The Sims 3 Ambitions Guide Walkthrough Traditional Careers
Science
A mind is a terrible thing to taste—er, waste. This career celebrates that organ between the ears, the cortex that pulses with thoughts and desires.
The Science career requires a keen sense of Handiness and a real green thumb, as well as a desire to both observe and collect.
Work Location: Landgraab Industries Science Facility (Sunset Valley), Soil & Water Research Center (Riverview)
How Hired: Report to science center, answer computer ad, answer newspaper ad
Work Week: Normal work week: five days with average hours in the 9 to 3 range because of the extra time needed to advance skills.
Salary Progression: The science career offers a modest salary with moderate bonuses and increases over time. This is not a rich Sim's career, but the skills developed during the career can lead to alternate incomes.
Science Career
| Level | Position | Work Days | Start Time | Length of Day | Average Daily Pay | Average Weekly Pay | Pension Pay | Metrics for Promotion |
|---|---|---|---|---|---|---|---|---|
|
1 |
Test Subject |
M,T,W,Th,F |
09:00AM |
5.5 |
240 |
1,200 |
60 |
|
|
2 |
Lab Tech |
M,T,W,Th,F |
09:00AM |
5.5 |
288 |
1,440 |
70 |
|
|
3 |
Useless Contraption Manipulator |
M,T,W,Th,F |
9:00AM |
5.5 |
346 |
1,730 |
90 |
|
|
4 |
Fertilizer Analyst |
M,T,Th,F |
9:00AM |
5 |
485 |
1,940 |
100 |
|
|
5 |
Carnivorous Plant Tender |
M,T,Th,F |
9:00AM |
5 |
582 |
2,328 |
120 |
|
|
6 |
Aquatic Ecosystem Tweaker |
M,T,Th,F |
9:00AM |
5 |
699 |
2,796 |
140 |
|
|
7 |
Genetic Resequencer |
M,T,Th,F |
9:00AM |
4.5 |
839 |
3,356 |
160 |
|
|
8 |
Top Secret Resequencer |
M,T,Th,F |
9:00AM |
4.5 |
1,007 |
4,028 |
200 |
|
|
9 |
Creature-Robot Cross Breeder |
M,T,F |
9:00AM |
4.5 |
1,209 |
3,627 |
180 |
|
|
10 |
Mad Scientist |
M,T,F |
9:00AM |
4.5 |
1,814 |
5,442 |
260 |
Science Tones
| Tones | Description |
|---|---|
|
Business as Usual |
Perform average job duties |
|
Work Hard |
Work hard to increase performance, but adds stress |
|
Relax in Specimen Closet |
Relax at work. Slower performance, but less stress. |
|
Meet Fellow Scientists |
Allows Sim to possibly meet new co-workers that have not already been met outside of work |
|
Hang Out with Fellow Scientists |
Build relationship with co-workers |
|
Assist Boss with Research |
Build relationship with boss |
|
Do Independent Experiment |
Doing this tone builds toward promotion or at least performance boost |
Benefits and Rewards
The benefits of the Science career are plentiful, but you must be attentive to skills to receive the promotions that award them.
The immediate skill required for the career is Gardening which can be learned at the science center or through a book. Get a jump on gardening as soon as you join the career.
Later in the career, two additional skill comes into play: Handiness and Fishing. At no point are relationships a metric for advancement because, warranted or not, scientists aren't exactly known for their social graces.
One of the most useful tones in this career is Do Independent Experiment. While performing this tone, you do side experiments that have a chance of resulting in great things.
These experiments take time, though. You will not complete one in just a day. If the project is a success, though, you might get an immediate promotion.
From time to time, scientists will come home with extras in their personal inventories, such as a fish or a harvestable.
They tend to be uncommon. Upon reaching level 7 of the career, Genetic Resequencer, the Sim receives one of the following special harvestables: Flame Frut, Life, Money Tree, or Omni Plant.
Perform Experiment On!
Upon reaching the height of the career, the Sim receives a new interaction to perform on household objects: Perform Experiment On. This interaction works on seats, beds, electronics, and appliances.
It acts like an upgrade. Once the interaction is complete, the Sim stands back to have a look at what was accomplished. If the upgrade goes well, the following may happen:
Object gets environmental boost.
Object broadcasts music, giving all Sims in the area the Enjoying Music moodlet.
Object earns random upgrade from Handiness upgrade list.
Object starts broadcasting random moodlets that affect Sims in the room: Attractive, Beautiful Vista, Cheered Up, Comforted, Feeling Lucky, New Car Smell, New Stuff, Oddly Powerful, Tranquil, or Warmed.
Conversely, this interaction can have negative effects, too. These things can go wrong:
Object catches fire and is burned until useless.
Object randomly electrocutes Sims who try to use it later.
Object disappears—forever.
Object breaks and must be repaired.
Object starts broadcasting random negative moodlets that affect Sims in the room: Upset, Tastes Like Fridge, Stir Crazy, Offended, Buzz Crash, Horrified, or Disgusted.