For the track, see Ruins (Soundtrack).
The entrance to the Ruins.
Flowey, Dummy, Froggit, Whimsun, Loox, Vegetoid, Migosp, Moldsmal, Final Froggit, Whimsalot, Astigmatism, Parsnik, Moldessa, Migospel, Annoying Dog, Napstablook, Toriel
Spider Bake Sale, Toriel's Home, Home
Ruins, Unnecessary Tension, Home, Home (Music Box), Empty House, Fallen Down
The Ruins is the tutorial area of Undertale as well as the entire setting of the demo. The protagonist enters the Underground by falling from a giant hole in the ground on Mount Ebott into the Ruins before the beginning of the game.
For the area's puzzles, see Ruins/Puzzles.
Flowey and Toriel make their first appearances in this area, with the latter saving the protagonist from the former.
Napstablook is fought at the halfway point of the Ruins. If the protagonist cheers them up, they are also found in a later room.
There are many Froggit NPCs in the Ruins, with one offering to change the yellow names for monsters that can be spared to pink, or turn them off entirely.
The Faded Ribbon can be found in one of the Ruins' many traps.
The protagonist can donate to the Spider Bake Sale, a fundraiser that sells Spider Donuts and Spider Ciders.
The protagonist can view the ancient city of Home on the Ruins balcony. This is also where the Toy Knife can be found.
Toriel's Home is situated at the end of the Ruins, and the Butterscotch Pie can be retrieved there.
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.
The game begins in the Ruins, with the protagonist standing on a sunlit bed of Golden Flowers.
The Ruins as seen in the intro.
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.
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.
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 Middle Road Puzzle
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.
Toriel’s test of independence
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.
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 first Rock Puzzle
The second Rock Puzzle
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.
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.
View of Home
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.
Main article: Toriel's Home
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.
When solving the second "rock pushing puzzle," one of the rocks does not want to be pushed (at first). If the protagonist ignores the other rocks required for the puzzle and instead keeps pushing the reluctant rock, the barrier still moves.
This clarifies the sign in the room with the first rock puzzle: "Three out of four grey rocks recommend you push them."
In the room with three visible Froggits, the fourth Froggit, which is ant-sized, can be found inside of one of the wall cracks. This frog is found by inspecting the northern wall in the room.
In the room with the three visible Froggits, talking to the third Froggit gives the option to make names of monsters no longer appear yellow when they can be spared in battle. After turning off yellow names, talking to the Froggit again gives the option to make the names pink instead.
Depending on the protagonist's HP when finding her home, Toriel's dialogue before telling the protagonist to enter her home varies.
Full HP - "Not a scratch... Impressive! But still..."
Less than full HP, but more than 2 - "There, there, I will heal you."
2 HP or fewer - "Who did this to you? You will get an apology."
If the protagonist has killed Toriel or fled from her during her battle, then sleeping in the bed again triggers the message "<Name>, please... Wake up! You are the future of humans and monsters..." and they wake up.
The Ruins exit can only be opened from the inside. It is stated only a ghost or someone who can burrow can freely traverse in and out of the area.[1][2]
↑ Oh, and don't think about trying to explore the RUINS... The door's been locked for ages. So unless you're a ghost or can burrow under the door, forget about it. - Snowdin Shopkeeper
↑ Didja hear? The RUINS have been opened up, and get this... They were opened from the INSIDE. - Snowdin Shopkeeper, post True Pacifist Route.
For the tracks of the same name, see Home (Soundtrack) or Home (Music Box).
View of Home
Trapped behind the barrier and fearful of further human attacks, we retreated. Far, far into the earth we walked, until we reached the cavern's end. This was our new home, which we named... "Home."
A book found in Toriel's Home
Home is the first city of monsters founded in the Underground after the war ended and monsters were trapped behind the barrier. Home was later abandoned when monsters moved into New Home.[1] Home can be seen from a room near the end of the Ruins. The city is inaccessible to the protagonist, but a nearby Froggit mentions that Toriel was last seen bringing groceries from it to make a butterscotch-cinnamon pie.
The Toy Knife can be found in the balcony overlooking Home.
↑ Fearing the humans no longer, we moved out of our old city, HOME. We braved harsh cold, damp swampland, and searing heat... Until we reached what we now call our capital. "NEW HOME." - MONSTER HISTORY PART 4
Toriel's Home
The foyer of Toriel's Home.
Home, Home (Music Box), Empty House
Toriel's Home is a location in the Ruins, and, as the name states, the home of Toriel.
The Butterscotch Pie can be retrieved when the protagonist sleeps on the bed for the first time.
When talking to Toriel, the protagonist may ask her when they can go home. Asking this allows the protagonist to ask how to leave the Ruins. After asking enough times, Toriel leaves and goes down into the basement. If the protagonist follows her, she explains that she is going to destroy the exit to the rest of the Underground, to prevent anyone else from ever leaving. She then explains that if the protagonist leaves the Ruins, Asgore will kill them, as he had with the previous six humans who fell. If the protagonist continues, Toriel eventually leads them to a large door at the end of the basement. Toriel then fights the protagonist, to make them prove to her that they are strong enough to survive outside of the Ruins.
Toriel lives in a small house adjacent to the Ruins with a warm, familiar feeling. She confesses to the protagonist that she had no time to clean up before taking them there, but the cottage is very tidy. Many of the rooms feature large bookshelves, as Toriel herself spends time reading by the fireplace. The hallways and bedroom are adorned with potted plants, and "typha," a particular wetland plant more commonly known as "water sausages." Her house consists of her room, two guest rooms (one of which is currently under renovations), a kitchen, a living room, and the front room with a staircase leading downstairs.
The east path leads to the living room, where Toriel can be found sitting in a reading chair next to a small fireplace. Nearby is a bookcase, a large dining table, and the entrance to the kitchen. If the bookcase is inspected, there is a history book on monsters retreating into the Ruins. If the protagonist returns to this room after killing Toriel, the fire is put out.
The History Book
Trapped behind the barrier and fearful of further human attacks, we retreated.
Far, far into the earth we walked, until we reached the cavern’s end.
This was our new home, which we named... "Home."
As great as our king is, he is pretty lousy at names.
The room contains an oven, sink, fridge, trash can, and butterscotch-cinnamon pie on the bench. On the Genocide Route, checking the kitchen drawer triggers the unique response "Where are the knives." Checking the oven after killing Toriel prompts the response: "No one will use this anymore..."
To the right of the entrance of Toriel's Home, there is a short hallway containing the entry to the Guest rooms and Toriel's Room. At the end of the hall, a door can be found, which states "Room under renovations." when checked, and so, cannot be entered. Next to the door is a mirror, which states the flavor text "It's you!" when examined in the Neutral or True Pacifist routes. In the Genocide Route, the mirror reads "It's me, <Name>" when checked. In the True Pacifist Ending epilogue, when returning to the mirror, it reads "Still just you, Frisk."
Toriel leads the protagonist to the guest room and offers it to them as their own. It is a children's bedroom, and there is evidence suggesting that other children once lived there as well, with shoes of various sizes found inside, although Toriel might have prepared for any type of human child. Turning off the lamp in the top left corner darkens the room and makes the music a "music box variant" of Home.
Sleeping in the bed restores the protagonist's health. The protagonist wakes up with the lights in the room switched off, and if it is the first time they sleep there, Toriel leaves a slice of Butterscotch Pie on the floor nearby. In Hard Mode, the pie is replaced with Snail Pie.
Sleeping after Toriel starts to block the Ruins' exit (must talk to her three times in the basement first) results in a dream, where the protagonist hears someone pleading for the Fallen Human to wake up and that they are the future of humans and monsters. This dream appears anytime the protagonist sleeps in the bed afterwards unless they gained the True Pacifist ending. At this point, regardless of whether or not this is the first time the protagonist sleeps here, the pie will not appear.
If the protagonist sleeps in the bed after killing Toriel, a song called Empty House plays when they wake.
Attempting to sleep in the bed after gaining the True Pacifist Route ending prompts the response: "It felt strange to lie in the bed. It feels entirely too small for you now."
Toriel's room is simple, and primarily contains an assortment of plants. It has a table with Toriel's diary, an old bucket full of snails, a rather large bed, a bookcase with potted Golden Flowers on top, and a drawer full of Toriel's socks beside it.
Inspecting Toriel's diary reveals that she has written various pun related jokes. If Toriel's small chair is inspected, it is described as "Chairiel." The flavor text identifies the bed as being "bigger than a twin-sized bed." One of the books in the bookcase is an encyclopedia of subterranean plants, which when read, causes the narration dialogue for the hallway "typha" plants to permanently be described as a "water sausage."
In the True Pacifist Ending epilogue, checking the bed prompts the response "It's actually one size bigger than a double."
The north path leads to the basement, which is a series of long hallways leading up to a door. If the protagonist attempts to walk downstairs before talking to Toriel in the living room, she repeatedly takes the protagonist back upstairs, making the basement inaccessible until the protagonist asks Toriel how to leave the Ruins.
The room marked "Room under renovations." corresponds to Asgore's bedroom in Asgore's Home, similar to how the room in his house marked "Room under renovations" corresponds to Toriel's bedroom in her house.
The guest room background sprite is named bg_asrielroom, which indicates that the room previously belonged to Asriel Dreemurr.
The Ruins exit can only be opened from the inside. It is stated only a ghost or someone who can burrow can freely traverse in and out of the area.[1][2]
↑ Oh, and don't think about trying to explore the RUINS... The door's been locked for ages. So unless you're a ghost or can burrow under the door, forget about it. - Snowdin Shopkeeper
↑ Didja hear? The RUINS have been opened up, and get this... They were opened from the INSIDE. - Snowdin Shopkeeper, post True Pacifist Route.
For the track with a similar name or the second area the protagonist travels through, see Snowdin Town or Snowdin Forest.
The entrance to Snowdin Town.
Sans, Papyrus, Undyne, Lesser Dog, Doggo, Dogamy and Dogaressa, Greater Dog, Monster Kid, Mad Mew Mew, various NPCs
Snowdin Shopkeeper, Grillby's, Papyrus and Sans's House
Snowdin Town, sans., Premonition
Snowdin is a town the protagonist encounters after they leave the Ruins and travel through Snowdin Forest. Departure from the town takes the protagonist to Waterfall by foot or, by hitching a ride with the River Person, to either Waterfall or Hotland.
Despite being Underground, Snowdin is covered in a perpetual layer of ice and snow, and, because of how cold it is, it mainly homes monsters with thick fur[1] or monsters that do not get cold.
For the area's puzzles, see Snowdin/Puzzles.
The town is home to the Snowdin Canine Unit, members of the Royal Guard, presumably because the town neighbors the entrance to the Underground, where humans can fall in.
There are many locales here, such as the Snowdin Shop, Snowed Inn, the Snowdin Library, Grillby's, and Papyrus and Sans's House.
The protagonist can witness the Ice Wolf throwing ice in the river, where it travels through Waterfall and into the CORE.
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.
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.
Menu while in the Snowdin Shop
Main article: Snowdin Shopkeeper
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.[2] The rabbit who runs the Snowed Inn is her sister.
The exterior of Snowed Inn.
The downstairs of the 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.
The protagonist lies in bed to the sound of snoring
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.
The exterior of the Library
The interior of the 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[3] while the other talks about their history with word searches.[4] 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.
Snowdin Library Books
(Red Book)
(It’s a school report about monster funerals.)
Monster funerals, technically speaking, are cool as heck.
When monsters get old and kick the bucket, they turn into dust.
At funerals, we take that dust and spread it on that person’s favorite thing.
Then their essence will live on in that thing...
Uhhh, am I at the page minimum yet?
I’m kinda sick of writing this.
(Blue Book)
While monsters are mostly made of magic, human beings are mostly made of water.
Humans, with their physical forms, are far stronger than us.
But they will never know the joy of expressing themselves through magic.
They’ll never get a bullet-pattern birthday card...
(Yellow Book)
(Here I am... Writing this book.)
(A person comes in and picks up the book...)
(They start reading it...!)
(Some unfinished book.) [Genocide Route]
(Orange Book)
Because they are made of magic, monsters’ bodies are attuned to their SOUL.
If a monster doesn’t want to fight, its defenses will weaken.
And the crueler the intentions of our enemies, the more their attacks will hurt us.
Therefore, if a being with a powerful SOUL struck with the desire to kill...
Um, let’s end the chapter here...
(Light Green Book)
"MONSTER HISTORY PART 4"
Fearing the humans no longer, we moved out of our old city, HOME.
We braved harsh cold, damp swampland, and searing heat...
Until we reached what we now call our capital.
“NEW HOME.”
Again, our King is really bad at names...?
(Dark Green Book)
Love, hope, compassion...
This is what people say monster SOULs are made of.
But the absolute nature of “SOUL” is unknown.
After all, humans have proven their SOULs don’t need these things to exist.
Main article: Grillby's
The interior of Grillby's
The exterior of 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.
Main article: Papyrus and Sans's House
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 throwing ice into the east-flowing river
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.
The small room where the Wrong Number Song occurs
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.
The town's name is a play on the phrase "snowed in."
Additionally, "Snowed Inn" is also a pun on the town name.
In the Japanese translation, "Snowdin" was changed to "Snowful."
"Snowed Inn" was changed to "Snotel", which is a pun on "snow" and "hotel."
After booking a room at the Snowed Inn, the protagonist can still move around and interact with objects before being transitioned to their room. Talking to the innkeeper during the transition causes her to say, "What? No, you can't have a second key!"
One of Alphys's cameras can be found in the trees south of the northern pathway.
The misspelling of the Library as "LIBRARBY" is also present in Deltarune.
After killing Undyne the Undying, the sign in the town disappears.
↑ Along the way, some fuzzy folk decided they liked the cold and set up camp in Snowdin. - Snowdin Shopkeeper
↑ But... we all know deep down that freedom is coming, don't we? - Snowdin Shopkeeper
↑ There's so little to report that we just fill it with comics and games. - Newspaper editor #1
↑ I thought they were a waste of time. But look at me now... I'm the number-one word-search creator in the entire underground! - Newspaper editor #2
Snowdin Forest
Sans, Papyrus, Snowdrake, Ice Cap, Lesser Dog, Chilldrake, Gyftrot, Jerry, Doggo, Dogamy and Dogaressa, Greater Dog, Glyde, Annoying Dog, Snowdin Forest NPCs
Snowy, Mysterious Place, Snowdin Town, sans., Nyeh Heh Heh!
Snowdin Forest is the second region the protagonist encounters in the Underground. It is seen after the protagonist defeats Toriel and receives judgment from Flowey in the Ruins.
For the area's puzzles, see Snowdin/Puzzles.
Papyrus and Sans are the first characters to make their debut, and they host many of the puzzles the protagonist encounters.
The Mysterious Door can be found in this region, along with a hidden enemy called Glyde.
The "Snowdin Canine Unit" resides here, making this region the most concentrated area of Royal Guard members in the Underground.
The protagonist can find the Tough Glove in a box and can purchase the Manly Bandanna from the Snowdin Shopkeeper.
The final enemy of this region is Greater Dog. After passing them, the protagonist encounters Papyrus and Sans for the last time before reaching Snowdin Town.
Foreground trees providing atmosphere leading to Sans's introduction
After confronting Toriel and leaving the Ruins, the protagonist meets Sans and Papyrus in Snowdin Forest. Sans jokes with them, and Papyrus attempts to jape them with puzzles. The protagonist encounters the members of the Snowdin Canine Unit of the Royal Guard as they make their way to Snowdin Town. They can also accept a snowman's offer to take a Snowman Piece with them on their journey.[1] The protagonist is Nice Cream Guy's first customer, and they give him hope for his business.[2] Once the protagonist passes the Gauntlet of Deadly Terror, they enter Snowdin Town.
During his initial encounter, Sans notices the protagonist's lack of reaction to his joke.[3] The protagonist also walks through Papyrus's puzzles, to his dismay.[4] Sans attempts to redirect the protagonist,[5] but eventually threatens them and warns them of what will happen if they continue the Genocide Route.[6]
Coniferous trees, snowfields, and small cave systems populate Snowdin Forest, and this region has many characteristics of a taiga biome. It also includes a large river that flows east; Ice Wolf uses this river to transport ice to the CORE. Snow blankets the ground throughout Snowdin Forest and Snowdin Town.
The first room of Snowdin Forest is long and horizontal, and coniferous trees provide a constant background. As the protagonist walks to the right, coniferous trees freckle the foreground, allowing Sans to appear as a silhouette between them as he follows the protagonist. A sturdy branch blocks a part of the path and, as the protagonist passes by it, the branch splinters.[7] After his introduction, Sans informs the protagonist that his brother constructed the wooden bridge.[8] After crossing the bridge, the protagonist hides behind a conveniently-shaped lamp, which is located next to Sans's sentry station[9] and a couple rocks. This area serves as Papyrus’s first appearance as the brothers talk to one another.
The right end of the first room connects to the "Box Road", which has a SAVE Point and a box that contains the Tough Glove. The north exit of this room connects to the river with a fishing rod holding a note underwater. The right exit leads to the next encounter with Sans and the protagonist’s first encounter with Papyrus.
The horizontal room that features the encounter with Sans and Papyrus also houses Papyrus's cardboard sentry station[10] near the east exit. This exit leads to a short horizontal room that contains Doggo's sentry station and the first canine mini-boss battle, in which Doggo introduces blue attacks. There are dog treats to the right of Doggo's station.
Common canine sentry station
After going through the east exit, the protagonist encounters Sans and a patch of ice that they can slide on. A sign in the middle of the ice reads that ice is in all directions and that Snowdin Town is to the east.
To the north of the ice room, a snowman offers the protagonist a piece of himself to take with them on their travels. The east exit of the ice room leads to the Invisible Electricity Maze, hosted by Sans and Papyrus. This small room connects to a larger room that has the Nice Cream Guy, who sells Nice Cream, the snowdecahedron, as well as the Ball Game. The exit in the top right of this room leads to the sentry stations of the Dogi, and also includes a sign that explains "smell danger ratings."[11]
The bottom right exit of the large room leads to another encounter with Sans and Papyrus. A word search lies on the ground, provided by Sans.[12] The east exit of this small room leads to the "Spaghetti" room, which contains a SAVE Point, a note from Papyrus,[13] frozen spaghetti that is stuck to the table it is on,[14] and a microwave. The microwave and spaghetti are on separate tables. A wall to the north has a mouse hole and, atop this ledge, there appears to be frozen flowers.
The east exit of the "Spaghetti" room leads to a large room whose exit is blocked by spikes. At the bottom left of the room, there is a map covered in snow that the protagonist can reveal by walking over it. The switch to retract the spikes is located between two coniferous trees in the upper right of the room.
The first XOXO puzzle, serving as a tutorial
After passing the retracted spikes, the protagonist encounters the Dogi. Once the Dogi are defeated, the protagonist can leave the large room through the south exit and complete the first XOXO puzzle. Once completed, spikes near the east exit of the room retract, and Papyrus questions the protagonist about the state of his spaghetti trap.[15]
The second XOXO puzzle
After leaving through the east exit, the protagonist encounters the second XOXO puzzle that Papyrus supervises because he modified the puzzle while he was waiting.[16] Again, spikes prevent the protagonist from leaving the room through the east exit until they complete the puzzle.
The next room hosts the first instance of the Multicolor Tile Puzzle, which has a console that looks strikingly similar to Mettaton. Both Sans and Papyrus look on as the machine creates a simple "puzzle" for the protagonist to solve; Papyrus spins out of the room without saying a word.
If the protagonist asks Papyrus to repeat the rules for the Multicolor Tile Puzzle multiple times, he becomes confused and tells the protagonist to try the puzzle on their own. Papyrus leaves illegible instructions[17] and walks offscreen.
Leaving the Tile Puzzle room through the east exit leads to the "Dog House" room, which contains Lesser Dog's station and, depending on the protagonist's actions during Lesser Dog's encounter, various degrees of snow sculptures. If the protagonist killed Lesser Dog, the statues are replaced with a pile of mushy snow.
The third XOXO puzzle
The east exit of this room leads to the third and final XOXO puzzle, which the protagonist has to slide on ice to solve. Falling off of the edge of this puzzle causes the protagonist to leave this room and appear in a room directly south of the XOXO puzzle. This room contains a snow Papyrus and a lump of snow with Sans's name written on it. The north exit of this room leads back to the XOXO puzzle.
A bridge that leads to the east exit of the room forms after the protagonist completes the puzzle, and they can slide through a tunnel of coniferous trees to get to the next area. Directly south of the bridge is an area where the protagonist encounters Gyftrot and where the Mysterious Door is located.
Within the small room that contains the Mysterious Door, two lantern mushrooms can be turned on and off with no consequence. Within this small room, the protagonist can encounter a hidden enemy, Glyde.
Backtracking to the ice bridge's exit, if the protagonist travels east, they encounter a room full of snow poffs. If every snow poff is inspected and interacted with, the protagonist receives 30G. This room also contains the small doghouse of Greater Dog. Near the east exit, Greater Dog's encounter with the protagonist occurs after they rise out of the snow disguised as a snow poff.
After defeating Greater Dog, the protagonist can leave the room through the east exit and approach the last puzzle, The Gauntlet of Deadly Terror. Papyrus threatens to activate the Gauntlet but ultimately decides not to.[18]
After crossing over the long bridge, the protagonist leaves Snowdin Forest and enters Snowdin Town.
The forest section overseen in the background by the bridge is inaccessible to the protagonist.
There is an unused save outside the Ruins. It can be accessed using Debug Mode.
If the game's fun value is set to a certain value, the protagonist may receive one of two phone calls in the room with Papyrus's sentry station:
If the fun value is between 40-45, Sans calls to ask if the refrigerator is running. Answering yes causes him to say that he will "be over to deposit the brewskis." Answering no causes him to say that he will send someone over to fix it.[19]
If the fun value is between 46-50, Alphys calls to order pizza and attempts to send the requested toppings via text. However, what she actually sends over is ASCII art of an anime catgirl, which the protagonist's cell phone, being too old to receive texts, reads out loud, character by character.[20]
The sign by Dogamy and Dogaressa's sentry stations describes humans with the threat color of GREEN, the word "GREEN" highlighted in red. This references the condition of red-green color blindness in dogs.
When passing through trees in Snowdin Forest, four possible shapes can form on the protagonist's head: a house, a bird, a hat or a dog.
In the area right outside the Mysterious Door, there is a tiny house seen from the cliff. If the protagonist waits, a person leaves and re-enters the house.
Several of Alphys's cameras can be found throughout this region. In Snowdin Forest, their locations include:
The bush directly outside the Ruins.
The trees behind Sans's sentry station.
The tree behind Papyrus's sentry station.
The lump of snow to the left of the snowdecahedron.
The tree next to the "dog marriage" sign.
The tree behind the sentry station near Lesser Dog's snow sculptures.
At both ends of the Gauntlet of Deadly Terror.
If the protagonist calls Papyrus on the long bridge, he states that the bridge is just a rock formation that he painted over.[21]
If the protagonist returns to Snowdin after Undyne's battle, they can meet the teens mentioned by Gyftrot, and the teens tell the protagonist more about Snowdrake's story.
If the protagonist interacts with the snowdecahedron on the Genocide Route or after exhausting the kill counter on the Neutral Route, the message "It's a snowball." displays instead.
↑ I want to see the world... But I cannot move. If you would be so kind, traveller, please... Take a piece of me and bring it very far away. - Snowman
↑ OH!!!! A CUSTOMER!!! - Nice Cream Guy
↑ that's, uh. your cue to laugh. or, uh, to emote at all...? - Sans
↑ ...ARE YOU SERIOUS? SANS!!! HELP!!! THEY KEEP WALKING THROUGH MY PUZZLES! THEY'RE SUPPOSED TO LET ME EXPLAIN THEM. THEN THREATEN AND BAFFLE THEM WITH DANGEROUS JAPES - Papyrus
↑ hey... puzzles might be fun. if you tried them. - Sans
↑ say, i've been thinking. seems like you're gonna fight my brother pretty soon. here's some friendly advice. if you keep going the way you are now... you're gonna have a bad time. - Sans
↑ (It's been smashed like it was nothing...) - Flavor Text
↑ i have an idea. go through this gate thingy. yeah, go right through. my bro made the bars too wide to stop anyone. - Sans
↑ It's some sort of checkpoint or sentry-station. But there are bottles of ketchup, mustard, and relish sitting inside... - Flavor Text
↑ YOU OBSERVE THE WELL-CRAFTED SENTRY STATION. WHO COULD HAVE BUILT THIS, YOU PONDER... I BET IT WAS THAT VERY FAMOUS ROYAL GUARDSMAN! - Note on cardboard box
↑ SMELL DANGER RATING
Snow Smell – Snowman
WHITE Rating
Can become YELLOW Rating.
Unsuspicious Smell – Puppy
BLUE Rating
Smell of rolling around.
Weird Smell – Humans
GREEN Rating
Destroy at all costs!
- Sign between Dogamy's and Dogaressa's sentry stations
↑ THE NEXT PUZZLE WILL NOT BE EASY! IT IS DESIGNED BY MY BROTHER, SANS! - Papyrus
↑ (YOU'LL BE SO BUSY EATING IT...) (THAT YOU WON'T REALIZE THAT YOU AREN'T PROGRESSING!!) (THOROUGHLY JAPED AGAIN BY THE GREAT PAPYRUS!!!) - Papyrus's note
↑ (It's a plate of frozen spaghetti.) (It's so cold, it's stuck to the table...) - Flavor Text
↑ IS THERE ANY LEFT FOR ME??? - Papyrus
↑ HMMM... HOW DO I SAY THIS... YOU WERE TAKING A LONG TIME TO ARRIVE, SO... I DECIDED TO IMPROVE THIS PUZZLE... BY ARRANGING THE SNOW TO LOOK MORE LIKE MY FACE. UNFORTUNATELY, THE SNOW FROZE TO THE GROUND. NOW THE SOLUTION IS DIFFERENT! - Papyrus
↑ It's illegible chicken scratch. - Flavor Text
↑ MAYBE... TOO EASY TO DEFEAT THE HUMAN WITH. YEAH! WE CAN'T USE THIS ONE!!! I AM A SKELETON WITH STANDARDS!!! MY PUZZLES ARE VERY FAIR! AND MY TRAPS ARE EXPERTLY COOKED! BUT THIS METHOD IS TOO DIRECT! NO CLASS AT ALL! AWAY IT GOES! - Papyrus
↑ I THINK IT LOOKS MORE DRAMATIC THAT WAY. I ADDED THE ROPE, TOO. - Papyrus
Sans, Papyrus, Annoying Dog, Undyne, Mad Mew Mew
sans., It's Raining Somewhere Else
YOU'RE IN MY HOUSE. GOOD CHOICE! THOUGH I GUESS IT'S TECHNICALLY SANS'S HOUSE TOO.
Papyrus when called from inside his house
Papyrus and Sans's House is a location in Snowdin. Christmas decorations adorn the house, and it is unlocked after the protagonist befriends Papyrus. To the left of the house is Sans's mailbox, which is full of junk mail, and Papyrus's empty mailbox.
After befriending Undyne, she can be seen in front of this house with Papyrus.
The date/hangout with Papyrus occurs in his room.
On the console versions, the Dog Shrine can be accessed by entering through the sink. On the Nintendo Switch version, this is the location where Mad Mew Mew can be fought. On the Xbox One/Xbox Series X|S version., both the Dog Shrine and Mad Mew Mew's encounter room are replaced with a Dog Casino.
If the protagonist gained no EXP by the time they reach the Last Corridor, Sans's room can be unlocked, and it contains a key to his workshop.
Papyrus's toolshed is located outside of the house, serving as a makeshift prison if the protagonist loses to Papyrus during his battle.
The first and second floors of the house
The kitchen
The first floor of this house contains a living room and a kitchen.
The living room features a television that is always set to one of Mettaton's shows when turned on. The living room also hosts Sans's pet rock, which is covered in sprinkles, and one of Sans's dirty socks with a series of sticky notes attached to it. These sticky notes depict Papyrus nagging Sans to pick it up. The living room also contains an old couch that gives the protagonist 20 GOLD when they first check it, and a joke book that contains a quantum physics book which contains another joke book containing another quantum physics book. The protagonist decides to stop at this point.
The kitchen contains a stove with an empty pie tin in it, a trash can, a tall sink, and a fridge that has containers labeled "spaghetti" on one side and an empty bag of chips on the other.
Dog Shrine
Main article: Dog Shrine
The Dog Shrine is an area exclusive to the console versions of the game that contains a shrine for the Annoying Dog. It is accessible by entering through the sink in the kitchen.
The second floor of the house contains a framed painting of a cartoon bone and doors leading to Papyrus's room and Sans's room. The door to Papyrus's room is plastered with labels reading (NO GIRLS ALLOWED!), (NO BOYS ALLOWED!) and (PAPYRUS ALLOWED.) The door to Sans's room has multicolored flames under the door which do not hurt the protagonist if stepped on.
Papyrus's Room
Papyrus's room. This is where the date/hangout takes place.
Papyrus's Room is where the protagonist befriends Papyrus.
His room contains a racecar bed, action figures, pirate flag, a bookshelf with complex tomes about puzzle creation and children's books, a computer opened up to a social media website, a box of bones, and a closet with clothes neatly hung up inside.
Sans's Room
WHY WERE YOU USING A TREADMILL IN THE DARK?
IS SANS PRANKING YOU ACROSS TIME AND SPACE?
I HATE IT WHEN HE DOES THAT!
HOW IMMATURE CAN YOU GET?
Papyrus when he finds the protagonist in Sans’s room
Sans's Room is unlocked in a no EXP earned Neutral Route by listening to Sans in the Last Corridor explain EXP and LOVE and then reloading the SAVE file. This can also be accomplished by having already completed the Neutral Route once and then returning to the area in a second Neutral Route. After either method, Sans notices the protagonist has already heard his spiel and exchanges one codeword, and then another, which is revealed by reloading again. Sans then gives the protagonist the key to his room, which mysteriously appears on the protagonist's keychain.
Sans's room. The self-sustaining trash tornado may rarely have the Annoying Dog.
When the protagonist first enters the room, they walk into what is seemingly an empty void. After a bit of walking, Papyrus turns on the lights to the room and tells the protagonist that they were using a treadmill in the dark.
Sans's room is messy, containing a self-sustaining tornado of trash, an unused treadmill with a note that reads "the truth is that you got owned, nerd....." It also contains a dirty sock pile, a worn mattress with sheets bundled up in a weird creasy ball, an uncovered pillow, a "thank you" letter addressed to Santa, a lamp with a flashlight that is out of batteries stuck in the bulb socket, and a drawer with a Silver Key, clothes, and trombones inside of it.
HELLO. THAT'S NOT MY HOUSE. THAT'S JUST MY COOL TOOLSHED.
Papyrus discussing his shed
Papyrus's Toolshed, also known as the capture zone, the doghouse, the guest room, the Coolshed, or Papyrus and Sans's garage, is a small shed located to the right of Papyrus and Sans's House. It is where the protagonist gets trapped in when they manage to lose and get captured by Papyrus. The contents in the shed slightly change every time the protagonist loses to Papyrus.
Inside the toolshed. There are large bars and notes regarding the protagonist's capture.
The shed starts out with a bowl of dry food, a squeaky chew toy, and a bed that is too small to sleep on. There is a note that reads "SORRY, I HAVE TO LOCK YOU IN THE GUEST ROOM UNTIL UNDYNE ARRIVES. FEEL FREE TO MAKE YOURSELF AT HOME!!! REFRESHMENTS AND ACCOMMODATIONS HAVE BEEN PROVIDED. -NYEHFULLY YOURS, PAPYRUS." The bars of the shed are built too far apart, just like the ones on the bridge in Snowdin Forest, so the protagonist can easily escape from it.
Papyrus's "cool toolshed", which has no apparent tools inside of it.
The second time the protagonist loses, there is a hot dog cut up into the bowl of kibble, and the note has been changed, now reading: "PLEASE ASK BEFORE YOU ESCAPE!!! WHEN YOU WENT MISSING I GOT WORRIED SICK!!! -SLIGHTLY BONETROUSLED, PAPYRUS." The third time the protagonist loses, Papyrus's note just says: "IF YOU'RE JUST LOOKING FOR A PLACE TO STAY... JUST ASK!!! YOU DON'T NEED TO FIGHT ME!!! -YOUR HOST, PAPYRUS." The word "Bonetrousled" in the second note is likely a reference to the track that plays while fighting Papyrus, Bonetrousle.
After three losses to Papyrus, the next time the protagonist meets him, he gives them the option of skipping the fight, saying that he is getting exhausted from capturing the protagonist. Accepting his offer leads to the same post-fight dialogue as if the protagonist had fought and spared him normally.
If the protagonist attempts to access the shed after befriending Undyne, Papyrus informs the protagonist that it is his "COOL TOOLSHED.". Undyne then exclaims "Do you call it your coolshed!?" Papyrus admits that he has never thought of that, and adds "THAT'S WHY WE'RE FRIENDS, UNDYNE. YOU ENRICH MY LIFE WITH SHED-BASED PUNS." Undyne comments that this is the only shed-based pun that she has ever made.
If this room is accessed via messing with the SAVE data, the note reads "WHAT!? THAT'S IMPOSSIBLE."
Sans's workshop
Sans's Workshop is located in the house's basement. It can be found behind the house and can only be opened with the Silver Key found in Sans's room.
At the bottom right corner of the room, there is a strange, covered-up machine that seems to be broken. The workshop has four drawers, but the protagonist cannot interact with the rightmost two; in an attempt to do so, they interact with the blueprints on the shelf just above the drawers. The blueprints are described as being of a machine and written in unreadable symbols (which may be the Wingdings associated with W. D. Gaster, or Alphys's handwriting[1]). The second drawer from the left contains a badge. The first drawer's contents change depending on some of the player's previous actions; it always contains a photo album with photos of a happy Sans along with many other people the protagonist does not recognize. After Asriel's battle, another photo shows up with the protagonist, Sans, and all of the protagonist's friends. Finally, only after the v1.001 patch has been applied, and after talking with the Clam Girl and learning of Suzy, a card sticking out from the back flap of the binder appears, described as a poorly drawn picture of three smiling people with the words "don't forget" written in lowercase.[2][3]
If the protagonist has befriended Undyne and interacts with her a second time, she asks Papyrus some questions. It reveals that Papyrus and Sans live in Snowdin since the rent is cheap, and that Sans pays for their house. However, Papyrus does not know where Sans gets his income.[4]
Although there is a visible balcony on the right side of the house, it appears it cannot be accessed.
Checking Papyrus's mailbox with him next to it results in him saying "HOW NICE OF YOU TO CHECK THE MAIL FOR ME. WAIT, NO. THAT'S VERY STRANGE." Checking it again results in him saying "STOP LOOKING INSIDE MY EMPTY MAILBOX. THAT'S MY EMPTINESS, NOT YOURS." Checking it while the protagonist is carrying Undyne's Letter yields different dialogue.[5]
The garbage bag inside the trash can that the protagonist is free to visit anytime is named "Trashy."[6] This name is shared with a trash can NPC in Deltarune.
There is a bug that occurs when the protagonist looks under the sink. The Annoying Dog's tail clips through the right side of the sink when its eyes widen upon being found.
No music plays in Papyrus's Room while in the overworld, even during the True Pacifist Route epilogue where Reunited plays in every other room.
The Annoying Dog rarely appears in the self-sustaining tornado of trash in Sans's Room.
The Dog Shrine and some of the items that appear in it are likely a reference to a box of items Toby Fox received from fans at a Japanese Undertale event, which he posted about on Twitter. A comment on the post even mentions "two pieces of rope and some blueprints".[7][8]
In the Nintendo Switch version, examining the door leading to Mad Mew Mew in the Dog Shrine before it is unlocked yields a message saying that the door is locked by a mysterious seal, as an ominous piano jingle is heard. This is a likely reference to Chrono Trigger, which has a similar scenario occur when the player tries to open one of the Sealed Chests before a plot-critical event takes place.
Napstablook's house has almost the same layout as Papyrus's Toolshed. Toby Fox had intended to change this, but he never got around to it, as mentioned in the artbook.[9]
↑ (It's hard to read because of the handwriting, but you try your best...) - Flavor text before reading Alphys's note
↑ (There's a photo album inside the drawer.) (There are photos of... Huh?) (A card is sticking out from the back flap of the binder.) (It's a poorly drawn picture of three smiling people.) (Written on it...) "don't forget." - First drawer, Sans's workshop
↑ Undertale Patch 1/20/16 - Sans' Lab New Text/WD Gaster? - YouTube
↑ Undyne: Really? Don't you live in a huge house?
Papyrus: YEAH, BUT MY BROTHER PAYS FOR IT.
Undyne: Where's your brother get the money to pay for it...?
Papyrus: OH, THAT'S SIMPLE. IT'S A MYSTERY. - Undyne and Papyrus conversing.
↑ GARBAGE, HUH? BOY, DO I KNOW GARBAGE!! AFTER ALL, I'M HOUSEMATES WITH A LAZY BAG OF TRASH! HIS NAME'S TRASHY. HE LIVES IN THE GARBAGE CAN. - Papyrus
↑ Just got back from Japan. There was an UNDERTALE event last weekend and I received a "dog shrine" box of items from fans. Thanks everyone - Toby Fox (@tobyfox) on Twitter, July 22, 2017.
↑ customs guy at airport: "excuse me sir why do you have two pieces of rope some blueprints in here - @ClydeMandelin on Twitter, July 22, 2017.
↑ Temmie’s Napsta houses. You know, the inside of Napstablook’s house probably should have been different than the inside of Papyrus’s garage, but I never got around to changing it... - UNDERTALE Art Book, page 41
Doggo, Lesser Dog, Dogamy and Dogaressa, Greater Dog, Grillby's NPCs
Grillby's is a pub located in Snowdin. It is named after and run by Grillby, a monster made entirely of fire.
Many different monsters, such as the Snowdin Canine Unit, can be found relaxing, playing cards, and talking.
A hangout with Sans occurs here, and during the hangout, it is revealed that he is a well-known regular, even having a tab.
After sparing Papyrus and making it to the entrance of Waterfall, Sans asks the protagonist if they want to go to Grillby's, as he is on one of his "legally-required breaks." If the protagonist agrees, he tells them to follow him through a "shortcut," and proceeds down the path the protagonist would take to proceed in Waterfall, which "transports" him and the protagonist to Grillby's.
Upon arrival, Sans is greeted warmly by the many patrons as he takes a seat alongside the protagonist at the bar. He then asks the protagonist what they want, giving them the option of getting a burger or fries. Sans orders the same meal that the protagonist requests.
While waiting for the food to arrive, Sans begins to strike up a conversation, asking the protagonist whether they think Papyrus is cool. Grillby brings the protagonist and Sans the dish that the protagonist had chosen at the beginning of the discussion. Shortly after, Sans produces a bottle of ketchup and asks the protagonist if they want some. Once again prompting a choice by the protagonist, they can either choose "yes" or "no".
If the protagonist says yes, they take the ketchup and attempt to add some to their plate. However, the cap falls off, and the ketchup spills onto the food, ruining it. Sans then allows the protagonist to have his food instead.
If the protagonist says no, Sans keeps the bottle for himself and proceeds to chug the entire bottle in one sitting.
Sans then goes on about how Papyrus had begged Undyne to allow him to join the Royal Guard, and the "training" he was receiving from Undyne.
Afterward, he tells the protagonist that "i wanted to ask you something." All action in the room seems to freeze. All light focuses on the protagonist and Sans, and "Premonition" begins to play in place of "sans.". Sans then goes on about how Papyrus had been getting advice, encouragement, and even predictions from a talking flower, but brushes it off as he felt it was simply an Echo Flower being used to play a trick on Papyrus.
Afterward, Sans says that he needs to get back to his post, as the protagonist had "held him up" and asks if the protagonist is willing to pay the 10000G necessary for the meal, prompting yet another yes/no question. However, no matter the protagonist's response, Sans says that he is just joking, and tells Grillby to put it on his tab. He then begins to leave, start a sentence but then forget what he was going to say.
If the protagonist kills Papyrus instead of sparing him, the monsters complain that Sans is not showing up, and this scene never takes place. Additionally, “sans.” stops playing in Grillby’s, leaving the restaurant with no background music.
The entire building is completely empty, as all of Snowdin had been evacuated at this point. Because of Snowdin's evacuation, the hangout with Sans does not occur, even if Papyrus is spared.
Exterior view of Grillby's
Grillby's is one of the many buildings in Snowdin, located to the left of the Snowdin Library and Papyrus and Sans's House.
Grillby's contains a couple of booths, tables, a bar and a broken jukebox. As mentioned above, it contains a variety of NPCs, from Big Mouth to Punk Hamster, including the Snowdin Canine Unit, if the protagonist spares them before reaching Snowdin.
Concept Art for Grillby and the protagonist's hangout with Sans
Papyrus states that Sans usually eats out every night, and only recently began attempting to cook. It can be assumed that Grillby's would be the "out to eat" that Papyrus was mentioning.
There is a "fire exit" to the left of the bar, which cannot be used because the protagonist is "not made of fire." This restriction implies that the exit was made for the owner, Grillby, only. This joke is a play on real life fire exits.
The presence of Lesser Dog is supposed to prevent the protagonist from reaching the fire exit. However, it is possible to clip through Lesser Dog's hitbox and reach the fire exit without killing it.[1]
Grillby is either mute, speaks a different language than other monsters, or is simply not talkative. This behavior is revealed after the True Pacifist Ending when Red Bird, who usually speaks for Grillby, says "I might not get to translate for Grillby anymore... which is fine, since I was actually just making up what he was saying." However, when speaking to Grillby, he says "................... good job." This is his only verbal line in the game.
On the Genocide Route, the protagonist is able to walk on top of the counter by walking onto the seat that Punk Hamster usually inhabits and then walking left.[2]
Door
Room
The Mysterious Door is an area found in Snowdin Forest, south of the right side of the room with the icy X's and O's puzzle. The door, which bears the Delta Rune, is surrounded by glowing mushrooms and floating particles.
To open the door, the protagonist must dodge all the names of the Undertale Kickstarter backers in the True Pacifist Ending Credits.
The room before Dog Room is a long and narrow vertical hallway that opens up into a small, square room with the door itself. In the small room, there are four glowing mushrooms that can be turned on or off, but otherwise do nothing else.
Beyond the door lies the "developer room" which includes the Annoying Dog who represents Toby Fox, a computer open to bad posts that the dog has made, a jigsaw puzzle, the rope that was likely used in Papyrus's Gauntlet of Deadly Terror, a "text-to-speech" converter that the dog somehow used to program the game, and a dog-shaped husk of Dog Residue.
[When interacting with the game case]
(By barking with text-to-speech on, the dog accidentally programmed a whole game.)
(Hmmm... seems fine.)
[When interacting with the rope]
(Rope.)
(Looks like this dog does all its own stunts.)
[When interacting with the puzzle]
(Finally, the pieces of the puzzle are coming together.)
(The jigsaw puzzle.)
[When interacting with the dog to the left]
(You tried to pet the dog, but it collapsed into a pile of fluff...)
(Seems like it was actually just a dog-shaped husk of dog residue.)
(It's a pile of dog residue.) [When interacting again]
[When interacting with the computer]
(Looks like this dog makes a lot of bad posts on-line.)
(Text to speech is on.)
(Seems like the dog barks, and it translates to these bad posts)
(It doesn't really know what it's saying.)
(Seems like most bad posts on-line, are actually this dog.)
(Thinking about this...)
(Brings you relief.)
[When interacting with the dog in the middle]
(It's a small white dog.)
(It's fast asleep...)
(Fight the dog?)
[If "No" is selected]
(Let sleeping dogs lie, instead of fighting them.)
(That's how the saying goes.)
[If "Yes" is selected]
(Can't fight the dog.)
(Seems like the fabric it's sleeping on has too many holes in it.)
(Seems like the dog needs to "patch" the fabric.)
(Then you can fight the dog.)
(... maybe.)
(Upon closer examination, the holes in the fabric seem to be growing.)
(Might take a while for the dog to fix all of them.)
(Dogs aren't usually very good at knitting.)
(A crocheting dog is out of the question.)
If the protagonist interacts with a floating particle as if it were an NPC, a special sound effect plays.
If the Mystery Key is used in the room with the door, a click is heard, but the door does not open.[1]
If the room is entered during the epilogue, the music continues to play when leaving the room.
The door remains open, even after a True Reset. However, the door is reset when completing the Genocide Route.
The dog made up of residue that then falls apart may be a reference to page 932 of the webcomic Homestuck.
The piece of fabric that the Annoying Dog is lying on states that "the dog needs to 'patch' the fabric." This is most likely referring to the actual game itself, as Toby Fox needs to patch the game up.
The music that plays in the room, mus_dogroom.ogg, cannot be found in the Undertale Soundtrack.
This is very likely a reference to the Silent Hill 2's dog ending.
↑ You used the Mystery Key. The door's lock clicks... ... as you fail to fit the key into it. Nothing happened. - Flavor Text
For the track of the same name, see Waterfall (Soundtrack).
The room where Shyren's initial encounter occurs.
Undyne, Napstablook, Mettaton (formerly), Aaron, Woshua, Moldsmal, Moldbygg, Shyren, Temmie, Mad Dummy, Gerson, various NPCs
Garbage Dump, Undyne's House, Napstablook's House, Mettaton's House, Snail Farm, Temmie Village, Artifact Room, Blook Acres
Waterfall, Quiet Water, Memory, Temmie Village, She's Playing Piano, Bird That Carries You Over A Disproportionately Small Gap, sans., Run!, Undyne, NGAHHH!!
Waterfall is the third area the protagonist encounters in the Underground. The area is accessible after the protagonist defeats Papyrus in a fight. The area follows Snowdin Forest and Snowdin Town, and precedes Hotland.
For the area's puzzles, see Waterfall/Puzzles.
Napstablook, Undyne, and Mettaton have houses in Waterfall.
The ancient glyphs on the walls describe The War of Humans and Monsters as well as the prophecy surrounding the Delta Rune.
The protagonist encounters Mad Dummy and Monster Kid.
Undyne attacks the protagonist on several occasions and is the last monster the protagonist battles in Waterfall.
The protagonist finds the Old Tutu and Ballet Shoes behind a waterfall and in tall grass, respectively. Gerson sells the Cloudy Glasses and Torn Notebook.
Temmie Village is hidden within Waterfall, in the "room before the darkening lantern room," as stated by the River Person.
A memory from the first human plays after the protagonist falls into the Garbage Dump.
The protagonist lies on a bed of Golden Flowers in the Garbage Dump.
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.[1] 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.
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.[2] 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.
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.[3] 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.
The light gradient in Waterfall often adds shadows for contrast.
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.[4]
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.
The first Bridge Seed puzzle room.
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[5] 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.[6] They are given a choice of whether to tell him the truth or lie to him.
The next room is the Wishing Room,[7] 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.
Shadows sharpen when Undyne attacks.
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.
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[8] 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.[9]
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[10]. 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.[11][12] 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[13].
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.
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.[14]
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.
Backtracking and heading to the right from the room with Shyren's battle, the protagonist encounters more ancient glyphs that inform them of Boss Monsters.[15] Continuing to the right, they see an ancient statue that has water dripping on it from the ceiling.
The protagonist can see their reflection in these pools.
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.[16]
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.
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.[17]
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.
Napstablook leads the protagonist to the “Quiet Area”, which is a rectangular room with a pond in the center. To the north houses Blook Acres, which is separated by three paths: the left path leads to Undyne's House, the middle path leads to Napstablook's House, and the right path leads to the snail farm. Mettaton's House lies next door to Napstablook's house, and it can eventually be unlocked by using the Mystery Key. In the snail farm, Napstablook invites the protagonist to play a game of Thundersnail for the price of 10G.
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,[18] 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.
Going under the crag that Undyne originally stood on leads to a vertical room that acts as a bridge over a river. The ice thrown by Ice Wolf flows along this river. The next room is a horizontal room with a neon sign saying “WELCOME TO HOTLAND!” with the letters scrolling across the sign. If Undyne is killed, the neon sign is turned off. Papyrus calls the protagonist in the neon sign room telling them that they should hang out together with Undyne sometime.[19] If Undyne is chasing the protagonist, she stops so that they can accept the call.[20]
The concept art of Waterfall
The Bridge Seed glitch where the protagonist can walk on the water. This glitch has since been patched.
During the protagonist and Sans's date in Grillby's, Sans refers to Waterfall as a marsh.[21]
One of Alphys's cameras can be found at the center of the bottom of the waterfall where rocks fall.
If the fun value is set to 66, a horizontal hallway, room 268, appears between the "Crystal" room and the room with Sans next to the fake telescope. There is an additional 10% chance that a gray door that leads to room 269 will appear. This room is empty save for a mysterious figure that many consider to be W. D. Gaster. The figure has no hitbox, but interacting with them makes them disappear.[22]
In the room where Sans's telescope and "Loren" are, inspecting the southern wall immediately left of the southern path reveals that there are glowing gems along that wall, but they cannot be seen due to the angle at which the camera is positioned.[23]
Neither Papyrus or Undyne know of the statue's origin.[24][25]
There is a glitch in the two-dimensional room that overlooks New Home. If the player holds the up, down, and right directional movement keys simultaneously, the protagonist moves at a faster pace.
There is a glitch in the first room of the Garbage Dump. If the protagonist walks diagonally along the edges of the wooden planks and then walks to the water, they appear to be walking on the surface of the water instead of having their legs sink below.[26]
In rooms with floating, white particles, if the protagonist interacts with one as if it were an NPC, a special sound effect plays.
On the pathway to the bridge that Monster Kid falls from, reaching the end of the room and backtracking without leaving the room allows for Flowey to be seen going back into the ground next to an Echo Flower. If the protagonist then interacts with the Echo Flower, Flowey can be heard disguising himself with Toriel's voice, with the dialogue varying depending on whether she was killed or not. On the Genocide Route, the Echo Flower still says that "It's strangely silent", except the text is in Toriel's voice.
Waterfall resembles the Land of Wind and Shade from Homestuck. The Waterfall leitmotif originates from the song Doctor, which is the Land of Wind and Shade's theme.
↑ Man, are you unlucky. If you were standing just a LITTLE bit to the left...! Yo, don't worry! I'm sure we'll see her again! - Monster Kid
↑ Eureka. Eureka! EUREKA! Human. That moment of unbridled emotion. It allowed me to finally fuse with my body! I'm fully corporeal now! My lifelong dream, realized! - Glad Dummy
↑ I swore I saw something... Behind that rushing water... - Echo Flower Narration
↑ This is the room where I first spotted you. You have NO idea how many spears I wanted to throw!!! But, um, that sea- grass is under scientific protection. - Undyne
↑ I just wasn't ready for the responsibility. - Echo Flower Narration
↑ NYEH HEH HEH HEH!! SO... WHAT ARE YOU WEARING...? I'M... ASKING FOR A FRIEND. - Papyrus
↑ THE WISHING ROOM. DO YOU HAVE A WISH...? NYEH HEH HEH!! I HAVE ONE!!! I WISH I WAS TALKING TO MY COOL FRIEND!!! LOOK!!! IT'S COMING TRUE! WHAT WILL YOU WISH FOR? - Papyrus
↑ The ancient glyphs have been painted over with a list of 21 different flavors. - Narrator
↑ There's normally a pair of old shoes in that seagrass. Strangely, they're made for someone without fins or claws. What kind of monster is like that...? - Undyne
↑ BECAUSE I KNEW, OF COURSE... AFTER SUCH A SUSPICIOUS QUESTION... YOU WOULD OBVIOUSLY CHANGE YOUR CLOTHES! YOU'RE SUCH A SMART COOKIE! THIS WAY YOU'RE SAFE AND I DIDN'T LIE!!! NO BETRAYAL ANYWHERE!!! BEING FRIENDS WITH EVERYONE IS EASY!!! - Papyrus after telling the truth and keeping the equipped item
↑ I KNEW WHEN YOU SAID: "I AM NOT WEARING A (PREVIOUS ITEM)." IT WAS REALLY A SECRET CODE! YOU REALLY MEANT... "I ACTUALLY AM WEARING A (PREVIOUS ITEM)!" YOU WERE TRYING TO PROTECT YOURSELF... WHILE MAKING IT SO I DIDN'T HAVE TO LIE! I PICKED UP ON THIS, AND FOLLOWED YOUR PLAN. I TOLD HER YOU WERE NOT WEARING A (PREVIOUS ITEM)! IN FACT I TOOK IT ONE STEP FURTHER! I TOLD HER YOU WERE PROBABLY... WEARING A (CURRENT ITEM)! OF COURSE, YOU WOULD NEVER WEAR THAT. BUT THAT'S THE POINT! SHE WON'T RECOGNIZE YOU NOW! AND I DIDN'T HAVE TO BETRAY EITHER OF YOU! SINCE I JUST TOLD HER WHAT YOU SAID! - Papyrus after lying and changing the equipped item
↑ PAPYRUS WOULD NEVER BETRAY YOU! YOU SAID YOU WERE NOT WEARING A (ITEM). SO OF COURSE I ACTUALLY TOLD HER... YOU WERE INDEED WEARING A (ITEM)! IT PAINED ME TO TELL SUCH A BOLDFACED LIE. BUT SINCE YOU AREN'T WEARING A (ITEM). SHE SURELY WON'T ATTACK YOU! NOW YOU ARE SAFE AND SOUND. WOWIE... THIS IS HARD. I JUST WANT TO BE EVERYBODY'S FRIEND! - Papyrus after lying and keeping the equipped item
↑ I TOLD HER YOU WERE NOT WEARING A (PREVIOUS ITEM)! EVEN THOUGH YOU TOLD ME YOU WERE! INSTEAD, I MADE SOMETHING UP! I TOLD HER YOU WERE WEARING... A (CURRENT ITEM). IT PAINED ME TO TELL SUCH A BOLDFACED LIE. I KNOW YOU WOULD NEVER EVER WEAR A (CURRENT ITEM). BUT YOUR SAFETY IS MORE IMPORTANT THAN FASHION. DANG! I JUST WANT TO BE FRIENDS WITH EVERYONE... - Papyrus after telling the truth and changing the equipped item
↑ A haunting song echoes down the corridor... Won't you play along? - Glyph in the piano puzzle room
↑ There is only one exception. The SOUL of a special species of monster called a 'Boss Monster.' A Boss Monster's SOUL is strong enough to persist after death... If only for a few moments. - Ancient glyph
↑ Yo, you go on ahead. Don't worry about me. I always find a way to get through! - Monster Kid
↑ That's where I met Alphys for the first time!! I was looking for cool swords, when I saw her... Uh, standing there, staring into the abyss. She looked pretty... Um... ... contemplative. So I asked her where she thought the abyss led to! She looked at me, shocked, and went red in the face. But I'm scary, so I'm used to that kinda stuff! Then she kept explaining all her different theories. She went on for hours! I was so captivated! After that, I kept running into her here. And now we're friends! Yeeee hawww!!! - Undyne recounting her story of how she met Alphys in the Garbage Dump
↑ A field of echo flowers... They babble back and forth to each other... ... until their words become meaningless noise. Creepy, huh? - Undyne
↑ HEY! WHAT'S UP!? I WAS JUST THINKING... YOU, ME, AND UNDYNE SHOULD ALL HANG OUT SOMETIME! [AFTER YOU HANG OUT WITH ME...] I THINK YOU WOULD MAKE GREAT PALS! LET'S MEET UP AT HER HOUSE LATER! - Papyrus
↑ This is where I was chasing you... But you had a phone call, so I had to wait. - Undyne
↑ the echo flower. they're all over the marsh. - Sans
↑ (The gems on the southern wall shine in a spectacular pattern.) (It's a nice thing you can see the southern wall from this angle.) - Flavor text upon inspecting the wall south of "Loren"
↑ A MYSTERIOUS STATUE... - Papyrus
↑ That statue's been here forever... No one knows where it came from. - Undyne
Huff... puff...! YEAH!!! That's MY HOUSE!!!
Undyne, upon calling Papyrus immediately after befriending her.
Undyne's House is the home of Undyne that appears in the Waterfall area. It is a key location in the True Pacifist Route.
The hangout with Undyne occurs here if the protagonist gained no EXP. After the hangout, the house is no longer accessible.
If Undyne is befriended after completing the Neutral Route and backtracking (or after resetting and defeating Mettaton), Undyne's Letter can be obtained here instead of in Snowdin.
Undyne's house does not yield anything of importance until Papyrus calls the protagonist in front of the "WELCOME TO HOTLAND!" sign while being pursued by Undyne to say that he, Undyne, and the protagonist should all hang out sometime and then says to meet at her house later. Returning to this location after the call causes Papyrus to show up in front of her house.
Befriending Undyne can be completed on the Neutral Route, but it is an integral part of the True Pacifist Route. The requirements for this event is that the protagonist must not kill anyone before starting this event or else Undyne refuses to open the door and become friends with a murderer. The protagonist must also give Undyne water when she passes out in Hotland, or else she gets heat stroke and is unable to open the door.
Once the protagonist approaches and initiates the hangout, Papyrus knocks on the door. Undyne answers the door asking if Papyrus is prepared for his special private training, and he then moves, saying that he has brought a friend. Undyne has an angry look on her face but reluctantly invites the protagonist inside.
Papyrus then jumps out Undyne's window claiming that he has to go to the bathroom. After Papyrus briefly returns to pose friendship as a challenge to Undyne, she insists on becoming best friends with the protagonist. When the protagonist sits down at her table, she asks what they would like to drink. Undyne however throws a spear at the protagonist once they move and says that they should point to what they would like.
During the hangout with Undyne, she asks the protagonist to choose a drink:
Pointing the spear at Undyne while she demands them to choose a drink causes her to ask if the protagonist is flirting with her. Selecting her again only results in repeated question marks.
Selecting the Sword when she demands them to choose a drink causes her to comment that she would gladly fill the protagonist with swords if they were not her house guest.
Selecting the Fridge with the spear when she demands them to choose a drink causes her to comment that she would never give the protagonist her entire fridge.
Selecting the Hot Chocolate when she demands them to choose a drink results in her telling the protagonist that the Hot Chocolate box is empty; she stopped getting it because Asgore kept getting marshmallows stuck in his beard.
Selecting the Soda when she demands them to get a drink results in her about to get it for the protagonist, but then realizes that they do not look like they want it. She goes on to say how soda "rots your fighting spirit," then as if the protagonist asks her, she says: "Why do I have it?" and then makes an expression similar to (:3).
Selecting the sugar when she demands them to get a drink causes Undyne to tell them that the sugar is for the tea, and that she is not going to give them a cup of sugar. She then asks if she looks like the ice-cream woman, following up by asking if human ice-cream women "terrorize humanity with energy spears" and if their ice-cream songs are a "prelude to destruction." The player is then given a yes/no prompt: if the player chooses "no," she replies with "That's what I thought." Choosing "yes" causes her to reply with "... what? REALLY? That rules!!!"
The tea, jokingly referred to as the "blatantly correct choice," is the only option that Undyne accepts as a drink.
Upon choosing the tea box (other answers only lead to another choice), she then makes tea, then sits down at the table. She then talks about Asgore and Papyrus, and explains how she came to lead the Royal Guard.
Undyne goes on to remark about how Papyrus missed his cooking lesson and demands that the protagonist takes it in his place. The attempt to make spaghetti, however, goes horribly wrong, causing the house to burst into flames. Undyne challenges the protagonist to a "final rematch" to regain her lost pride. After she realizes that the protagonist does not want to harm her, she stops fighting.
Concluding the hangout, Undyne runs off to see Papyrus as her home is now on fire. She can afterward be seen in front of Papyrus and Sans's House. It the protagonist speaks with her there, she gives the protagonist Undyne's Letter if their inventory is not full and says to deliver it to Alphys.
If the protagonist did not befriend Undyne before defeating Asgore and backtracks to befriend her, she gives Undyne's Letter immediately after the event. Undyne mentions that Papyrus proposed the idea of giving the letter to the protagonist, but he told her about it when she still hated them. If the protagonist's inventory is full when Undyne attempts to give them the letter, the letter must be obtained from Papyrus and Sans's house.
Undyne's house appears to be a massive angry fish with the door resembling the mouth and the windows resembling the eyes. After completing the events that occur in this area, the house turns entirely black, and fire can be seen from the house's windows and slightly open door. The "eyes" also change from angry to teary. Mad Dummy appears here after their battle, unless killed during the Genocide Route.
The interior of the house consists of a kitchen with a table, a chair, a fridge that keeps food warm, a sword, a piano, and a window on the left side of the house. The only other door in this room that is not the entrance is the locked door that leads to Undyne's room.
Concept Art for Undyne's House
Opening the drawer in which Undyne stores Papyrus's present bones before sitting down to progress reveals the Annoying Dog in the drawer, which winks at the screen before the protagonist closes the drawer.
When Papyrus stands in front of Undyne's house before the protagonist befriends her, She's Playing Piano begins playing.
The Mad Dummy appears outside Undyne's house after it is fought.
In the epilogue of the True Pacifist Route on the Nintendo Switch version of Undertale, if Mad Mew Mew has been fought they appear instead of Mad Dummy.
Undyne is neighbors with Napstablook. When called outside of their house, she asks the protagonist to be kind to them.
Knocking on the door of the house at certain points in the game can result in varied dialogue:
Knocking on the door after fighting Undyne but not giving her water: "You hear irritated groans from the inside."
Knocking on the door after fighting Undyne and giving her water but before hanging out with Papyrus: "It doesn't seem like anyone is home."
Knocking on the door after killing Undyne: "It doesn't seem like anyone is home. And you get the feeling no one will be."
Knocking on the door while the house is burning after befriending Undyne: "Sounds like only fire lives here now."
Knocking on the door if Papyrus is in front of it: "If someone's there, they aren't answering the door."
If all conditions to start the hangout are met, the door cannot be knocked.
Attempting to leave the area after Papyrus knocks on the door and walks in causes Papyrus to explain that the protagonist "CAN'T ESCAPE FRIENDSHIP!!"
Papyrus's small animation where he dances or walks in place before he enters Undyne's house is supposed to represent him wiping his feet on the mat in front of the house.[1]
Calling Papyrus in this area immediately after the hangout with Undyne results in special dialogue.[2]
Backtracking to this area during Undyne's fight results in special dialogue.[3]
↑ I like when Papyrus weirdly wipes his feet before going into Undyne's house. - @FwugRadiation on Twitter, January 11, 2016. [deleted]
↑ Undertale: Going to Undyne's House during the Undyne fight - YouTube
This is where Undyne and I come all the time... We find all sorts of great stuff here.
The Garbage Dump is a region at the low point of Waterfall, where garbage from both the Underground and the Surface accumulates.
Mad Dummy (Glad Dummy on the Genocide Route) is fought in this area.
On the True Pacifist Route, the date with Alphys occurs in this area.
The following garbage can be found in the area:
A rusted bike
A beat up desktop computer
A cooler containing Astronaut Food
A DVD case for an anime with claw marks
Yellow Names, if the protagonist turned off Yellow Text for indicating when monsters can be SPARED earlier in the Ruins room with up to three Froggits.
On the Genocide Route of the console versions, the Donation Box can be found discarded in the dump. It serves as an alternative to the Dog Shrine for earning achievements.
Alphys in the Garbage Dump.
After being chased by Undyne along a long bridge in Waterfall, the protagonist is cornered. Undyne attempts to kill them by collapsing the bridge, and they plummet down and black out. While unconscious, they experience a recollection of Asriel's voice speaking to the fallen human. The protagonist wakes up on a bed of Golden Flowers.
As they make their way out of the dump, they encounter Mad Dummy, who is outraged at the protagonist with their interactions with Dummy and comes over to fight them. After accidentally interrupting the battle, Napstablook offers to the protagonist the opportunity to visit their nearby house.
The "date" with Alphys happens in the garbage dump. According to Alphys in the True Lab notes, the Garbage Dump is her element since she felt guilty about the things she has done with the Amalgamates, explaining her confusing point of interest.
The protagonist’s actions up to that point upset Mad Dummy so much that they transform into Glad Dummy, their ghost having become corporeal with their body. Napstablook does not intervene this encounter, and the dummy must be killed in order for the Genocide Route to progress.
The Garbage Dump is an area at the base of a waterfall which is covered in garbage. Similar to the rest of Waterfall, it is characterized by dark blue water and purple walls, but uniquely includes colorful garbage piles. There also is a single bed of Golden Flowers.
Inspecting trash heaps multiple times gives differing messages, similar to the snow poffs in Snowdin Forest.
All the trash heaps look exactly the same because Woshua had tidied them up into neat separate piles.[1]
If the protagonist has befriended Papyrus or Undyne and uses their Cell Phone while in the Golden Flowers area, they have different comments:
Papyrus wonders if any of them talk, and for the protagonist to greet them for him. If called again, he states that the flowers are "OUR BEST FRIENDS!!"
Undyne informs that the flowers had grown there one day, and believes that "they have a mind of their own." If called again, she disregards the idea.
The Garbage Dump is the location where Undyne met Alphys for the first time, where Alphys was staring into the abyss where the garbage flowed. It was a surprise encounter for them, and both considered it a good place of interest that way.
Considering the DVD present in this location is of an anime and has scratch marks engraved on it, it is likely the cover was owned by Alphys. It is unknown what led to its current state, however.
Bratty and Catty get their wares from the Garbage Dump.
↑ I clean off all of the trash and arrange it into symmetrical piles. It's hard work, but somebody has to do it. - Woshua
For the track of the same name, see Temmie Village (Soundtrack).
SAVE Point in the village
Temmie Village is a small, elusive region within Waterfall that is comprised of two rooms.
The village is home to many Temmies, notable for their quirkiness and broken English.
The Tem Shop can be found here, which is the only shop in the game that allows the protagonist to sell items.
hOI!!! welcom to... TEM VILLAGE!!!
Sign when entering Temmie Village
A Temmie riding a dragon.
Temmie Village is said to have a very deep history though it is never explained. If the Temmie Shopkeeper is sent to college, she says that she can elaborate on their history, but only that.
Temmie Village can be found after the lowermost set of mushrooms is lit in the fluorescent mushroom room (directly before the room with the dimming crystal lights). The entrance to the village is at the bottom right of the room. This path is dark when the protagonist first encounters it and becomes lit once all four mushrooms are activated, regardless of whether or not the village was encountered before.
The River Person, Undyne, and a sign near the SAVE Point by Napstablook's house hints about this unlit path. Gerson mentions the village as a location to sell items, although he cannot remember where it is. Undyne tells the protagonist where Temmie Village is if they call her, but advises the protagonist to avoid it. The River Person gives a small hint on the Temmie Village's location, saying it is in the "room before the darkening lantern room."
In the Genocide Route, the village is evacuated except for the Temmie Shopkeeper and the Temmie that watches through a hole in the far-right wall.
Temmie Village has the same overall visual theme as the rest of Waterfall: a dark cavern with purple tones. It has a cheery musical theme, and several Temmies, Bob, and Ragel the mushroom populate it. The village also has a statue of "Tem", and a vendor inside of the Tem Shop.
The SAVE Point says "detemmienation" instead of "determination."
Bob seems to be the only Temmie in Temmie Village to talk in proper English, rather than broken-up like the rest of them.
Mettaton (Previously)
Quiet Water, sans., She's Playing Piano
Blook Acres (/bluːk/)[1] is the area found north of the "Quiet Area" intersection in Waterfall. This area contains Undyne's house, Napstablook's house, Mettaton's house, and the snail farm where the protagonist can play a game of Thundersnail.
Blook Acres is separated by three paths:
The left path leads to Undyne's house.
The middle path leads to Napstablook and Mettaton's houses.
The right path leads to the Blook Family Snail Farm.
After interrupting the battle against Mad Dummy, Napstablook leads the protagonist to the "Quiet Area", and from there, they invite them to their house. Napstablook is also present in their snail farm, where they invite the protagonist to play a game of Thundersnail for the price of 10G per game. Some Snail NPCs are also present in the snail farm.
Napstablook and the snails do not show up at all in Blook Acres, meaning that the game of Thundersnail cannot be played.
Main article: Undyne's House
The home of Undyne, which is accessible after fighting Undyne and under conditions explained below. The exterior of the house resembles a fish, with a fish mat in front of the house, which is similar to Undyne. Outside is the Mad Dummy, and (if spared) Papyrus after fighting Undyne. Talking to Papyrus triggers the date with Undyne if the protagonist gained no EXP and gave Undyne water from the water cooler in Hotland. After cooking with Undyne, the house catches on fire permanently and becomes inaccessible to the protagonist. Undyne then relocates to live at Papyrus and Sans's House in Snowdin, and Undyne joins Papyrus in his phone calls to the protagonist for the remainder of the game.
The home of Napstablook, accessible to the protagonist after Mad Dummy's battle. Inside, along with Napstablook, is a fridge, a television, a spiderweb with a flyer for a spider bake sale, a computer open to a music-sharing forum, and three CDs, labeled "Ghouliday," "Spookwave," and "Spooktune." These songs continue to play after the protagonist leaves Napstablook's house. If the protagonist walks in the quiet area while one of these songs plays, a unique encounter with Aaron and Woshua triggers.
The house next to Napstablook's house, which is unlocked using the Mystery Key. This key can be bought from Bratty and Catty for 600G. Inside is an entirely pink interior, with completely pink and sparkly accessories. There is a pillow on top of a bed, a carpet, a poster, a single window, and a television, which are all inaccessible to the protagonist. There are six diaries on the floor, which detail the story of Napstablook's neighbor, a ghost who wanted to perform and become corporeal. This soul was then put into the body created by Alphys, which became Mettaton.
The Blook family business is run by Napstablook. According to them, the place used to have a large amount of business, until their primary customer (assumed to be Toriel) stopped coming. Currently, their only customer is "some hairy guy that shows up once a month"; this customer is assumed to be Asgore, who keeps canned snails in his fridge. The first pen has four snails that the protagonist can interact with, while the second pen, where the protagonist can play a game of Thundersnail, has three racing snails.
↑ In ENG, character name pronunciation isn't clear. But in JP I had to decide. Like, "Blook" rhymes with "Spook" instead of "Hook." - Toby Fox (@tobyfox) on Twitter, July 04, 2017.
For the track of the same name, see Thundersnail (Soundtrack).
Game of Thundersnail
Thundersnail is a minigame that the protagonist can play at Napstablook's snail farm in Waterfall for the price of 10G.
The goal is to encourage the yellow snail in the top lane, which is done by pressing [Z] every time the exclamation mark above the snail isn't visible, to win the race. Encouraging the snail as she crawls across the track makes her go faster but also stops her in her tracks. Too much encouragement, however, causes the snail to flip over and light on fire; encouraging her too little makes her believe her best was not enough.
If the yellow snail manages to win the race, the protagonist only receives 9G back as Napstablook needs to make a profit. If the snail loses by a slim margin, Napstablook observes that she thinks she won and rewards 30G so as to not hurt her feelings.
To win 30G consistently, encourage the snail 6-7 times at the start of the race, whenever the exclamation mark isn't present. When she gets near the finish line, encourage her constantly to effectively stall her in place.
The minigame is likely a reference to the SpongeBob SquarePants episode, The Great Snail Race. In the episode, SpongeBob enters his snail Gary into a race, but because of being overworked before the contest and being pushed too far during the event by SpongeBob's abusive "encouragement," Gary veers far off course and bursts into flames.
The name of the game, "Thundersnail", may be a parody of the name "Undertale," seeing as they both rhyme.
If the protagonist does not have 10G, Napstablook still allows them to play, taking whatever money they have.
On a Genocide Route, the protagonist is unable to play this game, as both Napstablook and the snails are absent.
THERE'S SOMETHING ANNOYING ABOUT THIS ROOM. BUT I CAN'T QUITE PLACE MY FINGER ON IT...
Papyrus when called in the Artifact Room
The Artifact Room is a secret location found in Waterfall. It is accessible after solving the Piano Puzzle.
The Annoying Dog is acquired in this room, and once it is deployed, it absorbs the legendary artifact, leaving Dog Residue behind.
Attempting to retrieve the artifact prompts the message, "You're carrying too many dogs", and the Annoying Dog appears in the protagonist's inventory for this room only. When the Annoying Dog is dropped or used, it appears walking from the leftmost visible point from where it is dropped, absorbs the artifact and walks off through the right wall until it cannot be seen, leaving Dog Residue in the protagonist's inventory.
Interacting with the pedestal after the artifact is absorbed brings up text saying "The artifact is gone".
The small room is simple in nature and design. The sole purpose of the room is to restrict access to a legendary artifact sitting upon a pedestal. The artifact itself is red and spherical in nature. There is an ancient glyph in this room that is positioned above the artifact, but it cannot be read due to the pedestal's hitbox blocking the way.
The Super Dog, Hoi border
In the Nintendo Switch version of Undertale, a border titled "Super Dog, Hoi" can be unlocked in this room.
This room makes a brief appearance in the Steam Greenlight Trailer for Undertale, albeit lacking collision. The protagonist walks through the wall to find Sans, who asks the protagonist if they have noticed the room has no collision causing the narrator to tell Sans that he is ruining the trailer. Papyrus then shows up from the left and asks if he can be in the trailer, causing the narrator to tell him "NO."
If the Annoying Dog is removed from the protagonist's inventory through unconventional means, such as opening the Dimensional Box in the debug menu and placing the Annoying Dog there, interacting with the artifact again displays the message: "This will never happen." The artifact sprite remains visible, however, when interacted with again, it shows the general message "The artifact is gone."
Using the Cell Phone to call Papyrus will bring up dialogue that foreshadows the Annoying Dog.
According to a call with Undyne, nobody else has ever solved the piano puzzle before the protagonist does. She will then talk about how she has been waiting a long time for someone to solve the puzzle but will then try to play it off. Calling her again brings up dialogue saying that she guesses that she has to find a new mystic artifact.
Attempting to call Toriel in this room while the Annoying Dog is in the inventory brings up a message stating that "The ringing is coming from inside your inventory." This quote refers to the fact that the Annoying Dog will steal Toriel's cell phone should the protagonist wait in the room where they receive their cell phone. It is implied that the dog stole her phone again and ate it.
The first crossroads near the entrance to Hotland.
Alphys, Mettaton, Vulkin, Tsunderplane, Pyrope, So Sorry, Royal Guards, Muffet, Bratty and Catty, Burgerpants, Hotland NPCs, MTT Resort NPCs, Final Froggit, Astigmatism, Whimsalot, Knight Knight, Madjick, Amalgamates
CORE, Lab, MTT Resort, True Lab, Art Club Room, Spider Bake Sale
Another Medium, Ooo, Alphys, It's Showtime!, Hotel, Can You Really Call This A Hotel, I Didn't Receive A Mint On My Pillow Or Anything, sans., Live Report, Death Report, Quiet Water, Oh! One True Love, Oh! Dungeon, It's Raining Somewhere Else, CORE Approach, CORE, Here We Are
LASERS ON CONVEYORS? NO THANKS.
SOUNDS LIKE MY LEAST FAVORITE NIGHTMARE.
Papyrus, if the protagonist calls in Hotland.
Hotland is the fourth region the protagonist encounters in Undertale, following Waterfall. It contains locations such as Alphys's Lab, True Lab, the MTT Resort, and the CORE.
For the area's puzzles, see Hotland/Puzzles.
Alphys's Lab, where she lives, is near the entrance of Hotland. This also holds the entrance to the True Lab.
Mettaton hosts four game shows/performances during the protagonist's travel through Hotland.
On floor R2, Sans sells Hot Dogs to the protagonist for 30G each.
He does not appear once he appears in the Last Corridor or if Papyrus is killed.
The protagonist can find the Art Club Room on floor 2. So Sorry's fight occurs here.
The protagonist can find the Burnt Pan and Stained Apron on floors 1 and 2, respectively. Bratty and Catty sell the Empty Gun and Cowboy Hat.
Muffet fights the protagonist before they reach the MTT Resort. She does not fight the protagonist if they bought an item from the Spider Bake Sale on floor L3 in Hotland. Muffet can immediately be made spareable if the protagonist brought an item from the bake sale in the Ruins, which costs considerably less.
The MTT Resort is a Mettaton-branded hotel which holds the entrance to the CORE.
The protagonist participating in Mettaton's cooking show.
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.[1] The phone also allows the protagonist to fly using a jetpack, defuse bombs, and activate Yellow SOUL Mode.
Alphys guides the protagonist through Hotland.[2] 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.[3] At the end of the CORE and Hotland, Mettaton fights the protagonist before they take an elevator to New Home.
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.[4] Inside, a note from Alphys tells the protagonist to enter her "bathroom" if they want to know the truth.[5] 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.
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.[6]
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.[7]
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.
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
The entrance to the Lab
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
Main article: 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".
Mettaton’s 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
The right shooting puzzle
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 shooting 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.
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
The invisible path to the Art Club Room
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.
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.
Hotland appears to be a very industrial area of the Underground. Aside from being home to the CORE and Alphys's lab, Hotland also contains many steam vents, conveyor belts, lasers, elevators, and doors opened by solving puzzles. In some rooms, gears and cogs can be seen on the walls.
If the protagonist pours out all the water in the water cooler while Undyne is passed out, then checks the now-empty water cooler, the check says "Sadistically, you have poured out all the water right in front of Undyne's eyes."
In addition, if the rest of the water is poured out, there is a small tree growing in the puddle at the end of the True Pacifist Route.
Even through they are considered separate areas, Hotland and the CORE are counted as a single region, which means that they share a kill counter.
The design and fact that this area contains machinery and lava might be a reference to the Land of Heat and Clockwork from Homestuck. Interestingly enough, Another Medium was originally going to be a Homestuck song, titled Patient, which used the Doctor leitmotif. This song, however, was left unfinished and unused.[8]
The elevator in the MTT Resort can be "in use" even during the Genocide Route, when the resort is evacuated.
Toby Fox says in the Undertale Art Book that Hotland was originally meant to be filled with robots, but that it "felt weird to have any besides Mettaton."
↑ Here, I upgraded it for you! It can do texting, items, it's got a key chain... I even signed you up for the underground's No. 1 social network! Now we're officially friends! Ehehehe! - Alphys
↑ Using my knowledge, I can easily guide you through Hotland! I know a way right to ASGORE's castle, no problem! - Alphys
↑ I work at the CORE. The inside is a maze made of swappable parts... That means we can shuffle the layout at will. - Charles
↑ I FEEL STRONGLY AND FOR NO APPARENT REASON. YOU SHOULD ALSO GO... THERE. TO HER. LAB... HOUSE. I HAVE ONLY GOOD FEELINGS ABOUT THIS. GOODBYE. - Papyrus
↑ This isn't anyone else's problem but mine. But if you don't ever hear from me again... If you want to know "the truth." Enter the door to the north of this note. You all at least deserve to know what I did. - Alphys's note
↑ The person who warned us about you... Looked like a total nerd. She was very adamant I run away with her~~~ Ahuhuhu~~~ She even left a route for me to escape from~ She said she would block off the rest of Hotland after I followed her~ Foolish nerd~ A spider NEVER leaves her web~ - Muffet
↑ Evacuation? You're yanking my chain, little weirdo. So WHAT if everybody else left work? So WHAT if nobody's buying anything? - Burgerpants
↑ not gonna use this for anything - fwugradiation on Tumblr, October 09, 2012.
Lab
The Entrance of the Lab.
The Laboratory is the workplace and home of the royal scientist, Alphys, in Hotland. It is a single building of technological prowess where Alphys conducts her studies. It also houses the True Lab.
A package of Instant Noodles can be obtained from Alphys's fridge.
Alphys and Mettaton make their first appearances here, with the latter subjecting the protagonist to a quiz show.
The True Lab, initially disguised as a bathroom, is found here, containing the results of Alphys's ill-fated experimentation with SOULs and Determination.
The Lab is where the protagonist first encounters Alphys after escaping from Undyne. Initially, the lights are turned off, and the protagonist cannot inspect anything because "It's too dark to see near the walls." Here, Mettaton subjects them to a quiz show. After the quiz show, the protagonist has their Cell Phone upgraded. They then exit the Lab and proceed on their way towards the CORE. The doors to the Lab lock after the fight against Mettaton EX making most of floor 1 of Hotland inaccessible.
In the Alphys Ending of the Neutral Route, achieved if the protagonist aborts the Genocide Route before reaching Mettaton NEO, it is implied that when Alphys evacuated the monsters, she brought them to the True Lab. Alphys tells them that she knew she had to do something about the protagonist's actions, even if it meant that the monsters would learn the truth about her.
The protagonist delivers a letter from Undyne to Alphys, who reluctantly opens it and mistakes the protagonist as the writer of the letter. She then goes on a "date" with them, with Undyne and Papyrus making appearances. Papyrus sends her back to the Lab and calls the protagonist to recommend they go there as well.
Checking the bin between the computer and screen reveals that someone sent an intimidating message to Alphys, simply saying "I KNOW WHAT YOU DID," written in a strange handwriting. The "bathroom" is open, and near the doorway is a note from Alphys addressed to her friends, telling them that she needs to face her mistakes and that "the truth" is past the door. The protagonist enters the door, which is an elevator that takes them to the True Lab. Also, Mettaton's upper body sits on Alphys's working table after finishing her date.
In the Genocide Route, the lights in the Lab are already on, and Alphys is not present. Instead, Mettaton appears and explains that Alphys has been evacuating everyone to a safe location. Mettaton leaves after the protagonist approaches him aggressively.
Map of the Lab
The Lab is a large white and red building with a pale green interior. There are two floors on the lab, the ground floor being Alphys's workplace, and the second floor being her room.[1]
On the ground floor, there is a large screen where Alphys monitors the protagonist, a fridge with a supply of Instant Noodles, a messy desk with her computer, and a "bathroom" that leads to the True Lab. Alphys's obsessions and hobbies, including comics, anime figures, an ice cream machine, etc. litter her room, which is on the second floor. On this floor, there are unopened letters from many monsters, presumably from the Amalgamates' families.
Concept Art for the Lab
In the Windows version of Undertale, the monitor follows the protagonist's movements, whereas the screen displays a static image in the macOS and Linux versions.
It is possible to skip the entire scene with Alphys and Mettaton by interacting with the bag of dog food right when the scene begins. This has been dubbed the "Lab Skip."
In Undertale v1.001, the hitbox of the bag of dog food was shrunk to prevent this from happening.[2] However, because Toby Fox could not figure out how to replicate it, this did not fix it.[3]
Interestingly, calling Papyrus's Phone twice in the bottom floor of the lab now causes him to recall seeing Sans with said dog food bag. This may be an in-game reason to explain why the bag's hitbox has shrunk.
The "Lab Skip" has been abandoned by the speedrunning community for the "Punch Card Exploit" since it is a much easier alternative to pull off.
The bathroom sign and the switch around the entrance to the True Lab have been moved in Undertale v1.001.
A rather amusing glitch before v1.001 can be pulled off by calling Papyrus and Undyne while on a conveyor. This causes the text and portrait to trail off the screen.
Inspecting the bag of dog food yields a message describing it as "half-full" if no monsters have been killed. If any monster is killed, the message changes to "half-empty." A follow up message, "You just remembered something funny," appears if Doggo, Lesser Dog, and Greater Dog are killed and the protagonist has 21+ kills.
↑ YOU'RE IN HER ROOM, UNINVITED? WOWIE... THAT'S EXTREMELY CREEPY. - Papyrus, phone call in the second floor of the Lab
↑ so far bugfixes include shrinking the hitbox of a bag of dog food - @FwugRadiation on Twitter, January 10, 2016. [deleted]
↑ well it's at least harder to do now (?) i couldn't figure out how to do it so its probably ok if its just a speedrun thing - @FwugRadiation on Twitter, January 20, 2016. [deleted]
Lab
The Entrance of the Lab.
The Laboratory is the workplace and home of the royal scientist, Alphys, in Hotland. It is a single building of technological prowess where Alphys conducts her studies. It also houses the True Lab.
A package of Instant Noodles can be obtained from Alphys's fridge.
Alphys and Mettaton make their first appearances here, with the latter subjecting the protagonist to a quiz show.
The True Lab, initially disguised as a bathroom, is found here, containing the results of Alphys's ill-fated experimentation with SOULs and Determination.
The Lab is where the protagonist first encounters Alphys after escaping from Undyne. Initially, the lights are turned off, and the protagonist cannot inspect anything because "It's too dark to see near the walls." Here, Mettaton subjects them to a quiz show. After the quiz show, the protagonist has their Cell Phone upgraded. They then exit the Lab and proceed on their way towards the CORE. The doors to the Lab lock after the fight against Mettaton EX making most of floor 1 of Hotland inaccessible.
In the Alphys Ending of the Neutral Route, achieved if the protagonist aborts the Genocide Route before reaching Mettaton NEO, it is implied that when Alphys evacuated the monsters, she brought them to the True Lab. Alphys tells them that she knew she had to do something about the protagonist's actions, even if it meant that the monsters would learn the truth about her.
The protagonist delivers a letter from Undyne to Alphys, who reluctantly opens it and mistakes the protagonist as the writer of the letter. She then goes on a "date" with them, with Undyne and Papyrus making appearances. Papyrus sends her back to the Lab and calls the protagonist to recommend they go there as well.
Checking the bin between the computer and screen reveals that someone sent an intimidating message to Alphys, simply saying "I KNOW WHAT YOU DID," written in a strange handwriting. The "bathroom" is open, and near the doorway is a note from Alphys addressed to her friends, telling them that she needs to face her mistakes and that "the truth" is past the door. The protagonist enters the door, which is an elevator that takes them to the True Lab. Also, Mettaton's upper body sits on Alphys's working table after finishing her date.
In the Genocide Route, the lights in the Lab are already on, and Alphys is not present. Instead, Mettaton appears and explains that Alphys has been evacuating everyone to a safe location. Mettaton leaves after the protagonist approaches him aggressively.
Map of the Lab
The Lab is a large white and red building with a pale green interior. There are two floors on the lab, the ground floor being Alphys's workplace, and the second floor being her room.[1]
On the ground floor, there is a large screen where Alphys monitors the protagonist, a fridge with a supply of Instant Noodles, a messy desk with her computer, and a "bathroom" that leads to the True Lab. Alphys's obsessions and hobbies, including comics, anime figures, an ice cream machine, etc. litter her room, which is on the second floor. On this floor, there are unopened letters from many monsters, presumably from the Amalgamates' families.
Concept Art for the Lab
In the Windows version of Undertale, the monitor follows the protagonist's movements, whereas the screen displays a static image in the macOS and Linux versions.
It is possible to skip the entire scene with Alphys and Mettaton by interacting with the bag of dog food right when the scene begins. This has been dubbed the "Lab Skip."
In Undertale v1.001, the hitbox of the bag of dog food was shrunk to prevent this from happening.[2] However, because Toby Fox could not figure out how to replicate it, this did not fix it.[3]
Interestingly, calling Papyrus's Phone twice in the bottom floor of the lab now causes him to recall seeing Sans with said dog food bag. This may be an in-game reason to explain why the bag's hitbox has shrunk.
The "Lab Skip" has been abandoned by the speedrunning community for the "Punch Card Exploit" since it is a much easier alternative to pull off.
The bathroom sign and the switch around the entrance to the True Lab have been moved in Undertale v1.001.
A rather amusing glitch before v1.001 can be pulled off by calling Papyrus and Undyne while on a conveyor. This causes the text and portrait to trail off the screen.
Inspecting the bag of dog food yields a message describing it as "half-full" if no monsters have been killed. If any monster is killed, the message changes to "half-empty." A follow up message, "You just remembered something funny," appears if Doggo, Lesser Dog, and Greater Dog are killed and the protagonist has 21+ kills.
↑ YOU'RE IN HER ROOM, UNINVITED? WOWIE... THAT'S EXTREMELY CREEPY. - Papyrus, phone call in the second floor of the Lab
↑ so far bugfixes include shrinking the hitbox of a bag of dog food - @FwugRadiation on Twitter, January 10, 2016. [deleted]
↑ well it's at least harder to do now (?) i couldn't figure out how to do it so its probably ok if its just a speedrun thing - @FwugRadiation on Twitter, January 20, 2016. [deleted]
MTT Resort
Exterior view of MTT Resort.
Burgerpants, Bratty and Catty, MTT Resort NPCs
Hotel, It's Raining Somewhere Else
Welcome to MTT Resort - Hotland's biggest apartment-building turned hotel!
The MTT Resort is a hotel and entertainment center run by Mettaton in Hotland. It is directly connected to the CORE.
Bratty and Catty can be found in the alley to the right of the Resort.
The Resort houses a dine-in restaurant and the MTT-Brand Burger Emporium, where Burgerpants works.
The protagonist can stay at one of the rooms in the Resort as well as act as room service to the neighboring rooms.
If the protagonist does not kill Papyrus, Sans invites them to dinner at the Resort's restaurant, telling a story about how he contacted an old woman through the door separating the Ruins from the rest of the Underground. He says that they used to make bad jokes for a long time, and promised to her that he would protect any human entering the Underground.
In the True Pacifist Epilogue, the Resort is set to close indefinitely thanks to everyone leaving for the Surface.
The entire Resort is evacuated, and no NPCs are present except for Burgerpants, who seems to be uncaring about the state of the Resort and the Underground as a whole.
Lobby of the MTT Resort
There is an elevator in the lobby that leads to New Home, but it is always either broken or in use if the player tries to use it.
There are four doors to the right of the lobby requesting room service:
Door 2: Locked. The protagonist can sleep in this room for 200 G, yielding a similar effect to resting at Snowed Inn. However, unlike the Snowed Inn, the money is not returned to them.
Door 3: Cinnamon Bun - Reward: 99 G.
Door 4: There is a dog behind this door. Handing over any of the listed items rewards a response, and, in most cases, an item.
Hot Dog: The dog repeatedly attempts to grab the Hot Dog, eventually succeeding. Reward: Hush Puppy.
Dog Residue: The Dog Residue slides under the door, and 2 more Dog Residues slide out. Reward: 2 Dog Residues.
If the player has a full inventory, the single dog residue shoots back out. Reward: None (the Dog Residue is given back).
Hot Cat: The dog growls at the Hot Cat and rejects it. Reward: None (the Hot Cat is given back).
Dog Salad: The item gets absorbed by the darkness. No reward.
All other items: The dog does not accept any other items.
In the True Pacifist Epilogue, if items were never given to doors 1 or 3, interacting with them triggers the message "Room service never came. (Sigh...)"
To the left of the lobby is a restaurant, and nearby is a stage that holds performances of comedians such as Sans and Snowdrake's Father.
Inside the resort is the MTT-Brand Burger Emporium, where Burgerpants can be found. Here, one can buy healing items that boost ratings during the fight against Mettaton EX.
Item
Description
Effect (HP)
Rating points
Cost
Very popular food.
+14HP
+300 rating points
60G
Very popular food.
+27 HP
+500 rating points
120G
Hero Sandwich. ATTACK UP in battle.
+40 HP
+300 rating points
300G
Steak in the Shape of Mettaton's Face
Don't ask. Please.
+60 HP
+700 rating points
500G
Interior view of the MTT Resort
MTT-Brand Burger Emporium
Bratty and Catty's shop
The Resort's fountain has an inscription that implies it was once for a memorial.[1]
There is a sign in the black void to the right of the hallway that advertises the Art Club Room.
The Mettaton fountain in the lobby has regular eyes instead of his usual grid-shaped screen.
The MTT-Brand Burger Emporium, Gerson's shop, and the Tem Shop are the only shops with working employees in the Genocide Route.
If the protagonist moves while under the covers of the hotel room bed a funky beat plays, but only while they are moving. If they move to the edge of the bed, they slide out from beneath the blankets and fall to the floor. It is impossible to get back on the bed once the protagonist has gotten off.[2]
↑ Royal Memorial Fountain | Built 201X | (Mettaton Added Last Week) - Narration upon inspecting the Resort fountain.
Exterior view of MTT Resort.
Burgerpants, Bratty and Catty, MTT Resort NPCs
Hotel, It's Raining Somewhere Else
Welcome to MTT Resort - Hotland's biggest apartment-building turned hotel!
The MTT Resort is a hotel and entertainment center run by Mettaton in Hotland. It is directly connected to the CORE.
Bratty and Catty can be found in the alley to the right of the Resort.
The Resort houses a dine-in restaurant and the MTT-Brand Burger Emporium, where Burgerpants works.
The protagonist can stay at one of the rooms in the Resort as well as act as room service to the neighboring rooms.
If the protagonist does not kill Papyrus, Sans invites them to dinner at the Resort's restaurant, telling a story about how he contacted an old woman through the door separating the Ruins from the rest of the Underground. He says that they used to make bad jokes for a long time, and promised to her that he would protect any human entering the Underground.
In the True Pacifist Epilogue, the Resort is set to close indefinitely thanks to everyone leaving for the Surface.
The entire Resort is evacuated, and no NPCs are present except for Burgerpants, who seems to be uncaring about the state of the Resort and the Underground as a whole.
Lobby of the MTT Resort
There is an elevator in the lobby that leads to New Home, but it is always either broken or in use if the player tries to use it.
There are four doors to the right of the lobby requesting room service:
Door 2: Locked. The protagonist can sleep in this room for 200 G, yielding a similar effect to resting at Snowed Inn. However, unlike the Snowed Inn, the money is not returned to them.
Door 3: Cinnamon Bun - Reward: 99 G.
Door 4: There is a dog behind this door. Handing over any of the listed items rewards a response, and, in most cases, an item.
Hot Dog: The dog repeatedly attempts to grab the Hot Dog, eventually succeeding. Reward: Hush Puppy.
Dog Residue: The Dog Residue slides under the door, and 2 more Dog Residues slide out. Reward: 2 Dog Residues.
If the player has a full inventory, the single dog residue shoots back out. Reward: None (the Dog Residue is given back).
Hot Cat: The dog growls at the Hot Cat and rejects it. Reward: None (the Hot Cat is given back).
Dog Salad: The item gets absorbed by the darkness. No reward.
All other items: The dog does not accept any other items.
In the True Pacifist Epilogue, if items were never given to doors 1 or 3, interacting with them triggers the message "Room service never came. (Sigh...)"
To the left of the lobby is a restaurant, and nearby is a stage that holds performances of comedians such as Sans and Snowdrake's Father.
Inside the resort is the MTT-Brand Burger Emporium, where Burgerpants can be found. Here, one can buy healing items that boost ratings during the fight against Mettaton EX.
Very popular food.
+14HP
+300 rating points
60G
Very popular food.
+27 HP
+500 rating points
120G
Hero Sandwich. ATTACK UP in battle.
+40 HP
+300 rating points
300G
Steak in the Shape of Mettaton's Face
Don't ask. Please.
+60 HP
+700 rating points
500G
The Resort's fountain has an inscription that implies it was once for a memorial.[1]
There is a sign in the black void to the right of the hallway that advertises the Art Club Room.
The Mettaton fountain in the lobby has regular eyes instead of his usual grid-shaped screen.
The MTT-Brand Burger Emporium, Gerson's shop, and the Tem Shop are the only shops with working employees in the Genocide Route.
If the protagonist moves while under the covers of the hotel room bed a funky beat plays, but only while they are moving. If they move to the edge of the bed, they slide out from beneath the blankets and fall to the floor. It is impossible to get back on the bed once the protagonist has gotten off.[2]
↑ Royal Memorial Fountain | Built 201X | (Mettaton Added Last Week) - Narration upon inspecting the Resort fountain.
Alphys, Memoryhead, Endogeny, Reaper Bird, Lemon Bread, Snowdrake's Mother, True Lab NPCs
The True Laboratory is a private section of Alphys's Lab that can only be found and entered during the True Pacifist Route.
This area is the point of no return for the True Pacifist Route. Upon entering the True Lab, the True Pacifist Route can no longer be aborted, and most of the Underground becomes inaccessible until the epilogue.
The amalgamates are introduced, along with the details about Alphys's experiments with human SOULs in an attempt to find a way to destroy the Barrier.
The screens on the walls explain the concept of determination in great detail, including its effects on both humans and monsters and how it was extracted and used by Alphys in her experiments.
It is also revealed that SOULs cannot be artificially created, contrary to what Alphys told King Asgore[1] in order to get her job as a royal scientist.
A few of the screens also reveal how Flowey came to be.
The information that can be gathered in this location provides an insight on Alphys's personality and some of the causes of her anxiety, insecurity and lack of self-esteem, as well as some detail about how she and Mettaton began to grow more distant.
This area also features a set of VHS tapes providing more information about the first fallen human and their relation with the Dreemurr family.
When the protagonist first enters Hotland, they are led to believe that the elevator leading to the True Lab is a toilet, due to Alphys's dialogue.
In some Neutral endings,[2] it is implied Alphys commits suicide here.
In the near-genocide Neutral Route ending, Alphys talks for most of the post-credits phone call. She says that, despite having to reveal the truth about herself to everyone, people still treat her like a hero.
Hey. Thanks for your help back there. You guys... Your support means a lot to me. But... As difficult as it is to say this... You guys alone can't magically make my own problems go away. I want to be a better person. I don't want to be afraid anymore. And for that to happen, I have to be able to face my own mistakes. I'm going to start doing that now. I want to be clear. This isn't anyone else's problem but mine. But if you don't ever hear from me again... If you want to know "the truth." Enter the door to the north of this note. You all at least deserve to know what I did.
Alphys's Note, before entering the True Lab
The entrance to the True Lab, initially disguised as a bathroom.
After the protagonist has completed the date with Alphys by giving her Undyne's Letter, Papyrus calls the protagonist and strongly recommends that they meet Alphys at her lab. When the protagonist arrives at the Lab, there is a note in front of the previously locked door, which now opens upon approaching.
Battle against Lemon Bread
After entering the door, the protagonist rides an elevator that malfunctions and crashes. Once the protagonist enters and opens the elevator door, they cannot return to the rest of the Underground as they are locked in the True Lab. The protagonist traverses the True Laboratory where they find several Lab Entries, Amalgamates, and four keys which give access to the power supply to restart the elevator.
In the True Lab, the protagonist learns about how Alphys experimented with determination, SOULs, fallen monsters, and Golden Flowers. It is here that the protagonist learns about the term "fallen down", which refers to a comatose state that monsters fall under before turning to dust (this term was previously mentioned in one of Mettaton's diaries in his house). While working with Determination, Alphys resurrected monsters who had "fallen down" such as Shyren's sister and Snowdrake's Mother, who as a result soon melted into Amalgamates. The protagonist also discovers that Alphys attempted to create a soulless vessel from a Golden Flower; the vessel is heavily implied to be Flowey. Alphys's lab entries provide backstory on her experiments and are found throughout the True Lab.
The DT Extraction Machine
While exploring the Lab, the protagonist encounters a strange machine. This machine is the DT Extraction Machine, which Alphys used to extract determination from the six previously captured human SOULs. The protagonist also finds several VHS tapes that lack video motion but retain their audio. They document conversations between Toriel and Asgore, and Asriel and the first human. These tapes imply that the fallen human possessed darker tendencies: they attempted suicide as part of a plan to combine their SOUL with Asriel's to pass through the barrier, and that Asriel reluctantly helped them carry out their plan. The VHS TV in this room resembles the TV that projects Photoshop Flowey's face.
The generator that powers the elevator up to New Home
The protagonist then restores power to the elevator. Moments later, Amalgamates surround them. Alphys rushes into the room, saves the protagonist, and states that Amalgamates can get violent when not fed. After the Amalgamates leave the room, Alphys thanks the protagonist for the help and mentions that it is not the Amalgamates which would have made her "disappear" but instead something cowardly which she might do. This cowardly act may be suicide considering that some neutral endings tell of Alphys disappearing.[2]
As the protagonist makes their way to the elevator, the exit cuts off, and a voice is heard congratulating the protagonist. The elevator then leaves the protagonist in New Home, with the elevator down to the CORE sealed off with vines so that the protagonist cannot leave. This indicates that the requirements have been met for the True Pacifist Ending.
Upon defeat, Undyne the Undying informs the protagonist that Alphys has evacuated the majority of the remaining monsters someplace safe, heavily implied to be the True Lab.
In the Genocide ending, the evacuation was pointless, as the first human destroys the entire world and ends the timeline.
A hallway in the True Lab
In contrast to the bright, sterile color scheme of the Lab, the True Lab is grimy, dark, and fog-filled. It has a dark green celeste color scheme and an unsettling atmosphere. Assorted objects fill the area, including beds, sinks, refrigerators, wall fans, mirrors, and Golden Flowers. There is a vending machine that dispenses Popato Chisps near the power room door.
There are four colored keys scattered throughout the True Lab. The slots that the keys are inserted into, save for the yellow key, are housed in small, square rooms. These rooms contain hints as to how to obtain the key that belongs in the slot.
After exiting the elevator, the protagonist finds themself in a small room. After walking a short distance, the elevator door closes and is unable to be reopened. The room has a pathway to the right that leads to a horizontal hallway with entries 1, 2, 3, and 5 along the wall. The hallway veers upwards into the room with the power room door. The layout of this room is similar to that of the lobby of the CORE, with the power room door to the north and two upwards paths to the left and to the right. The left path leads to the slot for the red key, and the right path leads to a door that can only be unlocked by using the red key. The power room door is locked and can only be opened after all four keys are used. This room also contains two fake plants, a vending machine that dispenses Popato Chisps, and a partially readable note from Alphys stating the power room door must be opened to restore power to the elevator.
The upwards path to the left veers to the left into a horizontal hallway that contains entry 6 and a foggy room that contains entry 9. In this room is a line of three operating tables that are revealed to be "sticky" upon inspection. Further into the room is a doorway leading to the red key slot, and next to the doorway is a line of three sinks. Turning on the three sinks (or turning one off and back on again) triggers an encounter with the Memoryheads. Upon defeat, the Memoryheads drop the red key, which is used to unlock the door to the right of the power room door.
Entering through the red key door leads to a hallway that veers to the right. Entries 12 and 13 are along the wall. This hallway leads to the bedroom, which contains a dog food bowl, four fake plants, a broken clock, and nine beds. The bottom left bed can be slept in, and the middle right bed contains the yellow key. The northernmost part of the bedroom contains a doorway, a SAVE Point, and entry 14, and the eastern path leads to the blue key slot.
The doorway to the north of the bedroom leads to a long, horizontal hallway that spans to the left and right side of the pathway. Going to the right leads to the fan room, which contains entry 11. The area is initially clouded by fog, with white particles hovering above the floor. There is a switch at the end of the room that, when pressed, turns on the fans that blow the fog away, leaving behind the white particles. The white particles converge and form Endogeny, who slowly approaches the protagonist. The protagonist can walk to Endogeny to initiate the battle.
Along the wall to the left of the bedroom pathway are entries 15 and 16. Near the end of the hallway is a doorway leading to a vertical hallway with a bathtub. The bathtub is covered by a curtain, and the silhouette of an amalgamate can be seen behind it. Approaching the bathtub, the protagonist walks slower than normal, and the amalgamate moves faster the closer they get. Upon opening the curtain, the amalgamate disappears, and the green key is left behind. To the west is a large room containing the DT Extraction Machine, which is inactive. North of this room is a room with a TV and five VHS tapes, entry 4, and the yellow key slot. The pathway to the other side of the room with the DT Extraction Machine is blocked by a SAVE Point, which transforms into Lemon Bread upon inspection.
Past the DT Extraction Machine is a room containing entries 19, 20, and 21. This room contains five fridges spread evenly along the room. The fridges are either empty or contain samples of some sort. The third fridge shakes periodically, while the fifth fridge is revealed to be a disguise for Snowdrake's Mother upon inspection. If the fan switch has not been turned on, the room is shrouded in a thick fog which prevents the fridges from being seen, and their descriptions upon inspection are mere conjectures. Snowdrake's Mother drops the blue key upon defeat. In the adjoining room is the slot for the green key.
Golden Flowers along a table in the room where Reaper Bird is fought
Returning to the bedroom and traveling through the right pathway, the protagonist enters a horizontal room with mirrors along the northern wall and a table with Golden Flowers along the southern wall. Between the first three mirrors are entries 7 and 10. While attempting to travel across the room, the protagonist is stopped by a random encounter indicator, which transforms into Reaper Bird. At the end of the room is a room with the blue key slot.
After collecting all four keys, the power room door is unlocked. Entering through the door leads to an elevator that is connected with a western pathway. Going through the pathway leads to a horizontal hallway with blank screens along the wall. At the end of this hallway is a doorway leading to the power room. The Power Room contains a generator which has a red, heart-shaped figure on its front. After turning on the power, several amalgamates approach and surround the protagonist, and Alphys rushes in and bails them out. The protagonist then leaves the room and travels back through the hallway. The blank screens on the wall turn on to reveal entries 8 and 18. After returning to the elevator, the western and southern pathways are cut off, and the protagonist is then thrust into New Home.
Lab Entries can be found on the numerous panels that can be seen throughout the lab. The entries are numbered from 1 to 21, but there is no 17th entry. In the game data, there are two 17th lab entries which cannot be accessed in normal gameplay; one of them is completely in Wingdings and presumed to have been written by W. D. Gaster.[3] Most of the entries contain extensive information about Alphys's experimentation concerning SOULs, Determination, monsters, and Flowey.
ENTRY NUMBER 1
This is it... Time to do what the King has asked me to do.
I will create the power to free us all.
I will unleash the power of the SOUL.
ENTRY NUMBER 2
The barrier is locked by SOUL power..
Unfortunately, this power cannot be recreated artificially.
SOUL power can only be derived from what was once living.
So, to create more, we will have to use what we have now...
The SOULs of monsters.
ENTRY NUMBER 3
But extracting a SOUL from a living monster would require incredible power...
Besides being impractical, doing so would instantly destroy the SOUL's host.
And, unlike the persistent SOULs of humans... The SOULs of most monsters disappear immediately upon death.
If only I could make a monster's SOUL last...
ENTRY NUMBER 4
I've been researching humans to see if I can find any info about their SOULS.
I ended up snooping around the castle... And found these weird tapes.
I don't feel like ASGORE's watched them...
I don't think he should.
ENTRY NUMBER 5
I've done it.
Using the blueprints, I've extracted it from the human SOULs.
I believe this is what gives their SOULs the strength to persist after death.
The will to keep living... The resolve to change fate.
Let's call this power...
"Determination."
ENTRY NUMBER 6
ASGORE asked everyone outside the city for monsters that had "fallen down."
Their bodies came in today.
They're still comatose... And soon, they'll all turn into dust.
But what happens if I inject "determination" into them? If their SOULS persist after they perish, then...
Freedom might be closer than we all thought.
ENTRY NUMBER 7
We'll need a vessel to wield the monster SOULs when the time comes.
After all, a monster cannot absorb the SOULs of other monsters.
Just as a human cannot absorb a human SOUL...
So then...
What about something that's neither human nor monster?
ENTRY NUMBER 8
I've chosen a candidate.
I haven't told ASGORE yet, because I want to surprise him with it...
In the center of his garden, there's something special.
The first golden flower, that grew before all the others.
The flower from the outside world.
It appeared just before the queen left.
I wonder...
What happens when something without a SOUL gains the will to live?
ENTRY NUMBER 9
things aren't going well.
none of the bodies have turned into dust, so I can't get the SOULs.
i told the families that i would give them the dust back for the funerals.
people are starting to ask me what's happening.
what do i do?
ENTRY NUMBER 10
experiments on the vessel are a failure.
it doesn't seem to be any different from the control cases.
whatever. they're a hassle to work with anyway.
the seeds just stick to you, and won't let go...
ENTRY NUMBER 11
now that mettaton's made it big, he never talks to me anymore.
... except to ask when i'm going to finish his body.
but i'm afraid if i finish his body, he won't need me anymore...
then we'll never be friends ever again.
... not to mention, every time i try to work on it, i just get really sweaty...
ENTRY NUMBER 12
nothing is happening.
i don't know what to do.
i'll just keep injecting everything with "determination."
i want this to work.
ENTRY NUMBER 13
one of the bodies opened its eyes.
ENTRY NUMBER 14
Everyone that had fallen down...
... has woken up.
They're all walking around and talking like nothing is wrong.
I thought they were goners...?
ENTRY NUMBER 15
Seems like this research was a dead end...
But at least we got a happy ending out of it...?
I sent the SOULS back to ASGORE, returned the vessel to his garden...
And I called all of the families and told them everyone's alive.
I'll send everyone back tomorrow. :)
ENTRY NUMBER 16
no No NO NO NO NO NO
ENTRY NUMBER 17 (inaccessible in-game)
monsters' physical forms can't handle "determination" like humans' can.
with too much determination, our bodies begin to break down.
everyone's melted together...
Gaster's Entry Number Seventeen (note Wingdings font)
ENTRY NUMBER 18
the flower's gone.
ENTRY NUMBER 19
the families keep calling me to ask when everyone is coming home.
what am i supposed to say?
i don't even answer the phone anymore.
ENTRY NUMBER 20
ASGORE left me five messages today.
four about everyone being angry
one about this cute teacup he found that looks like me
thanks asgore.
ENTRY NUMBER 21
i spend all my time at the garbage dump now
it's my element
The room with the TV, entry number 4, and the yellow-colored switch.
The five VHS tapes can be found in the room with the TV, which is north of the room with the DT Extraction Machine. Home (Music Box) plays at 80% speed over the first tape between Toriel and Asgore, the second through fourth tapes of the first human and Asriel play mus_birdnoise.ogg, and the last tape of the first human on their deathbed does not contain any music. They contain recordings of Asriel, his family and the Fallen Human interacting. However, these do not have any visual content.
Tape 1
[Toriel] Pssst. Gorey, wake up.
[Asgore] Mmm? What is it, dear?
... er, and why do you have that video camera?
[Toriel] Shush! I want to get your reaction.
Gorey, dearest. What is my favorite vegetable?
[Asgore] Hmmm... Carrots, right?
[Toriel] No no no! My favorite vegetable is...
Eda-MOM-e.
... get it???
[Asgore] ...
Go back to bed, dear.
[Toriel] No no!! Not yet! Hee hee hee.
Now, If I were a dog, what breed of dog would I be?
[Asgore] Hmmm... I don't know, honey. What kind of dog would you be?
[Toriel] I would be...
A MOMERANIAN.
[Asgore] Hohoho!
You sure are excited to have this child.
You know, if you keep making jokes like this...
One day, you could be...
... a famous MOMedian.
[Toriel] ...
Well, I am going to bed.
[Asgore] Hey! Come on Tori! That one was funny!
[Toriel] Hahaha, I know. I am just teasing you.
Goodnight, dear.
[Asgore] Goodnight, honey.
[Toriel] ...
Oh dear, perhaps it is too dark in here for the video to come out.
Tape 2
[Asriel] Okay, <Name>, are you ready?
Do your creepy face!
AHHHHH!! Hee hee hee!
Oh! Wait! I had the lens cap on...
What!? You're not gonna do it again...?
Come on, quit tricking me! Haha!
Tape 3
[Asriel] Howdy, <Name>! Smile for the camera!
Ha, this time I got YOU! I left the cap on... ON PURPOSE!
Now you're smiling for noooo reason! Hee hee hee.
What? Oh, yeah, I remember.
When we tried to make butterscotch pie for Dad, right?
The recipe asked for cups of butter...
But we accidentally put in buttercups instead.
Yeah! Those flowers got him really sick.
I felt so bad. We made Mom really upset.
I should have laughed it off, like you did...
Um, anyway, where are you going with this?
Huh? Turn off the camera...? OK.
Tape 4
[Asriel] I... I don't like this idea, <Name>.
Wh.. what? N-no, I'm not...
... big kids don't cry.
Yeah, you're right.
No! I'd never doubt you, <Name>... Never!
Y... yeah! We'll be strong! We'll free everyone.
I'll go get the flowers.
Tape 5
[Toriel] <Name>... Can you hear me? We want you to wake up...
[Asgore] <Name>! You have to stay determined!
You can't give up... You are the future of humans and monsters...
[Asriel] ...
Psst... <Name>... Please... Wake up...
I don't like this plan anymore. I... I...
... no, I said... I said I'd never doubt you.
Six, right? We just have to get six...
And we'll do it together, right?
There is a known glitch in which the Blue Key cannot be seen after being dropped but can still be picked up.
The teacup mentioned in Entry Number 20 can be found in Alphys's lab, sitting on her desk.
The DT Extraction Machine also heavily resembles a Cervine (Deer) skull, the same way Sans's Gaster Blasters resemble Canid (Dog) skulls, and Asriel's skull during the final battle resembles a Capra (Goat) skull.
In the room with the beds, laying down on the bottom left one for a short while will cause an amalgamate to appear and extend out an arm to pull up the cover over the protagonist, then pat their head before disappearing.
If the protagonist enters the refrigerator room without turning on the ventilation first, the fog will change the protagonist’s interactions with the environment to vague assumptions. The refrigerators will be described as "It's some sort of cold, rectangular object." Other observations are:
"There's something here... It feels like it's breathing."
"There’s something here... It feels like a tree, ripe with delicious fruit."
"There's something here... It feels warm, and moist."
"There’s something here... Something in the shape of a man."
The screens for Entry Numbers 8 and 18 display a red smile instead of green lines like the other entries, possibly because they tell of how Alphys created Flowey, and Flowey disguises his dark intentions with an innocent smile.
If the protagonist has Popato Chisps in their inventory, Alphys says in the power room Amalgamates probably smelled the chisps in their inventory.
It is speculated that the True Lab is where Alphys evacuates everybody to during the Genocide Route, as Alphys mentions during the Near Genocide Neutral ending that doing it would cause everyone to find out the truth about her.[4]
If the player's controller is disconnected in the Xbox version while in the True Lab, under the "No Controller Connected" message is a list of other human body parts that are said to not be connected.[5]
↑ Bratty: "So Alphys has always, like..."
Catty: "Thought ASGORE is a SUPER cutie."
Bratty: "So, like, I'm pretty sure she..."
Catty: "Made Mettaton to, like, totally impress him."
Bratty: "A robot with a SOUL..."
Catty: "That's, like, SUPER relevant to his hobbies!"
- Bratty and Catty
↑ 2.0 2.1 Betrayed Undyne Ending (Mettaton dead) and the Mettaton Ending
↑ By changing your room number in both your save0 and your .ini file to 264, a set of wingdings will appear. - W.D Gaster: Undertale's Last Secret (Mistress Spitfire, September 18, 2015.) Steam Community.
↑ Even if it meant everybody would... Have to learn the truth about me. - Alphys
↑ I just find out that if you disconnect your controller in the "true laboratory" of alphys in the Xbox version, this shows up - u/MorsaRika on Reddit, March 18, 2021.
Art Club Room
The Art Club Room is a secret room located on the second floor of Hotland north of the crossroads that leads to the room with the Stained Apron that can be accessed by stepping on magical glass.
A secret boss, So Sorry, can be encountered here. To do so, the game must be launched while the player's computer clock is set for October 10th, 8 P.M. If this condition is met, reading the sign causes So Sorry to run into the protagonist, initiating his encounter.
The Nintendo Switch version of the game has the sign removed the 8 P.M. part, allowing Nintendo Switch users to face So Sorry all day instead of 8 P.M. [1]
This room is inaccessible by normal means on the Genocide Route due to the second floor being blocked off by a force field. If file manipulation or other means are used to get into the Art Club Room, So Sorry still cannot be fought and the sign will read: "* (Art club is cancelled!)"
The room consists of 3 cacti and a sign in the middle that says the next art club meeting is on October 10th at 8 pm. A sign can be found in the empty space at the end of the hallway in the MTT Resort advertising the room.
Art Club sign at the end of a True Pacifist Route
Art Club sign in the Genocide Route
Sign located in the MTT Resort advertising Art Club
The Glass bridge entrance to the Art Club Room
Art Club sign with the 8PM part removed in the Nintendo Switch version
↑ Today's the day you can go to the Art Club on Hotland 2F and have a special meeting. That's 8PM (your time). On the Switch version you can meet all day though!! - Toby Fox (@tobyfox) on Twitter, October 10, 2018.
Ruins
Hotland
Come eat food made by spiders, for spiders, of spiders!
Bake sale advertisement
The Spider Bake Sale is a small vendor and fundraising event found in the Ruins and Hotland.
In the Ruins, Spider Donuts can be bought for 7G each and Spider Ciders for 18G each.
In Hotland, Spider Donuts and Spider Ciders can be bought for 9999G each.
In the Hotland Spider Bake Sale, Muffet can be found and interacted with before fighting her. Additionally, the Scared Donut Guy is present here, complaining about having spent all of his money.
During the fight against Muffet, she reveals that the Spider Bake Sale is a fundraising event aiming to raise money in order to rescue the spiders trapped in the Ruins; she mentions the cold climate of Snowdin being fatal to them. She traps the protagonist, claiming that they were too stingy with their money to buy anything, and attempts to kill them due to the extra money promised to her. At the end of the battle, she receives a telegram from the spiders in the Ruins, and they either confirm that the protagonist is stingy, or they inform her that they helped donate to the cause.
If the protagonist buys an item from the Ruins Spider Bake Sale and uses it during the fight against Muffet, she receives the telegram right then and is immediately made spareable. If the protagonist buys an item from Hotland's Spider Bake Sale, Muffet does not engage in a fight with them.
Muffet and the Scared Donut Guy are absent from the Hotland Spider Bake Sale. A slowed down version of Quiet Water is played here, but if the protagonist triggers the "But nobody came" message in Waterfall, mus_toomuch.ogg is played instead.
Buying an item from the Hotland Spider Bake Sale does not prevent the fight against Muffet. She acknowledges the protagonist’s generosity but is still suspicious of them and engages them in a fight regardless.
A large and small spider web and a sign that reads "Spider Bake Sale All proceeds go to real spiders." characterize the Spider Bake Sales.
The Spider Bake Sale in the Ruins is one room to the right of where the protagonist meets Napstablook for the first time. It is a small, rectangular room with two webs and a sign. The smallest web can be interacted with in order to buy a Spider Donut and the bigger one can be interacted with in order to buy a Spider Cider.
Hotland's bake sale is larger than the one in the Ruins. Along with the webs and sign, it comes with a table that has a Spider Donut and a croissant on it, neither of which the protagonist can buy. They are described as rubbery or fake.
Leave 7G in the web? – Spider Donut (Ruins)
Leave 18G in the web? – Spider Cider (Ruins)
Buy a Spider Donut for 9999G? – Spider Donut (Hotland)
Buy a Spider Cider for 9999G? – Spider Cider (Hotland)
Spider Bake Sale flyer sold on Fangamer
When checking the croissant, the text reads, "It looks like some sort of powerful bracelet..." This quote may be a reference to the power bracelet from The Legend of Zelda: Link's Awakening, Oracle of Seasons, and Oracle of Ages, which looks like a croissant.
The spider web at the bottom right corner of Napstablook's house has a bake sale flyer on it.