Sims 2 apartment life become witch




















DoomBlast 13 years ago 2. This is what I did, but you'll need Nightlife: 1. Call the Gypsy. She'll most likely summon a witch. Worked for me, I got the Light witch. Warning, long post: First, you do need to be patient.

It can take some time for one to appear. Any sim fulfilling those criteria can meditate, it's from the basic game, not from EPs. Reason to meditate This can allow you to stay on a community lot for as long as it takes for a witch to appear. Just set them meditating by the phonebooth at the front of the lot, and speed up the game. This works on all community lots, except the secret vacation ones from BV. I've not tested on the hobby lots, but that's because I don't generally visit those during play, but it may be best to try on standard lots.

Also, be aware that although your needs are frozen during meditation, your friendship points aren't, so these will decay while waiting for the witch. Also, try to pick a community lot where there isn't a lot of activities that will keep a non-played sim on the lot for a long time.

Lots have a maximum population depending on your Computer specs , and a witch cannot appear if the maximum number of sims are on the lot. Someone has to leave. Coffee barista's, restaurants and lots of fun activities can keep a sim on the lot for a very long time, so don't go somewhere like that. Good Witches have a better than normal chance of appearing during daylight, and also when it's raining. Evil Witches are more likely to appear during the night, and when it isn't raining.

This isn't a definite rule. Good witches can appear in the night, it's just less likely than an evil one, and vice-versa. The reason weather makes a difference is that the witches are show-offs, and the spell they cast when they arrive changes the weather. Good witches stop it raining, evil witches start it raining. Keep a careful watch by the phonebooth.

This is where the Witch will appear. The witch flies down from the sky on a broom, and lands right next to the phone. She then proceeds to cast a spell Which will do different things depending on which alignment witch it is. A good audio hint that a witch has arrived also happens. You can do it if you have Sims 2 Nightlife.

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If you chose the Good alignment, you can use one of the spells to make the weather and day brighter. Helpful 57 Not Helpful 6. Casting spells can change your witch somewhat. For example, casting a good spell makes the witch less evil and more good. Casting a neutral spell makes them less evil and less good, while an evil spell makes a witch less good and more evil.

If done enough times, the witch may shift alignments. Helpful 7 Not Helpful 1. Submit a Tip All tip submissions are carefully reviewed before being published. Be careful about using boolprop, and be sure to turn it off if you are done with the cheat. Leaving it on can cause serious corruption to the game. Helpful 6 Not Helpful 4. You Might Also Like How to. How to. Co-authors: Updated: February 14, Categories: Sims 2.

Italiano: Diventare una Strega in The Sims 2. She even has no working hours. My needs are always nearly full, due to meditation, so I can spend a lot of further time on the lot socialising. It's best to get them to at least 40 Daily if you can, because then they will rarely decline an invitation by phone later on. Once you choose that the Head Witch will then start to cast a spell, and on completion, your sim will turn into a witch. As of this writing, there is a glitch where if your sim wanders off to do something else, it looks like the Witch's spell doesn't work, and if you do the 'teach' interaction again, you sim will be transformed multiple times, and end up with a higher alignment than initial sims are supposed to have.

The Head Witch will provide your new witch with their first spellbook and cauldron, free of charge. Your new witch begins with a magic skill of 0, an alignment in the 'slightly' range of the same alignment as the witch that transformed them, and all spells they can currently cast due to alignment and magic skill. However, they will be unable to cast any of these right away, as they own no reagents. A second option for becoming a witch opens up once you already have a sim witch, but this requires a high magic skill.

Once your witch has a magic skill of 9, they learn the spell Magus Mutatio, which they can cast on anyone. This turns the target into a witch of the same alignment as the caster The new witch will be Slightly good if cast by a good witch, Slightly Evil if cast by an evil witch, and completely Neutral if cast by a neutral witch: This is the only way to get a starting neutral witch.

Step 3 Now you have a playable Witch. First thing, the Head Witch now has some more interactions available, these are only available to other witches. Once bought, they go straight into your sims inventory, and can be placed on any saveable lot. As with all potions, these can be bought in batches of 1, 3, 5 or Head Witches are also a source for reagents, needed to cast spells.

The Head Witch also offers Magical Advice, which is basic information about how to begin your witches life. You shouldn't need to use that interaction, thanks to this guide. Witches have a special relationship with cats. Later on, your witch will learn a spell to summon a magical familiar cat, but any witch will also find it a lot easier to forge relationships with cat pets.

Requirements for social acceptance are lowered between a witch and a cat. You now have a new mode of travel which is used as default , the Fly to With this, your sim will zoom off on their own broomstick, to school, and to work, and is also selectable to travel to any other lot you can normally visit.

In addition, two new magic locations are only available through the Fly to The Fortresses of the Head Witches. These are basically two castles inhabited by the Head Witch of each alignment.

You can also always find the Head Witch at their castle, in case you need to socialise, or buy reagents. Witches of all alignments can visit any castle. Good witches are not barred from entering the Fortress of Darkness, nor are evil witches banned from the Castle of Light. The castles also have a few aligned cauldrons and spellbooks available, so you can build skills and items while there.

Your Witch To start with, you will need to place your new Spellbook and Cauldron somewhere. These first items are already 'claimed' by your witch, and remain linked to their alignment When the witches alignment changes, the alignment of the cauldron and spellbook will too. Spellbooks and Cauldrons can be used by any witch of the same alignment as the one who has 'claimed' the cauldron. Both items can be 'abandoned' and then become unuseable until 'claimed' by any other witch, and then become linked to that new witch, but are still useable by any witch of the same alignment.

Speaking of Alignment Your witches alignment has numerous effects on them. Witches can be one of three alignments. Good, Neutral or Evil. Alignment is independent of Magic skill. The Alignment scale shows how dedicated your witch is to one side or the other, with Neutral being neither good nor evil.

To view your Alignment Meter, you must access a spellbook podium, and choose 'Check Abilities'. You can also determine alignment from your witches name. When your sim became a witch, they gained a title added to the end of their name.

These titles give a general indication of your witches alignment. Each type of study builds your alignment in that direction As well as building magic skill. More on that later. All types of study are available no matter what the alignment of the Spellbook.

By casting spells, you change alignment depending on the spell. If it's the same alignment as you, you gain a fixed amount. Higher level spells offer more alignment gain, but are often only available to higher alignment sims anyway.

Unless your sim is exactly neutral, casting any spell will move sims alignment towards neutral, the exact amount depends on actual alignment. It shifts more towards neutral the stronger in an alignment your witch is. Casting a spell of opposite alignment acts much like casting a neutral spell, but the shift is generally more pronounced.

Your sims alignment affects what spells they learn. Good and Evil spells often have a minimum alignment score before they are available. The more powerful the spell, the higher the alignment you need to have in that direction. Alignment also affects what items you can build in your cauldron. Certain objects are only available to strongly aligned witches. Alignment also affects your sims needs decay while creating an object.

The closer to the alignment of the object your sim is, the less the comfort and fun needs decay. Big alignment differences make a difference to how much magic skill you build while making it. Making an opposite aligned item build more magic skill than making something of the same alignment, plus, magic things in the cauldron never actually changes your alignment. Alignment also affects your sims appearance. First and most obvious of this is clothing. Your sim will automatically change into their witch clothes whenever they change an alignment threshhold, and it gets set as their default everyday.

This can be annoying, especially if you don't actually use the witch clothing, for an incognito witch maybe. Once you've gained a specific alignment clothing, it's always available in the wardrobe, even if they change alignment. So a once evil, now good warlock can still dress evil if they want to.

Your sim will also change skin tone, the stronger they become in an alignment. An Evil Witch reaching this stage is obvious It's less noticeable on the Good Witch.



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