Headquarters is the main center of operations, and a branch office of the Sim Protection Agency. Once Agent Walker promotes the player to special agent, he gives them their own headquarters. The building has five floors in total, including the lobby. Each floor, excluding the lobby, can have up to 3 agent recruits, making a total of 12 recruits hired at a time. Recruits on the same level are all part of the same squad that goes on the same dispatch mission together. The same levels can be decorated with decoratives, items, and patterns/colors for walls and floors obtained throughout the game. Each item, except paints, will distribute certain skills to the recruits on the same floor it is placed on, which can help some difficult dispatch missions. The player can talk to recruits while between missions in HQ to see how they're doing, and they will either ask to go on a dispatch mission or give their thoughts on the current case the player is working on. The player also has their own private jet on the Hangar's landing pad to fly to other areas outside of town.
Sims[]
Staff[]
- Player, agent
- Buddy, sketch artist
- Jenny, desk receptionist and secretary
- Roxie Road, scientist
Visitors[]
- Walker, lead agent
- Evelyn Gray, client
Potential Recruits[]
There are 33 potential recruits. (25 humans, 2 elves, 1 lemur, 1 robot, 1 wizard, 1 wonder witch, 1 wolf, and 1 zombie)
- Annie Radd, rock star
- Beebee, bunny princess
- Elmira Clamp, librarian
- Gonk, caveman
- Gordon, bookworm
- Hopper, frog boy
- Leaf, elf rockstar
- Liberty, snake lover
- Lyndsay, explorer
- Madame Zoe, fortune teller
- Master Aran, Sim-Fu sensei
- Magellan, lemur king
- Makoto, robot assistant
- Marlon, wizard
- Mike, senile scientist
- Ms. Nicole Vogue, personal fashion assistant
- Petal, elf guardian of nature
- Pinky, color blue fanatic
- Preston Winthrop Esquire, water bottle company CEO
- Professor Nova, ski lodge owner
- Renée, pig farmer
- Roger, fitness nut
- Rosalyn P. Marshall, government agent
- Sir Vincent Skullfinder, archeologist
- Spencer, online gamer fanatic
- Star, expert ninja
- Travis, cell phone lover
- Trevor Verily, actor, producer, writer, director
- Vic Vector, paranormal government agent
- Violet Nightshade, goth girl
- Wendalyn, wonder witch
- Wolfah, wolf
- Zombie Carl, undead butler
Areas[]
Outside of HQ is a small platform from which Sims can access the train station. For the beginning part of the game, Yuki stalks HQ as a "not so secret" spy. When the player question her, she talks about face biting as a distraction. Yuki later leaves after the player comes back from the Boudreaux Mansion and runs the Muba Shop at The Boardwalk.
The Lobby is the main floor where all operations of the Sim Protection Agency take place. The player can talk to front desk receptionist Jenny to send teams on dispatch missions and receive debriefings after a mission is complete. The player also has an area with a desk, the computer to manage teams on each floor, a phone to call potential recruits, and the Derobenator 9000 to change their clothes. Roxie's computer and science desk are nearby as well, where she analyzes substances and objects the player sends to her.
The Hangar is the top floor of Headquarters. It has a small room with 2 armchairs, 2 sofas, an arcade machine where the player can play all the hacking, Lock picking, and analyzing puzzles they encountered in past cases, as well as Plane Vs. Eye with the recruits, as well as the trophy case, which contains all the trophies collected throughout the game. There is also an outside patio area where the player can add objects and decoratives and the recruits hang out between missions. There is also a landing pad nearby for the private jet, which can be used to travel to the Chalet, Boudreaux Mansion, and Jungle Temple, as well as rewatching the end credits.
The now-defunct official MySims Agents website once previewed the Hangar and its customization options. While similar looking to the hangar in the final game, this version had a smaller grid for object placement.
The Loft is the 2nd floor of Headquarters. It has large windows with a nice view outside, as well as a set of stairs leading down to a small space where decoratives and furniture to be placed and the recruits hang out between missions.
The Patio is the 1st floor of Headquarters, right below the Lobby. It has an indoor hallway with bookshelves and windows with a nice view, leading to the outside patio where decoratives and furniture can be placed and the recruits hang out between missions.
The Basement is a dimly lit room underneath Headquarters. It has a small staircase leading to the main section where furniture and decoratives can be placed and the recruits can hang out between missions.
Objects[]
Objects can be obtained by completing dispatch missions, opening chests around town, or looking inside other objects. Placing objects on the different levels increase the rates for the interest it falls under.
39 objects fall under the Paranormal interest category.
36 objects fall under the Nature interest category.
28 objects fall under the Athletic interest category.
49 objects fall under the Charisma interest category.
48 objects fall under the Smarts interest category.