The Partners (PC) Full Strategy Guide Document written by PyroFalkon (pyrofalkon@hotmail.com) Current version: 1.0a Latest update: 31 May 2003 +---------------+ |+-------------+| ||LATEST UPDATE|| |+-------------+| +---------------+ v1.0a (31 May 2003) This guide is now available on my website. Follow the URL at the bottom to check it out! +-------------------+ |+-----------------+| ||TABLE OF CONTENTS|| |+-----------------+| +-------------------+ PART 1: THE BASICS ================== 1. Intro 2. The GUI a. The Five Main Buttons b. The Smaller Buttons 3. Lawyers a. Understanding Their Needs b. Understanding Their Traits c. Understanding Their Relationships d. Interacting 4. Buy Mode 5. Cases 6. Free Play Setup PART 2: CAMPAIGN WALKTHROUGHS ============================= 7. Campaign 1: Sea, Tex, & Sun a. Central Mission 1: The Infernal Webcam b. Mission 1-2: False Diplomas c. Mission 1-3: Three's a Crowd d. Mission 1-4: Money Isn't Everything e. Mission 1-5: Mickey's Journal f. Mission 1-6: Romantic Victoria g. Mission 1-7: Go, Eva! 8. Campaign 2: Gordon & Gordon a. Central Mission 2: Don't Cheat on Me b. Mission 2-2: Thank You For the Music c. Mission 2-3: A Model Marriage d. Mission 2-4: Lawfirm of the Year e. Mission 2-5: Ready, Set, Flirt f. Mission 2-6: A Lesson in Paternity g. Mission 2-7: Cruise and Amuse 9. Campaign 3: Adios & Goodnight a. Central Mission 3: Beauty and Beast b. Mission 3-2: New Kid in Town c. Mission 3-3: Let's Rock! d. Mission 3-4: J.R. Express e. Mission 3-5: J.R. Strike Back! f. Mission 3-6: You Shall Go to the Ball g. Mission 3-7: The Taming of J.R. PART 3: FAQ STUFF ================= 10. Contributors 11. Version History 12. Copyright Info 13. Contact Info ====================================================== | PART 1: THE BASICS | ====================================================== +----------+ |+--------+| ||1. INTRO|| |+--------+| +----------+ The Partners looks, feels, and plays like The Sims, just with a storyline. Naturally, it's right up my alley; if you don't know why, you may want to consult with my four FAQs on The Sims. ^_^ The Partners is an interactive soap opera at heart, with some levels of customization--not nearly to the extent of The Sims, but hey, what is? This guide will walk you through the basics of running a successful law firm, plus it will give you strategies through the campaign missions. By the time you're done with this guide, you'll wish that The Sims had this much storyline potential... or that The Partners had a lot more customization. Or both. +------------+ |+----------+| ||2. THE GUI|| |+----------+| +------------+ Before we get into the workings of your swindlers, we need to answer the eternal question, "What do these buttons do?" Head into the tutorial or a campaign mission, and I'll explain what everything does. +-------------------------+ |2a. The Five Main Buttons| +-------------------------+ The first button of the main group of five, the one with the computer, is the options menu. "Options menu" is a pretty generous term for what it offers... you can quit the game, load an old save, save a new save, or see the credits. There's nowhere in the game to affect sound volume, video settings, or anything else like that. The second button, the one with the targeting reticle, shows your mission objectives. You can click the I button beside the objective name to get the full detailed description. Of course, this button is defunct in Free Play mode. The third button, the one with the trio of people, allows you to view your lawyers. The three tabs there let you see the selected lawyer's moods, traits, relationships, and bio in that order. I'll deal with all that more in a mintue. The fourth button, the one with the scales, lists the lawsuits your team is currently dealing with. You can have up to five lawsuits going at once. You can assign or remove secondary lawyers here, although the primary lawyer is locked forever. The fifth button, the one with the stack of bills, takes you into Buy Mode. I'll go into more detail about that too later. +-----------------------+ |2b. The Smaller Buttons| +-----------------------+ Across the bottom of the interface is a pause button, a play button, a double play button, and a triple play button. At normal speed (single play button), one game hour passes in roughly five real seconds. At double speed (triple play button), one game hour passes in about two seconds. Note that if you ever pause the game, clicking ANY of the main five will unpause the game automatically, which is nine times out of ten completely unwanted. Above the speed selection is the current date in British form and the time in 24-hour form. Above that to the left are four buttons used to rotate and zoom the camera. The tiny button to the right of that takes a screenshot of the game. The bigger button to the right of the screenshot button opens the surveillance camera, which allows you to track one specific character or all of them in a separate window. +------------+ |+----------+| ||3. LAWYERS|| |+----------+| +------------+ Wanna know why lawyers don't eat sharks at seafood places? They don't want to resort to cannibalism. Ah, not funny? What do you want from a free FAQ? Anyway, you need to read this section, ESPECIALLY if you're a player of The Sims. There's more than enough differences between the two games that you need to know what your lawyers are made of, and what they can and can't do. After all, knowledge is power, and you succeed best when you know what's coming. +-----------------------------+ |3a. Understanding Their Needs| +-----------------------------+ By clicking the View Lawyers button (the third one in the main group of five), you can see everything you need to know about your working men and women. By clicking a thumbnail, you select that lawyer. Click the same thumbnail a second time will de-select that lawyer. Beside said thumbnail is a bar; the more full it is, the more the lawyer needs help to be happy. In other words, empty is good. When you do select a lawyer, you'll see his nine needs in a pane on the right. The longer the bar, the more that lawyer is in need of that particular thing. I'll explain them all here... FRIENDSHIP is the big yellow smiley face. You can fix this by having the lawyer talk to other lawyers or call friends on phones. LOVE is the red right-side-up heart. Reading romance novels, listening to romantic songs, or declaring love for other lawyers will help this out. RELAXATION is shown beside the triple Z's. Fix this one by telling your guys to sit or lay down on a couch. SUCCESS is at the top middle, shown by a dollar sign. You can improve this by reading law books or working on cases, including calling clients or photocopying documents. DOMINATION is shown with the gripping hands, and I'm not talking about the fun S&M type. Fix this by letting your people get their aggressions out on punching balls or each other. SPORTS is shown with a basketball. Your people can play sports, exercise, or fax sports results to fix it. LUST is indicated with an upside-down pink heart. Sexy actions such as groping boobs will work, as will reading erotic novels and magazines. BEAUTY is indicated with a mirror. Help them out by telling them to apply makeup (for women) or shave (for men) at wash basins. CULTURE is the last need, shown with a book. This can be seriously helped out by reading cheap art magazines. +------------------------------+ |3b. Understanding Their Traits| +------------------------------+ The second tab of the View Lawyers pane lets you see your lawyers' personalities. The currently selected lawyer's personality appears in the upper half of the new pane. The lower half of the pane allows you to select another lawyer simply for comparison's sake. The bar to the right of everything shows how compatible the two lawyers are; the more compatible they are, the easier you can boost their relationship. The nine traits parallel the nine needs, so I won't bother explaining them. I will say that the more powerful a trait is, the faster its need fills. For example, if the lust trait is maxed out, that lawyer will need plenty of dirty mags and groping opportunities to be happy. You can temporarily affect character traits. Once a need is fulfilled, if you force the lawyer to repeat the action, his personality will get altered. For example, if you have a lawyer who finishes his love need, and you force him to listen to more romantic songs, you'll add to his romance trait. You can't bring a trait down, but after enough time, the traits will slowly reset back to their original settings (so eventually my example lawyer would become normal again). +-------------------------------------+ |3c. Understanding Their Relationships| +-------------------------------------+ The lawyers will have relationships with each other... of course, those relationships can be made in Heaven, Hell, or anywhere in between. There are eight levels of relationships. JEALOUSY is the worst relationship, and only affects same-sex lawyers. This only occurs when one lawyer watches someone he loves flirt with someone else; the jealousy will occur against whoever his lover flirted with. HATE is the second-worst. This is where you can have all the fun social interactions such as "Attack Physically" and "Punch." DISLIKE is a notch better than Hate. You can do most of the violent interactions here. DISTANT is a little better. You can do some of the violent actions, but you can also do "Apologize" to get things peachy again. NEUTRAL is where everyone starts off with each other, with a few exceptions in the various campaigns. Things can easily go either way here. FRIEND is just that. The highest number of social interactions become available here. CLOSE is the highest same-sex lawyers can get to. Romantic options become available for different-sex lawyers. FLIRT is the highest different-sex lawyers can achieve. The most fun romantic actions become available, such as "Grab Boobs" (or something similar ^_^). On the relationship pane, you can see how close two lawyers are to going up or down a level. The bar moves nearer toward the devil or angel depending on how things are going. To get the relationship up more, actions must pass. To get the relationship down, either violent actions have to happen or other actions fail. +---------------+ |3d. Interacting| +---------------+ You'd learn this if you took the tutorial, which I SERIOUSLY recommend you run, but if you don't... The basic way to go through life is to have your lawyers interact with things and each other (and each other's things). To do that, click a lawyer to select him, and a green circle will appear around his feet. Right-click an area of the ground to send him there, or right-click and object or lawyer (including himself) to bring up a list of available actions. In that list, you'll see the name of the action, and one to three symbols that say what the action will help. For example, the art magazine has three book symbols beside it. That means it will severely affect the culture need, far more so than having your lawyer view a painting. In addition, when you interact with another lawyer, they may be a plus or minus sign, and possibly a pair of arrows. Arrows indicate that the relationship meter (the devil and angel thing) will jump one way or the other by issuing that command. It doesn't appear all the time; for example, two lawyers who are close won't be affected either way by simply talking. The plus and minus signs indicate that the relationship will hop a bit in that direction should the action pass. +-------------+ |+-----------+| ||4. BUY MODE|| |+-----------+| +-------------+ The Buy Mode in The Partners is a lot less full than The Sims, but it has some decent depth. There are three categories, two of which seem pointless. Let's start with the easy one. The third tab lets you buy new rooms. When you hover your mouse over a room, you'll see where it will go in comparison to the rest of the building. You can only make rooms next to halls or other rooms so you'll actually be able to access them. By buying enough rooms, you'll be able to make MORE rooms because you'll have more connecting points. All furniture is under the furniture tab, naturally. However, things I consider objects may be under the objects tab OR the furniture tab. Poke around to see where everything is. When you buy an item, you can right-click to rotate it. Most items are free standing, though some have to be placed on tables, and others have to be placed against walls. On the left side of the pane, you can see how much a selected item will cost, and what needs it will improve (although it won't say to what degree the needs get improved). To sell an item, click it when it's not in use, then click the trashcan in the top-left corner of the Buy Mode pane. +----------+ |+--------+| ||5. CASES|| |+--------+| +----------+ I'll quickly touch on cases because they're pretty self-explanatory. Occasionally you'll get a letter arrive and will hover at the top of the screen. Left-click it to view a description of the case, its difficulty, its cost that you'll receive if you win it, and the base chance that you'll win it. Also, there will be a box marked "obligatory." If it is checked, you HAVE to accept the case. That's only a factor in the campaigns. Once you view the case, you can select a lawyer to act as the primary lawyer. Choose carefully, because once you select one, he or she is locked into that case. The lawyer can act as the primary (or secondary) for another case at the same time, but cannot be removed as the primary from that case. Cases are won based on two criteria: the lawyers' preparation, and primary lawyer's mood on the day of the trial. Every case starts with a base percentage for success. As the primary and secondary lawyers assigned to it prepare for the case (by interacting with a desk or computer and choosing "Work on Cases"), the percentage will rise. There is a decay, so you can't accept a case and just sit on it, expecting to win by doing nothing. Multiple lawyers contribute to the preparation. By the same token, lawyers will work on all his cases at the same rate. Therefore, it's not as good to have one lawyer dealing will all five lawsuits at once. One lawyer can easily handle up to two solo, or three if he's got secondary lawyers on all three cases. On the day before the trial, try to get the needs of the primary lawyer as low as possible. If you still need to prepare more for it, tell your secondary lawyers to do all the work. After the trial, you'll get an envelope with a gold tassel. Clicking it will show you how the seven jurors voted, and if you won the majority, you get the money that was promised you. Prestige will rise and fall depending on the difficulty of the lawsuit. +--------------------+ |+------------------+| ||6. FREE PLAY SETUP|| |+------------------+| +--------------------+ If you want to practice the game, or if you've already beaten the walkthroughs, you can make your own stories by playing Free Play Mode. You can create lawyers, their personalities, and their relationships. You can type in your starting capital and firm decor, and many other variables. The only limitation is that lawyers do not leave or come during the firm's career. ====================================================== | PART 2: CAMPAIGN WALKTHROUGHS | ====================================================== +--------------------------------+ |+------------------------------+| ||7. CAMPAIGN 1: SEA, TEX, & SUN|| |+------------------------------+| +--------------------------------+ Sea, Tex, and Sun is a newly established law firm. It's at the top floor of a commercial buildings that's in the heart of downtown (I've played so much of The Sims that I nearly capitalized that). The star is Eva Tex, and, if you played through the tutorial, you helped her buy a sofa, and you figured out the general controls and such. +------------------------------------------+ |7a. Central Mission 1: The Infernal Webcam| +------------------------------------------+ Eva Tex's uncle, Sammy, was the owner of a chocolate rabbit business. He's snuffed it, so he's left his business to Eva. However, a stipulation in the will states that she can't flirt with anyone until past Easter, because he was afraid that her boyfriend would convince her to sell the business. A webcam was installed to make sure Eva stays clean, and a guy pops up now and then to make sure it's working. This is what I'll call the Central Mission. The Central Mission is basically the overall challenge you have to deal with as you complete the other objectives, which come later on an irregular basis. Basically, right now all you have to do is keep the webcam in mind; don't let its presence deter you from your work. Start the mission, and you'll see one desk in a separate room. Eva and Benny Sea are near each other. The office is empty otherwise, so I'd suggest you buy a few essentials, like a sofa and a couple more desks. After a little while, you'll get your first case. Since your team has nothing better to do, accept it. Put Eva as the primary lawyer, and then immediately after, click the lawsuit list. Add Sea to it to help her out. +-------------------------------+ |7b. Mission 1-2: False Diplomas| +-------------------------------+ A little later, your third lawyer, Hunter Sun, will pop up after a vacation. At the same time, you'll get an alert that cops are going to search your practice. Apparently there are reports of lawyers who have false degrees. Can't have any fraud going on, can we? It seems that your newcomer, Sun, may not be so... eh, legitamite. He'll need to win two cases to prove that's he's got what it takes to swindle money. Assign Sun to the case that Eva and Sea are already on. After a few more days, a new letter will arrive. This gives you another case, one that you can't refuse. Sun needs the experience, so assign him as the primary lawyer, then take him off the first case. Let him work that second one by himself for now. Not too much longer, the first case will resolve itself. If you took my advice and had Eva AND Sea working it, you were sure to succeed. Assign both lawyers to the second case to assist Sun. Sun, by this time, is probably suffering from lack of sex; he's a horny little bastard, isn't he? Head to Buy Mode and buy him a dirty magazine so he can... er, entertain himself for awhile and get back on the job. Speaking of distractions, Sea and Eva are both probably a little bored by now, too. Sea hates missing the latest episode of SportsCenter, so buy him a fax machine so he can fax the sports reports back and forth to his out-of-office friends. The fax machine will help later anyway, and it's cheap, so you should buy it early. He'll also need something to satisfy his need to be loved (or some junk), so treat him to a PDA. Eva has simple needs; she's not too picky. Still, fix what's wrong with her, even if that means buying a few new objects. Don't forget to keep them working on the case if their needs are satisfied, though. You'll soon get your third case, this one also required. Again, Sun needs experience (not to mention he needs something to do aside from expelling body fluids on the latest issue of Playboy), so let him be the primary lawyer. Assign the other two to the case as well. Don't worry, they won't get overworked. Before long, yet another case will come your way, though it's voluntary. You've only got six days to deal with it. Eva herself will be able to handle it solo for now, so I say go for it. Shortly thereafter, one of your cases will resolve, and Sun will be halfway to his goal. Another case will come up, a hard one with a 3-day time limit. Eva probably has the least problems at the moment, so assign her to it as the primary. Meanwhile, let Sun assist one of her two solo cases, and let Sea assist her on the other. Moments later, the second case that Sun was in charge of will resolve itself, and you'll pass that goal. +--------------------------------+ |7c. Mission 1-3: Three's a Crowd| +--------------------------------+ When guys are being stupid (I know, all the ladies out there are now saying "What, you mean all the time?"), and they see a woman who is angry or moody, guys think, "You know what SHE needs, right?," referring to sex of course. Well, Sun and Sea seem to agree that Eva is a whore of a boss, so they decide she needs a good poke to calm her down... well, maybe they're not that extreme yet. Actually, they plot that one of them must flirt with her to at least get her to rational levels. The problem, of course, is that she can't flirt in front of the webcam in the office, but they don't know that. What hilarity! Cases will start coming in pretty quick, but remember that the goal is to get Eva to be all flirty. What I recommend is that you pick either Sun or Sea to deal with ALL the cases, then have the other one try to get inside Eva's head (or bra, whichever way you want to look at it). If you left them all to their own devices a lot thusfar, Eva's probably ticked off at both of them, so you'll need to keep Eva and her male target off cases to concentrate on their relationship. The first thing you should do is head into Buy Mode and click the Rooms tab. You've probably got more than enough to buy an extension (assuming you didn't go nuts buying objects and furniture), so extend away. Make this new room the playground: put a stereo, a pool table, and other fun things in it. Unlike The Sims, though, the fun activities are not usually group activities. So, you've got to find something for both Eva and your target to do together. If you went through the tutorial, you'll know that they can have several options on a couch. So, buy a couch for the new room as well. Again, though, if you left them to their own devices before, they won't like each other, and they won't be in any mood to get all flirty yet. However, as long as all the objects are in place now, that will save time later down the road. Continue to have them talk or gossip with each other; anything to get that relationship bar up. After some time, all cases will cease. This is the perfect opportunity to get the relationship going. One thing the game and manual hint at is that the closer two people are in personalities, the easier it is to get them happy. We need to take advantage of that now. First select Eva, then click her Character Traits tab. Beside the box below her picture, hit the left or right arrow to find your male target. The compatibility is listed to the right; if the bar is green and above the line, they are compatible. If one of them has a piece of personality that doesn't match the other, you can affect it. To boost a trait, you select to do an action that relates to the trait even after that need has been filled. Was that a bit much? Here's an example. Let's say that Eva's domination trait is maxed out, and her target, Benny Sea, has zero for a domination trait. You can easily get Sea's domination trait to max by having him yell repeatedly, even after his domination need bar is empty. Eventually (and yes, it will take some time and patience), the command Lick Boots will pass; you can see that it will by the green plus sign next to the word. Start licking boots left and right, and soon their relationship will improve a level. After that, all sorts of options will pop up, most (or all) of which will have green plusses. Just remember to keep it clean for the camera. Once Eva and her male target have a relationship deemed "Close," you can start the flirting. It's easy to avoid flirting before the webcam; just head to that second room you created. Pick the male target, click the couch, and select "Smooch," with Eva as the target. Once they're done making out, select the male target (it HAS to be him, NOT Eva), then give the "Declare Love" interaction with Eva. Booya, that's another mission down! +---------------------------------------+ |7d. Mission 1-4: Money Isn't Everything| +---------------------------------------+ A fourth lawyer, Helen Blanc, has now entered the scene. She's the ex-wife of Benny Sea, who owes her a lot of money. Sea won't pay up, so she has to look for other ways to get the benja-sims... er, benjamins. She decided to sign up everybody for a race, so everyone has to be in top physical form. All right, there's a minor challenge here, and it has nothing to do with this sub-mission. Because you can't turn off the characters' free will, there's always a chance that Eva will stupidly flirt with whoever in front of that webcam. All you have to do is monitor Eva and make sure she stays innocent at all times, and you'll be fine. Okay, onto the mission. This is really easy. Anytime a lawyer is not working on a case, have him or her using the sports equipment you bought for the second room. Don't neglect work, of course, but keep them exercising whenever you can. You need only get all four lawyers into the yellow bars for the sporty trait to pass the mission. +---------------------------------+ |7e. Mission 1-5: Mickey's Journal| +---------------------------------+ This mission brings in a fifth lawyer, Mickey Lucas. He reads a magazine for gamers, and that magazine is undergoing some legal troubles at the moment. The magazine will sign on your team of lawyers if the team fits the description of what the magazine wants... that is, the magazine wants relaxed and cultured lawyers. This is essentially the same mission as 1-4, but with two notable differences: there are TWO traits that need to be high for everyone, and you've got a fifth body to deal with. It's not that much harder, though. First, I recommend you just pass on all cases that come your way. It's probable that you have more than enough money to get by right now. Buy another couch or two, and have two or three of your team lie down on it repeatedly. That will help bring the relaxation trait through the roof. Meanwhile, have the other lawyers read art books from the bookshelves repeatedly to get culture up. Once all five are maxed at what they're doing, have them all switch. You'll pass this mission in no time. +----------------------------------+ |7f. Mission 1-6: Romantic Victoria| +----------------------------------+ As if five lawyers aren't enough, you now get a sixth to deal with: Victoria Illustria. She's as hot as the sun, and all three of the men want her. They make a pact that whoever is the closest to her can escort her to a retreat in Hawaii. This, of course, isn't going to help the lawfirm get along, so the one who should be closest to Victory is a woman. The choice is up to you between Eva and Helen, although I suggest Eva so she doesn't accidentally flirt in front of the webcam. In mission 1-3, Eva's goal was to flirt with either Sea or Sun. I recommended that you focus all their energies into the relationship and damn the cases. You should incorporate a similar strategy here. If Eva is spending all her time being friendly with Victoria, then the latter will be too busy to deal with the guys. In addition, assign all three guys to any case that comes to the firm, and keep them working on them. Let Helen do her own thing. If Eva is assigned to a case when this sub-mission starts, let her finish it. Either way, get her talking to Victoria as soon as you can. Alter Eva's or Victoria's personalities as needed to make them compatible, then isolate them to a different room and chatter away. If you're persistent, and keep the guys the heck away, you'll pass the mission before you can say "lesbians." +-------------------------+ |7g. Mission 1-7: Go, Eva!| +-------------------------+ Lawyers are like fungus: they keep popping up in places that they're unwanted. You now get a seventh lawyer, this one a big-breasted brunette by the name of Tiffany. She loves Mickey, but so does Eva! Eva wants to date Mickey, but of course the webcam is in the way. She would have the patience to wait until after Easter, but Tiffany plans on making her move on the nerd before then. Eva has to flirt now, but of course away from the webcam. Of course, it's not THAT easy. Eva must also avoid flirting with Sun and Sea as well. (Love triangles are bad enough, so we want to avoid love squares and love pentagons.) If you focused on either Sun or Sea in mission 1-3, then the objective to avoid flirting with the other is complete. For example, if you had Eva flirt with Sea only, then the objective where she has to avoid flirting with Sun now is already done. You've got lawyers popping out of the woodwork, so this should be easy. Set up at least five desks if you don't have them already, and try to shove them all into the room with the webcam. Share out the cases, but don't let Mickey or Eva have any. Instead, give as many as you can to Tiffany and whichever guy you used to pass mission 1-3. Let Helen, Victoria, and the other guy be the support lawyers. You'll probably have a lag in cases early on, but don't fret. Just leave the other five up to their own devices, so long as they don't head toward Mickey or Eva. Isolate Eva and Mickey in a separate room as you did with Victoria in the last mission. Alter personalities as always, and then go to town. If anyone, especially Tiffany, heads toward that isolated room, send them back to their desk with a simple "Work on Cases" command. Keep up Eva's advances, and the relationship between her and Mickey will be "flirt" with ease. Once the relationship is established, remove whichever male you beat 1-3 with from any case he may be working on. Replace him with Tiffany, Victoria, Helen, or the other male. You need to keep Mickey, Eva, and the 1-3 male separate still. Keep Mickey busy with his own thing, then have Eva piss off the 1-3 male any way she can. As soon as their relationship drops one level, the mission will pass. Not only that, the whole campaign will be complete! Congratulations! +--------------------------------+ |+------------------------------+| ||8. CAMPAIGN 2: GORDON & GORDON|| |+------------------------------+| +--------------------------------+ Alan and Isabella Gordon are a married couple who founded the firm. Alan is a ladies' man despite wearing a wedding ring, and Isabella ain't too pleased about that. Will husband and wife maintain the sacred bond of marriage, or will one of them get out of the death trap? +----------------------------------------+ |8a. Central Mission 2: Don't Cheat on Me| +----------------------------------------+ Isabella was in the office the other day and found an intern in the arms of Alan (that sounds like a setup for about a couple hundred pornos out there). Isabella fired the intern and yelled at Alan, threatening him that one more incident like that will spell divorce. The lawfirm of Gordon & Gordon cannot function without two Gordons, so a divorce would spell the end of the firm, not just Alan's bank account. He vowed to remain clean and innocent. However, sticking with our theme of porn, the firm hired Jessica Woods, a leggy and busty chick who knows how hot men perceive her to be. My question is, if the Gordon couple own the bloody lawfirm, and they KNOW of Alan's eye for curves, why the hell do they keep hiring women? Sigh. I guess there wouldn't be enough chaos in the world that way. This is really easy to pull off. First of all, Isabella is so mad at Alan that she's taken a vacation to think about the firm and marriage, so she won't even be there for awhile. To ensure that you succeed even after she comes back, just don't bother telling Alan to flirt with anyone until the end of the campaign. Keep him busy, and there won't be a problem. Don't worry about Jessica, because someone will arrive shortly to deal with her. Open the mission by buying four desks and throwing them in a room. In a separate room, put down a few essentials, like a bookcase and couch. You don't have much money, but hey, you didn't start with much in the first campaign either. When the first case comes, assign Alan to it with George as his backup. Let Jessica deal with herself in the other room for now. +----------------------------------------+ |8b. Mission 2-2: Thank You For the Music| +----------------------------------------+ Antonio Leary was just hired to the firm. He's a snappy dresser and is about as cool as a lawyer can be. He isn't around more than two seconds before he's needed, though. His brother, Ross, was just released from prison and accused of stealing music. Ross is asking for the firm's help to defend him. Ross appears in the lawfirm itself, but not as a lawyer. He's horny and a big-time flirt, so you know he won't fit in around upper-class lawyers. Still, his case means more money for the firm's coffers, so everyone tries to get along in the name of greed. Within moments of accepting the mission, Ross's case will come up. Antonio will be forced to be the primary lawyer, but that's fine. Have Jessica as his backup, and that will keep all four lawyers occupied and out of Ross's way (not to mention the fact that everyone will be operating on 100% efficiency. By the time the first case finishes, Alan and George probably have horrible needs. Use the money you earned from the case to invest in a bookshelf and a couple of couches, and let them get their moods up. Don't worry about having them assist Jessica and Antonio; the latter two don't need the help. Before Antonio's case is finished, you'll get another one, but it's voluntary. Considering the fact that you need the money, I'd take it. Besides, by the time you get it, Alan and George should be much better off. Give Alan the lead, let George support him, and go for it. As soon as you accept it, get Antonio and Jessica to lay down on couches; they're dead-tired after all the work, and they need a rest. Once they're a little better off, put them right back on their desks to get back to work. There will be time to deal with their other needs in a moment. Once Ross's case resolves, start getting Jessica's and Antonio's moods improved. The best way to do that is have them talk and flirt with each other. At the very least, that helps kill the risk that Alan will flirt, thus failing the central mission. Not too long after that, you'll get a new, obligatory case. It seems the real culprit for the music theft has been caught, so it's up to Gordon & Gordon to prosecute and help out Ross. Antonio again is forced to be the primary, but you've got a little time, so get his mood up first before working on it. Ditto for Jessica; once she's happy, have her support Antonio. Alan and George's case will resolve itself a day before Antonio's. Once they're free, let them deal with their moods. Again, leave Antonio and Jessica to deal with their case by themselves. Pull Antonio off the desk on that last day and improve his mood to give him an even better chance of winning the case for his brother. Upon that very win, you'll pass the mission. +---------------------------------+ |8c. Mission 2-3: A Model Marriage| +---------------------------------+ Isabella comes back from her vacation and brings with her a nifty opportunity. A TV company wants to film what a well-running lawfirm looks like. In addition, the best lawyer of that firm will be given a chance to dine with a TV executive, and may get to transfer to a film-related career. Alan doesn't like Antonio, so he decides that Antonio should be the one to be best one, just so they can get rid of him. Okay, this mission is fairly easy. The first requirement is to get Anotion at least neutral with everyone else in the lawfirm. If you took my advice and had him flirt with Jessica, that already means he's at least neutral to two people (Jessica and the newcomer, Isabella). If he's not neutral to anyone, it's Alan, so get their relationship to the neutral status as soon as possible. After that, you need to get Antonio's beauty trait all the way up. Just buy a washbasin in Buy Mode and have him shave until he slices his chin off, and you'll pass the mission with ease. Antonio does NOT get taken off the roster despite a farewell message. +------------------------------------+ |8d. Mission 2-4: Lawfirm of the Year| +------------------------------------+ According to the mission briefing, Alan is tired of Isabella's untrusting attitude and Jessica's attempts to unzip his pants. In reality, I've kept them so busy that they haven't had time to do anything. Either way, Gordon & Gordon are up for Lawfirm of the Year, but they have to show that they deserve it. All you have to do is manage to avoid having any violent action for 14 days, but that's a bit harder than it sounds. Just keep your lawyers busy with cases or their own moods to pass this one. If things get out of hand and you need a break, just tell them to do non-violent actions with each other. Because Antonio is still around, he can keep Jessica busy. Alan and Isabella can keep each other busy as well, letting George alone to do his own thing. Try to balance any cases that come your way. Alan seems like the best lawyer of the bunch, so give him the first case, and give Isabella the second. Just let them all take their own case by themselves, so no one gets in anyone else's hair. Save the game every few days. That way, in case they decide that it's a brilliant idea to do a violent action, you won't lose too much work. +----------------------------------+ |8e. Mission 2-5: Ready, Set, Flirt| +----------------------------------+ A new lawyer, Susan, gets along real well with Jessica. They get along so well, in fact, that they want to have a threesome (with a guy, perverts). You simply have to get Jessica and Susan to be at Flirt status with the same guy. This is also ridiculously easy. If you had Jessica and Antonio flirting back in 2-2, then you're already halfway to your goal. If you didn't do that, then make sure you do NOT pick Alan as your target. Antonio thinks he's a ladies' man anyway, and he really is the easiest to deal with for this mission. Use the isolate strategy again: Put Antonio and Susan in a different room, let 'em get frisky with each other, and have the other four deal with all the cases. If Jessica needs to flirt too, have her and Susan switch positions once Susan hits the flirt status. +--------------------------------------+ |8f. Mission 2-6: A Lesson in Paternity| +--------------------------------------+ A new lawyer has arrived by the name of John Fitzgerald. Jessica's biological clock is going off, and she's looking for someone to knock her up. Why she chose the rookie, I don't know. The requirements for this mission is simpler than the last: Get Jessica to flirt status with John, but avoid doing the same for Susan. Run it like you have any other flirt mission... isolate Jessica and John, give cases to the other five, and get that relationship up and running. +---------------------------------+ |8g. Mission 2-7: Cruise and Amuse| +---------------------------------+ With all this flirting going on in the office, Alan and Isabella decide to give their relationship another chance. They plan on going to Venice on a cruise ship to reconcile their differences. The problem is that while they're away, they need someone to be in charge of the firm. George is the most senior member apart from the two Gordons, but I'm sure you notice that he randomly drinks the hard stuff when he gets bored, so the Gordons aren't too keen on leaving him in charge. George is ready to prove that he can kick the bottle so he can run the show for awhile. The challenge here is two-fold: he has to avoid drinking, and he has to get laid. This is so ridiculously easy. By this time, you have all the money you'll need. The mission will end the moment he hits flirt status because as long as he doesn't drink until then, you'll pass the second objective. So, select George, figure out which chick he's closest to, then use the isolate strategy. Get him and the chick to just do actions to each other, and George will be too busy to drink. The moment he hits the flirt status, you'll pass the mission AND the campaign! +----------------------------------+ |+--------------------------------+| ||9. CAMPAIGN 3: ADIOS & GOODNIGHT|| |+--------------------------------+| +----------------------------------+ J.R. Goodnight is the dictatorial leader of this firm, which includes his son Bobby, and his business partner, Angelina Adios. J.R.'s wife is dead, which probably explains why he has such a large rod shoved up his... eh, briefcase. Angelina, Bobby, and everyone else in the lawfirm would love to off J.R. and have a firm free of tyrany, or something. And no, I'm not going to make any comment on the pun of the lawfirm. I'm not that desperate for jokes, no matter how much Monte Cristo Games is. +---------------------------------------+ |9a. Central Mission 3: Beauty and Beast| +---------------------------------------+ Now, we've got a challenge! J.R. is going to retire before the end of the year, and he's going to name his son as the successor to the firm. In the meantime, J.R. is going to tick off everyone in the process. First up, you have a requirement that you haven't yet had experience in. You have to raise and maintain the lawfirm's prestige to at least 20. It's easy enough; just take every case and make sure you win them. You've had plenty of practice balancing everything to this point, so it shouldn't be any harder to deal with cases as normal. Second, Bobby and another lawyer, Wendy, have an affair going on that they're keeping a secret from J.R. They need to avoid flirting in front of him, or he'll come down harder on them and force them to break up. So you're probably saying, just let their relationship suffer, right? Wrong, Chester. The third requirement is that Bobby and Wendy must have their relationship AT LEAST to the "Close" level throughout the campaign. Uhg. Start the mission by buying the central hallway and another room or two. Buy enough desks for everyone, but keep in mind that J.R. has a private office that cannot be changed. He can just spend most of his time in here to keep him out of everyone else's way, thus reducing the chance that he'll catch Bobby and Wendy making out. Also, if you put a Posh Sofa in his private office (it will JUST fit between the radiator and the wall), J.R. will have everything he needs to keep him happy. +--------------------------------+ |9b. Mission 3-2: New Kid in Town| +--------------------------------+ Isaac is a new lawyer that J.R. is ready to make miserable. To prove his worth, Isaac must win his case and be at least neutral to J.R. This is easier than it sounds. Isaac starts off being neutral to J.R., so that's taken care of. What you have to do is avoid making the relationship worse. To do that, just make sure that Isaac and J.R. stay far away from each other. Let J.R. backup Isaac once the case comes, then have J.R. work in his private office. Let Isaac worry about his own case only. There will be other cases that come and go, but have them balanced between the other four members. I found success by having each lawyer working on only one case at a time, although I did a lot of switching around as needed. Don't forget about anyone's moods, of course, and you shouldn't have a problem. +----------------------------+ |9c. Mission 3-3: Let's Rock!| +----------------------------+ A client of high magnitude, a hard rock musician named Rocky, is looking for a personal lawyer. To put his son to the test, J.R. volunteers Bobby to be that personal lawyer. However, Rocky wants someone who's super tough, so Bobby needs to have a high domineering trait. Angelina is worried that Bobby is going to turn as dictatorial as his father, and she would not want to have another J.R. as a business partner. This mission is a cinch to pass, because you can EASILY affect the dominating trait without dealing with other people. Go into Buy Mode and buy a Punching Ball. This has two modes: you can tap it to affect the sports need, or punch it to affect the dominating need. If Bobby is the primary lawyer of a case, let him finish that first. If he's someone's backup, pull him off the cases. Once he's free, tell him to punch the Punching Ball over and over and over again. You'll be done with this one in no time. +-----------------------------+ |9d. Mission 3-4: J.R. Express| +-----------------------------+ J.R. is suspected on being on crack. Whoever started the rumor is beyond me, but the fact remains that the firm's rep is in jeopardy. To maintain his respect, he needs to win two cases and be cultured. If J.R. is already the primary lawyer of a case, then just go on as normal. If he's backing someone up, pull him from that support position once the next case comes. He's forced into being the primary lawyer for the first one, and the case is a bit hard, so make sure he's got backup if someone's free. As soon as you get everyone set, get into Buy Mode and buy an art magazine to place on J.R.'s desk. Throughout this mission, have him read it if he's TIRED. Reading helps out the relaxtion need as well as the cultural need, so you can kill two birds with one stone this way. Once he wins that first case, have him read his mag forever. Assign him as the primary lawyer on the next case that comes through, and again give him backup. Lather, rinse, repeat until you pass this mission. +----------------------------------+ |9e. Mission 3-5: J.R. Strike Back!| +----------------------------------+ Aside from having a grammatically incorrect title, this mission is pretty tough. A new lawyer, Caruso, has come into the firm. Jock is a client who wants to use the firm to help himself, but in order to prove itself, the firm has to win three cases... without losing one. Not only that, everyone but Caruso and J.R. need to have high relaxation traits, and everyone must remain neutral with Caruso. Let's take it from the easiest to the hardest. Because Caruso is new, everyone starts neutral to him. That means there's no problem with that requirement, although you'll have to babysit him to make sure he doesn't get on anyone's nerves. For the cases, assign J.R. and Caruso to deal with the first two cases WITHOUT BACKUP. Meanwhile, have the other four lawyers do nothing but repeatedly lay down on Posh Sofas. If your rooms are getting crowded, you may want to make a seperate room have nothing but couches... you know, a nap room. As far as the cases go, there seems to be some sort of glitch or something... I only won one case, and I got credit for passing the mission. Maybe "Win 3 cases" refers to the TOTAL since you started the campaign... +-----------------------------------------+ |9f. Mission 3-6: You Shall Go to the Ball| +-----------------------------------------+ The plot thickens. There's apparently an end-of-the-year lawyers' ball being hosted somewhere in the city. J.R. selects Wendy to go, but there is no suitable guy yet. Isaac decides to give lessons to Wendy, since he's had an eye on her forever. The dance lessons occur before the objective starts, and Bobby loses his relationship with Wendy. This mission has four objectives. The first one to address is the last one listed: Bobby must flirt with Wendy. Just to make sure, have Bobby delcare his love for Wendy and kiss her a couple times... just make sure you're out of range of J.R.'s sight, or you'll fail the central mission. The next objective is that Bobby must give a ring to Wendy. This is as simple as going into Buy Mode, buying a ring, and having Bobby offer it to Wendy. Their relationship has to be pretty strong for the action to pass, so make sure it is before buying the ring. The third objective is the one that will take a bit of time: Bobby must me more cultrually minded than Isaac. Tell Bobby to read the darn art magazines that you have lying around. Keep him reading forever. The fourth and final objective is to avoid having Isaac and Wendy flirt with each other. To do that, keep Wendy in the nap room and just have her nap through the whole mission. The first time a case comes up, assign Isaac to it and put him on workaholic mode. Let the other lawyers do their own thing, but try to keep J.R. in his private office. +-----------------------------------+ |9g. Mission 3-7: The Taming of J.R.| +-----------------------------------+ J.R. has decided to postpone his retirement for reasons unknown. Obviously, the rest of the roster hates this, and they decide to look for any way possible to get him out of the business short of murder. Luckily, a new lawyer, Gabriella, is experiences and is looking for someone to get with. J.R. would be perfect choice, because she'll manage to get him out of the office and into her bed. The problem is that Gabriella is a horny little chick. She wants to sleep with anything that's breathing, including all the other lawyers who are probably a third of her age. If J.R. catches her trying to get with one of the others, he won't be pleased, and it will defeat the plan. At this point, you have all the money you'll need. Use the standard isolate strategy on J.R. and Gabirella, preferably in the former's private office. Keep all the other lawyers the heck away from that room, and let J.R. and Gabirella go to town on each other. By now, you've probably got a fantastic handle on how to advance people up the ladder of love, so do your thing. With that, the final campaign is complete! Congratulations! Nothing to do now but play in Free Play mode. ====================================================== | PART 3: FAQ STUFF | ====================================================== +----------------------+ |+--------------------+| ||10. CONTRIBUTOR LIST|| |+--------------------+| +----------------------+ If anyone has anything to contribute, I'll post their name and what they contributed here. +---------------------+ |+-------------------+| ||11. VERSION HISTORY|| |+-------------------+| +---------------------+ v1.0a (31 May 2003) This guide is now available on my website. Follow the URL at the bottom to check it out! v1 (27 May 2003) First version. +--------------------+ |+------------------+| ||12. COPYRIGHT INFO|| |+------------------+| +--------------------+ An HTML version of this guide will appear soon on my website. This document is copyright 2002 for J. "PyroFalkon" Habib. If you plan to use any of it as part of another FAQ, you need my permission first. However, if you plan to post it on a website or e-mail it to someone or whatnot, you may do so without my permission AS LONG AS IT IS NOT ALTERED IN ANY WAY. I'd like you to drop me an e-mail so I know where you're going to take it, but I will not require you to do so. You may download it or print it at your leisure. The most updated version will always be found at these sites: http://www.gamefaqs.com/ http://www.geocities.com/pyrofalkon Other sites may have up-to-date versions, but check GameFAQs or my website first. +------------------+ |+----------------+| ||13. CONTACT INFO|| |+----------------+| +------------------+ If any information is incorrect, or you wish to sumbit something, please e-mail me. My address is found on the bottom of the FAQ. Credit will be given where it's due. If you submit something to me, I will credit you by the name you signed in the message body or by the name attached to your e-mail. I will also post your e-mail address unless you specifically tell me not to. If you wish to be e-mailed when this FAQ is updated, send your request to me. If you have a junk mail protector on your e-mail program, make sure you put my e-mail address on the safe list, or my messages may not get through. http://www.geocities.com/pyrofalkon/ pyrofalkon@hotmail.com Good luck in The Partners, and may your leeches... er, lawyers be richer than the measly clients they deal with.