Warrior Training Grounds
Tomb Walkthrough
There are two ways to enter this tomb: One is by pulling the torch next to the hidden door, and the other is to read the inscription plaque on the other side of the hidden door. It reads: "Welcome to the resting place of the fallen Hero. Be warned that those entering must be fully prepared to travel to the end." Reading the plaque causes a floor pad to appear. Stepping on the floor pad opens the secret door. Walking through the secret door will cause the floor pad to disappear, and reset it so the floor pad can be used again.
Room 1 - Entrance
A plaque next to the first door (on the inside of the tomb) says: "Sometimes you must move forward in order to go back." The secret door to enter this chamber closes and locks when the Sim enters. There is a torch lever that will open that door, but it is inaccessible, and only becomes accessible once the dungeon has been completed.
There are three foot panels and three statues. The first two foot panels will be hidden until the player reads the plaque by the door. The middle foot panel will be invisible unless both of the other panels are held down by two of the statues. Only when those two are down will the third one appear. The traps on the left will disarm only when that panel is stepped on, and is released when the panel is released, so the third statue must be used.
There is a foot panels on the far left side of the room, which opens the door to room 2. There is a torch lever in the right section that opens the door to the exit. The traps on the right (blocking the access to that lever) will only disarm once something is done in the final room.
Treasures: There are three or four treasure spawn points under the rubble at the far end on both sides. Only two will be accessible at this time. The two on the left give relatively small rewards; the two on the right give better.
Room 2 - Be Wary of Greed
Plaque over a chest with the text: "Be wary of greed; it can be very dangerous." There are nine dormant traps in the room. If the chest is opened, all of the traps in the room begin firing. One of those traps is immediately under the Sim. These traps cannot be disarmed by the Sim, but a hole in the floor will also appear, and that will have a switch that disarms all the traps.
Treasure: Chest - France tomb loot (small, one time only). Hey, they're not supposed to be greedy, remember?
Room 3 - Stairs down
Hidden stairs going down. Reading the plaque reveals the stairs. It says: "A wise Sim listens, watches, and pays attention to what is said." This is important, as it reminds the player that it's a good idea to read all the plaques.
Treasure: None
Room 4 - Corridor
Two traps in this room, with a hole in the wall switch to deactivate them.
A sign near the exit says, "Some beasts are afraid of the light." Reading this plaque unlocks the door.
Treasure: None
Room 5 - Fear of the Light
There are 8 torches throughout the room, and 16 electricity traps. All eight torches need to be turned on in order to destroy the traps. There are four hidden switches in the wall. Each turns on two torches. Once all eight are turned on, all of the traps go dormant.
Exiting through either door will reset the traps so they are firing again. There is a hidden switch right next to the exit from this room to room 6 that turns all of them off again so the Sim can go back through this room. At the exit is a plaque that says: "Remember to turn on the lights." This is for when the player is returning to the exit.
Treasure: None
GM Note: At first I thought I would have to use 4 processors: 2 for turning the traps on, 2 for turning them off. Then I realized I could use just two processors. The first one will, when all 8 torches are lit, light a single debug light in the center of the room. Then a second CPU will, when even one light is off (using the OR logic) turn off that debug light. It is the debug light that is linked to the traps. If the debug light is not lit, then the traps will be firing. When the debug light is lit, the traps go dormant. This has been tested and works beautifully.
Room 6 - Switcharoo
Plaque says: "When one turns on, another may turn off. The order in which things are done matters."
The room has 8 active and firing traps, 6 floor torches, 4 floor switches, and 3 movable statues. There is a fence blocking the player from simply pushing the statues onto the traps to disarm them that way. Each floor switch turns on some of the floor torches, and turns off some of the others. The order:
Floor torches:
1 2 3
4 5 6
Floor switches:
1 3 4
2
A sign as the Sim exits the stairs states: "Sometimes you must go backwards in order to move forward." Reading this plaque unlocks the door. Exiting the room (from either door) reactivates the traps.
Treasure: None
GM Note: Once again, I have the torches, when lit, activate a single debug light, and that light, not the CPU, controls the traps. There are two CPUs: One CPU uses the AND logic, and when all torches are lit, the debug light is lit. The other CPU uses the OR logic, and if a single torch is off, then the debug light turns off. The debug light controls the traps. On means the traps are dormant, off means the traps are firing.
Room 7 - Going Backwards
Two floor traps in this room are firing. There is a panel (a) the player can see as he enters. When he steps on that panel the traps will deactivate, but will reactivate as soon as he steps off again. It is only when he reads the plaque's (c) inscription will a second panel (b) to appear. Stepping on (b) causes the two traps to disarm.
There is a torch lever (e) that will cause the hidden door near (c) to open to the next room. There is a locked door near the chest. It can only be unlocked from the next room. (For going back)
Treasure: Chest - One time only: France tomb loot (large), repeatable: France tomb loot (medium)
Room 8 - Getting Ready
Four traps go off as soon as player steps through hidden door. Torch lever near a statue disarms all of them. The hidden door closes and hides as the Sim steps through.
Because I do not want him able to go back (yet), the panel that allows that door to open only appears once the door to the next room is walked through. (The Sim could then turn back and go through the hidden door again if s/he wants to, but even if the Sim goes all the way back to the beginning, the first door won't open until something in the final room is done.) When the Sim walks through either door that will take him back to room 7, the panel will disappear and reset.
Treasure: Spawn point - France tomb loot (large)
Room 9 - Warrior's Resting Place
This will appear to be the final room (although it doesn't have the final room marker). There is a casket at one end (Grim's, not a working sarcophagus), and several statues. There are no treasures in here. There are two traps close to the entry door, and a third a little farther in. All three traps can be disarmed (for some reason my Sim didn't have the option to disarm). Alternatively, the statues can be dragged over them.
There is also a hidden staircase going down. This can only be unhidden if the Sim mourns at the urn. There is a plaque in the room with the message: "Here lies Beosimwulf, the greatest hero of our time. One so great may never come again. When such brave heroes fall, the wise truly mourn."
Treasure: None
Room 10 - Forever Young
After the player comes down the hidden staircase, there is a Leon's Fountain of Youth. However, before the player can get there, a hidden switch will turn on several floor traps in the room. There is a torch lever nearby that will turn them off.
Once the traps are set to dormant, a floor switch can be accessed. This will reveal another set of stairs going down to room 11. It will also destroy the remaining traps in room 1 so that the switch that opens the door to the outside is accessible.
Treasure: Well, there IS the Fountain of Youth here. There is also a single spawner: France tomb loot (large)
Room 10a - Stairs
A stairway going down goes into another set of stairs going up. The only reason I did it this way is that a hidden door was too large for the previous room.
Treasure: None
Room 11 - Final Room
Final room. 5 chests and 2 sarcophagi. This room will have the Final Room marker in it: Dragon Valley Warrior's Rest.
No traps
Treasure:
Room 1 - Entrance
A plaque next to the first door (on the inside of the tomb) says: "Sometimes you must move forward in order to go back." The secret door to enter this chamber closes and locks when the Sim enters. There is a torch lever that will open that door, but it is inaccessible, and only becomes accessible once the dungeon has been completed.
There are three foot panels and three statues. The first two foot panels will be hidden until the player reads the plaque by the door. The middle foot panel will be invisible unless both of the other panels are held down by two of the statues. Only when those two are down will the third one appear. The traps on the left will disarm only when that panel is stepped on, and is released when the panel is released, so the third statue must be used.
There is a foot panels on the far left side of the room, which opens the door to room 2. There is a torch lever in the right section that opens the door to the exit. The traps on the right (blocking the access to that lever) will only disarm once something is done in the final room.
Treasures: There are three or four treasure spawn points under the rubble at the far end on both sides. Only two will be accessible at this time. The two on the left give relatively small rewards; the two on the right give better.
Room 2 - Be Wary of Greed
Plaque over a chest with the text: "Be wary of greed; it can be very dangerous." There are nine dormant traps in the room. If the chest is opened, all of the traps in the room begin firing. One of those traps is immediately under the Sim. These traps cannot be disarmed by the Sim, but a hole in the floor will also appear, and that will have a switch that disarms all the traps.
Treasure: Chest - France tomb loot (small, one time only). Hey, they're not supposed to be greedy, remember?
Room 3 - Stairs down
Hidden stairs going down. Reading the plaque reveals the stairs. It says: "A wise Sim listens, watches, and pays attention to what is said." This is important, as it reminds the player that it's a good idea to read all the plaques.
Treasure: None
Room 4 - Corridor
Two traps in this room, with a hole in the wall switch to deactivate them.
A sign near the exit says, "Some beasts are afraid of the light." Reading this plaque unlocks the door.
Treasure: None
Room 5 - Fear of the Light
There are 8 torches throughout the room, and 16 electricity traps. All eight torches need to be turned on in order to destroy the traps. There are four hidden switches in the wall. Each turns on two torches. Once all eight are turned on, all of the traps go dormant.
Exiting through either door will reset the traps so they are firing again. There is a hidden switch right next to the exit from this room to room 6 that turns all of them off again so the Sim can go back through this room. At the exit is a plaque that says: "Remember to turn on the lights." This is for when the player is returning to the exit.
Treasure: None
GM Note: At first I thought I would have to use 4 processors: 2 for turning the traps on, 2 for turning them off. Then I realized I could use just two processors. The first one will, when all 8 torches are lit, light a single debug light in the center of the room. Then a second CPU will, when even one light is off (using the OR logic) turn off that debug light. It is the debug light that is linked to the traps. If the debug light is not lit, then the traps will be firing. When the debug light is lit, the traps go dormant. This has been tested and works beautifully.
Room 6 - Switcharoo
Plaque says: "When one turns on, another may turn off. The order in which things are done matters."
The room has 8 active and firing traps, 6 floor torches, 4 floor switches, and 3 movable statues. There is a fence blocking the player from simply pushing the statues onto the traps to disarm them that way. Each floor switch turns on some of the floor torches, and turns off some of the others. The order:
Floor torches:
1 2 3
4 5 6
Floor switches:
1 3 4
2
- Floor switch 1 turns on torches 1, 3, & 5, and turns off torch 4
- Floor switch 2 turns on torches 2 & 6, and turns off torch 5
- Floor switch 3 turns on torches 3 & 4
- Floor switch 4 turns on torches 1 & 4, and turns off torch 2
A sign as the Sim exits the stairs states: "Sometimes you must go backwards in order to move forward." Reading this plaque unlocks the door. Exiting the room (from either door) reactivates the traps.
Treasure: None
GM Note: Once again, I have the torches, when lit, activate a single debug light, and that light, not the CPU, controls the traps. There are two CPUs: One CPU uses the AND logic, and when all torches are lit, the debug light is lit. The other CPU uses the OR logic, and if a single torch is off, then the debug light turns off. The debug light controls the traps. On means the traps are dormant, off means the traps are firing.
Room 7 - Going Backwards
Two floor traps in this room are firing. There is a panel (a) the player can see as he enters. When he steps on that panel the traps will deactivate, but will reactivate as soon as he steps off again. It is only when he reads the plaque's (c) inscription will a second panel (b) to appear. Stepping on (b) causes the two traps to disarm.
There is a torch lever (e) that will cause the hidden door near (c) to open to the next room. There is a locked door near the chest. It can only be unlocked from the next room. (For going back)
Treasure: Chest - One time only: France tomb loot (large), repeatable: France tomb loot (medium)
Room 8 - Getting Ready
Four traps go off as soon as player steps through hidden door. Torch lever near a statue disarms all of them. The hidden door closes and hides as the Sim steps through.
Because I do not want him able to go back (yet), the panel that allows that door to open only appears once the door to the next room is walked through. (The Sim could then turn back and go through the hidden door again if s/he wants to, but even if the Sim goes all the way back to the beginning, the first door won't open until something in the final room is done.) When the Sim walks through either door that will take him back to room 7, the panel will disappear and reset.
Treasure: Spawn point - France tomb loot (large)
Room 9 - Warrior's Resting Place
This will appear to be the final room (although it doesn't have the final room marker). There is a casket at one end (Grim's, not a working sarcophagus), and several statues. There are no treasures in here. There are two traps close to the entry door, and a third a little farther in. All three traps can be disarmed (for some reason my Sim didn't have the option to disarm). Alternatively, the statues can be dragged over them.
There is also a hidden staircase going down. This can only be unhidden if the Sim mourns at the urn. There is a plaque in the room with the message: "Here lies Beosimwulf, the greatest hero of our time. One so great may never come again. When such brave heroes fall, the wise truly mourn."
Treasure: None
Room 10 - Forever Young
After the player comes down the hidden staircase, there is a Leon's Fountain of Youth. However, before the player can get there, a hidden switch will turn on several floor traps in the room. There is a torch lever nearby that will turn them off.
Once the traps are set to dormant, a floor switch can be accessed. This will reveal another set of stairs going down to room 11. It will also destroy the remaining traps in room 1 so that the switch that opens the door to the outside is accessible.
Treasure: Well, there IS the Fountain of Youth here. There is also a single spawner: France tomb loot (large)
Room 10a - Stairs
A stairway going down goes into another set of stairs going up. The only reason I did it this way is that a hidden door was too large for the previous room.
Treasure: None
Room 11 - Final Room
Final room. 5 chests and 2 sarcophagi. This room will have the Final Room marker in it: Dragon Valley Warrior's Rest.
No traps
Treasure:
- Sarcophagi: One time - France tomb loot (epic), repeatable - France tomb loot (large)
- Chests: Various things, but equivalent to the sarcophagi for the most part. Heck, the player deserves it, if he/she can make it all the way here.