> Hi All,
> How do I know which potions are ok to drink & which are bad?
Potions:
Red causes the Sim who drinks the potion to fall madly in Love with another
Sim in the neighborhood.
Orange causes the Sim who drinks the potion to become invisible for a short
period of time.
Yellow reverses the Sim's personality traits.
Light Green decreases all the motive meters as well as decrease the mood
meter of the Sim who drinks the potion.
Green creates an evil twin of the Sim who drinks the potion.
Blue increases some of the motive meters as well as increases the mood meter
of the Sim who drinks the potion.
Purple causes the Sim who drinks the potion to become a brain dead monster
for a short period of time.
White cures the Sim who drinks it if he/she is sick.
>Also, why is
> all my neighbors trashing the gnomes I make?
They're probably in a bad mood. If you don't want them to trash the gnomes,
either enclose all the gnomes with a fence, or go into Buy Mode and sell
them. The more talented your SIm is at making them, the more simoleans
they'll fetch.
>Lastly, The clown painting
> brings the sad clown. Does the warrior, tiger, or gerbil paintings do
> anything weird as well?
AFAIK the warrior and tiger paintings don't do anything but look tacky. The
GUINEA PIG (!!!) painting will cure the Guinea Pig disease though.
--
-=-=-=-=-
Libby
sig this
POTIONS:
BLUE- motive enhancer-- maxes out hunger, bladder, fun, etc. According
to the Primus guide, it is supposed to max them all out, but in my
game it only hits 3 to 5 of them. This is the most common potion and
it is 4x as likely to turn up than any of the others.
CHARTREUSE (yellow-green)-- motive subtractor-- the opposite of the
blue potion. It doesn't drop hunger all the way down, as that would
kill the sim.
BROWN-- Invisibility for 1 sim hour. The sim can still interact with
other sims IF the invisible sim initiates the action. This is a cool
way to get too cozy with the neighbors when the spouse is around
without risking getting slapped.
RED-- makes the sim you have the lowest realtionship score with fall
in love with you (100 relationship). It also teleports that sim to
your location.
GREEN-- evil clone appears. You can't control the clone, but he'll do
his darndest to wreck your relations with other sims. The clone has
the opposite personality to your sim & the same skill scores. Other
sims will think the clone is you, so if he mucks up a realtionship,
you will have to do damage control later.
YELLOW-- personality inversion-- This is permanent. If your sim has a
2 Outgoing, it will invert to an 8, if he has a 9 Nice, he will now
have a 1 Nice, etc. Some people make a sim with 0 points in alll
personality traits then try to get this potion, just to have a sim
with 10 in all traits. Cute.
PINK/VIOLET-- monster-- Your sim turns into a Frankenstein monster,
runs about using items & eeerything he uses breaks. From personal
experience, sometimes even if you wall him up, stuff will break
anyways. And, yes, the monster seems to zero in on the most expensive
stuff first.
WHITE-- cure disease-- Only a sick sim can make this one, but it
instantly cures the dreaded Guinea Pig disease.
========================================
GNOMES-- Neighbors who leave in a bad mood will kick the gnome(s) in
frustration. Any gnome within a square or so of the kicked gnome also
detonates. This is one of the funnier animations in the game,IMO.
========================================
PAINTINGS-- As far as I know, the Clown & Guinea Pig paintings are the
only ones that Maxis made that do anything interesting. We know about
the clown. The guinea pig painting helps cure the Guinea pig disease.
Rather than the disease taking about 2 days to run it's course, if
your sick sim views the painting, it takes closer to about 16 hours.
Don't quote me on this, but it seems like the sim won't transmit the
disease after he views it either, because the disease IS contagious
otherwise.
Peace!
Mirra
> BLUE- motive enhancer-- maxes out hunger, bladder, fun, etc. According
> to the Primus guide, it is supposed to max them all out, but in my
> game it only hits 3 to 5 of them. This is the most common potion and
> it is 4x as likely to turn up than any of the others.
In my experience, three traits go up at random, if I'm recalling
correctly. Useful if you're on a potion-making binge, especially if
Comfort and Energy go up.
> CHARTREUSE (yellow-green)-- motive subtractor-- the opposite of the
> blue potion. It doesn't drop hunger all the way down, as that would
> kill the sim.
Here's what I saw somewhere as a recovery recipe:
* Drink espresso in order to stay awake long enough to have a good
square meal. This will cause your Sim to pee his pants, but his Bladder
was awfully low anyway. Meanwhile, have another Sim fix a meal (if
possible -- or else fix one yourself, hoping you have enough Energy to
do so).
* Eat the meal.
* Go to sleep.
After he wakes up, the Sim should have decent scores in Bladder,
Comfort, Energy, and Hunger; when the Sim wakes up, he's no longer in
danger (Hunger and Energy are the important bars) and can then go shower
and do something fun (or jump into the hot tub, if you have one, with
your spouse, which raises all of Hygiene, Fun, and Social).
> BROWN-- Invisibility for 1 sim hour. The sim can still interact with
> other sims IF the invisible sim initiates the action. This is a cool
> way to get too cozy with the neighbors when the spouse is around
> without risking getting slapped.
Ah! fun ;)
> GREEN-- evil clone appears. You can't control the clone, but he'll do
> his darndest to wreck your relations with other sims. The clone has
> the opposite personality to your sim & the same skill scores. Other
> sims will think the clone is you, so if he mucks up a realtionship,
> you will have to do damage control later.
This one is best to drink after everyone else is asleep, to minimise
damage done ;)
> PINK/VIOLET-- monster-- Your sim turns into a Frankenstein monster,
> runs about using items & eeerything he uses breaks. From personal
> experience, sometimes even if you wall him up, stuff will break
> anyways. And, yes, the monster seems to zero in on the most expensive
> stuff first.
"Breaking" here includes clogging up toilets which then have to be
pumped. Yuck :(
In other news, apparently if you invite a neighbour over, greet them,
and then leave them alone, they would ordinarily head over to the food
if you had made some (greedy pigs). If you have none, they'll go and
drink a potion if one is finished.
I seem to recall reading that if they drink "bad" potions (such as
personality reversal, motive subtractor, evil clone, or monster) that
nothing bad happens to them; they just get in a really bad mood and go
away again. So if you just made a bad potion you can invite someone else
over to drink it for you ;) (Or you can sell the chemistry set and buy
it again, but of course you lose some money due to depreciation.)
Cheers,
Philip
--
Philip Newton <nospam...@gmx.li>
That really is my address; no need to remove anything to reply.
If you're not part of the solution, you're part of the precipitate.
"Philip Newton" <pne-news...@newton.digitalspace.net> wrote in message
news:glvfaugrifhn95sq7...@4ax.com...
Dave
> When last I had a baby,
And did you give birth out your back, like Kes?
}:->
> I have one sim that seems to have a nack for making ONLY the yellow
> potion. It's unbelievable!
>
> Dave
>
Well in that case, you ought to clone him!
heh heh
> When last I had a baby, I kept a stock of blue potions around, to refresh
> the care-giver. It doesn't feel like cheating, the way the fruitcake does.
How do you do that? Can you pick up the potion from the table and put it
somewhere else?
Come to think of it, I never tried clicking on the potion itself, only
on the workbench... and that just has "Drink Potion" or something like
that.