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The Sims 4's Scientist Career is a fun new Active Career added with the Get to Work Expansion Pack. While on the job, you'll do a lot of science-y activities and unlock new inventions and serums, upgrade your SimRay, as well as the ability to order your co-workers around. There are loads of lab coats and accessories to unlock for your Sim in CAS as you get promoted, and you'll gradually get the ability to travel to Sixam, the Alien World in The Sims 4! Look to the screenshots here to see the three pieces of equipment you need to properly do your job. Below, you will find a listing of all the serums and inventions, with what those do and what you need to make them.

You'll need no particular traits to be successful as a Scientist, given the negligible boost that Focused provides to active careers. Geek can be good, given the collectibles present at the Science Lab. Something like 'Good' or 'Cheerful' may be handy as a buffer against negative moods, however. The Curator Aspiration is a little easier to complete as a Scientist, given the collecting opportunities afforded by being able to ask your coworkers for crystalsmetals, collectible opportunities on the Laboratory lot itself, and the use of the SimRay to transform duplicate items (very random, but can help!).

A lot of little things can happen at work, but I'll leave those up to you to discover! For example there are collecting days, and days where Aliens have infiltrated the lab. On collecting days, you'll learn of the many valuable items that can be found on the Science Lab's lot. You can get the required 10 collectibles very easily by harvesting the plants in the lab. These plants should be tended from time to time if you want to use them, because they can die.

Scientists can earn gobs of money using the SimRay in its upgraded form. Its transform function effectively changes objects into different variants. Sometimes the same type, sometimes not, but when you start with a cheap object and transform it, you're almost guaranteed to have something more valuable to sell in buy mode.

Be aware that if you're running behind on performance for the day, you can stay late. Know however that there's no need to keep going once you've filled the bar. You'll get the maximum performance for that day. Just be sure to stay until your shift is over, because you get a hefty performance penalty for leaving early even if your work is done.

Using the Notebook
You can access your Sim's notebook by clicking the phone, then the notebook button at the top of any of its screens. This will show you the ingredients to make any of the inventions or serums. This handy little section also tracks your progress in gardening by providing combinations of plants used to create new species

Analyzing Crystals and Metals
Scientists get to skip sending Crystals and Metals to the Geo Council in order to collect Elements. You'll get them faster and don't lose the metal/crystal in the process, which lets you complete these collections faster (along with asking co-workers for these two types). You may need to go to Sixam to finish the collection, but it's a great perk. Simply use the chemical analyzer to do this. Thanks to PrismagramAuthor for the tip on the Elements page and Playalot for bringing it to my attention that this was not in the guide!

Breakthroughs: Eureka! Moments
Scientist Sims can have a Breakthrough any time while doing certain activities. Start with something like Browse Simpedia on the computer, pondering chess moves, studying fossils, or drinking pitch black tea to get a Focused Moodlet. Look for the little light bulb and gear icons next to interactions to know if it will give you a Breakthrough. Just about anything that raises Logic can be used, but reading is also an excellent method. Use a bookshelf and 'Read Something'. You will see a lightbulb over the Sim's head when they've had a Eureka Moment. The Bookworm Trait may be used to read a bit faster and perhaps speed this up.

A Eureka! Moment in action. Scientists learn new inventions and serumsthis way.

The Eureka Moodlet (+2 Focused) can help Sims to make yet another scientific discovery. Tinker (used on Computer, Coffee Maker, Invention Constructor and other Objects) as well as Experiment (on some scientific equipment) are reliable sources of new breakthroughs. Because you'll be seeking to make these Eureka moments happen often and the Nerd Brain Aspiration's focus on Logical activities, it's not a bad Aspiration for your Scientist. You'll get the Quick Learner Bonus Trait as well, which helps with leveling all Skills.

Ordering Co-Workers
As you level, you will be given to order your Co-Workers to do things for you. Whatever they collect or invent is given to your Sim, so you can do quite well for yourself to use this regularly. They can be promoted using 'Praise Work Ethic'. Thanks, Playalot

CAREER TASKS

The Chemical Analyzer is one object you'll use frequently

Here are some of the things you are called to do while working as a Scientist, with brief instructions on how to do them should you get stuck:

  • Invent the Momentum Conserver, SimRay, etc. - Use the Invention Constructor
  • Use Inventions - Drag them from the Invention Constructor after built
  • Upgrade Inventions - Drag from your Sim's inventory to the Invention Constructor
  • Synthesize Serums - Use the Chemistry Lab
  • Practice Analysis - Use the Chemical Analyzers (look like a PC work station)
  • Analyze Plant Sample - Take from any plant, use Microscope. Note that this can raise the quality level of a plant sample one time.
  • Need Metals? Ask Co-Workers or look about the huge lab lot, which has loads of metal spawners.
  • When you need a common plant ingredient to make a Serum at work, you can sometimes get it by ordering the appropriate type of seed packet by clicking a garden planter in the lab. The computers have the 'Order' function disabled while at work, but this is a little workaround.
  • With regard to Serums, give them to Co-workers so you don't get your Sim into a bad mood!

INVENTIONS

Momentum Conserver (Level 1)
When turned on and viewed, the momentum conserver sometimes gives Sims a Focused Moodlet.

SimRay (Level 2, 1 Common Metal, 1 Common Crystal)
The SimRay is the main invention you'll get to upgrade over time as a Scientist. With each level beyond its invention, you'll unlock a new upgrade that you're often prompted to try on co-workers. At first, it can only freeze Sims for a time, locking them in ice that must be chiseled to set them free. Otherwise, you've just got to wait it out. Here are the various SimRay upgrades you get, along with the level my own Sim unlocked them:

  • Transform Objects (Level 3) - Changes an object to another. Use on cheap objects to make lots of money
  • Mind Control: Change Clothes (Level 4) - Pick a Sim and the outfit type you'd like them to wear
  • Mind Control: Clean (Level 5) - 'Inspires' a Sim to clean
  • Mind Control: Sit (Level 6) - Makes a Sim take a seat
  • Mind Control: Eat (Level 7) - Makes a Sim inspired to eat
  • Mind Control: Sleep (Level 8) - Put a Sim to sleep
  • Mind Control: Panic (Level 9) - Freak a Sim out for a time
  • Transform Sim (Level 10) - Give a Sim random hair and other cosmetic adjustments. Can have wildly unpredictable outcomes.

Hover Lamp (Level 3)
Another invention that when turned on and viewed may give Sims a +2 Focused Moodlet.

Satellite Dish
(Level 4, 3 Common Metals, 3 Common Crystals)

Can be upgraded at level 8. Satellite dishes can be used to detect aliens (when upgraded) for a time, and even prevent abductions for 24 hours. You may contact aliens, which will seemingly increase the likelihood of an abduction as well. The main fun here lies in the neighborhood hive mind abilities that can be used, namely:

  • Knockout - puts everyone to sleep
  • Bladder Epidemic - Makes everyone need to relieve themselves
  • Happy Town - Makes everyone Happy, with a +2 Inexplicably Happy Moodlet
  • Angry Town - Inflicts everyone with an Angry Moodlet
  • Dance Party - You can imagine!

Cloning Machine
(Level 5, 2 Common Metals, 2 Common Crystals)

Can be upgraded at level 8. The cloning machine requires you to place an object upon it. When a valid item, such as a collectible is placed, that object can be cloned. This can be very handy to making serums, as well as any other item in the game that you need more than one to make something. You can save a lot of money on food with this, as meals can be cloned, as well! To clone an object multiple times, just take the new one off and clone the original again. When upgraded, it will let you clone a Sim! The new Sim will join your household and have the same traits and appearance as the original, though there is a chance they get some evil clone traits, like mean or evil. They will not, however, have any of the Skills of the original, nor a Career.

Electroflux Wormhole Generator
(Level 6, 2 Uncommon Metals, 2 Uncommon Crystals, 2 of Any Element

Can be upgraded at level 10. The normal Calibrate, Attempt Alien Contact, and Test Alien Environment abilities this features seem primarily to help your Sim to get more breakthroughs as well as Focused Moodlets. When upgraded at level 10, the Wormhole Generator allows travel to Sixam, the Alien World.

SERUMS

These are another great feature of being a Scientist. They take ingredients, but don't cost money. In fact, you can make some money off the serums in some cases. The value listed is the sell value, which is often way more than the cost of the ingredients. Keep in mind that you can find the option to give Sims a Serum under the Friendly menu. When you've tested a Serum three times, you can make a tainted version to trick Sims into taking it and getting bad effects. Drinking too many Serums can knock your Sim out, so wait on the effects to wear off before taking more than one or two.

 

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