Archives for category: Burns

This is an update of a post from early last month, that also answers the questions about costumes for Carl and Chief Wiggum that keep coming up…

For many players, particularly those that joined the game very recently, Gymnastic Lisa and Bare-Chested Wllie are their first costumes (or “skins”, to use the term that serious gamers prefer). And while they’re Lisa and Willie’s first costume, they’re certainly not the first in the game.

Since October 2012, a few other characters have also been given costumes:

Homer – He’s acquired the most costumes so far with Mayan Homer (from Halloween 2012), Cool Homer (a free costume to promote an episode in November 2012), Santa Homer (from Christmas 2012), Mr Plow (a premium costume from Winter 2013) and now Ninja Homer (his premium Whacking Day costume). When Homer wears his premium costumes, he earns money from his jobs at a premium rate.

Marge – She only has one costume so far and that’s Witch Marge from Halloween 2012. This premium costume gives her the power to speed up crops.

Ned Flanders – He only has one costume, too, and that’s Devil Flanders, also from Halloween 2012.

Grampa Simpson – His Gorgeous Grampa costume came as the free element of a promotion for the Season 24 episode Gorgeous Grampa in early March 2013

Mr. Burns – He acquired his Fruit-Bat-Man costume as a premium purchase with the promotion for the Season 24 episode Dark Night Court in mid-March 2013. When he wears it, he acts like a premium character.

All of these costumes were limited time items and all of them are no longer available. However, like Gymnastic Lisa and Bare-Chested Willie, once you have a costume, it’s yours to keep. And if the information in the files comes to pass, it looks like Moe will have one, too, before the week is out!

But what about Carl’s Viking costume and Chief Wiggum’s female impersonation? They don these outfits for their 24-hour tasks, Carl to celebrate his Icelandic heritage, and Wiggum to go undercover.

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Ever since the Whacking Day update, a number of regular tasks have created problems for a number of people. What seems to happen is that you set the character or characters on the task, go and do something else in the game, and when you come back, they’re walking around aimlessly as if you’ve never given them the task to do. The characters and tasks affected seem to be:

  • Legs and Louie intimidating a squealer
  • Smithers and Burns exercising
  • Bart running away with Kang
  • The Rich Texan riding the Mechanical Bull

I’ve written about the Rich Texan’s problems here and Mike has even made a video about it:

But it’s quite apparent that not everyone is experiencing the same thing. For example, while the Rich Texan won’t stay on his bull in my game, Legs and Louie have no problem intimidating the squealer.

Apart from spending donuts on speeding up the task, this isn’t an easy one to resolve. Some people have got over it through sheer persistence, or by closing the game for the duration of the task. But it only seems to arise if you start the characters on the task, then go and do something else in the game – like moving, building or breaking eggs.

If anyone has come up with any other solutions, please let us all know.

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Fat Tony returned to the game with level 28 making him the first limited-time character to do so. He has quite a long series of quests, with lots of stages and sub-quests involving a lot of different characters. That means that the level 28 walkthrough will be spread over several parts. And here’s part 1, which takes you from unlocking the Businessman’s Club to unlocking Fat Tony’s Compund. You need to have Mayor Quimby free to get everything started:

1. Legitimate Business This is a rather unusual start to the quest if you don’t already have Fat Tony. Even though many players won’t have Fat Tony until the Businessman’s Club is built, Mayor Quimby begins by giving him his heartfelt (or walletfelt) thanks:

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Fat Tony: Will it be satisfactory to secure the reconstruction of my headquarters?
Mayor Quimby: Easily done. The person playing this game builds whatever we ask. And pays us whatever random sum of money we demand!
Fat Tony: There’s one born every minute, I suppose.
This leads to the building of the Businessman’s Club ($189,000 and 24 hours, unlocking Fat Tony for those who don’t already have him – keep Mr. Burns and Smithers free as it finishes).

2. The Cleaner Part 1 Smithers starts off the next part of the quest by relaying to Fat Tony an invitation to dine with Mr. Burns at Burns Manor. Fat Tony asks Smithers to convey his acceptance:

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Burns and Fat Tony spend 6 hours dining together (but Burns must be free at the same time for the task to begin – it’s one of those simultaneous tasks!).

3. The Cleaner Part 2 As the dinner concludes, Burns makes the purpose of the meeting clear:

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Fat Tony: Just tell me who. My crack team of sociopaths will handle everything.
Burns: It’s not a “who”, it’s a “what”. Some nuclear waste I wish to dispose of.
Fat Tony: We could hide it inside a body bag. People see me burying body bags all the time. It’s kind of my thing.
Burns: Excellent.
Fat Tony then spends the next 12 hours getting rid of Burns’ problem (and keep Chief Wiggum free as he finishes).

4. The Cleaner Part 3 Chief Wiggum is on the case:

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Fat Tony: I was gardening. That’s still legal in this state, is it not?
Chief Wiggum: Sure, I think. I’m not really up on what’s legal and what’s not. But if you really WERE gardening, tell me what you were planting.
Fat Tony: Plants.
Chief Wiggum: You’re good, Fat Tony. Very good. And I am correspondingly bad.
While Wiggum heads off to patrol somewhere completely different, Fat Tony spends the next hour innocently playing the violin.

5. The Cleaner Part 4 Fat Tony reports back to Burns (who doesn’t need to be free for this part of the quest):

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Burns: Ugh, you Mafiosi and your favors. How come you just can’t accept money as compensation like everyone else in the world?
Fat Tony: Don’t worry – this will require money. I need to rebuild my compound so that my beloved goons will return to me. I’m tired of being a Mafia of one. My gun hasn’t had a night off in weeks.
Burns: Consider it done. Every powerful man needs his sycophantic hangers-on.
Smithers: You called for me, sir?
This starts the build of Fat Tony’s Compound ($255,000 and 36 hours, unlocking Legs and Louie).

The walkthrough will continue…

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Since the level 28 update, a number of people have asked how you get Fat Tony into your game. It’s an understandable question, as many players have had Fat Tony since last November, when he first appeared as a free limited-time episode promotion for the episode “Penny Wiseguys“.

Fat Tony appears when you complete the build of the Illegitimate Businessman’s Club as part of the level 28 series of quests, which means that he won’t be joining your game until you get there. To start off the build, you need to have Mayor Quimby free, and you need both Smithers and Burns free to begin the quests that follow (where Fat Tony goes for dinner at Burns Manor).

Normally I’d say that you need to have unlocked all the other buildings and characters that come before the Businessman’s Club for any of this to happen – but, recently, there has been a glitch affecting the normal progression of quests and tasks that may or may not have been resolved with the latest updates. But however you’re progressing, it’s important to remember that even if your XP bar tells you that you’re at level 28, you may not be there for game play yet if there are any buildings and characters at lower levels that need to be unlocked.

So, Fat Tony will come, but if you’re new to the game, he may still be some time away.

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Long-term players of the game will know that things all get a bit glitchy around the start of a big event. Maybe because of the additional server load created by millions of Android players now able to join in as well, this event is probably going to take the “glitchiest-of-them-all” award. And that’s because the glitches extend beyond the event into the regular quests.

Players are reporting quests suddenly ending and jumping one or two levels ahead, and some unusual building prices (unusual in terms of both the prices themselves and the fact they don’t usually change outside of a new level release). And the one that’s been most commented on over the last 12 hours or so is that Burns and Smithers can’t seem to stay on a bike together long enough to complete their exercise task.

Hopefully, these things will settle down soon. And one positive from all of this is that players who have been unable to progress for months due to an old glitch during the Krabappel quests are finally able to move on in the game.

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This post is coming to you by popular demand. It’s the first of a series of guides to your character collections – when are your characters unlocked and who unlocks them. Thanks to schpeen and @EliteLeafHater for suggesting this.

There are 2 important things to remember: premium characters and premium decorations never unlock anything or anyone in your regular game and that means you can’t unlock the Town Hall and get Mayor Quimby early by buying Bumblebee Man, and buying Mount Carlmore won’t unlock Lenny and Carl; and that the levels referred to are the game levels – frequent players often find that while XP bar takes them up through the levels very quickly, they are still at a much lower level in their regular gameplay (you may be at level 27 for XP, but level 20 for gameplay, for example).

So, following the character sets, here’s the first part of who unlocks whom(and when):

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Character Unlocked by Unlocked at
Homer Simpson Starting the game Level 1
Marge Simpson Homer Level 15
Bart Simpson Lisa/Milhouse Level 12
Lisa Simpson Homer Level 2
Grampa Simpson Lisa Level 19

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Character Unlocked by Unlocked at
Ned Flanders Lisa/Homer Level 5
Reverend Lovejoy Ned Flanders Level 14

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Character Unlocked by Unlocked at
Mr. Burns Apu Level 11
Hank Scorpio Donuts Any time
Snake Jailbird Chief Wiggum Level 19

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Character Unlocked by Unlocked at
Principal Skinner Lisa Level 9
Groundskeeper Willy Skinner Level 10
Edna Krabappel Skinner Level 22
Otto Mann Donuts Any time

More to come…

True Bromance is the last of the Lenny and Carl level 27 quests (you can see the others on the Walkthroughs page). It is also the shortest, at least in the number of steps involved.

When we left Carl, he was moving in new social circles and socializing with Burns, Smithers, and Kent Brockman. But he gradually comes to the realization that there’s something missing in his life.

1. True Bromance Part 1 Homer and Lenny should have been free at the end of Carl’s Rise Up the Ladder so that the bromance can begin:

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Carl: Homer, please, call me Mr. Carlson
Homer: Uh, yeah. Have you seen Lenny lately? ‘Cause if not, I have him right here.
Lenny: Hey guys, thanks for agreeing to meet me. I’d like to offer you a great opportunity to give me money. I need it to buy back my freedom from this guy I met in prison.
Carl: Jeez, Len, you don’t look so good. Or act so good.
Lenny: I’m trying to outrun the inescapable feeling of failure and disappointment. WHAT’S THAT BEHIND ME!?
Carl: I think you need to rest, buddy. And I need to think some things over. Soberly for a change.
Lenny and Carl go on a simultaneous task – Carl to meditate on his choices at the Buddhist Temple (4 hours) and Lenny to crash there as he still has no money and no home (12 hours). Keep Carl free as Lenny finishes his part of the task.
2. True Bromance Part 2 Carl has come to a decision…

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Carl: Excuse me, Mr. Burns. I was wondering if you could find it in your heart to hire back my good friend Lenny Leonard.
Burns: In my heart? Ho-ha, what a delightful jape!
Carl: Please, sir. Couldn’t you just pay me less, and use the money you save to hire Lenny?
Burns: But if I paid you less, you wouldn’t be making more money than you deserve… which means you could no longer be an executive.
Carl: Then I guess I’ll just go back to my old job.
Burns: Very well. Your compassion has taught me something… why I am ludicrously rich and you are middle class. You and your friend can have your menial, nuclear energy jobs. Now let your dainty sentiments never poison my ears again.
Lenny and Carl both go and do a shift at the Power Plant (16 hours).

That just about ends the quest and the lenny and carl storyline – except for a plug for the newest premium decoration that comes as the shift ends:
Lenny: Carl, you got me my old job back! You are the truest of true pals – it’s times like these when I wish we could do more than bro hug.
Carl: I realized I needed you, Lenny. Standing next to you is the only way I look relatively attractive.
Lenny: I wish there was some disturbingly grandiose way to show you my gratitude.

Of course there is – but it costs 120 donuts…

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Carl’s Rise up the Ladder is the third of the four level 27 quests. It takes place immediately after Lenny’s Downfall. Mr. Burns and Carl need to be free when Lenny gets out of jail to begin this next stage of the story.

Here’s the walkthrough (it’s a much shorter quest than Lenny’s Downfall):

1. Carl’s Rise up the Ladder Part 1 Burns has a problem that he needs Smithers to solve:

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Smithers: But sir, we only have two other employees. And one of them is Homer Simpson.
Burns: Then we’ll have to promote the other one.
Carl: Thank you, Mr Burns, but I’ve reached the phase of Buddhist enlightenment where I feel no attachment to material wealth.
Burns: I’m willing to give you a sixty-percent raise and a four month signing bonus.
Carl: Thanks again. I’ve never really tried being rich before. Executive washroom, here I come!
Burns: Excellent. Let’s, shall we say, seal the deal. I hope dinner at 5:30pm is not too late.
And Carl goes to dinner at Burns Manor (2 hours – keep Smithers free as he finishes).
2. Carl’s Rise up the Ladder Part 2 To celebrate his first day in his new position, Smithers and Carl go to Moe’s for Apple-tinis (4 hours – keep Kent Brockman free as they finish).

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3. Carl’s Rise up the Ladder Part 3 Carl is now moving in a different social circle. As the minorities need to stick together (and Carl is a little surprised that Brockman qualifies as a member of any minority), Brockman suggests that they go and eat at Springfield’s pricey restaurants – El Chemistri and the Gilded Truffle (2 hours together at each restaurant for a total of 4 hours – keep Homer and Lenny free as they finish).

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The story continues in True Bromance

The question was: Will you be spending your donuts on the Fruit-Bat-Man costume? So, here’s what readers of this blog decided to do about the Fruit-Bat-Man outfit for Mr. Burns:

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That’s 59.67% who decided that Springfield was safe in Chief Wiggum’s hands, and only 40.33% who decided that their super Springfield needed a superhero.

Fruit-Bat-Man is likely to be available in the game for only a few more hours. In the meantime, if you want to know more about him, take a look at the collected Fruit-Bat-Man posts here.

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Unfortunately, and rather unusually for the game, the answer is no.

With Gorgeous Grampa, you got the costume whether or not you had Grampa Simpson. It stayed in your inventory until you unlocked Grampa Simpson – and I’d assumed that Fruit-Bat-Man worked in the same way. However, probably because it’s a premium item, the rules seem to be slightly different – because if you don’t already have Burns, you can’t get Fruit-Bat-Man for love or donuts.

If you don’t have Burns yet and try to buy Fruit-Bat-Man, this is the message you get (but only after buying donuts):

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So, new players, if you really want Fruit-Bat-Man, you’ll need to play a lot this weekend and keep your game moving so that you don’t miss out.

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When we left Fruit-Bat-Man (aka Mr. Burns) in part 1 of this walkthrough, he was in part 3 of his 5-part quest and practicing punching out a crook. From here there are only two more parts to go – but there’s a complication for players who have just started the game…

To complete the quest, though, you’re going to need to build Burns Manor. For new players who have just gone through the St. Paddy’s Day quest, you’ll know how this works. Premium characters and special storylines never open up your regular buildings – you can only do that through your regular gameplay. They don’t speed up the progress of your game either (if anything, they slow it down, which isn’t really a bad thing).

So, if you haven’t built Burns Manor in your regular game, you won’t be able to complete the Fruit-Bat-Man quest until you do – and that means you’ll need to progress through all your regular tasks and unlock all the buildings in order until you finally get to Burns Manor. For new players, this may mean that Fruit-Bat-Man sits in your task book for quite a long time.

The good news is that from this point, you don’t need to keep any other characters free to move the quest along. Like all good superheroes, Fruit-Bat-Man treads a lonely path. With that in mind, then, here’s a walkthrough of the last 2 parts of the Fruit-Bat-Man quest:

1. Fruit-Bat-Man Part 4 After practicing punching out a crook, Fruit-Bat-Man reflects on the progress he has made in his training:

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Fruit-Bat-Man: Now all I need is superpower, Perhaps I can take advantage of the fact that my weight is the same as that of a postage stamp.
The next part of his training is to fly like a decrepit superhero (4 hours).

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2. Fruit-Bat-Man Part 5 Fruit-Bat-Man has found the training a little more painful than he had bargained for:

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This is where you need to reach level 26 (in gameplay, not XP) and build Burns Manor so that Fruit-Bat-Man can sooth his welts and bruises in comfort (24 hours).

And that’s also where Fruit-Bat-Man’s quest ends. It’s a shame that you don’t get to use the Fruit-Bat-Signal. I’d really like to see Fruit-Bat-Man in action!

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As an episode promotion, Fruit-Bat-Man is a bit unusual. This new costume for Mr. Burns is a premium item, and only available for 90 donuts. When Burns is in the costume, though, he behaves like a premium character, earning 50% more cash and XP by carrying out the Fruit-Bat-Man tasks.

So, the question is – given that the costume is a limited-time item and probably only available until Monday, will you be buying it? Is it worth adding to your game or do you think it’s a waste of perfectly good donuts? Cast your vote here.

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It’s unusual for the main element of an episode promotion to only be available as a premium item – but that’s the case with Fruit-Bat-Man. As a result, many players want to know whether Mr. Burns’ superhero costume is really worth 90 donuts. To help you decide, I bought him and set him out on his quest:

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So, here’s the first part of the Fruit-Bat-Man walkthrough (the rest will follow tomorrow):

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Fruit-Bat-Man: Now to begin the rigorous physician training necessary to become a superhero.
1. Fruit-Bat-Man Part 1 Fruit-Bat-Man returns to his lair at the Power Plant to pose in front of the mirror (1 hour)
2. Fruit-Bat-Man Part 2 Coming out of his Power Plant lair, Fruit-Bat-Man considers the next steps he needs to take in his training:

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Fruit-Bat-Man: But to be a superhero it takes more than just the stamina to stand in front of a mirror for an hour. I need to sharpen my mental acuity as well.
With that, Fruit-Bat-Man returns to the Power Plant to rehearse heroic one-liners (8 hours – keep Homer free as he finishes)
3. Fruit-Bat-Man Part 3 Homer recognizes Mr. Burns – but has no idea why he’s wearing the costume:

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Fruit-Bat-Man: What? You recognized me? Now I must give to a lashing to insure that you never tell another soul my true identity!
Homer: You’re gonna release the hounds on me?
Fruit-Bat-Man: No, I’m going to do it myself. I have to break in my fighting gear anyway.
Fruit-Bat-Man practices punching out a crook – and in my game, Snake turned up to watch! (12 hours)

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More to come…

A new update containing a new episode promotion has hit the game:

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So there’s a new superhero in town – and nobody must know his secret identity:

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Look inside your inventory, and you’ll find your Fruit-Bat-Signal, ready for you to place anywhere in your town (it lights up when you tap on it):

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And Fruit-Bat-Man (the secret identity of Mr. Burns) is sitting in your premium store and available for 90 donuts (thanks to everyone who pointed out that I missed this):

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Both are limited time items and are likely to only be available until Monday 18 March.

Finishing the main Valentine’s quest and building Sir Putt-a-lot’s (before it either disappears forever or becomes a premium item) requires you to be at level 15. Now, having a lot of friends and visiting them all every day will help your XP bar fill up quickly, but you’ll also need to make progress towards that goal through standard gameplay – because to finish the quest you need Marge and Marge come together with Moe and his bar.

In my second game, though, I’m very close. My XP bar is at level 14 (and halfway to level 15), despite just having build Android’s Dungeon (a level 13 building). However, in this series of walkthroughs, I’ll take you all the way up to game level 15. It continues from the Control Building walkthrough, which you can find here.

1. You Didn’t See Anything, Understand? Burns should be free while the Control Building goes up so he can hide nuclear waste if he hasn’t done so already (8 hours – Homer and Burns need to be free as it finishes)
2. It’s Pronounced Nu-cular Part 4 Once the Control Building is in place, Homer goes to work at the Power Plant (16 hours and followed by a cut-scene reminding us that we’re still missing Bart and Marge – Burns should be free as he finishes)

3. Decimation Day! Burns fires a random employee (which only takes him 45 seconds)
4. Another Day, Another Million Dollars Burns runs the Plant (24 hours)
5. A Little Light Reading Burns reads from the Necronomicon (if you want to find out what that is, see here – 4 hours and keep Lisa and Milhouse free as he finishes.
6. Hey Look, It Floats! Homer lounges in the pool (this will probably come up after his power plant shift – don’t worry though, it’s Lisa and Milhouse that initiate the Bart unlock, not Homer)
7. Bart Crusoe Part 1 Because Milhouse either wants to spend time with Lisa or really has an idea where Bart is, Lisa and Milhouse go to school (6 hours each)
8. Bart Crusoe Part 2 Finally, you can build Bart’s Treehouse and unlock Bart ($25,000 – and this builds instantly; it’s followed by another cut-scene of Bart arriving and Homer collecting cash and XP a a result)

9. Bart Crusoe Part 3 Making up for lost time, Bart goes skateboarding (4 hours)
10. Skipping Rocks Still enjoying himself, Bart skips school (8 hours – keep Principal Skinner free as he finishes)
11. A Real Maverick Milhouse tries to fly his scale model perfectly level (while this may not interrupt the progress of the main storyline, don’t leave this out; you may also have a task appear to build a parking meter, so you should do this, too; however, if you’re asked to send Bart and Milhouse on a sleepover, you can probably wait until Principal Skinner initiates the library build)
12. Sanctus Arx Nerdarium In an interaction with Bart and Lisa, Principal Skinner prompts the building of Springfield Library ($20,500 and 24 hours, unlocking Martin – Skinner and Bart will need to be free as it finishes)

To be continued…

(Cut scenes uploaded by koetje31)

This post walks you through the Smithers quest, Executive Lackey, and takes you up to the end of the quest and unlocking the Wiggum House. It continues from the Hibbert level (level 24), which you can read here.

Remember that your XP may have taken you to level 25 faster than you have progressed through the tasks. You also need to have unlocked all the buildings prior to it on the list before Burns Manor will unlock.

Here, then is what happens during Executive Lackey:

1. Executive Lackey Part 1 Burns should have been free at the end of the previous level so he can tell Homer to work at plant (16 hours – keep Burns free as he finishes)
2. Executive Lackey Part 2 Wanting a rich man’s house, Burns initiates the building of Burns Manor ($120,500 and 24 hours to build, unlocking Smithers – but keep Burns free as he finishes to be safe)

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3. Executive Lackey Part 3 Smithers checks mail at the post office (the first time a character has used this building – 4 hours and keep Comic Book Guy free as he finishes)
4. Executive Lackey Part 4 Smithers writes his Malibu Stacy newsletter (6 hours) then whips it (8 hours – these tasks can be done in either order, but keep Burns free as he finishes both of them)
5. Executive Lackey Part 5 Burns decides that he can doesn’t really need Smithers to run the plant, so Smithers becomes a hideous drunken wreck (he needs to do this twice at 12 hours each – keep Chief Wiggum free as he finishes for the second time)
6. Executive Lackey Part 6 Chief Wiggum makes Smithers sleep it off (24 hours – keep Burns free as Smithers sobers up)
7. Executive Lackey Part 7 Burns, who we now know has an enchanting musk, decides he needs Smithers to handle his laces and initiates a task for Smithers to attend an AA meeting (2 hours – keep Burns free as the meeting finishes)
8. Executive Lackey Part 8 Re-hired,Smithers exercises for Mr. Burns (this task has confused lots of people but Smithers and Burns simply need to be free at the same time and the screenshot below shows why – 1 hour and keep Principal Skinner free and Chief Wiggum, to be safe, as they finish to begin the next quest, which you can find here)

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Level 24 seems to have caused problems for quite a few people. That’s because it involves lots of characters, any one of whom can get caught up in random tasks that don’t progress the main quest. To help you get all your characters and tasks synchronized, here’s what’s supposed to happen. As you read through, remember my regular advice that all the tasks need to be done in order and that all the buildings before Hibbert’s Family Practice and the Hospital need to have been unlocked before any of this can take place in your game:

1. Hahahahaha Sucker Principal Skinner kicks off this quest as Bart finishes skipping school. Deciding that Bart needs to visit the doctor, he prompts you to build the Hibbert Family Practice ($75,000 and 24 hours, unlocking Dr. Hibbert – keep Bart free as the building finishes)
2. Bart’s Checkup Bart goes for a checkup (10 minutes)
3. General Practice Dr. Hibbert practices medicine (12 hours – keep Grampa Simpson free as he finishes)
4. My Pills! Grampa goes for a checkup (10 minutes – keep Cletus free as he finishes)
5. The Cletus Condition Cletus goes for a checkup (10 minutes – keep Luigi free as he finishes)
6. Luigi’s Growing Problem Luigi goes for a checkup (10 minutes – keep Mayor Quimby free as he finishes)
7. Mayorital Difficulties Mayor Quimby goes for a checkup (10 minutes – keep Burns free as he finishes)
8. Medical Industry Corruption Hearing suggestions that all these problems may arise from nuclear contamination, Burns hides nuclear waste (8 hours – keep Hibbert free as he finishes)
9. Grey Matter Losing business because Burns cancels health insurance for plant employees, Hibbert deals organs on the black market (finally, a use for the Orange House – 4 hours and keep Kent Brockman free when he finishes)
10. Kent Afford It Because only rich guys can afford doctors now, Kent Brockman goes for a checkup (10 minutes – keep Hibbert free as he finishes)
11. Corporate Sponsor Searching for new sources of income, Dr. Hibbert sacrifices his principles in a drug company uniform (6 hours – keep Kent Brockman and Krusty free as he finishes)
12. Show Biz Life The rich guys, Kent Brockman, Dr. Hibbert, and Krusty dine together at the Gilded Truffle (2 hours)
13. Kramp Krusty Krusty promotes a new product (not a random task but part of the storyline – 8 hours and keep Homer, Comic Book Guy and Chief Wiggum free as he finishes)
14. The Flavormax Homer, Chief Wiggum,and Comic Book Guy all go to try the new burger at Krusty Burger (30 minutes each)
15. Business Is Picking Up The new burger causes Dr. Hibbert’s business to pick up – Homer, Chief Wiggum, and Comic Book Guy all need to go for a checkup (10 minutes each – Dr. Hibbert needs to be free as they finish)
16. General Hospital Dr. Hibbert prompts you to build Springfield General Hospital ($91,500 and 24 hours – keep Hibbert free as the building finishes)
17. Operation! Dr. Hibbert performs surgery (24 hours)
18. Such a Beautiful Day Dr. Hibbert does surgery outdoors (1 hour – keep Homer and Burns free as he finishes ready for the next level)

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This walkthrough continues from Unlocking the control building (part 1).

For those doing the Valentine’s Quest, it’s important to remember that you only unlock buildings and characters in the main quest – so, if you haven’t unlocked the Control Building following all the steps in the walkthrough here, Homer won’t be able to go and earn the money to buy flowers at Howard’s Flowers.

So, you’ve just built the White House (where Dr. Hibbert will later attend Republican meetings). Homer needs to be free as it finishes. What next?:

1. Book Worm Lisa reads a book again
2. Krusty Burger Heavy User Part 1 Homer eats at Krusty Burger (this is only a 30-minute task)
3. Krusty Burger Heavy User Part 2 Homer eats at Krusty Burger again
4. Krusty Burger Heavy User Part 3 Wanting a bit of a change of pace, Homer prompts you to build a Gulp ‘n’ Blow ($13,500 and 24 hours but no new characters are unlocked – keep Skinner, Lisa, and Milhouse free as it finishes)
5. Schoolhouse Crock Part 1 Skinner acts as the school crossing guard (4 hours)
6. Let Yer Hillbillies be Hillbillies Cletus brews moonshine (24 hours – note that this is a task, not the crop)
7. Schoolhouse Crock Part 2 Lisa goes to school and so does Milhouse (6 hours)
8. Schoolhouse Crock Part 3 Skinner monitors the halls (12 hours)
9. It’s Not Easy Being Green II Plant a tree / plant a shrub (initiated by Lisa)
10. Schoolhouse Crock Part 4 Skinner prompts you to build Willie’s Shack ($12,000 and 24 hours – Willie unlocks when the build is finished)
11. All Eyes on Krusty Krusty comes to terms with his own status as a B-character by holding an exclamation mark over his head to inflate his own importance (6 hours)
12. Monkeys Need Exercise Too! Krusty walks Mr. Teeny (12 hours)
13. Schoolhouse Crock Part 5 Willie waxes the school’s floors (24 hours)
14. Is It Even Autumn? Willie rakes leaves (12 hours – keep Apu, Homer, and Lisa free as Willie finishes)
15. It’s Pronounced Nu-cular Part 1 In an interaction with Homer and Lisa, Apu prompts the building the Cooling Towers at the Springfield Nuclear Power Plant ($15,000 and 24 hours – unlocking Mr Burns)
15. It’s Pronounced Nu-cular Part 2 As soon as the Cooling Towers finish, Burns prompts the building of the Reactor Core ($18,500 and 24 hours – keep Burns free as it finishes)
16. Release the Hounds Mr. Burns walks the hounds (12 hours)
17. Quicky at the Kwik-E Lisa shops at the Kwik-E-Mart (1 hour)
18. It’s Either This or a Bath Cletus de-louses the young-uns again (4 hours)
19. It’s Pronounced Nu-Cular Part 3 Burns prompts the building of the Control Building ($15,000 and 24 hours – keep Burns and Homer free as it finishes)

So, now you have the Control Building. The next part of the walkthrough will take you up to Bart’s Treehouse.

image

I don’t know, but I’d like to see it. I have the perfect location for it at the back of my mansion.

Take a look at this YouTube video uploaded by gabrielout to see why th human chessboard would be a really cool idea – even if the animation it needs would possibly crash the game!

Mr Burns’ assistant, you mean? That is what you mean, isn’t it?

Make up your own mind by taking a look at this YouTube video from Huludotcom.

And if anyone has a link to a good quality version of Licorice Whip It, please let me know.

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