Endings/Mutant

From Underrail Wiki
Revision as of 08:11, 20 December 2023 by PaposikG6 (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

This is a list of endings if the player has become a mutant.

See Endings, Endings/Expedition and Endings/Heavy Duty for Underrail normal game endings.

Obeyed Kharon

Narration Condition(s)

After a short while, Kharon leaves, and you stay. Old man Wesley and someone called Doctor, they treat you well, and give you food and a place to rest. A place just for you, with no one to fight over it.

You walk through the echoing building littered with dead bodies. There is not a living thing inside.

Kharon tells you to stay here - and to not be afraid. You have food. He will be back.

And he does come back, and he brings not only food - but others like you. More and more each time he goes away and comes back.

  • Sided with Kharon
  • Muties in the refuge eradicated

Every time Kharon returns, he... talks to you about the strange possessions he took from you. Their images flash through your mind. He is persistent, and always disappointed.

He often calls you by different names than usual, sometimes two or three as one. They mean nothing to you, even though he sometimes expects them to.

It took some time for everyone to get used to your presence, but when they did, you felt like everything was... alright.

You feel content. It's calm in here, even with all these people. There is always food.

The one they call Frank, you like him the most.

And as time goes by, past events turn into a blur. History - only up to the most recent happenings. But the pain... it never goes away.

It is never in the past. They give you things that make it go away for a while. It makes you feel better. Not only is the body ache gone, but so is the ache in your mind - misery.

But then it all comes back. It never becomes a misty part of your past - like most other things - but remains clear in the intermittent present.

  • Muties in the refuge alive

And as time goes by, past events turn into a blur. History - only up to the most recent happenings. But the pain... it never goes away.

It is never in the past. They give you things that make it go away for a while. It makes you feel better. Not only is the body ache gone, but so is the ache in your mind - misery.

But then it all comes back. It never becomes a misty part of your past - like most other things - but remains clear in the intermittent present.

  • Sided with Kharon
  • Muties in the refuge exterminated

Sided with Juraj

Narration Condition(s)

Juraj's mutiny against Kharon culminates in your arrival at the mutie refuge, within the Black Sea. Adamant to abandon his old ways and start things over, Juraj, spearheading your venture to the unknown territory, manages to negotiate very favorable conditions for your stay within the camp.

The four of you come in quite handy for the overall health of the community as relatively quickly you find your hands full with tasks in aiding the further development of the refuge.

Startled by your appearance at the camp within the Black Sea, the locals immediately begin to question the means of your arrival - Kharon's ship. Without a hair on his tongue, Gritz openly starts to rant about how they would wish that you've killed Kharon, for the unspeakable atrocities he has commited to your kind, indeed trying to present a half truth.

Upon hearing what Gritz had to say, the locals refuse to believe his words, and start to threaten you all to leave their camp immediately. Senna and Gritz obliege, stating that the place wasn't even worth it, for they've thought much more of it. In a fit of rage they decide not to take you back with them.

With Kharon's ship sailing away, you are left alone on a no man's land. Stranded, with nowhere to go, you give your best effort to survive with what little you have left. Eventually, the refugees see your struggle and decide to take you in.

Old man Wesley and someone called Doctor, they treat you well, and give you food and a place to rest. A place just for you, with no one to fight over it.

It took some time for everyone to get used to your presence, but when they did, you felt like everything was... alright.

Senna, eager to find the promised land, rushes to discover what lies ahead inside the mutie refuge, within the Black Sea. The locals notice that there's someone missing, and immediately become suspicious of the two of you. Senna in a calming manner, reveals the events that have transpired over at the Kharon's facility, which lead to only the two of you surviving. Seeing the new situation as it is, the mutie refugees decide that there had been enough losses already and so, they take you in.

It takes a while for you all to earn their trust, but in due time, the muties become gradually more accepting of your group.

As for you, it took some time took some time for everyone to get used to your presence, but when they did, you felt like everything was... right.

  • Sided with Juraj
  • Either Juraj is alive or Senna is the only survivor
  • Muties in the refuge alive

Juraj's cause has brought you to the mutie refuge, within the Black Sea. Suddenly it flashes before your eyes what this place used to be, and what it has become. Devastation and ruin is all that's left.

But this will not stop the four of you. Adamant to accomplish what all of the muties sought. Led by Juraj, it is the four of you who start restoring the camp, making out of it the salvation it was promised to be.

  • Sided with Juraj
  • Juraj is alive
  • Muties in the refuge exterminated

Since your arrival to this place, you felt something was... off about it. Suddenly it flashes before your eyes: what this place has used to be, and what it has become. Your heart races, hands tremble, but soon, it all seamlessly dwindles away.

  • Sided with Juraj
  • Juraj is dead
  • Muties in the refuge exterminated

With a wide grin on his face, Gritz wastes no time to plunder what was left of the mutie refuge camp, within the Black Sea. Senna is left silent before the sight before her as there is only a wasteland ahead.

  • Sided with Juraj
  • Juraj is dead
  • Gritz is alive
  • Muties in the refuge exterminated

Senna is left silent before the sight before her, as the mutie camp within the Black Sea is obliterated. In an act of desperation, she gives her best effort to find any clues about these ruins to confirm the rumors and stories she was telling you about this place you thought you were heading to.

You feel content. It's calm in here, even with all these people. There is always food.

The one they call Frank, you like him the most.

And as time goes by, past events turn into a blur. History - only up to the most recent happenings. But the pain... it never goes away.

It is never in the past. They give you things that make it go away for a while. It makes you feel better. Not only is the body ache gone, but so is the ache in your mind - misery.

But then it all comes back. It never becomes a misty part of your past - like most other things - but remains clear in the intermittent present.

  • Muties in the refuge alive

With no further cause to stay, after a long rest, you decide to resume your journey to find a new place you can call - home.

And as time goes by, past events turn into a blur. History - only up to the most recent happenings. But the pain... it never goes away.

  • Sided with Juraj
  • Juraj is dead
  • Muties in the refuge exterminated

Ending slide gallery