Difference between revisions of "Reject"

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== Background ==
 
== Background ==
They are the results of secret genetic experiments conducted in the [[Institute of Tchort#Utility Section|Utility section]], unbeknowst even to most members of the [[Institute of Tchort|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.
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They are the results of secret genetic experiments conducted in the [[Institute of Tchort#Utility Section|Utility section]], unbeknownst even to most members of the [[Institute of Tchort|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 ==
 
== Player interactions ==
 
Although not a quest per se, it is nevertheless possible to free the Rejects. In order to achieve this, you have to:
 
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.
 
* 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.
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** 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.
 
** 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.
 
* Open the cells the Rejects are kept in.
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** Alternatively you can unlock the doors one by one with 30 hacking and a haxxor.
 
** 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 [[Holding Cells Console Key Card (Institute)|keycard to the console]] and either loot or pickpocket (28 skill required) it from him.
 
** Or you can look for the Investigator standing nearest to the stasis cells who carries the [[Holding Cells Console Key Card (Institute)|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).
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* Talk to the [[Old Reject]] and [[Persuasion|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.
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** If you have inspected the hole that leads to [[Upper Underrail]] in the West Wing and asked [[Rassophore Nevil]] for help then you can convince Old Reject without passing the persuasion check
* Escape
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* 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.
 
** 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.
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** Plant a [[TNT]] in one of the corridors, travel through the 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 reject's path.
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** Dispatch every Tchortist along the rejects' path.
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{{Minor NPCs navbox}}
 
{{Minor NPCs navbox}}
 
[[Category: Characters]]
 
[[Category: Characters]]
 
[[Category: Institute of Tchort characters]]
 
[[Category: Institute of Tchort characters]]

Latest revision as of 03:29, 18 January 2024

Reject

Passage.png Rj2 l.png
130-170

Reject.png

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, unbeknownst 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).
    • If you have inspected the hole that leads to Upper Underrail in the West Wing and asked Rassophore Nevil for help then you can convince Old Reject without passing 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 the 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.