The sims 2 magic guide
The game implies that visiting the same community lot many times, especially one with a large building on it, increases the chances that a witch will randomly appear to interact with. Specifically, the game states that she pops up more often on a "busy lot. Witches have very distinct clothing. Good witches we'll discuss alignment in a second wear white robes and have white pointed hats, and give off a blue glow when they walk as well as having gold freckles on their faces.
Evil witches have black dresses, black hats, and a forest green skin tone. They give off a green aura that you might mistake for stinkiness as well! It doesn't matter in the long-run which witch you encounter, because you can train your Sim out of that alignment. In my game, there were a total of three evil witches and two good witches running around the neighborhood, but your mileage may vary.
Again though, don't fret if you want your Sim to be good and all you see are evil witches, because you'll be able to change out relatively easily. Once you know a witch at all, you simply must befriend them like any other Sim in the game. Call 'em up, invite 'em over for dinner, or if you're so inclined, get them Woo Hooing like there's no tomorrow. You know, whatever it takes.
Hit that, and the witch will immediately grant you magical abilities without anymore fuss. I'll describe each one in a moment, but right now, let me teach you how to care for your sims.
Firstly, you can only have one sim active at once. Its portrait will have a blue border around it, and a big colored crystal will appear over its head. To change the active sim, you can either click on the portrait of the one you want to control, right-click the sim itself, or hit the space bar. The change happens instantly. Once you have a sim under your control, you can order it to interact with anything you have.
Simply click an object, and a list of actions will pop up. Some objects only have a few actions, some have many. Explore; I'm not going to ruin the game by going over every little item. Once you give a command, a picture representing the command will appear in the upper-left corner of the screen. You can cancel the action before it's completed by clicking that icon. Only nine actions can be queued at once. The only thing that needs a special explaination is the fridge.
If a sim clicks a fridge, it can either have a snack, make a quick meal, make a normal meal, or serve a meal. If you ask it to make a meal or quick meal, it will go through the cooking process I talk about in 4a, with one minor note. If you picked the quick meal, it will skip the process or chop step.
This is less filling, but takes less time. Get real intimate with that command, you'll be using a lot. It's time to start covering those buttons to the right of your sims' portraits. The one that's probably already open is the mood button.
If it's not, click it; it's the one with the happy and sad masks. Above and below that button is a graph. The graph shows the overall mood of your sim, based on the weighted average of its eight individual moods.
The overall mood is graded positively and negatively by 5 levels, plus the neutral mood. The color of the crystal above the active sim's head tells what mood it's in; a green crystal is a happy mood, and the deeper the green, the happier the mood.
If the crystal is red, the sim is ticked off or depressed, and a blood red crystal is just a more intense version. I'll deal with the eight individual moods in a second, since they require their own section. Let's take a look at the other buttons first. The top button on the left, the one that looks like a word balloon, leads to your sim's interests. This button is new to the series starting with Hot Date.
These are randomly generated, I believe. Poke around there for a moment if you want. It shows what a sim likes and dislikes talking about, and it can have serious impacts on friends.
I talk more about interests later. Below that is the personality button. Here, you can see what astrological sign your sim is, along with its attributes that you set in the Create Sim screen. The bottom-left button is the inventory screen, also new starting with Hot Date. If your sim is carrying any items, they will appear here. The top-right button opens the relationship meters, which shows how well your sim is getting along with others that it has met. Until Hot Date, there was only one meter, but now there are two.
The upper meter indicates the daily relationship, while the lower one represents the lifetime relationship. I deal with those in more detail in the love section, too.
The button in the right-center is the job button. There you can see what, if any, job you sim has, what its salary is, and what its skills are. Take a look at cooking. The higher that is, the more filling their meals are. Sims shouldn't cook unless they have at least one point in cooking, or they may end up setting the kitchen on fire.
To raise any of those skills, your sim needs to perform a specific action. For cooking, just have one read a book. Click your bookcase, then click "study cooking. The blue progress bar above its head will fill, and when it fills completely, you'll get a message that your sim gained a point in that skill.
I'll get into skills in more detail in a later section. The last button, the one that looks like a house, gives you a rating on your happy home. It's probably kinda low for now, but remember that you didn't have too much money to deal with. That will change soon, I promise. Okay, now it's time for the mood meters. Remember I told you that you'll need certain objects as essential for living?
This is why. I'll describe each meter here, what it means, and how it's weighed in the overall mood. This is the heart and soul of the game. Click back over to the mood meters to follow along as you check out my next section.
If a sim has one particular mood extremely low, it may look at the camera i. You need to fix that quickly. All eight moods are weighted, then averaged, and that becomes your sim's overall mood. Its mood, among other things, severely affects what options pass or fail when they do an action to another sim.
I cover that in the Sim Love section. This obviously is how badly your sim needs food. No sim likes being hungry. Make sure you feed them often, or they could die of starvation. When the bar is low, let them eat. To make a sim eat, make the sim that's hungry the active sim, then click a fridge. For now, choose "Have Meal" or "Serve Meal," so you can see the whole cooking process. Sims start their cooking at a fridge by getting the ingredients.
It will then proceed to chop up the veggies if there's an empty counter, or use a food processor if there's one present. Then it will move to the microwave or oven, depending on which deals with hunger better, if one is available. Once the food is done cooking, if it's a family meal, the sim will put it on an available surface, preferring counters.
If it's just a meal for one, the sim will take it to a table if one is available, sit down, and eat. Since you know this ahead of time, you can save your sims' time and effort by building your kitchen and dining room in a logical order. Look at this flowchart Efficency is the idea. By the way, starting with the Unleashed expansion, you can actually grow your own food!
More on that in the Farming subsection of the Money section. A sim that is standing will constantly lose comfort, although not as severely as a sim that's working out or swimming. Generally, this is weighed pretty heavily, although not as much as hunger. Comfort is rather easy to raise, espeically when you consider that sims do a lot of things sitting down.
Watching TV, for example, will help comfort as well as raising the Fun meter. You have to be wary though; sometimes, if their path is blocked, they may watch TV or eat while standing, which is perfectly capable to be done, but it kills the Comfort meter.
Some actions, such as playing chess or playing on a computer, cannot be done at all while standing. So basically, while a low Comfort meter is bad, it's hardly anything to panic about. If push comes to shove, just click a chair or couch and select "Sit. Sims that are neat are more interested in hygiene than slob sims are.
No sim likes to be around a stinky sim, though, and if your hygiene is too low, it could affect whether others become friends or more. Would YOU like to kiss someone who hadn't washed their face in over a week? Hygiene gets directly healed via bathtubs and showers. Hot tubs do the job too, but not as well. Sims typically don't have a problem stripping down and taking a shower if someone's in the bathroom, oddly enough.
I guess the door is so well blurred that you can't see anything once you're inside. Anyway, if you don't have a maid, be sure to clean your shower or tub often.
If you don't, Hygiene won't go up as fast as it could; and besides, that dirt ring looks nasty. Take care of this one fast if it gets low, because if it drops to zero, the sim will wet itself. That will cut hygiene to zero and make the sim terribly embarrassed, possibly forcing bad relationships.
No sim likes needing to do its business, but this mood is not weighed very heavily. If the meter drops rather low, and then you tell your sim to get to the bathroom, he'll RUN for it.
Although it's certainly not something you exactly want to intentionally set up, it is pretty cool to see sims tearing through the house. Sims will often times stop whatever they're doing if they need to go. They can wake up in the middle of the night or stop eating before their plate is clean if they get the urge. There are two solutions here. You can take care of the problem when it happens, then send them back to bed or their meal.
That prevents any and all bladder problems, so you'll be fine. Oh, one more thing. If a sim is rather close to having an exploding bladder, there's an action another sim can do to intentionally make it wet itself. If two sims are close in relationships, have the one who does not have the empty Bladder meter the active sim. Your active sim will do some serious tickling, enough to make the target wet itself. Ah, gotta love social interactions. Every waking moment expends energy unless the sim is drinking coffee , and you need to send it to bed before it gets too late.
Early to bed, early to rise makes a sim healthy, wealthy, and wise I believe that sims with a high active rating can go longer than sims with a low active rating, but I'm not entirely sure. I do know that it takes far shorter time for an active sim to actually get moving in the morning. If a sim has 10 Active, then they'll literally hop out of bed, bright-eyed and bushy-tailed whatever THAT means.
A sim with zero Active will take a full 30 minutes to get the cobwebs out of their head. Adult sims are rather light sleepers. The slightest sound will keep them awake, so make sure all radios, TVs, and computers are shut off if they're in the same room. Lights don't bother them, but certain sounds that other sims make might. For example, if there is a weight set in a bedroom, and one sim is sleeping, it'll be woken by the sound of another sim working out. Also, they'll wake up to the phone, and since most nighttime calls are prank callers, keep phones out of the bedroom.
Remember, as long as the object is in another room, it won't matter in the slightest. Kid sims are far different. They can be woken from the alarm clock, but other sounds won't bother them.
That means you can shove a kid in the living room with your speakers blaring and phones ringing, but they won't stir a bit. This more or less ensures that they'll have max energy when the time comes for school.
Once a sim goes to sleep, assuming there's no offending noise in the room, it can only be woken a few ways. First of all, a sim will wake up if its bladder meter gets extremely empty. You'll have about 10 game minutes to get a sim to the bathroom before it wets itself.
The second way it will wake up is to alarm clocks. If an alarm is set, it will ring two hours before the carpool arrives. Third, sims will or should wake up automatically when the sun rises at 6 AM. It's not guaranteed, and sometimes you make have to wake a sim up manually. As long as the Energy meter is not full, a sim will be sleeping. If it is woken up before its Energy tops out, it will throw a fit for about 30 minutes for sleep deprivation.
If the sun is out anytime from 6 AM to 6 PM , the sim will stop sleeping if its energy tops out. However, if it's nighttime, it will keep on sleeping anyway until the sun does rise, or until you give it another command. If time isn't a factor, then you can simply order a sim to go to sleep, and issue another order directly afterwards. The sim will sleep, and the moment its Energy tops off, it will wake up and take the next action you gave it.
There is only one bed that has any special commands. That's the heart-shaped love bed, which gives three additional options besides Sleep: those are "Vibrate," "Relax," and "Play in Bed. This raises Comfort through the roof, though Energy won't go up. Relaxing is a free, but weaker, version of Vibrate in practice. If a sim is either Vibrating or Relaxing, another sim can elect to Play in Bed with the one already there. The second sim will approach, get naked, and start a healty match of sheet-wrestling.
This brings Comfort and Social way up, and Energy and Hygiene way down. Once they finish, they'll hop out of bed and react to each other depending on how good the whole thing was.
Stephanie has slapped Pyro before, evidentally because he used his hands a little too roughly. Pyro has laughed in Stephanie's face before, also. Most of the time, Pyro will whisper something to Stephanie, who starts giggling.
You may see other reactions as well. Oh, and kids can come about from Playing. It's not guaranteed, but there's certainly a chance. Any higher, and the option simply won't be there at all. Sims with low playful ratings prefer reading books, and sims with high playful ratings like watching TV. The playful and active ratings combine for this one, too; if a sim has high active and playful ratings, it prefers basketball or vitrual gaming.
If it has low active but high playful ratings, watching the latest episode of Malcom in the Middle or playing The Sims on its computer is what it likes more. There are many actions that can boost Fun. Sims can even boost each other's Fun by tickling or telling jokes. Playing in Bed or Playing in hot tubs will boost fun also everyone likes playing like that, right?
If you decide to tell your sim to watch to TV or play on the computer to get the Fun meter up, you'll need to take precautions. See, for some reason, if you give them more than one command, they'll drop the TV or computer to do whatever you ordered after it.
Sims prefer to watch TV while sitting down. Should a chair or couch be provided, they'll sit it in automatically. They'll try to pick the most comfortable one, but they'll even settle on standing if there's nothing available although that kills Comfort.
Once a sim tops off its Fun meter, it will stop whatever it's doing. However, if a sim is having Fun but doing something else in the process, it may continue the action anyway. For example, if it's playing chess, it won't stop even after the Fun meter tops off because it is still studying Logic at the same time.
The balance of the weight comes in with the speed of the bar's decline. A sim with a high outgoing rating will feel the need to be social FAR more than a sim with no outgoing ratings, but will fill the meter a bit quicker than a shy sim.
The Social meter is not entirely in scale to the relationship meters. Talking, for example, only mildly helps the Social meter, even if two sims talk for hours. However, a few kisses, especially the passionate kind, will kick the Social meter into overdrive. If you can't find any other sims to talk with whether it's too late or the neighborhood is too empty , you can play with a pet you own to bring the meter up.
Because the Social meter is independent of the relationship meters, it won't matter who is doing what as far as the Social meter goes. So, if Pyro is talking to Stephanie, the Social meter will go up the same as if he's talking to Pud, no matter what the relationship numbers say. The Social meter can also be brought down by choosing negative interactions, such as Fight and Insult.
Still, some sims get a kick out of being insulted for some reason; it has to do with their level of Nice that you assigned in the Create Sim screen. The nicer a person is, the more of a chance they'll do positive actions, and the less of a chance they'll be Socially better by doing negative ones.
Still, every neighborhood has a bitch that you just want to beat the crap out of, and variety in sims is the key to doing very well in the game. All sims like large rooms and lit rooms, but neat sims dislike dirty dishes and pee puddles. Slobby sims are less picky, but even they get tired of the flies once in awhile.
Decorations boost this meter considerably, but try to buy better windows or more lamps before you blow thousands on a statue or painting.
Lights are optional, and they don't seem to improve room ratings too much. I had a room that was 5x30, and any sim in it had a full Room meter, even though it was unlighted. You see, sims like light, but they like space more. They would rather be in a dark room the size of a small country than a small bathroom with a billion lights. Sims are weird like that. They also prefer diagonal walls over normal ones, so making an octognal room will significantly help.
Don't do this You can also get super-fancy, though it's more expensive In real life, I wouldn't want to live in a dark house, and I'm pretty sure you wouldn't either. When you buy lights, think about the room you're buying the lamp for. That should help lead to your decision about just what lamp to buy at all.
If you're buying a lamp for the bathroom, and it's a tiny bathroom, you don't need any huge expensive lamp. Since floor lamps would get too much in the way, you would want to go with a wall lamp or hanging lamp. Hanging lamps even have life-long light bulbs, so you wouldn't endanger your sim's life when it's time to change bulbs and there's water on the floor.
The cheapest hanging lamp, the red one that looks like it belongs in a bar, would serve better than anything else. Just one could easily light a 3x3 bathroom, and two could cover a 3x4 or 4x4 bathroom. Also, make sure you know how much light is being generated.
Most lamps send light one or two tile s in every direction. If you space your lamps accordingly, you can cover a whole room while not spending too much on extra lamps. You could also take the completely opposite route I just described and coat the walls with wall lights. I noticed that if there are enough lamps in one room, every tile will be lit no matter how far away the lamps are. You could, say, put one wall lamp on every wall section, and whatever room you do that to will be bright all night.
Of course, doing so prevents windows, but lights light up during the day as well as the night. Once you have a bunch of money, you should start buying decorative things for the rooms. Certain things, like the more expensive chess set, have practical uses as well as boosting Room scores. Upgrading furniture and fireplaces will help too. Statues and paintings actually appreciate in value, so you can buy one and sell it a few days later for a profit.
Coat the walls liberally with paintings either way: your sims' Room meters will go through the roof. Outside, coat the yard with plants. Pink flamingos, while pretty damn ugly, still boost the yard score significantly. The only thing you need to avoid is the Topiaries. For some reason, sims run into them, and can't figure out how to go AROUND them, so they just give up whatever their current task is.
Must be a fault in the object code, but whatever the cause is, don't build any. There are plenty of other flowers you can plop down that won't have the same problem.
Maybe a particular sim stayed up too late and doesn't have time to cook the next morning. This is where a second sim in the family is very helpful. A second sim can pick up the slack for another. Some methods could be obvious; one sim could excell in the cooking skill and be the only one who prepares meals, for example. Sims work best as a team. If any one sim is doing nothing, probably the rest of its family is suffering or could at least better off.
More on this in my strategy section. Your sim can interact with other sims whenever you wish it to. With a sim active, simply click any other sim and you'll get a list of actions you can perform.
I talk more about that in the Sim Love section. Now that your family is settled in its house, you need to turn to earning money, since bills arrive at your house every 3 days.
There's a million ways to make money. Polish up those resumes, it's time to start working! At 9 AM every morning, the paper is delivered to your front lawn, near your mailbox. You can check that to see what jobs are being offered, along with their salary.
For the first day, take whatever job is offered; "Beggars can't be choosers," as the saying goes. You can also get a job by using a computer, but you may not be able to afford it unless you "cheat the system" a bit. Check the short-strategy subsection.
Once you take a job, your mission is to get promoted to the next level. There are 20 career paths, each with 10 levels. You begin every path on the lowest rung, with one situational exception, which I'll explain in a moment.
Promotions will happen automatically, and you will be informed of them once the sim who got promoted comes home. You'll get the next level's pay, along with a one-time bonus that is twice as much. Generally, you would want to use the extra cash to buy anything you may need to hone new required skills.
Demotions can happen too, if the sim keeps showing to work in a bad mood. Carpools set to take you to work will arrive at a certain time. If two sims go to work at the same time, they use the same carpool. Your sim has one hour to start walking toward the car before it will drive away. Sims can miss work without repercussion so long as they don't miss two days in a row. Adult charms require the EverAfter Crafter.
Sims who have less than eight playful points can meditate to gain the power of teleportation. In University , Sims who have gone through a college education can work in the Paranormal career. Its associated career reward is the Resurrect-O-Nomitron , which allows them to resurrect deceased Sims that they know of. In Bon Voyage , Sims visiting Twikkii Island can obtain a voodoo doll , which can be used for the benefit or detriment of other Sims. Magic can have positive or negative results.
Spells are divided into Good , Neutral , and Evil. Spells can be learned through the correct alignment of runes and can be cast on other Sims. Most spells can be learned after gaining enough experience, though there are easter egg spells in the game.
Mummies can curse a Sim if they win a fight against them. This can be dangerous to the Sim if the curse is not treated in time. Deletion discussions Development discussions Admin discussions Admin's noticeboard. Explore Wikis Community Central. Register Don't have an account?
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