The Sims 1 Makin’ Magic Duel Guide (Get those Magic Coins)

If, like me, you’ve never really stopped playing the Sims 1, the Sims muscle memory never fades, but sometimes the specifics slip away. For me, it is the Magic Town duels, done in the pursuit of Magic Coins, arising when I inevitably decide to buy one of the Magic Town houses, thinking this time I will love it! All those other times over the last 20 years when I grinded for magic coins and then instantly regretted the move were flukes. I am older and bolder and need those sweet, sweet coins to make my big move.

Back in the year of our lord 2003, I had post-it notes with hand drawn symbols and moves written for the duels, lovingly documented and meticulously detailed, a herculean task for a ten year old kid. It’s been nearly 23 years since then, and my notes are finally getting the digital upgrade they so desperately deserve.

The basics are this:

There are 5 possible spells, and you will be given 4 at random, as will your opponent.

The game lasts 4 rounds, and you will need to figure out the correct combination of spells to win. Sounds simple? Yeah, I suppose it is.

You can easily get 3 out of 4 and win the duel just by looking at the table below and disregarding the orbs altogether. Taking a second to note the spell line up, you can get those extra 10 magic Coins, but it is by no means vitally important.

Spell Orb: Symbol: Beats: Beaten by:
Black Blizzard Yellow Brimstone

White Lightning

Red Wave

Blue Tornado

Blue Tornado Black Blizzard

Yellow Brimstone

White Lightning

Red Wave

Red Wave Black Blizzard

Blue Tornado

Yellow Brimstone

White Lightning

White Lightning Red Wave

Blue Tornado

Yellow Brimstone

Black Blizzard

Yellow Brimstone White Lightning

Red Wave

Blue Tornado

Black Blizzard

Here’s an example, from my own recent quest to buy a spooky Magic Town mansion.

Look at the orbs to the side of the Sims. We don’t have Yellow Brimstone, she doesn’t have Black Blizzard.

Our missing spell:

Yellow Brimstone is beaten by Blue Tornado and Black Blizzard

Yellow Brimstone beats White Lightning and Red Wave

Since the opponent does not have Black Blizzard, we will need to save Blue Tornado for when she plays Yellow Brimstone.

Opponent’s missing spell:

Black Blizzard is beaten by Red Wave and Blue Tornado

Black Blizzard beats Yellow Brimstone and White Lightning

ROUND 1:

She has started with Yellow Brimstone, so we can use our Blue Tornado straight away. We know this as Yellow Brimstone is beaten by Blue Tornado and Black Blizzard (which we do not have)

ROUND 2:

Next, she plays White Lightning .

White Lightning is beaten by Yellow Brimstone and Black Blizzard

Since we don’t have Yellow Brimstone, we will go Black Blizzard.

ROUND 3:

Next, she plays Blue Tornado.

Blue Tornado is beaten by White Lightning and Red Wave. Those are our 2 remaining options, and looking at her remaining orb her last move must be Red Wave, which is beaten by White Lightning.

We choose Red Wave for now.

ROUND 4:

Her last move is Red Wave, and so we can finish her off with White Lightning.

Voila! Get those delicious 36 magic coins. You’ll be regretting your move to the creepy Magic Town mansion in no time !



Leave a Reply

Discover more from Lamb's Cross

Subscribe now to keep reading and get access to the full archive.

Continue reading