ZOMBIEDOLLY'S ZOMBIE APOCALYPSE CHALLENGE
A Sims 4 rebuild challenge. Version 1.9 · Created by ZombieDolly · Built July 2026 · Doc regenerated 1 August 2026
How this document was made. Everything below §6 is generated directly from the Relay Board's own 93 records, dumped from the running app after every rule has been applied. The doc and the app cannot drift apart, because the doc is printed from the app.
v1.9 changelog.
- Off the Grid now bans the green workaround. Solar panels, wind turbines, power generators, dew collectors and water generators are barred until Manual Laborer clears. The game flags all of them Functional Off-the-Grid, which meant an Eco Lifestyle owner could defeat the hardest stretch of the challenge on day one with two roof panels. Verified in the game's own documentation, not assumed.
- The Racket, split across both Criminal branches. Boss lifts Curfew and takes Heist Havoc off your lots: you out-fought them. Oracle ends the Sunday cut to §1,000: you out-schemed them. Two payoffs, and neither branch is a dead end.
- The weekly money zeroing moved off Business – Investor. It was protection money in everything but name and now sits with the people collecting it. Investor keeps pay-on-arrival billing and the full-moon tithe. A stronger replacement restriction for Investor is still open.
- No Response. Emergency services are gone: no fire, no police, no response of any kind. It lives on Detective if you own Get to Work and on Diamond Agent if you don't. Burglar alarms may not be upgraded to auto-call the police or to zap.
- Strict runs gate the sirens behind Criminal – Oracle. Clearing the owning career alone is not enough on a strict run. Casual runs get services the moment that career tops out.
- Mixologist owns the bottle. Infants may not be bottle-fed and toddlers may not use a sippy cup until Mixologist clears. On a strict run Mixologist must clear before Babysitter, because a Nanny who cannot feed an infant is worth nothing. Full Culinary also gates travel to bars and restaurants on strict, even after Closed Roads lifts.
- Lot challenges stack. Patch 115 split challenges out of traits. Traits cap at three, challenges do not, so there is no slot budget to manage and the old overflow worry was never real.
v1.8, still current. Off the Grid on Manual Laborer, Journalist owns One Town, splitting gated by The Coming of Age, indoors/outdoors said out loud on every card, and The Run in §5.
Earlier versions. v1.5 and before are superseded. If you have a copy that puts Off the Grid on Scientist or says Journalist lifts One Voice, it is out of date.
1. THE STORY
Before
Nobody wanted to feel bad anymore.
Vitalyte started as a wellness startup in Newcrest, back when Newcrest was still four square miles of graded dirt and construction signage. Their whole product was one drink. Focus in a can. It didn't just perk you up, it set you. Confident before an interview. Inspired before a canvas. Flirty on a Friday. Bottled emotion, forty simoleons a six-pack, sold by every influencer in San Myshuno.
The active ingredient was a pale fungus growing on the walls of the Forgotten Grotto, the flooded mine under Oasis Springs. Wild-harvested. Rare. Expensive.
When demand outran the mine, Vitalyte stopped harvesting and started culturing.
The cultured strain was not the same organism. The wild fungus regulated a Sim's emotional state. The cultured one replaced it. And unlike the wild strain, it kept a body walking after the Sim inside it had stopped.
The Flatline
It went region-wide during a heat wave.
Everyone was drinking. The Newcrest water treatment plant, sitting on the same aquifer, went into overdraw and pulled straight from the grotto table. Within thirty-six hours, Willow Creek, Oasis Springs and every crew site in Newcrest were drinking the culture out of the tap.
Sims didn't die. That's the part people still can't get their heads around.
They flatlined. Every moodlet gone at once. No happy, no sad, no tense, no bored. Nothing on the face, nothing behind it, and a body that kept standing up and walking toward whatever was still warm and still feeling something.
Survivors call them the Flat. You can tell one from fifty feet by the way it doesn't react to anything, until it reacts to you.
The Signal
ZombieDolly was streaming when the grid dropped.
Nineteen hours into a marathon, in a Newcrest apartment with a battery wall, a solar array her landlord never approved, and a satellite uplink she'd bought to fix her ping. When the towers died, hers didn't. When the broadcast stations went dark, she was still transmitting.
So she stopped playing and started reading.
Coordinates. Water sources. Which bridges held. Which blocks were Flat. And then, once she'd raided what was left of the regional archive server, something better: procedures. How a chef keeps food cold without a chain. How a civil engineer restarts a filtration plant. How a doctor sterilizes without hot water.
The archive was mostly corrupt. What survived, survived in fragments, and every fragment was tied to a job. She could read you the theory. She could not do the work.
That's what the survivors are for.
DollCast broadcasts on 91.7 and it never stops. One voice, the same voice, every night: "You are not the last ones. Here's what we know tonight."
When somebody out there masters a trade, really masters it, top of the ladder, the whole body of knowledge recovered, they radio it in, and Dolly puts it on the air. And every household in range of the tower gets it at the same time.
That is why one Sim's career unlocks something for everyone. The knowledge isn't hoarded. It's broadcast. One chef in Oasis Springs figures out refrigeration and by morning every settlement on the Relay has cold food.
The one they invested in
There's a particular kind of person who survived this well, and it isn't the one you'd guess.
Before the Flatline there was a fashion among people with money and anxiety: pick one child and pour everything into them. Every lesson, every tutor, every advantage, every hour of both parents' attention, funnelled into a single kid while the siblings grew up around the edges of it. Enrichment as an arms race. Wonder Children, the magazines called them, and there was a waiting list.
It was, by any reasonable measure, a stupid way to raise a person.
Then every institution those skills were meant for stopped existing, and it turned out the region had accidentally built exactly what it was about to need: a handful of people in their twenties who could cook, build, garden, negotiate, fix an engine and set a bone, because somebody spent eighteen years making sure they could do everything.
Most of them died anyway. The Flatline didn't care what you knew.
The ones who didn't are the reason there's anything left to rebuild.
Your founder is one of them. Somebody's whole life savings walking around in a body, with nobody left to be proud of it.
What you're doing
You start with one Sim on a dead lot. No neighbors, no power, no water you'd want to drink, and a radio voice telling you that you count.
You are going to rebuild the trade base of an entire region, one career at a time, and then you are going to spread it: a second household, a third, a settlement in Newcrest, then out past the ridgeline to towns you've only heard on the air.
Nobody wins this by hiding. You win it by getting the lights back on for people you've never met.
2. WHAT MAKES THIS ONE DIFFERENT
This is built on Pinstar's Apocalypse Challenge lineage (see Credits), and deliberately fixes the five things that make that challenge stall out.
| Known problem | Fix in this challenge |
|---|---|
| Pack sprawl: the game has ~70 careers, the rules cover ~25, so most careers are pointless | Every career and trade unlocks something. No dead jobs. 93 of them. |
| "I don't own that pack" breaks the rules | The Blackout Rule (§3). Don't own it, it's already unlocked, and it isn't required to win. |
| Generation 1 is a lonely grind with everything locked and no story | Front-loaded win. The founder's first career clears Tier 0 and its own restriction, and Tier 1 is three of the easiest careers in the game. |
| Weekly sell-and-rebuy chores | No weekly chores. The only recurring cost is a once-a-month one-click tithe. |
| Everything is serialized. One Sim, one career, one at a time, forever | Multi-household. Unlocks are regional, not per-family. Every settlement you found is another career being worked in parallel. |
3. THE BLACKOUT RULE
If you don't own the pack, that part of the world never went dark.
This is the load-bearing rule of the whole challenge. Read it twice.
- If a restriction comes from a pack you don't own, that restriction does not apply to you. It is considered lifted at the start.
- The career that would have lifted it is not required for your completion.
- Your run is scored only against the packs you actually own (§13).
- Base game alone is a complete, winnable challenge. 31 unlocks, 5 tiers, full story. You are not playing a lesser version.
- Buying a pack mid-run: the new restrictions switch on at your next in-game Sunday. Sell off anything now banned. This never fails you.
Fallback owners. A few restrictions are too central to delete. Where one is base game content, it lives on a base game career even if a pack career would suit it thematically. That is why Off the Grid sits on Manual Laborer and not on Scientist. The restriction always applies. Only the career that lifts it is chosen for reach.
No apologising, no house-ruling, no asterisks in your screenshots. Base game runs and all-packs runs are both legitimate finishes. They're just different lengths.
4. SETUP
The founder, the Wonder Child Clause
- One Sim. Young Adult or Adult. Any gender, traits, aspiration.
- You may download your founder from the Gallery. This is the one permitted import in the entire challenge (see the Oracle exception below). Build them in CAS instead if you prefer.
- Recommended: a Wonder Child. Somebody else's Wonder Child Challenge graduate, a Sim raised with every advantage, maxed skills, the works. They are the best possible founder both mechanically and narratively, and the fiction is built around them.
- Whatever skills they arrive with, they keep. That's the point of the clause. A founder who can already cook and garden survives Night One instead of starving through it.
- They must quit any existing job. A pre-maxed career does not retroactively unlock anything. Aspirations and reward traits they arrived with are kept.
- Occults allowed, but see Passing in §5.
- Not ZombieDolly. Dolly is on the air, not on your lot. She is never playable.
Finding one: search the in-game Gallery for the hashtags
#wonderchild,#wonderchildchallengeor#pinstar, filter to Households, and sort by Most Downloaded. Look for a Young Adult with several maxed skills and a completed aspiration. Nothing about the Sim's origin is verified by the challenge. If a Sim reads as a Wonder Child to you, they are one.
The Starter Planter
- One planter box is permitted from setup, and it may be used to grow food. This is a standing carve-out from Barren Ground, and it is the only one.
- It must be indoors, under four walls and a roof, until Astronaut – Space Ranger clears.
- One box while Barren Ground is live. Once Manual Laborer clears you may plant as much as you like, but it all stays indoors until Space Ranger lifts Under Cover. Agriculture and open air are two separate keys.
- Everything else in Barren Ground still binds until Manual Laborer clears: no second planter, no ground plots, no orchards, no hiring a gardener, no digging.
The lot
- Any empty residential lot, 30x20 or larger, in Oasis Springs (recommended, nearest the grotto) or any base game world.
- Bulldoze an existing house to claim it if you want.
- Paint the ground dirt, sand or concrete. No trees, no shrubs, no flowers, no landscaping.
- The house must sit on a foundation, stilts, or a platform. Never directly on the ground. The culture is in the soil.
- One floor. Until Villain clears, the 8x8 is a volume, not a footprint. Ground floor only, no upper storeys.
- No digging until Manual Laborer clears. No basements, no below-grade rooms, no terrain excavation. A basement is a hole cut into the thing that ended the world. Even after Villain lifts the 8x8 and frees you to build upward, the ground stays shut until Barren Ground lifts and the soil is declared safe.
- You may not move lots for the rest of the challenge. The Anchor stays the Anchor.
Money
- No funds cheat at setup. Play the default §20,000.
- The restrictions make money almost meaningless by week two. Don't overthink this.
Game settings
- Aging on, normal lifespan, for all households.
- Autonomy on or off, your choice, set once at start and never changed.
- Neighborhood Stories: on, all options. The world keeps moving without you.
- Fill Empty Homes: off. The region is empty. That's the point.
5. UNIVERSAL RULES
These apply from the first minute and are never lifted.
- No cheats except the ones a restriction explicitly requires (the Sunday cut under Criminal – Oracle, the full-moon tithe under Investor).
testingcheatsis allowed for the required cheats only. MoveObjects is banned until Criminal–Oracle clears. - No mods that grant an advantage. MCCC for story progression and UI is fine. Cheat menus, money mods, and career-speed mods are not.
- Custom content is allowed for looks only, never for function. A CC dresser is fine. A CC fridge that ignores the Cold Chain is not.
- One career per Sim, per lifetime. Only the first career a Sim tops counts as an unlock. They may work more afterward for money, but it unlocks nothing. This is what forces generations. - Exception, Trades: a Sim may bank one career unlock plus one trade unlock in a lifetime. - Exception, teen jobs: a teen part-time job spends the Sim's career slot. Choose deliberately.
- Unlocks are regional. The moment any Sim in any of your households tops a career, that restriction lifts for every household you control, present and future. It's on the radio.
- Who can unlock: anyone living in one of your households who was born into it, married into it, or moved in legitimately after Tier 0 cleared. Servos, adopted Sims, and NPCs you never moved in cannot unlock anything.
- No aging up early. Cakes for celebration only. The age bar has to be bubbling.
- Passing: occult Sims (vampires, spellcasters, werewolves, mermaids) must stay incognito until the pack career or trade that governs them clears. No public transformation, no visible feeding, no casting in front of anyone outside the household.
- Honest mistakes don't fail you. A Sim autonomously does something banned, you cancel it, you move on. Fix it immediately and it never happened.
- Rules changes never fail you. If this document updates and something you own is now banned, sell it and keep playing.
- Play every household you control on rotation. You may not park a settlement and forget it.
The Run
No Sim may leave the home lot until they reach Fitness 5. You cannot outpace the Flat at a walk, and nobody is coming to carry you.
- Exempt: travel to work and to school, and going out to jog, which is how you get there in the first place. A Sim under Fitness 5 may leave to run and for nothing else.
- Applies to every Sim, in every household, in every generation.
- This never lifts. It is not an unlock and it is not on the board.
The exemption is load-bearing, not politeness. Ration Body bans every piece of workout equipment until Tier 4, working out to a TV dies under Dead Grid, and working out to a stereo dies under No Song. Jogging is the only route to Fitness in this challenge. Without the carve-out this rule locks itself, permanently, on day one.
It is also why Fitness 10 is the hardest number in the base game. Three careers need it: Space Ranger (Tier 1), Bodybuilder (Tier 2) and Professional Athlete (Tier 4). Only the Athlete gets the Practitioner's Exemption for their own restriction. The other two have to run for it.
Indoors and outdoors
The board has two separate outdoor axes and they are easy to confuse.
| Axis | Rule | Lifted by |
|---|---|---|
| What may sit outside on your own lot | Under Cover. Every object under four walls and a roof. Mailbox and trash can exempt. | Astronaut – Space Ranger |
| How much of your lot you may build on at all | The Footprint. 8x8, one floor, a volume not a footprint. | Secret Agent – Villain |
| Whether a Sim may leave the lot | The Run (Fitness 5), never lifts | nothing |
| Travel to community lots and other households | Closed Roads | Secret Agent – Diamond Agent |
| Travel to another world | One Town | Writer – Journalist |
Under Cover binds objects, not Sims. Walking around outdoors was never banned. Putting a chair out there was.
So every unlock that hands you an object is indoors only until Space Ranger clears, and the matrices below now say so on each card. Clearing Chef gets you a fridge; it does not get you an outdoor kitchen. Clearing Manual Laborer gets you agriculture; it does not get you a garden in the yard. That takes two keys, and it always did.
Lot challenges
Required lot challenges stack on every lot you own. There is no budget to manage.
| Cap | Why it matters | |
|---|---|---|
| Lot traits | 3 per lot | The familiar limit. None of this challenge's requirements are traits. |
| Lot challenges | no cap | Patch 115 (July 2021) split challenges out of traits. Apply as many as you like. |
Two are required, and both come off when their career clears.
| Challenge | Binds | Comes off when |
|---|---|---|
| Off the Grid | Every lot you own | Manual Laborer clears |
| Heist Havoc | Every residential lot you own | Criminal – Boss clears |
Heist Havoc is residential-only in the base game, so community lots you own are waived. It arrived free in the February 2025 burglar patch, so every player has it regardless of packs.
The Racket
The crime lords are not a flavour note. They are two separate restrictions and you break them in two separate ways.
| Half | Restriction | Broken by |
|---|---|---|
| The enforcement | Curfew, 8pm to 6am, plus Heist Havoc on every home | Criminal – Boss |
| The ledger | Protection. Every Sunday, cut the household down to §1,000. Everything above the line goes to them. | Criminal – Oracle |
- The Sunday cut runs from day zero to the last card on the board, because Oracle is a Tier 4 card and the recommended order saves it for last. Budget for that. Anything you want to keep has to be spent, built, or turned into a lot before Sunday.
- Boss is the fight. Oracle is the scheme. Clearing one does nothing for the other.
- Zeroing funds is a required cheat under §5.1.
No Response
Nobody is coming. No firefighters, no police, no emergency response of any kind. A fire burns until a Sim puts it out or it runs out of things to burn.
- Who lifts it: Detective if you own Get to Work. Diamond Agent if you don't. One rule, two doors, and pack ownership never locks you out of it.
- Burglar alarms may not be upgraded to auto-call the police, and the zap upgrade is banned. Both exist in the base game and both would route around this rule. A plain, un-upgraded alarm is fine, and under Heist Havoc you will want one.
- Strict runs: the sirens stay silent until Criminal – Oracle has also cleared. The service exists. The crime lords were the reason it never came.
- Casual runs: services return the moment the owning career tops out. No ordering.
This is separate from No Village on Babysitter, which governs hired help: nannies, maids, gardeners, repair. Babysitter alone lifts hired help. It does not bring back the fire brigade.
The Practitioner's Exemption
A Sim actively employed in a career, or actively working toward a trade, is exempt from the restriction that career lifts, but only for actions required to do that job or to build its required skills.
- The exemption is personal and narrow. Nobody else in the household may use the object or take the action.
- The practitioner gets no other benefit. The Chef may cook on a stove for skill and for work; the household still eats one grilled meal a day, and the Chef may not use that stove for anything else.
- It covers only their own career's restriction. It does not free them from anyone else's. A Barista still can't build Mixology on a bar until Boil Order lifts. That's an ordering problem, not an exemption.
- A Sim who quits, is fired, or is between jobs loses it immediately.
- When they top the career, the exemption becomes the unlock and the whole region gets it.
Without this rule roughly 25 of the unlocks are literally impossible, because the restriction bans the exact action the career needs. Pinstar's original did the same thing object by object. This just states it once instead of 25 times.
It is also the fiction. Dolly's archive fragments give one person the procedure. The practitioner is the one who's been read the manual.
Note the circularity on Astronaut: the rocket ship is an outdoor object, and Under Cover is the Astronaut's own restriction, so only the Practitioner's Exemption makes the career that opens the outdoors completable at all. That is intended.
Rulings
| Question | Ruling |
|---|---|
| Does travelling to and from work break Curfew, Closed Roads, One Town or The Run? | No. Work and school travel is always exempt. Without this, Criminal – Boss is unplayable and every active career is blocked. |
| Is "Secure Votes" a civic action under No Council? | No. Securing votes is a social interaction. No Council bans the neighbourhood-action and office-holding UI, not talking to people. |
| Is a tablet, console or phone a "computer" under Dead Grid? | Yes. All screens count. Otherwise the restriction is bypassed by a §300 tablet. eSport Gamer relies on the Practitioner's Exemption instead. |
| Do lot restrictions apply to lots you don't own? | No. Every lot restriction binds only lots you own. Interior Decorator may renovate client lots freely; Bare Rooms applies to your own. |
| Can I run solar panels on an Off the Grid lot? | No, not until Manual Laborer clears. The game allows it. The challenge does not. Same for wind turbines, generators, dew collectors and water generators. |
| Do I have to zero funds and pay the full-moon tithe? | Yes, both, they are different rules. The Sunday cut to §1,000 is The Racket, lifted by Oracle. The §500 full-moon tithe is Ash Economy, lifted by Investor. |
| A fire started and my Sim died. Is that a failure? | No. No Response is meant to kill Sims. §14 governs failure, and losing a Sim to a fire is a bad day, not a lost run. |
| Can the Nanny feed my infant before Mixologist clears? | No. Bottles are banned until Mixologist tops out, so a hired Nanny cannot feed an infant. On a strict run that is exactly why Mixologist must clear before Babysitter. |
| Does wandering my own neighbourhood count as leaving the lot? | Yes, for The Run. No, for Closed Roads: open-world wandering with no loading screen is always legal once Fitness 5 is met. |
6. THE FIVE TIERS
| Tier | Name | What it covers | Feels like |
|---|---|---|---|
| 0 | Silence | You are alone | The first week |
| 1 | Survival | Food, water, warmth, ground | Not dying |
| 2 | Settlement | Building, trade, safety, people | A house instead of a shelter |
| 3 | Region | Travel, comms, services, medicine | A town instead of a house |
| 4 | Society | Culture, law, leisure, identity | Being a person again |
Tier 0, Silence
Restriction: you are one Sim. You cannot move in, marry in, or invite any Sim to live in your household. You may not found a second household. Pregnancy and birth are allowed and are how you're expected to survive this.
Lifts when: your founder tops any career at all, their first one.
When it lifts: Dolly reads your coordinates on air. Two nights later, someone knocks. You may now move in and marry in Sims normally, and your founder's career restriction lifts too. That's two unlocks for one career. Take the win.
7. BASE GAME UNLOCK MATRIX
31 unlocks. A complete challenge on base game alone.
Format: Career -> the restriction it imposes -> what topping it gives the region back.
Tier 1 - Survival
| # | Career / Branch | Restriction | Unlock |
|---|---|---|---|
| 1 | Culinary – Chef | The Cold Chain. No refrigerators, stoves, ovens, microwaves or coolers. Grills and fire pits only. One cooked meal per Sim per day. No leftovers. | Refrigeration and cooking. Indoors only until Under Cover lifts. Strict: travel to bars and restaurants stays closed until both Culinary branches clear, even after Closed Roads lifts. |
| 2 | Culinary – Mixologist | Boil Order. No bars or bar drinks. No drinking from refrigerators. No juice, tea, coffee or kettle objects. Water from sinks only. No bottles: infants may not be bottle-fed and toddlers may not use a sippy cup. Nobody trusts formula mixed with bad water. | Safe liquid. Bars, drinks, and bottle feeding. A hired Nanny can finally feed an infant. Indoors only until Under Cover lifts. |
| 3 | Manual Laborer (part-time) | Two restrictions, one career. Barren Ground: no planting, watering, weeding, fertilizing, grafting or evolving — anywhere. Wild harvesting still allowed. No gardener. No digging. Exempt: the Starter Planter. Off the Grid: every lot you own carries the Off the Grid lot challenge from day one. No power, no running water. No green workaround: solar panels, wind turbines, power generators, dew collectors and water generators are banned until this clears. The game lets them run off the grid. The Flat does not. | Agriculture and infrastructure. The soil is safe and the lights come on. Eco Lifestyle power and water generation come online with it. Gardening is indoors only until Under Cover lifts. Power, water and digging are not. |
| 4 | Painter – Master of the Real | The Flatline. No emotional aura objects may be enabled. Nothing on your lot is allowed to make anyone feel anything. | Feeling. Aura objects switch on. Indoors only until Under Cover lifts. |
| 5 | Astronaut – Space Ranger | Under Cover. Every object must sit under four walls and a roof. No sleeping outdoors, no tents, no outdoor furniture. Mailbox and trash can exempt. | The open air. This is the key to every “indoors only” clause on the board. Outdoor objects must still sit inside the Footprint until Villain clears. |
Tier 2 - Settlement
| # | Career / Branch | Restriction | Unlock |
|---|---|---|---|
| 6 | Secret Agent – Villain | The Footprint. Mark an 8×8 area at challenge start. Nothing built, placed or terrain-altered outside it, on any lot you own. It's a volume, not a footprint — one floor only, no upper storeys, no basements. | Room. Build anywhere on your lots, and upward. Basements still need Manual Laborer. This is the area key, not the outdoor one — Under Cover still decides what may sit outside. |
| 7 | Tech Guru – Startup Entrepreneur | Salvage Only. Only the cheapest item in any object class may be bought or used. Single and double beds are separate classes. | The catalog. Indoors only until Under Cover lifts. |
| 8 | Retail Employee (part-time) | Market Day. Buy and Build mode may only be entered on Sundays. Broken objects are repaired or replaced Sundays or not at all. If you own For Rent, the Sunday repair rule outlives this one. | The market. Build any day. |
| 9 | Painter – Patron of the Arts | No Market. No Sim-made object may be sold. No paintings, books, songs, crafts, harvestables, collectibles. | Trade. |
| 10 | Athlete – Bodybuilder | Dead Weight. Objects larger than 1×1 can never be moved or sold once placed. Nothing may be removed from family inventory, ever. | Logistics. |
| 11 | Business – Investor | Ash Economy. Pay every bill the moment it arrives. Once a month at the full moon, pay a §500 Relay tithe the same way. The weekly zeroing moved to Criminal – Oracle in v1.9. It was protection money all along. | Savings. |
| 12 | Criminal – Boss | The Racket: Curfew. No Sim may be off the home lot between 8pm and 6am. Travel to and from work is exempt. Heist Havoc: every residential lot you own carries the Heist Havoc lot challenge. Burglars come more often and the alarms have a mind of their own. Community lots are exempt: the game only allows Heist Havoc on residential. | The night, and the burglars stop coming. Curfew lifts and Heist Havoc comes off every lot. You did not pay them off. You out-fought them. |
| 13 | Babysitter (part-time) | No Village. No service NPC may be hired. Toddler and child traits must be rolled at random. Aspirations are governed by The Waiting List. Strict order: Culinary – Mixologist must clear before this one. A Nanny who cannot bottle-feed an infant is worth nothing. | Community care. |
| 14 | The First Lesson (Raising Track) | No Teaching. Sims may not mentor or tutor another Sim in any skill, and may not help with homework. Adults learn alone. Caring for a toddler is not teaching — you may direct Sims to teach a toddler to talk, walk and use the potty. | Teaching. Mentor, tutor, and pass skills on. |
Tier 3 - Region
| # | Career / Branch | Restriction | Unlock |
|---|---|---|---|
| 15 | Writer – Journalist | One Town. Every household you control must sit in your starting world, and no Sim may travel to another world. Loading screens are legal only within the world you started in. Splitting within your own world is gated by The Coming of Age, not by this. | The Relay reaches other towns. Settle and travel anywhere on the map. |
| 16 | Secret Agent – Diamond Agent | Closed Roads. No travel to a community lot or another household’s lot. Open-world wandering is fine. Travel to and from work is exempt. No Response. Nobody is coming. No firefighters, no police, no emergency response of any kind. A fire burns until a Sim puts it out or it stops having anything to burn. Burglar alarms may not be upgraded to auto-call the police, and the zap upgrade is banned too. | Roads. Community lots and other households, within your home world. Other worlds need Journalist. Emergency services return, but not alone. On a strict run the sirens stay silent until Criminal – Oracle has also cleared. The service exists. The crime lords were the reason it never came. |
| 17 | Tech Guru – eSport Gamer | Dead Grid. No televisions. Computers for job tasks only. Phones for calls and job actions only. | Electronics. Indoors only until Under Cover lifts. |
| 18 | Writer – Author | Burned Libraries. No bookcases may be bought or used. No books ordered or written for skill. No travelling to library lots. You cannot gain skill from reading. | Libraries. Indoors only until Under Cover lifts. |
| 19 | Fast Food Employee (part-time) | No Quick Meal. No Quick Meal, no delivery, no eating at restaurants, stalls or vendors. | Food service. |
| 20 | Barista (part-time) | Bitter Water. No coffee, tea, espresso or hot drink objects anywhere, including community lots. | Coffee. |
| 21 | Freelancer (20 gigs) | No Gig. No Self-Employed registration, no freelance gigs, no odd jobs. Career income only. | Independent work. |
| 22 | Business – Management | No Mercy. No time off. Late, early or missed shift means fired permanently from that career. Elders quit, never retire. Only Work Normally or Work Hard. | Labor protection. |
| 23 | The Schoolhouse (Raising Track) | Latchkey. Children and teens may not do homework and may not use Study, Improve Homework or any homework-assist option. Grades rise from attendance and mood alone. Directing them to build skills is always legal. | Schooling. Teach your children directly again. |
Tier 4 - Society
| # | Career / Branch | Restriction | Unlock |
|---|---|---|---|
| 24 | Style Influencer – Stylist | One Outfit. Every Sim wears the outfit they arrive or age up in, forever. No CAS edits, no Plan Outfit. | Wardrobe. |
| 25 | Style Influencer – Trend Setter | No Mirror. No mirrors on any lot you own. No makeup, no accessories, no hair changes. | Grooming. |
| 26 | Entertainer – Musician | No Song. Instruments on Practice only. No stereos, radios, speakers or jukeboxes. | Music. Indoors only until Under Cover lifts. |
| 27 | Entertainer – Comedian | No Gathering. No parties, social events or dates. You may not invite any Sim to your lot. | Gathering. |
| 28 | Athlete – Professional Athlete | Ration Body. No gym or workout equipment. No reward traits bought with satisfaction points. | Training. Indoors only until Under Cover lifts. An outdoor gym waits on Space Ranger. |
| 29 | Astronaut – Interstellar Smuggler | No Rewards. No career or aspiration reward object may be bought, placed or used. No upgrades. | Rewards and upgrades. |
| 30 | Criminal – Oracle | Two restrictions, one career. No Hand of God: no MoveObjects, no bb. cheats, no Gallery downloads or imports. Every Sim and building after day zero must be made by you. Exception: the founder, imported once at setup under the Wonder Child Clause. The Racket: Protection. Every Sunday, cut the household down to §1,000. Everything above the line goes to the crime lords. This runs from day zero to the last card on the board.* | The Simulation, and the payments stop. Save this for last. The Sunday cut ends: you did not out-fight them, you out-schemed them, and there is nobody left to pay. |
| 31 | A Wonder Child (Raising Track) | The Waiting List. No Sim's aspiration may be chosen. Roll it at random, at every life stage. | Aspiration. Your Sims choose who they want to be. |
8. PACK UNLOCK MATRIX
Only applies to packs you own. See the Blackout Rule.
| Pack | Career / Trade | Restriction | Unlock |
|---|---|---|---|
| Adventure Awaits | Park Worker – Park Ranger | No Wilds. No Sim may enter a park, campground or wilderness lot. | The wilderness. |
| Adventure Awaits | Park Worker – Park Counselor | No Troop. No group outings, camp activities or group skill-sharing. | Group life. |
| Businesses & Hobbies | Small business — Local Legend | No Trade Guild. You may not own or operate a small business of any kind. | Enterprise. |
| Bust the Dust | Any Tier 1 clear (trade) | Filthy. Every lot you own carries the Filthy lot challenge. | Cleanliness. |
| Cats & Dogs | Veterinarian skill 10 (trade) | No Beasts. No pets of any kind may live in your households. No stray interactions. | Animals and vet clinics. Brindleton Bay opens. |
| City Living | Charity Organizer | Every Lot Cursed. Every lot you own carries two negative lot traits from: Grody, Filthy, Gremlins, Cursed, Needs TLC, Creepy Crawlies, Haunted. | Cleanup. |
| City Living | Politician | No Council. No civic or neighborhood actions. No office, no organising. No apartment may be rented. | Governance. San Myshuno opens. |
| City Living | Critic – Food Critic | No Stalls. No food stalls, festivals or vendor food. No festivals attended at all. | Festivals and street food. |
| City Living | Critic – Art Critic | Bare Walls. No wall hangings, sculptures, rugs or decorative objects on any lot. | Décor. |
| City Living | Social Media – Internet Personality | No Feed. No social media on phone or computer. No streaming, posting or browsing. | The feed. |
| City Living | Social Media – Public Relations | No Introductions. No Introduce Yourself or Friendly opener with a stranger. Relationships must start from a shared activity. | Networking. |
| Cottage Living | Cross-Stitch skill 5 (trade) | No Livestock. No animals kept for produce. No village trade, no fairs. | Livestock and village trade. Henford-on-Bagley opens. |
| Dine Out | Restaurant — 5 stars | No Table. You may not own a restaurant. No Sim may eat at one. | Hospitality. |
| Discover University | Engineer – Mechanical | Nothing Runs. Broken objects may not be repaired. Replace them (subject to Market Day) or leave them broken. No upgrades. | Repair. |
| Discover University | Education – Professor | No School. No Sim may attend university. Children and teens skip school every day they can. | Education. Britechester and Foxbury open. |
| Discover University | Engineer – Computer | No Machines. No robots, no servos, no computer-built machinery. No fabrication. | Machines and robotics. |
| Discover University | Education – Administrator | No Institution. No organization, club or society membership. No group activities. | Institutions. |
| Discover University | Law – Judge | No Justice. No Sim may divorce or break up. You marry the first Sim you romance. Forever. | Law. |
| Discover University | Law – Private Attorney | No Counsel. No Get to Know. Traits, careers and aspirations of outside Sims stay hidden until they join your household. | Disclosure. |
| Dream Home Decorator | Interior Decorator | Bare Rooms. No room may contain more than four objects total, excluding doors, windows and flooring. | Interiors. |
| Eco Lifestyle | Civil Designer – Civic Planner | Reduce and Recycle. Every lot you own carries the Reduce and Recycle lot challenge. Eco footprint may not be improved by any means. | Infrastructure. Evergreen Harbor opens. |
| Eco Lifestyle | Civil Designer – Green Technician | No Foraging. Foraged and dumpster-found items may not be used, eaten or crafted with. | Salvage economy. |
| Eco Lifestyle | Freelance Crafter (10 gigs) | No Craft. No candle making, fabrication or juice fizzing. | Crafting trades. |
| Enchanted by Nature | Naturopath – Apothe-Curist | No Remedy. No herbal or natural remedies made or used. No wellness treatments. | Herbal medicine. |
| Enchanted by Nature | Naturopath – Lifestyle Coach | No Balance. No meditation, yoga or wellness activity of any kind. | Wellbeing. |
| For Rent | Handyperson (part-time) | Everything Broken. Broken objects may only be repaired or replaced on Sundays. Between Sundays it stays broken. Holds until Handyperson clears, even if Market Day has already lifted. | Maintenance. Tomarang opens. |
| Get Famous | Actor / Actress | No Face. No Sim may gain fame. No fame perks. Any fame level gained must be immediately reduced. | Fame. Del Sol Valley opens. |
| Get Together | Dancing skill 5 (trade) | No Circle. No clubs may be formed or joined. No group activities. | Clubs. Windenburg opens. |
| Get to Work | Scientist | No Method. No microscopes, telescopes, observatories, chemistry analyzers, or any research or invention object. Logic may still be built by chess and conversation. | Research. The scientific method comes back. |
| Get to Work | Doctor | The Dark Ages. No showers, tubs or pools. Sinks only. No medicine bought or made. On Woohoo you must take Try for Baby when offered. | Medicine and plumbing. |
| Get to Work | Detective | No Law. No door locks of any kind. No security or alarm objects. No Response. Nobody is coming. No firefighters, no police, no emergency response of any kind. A fire burns until a Sim puts it out or it stops having anything to burn. Burglar alarms may not be upgraded to auto-call the police, and the zap upgrade is banned too. | Order. Emergency services return, but not alone. On a strict run the sirens stay silent until Criminal – Oracle has also cleared. The service exists. The crime lords were the reason it never came. |
| Get to Work | Retail ownership | No Storefront. You may not own or run a retail business. | Commerce. Magnolia Promenade opens. |
| High School Years | Simfluencer (part-time) | No Trend. No trends followed or set. No teen social events. | Youth culture. Copperdale opens. |
| High School Years | Video Game Streamer (part-time) | No Broadcast. No video gaming for skill or money. Consoles banned. | Broadcast. |
| Horse Ranch | Nectar Making skill 5 (trade) | No Ferment. No nectar, no aging, no cellar. | Fermentation. Chestnut Ridge opens. |
| Island Living | Fisherman (part-time) | No Catch. Fish may not be caught, cooked or eaten. | Fishing as a food source. |
| Island Living | Conservationist | Fouled Water. No swimming in open water. No fishing. No water-based activity, ever. | The water. Sulani opens. |
| Island Living | Diver (part-time) | No Depth. No diving, snorkelling or underwater interaction. | Diving and salvage. |
| Island Living | Lifeguard (part-time) | No Rescue. No Sim may be revived, rescued or saved from any hazard. If they go, they go. | Rescue. |
| Journey to Batuu | Batuu faction (trade) | No Passage Offworld. Batuu is closed. | Batuu opens. |
| Jungle Adventure | Archaeology skill 10 (trade) | Sealed Ruins. No excavation, artifacts or relics. No Selvadorada. | Archaeology. Selvadorada opens. |
| Life & Death | Reaper | No Passage. Urns and gravestones may never be moved, sold or deleted. Ghosts may not be released or bound. They stay where they fall. | Passage. Ravenwood opens. |
| Life & Death | Undertaker – Mortician | No Rites. No funerals. No grief interactions, no memorials. | Rites. |
| Life & Death | Undertaker – Funeral Director | No Legacy. No wills, no inheritance. When a Sim dies, delete their share of household funds. | Inheritance. |
| Lovestruck | Romance Consultant – Matchmaker | No Courtship. No romantic interactions until two Sims are already best friends. No dating app, no romance festival. | Courtship. Ciudad Enamorada opens. |
| Lovestruck | Romance Consultant – Relationship Counselor | No Vow. No weddings, no ceremonies. Marriage by elopement only, no guests. | Ceremony. |
| My Wedding Stories | Gold wedding (trade) | No Union. Weddings are elopements only. No guests, no venue. | Ceremony. Tartosa opens. |
| Nifty Knitting | Knitting skill 10 (trade) | No Warmth. No knitted or handmade textile items. | Textiles. |
| Outdoor Retreat | Herbalism skill 10 (trade) | No Cure. No herbal remedies. No camping, no Granite Falls. | Herbalism. Granite Falls opens. |
| Paranormal Stuff | Medium skill 5 + licence (trade) | Haunted. Every lot you own carries the Haunted lot challenge. | The dead settle down. |
| Parenthood | Max all five Character Values (trade) | No Raising. No Parenthood parenting interactions — the Discuss / Encourage / Discipline / Praise / Scold menu. Base-game toddler and child skill-building is not affected, so the Raising Track still works. | Parenting. |
| Realm of Magic | Virtuoso Spellcaster (trade) | Passing. No spell cast where any Sim outside the household can see it. No Glimmerbrook. | Magic returns. Glimmerbrook opens. |
| Royalty & Legacy | Noble | No Crown. No titles, decrees or household hierarchy. No Sim may lead anything. | Leadership. The region gets a government. |
| Seasons | Gardener – Botanist | No Harvest. Harvestable plants may not be eaten or used in cooking. Decorative growing only. | Crops as food. |
| Seasons | Gardener – Floral Designer | No Bloom. No flower arranging, bouquets, flower beds or decorative plants indoors. | Flowers. |
| Seasons | Scouts (Llamacorn Scout) | No Season. No holiday may be celebrated. All holidays deleted from the calendar. | The calendar. |
| Snowy Escape | Salaryperson | No Rest. No lifestyle or sentiment cultivated. No vacations, rentals or leisure travel outside your home world. | Rest. Mt. Komorebi opens. |
| Spa Day | Wellness skill 10 (trade) | No Comfort. No massage, sauna, yoga or spa objects. No visiting a spa. | Wellness. |
| StrangerVille | Military – Officer | No Muster. No Sim may move out of a household or move between your households. Everyone stays where they were born. | Mobility. StrangerVille opens. Clear this early. |
| StrangerVille | Military – Covert Operator | Comms Dark. No phone may be used for anything but accepting or quitting a job. | Communications. |
| Vampires | Vampire Lore skill 15 (trade) | Passing. Vampires stay hidden. No public feeding, no witnessed transformation, no powers off-lot. No Forgotten Hollow. | Vampires walk openly. Forgotten Hollow opens. |
| Werewolves | Apex Werewolf (trade) | Passing. Werewolves stay hidden. No witnessed transformation, no pack activity, no Moonwood Mill. | Werewolves walk openly. Moonwood Mill opens. |
9. HOW TO COMPLETE EACH ONE
Exact requirements, straight from the Relay Board. Skill gates in brackets.
| Career / Trade | Pack | How to complete it |
|---|---|---|
| Culinary – Chef | Base Game | Reach level 10 of Culinary, Chef branch. Mixology 4 is gated in the shared ranks before the branch split, so build a little bar skill early even though you're a chef. [Cooking 10, Gourmet Cooking 8, Mixology 4] |
| Culinary – Mixologist | Base Game | Reach level 10, Mixologist branch. You need a home bar to practise on, and Cooking 4 in the shared ranks first. [Mixology 10, Charisma 8, Cooking 4] |
| Manual Laborer (part-time) | Base Game | Reach level 3. Gardening 2 is the whole gate — build it on the Starter Planter, the one indoor box allowed from setup. This is the biggest unlock on the board: three levels of a teen part-time buys agriculture, digging, power and running water. Nothing electrical works until it clears, so no computer career can even start. [Gardening 2] |
| Painter – Master of the Real | Base Game | Reach level 10, Master of the Real branch. Paint constantly; Inspired mood speeds both the skill and work performance. [Painting 10, Logic 6] |
| Astronaut – Space Ranger | Base Game | Reach level 10, Space Ranger branch. Rocket Science needs a rocket ship on the lot — which is exempted from the roof rule. [Fitness 10, Logic 6, Rocket Science 4] |
| Secret Agent – Villain | Base Game | Reach the top of the Villain branch. This is the only 11-level career in the game — the final rank is Triple Agent, so budget extra time. [Logic 10, Mischief 6, Charisma 6] |
| Tech Guru – Startup Entrepreneur | Base Game | Reach level 10, Start-Up Entrepreneur branch. One computer covers Programming and Video Gaming both. [Programming 10, Charisma 6, Video Gaming 5] |
| Retail Employee (part-time) | Base Game | Reach level 3. Charisma 2 is the only gate — talk to a mirror. Rank 3 needs work performance alone. Teen-clearable. [Charisma 2] |
| Painter – Patron of the Arts | Base Game | Reach level 10, Patron of the Arts branch. Same painting grind as the other branch, Charisma instead of Logic. [Painting 10, Charisma 6] |
| Athlete – Bodybuilder | Base Game | Reach level 10, Bodybuilder branch. Fitness 8 is demanded immediately at rank 5, so front-load it. Daily task is Mentor Fitness. [Fitness 10, Charisma 8] |
| Business – Investor | Base Game | Reach level 10, Investor branch. Daily task is Research Stocks on a computer; Focused mood helps. [Logic 10, Charisma 8] |
| Criminal – Boss | Base Game | Reach level 10, Boss branch. Daily task is mean interactions. Handiness comes free from upgrading objects at home. [Mischief 10, Handiness 6] |
| Babysitter (part-time) | Base Game | Reach level 3. Charisma 2 is the only gate. Teen-clearable and one of the fastest unlocks on the board. [Charisma 2] |
| Writer – Journalist | Base Game | Reach level 10, Journalist branch. Very light secondary load — daily task is Write Articles on a computer. [Writing 10, Charisma 5] |
| Secret Agent – Diamond Agent | Base Game | Reach level 10, Diamond Agent branch. From rank 8 the daily task is romantic interactions, so keep a partner around. [Logic 10, Charisma 8] |
| Tech Guru – eSport Gamer | Base Game | Reach level 10, eSport Gamer branch. Awkward under your own restriction — the computer is job-tasks-only until this clears, so grind Video Gaming as the daily task. [Video Gaming 10, Programming 8] |
| Writer – Author | Base Game | Reach level 10, Author branch. Lightest skill load in the base game. Writing books on the computer still works — the restriction bans reading, not writing. [Writing 10, Logic 5] |
| Fast Food Employee (part-time) | Base Game | Reach level 3. Cooking 2 is the only gate. Teen-clearable. [Cooking 2] |
| Barista (part-time) | Base Game | Reach level 3. Mixology 2 is the only gate, and a bar clears it in an evening. Teen-clearable. [Mixology 2] |
| Freelancer (20 gigs) | Base Game | Challenge-defined: complete 20 freelance gigs without failing one. Freelancer has no ranks or skill gates — each promotion just adds +10% gig pay — so this challenge sets the finish line. Agency skill drives your payout. |
| Business – Management | Base Game | Reach level 10, Management branch. Charisma-heavy, daily task Make Business Calls. Dangerous to attempt while its own restriction is live. [Charisma 10, Logic 8] |
| Style Influencer – Stylist | Base Game | Reach level 10, Stylist branch. Four skills — the heaviest load in the base game and the slowest career to finish. Photography needs a camera. [Writing 9, Charisma 9, Painting 8, Photography 4] |
| Style Influencer – Trend Setter | Base Game | Reach level 10, Trend Setter branch. Same four-skill load as Stylist. Note the collision: no mirrors means no mirror-Charisma. [Writing 9, Charisma 9, Painting 8, Photography 4] |
| Entertainer – Musician | Base Game | Reach level 10, Musician branch. Piano 10 is mandatory; Guitar or Violin at 8 counts, not both. Practice-only still levels the skill. [Piano 10, Guitar (or Violin) 8, Comedy 2] |
| Entertainer – Comedian | Base Game | Reach level 10, Comedian branch. Guitar or Violin 3 is needed in the shared ranks. Playful mood required. [Comedy 10, Charisma 8, Guitar (or Violin) 3] |
| Athlete – Professional Athlete | Base Game | Reach level 10, Professional Athlete branch. Awkward under its own rule — no equipment means jogging and swimming for Fitness. Daily task is Study Opponents. [Fitness 10, Charisma 8] |
| Astronaut – Interstellar Smuggler | Base Game | Reach level 10, Interstellar Smuggler branch. Identical requirements to Space Ranger — only the titles and rewards differ. [Fitness 10, Logic 6, Rocket Science 4] |
| Criminal – Oracle | Base Game | Reach level 10, Oracle branch. Hacking and making viruses on a computer raises Mischief and Programming at the same time. [Mischief 10, Programming 8] |
| Scientist | Get to Work | Reach level 10. No skill gates at all — each rank just needs two more Breakthroughs from lab tasks. Active career. Off the Grid moved to Manual Laborer in v1.8 — it is base game content and should not sit behind a pack career. |
| Doctor | Get to Work | Reach level 10. No skill gates — promote by diagnosing and treating patients, performing surgeries, and delivering a baby. Logic and Handiness help but aren't required. |
| Detective | Get to Work | Reach level 10. No skill gates — promotion is purely solving an increasing number of cases. Active career. |
| Retail ownership | Get to Work | Buy out the retail perk tree: all 18 perks, roughly 14,350 perk points. Points come from business actions — 15 per sale, 10 per restock, 5 per retail social. Never sell the business; selling wipes every perk. |
| Dancing skill 5 (trade) | Get Together | Max Dancing at level 5 (that's the cap, not 10). Practise Moves at a full-length mirror at home — faster and safer than a club. Confident mood helps. [Dancing 5] |
| Charity Organizer | City Living | Reach level 10, Charity Organizer branch. Charisma is the only skill, but you must collect up to §20,000 in donations — that needs a large friend network, which is slow under this challenge. [Charisma 10] |
| Politician | City Living | Reach level 10, Politician branch. One skill, but you must secure up to 20 votes from other Sims. Bottlenecked by how many Sims you know. [Charisma 10] |
| Critic – Food Critic | City Living | Reach level 10, Food Critic branch. Daily task is reviewing food or drink. The top rank has no skill requirement. [Writing 8, Gourmet Cooking 6, Cooking 5] |
| Critic – Art Critic | City Living | Reach level 10, Art Critic branch. Comedy or any music skill at 6 counts — you don't need both. [Writing 8, Painting 6, Comedy (or music) 6] |
| Social Media – Internet Personality | City Living | Reach level 10, Internet Personality branch. Also needs 25 million followers by rank 9 — the hardest non-skill gate in the game. Comedy or Mischief at 7 counts, not both. [Charisma 8, Video Gaming 7, Comedy (or Mischief) 7] |
| Social Media – Public Relations | City Living | Reach level 10, Public Relations branch. Follower gate is only 10,000 and it's the better-paying branch. Far kinder than Internet Personality. [Charisma 10, Writing 5] |
| Veterinarian skill 10 (trade) | Cats & Dogs | Max Veterinarian at 10. Fastest route is the Vet Medicine Crafting Station in a Focused mood, queueing treats — they sell for ~§150 against a §15 cost, so it pays for itself. You do not need to own a clinic. [Veterinarian 10] |
| Gardener – Botanist | Seasons | Reach level 10, Botanist branch. Two maxed skills — graft and harvest daily, read Logic between shifts. One of the longer pack careers. [Gardening 10, Logic 10] |
| Gardener – Floral Designer | Seasons | Reach level 10, Floral Designer branch. Needs a flower arranging table — which this restriction bans, so clear Botanist or plan around it. Harvested flowers feed both skills. [Gardening 10, Flower Arranging 10] |
| Scouts (Llamacorn Scout) | Seasons | Reach Llamacorn Scout, the top rank. Ranks: Llama (1 badge) → Griffon (3) → Unicorn (6) → Pegasus (all 9) → Llamacorn. Child or teen only. The top rank grants Scouting Aptitude: +25% to all skill gains for life — the single best reward on this board. |
| Actor / Actress | Get Famous | Reach level 10. No per-rank skill gates — promote via gigs and Gold ratings. Individual auditions demand varied skills, so a generalist Sim does best. Active career. |
| Fisherman (part-time) | Island Living | Reach level 3. Fishing 4 clears the gates. Odd shift hours — early morning or night, which collides with Curfew. [Fishing 4] |
| Conservationist | Island Living | Reach level 10, either branch. Environmental Manager needs Logic 10 + Charisma 6 and a grant application; Marine Biologist needs Logic 10 + Fitness 6 and an ocean lot nearby. [Logic 10, Charisma or Fitness 6] |
| Diver (part-time) | Island Living | Reach level 3. No skill gates, but you must buy a diving knife and then Treasure Tool dive gear to progress. |
| Lifeguard (part-time) | Island Living | Reach level 3. Fitness 4 is the only gate. [Fitness 4] |
| Engineer – Mechanical | Discover University | Reach level 10, Mechanical Engineer branch. Robotics needs a robotics workstation. A Physics degree speeds it up. Upgrading household objects is the cheap way to Handiness — but this restriction bans upgrades, so plan around it. [Robotics 10, Handiness 7, Programming 3] |
| Education – Professor | Discover University | Reach level 10, Professor branch. Research and Debate levels on a research archive machine. A Psychology degree helps — but you can't attend university until this clears, so you're doing it the hard way. [Research and Debate 9, Logic 6, Charisma 2] |
| Engineer – Computer | Discover University | Reach level 10, Computer Engineer branch. Robotics 10 is required and the workstation is banned by this very restriction — clear Mechanical first or accept the collision. Computer Science degree helps. [Robotics 10, Programming 7, Handiness 3] |
| Education – Administrator | Discover University | Reach level 10, Administrator branch. Daily task is Review Budget Proposals. An Economics degree helps. [Research and Debate 9, Charisma 6, Logic 2] |
| Law – Judge | Discover University | Reach level 10, Judge branch. You must pass the Lawyer's Exam at rank 4. A History degree helps. [Research and Debate 10, Logic 7, Charisma 3] |
| Law – Private Attorney | Discover University | Reach level 10, Private Attorney branch. Same rank-4 Lawyer's Exam gate. A Language and Literature degree helps. [Research and Debate 10, Charisma 7, Logic 3] |
| Civil Designer – Civic Planner | Eco Lifestyle | Reach level 10, Civic Planner branch. Highest-paying branch in the pack. Daily task is Gain Influence with neighbours — hard while Closed Roads is live. [Logic 10, Charisma 8, Handiness 3] |
| Civil Designer – Green Technician | Eco Lifestyle | Reach level 10, Green Technician branch. Needs a fabricator and a bits-and-pieces supply — which this restriction chokes off. Pays notably less than Civic Planner. [Logic 10, Fabrication 8, Handiness 3] |
| Freelance Crafter (10 gigs) | Eco Lifestyle | Challenge-defined: complete 10 Crafter agency gigs. Freelancer has no ranks, so this is the finish line the challenge sets. Fabrication skill drives payout. [Fabrication 5] |
| Salaryperson | Snowy Escape | Reach level 10, either branch (splits at rank 5). Expert needs Logic 9 + Programming 7 + Writing 4; Supervisor needs Logic 10 + Charisma 8 + Writing 4 and pays better. All tasks are computer-based, so one PC covers it. [Logic 10, Charisma or Programming 8, Writing 4] |
| Cross-Stitch skill 5 (trade) | Cottage Living | Max Cross-Stitch at level 5 (that's the cap, not 10). Stitch at a hoop. High Knitting skill makes it level faster. Level 5 unlocks Stitch from Reference. [Cross-Stitch 5] |
| Simfluencer (part-time) | High School Years | Reach level 3. Charisma 4 and Entrepreneur 4. Teen-friendly; Entrepreneur 5 pushes top pay to §96/hour. [Charisma 4, Entrepreneur 4] |
| Video Game Streamer (part-time) | High School Years | Reach level 3. Entrepreneur 4 and Video Gaming 4 — both level off one computer. Rank 2 unlocks Stream Unreleased Game. [Entrepreneur 4, Video Gaming 4] |
| Nectar Making skill 5 (trade) | Horse Ranch | Max Nectar Making at level 5 (that's the cap, not 10). Stomp and make nectar at the Nectar Maker. Aging nectar multiplies its value roughly 10×, so don't sell it fresh. [Nectar Making 5] |
| Handyperson (part-time) | For Rent | Reach level 3. Highest skill bar of any part-time job — Handiness 3 just to get hired, then Handiness 6 and Gardening 4. Repair practice is Sundays only, so the woodworking table is your real Handiness engine — it works any day and has no cap. Gardening 4 comes off the Starter Planter. [Handiness 6, Gardening 4] |
| Romance Consultant – Matchmaker | Lovestruck | Reach level 10, Matchmaker branch. Romance skill grows from dates and romance novels — awkward while this restriction is live. Daily task is Research Date Locations. [Romance 10, Charisma 7, Logic 3] |
| Romance Consultant – Relationship Counselor | Lovestruck | Reach level 10, Relationship Counselor branch. Same Romance grind, Logic instead of Charisma. Needs an active love life. [Romance 10, Logic 7, Charisma 3] |
| Reaper | Life & Death | Reach level 10. Active career. Also requires releasing 10 souls and writing a Reaping Manual — and releasing ghosts is exactly what this restriction bans, so this one fights itself hard. [Thanatology 5, Charisma 5, Fitness 4] |
| Undertaker – Mortician | Life & Death | Reach level 10, Mortician branch. Six skills spread thin — the widest skill spread on the board. Also needs Earn Certification tasks at ranks 6 and 9. [Fitness 7, Painting 5, Thanatology 4, Logic 3, Gardening 2, Charisma 2] |
| Undertaker – Funeral Director | Life & Death | Reach level 10, Funeral Director branch. Requires writing obituaries and deep conversations. Lighter than Mortician. [Charisma 8, Fitness 6, Thanatology 4, Gardening 4] |
| Small business — Local Legend | Businesses & Hobbies | Reach Local Legend, the top renown rank. Ranks: Hopeful Hustle → Striving Startup → Neighborhood Gem → Community Staple → Local Legend, at 200 / 600 / 2,000 / 4,000 / 8,500. Earned from good customer service and reviews. Selling the business transfers its renown, so never sell. |
| Naturopath – Apothe-Curist | Enchanted by Nature | Reach level 10, Apothe-Curist branch (splits at rank 5). Grow your own ingredients to feed Apothecary crafting. [Apothecary 10, Gardening 6, Natural Living 5] |
| Naturopath – Lifestyle Coach | Enchanted by Nature | Reach level 10, Lifestyle Coaching branch. Daily task is Research in the Wilds — needs regular time outdoors, which collides with Under Cover. [Natural Living 10, Fitness 6, Apothecary 5] |
| Park Worker – Park Ranger | Adventure Awaits | Reach level 10, Park Ranger branch. Four skills, plus any Outdoor skill at 4 in the shared ranks. Active career with real shifts — and the restriction bans the lots you'd work on, so this is a late clear. [Fitness 7, Handiness 7, Logic 5, Charisma 5] |
| Park Worker – Park Counselor | Adventure Awaits | Reach level 10, Park Counselor branch. Pays more than Ranger. Shared ranks also need any Outdoor skill at 4. [Logic 8, Charisma 7, Handiness 5, Fitness 4] |
| Noble | Royalty & Legacy | Reach rank 10. No branches. Promotions must be claimed manually at the throne — they aren't granted automatically, so check in after every rank. [Charisma 10, Swordsmanship 5] |
| Military – Officer | StrangerVille | Reach level 10, Officer branch (splits at rank 5). Only two skills and both grind at home. One of the cheapest high-value clears on the board. [Charisma 10, Fitness 6] |
| Military – Covert Operator | StrangerVille | Reach level 10, Covert Operator branch. Chess and telescope tasks build Logic. This is also what gets you into the StrangerVille secret lab. [Logic 10, Fitness 6] |
| Interior Decorator | Dream Home Decorator | Reach level 10. No skill gates — gig-based, driven by client reputation and renovation performance. Genuinely hard while you're capped at four objects a room. |
| Restaurant — 5 stars | Dine Out | Get an owned restaurant to 5 stars. Rolling average of recent reviews, so it decays if you slack. Weighted by Ambiance (15), Wait Time (10), Host Greeting (7), Service (6.7), Food Quality (6), Drinks (4). Decorate heavily, add live music, train a maxed chef, keep waits under 2 hours. [Gourmet Cooking 10, Charisma 10] |
| Herbalism skill 10 (trade) | Outdoor Retreat | Max Herbalism at 10. Brewing recipes at the herbalism station is the real XP source; identifying plants is far slower. Collect herbs and insects in Granite Falls — which this restriction locks, so you'll be foraging elsewhere. Low skill can start fires. [Herbalism 10] |
| Wellness skill 10 (trade) | Spa Day | Max Wellness at 10. Yoga on a mat is the fastest driver and mats are portable, so you can grind at home. Focused mood speeds it noticeably. [Wellness 10] |
| Archaeology skill 10 (trade) | Jungle Adventure | Max Archaeology at 10. Excavating is the main method, but from level 2 Study Art and Artifacts is a clean indoor XP source with a ~50% chance of Focused. Level 8 lets you write a guidebook. [Archaeology 10] |
| Vampire Lore skill 15 (trade) | Vampires | Max Vampire Lore at 15 (not 10 — it's the deepest skill in the game). Buy the Encyclopedia Vampirica volumes from the vampire secrets menu on a computer, not the normal Buy Books menu. ~§1,500 for the set. Level 15 unlocks the Ultimate Vampire Cure. [Vampire Lore 15] |
| Apex Werewolf (trade) | Werewolves | Reach Apex, the top rank, at 3,000 werewolf XP. Ranks: Pup → Runt (200) → Prime (700) → Veteran (1,600) → Apex (3,000). XP comes from beastly interactions, rampaging, sparring and hunting — all of which this restriction says nobody may witness. |
| Virtuoso Spellcaster (trade) | Realm of Magic | Reach Virtuoso, the top spellcaster rank, at 2,350 XP. Ranks: Apprentice → Neophyte (50) → Acolyte (350) → Adept (850) → Master (1,550) → Virtuoso (2,350). Duelling is the fastest XP and losing still counts. Note: you cannot become a Sage — those are fixed NPCs. Watch your Charge; a full bar can kill. |
| Max all five Character Values (trade) | Parenthood | Trade slot — a Sim may claim this and a career or Raising Track unlock. Get one Sim to 90%+ positive on all five values at the moment they age Teen → Young Adult. The five: Manners (polite greetings, table setting), Responsibility (homework, chores, good grades), Emotional Control (journaling, jogging, emotional instrument play), Conflict Resolution (apologise and make peace after fights), Empathy (Cheer Up, Console, family volunteering). You get the whole child + teen stage. Miss the age-up and it's gone — bad actions push the bars back down. [Parenting 10] |
| Gold wedding (trade) | My Wedding Stories | Host a gold-medal wedding (bronze/silver/gold — there's no 5-star rating). Fill all three event segments: marry, guests watch the ceremony, 3 drinks, thank a guest, 4 hours of guest conversation, first cake slice, eat 4 times, 3 romantic interactions. Split objectives between both Sims and pause constantly to queue them. |
| Batuu faction (trade) | Journey to Batuu | Max one faction's reputation by completing its missions, until its ship missions unlock — Millennium Falcon for Scoundrels, X-wing for Resistance, command over locals for First Order. Resistance and First Order are directly opposed: gaining one drops the other by the same amount. Scoundrel reputation is independent, so it's the cleanest pick. |
| Knitting skill 10 (trade) | Nifty Knitting | Max Knitting at 10. Put a yarn basket in the Sim's inventory and knit anywhere they can sit. Sell on Plopsy for up to 50% over inventory value. Careful: gifting a sweater to a partner can trigger the Sweater Curse and cause a breakup. [Knitting 10] |
| Medium skill 5 + licence (trade) | Paranormal Stuff | Max Medium at level 5 (that's the cap), then get the Paranormal Investigator licence. The Séance Table is basically the only XP source — buy one immediately; group séances give everyone XP. Then either ask Guidry (appears ~9pm on the second night on a Haunted lot) to sponsor you, or buy the licence for 3,000 satisfaction points. [Medium 5] |
| The First Lesson (Raising Track) | Base Game | One toddler reaches 5 in all five toddler skills — Communication, Imagination, Movement, Potty, Thinking — before aging up. Potty and Movement are the slow ones; start them the day the toddler ages in. The toddler spends their lifetime slot on this, exactly as a career would. [Communication 5, Imagination 5, Movement 5, Potty 5, Thinking 5] |
| The Schoolhouse (Raising Track) | Base Game | One child reaches 10 in all four child skills — Motor, Social, Creativity, Mental — and holds an A at the child stage. The four skills are free to direct; the A is the hard part, because Latchkey bans homework. Lean on attendance and a good mood, or the Practitioner's Exemption. The child spends their lifetime slot on this. [Motor 10, Social 10, Creativity 10, Mental 10] |
| A Wonder Child (Raising Track) | Base Game | One Sim reaches Young Adult with all four child skills maxed, an A in high school, and a completed childhood aspiration. If you own Parenthood, also all five Character Values at 90%+ at the Teen→Young Adult age-up. The payoff of the whole track — and the story's ending: the region can make one again. |
| Any Tier 1 clear (trade) | Bust the Dust | Clear any single Tier 1 unlock. This is the freebie — it comes off with your first real career. |
10. WORLDS AND WHAT OPENS THEM
| World | Pack | Opens when |
|---|---|---|
| Magnolia Promenade | Get to Work | Retail ownership |
| Windenburg | Get Together | Dancing skill 5 (trade) |
| San Myshuno | City Living | Politician |
| Brindleton Bay | Cats & Dogs | Veterinarian skill 10 (trade) |
| Del Sol Valley | Get Famous | Actor / Actress |
| Sulani | Island Living | Conservationist |
| Britechester / Foxbury | Discover University | Education – Professor |
| Evergreen Harbor | Eco Lifestyle | Civil Designer – Civic Planner |
| Mt. Komorebi | Snowy Escape | Salaryperson |
| Henford-on-Bagley | Cottage Living | Cross-Stitch skill 5 (trade) |
| Copperdale | High School Years | Simfluencer (part-time) |
| Chestnut Ridge | Horse Ranch | Nectar Making skill 5 (trade) |
| Tomarang | For Rent | Handyperson (part-time) |
| Ciudad Enamorada | Lovestruck | Romance Consultant – Matchmaker |
| Ravenwood | Life & Death | Reaper |
| StrangerVille | StrangerVille | Military – Officer |
| Granite Falls | Outdoor Retreat | Herbalism skill 10 (trade) |
| Selvadorada | Jungle Adventure | Archaeology skill 10 (trade) |
| Forgotten Hollow | Vampires | Vampire Lore skill 15 (trade) |
| Moonwood Mill | Werewolves | Apex Werewolf (trade) |
| Glimmerbrook | Realm of Magic | Virtuoso Spellcaster (trade) |
| Tartosa | My Wedding Stories | Gold wedding (trade) |
| Batuu | Journey to Batuu | Batuu faction (trade) |
11. SETTLEMENTS AND THE OUTLANDS
This is what makes it a region challenge instead of a family challenge.
The Anchor
Your founder's lot. It never moves. It's the first dot on Dolly's map.
Splitting a household: The Coming of Age
A household may split once it has raised a child who earned all four childhood aspiration reward traits before aging to Young Adult. One qualifying child, one split.
This is the gate, and it is the only gate. Journalist does not gate splitting. That changed in v1.8.
- The child who qualifies does not have to be one of the Sims who leaves.
- Splits are banked. Raise two qualifying children and you may split twice.
- The board counts earned against used and tells you where you stand. It does not stop you. The Relay Board is a record of your save, not a warden.
How a Sim may move out
| Route | Requires | What it means |
|---|---|---|
| Into an existing structure | Bodybuilder and Villain both cleared | You may move onto a lot with a building already on it. Before both are clear this is forbidden: Dead Weight would freeze the new household into furniture they can never move or sell, and The Footprint means nothing already standing is legal anyway. |
| On a Family Grant | Available any time | The parent household transfers at least §5,000. The Sim bulldozes the lot to bare ground and custom-builds an 8x8 from scratch, on a foundation. This is the early-game route. |
- The Founding Pass. Founding includes one Build-mode pass, exempt from Market Day, on the day you found. The settlement stands immediately. From the next day Market Day binds normally. Your Anchor gets the same pass at setup, which is why the rules still tell you to start on a Sunday if you want a second bite that week.
- The Grant is a straight transfer at the moment of founding, and it is exempt from Ash Economy. You may hold it long enough to build with it.
- Moving a Sim between two households you already control is not founding. No split spent, no Grant. Gated only by No Muster, if you own StrangerVille.
- Every household sits in your starting world until One Town lifts. That is Journalist's job now.
- Play them all on rotation. No parking a family and forgetting them.
The settlement budget
You may found one new household per tier you have fully cleared. Cleared all of Tier 1? One settlement. Tier 2 as well? Two. Four settlements maximum from tiers, plus the Anchor. This is separate from, and stacks with, The Coming of Age: you need both a banked split and budget room.
Foraging and other people's plants
- Wild harvesting is always legal. Barren Ground bans tending, not gathering. No career lock, no Grant, nothing to clear first. It does need Fitness 5, because you have to leave the lot to do it.
- You may not tend a plant anywhere. Barren Ground binds the Sim, not the lot. No planting, watering, weeding, fertilizing, grafting or evolving on a community lot, a neighbour's lot, or anywhere else. The Starter Planter is the only exemption.
- You may harvest from plants on other lots, public planters included, once you can reach them.
- Getting there is the real limit. Closed Roads blocks travel to community lots and other households' lots until Diamond Agent clears. Open-world wandering in your own neighbourhood needs no loading screen and is fine. That's where your foraging happens.
- If you own Eco Lifestyle: No Foraging means foraged items may not be used, eaten or crafted with until Green Technician clears. You may still pick them up.
Newcrest, The Board
Newcrest is empty in base game and that is canon here. It's where the aquifer breached and the first bodies stood back up. Nobody has been back.
- Newcrest lots may not be built on until Tier 2 is fully cleared.
- Every settlement you place in Newcrest is worth double on your Region Score.
- Optional finish condition: fill Newcrest. All 15 lots occupied by households you founded. That's the maximalist ending.
12. RECOMMENDED UNLOCK ORDER
Most people who quit this challenge quit because they picked a bad first career. Don't.
Founder's first career: Culinary – Chef. It's the fastest career in the game to max, it clears Tier 0 and the Cold Chain in one move, and it makes everything after it easier. Cooking skill is trivially grindable on a grill.
Then, roughly in this order:
- Culinary – Chef — Tier 0 plus food. Do this first.
- Manual Laborer — the single highest-value clear on the board. Three levels of a teen part-time job and Gardening 2 buys agriculture, digging, power and running water. Nothing electrical works until it lands, so every screen-based career is dead in the water behind it. If you do Chef first you will clear the Cold Chain and then watch your new fridge not turn on. Consider doing this one before Chef.
- Handyperson (For Rent) — if you own it. Everything Broken limits repairs to Sundays, which compounds badly with Market Day and with every object you acquire.
- Writer – Author — do this early. Skill books are the universal fallback for every skill up to level 9, and Burned Libraries deletes that fallback for your whole run. Author has the lightest skill load in the base game (Writing 10, Logic 5), so it's cheap. Clearing it late taxes every career that comes before it.
- Military – Officer (StrangerVille) — if you own it. Unlocks moving Sims between households.
- Writer – Journalist — One Town. The rest of the map. This is the moment the challenge becomes a region.
- Secret Agent – Villain — 8x8 is fine for one Sim and miserable for six. Budget extra time: this is the only 11-level career in the game.
- Retail Employee — Market Day is a scheduling tax on everything else.
- Business – Investor — pay-on-arrival billing ends. The Sunday cut is a different rule and it does not end here: that is Oracle, at the very end.
- Astronaut – Space Ranger — the outdoors, and the key to every "indoors only" clause. Budget for it: Fitness 10 with no equipment, by jogging, because Ration Body doesn't lift until Tier 4.
- Doctor (Get to Work) — plumbing and choice about babies.
- Culinary – Mixologist — move this up if you plan on infants. Bottles are banned until it clears, and on a strict run it must land before Babysitter. Also before Barista, which needs Mixology 2 off a bar that Boil Order bans.
- Scouts (Seasons) — the first moment you have a child. Llamacorn Scout grants Scouting Aptitude: +25% to all skill gains, for life. In a challenge whose entire bottleneck is skill grinding, that's the strongest reward on the board.
- Everything else, by whatever hurts most in your save.
- Criminal – Oracle — last. The Gallery and MoveObjects unlock is the finale, and it ends the Sunday cut. Dolly's last broadcast.
- Cost of saving it for last: you pay protection every Sunday for the entire run. That is the deal. If it turns out to be too much in play, move Oracle earlier rather than softening the rule.
Forced orderings. These are not preferences. The earlier one gates the later one.
| Do this first | Before this | Because |
|---|---|---|
| Manual Laborer | anything that plugs in | Off the Grid means no power. No computer career can start. |
| Manual Laborer | Gardener – Botanist | Botanist needs Gardening 10; one Starter Planter is a crawl. |
| Manual Laborer | Astronaut – Space Ranger | Outdoor gardening needs both. Agriculture first, then air. |
| Culinary – Mixologist | Barista | Barista needs Mixology 2, which needs a bar. |
| Culinary – Chef | Critic – Food Critic | Food Critic needs Gourmet 6, which needs a stove. |
| Social Media – Internet Personality | Social Media – Public Relations | PR needs 10,000 followers, and No Feed bans social media. |
| Writer – Author | Everything with a skill gate | Books are the fallback to level 9 for every skill in the game. |
| Engineer – Mechanical | Engineer – Computer | Both need Robotics 10, and No Machines bans the workstation. |
| Culinary – Mixologist | Babysitter (strict only) | A hired Nanny cannot bottle-feed an infant until Mixologist clears. |
| Culinary – Chef and Mixologist | travel to bars and restaurants (strict only) | Full Culinary opens those doors. Closed Roads lifting is not enough on its own. |
| Criminal – Oracle | emergency services returning (strict only) | Detective or Diamond Agent alone does not bring the sirens back on a strict run. |
13. SCORING
Two numbers. Report both.
Days Score, lower is better
Total Sim days elapsed from the founder's first day on the Anchor lot to the moment your final restriction lifts.
Region Score, higher is better
| Achievement | Points |
|---|---|
| Each settlement founded outside the Anchor | +10 |
| Each settlement founded in Newcrest | +20 |
| Each Outland world opened | +5 |
| Each generation born into the challenge | +5 |
| Every household you control has at least one Sim who lifted something | +25 |
| Finish with the founder still alive | +25 |
| Fill all 15 Newcrest lots | +100 |
Reporting your run
ZombieDolly Challenge · Base Game + Get to Work + Seasons · 38 unlocks · 412 days · Region Score 85
A 31-unlock base game finish and a 93-unlock all-packs finish are both complete runs. Compare days-per-unlock if you want to compare at all.
14. FAILURE
You fail if:
- You knowingly break a restriction that hasn't lifted, and don't fix it.
- Every household you control is empty. Bloodline extinction across the whole region.
- You move the Anchor lot.
- You abandon a settlement. Stop playing a household you founded for more than one full rotation.
You do not fail if:
- A Sim autonomously breaks a rule and you cancel it.
- You make an honest mistake and fix it immediately.
- These rules change and something you own is now banned. Sell it.
- A single household dies out. That's a settlement lost, not a run lost. Note it in your Region Score and keep going.
15. OPTIONAL DIFFICULTY MODIFIERS
Declare these before you start. Adjust your Days Score by the listed amount.
On the sign. Days Score is lower-is-better, so a handicap subtracts and help adds. Claiming a handicap should improve your score, not punish you. Earlier versions had these backwards.
Harder, subtracts from your Days Score:
| Modifier | Effect | Days |
|---|---|---|
| Born of the Ash | Waive the Wonder Child Clause. Build your founder in CAS with no skills, no completed aspiration, no reward traits. Nobody invested in you. | −25 |
| Patient Zero | Founder starts as an Elder | −30 |
| Static | The Relay only carries one unlock per Sim week. Bank extra completions and release them one at a time. | −50 |
| Cold Open | No settlements. One household, start to finish. | −75 |
| Rolled Bones | All traits and aspirations randomized, every Sim, forever | −25 |
| Bad Air | Every lot carries one extra negative lot trait of your choice, permanently | −25 |
| The Flat | Run SACRIFICIAL's Zombie Apocalypse mod. Infection on. Deaths count. | −100 |
Easier, adds to your Days Score:
| Modifier | Effect | Days |
|---|---|---|
| Two Birds | Topping either branch of a career lifts both its restrictions. (This is the tracker's Casual mode.) | +100 |
| Warm Start | Founder starts with §50,000 | +25 |
| Second Voice | Found your first settlement without a banked Coming of Age | +50 |
| Full Plate | Two cooked meals per Sim per day under the Cold Chain | +25 |
| Standing Start | Waive The Run. Sims may leave the lot at any Fitness. | +25 |
On the zombie mod
SACRIFICIAL's Zombie Apocalypse mod is the only thing in the ecosystem that actually puts zombies on screen, and, verified, no published Apocalypse Challenge ruleset integrates it. That's an open gap and it's yours if you want it.
Suggested integration, untested:
- Infection stages map to the Flatline. Turned Sims are the Flat.
- A Sim who reaches Zombified is dead for challenge purposes. They cannot lift anything and their career slot is spent.
- The cure serum is locked behind Doctor (Get to Work). Before that, infection is a death sentence.
- Firearms are locked behind Military – Officer. Before that, you run.
- The Run stops being flavour and becomes the whole game.
16. CREDITS AND SOURCES
This challenge stands on Pinstar's work. The Apocalypse Challenge lineage:
- Pinstar — created the original Sims 2 Apocalypse Challenge (c. 2004), the Legacy Challenge, the Wonder Child Challenge (which the Wonder Child Clause in §4 borrows its founder from), and the design idea this whole family of challenges runs on: restrictions as consequences of collapse, careers as acts of rebuilding.
- ImaginingMystic — co-author of the official Sims 4 rules.
- Ashleigh825 (2009) and Mikitta — Sims 3 adaptation, which invented the advantages/handicaps/bonus-points scoring architecture.
- Poopsie Sims (Mariana Colin) — the "Two Birds" and "It Takes a Village" variations, and the suppression-vs-lifting distinction.
- Raerei — "Modified Unlocks" and the StrangerVille Prequel. Her diagnosis, Pinstar's TS4 rules cover 25 careers and the game has 57, is the reason this challenge exists.
- Florrie64, Granny Lawlor, stormydayzgamez, MiCat Game — ongoing pack-complete maintenance.
- SACRIFICIAL — the Zombie Apocalypse mod.
Rules sources
- The Wonder Child Challenge Rules — Pinstar
- Sims 2 Apocalypse Challenge Rules — Pinstar
- The Sims 4 Apocalypse Challenge Rules — Pinstar & ImaginingMystic
- Sims 3 Apocalypse Challenge
- Poopsie Sims — TS4 Apocalypse Rules
- Raerei — Modified Unlocks
- Granny Lawlor — Apocalypse Challenge Ruleset
- Florrie64 — Sims 4 Apocalypse Challenge
- MiCat Game — TS4 Apocalypse Rules
- SACRIFICIAL — Zombie Apocalypse Mod
Career and pack sources
Confidence note. Career names, branch names and skill gates above are printed from the Relay Board's own data, which was researched against the sources listed. The 2025–2026 packs (Businesses & Hobbies, Enchanted by Nature, Adventure Awaits, Royalty & Legacy) are sourced but not personally verified in game. If a branch name is wrong in your game, use the real one and correct the board.
You are not the last ones. Here's what we know tonight. — DollCast 91.7