Races
From Simpedia
| Supernatural Creatures | |
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| About: | The Sims 2 game and its expansions have their own unique supernatural creature, here they are, presented to you for reference or enojoyment. |
| Critic Score: | Great add-on to the Sims! 4/5 |
| Publisher: | EA/Aspyr |
| Developer: | Maxis |
Contents |
[edit] Introduction
All expansion packs introduce a new and different kind of supernatural creature into the Sims 2, this is Maxis' way of adding fantasy and eccentricity to the Sims world! Every section here introduces you to each of the creatures introduced in each expansion pack, and if it needs to be more detailed, there will be a link at the bottom linking to the sub-page.
[edit] Aliens
Wondering what supernatural beings come with the base game? Look no further than the nearest star, for Aliens are the first creatures of myth and legend that Sims 2 fans will run into. Aliens are reclusive creatures, and more often than not are all spawned from the same Alien parent, so it's to be expected that Alien sims share similar characteristics. Alien sims usually have green skin and solid black eyes, though such appearances can vary as the in game genetics often shakes things up. It is uncommon, but not unheard of, for an Alien child to be born with the green skin but normal eyes; As for having black eyes and normal skin, that has yet to be confirmed, but it is very likely that such a combination is possible. Aliens have no special functions and are merely aesthetic in regards to how they interact with other sims.
[edit] It's an Invasion!
There is a cheat related to this: boolProp testingCheatsEnabled true
To obtain an Alien, you will need the Farstar e3 Telescope (§2,100) and have an adult male sim view it during the night between the hours of 7:00PM to 6:00AM. There will be only a slight chance that you will receive the abduction event at night. However, with the addition of the aspiration reward "Summon Aliens" from the knowledge aspiration in the Freetime expansion pack, any sim aged teen and up will be able to use this function to induce an alien abduction, no matter which telescope is used. When your sim comes back (about 1-2hrs. later),if it was an adult male, your sim will return pregnant with an Alien baby!
[edit] Zombies
Are you wondering if Maxis continued the tradition with a supernatural creature with this expansion? Yes they have, and with a wonderful twist; one that involves your sim passing university AND rising the ranks of a career. Enter the Resurrect-O-Nomitron, your source for zombie sims. Zombies, like the vampires, are immortal and can only be teenagers or older. A Zombie is a gray skinned sim with blotchy skin that moans and slouches when moving, occasionally thinking of their favorite, but sadly unobtainable, snack, the brain. Now, with the addition of Apartment Life, Zombies can now be obtained if your sim is the most evil they can be in witchcraft, there is a spell they learn that allows them to raise zombies.
Zombies, like many of the other supernatural races, cannot transfer their condition by childbirth.
[edit] The Resurrect-O-Nomitron
This is a career reward item, obtainable only by reaching level 5 of the Paranormal career, a career which only sims who have graduated from a university can obtain. This is the object needed to create your wonderful zombie. The Resurrect-O-Nomitron calls the Grim Reaper to resurrect a dead sim that the caller knew. The Grim Reaper, ever the businessman, asks that you donate some simoleons so that the resurrection will go smoothly. Now, donate too little, and the Grim Reaper will stiff you (Haha, gotta love puns). Donate too much, and the resurrection will be perfect. You have to donate just enough that the Grim Reaper will agree to resurrect the sim, but at the cost of that sim being one of the undead. And so now you have your new zombie!
[edit] Vampires
The Sims 2: Nightlife introduces NPC Vampires and allows your Sims to turn into Vampires themselves. By befriending the "Grand Vampires" (also known as the "Count" and "Countessa") who hang out in the downtown area at night, the player can persuade a vampire to bite their Sim. Once a Sim has become a vampire, it receives the characteristic sharp teeth, red eyes and pale skin. Vampires will die if exposed to sunlight for more than a few seconds, and their needs will drop at an increased rate if they are indoors during the day (they cannot die while inside though), and thus are required to sleep within their coffins during the day. Benefits for your Sim being a vampire include the lack of Needs decay at night, as well as immortality, and thus, they will always stay the same age they were when they were first bitten; Vampire Sims also get several special interactions. They get the ability to stalk, which is where the vampire will walk to the designated location with his/her arm raised over their mouth in the stereotypical vampire manner. Also, Vampires get a very convenient flying movement, which allows the vampire to take bat form and fly to where you designate. A vampire in bat form is able to fly over low items such as shrubbery and counters, thus making movement in some situations very easy. Vampires also get a very amusing irritate interaction called "Bleh!" where the vampire will go to the designated Sim and spook them like the vampires in the movies of old. Vampires also have no reflections in mirrors, and commanding a vampire Sim to Primp will cause the vampire to hiss at the hand mirror and lose some of their comfort need.Vampires require the coffin bed in order to sleep during the day. Whenever a vampire goes to sleep and wakes up from the coffin, they will arise with their arms crossed over their chest and will be accompanied by sounds of thunder and wolves. The coffin freezes a vampires needs for the day, and protects them from the otherwise deadly sun. There are special interactions available only to teenage sims while a vampire is sleeping in their coffin; You can order one teenage sim can dare another teenage sim to peek at the vampire in the coffin, which is amusing, as the vampire jolts awake and proceeds to scare the sim peeking. A teenage sim can die from fright if this occurs and their needs are too low, so do take precautions when entertaining teenagers with a sleeping vampire.
If at any time the Sim grows tired of the vampire life, they can call the Gypsy Matchmaker and receive a potion that changes them back to normal.
[edit] Grand Vampires
Grand Vampires hang around community lots at night in Downtown and dress as vampires in the old movies. They will usually hiss at people when they pass. There is a random chance that a Grand Vampire will bite your sim, and the "Bite Neck" interaction is more prone to failure if your sim has high logic. If you befriend the grand vampire, (Maybe even fall in love) the grand vampire will be more likely to bite you and turn you into a vampire, and the higher your friendship, the higher the chance of the Grand Vampire biting your sim and the more likely it is that your logic will not prevent the "Bite Neck" interaction from failing. Also note that the Grand Vampires can be influenced by other sims to use their "Bite Neck" interaction, but all the previously stated effects still apply. Note: Once a sim in a neighborhood has been bitten by a Grand Vampire, the Grand Vampires will now begin randomly biting other townies.
PLEASE BEWARE of a Grand Vampire in a lot where Mrs. Crumplebottom is around. If she becomes bitten, it will glitch the game, and saving will likely corrupt data; It is better if you start from your last save point should this situation occur.
[edit] Servos
- Main article: Servo
Wha? The servo is back? From The Sims: Livin' Large? Yes it is! The Servo is back to clean, cook... and be controlled!? Maxis has given this robot a twist; to obtain it you must make it yourself with a Robot Crafting Station. Initiating a Servo will cause the Servo to take on all the personality traits of the Sim who activated it, and a Servo will begin it's existence with maxed cooking, cleaning, and mechanical, as well as any other skill points the activator had. A Servo can be activated as either male or female, the females having a pink bow on their antenna, eyelashes on their eye stalk, and lipstick on their mouth area. Each servo comes equipped with a custom formal attire, the male with a butler's jacket and the female with a pink dress. A Servo needs to recharge when it's power need is low; You may use it's self interaction to "Recharge," where it will go stand outside and allow the sun to recharge it, or you may use a bed. If there is no means for a Servo to recharge itself, in the case of nighttime and lack of bedding, you may simply have the Servo power itself down until the daylight hours. Servos have one particular weakness. Being a robot, they cannot come in contact with water of any sort, be it a pool, a shower, a hot tub; Rain if you have Seasons, the beach if you have Bon Voyage, all of these will cause problems for your Servo. When a Servo does come in contact with water, the circuits will fry and your Servo will then proceed to run amok, even going as far as shocking other Sims in it's lunacy. Powering down the Servo and repairing it is the only way to stop it.
Servos have several unique actions associated with them. First, they have a flirt which can be done on them called "Tune Up." Secondly, doing woohoo with a Servo will give your Sim the memory of Robot Woohoo, and romantic sims may have this as a want from time to time, provided they are acquainted with a Servo.
[edit] Robot Crafting Station
The robot crafting station is an item you can buy from the object catalogue. With it you can make all sorts of robots to sell or labor for you (which ones you are able to make depends on your Robotics Badge). Each robot costs a set amount of simoleons to craft, and to make a Servo you will need to have a Gold Robotics Badge and §3000. If your Sim has a Gold Robotics Badge as well as §3000 laying around, your own personal Servo is only a hammer's tap away.
[edit] Werewolves
A Werewolf is a supernatural creature that Sims may become and interact with. Your Sims can contract lycanthropy by getting bitten by the "Leader of the pack", which is a brownish wolf with yellow glowing eyes that will randomly appear on your lot. Wolves can appear at anytime during the day, but the "Leader of the Pack" will appear during night, and all wolves are more inclined to visit if your lot contains many trees and shrubberies, as well as babies and toddlers. Build a good relationship with the Leader, and it will, eventually bite your Sim, allowing your Sim to join their ranks of furry mischief. Sims transform into Werewolves only during night hours, beginning at 8PM and changing back to human form at 6AM. A Werewolf can teach a pet faster than humans, fight against burglars, and they may occasionally howl at the moon. Werewolf sims have several nifty interactions. They have the ability to simply "Howl" if you click on the ground outside, or they can use their bond with their canine friends to "Summon Wolves," which calls forth several of your towns wolves. Werewolves also have the "Ravage" interaction with other sims, in which the Werewolf starts fighting with the target sim, and as a result, that sim becomes a Werewolf.
When Werewolves transform at night, their hunger is plummets while their energy spikes to full, so it is a good idea if you feed your hungry wolf when the transformation is complete.
[edit] Shedding the Fur
If you no longer wish to stay among the ranks of your animal friends, you can always call the Obedience Trainer to buy a Lycanthropic-B potion. Also, the Gypsy Matchmaker will carry these potions as well if you have the Nightlife Expansion Pack.
[edit] PlantSims
If your sim is a bit too heavy handed with the pesticides, an unexpected (or in some cases, expected) thing can happen. The pesticides will have strange effects on your sim, transforming him/her into a Plantsim! A Plantsim is noted by their green, leafy top and green, lead-runed skin, and also their superb skills at gardening. Upon transformation, your sim will have a wardrobe change, shedding their street clothes for the very fairy tale leaf tunic and root-looking boots; this outfit can be removed by simply going to a dresser and changing clothes. Plantsims have three needs, the need for social interaction, called love, the need for sunlight, and the need for liquid nourishment. Plantsims also gain a golden badge in gardening, and will spontaneously decide they would like to have conversation with the fruit trees, provided you have some; they are easily the best gardeners, as their low amount of needs are easily met in the garden. They can fulfill their social needs by conversing with the fruit trees, they can fulfill their water need by standing in the path of water sprinklers, if they are in the greenhouse; And, of course, the light they so covet is given to them by the sun, or at, the very least, by the sun lamps in the greenhouse. Plantsims can survive indoors as well. A sun lamp is all you need to keep their light need up, and constant showers or trips to the faucet will keep them well watered. Plantsims also have some very entertaining and unique interactions. They have a special prank they can pull on other sims, where they induce a sneezing fit by blowing pollen all over them; They also have a useful ability called "Spores of Happiness," where the Plantsim will release a cloud of spores that surrounds them, providing sims in the same room boosts in their needs for as long as the spores last. Plantsims are also the only supernatural/creature sim that can reproduce. They can simply create a plant baby by shaking their head and spreading their spores. The baby only has three stages of life: The toddler stage, which is the one it begins at, the adult stage, and the elderly stage.
[edit] Losing that Green Thumb
If you no longer wish to be one with the forest, your Plantsim can call the Garden Club representative and purchase a "Plantophic-C" potion from them; Again, the Gypsy matchmaker will carry these potions as well, provided you have the "Nightlife" expansion pack or any other pack where she is included.
[edit] Bigfoot
Bigfoot is a little different to other creatures in the Game. Your Sims can't "become" Bigfoot but you can control him. It is said he is hidden on a secret lot in the Three Lakes Mountains, and all he want is a little affection.
Once you control Bigfoot you can take him home and show him off to the Sims of you neighbourhood, but of course before you can control him you must find him. Just keep taking tours of Three Lakes until it you find a Hidden Lot; Or, the easier way, simply "Dig for Treasure" in any lot and hope to find it there. The map needed is the map to the Hidden Burrow, and only the sim who has it in their inventory can go to the secret lot.
You must interact with Bigfoot in order to get to know him better (be careful though, he might frighten your Sims). Interacting with him is like interacting with any other Sims and once your Relationship is high enough, he might give your Sims a Bigfoot hug, and this is where you ask him to "Move In." Once he moves into your home, you have free reign to do with him as you like.
Playing with Bigfoot is very similar to other Sims; he can make friends, and even get a Job. The only differences between Bigfoot and normal sims are that Bigfoot tends to get hungry a bit faster, he doesn't care about his hygiene, and to keep him happy he must give a lot of "Bigfoot Hugs". But beware if you can't keep him happy, his inner beast will be unleashed, and that's never a good thing!
[edit] Genie
Technically not an actual creature that can be played, it still is a supernatural creature that filled the role in the Freetime expansion pack. Once a Sim's hobby enthusiasm has reached a certain peak, The Gypsy Matchmaker will bestow upon that household a dusty old lamp, which the Sims can either rub or sell. Upon rubbing the lamp, the Sims will have a variety of wishes to choose from, such as money or even love. Green or lower aspiration meters will affect how the Genie's notoriously erratic magic grants a Sims' wishes, so for the best results it is ideal to ask for wishes when your Sim has a gold or platinum aspiration meter.
[edit] Witches & Warlocks
See Also: Magic
Witches/Warlocks are the Apartment Life race, with males being called warlocks, and the females witches. In order to become a witch or warlock, you must be friends with one first, usually either the good or evil head witch. Upon becoming magically attuned, not only will you get a snazzy new wardrobe and a nifty new name tag, but your witch/warlock friend will provide you with several items needed to be a proper spell caster. You will receive a spell book, and a cauldron, as well as a list of spells according to the alignment you have chosen. There are 3 alignments of witchcraft to choose from, you can either take the Path of Darkness, the Way of Light, or simply study the Neutral Magics. In order to become better at casting spells, you must study the spell book like any other book from the bookshelf. There are three types of spells, Good aligned, Neutral aligned, and Evil aligned. Some examples of Good aligned spells are spells that improve the moods of other sims or cure any sickness they may have; Some Neutral aligned spells are spells such as teleportation or conjuring food; and Evil aligned spells focus on the harm and overall distress of others, with such spells as inducing vomit and conjuring bees. The more that a witch/warlock sim uses spells from either the good or evil alignment, the more that sim's alignment shifts one way or the other. As an additional bonus to becoming a witch/warlock, your sim now access to a new form of transportation: the broomstick. Your sim can use a flying broomstick to go to work, to go to school, or to even go to a community lot. You simply use the self interaction "Fly to" on your sim much in the same way you use the self interaction "Walk to." Once you've become a witch or warlock, you gain access to the homes of the head witches, where you can nearly always find them, as well as cauldrons and spell books for your sim to use and reference. The head witches also sell replacement spell books and cauldrons, witch removal potions, as well as the ingredients aligned towards them, so feel free to visit your head witch and see what she has to offer.
[edit] Bubble, Bubble, Toil and Trouble...
One of the necessary items that the head witch will give you is a cauldron. The cauldron is an item that is bound to your witch or warlock sim, that is, only that sim can use it. The uses of the cauldron are endless; the primary purpose is for your sim to be able to craft the reagents needed to cast their spells. There are 6 reagents in all, 2 for for good spells, 2 for evil spells, and 2 neutral reagents. Your sim is able to make all of them to begin with, however, making a reagent of your opposing school of magic will cause significantly more comfort and fun drain than normal. Upon gaining skill points in magical abilities, you will discover new and different items that are able to be crafted in the cauldron. You can learn to create any number of potions and tonics, as well as intriguing magical items, some of them linked to magical alignment, for your witch to decorate and furnish the house with. The objects you make generally take a very long time to craft, and they tend to drain your sims comfort and fun stat particularly fast, but are worth the effort. Crafting reagents, potions, and items in the cauldron does not change your sims alignment status, it merely improves your sims magic skill.
[edit] Learn to Read before you learn to Spell!
The second necessary item that the head witch bestows on you is your spell book. Like the cauldron, it too is bound to your sim. The spell book is useful in that it contains your sims status charts for their magical abilities. It shows how many skill points your sim has in magic as well as your alignment ranking; it also has your list of spells and cauldron creatable items, as well as what is needed to cast those spells. Your spell book also provides one of the easiest ways of gaining alignment as well as skill ups in magic. Aside from actual spell casting, studying the spell book is the only other way of improving your alignment, whether you want to study neutral, evil, or good spells.
[edit] Losing that Magic Touch
If you accidentally sell your spell book or cauldron, you can easily purchase a new one from either head witch. If you meant to sell your cauldron and spell book, you're likely looking to get out of the witching business. To remove your magical abilities, you must take a potion that will return you to the mundane. The head witches and the gypsy matchmaker sell such potions, and you can also brew such a potion in your cauldron.
It is currently unknown what a witch/warlock sim is fully capable of, and updates should become more readily available as more people have had a chance to play the new expansion pack.
*This is either only partialy or not yet researched.
[edit] Hybrids
For certain creatures, a hybrid is possible given certain circumstances.
[edit] Alien-Zombie-Vampire-Werewolf-PlantSim-Witches
You will need the respective EPs to accomplish this.
Also, performing these actions in any order will work all the same.
- Start with an alien, probably a premade one from Strangetown, or follow the instructions below.
- Kill him/her in any way, then use the Resurrect-O-Nomitron and pay §1,022-4,963.
- Have a vampire bite him/her or use boolprop testingcheatsenabled true to make him/her a vampire.
- Have a Leader of the Pack bite him/her. there is no cheat for this.
- Have him/her use too much pesticide on his/her plants.
- Become friends with a witch.
ATTENTION! There is no documentation of this! Should you do this, please explain it here. Be wary when dealing with the hybrid, as some of the races may seem to conflict, such as the vampire and the plantsim. However, this can be easily dealt with, as the greenhouse sun lamp located in the Greenhouse section of Build Mode does provide a plantsim with the sunlight it needs to survive while indoors. Placement of this lamp over the coffin will supply the hybrid with the sunlight it needs during the daylight hours. Other than that, there seems to be very little conflict between the supernatural races. Witch/Warlock requirements are unknown.
[edit] Gypsy Matchmaker
- Main article: Gypsy Matchmaker
A service Sim introduced in Nightlife, he Gypsy Matchmaker is not herself a supernatural being; She was added to help with the more uncontrollable creatures. She sells a wide variety of potions to help cure Sims of their supernatural ailments, as well as help with matters of love:
[edit] Vamprocillin-D
A potion you can buy from the gypsy matchmaker that cures vampirism. You can also influence other vampires to drink this potion and they will turn into normal sims.
[edit] Lycanthropic-B
A potion you can buy from either the gypsy matchmaker or the pet obedience trainer to cure lycanthropy. You can influence werewolves to drink it and they will turn into normal sims.
[edit] Plantophic-C
A potion you can buy from the gypsy matchmaker or any member of the gardening club that cures plantsimism. You can influence plantsims to drink it and they will turn into normal sims.
[edit] Love Potion 8.5
A potion that greatly improves the chemistry effect of the sim using it.
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