Sims 3 adventure walkthrough
MorcuCorp is looking for three relics. Check in with Sanaa Madbouli for more information. Enter and go down the stairs. Grab the Ancient Coins in the center of the room, and open the chest to find a crescent keystone.
Use it in the door on the other side of the room and go through. Stand on the foot panel and a staircase will appear in front of you; descend.
Stand on the panel here and the door in front of you will unlock. Go through, and pull the statue onto the panel in the middle of the room. Enter the unlocked door to find another room with statues, though only the one in the center can be moved. Go through the newly unlocked door. The papers you need are in the glowing chest; loot it.
Then go through the newly revealed secret door for more treasure. Back out and go up the stairs. Check out the treasure chest and step on the panel to unlock the door, then make your way out of the tomb and deliver the briefing to Sanaa Madbouli. She tells you to report in to Rainia Badawi. Rainia wants four pieces of turquoise; find them on the map, collect them, and turn them in to Rainia. Next she wants you to talk to three Sims about MorcuCorp.
After doing this, return to Rainia. She gives you the key to the Tomb of the Burning Sands and tasks you with finding the flame fruits within. Find the pyramid on your map and inspect the wall to gain entry. Ignore the dive pool and walk through the narrow hallway, disarming the trap along the way. Also, there are specific ingredients that you will need before you can start cooking, if you don't want to pay the little fee, and some will be strictive enough so that you can only cook it if you have the necessary ingredients, such as frog legs.
Anyway, a quick overview of the timing and such, as well as another talk about my lovely template, updated with where you get the recipe as well. When you are going to be cooking food, the best ingredients will give the best type of food, as well as a high cooking skill.
Obviously, a food processor will do better than simply cutting up the food, and a high quality grill will do a lot better than a cheap stove. And if you are confused about the time in which food is served, the little list will show when the time for food rolls over. Below is a template, and how to read and understand it. You know what will go great with this, a bottle of nice sweet nectar. For a low level dish, it is a bit pricey, but hey, you earn more than that by finding a random gem on the ground.
Oh well, everyone loves egg rolls! Of course, as long as your Sims can handle the smell of fish, it would be a sure fire hit. You cannot cook this dish without a frog to actually cook, so you will need the frog before you can cook this.
What I do find disappointing is that crepes are best served with oranges, and there are no oranges in this game. Oh well. Of course, there are some that you can catch straight away, and there are going to be some that will require a high fishing skill. That is to be expected. In each locale, there will be different fish on offer, and some have an impact on what you can cook later on. The skill is still the same, it is just that there is a few more fish to catch.
So when you now go to the new locales, much sure you inspect the fishing spots to see if there are some new species to catch. Of course, the restrictions on planting common, uncommon and rare seeds still apply, but there are new plants, well, fruits and vegetables that you can purchase from the food stores or harvest from around the destination, take back home, and plant them back in your backyard.
The most important of these are in France, where there are more grapes to play with, you have several different types of grapes. Egypt and China will only have 2 new plants for you to play with, compared to France, which is a nice 6. Anyway, same template as before, if it ain't broke, don't fix it I say. Note it is gardening skill. Anyway, all of these traits have to do with the game itself, it deals with adventures and travels overseas, as well as the new skills that are dealt forth from this new game.
However, note that with these new traits, you will need to accommodate it into your existing limit of 5 traits. That can be a problem, because one of these traits will block out the use of another trait. Without further ado, let's get to the nitty gritty of it. This means that they can go on new adventures faster, which is nice if you love going to these new locales. However, for some of the opportunities or adventures in the tourist areas, you need to head to the other locales, so you will need this moodlet to get it done quicker.
So it is up to you whetheryou want to travel all the time or not. That makes them the best type of Sims to learn the skill of Martial Arts, which requires exceptional dedication and focus. Also, when they decide it's time to break some boards or play around with training dummy, the odds of them failing at using these items will be lower. Martial Arts seem to be their life and blood.
However, as a money making method, this is actually useful, seeing that you can break Space Rocks faster, and these will lead to spikes of Tiberium, which you can sell for thousands upon thousands after you get it cut, which is very, very interesting. But the advantage wipes off after a while.
They will also earn more money by taking photos than other Sims, which is useful for money making. They will also gain the ability to talk about cameras to other Sims, so they will get a boost with Sims who enjoy photography, as well as discussing SLR cameras and ranting on about dark rooms. This is nice, although the reason it gets a bit off 5 is that it does tend to get annoying when you need to have the game lag whilst waiting for the camera screen to show. What that hasn't been said is that there are 2 hidden traits as well, and these have to do with the specific tourist destinations.
They are originally from NPCs from China and France respectively, and it just effects the behaviour in minor ways. That's about it in terms of inheritance. East Asian Culture - Will do things in accordance to Chinese culture, such as eating with chopsticks when eating their food.
French Culture - They will greet other Sims with a dual-cheek kiss whilst in France. I'll list down what I wrote about this in the base game. Lifetime Wishes don't offer anything special besides the large amount of Lifetime Happiness points that they offer.
You can only complete one lifetime wish per Sim, throughout their lifetime, so once it is done, it is done. The reward of the Lifetime Wish varies, though the range of points is within the barrier of 25, to 35, Lifetime Happiness points. I'll just list down the lifetime wish and how you will be able to complete the wish.
The hard part is that you need to have the nectar collection valued at over 10, Simoleons, which is quite an ask so raiding the tombs in France will be a good idea.
See the Nectar skill for more information. And by cellar, you need to have a basement, so make sure you keep that in mind. What you need to know is that when you are learning the Martial Arts skill, you will also boost your Athletic skill at the same time. You need to do this through completing opportunities and adventures in those locales, and once you max it all out, you get this done.
Read on about the visa level section I've written above. This is quick and painless, photography is quite simple whilst Painting can take some time to master. You will also need to have 10 Photographs taken from every photography collection, see the photography skill section for further information.
Again, I'll provide a little explaination as well. These are wishes that you will come across from day to day, and they will vary, based on your traits.
Fulfil it to get a little boost to your happiness points, but that is about it. Your manual will go into more detail than I do. Anyway, I'll group this into the general skill that they belong to, so it will be grouped up a little. Sure, they may be happy if they are not hungry, but if they just ate a great delicious meal, then they will be in a happier mood.
But if they can smell their own stench, then they aren't going to be happy about it. As such, moodlets are temporary boosts or reductions in a Sims mood, the size and the duration of the boost will vary. This section will deal with positive moodlets, those that are going to have a positive effect on your mood, but they are really just listed green in the little moodlet box, which you can find next to the mood bar, if you bother to look, just use your manual for some added help.
Below, I will list all the possible positive moodlets, and where you can use them. This is the template that I will be using and an explaination, so you can semi-understand. This will also allow you to develop skills faster, win chess more often, better at work and school and outsmart tomb traps as long as this moodlet is in effect.
The longer the sleep, the longer the moodlet lasts for and the bigger the mood boost. As long as this is acive, you cannot travel to another destination.
These will be one that lead to an overall decrease in mood, and you will want to remove these moodlets from your Sims as fast as you can, because they aren't exactly what you want. Again, the template is the same as for the positive moodlets, we will start from the weak moodlets to the strong and potent moodlets. This moodlet will run out when your Sim dies, and is cancelled out by the Blessing of the Sphinx. They will give you Lifetime Happiness points, and these will start building up, and when you get to larger levels, you can spend them on some perks and items, which are exceptionally useful.
Below is the list of all the new perks from this game, their respective costs and what they will do as an effect. Useful is you want to make the money out of your Sims, more money, less fun.
This is quite a useless reward, seeing that favourites don't have much of an effect on the game, and even then, it is a weak and minor effect to boot. Eye Candy Cost - 5, Points This is an interesting reward, this basically allows your Sim to have an aura around them, so that anyone near them will get the Eye Candy moodlet boost for as long as they are around them. And your Sim will get little sparkles, which is colourful. Useful if you control more than a single Sim in your household, not so useful if you don't.
Inappropriate, But In a Good Way Cost - 5, Other Sims will not be affected by your Sims when you behave in an inappropriate manner in their houses, such as sleeping on the bed of a Sim you just met, so you won't be kicked out of their houses. Basically, you can live in their house, without playing rent.
Useful on Vacation when you need to do things like cook food, yet you don't have a vacation home and it is too far to find the campsite. Jetsetter Cost - 5, This is so that when you travel overseas, it will cost you less money to go on the plane trip, in comparsion with Sims who play full fare for their airplane ticket. However, plane trip tickets don't cost too much anyway, so this isn't as useful as you may think.
But if you want to save every single penny, then this isn't a bad idea. Learned Relic Hunter Cost - 15, Points This is for the Sim who likes raiding tombs, this will be so that your Sim will have an increased chance of finding valuable relics and collectables in tombs, so your ability as a relic hunter is that rival to Indiana Jones. Useful if you want to make more money since your relics are more likely to be worth more.
It doesn't effect the results of an analysis as it seems. Meditated Trance Sleep Cost - 30, Points Your Sim is now the master of sleep, and as such, they will require a lot less sleep in order to complete their energy bar, so less time is wasted on sleeping in comparsion to other Sims. This is useful, because the amount of time to regenerate energy is actually quite high, when they could be watering plants.
No Bills Ever Cost - 15, This is as useful as it sounds, this will allow you to live a life without any bills, and given that you will have a sizable relic collection in your house at any time, bills will increase in size, so this will save you a lot of money, but then, you will soon have too much money.
But no one likes bills so this is a good idea. No Jealousy Cost - 10, This is so that your Sim will not be the cause of jealousy, so whatever your Sim will do, other Sims will not feel jealous of your Sim and as such, suffer a negative moodlet and a relationship point drop as well. Not as useful if your Sim is a straight-shooter.
Prepared Traveler Cost - 10, Points This is when your Sim heads to a tourist destination, your Sim will have the option of choosing to stay for an extra 2 days compared to normal Sims, and this effect is in place regardless of your Visa level.
Useful if you want to stay for a long period of time, but when you get to Visa level 3, something like 11 days is more than enough. Stone-Hearted Cost - 10, Points Your Sim is the distant kind, they are not close to anyone in particular, so they aren't as effected by other Sims and that they choose to do. So when you go down, make sure that you have your tent ready, though there are often places you can sleep, albeit it at a slower rate of energy recovery.
You also want a few cans of Shower in a Can, not only does it resolve all your hygiene issues, which will be a problem seeing that there are no toilets down there and no toilets means a bladder that will cause hygiene issues. It also has the added benefit that the Shower in a Can can be used to extinguish fires, when is more than common down there in the tombs. Most importantly, make sure that you pack enough high-quality dried food, for meals are still important, you still need to eat, though dried food is quite common as a loot when you're exploring down in the tombs.
When a tent in your possession, Showers in a Can on standby and enough dried food to last for a few world wars. However, you will need to be able to explore the tomb properly, it isn't exactly an easy task.
There are many features of a tomb that you need to be aware of, it isn't a straightforward rundown as you may think. The first of the features are the hidden doors. Can't get any further on in a tomb, despite having everything ready to go? Odds are that there is a hidden wall somewhere. This is important because hidden doors often lead to some very nice loot and relics that you could be obtaining. When you think that there is a hidden door on the wall somewhere, just run your mouse down the wall.
It may surprise you. Actually, do that often, run your mouse down the wall and if the cursor changes, see what's up. The next of the features is the keystone.
Basically, it is a locked door and you will need a keystone to unlock the door. There are several shapes for the keystones, and they are everywhere, normally, there should be enough keystones in the tomb to unlocked all the doors. Keystones are basically the keys to locked doors. However, there are some keystone locks that require a special key, and these are often obtained in adventure quests. More on that later though. What you will be looking for when you are exploring the tombs is treasure.
There is often trasure everywhere, on the floor and such, ripe for the pickings, and sometimes there are money trees and fruit trees, often with rare and valuable fruit. However, treasure is often most valuable when it is in the form of treasure chests. There is often a lot of treasure in those little treasure chests, and it is valuable as well. It is often the home of a lot of relics that are worth a fair bit of money, as well as other relics. Another thing that you will need to look out for are the little holes in the wall or the floor.
They often serve two purposes, they will either be a switch that will activate something or another, which is useful if you want to progress further into the tomb, or they are a source of goodies, that is also a useful thing. Of course, you might want a Brave Sim to look and poke their hands into these holes, because quite often, there are bugs inside and any other Sim except for the Brave Sim will be scared, I mean, who likes a swarm of bugs crawling down their hands?
The Sarcophagus is another source of interest. They are everywhere and they are quite often a place to rest so you can replenish your energy bar.
However, when you first access them, this is the dangerous part. There are two things that it will contain, a piece of treasure, or a Mummy, but more on the Mummy later, because that will be the special Supernatural element in this game, so be aware of that. Still, treat them with caution, if there are a lot of treasure and treasure chests around the sarcophagus, you might want to tread a bit lightly to say the least.
Back to tomb exploration, there are many floor switches. These are the little switches on the floor, that either require you to step on them or move a movable statue onto them, and these are often used to unlock previously locked out areas. You might need a bit of logic sometimes to make sure you can place all the statues on the floor switches, but that you should be able to handle. The next are the piles of rubble, these are often blocking your path to further, so you will need to drag your pickaxe out of the nether and use it to demolish the rubble.
The rubble is often blocking your path to riches or to explore further down the tomb. However, if you had Pangu's Axe, you will be able to demolish it with a single blow. More on the Axe later. As in right now, the Axe is the only method to remove the massive boulders that block the path in some of the tombs. These are never there for blocking the path to further exploration, rather, it is used to block the path to expensive collection relics, and the very valuable ones, because that is what these boulders are guarding, since there is no other way to remove these boulders, even if you have maxed out skills in everything.
The next are tombstones. Funny as it may seem, you should mourn at tombstones where possible, because surprisingly, they are often a switch to shortcuts to leave the tomb quickly, which is a nice touch, better than backtracking all that way back to the start. Finally, there are the Dive Wells, basically, they are circular pools of water that lead either to treasure, or to connecting dive wells, which will allow you to explore a brand new area.
These is quite useful, as they often protect valuable treasures from greedy explorers such as yourself. They also serve the purpose of being a source of water, and whilst it isn't nice to get the soaked moodlet after exploring a dive well, it is useful when you are dealing with fire traps. That's about it for exploration, knowing the basics, you will be able to explore any tomb that you will see.
It is useful to know the basics, because without knowing the basics, you can't do anything. There are two challenges, which are like skill challenges, that you can fix up when you go exploring in tombs.
There are often a lot of traps in the tombs, the ancients did not take likely to future generations raiding their tombs for their own personal gain, so they have rigged their tombs with a variety of traps. There are 4 types of traps, there is the fire trap, poison darts, electric traps and steam jets. There are two different types of these traps, the obvious ones that you can see, which you can disarm, and the ones you cannot see.
A hint for those from the wise, if there are two paths to the destination, take the long path, the short one is often rigged with traps. If your Sims sees the obvious trap in the middle of the path, they will refuse to go past it, unless you have disarmed it with your own skills or from a switch.
Or you can get someone to trigger the trap, expend the trap, and then cross it. You can also scan the floor for traps, so if you see an area that you will think will have a trap, investigate the floor, and if your hunch is correct, you will be able to see the trap and it will appear on view, but the fact of the matter is, the trap is still armed. So how are you going to disarm it.
Now, the basic method is to use your handiness skill, the higher it is, the more likely you are to be able to disarm it, and then select the action to disarm the trap. If you are successful, then you are successful, if you are not, then you cannot disarm the trap via that method.
The second method is to find the switch and disable it. There are often holes in the walls or floor switches that you can use to disable the traps, and this is the safe method, you don't have to attempt to disarm it, which is quite dangerous.
The final method, and the foolproof method, is to use a movable statue, and push that in the path of the trap if it is a wall trap, or on top of the trap if it is a floor trap. This will destroy or block the trap, depending if it is over or blocking it, and allow for safe passage. There is another method to cross the trap using the attempt to cross method.
This will have your Sim attempt to cross the path, and if they are successful, they will get to the other side, but if they are not, well, they will have the full wrath of the trap to face, which isn't exactly nice.
The traps that will active at a regular interval will be easier to cross, mainly because they will be predictable, the ones armed and not predictable are harder to cross. Now, onto the four different types of traps. And the starring stars are: Fire Fire traps are the most common of all the traps.
This is an obvious trap, what happens is that when your Sim goes on it, it will light them up like a Christmas tree, and they will be on fire, getting the On Fire moodlet, and later, the Scorched moodlet. Well, they will need to put out the fire if they are on fire, and for that, the Dive Well is the perfect solution to all of your problems. There are other methods to defeat this trap, you will need to use the Shower in the Can object in order to take out the flames, think of it as a portable extinguisher.
Or you can go into a dive well, get the Soaked moodlet and thus walk through the flames as you are soaking wet already. There are ways to counter whatever the game throws as you. Electricity The electric traps are arcs of electricity firing into the air, and when a Sim makes contact with this, they will get Singed, and the moodlet to boot, and if they get into contact again with electric traps with the Singed moodlet, they will be knocked out and sent into a state of unconsciousness, which isn't exactly present.
The trap also appears to be disabled by using the Soaked moodlet, obtained from the dive wells, and when they attempt to cross with the Soaked moodlet, they will get water on the trap, and this will somehow disarm the trap, as long as a water puddle gets onto the trap. Of course, this only works when it is not spitting out electricity, so you have for the trap to stop for a little while before you can disable it.
Steam Jets This trap is the least dangerous, because all it will do is spew some hot steam onto your Sim. That also makes it the easiest trap that you can attempt to cross, and it is a water based trap. This is useful as it is a source of water, it will be able to removed the Singed moodlet, which is useful, and immediately useful if your Sim is on fire.
However, remember that it is still a trap, so make sure you try to disarm it first, so that you won't be attempting to cross it, you will be crossing it. However, there is no possible way to disarm it besides those already forementioned. Poison Darts As expected in any tomb raiding, this is the nastiest of the traps, because this trap will knock out your Sim when your Sim comes into contact with one of those darts, so you really do need to be careful because these are the little nasty ones.
There are no other ways to disarm this, but you really want to disarm is and only when you have exhausted all other means to disarm it should you attempt to cross it, mainly because it will knock you out into a state of unconsciousness if you fail, and that isn't nice as well as making it slim pickings for anything to attack your Sim. What you might want to concentrate on is that there is a challenge for traps, that is, it is like a skill challenge, but it is focused on traps.
And here it is. Quite useful to get this one early on. There are two different types of relics, there are the normal relics and there are the collection relics.
The normal relics are the simple kind of relics, the ones that are relatively cheap to buy, and fetch a relatively low selling price when you decide to sell it. Items such as normal vases and plates, well, they are cheap and not as valuable.
There are the collection relics, and these are the relics that belong in a set, or a colleciton, hence the name. They are identified because they are unique, albeit they do have multiple copies throughout the game, and they will appear on the Adventure Journal when you find it, a suretail sign of a relic.
I will have a list of these relics later on, because it is a pretty big section. Complete a relic collection, and you will get a moodlet boost to your Sims when you are near a complete collection, and depending on the collection, the stronger the boost. There are 9 Collections, and they are : - Canopic Jars - Chinese Tomb - Chinese Vases - Dangerous Creatures - Doopa Stones - Egyptian Tomb - French Tomb - Gold Figurines - Zodiac Animals When you obtain a relic, it will just be a relic, however, if you want, you can analyse the relic, and when you do, you can determine the age of the relic, and the rule of thumb is, the older the relic, the more it will be worth over the original value, whilst the newer or more modern it is, the less it is worth than the original value.
However, in this game, they form another form of currency. There are special merchants, one in each locale, so one in China, France and Egypt, and their goal is to trade your ancient coins into special rewards. These are important because some of the rewards that you can obtain from the Special Merchants will be very valuable indeed. Special Merchants operate mainly between the hours of 9AM and 6PM, and they are visble on the map when you decide to use the neighbourhood view screen.
I will give a list on what you can spend your ancient coins on, but that will get it's own section, because there will be explaination to do when I get to that point. And now is the time in which I tell you what exactly you can cash in your ancient coins for and which locale they are available in. Of course, I will outline what each reward does, otherwise, what is the point of having a reward when it does nothing?
So when you want to make the best nectars with grapes, you should be getting this, plant it, make a nice big vineyard with it, and make the best you can with these grapes, and you will start raking in the money. That's if you aren't there to pick a fight with them. Useful when you think you are missing something yet you cannot figure out what. Useful if you don't have the right key on you.
So if you have plans for further exploration, then you will want to have this with you, a little positive moodlet is a good thing. I have already explained above on what they are and that they will give a moodlet boost, so below is the moodlet boost values. Of course, this is what happens when you complete a collection.
They will each have a minimum value of about Simoleons and have a maximum value of abour 1, Simoleons. That note that these are the collection ones, and not your normal generic ones that you can purchase and obtain easily and cheaply in Egypt.
They will have a minimum value of about Simoleons and a maximum value of Simoleons. Anyway, they have a minimum value of about Simoelons and a maximum value of about 1, Simoleons. The first two are going to be in Egypt, the third in China and the last in France. But these are all over the place as well, the first two are going to be found in China, the third and fourth in Egypt and the final one in France.
They have a minimum value of about Simoleons and a maximum value of about 1, Simoleons. They will have a minimum value of Simoleons and a maximum value of Simoleons. They will have a minimum value of about 1, Simoleons and have a maximum value of about 3, Simoleons, so they are quite valuable, even if they give a small boost.
These are all found in China, as you can expect, after all, it is to do with the Chinese Zodiac after all. There is a minimum value of about 1, Simoleons and a maximum value of about 4, Simoleons.
Note that for this section, it will not cover all the gems and cuts that are from the base game, this section will only deal with the gems that can be found in the three locales, China, Egypt and France.
Gems are just that, surprisingly, there are a hell of a lot of rare gems that can just be found on the ground around town. Basically, they are little rocks with little coloured pointy bits protruding from it, and they are all around town.
Of course, it will be easy to find the common ones, but the rarer the gem, the more valuable it is. However, when you get the gem, it will be relatively useless, because you need to get a specialist to cut it for you. For a set fee depending on the type of cut you want, you will be able to send off the gem to a specialist to increase the value of the gem. Below is the list of all gems, and all the different cuts as well.
Note that value multiplier means now many times the value of the gem is multiplied after the cut is performed. And by Value at Min, it means the value of the gem at the minimum weight, or the lowest value it could possibly attain.
Value at Max weight means the highest possible price you can get for the gem at maximum weight. And this is the raw gem, before it is cut. Because I cannot put locale in the table, as it won't fit, I'll say it here. The rest can be found everywhere else.
I will have a special note about Soulpeace later. Weight Value At Min. If not from there, it will have to be made. To make a soulpeace gem, you need to purchase a large gem display, which is under the Tables section in the Buy Catalog. When you have the display, you need to place a gem of each colour, so gems of 8 different colours, with varying cuts.
You cannot have the same cut throughout, or different ones, so you need to vary it somewhat. From there, click on the display, on Activate, and there you have a Soulpeace gem. In World Adventures, there are 3 new cuts, except these are different, they do not effect all gems, they only effect certain gems.
I'll have to explain each of them in depth, so there will be no table for this. For those unfamilar to what Tiberium is, it is an alien element that is found in the Command and Conquer series, for the Tiberium Saga, covering Tiberian Dawn, Tiberian Sun, Tiberium Wars and, to be released in March , Tiberian Twilight, the end for the series.
Hey, it's a free plug, but someone had to do it. To make a skull cut for a gem, you need to have 8 of the same gem placed on the display case, but all of a different cut. So if you want the skull cut of an Opal, you will need to have 8 Opals, each of different cuts, and place them on the display case, select Activate, and from there, you will get the Skull Cut of the Opal gem in this example. And that about wraps it all up for the different cuts. In the new game, there are many many new metals, each in different locales, so a small explaination before I get to the crux of the matter.
Again, rarity means that you will need to constantly look hard to find the ore that you want, the plutonium ore, which is somehow, safe to pick up. Like gems, the metals are determined by weight, the heavier it is, the more it is valued. Mercury and Platinum are found in China, Copper and Mummitomium are found in Egypt, Titanium and Iridium are found in France, whilst Supernovium and Compendium are special, again, a seperate section for them.
Supernovium and Compendium are special to create. You cannot find there, you need to make them, again, using the display case. To get Supernovium, you need to place different metals in all eight slots, and then activate it, so you will get access to a nice new metal. If you want to make Compendium, you need to place mostly the same metal, but place some different metals, one or two different ingots there in order to activate and make Compendium. There are new beetles and butterflies but they are often quite hard to find in comparsion to those in the base game, so you will need to use the collection helper to help you a fair bit here.
And a little extra from the base guide. Both insects can be caught in the wild, but the more you collect and the further away the location you collect them in, the better your chances of getting rare insects.
When caught, you can donate them, which really means sell them, to the Science Facility for a small profit, or you can keep them and place them in your house, which gives an environmental boost to your home. Basically, it isn't hard to find either of them. One is crawling on the ground, which is visible on a shiny white path, and the other is in the air, causing a nice distraction.
Below is a list of both all the beatles and butterflies, as well as their selling price, well, lowest price you will get from the Science Facility. Well, ain't that nice? Anyway, I'll just list down the sites and what there is to do. Otherwise, a lot of the goods that you will purchase here will be fairly exclusive to the location.
And Sauerkraut! The first book will obviously increase your martial arts, and the next 3 fishing, then cooking. The level associated with each is the amount required to learn it. Martial Arts Vol. First of all, you can guess it will be the new Martial Arts skill that will only be exclusive in China, it is the only place where you can purchase the training dummy and the board breaker.
Another thing to note is the Fortune Cookie machine. With this, you can bring the machine back home, and you can make delicious fortune cookies for you and all your guests. Of course, they get their fortune as well, and depending on the outcome of the fortune, they will get either a good or negative moodlet associated with the fortune for the rest of the day.
If we start with alphabetical order, I'll give a brief overview on what is here and what you can do whilst you are there. The Abandoned Barn is just that, it is abandoned, but it also has a small area that you can explore underneath it, so you have a little to explore there.
Base Camp is just that, it's located close to the main city, so you have a pretty good location for a base camp here. The Dragon's Maw, this is a dungeon that is hidden inside a Dragon's head, which is interesting, but inside contains a massive dungeon, in which you can explore for a fair amount of treasures. In the back yard of the Academy you will find all sorts of things. What you want is the the wooden poles with arms.
Practice on that. After you gain your first skill point. Report in. But also like the child you have so far to go. An acquaintance of mine, Xi Yuan, is a well-respected master of Martial Arts. There is much you can learn from Xi Yuan. Spar with Xi Yuan 2 times, then return to me to tell me of what you learned.
You may not be able to use her icon so just "Go To" her house. When you get there, give her a friendly introduction and then you should be allowed to spar with her. Do so twice. You learn quickly for someone so new to the way of the Resolute Fist. I understand now what Bao Louie sees in you.
I have no more to teach you for now. Return to Bao Louie. My dear pupil, the time has come for you to learn the finer points of meditation. Travel to the Scholar's Garden and meditate for 2 hours. I hope you find what you are seeking. Yes you need to meditate but just because that's what you are supposed to do, doesn't mean you can.
More tha likely, you won't be able to meditate just yet. So head over to the Garden or the Academy and practice on the board breaking stones or the sparring dummy until you reach level 5 of Martial Arts. Now you can meditate. Do so for two Sim hours. If you meditate for three hours you can then just Zeneport to Bao Louie if you like. I knew you would see something.
I did not know that you would see It is the keystone to the Ancient Monk Retreat. Use this key to enter the tomb and retrieve an ancient Relic, one that contains the ancient writings of Qin Shan Hu. Bring this to me and I will reward you with Ancient Coins. Head there. The way in is at the very bottom of the long stairs outside. It's standing tile. Take the stairs to your right. One of them will have a hidey hole for you to inspect. Do so to find a chest. Then use the key stone to enter the tomb proper.
This room will have all sorts of training equipment and a couple of statues. The statue across the room to the left has a hidey hole behind it so pull that statue out a little. Use the hidey hole and then move the two statues onto the tiles that appear.
If you'd like you can detour through the door that was already unlocked before you moved the statues. There are five bedrooms with treasures. The middle room and the room furthest right have hidey holes and one of them opens a secret room to the far left in the hallway with a chest in it.
Detour or no, go through the door you just unlocked. Then go down the stairs and through the door at the end of the L shaped hallway. There's a well in this room which will be very helpful. Jump into the well and get soaked. Then go through the single door in the middle. Anywhere on the dark tile that you walk you will find a fire trap on the floor. You can, however click on the floor and inspect it to reveal the trap and then either try to disarm the trap or try to cross it it's an option, if you just try to walk you'll get burned.
If you set off a trap remember to go resoak yourself. After you've gotten beyond the traps whether through perserverance or cleverness, Push, don't pull, the statue onto the gear tile in the middle to open the door at the back of the room. Go through the door and collect PART of your reward. The rest isn't necessary for the opportunity. You can just Deliver the Writings if you want but the game won't consider the tomb finished. If not you can go back to the well room, resoak, and then head through the left door.
Just pick Attempt to Cross on all three traps. Resoak and go right. In this hallway, use the hidey hole on the left to shut off the flames directly in front of you.
You should now be able to take the left route. Use the hole at the end of the left path, then return to the split and reuse the one on the left and then use the one on the right. Now go down the long right path and you'll see two more holes in the wall. Use both and then turn around and take the short path to the next hole.
Use that hole, then return then reuse the hole closest to the corner. You should now have a clear path to the door. NOW you're done! Claim your Reward. If you have a desire to learn the ancient art of smashing giant goulders, please contact Jiang Lu as soon as you are able.
A friend of mine knows of a magical object that can even the mightiest of boulders. However, this friend won't share this information unless the locals are ok with it. Convince 3 locals to let us have the item, then return to me.
You just need to find three locals, befriend them, then choose the "Convince" option. If you've already made friends with some locals then you can just reuse those locals. Otherwise find, some locals, I usually use the merchants because they are always in the same place, and talk with them to become friendly.
Around 15 or so positive interactions and no negative interactions should be enough for each person. After that, choose Convince. Once you have convinced three people, the well known "Report In" button will appear. However, it seems Bao Louie won't take my word as the truth. Bao Louie wants to speak to you personally about this whole boulder smashing business. Go answer Bao Louie's silly questions so that we can get to boulder smashing.
Jiang Lu cannot go a single sentence without ranting about smashing boulders. I will share this information with you, but first you must prove you will benefit the greater good.
Shang Simla's coffers have run dry and the city needs funding to expand the local works. Gather 3 pieces of valuable Lapis Lazuli and deliver it to me. I will in turn give it to the city. You will be paid for your assistance, I assure you.
You are ready to learn about it. It is a magical tool, forged by the sorcerers of Dong Huo to destroy the barricades of his enemies.
Fortunately, those times are long passed, ad you are not Dong Huo. I now bestow you with the key to the Temple of Heaven! Within its halls you will find Pangu's Axe. This will be very dangerous. There's a staircase in one of the two small buildings outside the main temple. Clear the rubble and go through the door and then down the next set of stairs. Use the keystone and through the door it unlocks.
You'll find yourself on a red wood path. Keep following the path out and around until you come to very large room with rails that guard you from falling into gaps in the floor. Alright, now it gets tricky. Go down the stairs at the end of the red wood path and explore the well there. When you come out on the other side you will see two more wells.
Beware the fan shaped designs on the floor, they are traps. Beyond one of the wells is a set of stairs. Go up those and then down the next set of stairs. You'll be in a tight hall with a few traps that you have to "attempt to cross" or disarm. Go past the traps and the first set of stairs around to the second set of stairs. Go up and then back down the next set of stairs. In this hall you'll see a small room with a trap on the floor and a hole in the wall.
Get past the trap, then inspect the hole to open a hidden door with a chest. Open the chest then head up the stairs. Click on the Axe on the wall and take it! Now go back down the stairs and back up the stairs and back down the stairs and back up the stairs that you passed in the long hall with the traps.
You should end up in an area with nowhere to go except now you have the axe so smash the boulders and loot the chests here. Now go down the stairs and continue back and up the stairs then back down the stairs into the well room.
You can explore the two wells in here if you didn't already but you won't find anything of useful, you'll just add them to your number of Dive Wells explored which will help you get the Well Spelunker challenge.
Go back through the well you came through and up the stairs to the room with the red wood path. This time there will be another set of stairs next to the original ones that you can go down. Go down this second set of stairs, watch for traps and grab the chest then explore the well in this room. Once you make it to the other side, follow the hall, smashing rocks as needed and you'll eventually return to the entrance of the Tomb.
Now just Deliver the Axe. I wasn't quite prepared for the reality of the axe. I do not feel comfortable holding it. You should carry it. It took me some time but I narrowed down my most despised boulder. Smash the boulder blocking the entrance to the hot springs. I desire a Relic within the tomb blocked by the boulder. Destroy the boulder, find the Relic, and return it to me. At the top of the hill where the rest house is, just outside you'll see the boulder and a well.
Smash the boulder and explore the well. The doors will open. Don't go forward yet. Wait for the steam traps to put out the flame trap on the floor. Then just walk to the other Check the chest then explore the well. Once on the other side, there will be three doors.
Go through the door on the left and pull the statue onto the gear tile. Then go back, through the right door and do the same. Make sure you inspect the hole in the floor in this room to open a hidden room. Go back to the well and stand on the standing tile. You can now cross the middle room.
Hop in and explore the well at the end. On the other side of the well you'll see a forked hallway that looks impossible to cross. Walk forward and you'll see a long, narrow room in the middle wall of the hallway. There's a statue in here, push it onto the second gear tile. Now leave the statue there and go into the that you just cleared the path for.
Stand on the standing tile here. Now go back to the statue and the middle and PULL the statue back to the first gear tile. Now you've opened a room on the other side of the hallway. Go into it and stand on the tile there. Now return to the statue and push it onto the gear tile at the very end and then enter the room on the first side that you just opened.
Clear the rubble and check the chest. Then proceed to the well at the end of the hall. In the next area, clear the rubble in the hall and check behind it to find the Relic in one of the chests. Check the chest on the other side of the hall and then continue to the end of the hall and explore the well there.
This will get you out of the dungeon. Now just Deliver the Relic. I seek help in uncovering this treasure. Interested parties should seek Abi Yat Sen. Let me introduce myself - I am Abi Yat Sen. Shall we find the treasure? Centuries ago, the evil warlord Dong Huo stole a priceless heirloom from my ancestors.
I believe this note says where the relic is, but I cannot fully decipher it. Perhaps you could convince Bao Louie, a merchant, to do so?
You need to go talk to Bao Louie and become a friend of his before he will decipher the note. Just keep talking and doing friendly interactions that he seems to like and every so often, ask him to decode the note. Eventually he will give in.
It is written in the ancient code of Dong Huo's army, known only by his lieutenants.
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