Archives for posts with tag: levels

This comment and question came in from Matt:

I read this and other tapped out blogs daily, but one thing I can’t rely on is prices. I play on an android tablet and I am british (I don’t know if this makes a difference) but my prices for loads of things are totally different to tstotips, tapped out wiki and other tapped out blogs… Why?

All the regular building have a base price in the files – the price they will eventually drop to. But the highest 5 levels also have a multiplier at work, which keeps the prices of the regular buildings high until a new level is released. The levels and their multipliers are as follows:

Level 24: 1.3x
Level 25: 1.3x
Level 26: 1.4x
Level 27: 1.6x
Level 28: 2x
Level 29: 3x

That means that buildings up to level 23 are now selling at their base price and shouldn’t drop any lower. But for buildings from level 24 and up, the multiplier keeps the price high until the next level increase. And when level 30 is released, this is what should happen:

Level 24: no multiplier (base price)
Level 25: 1.3x
Level 26: 1.3x
Level 27: 1.4x
Level 28: 1.6x
Level 29: 2x
Level 30: 3x

The idea seems to be to make it more challenging to save up the cash to build the latest buildings, theoretically keeping players busy until the next level is released (there’s currently about 4-6 weeks between levels).

The multiplier has confused writers on some sites, and some have suggested that it creates different prices according to the level you’re at (that is, level 29 players pay more than level 24 players). That’s not the case. Comments through this site clearly indicate that every player gets the same prices. And it’s worth noting that the prices of premium buildings don’t change, though, and nor do decoration prices. What it does mean is that ever-changing prices means that it’s a while before the prices you see in walkthroughs (including the ones on this site) become stable.

If you want to see what the base prices of the newest buildings are and get an idea of where they’ll drop to eventually, take a look here. And if you’d like to check out the current building prices, you can see this post.


Each time you level up, you get a message from a character that may or may not already be in the game congratulating you and awarding you donuts (you can see the last post I wrote on leveling up and find out how many free donuts you’re getting at the next level right here). And, the good news is that in amongst all information for the Yard Sale update were level up messages for level 30 and 31.

I’ve listed below the level update messages that appear throughout the game, and included the level 30 and 31 messages that appear in the files and who says them. I’m not treating these as spoilers – it’s no secret that levels 30 and 31 are planned, although we probably won’t see these until June and July, respectively.


Level Message Said by
2 Wow, you put the house down where it told you to. Bart
3 You have been reincarnated to the next level. Thank you, tap again. Apu
4 Woo-hoo! I bet leveling up is always gonna be this easy. Homer
5 It’s always level 5 somewhere! Barney
6 Excellent! You should celebrate by buying donuts with your money. Mr. Burns
7 That’s some fine grinding. Chief Wiggum
8 Now that’s a spicy accomplishment! Luigi
9 If life were a game, leveling up would be birthdays. Happy birthday! Lisa
10 Is it me, or do these levels seem to be taking longer and longer? Otto
11 All that for two freakin donuts?! Krusty
12 I take it you don’t have a family or anything. Marge
13 Congratulations. That was a difficult but insignificant level. Principal Skinner
14 Arr! Ye must be playing this on a long sea voyage. Sea Captain
15 For he’s a jolly good fellow! He’s at level one-five. Lenny and Carl
16 Worst. Level. Ever. Comic Book Guy
17 This game is a lot like life. It stops being fun after a while, but you gotta keep doing it. Grampa Simpson
18 Man, I’d have quit this game long ago… and I got nothing better to do. Moe
19 You’re still playing? You should get a girlfriend… or a rake. Groundskeeper Willie
20 You’ve played further into this game than we thought anyone would. Frink
21 This just in, new content has been added so you don’t have to get a life. Kent Brockman
22 Haw-haw, you just wasted months of your life. Nelson Muntz
23 Even my Elven Mage isn’t level 23! I am green with envy. Martin (thanks Fredie)
24 You’re suffering from video game addiction. Gain two levels and call me in the morning. Dr. Hibbert
25 Duffman has no idea why you’re still playing this game. Oh yeah! Duffman
26 Keep it up. Playing this much of a game is SO attractive to the opposite sex. Edna Krabappel
27 Level 27 humans win a free trip to Rigel IV for a unique dining experience. Kang (or Kodos)
28 Daddy said we’re not allowed to stay up past level 28. Rod and Tod
29 You’ve been playing this game a long time now. I respect that. Fat Tony
30 Ay! Un level est loco! Bumblebee Man
31 There ain’t no number this high in hillbilly math. Cletus (or Brandine)


I’ve posted on the Conform-o-meter and its various components before. Keeping the Conform-o-meter at its maximum gives you a 5% bonus on all your cash and XP collections – but it can be quite difficult to manage sometimes, especially when a new level is released.

I’ll be updating all of the posts soon to take into account the new levels during this week (you can find them all by typing “Conform-o-meter” in the search bar at the bottom of the page). But with the drop in the Righteousness, Obedience and Consumerism ratings that seemed to come automatically for many players with the release of level 29, I thought I’d share with you something I found in the files.

To get that 5-star rating on any of the 8 elements of the Conform-o-meter, you need to reach a certain number of points. The points are linked to a value for each building or activity that has an impact on the Conform-o-meter and are hidden in the game data – and the points required for a 5-star rating change every time you level up. To see which of your ratings is likely to change as you move up in the game, here are the points required for each level:

Level Indo-lence Obedi-ence Consum-erism Gluttony Tree-hugging Right-eousness Vanity Social-ism
1-6 60 10 12 12 425 3 920 12
7 70 10 36 12 475 3 1370 12
8 100 10 36 12 475 3 1370 12
9 100 10 36 12 475 3 1670 18
10 130 10 36 12 565 3 1670 30
11 130 10 36 24 695 5 2420 48
12 140 50 48 24 1075 7 2870 66
13 150 50 60 24 1325 9 3370 90
14 160 60 60 48 1615 11 3920 114
15 160 70 60 60 1945 14 4520 144
16 170 80 60 72 2315 17 5170 174
17 170 80 72 72 2725 30 5870 210
18 180 80 72 96 3175 33 6620 246
19 190 80 72 96 3665 47 7420 288
20 200 90 72 96 4195 51 8720 330
21 210 100 72 96 4765 55 9170 378
22 230 110 72 96 5375 59 10120 426
23 230 140 72 96 6025 64 11120 480
24 240 160 72 108 6715 69 12170 534
25 260 142 72 120 7445 74 13270 594
26 270 152 72 120 8215 79 14420 654
27 280 162 72 156 9025 85 15620 720
28 290 162 72 156 9875 91 16870 786
29 300 200 96 168 10765 97 18170 858

I’ll be updating some older posts regarding building numbers based on the above information. I’m also preparing a series of posts on which building contributes to which rating and with how many points. All of those should appear during this week.


It’s the weekend, so it’s poll time and the idea for this week’s poll comes from Lee.

It was just on four months from the time I started the game to the time I reached the top level. I wasn’t writing this blog at that stage, so I wasn’t using any donuts to speed up tasks (I was a bit skeptical back then of using real money to buy virtual items as well, so how things have changed!).

At the time, just short of 4 months seemed about right. But I’ve seen reports of people taking much shorter amounts of time. And the addition of 3 new levels as well as the current glitch in the progression of quests and tasks has made the time it takes to unlock all the buildings and characters a bit more unpredictable.

So, this week’s poll asks you how long it took you to get to whatever was the top level of the game at the time there was nothing more for you to add. Vote and see how long it took everyone else!


I’ve been asked to write this post for players who are newer to the game – there’s already a post on building prices (and you can read it here), but I haven’t yet done one yet for decorations. The problem, of course, is that there are so many of them. So, in this post, I thought I’d focus on the prices of more recent decorations – those that come into the game at level 21 and above.

So, here it is – a handy guide to those higher-level locked decorations, how much they’ll cost you once you unlock them, and what part of your Conform-o-meter they affect:

Decoration Unlocked at Affects Price
Broken Down Washer Level 21 Vanity $520
Broken Down Dryer Level 21 Vanity $595
Pylon Level 22 Vanity $135
Gas Pump Level 22 Vanity $1300
Patio Table Level 22 Vanity $1400
See-Saw Level 22 Vanity $760
Stop Sign Level 22 Obedience $385
Weather Station* Level 23 Vanity $9500
Volleyball Net Level 23 Vanity $4500
Lawn Chair** Level 23 Vanity $520
Hail Ants Sign Level 23 Obedience $450
Red Brick Wall Level 23 Vanity $520
Grafitti Wall (x2) Level 23 Vanity $385
Fountain* Level 25 Vanity $3500
Swing Set Level 26 Vanity $2600
Rabbit Hedge Level 26 Tree-hugging $1300

* – you only unlock these once you’ve placed the first one as part of the quest at that level
** – this unlocks a 60-minute task for Kent Brockman


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…

When I first wrote this post a couple of days ago, it was in response to problems people had reported with XP bar inconsistencies. And I discovered one more thing – each time a new level is released, the XP bar maximums at the upper levels change a bit in the same way that the prices of the more expensive buildings do. So, here’s the updated version with the current XP bar maximums at each level. Thanks to everyone that contributed.

Every time a new level is a released, the XP maximums change slightly at the more recent levels. Here’s the XP you currently need at each level and the number of donuts you get for hitting that level (this information is based on your reports, together with file data):

Level 1-2: 40XP (no donuts)
Level 2-3: 75XP (1 donut as you start level 2)
Level 3-4: 85XP (1 donut)
Level 4-5: 120XP (1 donut)
Level 5-6: 250XP (1 donut)

Level 6-7: 800XP (1 donut)
Level 7-8: 1,800XP (1 donut)
Level 8-9: 3,200XP (2 donuts)
Level 9-10: 5,000XP (1 donut)
Level 10-11: 8,000XP (1 donut)
Level 11-12: 12,000XP (2 donuts)
Level 12-13: 15,500XP (1 donut)
Level 13-14: 18,000XP (2 donuts)
Level 14-15: 21,000XP (1 donut)
Level 15-16: 24,000XP (1 donut)

Level 16-17: 25,500XP (1 donut)
Level 17-18: 21,560XP (1 donut)
Level 18-19: 22,960XP (1 donut)
Level 19-20: 25,440XP (1 donut)
Level 20-21: 26,000XP (2 donuts)
Level 21-22: 26,640XP (1 donut)
Level 22-23: 38,170XP (1 donut)
Level 23-24: 40,510XP (1 donut)
Level 24-25: 46,255XP (2 donuts)
Level 25-26: 56,000XP (1 donut)
Level 26-27: 74,090XP (1 donut)

Level 27-bonus: 117,480XP (2 donuts)

For many players, a glitch in level 27 meant that it maxed out at 9,000XP, resulting in a freeze just after the hitting the bonus levels. As you can see, the XP bar maximum should have been much, much higher!

With the help of @EliteLeafHater on Twitter and neverthink96, I’ve been putting together some information for some time now on the amount of XP you need to move to each new level and the number of donuts you get each time you do. This has been partly in response to the recent misbehavior of the XP bar. the numbers may be a bit different from the ones you’re seeing or have seen – and that’s the reason for this post.

So, here are the results so far:

Level 1 – 40XP (no donuts)
Level 2 – 75XP (1 donut)
Level 3 – 85XP (1 donut)
Level 4 – 120XP (1 donut)
Level 5 – 250XP (1 donut)
Level 6 – 800XP (1 donut)

Level 7 – 1,800XP (1 donut)
Level 8 – 3,200XP (1 donut)
Level 9 – 5,000XP (1 donut)
Level 10 – 8,000XP (1 donut)
Level 11 – 12,000XP (2 donuts)
Level 12 – 15,500XP (1 donut)
Level 13 – 18,000XP (2 donuts)
Level 14 – 22,000XP (1 donut)
Level 15 – 23,000XP (1 donut)- reports of 21,000XP
Level 16 – 25,000XP (1 donut)- reports of 24,000XP

Level 17 – 25,000XP (1 donut)
Level 18 – 28,000XP (1 donut)- reports of 22,960XP
Level 19 – 34,215XP (1 donut)
Level 20 – 36,400XP (1 donut)- reports of 24,440XP
Level 21 – 44,225XP (1 donut)- reports of 26,000XP
Level 22 – 58,720XP (1 donut)- reports of 35,930XP
Level 23 – 62,310XP (1 donut)- reports of 38,170XP and 40,510XP
Level 24 – 99,120XP (2 donuts)
Level 25 – 105,000XP (1 donut) –
Level 26 – 111,120XP (1 donut) – reports of 56,000XP and 74,080XP
Level 27 – 117,480XP (2 donuts) – reports of 120,000XP

For many players, a glitch in level 27 meant that it maxed out at 9,000XP, resulting in a freeze just after the hitting the bonus levels. As you can see, the XP bar maximum should have been much, much higher!

If your numbers are different, let us all know in the comments below.

I’ve been a bit puzzled by the comments from new players on various boards saying that they’d finished the game because, having played for a very long time, I (and most readers of this blog) know that it’s really not possible without spending large amounts of real-world cash on donuts. I’ve also seen lots of angry comments (particularly on the Facebook page) about how expensive the game is to play. And it wasn’t until a comment came in from Si a few hours ago, that I realized that many new players are playing under the false impression that you have to buy donuts to make any progress.

This is what Si said:

“I’m quite new to TSTO (Android) and have wasted a lot of donuts on collecting cash tasks, such as “good eats” which requires you to collect cash from 2 restaurants & costs 1 donut to complete if, like me, you didn’t realise you can do this without paying donuts!”

So, to all new players, the game is truly freemium and was one of the first to let you play every level and complete every task without having to hand over any money at all. Unlike many other so-called free games, where you have to pay extra to unlock higher levels, you can do everything you need to in the game without handing over even one cent. The tasks all complete and the levels all unlock without the need to use any of the donuts you acquire.

The premium buildings and decorations add value, but at no point does the game make you buy them. In fact, many players have now spent a year building some quite beautiful Springfields without buying a single premium item.

So, enjoy the game and don’t waste your donuts. Because unlike almost every other game, Tapped Out can give you months and months of enjoyment completely, absolutely and 100% for free!


The answer to that one is absolutely “yes”, at least for the foreseeable future. And that’s for one simple reason – the game makes EA Mobile a lot of money.

I’ve written before about the $23 million the game made EA Mobile last quarter when the game was only available on Apple devices. But it wasn’t until I saw this article that I realized quite how significant that number is – it’s 25% of EA Mobile’s total revenue! And I would be surprised if that number doesn’t show an increase for this quarter now that the game is available on Android.

What that means is that new levels are probably being designed as you read this. It doesn’t mean, though, that we’ll be getting them any faster than the roughly one new level a month we’ve been getting since September 2012.

So, roll on the next levels!


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