Force Sensitive Archive
Thread: A guide for Phase 1 persuasion...
Page 1 of 1
NothingShocking
Thu Jun 02, 2005 11:31 am
#1
This guide was just pointed out to me. I think it got lost in the shuffle. I took liberties and replaced the Doc with the BE because of CU. Here is the original link to the original thread as I am not the author of this guide. All credit goes to Akz.
http://forums.station.sony.com/swg/board/message?board.id=game_guides&message.id=223854
Location of Quest Giver
- East of the Village Elder, along the Walls, surrounded by wounded Villages and Medic Bots.
What do you need before accepting the Quest
- BE with Craft IV Branch (Not needed to accept the Quest)
- Medic Bot with Crafting Stationn Built in
- Food Crafting Tool(s)
- 500 Flora Resource with very high OQ and PE
- 500 Flora Resource with very low OQ and PE
- 500 Metals with very high OQ and UT
- 500 Metals with very low OQ and UT
Why the different resources? High Quality so you can reach 92% Experimentation, Low quality so you can reach the 8% Experimentation.
Doing the Quest
- Talk the Droid and ask for the symptoms (what's wrong with the patient)
- It'll give you a complete list.
- You will have to make a medicine (the draft schematic will be give to you by the Quest Giver. Use your Food tool to find it.)
- Experiment the medicine to cure that specific sickness. When you are experimenting the medicine, in the box on the top left corner, it will state what the medicine can cure. Each experimentation will change that.
- Patients are usually with 5 - 8 symptoms, meaning you have to give the Bot 5 - 8 kinds of medicine to cure the patient.
- Once cured, the Bot will tell you so.Talk to it again to move on to the next patient.
MUST KNOWs
- Cure 5 people, talk to Silvarra, before continuing to cure 5 more for your rewards. Do not attempt to cure 15 people in a row. That's what I did and it cost me my branch unlock. I only ended up with the plant, no necklance, no unlocks.
Experimenting Your Cures
- There are 3 'attributes' for the cure schematic. 3 attributes which you can experiment on. Each point spent in experimenting, if succesful, usually will move you 'up' the symptom list. Fever being the lowest, Internal Bleeding the higest.
- There are Primary Attribute, Secondary Attribute and a 'Side Effect' Attribute. For the sake of simplicity, do not spend experimentation points on the Secondary Attribute and 'Side Effect' Attribute.
- When you experience a failed experimentation, sometimes you get a 'Side Effect', like fever. Meaning if you give that medicine to the Patient, it will cure the patient of whatever is stated under the Primary and Secondary Attribute, but will also gain what is stated under the 'Side Effect' Attribute. The only to remove the 'Side Effect' is to spend experiment points on it. (That's when you should experiment the 'Side Effect' Attribute)
Making Life Easier...
Make a guy on the server the ginuea pig. Now, he may not unlock the branch (it's persuasion anyway ) But the point is that he makes crates of each type of cure. Sell it to other people, so anyone can do this quest. And can do it with less hassle and such. I was thinking about doing this, but didn't know the schematic would be take away from once I finished the quest.
*Apprently, factory won't make these in Crates. Alas...*
Page 1 of 1