![]() ![]() There is no setting to make the trap arm itself on its own again. Once a trap is disarmed, it will remain disarmed for the remainder of that savefile, unless Ctrl-Shift-clicking is used to reactive it. 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. A Sim that is singed will always fail when disarming traps. Sims can attempt to disarm floor traps directly, but doing so carries a risk of failure. Soaked moodlet initially gives your Sim a reduced mood. However, if the Sim is wearing a swimsuit they won't be affected by the steam and will not get the 'soaked' moodlet. ![]() A really good puzzler tool - give a Sim a soaking with a steam trap to get past the fire trap. Steam gives Sims the 'soaked' moodlet which makes them immune to fire. The other is by having the Fire-Proof trait. 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. ![]() Fire traps can be deactivated and there are two ways to cross this trap safely. 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). 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). Sims can even use traps to evade others.įire traps are mechanisms built in the floor or wall of tombs. 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. There are several kinds of traps however, only one of them is a death trap. 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. ![]()
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