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Career mode

Beginner · saved in this browser

Take a job, play each stage in its lab, and get paid in game cash.

Crew rank

Bronze · Rank 1

0 / 60 XP

Reputation

New hand · 0/100

Game cash

$0

Jobs done

0

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Job board

Why?

Pay is the base plus a rate times the job size. Rework takes some off. Late pays less.

The due time starts when you take the job. Every job is open, whatever your skills.

  • Pump room disconnect

    Level 2 of 3

    Larkspur Water Co. Buy it, check it, lay it out, then install it.

    1. Buy the material (Buy the material)
    2. Check the delivery (Receive the delivery)
    3. Set the disconnect (Lay out the room)
    4. Route the pipe (Route the conduit)
    5. Install the run (Install it in the room)

    $280 game cash · due in 84 h

    Stretch: harder than your skills, still open

    Why this pay?

    $180 base + $4 a foot x 25 ft of 1 in EMT. Due time: 24 h + 12 h a stage.

  • Unit heater feed

    Level 1 of 3

    Fenwick Cold Storage. A short run to a heater. Small budget, no waste.

    1. Buy the material (Buy the material)
    2. Set the disconnect (Lay out the room)
    3. Route the pipe (Route the conduit)
    4. Strap the run (Strap the run)

    $152 game cash · due in 72 h

    Good fit for your skills

    Why this pay?

    $120 base + $4 a foot x 8 ft of 1 in EMT. Due time: 24 h + 12 h a stage.

  • Mechanical room run

    Level 3 of 3

    Ridgeview School District. Get over a door and a pipe stub, with a box midway.

    1. Buy the material (Buy the material)
    2. Lay out the room (Lay out the room)
    3. Route around the door (Route the conduit)
    4. Strap the run (Strap the run)

    $480 game cash · due in 84 h

    Stretch: harder than your skills, still open

    Why this pay?

    $300 base + $6 a foot x 30 ft of 1 in EMT. Due time: 36 h + 12 h a stage.

  • Strap fix on a long wall

    Level 1 of 3

    Larkspur Water Co. The inspector flagged the straps. Fix them.

    1. Strap the long wall (Strap the run)

    $65 game cash · due in 24 h

    Good fit for your skills

    Why this pay?

    $40 base + $1 a foot x 25 ft of strapped pipe. Due time: 12 h + 12 h a stage.

  • Check a changed delivery

    Level 2 of 3

    Fenwick Cold Storage. The order changed. Check what really came.

    1. Check the delivery (Receive the delivery)

    $95 game cash · due in 24 h

    Stretch: harder than your skills, still open

    Why this pay?

    $50 base + $15 a line x 3 order lines. Due time: 12 h + 12 h a stage.

  • Booster pump starter

    Level 2 of 3

    Larkspur Water Co. Wire a start/stop circuit, then fix one that drops out.

    1. Wire the starter (Motor controls)
    2. Fix the drop-out (Motor controls)

    $250 game cash · due in 48 h

    Stretch: harder than your skills, still open

    Why this pay?

    $150 base + $50 a circuit x 2 control circuits. Due time: 24 h + 12 h a stage.

  • Conveyor starter service

    Level 3 of 3

    Fenwick Cold Storage. Three faults on a reversing starter. Find and fix each one.

    1. Fix the interlock (Motor controls)
    2. Fix the coil wiring (Motor controls)
    3. Fix the overload contact (Motor controls)

    $380 game cash · due in 60 h

    Stretch: harder than your skills, still open

    Why this pay?

    $200 base + $60 a circuit x 3 control circuits. Due time: 24 h + 12 h a stage.

  • Pipe rack bends

    Level 2 of 3

    Ridgeview School District. Bend a stub-up, back-to-backs and an offset for the rack.

    1. Bend the stub-up (Bender bench)
    2. Bend the back-to-backs (Bender bench)
    3. Bend the offset (Bender bench)

    $210 game cash · due in 60 h

    Stretch: harder than your skills, still open

    Why this pay?

    $90 base + $40 a piece x 3 bent pieces. Due time: 24 h + 12 h a stage.

  • Saddle and kick

    Level 3 of 3

    Larkspur Water Co. Saddle over a water line, then kick out from the wall.

    1. Bend the saddle (Bender bench)
    2. Bend the kick (Bender bench)

    $240 game cash · due in 48 h

    Stretch: harder than your skills, still open

    Why this pay?

    $120 base + $60 a piece x 2 bent pieces. Due time: 24 h + 12 h a stage.

  • Panel torque-down

    Level 2 of 3

    Fenwick Cold Storage. The inspector wants each joint torqued to its label.

    1. Torque the panel lug (Terminations bench)
    2. Torque the receptacle (Terminations bench)

    $150 game cash · due in 48 h

    Stretch: harder than your skills, still open

    Why this pay?

    $80 base + $35 a joint x 2 joints. Due time: 24 h + 12 h a stage.

  • Control panel terminals

    Level 3 of 3

    Ridgeview School District. Crimp ring terminals, then land and torque them.

    1. Crimp a ring terminal (Terminations bench)
    2. Crimp, land and torque (Terminations bench)

    $190 game cash · due in 48 h

    Stretch: harder than your skills, still open

    Why this pay?

    $100 base + $45 a terminal x 2 terminals. Due time: 24 h + 12 h a stage.

  • Booster pump retrofit

    Level 2 of 3

    Larkspur Water Co. Bend the feed, torque the lug, then wire the starter.

    1. Bend the offset (Bender bench)
    2. Torque the lug (Terminations bench)
    3. Wire the starter (Motor controls)

    $400 game cash · due in 72 h

    Stretch: harder than your skills, still open

    Why this pay?

    $300 base + $100 a pump x 1 booster pump. Due time: 36 h + 12 h a stage.

  • Lighting service call

    Level 2 of 3

    Ridgeview School District. Two classroom lights are out. Make them safe, then fix them.

    1. Fix the dark lamp (Fault room)
    2. Fix the flickering lamp (Fault room)

    $280 game cash · due in 48 h

    Stretch: harder than your skills, still open

    Why this pay?

    $140 base + $70 a light x 2 lights. Due time: 24 h + 12 h a stage.

  • Motor lockout

    Level 2 of 3

    Larkspur Water Co. Lock out motor M-1 and prove it dead before the work.

    1. Lock out M-1, order 1 (Fault room)
    2. Lock out M-1, order 2 (Fault room)

    $240 game cash · due in 48 h

    Stretch: harder than your skills, still open

    Why this pay?

    $120 base + $60 a work order x 2 work orders. Due time: 24 h + 12 h a stage.

  • Motor swap shutdown

    Level 3 of 3

    Fenwick Cold Storage. Lock out M-1 for two work orders, then wire the new starter.

    1. Lock out M-1, order 3 (Fault room)
    2. Lock out M-1, order 4 (Fault room)
    3. Wire the new starter (Motor controls)

    $400 game cash · due in 72 h

    Stretch: harder than your skills, still open

    Why this pay?

    $300 base + $100 a motor x 1 motor. Due time: 36 h + 12 h a stage.

Skills

Why?

A pass trains the skills its lab uses. A first try counts most (150%). Rework counts less.

Harder work counts more: 30, 45 or 60 points before the bonus.

Easy work stops training you once you pass its level. A low skill never locks a job.

  • BendingLevel 1

    Plan the bends in a pipe run.

  • LayoutLevel 1

    Read the print and put things where it says.

  • FasteningLevel 1

    Strap and anchor work so it holds.

  • TerminationsLevel 1

    Land wires and lugs the right way.

  • LockoutLevel 1

    Lock it out and prove it is dead.

  • Meter useLevel 1

    Pick the right meter setting and leads.

  • TroubleshootingLevel 1

    Find the fault from the clues.

  • Motor controlLevel 1

    Wire and test a motor starter.

  • EstimatingLevel 1

    Buy what the job needs, under budget.

  • ReceivingLevel 1

    Check a delivery against the order.

Recent results

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All labs

Career mode is a game. It stays in this browser, is never sent to SparkShift, and is never part of your logged hours, training records or anything an employer sees. Game cash is not real money.

Worth your time?
About this lab, sources and limits

How a job works

Each job is a list of stages, and each stage is one of the free labs. Open a stage from the board, pass it in the lab, and the lab reports back. Stages go in order. You can hold 3 jobs at once. The material you buy at the counter is the material you carry into the Jobsite room: run short and you make a supply run back to the counter.

Pay

Pay is game cash, not real money. A job pays its base plus a rate times its size (feet of pipe, order lines or circuits). Each round of rework, and each supply run, takes 5% off, down to 50% of the pay. A late job pays 75% and loses any bonus. Reputation adds 1% for every 4 points, up to 25%. Each day has one bonus job, the same for everyone that day.

Reputation

An on-time job adds 3, and 2 more when every stage passed on the first try. A late job costs 2. Dropping a job costs 5.

Skills

Each pass trains the skills its lab uses. A first-try pass counts most (150% of the base of 30 to 60 points, by how hard the work is), and rework counts less. Easy work stops training you once your level passes its band, so better skill comes from harder jobs done well. A low skill never locks a job: the board only marks it as a stretch.

Crew rank

Your crew rank adds up the points in all ten skills. It runs from rank 1 to 25, in tiers named Bronze, Silver, Gold, Platinum, Diamond, Legend. Early ranks come fast; the top rank needs nearly every skill at its top level. A rank is a game level, not a trade title or a credential.

What is saved, and where

Career mode keeps your jobs, results, skills and game cash in this browser only. It is never sent to SparkShift, never part of your logged hours, training records or timecards, and never shown to an employer or contractor. Clearing site data, or Start over, removes it. If this browser blocks storage, your progress lasts until you reload and the page says it is not saved.

Practice, not certification. The labs use draft exercise values that a licensed electrician has not reviewed, and a score here is not a credential. Customers and job numbers are invented. See all the labs on the Learn hub.

Practice only - not certification or training credit. Check your own code book and local amendments.