Mutant Questline

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This page contains content from Underrail: Expedition expansion.
Player

Cave.png Plmut l.png

Player mutant.png

Description
Abilities Yell
Monstrous Yell
Cohesive Mucus Glands
Combat Stats
Base Abilities Strength: 20
Dexterity: 7
Agility: 3
Constitution: 12
Perception: 3
Will: 5
Intelligence: 2
Resistances Mechanical: 0% / 0
Heat: 0% / 0
Cold: 0% / 0
Electricity: 0% / 0
Acid: 100%
Energy: 0% / 0
Bio: 100%

The Mutant Questline is only available if you are a Mutant from exposure to Mutagen D5. Your mutation, however, leaves you as a relatively unique Mutant with Claws, one that acts as a cross between a sword and a fist while the other acts as a sledgehammer. Occasionally you can also find objects that emit heat or cold, which will give bonus heat damage to the Bladed Claw and bonus cold damage with a chance to Chill to the Huge Claw respectively. You also gain Yell ability, even if you haven't took the feat.

Walkthrough

Make your way to the Core City sewers. Because everyone in Core City is hostile, the path of least resistance seems to be through the entrance (run past the Praetorian Enforcers on the platform outside the entrance), behind the train, there will be only one Enforcer protecting it, run past the Enforcer into the entrance to the Drop Zone, after which there will be several Zoners attacking you. Go further north. If you have already unlocked the Research Facility you can run towards it and it will lead directly to the sewers. Otherwise you will have to make your way through the stairs, and from there reach the Docks and run for the sewers.

To the north-east of the entrance there is a pile of trash. Destroy it in order to start the quest. Making your way into the deeper sewers will also grant you the Monstrous Yell feat.

The deeper sewers are full of creatures. You can optionally gain a trio of Mutated Dog allies by interacting with the big one and feeding it Cave Hopper Meat, which is acquired by freeing and killing a tiny Cave Hopper. There will be a maze of barrels full of Crawlers and Death Stalkers which the dogs will attack, either killing them or at least keeping them distracted long enough for you to pass through the maze.

The next room contains a group of Muties including a peculiar robed man named Kharon. Speak to Kharon in order to proceed to the next part of the quest.

Once you are at his home, you will be required to pass through a river of acidic sludge, which will destroy everything in your inventory. You won't need any of it and there's no way to go back to where you were. Sneak (or fight) past the Subject Mutants (they will only become aggressive if you end up too close to them) into the building.

Go through the northern door and stick to the western wall until you find a hidden passage, which will lead you to a room containing a cryo chamber. Talk to Vitek who will instruct you to turn on the generators below.

Make your way through the facility, while preferably avoiding the Muties who have taken it over. Optionally you can interact with a trapped Cuttlesnail in the tunnels below the facility, the conclusion of which will give you the Cohesive Mucus Glands feat. Once you smash several walls and reach Juraj you have several options.

Siding with Juraj

Agree to side with him, and then proceed to the trap door outside the room, which will lead to a trap door to the generator room, which is guarded by Plasma Sentries, Industrial Bots and Sentry Bots armed with stingball grenades. You will have to interact with the 4 blue consoles scattered through the room and then interact with the main console, which will shock the metal platforms and hopefully destroy all the remaining bots.

Exit the room and talk to Juraj. You will be led to the same generator room. Talk to Juraj again who will instruct you to track Kharon's movements through the surveillance monitors and interact with the red valves that correspond to the pipes above Kharon's head, bursting them and dealing damage. After that, Kharon will arrive bearing incredibly powerful heat-based metathermic abilities, killing everyone he encounters. It takes 3 acid splashes to kill Kharon. A mutie called Senna will most likely be the sole survivor beside you. Make your way to the surface and depart to the Mutie Refuge. The game will end.

Siding with Kharon

Do not talk to Juraj, instead make your way to the generator room directly. Repeat the same sequence with the Generator room. Once you go back to the surface, Kharon has already killed every living mutie. Wait in the kitchen and then talk to him, after which he will lead you to the Mutie Refuge. Talk to Kharon or Wesley and the game will end.

Obeying Vitek

In case there are no living mutie survivors and Kharon is dead, the only thing you can do is listen to Vitek. He will order you to grab a gray and purple suit from a now-open storage room in Juraj's room. Grab the Chief Scientist Uniform from the container labeled "II" and return to him. You can also optionally retrieve The Steel Dragon from the container labeled "I", which he will remark on if you present it first. He will order you to give him an object from one of the suit's pockets, and no matter what you do the equipment in the room will shut down and the game will end with no ending slide.

List of endings

Full list of the mutant questline endings can be found here: Endings/Mutant