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In order to get out, the player will need to order the Sim to shove the door open. Once the player walks through, the door will shut on them but not lock. At that point, the door will open by itself. We simply do a CSC and select "Enable Auto-Open After Inspect." Another CSC, and we select "Turn Auto Shut On." Now, the door will be invisible until the player selects "Inspect" at the wall and discovers the door there. I zone off another room adjacent to this one, then go into Build Mode and grab the "Secret Rotating Door." I place that on the adjoining wall. but we should make the other room so easy to get to. Okay, now if the trap is always firing, how do we let the player get past it? Let's make a switch in a different room for that. So now, the room's width is blocked by these dangerous, unstoppable traps with a tantalizing treasure chest on the other side. I set one to the left, and another to the right. > Firing and Visible." All traps default to being unable to be disarmed, so that option is fine.įinally, I do another CSC, then select "Clone." This copies the object including its settings (which the eyedropper tool doesn't do). > Electricity." Another CSC, then "Set Trap State. I want to intimidate the explorer a bit, so I want the traps to always be on, unable to be disarmed, and be shooting electricity. For now, it's time to set the properties of the traps. We'll deal with the treasure box in a bit. I stick only one of them on the ground, as well as a treasure box on the other side. Then, I go to Buy Mode > Debug Sort > Tomb Objects tab > Trap - Floor object. it's actually relevant, believe it or not. I zone it so it's an even number of spaces in width.
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From here on out, we're going to shortcut "CTRL + Shift + Click" as "CSC."Īll right, the next room we're going to make is the room to the left from the perspective of entering the Octagon.
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