Prima Games eGuides The Sims 3 Generations eGuide

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The Sims 3 Generations eGuide Essentials Family Enhancements

Teens

The next phase of life, teens, has been enriched with several new features.

Now, teens in the household have several real-life motives such as the desire to learn how to drive or pull rebellious pranks either at home or at school.

Pranks

Children and teens love to express themselves through artful means like poetry and... oh, who are we kidding? Kids in Generations love to pull pranks and set booby traps for other Sims.

These are great ways for kids to let off some steam, have a little fun, and be mildly rebellious without doing anything too potentially harmful.

Of course, the Sims on the receiving end of the pranks may not see things that way, but that’s just the risk a teen is willing to take when the opportunity to pull off some silliness presents itself.

Booby Traps

Booby traps are set at various objects around the house, such as the shower or toilet. To set a trap, a child or teen just needs to use the Booby Trap interaction on the object.

The Sim then tinkers with the object and sabotages it.

You can tell which objects have traps by a telltale blinking red light. (Other Sims cannot see the light—that’s just a visual cue for the player.)

Then, when a Sim in the household (or a guest) uses the object, the trap is sprung! Merriment ensues!

The little red light is your cue that a trap has been set.

Well, merriment doesn’t always ensue. Negative Sims with traits like No Sense of Humor fail to see any amusement in a prank or booby trap and are dinged with a negative Pranked moodlet.

If an adult Sim catches a prankster setting a trap, the younger Sim gets in trouble. The adult can then discipline the now-in-trouble Sim.

See the Adult section of this chapter for information on punishment.

Overflowing Toilet

The Sims sets up a trap in the toilet so the next time another Sim uses it, the water in the bowl shoots straight up and splashes the Target.

Water pools around the toilet and the Sim who triggered the trap gets the Soaked moodlet.

Spraying Sink

The prankster fixes up the faucet so it sprays water on the next Sim who uses it. The Sim who triggered the booby trap gets the Soaked moodlet.

Water gathers around the sink, too, leaving a mess.

Dye Shower

This trap turns the showerhead into a makeshift salon. After the trap is set, the Sim who uses the shower is then surprised with a crazy new hair color.

The Sim reacts with shock and then goes back into the shower to wash it out.

Scary Computer

The computer is another booby trap opportunity. After the prankster messes with the computer, the next Sim who uses it starts a normal session, but within seconds, the screen fills with a freaky face.

The user gets Terrified and slams the computer shut.

Whoopee Cushion

The prankster places a whoopee cushion on a sofa, chair, or stool. When another Sim sits down, they hear a farty sound. The Sim then jumps up, surprised and embarrassed.

If a Sim is already sitting on a couch or sofa, the prankster cannot place a whoopee cushion.

Pranks

Pranks take place outside the lot. Teens can pull a prank at the school venue or at other houses in the town. Pranks at school happen out of sight, like when a Sim goes to work in a venue.

However, pranks at houses, such as throwing eggs, are done in person.

When setting a booby trap, the Sim needs to make sure nobody else is around before laying the trap. However, pranks done in person or at school carry the risk of being caught.

For every minute a Sim is setting up a school prank or performing one at a house, there is a chance they will be caught.

(Being Unlucky or Clumsy increases the chance of being caught.) Getting caught setting up a school prank results in the cops taking the teen home where trouble (and punishment) awaits.

Pranks at school or houses cannot be done immediately right after each other. Teens must wait a little while between pranks (during which the prank interactions are grayed out).

When Sims pull off a prank, they get the positive Successful Prank moodlet.

If a Sim pulls several pranks in a row without being caught or spotted, the moodlet develops into the even more positive Prank Streak.

School Pranks

When school is not in session, teens can set up a prank at the venue. The teen disappears inside the school for a few hours to set up the prank.

During this time, the teen risks being caught. (However, if the Sim is Lucky, that chance decreases.) If caught, the teen spends the next day in suspension.

Here are the available pranks at school:

-Flood the School
-TP the Principal’s Office
-Steal Tests
-Deface Mascot
-Release Frogs from Science Class

Doorbell Ditch

This is a fairly harmless prank. The teen goes up to a house with Sims inside of it (it doesn’t work if nobody is home), rings the doorbell, and then hides. When the resident answers the door, the teen giggles.

The Doorbell Ditch is a good, fairly easy prank to use when going for the Prank Streak moodlet.

Throw Eggs

With eggs in their inventory, teens can approach houses of Sims in the neighborhood (the house must not be vacant) and pelt the front door with eggs.

If a resident steps outside, the teen freaks and rushes home, disrupting the prank. There is then an outside chance the pranked Sim will call the cops.

If the cops get involved, they come to the teen’s house and the Sim gets in trouble.

Flamin’ Bag

Like the Doorbell Ditch gag, this prank only works if the house is presently occupied.

The prankster steps up to the door, drops a paper sack, and then sets it on fire.

The resident of the house steps outside after the prankster hides.

The resident sees the bag, immediately panics, and starts stomping out the fire. Hilarity!

The resident who stomps out the flaming bag takes a huge Hygiene hit. Other Sims in the household react to the Sim in disgust.

The pranked Sim needs to shower right away.

Stink Bomb

To pull this prank, the teen needs Stink Juice from the chemistry lab object. Once the teen has some, he can prowl for crowded areas.

When the teen finds a good spot, click the ground and choose the Stink Bomb prank.

The teen places the stink bomb on the ground and then hurries away. After a few moments, the bomb erupts, releasing a disgusting vapor.

In fact, Sims near the vapor get the Disgusted moodlet.

After School Activities

Field trip! Now, in addition to attending regular classes during the school day, children and teens can participate in after school activities.

These activities are not just fun, they also help develop skills.

Children and teens can enroll in activities themselves, but parents can also sign younger Sims up for these special events.

Enrollment takes place either by choosing interactions on the school or via a computer.

Recitals and performances are memory-making events.

Children

After school activities for children are held at the school venue.

When the normal school day ends, the child immediately transitions into the after school class. Classes have three levels.

After each level, children have new things to show off—look in their inventory for new goodies. (Use the new Show Off interaction to show off newly developed moves or skills.)

During an activity, there are chances for auditions, recitals, or special opportunities (see the Opportunity chart in the Generations Simology chapter).

After completion of the final level and/or special opportunity, the class ends.

At the completion of the final level of an activity, it is common for the class to set up a recital.

Completing a recital results in some physical object, such as a participation trophy. (Enrollees must attend the recital to receive the trophy.) Parents are encouraged to attend the recital.

They will not be punished for missing work to attend the recital.

Ballet

Children can enroll in a ballet class. Ballet classes help develop a hidden dancing skill. While Sims attend the class, they develop three levels of ballet moves: plie, pirouette, and echapee.

These are the moves that attendees can use when showing off.

The special opportunity for ballet is an audition to be a Prima Ballerina or Danseur Nobel. The reward for this opportunity is a sculpture of ballet shoes.

Scouts

Scouting helps develop both Gardening and Fishing skills. Children in scouts can show off badges, knots, and salutes. Their special opportunity is to try out for a special badge.

Completing the opportunity results in a framed badge reward.

Teens

When teens enroll in after school activities, they take place at the school venue. Like children, teens attend the activity or club immediately following the completion of the school day.

While enrolled in an activity, teens have chances to embark on a special opportunity or participate in an audition, much like children.

Because teens can develop skills like an adult, completing levels in the classes helps develop the skill, although skill level and class level are not analogous.

Art Club

Skill Increased: Painting (Sculpting if Ambitions is installed)
Opportunity:
Club president
Opportunity Reward:
Painting
Recital:
Art show
Recital Reward:
Trophy

Guitar Club

Skill Increased: Guitar (other instruments if Late Night is installed)
Opportunity:
Club president
Opportunity Reward:
Framed record
Recital:
Group recital
Recital Reward:
Trophy

Study Club

The Study Club does not advance skill development. However, it does speed homework completion.

Newspaper Club

Skill Increased: Writing (Photography if World Adventures is installed)
Opportunity:
Editor
Opportunity Reward:
Framed newspaper
Recital:
Reveal new paper
Recital Reward:
Trophy

Debate Team

Skill Increased: Logic
Opportunity:
Debate president
Opportunity Reward:
Toy gavel
Recital:
Debate tournament
Recital Reward:
Trophy

Drama Club

Skill Increased: Charisma
Opportunity:
Audition for lead in play
Opportunity Reward:
Signed movie poster
Recital:
Play
Recital Reward:
Trophy

Shop

Skill Increased: Handiness
Opportunity:
Club president
Opportunity Reward:
Golden saw (wall decor)
Recital:
Bridge building tournament
Recital Reward:
Trophy

Sports Club

Skill Increased: Athletic
Opportunity:
Club president
Opportunity Reward:
Framed jersey
Recital:
MVP award ceremony
Recital Reward:
Trophy

Dances

Few social engagements in a teen’s life mean more than a school dance. Teens love to get dressed up (or dolled up), meet a date, and head off to a dance where memories that last a lifetime are made.

Dances can pay off in not just great memories, but also photos and even new relationships.

Dances are not scheduled. They occur randomly whenever there is a teenage Sim in the household. A dance announcement comes via an on-screen message a few days in advance.

The notification allows Sims to get ready for the dance. Dates can be made, moods elevated, and needs satisfied so the teen goes to the dance in tiptop condition.

Getting a Date

Teens do not have to attend the dance with a date, but going with a friend or romantic interest can take a relationship to a new level. Ask to Dance is a new social with a romantic STC.

It’s not wise to use this social unless the Target is likely to agree to the invite. If the Target teen refuses, there is an immediate loss of LTR between the Sims.

So, make sure to use the days leading up to the dance to increase the LTR with the Sim you want to take to the dance. If the Target accepts the invite, there is an LTR boost between the Sims.

There is also a chance that an NPC or townie Sim will ask the household teen to the dance. The chance of this happening depends on the relationship between the two teens. You are not required to accept the dance invitation.

Once an invite to the dance has been accepted, you can no longer use the Ask to Dance social.

Dance Starts

A few hours before the dance begins, the teen’s date will come to the active household’s lot in formal attire. The active teen will then put on a formal outfit.

This is another opportunity for socializing—not only between the two teens, but also with all members of the household. Parents, for example, may want to get to know the teen taking their son or daughter to the dance.

Right before the dance starts, a limo arrives to spirit the teens to the venue.

While at the dance, several events may transpire (which we’ll go over in a moment). After a few hours, the dance concludes and teens either gather outside the school to visit or go home.

When teens go home, there is a chance they will have a photo of the dance (like a prom photo) to hang on the wall.

Dance Events

New Romance

If Sims go stag, there is a chance they will meet another teen and develop the spark of romance. The two Sims get a big LTR boost, making the dance a springboard for a greater romance.

First Kiss

A teen may get their very first kiss at the dance. This only happens if the teen has never been kissed. The Sim gets the First Kiss moodlet. Both Sims get an LTR bump, which makes developing a romance outside the dance easier.

Seal the Deal

If the teen goes to the dance with a romantic interest, there is a chance the teens will become partners. The higher the LTR between the two teens, the greater the chance. (However, if the event is rejected, both teens suffer a big LTR hit.)

Prom King/Queen

If a teen has a lot of friends, they may be voted king or queen at the dance. If so, they get the Prom King or Prom Queen moodlet and have a crown or tiara trophy to take home. This can happen only once per dance.

Denied!

A Sim who attends the dance alone may ask another teen to dance. If the request fails, the teen gets the Denied for Dance negative moodlet.

Ditched!

If a teen goes to the dance with another Sim and doesn’t have a very high LTR, their date may leave them. This damages LTR between both Sims and the active teen is dinged with the Ditched moodlet.

Fight

If a teen with lots of low relationships goes to the dance, they risk getting in a fight. The teen gets decked at the dance and goes home with the negative Got in a Fight moodlet.

Learning to Drive

Teens have a new desire in Generations: learning to drive. Most children get this wish when they age up into teen.

Learning to drive unfolds very similarly to teaching a toddler to walk and talk. A teen must interact with an adult-aged Sim with a specific object—in this case, a car.

To learn how to drive, the teen can use the new Ask for Help Learning to Drive social. Or, an adult can use the Teach to Drive social on the teen in the household.

When the social is accepted (either way), the teen and adult go to the family car. The teen gets behind the wheel and they take off. However, it’s not at normal speed because the teen is just learning.

Teen Parties

From time to time, the adult(s) in the household go away on a trip, leaving the teen of the house in charge. The trip is typically for two or three days.

The adult can choose to not accept the trip, but if they do accept, the absence does not count against their work performance.

The adult often comes back with a positive moodlet, such as Great Trip.

That’s great for the adult, but for the teen, all that means one thing: PARTY!

When the adults are away, teens can throw a special party that only other teens can attend. Even if the home alone teen doesn’t plan one, chances are good other teens will suggest one.

This tends to snowball into a rager.

Teen parties have the same requirements as other parties: refreshments and lots of socialization opportunities are required for attendees to have a good time.

However, at a teen party, it is more likely for objects to get filthy or break. (There’s even a chance things will catch on fire.) Teens may choose to just stay the night, too.

If there is no available bed, teens can choose to sleep on the floor. (If you are controlling a teen at a teen party, use the Sleep on Floor interaction to catch some needed Zs.)

Now, if the party spirals out of control—too many attendees, goes too long—there is a chance a neighbor will call the cops. When the cops are called, the host gets a heads-up note.

The host can then use Break Up Party, which quickly winds down the party. Within minutes, the cop arrives and one of two things happens:

If there are still teens on the lot when the cop arrives, everybody scatters and the cop informs the host that their parents will be informed of the party.

If all of the guests are gone when the cop shows up, the officer lets the teen off with a warning and parents are not informed.

After the party ends, you better make sure the lot is clean before parents come home.

If there is a mess or broken objects, the teen in the household gets serious trouble points and will be likely punished.