Hi there! You are currently browsing as a guest. Why not create an account? Then you get less ads, can thank creators, post feedback, keep a list of your favourites, and more!
Lab Assistant
Original Poster
#1 Old 29th Jul 2019 at 5:00 PM Last edited by Eggyslav : 30th Jul 2019 at 6:16 PM.
Default The Castaway Challenge!
Story: Your plane have crashed on one of the Islands in Sulani Archipelago. With only a few resources, and your own wits, you must survive long enough to get to civilization.

Getting started:

Requirements: Base Game (obvs), Outdoor retreat (for some of the supplies), Jungle Adventure (For Creepy Crawlies lot trait, totally optional), Strangeville (for very important plane parts) and Island Living, for location.

The Sim: Create a household with one young adult or adult sim. Your Castaway should have rugged look about him/her. If it's a man give him beard. Give them any traits you wish, but they have to have one of these traits: Slob, Squeamish, Lazy, Mean, Gloomy, Hot-Headed, Clumsy, Glutton.
The Lot: Use one of the empty lots on Sulani. Give it Off the Grid and Creepy Crawlies traits, then put there Old Penelope parts (from Strangeville), and one or more toilet bushes of your choice. Once the sim is here, and you rolled the dice,Set the Household funds to 0 (Or 1000, if you rolled 6, see below).

Roll the dice three times. Each number is a random object you salvaged from the wreckage. You can only have 1 of each items, so roll again if you get the same number you rolled before:
1: a grill
2: a Tent
3: a mini fridge
4: Workbench
5. A stereo
6. 1000 simoleons (add them to the funds.)

Rules: Your Sim cannot leave their lot, or have a job (unless they maxed out fitness and handiness, see below). You also can't go to Buymode, unless prompted by an event. You have to make most of your furniture on woodworking workbench. To win, you have to roll 6 during S.O.S event (Bonfire), or Max out fitness and handiness skill, and get enough money to buy an Outrigger Canoe. Then you must roll 6.

If your sim dies alone, it's game over. If they acquired a companion, you can continue playing the challenge with the companion.

Every day for two weeks you will deal with an event or challenge. Some require skills, some require luck, throw a dice, if rolled number is even, you succeed, if odd, you fail (sometimes ultimately). If during the last day you roll something else than six, or your handiness and fitness skills aren't maxed out, or you don't have money to buy the canoe, you need to go through another two weeks.

Day 1. Roof over your Head: You need a shelter. Salvage (Sell) one of the plane parts (but not the engine), and roll the dice:
Rolled Even: Hey, there is some useful stuff here! From the money you got build yourself one room complete with door and (optional) single bed.
Rolled Odd: Feh, It's all useless garbage! You loose the money earned from selling the part.

Day 2. The Hunger games: You're low on food, better get some. Raise fishing skill 2 levels up. Prize: A campfire. If you already have one, you get +1 to cooking skill.

Day 3. Floatsam Ahoy! A crate with supplies washed up on a beach! roll the dice once, and you get one of the items listed in the getting started section If you already have the item you rolled, sell it, and keep the money.

Day 4: Basic Engineering: You try dabbling in the inner workings of your wrecked plane, to get a better understanding of mechanical skills. Order your sim to watch the engine, then roll the dice:
Rolled Even: You get a workbench. If you already have one, you get +1 to handiness skill. If it's maxed out, sell the engine, keep the money, and remove the Off the Grid lot trait.
Rolled Odd, but other than 1: You clumsy Fool! You botched it! Sell the Engine, and remove the money you gained.
Rolled 1: You touch the wrong cable, and get electrocuted to death. Game Over.

Day 5. A Companion in Misery: A new Sim appeared on the island! Roll the dice:
Rolled 6: The sim is alive and well, and joins your little utopia, with his/her own supplies (determined by 3 dice rolls, just like your original sim)
Rolled Even, but other than 6: Unfortunately He/She didn't make it, but they had some supplies. Roll dice once to get the item.
Rolled Odd: The sim is dead and has no use for you.

Day 6. Getting your sea legs! It's time to get yourself some workout! Just swim in the sea to increase the Fitness skill by 2 points: Reward: If Maxed out, replace your negative trait with Child of the Sea trait

Day 7. S.O.S.! You need to attract passing ships, or planes to get you out of here. BY DANCING! There are two ways:

Bonfire: You buy it, place it on the shore, light it, and dance the fire dance, then roll the dice.
rolled 6: A passing ship takes you back to civilization. Move your household wherever you want. You Win!
Rolled even, but other than 6: A ship sends you some supplies, roll the dice 3 times to get them.
Rolled Odd, but other than 1: The ships ignore you. nothing happens.
Rolled 1: You trip, and fall right into blazing flames. You die from horrible burns. Game Over.

Radio: If you have a stereo, you use it to dance, then roll dice:
Rolled Even: A plane flies by, and drops a supply crate: Roll the dice 3 time to get them.
Rolled Odd: There is a silence in the ether. No one helps you.

Day 8. My loneliness: If by now you don't have a companion, You contemplate about your predicament. Roll the Dice:
Rolled Even: You get to terms with your fate. You are a strong and independent sim. You are now your own company, and you don't need anyone else. You change one of your non-negative traits into Loner.
Rolled Odd: The isolation and harsh conditions finally took toll on your fragile psyche. You start to hear voices in your head. You replace one of your non-negative traits with Erratic trait.

Day 9. Pest Control! You discover a plant that when burned, deters all the nasty creatures plagueing your island! light the campfire, and play with it, then roll dice:
Roll Even: The smoke successfully scared away all the spiders, snakes and bats! You remove the Creepy Crawlies lot trait.
Roll odd, but other than 1: This weed is useless! Nothing Happens.
Roll 1: It took a change of wind for the toxic smoke to envelope you. You inhale the fumes, and drop dead. Game over.

Day 10. Natives! A group of friendly looking natives arrive on your island. Unfortunately, they don't have place for you in their canoe. Also, they don't speak Simlish. You try to communicate with them. Roll the Dice.
Roll Even: Despite the linguistic barrier, you find a mutual understanding with the Natives. They want to trade with you. You get free access to Buymode for every tenth day.
Roll Odd: The natives ignore you, and sail away. You then realize, you've been robbed! Roll the dice once to determine what item was stolen from you, then sell it, and remove the money you earned.

Day 11. Avast! Thar be Pirates! One day, you scouted the island, when you saw a group of shady looking thugs. Pirates! You hide behind some bushes, and observe them. Roll the dice ye landlubber!
Roll even: You quietly watch the corsairs, as they bury a heavy chest on the beach. When they're gone, you dig out the chest. It's full of cash! you get 100.000 simoleons!
Roll odd, but other than 1: You step on a brittle twig, that snaps loudly. You run for your life! The pirates are now alert of your presence, and decide to bury their treasure somewhere else.
Roll 1: A parrot sitting on the shoulder of one pirate decides to perch atop your noggin. While you shoo the bird, you don't notice, untill it's too late, the parrot owner's cutlass on your neck. A while later, you walk the plank, and feed some sharks. Game Over.

Day 12. A Siren's Song: You think you've gone mad from all this sun, but you see a beautiful mermaid waving to you. As you approach her, she challeges you to a singing contest! She gives you all day to prepare though. Raise your singing skill by 2 points to impress her! Prize: The mermaid gives you a map to a sunken treasure. You get 500 simoleons. If maxed out, your singing skill makes the mermaid fall in love with you. She joins the household.

Day 13. A Farewell to the Island: This is almost it. You survived for so long, and built yourself a new home. But you still long for your friends and family back in your hometown. Time to prepare for departure. This is your last chance to max out your Fitness and Handiness skills! Reward: Enter the CAS. If you haven't already, Replace the negative trait with any trait you want, and give your sim better clothes. Men can also shave their beards.

Day 14. Hoist Anchor! The Canoe is built and seaworthy, The course is charted by the stars, the food and water rations are stockpiled, and you're ready to leave this place. Bon Voyage, and Godspeed! Enter the Canoe, and Roll the dice:
Roll 6: You safely arrived in the port of a more civilized region. from there it's straight to home. You will forever remember the island, and your adventures as a castaway. You Win! Move your household anywhere you want.
Roll Even, but other than 6: A rogue wind makes you go off the course. You find yourself on a nearby island, with a trade settlement! You still are stuck on Sulani, but as long as you have the Canoe, you have an unlimited access to Buy mode, And you finally can get a job!
Roll odd, but other than 1: It seems the canoe wasn't as solid as it looked. A huge wave smashed it to pieces, and you barely made it... Back to the island. You loose the Canoe And all of your simoleons.
Roll 1: A monstrous storm broke out. You and your puny boat was no match for the thundering fury of the Ocean, and promptly end up at Davy Jones' Locker. Game Over.
Advertisement
Test Subject
#2 Old 12th Sep 2019 at 2:14 PM
Curious what is supposed to happen on Day 8 if you DO already have a companion (re: Day 5).
Lab Assistant
Original Poster
#3 Old 12th Sep 2019 at 6:37 PM Last edited by Eggyslav : 12th Sep 2019 at 6:50 PM.
You can have as many companions as much you can. And you'll need them to continue the challenge, Granted, since the chance for your sim to die is high...
Test Subject
#4 Old 6th Oct 2019 at 6:52 PM
What a wonderful idea for a challenge! :-) I might be tweaking it a little (since I don't have all these modpacks) but I do love the idea!
Test Subject
#5 Old 10th Nov 2019 at 10:46 PM
If we can't leave the lot, where is food supposed to come from? And how can we raise fishing if we can't leave the lot?

Just started this, looks good so far. Thanks for the ideas!!
Test Subject
#6 Old 10th Nov 2019 at 11:38 PM
This is such a great idea! I know what i'm going to be doing for the next few months haha
Lab Assistant
Original Poster
#7 Old 13th Nov 2019 at 11:08 PM
Quote: Originally posted by princesslilian
If we can't leave the lot, where is food supposed to come from? And how can we raise fishing if we can't leave the lot?

Just started this, looks good so far. Thanks for the ideas!!


From the nearest fishing spot. alternatively there's a mod that unlocks fishing ponds.
Lab Assistant
#8 Old 15th Nov 2019 at 11:08 AM
Just started this challenge today and loving it so far. Charlotte (my sim) has made it to day two and things haven't gone her way so far.
On day one she botched salvaging part of the plane so she has no shelter yet and it hasn't stopped raining.
Lab Assistant
#9 Old 15th Nov 2019 at 2:27 PM Last edited by cevanna : 15th Nov 2019 at 4:34 PM. Reason: Added some pics
Update on my castaway Charlotte:

Day one: Her plane crashed on an island. With only the clothes on her back, 1000 simoleons and a mini fridge she is left to face the world. First task was trying to salvage one of the plane wings in hopes of making a shelter. She failed.
Day two: Charlotte knew in order to survive she needed to get better at fishing, which she did. To celebrate she built herself a campfire and ate roasted fish. The campfire then promptly set fire to some nearby wreakage. Luckily the rain put it out.
Day three: Charlotte moved her campfire away from anything else and found some cash while fishing.
Day four: She fairly slightly better today and was able to tinker with the engine enough to make a workbench.
Day five: Could that be another survivor!? Charlotte hurried over to the figure on the beach...but unfortunately they were dead.
Day six: Devastated by the sight yesterday she spent most of the day swimming.
Day seven: Charlotte knew she had to get of this island. Lighting a bonfire she desperately tried to signal a passing boat or plane. But she had no luck.
Day eight: Charlotte had grown used to the isolation but vowed to try to be rescued again soon.
Day nine: Charlotte happened upon a combo of leave that if burnt Mae the creepy crawlies stay away.
Day ten: She met some passing fishermen. They didn't speak Simlish but Charlotte thought they were nice. Until she realised they had robbed her of what little money she had!

Things aren't looking like she'll escape on day fourteen.
Screenshots
Back to top