Game Guides Archive
Thread: Questions about the Heightened Senses Quest?
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Malicoris
Mon Sep 13, 2004 1:54 am
#1
For anyone who's having trouble with the Hieghtened Senses Quest at the village, I'll submit a few pointers.
#1 If you don't have a droid with a Food & Chemical Crafting Station, get one. You CAN rely on other people nearby using theirs, but I wouldn't chance it. An el-cheapo medical droid with built in crafting should run you around 10-15k max.
#2 You'll need to be at least a Medic to start the quest. If you're not one, don't flip out, grinding out Medic (yes, even if you're not even a novice yet) takes less than a day if you get a little help. Find a buddy (or at least someone who's willing to work for credits) who's a creature handler, or has a legit trained creature pet, and ask him to tumble with it for you. If you get a decent supply of stim-B's (stim-A's to start, until you have the medical use for B's), you can grind out all you're medical XP inside of three hours. Then it's just a matter of doing a bunch of practice assemblies on stuff like Chemical Release Duration Mechanisms and Advanced Biological Effect Controllers. Get a hold of about five chemical crafting stations, and that too can be ground out inside of three hours.
#3 So you're a Master Medic, and you've started the quest, but you can't seem to cure the wounded villagers. It's probably because you're not using the right materials to craft with. I've found that if you gather a good supply of different OQ organics and inorganics, it makes the quest a lot easier. You should have a supply of <100OQ materials, to make fever and vomit remedies, and a supply of ungodly high (950 or better, depending on your medical crafting skill)OQ stuff for things like internal bleeding and bloody cough. If you're still having trouble crafting the right meds, consider investing in some crafting food, or if all else fails, find someone who can craft the high level stuff for you. And remember, even if you're using iron that has an OQ of 1000, a Malleability of <100 means you probably won't be able to experiment it past 80%, so choose your resources accordingly.
#4 When you're actually crafting meds to heal the villagers, remember to work your way from the top down. It's a lot easier to craft meds that cure just fever without negative side affects, than it is to cure internal bleeding without giving the poor guy puss-filled lesions in the process. The whole process takes a bit of trial and error, so I recommend doing a few crafting sessions for practice to find out where each ailment lies in the percentage ranges before you go butchering the poor soul lying in front of you with just random meds.
*NOTE* The first and second stats on the meds are actual buffs, so if the patient has that ailment, he won't after you administer the cure. The third stat, however, is a SIDE AFFECT, so if the patient doesn't have that ailment already, he WILL once you give him the medpack, so be careful. With a bit of planning ahead of time, you can give patients meds with side affects without hurting them by using those meds while the patient still has the ailment listed. The affects don't stack, so don't worry if you have a lot of medpacks with vomiting as a side affect, just as long as you can cure the vomiting later on. A good rule of thumb to remember is to try and get your second and third experimentation lineto match as close as possible, this will keep the meds from causing any side effects to begin with.
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