Alien Technology – Optional Clear

Sim City has been using Alien Technology for over a decade, gained from the crashed remains of an alien saucer. When the labs and factories that held this technology were destroyed in the blast, the secrets of their manufacture and operation were lost.

The sim(s) attempting to lift Alien Technology may lift another restriction.

METHODS

  • BASE GAME: NECESSITY IS THE MOTHER OF INVENTION
    • Prerequisites – None
    • “Where did THAT come from?”
      • Sims remember the fantastic devices of yesteryear, though few know that this technology was granted by friendly aliens to improve the lot of all simanity. The government lost contact with the aliens, but now they want YOUR family to re-establish a conduit of communication, and thus technology, that will pull the whole region out of it’s desperate straits.
      • With a single sim:
        • Space rock Work the Science, Military, Medical and Law Enforcement careers to Level 4
          • If Science, Military, Medical, or Espionage are not already cleared, you may go ahead and clear that restriction at this time using the base game method.
        • Space rock Max the Athletic, Handiness and Logic skills.
        • Space rock Clear the Handiness Electrician skill challenge.
        • Space rock Choose one of these two options:
          1. Collect 16 unique types of space rocks OR
          2. Collect a giant space rock (any kind), a rainbow gem, a pink diamond, plutonium, and palladium.
          • Tour the Science Facility, the Military Base, and City Hall with the collectibles in your inventory. This one sim is allowed to do this even if Athletics is not cleared.
  • It was all hush hush, of course. The Sims In Black recruited YOU, an extraordinary sim from your family who has proven their metal in xenobiology, technology research, and special ops training. Your sim combines the minerals and metals in a unique way with the space rock and, with collaboration from the Military and the medical establishment, with the blessings of the government, you use the science facility to synthesize a self-replicating, sub-modulating, transphasic, hyperquantum, biogenic transceiver that downloads, stores and perpetuates all the data from an old, Pre-cataclysm satellite in orbit. You restore contact with far flung galactic alien sims and your family is rewarded with free access to the amazing alien devices that are now able to flow from far flung interstellar civilizations! Congratulations!
  • WORLD ADVENTURES
    • Prerequisites: World Adventures Expansion.
    • “Do you think the fact that I am faster, or stronger, has anything to do with my muscles in this place?”
    • The world is older than anyone ever realised, and this is not the first Apocalypse it has endured. The last one was lost to history, but the clues are scattered all over the world – including ancient secrets unknown to even pre-Apocalypse science. The keepers of these secrets will not give them up easily, but a clever and persistent traveler might persuade them to reveal what they know.
      • Space rock The household must have 5 unique perfect nectars.
      • Space rock Either a Sim of the bloodline must meet a Mummy, or else the household must have 30 unique Egyptian artifacts.
      • Space rock The household must have a constructed sarcophagus or diving well.
    • Note that attempting to lift this restriction does not suppress any other restrictions. It is possible for you to find all of the required items at the consignment store. However, you will find it useful to lift EspionageMilitaryNaturalistPolitics, and Symphonic (though see the Business Multinational Conglomerate method), as these will enable you to travel and make nectars rather than have to rely on lucky consignment store appearances.
      • Note that you will need to clear Business to shop at the consignment store, and Military if the consignment store is not in your Network.
    • Note also that these requirements need not be met by a single Sim, but can take place over the life of the entire challenge.
  • Once you complete all these requirements, the elders of China, Egypt, and France reveal the portions of a map that each has been entrusted with. Using the combined directions, you locate a cache left by the previous Apocalypse survivors, with full instructions for construction and maintenance. Alien Technology is lifted for your family.
  • AMBITIONS
    • SURVIVE A METEOR STRIKE –
    • Prerequisites – Ambitions Expansion
    • “It’s a BIRD! It’s a PLANE! NO!!!! IT’S A ROCK!!! RUN!!!!
      • If your sim narrowly survives being hit by a giant meteor, or is present with a surviving family member when another sim of the household is struck by the meteor, a sim from the family can collect the meteor and either tour the Science Facility or go to work in Science career with the rock in their inventory. (Note that if you don’t have Science Facility in your Network, you can’t take a tour until you lift Military.) If they are at the University, taking it to School of Science also works.
      • While this alone won’t earn you the Alien Technology lift, it can substitute any portion of your other lifting methods that is marked with Space rock symbol. It’s up to you which part of your lift you will use it for.
  • SEASONS: THE ALIEN BABY
    • Prerequisites – Seasons Expansion
    • “You’re pregnant with WHAT?”
    • The Aliens have come back and are experimenting on neighborhood sims again. An innovative and proactive sim decides to turn the tables!
    • There are two ways to start this method, depending on if the sim doing is female or male.
      • A male heir or a spare must get abducted and come back from the abduction alien pregnant and choose to keep the baby when prompted.
      • A female heir or a spare must get impregnated via normal woohoo from an alien visitor that is NOT married into the family.
    • If the sim who bears the alien baby is the founder or an heir, the alien baby may become the family heir, may lift another restriction once Test Subject is completed, and they may carry on the blood line.
    • If the sim who bears the alien baby is a spare (and never becomes the heir) the alien born sim may NOT lift any other restrictions.
    • When the alien baby grows up to Young Adulthood:
      • They must abduct an alien (befriend an alien and invite them to move in) for 7 days.
        • This alien may not do anything except upgrade the ship to allow for galactic exploration.
        • At the end of 7 days, the alien escapes with their ship (kick the alien out and move the ship to Family Inventory, never to be removed again.)
        • NOTE: If the kidnapped alien dies, the Alien Baby may still complete the remaining steps and lift Alien Technology, as long as the kidnapped alien was able to finish the upgrade first. It is suggested that the instant you kidnap the alien, have the alien baby use “Set Preferred Vehicle” on the space ship, in case the kidnapped alien dies and takes it with him! Regardless of whether or not the kidnapped alien lives, you still must get rid of the space ship 7 days after he was “abducted”.
      • Space rock Explore the cosmos – you have one sim week from the appropriation of the ship (the time between abducting and moving in the alien and kicking them out) to accomplish this step.
        • Take at least one trip to the Moon, the Alien home planet Sixm, and the Asteroid Belt.
        • Bring back at least 2,500 simoleons worth of gems, metals, meteors, and other items from your explorations.
          • You MAY smelt the metals, cut the gems, and analyse the rocks to increase their value before counting it towards the 2500 simoleons.
      • Space rock Get a job at the Science Facility as a Test Subject and reach level 3 in that part time job with your alien offspring.
        • You may get this job regardless of other restrictions in place that would otherwise prevent you from getting it.
        • Role Play – The Sims in Black come and take you to the science lab to be a test subject.
  • SEASONS: MARRY AN ALIEN
    • Prerequisites – Seasons Expansion
    • “Who said alien love was all bad?”
      • The founder or heir must meet, fall in love with, and marry an alien.
      • Space rock The alien spouse must get a job at the Science Facility as a Test Subject, and reach level 3 in that part time job.
        • You may get this job regardless of other restrictions in place that would otherwise prevent you from getting it.
        • Role Play – The Sims in Black come and take you to the science lab to be a test subject.
      • Space rock The alien spouse has one week, using their own space ship, to explore the cosmos.
        • Take at least one trip to the Moon, the Alien home planet Sixm, and the Asteroid Belt.
        • Bring back at least 2,500 simoleons worth of gems, metals, meteors, and other items from your explorations.
          • You MAY smelt the metals, cut the gems, and analyse the rocks to increase their value before counting it towards the 2500 simoleons.
        • At the conclusion of the sim week, the alien space craft must be parked in the Family Inventory and may not be taken out again.
          • You use up all it’s fuel in your explorations and it becomes a large paper weight.
      • An alien baby is NOT required to successfully complete this method.
      • The alien spouse may lift another restriction.
  • UNIVERSITY LIFE: THE THINK TANK
  • Prerequisites – University Life Expansion
  • “Earthlings are seen as quite primitive. It is a culture that still thinks digital watches were a pretty nifty idea. Pathetic.”
  • This method is only possible for Occult players if they take the “How Much Time Do I Have?” Advantage and they also complete this lift during their founder’s University time. (Or if they replace the PlantSim requirement with narrowly escaping being hit by a meteor.)
  • Your sim, who has proven to be brilliant at University, has taken it upon themselves to re-discover the amazing technologies of yesteryear. Using cutting edge genetic technologies (using the science research station) and a miniature particle accelerator (the group science project), they manage to actually get the attention of a group of aliens who were vacationing in the asteroid belt, thus restoring all the special dohickies and whatchamacallits to improve sims’ lives everywhere.
    • While at University:
    • Space rock Top Science, Handiness, Logic, and Gardening skills.
    • Space rock Do following:
      • Analyze 1 rock, 1 plant, 1 fish, and 1 insect that you have found, collected, or harvested yourself to create samples.
      • Use the Science Research Station to create:
        • 3 Super Spice plant sim cures (herb experiment)
        • 3 Plasma Bugs (radiation experiment)
        • 3 perfect Empanadas (horticulture experiment – you may eat these even ifCulinary has not been lifted.)
        • 3 Forbidden Fruits (DNA experiment on seeds)
    • Space rock Use the large Group Science Project located on campus and activate the White beam.
      • You CAN do this with the group science project outside the Science building on campus – but it’s tricky dealing with other sims coming in and “helping” because you cannot see what progress their contribution is making.
      • You may NOT do this with the group science project you receive as a reward for topping the Science skill.
    • Space rock Do following:
      • Turn yourself into a Plantsim with a Forbidden fruit.
      • Cure yourself of being a Plantsim with the Super spice.
    • Space rock When you return home from University:
      • Place the Science Research Station on your home lot and obtain three DNA Samples from sims once you are back in the Neighborhood.
        • This can be done by the founder – the station has JUST enough battery life to finish these DNA samples and one other operation and then it may not be used again until Science has been cleared.
        • If you have vampires, werewolves, genies, mermaids, witches, aliens, or fairies in your game (that is, you own Seasons, Supernatural, or Island Paradise, and you have not turned occults off), one of your DNA samples MUST be from an alien, a mermaid or a supernatural sim.
      • Use your Science Research Station to clone ONE of your DNA samples and produce a newborn. There is only enough juice left to create ONE child.
        • You are allowed to wait to do this till after you have cleared your founder’s career.
    • Raise the resulting child as your own. This child is allowed to lift a restriction but they may never be eligible to be the heir.
  • Some notes on this
    • You MAY bring the Big Science Project home from University, but it may not be placed on the lot until Alien Technology and Politics is cleared. It takes up a 9×9 area. You ALSO may not even USE the thing until Science is cleared.
    • Please note that if you do bring the Group Science Project home, it takes up one of the slots of things you can bring back with you – so you would have to leave something else out that you would be able to use right away.
    • You may also bring home the Science research station, again it takes up one of your three items. You are not allowed to purchase the Science station from the buy menu untilScience is cleared, once you reach the home neighborhood.
    • You can start this at University and do most of your collecting, sampling, and experimentation while on campus.
    • If you do NOT do this with your founder while on campus, you MUST have Science,Politics, and Military cleared, and be actively working on Naturalist to start it.
      • Once you have a sim working on Naturalist, you may copy the Science Project community lot from the University and place it in your neighborhood, preferably near the science rabbit hole. Set the lot as a large park.
      • You may ONLY use this community lot science project to achieve the White Beam. You may not place or use any Science Project items that you have in family inventory until Alien Tech. has been cleared.
  • INTO THE FUTURE
    • Prerequisites – Into the Future Expansion,
    • “It’s your kids, Marty! Something’s gotta be done about your kids!”
    • There was a blinding light and a crash outside your home. A glowing object materialized seemingly out of nowhere …Then a strange man walked out of it and approached your sim. Your sim was speechless as the green and blue man said he was from the future and was sent here for you. He needed to give you a glimpse of what would happen if your family didn’t continue on their quest. He feared things were beginning to get out of hand. In order to see what the future holds you had to help him find the power cells that broke off the portal when it landed. Mesmerized, and wondering how he knew of your family’s quest, your sim did as the time traveler dictated. As the portal began to glow again, you both stepped through the portal. When you emerged, you found a vibrant future community with flying people and flying cars… Your sim was afraid and wanted to go home, but the time traveler said he must learn of Alien Technology because the present is in getting worse and the technology will be required to fully restore the land so that this could still be the future of simkind. And so your quest to learn Alien Technology begins:
    • One Sim must:
      • Space rock Turn the future to Dystopian, Utopian and back
      • Space rock Discover and unlock the Alien spacecraft
      • Space rock Take a job in the Astronomy Career – whichever one you want and top it
      • Go to the hospital and engineer a baby to bring home.
        • You must be best friends with someone to do this.
          • If you are playing as an Occult, your DNA donor does not have to be the same occult as you
      • You must return to the present as soon as the baby is born
    • When the Engineered Baby reaches Young Adult they must go back to the future and:
      • Space rock Top the second Astronomy Career in order to learn the rest of the technology
      • Space rock Return to the present with five unique Nanites from the future and tour the Science facility with them in their backpack in order to introduce the technology to the present.
        • The Engineered Baby is allowed to do this regardless of restrictions still in effect.
    • Alien Technology is lifted and time travel is now permitted for your family.
    • NOTES:
      • While in the future MilitaryScience and Medical restrictions are lifted. The time traveler has seen to your safety so if Espionage is not clear, you will not need an escort. The alien technology of the future has improved medicine and technology. All other restrictions not yet lifted are still in effect, except that you may carry as many items as you wish even if Athletic is not yet lifted. (This is to facilitate multi-part objects such as the spaceship key; if you have not lifted Athletic, you must reduce your inventory to 3 items or less before returning to the present).
        • You must edit Oasis Landing to provide a bed and a refrigerator in one of the rooms
          • It is best if you put the refrigerator, bed, dining table and chair in the room you choose
        • You MAY use the elevators and all-in-one bathroom facilities.
      • Other future items may be used only if their governing restrictions are clear.
      • Regardless if Culinary is clear, you may eat what others prepare. Otherwise you must eat a quick meal from the fridge in your room.
    • You may have a Sprite to help you learn the Advanced Technology required to top your job.
    • The heir or spare can be the time traveler
      • If your heir is the time traveler they may get married while in the future and have children. But they must stay with you in the future, you can’t dump them at home and come back alone
        • If you decide to have children you may place a school building so they can attend school
    • The Engineered Baby may not lift any other restrictions unless they are the child of the heir, but they may never be heir.
    • The sim who time travels can lift another restriction
    • You may live at the Community Center or purchase a home.
      • If you purchase a home it must adhere to restrictions still in effect
    • Sims may not bring any future technology home with them except what is required to change the futures and then they must dispose of it once finished with the task. If anything else automatically comes with them, put it in your family inventory.
    • If Forensics isn’t lifted and your sim turns Elder before the baby is engineered, he has to immediately return to the present and cease working on Alien Technology
      • If your sim becomes elder the day the baby is engineered he may immediately take the baby back to the present.
    • !!!Being narrowly missed by a meteor while in the future does NOT allow you to use the meteor for skipping a part of your lift requirements!!!

 RESTRICTIONS

  • BASE GAME
    • Once Alien Technology is clear your sims suddenly live longer and have an extra 15 days added to their Young Adult/Adult life stage.
      • Werewolves: Set YA to 40 days and 20 days for Adult. Age up on their Adult Birthday
      • Genies: Set YA to 30 days and 30 days to Adult. Age up on their Adult Birthday
      • Vampires and Fairies: Set YA to 12 days and Adult to 48 days. Age up on their Adult Birthday
      • All others sets YA to 37 and Adult to 23 days
    • Sims may not purchase or use certain lifetime reward special objects.
    • Sims who are working toward Alien Technology may quit working toward Alien Technology even if Master Thief is not lifted. However, if Master Thief isn’t lifted, the Sim may not attempt to lift Alien Technology again through that method.
  • WORLD ADVENTURES
    • You may not own more than one storage chest (note that you cannot own even one until you lift AthleticBusinessMilitary, and Politics). Storage chests, alchemy cabinets, and similar are considered identical for this purpose; you cannot own a storage chest and an alchemy cabinet while this restriction is in effect.
  • AMBITIONS
    • You may not time travel in the Time Machine
  • LATE NIGHT
  • GENERATIONS
  • PETS
  • SHOWTIME
  • SUPERNATURAL
    • You may not own more than one alchemy cabinet (note that you cannot own even one until you lift AthleticBusinessMilitary, and Politics). Storage chests, alchemy cabinets, and similar are considered identical for this purpose; you cannot own a storage chest and an alchemy cabinet while this restriction is in effect.
  • SEASONS
    • Aliens may NOT summon meteors until Alien Technology has been cleared.
  • UNIVERSITY LIFE
  • ISLAND PARADISE
  • INTO THE FUTURE
    • Sims may not travel to the Future except for the Sims using the ITF method to clear Alien Technology
  • STORE CONTENT
  • LIFETIME REWARD RESTRICTIONS
    • Body Sculptor
    • Bottomless Pet Bowl, Celestial Salt Lick and Food Replicator
    • Climatron Control Unit, Collection Helper, and The Cloudinator 9000
    • Clone Voucher
    • ExtraordinAIRe-Inator, Hover Bed and Super Swank Pet Bed
    • Flying Vacuum
    • Future Sim
    • Map of the Stars
    • Pet Hygienator and Self Cleaning Box Stall
    • Philosopher’s Stone
    • Teleportation Pad
    • Time Remote Control
    • Trait Chip Bundle

Congratulations! You have lifted Alien Technology. Sims everywhere are grateful to get their gizmos and whatchamacallits back!