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{{Missing-info|''[[The Sims 4: Jungle Adventure]]''}}
{{cleanup|This is written from the view of a tomb creator and should be written for the player. Creator information could be moved to a new article, [[Creating a tomb]].}}
{{All|name={{PAGENAME}}|image=[[File:Beware_of_the_tracks.jpg|235px]]|caption=Beware of the traps}}
{{All|name=Trap|image=[[File:Beware of the tracks.jpg|235px]]|caption=Beware of the traps!}}
'''Traps''' are new features introduced in ''[[The Sims 3 World Adventures]]''
'''Traps''' are a feature introduced in ''[[The Sims 3 World Adventures]]'' and ''[[The Sims 4: Jungle Adventure]]''.


==The Sims 3: World Adventures==
Traps are the defense mechanisms in [[tomb]]s and, if Sims are not not careful, can result into an interference with a tomb mummy and result in the death of whoever gets caught by one. There are several kinds of traps; however, only one of them is a death trap. Sims can disarm most traps by tinkering with them or a hole in the wall, or pushing statues upon floor switches or, if the trap is on the floor, onto the trap itself. Sims can even use traps to evade others.


=== Fire Trap ===


[[File:Firetrap alsimhara.png|thumb|A Sim caught in a fire trap.]]
They are the defense mechanisms in [[tomb|ruins]] and, if not careful, can end 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 traps are mechanisms built in the floor or wall of tombs. When activated, the Sim will catch fire and will result in a "Torched" [[moodlet]] and unconsciousness in one hour (3 for Sims with [[daredevil]] trait). The moodlet can be eliminated by soaking in one of the water pools said to be inside the tombs (or using [[Shower in a Can]]). Fire traps can be deactivated and there are two ways to cross this trap safely. The first one is by entering a pool or [[Tomb#Dive Wells|dive well]] 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 (The Sims 3)|trait]].


{{clrr}}
== 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]].


== [[Mummy]] Trap ==
=== Electricity Trap===
[[File:Electrictrap champs.png|thumb|left|A Sim caught in an electricity trap.]]
Electricity traps are generally the same as fire traps, but with electricity. The "Soaked" [[moodlet]] cannot prevent damage on a Sim. When failing to cross the electricity trap, the Sim will get shocked by the trap and get the "Singed" moodlet. If the Sim tries again with the moodlet but fails again, the Sim would pass out. A SimBot will have his/her Charge refilled when failing to cross this trap. An Electricity trap can also light fire and kill sims in that manner.


{{clrl}}
[[File:Mummy's_Curse.jpg|thumb|258px|Curse]]{{Main|Mummy}}


=== Dart Trap ===
Dart traps fire tranquilizing darts, causing the Sim to have a knocked out moodlet, and then fall asleep, unable to be awoken again for about 30 minutes.


=== [[Mummy]] Trap ===
[[File:Mummy's Curse.jpg|thumb|258px|Curse]]


{{Main|Mummy}}
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 |Martial Arts skill]] and thus defeating the mummy.


A Mummy Trap will activate when the Sim comes near enough. It 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. Mummies can be defeated with a high enough athletic skill.
==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.


{{clrr}}
==Steam Trap==
===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.
[[File:Steamtrap alsimhara.png|thumb|A Sim evades a 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. Soaked moodlet initially gives your Sim a reduced mood.


==Floor switch==
===Disarming traps===
Sims can attempt to disarm floor traps directly, but doing so carries a risk of failure. A Sim that is [[singed]] will always fail when disarming traps. Floor traps can also be disarmed by having a Sim push [[tomb object|statues]] over the traps, or by inspecting the tomb holes to control the trap.
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.


{{Expand}}
==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==
===Trivia===
*As Simbots are immune to Fire and Electricity traps, the player would have the [[Simbot]] set off the Fire/Electricity traps and then have the Sims explore the tomb without any danger to the Sims.
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.
*If the Trap is placed in a house using Buydebug and the trap is set to Fire Trap. If the Sim is caught in the trap and the player tries to enter Buy/Build Mode, the game will not let you. This is because the game assumes that there is a fire on your lot (Unless the ''Alwaysallowbuildbuy'' cheat is enabled).
*If Electricity traps are set in this manner, there is a chance of a fire starting on the lot when triggered.


==The Sims 4: Jungle Adventure==
==Treasure Chest==
''The Sims 4: Jungle Adventure'' introduces two types of traps that can inflict Sims while they are exploring.
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==
===Tomb traps===
Tomb traps are located in the [[Omiscan Temple]] in [[Selvadorada]]. Triggering the wrong switch inside the temple will activate the traps. These traps may:
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!
*Instantly deplete the Sim's [[bladder]] motive, causing them to have an accident;
*Kicks up a swirl of sand around the Sim which reduces a motive, mainly the Hygiene motive.
*Ignites a Sim causing them to catch [[fire]] and die if it is not extinguished quickly.
*Drops a pile of coins which disintegrates, reducing the [[social]] motive of a Sim and becomes sad.
*If given a wrong social interaction to the Omiscan statue, it instantly depletes the social motive.
*Causes a Sim to pass out briefly and be stressed.
*Fire a poison dart at the Sim, which may cause [[Death#The_Sims_4:_Jungle_Adventure|death]] if an antidote is not found in time. The poisoned Sim will have green circles around their body. There is a chance that the Sim avoids the poison dart.
Below is a table showing the various switches inside the Omiscan Temple and its effects on the Sim when the trap is triggered.
{| border="0" cellspacing="1" cellpadding="1" style="width:500px;" class="article-table"
|-
! scope="col"|Switch Type
! scope="col"|Depletes Bladder
! scope="col"|Swirl of Sand
! scope="col"|Fire
! scope="col"|Pile of Coins
! scope="col"|Depletes Social
! scope="col"|Pass Out
! scope="col"|Fires Poison Dart
|-
|Three spear-welding skeletons
|Yes
|Yes
|Yes
|No
|No
|No
|Yes
|-
|Four Bowls
|Yes
|Yes
|Yes
|No
|No
|Yes
|Yes
|-
|Omiscan Statue
|Yes
|No
|No
|No
|Yes
|No
|No
|-
|Emototional floor pedestal
|Yes
|No
|No
|No
|Yes
|No
|No
|-
|Rotating stack of blocks
|Yes
|Yes
|Yes
|No
|No
|Yes
|Yes
|-
|Tower with four holes
|Yes
|Yes
|No
|Yes
|No
|Yes
|Yes
|}


==Pushable Statues==
===Insect encounters===
There is a chance that insects will attack Sims while they're exploring the Jungle District in Selvadorada.
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.
*Spiders may emerge and bite the Sims. Sims bitten from spiders have a chance of being poisoned.
*Bats may bite and drink the plasma of Sims.
*Bees may come out in swarms and sting Sims. There is a chance of poison from a bee sting.
*Fireflies can indirectly kill Sims by burning them.
*Thunderflies shock Sims and leave them vulnerable to [[electrocution]].


{{Expand}}
==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.
[[Category:World Adventures]]
[[Category:World Adventures]]
[[Category:Jungle Adventure]]
[[Category:Game mechanics]]
[[Category:Tomb objects]]
[[Category:Objects in World Adventures]]
[[Category:Objects in Jungle Adventure]]
[[Category:Objects with Shift + Click menus]]
[[Category:Objects that kill Sims]]
[[Category:Articles missing information about The Sims 4]]

Latest revision as of 14:23, 27 October 2020

Missing information
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Trap

Beware of the traps!

Traps are a feature introduced in The Sims 3 World Adventures and The Sims 4: Jungle Adventure.

The Sims 3: World Adventures[edit | edit source]

Traps are the defense mechanisms in tombs and, if Sims are not not careful, can result into an interference with a tomb mummy and result in the death of whoever gets caught by one. There are several kinds of traps; however, only one of them is a death trap. Sims can disarm most traps by tinkering with them or a hole in the wall, or pushing statues upon floor switches or, if the trap is on the floor, onto the trap itself. Sims can even use traps to evade others.

Fire Trap[edit | edit source]

A Sim caught in a fire trap.

Fire traps are mechanisms built in the floor or wall of tombs. When activated, the Sim will catch fire and will result in a "Torched" moodlet and unconsciousness in one hour (3 for Sims with daredevil trait). The moodlet can be eliminated by soaking in one of the water pools said to be inside the tombs (or using Shower in a Can). Fire traps can be deactivated and there are two ways to cross this trap safely. The first one is by entering a pool or dive well 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.

Electricity Trap[edit | edit source]

A Sim caught in an electricity trap.

Electricity traps are generally the same as fire traps, but with electricity. The "Soaked" moodlet cannot prevent damage on a Sim. When failing to cross the electricity trap, the Sim will get shocked by the trap and get the "Singed" moodlet. If the Sim tries again with the moodlet but fails again, the Sim would pass out. A SimBot will have his/her Charge refilled when failing to cross this trap. An Electricity trap can also light fire and kill sims in that manner.

Dart Trap[edit | edit source]

Dart traps fire tranquilizing darts, causing the Sim to have a knocked out moodlet, and then fall asleep, unable to be awoken again for about 30 minutes.

Mummy Trap[edit | edit source]

Curse
Main article: Mummy


A Mummy Trap will activate when the Sim comes near enough. It 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. Mummies can be defeated with a high enough athletic skill.

Steam Trap[edit | edit source]

A Sim evades a 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. Soaked moodlet initially gives your Sim a reduced mood.

Disarming traps[edit | edit source]

Sims can attempt to disarm floor traps directly, but doing so carries a risk of failure. A Sim that is singed will always fail when disarming traps. Floor traps can also be disarmed by having a Sim push statues over the traps, or by inspecting the tomb holes to control the trap.

This section is in need of additional information. You can help The Sims Wiki by expanding this section.

Trivia[edit | edit source]

  • As Simbots are immune to Fire and Electricity traps, the player would have the Simbot set off the Fire/Electricity traps and then have the Sims explore the tomb without any danger to the Sims.
  • If the Trap is placed in a house using Buydebug and the trap is set to Fire Trap. If the Sim is caught in the trap and the player tries to enter Buy/Build Mode, the game will not let you. This is because the game assumes that there is a fire on your lot (Unless the Alwaysallowbuildbuy cheat is enabled).
  • If Electricity traps are set in this manner, there is a chance of a fire starting on the lot when triggered.

The Sims 4: Jungle Adventure[edit | edit source]

The Sims 4: Jungle Adventure introduces two types of traps that can inflict Sims while they are exploring.

Tomb traps[edit | edit source]

Tomb traps are located in the Omiscan Temple in Selvadorada. Triggering the wrong switch inside the temple will activate the traps. These traps may:

  • Instantly deplete the Sim's bladder motive, causing them to have an accident;
  • Kicks up a swirl of sand around the Sim which reduces a motive, mainly the Hygiene motive.
  • Ignites a Sim causing them to catch fire and die if it is not extinguished quickly.
  • Drops a pile of coins which disintegrates, reducing the social motive of a Sim and becomes sad.
  • If given a wrong social interaction to the Omiscan statue, it instantly depletes the social motive.
  • Causes a Sim to pass out briefly and be stressed.
  • Fire a poison dart at the Sim, which may cause death if an antidote is not found in time. The poisoned Sim will have green circles around their body. There is a chance that the Sim avoids the poison dart.

Below is a table showing the various switches inside the Omiscan Temple and its effects on the Sim when the trap is triggered.

Switch Type Depletes Bladder Swirl of Sand Fire Pile of Coins Depletes Social Pass Out Fires Poison Dart
Three spear-welding skeletons Yes Yes Yes No No No Yes
Four Bowls Yes Yes Yes No No Yes Yes
Omiscan Statue Yes No No No Yes No No
Emototional floor pedestal Yes No No No Yes No No
Rotating stack of blocks Yes Yes Yes No No Yes Yes
Tower with four holes Yes Yes No Yes No Yes Yes

Insect encounters[edit | edit source]

There is a chance that insects will attack Sims while they're exploring the Jungle District in Selvadorada.

  • Spiders may emerge and bite the Sims. Sims bitten from spiders have a chance of being poisoned.
  • Bats may bite and drink the plasma of Sims.
  • Bees may come out in swarms and sting Sims. There is a chance of poison from a bee sting.
  • Fireflies can indirectly kill Sims by burning them.
  • Thunderflies shock Sims and leave them vulnerable to electrocution.
This section is in need of additional information. You can help The Sims Wiki by expanding this section.