Trap

$$ Traps are new features introduced in The Sims 3 World Adventures.

They are the defense mechanisms in ruins and, if not careful, can result in death of the Sim caught in one. There are several kinds of traps. However, not all of them are death traps. They are not obstacles that can be cleared by high enough skills, but do not represent risk of death.

Fire Trap
Fire traps are mechanisms built in the floor of ruins. When activated, the Sim will catch fire and will result in a On Fire Moodlet and death in one hour (3 for Sims with daredevil trait). This can be deactivated by entering one of the water pools said to be inside the ruins. There are two ways to cross this trap safely: First one is by entering a pool before crossing the trap, as it will render the moodlet Soaked and make the Sim a fire proof being. The other is by having the Fire-Proof Trait.

Electriciy Trap
Electricity traps are generally the same as fire traps, but with electricity. The soaked moodlet cannot prevent damage on your sim.

Dart Trap
The same as electricity traps, but with darts.

Mummy Trap


A Mummy Trap will activate when the Sim comes near enough. May render the Sim Cursed if he loses a fight with the creature set free by the trap. The Curse is lethal if the Sim does not make an attempt to lift it. Can be crossed safely by having a high enough Martial Arts skill and thus defeating the mummy.

Fogger
The tomb object is the cornerstone of tomb building and will often be placed in every room of the tomb. The Tomb Object is what creates the "fog" that hides non-explored rooms from the player. This lets the player create a sense of discovery and suspense as Sims explore new tombs. The "fog" will recede from a room when a player enters the room through a door, descends stairs into the room, enters a room that is connected to a fogged room with an arch, or if a Sim "Looks Through" a window that looks into a fogged room. Adding or Removing fog is also a potential Activated Behavior.

Steam Trap
Steam gives Sims the 'soaked' moodlet which makes them immune to fire. A really good puzzler tool - give a Sim a soaking with a steam trap to get past the fire trap. However, if the Sim is wearing a swimsuit they won't be affected by the steam and will not get the 'soaked' moodlet.

Floor switch
The floor switch is a classic adventure game object. It is a small, 1 tile floor object on which Sims can stand or push statues. Stepping On and Off the switch are both Triggers that can connect to Activated behaviors. Floor Switches can also be set to Appear or Disappear.

Wall and Floor Trap
The traps are two different objects that can be placed on the wall or floor. These can be set to shoot fire, darts, steam, or electricity on unsuspecting Sims. They can have a variety of states, including hidden and dormant, armed and visible, hidden and armed, or hidden and firing. Each of these states can be activated by Sims walking over them or as an Activated Behavior. Traps can light Sims on fire or knock them out. However, there are multiple ways to handle traps. Sims can disarm them by tinkering with them, or push statues upon them to disarm. Water will disarm a fire trap, which makes a great puzzle element when paired with the steam trap…which creates water! Sims can walk with immunity through a fire trap when soaked.

Dive Well
Dive Wells are one of the most exciting Tomb Objects. Sims can use them to become Soaked, which makes them immune to fire, or to put themselves out when already on fire. A Hidden Switch can be set at the bottom of dive wells as a Trigger. Players can always place treasures at the bottom. Another fun element is that the color of the water in the dive well can be set, so fire tombs can have blood red water, whereas a tomb with a poison theme can have murky green water. Dive Wells are most fun when they are set up as portals. Dive Wells set as Portals will connect to each other. Sims will go to the bottom, and then emerge from the closest dive well on the same floor. It's also possible to designate a Dive Well as an Uber Dive Well, allowing the player to define the precise point of origin and exit – even across multiple lots in the world. This lets the player create one-of-a-kind entrances to island tombs and other inaccessible areas.

Treasure Chest
The biggest reason to explore anything is to find treasure at the end. Treasure Chests let the player fill a tomb creations with various treasures, keys, garbage, or whatever imaginable. Opening and Inserting a Keystone a treasure chest are also Triggers that can set Activated Behaviors.

Torch Lever
The torch lever, like the Floor Switch, is an object for Sims to pull on to trigger Activated Behaviors. Some can be set to active, whereas others can be dummies, forcing players to carefully examine their surroundings. It's possible to define the colors of the torch light, which allows Tomb Designers to provide hints and clues on how to complete puzzles. Or, to simply set the ambience of a tomb!

Pushable Statues
Pushable Statues are another classic adventure game element. They can be pushed on top of traps to disarm them, or cleverly pushed through a maze to unveil a formerly blocked path. Their most common use is to be paired with a floor switch. Floor Switch triggers can be set so that they activate something when a Sim is on them, but deactivate as soon as a Sim steps off of them. This means a Sim must push a statue on top of them in order to keep the floor switch depressed. Pushable Statues can be set to be secretly pushable (they require inspection), visibly pushable (no inspection needed), or not pushable at all.

Hidden Stairways
Stairways from The Sims 3 can be set to Hidden now. This is an Activated Behavior, so that a Trigger can now Hide or Unhide the stairs. Hidden Stairways are a great way to surprise players. Just when it seems there's no way out, pulling a switch reveals a stairway!

Piles of Rubble
One of the obstacles a Sim will find, a pile of rocks that can be destroyed, a dream of treasure and riches and perhaps more importantly, a high enough Athletic skill.

Giant Boulders
Some boulders are too large to clear with a pick axe. They require a special artifact, Pangu's Axe, from Shang Simla to clear.