
  1759. Ti Leaves are a new resource that you will discover in the Airplane Jungle.
  1760. When you collect them, you will obtain a prompt to the effect that you have a
  1761. new option to make clothing using Ti Leaves.
  1762.  
  1763. Harvest Ti Leaves:
  1764. New Plans: Ti Leaf Clothing
  1765.  
  1766.  
  1767. Dark Cave:
  1768.  
  1769.  
  1770. The Dark Cave is a fairly large series of caverns with pools of water and
  1771. obsidian deposits. Caves are a natural form of shelter, so your Sims can
  1772. build beds here if you wish to create a home for them in the Dark Cave. It
  1773. will not satisfy their Home Motive much, but it will allow them to sleep
  1774. peacefully when it is raining. The pools of water can be used as natural
  1775. baths as well.
  1776.  
  1777.  
  1778. Statues of Llama Royalty:
  1779.  
  1780.  
  1781. There are four Statues of members of an ancient Llama royal family scattered
  1782. about the various island. Finding them is a goal. The second of the four
  1783. statues is to be found in the Dark Cave.
  1784.  
  1785. Simply finding the complete set of statues is the Goal. You need not place
  1786. them anywhere, although Sims often enjoy the act of 'viewing' the Statues when
  1787. their Metre is fairly high.
  1788.  
  1789.  
  1790. Obsidian:
  1791.  
  1792.  
  1793. As any student of ancient history knows, obsidian is a fantastic material for
  1794. tools and weapons. An obsidian blade is as sharp as a metal one, although not
  1795. as durable. Obsidian tools were used in surgical procedures in ancient
  1796. civilisations.
  1797.  
  1798. There are a number of obsidian deposits in the Dark Cave, but you will not
  1799. have any option to interact with them unless you have the proper tool. You
  1800. need to craft a stone hammer as soon as you have the necessary resources.
  1801.  
  1802. Obsidian is the first resource that you can harvest in unlimited quantities.
  1803. Once a Sim begins to harvest, he/she will continue until all energy is
  1804. exhausted. It is a fabulous way of building Body Skills but you must be
  1805. careful not to deplete your Sim's metre completely!
  1806.  
  1807.  
  1808. Bamboo Crafting Bench:
  1809.  
  1810.  
  1811. Make the Bamboo Crafting Bench as soon as possible so you can make new tools:
  1812.  
  1813. Stone Chisel
  1814. Stone Hammer
  1815.  
  1816. Stone tools are needed to harvest Obsidian and you cannot craft them at the
  1817. first rudimentary Crafting Bench.
  1818.  
  1819.  
  1820.  
  1821. Dark Cave Resources:
  1822.  
  1823.  
  1824. Stones
  1825. Obsidian
  1826.  
  1827. Fish
  1828. Mullet
  1829. Bream?
  1830.  
  1831. Royal Statue
  1832.  
  1833.  
  1834. Portals in Dark Cave
  1835.  
  1836.  
  1837. You will find two new Portals in the Dark Cave. One is an Ancient Door that
  1838. is locked. You may choose to Inspect it, but you will not be able to unlock
  1839. it at this point in the game, no matter how many Skills your Sims may
  1840. possess.
  1841.  
  1842. The second new Portal is the Steep Passage that leads to the Skull Rock
  1843. Jungle.
  1844.  
  1845.  
  1846. Ancient Door
  1847.  
  1848.  
  1849. There are a number of ancient mysteries on the Islands, of which the Ancient
  1850. Door is the first. It cannot be unlocked or explored at this point in the
  1851. game. Simply take note of the shape of the aperture in the centre of the
  1852. door. It is a keyhole in fact and you will need to find an object that fits
  1853. precisely into it in order to unlock the door. As the object needed will be
  1854. found on the Third Island, you need not fret about the Ancient Door now.
  1855.  
  1856.  
  1857. Steep Passage
  1858.  
  1859.  
  1860. The Steep Passage is a Portal that requires extraordinary energy. If you
  1861. attempt to climb it, you will see a prompt:
  1862.  
  1863. You do not have enough energy to use this portal. You should try to get some
  1864. rest or build a better bed.
  1865.  
  1866. In fact, the best bed and the maximum amount of sleep probably would not
  1867. suffice in this situation. You simply need to prepare a dish using Guarana.
  1868.  
  1869. At this point in the game, you should have the option to choose between five
  1870. different types of Fire Pits and Stoves.
  1871.  
  1872.  
  1873. Fire Pits and Stoves Plans
  1874.  
  1875.  
  1876. There are fundamental differences between Fire Pits and Stoves. Although food
  1877. can be cooked at either, a Stove will not increase a Sim's Social or Fun
  1878. Motives. A Fire Pit can, provided the Sim can persuade another Sim to 'Join'
  1879. him/her at the campfire.
  1880.  
  1881. When two Sims sit together at a campfire, you will see the options:
  1882.  
  1883. Tell Funny Story
  1884. Tell Ghost Story
  1885.  
  1886. Storytelling can raise Social and Fun Motives. It can increase the friendship
  1887. between two Sims as well.
  1888.  
  1889. A Fire Pit is used to mark the tribe's territory through the erection of
  1890. a 'Home Tiki'. You only will see the option to erect a Home Tiki if you have
  1891. created a Fire Pit. A Stove does not offer this option.
  1892.  
  1893. As you can see, therefore, a Fire Pit of some kind is absolutely essential to
  1894. the Tribe.
  1895.  
  1896. There are differences in quality between the three Fire Pits you can make.
  1897. The first is the simplest but is most likely to cause uncontrolled fires.
  1898.  
  1899. As previously stated, fires are not caused by poor cooking skills or by chimp
  1900. interference. They can be caused randomly by any fire burning in an Emergency
  1901. or Provisional Fire Pit. They can be caused if a Sim leaves rubbish on the
  1902. ground rather than disposing of it properly.
  1903.  
  1904. Fire is less likely to escape from a Provisional Fire Pit than the Emergency
  1905. pit. Furthermore, a Provisional Fire Pit will last longer than an Emergency
  1906. one. The best Fire Pit, however, is the Fortified Fire Pit. A Fortified Fire
  1907. Pit is durable and fairly safe, although it can collapse in time and require
  1908. rebuilding.
  1909.  
  1910. As far as Stoves are concerned, the basic difference between the different
  1911. plans are the number of ingredients that can be used to prepare any dish.
  1912.  
  1913. At all Fire Pits, only 1 Ingredient can be used, irrespective of the quality
  1914. of the Fire Pit.
  1915.  
  1916. At the Hut Stove, 2 ingredients can be combined to create a Dish.
  1917.  
  1918. At the Cabin Stove, 3 ingredients can be combined.
  1919.  
  1920. At the Bungalow Stove, the maximum number of 4 ingredients can be combined to
  1921. create a dish. If it is made as a Group Meal, it will be considered
  1922. a 'Feast'.
  1923.  
  1924. The Bungalow Stove will not be unlocked at this point of the game, but I have
  1925. included it here as it is the best stove for cooking.
  1926.  
  1927.  
  1928. Emergency Fire Pit
  1929. Motive Benefits: Fun 2 Comfort 1
  1930. Resources Required: Driftwood 5
  1931.  
  1932. Provisional Fire Pit
  1933. Motive Benefits: Fun 2 Comfort 3
  1934. Resources Required: Stone 3 Clay 5
  1935. Places, Tools and Skills: Mechanical 4
  1936.  
  1937. Hut Stove:
  1938. Motive Benefits: None
  1939. Resources Required: Bamboo 10 Vine: 10 Softwood: 10 Stone: 8
  1940. Places, Tool s and Skills: Mechanical 2 Cooking 2
  1941.  
  1942. Fortified Fire Pit
  1943. Motive Benefits: Fun 2 Comfort 5
  1944. Resources Required: Stone 20 Clay 15
  1945. Places, Tools and Skills: Mechanical 6
  1946.  
  1947. Cabin Stove
  1948. Motive Benefits: None
  1949. Resources Required: Hardwood: 5 Softwood: 10 Stone: 30 Clay: 10
  1950. Places, Tools and Skills: Mechanical 4 Cooking 4
  1951.  
  1952. Not Yet Unlocked:
  1953.  
  1954. Bungalow Stove:
  1955. Motive Benefits: None
  1956. Resources Required: Metal Ore: 25
  1957. Places, Tools and Skills: Mechanical 6 Cooking: 6
  1958.  
  1959.  
  1960. Cooking and Cleaning
  1961.  
  1962.  
  1963. At the first two Fire Pits, you will be able to cook for yourself but you will
  1964. not be able to cook for others. At any Stove, however, you will have the
  1965. option to:
  1966.  
  1967. Cook Group Meal
  1968.  
  1969. Cooking a Group Meal requires more ingredients than a meal for oneself. You
  1970. need 3 of each ingredient in order to be able to use an ingredient. With
  1971. less than 3 of any single item, you will not be able to use it to prepare a
  1972. Group Meal.
  1973.  
  1974. When you Cook at a Fire Pit, you immediately eat the food that you have
  1975. prepared. When you Cook at a Stove, you need to choose the option to: Eat.
  1976. When you cook a Group Meal, you need to do as follows:
  1977.  
  1978. Serve
  1979.  
  1980. If you have a table of any kind, you will place the dish on the table when
  1981. you 'Serve' it. If you have no Table, you will place the dish on the ground
  1982. or floor. You then need to choose:
  1983.  
  1984. Grab a Plate
  1985.  
  1986. After you take a portion of the dish, you need to choose:
  1987.  
  1988. Eat
  1989.  
  1990. When you have finished the dish, it will not vanish automatically. You will
  1991. see the following options:
  1992.  
  1993. Drop
  1994. Clean Up
  1995.  
  1996. If you 'Drop' the dish, it will rot and create a poor environment for all
  1997. Sims. Always force your Sim to clean up his/her food. There are two ways to
  1998. Clean Up.
  1999.  
  2000. The default method is by throwing the remains into a Fire Pit. If there is no
  2001. Fire Pit, your Sim will not be able to clean up and will leave the dish on the
  2002. ground to rot.
  2003.  
  2004. If there is a Fire Pit, but no fire is lit, your Sim will be obliged to light
  2005. the fire before he/she can clean up. He/she then should collect ALL food
  2006. remains and throw them upon the bonfire.
  2007.  
  2008. The more sophisticated method of Clean Up is to throw all the remains into a
  2009. Toilet. You need to have an outhouse in order to use this method. If you
  2010. have an Outhouse, the Sim will attempt to throw the rubbish into the toilet.
  2011. If the Outhouse is occupied, the Sim may wait until it becomes free or he/she
  2012. may drop the food on the ground again. I believe it depends partly on the
  2013. Sim's personality.
  2014.  
  2015. Try always when you control a Sim to clean up any area in which you have built
  2016. a home, as this will prevent accidental fires.
  2017.  
  2018.  
  2019. Skull Rock Jungle
  2020.  
  2021.  
  2022. When your Sim is rested and happy, try to Explore the Steep Passage. If your
  2023. Sim cannot make the trip unaided, fix some Guarana and try again. When he/she
  2024. emerges into the light of day, you will find yourself in the Skull Rock Jungle.
  2025.  
  2026. The Skull Rock Jungle has two wonderful new resources in the form of Sisal and
  2027. Clay. Sisal is the item used in Rope and Twine.
  2028.  
  2029. To find the Clay, you may have to clear away other resources in front of it.
  2030. The Clay deposits can be found near a cliff wall, behind some Bamboo and other
  2031. plants.
  2032.  
  2033. As previously stated, if you take a delivery of a green banana leaf parcel
  2034. from a Chimp in Skull Rock Jungle, you may find:
  2035.  
  2036. Chimp Delivery
  2037. Congratulations: Your primate friend has brought you:
  2038. Treasure Map Piece: 1
  2039.  
  2040. When you have harvested Sisal, either go to or build a Crafting Bench in order
  2041. to create two new tools:
  2042.  
  2043. You then can craft two new tools:
  2044.  
  2045. Shell Hoe
  2046. Sewing Kit
  2047.  
  2048. With the Shell Hoe, you can chop Soft Wood from trees such as the Coconut Palm
  2049. and Papaya Tree.
  2050.  
  2051.  
  2052. Skull Rock Jungle Resources:
  2053.  
  2054.  
  2055. Identify:
  2056. Brazil Nuts
  2057.  
  2058. Mangoes
  2059. Breadfruit
  2060. Rattan
  2061. Grapefruit
  2062. Onion
  2063. Garlic
  2064. Sisal
  2065. Tomatoes
  2066. Long Beans
  2067. Papaya
  2068. Soft Wood
  2069. Papayas
  2070. Sugarcane
  2071. Rice
  2072. Lychees
  2073. Bananas
  2074. Bananas
  2075. Banana Leaves
  2076. Vines
  2077. Cucumbers
  2078. Snowberries
  2079. Rumberries
  2080. Koa Tree
  2081. Hardwood
  2082. Ti Tree
  2083. Ti Leaves
  2084. Orange Hibiscus Flowers
  2085. Red Hisbiscus FLowers
  2086. Yellow Hibiscus Flower
  2087. White Hibiscus Flower
  2088. Bamboo
  2089.  
  2090. Clay
  2091.  
  2092. Access to:
  2093.  
  2094. Dark Cave
  2095. West River Plains
  2096.  
  2097.  
  2098. West River Plains:
  2099.  
  2100.  
  2101. In Skull Rock Jungle, from the entrance to the Dark Cave, immediately go to
  2102. the right to find the River Plains.
  2103.  
  2104. You will see a prompt:
  2105.  
  2106. Find the River Plains: Done!
  2107. New Plans: Better shelters and tools for farming.
  2108.  
  2109. New Book: Your Sim has found Moneywell's Big Book of Survival 2. It has more
  2110. goals for your Sim.
  2111.  
  2112. Exploring the new Plains, walk to the end of the area and you will see a
  2113. prompt next to a rock:
  2114.  
  2115. Craft Bridge across Chasm
  2116.  
  2117. You will need:
  2118. 10 Rope
  2119. 25 Bamboo
  2120. 10 Softwood
  2121.  
  2122. You may not have sufficient Skill for this now but keep the resource list in
  2123. mind as your Sims collect items.
  2124.  
  2125. To the right of this rock is a trail that leads down through the Chasm to a
  2126. new area. You may not have sufficient Body Skill, however, to 'Explore Chasm'.
  2127.  
  2128. You will meet your third crewmate in the West River Plains as well. As with
  2129. respect to the second crewmate, first choose the option to:
  2130.  
  2131. Greet
  2132.  
  2133. After you greet the lost crewmate, choose 'More', then 'Tell Joke' again and
  2134. again until the Friendship Points reach about 40, then choose 'Special'
  2135. and 'Ask to Join Tribe'.
  2136.  
  2137. As soon as you gain control of another crewmate, make certain to set him/her a
  2138. Task at the Tiki. If you have not built a Fire Pit at the West River Plains,
  2139. do so in order to build a Home Tiki there. Set the Sim to Collect Resources
  2140. as this appears to be the most useful. In this way, you will obtain extra
  2141. supplies for crafting tools, objects and shelters.
  2142.  
  2143. You will see your first chicken and your first wild boar in the West River
  2144. Plains as well.
  2145.  
  2146. Make the Bamboo Crafting Bench as soon as possible so you can make new tools:
  2147.  
  2148. Stone Chisel
  2149. Stone Hammer
  2150.  
  2151. These will allow you to harvest obsidian, very important to make the best
  2152. tools. Remember that Obsidian can be found in the Dark Cave. Like Clay, it
  2153. is an inexhaustible resource.
  2154.  
  2155.  
  2156. West River Plains Resources:
  2157.  
  2158.  
  2159. Identify:
  2160. Chili Peppers
  2161. Taro
  2162. Carrots
  2163. Tumeric
  2164. Physic Nuts
  2165.  
  2166.  
  2167. Vines
  2168. Mangoes
  2169. Garlic
  2170. Onions
  2171. Lemon
  2172. Lime
  2173. Tangerine
  2174. Peaches
  2175. Yams
  2176. Breadfruit
  2177. Cotton
  2178. Sisal
  2179. Wheat
  2180. Rice
  2181. Grass
  2182. Soybeans
  2183. Tomatoes
  2184. Manchineel Fruit
  2185. Snowberries
  2186. Raspberries
  2187. Taro
  2188. Sugarcane
  2189. Cannonball
  2190. Watermelon
  2191. Mangosteens
  2192. Grapefruit
  2193. Lychees
  2194. Bell Peppers
  2195. Corn
  2196. Orange Hibiscus Flower
  2197. White Hibiscus Flower
  2198.  
  2199. Koa Tree
  2200. Hardwood
  2201.  
  2202. Chicken Feathers
  2203.  
  2204. If you set a trap:
  2205.  
  2206. Chicken
  2207. Meat
  2208. Eggs
  2209.  
  2210. Access to:
  2211.  
  2212. Skull Rock Jungle
  2213. East River Plains
  2214.  
  2215.  
  2216. Hunting:
  2217.  
  2218.  
  2219. It is in West River Plains that you will obtain new options to hunt for meat.
  2220. If you can confront a wild boar, you can acquire Ham and Leather from it as
  2221. well as Boar Tusks. If you can catch a Chicken, you will be able to obtain
  2222. Chicken meat from it.
  2223.  
  2224.  
  2225. Wild Boar:
  2226.  
  2227.  
  2228. Fought a boar:
  2229. Hunt a Boar: Done!
  2230. New Plans: Boar Clothes and a Scarecrow
  2231.  
  2232.  
  2233.  
  2234. Chickens:
  2235.  
  2236.  
  2237. In specific locations in different areas, you either will see an actual
  2238. Chicken or find a pile of feathers that will give you a prompt as follows:
  2239.  
  2240. Set:
  2241. Chicken Trap
  2242.  
  2243. In order to make a Chicken Trap, you will need:
  2244.  
  2245. Chicken Trap:
  2246. Motive Benefits: None
  2247. Resources Required: Softwood: 10
  2248.  
  2249. Places, Tools and Skills:
  2250. Crafting Bench 1
  2251. Knife
  2252. Mechanical 5
  2253.  
  2254. As you can see, you do need to make the Chicken Trap at a Crafting Bench.
  2255. Once you have made the trap, it will go into your Inventory. When you find a
  2256. location that offers the prompt to set the trap, you can do so. More than one
  2257. Chicken Trap can be made and set at locations throughout the map.
  2258.  
  2259. You then need to go to the traps to see if a chicken has been caught at any of
  2260. them. When you do catch a Chicken, you will see a prompt:
  2261.  
  2262. Catch a Chicken: Done!
  2263. New Plan: Chicken Coop!
  2264.  
  2265. The first Chicken that you catch automatically will be converted to meat as
  2266. you will not have any place for its domestication. Make a Chicken Coop if you
  2267. wish to have the choice to domesticate the next Chicken that you catch.
  2268.  
  2269. In order to make a Chicken Coop, you will need:
  2270.  
  2271. Chicken Coop
  2272. Motive Benefits: None
  2273. Resources Required:
  2274. Softwood: 10
  2275. Grass: 10
  2276. Vine: 10
  2277.  
  2278. Places, Tools and Skills: Mechanical 4
  2279.  
  2280. As you can see, you do not need to be at a Crafting Bench in order to make a
  2281. Chicken Coop. When you have built the Coop, you will be able to take the next
  2282. Chicken that you catch and choose 'Add' to add it to the Coop.
  2283.  
  2284. Add to Coop
  2285. Serenade Chicken
  2286. Collect Eggs
  2287.  
  2288. Once you have a Chicken in the Coop, you will have a new option:
  2289.  
  2290. Serenade Chicken
  2291.  
  2292. Do so and the Chicken will lay eggs for you. You then will see an option to:
  2293.  
  2294. Collect Eggs.
  2295.  
  2296. When you collect your first eggs, you will fulfil another Goal:
  2297.  
  2298. Collect an Egg: Done!
  2299.  
  2300. You can collect eggs from a chicken again and again. There is no time limit.
  2301. You simply need to keep serenading the Chicken to induce it to produce more
  2302. eggs.
  2303.  
  2304. In your first visit to West River Plains, you should be able to fulfil the
  2305. first two goals in the first section of the Third Lost Book:
  2306.  
  2307. Live Off the Land
  2308.  
  2309. 1. Catch a Chicken
  2310.  
  2311. 2. Hunt a Boar
  2312.  
  2313.  
  2314. Fashion and Grooming
  2315.  
  2316.  
  2317. You may have noticed by now that your male crewmates have become increasingly
  2318. unkempt in appearance with long hair and beards. All you need to do if you
  2319. wish to improve their grooming is to access the 'Fashion and Grooming' section
  2320. in the Main Menu.
  2321.  
  2322. Here you can go to 'Head' and then choose to restore a clean-shaven appearance
  2323. to the Sim. If you wish to keep his hair long, however, you are at liberty
  2324. to do so. If you wish to give the male a shorter hairstyle, that can be done
  2325. as well.
  2326.  
  2327.  
  2328. New Portals at West River Plains:
  2329.  
  2330.  
  2331. Walk to the end of the area and you will see two options in terms of new
  2332. exits.
  2333.  
  2334. The first is:
  2335.  
  2336. Cross Chasm
  2337. Canyon Pass
  2338.  
  2339. The second is: Build Bridge
  2340.  
  2341. To build a bridge across the Chasm, you will need the following:
  2342.  
  2343. Rope Bridge:
  2344.  
  2345. Motive Benefits: None
  2346. Resources Required: Rope: 10, Bamboo: 25, Softwood: 10
  2347. Places, Tools and Skills: Chasm, Mechanical 4, Logic 4
  2348.  
  2349.  
  2350. Farming:
  2351.  
  2352.  
  2353. If you have been collecting ash from fire pits and have crafted a hoe, you
  2354. should be able to cultivate a patch of soil now to plant whatever resources or
  2355. crops you wish.
  2356.  
  2357. Cultivatable Soil Patch:
  2358.  
  2359. Motive Benefits: None
  2360. Resources Required: Ash: 1
  2361. Places, Tools and Skills: Hoe, Cooking 4
  2362.  
  2363. Plant a crop or resource that is scarce in this area and then harvest it to
  2364. complete two goals in the fourth Lost Book:
  2365.  
  2366.  
  2367. Fourth Lost Book, Part I:
  2368.  
  2369.  
  2370. Moneywell's Big Book of Survival, Book 2
  2371.  
  2372. Farm
  2373.  
  2374. 1. Plant a Crop
  2375.  
  2376. 2. Harvest a Crop
  2377.  
  2378. 3. Harvest an Egg
  2379.  
  2380. You should have harvested an egg now if you set a trap for a Chicken and built
  2381. a chicken coop after catching one. Simply Serenade the Chicken on top of the
  2382. Coop in order to be able to collect eggs from it.
  2383.  
  2384. When you have harvested your first crop, you will see a prompt:
  2385.  
  2386.  
  2387. Chicken Feathers:
  2388.  
  2389.  
  2390. The first time you see Chicken feathers on the ground and choose to collect
  2391. Feathers, you will obtain a new option:
  2392.  
  2393. New Plans: Feather Clothing.
  2394.  
  2395.  
  2396. Resources at West River Plains:
  2397.  
  2398.  
  2399. Resources and crops that are available at the West River Plains are as follows:
  2400.  
  2401. Tangerine
  2402. Lemon
  2403. Lime
  2404. Pineapple
  2405. Mangoes
  2406. Peaches
  2407. Carrots
  2408. Cotton
  2409. Lychees
  2410. Soybeans
  2411. Tomatoes
  2412. Corn
  2413. Manchineel
  2414. Bell Peppers
  2415. Raspberries
  2416. Cherries
  2417. Snowberries
  2418. Cannonballs
  2419. Chili Peppers
  2420. Sisal
  2421. Rice
  2422. Sugarcane
  2423. Grapefruit
  2424. Taro
  2425. Wheat
  2426. Ga
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