Version 1.5
By: Dark Laduke and Venom Vampire

All rights reserved

This FAQ is available at the following locations:
It may not be copied or reproduced in any way
without the written permission of the authors.



2/14/03:   VERSION 1.0 - First Version of FAQ
2/16/03:   VERSION 1.2 - First version to be submitted to,
more detail about scenario four and five and added to "either/or" section)
2/18/03:   VERSION 1.3 - Cleaned up formatting and added to "Riddles" and
"either/or" section. Saved in Rich text format.
2/19/03:   VERSION 1.4 - Submitted to and
2/28/03:   VERSION 1.5 - Added appendix VII b.; Now available on

RELEASE DATE: October 2002
PLATFORM: Playstation 2


I.     Introduction

II.    Metropolismania Gameplay
     a. Basic Controls
     b. Saving your game
     c. Basic Gameplay Screen
     d. Perspective

III.   Getting Started:
     a. General objectives
     b. Your Boss
     c. Your Salary
     d. Standard Equipment
     e. Stocking Up
     f. Don't forget to Eat!
     g. Resigning

IV.    Objective 1: Building Your City
     a. Basic Strategies
     b. Naming your town and the Post office
     c. Decorating your streets

V.     Objective 2: Building relationships
     a. Overview
     b. Strategies for Building Relationships
     c. "Either-Or"
     d. Gossiping
     e. Giving Gifts
     f. Introducing new people
     g. Solving complaints
     h. Refusing and organizing complaints
     i  Anger Levels
     j. Evictions
     k. Topics of Conversation and Citizen Types
        1. The Riddle Man
        2. Women
        3. Businessmen
        4. Senior Citizens
        5. Babies
        6. Younger children
        7. Teenagers
        8. Nerdy people
      . 9. Farmers
        10. Cave people
        11. Aliens
        12. Sleeping Residents

VI.    Walkthrough and Tips for completing the five scenarios
     a. Overview
     b. Scenario One
     c. Scenario Two
     d. Scenario Three
     e. Scenario Four
     f. Scenario Five
     g. Beyond

VII.    Appendices
     a. Complaint/Application Colors
     b. Complaints: Where to go for referrals
     c. Gossip Topics
     d. Riddles and answers
     e. "Either/or" choices


The main objective of METROPOLISMANIA is to build a city of your own
design from a number of applicants who wish to live in your town. You can
also name your town and yourself as the "Metropolis Maker", the grand poobah
of urban planners. There are five different levels, each with a specific
objective. There are over 200 different buildings and businesses to choose
from in the game, and an unlimited number of potential residents and plenty
of room to move them in.

Each of the five scenarios contains its own specific goals and urban 
which are addressed in the individual walkthroughs below.

The game is in its own type of "real time" as the a 24 hour clock is used.
However time passes more quickly than actual realtime and the hours of 
until 6am pass by even more quickly because there usually isn't much going 
then). The passing time (shown on a clock in the upper right hand corner of 
screen) is also reflected by changes in the weather and seasons.

You might think of METROPOLISMANIA as a cross between "The Sims", "Sim City"
and The "Tycoon" games (Roller Coaster, Zoo, Mall, etc.), with a little of
each sub genre tossed into the mix.



CONTROL                                 FUNCTION

L/R analog stick or directional button  Move your metropolismaker

L1 or L2 button                         Change perspective

Triangle button                         Jump

Circle Button                           Pop up Menu

Square Button                           Setup, Items and Save

X Button                                Confirm and Enter command

Select Button                           Pause/Save


(Note: you must have a Playstation 2 Memory card with about 1000 KB of
space in order to save your game.)

Besides using the "select" button, you can also save your game by pressing
the SQUARE button,choosing the laptop computer icon and pressing the X
button. There you have the option of Resume, Save and Quit.


The top of the basic screen contains the following information (from left
to right)
   a. Clock
   b. Month and Year
   c. Your town's population
   d. Your AP (Approval percentage)


You are given your choice of four different views of the game: First person,
Behind Back, 3/4 view and bird's eye view.  The 3/4 view gives you the best
overall perspective of the game as you play, although it's cool to use first
person view now and then just to see the remarkable detail of your various
homes and businesses.



The primary objective of Metropolismania is to develop relationships and
build cities.  Doing one is dependent on doing the other and learning how
to develop relationships is vital to the success of completing this game.
As you make friends, they will introduce you to other people who will want
to build their homes and businesses in your city.


The first person you will meet when you begin the game will be your boss.
He will give you your objectives for the upcoming scenario and any other
pertinent information for the level.  He will also call you during various
stages of the to give you updates, encouragement, give you your paycheck
and tell you generally how you are doing.


You start off the game with $5,000. Every six months, you will be given
your paycheck by your boss. When he gives you your paycheck he will also
give you a review on how you are doing. If you are doing well(i.e. high
ratio of new people vs. complaints solved vs. people who have left),your
boss may choose to give you a raise of $5,000.  The money you receive can
be used to buy items, food and merchandise to give as gives, as well as


At the beginning of the game you are given the following:  A yellow
uniform(which will make you object of ridicule from some of your residents),
a Cellphone, with which you can call residents and talk to your boss, and
"Magic Chalk" which is used to lay down the road in your town. You will
also receive a laptop computer(to save your game).


When you first start out, make sure you buy the following items as soon as
they are available. You have to build the specific business in order to buy
the item.  These are the essentials:
- A grocery bag (that holds 10 items at once) from a Supermarket. You will
be able to buy a larger grocery bag (which holds 20 items) when you get 
to a department store later on in the game.
- A GPS system (which shows a map of the city and the location of 
shown as flashing dots) from an Electronics Store.
- A notebook (to keep track of various complaints) from a stationary store.
- Town Pages (to keep track of your friends and businesses), from a 

You will usually get a book store right away and the other three come along
fairly quickly. The GPS system is $1,000 so make sure you hang on to enough
money to buy it.


There is a strength meter on the main game screen's pop up menu. The bar 
how much strength you have. The fuller the strength meter, the faster you 
maneuver through your town. You can build up your strength meter by eating,
either in restaurants or else buying food from grocers and eating them out 
your grocery bag. Buying food will also increase your relationship level. 
need to eat A LOT to maintain your strength and your speed. You may
occasionally see the message "A Bit Hungry" if you haven't eaten during a 
day. It's a good reminder to check your strength meter now and then.


Once you reach your goal for a scenario, your boss will ask you if you want 
resign. He will also give you a letter of resignation, which will be 
in your sub-menu, and you can use it any time. However, you will not be able 
resign if you have pending applications. Also, before resigning, it is a
good idea to continue to build up your Town Pages and get as many phone 
as possible which will make subsequent scenarios much easier.  Once you are
ready, click on the letter of resignation and your boss will confirm your
resignation.  After resigning you will have one more day to say goodbye to 
your friends and best friends, who will be gathered on the streets of your 
in honor of you.



1. Start your game by laying down some basic roads in which to place your
buildings, using your magic chalk.  You will only be able to make roads
north-south and east-west, no diagonal roads can be created. Don't lay down 
many roads at the beginning or else the AI in the game will start to
automatically place your buildings (from the pending applications) along the 
if you don't, and not necessarily where you want them. Placing buildings 
and in the right place is important. Don't take too long, but make sure you 
a general plan for where buildings are going.

If the AI places a house, and the application is still in the "Process" 
you can move it if you quickly click on the application in the sub menu. You
then can move the building where you want it.

2. Make sure you place your homes directly on a road, or else the residents 
complain about that, too.

3. Leave yourself a substantial amount of room between your buildings at 
Don't try and jam them all into one area, because, if you do that, you may
end up running out of space which will render you unable to accommodate your
residents' requests later on in the scenario.

4. Try and keep your residences in one general area and your businesses in
another area, at least in the beginning. Be especially careful when placing
your factories. If the residents are too close to factories, they will begin
to complain about the noise and eventually move out and lower your 
level. Homes and apartments must be more than 5 spaces away from a factory.

5. Like-sized offices and like-sized apartment buildings can be stacked on 
another. Buildings 2 sections wide can be stacked 3 high; buildings 3 
wide can be stacked 4 high. This is especially helpful in the later stages 
the game when you are pressed for space.

6. You can also place buildings and roads over water, as long as they are
within the boundaries of your city.

7. Try and create a mix of homes, businesses, restaurants, schools, gas
stations and police stations throughout the city.  If you can maintain a
balance there tends to be fewer complaints, although for the most part many
of them are unavoidable.


At the beginning of the game, your boss will ask you what your name is, 
you will enter using the controller keys. And eventually, during each of the
scenarios, someone will ask you what the name of your town is. This is your
chance to name your town. You can change your own name and the name of your
town once you invite and build a Post Office, and you can use a different
town name during each of the scenarios.


Hardwares and building supply stores can sell you items to enhance your
city's appearance, like brick stones, park benches and lights. However,
they tend to be on the pricey side and don't really add much to the your
overall approval rating, although they look pretty neat.



1. The five levels of relationships between you and your residents are:
Stranger, Know the Face, Acquaintance, Friend and Best Friend. The more you
talk to the people, give them the appropriate gifts, solve their complaints
or buy their goods, the higher your level of friendship becomes.

2. When you talk to someone you will see the following information about
the person:
   a. Name
   b. Age
   b. Your relationship level
   c. Profession/Description of Personality
   d. Last time you interacted with the person

3. If your approval rating reaches 116-120%, you will start to get 
calls from strangers who want to move to your town, one after the other. 
frenzy of phone calls will continue until your approval level goes back down
to below 100%.  This is your best opportunity time to get new residents and
businesses for the city, so it's not a good idea to turn down anyone.  If 
are approaching the end of a scenario or need to achieve a certain 
of business types, you may turn down the applicants. If you do turn them 
they will call again during a future session of frenzied calls.


1. Talk to everyone as much as you can.  Not only does that build your level
of individual relationships but also your general acceptance level amongst
the people in your city. Your level will go up just about every time you 
to someone. It goes up substantially the first time you talk to them, but 
or none each subsequent time during the same conversation. If you try to 
to someone too much at once they will blow you off ("What? You're still 
or something similar) or threaten to call the police. You won't be able to
talk to that person until the next day.

2. Once your relationship level reaches "Acquaintance", that resident will 
able to introduce you to others and it becomes an option on the pop-up menu.
If you have pending complaints you can specifically ask to be introduced to
people who can solve those complaints. Otherwise you can just be generally
introduced to prospective new residents. You have a better chance of being
introduced to a prospective new resident if you use the more generalized
"Introduce Me" command. However, similar backgrounds give you a better shot
at being introduced to a specific business or resident.

3. If your relationship level reaches "Friend", the person will usually give
you his or her phone number. If you have a Town Pages (phonebook), the name
will be automatically entered and you can call them instead of having to
personally go and visit them.  The phonebook lists all your friends by
category, either "Family" or by various business categories.

4. Another way to raise your relationship level is to give gifts. The
process is outlined below. Remember that gifts usually do not make much of
an impact on your friendship level, however, unless it is a blockbuster 

5. If you deal with a resident who sells items, you can raise your
relationship level with each purchase you make.  If you are buying food
from a restaurant, it is possible to continue eating during the same visit
until you reach a "Friend" level and then get the phone number of the
resident.  Otherwise you can only buy as many items as your bag will hold
(either 4,10 or 20), then you have to dispose of them by giving as gifts,
eating or discarding them.

6. Get to know the faces and personalities of the residents and you will
be able to anticipate their reactions to various gossip and talk which will
raise your friendship level more quickly. More on that below.

7. If a resident says something like "When we get to know each other better,
I'll introduce you", that means you need to build the friendship level of
the person you are talking to in order to be introduced, usually "Friend" or
"Best Friend". This response also comes up if your overall acceptance level
is low (below 50 percent).

8. If your acceptance level goes below 0, then no one can introduce you to
potential new residents.


Sometimes, when you first meet someone, the first thing they will do is ask
you what your preference is between two similar phrases or items. If you
and the new acquaintence agree on the same concept or item, then your
initial friendship level will raise higher. If not, it will go up, but
not as dramatically. A partial list of "either/ors" is listed below in
the appendix.


The main way to raise the friendship level of you and your residents is
to gossip.  Your basic way to gossip is to listen to your residents, which
raises your friendship level each day you talk to them.  As the game
progresses, your residents will suggest topics of conversation that you can
use later. Using specific topics suited to the personality and interest of
your residents will allow you to raise your friendship level more quickly.


Another way to raise your residents' friendship level is to give them gifts.
You can purchase gifts at the various businesses, and may be food, drink,
books, DVDs, games, jewelry, farm tools and a lot more. Giving gifts is
sometimes tricky. If you give a gift that's not suited to the personality or
interest of the recipient, he or she will not accept it and your friendship
level will stall. Also if it is something that a resident accepts but 
necessarily like the friendship level doesn't go up too much and you're out
the gift.

Remember that you can only hold as many gifts as you have room for in your
shopping bag (either four, ten or twenty items)


You must depend on your residents to introduce you to new residents and
businesses to either add to your population or solve complaints. One of
the options when you talk to someone who is an "Acquaintance" or higher
is "Introduce Me".  Choosing that will bring up two options, either
"Introduce Me", again (for general introductions) or "Solve Complaints"
which brings up another sub menu of your pending complaints.

You can only get a certain number or referrals from each person, then
you will start saying "I've already introduced you to everyone I know"
or something similar. Sometimes a resident knows of someone else who
can solve your complaint. And, if your approval rating is less than 50
percent, only "Friends" and "Best Friends" can introduce you to new
residents and businesses. If your AR is higher than 50 percent, an
"Acquaintance" or higher can introduce you to new citizens. If your
AR is negative, you will be unable to be introduced to anyone.

Again, similar backgrounds will generate the proper "Solve Complaints"
referrals. For instance, if a resident is requesting an elementary
school, then it is best to go to another elementary school and talk
to the people there to try and solve your complaints.

See the appendix below for suggestions of who to talk to in order to
solve complaints.


In talking to your residents, you may find they have a complaint,
something like, "We're a long way from the gas station. Please can
you build us a gas station?" If you say "Yes", then it becomes one
of the problems you need to solve. If you say "no", then they are
disappointed, and your friendship level may go down a bit.

Once you receive the complaint, a general rule of thumb: in order
to solve  residents' complaints, talk to similar businesses and residents.
In other words, to get a new police station, talk to other police officers,
grocers = grocers, hospitals = hospitals, etc.

Some of the other things that the residents request include:

- Place for Families ("Place for all")
- Place for Senior Citizens ("Place for all")
- Place for Young people ("Place for all" or "Place for families")
- Grocer (including "Convenience stores")
- Super Stores
- Factory
- Office worker Household (listed as "Staff Family" on applications)
- Restaurants for Adults ("Restaurant for all")
- Restaurants for Children ("Restaurant for all")
- Restaurant ("Restaurant for all")
- Police Stations
- Fire Brigades
- Inns and Hotels
- Playgrounds ("Primary Schools")
- Hospitals
- Elementary Schools
- Gas Stations
- Jr. High or High Schools
- Residents and Office (either one or usually both are needed)
- Water wells and Farming Machine Dealerships
- Fisheries
- Fisherman's Homes
- Pest Control
- Bait Shops

Some business types will cover multiple complaints. The faster the
homes blink the more urgent the complaint (see below).

There is one complaint you cannot solve, at least in the early going
of the game. If you place a home too near to a factory (five spaces
or less away), the residents will start to say "The Factory's noisy,
isn't it?" Eventually they will get angry and move away. Be very careful
where you place factories.  If you get to later levels you will receive
a special eviction power which will allow you to evict the noisy factories
and solve the complaint,but remember that it will substantially lower your
Approval rating. See below for more details about evictions.


If someone complains, you can refuse to solve the complaint. This sometimes
helps if you are faced with many different complaints simultaneously and
keeps you from being overwhelmed. However, don't make a habit of refusing
to solve complaints because it will lower your overall approval rating.

If you purchase a notebook from the stationary store, you can accept all
complaints and you will automatically keep track of them in your notebook.
It's best, however, to solve a complaint as soon as you get it using your
phone book (available at the book store) or by talking to someone who might
be able to solve the problem.  Also note the location where the complaint
came from so you can place a building in a proper location to solve it.
(Sometimes you get a referral some time after the fact and not be able to
remember where to place the building and solve the problem.)


Anger levels of residents whose complaints you don't solve are indicated by
how rapidly the dots flash on your maps, the color and flashing of the homes
and on the faces of the residents themselves. Looking at the residents you
can pretty much tell if they are angry or not. Eventually they will stop
telling you what the complaint is and say something like "Just sort out
the complaints, please!" If you completely ignore the complaints long 
the complainant will leave your city and your approval rating will go down.
Also, if you continue to refuse to solve the complaint, the resident will
say somethign like "All right. We won't ask you for anything else", which
is an indicator that the angry resident is about to leave your city.


You will gain the ability to evict anyone in your town in scenario three.
Generally, it is not recommended that you evict anyone as your approval
rating will go dramatically down for each eviction (as many as 20 points.
However, for instance, if AI placed a factory in the middle of a residental
area, and you stand to lose several residents as a result, it might be a
good idea to evict the factory.


As you talk to the various residents, sometimes they will suggest topics
of conversation which will appear on your "Gossip" menu along with the
option to listen.  If you agree with the topic they are discussing, then
it will remain on the menu for awhile. There are a wide variety of topics,
hobbies and interests, which include such things as "Working on Weekends",
"Enjoying party games", "Exercising", "Soccer", "Video games" and a lot
more. Once you obtain the topics, which occur at various times during all
the levels, try and use those specific topics in your discussions with the
citizens.  Successfully pairing a topic to a citizen will enable you to
become friends faster.


There is one resident face that pops up (in a number of different
locations and professions) that tells riddles. He is a black haired,
smiling guy with male-pattern baldness (you will get to recognize the
face as the game progresses).  If you talk to him (general gossip, listen),
he will usually say, "I made up a riddle, would you like to try it?" If
you can answer his riddles, your friendship level goes up dramatically.
Most of the riddle men are excellent sources to solve complaints as
well. See Appendix III for a partial list of some of the riddles.


Women in general are excellent sources of information about gameplay but
for the most part, they have very few interests, so it is usually best
to choose to listen to them. But they also tend to be great sources of
people to introduce and problem solvers.

Middle aged women excellent for solving complaints and like to talk about
discipline and their children. Women who like to predict the weather are
fairly worthless, and you should only listen to them.

"Heavy make up" girls like to shop and go out on dates.


There are a lot of male workaholics in your cities. The best thing to
discuss with them are "working overtime", "working on weekend", etc.
Any other businessmen are partiers and you should use topics like
"Entertaining clients".


Older men and women are harder to please and it's best just to listen
to them. They also tend to have a lot of complaints. Senior Citizens do,
however, like to receive gifts.


It's fun to try and raise the friendship level of babies.  Talk to them
and they will say a nonsensical phrase like "Parkie?" and you answer either
"Yes" or "No". Depending on how they react to your answer, their level will
go up or down. If they say "ha ha ha ha!" their friendship level goes up
substantially. If they say "Oh no no!" then it goes down slightly. Babies
can't do much for you otherwise (such as introduce new people), but it's fun
to try and guess how they'll react. Also, just because yes or no works on a
particular phrase one time does not mean the same answer will work on the
same phrase the next time. There is no pattern at all to the questions and


Younger children aren't sources for introducing new people or giving out
their phone numbers, but they can tell you their families' complaints
(without specifically requesting you do something about them. Toys are a
good gift. However, don't spend a lot of time talking to them.


Teenagers tend to be interested in talking about video games and dating.
Once in a while, they might be able to introduce you to new people or give
you their families' phone numbers. However, don't dwell on them too much,


Nerdy men and women are sort of worthless as a whole. Once in a while they
may be able to hook you up with fellow nerds in other cities. Some are
workaholics which gives you a good topic of gossip.


In scenario four you will deal quite a bit with farmers. They are like
ordinary residents except they arise early and go to bed early. You can't
communicate very well with them while they are working the fields.


In scenario four you will have an encounter with Cave People. Although
friendly, they speak a strange language and are somewhat difficult to become
friends with.


In scenario five you will have a close encounter with aliens. They, too
speak a strange language but they are friendly enough, although take a
long time to become friends with.  They LOVE getting gifts, especially
disposable cameras!


Usually between the hours of 11pm and 6am, most of the residents will be
asleep. You will see a sleeping bag if you go in their house and you can't
interact with them. But the clock fast-forwards between midnight and 6am
because there usually isn't much going on in your city and not too many 
to talk to except police officers.



There are a total of five scenarios in METROPOLISMANIA, each similar but
with its own objectives and specific problems. Once you complete the
objectives of the scenario you will be given a letter of resignation by
your boss that you can use at any time thereafter.


Goal: 200 Residents
Difficulty level: Very easy
Special Problems: none

This is just an introductory level to give you a feel for the game. You
are given a number of residents and offices/businesses to get you started.
It doesn't take too long to build your population.

Make sure you buy the grocery bag, GPS system, notebook and town guide
as soon as possible during this level. You only need to buy them once
and they are invaluable as you progress in the game

Your primary objective in this scenario should be to get as many phone
numbers from residents and businesses as possible.  The more you get the
easier it will be in the subsequent levels to solve problems and get
residents, because most of the residents you leave behind will move to
your new city if you ask them.

When you reach 200 residents, you will be given a letter of resignation,
which you can use whenever you want to end the scenario and move on to
the next. Just because you have the letter doesn't mean you have to resign
immediately. Take the time to solve all the problems and build as many
friendships (and get phone numbers) as possible before moving on.

Remember that you can't resign and move to the next level until everyone
on your application list has been placed.


Goal: 500 Residents and 15% offices
Difficulty level: Easy
Special problem: Thefts from homes and businesses and smuggling

Continue to do the same thing you did in the last level. Build homes
and businesses, make as many friends as possible, and solve complaints.
Remember that you need to have at least 15 percent offices on this level.
This isn't too difficult as you can concentrate on the offices once you
reach the residents goal.

You will begin to notice as the level progresses that some of the residents
begin to complain about thefts in your city. The police can't seem to do
anything about it. Finally someone will report that they found an earring
at a crime scene, and a resident by the name of Nekota, who lives in a tiny
little bungalow in the city, will be implicated. Keep talking to her as much
as possible. After a series of events, she will admit to being the thief.

There is also a storyline that develops concerning smuggling. Eventually
Nekota will also implicate a police officer in that series of crimes as

Solving the special problems in this level is usually just a waiting game.
If you continue to talk to everyone you will eventually be able to solve
the theft and smuggling problem.

It is NOT necessary to solve the special problems in order to complete
the scenario. However, you cannot complete the scenario if the percentage
goal of businesses in this scenario is not met.

Once you feel you have made enough friends and gotten enough phone
numbers and a wide variety of businesses to choose from), it's time to
move on to the next level. Finish placing any applications you may have
left, and hand in your letter of resignation once you are ready.


Goal: 1000 Residents and 15% entertainment facilities
Difficulty level: Medium
Special problem:  Krazy Kult

Scenario three continues the game with business as usual as you build
homes and busineses, make friends and solve complaints. You have a
bigger goal in terms of residents (1000 is the goal for this scenario)

Eventually someone will ask to introduce you to Asuka. This is an offer
that you won't be able to turn down, so accept. Place the Kult hall
(and all subsequent kult halls) in a single place in the furthest corner
or the map. No one will complain about them and the Kult leaders never
complain about anything either.

Shortly after the first Kult building goes up, you will notice that
some of your residents start behaving strangely and wearing red jewels on
their lapels.  If you talk to these residents in person. you will find you
can't interact with them at all. They will say things like "Long Live Krazy
Kult!", or "Have you heard of Krazy Kult? It's very popular." You can't 
get introductions or phone numbers. However, your friendship levels and your
overall approval rating will go up a little if you visit the Kult members
regularly, and they will still have complaints, even though you won't be
able to find out what they are except if you use the colored flashing
buildings as a guide. And, the Kult members will still move out if they are
angry enough.

Remember that you will still be able to continue to communicate with the
friends, best friends and all the businesses in your phone book (even if
they are in the kult) by phoning them instead of visiting them in person.
You will be able to build friendship levels, get new resident
recommendations and pretty much everything else you would normally do.
Surprisingly, if you call them it's as if nothing is wrong.

Make sure you keep your acceptance levels high and solve as many problem
as you can. Especially important is to keep your energy level high in the
early part of this scenario because eventually all the restaurant owners
and grocers will become cult members and you won't be able to buy food to
eat and you will slow down substantially.

Eventually, just about everyone in your city will be in the Kult (it is
unavoidable). The Kult leaders will brag that they have taken over the
city and ask you to build a total of five Kult buildings. Go ahead and
approve them because it's the only way to get through this scenario.
After the five kult buildings are built in your city, you will get a
phone call from the founder of the kult (Harappa) who will tell you
how to get rid of the Kult's control over your city. It will involve a
series of "Yes and No" philosophical and logic questions from each of
the five kult leaders which, if you answer correctly in succession,
the kults will lose their mental hold on the city and things will
return to normal in a day or two.  If you get any of the questions
"wrong" inthe eyes of the Kult members, they will simply start the
series of questions over.

Again, this level is basically a waiting game to solve the Kult problem
in yourcity, and isn't terribly difficult, although it can be
frustrating and takes patience at times.

The other goal in this scenario is to maintain a minimum of 15 percent
entertainment facilities (amusement parks, fishing ponds, mah-jongg
parlors, movie theaters, etc.)in your town. This is fairly easy and
you can wait until the Kult problem is resolved to focus on the
15-percent requirement.


Goal: 300 Residents and 25% Farmers (depending on farming)
Difficulty level: Easy to Medium
Special Problems: Cavemen

At first, the only real challenge to scenario four is Keeping the
farmers happy by making sure they have plenty of unusual and sometimes
relatively hard to find businesses like farm implements, pest control
businesses and water wells.

Farmers work the fields during most of the day. You must talk to them
early in the morning (between 6:00am and 8:00am) or in the evening (after
5:00pm). They go to bed early, so don't wait until too late in the evening
(talk to them at 8:00pm or earlier). If you approach them when they are in
the fields, their friendship level will go up slightly but you can't have
a conversation with them.

After some time passes in this scenario,the residents will start asking to
introduce someone named "Ijuin" who wants to move into your city. You can
refuse, but most of the residents become pretty persistant and pretty soon
that's all they talk about until you finally relent and allow Ijuin to move
in. Once you place his house, you will get similar requests for three more
families, which you should place near Ijuin's.

Shortly thereafter, your residents will start talking about the fact that
their children's behavior has started to become a little strange. The kids
are stealing food and hanging out at one of the playgrounds. You will also
notice that some of the children of the four new families have members have
extremely large heads. Follow the path of the story and do the sometimes
bizarre things that the big-headed children ask you to do. You will also
get to know a local college professor who moves into your town and gives
you some insight into the strange happenings in the city. Eventually the
story progresses and leads you to one of the playgrounds, where a caveman
lives underground in a hole. He actually is friendly enough, but kind of
hard to communicate with. Once you get to know the caveman and agree to
build his house somewhere in your city, most of the residents begin to
comment about his bizarre mode of dress.

Eventually the brouhaha over the cave people will blow over and they
will become regular (although a bit strange) citizens. This will allow
you to continue towards your goal. You can also ask to be introduced to
other cavemen who want to live in your city and they will also give you
their phone numbers.

If you are close to 300 residents and have a lower than 25 percent ratio
of residents or are farmers or are dependant on farming, talk only to
farmers, farm machinery dealers, water well operators and pest control
proprietors. Turn down everyone except those who are dependent on farmers
or the farming industry. You should easily reach your goal.

If you are close to your goal for this scenario, and haven't been asked
to be introduced to Ijuin, you can continuously decline to be introduced
to him, thus preventing cavemen from moving in. However you will eventually
not be able to communicate with your residents or all because that's all
they will talk about. Besides, solving the special problem for this scenario
isn't terribly difficult.


Goal: 2000 Residents
Difficulty level: Medium
Special Problems: Aliens

Probably the biggest challenge of Scenario five is the sheer volume of
applications you will have to process and the large number of people
that you will need to keep happy in your city. By the time you reach this
level you should have a huge number of names in all categories in your
Town pages, so it should go by fairly fast.

The key to the beginning of the level is to place a Thai restaurant
near a primary school. It  sounds a little weird, but you will find
out the reason later in the level. It's also a good idea to know where
all your primary schools are located.

The beginning of the special problem is an Asteroid crash. You will
be able to ask residents about it, but nothing really happens until
a theft from a supermarket occurs. Go to the primary  school located
near the Thai restaurant, and talk to the children there. One of the
boys will ask to be taken to a place where they have Chili peppers,
which is the Thai restaurant. Eventually the Thai restaurant will
complain about chili peppers being stolen. Nothing can be done until
you receive a phone call saying the culprits have been apprehended.

Go back to the Thai restaurant and talk to the boy again. Then go to
the Supermarket where the original theft occured, and you will be
given chili peppers. Go back to the primary school, give  the peppers
to the boy, and he will ask you to go with him to another primary
school. Once you reach the school, you will be introduced to aliens
who will move into your town as residents.

The residents will talk about the aliens for a day or so, but
eventually things will die down and return to normal. It is possible
to become friends with the aliens as well, especially by giving gifts.
For some reason they love disposable cameras!

There are some categories in which you seem to run out of referrals
quitequickly. Referrals for Gas Stations, playgrounds and all
farm-related businesses seem to dry up quickly so place the businesses
judiciously.  Keeping factories close together, for instance, will
cut down on the number of requests for gas stations and playgrounds.


It is possible to continue the game beyond the first five scenarios,
but it will mostly entail larger goals, no special problems and more
of the same. For instance, level six requires 500 residents and 25 percent
farmers or farming-related, with no special problems. So honestly, there 
much new to the game after the fifth scenario--it's just a question of 
or not you have the endurance to continue. It honestly gets pretty 
by the time you reach this level.

a. APPENDIX I: Complaint/Application Colors

Each application you receive is a certain color, and the flashing
buildings are also tinted the same color based on the nature of the
complaint.  The faster a building flashes on the map, the more urgent
the complaint. Here is a list of the various categories, their
corresponding colors and the flashing building and application colors.

AQUA: Offices (2 or 3 wide) -- there are MANY different offices
- Realtor
- TV Studio
- Software firm
- Bank
- Assessor
- Advertising agency
- Taxation Office
- Employment Agency
- Travel Agency
- Planning company
- Handyman firm
- Babysitting company
- Tourism office

BEIGE: Elementary School
- ALSO KNOWN AS: Primary School

BEIGE: Junior and Senior High School

BLUE: Gas Stations

DARK BLUE: Factory
- Sheet metal Factory
- Garbage Dump
- Soy Sauce Factory
- Auto repair Facility
- Brewery
- Steel Mill
- Robot factory
- Fabric Factory

DARK GREEN: Playgrounds (up to 4 wide)

GRAY: Fire Brigade

GREEN: Staff Family and Farmer
- also known as Staff Family: Office Worker Household
- Rancher
- Orange Farmer
- Sour Orange Farmer
- Rice Farmer

- Hotels
- Japanese Inns

LIGHT GRAY: Fisheries

LIGHT PURPLE: Farming Related businesses
- Farm machinery
- Water wells
- Pest Control

ORANGE/PEACH: Place for All
- Book Shop
- Music Shop
- Spa
- Amusement Park
- Culture School for Adults
- Computer school
- Fortune Teller
- Movie Theater
- Baseball park

ORANGE/PEACH: Place for Seniors
- Used Book Store
- Mah-Jongg parlors
- Fishing Ponds
- Fortune Tellers

- Butcher Shop
- Fruit and Vegetable Shop
- Seafood Shop
- Liquor Shop

PEACH: Place for Families (or Children)
- Toy Shop
- Amusement Parks
- Baseball Stadiums
- Piano School
- Private and Computer School
- You can also substitute Family restaurants as a "Place for

PINK: Restaurant for Adult
- Coffee Shop
- Sushi Bar
- Korean Restaurant

PINK: Restaurant for Family
- Hamburger Shop
- Chinese Noodle Bar
- Savory Pancakes
- Family restaurant

PURPLE/DARK BLUE: Police Station

SALMON: Hospital
- Internal Medicine
- Dentist or Dental Department
- Local Hospital

YELLOW: Super Store
- Hardware Shop
- Florist
- Tailor
- Electrician
- Cemetery (!!)
- Supermarket
- Electrician
- Stationary Store

b. APPENDIX II: Complaints: Where to go for referrals

Common sense dictates that you go to similar businesses or individuals
in order to solve complaints.  Below is a general list of who you
should contact in order to receive referrals to solve complaints.
Remember thatjust talking to regular citizens might get you an occasional
referral orsomeone who knows someone else who can solve the complaint.
Plus, your approval and friendship level goes up nonetheless.

Complaint Request        Who to contact for referrals
-----------------        ----------------------------

Elementary School        Day Care Centers, Primary Schools, Playgrounds,
                         Elementary Schools, Junior High and High School

Factories                Other factories such as Garbage Dump, Sheet
                         Metal, Soy Sauce Facility, Auto Repair, Brewery,
                         Steel Mill, Robot Factory, Fabric Factory; also Gas

Fisherman's Home, Bait   Fisheries, Bait Stores, Fisherman's Homes

Gas Stations             Other Gas Stations; occasionally Factories

Grocer                   Butcher Shop, Fruit and Vegetable Shop, Seafood 
                         Liquor Shop, Convenience Stores, Supermarkets

Hospital                 Internal Medicine, Hospital, Destist, Dental
                         Department,Local Hospital, Mental Hospital

Junior/Senior High       Junior High, Senior High, Elementary Schools,
School                   Playgrounds

Office                   There are LOTS: Realtors, TV Studio, Software, 
                         Assessor Ad Agency, Travel Agency, Employment 
                         Handyman Firm, Planning Company, Babysitting 
                         Tourism Office

Office Worker            Most residents (staff family) other than 
Household                Student Housing and Seniors

Place for All		 Book Shop, Music Shop, Spa, Family Restaurant, Movie
                         Theater, Amusement Park, Baseball Park, Fortune

Place for Families       Toy Stores, Book Stores, Piano School, Private and
                         Computer Schools, Family Restaurants, Aerobics

Place for Seniors        Used Book Stores, Mah-Jong Parlors, Fishing Ponds,
                         Fortune Tellers

Playground               Primary Schools and other Playgrounds

Police Station		 Other Police Stations, also Fire Brigades and
                         Security Firms

*Residence and Office    See: Offices and Office Worker Household

Restaurant for Adult     Any Family Restaurant, Coffee Shop, Sushi Bar,
                         Korean Restaurant

Restaurant for Family    Hamburger Shop, Chinese Noodle Bar, Savory
			 Pancakes, Family Restaurants

Super Store              Department Store, Hardware Shop, Florist,
                         Tailor, Childrens Clothing, Supermarket, Cemetary,
                         Stationary Store

Water Well, Pest Con-    Farmers, Farm Machinery, Pest Control, Water Wells
trol, Farm Machinery

*-when a resident requests "Residence and Office" you sometimes have to
place BOTH a residence and an office in close proximity to solve the 

c. APPENDIX III: Gossip Topics

Occasionally a resident will bring up a topic and ask you if you agree
with them. The topic will then become one of your gossip choices for
awhile. Matching a specific gossip topic to a resident will increase
your friendship level faster. However if the topic and the resident
don't match, he or she will say something like "I have no interest in
it" or "I have no idea what you're talking about".  Here are just a
few of the gossip topics you may see:

An affair of (fill in the name)
Driving dates
Eager Entrepeneur
Enjoying party games
Entertaining clients
Fun to drink
Hostess Bars
Party game
Pick up a girl
Playing video games
Running a marathon
Soccer Boom
Stalker crime
Strict discipline
Study for Entrance Exam
Working on weekends
Working out
Working overtime

d. APPENDIX IV: Riddles and Answers

The riddle man has lots and lots of riddles, ranging from bad jokes
to trivia questions to logic questions. Here are a few of the many
questions you may see:

Q: How can you say "rabbit" without using the letter "R"
A: Bunny

Q: How far can a bear walk into the woods?
A: Halfway

Q; How many teeth do adult humans have?
A: 32

Q: How much soil is there in a hole measuring one meter by one
A: None

Q: If a band plays music in a thunderstorm, who is most likely to
get hit?
A: Conductor

Q: If there are 6 apples and you take away 4, how many do you
A: Four

Q: It's job is to cross the river but it keeps sitting day and
A: Bridge

Q: The more you crack it, the more people like you.
A: Smile

Q: What animal sticks its tongue out to show anger?
A: Gorilla

Q: What can you break without touching it?
A: Promise

Q: What can you catch but not throw?
A: Cold

Q: What cap is never removed?
A: Kneecap

Q: What do people make that no one can ever see?
A: Noise

Q: What do you have to break to use?
A: Eggs

Q: What gets wet when drying?
A: Towel

Q: What goes around houses and looks in every window?
A: Light

Q: What goes out every day but stays at home at the same time?
A: Snail

Q: What has a strong bone structure and moves quickly, but cannot
stand up and walk?
A: Fish

Q: What has eyes, but cannot see?
A: Potatoes

Q: What is black when you buy it, turns red when you use it, and
becomes gray when you throw it away?
A: Charcoal

Q: What is easy to get into but hard to get out of?
A: Trouble

Q: What is it that looks different depending on who looks at it?
A: Mirror

Q: What is coming but never arrives?
A: Tomorrow

Q: What is never seen but often changes?
A: wind

Q: What is right in front of your eyes, but you can't see it?
A: eyelids

Q: What large musical instrument do you have in your ears?
A: drums

Q: What runs but never walks?
A: Water

Q: What shrinks as it gets older?
A: Life

Q: What trees do fortune tellers look at
A: Palms

Q: What wraps only one person but it ties two people together?
A; Wedding ring

Q: Where do Chinese Gooseberries come from?
A: New Zealand

e. APPENDIX V: Either/Or Choices

When you first meet a resident ("stranger" level) he or she may
give you two related subjects,  topics or things and ask you which
one you prefer. Choosing the correct answer will raise your friendship
level more quickly.  Below are a sampling of the either or choices,
with the correct choice in CAPITALS.

AIR CONDITIONER or electric fan
ANNUAL PAYMENT SYSTEM or Monthly paychecks
bank deposit or CREDIT UNION SAVINGS
BARGAIN or caramel mochachino
bed or FUTON BED
BEEF BOWL or cutlet on rice
BEEF TENDER or cutlet on rice
BEER or Sake
big noodles or THIN NOODLES
BLUES or folk songs
Boxers or BRIEFS
carpet or TATAMU MAT
CREDIT PAYMENT or cash payment
CURTAIN or Blind
CUSTOM-MADE SUITS or Ready-made suits
DOGS or cats
floor heating system or HEATER
FREE GIFT or sale items
GIANTS or Hawks
GIANTS or tigers
girlfriends or BOSSES & SUBORDINATES
goldfish or CARP
GOLF or Mah-jong
GREEN TEA or oolong tea
HARD TOFU ot Silken Tofu
HAWAII or Guam
HERB GARDENING or gardening
HORSE RACING or bicycle racing
HOT SAKE or cold sake
ice cream or SORBET
Japanese food or CHINESE FOOD
KALBI or tripe
LONG HAIR or short hair
magazine or NEWSPAPER
MALIBU or mississippi river
meat or FISH
mexican food or JAPANESE FOOD
morot boat or CANOE
mystery drama or SOAP OPERA
OUTDOOR or indoor
PICKLES or salad
pilaf or FRIED RICE
Sea eel or EEL
Sea Urchin eggs or SALMON ROE
shou a la creme or CAKE
shower or BATH
spanish rice or SHORT GRAIN RICE
SPORTS GAMES or Simulation Games
STUDENT or Office Lady
supermarket or MALLS
sunny side up or OMELET
SUNSCREEN LOTION or tanned face
sweatpants or KNICKERBOCKERS
Sweets or SPICY FOOD
TECHNO or Hip Hop
tennis or SODA
TUNA or sardine
tv or RADIO
vodka or TEQUILA
WHISKY or brandy