Guide to genetics: Difference between revisions

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829 bytes added ,  08:35, 24 July 2013
imported>Musculus
(→‎Mutations and their consequences: The long awaited edit, I'll change the rest of the page too.)
imported>Musculus
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<font color=#FF0000>3F3 5B1 4A7 391 7FF 102 07E 7B9 130 230 4E0 552 7A4 715</font>
<font color=#FF0000>3F3 5B1 4A7 391 7FF 102 07E 7B9 130 230 4E0 552 7A4 715</font>


That means your subject is genetically perfect - he has NO DISABILITY. That is great. From the round start, everyone (including the monkeys in the pen) is genetically perfect, so don't worry about that just yet. Select the block you want to play with. I suggest starting either from 2, then working your way up (2 -> 4 -> 6 -> 8 -> 10 -> 11 -> 12 -> 13) or starting from 13 and going the other way around. If you have a colleague, even better! Talk to him, and each take one. This will make progress go faster!
That means your (human) subject is genetically perfect - he has NO DISABILITY. That is great. From the round start, everyone (including the monkeys in the pen) is genetically perfect, so don't worry about that just yet. Begin by letting your monkey access the great mysteries of the human condition by decreasing the value of his species block (the only one at the start of the round that is superior to 800). Then check if no other block is above 800, and create a DNA injector containing this clean SE: it will be awfully useful for your studies, and to heal the mutations of that assistant who went hugging a particle accelerator for too long.


Let's say you took Block 2. Your block consists of 5B1. Now, personally, I always try to get a block above DAC - this ensures that I have a lock on said block, and that I am sure to find either a power or a disability.
Select the block you want to play with. I suggest starting either from 1, then working your way up (1 -> 2 -> 3 -> 4 -> ...) or starting from 14 and going the other way around. If you have a colleague, even better! Talk to him, and each take one. This will make progress go faster! You can either remember by heart the blocks (don't do it unless you have Rain Man's autistical memory, or you'll fuck up), note them with your "Add note" verb or write them on a piece of paper, using something like this :
[list][*]1.[field][*]2.[field][*]3.[field][*]4.[field][*]5.[field][*]6.[field][*]7.[field][*]8.[field][*]9.[field][*]10.[field][*]11.[field][*]12.[field][*]13.[field][*]14.[field][/list]
 
Let's say you took Block 1. Your block consists of 5B1. Now, personally, I always try to get a block above DAC - this ensures that I have a lock on said block, and that I am sure to find either a power or a disability.
Since your block is 5B1, it means it's much below the threshold of DAC it needs to activate the strongest powers. Let's go about fixing that. Select the first sub-block, and radiate until you have D or up. It shouldn't take long. If you get an E, that's all you need. If not, however, move to the next sub-block. Don't ever bother with the third block, not even if you get an A on the second sub-block. Just keep radiating until you have B or higher, it's much faster.
Since your block is 5B1, it means it's much below the threshold of DAC it needs to activate the strongest powers. Let's go about fixing that. Select the first sub-block, and radiate until you have D or up. It shouldn't take long. If you get an E, that's all you need. If not, however, move to the next sub-block. Don't ever bother with the third block, not even if you get an A on the second sub-block. Just keep radiating until you have B or higher, it's much faster.


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