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The Sims 3 Ambitions eGuide
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Contents

  • Essentials
    • The Sims 3 Primer
      • Leading a New Life
      • Personality
      • Lifetime Wishes
      • A Day in the Life
      • Mood
      • Mood Boosting Tips and Tricks
      • Wishes
      • Opportunities
      • Skills
      • Athletic
      • Charisma
      • Cooking
      • Fishing
      • Gardening
      • Guitar
      • Handiness
      • Logic
      • Painting
      • Writing
      • Relationships and Socializing
  • Walkthrough
    • New Simology
      • Introduction
      • Create a Sim
      • Skills
      • New Socials
      • New Opportunities
    • New Venues and Real Estate
      • New Venues
      • Fire Station
      • Salon
      • Junkyard
      • Consignment Store
      • Laundromat
      • Real Estate
    • Tour of Twinbrook
      • City Living
      • Places of Employment
      • Shopping and Commerce
      • Community Spots
      • Parks
      • Fishing Spots
      • Collecting
    • Careers
      • Professions
      • Ghost Hunter
      • Career Progression
      • Investigations
      • Spirit Collecting
      • Firefighter
      • Career Progression
      • Emergencies
      • Investigator
      • Career Progression
      • Tools of the Trade
      • Cases
      • Architectural Designer
      • Career Progression
      • Stylist
      • Career Progression
      • Medical Career
      • Career Progression
      • Skill-Based Careers
    • Traditional Careers
      • Traditional Careers
      • Educator (New Career)
      • Business
      • Culinary
      • Journalism
      • Law Enforcement
      • Military
      • Music
      • Politics
      • Professional Sports
      • Science
      • Part-Time Work
      • School
    • New Objects
      • Ambitious Objects
      • Object Catalog

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

Mood,Gardening Skill

2

Lab Tech

M,T,W,Th,F

09:00AM

5.5

288

1,440

70

Mood,Gardening Skill

3

Useless Contraption Manipulator

M,T,W,Th,F

9:00AM

5.5

346

1,730

90

Mood, Gardening Skill, Handiness Skill

4

Fertilizer Analyst

M,T,Th,F

9:00AM

5

485

1,940

100

Mood, Gardening Skill, Handiness Skill

5

Carnivorous Plant Tender

M,T,Th,F

9:00AM

5

582

2,328

120

Mood, Gardening Skill, Handiness Skill

6

Aquatic Ecosystem Tweaker

M,T,Th,F

9:00AM

5

699

2,796

140

Mood, Gardening Skill, Handiness Skill, Fishing Skill

7

Genetic Resequencer

M,T,Th,F

9:00AM

4.5

839

3,356

160

Mood, Gardening Skill, Handiness Skill, Fishing Skill

8

Top Secret Resequencer

M,T,Th,F

9:00AM

4.5

1,007

4,028

200

Mood, Gardening Skill, Handiness Skill, Fishing Skill

9

Creature-Robot Cross Breeder

M,T,F

9:00AM

4.5

1,209

3,627

180

Mood, Gardening Skill, Handiness Skill, Fishing Skill

10

Mad Scientist

M,T,F

9:00AM

4.5

1,814

5,442

260

Mood, Gardening Skill, Handiness Skill, Fishing Skill

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.

Tip

Do not wait until you close in on a promotion that requires Fishing or Gardening to start learning those skills. Develop those skills early.

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.

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