Occult Escape Challenge
I had fun with this last October; I thought I'd share...
I felt uncomfortable with the asylum challenge, but I wanted to do some kind of escape challenge.
Packs needed: Base Game, Get To Work, Vampires, Realm of Magic, Werewolves & Island Living
Occult Escape Challenge (or Occult Clone Challenge or Monster House Challenge)
An evil mad scientist has created some “unusual” creatures during his genetic experiments. These clones now seek to escape, but first, they need to maximise their extraordinary powers, earn enough money to live in the outside world, find others like themselves, and defeat the evil doctor.
I have attached pictures of the the Sims from my playthrough, and they are on my gallery in both teen and child form - ID gertie47
CAS:
- The Mad Scientist: Aspiration - Public Enemy. Traits - Hot-headed, Evil, Mean (or Hates Children if the occult sims start as children).
- Teen Alien: Aspiration - Nerd Brain. Traits - Genius, Active
- Teen Vampire: Aspiration - Master Vampire. Traits - Gloomy, Creative
- Teen Mermaid: Aspiration - Musical Genius. Traits - Music Lover, Child of the Ocean
- Teen Spellcaster: Aspiration - Potion Master. Traits - Book Lover, Loves Outdoors
- Teen Werewolf: Aspiration - Lone Wolf. Traits - Active, Loner
When the Teens age up, randomise the 3rd trait.
If starting the challenge with child sims:
Alien - Mental (if choosing Mental, you may control the Dr only for the reading books section of the aspiration) or Motor - Genius
Vampire - Creative - Gloomy
Mermaid - Creative - Music Lover
Spellcaster - Creative - Book Lover
Werewolf - Motor - Active
BB:
This is similar to the asylum challenge. The Scientist may have a luxurious room & ensuite, but his door is to remain locked for only him to enter and exit. The house may have the private dwelling trait, no others. The house must be locked for everyone except the household. Ignore the welcome wagon.
(I realised I'd said nothing about starting funds - this can be anything you want, as the occults can only spend money they have earned)
For the rest of the house, when starting with teens, there can be two bathrooms with the cheapest items. The kitchen only contains a fridge, one counter space and a sink. The dining table can only have three chairs. The common area can contain a TV, bookshelf, radio and one chair to sit. There can be a desk with a chair and a computer, and a chess table. The bedroom can only have three beds. There should be an indoor and outdoor garbage bin.
If starting with children, they can have monkey bars, an activity table, a science table, and a violin - i.e., the basics to fulfil childhood aspirations. When they age up to teens, all these things should be deleted.
Challenge Rules:
- Play one occult per day. You may allow them to take a vacation day on the day you play them, if they have them available. Play them for 24 hours, from 8am-8am. You can line up activities for the occult to complete after the 24 hours is up, when you switch to the next occult to play.
- Do not play as the scientist. They must be in the scientist career; do not follow them to work.
- Keep a running tally of each occult’s personal earnings so as not to confuse it with the scientist’s income.
- When still teens, do not follow to school or prom (or graduation once they age up).
- Aging up will likely be a sad event, but a teen you are currently playing with can create a birthday cake and age themself up on their birthday as shown on the calendar. That cake may be kept in the fridge and used for the next sim if they don’t age up on their own beforehand. Obviously, they will all have the same birth date.
- Use a randomiser when given chance cards, except you may choose for a sim not to get fired.
- Occults pay for everything they need, except food & medicine. If starting with child sims, the scientist can “pay” for repairs on objects if the object in question is not autonomously fixed by the scientist within a sim day. When making food, you can make for eight.
- Each Occult can get any job you think would be appropriate for them to earn money. I recommend not doing freelance so the occult will autonomously go to work when you are not playing them.
- You can celebrate/create whatever holidays you want if you have Seasons (this helps with reward points) - but the occult you are playing that day must prioritise fulfilling the requirements of the holiday.
- If the scientist dies, their door remains locked. (If playing with child sims, and pleading with Grim for does not work, restart the challenge from the start). Do not add their ghost to the household.
- When travelling, all sims (except the scientist) must travel together, though there is an important exception to this rule:
- Each occult may travel alone to their own occult world - Alien/Sixam, Vampire/Forgotten Hollow, Mermaid/Sulani, Spellcaster/Magic Realm & Glimmerbrook, Werewolf/Moonwood Mill.
- Each occult may only actively seek friends outside the home that are of the same occult (inadvertently made friends are okay, as well as Grim, Father Winter, Flower Bunny, etc). For example, you may add friends to Social Bunny, but they can only be of the same occult. You cannot add household members to Social Bunny.
- Each occult can make themselves immortal using their occult powers. They are also permitted to purchase one potion of youth during their lifetime. A spell-caster can gift an Immortality or Rejuvenation potion (or any other potion) to another occult, but the outcome must be accepted, so do this at your own risk. A spell-caster can drink as many rejuvenation potions (or any potions) as they choose but do so at their own risk.
- An occult is permitted to enter the scientist’s locked lair when they have the power to do so, but not while you are actively playing them. If they get stuck in the lair, you can teleport them out (because I see this as a bug).
- You can shift-click to debug any sim you are not playing, that appears frozen in action longer than a sim-hour.
- Spend reward points however you think would be helpful.
- To complete the challenge:
* Finish aspiration
* Have available a minimum of 20,000 simoleons - this can include money from items they have personally purchased in the house but are selling upon moving out - eg if one of them buys an oven, this needs to be sold when they move, and the amount of money returned to them.
* Once the above are done, “defeat” the scientist (if they are still alive):
* Alien - erase their memory
* Vampire - use a power to make them pass out (e.g. compel for a large drink)
* Mermaid - Use a siren’s song to make them sad/tense.
* Spellcaster - Morphiate spell
* Werewolf - Get into a brawl so that they get werebies.
Then, they can move from the household, and you can continue getting the other occults to complete the challenge. - Easy Mode - Long Life Span.
- Normal Mode - Normal Life Span.
- Hard Mode - Normal Life span, but when starting with teens: 2 beds, one bathroom, no radio, no TV, no bookshelf, no computer. Keep the aspirations as stated, but randomise all other traits. (Scientist should have a computer in their private room/s).
- I guess Utter Madness Mode would be trying Hard Mode on a short life span.