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FAQ/Walkthrough by WriterTina

Version: 0.1 | Updated: 02/10/07

/*/ About this FAQ /*/

This is version 0.1 of the FAQ and is not yet complete. Pet behaviors needs
some double-checking and overhauling. Pet jobs need detail. A full table of
contents needs to be added. Language and phrasing need to be gone over and
edited where necessary. Some other miscellaneous details need checking and
fleshing out. 

/*/ Mini-table-of-contents /*/

Copy and paste the string to search:

I: About The Sims 2: Pets
II: Obtaining a Pet
III: Simple Pets
IV: Cats and Dogs Overview
   * Taking Care of Cats and Dogs
   * Life Cycle
   * Personality Traits
   * Breeds and Breeding
   * Strays
V: Interacting with your Cats and Dogs
   * New Interactions
   * Training Pet Behaviors
   * Teaching Pets Commands
VI: Pet Jobs and Unlockable Content
VII: Other TS2: Pets Content
    * Werewolves
    * New Wants/Fears
    * New UI
    * New Items/Decor

/*/ I: About The Sims 2: Pets /*/

The Sims 2: Pets is the 4th expansion for The Sims 2 and requires the base
game to install and play. The other expansions, while optional, should be
installed in order (University, Night Life, Open for Business, and finally
Pets) if you wish to play them all.

Your Sims can now have pets of two types. Cats and dogs have a life cycle
and motives, can be trained, hold jobs, breed (with their own genetics), 
and although they cannot be controlled, they do autonomously interact with
the world around them. Cats and dogs have relationships with other cats and
dogs as well as with Sims. Birds, fish and womrats are simpler pets which are 
simply stocked into an appropriate cage type and have a limited number of
interactions and behavior. 

Very few non-pet-related options were added with this expansion pack, but 
there are a few new items, home decor choices, and UI improvements.

A patch was released in late January '07 and is available on The Sims 2
official site at http://thesims2.ea.com/.

Pets is available for PC, and via Aspyr, for the Macintosh. There are also 
PSP, PS2, GBA, DS, and GameCube versions of the game, but as usual the 
console and handheld versions are somewhat different. This guide only applies 
to the PC version, as I do not know if there are any differences between the
PC and Mac versions, however you can probably safely assume that most of
the gameplay is the same.

/*/ II: Obtaining a Pet /*/

* Birds, Fish, and Womrats

Bird cages, fish tanks and Womrat habitats can be purchased in the
Miscellaneous>Pets tab of the Buy interface. Once you have purchased and 
placed the appropriate item, simply click on it and select Stock. Wombats
and birds may be customized.

If you no longer want one of these pets, there are interactions on their
associated items to remove them.

* Cats and Dogs

There are four main ways to get a cat or a dog, not counting breeding.

1) Create the pet in CAS. If you have University, you can use the merge
households option to add pets to existing families after creating them in
CAS. Otherwise, you'll have to create the pets at the same time as your
human family (or create them in a placeholder family and then give the
pet up for adoption).

2) Adopt a pet. The phone choices now include a Pet Adoption Center under
Services. For a fee based on the training the pet has, you can adopt an
animal. Alternately, when you interact with strays, you can eventually
develop a good enough relationship to adopt one via the Adopt interaction
(which will appear when your relationship is good enough).

3) Buy a pet from a pet store. Player Sims can run pet stores (with OFB), 
or you can include dog and/or cat 'bins' in a community lot store just like 
you do food or clothing. This will bring up roughly the same options 
as creating a pet via CAS.

4) Player Sim to Player Sim purchase. If your Sim has pets already and knows
another of your player Sims, look for the 'Sell...' interaction. This will
allow you to attempt to sell one of your pets to that Sim.

If you are tired of a cat or dog, have too many due to breeding, or
otherwise need to give up a pet, the Pet Adoption Service has a Give up Pet
option. There is no penalty for doing this (other than without interaction,
your relationship scores will deteriorate), and all pets are added to the
adoption pool when given up.

/*/ III: Simple Pets /*/

Simple pets are fish, womrats, and birds.

Your Sims will likely regularly roll Wants to interact with these types of
pets, but the interaction is fairly limited, mostly 'play with' and 'watch'.
The interactions mainly grant Fun, though some do give a small boost to
Social.

Birds are the most complex, as they can be taught to talk and then later
talked to, which in addition to raising Fun and Social, teaches Charisma.

These pets require feeding about once per day, for a small price tag
(no more than S20). You will also have to clean their habitats regularly. 
Aside from that, you can safely ignore them if you want; they don't have 
needs other than food, and are essentially mobile, active furniture.

/*/ IV: Cats and Dogs Overview /*/

Cats and dogs are like having additional, non-controllable members of your
family. They have most of the same needs as humans; only Environment is
missing from the adult animals, and it's replaced with Scratch (for cats) or
Chew (for dogs), which require fulfillment regularly. Kittens and puppies
have simpler needs, somewhere between what a baby and toddler require; they
don't need to Scratch or Chew, they don't have a Fun meter, and they don't
have a Hygeine meter. Playing with them does still increase their Social.

* Taking Care of Pets

Although with training and time you will be able to encourage your pet to
take care of its needs (e.g., 'Go eat'), in many cases, it's up to the
pet to do actually do so. You can, however, make sure they have everything
they need to keep them happy.

- Hunger: Taken care of via food bowls kept filled and clean. 'Feed treat'
  will give a small boost to Hunger. Dogs may also eat trash, and both
  types of animals can eat Sim food left where they can get to it.
- Comfort: Pet beds and houses help with this, although a pet can fulfill
  the Comfort motive by laying on furniture or even the floor. Cats can 
  also regain Comfort from sitting on the cat condo.
- Bladder: Pets will relieve themselves as necessary. For cats, providing
  a litter box (and the right training) will minimize the mess. Dogs
  trained to go outside may pee on sidewalks/patios or on the ground,
  leaving puddles. (Puddles on the ground may sprout weeds as usual.)
  Taking your dog for a walk will also relieve bladder without the mess.
- Energy: Sleeping in a pet bed or house will restore this more quickly
  than sleeping on the floor, but as with Comfort, both work. Pets can
  also sleep on Sim beds. Taking your dog for a walk decreases Energy.
- Fun: Cats can entertain themselves with a catnip mouse or a wall toy.
  Dogs can use their chew toys for Fun as well as Chew. In addition, both 
  can play with other pets or with Sims. Taking your dog for a walk will
  increase Fun.
- Social: The Fun-fulfilling interactions between pets and other pets
  or Sims provide some amount of social as well. There are also some pet/Sim
  and pet/pet interactions that directly raise Social.  Taking your dog for
  a walk will increase Social.
- Hygeine: Cats will wash themselves. Dogs must be bathed in a tub.
- Chew/Scratch (Dogs/Cats): Chew can be restored by chewing on a chew toy
  or on the furniture. Cats can scratch on a post, a cat condo, or furniture. 

For additional notes on Fun and Social, see Pet/Sim Interactions.

* Life Cycle

Just like your Sims, pets will eventually grow older and, alas, die. Pets
gain a day of age at 11 AM (as opposed to Sims' 6 PM).

The kitten/puppy stage lasts a mere 4 days, about the same as a toddler.
During it, you can encourage/discourage most behaviors, although you cannot
yet do so with Clean/Filthy or Respectful/Disrespectful. Kittens and puppies
may not yet be taught commands. 

Kitten and puppy colouring does not reflect how they will look as an adult,
as they lack markings.

The adult stage lasts 24 days for small dogs and cats, and 21 days for large
dogs. All encourage/discourage interactions become available and they may be
taught commands. Adult pets may have jobs and breed.

The elder stage lasts 5-10 days. An elder pet may retire from a job and
collect a pension, or continue working. There appears to be no change in
appearance for elders, although since you can always completely change a
pets' appearance, if you wish to account for aging it can be done.

Pets' lifespans may be extended through the use of an Aspiration reward
which restores 5 days per use (5 uses). As with all Aspiration rewards, the
Sim 'using' it (directing the pet to eat) must be in Gold (or higher)
Aspiration to ensure good results.

There are no pet birthday celebrations; pets automatically transition when
the time rolls around unless they are sleeping or at work, in which case
they do so soon after they wake up/return.

Pets are collected by the Grim Reaper and leave a tombstone or urn. 

It is not possible for a pet to starve to death; they will be taken away
instead (along with all other pets on the property). 

* Personality

These animals have personality traits, although they're somewhat simpler
than a human Sim's traits. However, as with a human Sim, the traits do
affect their behavior somewhat (training also affects the behavior), as well
as how hard or easy it is to train the pet.

Each personality trait has three possible levels: two extremes, and a midway
point.

- Genius vs Doofus

Genius pets learn tricks and behaviors more quickly and pay more attention
to the world around them. Doofus pets learn them more slowly. There's really
no significant drawback to the former, so on average, you probably want to 
tend towards Genius pets to make their training simpler. The only real
consideration is that a Doofus pet is on average a bit calmer about what's
going on around it. (Don't let me discourage you from taking a big ol' dumb
dog if that's what you want, mind you; Doofus pets aren't so dumb as to be
untrainable. It just takes longer.)

Genius pets learn all behaviors and commands faster; Doofus pets learn all
behaviors and commands slower.

- Hyper vs Lazy

Hyper pets are more likely to want to be Doing Something other than sitting
around, whereas Lazy pets are more content with just, well, lazing around.
There are plusses and minuses to both traits, so any of the three choices
can work well depending on your personal preference. If you have a Sim that
lives alone who wants a lot of constant companionship, Hyper is probably
not a bad idea. If you have a Sim that you want concentrating on their kids
or other things, a Lazy pet can be helpful for this. Middle of the road pets
work for most situations.

Hyper pets may learn Calm slower. (Not fully tested.)

- Independent vs Friendly

Independent pets are more likely to want to be left alone until they are 
ready to do something with your Sim or another pet. Friendly pets are happy 
to be interrupted to do whatever you want and are more likely to initiate
interactions regularly. This is another place where your personal preference
is all that matters. Note that an Independent pet that's trained to be
playful is about as easy to get along with as a Friendly pet, and a Friendly
pet may sometimes want more attention than you have time for, however.

Friendly pets may learn Playful faster. (Not fully tested.)

- Aggressive vs Cowardly

Aggressive pets are a lot more territorial. In a multiple-pet household,
this can sometimes lead to friction when another pet uses 'their' bed or
food bowl. Cowardly pets tend to avoid fights and will go out of their way
to not annoy an Aggressive pet. If you're going to have only a single pet,
your choice here probably won't matter much. If you're going to have
multiple pets, it may be easier to deal with if they're the middle choice or
Cowardly. However, a pet discouraged from being hostile and encouraged to be
calm will probably get along with other pets even if they're Aggressive.

- Pigpen vs Finicky

Pigpen pets like to get into trash and dirt and make messes, and get dirtier
more quickly than Finicky pets, which are basically the opposite. If you
train your pets to be Clean, this won't matter too much except that you'll
be giving your Pigpen dogs baths more often, and your Pigpen cats are much
more likely to get dirty enough to stink. For that reason, it's probably
best to have middling-to-Finicky cats (since you can't wash them), though
with dogs it's not as important.

Finicky pets learn Clean faster and may learn other behaviors faster. (Still
testing.)

* Breeds and Breeding

- Building a pet

The CAS and pet buying screens have a fairly complex pet builder that
allows you to lay down multiple markings (including full body) in various
colours at various opacities, allowing for a rather wide range of coat
patterns and colours. Once you unlock the additional coat colours, you can
create some truly odd-looking pets.

The game includes a fairly large number of default breeds that you can
simply pick and customize or use as is. Going through those breeds and
looking at how they are built will help a lot in figuring out how you can
put together your own pet.

As with human Sims, you can change quite a bit about the features of your
pets, and can create pets ranging from very realistic to extremely odd. The
same sorts of things are controlled: face size and shape, basic torso shape,
hind and front leg shapes, etc. You can also change the coat types (which
changes the way the blending looks as well as how the fur looks) and to
some degree the coat style (dogs have more options for this).

Cats have three fur types: smooth, flowing, and curly. They can add fuzzy
face hair and/or a fuzzy belly to make long-hair cats and have several tail
types, including bobbed.

Dogs have five fur types: smooth, shaggy, flowing, furry, and curly. In
addition, they have a coat type selector that gives fur weight to various
parts of the body, for instance a heavy front like a collie or heavy legs
like an airedale. The degree of this can be changed as well. They also have
coat additions like a fuzzy belly, eyebrows, or whiskers, or giving your
pet a 'poodle cut'. Tails come in multiple types as well, and ears can
be either floppy or erect.

- Breeding two pets

Only pets of the same type can be bred. The game considers small dogs to be
separate from large dogs in addition to the cat/dog distinction.

You will need to have a fairly good relationship with your pets and your
pets will also have to have a good relationship with one another.
(Encouraging pets to play together will build their relationship fairly
quickly, which is one good reason to train pets to be playful, but if you
leave pets alone enough they will interact to build Social in any event.)
You will also have to have some sort of pet house for their privacy.  Once 
you think everyone likes each other enough, select a pet and have it 'Try 
for kitten (or puppy) with...'. All eligible mates will be available for
selection.

The pet you select will go up to the pet to breed with and, if the
relationship is good enough, they'll wander over to the pet house for a
little pet woo-hoo. The same lullaby Sims get will play if they're
successful.

Pet pregnancy seems to last about 2 days, though there seems to be some
variation here -- I actually once had a dog give birth after about 6 hours!
When the pet is ready to give birth, she will lay down somewhere and
there'll be music and sparkles that produce 1-4 brand new pets.

These pets will have the basic features they'll carry as adults but appear
a solid black or white. (Actually, it may be 'appear underlying coat
colour'; still testing that.) Only once they grow to adult will you know
exactly what they look like.

Pet genetics appear to be entirely random, and can contain any single layer
or layers from either parent, as well as combining their build, face, coat
types (usually a one-or-other thing for cats, more complex for dogs), and
tail type.

* Strays

Strays can appear on any lot, both residential and community, as random
walkbys. On your Sim's home lot, you can choose to greet the pet to allow it
to behave like any visitor, accessing your home and interacting with you.
You can also chase a pet off either a Sim lot or a community lot.

Strays can have their behavior trained even on community lots (and possibly
learn commands, but this item needs to be confirmed). A stray that is
trained by your Sims while on a community lot will, upon adoption, retain
that training, so this is a good way to interact with a stray you are
thinking of adopting.

You can also play with and give love to a stray, of course, which is the
best way to build relationship with one so you may adopt it if you wish. You
can befriend strays without adopting them, but since you can't control their
appearance, keeping up a relationship with one may sometimes be hard.

There are two special stray types that only appear on a Sim's home lot: the
skunk and the wolf. 

The wolf looks more-or-less like a regular dog, but has unusual eyes, and
interacting with and befriending it can lead to a result you may not want... 

The skunk can, if left alone, spray your pets. I haven't had this happen
yet, so I don't know what the result is, though I would presume it bottoms
out Hygeine.

/*/ V: Interacting with your Cats and Dogs /*/

* New Interactions

There are new interactions your Sim can initiate with cats and dogs:

As a child, teen, adult, or elder...

...with an adult or elder pet:

'Praise for...'/'Scold for...': Used to train behaviors (see below).

'Teach Command...': Used to teach new tricks.

'Command...': Used to have pet perform tricks or behaviors.

'Play...': With dogs: 'Razzle' (tease pet with hands) or 'Fetch'. 
  With cats: 'Cat Teaser' (cat toy), 'Finger Wiggle' (cat chases fingers --
  warning, can result in negative interaction), or 'Toss in Air' (if I tried
  this with my real cat, he'd eat my face, but apparently Simcats love it).

'Give love...': With cats or dogs: 'Stroke' (pet), 'Feed Treat' (satisfies
 a small amount of Hunger, to). With dogs only: 'Rub Belly' (vigorous pet).
 With cats only: 'Hug'.

'Shoo pet': Pet will leave the room

'Try for (puppy or kitten) with...': Only available if a pet on the lot can
  be bred with. (May not be available to child Sims; need to double-check.)

...with a puppy or kitten:

'Praise for...'/'Scold for...': As with adults.

'Play...': Raises Social only (no Fun bar for the babies). Different
  interactions (list forthcoming).

'Give love...': Different interactions than adults (list forthcoming).

As a toddler, with any pet:

'Cuddle': The actual animation will vary with pet age.

Pets ignore babies, though they can be woken up by babies on the floor or
crying babies as human Sims are.

Pet/pet interactions are not controllable, but including playing with other
pets, challenging pets (aggressive behavior over control of beds, toys,
etc.), sniffing pets/Sims, and nuzzling baby pets. Adult and older pets can
also fight other adult and older pets.

Pets can autonomously begin Play and Give Love interactions with a Sim, as
well as autonomously Cuddling and Licking (adult pets only) toddlers. 
Although you cannot cancel a pet's action (without a cheat), you can cancel 
the receiving Sim's action for the same result if the Sim is controllable.

* Training Pet Behaviors

Cats and dogs have a series of behaviors that can be encouraged or
discouraged by use of the Praise or Scold interactions. It's your choice
which way you wish to encourage these behaviors, in fact, although most pet
owners will probably choose to encourage the behaviors normally considered
'good' by the average real-world pet owner.

You will know if your pet can be Praised or Scolded for a recent behavior
by the circular arrow (looks a bit like a recycling symbol) appearing on its
mini-portrait in the Pet bar. Once the interaction starts, a learning
thermometer with an appropriate portrait will appear. The portrait matches
the one in the learned behaviors part of the pet information.

If you put a Praise or Scold on your Sim's queue and the pet gets around to 
a new behavior before the action is performed, the pet will react poorly. 

The pet information panel will show you how these behaviors are trained.
Positive training shows up in blue. Untrained shows up in pink.
Negative training shows up in red. A pet with a fully red Eat Food bar,
for instance, is trained to AVOID pet food and only eat Sim food/treats, and
will beg at the table for food.  One with a fully blue Eat Food bar will 
probably ignore Sim food (unless starving), not beg for Sim food, and eat as
necessary from filled bowls.

(Please note: the listed behaviors below are incomplete and some
associations may be incorrect. This section is slated for updating after I
test and confirm these things.)

- Hostility vs Playfulness Towards Others

This more or less determines how the pet is likely to interact with the pets 
and Sims around it. Hostile pets will bark, yowl, howl, growl, and hiss more,
and are more likely to start fights. Pets trained to be Playful towards
Others are more likely to try to interact in positive ways. You will most
likely want to Scold hostile behaviors and Praise pets who play with other
pets... but note that a hostile pet might well chase off your mailman or
chase around those townie visitors you dislike!

Hostile Behaviors: Yowling, Howling, Hostility Towards Others (Growling,
  barking or hissing at pets/Sims)
Playful Behaviors: Playful Towards Others (Playing with pets/Sims)

Pets trained to be Playful Towards Others can be commanded to 'play with'
other pets, a useful interaction if you're looking to get two pets friendly
enough to breed.

- Respecting the Furniture

Cats may scratch the furniture and dogs may chew on it... and yes, they can
actually destroy your furniture if left unchecked. This is one behavior all
pet owners should probably make sure they train, unless you don't mind
replacing your furniture regularly...

Note that homework apparently counts as 'furniture'. Apparently, the dog
really CAN eat your homework.

Destructive Behaviors: Chewing (or Scratching) the Furniture
Respectful Behaviors: Not Chewing (or Scratching) (Use of chew toy or 
  scratching post)

- Cleanliness/Filthiness

Dogs which are not trained to be clean will get into trash, dig holes, roll 
around in dirt, and roll around in flower beds. Cats appear to have fewer of
these behaviors, but as they're self-cleaning, a cat which is not trained to
be clean will probably walk around stinky more often. (They may get into the
trash as well, but I've yet to see it.) More than likely, you'll want to
encourage Clean pets.

Filthy Behaviors: 'Being Filthy' seems to be what comes up most, but it 
  involves all the behaviors in the first sentence. 'Escaping bath' is
  a dogs-only behavior.
Clean Behaviors: 'Getting Clean' (Cats cleaning themselves), 'Behaving in
  Tub' (dogs which let you wash them).

- Eating Pet Food/Eating Sim Food

Pretty much just what it says. Dogs can also eat trash, but it appears that
you can only scold/praise them for 'being filthy' when they do.

A pet not trained to eat pet food or trained to eat Sim food may beg for
food from Sims who are eating. You will apparently only get this interaction
if the behavior has been trained that way. If you want your pet to only eat
when you do or when you leave it human food (or feed it a treat), feel free
to discourage them from eating pet food/encourage them to eat Sim food, but
most likely, you'll want to keep them eating from their bowls.

Pet Food: 'Eating Pet Food' (out of a bowl).
Sim Food: 'Eating Sim Food' (that has been left where a pet can get to it).

Pets trained to Eat Pet Food can be commanded to 'Go Eat'.

- Housebroken/Not Housebroken

Again, just what it says. Housebroken pets go in an appropriate place,
non-housebroken pets pee inside. Since with dogs you have to clean it up
either way (unless they go on the grass, in which case weeds can form), this
may not matter that much except for the suffering environment scores. Cat
litter boxes have to be cleaned every few uses, so there's less cleaning
involved when they use a litterbox. (They can also be trained to use a
toilet, but they don't flush...)

Housebroken behaviors: 'Peeing outside' (dogs), 'Using Litterbox' (cats)
Non-housebroken behaviors: 'Peeing on floor' (both)

Pets trained to be Housebroken can be commanded to 'Go Pee'.

- Calm or Not

There's actually not much difference between these. A calm pet is, well,
calmer, while one not trained to be calm will run around like a lunatic from
time to time. I think that some of the howling/yowling behaviors work with
this behavior instead of the Playful one, but I'm kinda unclear on the
distinction (another thing for the update, so be patient). This behavior
affects very little in the way of interactions.

Calm behaviors: 'Calmly sniffing' (pets or Sims)
Not-Calm behaviors: 'Running around crazily'

Note that a cat that uses a catnip mouse may run around crazily even if
trained not to.

- Being on/Staying off Sim Beds

Pets can sleep on your bed, on a pet bed, in a pet house, or on the ground.
Encouraging them to stay off Sim beds means they will avoid the bed and use
one of the other options. Not training this behavior at all means they will
pick whatever's handy. You can also discourage them from using pet furniture
and encourage them to use yours. Whatever suits your fancy works here. (If
you do let them sleep on your bed, be prepared to shoo them off when you
need it.) 

Pet-furniture sleep behaviors: 'Staying off Sim Beds' (in or just out of pet
  beds and houses sleeping, or sleeping on the floor)
Any-furniture sleep behaviors: 'Being on a Sim Bed' (sleeping on or 
  recently sleeping on a Sim bed). 

Pets trained to use pet furniture can be told to 'Go sleep'.

- Being on/Stay off Furniture

This behavior determines where your pet goes to get comfort. Pet furniture
or the ground is the 'positive' behavior, Sim furniture is the 'negative'
behavior.

Pet-furniture comfort behaviors: 'Staying off furniture' (in or just out
  of pet beds/houses not sleeping, laying on floor or cat condo)
Any-furniture comfort behaviors: 'Being on furniture' (on or recently on
  Sim furniture)

Pets trained to use pet furniture can be told to 'Go lie down'.

* Teaching Pets Commands

Your pets can learn a number of commands, most of which are used in some
fashion to determine eligibility for promotion in certain jobs. Pet owners
also will get wants to teach these commands or have their pets perform on
demand.

Teaching a pet a command takes time. Although you probably can get them to
learn the command in one go if your needs and theirs are mostly high, more
likely it will actually take several training sessions to do so. Genius pets
learn somewhat faster than Doofus pets. As far as I can tell, all the
commands take the same amount of time to train.

The commands are: Speak, Stay, Come Here, Shake, Roll Over, Play Dead, Sit
Up, and (cats only) Use Toilet. 

/*/ VI: Pet Jobs and Unlockable Content /*/

There are three possible pet jobs for both cats and dogs: Security, Service,
and Show Business. Each of them has a different order of required commands
to advance. There are also chance cards, although frankly so far my
experience with those suggests you should just Ignore all of them.

Pay is pretty good at all the levels, and as with human Sims, pets who reach
Elder in their career can retire for a pension. A single working pet will
easily make as much as all but the highest-paid single working Sims, so it's
well worth it to send your pets to work!

When your pets get promotions, they begin to unlock unusual fur colours and
new collar designs. Each promotion counts until you've unlocked a certain
number of them, even if all the promotions come on a single animal you've
repeatedly run through multiple careers. Each unlockable comes with a code
that can be traded to other Sims 2 players (possibly on PC only), and
several lists of the codes are available online, although not in this guide.

The unlockable fur colours (separately for cats and dogs, but dogs' content
applies to both sizes) are: Purple, Pink (very light), Goofy (multi-colour),
Blue, Light Green, Green, Neon Green, Neon Yellow, and Deep Red (a true red
rather than the 'red' dogs can have).

The unlockable collars are also separate for cats and dogs (list
forthcoming).

In addition, there are several new marking colours and unique breeds that
can be unlocked.

For cats: Bandit Mask (also unlocks the Bandit Cat), Stars, Panda
For dogs: Stars (also unlocks the Star Dalmation), Bandit Mask, Zebra

/*/ VII: Other TS2: Pets Content /*/

* Werewolves

Your Sim can become a werewolf! Just find the Leader of the Pack and
befriend it. (LotP will appear on your Sim's home lot sometimes at night.)

Werewolf Sims transform at night and resume human form in the morning. Being
a werewolf will change your Sim's personality over time, making them
extremely outgoing, grouchy, active, messy, and playful. During the day,
werewolf Sims automatically gain Body points.

A werewolf trains pets somewhat faster than normal and is less likely to be
sprayed by a skunk. While transformed, the Sim has more energy, making them
suited towards nocturnal activity. 

* New Wants/Fears

Most of the new wants and fears revolve around pets, of course, with the
exception of a few werewolf-related ones.

Note that there appears to be a bug with the See Wolf Want/Fear, which can
be fulfilled if a Sim has it when the wolf comes onto the lot, even if the
Sim does not actually see the wolf (and, in fact, even if the Sim is
sleeping or meditating).

Pet-related Wants include: commanding a pet to do things, pets learning
commands (counts even if another Sim teaches the command), pets getting jobs
(generically or specific ones), play with pets, give love to pets, getting
pet friends, getting multiple pet friends, obtaining a pet, getting a puppy
or a kitten (adopt/buy, not breed), and a lifetime want for a large number
of pet friends (number needs to be confirmed).

Pet-related Fears include: pet scratching/chewing furniture, pet being
sprayed by skunk, pet dying, bad interactions with pets, losing pet friends.

* New UI

- Phone

New Services: Pet Adoption (adopt a new pet from a pool of pets, for a fee),
Pet Adoption - Give up Pet (have one or more pets taken away and put into
the adoption pool), and Pet Trainer (teach pets commands, NOT behavior). 

New Call Sim menu: A popup now appears with all possible 'call Sim'
interactions.

- Game Options

There are now two new things in the game options: a list of all your
unlockables with the codes you can use to trade them, and a Game Tips
Encyclopedia.

- Pet Information

Although pets are not controllable, they are selectable, and you can view
their Needs, relationships, job information (which also lists known commands 
and any command needed for promotion), personality, trained behaviors, and
memories. 

Pets have neither Aspiration nor rewards and don't have an inventory.

- Build Options

There is now a sledgehammer tool that allows you to remove any single item
or tile without finding the appropriate selection and control-clicking.

There are now diagonal roofs and an octagonal wall tool.

There is a 'level lot' button under landscaping that brings your entire lot
to street level at once. (On live lots, the usual fee applies.)

- Painting

You can now have your Sims paint 'custom' pictures if their Creativity is
high enough to allow them to paint Still Life and other speciality types.
These pictures are in your data folder's /Paintings directory and can be
added to at will (limited to 1200x1200 and 600kb in size, and you may want
to try to crop to rough painting dimensions).

* New Items/Decor

Obviously, pet furniture and items are new. They have their own tab, under
Miscellaneous. 

A set of 'galactic' furniture and decorations is available, with star,
space, and satellite themes done in modern/futuristic furniture styles, new
walls and flooring, new doors, new windows, and new lights. 

There are new doors and windows, wallpaper, and flooring involving pets and
paws.

There are a large number of pet-themed and space-themed paintings and 
wall hangings in addition to a few new sculptures.

There are several new things available under plant decor.

/*/ CREDITS, COPYRIGHT, FURTHER NOTES. /*/

* Credits

Information on the exact lifespan of pets and details on werewolf
transformation was compiled from the following sources:

Wikipedia (http://en.wikipedia.org/wiki/Sims_2_pets)
IGN (http://guides.ign.com/guides/837830/)
answers.com (http://www.answers.com/topic/the-sims-2-pets)

All other information was determined via my gameplay.

All trademarks and copyrights contained in this document are owned by 
their respective trademark and copyright holders.

* Links

The Sims 2 Official Site's Information on Pets:
  http://thesims2.ea.com/about/ep4_index.php

The FAQ author's custom pets: http://tinyurl.com/357kdw

(Got a suggestion for a link? Drop me an email, I'll consider it.)

* Copyright and Distribution

The official, updated version of this FAQ appears only on GameFAQs.

This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed 
publicly without advance written permission. Use of this guide on any other 
web site or as a part of any public display is strictly prohibited, and 
a violation of copyright.

Copyright 2007 T. Sikorski, tls_writes@hotmail.com

/*/ END /*/

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