The Sims 3 Egypt World Adventures Guide All about Al Simhara, Explorable Tombs, and Adventures. Al Simhara, Egypt is a great place for tomb explorers. It features probably the largest tombs in the game, along with a wide selection to choose from.
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< Game Help:Sims 3 Adventures
This is an adventure your sims can do in China.
Adventure DetailsIn-Game Description
'Thank goodness someone finally responded! Come on, there's work to do. I've heard rumors that a nearby tomb holds a valuable treasure. Retrieve it for me, and you will be handsomely rewarded. You'll need this key to get into the tomb. What are you waiting for? Get to it!'
LocationHalls of the Lost Army, located in the center of Shang Simla.![]() Difficulty
Easy. No danger, no tricky puzzles.
Reward
The reward for this adventure is:
Adventure Chain
Walkthrough1. Enter the Tomb: Go to Halls of the Lost Army. Go through the doors at the top of the stairs in the front, and stand on the painfully obvious floor switch to activate the staircase. Go down the stairs.
Go through the door.
Clear the rubble pile in the corner to reveal a floor switch. Stand on it and it will open the hidden door and reveal a tomb hole in the alcove.
Inspect the tomb hole to unlock the wooden door.
Go through the hidden door.
Return to the previous room and go through the wooden door by the floor switch.
Leave.
9. Deliver Relic: Return to the adventure giver to deliver the relic and receive your reward.
Related Pages
Retrieved from 'http://simswiki.info/index.php?title=Game_Help:Sims_3_Adventures/Treasure_Hunter&oldid=60286'
The Sims 3: World Adventures«»The Second TripFor now, Shannon comes home to IGN Guide Town, finding that everything is exactly as she left it. While on vacation, your other Sims experience a time freeze, so as far as they are concerned your adventurer barely left.
You can take advantage of these time freezes to give a Sim more friends before a job promotion (even foreign friends still count toward tasks), or you can just get away for awhile to recover your Sim's meters.Shannon doesn't have much in the way of souvenirs, but let's check her inventory. She has a bunch of Ancient Coins and some conventional Simoleons she received as quest rewards, an incense holder that she bought, a couple vases, and a fragment of a sarcophagus. The incense holder is just a little decorative object that she places in her bedroom. The vases can be 'analyzed' with an 'Analyze All' command from her inventory, which basically magically examines them and checks to see how ancient they really are (which can ultimately increase or decrease their value). She sells the loot, then considers what to do next. But those fire fruits are really burning a hole in her pockets, and she wants to cash in that quest.Problem is, Shannon can't go back quite yet.
When Sims return from vacation, they get a two-day buff due to the fun of being away from home. However, this buff also prevents them from going back; you'll find that the Travel command is grayed out. So, Shannon hangs around IGN Guide Town for a couple days, even returning to her day job as a burglar, getting promoted, and watching her new nephew (named Dannie) being born.Shannon acquires enough lifetime reward points that she buys the Jetsetter and Prepared Traveler superpowers. The former discounts all future air travel, and the latter allows her to stay three days longer than her Visa Level allows. Shannon thinks she'll do a lot of traveling, so these are extremely useful purchases, especially because they're pretty cheap in the grand scheme of superpowers.A couple days pass, and the buff clears.
Shannon decides to head back to Egypt. But Fiona insists she gets to go too! Al stays home to watch Dannie, so it works out okay. Shannon calls up the travel agent, and begrudgingly orders two tickets.
Despite the fact that Fiona doesn't have the Prepared Traveler superpower, the sisters will get to stay in Egypt for six days rather than three; only one Sim in the traveling group needs the superpower for it to work.Shannon runs off to cash in her quest while Fi acclimates herself to the desert. Cashing it in gives Shannon just enough Visa Points to level up to Visa Level 1, which is somewhat personally disappointing: I wish I had timed things better originally so this trip could have been even longer. But, what's done is done, I suppose.
Besides, Shannon picks up the next quest in the quest line, so we have other things to worry about.Now, quests cannot be shared, unfortunately. Fi could, indeed, get her own quests and I could try juggling the two of them.
I'm lazy though: I'm going to let Fi do whatever she wants to do until it's time to tomb raid. As it is, Shannon's next quest is another 'talk to this guy' quest, something for which Fi is unneeded.Shannon's quest takes the better part of a day, and she retires to the base camp after finishing. Fi is ready for sleep as well, so they wind up sharing a tent together. A romantic couple could have some more fun with a tent than mere sleeping, but it's good to see that two Sims who would not share a bed will share a tent. I guess it's considered a little less personal?The next morning, Shannon takes Fi to a house in town. Apparently, there is a tomb underneath the house, but the house's owners will need to give them permission to enter.
This is as simple as ringing the door bell. Shannon sees a rather obvious hole in the center of a stony courtyard and, like a true loving sister, makes Fi stick her hand into it.Seems that Shannon's idea to bring Fi pays off in this tomb.
After a few rooms, she discovers a room with two pressure plates that open doors in a different room. There is a moveable statue that Shannon could use, but having Fi stand on the switches instead allows Shannon to explore both rooms quickly without having to run back and forth. Two tomb raiders will usually make things go a bit quicker like this, though more than two usually is a waste considering how tight the tombs are.Shannon presently finds her treasure, then retreats from the tomb.
She doesn't share any loot with Fi, justifying that it all goes to the family funds anyway, an explanation Fi isn't too happy with. Fi retreats from the tomb as well to eat, and awaits Shannon's next leg of her journey.Shannon's next part of the quest involves questioning another citizen of Egypt, but she needs to get friendly with him. This takes entirely too long. Looks like Shannon needs even more Charisma to make this go faster.
Lesson learned: to maximize the adventuring experience, a Sim needs Athletic (for pushing stones around), Logic (for disabling traps), and Charisma (for coaxing out tomb information from the locals).A few quests later, Shannon is tasked to check out another tomb. She calls Fiona over, and they enter together. They immediately come to an interesting predicament: a lightning trap is between them and the next room.
Although Shannon could slip past it with her Level 10 Athletic Skill, Fi is not in as good shape. However, Fiona is at Level 9 in Logic Skill, so she sticks her arm in the trap and disables it! Shannon, who is at 4 Logic, probably would have failed that if she tried it. Just like an RPG, a party of adventurers with various skills can help offset weaknesses if you don't have a master-of-all-trades adventurer.Shannon is a bit gun-shy after being electrocuted, so she sends Fi ahead. Fi disarms the next electric trap, and Shannon insists she keeps going.
Then.Whoops: looks like there are hidden traps in this tomb. Some traps are simply invisible and don't materialize until someone trips them. It pays to have a throwaway Sim around for this purpose. There isn't much sisterly love between the girls, so Shannon isn't that displeased about what just happened. (Actually, she gets a buff due to her Evil trait because she saw Fiona in distress!) The only real problem here is that Fi gets a debuff for an in-game hour, as she's now to terrified to mess with traps.
Fi and Shannon talk for a bit in the tomb, killing time, until Fi is ready again to attempt to disarm the trap.Other than the hidden trap, the tomb continues on fairly standard. The girls clear it in short order, and they continue the quest line. The tombs from here on out get more complicated; having Fiona along was a great decision on Shannon's part, because having two Sims work in tandem for the next tomb's traps make things go much smoother.This tomb also marks the first one that is too large to be explored in a single day.
Luckily, Shannon brought a tent along. The tent has a rather large footprint, but after descending one particular set of stairs, she finds a room vast enough to place it. She uses the 'Place' command on the tent from her inventory, sticks it on the ground, then heads inside for some shut-eye. Fi follows.The next morning, Shannon uses the 'Put in Inventory' command on the tent once she and Fi wake up.
The tent is tucked back into her bottomless backpack, and she's ready to continue her adventure. While they explore the next room, Fi sees a pair of giant boulders and uses the 'Inspect' command on one of them.
A popup box helpfully tells us that we need an item from China to shatter them. This shows that, to see and do everything, a Sim needs to be a true world traveler rather than commit to a single destination.In fact, as they continue to explore, they come across a boulder that blocks a door. And it's the only way forward. Discouraged, the girls find the final room of the tomb and climb the stairs to leave.
Shannon promises to head to China as soon as she can, find this magical item, and will return to blow open the rocks. (Little does she realize that her prize is actually on the first floor, behind a door she forgot about and didn't have the key for until now.)Fi, in an attempt to salvage something from the trip, heads to the market with what little time they have left. The Ancient Coins they have been collected this whole time are pooled into a family treasury, rather than being a personal Sim's possession. Fi wants to spend the coins on a few items available from the Special Merchant, though her low Visa Level forbids her to buy everything.
The Special Merchant is always flagged on map view with a reddish tag, and he or she tends to move around rather than staying at the market, so it might be a little tough to find them now and then.Back home, while Shannon prepares herself for China, Fiona starts to miss her friends from Egypt. Cell phones (but not house phones) have the ability to call long distance, and apparently in the Sims' world they have the best phone company ever, because there are no long-distance rates. You can call up long distance friends by going into the relationship panel, then scroll to the end of the list, and then click on the Sim in question that you wish to call. You can call anytime, day or night; no worries about the usual rejection for calling at midnight.After advancing her relationship with Layla Lufti, Fi decides that she wants to show of Dannie to her foreign friend.
From the house phone this time, Fiona chooses 'Call Sim. Invite Foreign Visitors,' then selects Layla's name. Note that she needs to be an actual friend of the foreigner in order to extend the invite; simply knowing the other Sim's name isn't enough. Fi may also be lucky enough to see some foreign tourists pop into IGN Guide Town now and then, and can befriend them too.
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February 2023
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