Now that you have your World pre-staged, your In-Game options and settings configured, and your Castaways made you can begin the challenge.
All rounds start and end at 8 am.
ROUND ONE – Survive!
It is day one. Your sims have just come to the realization that their plane has crashed and they have gathered together a safe distance away from the crash site. They have no idea where they are, or how many of them have survived. They are growing emotional, hungry, and tired.
The object of this round is to simply make it through the night alive and ends on day two (that following morning). YOU MAY NOT COMMAND YOUR SIMS TO DO ANYTHING THIS ROUND. They must survive on their traits and emotional states alone for 24 sim hours.
Rewards: The sim with the highest Aspiration Points (if tied, decide who is the most well cared for) in this round may fulfill one whim.
ROUND TWO – Search and Salvage
It is day two. Your sims, hopefully, have survived a terrible, long, and sleepless night. But the sun has come up, on the horizon and they are ready to put their survival skills to the test. They will return to the crash site to search for any missing survivors and salvage any useful items from the plane.
Have all of your sims visit the Crash Site. They will automatically want to use the toilet and get food from the cooler once they get there. Note the first to the toilet and the first to the fridge. After each sim has done this on his/her own, delete the fridge and toilet. Then have them return to the Castaways’ lot.
Set up base camp. Now that you are back at the Castaways’ lot, you may now command your sims to eat, relax, nap, sleep, and use the toilet ONLY. Your sims will be tired and hungry and likely overheated or dripping wet, so you may also command them to light a fire and warm themselves, or cool themselves off (change clothes).
You may now visit the Crash site at any time. You may add the following objects (the choice is yours because money doesn’t count) to your Castaways’ lot: (I recommend only just enough places that every sim can either sleep or nap, but not both).
1 fire pit
3 chairs or sitting stumps/rocks
tent(s)
1 Lounge chair
1 fridge (same as the one deleted from the Crash Site)
1 toilet (same as the one deleted from the Crash Site)
The object of this round is to fulfill their immediate survival needs and ends on day three. Your sims may now access the Crash Site lot at any time throughout the challenge.
Rewards: The first sim to use the toilet on the Crash Site may add and fulfill one whim. The first sim to access the fridge on the Crash Site may fulfill one whim. The first sim to go to sleep on the Castaways’ lot may fulfill one whim. The first sim to wake fully rested may fulfill two whims.
ROUND THREE – Fish and Forage
It is day three and although they found no further survivors at the crash site, your sims did meet their immediate basic needs and established a base camp using the items salvaged from the plane. They have shelter and are well-rested, but the food won’t last long. With no way of knowing how long it will be until they are rescued, they will need to find freshwater and other food sources.
You may explore the island, discover harvestables, collect water (if using the on-grid toilet this may be important), and go fishing. Select half the sims to fish. Once there, command them to fish. Once they have finished fishing, have them return to the Castaways’ lot. Have other sims harvest once they have finished harvesting, have them return to the Castaways’ lot. Your sims need to learn new skills. You may now also command your sims to fish, harvest, collect frogs, and to gift fish and vegetables to other castaways only. YOU MAY NOT COMMAND THEM TO PLANT. You may also command your sims to make things on the woodworking bench, they may use anything they make, except you may NOT make planter boxes/pots until round eleven.
You may add the following objects (the choice is yours because money doesn’t count) to your Castaways’ lot:
1 fish tank to store fish
Woodworking bench
5 objects that will depict fishing and, or food foraging activities, like baskets of fruit or vegetables, containers for gathering food, knives, or fishing gear, etc.
The object of this round is to learn to fish and find food. This round takes 3 days and ends on day six.
Rewards: The sim with the highest count of fish may fulfill one whim. The sim who harvests the most food may fulfill one whim.
ROUND FOUR – SOS And Bonfire Party
It is day six, living conditions have improved, but with food and water rations, and limited furnishings and amenities, there is constant competition. Tensions are high and your sims need to chill out because they want OFF THE ISLAND NOW!!!
Your sims visit the Airplane Crash Site and collect the guitar and violin. Then visit the Shipwreck lot and spell SOS on the beach, after which, they have a bonfire party. Your sims need to lighten up.
You may now command your sims to sing, dance, play the guitar or violin, tell ghost/funny stories, tell jokes and secrets, and other entertainment actions during the bonfire party. You may now visit the Shipwreck at any time.
The object of this round is to relieve tensions and lift spirits and ends on day seven.
Rewards: The two sims with the lowest Aspiration points may fulfill two whims each.
ROUND FIVE – The Day After
It is day seven. Your sims really let loose last night! A good time was had by all, but the mess has gotten out of control. Time to clean up their act.
Have your sims clean up all the dishes and garbage on the lot. Clean the toilet. Take a shower. Change outfits. Select one or several sims to clean everything up. Have each sim take a shower.
Your sims have a lot of work ahead of them. You may now command them to clean up, wash dishes on the lot, shower, and change outfits.
You may add the following objects (the choice is yours because money doesn’t count) to your Castaways’ lot:
1 bonfire
1 sink (choose on the grid if you’d like more difficulty)
1 shower or tub (choose on the grid if you’d like more difficulty)
(optional) Clothesline, hamper, washtub
The object of this round is to clean the lot and reduce bad smells, hopefully increasing your sims happiness. This round ends on day eight.
Rewards: Most sims like a tidy lot, and although no one likes to get stuck with a dirty job, the rewards far outweigh the efforts! Each sim fulfill one whim. Each sim may buy one small decorative object (found rummaging through the Crash Site debris) that you feel best reflects their personality.
ROUND SIX - A Hunting We Will Go
It is day eight. The island may be beautiful, but living on it is no walk in the park. Your sims spend the majority of their days fishing and harvesting, cooking, and when they aren’t doing that, they are endlessly scavenging for things and ways to make island life, a little bit easier.
Scavenge the island for the following items:
spot a ghost at the Shipwreck lot
collect 3 crystals
collect 3 metals
pick flowers
spot one of the “Others” (any of the tribe or hermit) on common ground
pet stray animal
catch a rare fish
fulfill one whim for each of your castaway sims.
The object of this round is to complete the scavenger hunt and acquire useful objects and lasts for five full sim days, ending on day thirteen.
Rewards: Your sims may now adopt stray animals (if you have enough room in your household). You may also add:
A small mirror (found at crash site)
A grill (barrel grill suggested, can pretend sims found the barrel at the shipwreck and made it)
Two counters
ROUND SEVEN– Map the Island
It is day thirteen. Your sims are relaxed and ready to take it to the next level. In addition to putting out an SOS, they have decided to map out the perimeter of the Island and do a little exploring. After all, they may not be in the best location to be discovered by a search party.
Select 3 sims (I suggest using a number generator or something to randomly select these) to walk the perimeter of the island. Your sims have a long and taxing journey ahead of them. Have them take a tent with them. Find the cave to The Nature Grove and stay there long enough to fish, and gather new harvestables. You may command them to fish, eat, sleep, sit, swim, walk, run, gather, and collect. Your sims may not put the lot furnishings or fire pit/grill in their inventories as they may need to stop here again in the future.
If they come across any lots or encounter any outsider sims along the way, take note that they exist, but do not command your sims to visit or interact with them. You may now go to the Castaways lot, the Airplane Crash, the shipwreck, and The Nature Grove.
The object of this round is to acquire knowledge of the island and improve inventory supplies. This round ends on the day after sims arrive back at camp.
Reward: You may add a bee, or bug boxes to your Castaway lot. The adventuring sims may fulfill two whims each.
ROUND EIGHT – A Celebration Feast! (If you have seasons, make this day Winterfest.)
Your adventuring sims have returned home. They have discovered many things and brought home the spoils of their adventures to share. They have stories to tell and decisions to make. Knowledge of other humans on the island holds great expectations and also great apprehensions.
You may now command your sims to cook. Select two sims to cook two separate dishes and call everyone to supper. Have your sims tell stories.
The object of this round is to acquire cooking skills and establish the others. This round ends the next morning.
You may add the following objects (the choice is yours because money doesn’t count) to your Castaways’ lot:
1 off-grid stove
1 holiday decoration item
Rewards: All sims may fulfill one whim.
ROUND NINE - No One is Coming
Your sims have been castaway for so long now, they have completely lost track of time. They’ve mapped the island, considered new rescue strategies, and it’s been days since they put out an SOS…but no one is coming. With heavy hearts, they decide it is time to put down more permanent roots.
Sims take the time to learn how to craft objects to use for long term living. Must get at least 1 sim to level 6 in handiness. The team will have to prepare for the unknown. You may now command your sims to choose and read a basic skill book.
Buy each sim one of these basic skill books:
Handiness
Gardening
Cooking
Baking
Fishing
Fitness
Herbalism
Logic
Charisma
The object of this round is to learn basic skills, make things for living long term (get handiness up). This round will last either one day or as many as needed to get at least sim’s handiness to level 6.
Rewards: You may add one (1) small bookcase. Any sim with a handiness level of 6 or more may fulfill one whim. Any sim that gained any levels while reading during this round may fulfill one whim.
ROUND TEN - Permanent housing
Your sims now have some skills to build more permanent housing. Build 2-3 small simple sleeping structures on the lot (no more than three sims to a structure). Build a community cooking shelter (can be open or enclosed), Must have 1 dining table and at least 1 chair for each sim, made on the woodworking table. 1 or 2 outhouses, sims can now have privacy while taking care of body functions.
You may add the following objects (the choice is yours because money doesn’t count) to your Castaways’ lot:
Up to 3 beds per sleeping structure
1 desk and 1 chair per sleeping structure
up to 4 counters for the cooking structure
up to 4 overhead storage cabinets (can be open shelves or cabinets) for the cooking shelter
1 sink for the cooking structure
add a second toilet, tub/shower, sink or an additional all in one bathroom to the lot
paints, shrubs and flowers, and objects to make it look authentic
The object of this round is to put down roots and ends the morning after you complete the rebuild.
Rewards: Checkpoint. Check the Aspiration points for each sim before the upgrade and after. Now calculate the difference. Some sims will be happier with the decision to settle in, while others will not. Learning to be adaptable to one’s situation can be a huge asset in times of trouble. Fulfill two whims for the sim with the biggest improvement(or highest aspiration points total if no changes) – Good Attitude!
ROUND ELEVEN – Let it Grow!
Your sims have grown tired of making long treks through the jungle to harvest vegetables and fruits found in the grove. A few of your sims have naturally green thumbs, and others are good at gathering; it’s time to put in a garden.
You may now command your sims to plant, water, weed, talk to, and tend their gardens. You may also have sims make planter boxes/pots on the woodworking bench. Have two sims (preferably two that have acquired a basic level gardening skill) gather “seeds” from the Nature Grove or nearby surroundings and plant them. Water and tend them. You may add paints, shrubs, and flowers to your Castaways’ lot.
The object of this round is to acquire gardening skills and increase harvesting. This round lasts for around 3 sim days.
Rewards: You may add the second and third volumes of the gardening book to your lot.
ROUND TWELVE - Meet the hermit
Your sims cannot explain it, but there have been times they could sense someone secretly watching them from The Ruins a short distance away from the cave. The area is too flat for any inhabitants, except maybe the strays, which caused a lot of speculation. They now believe it was the others….or was it?
Have all of your sims visit the Ruins and introduce themselves to the Hermit. May go inside the hermits home and retrieve the chess table.(delete it) Return to your Castaways’ lot. Add a chest table to your camp. You may now command your sims to perform any and all social actions as well as play with the chess table.
The object of this round is to establish the hermit and lasts one day.
Rewards: Your sims can say anything they want. The sim with the highest relationship with the hermit may fulfill one whim.
ROUND THIRTEEN – The Beating Drums
Your sims have been awakened in the middle of the night by the sound of beating drums. Your sims follow the sound of the beating drums to discover a native tribe living deep on the island. They are fierce and strong and they clearly do not speak Simlish! Your sims will need good negotiating skills.
Your sims have learned more about the tribe. Buy books 2 and 3 in the charisma skill. Have sims work on their charisma skill, with the mirror, talking to other castaways, or reading charisma skill books. You may now practice speeches in the mirror.
The object of this round is to learn the charisma skill and lasts one day.
Rewards: You may fulfill one whim for sim has the most charisma skill.
ROUND FOURTEEN - Trading with the tribe
Your sims noticed when they met the tribe that they had food and plants that they haven’t seen on the island before. Your sims have decided to try and trade with the tribe.
Have your sims introduce themselves to the tribe Chief and other tribe members. Your sims must each gift an item that they either got from the nature grove or an item they made to a tribe member. In return the tribe allows them to harvest plants from their land.
The object of this round is to improve friendship with the tribe and increase harvestables and lasts one day.
Rewards: The sim with the highest relationship with the tribe’s chief may fulfill one whim.
ROUND FIFTEEN – A new friend
Your sims have put forth a valiant effort but had no luck in flagging down a large ship or plane. They decide to invite the hermit back to their base camp to find out what they can about where he/she came from.
Invite the hermit back to base camp. Shower the Hermit with attention and gifts. Each sim must have three social interactions with the hermit to try to get to know him/her better. Each sim must give the hermit one gift to show their appreciation for giving them the chest table. Your sims may not ask the hermit to leave; the hermit will leave when ready to.
Your sims were successful in discovering the hermit was born on the island. Their parents had been tossed out to sea while sailing during a severe storm and got stranded on the island. One day, when they were five years old, their parents took the sailboat out to watch for passing planes or boats and told them they would be back soon. They watched for them days, but they never returned. Then, one day their parents washed up on the shore, and they knew they had drowned at sea. The hermit never learned to play chess.
The object of this round is to improve social skills and befriend the hermit The round lasts one day.
Rewards: Fulfill one whim for each sim on your team.
ROUND SIXTEEN – Full Moon
It is 7 PM the following evening. The sky is clear, the moon is bright. Who knows the mysteries under the dark of night? Bathed by the moon, surrounded by the tides, one creature lurks, while another hides! Sims have been known to do many strange and wondrous things under the hypnotic effects of an entrancing full moon.
Have your sims do the following things:
Get two (2) sims to WooHoo in the tent
Get one (1) sim to acquire or make friends with a wild animal (stray cat or dog)
Get one (1) sim to find and eat a 3 “wild” mushrooms
Get one (1) sim to eat everything in their inventory
Get three (3) sims to go skinny dipping in the moonlight (pool at The Ruins)
The Object of this round is to go crazy and lasts one day.
ROUND SEVENTEEN – Sacred Ceremony
The day your sims have been dreading has finally arrived. The Tribal Chief has requested your sims presence to a sacred ceremony. None of your sims wants to go; they do not want to end up the sacrificial lambs, or worse, end up on the menu! On the other hand, they don’t want to insight a war by insulting the Chief’s generous invitation – no matter what the motives.
Visit the Tribal lot. Offer a gift. Engage in the activities. Return to the Castaways’ lot.
Visit the Tribal lot (you may want to form a group for this). Have each sim make a generous gift of rare items (crystals, metals, frogs, fish, harvestables, craftables). Have each sim use the bubble blower. Have your sims randomly engage in the activities suggested below:
eat/drink
indoor/outdoor activities:
eat harvestables growing on the lot
Dance around bonfire
WooHoo
Tell stories
The object of this round is to establish alliances and relationships. This round lasts one day.
Rewards: Your sims have pleased the Chief by bringing a gift and participating in all of their ceremonial events. He will spare their lives, grant your sims peaceful residency, and help one (1) of your sims get off the island!
ROUND EIGHTEEN - End Game
Your sims have won the favor of the Tribal Chief. Soon he and his warriors will load up their longboats to escort the most deserving of your sims home, but there are still 72 hours left before the departure… and the clock is ticking!
Let the clock run down for the next 3 days.. YOU MAY NOT COMMAND YOUR SIMS TO DO ANYTHING THIS ROUND. Whatever last minute Aspiration Points they acquire in this last round is strictly up to them. When the clock strikes 8 am on the third day, count each sim’s points up!
The object of this round is to establish a winner and lasts for three days.
Rewards: Not all of the ballots are in yet!
If any sims formed an established relationship while on the island add to their tally:
50 Aspiration points (girlfriend/boyfriend)
100 Aspiration points (fiancé)
150 Aspiration points (married)
If one of your sims experienced a generational event while on the island, add to their tally:
100 Aspiration points (aged up)
200 Aspiration points (had a baby)
100 Aspiration points (each additional baby after the first)
May the best sim win!