![]() ![]() As a result, a team of Sims exploring together can quickly work through a temple since you can send Sims with high Archeology around to deal with the traps while a trailing Sim grabs all the loot.Īt the end of the temple will be a special treasure chest generally in a larger room and with a special glow. Chests themselves are never trapped, so any Sim can open a treasure chest and collect the reward. Most rooms in a temple will contain a single treasure chest. It's possible that after an Examine command, your Sim will find that all four interaction options in a single object will fail thus the proper solution will be found on a different disarm object. No matter how many objects there are, only one interaction with one object is the proper solution. Note that some rooms (and thus some traps) have multiple disarm objects within. Logically, the only remaining possibility must work despite your Sim not giving it the green thumbs-up. It's entirely possible for a room to have only a single disarm object with four possible interactions, and then your Sim figures out three of them would result in failures. You can use the process of elimination to find the right interaction to safely proceed even if your Sim can't find the exact solution. Conversely Sims with high Archaeology levels will be able to tear through temples very quickly. A Sim with zero Archaeology may only reveal a single solution, and because Sims can only Examine an object once, that still gives you a one-in-three chance of guessing right on that object. Sims are never wrong after examining an object, but Sims with higher Archaeology levels will reveal more solutions on an object. Anything with a yellow question mark icon is an interaction your Sim did not discover either way. Anything with green thumbs-up icon is guaranteed to succeed, disarming the trap and rendering any other interactions benign. Anything with a red thumbs-down icon is guaranteed to fail, thus drawing a debuff against your Sim. After a few seconds, the Sim will report back what they have discovered.Ĭlick the object again, then look at the symbols next to the different interaction options. ![]() Have the Sim interact with the object, then choose the "Examine" command. Further, there may be multiple structures in the same room.īecause the proper solutions are truly randomized, your Sim will need to do a little work on their own. One bowl may disarm the trap, while the other three cause debuffs. For example, you may see a set of four offering bowls, and your Sim can interact with any of the bowls. This includes structures that will disarm the traps, but the structures have randomized interactions. No traps are hidden everything is out in the open. While you can order your Sim to attempt to pass through a trap on their own, it's ill-advised and rarely works. Further, each room is blocked by a large archway with a trap, and you'll need to pass through it to see the next room. While the exterior of temples is always the same, you won't know the floor plan until you're inside. While a Sim's energy, bladder, social, fun, and hygiene meters should all hold out if they were near-maximum, you may want to take a meal with you to counteract hunger. Further, fully exploring a single temple will take several in-game hours. However, the temples feature traps that will inflict debuffs on Sims who fail to disarm them, so holding at least two of each defensive spray is advised. The temples themselves will not require any special gear, and never require machetes. Then, head back to temple on the second day so you're starting fresh with green meters across the board. (Consult the Jungle Maps page for the quickest path there.) Once you arrive at the temple, it's advised to fast travel back to the Sim's rental property for the night to refill all their need meters. ![]() Instead, use the first day to have a Sim clear a path to the temple, including the archway that leads to the temple itself. If you are starting a new vacation, it's advised to ignore the temple on the first day.
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