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Magic Town is a [[sub-neighborhood]] available in ''[[The Sims: Makin' Magic]]'' and ''[[The Sims 2: Apartment Life]]''.
 
Magic Town is a [[sub-neighborhood]] available in ''[[The Sims: Makin' Magic]]'' and ''[[The Sims 2: Apartment Life]]''.
   
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[[Image:magictown.jpg|400px|right|thumb|The default appearance of Magic Town.]]
 
==The Sims==
 
==The Sims==
 
Magic Town is a subneighborhood added in ''[[The Sims: Makin' Magic]]''. It can be reached by riding in the [[Taxicab|Balloon Cab]] summoned by phone, which takes the whole family, or by jumping in [[a Hole in the Ground]], which will only take the sim who jumped. In Magic Town, Sims can buy ingredients for baking, pressing nectar, spellcasting, or for the acquisition and care of a [[dragon]]. The river separates the Creepy Hollow residential area from Calamity Forest, which is where the [[community lot]]s are. While all Magic Town lots have either a Creepy Hollow or Calamity Forest address, Magic Town is unique in that it has no actual streets.
 
Magic Town is a subneighborhood added in ''[[The Sims: Makin' Magic]]''. It can be reached by riding in the [[Taxicab|Balloon Cab]] summoned by phone, which takes the whole family, or by jumping in [[a Hole in the Ground]]. In Magic Town, Sims can buy ingredients for baking, pressing nectar, spellcasting, or for the acquisition and care of a [[dragon]]. The river separates the Creepy Hollow residential area from Calamity Forest, which is where the [[community lot]]s are. While all Magic Town lots have either a Creepy Hollow or Calamity Forest address, Magic Town is unique in that it has no actual streets.
 
 
[[Image:magictown.jpg|300px|right]]
 
   
 
A Sim can earn [[MagiCoins]] by performing tricks, with high Mechanical skill enhancing performance and profit on the carnival themed objects and high Logic skill on the "spooky laboratory" stage. Sims can also amuse themselves on rides, with meaner sims preferring spooky rides and more playful sims preferring fun house rides.
 
A Sim can earn [[MagiCoins]] by performing tricks, with high Mechanical skill enhancing performance and profit on the carnival themed objects and high Logic skill on the "spooky laboratory" stage. Sims can also amuse themselves on rides, with meaner sims preferring spooky rides and more playful sims preferring fun house rides.
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Unlike with most other community lots under normal circumstances, [[children]] can go to Magic Town by themselves if they use the Hole in the Ground. However, children are unable to purchase magical ingredients, so going to magic town is of limited use to them. Neighborhood children will never appear as visitors to Magic Town.
 
Unlike with most other community lots under normal circumstances, [[children]] can go to Magic Town by themselves if they use the Hole in the Ground. However, children are unable to purchase magical ingredients, so going to magic town is of limited use to them. Neighborhood children will never appear as visitors to Magic Town.
   
Sims can cast [[spells]] in Magic Town without having to worry about getting fined by the [[Mystery Man]]. Keep in mind, though, that the townies in Magic Town all have wands, so spells other than the mood and relationship increases will always backfire when cast on them, however these sims are easy to identify based on their antiquated appearance and surname "Strange".
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Sims can cast [[spells]] in Magic Town without having to worry about getting fined by the [[Mystery Man]]. Keep in mind, though, that the townies in Magic Town all have wands, so spells other than the mood and relationship increases will always backfire when cast on them. However, these sims are easy to identify based on their antiquated appearance and surname "Strange".
   
 
===NPCs In Magic Town===
 
===NPCs In Magic Town===
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There are three magical "vendors" in Magic Town, each with their own cart. They sell ingredients and items for MagiCoins, and can be talked to for quests or to barter for ingredients unavailable by other means.
 
There are three magical "vendors" in Magic Town, each with their own cart. They sell ingredients and items for MagiCoins, and can be talked to for quests or to barter for ingredients unavailable by other means.
   
*[[Faerie Queen Mara]] - Faerie Mara's Odds and Ends
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*[[Faerie Queen Mara]] – Faerie Mara's Odds and Ends
*[[Apothecary Todd]] - Wagon O' Wares
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*[[Apothecary Todd]] – Wagon O' Wares
*[[Vicki Vampiress]] - All Things Draconic
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*[[Vicki Vampiress]] – All Things Draconic
   
 
There are three [[janitor|janitors]] in different areas.
 
There are three [[janitor|janitors]] in different areas.

Revision as of 13:50, 21 July 2010

Magic Town is a sub-neighborhood available in The Sims: Makin' Magic and The Sims 2: Apartment Life.

Magictown

The default appearance of Magic Town.

The Sims

Magic Town is a subneighborhood added in The Sims: Makin' Magic. It can be reached by riding in the Balloon Cab summoned by phone, which takes the whole family, or by jumping in a Hole in the Ground, which will only take the sim who jumped. In Magic Town, Sims can buy ingredients for baking, pressing nectar, spellcasting, or for the acquisition and care of a dragon. The river separates the Creepy Hollow residential area from Calamity Forest, which is where the community lots are. While all Magic Town lots have either a Creepy Hollow or Calamity Forest address, Magic Town is unique in that it has no actual streets.

A Sim can earn MagiCoins by performing tricks, with high Mechanical skill enhancing performance and profit on the carnival themed objects and high Logic skill on the "spooky laboratory" stage. Sims can also amuse themselves on rides, with meaner sims preferring spooky rides and more playful sims preferring fun house rides.

Unlike with most other community lots under normal circumstances, children can go to Magic Town by themselves if they use the Hole in the Ground. However, children are unable to purchase magical ingredients, so going to magic town is of limited use to them. Neighborhood children will never appear as visitors to Magic Town.

Sims can cast spells in Magic Town without having to worry about getting fined by the Mystery Man. Keep in mind, though, that the townies in Magic Town all have wands, so spells other than the mood and relationship increases will always backfire when cast on them. However, these sims are easy to identify based on their antiquated appearance and surname "Strange".

NPCs In Magic Town

There are three magical "vendors" in Magic Town, each with their own cart. They sell ingredients and items for MagiCoins, and can be talked to for quests or to barter for ingredients unavailable by other means.

There are three janitors in different areas.

Gypsy Clerks will spawn next to cash boxes, so Sims can make purchases. The Mystery Man is present on all lots, fulfilling a similar role to Lana in Studio Town and the Director on Vacation Island: sims can talk to him for information about magic, and he will buy and sell magic wands, allowing Sims to gain or relinquish magical abilities.

Residential Zone

There are three residential lots in Magic Town, which are separated from the community lots by the river that runs through the area. Unlike other residential lots, they must be bought with MagiCoins as well as simoleons. Lots cost 1000 or 1500 MagiCoins, depending on their size. Even if The Sims: Unleashed is installed, players are not able to build on these lots unless Sims are living on them, and they cannot be rezoned. All three of the these lots are of the spooky theme. Living in Magic Town has various advantages, such as that magical growths will spawn after ten spell casts rather than fifteen.

The Sims 2

While there is no "Magic Town" as such in The Sims 2, something not dissimilar is added with Apartment Life. Instead of being like the Magic Town in The Sims, it is a secret sub-neighborhood. The neighborhood's name is "Duality", reflecting the nature of the its two lots, the Palace of Neverending Light and the Fortress of Eternal Darkness.