My Favourite Game
Hi, and welcome back to my blog. Today, I wanted to say about the game that named "UNDERTALE". This is the story about this game.
Undertale is a role-playing game where you don't have to kill anyone! Undertale was created by Toby Fox and was released on September 15, 2015. The demo can be downloaded and played from the official site for free, and the full game can be bought on Steam.
Undertale (stylized as UNDERTALE and formerly UnderTale) is a role-playing game developed independently by Toby Fox with additional art by Temmie Chang in the Game Maker: Studio engine. It was released for Microsoft Windows and Mac OS X on September 15, 2015, for Linux on July 17, 2016, for PlayStation 4 and PlayStation Vita on August 15, 2017, and for Nintendo Switch on September 18, 2018. A version for Xbox One and Xbox Series X|S was released on March 16, 2021. The game has been met with overwhelmingly positive reviews.
Gameplay
Undertale is a role-playing game that utilizes many of the traditional mechanics normally seen in role-playing games but with a number of differences.
The battle system in Undertale is turn-based and seems to be heavily inspired by bullet-hell games – in particular, the Touhou series – where the protagonist's SOUL, represented by a red heart, must avoid attacks unleashed by the opponent. As the game progresses, new elements are introduced, such as colored obstacles which require the soul to stay still or move through them, and some battles (including some of the Boss battles) which change the way the heart is controlled. During the player's turn, they have the opportunity to fight the opponent (involving quick-time input), perform actions that can change the opponent's mood, use items, and show mercy by sparing the enemy, which ends the combat if the correct actions have been used. Killing an enemy will reward EXP (EXecution Points) and LV (Level Of ViloncE), but neither are given if they are successfully spared; GOLD is earned in both cases. The game has a large emphasis on the morality of killing and sparing the Monsters encountered, as the player's actions determine what ending they will receive. Unlike traditional RPGs, it is possible to complete the game without ever killing a single monster.
Mad Dummy Attacks |
The overworld mostly consists of puzzles that the player must solve to progress. Monster battles can also be seen as puzzles, requiring the right set of actions to resolve the fight peacefully. However, should the player decide to commit to murdering every monster they can find, almost all the puzzles aredisabled, and the player is required to grind to progress the game. Unlike traditional RPGs, grinding (under a neutral setting) and backtracking are not mandatory, and almost no side quests exist within the game.
Save point |
Main Story
Before the events of Undertale, after the monster population was banished to the Underground by the humans, they made their first residence in what is now known as the Ruins. Asgore, King of the Monsters named this area "Home." When the First Human fell into the Ruins, they were befriended by Asriel Dreemurr and were adopted by Asriel's parents, Toriel and Asgore. Later, monsters began to head back to the barrier, where they set plans to create their new home. After the First Human's and Asriel's death and Asgore's subsequent declaration of war against humanity, Toriel took the First Human's body with her to the Ruins, where she buried the body.
Neutral Route
The game begins in the Ruins, with the protagonist standing on a sunlit bed of Golden Flowers.
After the protagonist is attacked by Flowey, Toriel takes the protagonist through the Ruins, which is made up of several connecting hallways and rooms, many of which have puzzles and monsters. Partway through, Toriel asks the protagonist to wait where they are, so she can go ahead and finish something. However, the protagonist continues through the Ruins, and traverses to the end of the Ruins to Toriel's Home. While navigating the Ruins, the protagonist meets Napstablook for the first time and has the option of supporting the Spider Bake Sale. While they go through the Ruins, Toriel calls them multiple times.
At the end of the Ruins, the protagonist meets up again with Toriel. Toriel brings the protagonist to her home and introduces them to their own room. If the protagonist sleeps in the bed, Toriel leaves a Butterscotch-Cinnamon Pie at the foot of their bed. Afterward, she departs, telling the protagonist to "make [themself] at home!" However, the protagonist proceeds to pester Toriel about leaving, prompting Toriel to rush out of her armchair, and rush downstairs. Upon being followed, Toriel tells the protagonist that if they leave the Ruins, Asgore will kill them, and urges them to return. However, the protagonist continues to pursue Toriel, eventually having to fight Toriel to leave the Ruins.
After the protagonist deals with Toriel, the protagonist encounters Flowey, who judges the protagonist on their actions in the Ruins and/or from previous runs - excluding a Genocide Route - done without a True Reset. Afterward, a door behind Flowey becomes accessible, letting the protagonist proceed into the rest of the Underground.
After leaving the Ruins, the door becomes locked for the remainder of the game.
True Pacifist Route
After defeating Asriel, the door to the Ruins can be found unlocked and open. It is explained that Toriel opened the door from the inside in order to stop the fight against Asgore. Asriel can be found and interacted with at the very beginning of the Ruins.
There are many puzzles and traps within the Ruins, as well as a surplus of red leaves and vines that are strewn throughout the area. A small river runs through the Ruins, and the dark ground is hallmarked by small patches of auburn leaves. Despite the abundance of leaves in the Ruins, only a single tree is seen here, which is found close to Toriel's Home.
Entrance to Leaf Pile
The first room of the Ruins consists of a pile of Golden Flowers, onto which the protagonist initially falls, a short hallway, and a large doorway embellished with the Delta Rune. The golden flowers in this room can only be examined after meeting Flowey. If Toriel is spared at the end of the Ruins, she can be found here, tending to the flowers.
The second room is empty other than a small illuminated patch of grass, which is where Flowey is first encountered, along with another doorway that is nearly identical to the first door the protagonist walks through.
The following room is the first that contains the purple brick decor that characterizes most of the Ruins. This first room contains a SAVE Point. Following this room, there lies the Middle Road Puzzle, followed by the Switch Puzzle, and then a room that contains the Dummy. Following this room is yet another puzzle, the Blueprint Puzzle, containing markings on one side of the floor that are intended to reveal the correct path through a series of spikes.
Following this room is an incredibly long hallway, at the end of which is a pillar. Here, Toriel instructs the protagonist to travel across the hallway without her guidance. After completing the "Independence Test," Toriel tells the protagonist to remain in the room and gives the protagonist a Cell Phone. Talking to the pillar before Toriel reveals herself gives the text "...", with Toriel's picture. If the protagonist waits in the room, Toriel calls them every five minutes.
Leaf Pile to Mouse Hole
This path is mostly filled with simple puzzles and weak monsters such as Froggit and Whimsun. This is the first area where it is possible to encounter monsters. At the entrance to this room, a Froggit NPC informs the protagonist on how to FIGHT and ACT, and ask them to show mercy to monsters that do not want to fight anymore. If any monsters are killed in this room, the Froggit disappears.
If the protagonist walks on the path north of the leaf pile, they find a small room with a single pedestal. The protagonist can take four (three in Hard Mode) pieces of Monster Candy from the pedestal before it falls over.
The path southeast of the leaf pile leads to a room with a 2x6 pattern of cracks in the floor. This is the first room where the protagonist can encounter Moldsmal. To the left and right of the cracks are two wide chutes. When the protagonist steps on the cracks, they fall into a small room directly below. In this room, only a leaf pile and two chutes are visible. When the protagonist walks up to the chutes on the lower floor, they are taken to chutes parallel in the room above. Climbing up the rightmost chute in the lower room allows the protagonist to bypass the cracks and move forward.
The next room contains the first rock puzzle.
Past the rock puzzle is the leaf puzzle. This room contains a large section of the floor that is covered with cracks, while the room below it contains a path through a pile of leaves. If this path is followed on the upper floor, the protagonist is able to walk on the cracked floor without falling through the cracks.
The next room contains the second rock puzzle.
Mouse Hole to Home
The room following the second boulder-pushing puzzle is a room containing a mouse hole, a SAVE Point, and a small table. Checking the table informs that cheese is stuck to the table due to being there so long. Checking the mouse hole causes a small squeak to be heard.
The right passage leads to two more passages: one going up, and one continuing right. Both paths are blocked by Napstablook. If Napstablook is interacted with, and the protagonist chooses to move them with force, an encounter is initiated. Following this encounter, Napstablook vanishes, allowing the protagonist to proceed. If the kill counter has been exhausted before meeting Napstablook, they disappear when approached.
The room right of Napstablook leads to two spiderwebs and a sign. The sign informs the protagonist of the Spider Bake Sale, which is held in the two nearby spiderwebs. The smaller web exchanges 7G for one Spider Donut. The larger web takes 18G and gives one Spider Cider in return.
The path north of Napstablook leads to a large room with three Froggits, who inform the protagonist of various aspects in the game. This is the first room where Loox, Migosp, and Vegetoid can be encountered. The room right of the Froggits contains the The One Switch Puzzle and the Faded Ribbon. The next room contains the Rotating Puzzle, which consists of the same room rotated around four times. Each of these rooms contains three pillars, and three colored switches adjacent to them. Pressing the correct switches lowers spikes that block the way, allowing further advancement.
The following room is a crossroads. In this area, it is impossible to encounter any monsters. Here, the protagonist can find two paths. One leads north, while the other leads east.
The eastern path leads to a small room, which houses a single Froggit NPC, and a door leading to the north. Going through the north door near the Froggit leads to an overlook of Home. The Toy Knife can be found on the left side of this overlook.
Going through the north door at the crossroads leads to Toriel's Home. A large, leafless tree is found at the entrance to the home. Shortly after entering this room, Toriel approaches the tree, and attempts to call the protagonist on their cell phone. She stops upon noticing the protagonist, however. After inspecting their wounds, Toriel asks the protagonist to accompany her up to the house. Near the doorway, a SAVE Point is visible.
Toriel's Home to Ruins Exit
The entrance of Toriel's Home contains three paths: a left path towards a living room, a right path towards a hallway, and a downwards staircase that leads to the Ruins Exit.
Neutral Route
After completing the puzzles made by Papyrus and Sans in Snowdin Forest, the protagonist passes through Snowdin Town and confronts Papyrus in battle. If the protagonist is defeated, Papyrus places them in his shed. After Papyrus is defeated, the protagonist can leave Snowdin for Waterfall, the next main area in the game.
Genocide Route
When the protagonist kills everybody in Snowdin Forest, the town of Snowdin and its buildings become completely deserted except for Monster Kid, who believes that Undyne will protect them. A note in the shop reads "Please don't hurt my family," while the innkeeper's child is replaced with a decoy. Knocking on the door in north Snowdin leads to no response, and the Ice Wolf no longer throws ice. When the protagonist confronts Papyrus, he notes the protagonist's odd behavior and their hands covered in "dusty powder." Due to this, Papyrus attempts to help the protagonist become a better person. Once Papyrus is killed, he still believes that the protagonist can change and promises that they can do a little better. After Papyrus's death, the protagonist can continue to Waterfall.
Snowdin Shop
The Snowdin Shop is the first building the protagonist encounters after entering Snowdin Town, with a SAVE Point and a Dimensional Box next to it. It has a smaller building that connects it to the Snowed Inn. It is the first vendor the protagonist encounters in the game.
A female purple bunny runs the shop, and the protagonist can ask her what there is to do in Snowdin and about the history of the town. She is positive about the Underground's future. The rabbit who runs the Snowed Inn is her sister.
Snowed Inn
The Snowed Inn is a building in which the protagonist can sleep, and recover their health to between 30 and 38 HP (depending on their current HP) or their max HP (at LV 6 or higher). Even though the room price is 80G, the protagonist is refunded because they only stay for "two minutes." If the protagonist does not have 80G when they initially try to rent a room, the innkeeper allows them to stay for free on all subsequent visits. Alternatively, the innkeeper charges full price for all visits if the protagonist paid 80G for their first stay.
After the protagonist rents a room, they head upstairs and lie in bed for a few moments. Three white monsters snore a song in the adjacent room. The snore melody is the same as the track "Determination", and is called "mus_snoresymphony
" in the game files.
Snowdin Library
The Snowdin Library, misspelled as "LIBRARBY" on the sign, is a building near the middle of Snowdin. Around a table, two newspaper editors and a Loox are present. One editor discusses how they make content even though there is never much to report on while the other talks about their history with word searches. The Loox looks at the protagonist and sees which game troubles them the most. Depending on what was chosen during the Monster Kidz Word Search Puzzle, the Loox responds accordingly. A lizard is also present, commenting on their awareness of the library sign's misspelling.
Interacting with the bookshelves provides lore and jokes.
Grillby's
Some monsters hang out at Grillby's, including Lesser Dog, playing poker against itself, Dogamy and Dogaressa, Doggo, Greater Dog, Grillby, and a few others. Sans also frequently hangs out at Grillby's and even performs stand-up comedy at times.
Papyrus and Sans's House
If Papyrus is spared, the protagonist can enter his home and go on a date or hang out, depending on if they flirted with him during his battle. The bottom floor of the house consists of a living room and a kitchen, and the second floor features Papyrus's room on the left and Sans's room on the right. Sans's room cannot be entered normally. If the protagonist gained no EXP when Sans judges them in the Last Corridor, restarting the game multiple times grants them access to his room and in turn grants them access to his workshop in the back of the house, in which there are old pictures of him with his friends.
On the console versions, the Dog Shrine can be accessed by entering through Papyrus's sink. The Nintendo Switch version also has a room where Mad Mew Mew can be fought after defeating Mettaton EX.
Ice Wolf and The North of Town
The north exit of the main part of Snowdin Town leads to a long horizontal room. On the right side of the room, the Ice Wolf throws ice into the east-flowing river; this ice eventually travels to the CORE.
On the left side of this room, a few NPCs are playing "Monsters and Humans" in front of their house while their father looks on.
If the protagonist leaves this room through the north exit, they arrive in a small room that connects to the water. After the protagonist reaches Hotland, this is the place where the River Person picks up and drops them off in Snowdin Town. This area is also where the Wrong Number Song plays if the "fun" value is within the range 2 to 39.
Neutral Route
Upon entering Waterfall, the protagonist passes Sans's sentry station, where Sans offers to take them to Grillby's, if they did not kill Papyrus. Proceeding through Waterfall, Monster Kid talks to the protagonist and expresses enthusiasm to see Undyne in action. Monster Kid unknowingly saves the protagonist from Undyne on a couple of occasions.
As they progress through puzzles involving bridge seeds, the protagonist speaks to Papyrus and Onionsan. During one encounter with Undyne, Undyne cuts the bridge that the protagonist is standing on, and the protagonist falls into the Garbage Dump. Before leaving the Garbage Dump, Mad Dummy fights the protagonist, and Napstablook invites the protagonist to their house.
After passing through rooms filled with Echo Flowers and mazes with lit paths, the protagonist fights Undyne. This battle leads to a chase scene into Hotland.
Genocide Route
On the Genocide Route, the protagonist encounters Monster Kid and Undyne's spear attacks, but the puzzles are solved. Mad Dummy becomes corporeal and transforms into Glad Dummy. Every Temmie has left Temmie Village except for the Temmie Shopkeeper and the Temmie that looks out from the wall. Monster Kid attempts to stop the protagonist, but once they retaliate, Undyne takes the fatal blow and returns as Undyne the Undying. If there are still monsters left right before fighting Undyne, "Strongly felt <amount> left. Shouldn't proceed yet." appears on the pathway to the bridge that Monster Kid falls from in the Neutral Route.
Ancient glyphs adorn the walls of Waterfall. The color palette of this region is primarily indigo and blue with the occasional black chasm. Mushrooms, Echo Flowers, gems within the walls, and water in some areas glow bright blue. True to its namesake, pools of water often provide the atmosphere at Waterfall, and the ceiling drips with water in some areas.
Waterfall Entrance to Initial Sea-Grass
In the "Checkpoint", the protagonist speaks to Monster Kid, Sans, and the Echo Flower Explainer. A small waterfall flows through this room, and an Echo Flower and Sans's sentry station are against the north wall. Between Sans's sentry station and the Echo Flower is a SAVE Point. Snow covers Sans's sentry station and his station blocks access to a wooden door. From this room, the protagonist can go with Sans to Grillby's via a shortcut through the right wall.
After progressing right, the protagonist encounters a puzzle that involves dodging rocks that are going down the waterfall as well as a Dimensional Box. If a rock pushes the protagonist over the edge of the waterfall, they land on a wooden bridge that has an Echo Flower on the rightmost end. Backtracking to the left allows the protagonist to attempt to cross the waterfall again or access the hidden room behind the waterfall. The Old Tutu resides in this hidden room.
Exiting the waterfall room leads to the "Hallway", a room with a patch of tall grass in which a cutscene of Papyrus and Undyne takes place. Papyrus stands on the lighter side of the room while Undyne stands in the shadows. Undyne nearly attacks the protagonist but stops when she remembers that the sea-grass is used for scientific study.
A few red gems and blue gems are in this room, along with three stalagmites near Undyne. After the protagonist exits the tall grass on the right, Monster Kid appears from the grass and celebrates seeing Undyne.
Progressing right, the protagonist encounters Bridge Seed puzzles. The first room serves as a tutorial of Bridge Seed mechanics, and the protagonist crosses the waterfall in the room after lining up four Bridge Seeds. Using the right exit of the room, the protagonist enters a larger room with another Bridge Seed puzzle within it.
After taking a few steps forward, the protagonist encounters Aaron. This encounter is scripted.
Along with four Bridge Seeds, this room contains four glowing mushrooms, a sign in the middle of a waterlogged area, a Bell Blossom that retrieves the seeds, and a sign describing the Bell Blossom. The sign in the bottom left of this room reads "Congratulations! You failed the puzzle!" The protagonist can solve the Bridge Seed puzzle multiple ways.
The protagonist can use the Bridge Seeds to create a bridge offscreen to the right of the room. In this room, there is an Echo Flower and a bench with the Abandoned Quiche beneath it.
When the protagonist approaches the top left exit of the Bridge Seed room, Papyrus calls and inquires what the protagonist is wearing. They are given a choice of whether to tell him the truth or lie to him.
The Wishing Room to Ferry Dock
The next room is the Wishing Room, which contains many Echo Flowers and blue, glowing gems on the ceiling. As the protagonist progresses right, a telescope pointed at the ceiling offers a clue to check the northern wall to find the exit of the room.
The northern exit leads to a room with a wooden bridge and dark water in which many Water Sausages grow. On the north wall are many ancient glyphs. At the end of the wooden dock, the protagonist steps on a small raft that drifts to the right.
Undyne's first spear barrage occurs in the next room. The protagonist flees from Undyne's spears along a wooden dock surrounded by black water. Undyne stands to the north of the protagonist and directly behind a row of rock pillars. The protagonist escapes Undyne by hiding in tall sea-grass.
After leaving this room and coming back, a Ferry monster appears, and they can transport the protagonist back to the area after the Wishing Room, giving the protagonist 3G in the process rather than charging 3G.
Ferry Dock to Onionsan
After leaving this room through the right exit, the protagonist reaches the "Crystal" room. In this room is an Echo Flower, a mouse hole, and a piece of cheese. The Echo Flower, which is to the right of the mouse hole, squeaks when the protagonist interacts with it.
Continuing right, the protagonist exits the room and sees Sans standing next to a telescope. To his right is another dimensional box. Sans attempts to prank the protagonist with the red-eye telescope. Exiting through the wooden door on the north wall of this room leads to another small room with the Nice Cream Guy in it. There is also a Punch Card box, a blue, glowing mushroom, and defiled ancient glyphs in this room.
If the protagonist backtracks from this room and travels right from Sans's telescope, they encounter "Loren" and, continuing right, the small bird. The protagonist cannot use the small bird yet, as they are on opposite sides of a chasm of bright blue water. Going south of where "Loren" is leads to a room that spans a large area horizontally and vertically. The color palette reverses in this room, and the water appears bright blue while the land appears black. As the protagonist traverses this room, they encounter a few Echo Flowers and can also find the Ballet Shoes in a tuft of tall grass.
Before the protagonist crosses a wooden bridge, one of four possible dialogues can happen, depending on what the player chose to tell Papyrus in the second Bridge Seed puzzle room. If they told him the truth, Papyrus calls them again and explains that he told Undyne exactly what the protagonist told him because he assumed the protagonist would change their clothes after being asked such a suspicious question. If they instead chose to lie, Papyrus gives one of two dialogues where he said he chose to lie about what they were wearing so they wouldn't get into trouble, accidentally telling Undyne what they actually are wearing. If the protagonist told him the truth, but they have changed their defensive item, Papyrus says that he made up what they were wearing, accidentally guessing what they changed into.
Continuing, the protagonist enters a long, horizontal room with a narrow black path leading to the right. As they progress down this path, Onionsan appears and talks to them. The protagonist then leaves through the right exit and encounters Shyren in the next room.
Onionsan to Garbage Dump
Shyren's room has two small, white waterfalls that flow from the top to the bottom of the screen and always stay in the foreground. To the north of this room, the Piano Puzzle awaits the protagonist. The protagonist opens the door to the Artifact Room by playing the melody that echoes through the area.
The Artifact Room itself contains a red orb on a pedestal and glyphs that cannot be read because the protagonist cannot stand directly in front of them.
Exiting this room through the right exit leads the protagonist to a room with a white waterfall in the foreground, a bucket of umbrellas, and a sign encouraging them to take an umbrella. Progressing right, they walk through a waterlogged room that has many waterfalls and reflective pools within it. Monster Kid walks alongside the protagonist for the duration of this room.
After the duo reaches the end of this room, they enter a two-dimensional room with New Home off in the distance. The game returns to an overworld scheme after the protagonist exits this room to the right.
After Monster Kid helps the protagonist climb onto a ledge, the protagonist progresses to the next room without them after Monster Kid gives them the go-ahead.
The next SAVE Point is in the room immediately to the right of the ledge, known as the "Bridge". There are also more ancient glyphs on the walls that detail The War of Humans and Monsters. Exiting this room to the right, the protagonist walks on another wooden bridge where Undyne antagonizes them. After reaching a dead end of the bridge, the protagonist falls into the Garbage Dump after Undyne slices the bridge in two.
Garbage Dump to Undyne's Crag
After a brief flashback of Asriel Dreemurr encountering the first human, the protagonist wakes up on a bed of Golden Flowers, finding themself in the Garbage Dump. Most of the Garbage Dump is flooded, and the protagonist walks with their legs below the water.
The initial room is very large and spacious. The waterfall that flows into this room spans across the entire northern wall, and there are two piles of garbage along the southern wall. Exiting this room leads to the “Trash Zone”, which is a smaller room with a waterfall that flows into the room and a waterfall that flows into the abyss below. According to the SAVE Point, pieces of garbage occasionally flow through the room and fall into the abyss, but this does not occur in game. It is revealed later that this is the room where Undyne first met Alphys.
Exiting this room leads to a vertical room with more piles of garbage as well as a cooler with two packs of Astronaut Food. Mad Dummy is fought in this room, and Napstablook interrupts the battle. Napstablook then invites the protagonist to their house
To the west of the “Quiet Area” lies the small bird that can carry the protagonist over a disproportionately small gap to the earlier areas of Waterfall. To the east lies a crossroads with Gerson's shop to the north and a southern path that leads to a room where the River Person is present once the protagonist reaches Hotland. A Dimensional Box is present next to the entrance to Gerson's shop. Continuing east leads to a horizontal room with two bodies of water that the protagonist sinks their legs under. This is the first room where Temmie and Moldbygg can be encountered. There are Echo Flowers in this room, but they are inaccessible to the protagonist.
Continuing forward, the protagonist enters a maze of paths that light up when they touch the glowing mushrooms. There is a southern path that is hidden from view that leads to Temmie Village but lights up once the protagonist leaves the village. The next room is another maze, but this time, there are darkening lanterns that must be turned back on to temporarily light the way forward.
After solving the two puzzles, the protagonist enters a horizontal room that gets progressively darker as they continue forward. Interacting with the Echo Flower at the end of the room causes the room to light up only for Undyne to appear and approach the protagonist with the intention of taking their SOUL. Monster Kid suddenly jumps out from a patch of tall grass and interrupts the ensuing battle. After Undyne drags Monster Kid away, a path that was previously hidden from view lights up, allowing the protagonist to continue north into a vertical room with a few Echo Flowers along the path. There is an ancient glyph at the end of this room that mentions a prophecy of an Angel returning from the Surface and causing the Underground to go empty.
The protagonist then enters a room that contains a bridge spanning across an expansive chasm. Monster Kid approaches the protagonist and talks to them. However, once they start to leave, they trip off the bridge and hang onto the ledge below just as Undyne enters the room. The protagonist has the option to save Monster Kid, confront Undyne, let Monster Kid fall off the ledge, or run away into the next room where the Elder Puzzler eventually inhabits.
In the “Undyne Arena”, Undyne stands atop a tall crag and speaks to the protagonist, with her dialogue changing based on if they killed monsters or if they killed Papyrus. She eventually allows the protagonist to prepare themself however they want, initiating the battle once they step forward. If the protagonist opts to flee from her, Undyne begins chasing them throughout the last two rooms of Waterfall before Hotland, reengaging battle if she catches up with them.
Neutral Route
After defeating Undyne, the protagonist continues into Hotland. They encounter three paths. One leads to the first instance of the River Person, one to the Lab, and one to an elevator. The Royal Guards initially block the elevator.
The protagonist enters the Lab and meets Alphys. Shortly after, Mettaton presents himself and engages the protagonist in a quiz show.
After completing the quiz show, Alphys upgrades the protagonist's Cell Phone to include links to two Dimensional Boxes, a key chain, and texting. The phone also allows the protagonist to fly using a jetpack, defuse bombs, and activate Yellow SOUL Mode.
Alphys guides the protagonist through Hotland. Along the way, they battle the two Royal Guards from earlier, solve puzzles, battle Muffet, pass through the CORE, and defeat Mettaton.
After making it to the end of Hotland, the protagonist reaches the MTT Resort, where they have a chance to talk to Sans, shop at either Bratty and Catty or the MTT-Brand Burger Emporium, or continue onward towards the CORE.
In the CORE, Alphys struggles to guide the protagonist because of the CORE's changing layout. At the end of the CORE and Hotland, Mettaton fights the protagonist before they take an elevator to New Home.
True Pacifist Route
After the protagonist defeats Photoshop Flowey and befriends Papyrus and Undyne, Undyne gives them a letter to deliver to Alphys. Alphys reads the letter and goes on a date with the protagonist because she believes that they wrote it.
Then, Papyrus calls the protagonist and tells them that they should go to Alphys's lab. Inside, a note from Alphys tells the protagonist to enter her "bathroom" if they want to know the truth. The "bathroom" is revealed to be an elevator that leads to the True Lab.
At the end of the True Lab, the protagonist gets on an elevator that leads to New Home.
Genocide Route
After the protagonist kills Undyne the Undying, they enter Hotland. In the "Laboratory Entrance", instead of the Royal Guards blocking the path to elevator L1, a force field is present. This force field is deactivated once the protagonist reaches elevator R3.
In the Lab, Mettaton confronts the protagonist, but he leaves after they approach him aggressively. Alphys does not appear.
The Hotland elevator allows the protagonist to access the third floor immediately, though blue force fields block off the entire second floor of Hotland. The protagonist cannot use the elevator before Mettaton's dialogue in the Lab.
Because of the force fields, the protagonist cannot acquire the Stained Apron or fight So Sorry.
The Royal Guards encounter the protagonist earlier after the protagonist walks through floor 1. Muffet still fights the protagonist and comments that Alphys tried to evacuate her, but she refused to leave.
After killing Muffet, the protagonist goes to the MTT Resort. Alphys has evacuated everyone except Burgerpants; he tells the protagonist that Mettaton always has him work, regardless of the situation.
The protagonist then enters the CORE. None of the puzzles are activated, and they progress to Mettaton's battle. After his defeat, the protagonist rides the elevator to New Home.
Hotland is an arid region covered in reddish-orange dirt rising above the lava below. Many of the puzzles in the area involve platforms, adding to the hot atmosphere, as well as foreshadowing the technology found in the CORE.
Floor 1
Here, the protagonist enters the Lab for the first time, and is introduced to the River Person. Monsters such as Vulkin, Tsunderplane, and Pyrope are first encountered on this floor, but only after exiting through the right side of the Lab. This area mainly serves to introduce the protagonist to the steam puzzles and conveyor belts that are abundant through Hotland.
Room 1
This room has a sentry station followed by a wooden bridge that continues into Room 2. If the protagonist flees from Undyne and Papyrus is spared, Sans is seen sleeping in the sentry station. When Undyne gets to the sentry station, she pauses for a moment, sporting an angry expression, buying the protagonist time to outpace her. If Undyne is killed, Sans does not appear in the sentry station regardless of whether Papyrus was spared or killed.
Room 2
Here, the protagonist can find a small room with a water cooler. When checked, the water cooler gives the protagonist a cup of water. Dumping out the water causes a small puddle to appear next to the water cooler, which gradually gets larger the more water that is spilled into it. Attempting to leave the room with the water causes it to evaporate, and the cup humorously evaporates as well. The second time the protagonist enters this room, the Clam Guy NPC is present. He tells the protagonist that he came to Hotland to get a drink from the water cooler. If approached with a cup of water, he asks if the protagonist plans to look sophisticated by carrying the water around, and then informs them it is not working.
If the protagonist spares Undyne by running away from her, she collapses when the protagonist reaches this room. If the protagonist splashes water on her, she gets up and walks back to Waterfall. Clam Guy does not appear in this room while the protagonist is being pursued by Undyne.
Room 3
This area, known as the "Laboratory Entrance", is a four-way crossroads that the protagonist enters from the west. The north path is initially blocked by the Royal Guards, who claim to be blocking the way for Undyne. After fighting the protagonist on floor 2, the path becomes unblocked. The south path leads to the River Person, who offers to ferry the protagonist back to Snowdin or Waterfall. The east path leads to the Lab. In the middle of all four paths, a SAVE Point is visible.
Lab
When the protagonist first enters the lab, it is dark, and any items checked are reported as too dark to see. Proceeding further into the Lab causes Alphys to walk out of the “bathroom”, and turn on the lights. Upon noticing the protagonist, she exclaims excitement at their arrival, and frets that she did not have enough time to get ready. After, she informs that protagonist that she has been watching their progress since they left the Ruins, and that she originally planned to stop them. However, she decided to help them instead after growing attached to the protagonist.
She then explains that she built an entertainment robot years ago named Mettaton. Alphys then explains that she outfitted Mettaton with anti-human defense capabilities, and she attempted to disarm the program once she saw the protagonist coming. Unfortunately, she failed, and it turned Mettaton into an unstoppable robot with a "thirst for human blood." Soon after she finishes explaining, Mettaton attacks the protagonist, and pits them against his "Quiz Show".
After the battle, Mettaton departs, and the protagonist may move forward. If the protagonist attempts to leave the lab, however, Alphys runs to them, and give the protagonist her phone number. After seeing how old the protagonist's phone is, she upgrades it to receive texts, and allow the protagonist to access two more storage boxes called "Dimensional Box A and B." Afterward, Alphys departs into the bathroom, leaving the protagonist to explore the rest of the lab and move on.
The first floor of the lab has two entrances, one to the far left of the lab, and one to the far right. Near the left door is a large monitor that displays the protagonist's face. Checking the monitor prompts the response "It's a video feed of your location." To the right of the monitor is a messy desk, complete with several stacks of paper, a plastic anime figurine, and a large computer. Nearby is a fridge where the protagonist may receive one cup of Instant Noodles.
Next to the fridge is a large bag of dog food. To the left and right doors are two escalators. The one at the left door leads downward, while the one near the right door leads up. Taking the escalator leads the protagonist to the upper floor of the Lab. To the left of the escalator, a conveyor belt can take the protagonist through the rest of the upper floor with ease.
On the upper floor, many bookcases containing anime comics and videos are visible. To the left of the bookcase is a large machine oozing pink goop, with something green being stuffed down the top. Nearby is a lab table with several books and tools. On the True Pacifist Route, Mettaton can be found here, undergoing repairs. Above the workbench is a poster of an anime character, and beyond that is a dresser with some dirty lab coats and a single clean dress. Nearby, a "bed" is found.
When checked, it says that when not in use, the bed folds into an "extremely easy to draw box." Right beside the leftmost escalator, a poster for a show by Mettaton is hanging on the wall.
After defeating Mettaton EX, the doors to the lab become locked, making the rest of floor 1 inaccessible. On the True Pacifist Route, access to the Lab is regained after completing the date with Alphys.
Room 4
After exiting the right side of the lab, the protagonist's phone gets frequent updates of Alphys's status on UnderNet. She soon realizes that the protagonist can see the updates because she added them as a friend on UnderNet, and calls the protagonist to confirm this before she stops updating her status.
Going up takes the protagonist to a large system of conveyor belts going forward and backward. Shoots of flame also burst from nearby pipes, adding to the scenery. After reaching the end of the conveyor belts, the protagonist enters the "Magma Chamber", which consists of of several small islands surrounded by boiling lava. Most of these islands hold steam vents.
Stepping on these causes the protagonist to jump from the steam vent in the appropriate direction that the vent is facing. Here the protagonist can go either north or south. The northern path leads onward, while the southern path leads to a room with the Burnt Pan.
Upon taking the southern path, a steam vent rapidly changing from left to right appears. Next to it are two islands with conveyor belts. The left island contains the Burnt Pan, while the right island contains nothing. The protagonist must get on the steam vent immediately after it switches to the left to get the pan.
Regardless of what island the protagonist lands on, conveyor belts on each side of the island take the protagonist back to the steam vent.
Room 5
Upon entering the north path past the steam vents, the protagonist comes to another path that veers to the right. Soon after stepping into the room, Alphys calls the protagonist, and informs them of the orange and blue lasers nearby. She reports that they must be moving to avoid being hit by the orange lasers, and stay still to get past the blue lasers (similar to the orange and blue attacks). Afterward, she hangs up. In the path, several rows of orange and blue lasers, which the protagonist must evade to make it safely through the path. At the end of the laser field, the path veers upward into Room 6.
Room 6
In Room 6, the protagonist comes across the Reactivated Door puzzle. On the left and right, the protagonist must solve two puzzles to move forward. To reach these puzzles, the protagonist must step on a steam vent that rotates clockwise between the north, south, east, and west. Upon entering the room, Alphys informs the protagonist that the right path is easier, and they should try that puzzle first. On the right path, two NPCs are found sitting on the ground.
The left one tells the protagonist that they managed to catch Mettaton's show on his phone, and remarks about how realistic the human looked. The right NPC explains that they cannot get to work, as puzzles have activated, impeding their progress. Inside the puzzle room, the Disembodied Fox Head explains that his co-workers refuse to help him solve the puzzle, and questions if they even want to go to work today. After completing the puzzle, he remarks surprise when checked, and concludes that the protagonist must be a "total nerd" to solve the puzzle.
The left puzzle is blocked by a blue laser, which impedes the protagonist's progress. Soon after entering the room, Alphys calls the protagonist, and turns off the blue laser, allowing further progress. Like the right puzzle, two NPCs wait outside the door, named Fuku Fire and Skateboard Girl. Fuku Fire exclaims relief about the laser going down, then questions what she will do. After thinking, she decides to continue standing where they are. The Skateboard Girl is happy about the laser blocking them from leaving, as it gives them an excuse to skip school, but realizes that it was already summer vacation and expresses displeasure over school.
After solving both puzzles, a door to the north opens, letting the protagonist proceed.
Room 7 and Mettaton's Cooking Show
After solving the Reactivated Door Puzzle and leaving Room 6 through the now-open doorway, the protagonist is greeted with a small pathway, and a steam vent pointing to the left. In this room, Alphys calls the protagonist again and begins to explain the Reactivated Door Puzzles. Once she realizes that the protagonist has already completed the puzzles, however, she becomes embarrassed and quickly hangs up.
Walking on the steam vent projects the protagonist through three other steam vents, which eventually lead the protagonist to a lime-shaded floor with several large dots. The protagonist is unable to turn back once they reach this area. Upon going to the right, the protagonist must face Mettaton again in his Cooking Show. Afterward, the protagonist may continue to the right.
Here, a large view of the CORE can be seen. Shortly after, Alphys calls the protagonist and tells them not to worry. At the end of the passageway, an elevator is visible, which takes the protagonist to Floor 2.
Floor 2
Here, the protagonist must solve more puzzles such as the Conveyor Belt Puzzle and the Vent Puzzle. At the end of floor 2, the Royal Guards fight the protagonist as mini-bosses. Sans also sells Hot Dogs near the beginning of this floor, provided that Papyrus has not been killed, or he has not yet appeared in the Last Corridor.
Room 1
After exiting the elevator, Heats Flamesman and a path leading off to the left are visible. Heats Flamesman tells the protagonist his name when talked to, then asks them to remember it.
The left path leads to Sans, who is selling Hot Dogs for 30G each. No monsters may be battled in this room. Nearby are two NPCs, both with Hot Dogs of their own. One of them, called Hot Dog Harpy, remarks on the snow atop Sans’s Hot Dog stand, then decides he must be too lazy to clean it. The other NPC, a Vulkin with a Hot Dog, exclaims "Toasty Bun!" when talked to. If Papyrus is killed, these NPCs do not appear. Next to the Hot Dog stand, a path leads west, which takes the protagonist to the next section of Hotland.
Room 2
This room has three visible passages, along with one secret passage directly north of the southern path. The path east leads the protagonist back to Sans's Hot Dog stand. The south path leads to a room with the Stained Apron, an armor item that slowly heals the protagonist. The west path leads onward to the Conveyor Belt Puzzle. The north path, however, leads to a special room called the Art Club Room.
This path is invisible, and can only be seen when the protagonist walks on it. Here, the protagonist may fight So Sorry if the game is launched while the player's clock is set to October 10th, at 8:00 PM (all day on the Nintendo Switch version).
Room 3
Here, the protagonist must solve the Conveyor Belt Puzzle to move forward. Upon entering the room, Alphys calls the protagonist to explain the puzzle to them. Upon completing the puzzle, a path to the left becomes accessible, allowing further progress. Here, the protagonist must solve The Vent Puzzle. Shortly after approaching the puzzle, Alphys yet again calls the protagonist, and tells them that she has to go to the bathroom. Afterward, she does not call the protagonist until after the Royal Guards have been defeated.
Mettaton's News Report and Room 4
After completing the puzzles, the protagonist enters the "Bad Opinion Zone" (likely named due to Alphys's complaints on UnderNet about "Mew Mew Kissie Cutie 2"). Nearby is a SAVE Point, a mousehole, and a safe atop a small table. Checking the table informs the protagonist that the cheese inside has been melted by the laser safe, causing it to become stuck to the table. After the SAVE Point, the Royal Guards approach the protagonist, and warn them of a Human in a striped shirt roaming Hotland.
After realizing the protagonist is said human, they attack. After the battle, the protagonist comes across another dark room. Here, the protagonist faces Mettaton's News Report. Afterward, the protagonist may continue forward toward elevator L3 (and another scenic view of the CORE). This elevator leads to the final stretch of Hotland: Floor 3.
Floor 3
This is the last stretch of Hotland before the protagonist reaches the MTT Resort. Here, the protagonist must face another Reactivated Door Puzzle and Mettaton's Multicolor Tile Puzzle. The protagonist must also fight Muffet here.
Room 1
After leaving the elevator, a path to the east leads the protagonist to Muffet's Spider Bake Sale. Here, the protagonist can buy a Spider Donut and Spider Cider for 9999G each. Besides the bake sale, a single NPC lies in this room, holding a Spider Donut. When talked to, he claims he did not want to buy a donut, but Muffet scared him into buying a donut and spending all his money.
Going forward takes the protagonist to the second Reactivated Door Puzzle. After beating this puzzle, a door to the far right opens up, allowing passage. After beating the puzzle directly north, two NPCs, called Diamond Boys appear. They talk about their favorite moments on Mettaton's show and provide hints that foreshadow the battle against Mettaton EX.
The lower door puzzle is blocked by lasers, which the protagonist must dodge. After beating this puzzle, Alphys calls the protagonist, and ask if they want to watch anime with her. Saying yes causes Alphys to talk a great length about her favorite anime, "Mew Mew Kissy Cutie." Saying no simply causes Alphys to hang up.
Muffet's Lair and "Undertale, the Musical"
After beating the Reactivated Door Puzzle, the protagonist reaches the "Spider Enterance", which contains a SAVE Point and a doorway to Muffet's Lair. Upon walking through, Muffet traps the protagonist, intent on killing them for being too stingy with their money and not buying anything, but does not attack if they bought at least one of her 9999G items. The path out of Muffet's Lair leads to a small stage, where Mettaton begins "Undertale, the Musical" and the Multicolored Tile Puzzle. Mettaton fights the protagonist after the Multicolored Tile Puzzle, and is defeated using the laser attached to the protagonist's phone. After, the protagonist comes across a small room, with a four-way crossroads. Nearby, the Nice Cream Guy sells the protagonist Nice Cream for 12G each if the Royal Guards were killed, and is out of stock if they were spared, with all of the Nice Cream having been bought by them.
The south and west paths lead back to the Multicolored Tile Puzzle and "Undertale the Musical", respectively. The east path leads to elevator R3, where Heats Flamesman waits. He asks the protagonist if they remembered their name. Regardless if the protagonist says no or yes, Heats Flamesman becomes shocked, and questions how he could be so easily defeated. The north path leads to the MTT Resort.
The protagonist enters New Home after defeating Mettaton in the CORE and riding the long elevator up to New Home. It is the final area in the Underground before Asgore is confronted.
Neutral Route
After Mettaton EX is defeated and Alphys warns the protagonist that Asgore must die for them to be able to pass the barrier, the protagonist enters New Home. A series of encounters occurs, starting in Asgore's Home. These encounters are non-combative (as the monsters do not attack the protagonist), but instead, they detail the well-believed history of Asriel and the first fallen child, about Asgore and Toriel.
It is explained that after the first human had fallen into the Underground, they were found by Asriel and treated as a second child by Asgore and Toriel, but eventually became lethally sick. The human's only wish was to see the Golden Flowers of their hometown. This, however, could not be fulfilled as the monsters were not strong enough to pass the Barrier without a human SOUL. The human died, and in grief, Asriel absorbed their SOUL, passed the barrier, and returned the body of the child to the town.
Believing that Asriel was the cause of the human's death, the townspeople attacked him, and sustaining numerous injuries, he returned with the fallen child's body and consequently perished in the Underground. Heartbroken after losing both of his children, Asgore declared that all humans that fell into the Underground must be killed and have their SOULs collected, so as to be able to destroy the barrier after attaining seven human SOULs. Toriel was disgusted by this, so she relinquished her title of Queen and left Asgore to live in the Ruins in order to protect all humans that fell there.
After this explanation, the protagonist makes it to the Last Corridor, where Sans appears and reveals the meaning of EXP and LOVE. Additionally, he judges the protagonist based on how much EXP and LOVE they have gained. Depending on how many/what monsters the protagonist has killed, Sans's reaction ranges from hesitantly proud to bitter (especially if they killed his brother, Papyrus). If the protagonist gained no EXP, Sans praises the protagonist for not gaining any LOVE. He tells them that they will soon face their greatest challenge, but that he has confidence in them because of their determination to do the right thing. After this, the protagonist confronts Asgore in the Throne Room (A short detour shows a set of seven coffins, of which the closest is titled the name given to the Fallen Human). He is polite, friendly and extremely hesitant during the entire encounter. He goes to wait for the protagonist at the barrier and lets them decide if they have anything to do before their destined battle. Once the protagonist has done everything, they fight Asgore.
After defeating Asgore, the protagonist is unable to go back and must make their way to the exit.
True Pacifist Route
After exploring the True Lab, the protagonist receives a strange phone call and is then forced into New Home, with the elevator to the CORE jammed shut by vines. All SAVE Points except the one in "The End" do not appear, and no monsters (including Sans) are present until confronting Asgore.
When the protagonist confronts Asgore, their friends appear and intervene to stop the fight.
Genocide Route
The protagonist encounters Flowey multiple times, starting at Asgore's Home until the Last Corridor, featuring Flowey detailing his thoughts and feelings about his life after being resurrected as a flower with determination, limited positive emotions, and no empathy. Functionally, this is a replacement for the story of Asriel and the human's death given on the Neutral Route.
In the Last Corridor, Sans commences the final boss fight of the Genocide Route. During the battle, he explains that based on the protagonist’s past actions and murders, letting them go would lead to the destruction of the entire timeline. Killing Sans allows the protagonist to enter the Throne Room, which revokes input actions as the ending commences.
New Home is an entirely gray setting, occupied by long corridors and what appears to be a large city in the background. It does, however, contain the Throne Room and the Last Corridor, both of which are well-lit, brightly colored rooms, primarily sunlight-yellow. Onionsan mentions that there is a large aquarium in New Home and that it is overcrowded, but this is never seen.
Castle Elevator to Last Corridor
The initial room is a hallway with a SAVE Point off to the side. The pathway veers upwards into a long, horizontal room with a view of the city in the background. There is an elevator in this room, but it cannot be used until the protagonist reaches the other side. The next room is a vertical room with a few buildings on either side. This room leads to the entrance to Asgore's Home, which is almost identical to the entrance to Toriel's Home, except there is a pile of leaves where the black tree should be.
The layout of Asgore's Home is almost entirely identical to Toriel's Home, right down to the basement up until the room where Toriel is fought. Instead of ending at a door, the pathway veers to the right and continues forward into to a very long horizontal room with another view of the city. The end of this room contains an elevator leading back to the beginning of New Home and a pathway that leads south into the Last Corridor.
Last Corridor to The End
Past the Last Corridor is a vertical hallway that veers to the right, leading to the Throne Entrance. Past the Throne Entrance is a southern pathway that leads to a staircase to the basement. In the basement is a line of coffins labeled with the SOULs of the seven humans that came before the protagonist. Four of the coffins can be viewed in full, while half of the fifth one is cut off. The last two coffins are assumed to be off screen. The only coffin that can be inspected is the one labeled with the SOUL of the first human, which is revealed to be empty. On the True Pacifist Route, the coffins are open, and the first human's coffin is revealed to have mummy wrappings at the bottom.
The Throne Room is a large and open room with birds chirping in the background. Light shines from above, casting an irregular pattern of light and shadow on the floor. In the middle of the room is a throne, assumed to be Asgore's, and cast off to the side is another throne covered by a white sheet, assumed to be Toriel's. The protagonist walks forward on their own, alerting Asgore as he is watering the Golden Flowers that encapsulate the entire room. When Asgore notices the protagonist, the birds stop chirping, and Small Shock plays. When Asgore leaves the room, the protagonist can continue forward into a room that looks similar to the very first room of the game, except without the bed of Golden Flowers.
Asgore leads the protagonist to the Barrier, and from there he reveals seven capsules with six of them containing the SOULs of the six fallen humans and the seventh one being empty. The protagonist fights Asgore, and Flowey finishes him off, absorbing the six human SOULs and transforming into Photoshop Flowey. After Flowey is defeated, the protagonist finds themself beyond the Barrier, in a room that is identical to the rooms where Flowey is encountered in the Ruins.
Like I said earlier, there are 3 routes, namely Neutral Route, True Pacifist Route and Genocide Route. But there is another one which is Hard Mode. This mode is activated when naming the first human "Frisk". It is a difficulty enhancing mode that consists of slight dialogue changes and more difficult monster encounters (with some exclusive to this mode, while others can be found in the CORE). Hard Mode only lasts until the end of the Ruins, similarly to the Undertale Demo. After defeating Toriel, the Annoying Dog arrives to announce the end of Hard Mode.
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