--------------------------------------------------------------------- ____ _ ____ _ _ ____ ____ / ___|(_)_ __ ___ / ___(_) |_ _ _ | _ \/ ___| \___ \| | '_ ` _ \ | | | | __| | | | | | | \___ \ ___) | | | | | | | | |___| | |_| |_| | | |_| |___) | |____/|_|_| |_| |_| \____|_|\__|\__, | |____/|____/ |___/ --------------------------------------------------------------------- ---------------------------------------------------- | | | Table of Contents | | | | -Introduction....................1.0 | | -Advisors........................2.0 | | -Julie McSim.............2.01 | | -Ayako Tachibana.........2.02 | | -Servo3000...............2.03 | | -Kaishu Tachibana........2.04 | | -Alien...................2.05 | | -Menus...........................3.0 | | -Game Mechanics..................4.0 | | -Demolition..............4.01 | | -RCI.....................4.02 | | -Ratio of Zones..........4.03 | | -Light vs Heavy zoning...4.04 | | -Distance from Roads.....4.05 | | -Power & Water Dist......4.06 | | -Land Value..............4.07 | | -Tax.....................4.08 | | -Rails & Roads...........4.09 | | -Pollution...............4.10 | | -Quality of Life & Aura..4.11 | | -Action Events...........4.12 | | -Disasters...............4.13 | | -FAQs....................4.14 | | -Interviews......................5.0 | | -Building strategies.............6.0 | | -Center of the Map.......6.01 | | -Offensive Buildings.....6.02 | | -Optimal Blocks..........6.03 | | -Build a City....................7.0 | | -Land Parcels............7.01 | | -Mayoral Interviews......7.02 | | -Changing Advisors.......7.03 | | -Yearly Economic Review..7.04 | | -Dr. Simtown & Rewards...7.05 | | -Landmark Usage..........7.06 | | -Events & Disasters......7.07 | | -Population Rewards......7.08 | | -Research Buildings......7.09 | | -Save the City Missions..........8.0 | | -Africanus...............8.01 | | -Russeria................8.02 | | -Australis...............8.03 | | -North Amiland...........8.04 | | -Euroland................8.05 | | -Asiazone................8.06 | | -Sudamer.................8.07 | | -Ukingani................8.08 | | -Museum & Landmark Passwords.....9.0 | | -Standard Collection.....9.01 | | -Landmark Collection.....9.02 | | -Credits.........................10.0 | | -Contact Information.............11.0 | | -Legal Junk......................12.0 | | | ---------------------------------------------------- ____________________ \ 1.0 Introduction \ --------------------------------------------------------------------- Sim City DS is a simulation game focused on building buildings and managing finances. There are various game modes, from premade scenarios in which you save cities from financial ruin to a free form mode in which you build a city for as long as you want, or until you run out of money. Because Sim City DS is by its nature open ended and dynamic, this guide can not comprehensively walk you through each moment of gameplay. Instead, this guide will focus on explanations of the portions of the game that can be confusing or difficult: -Main Menu system -Game Mechanics -Buildable Objects -Building Strategies -Save the City missions -General advice for the free form mode -Museum listings This guide assumes you have read the manual or used the ingame tutorial, and know how to do such simple things as click and drag a zone block. This guide does not explain the basics of the interface, as Sim City DS has a very nice ingame tutorial program that explains the entire interface. ________________ \ 2.0 Advisors \ --------------------------------------------------------------------- You'll be seeing your advisor continuously throughout your entire Sim City DS experience, so choose the one that appeals to you most. All in all, advisors are mostly window dressing. Their advice is not often helpful. In fact, sometimes their advice runs contradictory to what is actual best for your city, especially during citizen audience deals. It is therefore recommended to not choose based on "specialty", as the specialty advice is nothing you can not find in the manual, this FAQ, or just plain common sense. During Build a City mode, in mayoral guest scenes (! over advisor's head), a random advisor will sometimes show up, asking to replace your current advisor. This replacement is permanent until another advisor shows up and asks to be your new advisor. These replacement opportunities can take quite awhile, so make sure you really want to replace your current advisor. Name: Julie McSim (2.01) Sex: Female Age: It's a secret Specialty: Pollution Comments: Experienced in all matters of city-building. An expert advisor with high standards for environmental issues. Selection: Default advisor Name: Ayako Tachibana (2.02) Sex: Female Age: 28 Specialty: Finance Comments: Raised abroad and spoiled by her father. She combines his skills with her easygoing style. Has a naive streak. Selection: First answer always when starting game. Name: Servo3000 (2.03) Sex: Unknown (robot) Age: Unknown (newly-made) Specialty: Development Comments: A robot built by the town's resident "mad scientist," Dr. Simtown. Generally reliable but needs attention. Selection: Second answer always when starting game. Name: Kaishu Tachibana (2.04) Sex: Male Age: 55 Specialty: Finance Comments: An elite advisor who served in the Foreign Ministry. Especially reliable economic advice. Selection: Third answer always when starting game. Name: Alien (2.05) Sex: ? Age: ? Specialty: All around Comments: ? Selection: Shows up, at random, during mayor interview scenes in Build a City mode, asking to replace your current advisor. _____________ \ 3.0 Menus \ --------------------------------------------------------------------- This section describes the main menu and the options available. -Build A City This mode allows you to build up a city on a map, with no time limit. Just build all you want, as much as you can. -Save the City In this mode you save cities from financial ruin. There is one scenario per real world continent. Each continent has a fanciful name related to its real world counterpart, such as Sudamer for South America. Finishing each mode unlocks a set of landmarks for the museum and for use in a Build a City game. -Options The options screen allows you to tweak various settings... +Disaster Difficulty How often they appear and how damaging they are. +Action Events Bonus mini-games that can give or take money. +Volume +BGM Level Background Music Level. +SE Level Sound Effects Level. +Erase Saved Data Erases saved data! This erases ALL data, including language preference, advisor, Save the City completion status, Museum pieces, and everything else. NOTE: Don't use this unless you really mean it! -Museum A collection of items and landmarks gained through performance in Build a City or Save the City. Landmarks can also be unlocked through passwords: +Standard Collection Listings unlocked through Build a City +Landmarks Collection Listings unlocked through Save the City or by special passwords (section 9.02). -Tutorial A set of 15 tutorial missions that will teach you the basics of Sim City DS. Julie McSim, the default advisor, will be your coach for this, even if you have an alternate advisor. -Post Office In the post office, you can send letters to other friends via DS WiFi. Gifts can also be sent through this mode. This mode is only unlocked after achieving 100 population in a Build a City city, placing a post office in your city, and choosing a form letter through the ingame Mail icon. ______________________ \ 4.0 Game Mechanics \ --------------------------------------------------------------------- -Demolition (4.01) This listing exists to inform you of one extremely useful tactic: How to not accidentally demolish things. As you will find with time, accidentally demolishing things happens a lot in Sim City DS. To avoid this, after first touching the screen, do not untouch it. Instead, drag the demolition area to one of the map edges and out into the black, blank space. Result? Demolition does not occur. You can tell when you have done this correctly, as there will be zero cost shown for destruction. Don't untouch the screen until zero cost is shown! -RCI demand (4.02) RCI demand lets you know what your citizens want. This is often an all or nothing situation, with one type of zone dominating the entire bar. If this is the case, you literally must build more of this type of zone for your population to grow. WARNING: Watch out for false demand. There are times of stagnation where nothing will grow. Usually the demand shown at this time is commercial, yet if you build commercial, nothing grows. At such times, other issues may lurk. Try the following to break out of this deadlock: Save, Exit, and Reload - Sometimes the data seems to stick. Change taxes - Stimulates growth or causes inflated population to level out. Improve Quality of Life, Aura, and/or Land Value. Address critical issues, such as pollution or crime. -Ratio of Zones (4.03) Sim City DS skews heavily in favor of Residential. I find a good level of zoning is 8:3:1, R:C:I. Some people report even higher Residential to Commericial ratios. This is just advice. Experiment and find what you think is best. Or just build in response to what the R:C:I meter tells you. -Light versus Heavy zoning (4.04) Light/Medium zoning has the following positive attributes: Cheaper - Light/Medium is cheaper to build than Heavy. Fast build - Light/Medium zones build faster than Heavy. Bad Land Value - Bad value zoning that won't build well anyways. Heavy zoning has the following positive attributes: Higher Population - Heavy zones achieve higher population. More Money - Heavy zones bring in more money. -Distance from Roads (4.05) Zone blocks must be in contact with road in order to build, as shown in the following diagram: rrr| Here, the "r" is residential and the "|" is a road segment. Following are the maximum distances each type of zone can be from a piece of road: Industrial - 5 Residential - 4 Commercial - 3 This means if one part of a line of zones is touching a road, the squares behind it do not need to. Following are diagrammatic examples: rrrr| (all four residential squares will build) iiiiii| (only the first five industrial squares will build) ccc| (all three commercial squares will build) ---- rrrr rrrr rrrr r (all residential squares will build) ---- cccc cccc cccc c (In this example, the fourth commercial square will not build) ------ |rrrrr |rrrrr |rrrrr |rrrrr (All residential squares will build, though it is 5 wide, as the fifth line is only four tall and is touching a road piece) -Power & Water Distribution (4.06) Power and Water are the basic utilities you need to fuel your city's growth. Power works by providing service to any building within 4 squares. The powered building then provides service to anything else within 4 squares. In this way, it is simple to propagate power throughout an entire city without placing water pipes or power lines. Only when your city is very new will you need power lines, unless you build a very odd city with unique shapes all over the map. Water is even simpler: Build a pump station or water tower, ANYWHERE. That's right. You don't need to lay any pipes, put any buildings next to the water utility. Just build them and the water propagates throughout the entire map. -Land Value (4.07) Land value is of great concern in that the higher the land value, the better the buildings it will create, and the better the buildings created, the more population that will populate it, and the more population you have the more taxes you have. All of the following things affect land value: Land value affecting buildings (positive & negative) Land value affecting greenery & water Proper Police/Fire coverage Pollution Garbage Traffic "Aura" Commercial and Residential zoning needs high value land. Industrial zoning needs low value land. Industrial buildings automatically change high value land into low value land, affecting the land value around them. WARNING: Keep Industrial zones away from Residential! -Tax (4.08) Tax brings in money. What you may not know is that low tax brings in population. The more population you have, the more money you get. It's helpful to lower residential tax to 4 or 5 when you reach 100,000 or more people. It's helpful to lower Commercial and Industrial tax to 3 or 4 when you reach 200,000 people. If you want to reach even higher levels, even lower taxes will help, but don't bankrupt yourself doing so. If you need to, save up money for power plant, water station, and waste management replacements before lowering taxes and boosting population. -Rails & Roads (4.09) Roads are simple. You need roads so zones will grow buildings. Yet, roads pollute. There is no way around this fact of life. You will always have road pollution, and you will always have to deal with roads affecting Land Value and Quality of Life. What you can do is work to minimize the negatives by using bus stations and railways to reduce traffic, and greenery/water to reduce pollution. Here is one method to reduce pollution: ----------------------| gwwgwwgwwgwwgwwgwwgwwg| ----------------------| rrrrrrrrrrrrrrrrrrrrrr| rrrrrrrrrrrrrrrrrrrrrr| rrrrrrrrrrrrrrrrrrrrrr| rrrrrrrrrrrrrrrrrrrrrr| Here some of the pollution is mitigated by the strip of greenery and water in between the two roadways. In addition, water raises land value. Placing bus stations is simple, as well: ----------------------| gwwgwwgwwgwwgwwgwwgwwg| ----------------------| rrrrrrrrrrrrrrrrrrrrrr| rrrrrrrrrrrrrrrrrrrrrr| rrrrrrrrrrrrrrrrrrrrrr| pfpfpfpfpfpfpfpfpfpfpb| rrrrrrrrrrrrrrrrrrrccc| rrrrrrrrrrrrrrrrrrrccc| rrrrrrrrrrrrrrrrrrrccc| ---------------------- Here we've left a strip of land in between two blocks of residential, in order both to increase Land Value and Quality of life with Small Parks (p) and Fountains (f), and to allow a Bus Station (b) to relieve traffic congestion. Railways are a bit trickier: RS--------------------- RSwwgwwgwwgwwgwwgwwgwwg| R----------------------| Rrrrrrrrrrrrrrrrrrrrrrr| Rrrrrrrrrrrrrrrrrrrrrrr| Rrrrrrrrrrrrrrrrrrrrrrr| Rpfpfpfpfpfpfpfpfpfpfpb| Rrrrrrrrrrrrrrrrrrrrccc| Rrrrrrrrrrrrrrrrrrrrccc| Rrrrrrrrrrrrrrrrrrrrccc| R---------------------- Sim citizens do not like rails and roads running parallel to each other. The game states that this "confuses" them. One answer is to cut your Rail Stations (RS) and your Rails (R) through the middle of a block of zone, thus avoiding parallel roads/rails and relieving traffic congestion at the most critical areas: right in the middle of long stretches of road. Yet another concern is that Rail Stations have a negative effect on their surroundings, so you don't want to place them too often. Once every 16 or so squares should be sufficient. NOTE: One last subject worthy of noting is that you want your rails to travel from your furthest residential reaches to your industrial area. Industry accounts for a lot of jobs, and therefore causes a lot of traffic. Having rails from residential to industrial zones will cut down on traffic, pollution, and quality of life issues. -Pollution (4.10) Pollution is a constant problem in sim cities. Pollution is caused by the following things: Traffic Polluting buildings (Power Plants, Industry, etc.) Uncollected garbage Pollution can be reduced in various ways: Garbage removal (recycling = best) Non-polluting power sources Traffic reduction Time NOTE: Over time, pollution from traffic will lessen a bit, for seemingly historical reasons (cleaner cars). -Quality of Life & Aura (4.11) Quality of Life and Aura are nebulous concepts that are affected by various buildings, services, and statistics. Aura is implied to improve QoL and possibly Land Value. Quality of Life improves the attractiveness of the city to new and existing citizens (increases growth, decreases unrest). In general, Quality of Life is affected by: Health Education Protection (Police/Fire) Land Value Traffic Pollution Distance from Work/Shopping Water Pollution QoL affecting buildings (positive & negative) The simplest and most direct way to improve your QoL is to place QoL affecting buildings, such as Parks, Fountains, and Zoos. However, these QoL benefits will be completely mitigated if your city is laboring under heavy pollution, crime, complete lack of education, and other problems. So, to keep your QoL up, make sure you have enough education buildings (and a variety of them), hospitals, police/fire coverage, low traffic, low pollution, and shopping/work within reasonable travel distance. To be honest, QoL is difficult to keep at high rates throughout your city. To consider yourself a great mayor, you have to be able to meet these needs of your citizens. Remember to keep up to date on your city's health, education, and other levels through the Data & Graph sheets, as detailed in the in-game tutorial. -Action Events (*SPOILER ALERT*) (4.12) These events require your touchscreen input. They're minigames that spice up the otherwise managerial stuffiness of managing sim citizens and cities. Fireworks Gala Celebration time! During special occasions, such as anniversary years or population milestones, your city's citizens set off fireworks for you to explode. +Tap them when they start flashing to set them off. +Each successful explosion produces a money bonus. +A special bonus is received for setting off all of the fireworks. Santa Santa shows up on Santa day, if your city is clean, prosperous, and healthy. +Tap Santa as many times as you can. +Each tap produces a present. +The total presents produces a money bonus. Merry Santamas! Firestorm A massive firestorm suddenly appears in your city. +Arrows on the screen tell you what general direction the fire areas are in. +Navigate in those directions to find the fires. +Blow steadily into the microphone to put them out. NOTE: Having proper fire station coverage seems to remove the possibility of this disaster. UFO Alien Attack! +Click and drag the objects out of the UFO's ray. +The more the UFO captures, the more money you lose. Giant Gorilla A massive primate named Gabon comes to destroy your city when your pollution is extremely high. +On the bottom screen a moving crosshair will appear. +Tap the bottom screen when the crosshairs are on Gabon to launch a tranquilizer dart at him. +Three darts will KO him and the destruction will stop. (***SPOILER ALERT***) Rocket When you reach 500,000 people and have a Defense Force, you are given a Rocket Launch to commemorate. +Talk into the microphone after the 3-2-1 countdown. +Time yourself and speak the next number when the circle fills itself. +Alternatively, use puffs of air into the mic hole. Congratulations on building a great city! -Disasters (4.13) These will occur if you have the setting on anything other than easy. Fire Fire breaks out in some part of the map. Usually this happens on random scrub brush outside the city proper. Make sure you have fire coverage, in case it happens to a building. Very common (and annoying) occurrence. NOTE: Bulldozing all of the scrub brush at the start of a game can decrease this occurrence dramatically. Riots Citizens take to the streets, breaking and smashing things. This can be very bad if it occurs near your power plants. If there is a police station near them, they'll stop. If there isn't, build one nearby to make them stop. Seems to happen more often if you have areas of general discontent. Common occurrence. Tornado A tornado appears and knocks down anything in its 1x1 path (including 3x3 towers). If this occurs in the middle of a heavily populated area, it will cause a lot of destruction. Nothing to do but wait for it to end and then repair the damage. A rare disaster. Earthquake Massive rumblings turn parts of the city to rubble. Nothing to do but clean up the mess. A very rare, very damaging disaster. -Frequently Asked Questions (4.14) First, I advise that you play the tutorial missions, as most questions are usually answered by them. Now, to the questions... QUESTION: My Power Plants/Water Supply buildings keep blowing up! ANSWER: Either they reached the end of their life span or they were overworked. When a utility building reaches the end of its Service Life, it demolishes itself. When a utility's Consumption reaches Very High, it is also in danger of being demolished. Compounding this, when utilities reach the end of their Service Life, they output less water/power. Use the ? button on the Build Sheet to keep an eye on the Consumption and Service Life stats of your utilities. Build replacements when they're close to being decommissioned and new utilities when Consumption is High or Very High. QUESTION: How do I build over water? ANSWER: Just drag a rail/road over the water, from one piece of land to the other. This will build a bridge. The rail/road has to be straight. The rail/road also costs more to build than normal. QUESTION: How do I make my city grow? ANSWER: Depends. There is a practical limit of 650-700k. Less than that, just concentrate on improving conditions to make your city more attractive to citizens: Traffic, Police/Fire, Health, Education, Pollution, Garbage, Taxes. If all these factors are accounted for and you have the zoning desired by the citizens, you should see growth. If not, you may have a critical issue that needs to be addressed, like very bad traffic. If your city is packed wall to wall with zoning and you haven't reached the practical limit, you can squeeze more population by improving the efficiency of your layout. Look over your city and you can probably find some inefficient areas that can be rezoned to make way for more res/com/ind. QUESTION: How do I get all the different buildings in the Standard Collection list? ANSWER: Some are built only on very high land value zoning. Some only grow after time passes. You won't be seeing Tokyo High Tech 2x2 Residential in 1900, for example. QUESTION: My nuclear power plant exploded and now the whole place is radiated! What do I do?! ANSWER: There's really nothing you can do about it, sorry. Either live with it or reload your save game. Personally, I recommend reloading your save game. __________________ \ 5.0 Interviews \ --------------------------------------------------------------------- There are no penalties or rewards for declining or accepting citizen building requests, like "more parks". Feel free to ignore them, decline them, or accept them, as you see fit. The only exceptions are given special detail in the following listings. Name: Arthur Wants: Garbage Deal ($250 or $500 / month) NOTE: Arthur can give both a "send away" garbage or "accept" garbage deal, costing $250 or profiting $500 a month, respectively. Name: Candy Wants: Parks, Universities, Railways, & Zoos Name: Captain Dale Wants: Defense Force & Foliage Name: Dr. Simtown Wants: Disaster Prevention, Research Funding Name: Fireman Phil Wants: Stadiums Name: Granny Agnes Wants: Libraries, Ponds, Hospitals, Water Deal ($500 / month) NOTE: Water Deal only shows if a water utility is connected to neighboring towns. Name: Laura (only shows when power lines are connected to neighbors) Wants: Energy Deal ($500 / month) Also: Offers a buildable Casino that brings in monthly profit while raising overall crime levels. Name: Lester Wants: Commercial zoning, Railroads, & Residential Taxes Name: Lydia Wants: Marina & Libraries Name: Officer Bob Wants: Power Plants Name: Various Advisors & Dr. Simtown Wants: Advisor change ___________________________ \ 6.0 Building Strategies \ --------------------------------------------------------------------- -Center of the Map (6.01) This is the highest quality area, as explained by the tutorials. You want to build your residential in the middle of the map, unless you are building a more artistic layout. -Offensive Buildings (6.02) There are numerous offensive buildings that are highly detrimental to the growth of residential and commercial zones. These are buildings such as: Some Power Plants Industrial zoning Jails Airports Seaports The solution is to place these buildings on the furthest edges of the map, up against the black space. First, this will cause some of their bad effects to disappear into the blank zone. Second, this will keep them away from the prime real estate where their effects would depress land value and Quality of Life. A further solution is to keep all non-industrial offensive buildings inside one large industrial area, up against one edge of the map. Then build a bit of pollution reduction greenery/water. Then build a row or two of commercial, in front of that area, possibly with more pollution reduction if necessary. Then build residential, which should be screened from both the negative pollution and any negative Aura/QoL/Land Value/Crime. -Optimal Blocks (6.03) It's tough to say there is any one winning strategy, however I like to use large rectangular blocks of residential in order to maximize land space. Maps are small enough as it is, so this helps to max out the population. Following is an example: R |-----------------------R----------------------| |gwwgwwgwwgwwgwwgwwgwwgBRgwwgwwgwwgwwgwwgwwgwwg| |-----------------------R----------------------| |rrrrrrrrrFFFrrrrrrrrrrrRRSrrrrrrSSSrrrrrrrrccc| |rrrrrrrrrFFFrrrrrrrrrrrRRSrrrrrrSSSrrrrrrrrccc| |rrrrrrrrrFFFrrrrrrrrrrrRPNrrrrrrSSSrrrrrrrrccc| |rrrrrrrrrZZZrrrrrrrrrrrRPNrrrrrrLLLrrrrrrrrccc| |pfpfpfpfpZZZpfpfpfpfpfpRpfpfpfpfLLLfpfpfpfpfpB| |rrrrrrrrrZZZrrrrrrrrrrrRrrrrrrrrLLLrrrrrrrrccc| |rrrrrrrrrPPPrrrrrrrrrrrRrrrrrrrrHHHrrrrrrrrccc| |rrrrrrrrrPPPrrrrrrrrrrrRrrrrrrrrHHHrrrrrrrrccc| |rrrrrrrrrPPPrrrrrrrrrrrRrrrrrrrrHHHrrrrrrrrccc| |-----------------------R----------------------| |gwwgwwgwwgwwgwwgwwgwwgwRBwgwwgwwgwwgwwgwwgwwgw| |-----------------------R----------------------| R Legend r - Residential zoning c - Commercial zoning - - Road | - road g - Foliage w - Water B - Bus Stop R - Railroad RS - Rail Station PN - Pond p - Small Park f - Fountain F - Fire Station P - Police Station Z - Zoo S - School L - Large Park H - Hospital First, we see that the rail (RS & R) cuts through the residential (r) block, thus relieving traffic congestion. A good spacing of railways is about every 15 to 18 squares. This will give a good traffic mitigation, while not taking up too much space. The bus stops (B) also reduce traffic. Second, we see that the Foliage (g) and Water (w) are helping to mitigate traffic pollution troubles. The roads (- & |) are, of course, necessary for the zoning to develop. However, in this setup, waste associated with the types of inefficient blocks you see in computer generated cities is avoided: ---- |rrrr| |rrrr| |rrrr| |rrrr| ---- This is a completely wasteful block, with 3 sections of road that are totally unnecessary and will cause pollution, monthly upkeep fees, and traffic jams. The particular size of these blocks, 9 wide, allows both optimal residential zoning (r) for high rises, as well as stacking 3 Civic/Rewards/Park & Recreation 3x3 buildings periodically. By alternating these 3x3x3 blocks, for instance in another block set on top of the example, the coverage of these buildings is extended and maximized. Another useful tactic is to increase funding to Police/Fire/Hospital/School buildings, so that their coverage radius is increased further. Be careful of making these zones too long. If roads are too long, traffic congestion can become a problem. The length of the blocks is really up to your city shape, mayoral beliefs, and personal experience. NOTE: This is not the only way to build up to a large population, it's just one way. Be creative, experiment, and find others that appeal to your own sense of aesthetics. ____________________ \ 7.0 Build a City \ --------------------------------------------------------------------- Build a City is a freeform, sandbox creation mode. You can build as you will, when you will. There aren't any fail or win rules. If you run out of money and go into debt, you won't get a game over screen. Of course, if you don't rectify the debt, you won't be able to build anything. If you do find yourself in a hard debt situation, you should look over your budget sheets, raise taxes as needed (avoiding harsh residential taxes, as this will cause citizens to leave, thus decreasing your income base and furth exacerbating the problem), and cut expenditures. In such a situation, all expenditures should be cut except for police funding. -Land Parcels (7.01) When beginning a new city, you are presented with a map that has different land parcels. Each parcel has a rating. Each rating has an associated starting funds value. They are as follows: Basic - $100,000 Easy - $50,000 Norm - $20,000 Hard - $10,000 The only functional difference between all these parcels is the initial terrain and the funds. There are no differences in population growth, monthly income, or anything else. Unless you want to challenge yourself, I highly recommend starting with a high income parcel. You'll be spending enough time waiting for your city to grow without tearing your hair out trying to build a decent city with a mere $10,000. Then again, if you're into real challenges, give it a go. In particular, I recommend the top left parcel (Basic) and the parcel at 3, 2 (bottom left is 1, 1), which is an Easy parcel. NOTE: There are some minor additions to the Basic parcel. In this square, you start with a small town already built for you. In addition, your advisor will give you a brief lecture about buildings, building strategies, and so on. Otherwise, the Basic parcel is exactly the same as the others. -One City at a Time You can have one and only one Build a City city on your copy of Sim City DS. If you want to start a new city, you will have to overwrite your old city. -Saving, Restoring, and Exiting to Main Menu There is a large button that says "Save" in the top right corner of your screen during Build a City mode. This button allows you to save your city's progress. In addition, it gives you a menu option to continue playing or not. This is the only way to return to the main menu, aside from resetting your DS. NOTE: This is the only way to save a city! If you do not use the Save button, your city will NOT be auto-saved! Remember to save! After saving a game, when you click Build a City, you are given a menu that has a New Game option right under the Continue option. If you accidentally press the New Game option, don't panic! Just back out of the keyboard screen into the main menu. Your city is not overwritten until you manually save a new city. -Mayoral Interviews (7.02) Mayoral interviews are meetings with various citizens who have requests or offers for you. These will become a source of some annoyance, after awhile. They occur constantly. The real annoyance is that they are somewhat nonsensical. You'll have people asking for parks when your city is nothing but parks, or asking you to build a Defense Force when you already have several. Even worse, you really gain nothing if you do accommodate these requests. Your population doesn't get happier. You don't gain money. Though roleplayish, they are ultimately a waste of time. Eventually, you'll just want to ignore them. However, you do want to pay attention to them at certain times. In particular, there are several lucrative deals and even a buildable building you can gain from these interviews. After you get the building, and if you have no money troubles, you'll really just want to ignore the exclamation mark near your advisor, letting you know that someone is waiting to be seen. The various deals are detailed in section 5.0. -Changing Advisors (7.03) There is one other time you'll want to pay attention to visits: When you want to change advisors. Rarely, maybe once every several years, a random advisor will wander into your office asking to become your new assistant. If you want to change advisors, make sure to keep checking the notices. -Yearly Economic Review (7.04) Every year your play time is interrupted by an economic review. This is just a short interview scene where your advisor tells you how much money you have. Its main purpose seems to be to prevent you from allowing the game to run on its own. If you want to let the game run, just keep it near you while you do something more interesting, tapping through the screen when it occurs. -Dr. Simtown and His Gifts (7.05) If you're ignoring interviews, don't worry about missing Dr. Simtown! When Dr. Simtown brings reward or research buildings, the scene looks like an interview, but you don't need to click on your advisor to find them. They happen when needed and automatically take you to your office. NOTE: I have had at least one occurrence where I had to check the interview notices to find one of Dr. Simtown's gifts (Fission Plant). This is strange, as it is different from the usual routine where the advisor interrupts your playtime to let you know that Dr. Simtown is there. If you're wondering where he is, try checking a few notices. You can instantly tell when it's Dr. Simtown, even without going into the office, as your advisor's message will be different than usual, letting you know there is a guest and to return to the office (instead of asking whether you want to return to the office). -Landmark Usage (7.06) After you unlock landmarks, you can select up to 2 to use in a Build a City city. They have no effect other than looking nice and cost nothing to build. -Action Events & Disasters (7.07) If you have them enabled, occasionally these will occur. Respond to them as needed. Disasters just require cleaning up rubble and repairing roads and buildings. A few require active participation by building things or touch/mic controls. During a new city, it's somewhat advisable to turn them off, especially as the Fire and Riot events are extremely common and annoying. Action events require active input, as detailed in section 4.0. -------------------- | Population Rewards | (7.08) -------------------- Name: Post Office Goal: 100 people Cost: $500 Mult: Infinite Gaining the Post Office opens the Mail icon on the game screen in Build a City mode, as well as a Mail tab in the sheets interface. Using it brings up a form letter. There are several you can choose from, each with a different tone, such as optimistic or dreary, based on qualities present in your city. After selecting a form, you can then send mail to friends via the Post Office in the main menu, through the WiFi service. Name: Museum Goal: 3000 people Cost: $1500 Mult: Infinite Raises Education level. Raises land value. Fees required. Name: Mayor's Manor Goal: 5000 people Cost: $0 Mult: One "Good things to follow" (That's all the info the building gives) Name: Court House Goal: 25,000 people Cost: $0 Mult: One Raises land value significantly. Raises commercial demand. Name: Center for the Arts Goal: 100,000 people Cost: $0 Mult: One Raises land value slightly. Raises quality of life. Name: Medical Research Lab Goal: 1999 & 80,000 people Cost: $75,000 Mult: Infinite Raises land value significantly. Raises health level. Medical Research Labs may be placed multiple times. They are the ultimate prestige building, better than Zoos, though you would want to use both in conjunction, as their benefits are complementary. -------------------- | Research Buildings | (7.09) -------------------- The following items are researched by Dr. Simtown and presented at intervals. The items can only be researched if funding is provided to Dr. Simtown through the Resr tab in the Exp portion of the Budget Sheet. The items are given dates which are rough estimates. Dates may vary, based on how much you allocate to research. The dates are based on funding of 100% for the first several decades, and 200% after the 1940s. Name: Defense Force Time: early 1900s Cost: $10,000 Raises industrial demand slightly. Major pollution source. Name: Disaster Research Lab Time: early 1900s Cost: $75,000 Takes preventive measures against disasters. Name: Bus Terminal Time: early 1900s Cost: $150 Relieves traffic congestion. At least 2 must be placed. Name: Incinerator Time: mid 1900s Cost: $7500 Incinerates waste. Pollutes air and water. Name: Airport Time: mid 1900s Cost: $500 per square (Minimum 3x5 block) Increases commercial demand Name: Water Purifier Time: mid 1900s Cost: $15,000 Purifies contaminated water. Lowers land value. Name: Gas Power Plant Time: mid 1900s Cost: $4500 Uses gas to generate energy. Pollutes environment. Name: Desalinization Plant Time: mid 1900s Cost: $1500 Changes seawater to drinking water. Must be built next to ocean. Name: Nuclear Power Plant Time: mid 1900s Cost: $20,000 Uses fission to generate energy. Low pollution/meltdown risk. NOTE: Nuclear meltdown results in nuclear radiation. Name: Recycling Center Time: late 1900s Cost: $5000 Recycles large amounts of waste. Lowers land value slightly. NOTE: This is the best option for dealing with garbage, as it is both pollution-free and recycles huge amounts of trash. Name: Wind Mill Time: late 1900s Cost: $250 Uses wind to generate energy. Low pollution. Inefficient. Name: Solar Power Plant Time: late 1900s Cost: $15,000 Uses Sunlight to generate energy. Pollution-free. Inefficient. Name: Microwave Array Time: early 2000s Cost: $30,000 Creates energy from microwaves. Pollution-free. Efficient. NOTE: In my opinion, Microwave Arrays are the best power plant, both powerful and completely pollution free. The Fission plant provides more power, but even with a city of 500,000 people, a set of Microwave Array's can power the entire city. Name: Fission Plant Time: mid 2000s Cost: $50,000 Uses fusion to generate energy. Low pollution. Efficient. _____________________ \ 8.0 Save the City \ --------------------------------------------------------------------- Save the City missions are scenarios in which a city in distress needs saving. All of these missions feature difficult financial challenges. Every mission begins on 1/1/2000. Every mission has the following instant fail scenarios: Funds reduced to $0 10 year time limit expires In addition, some missions feature extra fail scenarios. Every mission has a base population goal. Some have further goals, such as building a certain type of building. There are no goals other than those presented. Don't worry about anything other than achieving those goals in the shortest time possible. If you're a perfectionist, leave it at the door, because these sims won't care how many schools you build them if their city goes bankrupt. Missions are presented in order of relative difficulty, from easiest to most difficult. --------- |Africanus| (8.01) --------- City Name: Uforia Winning Condition: Reach a population of 120,000 people. Beginning Stats Population: 79,685 Starting Funds: 20,000 Monthly Income: -4117 This mission is easy pie. There are a few circles of gravel where aliens blasted the city. Reconnect roads, to ensure population dynamics remain intact. Ok, this part might sound strange and counterproductive, but you need to go around the map and demolish every single building that has a monthly expense. Spare nothing save for Police Stations. Here is a list of what you need to demolish: Schools Libraries Universities Jails Fire Stations Hospitals Museums Bus Stations Rail Stations Get used to this, because you'll be doing it in every single mission. What's the point? The point is that without all these monthly expenses, your job is a lot easier. While it seems counter-productive, the fact is that small population cities will grow without any of these fancy monthly fee buildings. Another factor is that these missions have a lot of no-fee Civic and Rewards buildings that raise Quality of Life and Land Value, anyways. Coupling these factors, the buildings you're demolishing are a hindrance, rather than a help. I recommend leaving police stations as they are probably the best value monthly expense building. A few won't hurt, and they will help to bring people in. While people don't mind living without schools, I find populations do tend to slow down if there is a lot of crime. After destroying all of these buildings, you should have a positive monthly income. Building up to 120k from 80k should be a breeze. There is a nice spot towards the bottom left side, with a bunch of gift and prestige buildings. Build up a block of heavy residential there. Then build another block somewhere. When you're building new areas, you may want to add a few Civic buildings. This is alright, even though we went to great trouble to destroy all those other ones. We needed to, for financial reasons. However, Civic buildings boosts immigration into a zone, and that population then generates new taxes. Just don't over build. Use a few schools, hospitals, and police stations, as needed. You should be able to complete this map in less than 1 year game time. Landmark Rewards: 1. Sphinx (Egypt) 2. Great Pyramids (Egypt) 3. Pharos of Alexandria (Egypt) -------- |Russeria| (8.02) -------- City Name: Standstillistan Winning Conditions: Reach a population of 170,000 people. Build 10 Police Stations. Beginning Stats Population: 118,854 Starting Funds: 30,000 Monthly Income: -5939 What a mess. The road system is a disaster. Take a look at this, because this is exactly what you do not want to do when you build your own cities. First thing, as always, is to go destroy any monthly expense buildings, except police stations. If you want, clean up the road system. At the least, I recommend deleting the rail system. A rail system only really becomes useful with a higher population. This is a map that looks more difficult than it is. First, you have a substantial population already, and that means you have a large tax base. Second, there are a ton of monthly expense utilities on the map. After you delete all the utilities and rails, you should have an income of $4000 a month. With such a high monthly income, building up to 170k population from 118k population will be a breeze. Just build in spots on the map that have lots of civic buildings or gift buildings. You shouldn't have to build any civic buildings, just residential. After that, just build a row of police stations. Then you're done! A very easy mission, tbqh. Landmark Rewards: 30. St. Basil's Cathedral (Russia) 31. Hagia Sofia (Turkey) 32. Helsinki Cathedral (Finland) --------- |Australis| (8.03) --------- City Name: Big Treat Winning Conditions: Reach a population of 200,000 people. Demolish the Nuclear Power Plants. Beginning Stats Population: 75,251 Starting Funds: 30,000 Monthly Income: -3935 Debt: -3935 And I thought Standstillistan was a mess. It looks like a monster tore through this place... Anyways, this one is not too difficult. After destroying monthly expense buildings, the city should bring in an income of a few thousand. After the usual pre-build preparations, you should reconnect the various parts of the city, by bulldozing rubble and reconnecting rails/roads. You may also need to reconnect power to various areas. I did this with light housing, though power lines work just as well. Then it's just a matter of building heavy density housing. You have plenty of room to do this, either by bulldozing the gravel or the water. Personally I prefer the water, as it allows perfect rectangles, instead of having to fit everything into the zig zag pattern of the gravel, roads, and buildings in the main city. The main city does have some gifts that would be good to build around. Or you can do a mix of both, filling in choice spots in the city, then moving on to the ocean. This is as straightforward a mission as you get, so just build up residential, along with a few Civic buildings to boost growth. At about 140k or so, you might see a small spike in industrial demand. Just build a 3 x 6 set of industrial, near the top corner industrial block. Using the ocean area for building, it took nearly 3/4 of the ocean area to reach 230k population. After you reach 200k population, destroy the two nuclear power plants. I wasn't sure, so I built a fission plant to support the power grid, before doing so. Landmark Rewards: 12. Sydney Opera House (Australia) 13. Melbourne Cricket Gnd. (Australia) ------------- |North Amiland| (8.04) ------------- City Name: Nocknee Hills Winning Conditions: Reach a population of over 120,000 Beginning Stats Population: 53,000 Starting Funds: 16,409 Monthly Income: -3436 Another map with lots of rubble. First things first: Demolish all the monthly expenditure buildings, then demolish railways and stations. This is a rough map, so you're going to have to make yourself some room by destroying green areas to build in. Then fill them with residential. Add some Civic buildings or Park & Recreation amenities, to boost population growth. Just keep adding residential every month as profits come in. Spend all of the profit, as you have no other expenses to worry about. At 80k population, industrial demand will rise. Ignore it and keep building residential. Your residential population will continue to grow, even though your citizens are demanding industrial. You should reach 120k population in a few years. Landmark Rewards: 22. Grand Central Station (USA) 23. LA Landmark (USA) 24. Statue of Liberty (USA) 25. Coit Tower (USA) 26. Gateway Arch (USA) 27. Lincoln Memorial (USA) 28. United States Capitol (USA) 29. White House (USA) -------- |Euroland| (8.05) -------- City Name: San Sadinero Winning Conditions: Reach a population of 270,000 people. Raise $250,000 in funds. Beginning Stats Population: 115,156 Starting Funds: 70,000 Monthly Income: -6549 Yikes! What a wasteland.
This is another mission that looks scarier than it actually is.
(Although, it is possibly the most tedious of the missions, due
 to its hefty win conditions and the amount of demolition needed)

There is a sizable monthly debt, so first thing is to destroy all 
the monthly expenditure buildings except for police stations.

Then, destroy the entire rail system, which is poorly laid out and
duplicates itself needlessly.
 
Then, I advise destroying all unnecessary roads.  The city is big, 
but well laid out, so removing roads should be an easy task.  

If you skipped the mechanics section, you basically want to remove 
any cross roads and side roads.  A line of zone only needs to be 
connected to a road on one side of itself.  Anything else is waste.
So, for example:

----
rrrr|

This is four residential (r) and 2 roads (| & ----).  The second road
(----) is waste and provides nothing to the zone block.  Since you 
have to pay monthly upkeep for roads, that's lost money.  Demolish 
it, so it looks like this:

rrrr|

It's not as pretty, but the citizens are just as happy and it's 
less costly.  For reference, Commercial needs to be within 3 of a
road, Residential within 4, and Industrial within 5.  Those numbers
include the square touching the road.

After all this demolition is finished, the city should have a small 
monthly profit and approximately 45k in reserves.  There are three 
spots that are prime building areas.  All of them are the gravel 
spots, so just bulldoze the gravel and lay out long track housing 
blocks.  Don't worry about industry or commerce.  Just build 
residential, with Civic, Park & Recreation, and Rewards buildings as 
needed to encourage growth.

That's it.  Build, build, build.  Remember to add water pumps as 
needed.  In 5 to 7 years, you should have 270k people and 250k cash.

Easy.

Landmark Rewards:
14. Eiffel Tower (France)
15. Notre Dame (France)
16. Parthenon (Greece)
17. Stockholm Palace (Sweden)
18. brandenburg Gate (Germany)
19. Neuschwanstein Castle (Germany) 
20. Palacio Real (Spain)
21. Paris Opera (France)


 --------
|Asiazone|				(8.06)
 --------

City Name:  Hairisabad

Winning Conditions: 
	Reach a population of 130,000 people.
	Restore power to all zones.

Special Fail Condition: Over 20% of zones destroyed.

Beginning Stats
Population:     16,247
Starting Funds: 60,000
Monthly Income: -5544


This one throws you a twist, a fail condition if you destroy 20% of 
the buildings on the map.  That's alright because we'll just destroy 
the monthly expenditure buildings, as usual.  Also destroy any 
superfluous rail stations, as they also have a monthly fee.  

When you're demolishing, don't be cautious.  This is a money tight 
map, so be ruthless:  Destroy every single monthly expense building 
except for police stations, unless they are useless police stations 
in the middle of nowhere.  

This map has another twist.  Instead of giving a bunch of power 
plants and little residential, it has lots of residential and only 
one power plant.  If you waste all your money on residential, you'll 
find that your power plant won't be able to handle the load and 
you'll get brown outs.  This causes citizens to abandon your city,
causing you to run out of money.

So, after destroying all the monthly expense buildings and some rail 
stations, build two nuclear plants somewhere.  Then make sure all 
the areas are connected to the power grid, using power lines if you 
have to.  I find a good way is to build the plants in the bottom 
corner, then run a line from the industrial block NW to the 
residential block near the left corner.  Then run a single line up 
to the Police station, in the bottom middle of the map.

Once you reconnect all the zones with power, you can just sit back 
and watch the map's existing residential zones grow to 80 or 90k.  
Your money is pretty tight, so just let it build up in the meantime.
Don't waste any money on anything as you'll need every dollar.

At this point you'll need to build another plant.  Build a nuclear 
plant somewhere, then wait for the city to grow some more.  

You should also be seeing some population growth slowdown at about 90k 
population because the pre-existing residential zones will fill up.
Go around the map and fill in the spots where you destroyed monthly 
expense buildings with residential.  There are plenty, so this should 
be enough to get you to 130k.

You'll likely need to build another power plant near 130k population.

If you get to 130k and don't get the Clear screen, you either need 
to build that last power plant or you have zones that have no 
power.  The intro wasn't kidding when it said all zones must be 
powered.  That includes things like that little park on that tiny 
island.  Make sure you run a power line out there to power up the 
light poles or whatever else is electrical in a park in the middle 
of an island.  Or you could just destroy the thing, if you have no 
care for aesthetics...

That's that!  You should be able to finish this one in 3 or 4 years 
game time.

Landmark Rewards:
4. Taj Mahal (India)
5. Himeji Castle (Japan)
6. National Museum (Taiwan)
7. Daibutsu (Japan)
8. Mt. Fuji (Japan)
9. Kokkai (Japan)
10. Atomic Dome (Japan)
11. Rama IX Royal Park (Thailand)


 -------
|Sudamer|				(8.07)
 -------

City Name:  Oopseeville

Winning Conditions: 
	Reach a population of 300,000 people.

Beginning Stats
Population:     35,000
Starting Funds: 73,147
Monthly Income: -4199


No messing around in this scenario.  The place is a mess, with a 
very wasteful road and rail system.  There are also numerous 
redundant monthly expense buildings.

First things first:  crush all the expense buildings you don't 
really need.  First demolish all fire departments, universities, 
libraries, and any redundant schools and hospitals.  Then destroy 
the rail system.  Finally, if you want to take time, clean up any 
unneeded roads.  Doing all this will give you a 1k + budget, with 
which you can start building up the city to 300k population.

Note that the recommendation is to keep some schools and hospitals.
Because of the long term nature of this map, you want to keep the 
city's Aura, Quality of Life, and Land value up.  Besides, you'll 
have a monthly profit anyways, from destroying all those other 
buildings.

One problem is that there is very little space that isn't hogged up
by very inefficient zoning and roadway.  There's only one solution...
You have to make yourself some space by smashing things.

Just pick one area (I chose the left corner) and build from there, 
smashing any already existing zoning in your way.  I built up 
towards the top, stacking the blocks flat, one on top of another, 
like 4-line tetris blocks.  

One tactic for large population is to build track housing blocks: 
long blocks of high land quality residential, with a small commercial 
block as a capstone.

In this block, intermix all the needed monthly expense and a few 
QoL/LV buildings, such as parks.  In particular, I recommend double 
zoos every other block, as that really brings in the population.  If
you want to go more frugal, try Large Parks or Stadiums.  

The basic layout is a 9 wide, long block, flanked by roads.  Place a 
small amount of commercial at the end.  In the middle is a single 
line of greenery.  Refer to section 6.03 for a visual example.

Just keep building as many of these track housing blocks as you can
a month.  It should take several hours of real time.

You may also want to build an airport, to increase commercial 
demand, possibly increasing its size after you reach 200 or 250k 
people.  This will increase commercial demand and make industrial
demand a little less important (negating some traffic concerns, 
making the commercial block capstone more effective and reducing
your need to do anything other than make these track housing blocks).

You will also need to build recycling buildings, to keep the 
garbage level of your city down.  Citizens hate garbage, which leads
to pollution and lowered QoL, which leads to slowing or stoppage of 
population growth.

Don't forgot to build a lot of extra pump stations, as your city 
will need water to grow once it reaches high levels.

Landmark Rewards: 
41. Moai (Chile)
42. United Nations (UN)
43. Bowser Castle (Nintendo)


 --------
|Ukingani|				(8.08)
 --------

City Name: Rowdy falls

Winning Conditions: 
	Reach a population of 180,000 people.
	Build 2 Waste-to-Energy plants.

Beginning Stats
Population:     48,394
Starting Funds: 50,000
Monthly Income: -6985


Looks like it's anarchy in the U.K...

This mission doesn't mess around.  It has very tough financial 
constraints.

First, destroy all monthly expense buildings, ALL of them, except for 
police stations that aren't redundant or useless.  Demolish the rail
system.  Even after this, you'll be losing a few thousand a month.

You can gain a little more if you clean up the roadways by 
demolishing unnecessary roads.  You can squeak by without doing so,
however.

Choose a residential area with lots of good prestige buildings and 
gifts.  Build heavy residential.

Do this until out of room in the current spot, then move to another.  
Don't waste money demolishing to make room, as there is plenty of
space to build and it will just lower your taxbase.  Do this until 
down to about 21k money.  Let residential build up until you aren't 
losing money.

If residential growth stops, you might not have enough water pumps.  
Build some near the other water pumps.

If you need to, don't worry about knocking down a few commercial 
buildings.  Residential demand will stay high.  This is good practice
where commercial zoning is hogging up valuable space near Civic,
Reward, or Park & Recreation buildings.

After you achieve a positive monthly income, just keep building in 
good spots with already built gifts and prestige buildings.  Do this 
'til 180k population, remembering to build population growth 
influencing buildings, like schools, hospitals, universities, and 
zoos.

Then just save up for two converters and build them.  

Congratulate yourself on saving every city, then get ready to 
build your own city, if you haven't yet!

Landmark Rewards:
33. Tower of London (UK)
34. Westminster Abbey (UK)
35. Big Ben (UK)
36. Trafalgar Square (UK)
37. Anglican Cathedral (UK)
38. Liver Building (UK)
39. Metropolitan Cath. (UK)
40. St Paul's Cathedral (UK)




__________________________________
\ 9.0 Museum & Landmark Passwords \
---------------------------------------------------------------------

 -------------------
|Standard Collection|			(9.01)
 -------------------

The Standard Collection lists buildings and objects that can be built
using the panels found at the top of the build sheet.

The list is in order, as shown in the completed Standard Collection.
Headers are given, to show where each building is found.
Zoning headers also list building size.

Parks & Recreation 
1. Water Fountain 
2. Pond
3. Small Park
4. Large Park 
5. Marina 

Residential 1x1
6. The Brick Pad 
7. White Cottage 
8. Pitched Roof Cottage 
9. Kennedy House 
10. DePalma House 
11. French Country Manor 
12. Lombardi Manor 
13. Pond Estate 
14. East Coast Brown 

Residential 2x2
15. Kevin Way Row Houses 
16. Townhomes 
17. Tenements 
18. Bayberry Manor 
19. Stratton Manor 
20. Hamptons Apartments 
21. Berkshire Apartments 
22. Wilshire Apartments 
23. Mid City Apartments 

Residential 3x3
24. Beddington Manor 
25. Suburban Townhomes 
26. Bayside Highrise 
27. Pulitzer Apartments 
28. Lexington Apartments 
29. The Italian Villa 

Commercial 1x1
30. UK Design Studio 
31. London Tailors 
32. UK Trading 
33. UK Business District 
34. Lucky 9 Gas Stations 
35. Six-Petaled Pavilion 
36. Harajuku Fashions 
37. Taiwan Variety Store 
38. Exotic Imports 

Commercial 2x2
39. Meats 'R Us 
40. Ted's Tire Shop 
41. Frankfurt Financial
42. Riverside Trading 
43. Berkely Castle 
44. Certifiably Good 
45. Hamburg Jewelers 
46. Tokyo Hi Tech 
47. Paradiso Multiplex 

Commercial 3x3
48. Ye Olde Shoppes 
49. Multimart 
50. Singapore Variety
51. Grimaldi Center 
52. Plump Tower 
53. Chertsey House 

Industrial 1x1
54. Foreman's Shack
55. Gibson's Tool Shack 
56. Smog-o-Matic 
57. Factory Water Tank 
58. Utility Researchers 
59. Oil Recycling Plant 
60. Auto Parts Warehouse 
61. Eco-Impact Station 
62. Muck Factory 

Industrial 2x2
63. The Cog Factory 
64. Paper Mill 
65. Chemical Tank 
66. Industrial Lab 
67. Cloth Dyeing Plant 
68. Chemical Plant 
69. Jack's Lumber Mill 
70. Happy Hooves Feedery 
71. Iron Man Ironworks 

Industrial 3x3
72. Building Supplies 
73. Petrol Plant 
74. Building Materials 
75. Heavy Metal Machines 
76. Rising Sun Autos 
77. Stonecutter's Guild 

Seaport
78. Waterfront
79. Portside HQ 
80. River Dike 
81. Loading Crane 
82. Freight Storage 
83. Loading Docks 

Airport
84. Ground Control 
85. Control Tower 
86. Airport Terminal 
87. Airport Hangar 

Transportation
88. Bus Terminal 
89. Train Station 

Civic 
90. Police Station 
91. City Jail 
92. Fire Station 
93. Hospital 
94. School 
95. University 
96. Library 
97. Playground 
98. Zoo 
99. Stadium 

Power
100. Coal Power Plant 
101. Oil Power Plant 
102. Gas Power Plant 
103. Nuclear Power Plant 
104. Wind Mill 
105. Solar Power Plant 
106. Microwave Array 
107. Fusion Power Plant 

Water & Waste
108. Pump Station 
109. Water Tower 
110. Water Purifier 
111. Desalinization Plant
112. Incinerator 
113. Recycling Center 
114. Energy Converter 

Rewards
115. Mayor's Manor 
116. City Courthouse 
117. Medical Research Lab 
118. Center for the Arts 
119. Post Office 
120. Museum 
121. Disaster Research 
122. Defense Force 
123. Casino Row 



 ----------------------------------------
|Landmark Collection & Landmark Passwords|	(9.02)
 ----------------------------------------

Landmarks 1 through 43 can be unlocked by finishing the various 
Save the City missions.  Landmarks 44 through 56 are only unlocked 
by passwords.  Landmarks 1 through 43 are also unlockable with
passwords.

The list is in order, as shown in the completed Landmark Collection.

Passwords are given in CAPS to make reading easier, however they must
be entered in >lowercase< letters.

1. Sphinx (Egypt)
password: HAYKAL 

2. Great Pyramids (Egypt)
password: MAHFOUZ 

3. Pharos of Alexandria (Egypt)
password: ZEWAIL 

4. Taj Mahal (India)
password: TAGORE 

5. Himeji Castle (Japan)
password: HOKUSAI 

6. National Museum (Taiwan)
password: YUANTLEE

7. Daibutsu (Japan)
password: MISHIMA

8. Mt. Fuji (Japan)
password: HIROSHIGE

9. Kokkai (Japan)
password: SOSEKI

10. Atomic Dome (Japan)
password: KAWABATA

11. Rama IX Royal Park (Thailand)
password: PHU

12. Sydney Opera House (Australia)
password: BRADMAN

13. Melbourne Cricket Gnd. (Australia)
password: DAMEMELBA

14. Eiffel Tower (France)
password: CAMUS

15. Notre Dame (France)
password: HUGO

16. Parthenon (Greece)
password: CALLAS

17. Stockholm Palace (Sweden)
password: BERGMAN

18. Brandenburg Gate (Germany)
password: GROPIUS

19. Neuschwanstein Castle (Germany)
password: BEETHOVEN

20. Palacio Real (Spain)
password: CERVANTES

21. Paris Opera (France)
password: DAUMIER

22. Grand Central Station (USA)
password: F.SCOTT

23. LA Landmark (USA)
password: HEMINGWAY

24. Statue of Liberty (USA)
password: POllACK

25. Coit Tower (USA)
password: KEROUAC

26. Gateway Arch (USA)
password: TWAIN

27. Lincoln Memorial (USA)
password: MELVILLE

28. United States Capitol (USA)
password: POE

29. White House (USA)
password: STEINBECK

30. St. Basil’s Cathedral (Russia)
password: TOLSTOY 

31. Hagia Sofia (Turkey)
password: ATATURK

32. Helsinki Cathedral (Finland)
password: KIVI

33. Tower of London (UK)
password: MAUGHAM

34. Westminster Abbey (UK)
password: GREENE 

35. Big Ben (UK)
password: ORWELL

36. Trafalgar Square (UK)
password: JOYCE

37. Anglican Cathedral (UK)
password: KIPLING

38. Metropolitan Cath. (UK)
password: AUSTEN

39. Liver Building (UK)
password: DICKENS

40. St. Paul’s Cathedral (UK)
password: DEFOE

41. Moai (Chile)
password: ALLENDE

42. United Nations (UN)
password: AMNESTY

43. Bowser Castle (Nintendo)
password: HANAFUDA

44. Shuri Castle (Japan)
password: BASHO

45. Edo Castle (Japan)
password: SHONAGON

46. Conciergerie (France)
password: RODIN

47. Reichstag (Germany)
password: GOETHE

48. Holstentor (Germany)
password: DURER

49. St. Stephen’s Cathedral (Austria)
password: MOZART

50. Sagrada Familia (Spain)
password: DALI

51. Jefferson Memorial (USA)
password: THOMPSON

52. Palace of Fine Arts (USA)
password: BUNCHE

53. Washington Monument (USA)
password: CAPOTE

54. Independence Hall (USA)
password: MLKINGJR

55. Smithsonian Castle (USA)
password: PAULING

56. Arc de Triomphe (France)
password: GAUGIN




_______________
\ 10.0 Credits \
---------------------------------------------------------------------

GameFAQs: For being awesome.

Maxis & Will Wright: For making Sim City.

EA: For making Sim City DS a reality.

Nintendo: For the best handheld system of all time.


Sim City DS, GameFAQs message board members...
	
	food_sleep_game: Added Standard Collection item #72.
			 Corrected listing info for items #53 & #72.

	kiyoshi67: Pointed out that the diagram in section 6.03 had 
		   an error.
		   Added Standard Collection items #78 & #79.

	jammie: Added info that Lester also requests residential 
		taxes be lowered.

	HaphazardJoy: Corrected Arthur's garbage deal information.

	Alejandro Diaz:  Added deals for Candy, Granny Agnes, and 
			 Lester in section 5.0.

	buubuu001:  Added the information and text for the Gabon
		    Gorilla Action Event in section 4.12.

	Noah Zemel: Notified that Officer Bob asks for Power Plants.




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