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    FAQ by CaptainSyrup

    Version: 1.3 | Updated: 01/18/01 | Printable Version | Search Guide | Bookmark Guide

    
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    =---------------------------- SimCity:- The Syrup FAQ ^-^ --------------------=
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    =----------------------------------V1.3 18/01/01------------------------------=
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    FINAL!FINAL!FINAL!FINAL!FINAL!FINAL!FINAL!FINAL!FINAL!FINAL!FINAL!FINAL!FINAL!F
    
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    Text Viewing Test One:- Are the two lines below the same length? If they are, 
    fine! If they aren't, try viewing this document with a font in which each 
    character is the same length, such as courier, or you may have difficulty 
    viewing any ACSII diagrams.
    
    123456789/*-+/WWWW@@@iii
    abcdefghiJKLMNO)(*&#$%!~
    
    Text Viewing Test Two:- Is there a single line of numbers and full stops below?
    If so fine! If the line has been broken into two or more lines, this document 
    may be difficult to read. Copy it, and paste it into a word processer, like
    Microsoft Word.
    
    .........1.........2.........3.........4.........5.........6.........7.........
    
    Thanks to Steve Towle and Dustin Cushman. I copied this text viewing test from
    their NiGHTS FAQ, which can be found at www.gamefaqs.com, in the Sega Saturn 
    section.
    
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    Solving problems:-
    
    1. Save the guide and open it up with WordPad (recommended).
    
    2. Open the File menu, then choose Page Setup. At the section where they put 
    Margins (inches), look for Right and type 0.8" in it.
    
    If you still have problems, well, I don't know what to do!
    
    Thanks to Clement Chan Zhi Li on these text viewing tips. Check out his Sonic
    Adventure Lyrics Guide at www.gamefaqs,com, under Dreamcast.
    
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    =--------=
    =Updates!=
    =--------=
    
    V1.1 20/12/00 (5832 words, 26 pages, 41KB):- I update my FAQs starting with the
    oldest update, and continuing in a chronological order. Don't forget!
    
    * Added storylines, lists of secondary problems and guides to the first six 
    scenarios; San Francisco, Tokyo, Bern, Detroit, Boston and Rio do Janeiro.
    
    * Continued my practice guide up to Capital.
    
    * Fixed some minor errors/spellchecked.
    
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    V1.2 Final 21/12/00 (6810 words, 30 pages, 47KB):- My second and final update:-
    
    * Added storylines, lists of secondary problems and guides to the final two 
    hidden scenarios; Las Vegas and Freeland.
    
    * The Practice/New City/Free City walkthrough is finished.
    
    * Usual spellchecking.
    
    * The closing statement has been written:)
    
    *** If you want to download the music from SimCity, (which I think is pretty
    bad:), head along to www.zophar.net
    
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    V1.3 18/01/01 (7247 words, 27? pages, 51KB):- A minor update:-
    
    * Added a FAQ.
    
    * Fixed a minor error.
    
    * Updated Credits.
    
    * Added a text viewing/problem solving guide.
    
    * Probably a few other small things.
    
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    =----------------------=
    =Legal Stuff/Disclaimer=
    =----------------------=
    
    "A vague disclaimer is nobody's friend" - Willow Rosenberg:) So true, so true..
    unfortunately, I'm afraid to say that due to certain legal issues, I can't beat
    you to death with a shovel if you plagiarise this document. I may, however, 
    take legal action. See you in court:)
    
    This document is Copyright Captain Syrup 2000. All rights reserved. Use it at 
    your own risk:)
    
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    =-----------=
    =Webmastas:)=
    =-----------=
    
    There are no restrictions on the placement of this document, as long as it is
    distributed free of charge, and not altered in any way.
    
    =-----------------------------------------------------------------------------=
    
    =-------------------=
    =Table o' Contents:)=
    =-------------------=
    
       I. Introduction:- Enter SimCity!:)
      II. 3rd rate story:)
     III. Practice Mode
      IV. New City
       V. Scenarios
      VI. Disasters and Gifts
     VII. Miscellaneous Tips
    VIII. FAQs
      IX. Cheat Codes
       X. Credits
      XI. Contact
     XII. Closing:- Exit SimCity:(
    
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    =---------------=
    =I. Introduction=
    =---------------=
    
    SimCity was one of the first "God games". Originally released in 1989 on the 
    Mac and PC, it has been converted to many different formats including the SNES. 
    There are two sequels available; SimCity 2000 and SimCity 3000, but many still 
    consider the original SimCity to be the best of the series. Surprisingly, 
    considering the quality of the game, there is a major lack in FAQs available,
    so I decided to write this. This FAQ is written primarily for the SNES version 
    of the game, but since all the versions are virtually identical in terms of 
    playability, the guide should help you, whichever format you are using.
    
    =-----------------------------------------------------------------------------=
    
    =--------------------=
    =II. 3rd rate story:)=
    =--------------------=
    
    Normally game storylines are often pretty poor, but with the exception of 
    Scenario Mode, SimCity has a particularly terrible plot...
    
    You are the mayor of a new city, built in the middle of a desert. However, 
    there are no people living in this city, there are only Sims, (like in er, The
    Sims). Your ultimate goal is to make your city so desirable that 500,000 or
    more "Sims" live in your city.
    
    Another Klassic...still I can't think of a better story, so on with the guide:)
    
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    =------------------=
    =III. Practice Mode=
    =------------------=
    
    Location:- ?
    
    Date:- 1900
    
    Disaster:- Random
    
    Budget:- $20,000
    
    Time Limit:- None
    
    Initial Population:- None
    
    =-----------------------------------------------------------------------------=
    
    Storyline:- 
    
    Welcome to the world of
    
    SIMCITY
    
    SIMCITY is a city-building game where you are the Mayor. To develop your city, 
    you need to adjust the budget, listen to the resident's opinions, and solve 
    problems like rising crime rates, traffic jams or environmental pollution. To
    begin, let's aim at building a city with a population of 30,000 people.
    
    =-----------------------------------------------------------------------------=
    
    On Practice Mode, you start with a VERY small island on which to build your 
    city. There are two tiny islands near the main one; one to the north-east and
    one to the south-west. You will only receive three or four Landfills when the
    island is almost full, so space is very limited. It is possible, although very
    difficult, to build a Metropolis on this island, but to complete the level,
    you are only required to build a city with a population of 30,000.
    
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    Village
    
    =-----------------------------------------------------------------------------=
    
    First, set the timer to sleep, (click on the Stick Figure at the top of the 
    screen, then choose the sleeping man), and move the viewing area to the top of
    the island. Move east until you can see a very small island above the larger 
    one. Choose the Bulldozer on the left by clicking on it and bulldoze the edges 
    of the smaller island so you can see how large it actually is. Save the game,
    (note; this is important), and select the Nuclear Power Plant icon on the left,
    (it is the one above the ? icon, not the one above the Airport). Now, carefully
    place the power plant as far to the south-east of the small island as possible.
    This is important as it will allow you to fit more onto the island,
    essential when you're pushing for those last few thousand people. Now build a
    few Residential Zones on the furthest north part of the large island. (The icon
    is a small house with a large R by it). Demolish the top edge of the island and
    build a Railway along the bottom of the power plant to the left, through the 
    sea and along the top of the large island, until it reaches the water. Now 
    select the Power Line and create a line across the railway and over the sea to
    the residential zones. Next, head to the peninsular on the right of the island
    and squeeze two Industrial Zones, (the factory with an I by it), as close to the
    beach as possible. Run some rails from the top of the industrial zones to the
    power plant. Also add a power line from the plant to the industrial zones. Now,
    turn the game speed up to the max, (the running man), wait until the RCI 
    bar on the right of the screen fills up completely, and put the game to sleep 
    again. Build two more industrial zones underneath the ones you already have,
    build residential zones in line with the three you already have, and extend the
    rails you have to reach them. Now, build two Commercial Zones in the middle of 
    the left bank of the inlet at the top of the island, as close to the peninsular
    as possible. (Commercial Zones look like a sky-scraper with a C next to it).
    Build rails and powerlines from the power plant to the nearer commercial zone.
    After doing this, set the speed to the max and wait until December. (In the
    meantime, you will see a couple of cut-scenes will explain how the RCI bar and
    Budget work, so I don't have to:) At the end of December, you will have to set
    the budget. Leave it as it is and choose O.K. You will now see a cut-scene
    explaining how to see what the Sims think of your city. Soon into the beginning
    of the new year, your Village will become a Town and you will receive Your 
    House. 
    
    =-----------------------------------------------------------------------------=
    
    Town
    
    =-----------------------------------------------------------------------------=
    
    Placing new zones perfectly is not as important now, but remember that land 
    space is important. Build the residential zones on the coast into three times 
    three groups of zones, with parkland or other valuable items in the middle. 
    Place Your House in the middle of the central block, and place three times 
    three groups of commercial zones underneath, if and when you need to. If you 
    have any space on the west of the island, build more residential zones. 
    Continue to build industry on the east of the island, but separate the zones 
    from other industrial zones and commercial zones with parkland. Also fill any 
    space in your landform in with parkland. You should reach City level very soon.
    
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    City
    
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    To grow from city to capital, you won't need to build any more zones than you 
    built in Town. You will need to add more police and fire coverage though, 
    especially in the industrial east. If your citizens demand a Seaport, build one 
    in the east of the island; it will encourage the growth of both your industrial 
    zones and the entire city. Make sure it is touching the water though:) Your 
    level of available cash may soon drop below $2000, and if it does, you will 
    have the option of building a Bank. Build it in the commercial area of your 
    city to encourage growth. If you keep the crime rate low, your city should 
    quickly progress into a capital. 
    
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    30,000 Citizens
    
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    Growing from a City to a settlement with 30,000 citizens is not very difficult.
    You probably have all the zones you need, but if you don't, build more 
    commercial and residential zones in the south of the island, adding more 
    industrial zones on the east. Continue to increase police coverage, (fire 
    coverage isn't important), if you can afford it. Drop the tax rate, if you 
    want, but anyway you will soon have 30,000 citizens in your town.
    
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    Capital*
    
    =-----------------------------------------------------------------------------=
    
    Reaching Capital level is not important for completing the scenario, but it 
    isn't difficult. Place gifts where there was parkland, and build a stadium near
    a residential area, if your citizens demand it. Maximise the space in your 
    landform by squeezing your zones together to grow to a Capital.
    
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    Metropolis*
    
    =-----------------------------------------------------------------------------=
    
    Again, reaching this level is completely unnecessary, but it's still fun to 
    try! Build an Airport, along with another industrial zone on the small island
    on the south-west of the main landform, when your citizens demand it. An 
    airport will encourage the growth of commerce, and the Expo gift you receive 
    when you build it should be placed in the industrial east to help industry 
    grow. If you get any Landfills, (you will probably receive up to three or 
    four), place them on the east of the island, and zone them for industry. You 
    may need to increase police coverage in industrial areas to lower the crime 
    rate, and help your city grow. Finally, if you can afford it, maximise funding
    for everything and drop the tax rate to 0%, (if you have enough citizens, you
    will still turn a profit, and you should hopefully have a few zoos, amusement
    parks, etc. to give you more income).
    
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    Megalopolis*
    
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    Building a Megalopolis is completely impossible on the practice island. (There
    simply isn't enough space). So don't even try.
    
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    =------------=
    =IV. New City=
    =------------=
    
    Location:- ?
    
    Date:- 1900
    
    Disaster:- Random
    
    Budget:-
    
    $20,000 (Easy)
    
    $10,000 (Medium)
    
    $5000 (Hard)
    
    Time Limit:- None
    
    Initial Population:- None
    
    Storyline:- See storyline section...
    
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    Playing through a New City is similar to doing the practice mode, except that
    the objective is to reach Metropolis level. (500000 citizens). Follow the same
    tactics as you did for the practice level, although obviously, I can't tell you
    exactly where to place everything because there are nearly one thousand 
    different landforms to choose from. I can however, offer some tips:-
    
    * Always choose easy level; you get to start with more money, and there is no 
    disadvantage.
    
    * Choose a landform with very little water, to maximise building space. If 
    possible, build on Freeland. (A landform with no water).
    
    * Always use rails and nuclear power plants to prevent pollution.
    
    * When your city is finished, drop the tax rate to 0% to attract the maximum
    number of citizens possible.
    
    * Turn disasters off, if you can.
    
    * If you have a lot of money, force gifts by building a large number of a 
    particular item, getting the gift, then demolishing the items.
    
    * If there is a river is your landform, build all industrial zones/airports on
    one side and other zones on the other, to prevent pollution.
    
    * Save often, and if a disaster occurs, reset.
    
    * If you get desperate, use the cheats!
    
    =-----------------------------------------------------------------------------=
    
    =------------=
    =V. Scenarios=
    =------------=
    
    Scenarios are probably the main part of the game. They give you a pre-built 
    city with problems to sort out in a limited time with a limited budget. 
    Remember that if you have unlimited money, (or pretty near unlimited), from
    cheats etc., then when you attempt a difficult scenario, it is easier to 
    demolish the entire city and start from scratch than attempt to fix the cities'
    problems. This is particularly true when attempting Las Vegas 2096 because the 
    city you start with is VERY poor, and it is centred in the middle of the 
    landform, where there is a much greater chance of UFO attacks.
    
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    Here is an example of a level guide:-
    
    =-----------------------------------------------------------------------------=
    
    Level X:-
    
    Location:- City, Country
    
    Date:- 19xx
    
    Disaster:- The major problem in the city.
    
    Secondary Problems:- Other problems, along with the percentage of the 
    population who suffer from them, (any problem with over 20% is very major).
    
    Budget:- $xx,xxx
    
    Time Limit:- X years
    
    Initial Population:- xx,xxx - xxx,xxx
    
    Storyline:- Blah, blah, blah
    
    Guide:- Blah, blah, blah
    
    =-----------------------------------------------------------------------------=
    
    Level One:-
    
    Location:- San Francisco, USA 
    
    Date:- 1906
    
    Disaster:- Earthquake
    
    Secondary Problems:- 
    
    Crime (34%)
    
    Taxes (21%)
    
    Pollution (17%)
    
    Housing Costs (8%)
    
    Budget:- $20,000
    
    Time Limit:- Five years
    
    Initial Population:- 106,680
    
    Storyline:- 
    
    A major earthquake rattles the city by the bay. The subsequent fires burn for
    several days after the quake, causing massive damage. As Mayor, build fire
    stations near the major fires and restore power as quickly as possible before 
    you try to rebuild. You only have 5 years before the residents will demand a 
    new Mayor.
    
    Guide:-
    
    This is a very easy level, so you probably won't need much help. Set the speed 
    to max, and prepare for the 'quake. When it happens, demolish all building 
    which are damaged, on fire, or next to a fire. Build fire stations close to, 
    but not touching each fire, and fund them to the max. When the fires die out,
    demolish all the new and existing fire stations, until there is only one left,
    (which you don't need to fund). Wait until the final year, and build police
    stations in high crime areas, (as many as you need, until the crime rate is
    below ten percent), and give them full funding. Drop the tax rate to five or
    six percent, (or lower, if you can afford it), and wait for the end of the
    scenario.
    
    =-----------------------------------------------------------------------------=
    
    Level Two:-
    
    Location:- Tokyo, Japan 
    
    Date:- 1961
    
    Disaster:- Monster Attack
    
    Secondary Problems:-
    
    Crime (30%)
    
    Pollution (20%)
    
    Taxes (16%)
    
    Housing Costs (13%)
    
    Budget:- $20,000
    
    Time Limit:- Five years
    
    Initial Population:- 111,840
    
    Storyline:-
    
    Bowser, King of the Koopa's is looking for his arch rivals Mario and Luigi.
    Leaving no building unturned, Bowser will wander through your city knocking
    down planes, smashing ships and leaving a path of destruction behind him. 
    Contain the fires he has set and repair the damage before he decides to come
    back, you have 5 years to accomplish this task.
    
    Guide:-
    
    This is, by far, the easiest level in the game. I'll keep things brief, because
    the first couple of pages in the instruction booklet basically tell you 
    everything you need to know. Anyway, on with the guide. When the level begins,
    set the speed to max, and wait for Bowser to appear. When he attacks the city,
    keep him on the screen, and demolish every building he damages or sets on fire.
    When he leaves, build fire stations close to the fires, wait for the fires to 
    go out, and demolish the 'stations. Rebuild all of the damaged or destroyed 
    buildings, then wait for the end of the scenario. You could build police 
    stations to lower the crimes, reduce taxes to make the citizens happier, or
    even take steps to reduce pollution, but none of this is necessary to 
    completing the scenario.
    
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    Level Three:-
    
    Location:- Bern, Switzerland
    
    Date:- 1965
    
    Disaster:- Traffic
    
    Secondary Problems:-
    
    Taxes (22%)
    
    Crime (21%)
    
    Housing Costs (13%)
    
    Pollution (12%)
    
    Budget:- $20,000
    
    Time Limit:- Ten years
    
    Initial Population:- 95,200
    
    Storyline:-
    
    Rapid growth and poor city planning has caused traffic to come to a standstill.
    The highways have become unsafe and the motorists are becoming militant. Since
    the residents of this city hate to walk, you'll need to come up with a 
    transportation plan quick! Obtain a low average traffic density within 10 years
    and the citizens of Bern will make you the National Transportation Planner!
    
    Guide:- This is one of the more difficult levels, mainly because lowering 
    traffic density is difficult and expensive. On the upside, solving the 
    secondary problems is not very hard, so almost all of the budget can be used on 
    the major disaster. Firstly, see which roads are useful, and which are not. 
    Also, make a mental note of where the traffic density is highest. You probably
    won't have enough money to demolish all of the roads, so demolish either all of
    the horizontal or vertical roads and replace as much as possible with rails,
    (in order to save money, don't bother to use this technique in areas with very
    low traffic density). I prefer to demolish the vertical roads, as they seem to 
    have a slightly higher traffic density, however, this can be more expensive.
    If you can afford it, demolish every section of road with visible traffic on 
    it, (if you demolish these roads early in the scenario, it can actually save
    money, because you won't have to pay maintenance on demolished roads). When
    you've done that, wait until the final year, then build a few extra police
    stations in high crime areas, fund them, and drop the tax rate a little if you
    can afford to do so.
    
    =-----------------------------------------------------------------------------=
    
    Level Four:-
    
    Location:- Detroit, USA
    
    Date:- 1972
    
    Disaster:- Crime
    
    Secondary Problems:-
    
    (Crime (31%))
    
    Pollution (20%)
    
    Taxes (17%)
    
    Housing Costs (10%)
    
    Budget:- $20,000
    
    Time Limit:- Ten years
    
    Initial Population:- 76,040
    
    Storyline:-
    
    With the recent gas shortages and slumping auto sales, Detroit's economy is 
    deeply depressed. The real estate market has crumbled, unemployment has 
    skyrocketed and the crime rate in downtown Detroit has risen to epidemic 
    proportions. Your task is to lower the crime rate and reconstruct the 
    industrial foundation within 10 years. 
    
    Guide:-
    
    This is a rather difficult scenario. The trick to success is not to build 
    police stations wildly all over the city. Doing that will bankrupt you, and
    cause you to fail the scenario. Instead, place a reasonable number, (five to
    ten is about right), in key high crime areas across the map. Funding the 
    'stations will be expensive, so bulldoze all but one of the city fire stations
    in order to reduce the amount of funding, however, if you can, fund all of the 
    police stations you have to the max. It would be a good idea to either build
    the police stations late in the scenario, or only begin funding them properly
    two or three years before the end of the scenario, greatly reducing the amount
    of funding you will need to pay to keep crime rates down. Reducing pollution is
    too expensive to deal with, but, if you can afford it, try to drop tax rates a
    little towards the end of the scenario.
    
    =-----------------------------------------------------------------------------=
    
    Level Five:-
    
    Location:- Boston, USA
    
    Date:- 2010
    
    Disaster:- Nuclear Meltdown
    
    Secondary Problems:-
    
    Pollution (52%)
    
    Crime (19%)
    
    Fire (15%)
    
    Taxes (7%)
    
    Budget:- $20,000
    
    Time Limit:- Five years
    
    Initial Population:- 77,520
    
    Storyline:-
    
    A nuclear nightmare has occurred in Boston. The plant's water pressure dropped 
    to critical levels, causing the core to overheat and explode. This incident 
    coincided with the simultaneous flush of every toilet in Boston during halftime
    of the Nintendo power Bowl Championships. Your task is to isolate the 
    contaminated areas and rebuild the city in 5 years.
    
    Guide:-
    
    Don't be put off by the high level of pollution, (52%), it is only caused by 
    the nuclear meltdown. Let's face it, if you were living in a radioactive 
    wasteland, you'd be complaining too! Firstly, demolish every contaminated 
    building, and deal with any fires in the usual manner. Due to the explosion, 
    much of the city's industry has been destroyed, so start by rebuilding it, 
    after checking that every zone still has a power connection. The best area to 
    rebuild industry in is on an island in the north-west of the city; pollution 
    from the island will not affect the mainland. When you have built at least as 
    much industry as was destroyed, turn your attention to the pollution. You will 
    probably need to demolish some roads and replace them with rails, to reduce 
    pollution levels. Build some police stations and reduce taxes if you wish, but 
    doing so is not completely necessary.
    
    =-----------------------------------------------------------------------------=
    
    Level Six:-
    
    Location:- Rio de Janeiro, Brazil
    
    Date:- 2047
    
    Disaster:- Costal Flooding
    
    Secondary Problems:-
    
    Pollution (53%)
    
    Crime (29%)
    
    Taxes (10%)
    
    Housing Costs (7%)
    
    Budget:- $20,000
    
    Time Limit:- Ten years
    
    Initial Population:- 152,480
    
    Storyline:-
    
    The Greenhouse Effect has caused both polar caps to melt rapidly thus raising 
    the world's oceans several feet. Many of Rio's beaches are now underwater and 
    the rising water levels are threatening the city. Your task is to rebuild the 
    areas damaged by the flood and to develop waterfront property to prevent 
    further flooding within 10 years.
    
    Guide:-
    
    This is a very difficult level, maybe the hardest in the game, mainly because 
    flooding is difficult to recover from and impossible to prevent. Not only that, 
    but there are several other major problems, such as pollution and crime. When 
    flooding occurs, build parkland around the floodplains to contain the water, 
    but spend most of your time moving industry into the forests on the left of the 
    city. Soon after the beginning of the scenario, you will be asked to build a 
    new power plant. Build a nuclear plant, to reduce pollution, and bulldoze one 
    of the old coal plants. Try to build good quality residential areas near coasts 
    to deter flooding, and a few years from the end of the scenario, build several 
    new police stations in high crime areas, fund them, and drop the tax rate, if 
    you can afford to. With a little luck, you should be able to finish the 
    scenario.
    
    =-----------------------------------------------------------------------------=
    
    Level Seven:-
    
    Location:- Las Vegas, USA
    
    Date:- 2096
    
    Disaster:- UFO Attack
    
    Secondary Problems:-
    
    Crime (25%)
    
    Taxes (13%)
    
    Pollution (9%)
    
    Housing Costs (6%)
    
    Budget:- $20,000
    
    Time Limit:- Ten years
    
    Initial Population:- 81,840
    
    Storyline:-
    
    Las Vegas, the world's largest gambling city, was severely damaged by a sudden
    attack of Unidentified Flying Objects. While the government has denied any 
    U.F.O. sightings whatsoever, gamblers are leaving their chips at the tables and 
    fleeing for their lives. Your tasks are to put out the fires from the attack
    and rebuild the city to an active Metropolis within 10 years.
    
    Guide:-
    
    Quite a hard one, this. During the entire scenario, you should be building 
    zones on the outskirts of the city, but during the middle four years, three
    U.F.O.s will attack the centre of the city several times per year. Put out the 
    fires, but don't rebuild. Instead, use the budget to build on the outskirts of
    the city. The aliens will not attack the outskirts, so these areas will be 
    safe. Because the citizens are particularly worried about crime, build a lot of
    police stations and fund them. Spend the last three years doing a lot of 
    building, and towards the end of the scenario, drop the tax rate by as much as 
    you can afford, while still maintaining a high level of police funding.
    
    =-----------------------------------------------------------------------------=
    
    Level Eight:-
    
    Location:- Free City, USA
    
    Date:- 1991
    
    Disaster:- None
    
    Secondary Problems:- None
    
    Budget:- $20,000
    
    Time Limit:- None
    
    Initial Population:- None
    
    Storyline:-
    
    Congratulations! You have earned the right to develop Marioland on the plains
    of the Midwest. Since there are no rivers or oceans, you can make the best use 
    of the available land. Working on this geographical flat land should allow you
    to build a city with a population of 500,000 people. Work hard till you can
    create a Megalopolis. Good luck! No time limit.
    
    Guide:-
    
    This scenario is practically the same as the normal mode, but it is easier, 
    since you can build on the entire landform. Stick roughly to the strategies
    outlined in the Practice Mode guide. Here a few relevant tips:-
    
    * Always use rails and nuclear power plants to prevent pollution.
    
    * When your city is finished, drop the tax rate to 0% to attract the maximum
    number of citizens possible.
    
    * Turn disasters off, if you can.
    
    * Save often, and if a disaster occurs, reset.
    
    * If you get desperate, use the cheats!
    
    Note that since this is a scenario, you cannot receive gifts. Even if you reach
    Megalopolis level, the scenario will not be "complete", (the level will not end
    and the scenario will not be crossed out on the scenario selection menu).
    
    =-----------------------------------------------------------------------------=
    
    =-----------------------=
    =VI. Disasters and Gifts=
    =-----------------------=
    
    Disasters:- There are three ways in which disasters can happen:-
    
    =-----------------------------------------------------------------------------=
    
    * Random Disasters; When playing in any mode, disasters will occasionally 
    occur. Usually only minor disasters, such as fires or ship wrecks will occur,
    though the type and frequency will depend on the design of your city, (e.g. a
    city with one or more airports will get plane crashes). Demolishing schools and
    hospitals will increase the chance of a random disaster occurring.
    
    =-----------------------------------------------------------------------------=
    
    * Deliberate Disasters; On the top row of the menu, there is a picture of a 
    footprint. If you click on it, you will have the "opportunity" to unleash one 
    to six disasters on your city. The disasters which can be chosen are; fire,
    flooding, plane crash, tornado, earthquake and monster attack. There is no
    reason to use this option, unless you want to be sacked. Strange. Anyway, it's
    interesting to note that if you are playing the SNES version, the King Kong 
    alike from the monster attack is replaced by Bowser from the Super Mario games!
    
    =-----------------------------------------------------------------------------=
    
    * Predetermined Disasters; In certain Scenarios, disasters will occur, either
    at the beginning or at certain intervals during the Scenario. You cannot 
    prevent these disasters, but you can prepare for them, as the same disasters 
    will happen every time you play the Scenario.
    
    =-----------------------------------------------------------------------------=
    
    Here is a list of (I think) all the possible disasters and how to deal with 
    them:-
    
    =-----------------------------------------------------------------------------=
    
    Fire:- This is one of the most common and least dangerous disasters. However,
    fires can become dangerous if there are several of them and they are left 
    alone. Many of the other disasters also cause fires. If you have a fire on your 
    hands, demolish anything touching it so it can't spread, and build a fire 
    station nearby.
    
    =-----------------------------------------------------------------------------=
    
    Flood:- This disaster is rare and will only occur near water. (Duh!). Demolish
    anything near it and build a barrier of parkland around it. Eventually it will
    go back into the sea. Flooding may cause fires.
    
    =-----------------------------------------------------------------------------=
    
    Plane Crash:- This disaster is relatively common. It will only occur if you 
    have an airport and even then, the plane will usually crash near the airport, 
    so it can easily be prevented by building your airport on an island. All that 
    a plane crash will do is cause a small fire. (See the section Fire to find out
    how to sort it out).
    
    =-----------------------------------------------------------------------------=
    
    Tornado:- This is a rare, but dangerous disaster. A tornado will appear on one 
    side of the landform and make it's way over to the other side, destroying parts
    of your city in the process. It will also cause several small fires. Wait until
    the tornado has disappeared, then fix the damage by rebuilding.
    
    =-----------------------------------------------------------------------------=
    
    Earthquake:- Another disaster which is rare but damaging. Your city will shake 
    for several seconds, causing a lot of destruction as well as creating fires. 
    The damage will be strongest at the epicentre, so focus your efforts there.
    Rebuilding is your only option.
    
    =-----------------------------------------------------------------------------=
    
    Monster:- A monster will attack your city, targeting sources of pollution in
    particular. The monster will only appear if you have large amounts of 
    pollution, so it is easy to prevent. However, if you ARE attacked, you city 
    will suffer significant damage, will destruction and fires. Rebuild your city, 
    spacing out industrial zones and airports, and replacing any coal power plants
    with nuclear plants.
    
    =-----------------------------------------------------------------------------=
    
    Ship Wreck:- A situational disaster. If you have a seaport on a river, then 
    rails and powerlines further down the river, a ship from the port might crash
    into the rails/lines and destroy them. (This doesn't happen with roads because 
    they open up to let the ships through). To fix this, simply rebuild the rails 
    and powerlines apart from each other. Easy!
    
    =-----------------------------------------------------------------------------=
    
    Nuclear Meltdown (!):- As far as I know, this disaster only occurs in the
    Scenario of the same name, which is a good thing, as it is probably the most
    damaging disaster of all. A nuclear power plant will burst into flames, causing
    a fire, and much of the surrounding area becomes radioactive. (Impossible to 
    build on). Just give up on that area and try to rebuild in another area of the
    landform.
    
    =-----------------------------------------------------------------------------=
    
    UFO Attack (!!!):- This disaster will only occur when playing in the distant
    future. Three UFOs will appear and use lasers to set areas of your city on 
    fire. Deal with each as you would a normal fire.
    
    =-----------------------------------------------------------------------------=
    
    Bomb Drop:- Apparently, there is a bomb drop disaster, exclusive to the Mac
    version. (See Cheats). However, I can cannot try it out as I do not own that  
    version. If you can get the cheat to work, please let me know!
    
    =-----------------------------------------------------------------------------=
    
    If I have missed any disasters, please let me know!:)
    
    =-----------------------------------------------------------------------------=
    
    Gifts:- Gift will be er, given to you when you fulfil a certain set of 
    conditions. They all cost $100 to build, and are very helpful!:-
    
    =-----------------------------------------------------------------------------=
    
    Gift:- Zoo.
    
    Condition:- Build many residential zones.
    
    Data:- An excellent gift, best placed in residential areas.
    
    Pluses/Minuses:-
    
    + $100 a year from Special Income.
    
    + Raises land values.
    
    + Encourages the growth of residential zones.
    
    - Costs $100 to build.
    
    - Uses space on the landform.
    
    =-----------------------------------------------------------------------------=
    
    Gift:- Amusement Park.
    
    Condition:- Build many residential zones.
    
    Data:- An excellent gift, best placed in residential areas.
    
    Pluses/Minuses:-
    
    + $100 a year from Special Income.
    
    + Raises land values.
    
    + Encourages the growth of residential zones.
    
    - Costs $100 to build.
    
    - Uses space on the landform.
    
    =-----------------------------------------------------------------------------=
    
    Gift:- Land Fill
    
    Condition:- Appears when you begin to run out of space on the landform.
    
    Data:- Build on the edge of the land to extend it a little.
    
    Pluses/Minuses:-
    
    + More land!
    
    - Costs $100 to build.
    
    =-----------------------------------------------------------------------------=
    
    Gift:- Police HQ.
    
    Condition:- Build many police stations.
    
    Data:- Similar to a regular 'station, but cheaper, and with wider coverage. 
    
    Pluses/Minuses:-
    
    + Cheaper than a police station. ($100 compared to $500).
    
    + Raises land values.
    
    + Encourages the growth of residential zones.
    
    + Wider coverage = lower crime rate and less 'stations needed, so funding is 
    cheaper.
    
    - Costs $100 to build.
    
    - Uses space on the landform.
    
    - $100 funding every year.
    
    =-----------------------------------------------------------------------------=
    
    Gift:- Fire HQ.
    
    Condition:- Build many fire stations.
    
    Data:- Similar to a regular 'station, but cheaper, and with wider coverage. 
    
    Pluses/Minuses:-
    
    + Cheaper than a fire station. ($100 compared to $500).
    
    + Raises land values.
    
    + Encourages the growth of residential zones.
    
    + Wider coverage = better protection and less 'stations needed, so funding is 
    cheaper.
    
    - Costs $100 to build.
    
    - Uses space on the landform.
    
    - $100 funding every year.
    
    =-----------------------------------------------------------------------------=
    
    Gift:- Fountain.
    
    Condition:- Build a city which lasts for fifty or more years.
    
    Data:- An excellent gift, best placed in residential areas.
    
    Pluses/Minuses:-
    
    + $100 a year from Special Income.
    
    + Raises land values.
    
    + Encourages the growth of residential zones.
    
    - Costs $100 to build.
    
    - Uses space on the landform.
    
    =-----------------------------------------------------------------------------=
    
    Gift:- Casino.
    
    Condition:- Build many residential zones.
    
    Data:- The poor commercial cousin of the amusement park.
    
    Pluses/Minuses:-
    
    + $100 a year from Special Income.
    
    + Encourages the growth of commercial zones.
    
    - Costs $100 to build.
    
    - Uses space on the landform.
    
    - Causes crime.
    
    =-----------------------------------------------------------------------------=
    
    Gift:- Train Station.
    
    Condition:- Build many kilometres of rails.
    
    Data:- A bit of waste of space. Only use this if you don't have any better 
    gifts.
    
    Pluses/Minuses:-
    
    + Encourages the growth of commercial zones.
    
    + Raises land values.
    
    + Better transit service.
    
    - Costs $100 to build.
    
    - Uses space on the landform.
    
    =-----------------------------------------------------------------------------=
    
    Gift:- Expo.
    
    Condition:- Build an airport.
    
    Data:- Good, if you need an industrial boost.
    
    Pluses/Minuses:-
    
    + Encourages the growth of industrial zones.
    
    + Raises land values.
    
    + Makes citizens pay more tax.
    
    - Costs $100 to build.
    
    - Uses space on the landform.
    
    =-----------------------------------------------------------------------------=
    
    Gift:- Library.
    
    Condition:- Build many residential zones.
    
    Data:- Okay, but not as good as zoo/amusement park.
    
    Pluses/Minuses:-
    
    + Raises land values.
    
    + Encourages the growth of residential zones.
    
    - Costs $100 to build.
    
    - Uses space on the landform.
    
    =-----------------------------------------------------------------------------=
    
    Gift:- Windmill.
    
    Condition:- Build many commercial zones.
    
    Data:- Better than the Casino...but only just. Use it if your commercial zones
    need help.
    
    Pluses/Minuses:-
    
    + Raises land values.
    
    + Encourages the growth of commercial zones.
    
    + Makes citizens pay more tax.
    
    - Costs $100 to build.
    
    - Uses space on the landform.
    
    =-----------------------------------------------------------------------------=
    
    Gift:- City Park.
    
    Condition:- Build loads of parkland.
    
    Data:- An excellent gift, put it anywhere which needs help.
    
    Pluses/Minuses:-
    
    + $100 a year from Special Income.
    
    + Raises land values.
    
    + Encourages the growth of all zones.
    
    - Costs $100 to build.
    
    - Uses space on the landform.
    
    =-----------------------------------------------------------------------------=
    
    Gift:- Your House.
    
    Condition:- Build a city with two thousand or more citizens.
    
    Data:- An excellent gift, best at raising land values. It get bigger and better
    as your city grows!
    
    Pluses/Minuses:-
    
    + Raises land values.
    
    + Encourages the growth of residential zones.
    
    - Costs $100 to build.
    
    - Uses space on the landform.
    
    =-----------------------------------------------------------------------------=
    
    Gift:- Mario Monument.
    
    Condition:- Build a city with five hundred thousand or more citizens.
    
    Data:- Cool, but basically useless addition to the SNES version. It won't help
    much, considering you have to complete the game to get it!
    
    Pluses/Minuses:-
    
    + Raises land values.
    
    + Encourages the growth of all zones.
    
    - Costs $100 to build.
    
    - Uses space on the landform.
    
    =-----------------------------------------------------------------------------=
    
    Gift:- Bank.
    
    Condition:- Spend money until you have less than $2000.
    
    Data:- Build it to help commercial zones. You can take out a loan of $10000, 
    for which you must pay back $500 every year, for twenty-one years. ($10500 in
    total). Because you must pay back more than you took out, getting a loan isn't 
    a good option, unless you really need the money.
    
    Pluses/Minuses:-
    
    + Encourages the growth of commercial zones.
    
    + Take out loans:)
    
    - Pay back loans:(
    
    - Costs $100 to build.
    
    - Uses space on the landform.
    
    =-----------------------------------------------------------------------------=
    
    If I have missed any gifts, please let me know!:)
    
    =-----------------------------------------------------------------------------=
    
    =-----------------------=
    =VII. Miscellaneous Tips=
    =-----------------------=
    
    Here are some tips to help you:-
    
    * Always use rails and nuclear power plants to prevent pollution.
    
    * When your city is finished, drop the tax rate to 0% to attract the maximum
    number of citizens possible.
    
    * Turn disasters off, if you can.
    
    * If you have a lot of money, force gifts by building a large number of a 
    particular item, getting the gift, then demolishing the items.
    
    * Save often, and if a disaster occurs, reset.
    
    * Build zones in a 3x3 block with parkland or, preferably, a gift in the 
    centre and rails around the outside to encourage growth.
    
    =-----------------------------------------------------------------------------=
    
    =----------=
    =VIII. FAQs=
    =----------=
    
    Question:- "In you SimCity FAQ at 
    <http://www.gamefaqs.com/computer/doswin/file/simcity_a.txt>, you write:
     
    =-----------------------------------------------------------------------------=
    
    Gift:- Bank.
    
    Condition:- Spend money until you have less than $2000.
    
    Data:- Build it to help commercial zones, but don't take out a loan; you have 
    to pay back more than twice as much as you borrowed!
    
    Pluses/Minuses:-
    
    + Encourages the growth of commercial zones.
    
    + Take out loans:)
    
    - Pay back loans:(
    
    - Costs $100 to build.
    
    - Uses space on the landform.
    
    =-----------------------------------------------------------------------------=
     
    You are incorrect in saying that a loan requires a payback of more than twice 
    as much as you borrowed... Actually, a loan (of $10,000) requires 21 payments 
    of $500 annually, for a total of $10,500, just $500 more than the borrowed 
    amount.  I hate to nit-pick, but, if you check, I'm sure you'll see that I'm 
    correct.
     
    Thanks for your time!
     
    TJ Forsythe
    Programmer
    CarExpress.com / ProMax"
    
    Answer:- Yes, you're correct, so I've changed that section in the guide. 
    Actually taking out a loan is better option than I previously thought, so is a
    good addition, thank you:) You should still only take out loans when absolutely
    neccessary though, (e.g., Expert Mode).
    
    =-----------------------------------------------------------------------------=
    
    Send me all your questions, I'll do my best to answer them!^-^
    
    =-----------------------------------------------------------------------------=
    
    =---------------=
    =IX. Cheat Codes=
    =---------------=
    
    Here are some cheats to use if you want to SPOIL the game:- (I think that PC
    and Mac cheats are interchangeable, but I am not sure yet...)
    
    =-----------------------------------------------------------------------------=
    
    SNES 
    
    =-----------------------------------------------------------------------------=
    
    Thanks to Derek at GameSages for this easy money cheat:-
    
    First spend all your money. Put the game on the fastest setting and wait for the 
    tax grid to appear. As soon as the screen turns black hold L + R. While holding 
    these buttons change all settings to 0% and exit the screen (don't release the 
    buttons yet). While still holding these buttons, use the menu to return to the 
    tax screen. Raise all settings to 100% except for the tax rate. Set that to 
    20%. Exit the tax screen and the menu, then release L and R. Congratulations! 
    You now have $999,999. You might want to lower the tax rate now. Give those 
    SimCitizens a break! 
    
    =-----------------------------------------------------------------------------=
    
    Thank-you to GameSages for these SNES Game Genie Codes:-
    
    C28A-AD61	            Money doesn't decrease for most types of spending
    DD67-DFAA	            Time goes faster
    DE67-DFAA	            Time goes slower
    0DAB-6D02 + BAAB-6D62	Start easy game with $40,000
    1DAB-6D02 + 3CAB-6D62	Start easy game with $60,000	
    86AB-6D02 + D8AB-6D62	Start easy game with $3,000
    
    =-----------------------------------------------------------------------------=
    
    And thanks to World-of-Nintendo for these Action Replay/Gameshark Codes:-
    
    01BBC2AD                Money doesn't decrease for most types of spending 
    01BBC2FD                Infinity money!
    03803700                Time goes faster 
    0380370F                Time goes slower
    7E03F501                Villa house bonus gift (Your House)
    7E03F503                Park bonus gift (City Park)
    7E03F504                Zoo bonus gift 
    7E03F505                Casino bonus gift 
    7E03FF50                No bonus gift 
    7E0BF9EB                $49,000 all games
    03C69160 + 03C692EA     Start easy game with $60,000
    
    =-----------------------------------------------------------------------------=
    
    PC
    
    =-----------------------------------------------------------------------------=
    
    Thanks to Neil boy at GameSages for this cheat:-
    
    Easy Money 
    For a cool $10,000 hold SHIFT and type "FUND". If you do this three times in a 
    year you'll get an earthquake, and the code may only be used eight times. For 
    best results, use it up before you build to avoid damage from the quakes. 
    Note: The $10,000 you receive is a loan and must be paid back with interest. 
    
    =-----------------------------------------------------------------------------=
    
    Mac
    
    =-----------------------------------------------------------------------------=
    
    Thanks to GameSages for this cheat:-
    
    $500,000; Hold [Shift] and type fund or funds. (Note: Earthquakes will result 
    if cheat is enabled more than eight times.) 
    
    =-----------------------------------------------------------------------------=
    
    Thank-you Kevin Koo at GameSages for this cheat:-
    
    All buildings; Hold [Shift] and type oivaizmir during game. 
    
    =-----------------------------------------------------------------------------=
    
    Thanks CooperTeam for this interesting tip:-
    
    During gameplay, hold the SHIFT key and type...SADDAM. This will drop a bomb on 
    the city. Since I do not have a Mac version, I don't know exactly how it will 
    look, but hey, it's worth a try. It obviously doesn't help build your city, but 
    it will give you something to look at.
    
    =-----------------------------------------------------------------------------=
    
    =----------=
    =X. Credits=
    =----------
    
    * Props to Derek, Neilyboy, and Kevin Koo at GameSages, World-of-Nintendo and 
    CooperTeam for the cheats. Also thanks to me for the guide:)
    
    * Steve Towle and Dustin Cushman for the text viewing test.
    
    * Clement Chan Zhi Li for his tips on how to view .txt (text) documents.
    
    * TJ Forsythe finding and fixing a minor error.
    
    =-----------------------------------------------------------------------------=
    
    =-----------=
    =XI. Contact=
    =-----------=
    
    Try CaptainSyrup@ignmail.com. You're not kiddies any more, so I won't run a 
    list of unacceptable e-mail. If it's rubbish I'll just delete it, simple as 
    that. I also have a website which may have more up to date information than
    this FAQ; www.geocities.com/captainsyrup
    
    =-----------------------------------------------------------------------------=
    
    =-----------------------------=
    =XII. Closing:- Exit SimCity:(=
    =-----------------------------=
    
    Another epic FAQ comes to an end... That was quite a difficult guide to write!
    If you're bored or something, why nor check out my other FAQs:-
    
    Game;                  Format;               'Site;
    
    Rakuga Kids            (N64)                 My Site/GameFAQs/FBgames/Neoseeker
    
    Chrono Bike            (SNES)                My Site/Neoseeker
    
    Jurassic Park          (NES)                 My Site/GameFAQs/Neoseeker
    
    SimCity                (SNES/PC/Mac/Amiga)   My Site/GameFAQs/Neoseeker
    
    Majora's Mask Archery  (N64)                 My Site/GameFAQs/Neoseeker
    
    Sonic; Ultimate FAQ    (Mega Drive/Sat/PC)   My Site/GameFAQs
    
    (My Site = www.geocities.com/captainsyrup, GameFAQs = www.gamefaqs.com,
    FBgames = www.fbgames.com, Neoseeker = www.neoseeker.com)
    
    My next FAQ? It's going to be a biggie! I'm going to write a guide for every
    Sonic game in existence. My guide shall be known as "The Ultimate Sonic FAQ".
    Look out for it at my site, and probably GameFAQs, hopefully before Christmas!
    
    Bye-bye!:)^-^
    
    =-----------------------------------------------------------------------------=
    
    Just enough time to squeeze in the legal information again^-^:-
    
    =-----------------------------------------------------------------------------=
    
    =----------------------=
    =Legal Stuff/Disclaimer=
    =----------------------=
    
    "A vague disclaimer is nobody's friend" - Willow Rosenberg:) So true, so true..
    unfortunately, I'm afraid to say that due to certain legal issues, I can't beat
    you to death with a shovel if you plagiarise this document. I may, however, 
    take legal action. See you in court:)
    
    This document is Copyright Captain Syrup 2000. All rights reserved. Use it at 
    your own risk:)
    
    =-----------------------------------------------------------------------------=
    
    =-----------=
    =Webmastas:)=
    =-----------=
    
    There are no restrictions on the placement of this document, as long as it is
    distributed free of charge, and not altered in any way.
    
    =-----------------------------------------------------------------------------=
    
    I really would advise you stop reading at this point...:)
    
    =-----------------------------------------------------------------------------=