Difference between revisions of "Reject"
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* Talk to the [[Old Reject]] and persuade him to make a run for the vent (75 skill required). | * Talk to the [[Old Reject]] and persuade him to make a run for the vent (75 skill required). | ||
** (Optional) If you know about the hole in the West Wing, you can tell the Rejects about it. However this is only possible once you have passed the persuasion check. | ** (Optional) If you know about the hole in the West Wing, you can tell the Rejects about it. However this is only possible once you have passed the persuasion check. | ||
− | * There are three options that | + | * There are three options the player can choose from that allow the rejects to escape safely: |
− | ** | + | ** Pass a [[stealth]] skill check to lead rejects one by one out. |
− | ** | + | ** Plant a [[TNT]] in one of the corridors, travel through ventilation duct and tell rejects to make a run for it, with good timing this strategy can allow rejects to escape without any casualties on both sides. |
− | ** | + | ** Dispatch every Tchortist along the rejects' path. |
Revision as of 16:13, 19 August 2021
Reject | |||
| |||
Biography | |||
---|---|---|---|
Role | Failed experiment | ||
Location | Institute of Tchort utility section |
Rejects are gray-skinned humanoid creatures with mono-black eyes and tentacles growing on their heads.
Background
They are the results of secret genetic experiments conducted in the Utility section, unbeknowst even to most members of the Institute. Rejects are regularly experimented on, and while many are taken away or get put down, there are always new arrivals to replace them. They age faster than humans, although their exact lifespan is unknown, the only Reject with a confirmed age being six years old. Living their entire lives in isolation, their understanding of the world is very limited. Although Tchortist never name them, they began to choose nicknames for each other based on the occasional praise they receive from their keepers.
Player interactions
Although not a quest per se, it is nevertheless possible to free the Rejects. In order to achieve this, you have to:
- Find the hidden ventilation shaft that connects the Utility section and the abandoned West Wing.
- From the West Wing side finding the vent requires 7 perception, and opening the door 35 lockpicking, or 8 strength with a crowbar.
- From the Utility section side 8 perception is required, but only 15 lockpicking (or like above, 8 strength) to open the door.
- Open the cells the Rejects are kept in.
- You can hack the nearby computer console and open all doors at once with 50 hacking.
- Alternatively you can unlock the doors one by one with 30 hacking and a haxxor.
- Or you can look for the Investigator standing nearest to the stasis cells who carries the keycard to the console and either loot or pickpocket (28 skill required) it from him.
- Talk to the Old Reject and persuade him to make a run for the vent (75 skill required).
- (Optional) If you know about the hole in the West Wing, you can tell the Rejects about it. However this is only possible once you have passed the persuasion check.
- There are three options the player can choose from that allow the rejects to escape safely:
- Pass a stealth skill check to lead rejects one by one out.
- Plant a TNT in one of the corridors, travel through ventilation duct and tell rejects to make a run for it, with good timing this strategy can allow rejects to escape without any casualties on both sides.
- Dispatch every Tchortist along the rejects' path.