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Test Subject
Original Poster
#1 Old 20th Nov 2015 at 10:32 PM
Heal The Mentally Ill (Mental Hospitial) Challenge
(Note: There was another challenge similar to this one (The Official Asylum Challenge). I've just modified it a bit by adding the possibly & the objective of 'psychologically healing' the patients so they can leave the mental hospital 'sane').

Main Objective: Create mentally insane sims & reprogram their minds to be able to function in society. Have them leave the mental hospital 'sane' before they age up into elders. (If they become elders and are still insane they are no longer treatable patients and must die. If 5 or more patients die this way, your mental hospital must shut down).

Rules:
- Must have only ONE 'sane' sim in your 'current household'/insane asylum. They will act as the 'mental hospital/asylum keeper/psychologist (whatever you want to call it) & will have the objective of "saving the sanity of the insane sims".
- This single sane sim must be a young adult & may not have any of the following traits (these are the traits of the insane and the keeper must not have them):
Insane - Hates The Outdoors - Absent Minded
- The 'sane' sim can have any traits you wish (just note now that it'd be helpful to have the 'Neat' trait to clean the Asylum in one go).
- Gender doesn't matter.

- Must have at least 6 insane sims in your 'current household'/insane asylum
- Each 'insane' sim must be a young adult or adult (just note you have more time to 'heal' young adults before they become an elder & less time for adults).
- Each 'insane' sim must have the following traits: Insane - Hates The Outdoors - Absent Minded. The remaining traits may be chosen to your liking.
- Gender doesn't matter (i.e. can have 4 men & 2 women, all men, all women etc...)
- Initially you have NO control over the insane sims as they are mentally insane & uncontrollable (so you cannot control their interactions during game play until later on..see more below).

Insane Asylum/Mental Hospital Building Rules:
- Must have one bedroom for each sim.
- For insane sims, the bed may be the only thing present in the room. (No art deco, no rugs, no dressers etc... only one bed, windows, flooring & wallpaper).
- As for your keepers bedroom, go nuts if you wish.
-There must be 2 showering rooms (one for females, one for males) & two bathrooms (toilets for men & toilets for women). The toilet cubicles will be the best option for your bathrooms and possibly if you have the outdoor showers, they'd be the best for the showering rooms.
- There must be at least one kitchen which must be off limits to the insane sims. The keeper is the only one who has access to the kitchen & must prepare meals for the entire asylum/hospital when sims become hungry. The kitchen is for SANE sims only (so if insane sims are 'healed' fully they may use the kitchen on their own - but sane sims must also move out of the asylum so they won't be using the kitchen for long - more on this below).
- There must be a dining area with enough seats to seat all sims in one siting

- There must be a 'Therapy Room'. This would consist of whatever you consider a therapy room to contain, but there must be two chairs, possibly facing each other - one for the psychologist/keeper & one for the patient - where they can talk/interact whilst sitting down. This therapy room is where part of the 'healing' takes place so it's important you have one. Decorate as you wish.

- There must be a 'Group Interaction Room' where you will lock your patients in for a certain number of hours during certain days of the week. This will give your sims a chance to build relationships with other sims. Put whatever you like inside of it, just note that the main goal is to get your sims to make friends (it's a mandatory objective if your insane sim wants to leave the asylum sane). So putting objects in which build sims relationships would be a smart move (e.g. a chess table, dominoes table, anything that involves sim interaction). You may even choose to put nothing inside of the room in hopes that they end up talking to each other - whatever you think will build their relationships the fastest with other sims!

- There must be a Learning Room where skill objects are placed. This room is inaccessible to FULLY insane sims (more rules on this later). Just create a room full of objects which aid the skill levels of sims (e.g. bookshelf will skills books, chess set, easel, guitar, etc..) Decorate as you wish. (Again, gaining skills is a mandatory objective for sims hoping to leave the insane asylum sane, so design this room for gaining skill points).

- You may have a small lounge area with couches, seating and one TV. You may have one radio if you wish. No other activity objects other than these are allowed outside of the Learning Room and Interaction Room!
- There must be a gate around the entire building which must be locked for all sims except the keeper. (More rules on this later).
- Outside may be decorated as you wish. No outdoor activities, except for a plain gated pool if you wish. Chairs and benches are okay, just remember this is an insane asylum, not a holiday inn.

GAME PLAY RULES:
So you've got your keeper, your insane sims & your mental hospital/insane asylum. Now what?

General Rules:
- No insane sims in the kitchen.
- No FULLY insane sims may leave the lot (more rules below on this).
- You may not control the FULLY insane sims, (only when necessary, e.g. moving them out of the way from blocking a path, glitched sims etc) More rules on this below.
- The insane sims cannot have jobs until a certain point (see below).

'HEALING' THE MENTALLY ILL:
The goal is to slowly rid of the sims mental illness & make them functioning members of society by removing the traits: Insane, Absent Minded & Hates The Outdoors.

To remove the Hates The Outdoors trait:
- The mentally insane sim must become friends with the keeper, BUT, may only interact with the keeper in the Therapy Room, both sims sitting whilst interacting. (The number of interactions is hugely limited whilst sitting down, thus making the process of befriending each other slower). The keeper is the only one you may control whilst interacting with the insane sim. Once the keeper & insane sim are friends, the Hates the Outdoors trait may be removed through the cheats menu.(If you don't know how to do this scroll right down to the bottom for instructions).
- Only one insane sim in the Therapy Room at a time.
- The keeper cannot interact with the insane sims outside of the Therapy Room until they become friends. Once they're friends, they may interact outside of the Therapy Room.
- Therapy Room interaction must be seated interaction ONLY.
- Therapy Room interaction can last as long as the keeper/psychologist wishes.
- The Keeper can only see each insane sim the Therapy Room once per day.
- Once the insane sim no longer 'hates the outdoors' & has gained 'trust' of the keeper, the front gate may be unlocked for that specific insane sim. That sim may now leave the lot & since the insane patient is now friends with the keeper, you gain access to controlling that insane sim OUTSIDE OF THE LOT ONLY (e.g. taking the insane sim to the park, movies etc..) Once your insane sim in back in the asylum you have no control over that sim.
(The keeper is generally helping the insane sim with the Outdoors, has 'healed' the Hates The Outdoors trait, and is guiding the insane sim with the outside world - thus it only makes sense that the keeper has control of the insane sim in the outer world aka outside of the current lot).
- REPLACE THE hates the outdoors trait WITH ANOTHER TRAIT OF YOUR CHOICE
*Also note the friendship must be maintained in order for the trait to remain removed. If your sim loses friendship with the keeper, add back the hates the outdoors trait & play rules as normal as before the trait was removed.

To remove the Insane Trait:
- The mentally insane sim must make at least 3 friends (hence the purpose for the Interaction Room) & must have at least 2 friends inside of the asylum (can have friends outside of the asylum). The keeper DOES NOT COUNT as a friend!
- The Interaction Room must be used 3 times a week. You choose the days, (e.g. every Tues, Thurs & Sat) and stick to the days and times throughout the game.
- Only one Interactive Room session per chosen day (once all sims have left the room, the session is over).
- The room must be inaccessible/locked when not in use.
- All sims must be put in the Interaction Room at the same time. (Except for the keeper).
- Sims must stay in the Interaction Room for at least 4 hours in one session. (You can leave them longer if you wish but it's only a matter of time before their need bars run low).
- YOU MAY NOT CONTROL ANY OF THE SIMS IN THE INTERACTION ROOM. They must develop friendships themselves!
Hence the purpose of these Interaction Room sessions is to make friends for the insane sims, in order to remove their insane trait.
- May be friends with other insane sims or sims outside the lot. (Although, they must have at least 2 friends inside the asylum, the keeper excluded).
- Those who have gained trust of the keeper (and no longer have the hates the outdoors trait & can go outside of the lot) may be controlled to make friends OUTSIDE OF THE CURRENT LOT. Just note, the insane sim must make at least 2 friends inside the asylum so they'll have to use the Interaction Room.
(Generally, the insane sim is learning to socially interact with others, make and keep friendships, feel a sense of belonging with others etc.. From this, part of their sanity is 'cured'. Once they've made friends & have had enough interaction, they are no longer considered 'insane' - thus remove the insane trait once completed).
- REPLACE THE insane trait WITH ANOTHER TRAIT OF YOUR CHOICE
- Once your sim has 3 (or more) friends (excluding the keeper) they no longer have to partake in these Interaction Room sessions - although they can if you wish.
*Also note you must maintain these friendships with others in order to stay sane. If your sim loses friendships and suddenly has no or fewer than 3 friends - Add back the insane trait.

****ONCE YOUR SIM NO LONGER HATES THE OUTDOORS AND IS NO LONGER HAS THE INSANE TRAIT THEY MAY GET A JOB IF YOU WISH!****

To remove the Absent Minded Trait:
- Each insane sim must have at least one skill point in at least 4 different skills. (e.g. one cooking point, one logic point, one guitar point & one painting point) - Hence the reason for the Learning Room.
(Generally, the idea is that once the insane sims start building their skills, their memory improves and they no longer are Absent Minded).
- The Learning Room is only accessible to those who have gained the trust of the keeper AND are no longer insane! (Thus, they must work on removing their Hates The Outdoors trait & Insane trait in order to use the Learning Room).
- The Learning Room is open 24hours to those who qualify to enter!
- Note that sims may have already gained skills in the Interaction Room - These skills gained do count as skill points. Although, the Interaction Room is not accessible 24hours a day, thus having access to the Learning Room gives sims higher chances of developing skills.
- Once your sim have gained at least one point in 4 different skill sets, you may remove the Absent Minded Trait & replace this with a trait of your choice
- You have NO control over your patients in the Learning Room.

***Once all 3 traits are removed, your insane sim is no longer insane! They are now capable to live independently outside of the asylum! (You now have complete control over the sim as they are no longer insane or uncontrollable).

Before moving the sane sim out:
- Spend any Lifetime Points on awards in which you think will benefit them most
- Set them up for success in relation to their Lifetime Goal (e.g. if their goal is to be a CEO of a Mega Corporation, get them a job in the Business career etc..)
- If you wish, you may give them a little makeover before they leave the asylum or throw a farewell party for them before they leave.
- You may even send off sims in groups, so they can move out sane together.
- Once they're all set, they are ready to leave the asylum! (You can kick them out, or if you want to take better care of them, you can move them into a house).

Once your sim has left the asylum you may instantly move in another insane patient. Or, you may ride out the current season of patients until you've moved all sims out and begin again with a new season of patients. It's your choice!

If your sim ages up into an elder and still hasn't fully 'healed' from their insanity (still has one or more of their initial insane traits) you have failed them as a patient. They must be removed from the insane asylum through death (there is no hope left, they're insane forever & cannot function in society). Thus, kill them through any method you must (e.g. starvation, drowning). Note that the death of this sim may negatively affect the happiness of your other sims on your current lot.
If 5 or more patients have died this way you are no longer capable of running a mental asylum. You will have to shut down the facility.

Have fun & good luck!


*To add/remove traits:
- Press CTRL + SHIFT + C
- Type in the bar: testingcheatsenabled true
- Hit ENTER
- Hold SHIFT and click on a sim
- The option to modify traits will appear, click to change traits
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