Archives for category: Principal Skinner

This is a case of “be careful what you wish for”. Within days of a new level being released, there are constant cries on Facebook of “I’ve finished everything”, “I’m bored”, and “when’s the next level – there’s nothing to do”. This time, it’s “will this level never end!”. Well finally, for me, it seems to have done. And the result is the final part of the level 29 walkthrough starring Agnes and Seymour Skinner (and if you missed the last part, you can find it here).

When we left them, Seymour was crashing anywhere anyone would have him, Agnes was missing him, and Carl needed to be free for the next stage of the quest:

1. Couch Surfin’ USA Part 4 True to all the precepts of Buddhism, Carl is there to help Seymour out (although he was hiding behind the Tire Fire in my game in plain sight of Agnes when he made his offer):

Principal Skinner: It’s more that I want to avoid her. Not upset her.
Carl: Dame diff. Take any mat you like. Morning prayers start at 3am and never end.
Principal Skinner: Thanks. Wow, these mats are comfy. POW camp comfy!
Carl: Yeah. We got them used.
Skinner spends the next 12 hours, give or take all-day prayers, crashing at the Springfield Buddhist Temple. Keep Chief Wiggum free as he finishes.

2. Couch Surfin’ USA Part 5 Chief Wiggum has an offer for Seymour:

Principal Skinner: Oh, thank you, thank you. Finally an actual house.
Chief Wiggum: That is, if you promise to guarantee that little Raplhie gets A’s in every class from here on out.
Principal Skinner: In all honesty, Chief, no one would ever believe that. It would turn our laughing-stock school into a veritable guffaw-cooperative.
Chief Wiggum: It’s called quid pro quo – and old Latin phrase meaning “gimme what I want”.
Principal Skinner: So, you want me to trade all that’s left of my integrity for a roof and a bed? You have a deal.
Ralph: Yay! I now have a Princey Pal!
So, having traded away just about the last remnants of his integrity, Skinner spends the next 12 hours crashing at the Wiggum House. But obviously there’s a remnant or two left as Ralph and his learning challenges mean that, for Seymour, this is hardly a long-term proposition. Keep Agnes free as he finishes.

3. The Prodigal Skinner Part 1 Agnes, in her own way, is happy to see her son again (it’s handy for the family reunion that my Skinner House is right across the street from the Wiggum House!):

Principal Skinner: Ugh, I’m going to break into a Brown House and crash there. Everyone else is doing it.
Agnes: No Seymour, wait! I just can’t stand it anymore. All this time you’ve spent crashing has been the most irritating time of my life. Can you promise me, if I be good, that you’ll never crash again?
Principal Skinner: Okay, I promise there’ll be no crashing… *game crashes* (Note: Not a joke I appreciated when my game chose this particular point to decide that it couldn’t connect to the server!)
And to cement this touching reunion, Agnes and Seymour spend another 12 hours doing Silhouette Night.

4. The Prodigal Skinner Part 2 Seymour surprises himself by being glad to be home:

Agnes: I enjoyed it too, Seymour. I know it seems like I’m never not mad at you. But that’s only because you constantly make me angry.
Principal Skinner: Maybe there is another target in town that you can mock and humiliate?
Agnes: Hmmm. I could go razz those bags with skin tags at the Retirement Castle. Bunch of pathetic nitwits with no house or child to live with. Because their children locked them up in there.
Principal Skinner: Wait, children can put their parents there and just leave them?
Agnes: You don’t have the short and curlies, Seymour! (Note: Not something I’ve heard before in this context.)
Principal Skinner: No mother, I don’t.
With that, off Agnes goes to the Retirement Castle to spend the next 24 hours taunting old people.

And that’s where the quest seems to end – with Seymour and Agnes living dysfunctionly ever after.


When we last left Agnes and Seymour in Part 3, Agnes was sitting alone on a bench feeding the pigeons and wondering where here son had got to. Meanwhile, Seymour, tied of crashing at willie’s Shack, approaches Edna with an unlikely proposal…

1. Couch Surfin’ USA Part 2 Edna is quick to make her position clear:
Edna: Ha! No way, Seymour.
Principal Skinner: Please let me stay at your apartment, Edna. It’ll be fun. We can do our own version of Silhouette Night!

So it’s back to crashing at Willie’s Shack for Semour Skinner for another 12 hours. Keep Reverend Lovejoy and Agnes free when he wakes up.

2. Couch Surfin’ USA Part 3 Reverend Lovejoy is a little more welcoming:

Principal Skinner: Thank you, Reverend. I haven’t been able to get a decent rest in days.
Reverend Lovejoy: Well, I hope our evening activity night won’t disturb you. It’s Bingo Night.
Principal Skinner: Bingo Night! I must flee before Mother comes to clean you out. I’m sure God won’t mind if I leave the church ducking out through this stained glass window.
Agnes: let’s get ready to roll them balls!
And it’s back to crashing at Willie’s Shack for Seymour for the next 12 hours, while Agnes spends 4 hours hustling at Bingo. Keep Agnes free as he finishes.

3. Mom is the Loneliest Number Part 2 Agnes is missing her son even more:

Reverend Lovejoy: He asked me if he could crash at the church. I had assumed with your approval, of course.
Agnes: I’m sick and tired of his crashing. All he ever does is crash! If he crashes one more time, I’m done with him. DONE!
Reverend Lovejoy: Well … let’s not do something hasty. Why don’t you relax, get the frustration out, and think it over some more.
Agnes: What I should do is exercise. I need to build up strangth, so I can spank the hair off him.
And, with that, Agnes changes clothes and spends 6 hours sweeping up the town.

The walkthrough continues…

With the end of Whacking Day and the start of the Yard Sale, I’ve been running a little behind on the level 29 walkthough. In part 2 (which you can find here), we left Principal Skinner and Mrs. Krabappel hosting detention twice while Lisa, Bart, Nelson, Ralph and Martin all staying back after school 3 times each. When that all winds up, Agnes wants our attention – and Seymour’s.

1. There are Skinners and Winner Part 4 Agnes is as unhappy with the “stay late in detention” Agnes-avoidance strategy as Mrs. Krabappel and the kids are:

Principal Skinner: It’s called a “school”, Mother, and it’s my job.
Agnes: Well, I need your help with my crossword. What’s a five-letter word for “someone who fails”? I tried “Seymour”, but it doesn’t fit.
Principal Skinner: *sigh* L-O-S-E-R
Agnes: Thanks. I knew you’d be an expert.
Agnes spends the next 8 hours doing crossword puzzles – without her son’s help. Keep Bart free as she finishes.

2. The World is my Teacher Part 1 Bart realizes that his plan to make Skinner’s life miserable has backfired…

So, Bart spends 8 hours skipping school. Keep Principal Skinner free as he finishes.

3. The World is my Teacher Part 2 Skinner catches Bart in mid-truancy…

Principal Skinner: Relax, Bart. I’m not going to punish you. I want to learn from you.
Bart: Trying to get away from that old bat?
Principal Skinner: That lives in the school’s heating duct? No. I’m trying to escape my mother. But she always finds me. I know from years of hide-and-seek research.
Bart: I feel bad… that this somehow happened to you. If you need a place to crash, you can use my treehouse. I just have to evict Milhouse for being behind on his rent.
With Milhouse out on the street, Skinner goes to crash at Bart’s Treehouse for 12 hours. Keep Willie free as he finishes, because he doesn’t find waking up very pleasant – he has one hand in a bowl of water and the other filled with un-canned canned chilli. That’s what happens when a prankster lives so close to his prey, apparently.

4. Couch Surfin’ USA Part 1 Skinner decides he needs to explore other options for places to escape Agnes, and approaches Willie:

Principal Skinner: Thanks, Willie. I knew I could count on you to say yes, since you work for me and my request was an order.
Willie: I need this job for me work visa. So make yourself at home, you threatin’-to-call-INS bastard!
Skinner crashes for 12 hours at Willie’s shack (and keep Agnes free as he finishes). He finds the smell overpowering, though. Willie explains it this way:

5. Mom is the Loneliest Number Part 1 Agnes is missing her son…

Agnes: Seymour…? I should talk with my friends. maybe one of them has spotted where he’s gone.
It turns out, just a little poignantly, that Agnes’ friends are the pigeons. She’ll need a bench where she can sit and ply them with food for an hour in return for information on Seymour’s whereabouts. Keep Edna and Seymour free when she finishes.

The walkthrough will continue…

When we left Agnes and Seymour at the end of the first part of the walkthrough (here), Seymour has escaped to the school to spend 12 hours monitoring the halls for a bit of peace and quiet. With Comic Book Guy and Agnes free when he finishes, here’s what happens next:

1. The Odd-Looking Couple Skinner gets home and there’s a knock at the door:

Skinner: Mother, it’s the Harold to your Maude. (Note: See this Wikipedia page for more on this reference.)
Agnes: Comic Book Guy! I can’t believe there’s enough room in this tiny town for your fat behind.
Comic Book Guy: Agnes, is that you skin, or did the Magna Carta loan you its dried up parchment?
Agnes: Don’t wait up for me, Seymour. And don’t come into my room in the morning without knocking first.
In a joint task, Agnes and Comic Book Guy go on a date for two hours.

2. There are Winners and Skinners Part 3 Perhaps the date with Comic Book Guy has mellowed Agnes a bit…

Skinner: I was planning to do one of the many exciting activities I often do, like bird watching or going to the Kwiki-E-Mart or stargazing, if that’s an option for me yet.
Agnes: I guess this new Springfield is just like the old one – full of you disappointing me.
Skinner: *sigh* Fine, Mother. I’ll stay.
Agnes: Pfft, Momma’s boy.
Definitely not mellowed, then. Agnes and Seymour stay in for silhouette night, which is probably 12 hours of torture for him. Keep Martin free to kick off the next stage of the quest – and you’ll need Lisa, Bart, Nelson, Ralph, Milhouse, and Mrs. Krabappel free as well.

3. Mad with Municipally Funded Power The action moves to Martin, who’s has a bit of a shock:

Milhouse: I got one too.
Lisa: It looks like the whole school did.
Skinner: And with the whole school in detention, both Mrs. Krabappel and I will have to stay late to supervise you. Very late.
Edna: You monster! You can’t do this tonight!
Skinner: I’m not. I’m doing this for the next several nights.
And he’s serious. Martin, Lisa, Milhouse, Bart, Ralph, and Nelson all have to serve detention 3 times each at 6 hours a time. Mrs. Krabappel and Principal Skinner will need to host detention twice at 12 hours a piece. Keep Agnes free as he finishes.

The walkthrough continues…

Agnes Skinner arrives in New Springfield with the level 29 update to make Seymour’s life miserable – and just in time for Mother’s Day in the US and other parts of the world, too. (Mother’s Day is May 12 in the US and many other countries.)

If everything were behaving normally, the level 29 quests should begin right after Fat Tony’s quest finishes. With the current glitch in quest progression still in play, it’s difficult to know whether that’s still the case. Either way, you’ll need to be at level 29 for everything to begin. And Luigi and Skinner should be free to kick things off:

1. Principal Plus Interest Everything is going wonderfully in New Springfield and Seymour Skinner has a spring in his step, something that Luigi notices:

Skinner: Who wouldn’t smile in this wonderful, new Springfield? Nothing could ruin it.
Bart: Hey Seymour, your office is full of anteaters. Also ants. Also you need to tell the cafeteria to order more honey because your office is full of that too. Heh heh.
Skinner: Delightful! I needed some busy work for Willie. When he has nothing to do, he keeps inviting me to play board games. Now if you’ll excuse me, I’m going to relax and take in the avian grandeur of our fair town.
Luigi: And I will-a-romance the air with a-beautiful sounds of the accordion, the bagpipe of Italy.
Skinner: Terrific. Hopefully, there aren’t any trees near your restaurant.
So Skinner goes off to watch birds for 24 hours, while Luigi spends 12 hours outside his restaurant playing the accordion. Remove all nearby trees for Skinner’s sake and keep Milhouse free as Skinner finishes his task.

2. Hey Milhouse — Eureka! Milhouse his missing his parents…

Milhouse: For dinner last night, I sucked on pasta shells until they got soft in my mouth.
Bart: Hmm, Springfielders do tend to appear when we build a new building. That gives me an idea…
Milhouse: To help me not to be an orphan?
Bart: No, to really prank Skinner! We need to bring back the one thing that can get inside his head and ruin his happiness. His mother.
Milhouse: Okay. But if we’re going to build Skinner’s house, we’re going to need a lot more pillows.
This prompts the build of the Skinner House ($196,500 and 24 hours) and unlocks Agnes Skinner. Keep Seymour free as the build finishes.


3. There are Skinners and Winners Part 1 Skinner instantly notices the change…

Agnes: Thought you’d gotten rid of me, did you. Now put on an apron and tidy up. Turns out limbo is pretty dusty.
Skinner: But Mother…
Agnes: No buts, Seymour. Get to work! When I get back from Bingo tonight, the table top better be clean enough for me to see my disapproving face in it!
And Agnes goes off to spend 4 hours hustling at bingo.

4. There are Skinners and Winners Part 2 Agnes appear to be great at multi-tasking as Seymour notices a few more changes now that she is back.

Agnes: You’re darn tooting. There are a lot of naughty pictures in the Wikipedia.
Seymour: I don’t have time to fight you right now – I have to get to work… where no one can tell me what I can and can’t look at, because we don’t have any computers.
Seymour heads off to the relative peace and quiet of a 12-hour day monitoring the halls. Keep Comic Book Guy and Agnes free as he finishes.

The walkthrough will continue…

The Open Air Stage is available as part of the level 29 update and is now officially one of my favorite buildings!

It works just like Channel 6 and Cletus’ Farm – you spend money to make money. But what makes it better than either of these two buildings is that it also gives some of your characters something extra to do.

To unlock a performance, a required character just needs to be free and in his/her regular costume. How much you need to invest depends on both the length of the task and the number of characters involved. Your return depends on the number of characters involved and whether the task is performed in whole or part by a premium character. Here’s a handy chart:

Task Time Character(s) Investment Reward
Lisa’s Sax Solo 60 minutes Lisa $25 $145/30XP
Krusty Standup 2 hours Krusty $40 $240/45XP
The Be Sharps 3 hours Homer / Skinner / Apu / Barney $175 $1055/245XP
Willie on the Pipes 4 hours Willie $60 $350/80XP
The Skinner Sisters 10 hours Principal Skinner / Agnes Skinner $230 $1385/300XP
Sideshow Opera 16 hours Sideshow Mel $165 $990/220XP
Man Being Hit By Football: The Musical 24 hours Moleman $220 $1320/250XP

Lisa’s, Willie’s and Moleman’s performances are pretty much what you see in their regular tasks. But, here are the others (you’ll have to forgive my undecorated park – that will come soon). First, Krusty and his standup:

Here’s Sideshow Mel:

And here are the Skinner Sisters:

And, finally, the Be Sharps:

So, the bottom line on the Open Air Stage is this: it’s well worth the donuts for those who are at level 29; it’s an especially good purchase for those who have Barney, Moleman, and Sideshow Mel as well; and if you’re at a lower level, you may want to hold off for a while until you can really make use of it.

And if you’re easily tempted into additional premium spending, consider this one carefully – it could well be a “gateway” building to more premium expenditure!

Once Skinner has finished bird-watching for 24 hours at a safe distance from Luigi’s accordion-playing, Milhouse has a conversation with Bart (who doesn’t need to be free) that prompts the build of the Skinner House. He really wanted his mummy and daddy back, but Bart has other ideas.

The Skinner House costs $196,500, takes 24 hours to build and unlocks Agnes Skinner:

And this is what it looks like once it’s up:

There will be a full building price update once I’ve returned from Japan. Right now, I’m in the lounge trying to clear as many comments as I can before I board my flight – and, no, there’s no wi-fi on this one! 🙂

A couple of months ago, I wrote a post highlighting that certain decorations give your characters additional tasks. The limited time Limo available as part of the Respectable Moe episode promotion is a good reason to update it and try to produce a definitive version.

Decorations not only make your town look nice. Like Moe’s Limo, they sometimes give your characters extra tasks to do, as well. So, what are those value-adding decorations, and which of your characters get those extra tasks?

Regular Decorations:

Decoration Character Task Length
Kiddie Pool Homer Lounge in the pool 6 hours
Tree Skinner Go Bird-watching 24 hours
Tree Lisa Read a book 45 seconds
Shrub Moe Spy on Midge 12 hours
Snapdragons Martin Smell the roses 10 minutes
Bench Grampa Simpson Take a nap / Feed the birds 6 hours / 8 hours
Dumpster Cletus Dig through garbage 12 hours
Gazebo Lisa, Martin, Principal Skinner, Comic Book Guy, Sideshow Mel, Professor Frink Attend a Mensa meeting 3 hours
Lawn Chair Kent Brockman Relax 1 hour
Water Shauna (no longer available) Tease the ducks 8 hours
Water Legs and Louie Interrogate a squealer 1 hour

Premium Decorations:

Decoration Character Task Length
Limo (limited-time) Moe Fun in the Limo 1 hour
Hot Tub Fat Tony Relax in the Hot Tub 10 hours
Piece of Crap Car Nelson Shoot B-B gun 30 minutes
Cannon Sideshow Mel Shoot from a cannon 30 minutes

It’s also worth mentioning that the Channel 6 News Van and the Worldwide Satellite Dish give extra tasks for Channel 6.

If there’s anything I missed, let me know.

Update: I haven’t included Gymnastic Lisa’s Balance Beam or Ninja Homer’s Practice Snake as they come as part of a set with the character (although buying more Practice Snakes gices Ninja Homer even more snakes to acrobatically whack).


With level 28 here and new quests and tasks already begun – as well as those still to come for the Whacking Day event – this is a walkthrough I need to finish (and you can read the earlier parts on the Whacking Day page, here). It looks like, unless there’s something coming later, there are only two more parts though. For this part, you need Lisa, Principal Skinner. and Willie.

When we left off in the last part, Skinner had gone into hiding from Lisa for the second time. Keep Lisa free as he comes out of hiding again.

1. Whacking Day Part 12 Lisa realizes that Principal Skinner is avoiding her and comes to a decision:

Off she goes again to spend 5 hours releasing snakes from another town – and remember to send her to Other Springfield to do this (it’s all about karma after all!). Keep Principal Skinner and Willie free as she finishes.

2. Whacking Day Part 13 Skinner catches Willie doing something he really shouldn’t be doing in the vicinity of a school:

Willie: Snake venom. It makes you strong, according to the ancient Scots.
Skinner: I wonder why you never hear people talking about “the wisdom of the ancient Scot?”
Willie: Probably because they were idiots who were wrong about everything. Now shut up and let me inject myself.
Once you’ve built Willie’s shack in the regular quests, you can then send Willie to inject himself with snake venom for the next 12 hours.

That seems to be the end of the Whacking Day quest – but if anything else comes along, I’ll let you know.

This is the third part of the Whacking Day quest waklkthrough – you can find the first two parts on the Whacking Day page here.

This stage of the quest involves Ned, Lisa and Principal Skinner (although he’s misspelt as Principle Skinner). In this stage, each character needs to be free for his or her task to come up – and you finally find out what Skinner’s 24-hour “Hide From Lisa” task is all about!

Just one point to note before getting on with the walkthrough – there are three 24-hour tasks coming up. While you may want to use your donuts to speed them up get through them and see what’s coming, be like Ned and resist the temptation. There are far better uses for those precious donuts.

1. Whacking Day Part 9 Ned steps up to protect Milhouse who, when we left him, had just finished getting bullied by snakes:

And that begins another 24 hours that Ned will spend sending the snakes back to Hell. Keep Lisa free when he finishes.

2. Whacking Day Part 10 Despite being academically gifted, Lisa has a little spelling issue. This may simply be due to her assuming that Principal Skinner is on the same wavelength as her regarding Whacking Day. His principles differ slightly, though:

Principal Skinner: Certainly Lisa. My door is always open. How about…
Lisa: We need to STOP this dreadful snake massacre immediately. It’s cruel.
Principal Skinner: …next Wednesday at 11:30pm?
Lisa: But that’s way past my bedtime!
Principal Skinner: Sorry Lisa, gotta run.
If you’ve just started playing the game, you’ll need to get to level 10 in the regular game and build Springfield Elementary before you can continue the quest. If you already have Principal Skinner, you’ll need to send him to hide from Lisa for the next 24 hours. Keep Lisa free as comes out of hiding.

3. Whacking Day Part 11 Lisa is convinced that Skinner is trying to avoid her. Skinner denies it, of course:

And back he goes into hiding for another 24 hours.

The walkthrough will continue with Lisa and Willie…

Whacking snakes takes a lot of time, effort and dedication. The good news is that a number of regular (non-premium) characters have Whacking Day tasks that earn you some extra snakes – and the other bit of good news for newer players, is that it’s only the characters appearing up to and including level 10 that have these new tasks.

The snake-earning tasks unlock as soon as you’ve completed Homer and Lisa’s 24 hour tasks in Whacking Day Part 1. Here’s a list of what you’ll find (and feel free to add anything I’ve missed):

Character Task Length Snakes
Homer Snake hunt 24hours 10
Cletus Shoot snakes 12 hours 5
Willie Inject himself with snake venom 12 hours 5
Lisa Release snakes from another town 5 hours 3
Ned Send snakes back to Hell 24 hours 10
Milhouse Get bullied by a snake 12 hours 5
Apu Hold a Whacking Day promotion 24 hours 10

Skinner also has a new task (but this doesn’t earn you snakes, so more on that later), and Lisa’s task needs an entire post of its own. And if you’re looking in a premium direction, all of Ninja Homer’s tasks earn you snakes and XP (but the premium route to more snakes will also be covered in its own post).

The bottom line is that keeping your snake-earning characters busy, as well as whacking, will help you get all of the free stuff – and if you missed the post on the prizes, you can find it here.


At 90 donuts and with “something bigger” on the way, Swanky Fish has given many players pause. So, is it worth sending your precious donuts on? Here are a few reasons why it might be:

1. It’s a restaurant, and those are surprisingly few and far between.
2. It helps your Gluttony rating.
3. The animation looks really good.
4. It’s an easy size and shape to fit anywhere into your town.
5. It has its own quest (although we won’t know if Principal Skinner, Comic Book Guy or Kent Brockman will still be able to dine there until it’s no longer available).
6. It’s a limited-time item, and that means that you will probably never be able to buy it again.

And some reasons why you may decide to pass:

1. It doesn’t come with any characters.
2. For a stand-alone building, it’s quite expensive.
3. There’s no guarantee that it will be used by your characters at the end of the promotion.
4. You want to save your donuts for whatever the “something bigger” on Thursday might be.

I bought it, of course, and I’m not dissatisfied with it. After a quiet period in the game, it was great to add a quest. But unless you’re a completist, it’s probably not an essential purchase.


The Swanky Fish quest begin as soon as you hand over your 90 donuts and build the limited-time Swanky Fish sushi restaurant and, as it only takes 6 seconds to build, that happens very quickly. Lisa needs to free to kick things off.

1. Swanky Fish Part 1 Lisa is impressed by your new restaurant:

Lisa: Wow, the ornate interior and new age looking exterior of the Swanky Fish is so impressive.
Homer: But I thought this was a seafood place. What’s with all this rice, avocado and…yuck! Is this seaweed?
Lisa: It’s called Nori wrap. Sushi really is an art form.
Homer: But I don’t want my food to be an art form. I want it to be food.
Lisa: Can’t we at least try it once?
Homer: Okay, but I get to choose the restaurant the next 10 times.
So Homer and Lisa got to dine at the Swanky Fish (5 hours – keep Principal Skinner free as they finish).

2. Swanky Fish Part 2 It’s Skinner’s turn and he’s looking forward to it. He hasn’t tasted sushi since his days in Nam – when he fled to Japan to avoid the fighting. And he just loves the smell of wasabi in the morning. (5 hours – keep Comic Book Guy free as he finishes).

3. Swanky Fish Part 3 Comic Book Guy is as excited as everyone else (although he’ll later question why all of his jobs involve eating):

Comic Book Guy goes to dine at the Swanky Fish (5 hours – keep Kent Brockman free as he finishes).

4. Swanky Fish Part 4 Kent Brockman does a live news report on the opening of the Swanky Fish, telling everyone to check it out, then:

Brockman goes to eat his free meal at the Swanky Fish (5 hours).

And that’s where the Swanky Fish quest ends.

Update: Great to see that Swanky Swish didn’t go the way of Howard’s Flowers and the other Valentine’s buildings – except for Homer and Lisa, the characters all kept their tasks!

Unlike the Aztec Theater, Lard Lad’s and the Springfield Observatory, the three other stand-alone premium buildings, Swanky Fish may not permanently give any of your characters any additional tasks. In fact, even Homer and Lisa lose their Swanky Fish tasks as soon as they’ve eaten there as part of the premium quest – and that’s likely to happen at the end of the promotion for Principal Skinner, Comic Book Guy and Kent Brockman as well. That really says a lot about the quality of its food. While it’s too soon to know for sure, don’t be surprised if it goes the way of O’Flanagan’s Pub.

So Swanky Fish may well be doomed to join El Chemistri and Pimento Grove on Springfield’s list of expensive but unpopular restaurants. At least the other two stand a chance of featuring in future questlines, as we saw with Carl and his one-time only visit to El Chemistri with Kent Brockman. But as it’s a premium restaurant, and a limited time one at that, I seriously doubt whether another diner will ever again pass through Swanky Fish’s doors.

And if you’re thinking about whether to part with 90 donuts and buy Swanky Fish, maybe that decides it for you. So, if you haven’t taken the poll yet, why not do so and find out what others have decided to do about this exclusive restaurant that’s apparently so unloved by the citizens of Springfield (note that the poll won’t register a second vote from the same IP address).


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

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

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


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


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


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


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

More to come…

At this stage of the game it’s a long journey before you get any new characters, but the buildings come fairly quickly. With one more restaurant and one more shop, that’s healthy for both your Consumerism and Gluttony ratings on your Conform-o-meter.

This walkthrough looks at game level 16. It takes you through unlocking the Gilded Truffle and King Toot’s. Remember, though, that level 16 is really the minimum level you need – frequent players with lots of friends may well be at a much higher XP bar level before any of these buildings unlock.

Another important point is this – some players have reported a delay between placing their first bet Springfield Downs and the start of the Gilded Truffle quest. If this is you, don’t worry, as things seems to start moving again on their own. Just keep all your characters in similar length tasks, do all the randon tasks that come up, don’t hurry any of them into new tasks too quickly, and everything should be okay.

Remember that Marge needs to be free as Homer at the end of the Springfield Downs build (keep Bart, Milhouse, Ned, Moe and Reverend Lovevoy free as well to be safe – their tasks may seem random, but these were the ones that I had in both my games and so have other people):

1. Quicky at the Kwik-E Moe shops at the Kwik-E-Mart (1 hour – this may come up earlier)
2. Quicky at the Kwik-E Ned shops at the Kwik-E-Mart (1 hour – this may come up earlier)
3. Can’t Live with ’em, Still can’t Live with ’em Reverend Lovejoy counsels couples (24 hours – this may come up earlier)
4. Teamwork! Milhouse goes to school (6 hours) and, at the same time, Bart skips school (8 hours – this task may come up earlier)
5. Time to Clean House Starting down the path to building the Gilded Truffle, Marge cleans the house, which has got very untidy while she’s been away (3 hours)
6. Actions Speak Louder Than Quietly Whining There’s no monorail in the new Springfield, but Marge protests something anyway (24 hours, although we’re not exactly sure what she’s protesting – keep Homer free as she finishes)
7. What’s in the Back Room? Making a bit of money on the side, Moe smuggles endangered species (8 hours and one of my favorite animations in the game – this task may come up earlier)
8. Truffle Surprise Part 1 The Gilded Truffle is close – but first, Homer has to visit the track (3 hours)
9. Truffle Surprise Part 2 Getting closer still, Homer shops at the Kwik-E-Mart (1 hour – keep Marge free as finishes to be safe)
10. Truffle Surprise Part 3 Homer and Marge interact to prompt you to build the Gilded Truffle – which happens because, when Marge goes to makes reservations, she realizes that it hasn’t been rebuilt yet (24 hours and $31,000 – keep Homer and Marge free as the build finishes)
11. Truffle Surprise Part 4 In a simultaneous task, Homer and Marge dine at the Gilded Truffle (2 hours each – and it really is nice to make them do this at the same time – keep Principal Skinner and Lisa free as they finish)
12. The Mysterious Brown House Part 4 Somewhere about this stage of the game, the Brown House gets a new use, as Cletus sneaks in to harvest copper wire (3 hours)
13. We Don’t Sell myPods Part 1 Principal Skinner and Lisa interact to start you on the path to building King Toot’s. Before you can do that, though, Lisa needs to play her sax three times (4 hours each)
14. We Don’t Sell myPods Part 2 Three times was too much, it turns out:

Lisa: Oh no, I just broke my last reed! This is a woodwind emergency!
And with that King Toot’s is ready to build (24 hours and $37,000 – keep Apu free as the build finishes to begin the Police Station quest)

The walkthroughs will continue…


This stage of the quest involves most of your Springfielders. You may have noticed that Homer, Principal Skinner, Edna Krabappel, Apu, Cletus, Comic Book Guy, Willie, Ned Flanders, Grampa Simpson and Barney all have an additional 4-hour task to drink at O’Flanagan’s Pub (that it’s at the top of their task lists probably means it won’t be there after St. Patrick’s Day). Don’t worry if you don’t have some of these characters. You can still get through the quest. In fact the only characters you really need to complete the quest are Homer, Willie and Tom.

So, continuing from part 1 of the walkthrough (which you can find here), Homer and Tom should be free at the end of their pub promotion and jig dancing to open O’Flanagan’s Pub. Before you can get on with that, though, there’s a conversation involving Cletus and Lisa promoting the Wishing Well and Leprechaun that goes something like this (neither Cletus nor Lisa needs to be free for this):

Cletus: Saw me a little green fella this morning – and not a drop if moonshine the night before.
Lisa: That must be a Leprechaun. According to Irish folklore, they’re miniature old men that frequently have pots of gold.
Homer: By “gold” do you mean grind currency or donuts?
Lisa: Neither. I just mean gold.
Homer: But that’s worth nothing in our world!
Lisa: Still, it would be nice to have a leprechaun in our town. We should build a wishing well to entice one.
Leprechaun: Premium character, am I. Ain’t that a fine thing!

After that little promotional diversion, the quest continues:

1. St. Paddy’s Day Part 4 Hoping that Americans have as unhealthy a relationship with alcohol as his countrymen, Tom goes to open his bar and serve drinks (4 hours). At he same time, you need to send your Springfielders in for the full Irish pub experience. It doesn’t matter who goes, you just need to rack up 12 visits in all and you can send the same character in more than once (4 hours per visit – keep Tom free at the end of the 12th visit)
2. St. Paddy’s Day Part 5 After working so hard pouring pints of Guiness for thirsty Springfielders, Tom decides to put his feet up for a while and watch some old horse races (60 minutes – keep Homer free as he finishes)
3. St. Paddy’s Day Part 6 Homer had such a great time that he decides to do it all again, encouraged by Tom. So it’s back to the bar for Tom to serve drinks (4 hours) and time for your other pub-loving characters to enjoy another party (12 more visits by any of the characters and as many times as you need to send them for each character – 4 hours each visit and keep Homer and Willie free as the party winds up)

More to come…


Decorations not only make your town look nice – they occasionally also give your characters extra things to do. Some you are asked to place as part of your game progress, but there are a couple that you won’t know about until you place them.

At some point, you have to place a dumpster, a park bench, a shrub, and trees. These all give tasks for Cletus, Grampa, Moe and Principal Skinner – and you don’t have much choice about placing these. You can’t make progress until you do.

But you do have a choice about the Gazebo – and it gives a 3-hour task for Lisa, Principal Skinner, Comic Book Guy, Martin, Sideshow Mel, and Frink to have a Mensa meeting. And the Piece-of-crap Car (a 30-donut premium decoration) gives Nelson a 30-minute task to shoot his B-B gun at it.

For more, see the comments section of this post (and thanks to all the contributors! 🙂 )


When I first started playing the game, I bypassed the buildings without characters in favor of the buildings that have them and the standalone characters. But there are some good reasons why you should look at them again if you have some donuts going spare. So, here are some reasons why the Springfield Observatory deserves your attention:

1. It earns you a base of $350 and 35XP every 16 hours by observing …. Neptune (the dots are in the game, indicating the obvious joke).
2. It’s another building for your city and, as a public building, contributes to your Obedience rating.
3. It gives Principal Skinner and Martin a 6-hour task that, at $350, earns more than their $275 8-hour task. For those who have Frink, he also gets an additional task.
4. At just 75 donuts, it’s one of the more affordable premium items.
5. It looks great near the mountains (and even better if you have the Springfield sign, too).

Really, the only reasons why you wouldn’t want to buy it are these:
1. You’ve just started playing the game and don’t have Principal Skinner or Martin.
2. You just don’t buy premium items.
3. You think Neptune is kind of boring and which it would observe something completely different (a comet, for example).

So, think again about the Springfield Observatory again if you’ve overlooked it until now.


This is the second part of a series of walkthroughs leading you towards unlocking Moe’s, together with Moe and Marge (level 15). You can read the first part here.

By this stage, you’ll be getting lots of random tasks that are not associated with the main quests. You should do these anyway to allow the task you are looking for to come up.

1. Just Like Mom Used to Make Making Willie have haggis is one of a couple of tasks that are likely to come up while the library is being built (8 hours)
2. Death by Squishee Making Bart and Milhouse shop at the Kwik-E-Mart is another (1 hour)
3. Quicky at the Kwik-E-Mart Making Skinner shop at the Kwik-E-Mart is yet another (1 hour)
4. My Glorious Return! Martin arrives and you’ll be asked to place Snapdragons so that he can carry out his first task, smelling the roses (snapdragons, actually, for 10 minutes – Bart should be free as he finishes)
5. Allies At Last! Pt. 1 Bart and Martin interact so that they can help each other – beginning with Martin riding a bike (8 hours)
6. Allies At Last! Part 2 Martin and Bart both study all night for meaningless test (24 hours – keep Principal Skinner free as they finish)
7. The Dungeon Keeper Part 1 Principal Skinner prompts Bart to go to school, presumably to do his meaningless test (6 hours)
8. Fun At Your Expense Bart and Martin both go and play paintball in the Brown House (2 hours)
9. The Dungeon Keeper Part 2 Bart prompts the building of the Android’s Dungeon ($30,000 and 24 hours, unlocking Comic Book Guy – you may get a Bart and Martin sleepover while it’s being built)
10. The Dungeon Keeper Part 3 Right away, Bart goes to loiter at the Android’s Dungeon (30 minutes – keep Lisa free as he finishes)
11. The New Evergreen Terrace Part 8 Lisa prompts you to build the Orange House ($24,500 and 24 hours – and not at all useful until you have Dr. Hibbert and he uses it to deal organs on the black market; keep Apu free as the build finishes)
12. Long Kwik-E-Shift Make Apu do a Kwik-E-Mart 12-hour shift
13. Nerds ‘R’ Us If you have a Gazebo, you’ll be asked to make Comic Book Guy attend a Mensa meeting (3 hours)
14. Let’s Stay Up All Night Watching TV Bart and Milhouse have a sleepover (24 hours)
15. A Quick Snack Between Snacks Comic Book Guy eats at Gulp ‘n’ Blow (1 hour)
16. An Apu’s Work is Never Done Apu works a 24-hour shift at the Kwik-E-Mart (keep Ned Flanders free as he finishes)
17. I’m a Super Hero Comic Book Guy does some cosplay (12 hours)
18. Passion of the Flanders Part 1 Ned prompts you to build the First Church of Springfield ($32,500 and 24 hours, unlocking Reverend Lovejoy)

To be continued…


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