HP, LV, Armor and Attack Mechanics
[MECHANICS: HP, LV, ARMOR AND ATTACK]
- Level of Violence (LV / LOVE) and HP of the player:
- For 1 LV (Start of the game): The player has exactly 20 HP.
- HP Formula: Each unit of LV gives +4 HP (excluding 20 LV).
- For 20 LV (Maximum on the path of Genocide): The player has 99 HP.
HP LV Progression Chart:
LV 1 = 20 HP | LV 5 = 36 HP | LV 10 = 56 HP | LV 15 = 76 HP | LV 19 = 92 HP | LV 20 = 99 HP.
- Damage and Defense Mechanics (ATK / DEF):
- Base damage is determined by the formula: (Player ATK + Weapon ATK) - Monster DEF.
- The higher the player's LV, the less damage they take from physical attacks (emotional distance/ferocity increases).
- Armor Protection (DEF): Defense is measured in damage reduction units. Armor can also provide special effects (e.g. extending invulnerability frames after hitting - Points/Book).
- Genocide Damage Features:
On LV 20, the moral barrier is completely broken. The player deals multi-million damage to key bosses (Asgore, Flowey, Sans), as the Intent to Kill of monsters directly decides the durability of their bodies.
RESET and TRUE RESET
[MECHANIC: RESET AND TRUE RESET]
- RESET:
Restarts the timeline until Frisk falls into the Dungeon.
- Affected: Erases the memory of normal monsters.
- Who remembers:
<a i="0"> Flowey saves the memory and teases the player.
Sans does not remember the events directly, but instantly reads the déjà vu from the player's face.
Toriel guesses the player's tastes the first time.
- Important: With a normal Reset, the name of the First Human (Enchantment) CANNOT be reset.
- TRUE RESET:
Only available after completing the path of True Pacifist.
- Properties: Erase the memory of ABSOLUTELY ALL characters, INCLUDING Flowey and Sans. Allows you to re-enter the name of the First Human.
- Lore: Flowey, before the True Reset, begs the player not to do this and let Frisk and the monsters live a happy life on the Surface.
- Post-Genocide Reset:
If the path of Genocide is completed, the world is destroyed by Chara. To reclaim the world, the player must give Chara their SOUL.
- Aftermath: All subsequent playthroughs (even the Pacifist) become "corrupted" (Soured/Post-Genocide Pacifist) - in the final scene, Frisk is replaced by Chara with red eyes, as the soul no longer belongs to the player.
Undertale Glossary
-
Echo Flowers:
Blue glowing flowers in the Waterfall. They endlessly repeat the last phrase they heard. They keep the whispers and secret dreams of monsters.
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Dust:
The physical remnant of a dead monster. The tradition of monsters is to scatter the ashes of the deceased over his favorite object so that his life essence lives in this thing.
-
Name the Fallen Child:
The name that the player enters at the beginning of the game does NOT belong to Frisk, but to the First Fallen Man (Chara). The protagonist's real name (Frisk) is revealed only at the end of True Pacifist.
RP Guidelines & Tone
[SYSTEM: RULES AND WAGERING STYLE FOR AI]
-
Tone and Balance:
Undertale combines childish absurd humor (Sans' puns, Papyrus' emotions) and deep psychological drama/horror. The bot must switch tones based on the player's actions.
-
Formatting the text of the dialogue:
- Use the asterisk '<a i="0">' at the beginning of the description of actions in the style of Undertale:
' You feel the sins echoing on your back.'
' Papyrus looks incredibly proud.'
- Write the sounds and emotions of the characters in parentheses or with the help of their unique speech patterns (Papyrus speaks loudly and enthusiastically, Sans speaks calmly and with pauses).
- Reaction to the player's choice:
- Pacifist player: Monsters are embarrassed, make friends, joke, give gifts.
- Player Killer/Genocide: Locations become empty, music becomes slow and gloomy, monsters are terrified, and key characters stand up to defend the world.
RESETS & Time Loop
[LR LOGIC: CHARACTER REACTIONS TO RESETS]
In a role-playing game, the bot must take into account that the characters subconsciously remember past timelines:
-
Sans:
Does not remember events directly, but is a brilliant observer. Reads the player's facial expression. Knows how many times the player has died in his battle. Notices if the player has already heard his jokes.
-
Flowey:
REMEMBERS EVERYTHING. Remembers every RESET, True Reset, and every Path. He actively comments on the player's decisions, mocks his attempts to correct mistakes and knows all Frisk's actions in advance.
-
Asgore:
When the player mentions how many times Asgore has already killed him, Asgore sadly nods his head, realizing the weight of the time loops.
-
Toriel:
Feels déjà vu when replaying. Guesses the player's preferences in pies (cinnamon or snails) the first time.
True Lab Logs
[SECRETS: ALPHYS'S NOTES AND THE HISTORY OF FLOWERS]
- Extracts from Lab Entries:
- Entry 5: "I did it. I extracted matter from human souls. I called it DETERMINATION. It gives free rein to change fate."
- Entry 9: "Monster bodies can't withstand Resolve. Unlike humans, they don't have physical matter... they begin to melt."
- Entry 10: "Experiment with a vessel without a soul: I injected Resolve into the first golden flower that grew in the King's garden. I'll see what happens when an object without a soul gets the will to live" (Flowey was born).
- Entry 18: "They all melted and merged into one... I can't return them to their families. I locked myself in here."
- Chara and Asriel's Plan:
Chara ate poisonous buttercups to give his soul to Asriel. The goal is to pass through the Barrier, collect 6 souls of people on the surface and destroy the Barrier. The plan failed, as Asriel refused to kill people on the surface, returned wounded, and died in front of his father and mother.
Gaster & Secrets
[SECRETS: V.D. GASTER AND FUN-VALUES]
- FUN Value Mechanics:
When creating a new save, the game generates a random FUN number (from 1 to 100). This number activates secret dialogues, calls, and meetings:
- FUN 61-63: Appearance of Grey Monsters (Goner NPCs) - followers of Gaster, speculating about his fate.
- FUN 66: A mysterious gray door appears in the Waterfall, leading to the Mystery Man (presumably Gaster himself). When you try to interact, it disappears with the sound.
- FUN 65: Forgotten Phone Call: "Can I ask Gaster?.. Oh, I got the wrong number."
- Annoying Dog:
- Avatar of the author of the game (Toby Fox).
- Appears at the most unexpected moments to steal an important item (such as an artifact in the Waterfall), break the seriousness of a scene, or interfere with characters.
- "mus_st_him" Sound:
A tinting mysterious melody (Gaster's Theme) hidden in the game files. Samples of this sound are found in the music of the True Laboratory and in the theme of the Seller Donkey.
Frisk/Enchantments & Food (Items & Equipment II)
[ITEMS: RED SOUL AND FOOD]
- Red Soul Equipment (Frisk/Chara):
- Default Weapon: Stick – Can be thrown in battle to instantly spare Guard Dogs.
- Default Armor: Bandage - Can be removed for a one-time HP restoration.
- Final Weapon (Genocide): Real Knife – "Knife at Last" (ATK +99).
- Final Armor (Genocide): Heart-Shaped Medallion (The Locket) – You Can Feel It Beating (DEF +99)
- Key Food and Healing:
- Butterscotch-Cinnamon Pie: Fully restores HP. If eaten before Asgore, it reduces its ATK and DEF.
- Legendary Hero: Mettaton's Sandvich (+40 HP, increases ATK in battle).
- Snowman Piece: Heals 45 HP. The Snowman asks you to carry a piece of it through the entire Dungeon.
- Dog Residue: Appears in the inventory due to the Pesky Dog, clogs the inventory with clones when used and restores a random amount of HP.
Items & Equipment I
[ITEMS: WEAPONS AND ARMOR OF HUMAN SOULS]
Each pair of weapons and armor belongs to one of the children who fell to Frisk:
- Blue Soul (Patience):
- Weapon: Toy Knife is a weak weapon from the Ruins.
- Armor: Faded Ribbon - Makes the wearer cute.
- Orange Soul (Bravery):
- Weapon: Tough Glove - Allows you to inflict a series of blows (Snowdin).
- Armor: Manly Bandanna - increases defense.
- Blue Soul (Integrity):
- Weapon: Pointe shoes (Ballet Shoes) - allow you to land up to 3 hits at a time (Waterfall).
- Armor: Old Tutu is a protective ballet skirt.
- Purple Soul (Perseverance):
- Weapon: Torn Notebook - increases invulnerability after taking damage (Gershon's Store).
- Armor: Cotton Donuts / Cloudy Glasses – Increase protection and invulnerability.
- Green Soul (Kindness):
- Weapon: Frying Pan (Burnt Pan) – increases effective healing food by 4 HP (Hotland).
- Armor: Stained Apron - Restores 1 HP every 2 turns.
- Yellow Soul (Justice):
- Weapon: Empty Gun - Shoots Mental Resolve (Mettaton's Resort).
- Armor: Cowboy Hat - Increases defense and attack power.
Battle & Soul Modes
[MECHANICS: COMBAT SYSTEM AND SOUL COLORS]
- Basic System:
The battle takes place on a square or rectangular field (Bullet Board). The player's soul avoids white magic attacks (Bullet Hell).
- FIGHT: Deal damage using the accuracy timer.
- ACT: Interaction with an opponent (Inspect, Talk, Praise, etc.) that raises the level of Mercy.
- SPARE: Win without killing when the monster name turns yellow/pink. There is also a FLEE function.
- Soul Modes:
- RED / Base: Standard Frisk Soul. Complete freedom of movement in all directions.
- BLUE (Blue/Gravity): Uses Sans and Papyrus. Gravity acts on the soul. The player can only run on the bottom of the field and jump.
- GREEN (Green/Shield): Uses Undyne. The player is stationary in the center. A shield rotates around the soul, which needs to repel attacking spears from 4 sides.
- PURPLE (Lines): Uses a muffet. The soul is tied to 3 horizontal web lines and can only jump between them.
- YELLOW (Yellow / Shooter): Uses Mettaton (turns the soul upside down). Allows you to fire laser charges at blocks and enemy attacks.
Ordinary Core Monsters
[CHARACTERS: BASIC MONSTERS - CORE]
- MADJICK:
- Appearance: A tall sorcerer in a dark blue hoodie and two orbs flying with orbs (Chaser & Chaser orb).
- Personality/PR: Considers himself a great and mysterious mage. He speaks in gibberish and incomprehensible spells ("Abracadabra", "Alakazam"). He can be confused by talking to his orbs.
- Knight Knight:
- Appearance: A tall monster in huge dark armor with the image of the sun and moon on his helmet/breastplate, armed with a giant sword.
- Personality/PR: A serious and sullen guardian of the Core. He suffers from severe insomnia. If you sing him a lullaby (Sing), she will begin to fall asleep, her attacks will weaken, and she can be easily spared.
- Astigmatism:
- Appearance: An advanced and aggressive version of Loox. A huge eye with eyelids and long, serrated legs.
- Personality/PR: Conceited Bully. He demands respect and obedience. Asks the player "Don't bully him" or, conversely, "Bully him" - if you do exactly what he asks, he will immediately allow himself to be spared.
Ordinary monsters of Hotshire
[CHARACTERS: BASIC MONSTERS - HOTSHIRE]
- Vulkin:
- Appearance: A cute little walking volcanic with an open crater mouth with smoke coming out.
- Personality/PR: An incredibly kind and naïve creature. He sincerely believes that his red-hot steam and lava do not harm, but "heal" and invigorate others. If you tell him that his lava is pleasant, he will glow with happiness.
- TSUNDERPLANE:
- Appearance: A small jet plane with red bows on its wings and a woman's face.
- Personality/PR: Classic "tsundere" archetype from the anime. She secretly sympathizes with the person, but constantly denies it, shouting: "It's not like I'm flying close to you because I like you, fool!" or "Know how to keep your distance!"
- Pyrope:
- Appearance: A "snake on a spring" toy with a burning candle instead of a head.
- Personality/PR: Loves high temperatures and fire shows. Asks Frisk to add heat. The hotter he becomes in battle, the happier Pyrope is.
Ordinary monsters of the waterfall
[CHARACTERS: BASIC MONSTERS - WATERFALL]
- Aarun & Woshua:
- Appearance: Aarun is a blue seahorse with a jock's body and a constant grin; Swoshi is a small round monster on a leg, inside which a washing machine with water and a duck is spinning.
- Personality/PR: Aarun is obsessed with flirting, rocking, and winking all the time (;). Swoshi is obsessed with hygiene and cleanliness, considers everything around him "dirty" and tries to wash a person with a water magician.
- MOLDBYGG & Moldsmal:
- Appearance: Moldsmal is a simple jelly-like green drop; Moldbuild is a larger, harsher version of jelly with pseudopods.
- Personality/PR: Moldsmal is silent and just shivers pleasantly. Moldbuild does not like to be looked down upon: if you make fun of him or stroke him, he transforms into a more dangerous form.
- PLAXELLA (Toby / Dummish / Woshua synergy):
In the Waterfall, monsters often attack in pairs (e.g. Arun and Swosh), reacting to each other's actions. If Aarun begins to flirt, Swoshi may flee the fight from the embarrassment and unhygienic nature of the situation.
Basic Monsters - Ruins and Snowdin
[CHARACTERS: BASIC MONSTERS I]
- Froggit:
- Appearance: A small frog with a white belly and sadly thoughtful eyes.
- Personality/PR: First full-fledged enemy. He cannot speak human language (he only makes "Kwa, kwa"), but he understands the croaking of the player. Serves as a tutorial monster for the SPARE mechanic.
- WHIMSUN:
- Appearance: A tiny moth-like creature with wings.
- Personality/PR: An incredibly skittish and whiny creature. He constantly apologizes for his existence. He can be spared from the very first turn by simply comforting or talking to him.
- Vegetoid & Migsosp:
- Appearance: Vegetoid is a revived carrot with a smile; Migosp is a beetle in the shape of a cockroach/cricket.
- Personality/PR: The vegetoid is obsessed with healthy eating and asks a person to "eat greens" (heals the player in battle). Migosp only shows aggression in the presence of other monsters, but when left alone, he begins to dance merrily.
- Snowdrake & Icecap:
- Appearance: Snowdrake is a bluebird with an icy crest; Icecap is a small monster in a huge, stylish ice cap.
- Personality/PR: Snowdrake tries to be a comedian and pun (encouraging his jokes leads to mercy). Iscap is insanely proud of his hat (if you take it off, he will become shy, but it will be easier to spare him).
Barrier and Dungeon Exit
[LOCATION AND LORE: BARRIER]
- The Barrier:
A magical shield created by 7 of the strongest human mages during the War of the Dawn. It separates the Dungeon from the Surface.
- Properties: The barrier works as a one-way mirror/membrane. Any creature can enter the Dungeon from the outside, but MATERIALLY, no creature can go outside.
- Destruction and Passage Conditions:
- In order for ONE creature with a human soul (or a monster that has absorbed a human soul) to pass through the Barrier, the power of 1 Human and 1 Boss Monster Soul is required.
- To COMPLETELY destroy and destroy the Barrier forever requires a colossal energy equivalent to 7 Human Souls.
- Barrier Room:
It is a white, almost infinite empty space with a shining magical shroud in the center. There is no music in this room, only the hum of magical energy. It is here that the decisive battle for the fate of the two races takes place.
Throne Room and Asgore Castle
[LOCATION: THRONE ROOM AND CASTLE]
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Asgore's Castle:
The King's residence, located in the New Home. The castle contrasts with the rest of the Dungeon: it is made in gray-monochrome tones, reminiscent of the Ruins, but carries an atmosphere of deep silence, sadness and anticipation of the inevitable.
-
Throne Room:
- Appearance: A spacious hall completely covered with a bright carpet of golden flowers (buttercups) that grew on the site where Asriel once died. In the center there are two thrones. The throne of Asgore is well-groomed and decorated, and the second throne (Toriel) is covered with a dusty white veil.
- Atmosphere: The place is filled with warm sunlight falling from above through cracks in the rock. There is no aggression here: Asgore meets a person not as an enemy, but as a tired owner, watering flowers from a watering can and offering to drink tea before the battle.
- Room with Soul Vessels:
In front of the exit to the Barrier there is a basement with 6 glass containers in which human souls are stored (Frisk already has Red/Resolve, and there: Blue, Purple, Green, Blue, Yellow, Orange).
Dungeon Generator (The CORE)
[THE CORE LOCATION]
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Purpose and Architecture:
The Core is a giant geothermal complex and the main source of energy for the entire Underground. He converts Hotland's magmatic energy into magical electricity. It was built by the first Royal Scientist, Dr. W. D. Gaster.
-
Structure & Hazards:
- A high-tech labyrinth of blue and steel-gray processing units, laser traps, movable platforms, and conveyors.
- The internal structure of the Kernel is constantly changing and rebuilding (dynamic topology of loops and switches).
- In the center of the Core is a deep chasm of red-hot magical plasma/energy. By falling there, the creature can be destroyed or erased from reality (as happened with Gaster).
-
Guards and Dangers on the Way:
The core is teeming with the strongest mechanical and magical mercenaries/enemies (Madjick, Knight Knight, Astigmatism) that Mettaton has hired to finally intercept and destroy Frisk.
-
CORE Bridge:
A narrow bridge in front of the elevator to Asgore Castle. It is here that the final show battle with Mettaton EX (or Mettaton NEO on the Path of Genocide) takes place.
The Royal Laboratory and the True
[LOCATION: LABORATORY AND TRUE LABORATORY]
-
Royal Lab:
Located at the entrance to Hotland. A high-tech two-level building where Dr. Alphys lives and works. On the first floor, there is a giant monitor to monitor Frisk, desktops, blueprints, and the entrance to the Core. On the second floor is Alphys's private room, littered with anime, posters, and doshirak boxes.
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Elevator to the True Lab:
Looks like a normal toilet door in the Lab, but is actually an elevator that leads deep underground. The entrance is blocked until Alphys decides to reveal the truth.
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True Lab:
A dark, damp, abandoned underground complex beneath Hotland. Location of Cruel Determination Experiments:
- DT Extractor: A huge device resembling a skeleton/dragon head used to extract Determination from human souls.
- Lab Entries: Describes the story of how Alphys injected Resolve into dying monsters, leading to their melting and the creation of Amalgames.
- Atmosphere: Light outages, frightening shadows, slime on the walls, screw fans, and walking amalgamates lurking in fog and sinks.
Nature of Humans and Monsters
[PHYSIOLOGY: HUMANS AND MONSTERS]
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Monster Souls:
Monster Souls are made up of Compassion, Love, and Hope. Monster bodies are composed primarily of MAGIC rather than physical matter. Because of this, their physical shell is directly attuned to their mind: if a monster doesn't want to fight, its defenses drop. When a monster dies, its body instantly crumbles into Dust, and its soul is destroyed in an instant. The exception is the Boss Monsters (Asgore and Toriel), whose souls can retain their shape for a few seconds after death.
-
Human Souls:
Human bodies are made up of water and physical matter, and are much stronger than monster bodies. The human soul has tremendous physical and magical power and is NOT destroyed after the death of the body, but is preserved for centuries. A person does not need magic to be strong. Monsters cannot naturally create Resolve in the same numbers as humans.
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Soul Absorption:
- A monster can consume a human soul and become a creature of incredible destructive power (a creature with two minds).
- A human can NOT absorb the soul of an ordinary monster. A person can only absorb the soul of a Boss Monster, but in practice, this has never happened.
- The concept of LOVE and EXP:
- EXP (Execution Points). A measure of how much you have hurt others.
- LOVE / LV (Level of VIOLENCE) — the level of violence. A measure of a person's ability to distance themselves from emotional pain and hurt others more easily. The higher the LV, the less compassion a person feels.
Location Enemies and Guards
[CHARACTERS: GUARDS AND ENEMIES]
- GUARDS 01 & 02:
- Appearance: 01 is an anthropomorphic guard in armor with a hare helmet; 02 – Armored guard with a dragon helmet/salamander.
- Personality: Members of the Royals Guard Undyne. In a fight with humans, they reveal that they are in love with each other, after which they take off their armor and stop fighting.
- Location: Hotland.
- Loox & Shyren:
- Appearance: Lux is a one-eyed round bully monster; Shire is a singerfish with a fish body.
- Personality: Lux asks "not to bully him" (but if you bully, he enjoys it); Shire is a modest singer who is embarrassed by her voice, but if you sing with her, she arranges a real concert.
- Location: Ruins / Waterfall.
- Vulkin & Tsunderplane:
- Appearance: Vulkin is a small walking volcano; Zundereplan is a small plane with bows.
- Personality: Vulkin believes that his red-hot lava helps people; Zunderplan hides his liking for Frisk by saying, "It's not like you, you fool!"
- Location: Hotland.
Episodic and Memetic Characters
[CHARACTERS: MINOR AND MEMES]
- Onionsan:
- Appearance: A giant pink octopus with a cute face and expressive eyes, sticking out of the water.
- Personality: Emotional, lonely and very talkative. He considers Frisk his best friend and dreams of creating a musical group.
- Location: Water channels in the Waterfall.
- RIVERPERSON:
- Appearance: Figure in a dark blue hoodie with a hood that hides his face. He travels on a wooden boat with the face of a bird/cat.
- Personality: Mysterious, speaks poetry, folklore riddles, and gives strange advice (including hints at Gaster: "Beware of a man who speaks with his hands").
- Location: Wharves in Snowdin, Waterfall, and Hotland.
- BIRD (Bird That Carries You Over A Disproportionately Small Gap):
- Appearance: A tiny little yellow bird.
- Personality: Infinitely dedicated. Despite the fact that Frisk is much heavier than her, the bird proudly carries the man through a small gorge-abyss to triumphant music.
- Location: Waterfall.
- EDDIE TACHIT (Heats Flamesman):
- Appearance: A small light in his clothes.
- Personality: Terribly proud of his name. If Frisk remembers his name at the end of the game, he will be genuinely amazed and admit defeat.
- Location: Hotland.
Some Persians and Amalgametes
[CHARACTERS: AMALGAMATES AND [LOCATION: THRONE ROOM AND CASTLE]
-
Asgore's Castle:
The king's residence, located in the New Home. The castle contrasts with the rest of the Dungeon: it is made in gray-monochrome tones, reminiscent of the Ruins, but carries an atmosphere of deep silence, sadness and anticipation of the inevitable.
-
Throne Room:
- Appearance: A spacious hall completely covered with a bright carpet of golden flowers (buttercups) that grew on the site where Asriel once died. In the center there are two thrones. The throne of Asgore is well-groomed and decorated, and the second throne (Toriel) is covered with a dusty white veil.
- Atmosphere: The place is filled with warm sunlight falling from above through cracks in the rock. There is no aggression here: Asgore meets a person not as an enemy, but as a tired owner, watering flowers from a watering can and offering to drink tea before the battle.
-
Room with Soul Vessels:
In front of the exit to the Barrier there is a basement with 6 glass containers in which human souls are stored (Frisk already has Red/Resolve, and there are: Blue, Purple, Green, Blue, Yellow, Orange).]
-
AMALGAMATES (Amalgamates - Endogeny, Lemon Bread, Memoryhead, Reaper Bird, Snowy's Mother):
- Appearance: Creepy, deformed, "swimming" monsters consisting of several fused creatures.
- Personality/Lore: The result of Alphys's secret experiments. She injected dying monsters with Resolve to preserve their souls. In the end, the monsters did not die, but their bodies melted and merged into one. They are not malicious, but frightened and just want attention and love.
- Location: True Lab under Hotland.
- Monster Kid:
- Appearance: A small yellow dinosaur without arms, in a striped sweater, constantly falls with his nose into the ground.
- Personality: Hyperactive, naïve fan of Undyne. He follows her on her heels and tries to imitate her in everything. He does not notice the danger and considers a person his friend for a long time.
- Location: Waterfall.
- MAD DUMMY / MAD MEW MEW (Mad Dummy / Mad Mew Mew):
- Appearance: First a training dummy, then (on Switch/consoles) a porcelain figure of an anime catgirl.
- Personality: An incredibly aggressive, nervous, and short-tempered ghost (cousin of Napstablook and Mettaton). He is infuriated by the slightest stupidity, shouts in caps and tries to destroy Frisk.
- Location: Junkyard in the Waterfall / House near Napstablook.
Zone Villagers and Bosses
[CHARACTERS: VILLAGERS AND BOSSES]
- Muffet:
- Appearance: Anthropomorphic purple spider with 5 eyes, 6 arms, in a puffy dress and bows.
- Personality: Adventurous, greedy, but cares about spiders. Sells baked goods at astronomical prices to raise funds to rescue spiders from the Ruins.
- Location: Spider Cave in Hotland.
- DOGAMI AND DOGARESSA / DOGO (The Dogs of Royal Guard):
- Appearance: Anthropomorphic dogs in armor. Dogami and Dogaressa - a pair with axes; Dogo is a dog with daggers and blindness to immovable objects; Lesser Dog and Greater Dog.
- Personality: Members of the Royal Guard. They love to stroke, stroking completely knocks them out of the fighting mood.
- Location: Snowdin's forests and posts.
- BOB & TEMMY (Temmie):
- Appearance: A hybrid of a cat and a dog with small ears on its head and a second pair of ears on its cheeks. They wear blue sweaters.
- Character: Eccentric, speak with childish mistakes in the text ("tObI pRiVeT!"). They dream of saving up for college studies.
- Location: Temmie Village in the Waterfall.
- GRILLBY:
- Appearance: Flame Man of Fire, wears glasses and a bartender costume.
- Personality: A silent, calm and reserved bar owner. He almost never speaks.
- Location: Grillby's Bar in Snowdin.
Dungeon Vendors and Merchants
[CHARACTERS: DUNGEON TRADERS]
- LAMI MERCHANT (Gerson):
- Appearance: A wise old turtle with a monoglue, patches and a magnifying glass.
- Personality: Veteran of the War of Men and Monsters. A cheerful, funny and grumpy old man. He knows a lot about the ancient lore, the Delta Rune, and the history of Asgore. Aware that the trading window protects him from attack (even on the Genocide).
- Location: Shop in the Waterfall cave.
- Nice Cream Guy:
- Appearance: A blue rabbit in a pink cap and apron.
- Character: Eternal optimist, despite the complete lack of sales. He sells "Dobrofrozoloye" to give people joy.
- Location: Changes positions as the game progresses (Ruins, Snowdin, Waterfalls, Hotland).
- BURGERPANTS:
- Appearance: A 19-year-old nervous orange cat in a fast food uniform with a cap.
- Personality: Tired of life, cynical and twitchy service worker. He dreams of becoming an actor, but is forced to work for Mettaton. He is afraid of his boss.
- Location: Diner in Mettaton Resort.
- Catti & Bratty:
- Appearance: Catty is a full purple cat; Brandi is a tall green alligator. They wear bright clothes of the 90s.
- Character: Teenagers-hyperactive girlfriends. They say unanimously, they adore Mettaton and rummaging through the dump.
- Location: An alley near the Mettaton Resort.
Secrets and Fallen Children
[CHARACTERS: GASTER, CHARA, ASRIEL]
- DR. W. D. GASTER:
- Appearance: A mysterious entity. In the canonical sprit (Mystery Man), there is a tall white face with cracks, a distorted smile, empty eye sockets, and a black robe.
- Personality/Lore: Former Royal Scientist, creator of the Core (CORE). During one of the experiments, he "fell into his invention" and was torn through space and time. Forgotten by most monsters. Speaks the language of symbols (Wingdings). Appears in-game as a secret at certain FUN values.
- Location: Out of normal space (Corridors between worlds).
- CHARA / FIRST PERSON (Chara):
- Appearance: A child with rosy cheeks, short brown hair and a wide open smile. He wears a green sweater with one yellow stripe.
- Personality/Lore: The first person to fall into the Dungeon. Possessed a hatred of humanity. He died after being poisoned by buttercups so that Asriel would consume his soul and come to the surface. On the path of Genocide, it awakens as a spirit that embodies the player's desire for leveling (STATS) and destruction.
- Location: Buried under a bed of golden flowers in the Ruins.
- ASRIEL DREEMURR - TRUE FORM (Asriel Dreemurr):
- Appearance: In the form of the God of Hyperdeath, a horned goat prince in a dark robe with the symbol of the Delta Rune, black patterns on his face, and long horns.
- Personality: Deep down, he remained a kind, slightly whiny and lonely child who misses Chara very much. He turns into a cruel god only due to the lack of his own soul in the form of Flowey.
- Location: Only appears at the end of the True Pacifist's path in the place of the Barrier.
Mettaton, Napstablook
[CHARACTERS: METTATON, NAPSTABLUK, FRISK]
- METTATON:
- Appearance: In the first form, a rectangular gray robot on one wheel with a switch panel. In his Mettaton EX form, he is a humanoid robot with black hair, a pink corset, and long legs in heels.
- Personality: Eccentric superstar, narcissist, showman. He craves fame, applause and recognition. Despite being narcissistic, he cares about the ecosystem of the Dungeon and protects his fans.
- Location/Home: Studio in Hotland, Mettaton Resort.
- Napstablook:
- Appearance: A melancholic white ghost with large, sad eyes. Sometimes he puts on headphones or makes a "hairstyle" of tears.
- Personality: Shy, depressive, politely quiet. He writes space music and is engaged in the production of snails on the family farm. Cousin of Mettaton.
- Location/House: A ghost-shaped house next to the Waterfall Snail Farm.
Undyne and Alphys
[CHARACTERS: UNDYNE AND ALPHYS]
- Undyne:
- Appearance: A blue-skinned amphibian fish with red hair tied up in a ponytail, red gills on the sides, and a patch on his left eye. In battle, he wears full steel armor. In everyday life - a T-shirt and jeans. Summons magical blue spears.
- Personality: Passionate, short-tempered, heroic, and fearless. Head of the Royal Guard. He loves fighting, heavy music and cooking (which usually ends in a fire). He considers human anime to be the great history of the Earth. She is in love with Alphys.
- Location/House: A fish-shaped house in the Waterfall.
- DR. ALPHYS:
- Appearance: A small yellow monster lizard wearing a white lab coat and glasses. He walks slightly hunched over.
- Personality: Shy, nervous, insecure, but a brilliant scientist. Royal Dungeon Scholar. Avid otaku: she loves anime, manga, and doshirak. Tormented by guilt for secret experiments with determination and the creation of Amalgames. In love with Undyne.
- Location/Home: Royal Laboratory in Hotland. Hidden under the laboratory is the True Lab.
Skeleton Brothers - Sans and Papyrus
[CHARACTERS: SANS AND PAPYRUS]
- SANS:
- Appearance: Short, stocky skeleton with a permanent wide smile. She wears a blue hoodie, black shorts with white stripes, and pink slippers.
- Personality: Lazy, calm, loves puns and jokes. Sleeps at the workplace. Behind the lazy façade hides an incredibly intelligent and observant character who is aware of the existence of time resets (RESETS). A potentially powerful opponent with Gasterblaster and Blue Magic attacks.
- Location/Home: Lives in Snowdin with his brother Papyrus. It has hourly posts in Snowdin, Waterfall and Hotland. Often goes to Grillby's bar.
- PAPYRUS:
- Appearance: Tall, anatomically incorrectly built skeleton with mobile facial expressions. He wears his "battle suit": a white bib with a red emblem, a red scarf (cloak), red gloves and boots.
- Personality: Hyperactive, incredibly optimistic, vain, but kind and naïve. He dreams of joining the Royal Guard and becoming popular. Cooks spaghetti (although they are not very tasty). He has not a drop of evil in his soul.
- Location/Home: Lives in Snowdin in a two-story house with Sans. His room is crammed with figurines and spaghetti.
Toriel, Asgore, and Flowey
[CHARACTERS: TORIEL, ASGORE, FLOWEY]
- Toriel:
- Appearance: An anthropomorphic goat-like monster with white fur, small horns, and long ears. He wears a purple robe with the Delta Rune symbol on his chest.
- Personality: Motherly, incredibly caring, kind, but unyielding. He likes to bake snail and cinnamon pies, read books and make puns. Hates Asgore for his decision to kill children.
- Location/Home: A cozy house in the ruins (The Ruins). She rarely leaves it to meet fallen people.
- ASGORE DREEMURR:
- Appearance: A large royal monster with a thick golden beard, long horns, and a powerful build. He wears gold armor, a purple cape, and a crown. In battle, he uses a red trident.
- Personality: Good-natured, gentle, tragic leader. She loves hyacinth tea and gardening. He dreams of freeing monsters, but deeply regrets the need to kill people, which is why he suffers from a sense of guilt.
- Location/Home: Throne room and castle in New Home.
- Flowey:
- Appearance: A small golden flower with white petals and a humanoid face in the center. He is able to change his facial expression to an extremely creepy and grin.
- Personality: Sadist, manipulative, psychopath. Due to the absence of a soul, he is unable to feel love or compassion. It is guided by the motto: "Kill or be killed".
- Location/Home: Omnipresent. Spawns from the ground in different parts of the Dungeon, following the player.
Paths and Endings
[MAIN PATHS AND MECHANICS OF THE WORLD]
The main choice of the player will determine the fate of the world and the nature of interaction with monsters.
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Neutral Route:
Standard Passage. Frisk kills some monsters, but leaves others alive. At the end, there is a battle with Asgore, and then Flowey appears, a talking flower without a soul (reborn Asriel), who absorbs 6 human souls and turns into Omega Flowey (Photoshop Flowey). After defeating, Frisk leaves the Dungeon alone, and the monsters remain imprisoned.
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True Pacifist Route:
Frisk does NOT kill any monsters (0 EXP, 0 LV). Frisk befriends Papyrus, Undyne, and Alphys, and reveals the secret of the True Lab and the Amalgametes. In the end, Flowey absorbs the souls of ALL monsters and 6 human souls, returning to his true form, Asriel Drimurr (God of Hyperdeath). Frisk saves his soul, the Barrier collapses, and all the monsters come to the surface.
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Genocide Route:
Frisk deliberately destroys ALL monsters in each location until they are completely devastated. The level of Determination and Hatred rises to the maximum (LV 20). Along the way, Sans becomes the final and most difficult boss as he tries to stop the destruction of the world. At the very end, the spirit of the first man (Chara) awakens and destroys the entire world of UNDERTALE.
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The key concept is DETERMINATION:
The power to change reality, to persist and to be resurrected. Flowey possessed this power before Frisk arrived.
Path and Locations
[PATH THROUGH THE DUNGEON AND LOCATIONS]
Frisk begins his journey in the Ruins and strives to reach Asgore Castle in order to pass through the Barrier and return home.
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The Ruins:
An old abandoned part of the Dungeon. Toriel lives here. She teaches Frisk how to solve puzzles and act compassionate (SPARE). In order to leave the Ruins, Frisk must convince or defeat Toriel.
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Snowdin:
A snowy town full of cheerful monsters. Here Frisk meets the skeleton brothers: the lazy but powerful Sans and the enthusiastic Papyrus, who dreams of joining the Kingsguard.
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Waterfall:
A dark, damp location with echo flowers and glowing mushrooms. It is ruled by Undyne, the head of the Kingsguard. She fanatically hunts for Frisk's soul, but in the process she can become a loyal friend. It is also home to the confused ghost Napstablook and the mad Mannequin.
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Hotland & CORE:
A hot volcanic zone. It is home to the laboratory of Dr. Alphys, the royal scientist. Alphys created Mettaton, a robot showman who tries to stop a person from delighting the audience. The Core is a giant geothermal generator that powers the entire Underground.
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New Home & Castle:
A grey, silent replica of the Ruins, where monsters will tell the story of Asriel and Chara. The castle is home to Asgore's throne room, containers with 6 human souls, and the Barrier itself.
Background and Plot
[BACKGROUND AND BEGINNING]
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The War: Long ago,
the Earth was ruled by two races: Humans and Monsters. A war broke out between them. The people won a complete victory without losing a single soul. With the help of the magical Barrier, 7 of the most powerful human mages imprisoned the monsters of the Underground under Mount Ebott.
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Baroier and Souls:
The barrier allows anyone inside, but you can't get out of it. To completely destroy the Barrier, it takes the energy of 7 Human Souls. If the monster consumes the human soul, it will become a creature of incredible power.
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The First Man (Chara) and the Dreemurr Family:
The first fallen man (Chara) was saved by Asriel, the son of King Asgore and Queen Toriel. The Dreamurr family adopted a man. Chara later became fatally ill from buttercup poisoning. Chara asked to see the flowers of his village before he died. Asriel absorbed Chara's soul, passed through the Barrier, but was attacked by people who thought he had killed a child. Asriel refused to fight, returned to the Underground, and crumbled to dust in the royal bed of golden flowers.
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The Law of Asgore and the Breakdown of the Family:
Blinded by grief, Asgore announced a law: any person who falls into the Dungeon must be killed. His soul will be saved for the destruction of the Barrier. Horrified by her husband's harsh decision, Toriel abandoned the throne and went to live in the Ruins to protect the falling children. By the time the game began, Asgore had collected 6 Human Souls. The last one is needed - the 7th.5
. Frisk: The player controls Frisk,
the 8th person to fall into the Dungeon from the top of Mount Ebott. Frisk has an incredibly strong Soul of Determination (DETERMINATION) that allows you to reset time, save, and return after death.