I know this is super late into the challenge and now completely unorganized, but I really wanted to put down the rules that I am for-sure going by. They are different than the other games due to the expansion packs, etc. And this will also make it easy for anyone who wants to play this challenge to follow the rules. Mine are more streamline, and thus less overwhelming than trying to mentally consolidate 2 different rules pages for an outdated game.
Additionally, I am going to hide long lists of things under the spoiler tag, so it's not that it's a spoiler, it's just to make the post less huge.
The Immortal Sisters Challenge:Overview:
Enter, four sisters, goddesses of a distant realm that watch over Sim-kind. After witnessing centuries of a once simple and kindhearted race slowly disintegrate into corruption, The Watcher sent the sisters to repopulate Simkind with children of a divine spirit. Each sister has her own role in repairing this world, as well as her own physical place. Additionally, the Sim world has temporarily rendered the sisters capable of aging. Ambrosia, the nectar of The Watcher, is brewed constantly to keep the sisters from aging before they can complete their mission.
Objective: Have and raise at least 11 babies to young adult and move them out. There must be at least 4 girls born in this set, each representing an additional 4 elements, and they must be moved into the same home off the sisters' lot. If you do not have 4 girls by 11, you must keep going until you have enough. At the completion of the challenge, all sisters must have maxed out their Primary Skills.
The Sisters: The sisters must be created at the young adult life-stage. Their names, appearances, and LTW can be whatever the player wants them to be. Their traits, however, will be specific. The sisters must be related by some theme. Many challengers have chosen elements, but this does not have to be the case. They could be colors, flowers, cultures, seasons, etc. Whatever will be fun for you. But, to keep things from getting too confusing, the sisters will be referred to in elements for the rest of this post.
Fire: Fire's role is to seduce Sim men in order to bear children. She can leave the lot freely and invite whoever she wants onto the lot. She can flirt with, kiss, sleep with, and go steady with whoever she wants, but she cannot marry or invite anyone to move in.
Initial Skills:Fire can and must freely build Charisma, Art, Music, and Mixology through any method possible. Fire can gain the music skill from any and all instruments, but she must max out at least 1.
Primary Skills: Art, Music, Charisma
Traits: Dislikes Children, Flirty, Charismatic, Great Kisser, and (Friendly, Irresistable or Social Butterfly)*
* Fire must have the first 4 traits, but can choose one from the traits in the (parenthesis).
Water: Water is the nuturer of the sisters. Her job is to cook, clean, repair things, and take care of the children. She is responsible for teaching the toddler all 3 basic toddler skills (walking, talking, potty). The Water sister must cook Ambrosia to keep the sisters young. She is not allowed to leave the lot, with the exception of the "Opportunities Addendum" mentioned later in the post.
Initial Skills: Water must build cooking and handiness skills. Cooking can be built by reading and cooking. Handiness is only built through repairing and upgrading objects.
Primary Skills: Cooking and Handiness
Traits: Neat, Natural Cook, Handy, Perfectionist, and (Family Oriented or Nurturing)*
* Water must have the first 4 traits, but can choose one from the traits in the (parenthesis).
Air: Air is the keeper of knowledge. She reads extensively and learns a large variety of skills. She reads toddler books to the children, helps them with homework and tutors them. She is not allowed to leave the lot, with the exception of the "Opportunities Addendum" mentioned later in the post.
Initial skills: Air can learn any skill that can be learned from a book: Alchemy, Cooking, Logic, Inventing, Handiness, Gardening, Mixology, Charisma. (There might be a nectar making and photography book, but I'm not sure. If they exist, she can learn that skill too. Anything from a book.)
Primary Skills: Logic and 1 other skill from a book
Traits: Bookworm, Genius, Loner, Clumsy, and (Absent-Minded or Brooding).
* Air must have the first 4 traits, but can choose one from the traits in the (parenthesis).
Earth: Earth is the master of the body and the land. She grows food for the family in her garden and fishes for the family in her pond and town ponds, lakes, and rivers. She also stays physically fit in order to protect the family if need-be. Earth grows and catches the ingredients for Ambrosia so Water can prepare it.
Initial skills: Gardening, Fishing, Athletics, (Martial Arts)
Primary skills: Gardening, Fishing, and Athletics
Traits: Angler, Green Thumb, Loves the Outdoors, Athletic, and (Vegetarian, Disciplined, or Eco-Friendly.)
* Earth must have the first 4 traits, but can choose one from the traits in the (parenthesis).
Once all Initial Skills are maxed out, the sisters are allowed to build other skills by maxing out other skills one at a time.
The Sisters' Lot: The lot must be at or smaller than 40x40. It can be placed wherever you want. You can use an EA world or a custom world, but remember that you do need to have access to a deathfish and a life fruit seed.
When building, the lot should be split roughly into 4 sections, one for each of the sisters. You can use money cheats to build and buy the objects you need in the beginning, but you will have to reduce your money (10k) when you start playing. You can use Build Mode as creatively as you'd like. Buy Mode can only be used to purchase the following:
Fire:
1 fireplace
1 fire pit
1 double bed
1 bar
2 barstools
1 loveseat
1 stereo
1 sink
1 toilet
1 guitar, bass, piano/keyboard, drumset (all or any)
1 easel
1 car
Water:
1 refrigerator
1 dishwasher
1 stove
1 trashcan OR compactor
1 microwave
1 food processor
1 coffee maker
1 2-tile table
1+ counters
7 chairs
3 single beds
2 nice cribs
2 teddy bears
1 dollhouse
1 toddler logic toy
1 toddler music toy
2 toddler toilets
1 trash can
1 bookshelf (All 9 toddler skill books from the bookstore)
4 toilets
4 bathtubs or showers
6 sinks
1 toy oven
1 child's play table
2 highchairs
1 desk
1 toybox
2 toys
Toddler skill books are:
1. Counting for Those Who Cannot
2. Squares are Not Triangles
3. Being Smart for Fun and Profit
4. Oh the Destinations You'll Briefly Visit
5. Frank I'm Not
6. Bluish Eggs with a Side of Pastrami
7. Handprints of the Masters
8. Don't Stay Within the Lines
9. Finger Painting 101
Air:
1+ bookshelves (All general books, All skill books, All recipes, and All fishing bait books from the bookstore)
1 2-tile table
4 chairs
2 comfy chairs
1 single bed
Earth:
1 single bed
1 board breaker OR 1 treadmill
2 training dummies OR 1 weight machine
1 Eco-Friendly Transporation Method (Smart car, Bike, anything the game recognizes as eco-friendly)
Additionally, you may purchase and place the following items anywhere.
Optional/Additional Items:
1 easel
1 chess table
2 chairs
1 stereo
1 bakers dozen stand (this is for the kids to take to the park)
1 scultping station
1 workbench
1 loveseat or couch
1 juice bar
2 stools
1 dartboard
1 grill
1 picnic table OR 1 2-tile table AND 4 chairs
1 telescope
1 hottub
1 baseball
1 football
*You may build a pool in the backyard
You may use motherlode or kaching as much as necessary while building your initial lot. You may also place as many lighting, or decoration (plants, clutter, or other objects that have no use other than looking nice and raising environment score) objects as you want. After you have obtained these items, all travel restrictions go into effect and you must get your on-hand cash down to 10k (use cheat: familyfunds < familyname > 10000).
Transportation methods for Fire and Earth cannot be upgraded once purchased.
Once you have finished building your lot and making your purchases, Build/Buy is 'locked'. For every 5 points earned you will have the option to revisit Build/Buy and purchase/sell/build/redecorate however you see fit, as long as its in your budget and meets the item requirements. You can only do this once every 5 points and you can only use the money earned thus far in the game. No more cheat codes. Once you are finished, Build/Buy becomes locked again until you earn another 5 points. This creates something to work towards, spend simoleons on, and gives you a chance to change your environment. It will also allow for the intergration of new items/interactions/rule modifications. Remember, you cannot use money cheats for this, so supplement your income by selling harvests, fish, paintings, sculptures and other things the sisters or children make.
Rules for each Life-Stage:Pregnant:
The fire sister may not leave the lot.
The only responsibility is to keep her happy and comfortable.
Scores:
Fire sister starts and finishes a large painting while pregnant: +1
Penalties:
Fire sister leaves the lot: -1
The baby is born with random 'bad' traits (ie, if she had a bad mood through the pregnancy): -1
Infant:
Keep the baby fed, clean, and socially happy.
Toddler:
Toddlers must be taught all three basic skills from the water sister.
They also must max out the three levels on the two skill toys, which they can do with or without the water sister's help.
In addition, the air sister must read 3 Toddler skill books to the baby. They can be all from the same skill (each skill is represented by the color of the book) or one of each. No other mixing is allowed.
Scores:
The toddler is read 2 full sets of skill books (6 skill books in total): +1
Penalties:
The toddler ages up without learning all three basic skills: Instant Fail
The toddler ages up without maxing all skill objects (3 levels each on the logic and music toys, and 3 skill books read to them): -1
If the toddler ages up with less than 50% relationship with the water sister: -1
Child:
The child must attend school and do homework to get an A.
They must also skill up on the toy oven OR play table, until they've maxed the skill level.
They should do homework or tutor their skills with the air sister.
They must also develop a relationship with the earth sister, though games or talking, even if there's nothing she can teach them yet.
Scores:
The child maxs levels on both the toy oven and the play table: +1
The child gets on the honor roll: +1
Penalties:
The child misses a day of school: -1
The child ages up with less than an A in school: -1
The child ages up with less than 50% relationship with the water sister and the earth sister
The child ages up without maxing all levels on the toy oven (3 levels of cooking) OR play table (3 handiness)
Teen:
They must find a boyfriend/girlfriend of their choice, and go steady with them.
They also must continue to keep up with school and homework.
They begin music lessons with the fire sister. They are to only play the instrument in Fire's quadrant. (Just pretend that she is teaching the teen – you can have her “watch” them play to raise the relationship level.)
They should also help the earth sister with her garden, and receive some athletic or martial arts training from her as well.
Scores:
The teen has both a BFF and a boyfriend/girlfriend by the end of their life stage: +1
The teen scores a full scholarship on the Sims University Aptitude test: +1
Penalties:
The teen misses a day of school: -1
The teen ages up with less than an A in school: -1
The teen ages up with less than 90% relationship with their BF/GF: -1
The teen ages up with less than 50% relationship with ANY sister, the teen ages up with less than the following skills – logic 3, art 3, music 5, cooking 3, handiness 3, gardening 3, athletic 3
Young Adult:
The young adult must move out within 1 -10 days of this life stage.
Scores:
The YA moves out: +1
The fire sister paints a portrait of the YA before he/she moves out: +1
Two sisters (Future Immortal Goddesses) move out together: +1
All 4 Future Goddesses move out together: +4
Penalties:
The YA moves out after 10 days into his/her life stage: -1
The Opportunity Addendum:The sisters are allowed to take opportunities if it involves one of their Primary Skills. For example, Earth gets a challenege to deliver harvestables of a certain quality. She may accept and complete the opportunity. Water and Air sisters are allowed to take opportunities even if it requires them to leave the lot. They must only leave the lot to complete the opportunity and then return immediately. This will also help with the annoying stir-crazy moodlet the Air and Water sisters can get.
Fail Conditions: If 11 children are born (4 of which are girls) and any sister has not maxed their Primary Skills: Fail
If 11 children are born (4 of which are girls) and the player has a score of -5: Fail
If the sisters age up to Adult from Young Adult: Fail
Additional rules:No cheats.
You may not purchase additional items from buy mode outside of the 5 point visits.
You must use normal or long lifespan.
Nobody is allowed to get a job (full or part-time)
You can pick the traits of the children, but no 2 children may have the same combination of traits. For example: child 1 is athletic, artistic, clumsy, handy and hot-headed. If child 2 is artistic, clumsy, handy and hot-headed, they can't pick athletic as their 5th trait.
Expansion Pack Considerations:Late Night: Your sisters and children are allowed to gain Celebrity status.
Pets: The house can have one pet (cat, dog, or horse) that will be cared for by the Earth sister. This will make the challenge
harder.
Supernatural: The sisters should start off as humans. Children can be supernatural creatures if they are born that way. Sisters can become supernatural through elixirs/potions.
Seasons: Turn off winter, length Spring and Summer, and lower the days of Fall to 3 days.
University: Instead of moving out, Young Adult children can go off to University. However, during the course of this challenge, you should opt out of playing them. They cannot contribute to the sister's house in any way.