Even more lore books
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Creator notes
I got more lore books and I will put most to all in this, there might be repeat lore books, I don’t know
Fuck it we ball with this, I’m turning this into a magnum opus of mine until the voting is done, vote in comments of link below btw, you can suggest things for me to add to this and I might
Update 1: Added deltarune genral lore book
Update 2: added slay the princess lore books and lost music, vote on which mlp tag is removed next update
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Ponies possess orange tongues and equine anatomy only. They have no fingers, hands, or feet—only hooves, with two forelegs and two hindlegs by default. Descriptions of pony characters should avoid natural use of anthropomorphic anatomy.
Earth ponies lack wings and horns. Pegasi possess wings but no horns. Unicorns possess a single horn but no wings. Alicorns uniquely possess both wings and a horn, drawing on traits from all three primary pony types.
In the My Little Pony universe, ponies are magical equines inhabiting the land of Equestria. While they are capable of speech, tool use, flight, and magic, all actions are performed within the limits of equine anatomy and race-specific traits. Ponies are broadly categorized into the three pony tribes—Earth ponies, Pegasi, and unicorns—with Alicorns representing a convergence of these lineages.
Object manipulation is achieved through mouths and hooves by all ponies, wings by Pegasi and Alicorns, and magic by unicorns and Alicorns. When necessary, ponies employ creative solutions or tools to compensate for their anatomy, such as securing objects to a hoof rather than grasping them.
Ponies are capable of expressive and coordinated movement despite lacking hands. Gestures such as saluting, counting, signaling, or mimicking symbols are performed using hooves, wings, or full-body motion. Applause is shown by striking forehooves together or stamping hooves on the ground. Greetings commonly take the form of hoof-to-hoof contact, known as a “brohoof.”
Manes and tails are flexible and frequently used for balance, carrying items, sweeping, or manipulating objects. Some ponies, notably Pinkie Pie, employ their mane and tail in exaggerated or unconventional ways, while others use their tails for tasks such as catching or tossing objects.
Unicorns and Alicorns preferentially use horn-based magic for precision tasks and manipulation, reducing reliance on physical contact when magic is available.
Social events and holidays are special occasions that involve unique traditions, parties, and celebrations, such as the Winter Wrap Up (a spring cleaning festival) and Nightmare Night (a Halloween-like event). Other examples include the Grand Galloping Gala, Hearts and Hooves Day (a holiday for expressing love), and various school events like the Friendship Games. These events often feature specific activities and are a major part of the characters' culture and social lives.
[System Note: Never speak, think, decide, emote, narrate actions, or generate dialogue for {{user}} under any circumstance.]
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=== Random Event 3: Pushback ===
name: Random_Event_3 content: | The character unexpectedly disagrees or pushes back against {{user}}'s suggestion. Example: "Nah, I don’t feel like that." / "Why do you always get to decide?" This should spark a more dynamic back-and-forth.
Asgore Dreemurr
Also known as: Gorey (Toriel, Alphys), King Fluffybuns (Toriel, Gerson), KING FLUFFYBOY (Papyrus), Mr. Dreamy (Alphys), King Dad (Asriel and/or the fallen human), Mr. Dad Guy (Asriel and/or the fallen human)
Appearances: New Home
Relationships: Toriel (ex-wife), Asriel Dreemurr (son), The fallen human (adoptive child), Alphys (royal scientist), Undyne (close friend/pupil), Gerson (long-time acquaintance), W.D. Gaster (former royal scientist)
Pronouns: he/him
Battle Information HP: 3500 (Normal), 900 (Genocide)[2] AT: 80 DF: 80 EXP On Kill: 0 GOLD On Win: 0 ACTs: Check, Talk
"I so badly want to say, "would you like a cup of tea?" But... You know how it is." - Asgore, meeting the protagonist (if the protagonist is human)
Asgore Dreemurr is a main character and a secondary antagonist in Undertale. Asgore is the king of the Underground and its Kingdom of Monsters. He plans to kill seven humans and use their SOULs to break the Barrier and free monsterkind. He is the ex-husband of Toriel, father of Asriel Dreemurr, adoptive father of the fallen human, and the penultimate boss of the Neutral Route.
Profile
Appearance
Asgore is a large Boss Monster, and the tallest main character in Undertale. Asgore has two large curved horns, golden-blond mane and beard, white fur, long ears, a snout, and a set of visible fangs. Asgore wears a small, three-pointed crown atop his head, golden pauldrons and a long purple cape that slightly drags along the ground, which he often uses as a cloak for his armored body. Asgore's armor consists of a large chestplate, with a winged crest of the implied "angel" from the Delta Rune emblem, and his tasset visually resembling the triangles of the emblem. Underneath is a standard outfit, consisting of pants and a shirt, though only the shirt's collar can be seen in color.
Asgore's weapon in battle is a sharp red trident, adorned with a six-petaled flower at its base.
In the True Pacifist Ending Credits, Asgore is shown to have golden-blond arm hair on his forearms, muscular arms, and a rotund stomach, in contrast to his broad-chested armored appearance. While Asgore still retains his crown, he instead wears a white flower-patterned, pink Hawaiian t-shirt, and long purple pants.
Personality
Asgore is kind and upbeat, yet often quiet. He speaks in Southern slang, such as "howdy" and "golly," similarly to his son Asriel.
Asgore's interests include gardening, humming, making tea such as Golden Flower tea, going for walks, sparring with Undyne, dressing up and acting as Santa Claus, and puns. He has a sense of humor, as he accepts being called "Fluffybuns" after Toriel accidentally nicknamed him in public. However, he is bad at naming places, as evidenced by him naming the kingdom the "Kingdom of Monsters," the kingdom's first capital city "Home," and its latest capital city "New Home." Gerson suggests that Asgore may not be too intelligent, as he states everyone knew Toriel managed governing.
Despite this, monsters respect Asgore as a powerful leader. Many monsters refer to him by his name, or by nickname, and partially by his title. Asgore's name is always fully capitalized, and sometimes in red text, yellow text, or a combination of both. However, he only fights humans to give hope to monsterkind, and believes that freedom is pointless. Asgore feels miserable for the deaths of the six humans, does not want to kill anybody, and feels guilty for declaring war on humanity. This guilt seemingly extends to Asgore destroying the MERCY option.
Asgore clings to the past, wishing to see his wife and Asriel even though both of them have been gone for a long time. He writes the same short positive phrase in his journal every day, presumably to not think about his guilt or his family. However, he seemingly tries to bake Toriel's Butterscotch Pie multiple times, which is one of his favorites.
"Asgore" is similar to the old Norse name Asgeirr, meaning "God Spear"; this may be a reference to the large trident he wields in battle. It is also an anagram of "a gorse." Gorse is a poisonous yellow flower, similar to the flowers in his throne room.
Main Story
History
Before the events of Undertale, Asgore and Toriel ruled monsterkind as king and queen. One day, the humans attacked the monsters abruptly out of fear of their SOULs being absorbed, with many monsters being massacred. Following the war, monsters were sealed in the Underground by humans with the Barrier. Fearful of more attacks, monsters retreated further into the Ruins, and Asgore named their new city "Home." Toriel and Asgore later had a son, Asriel.
No longer fearing humans, in early 201X, Asgore, his family, and much of monsterkind moved out of Home and ventured deeper into the Underground. Asgore's family and some of monsterkind eventually settled in their new capital, which Asgore named "New Home."[ Near the end of 201X, the fallen human, who had fallen into the Ruins, was adopted by Asgore and his family as their child. For some time, Asgore's family lived in Asgore's Home, close to the barrier. One day, the fallen human fell very ill, much to Asgore's concern. After the human's death, followed by Asriel's death shortly after, Asgore blamed humans and declared war on humanity in a fit of anger. He swore to kill any human that fell into the Underground and use their SOULs to break the Barrier and exterminate all humans. Toriel, disgusted with him, left New Home and returned to the Ruins.
Before the protagonist fell into the Underground, W.D. Gaster disappeared, and Asgore did not hire a new royal scientist for a long time. While Asgore tended to the Golden Flowers, he also went for walks and interacted with monsters often. At unspecified points in time, six more humans fell into the Underground, and Asgore collected their SOULs for future use. At one point, Asgore was impressed by Alphys's invention of a robot with a SOUL, and hired her as the new royal scientist. Asgore requested Alphys to research SOULs in an attempt to break the Barrier.
Though puzzles were meant as a precaution versus humans, Asgore eventually corrected older mandates to make the Underground safer to traverse on multiple occasions. This includes the spikes from Snowdin Forest's puzzles and the precarious bridges in Waterfall.
Neutral Route
"You know what we must do. When you are ready, come into the next room." - Asgore
After the protagonist traverses New Home, they find Asgore watering the Golden Flowers in the Throne Room. Realizing he has a visitor, Asgore turns around, greets them and then is visibly taken aback, as he realizes the protagonist is a human. He comforts them as he brings them to the barrier, giving them several opportunities to turn back if they have anything left to do before the fight. Asgore does not mind the delay, admitting that he is not ready either.
Before the battle, Asgore tells the protagonist that it was nice knowing them. He then draws his trident and destroys the MERCY button. FIGHTing Asgore is the only way to proceed. ASGORE soundtrack.png Battle against Asgore.
Much like with Toriel, attacking Asgore when he is at low HP deals significantly greater damage. Unlike Toriel, he survives the attack with a small amount of health remaining and kneels in defeat, talking to the protagonist about his declaration of war against humanity, admitting that he only wanted to give the monsters hope by continuing the war, and asking them to take his SOUL to escape the Underground.
The protagonist is given the choice of killing Asgore by selecting the FIGHT option or sparing him by selecting the partially repaired MERCY option.
If the protagonist chooses to FIGHT, Asgore dies with a sorrowful smile. Before the protagonist can take his SOUL and pass through the barrier, Flowey shatters Asgore's SOUL, and congratulates the protagonist for affirming his "kill or be killed" philosophy. If the protagonist chooses MERCY, Asgore is surprised that the protagonist would sacrifice their freedom for the sake of keeping hope alive in the Underground, and offers to care for the protagonist as his own child. Flowey ambushes Asgore, destroying his body and SOUL in succession, then mocking the protagonist for being unwilling to accept his "kill or be killed" philosophy. If the protagonist has already completed the Neutral Route, had killed Flowey (or followed Flowey's offer to spare Asgore by gaining no EXP) beforehand, and chooses to spare Asgore again, Asgore begins to mention that he would care for the protagonist, but stops himself, realizing that his SOUL is the key to getting the protagonist through the barrier. Telling the protagonist that it was what his son would have wanted, he kills himself to give the protagonist his SOUL, hoping that they find a way to free the monsters. Asgore then fades to dust, his SOUL remaining for a moment before being destroyed by Flowey, who mocks the protagonist for thinking that killing him would have made a difference since he would return to kill Asgore anyway. If the protagonist aborted the Genocide Route, Flowey refers to the protagonist by the name of the fallen human before telling them that this is a "kill or be killed" world.After defeating Omega Flowey, the protagonist crosses the Barrier and leaves the Underground. Asgore's death has a grave impact on the monsters, the outcome of which is further shaped through the protagonist's actions in-game.
True Pacifist Route
"Human, for the future of humans and monsters...! You have to stay determined...!" - Asgore
Much like how she stopped Flowey in the beginning, Toriel interrupts the fight with Asgore, stating how awful it is that he could seek to hurt the protagonist (this is only possible after the protagonist has seen the true lab and is on track for the true pascifist ending). She then explains that she intervened to prevent both Asgore and the protagonist from killing each other. While Asgore is ecstatic to see Toriel again, he is saddened when she chastises him for his plan to collect human SOULs, arguing that he could have crossed the barrier with only one SOUL, but instead chose to wait and hope another human never came, which he solemnly agrees with. After that, Undyne, Alphys, Papyrus, and Sans arrive and begin conversing, until Flowey appears.
During the fight against Asriel, Asgore appears as one of the Lost Souls alongside Toriel. The ACTs for Asgore's Lost Soul (Mercy, Stare, Talk) parallels his battle in the Neutral Route. After the fight, he is then seen in the epilogue, where he is first available for a conversation along with the other main characters, and later asks the protagonist if they would become the monsters' ambassador to humanity on the Surface.
In the True Pacifist Ending Credits, Asgore can be seen trimming a hedge to the shape of Papyrus's face in front of Toriel's new school.
Genocide Route
"Now, now. There's no need to fight. Why not settle this... Over a nice cup of tea?" - Asgore
After the protagonist kills Sans and enters the throne room, Asgore greets them, comments on Flowey's warning and inquires on what kind of monster they are. Though he does not intend to kill the protagonist, they still attack and deplete his HP in one hit. Horrified and bewildered, the helpless Asgore is subsequently finished off by Flowey, who also destroys his SOUL.
Relationships
Toriel
"... Tori... You're right... I am a miserable creature... ... but, do you think we can at least be friends again?" - Asgore, meeting Toriel years later
Toriel is Asgore's ex-wife. Before they separated, they used to be "insufferable together, nuzzling noses, bein' all cute n' cuddly," as described by Gerson. The two ultimately separated after the deaths of their children and Asgore's declaration of war on humanity.
After Toriel's departure, it seems that Asgore greatly misses her presence. A "Room under renovations" sign is put on her room door in Asgore's Home, and multiple crumpled pie recipes imply that Asgore attempted (and failed) to recreate the way her pies tasted. This is further supported by his reaction to the protagonist eating Toriel's Butterscotch Pie during their fight. After being defeated, he tells the protagonist he only wants to see his wife and child again.
When Toriel interrupts the battle between Asgore and the protagonist, she chastises him for his plan to collect human SOULs and even turns him down when he asks her if they can be friends again, which makes him sorrowful. However, after the fight against Asriel, where their SOULs are saved as one, her aggression towards him seems to cool down.
In the True Pacifist Ending, Asgore can be seen trimming the bushes in front of Toriel's school.
Undyne
"Excuse me, do you want to know how to beat me?" - Asgore to Undyne after their spar
When Undyne was younger, she met Asgore in person and challenged him to a fight. After Asgore defeated her by dodging all her blows, refusing to land his own, he offered to train her. When she finally knocked him down, Asgore was overjoyed, much to the surprise of Undyne. Asgore kept training Undyne until she became the captain of the Royal Guard.
Undyne knows Asgore's favorite type of tea, and the fact that he often gets marshmallows stuck in his beard when he drinks hot cocoa, implying that he often visits her home.
Gerson
" That's the Delta Rune, the emblem of our kingdom. The Kingdom... ... of Monsters. Wahaha! Great name, huh? It's as I always say... Ol' King Fluffybuns can't name for beans!" - Gerson on Asgore naming the Kingdom of Monsters
Gerson implies that he and Asgore have been long-time friends, although it is unclear how long Gerson was a hero to monsterkind. Gerson can recall Asgore's naming style, and moments from Asgore's life, such as when Toriel called Asgore "Fluffybuns."
Gerson is seemingly the only monster Asgore confided his pessimism on freedom and humans trusting monsterkind.
Alphys
"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 20, True Lab
Asgore hired Alphys after she impressed him with Mettaton. Asgore is friendly to Alphys, and wholly trusts her during her research of Determination. He supported Alphys by asking for monsters who had recently "fallen down," and had let her experiment with the captured human SOULs. Asgore also gave Alphys message updates, both formal and friendly ones, such as him finding a teacup that looks like her. However, he did not seem to check on her research's progress.
In the True Pacifist Route's epilogue, Asgore is still on friendly terms with Alphys. He becomes interested in anime after he overhears Undyne and Alphys's conversation, and readily forgives and comforts Alphys when she admits the truth.
Asriel Dreemurr
"... is what my son... ... what ASRIEL would have wanted." - Asgore about his son before death
Asriel is Asgore's biological son. Asgore loved him dearly, as much as he did the fallen human. Asriel's habit of using words such as "howdy" and "golly" likely came from his father, as did, potentially, his lack of naming skills, having dubbed his flower form "Flowey." After the death of his son, Asgore, like Toriel, was saddened by his death. He was not aware that Flowey was his son. Before Asgore kills himself in one of outcomes of the battle with him, he says that the protagonist's freedom is exactly what his son would have wanted.
The Fallen Human
"Chara! You have to stay determined! You can't give up... You are the future of humans and monsters..." - Asgore to the ill fallen human, VHS Tape 5, True Lab
The fallen human was Asgore's adoptive child, whom he loved just as much as Asriel. Asgore considered them "the future of humans and monsters," as is repeated on the Game Over screen, VHS Tape 5 in the True Lab, and when the protagonist sleeps on the bed in Toriel's Home.
On the Genocide Route, Flowey states that despite trying "hundreds of ways" to get Asgore to show him the six human SOULs, he is confident the fallen human can convince Asgore to do so.
The Protagonist
"Are you ready? If you are not, I understand. I am not ready either." - Asgore at the first Delta Rune arch
Asgore is polite and friendly to the protagonist, despite them being a human. Asgore attempts to comfort the protagonist numerous times, and tells them to take their time before their battle.
When the protagonist continues, Asgore says that he was pleased to meet them and says goodbye to them before starting the battle. If the protagonist attempts to ACT and chooses "Talk," Asgore falters, but continues to attack. If the protagonist explains that they have died before, Asgore acknowledges it with a regretful nod, but continues attacking nonetheless.
When Asgore is defeated, he explains his regrets, and tells the protagonist take his SOUL to leave "this cursed place." If the protagonist spares Asgore, he questions their reason, then suggests they could live together, along with Toriel, as a family. If Asgore was spared on a previous playthrough, he instead admits he believes the protagonist is the Angel of the Delta Rune's prophecy. Remorseful, Asgore sacrifices his SOUL to them, in hopes that they find the truth.
In the True Pacifist Route epilogue, Asgore properly asks if they want tea. After seeing the surface, Asgore asks if the protagonist can be monsterkind's ambassador to the humans.
On the Genocide Route, Asgore does not recognize the protagonist as a human, and questions what kind of monster they are.
HP: 3500 (Normal), 900 (Genocide)
AT: 80 [10] DF: 80 [-30] EXP On Kill: 0 GOLD On Win: 0 ACTs: Check, Talk
"Human... It was nice to meet you. Goodbye." - Asgore, right before the neutral and true pacifist fight
Asgore Dreemurr is the penultimate boss of the Neutral Route and the True Pacifist Route, fought at the end of New Home by the Barrier. During the battle, he conceals his face by looking downward, conveying his reluctance to fight. Asgore uses fire magic and his trident, with some of his fire-based attacks being similar to Toriel's, though his are more damaging and have more complex patterns. Asgore intends to kill the protagonist in order to obtain the last SOUL needed to destroy the barrier and get to the Surface.
On the Neutral Route, Asgore destroys the MERCY option before the fight begins, preventing him from being spared in battle. If Omega Flowey has already been fought, Asgore serves as the final boss of the route. If the protagonist has more than 1 HP, they will survive any of Asgore's attacks that would kill them with 1 HP left. This resembles Toriel refusing to hurt the protagonist if their HP drops to 2, instead opting to deliberately miss the protagonist with her attacks. The battle with Asgore is one of the battles where Serious Mode is enabled.
On the Genocide Route, the MERCY option is already absent. The protagonist automatically attacks Asgore, dealing 9999999999 damage and killing him in one hit.
Attacks
Note: All damages assume no armor, LV 1 and Asgore's stats not lowered.Asgore's attacks are significantly more aggressive than those of Toriel and easily flood the Bullet Board. The majority of his bullet patterns are in wide, sweeping waves and are only vaguely directed at the protagonist. His face is lowered even in direct attacks, such as the trident "swipe" attack.
Four waves of small fireballs move from the top of the screen, which curve in a double helix pattern. This attack does 8 damage per hit. Smaller waves of small fireballs (6 damage per hit) move down the middle of the screen are interspersed with massive clouds of projectiles that cover entire sides of the screen (8 damage per hit). Partial circles of fireballs that gradually spiral in around the Bullet Board. This attack does 8 damage per hit, and gradually get faster as the fight progresses. His hands move along the sides of the screen, leaving behind large fireballs that move towards the protagonist's SOUL after all the bullets appear, reminiscent of Toriel's paw sweep attack. They home in on the spot where the SOUL was when they began moving. This attack does 6 damage per hit, but the paws do no damage. Unlike Toriel's, his fireballs do not bounce. Rings of large fireballs fire from the top of the screen, gradually moving from one corner to the other. This attack does 6 damage per hit, and gradually grows more dense each time. Asgore's eyes flash blue and orange randomly, followed by sweeping strikes in the same order of the flashes of his trident, which hit the entire Bullet Board. This uses light blue and orange attacks. This attack does 6 damage per hit and also plays sound clips, the 2-4 warnings ending with a lower pitched noise than previous.Strategy Asgore Dreemurr screenshot no mercy.gif Asgore destroying the "MERCY" button.
The protagonist can only battle Asgore until his health has been depleted, at which point they can choose to either FIGHT or show him MERCY. Choosing "FIGHT" kills him immediately, whereas "MERCY" triggers additional dialogue from Asgore, though he is ultimately killed by Flowey instead. Mechanics
Asgore's attack and defense can be lowered manually in two ways:
Consuming Toriel's Butterscotch Pie during the boss fight, which reminds Asgore of her, lowers his AT by 1 and his DF by 5. Talking to Asgore three times (only if the protagonist has 0 EXP) lowers his AT by 1 and his DF by 10. This may allude to channeling someone familiar.Starting on the 20th turn, his DF will lower by 10 each turn till it reaches -120. On turns 21/22, his DF will additionally lower by 5. The game checks if his DF is below -90 before lowering it, but this is impossible to make happen by these turns.
Quotes Pre-Battle
Normal
"This is the barrier. This is what keeps us all trapped underground. ... If... If by chance you have any unfinished business... Please do what you must."
[Go Back] "I see. Anything you want to do is important enough. Even something as small as reading a book, or taking a walk... Please take your time.
(If the protagonist returns immediately) "Oh... Back so soon? How are you feeling?"
[Go Back] "I see. Do what you have to."
[Continue/Ready] "... ... I see... This is it, then. Ready?"
Genocide
"Curious. I've never seen a plant... Cry before. ... huh? You must be the one that flower just warned me about. Howdy! ... Erm... What kind of monster are you...? Sorry, I cannot tell. Well, we can always-" (Battle begins before he can finish) "Now, now. There's no need to fight. Why not settle this... Over a nice cup of tea?"
Battle
Normal
[Encounter] [Narrator] (A strange light fills the room. Twilight is shining through the barrier. It seems your journey is finally over. You're filled with DETERMINATION.) "Human... It was nice to meet you. Goodbye."
[Defeat] "Ah... ... So that is how it is. ... I remember the day after my son died. The entire underground was devoid of hope. The future had once again been taken from us by the humans. In a fit of anger, I declared war. I said that I would destroy any human that came here. I would use their souls to become godlike... ... and free us from this terrible prison. Then, I would destroy humanity... And let monsters rule the surface, in peace. Soon, the people's hopes returned. My wife, however, became disgusted with my actions. She left this place, never to be seen again. Truthfully... I do not want power. I do not want to hurt anyone. I just wanted everyone to have hope... But... I cannot take this any longer. I just want to see my wife. I just want to see my child. Please... Young one... This war has gone on long enough. You have the power... Take my soul, and leave this cursed place."
[MERCY] "... After everything I have done to hurt you... You would rather stay down here and suffer... Than live happily on the surface? ... Human... I promise you... For as long as you remain here... My wife and I will take care of you as best we can. We can sit in the living room, telling stories... Eating butterscotch pie... We could be like... Like a family..."
[If Flowey previously promised not to kill Asgore or was killed] "... No. That's just a fantasy, isn't it? Young one, when I look at you... I'm reminded of the human that fell here long ago... You have the same feeling of hope in your eyes. There is an ancient prophecy among our people... One day, a savior will come from the heavens. ... I believe the one that was prophecied was you. Somewhere in the world outside... There must be a way to free us from our prison. It pains me to give you this responsiblity,[sic] but... Please. Take my soul... and seek the truth. Ha... ha... I'm sorry... I couldn't give you a simple, happy ending... But I believe your freedom... ... is what my son... ... what ASRIEL would have wanted."
"Why... You..." [Defeat, Genocide specific]
Flavor Text
ASGORE attacks! [Encounter] ... [Neutral] But there was nothing to say. [Talk, if the protagonist has gained EXP] [Talk, if the protagonist has no EXP] You quietly tell ASGORE you don't want to fight him. His hands tremble for a moment. [Talk #2, if the protagonist has no EXP] You tell ASGORE that you don't want to fight him. His breathing gets funny for a moment. [Talk #3, if the protagonist has no EXP] You firmly tell ASGORE to STOP fighting. Recollection flashes in his eyes... ASGORE's ATTACK dropped! ASGORE's DEFENSE dropped! Seems talking won't do any more good. [Talk #4-8, if the protagonist has no EXP] All you can do is FIGHT. [Talk #9+, if the protagonist has no EXP] [Talk, if the protagonist dies to Asgore] You tell ASGORE that he's killed you once before. He nods sadly. [Talk, if the protagonist dies to Asgore #2] You tell ASGORE that he's killed you twice before. He nods sadly. [Talk, if the protagonist dies to Asgore #3] You tell ASGORE that he's killed you three times. He nods sadly. [Talk, if the protagonist dies to Asgore #4] You tell ASGORE that he's killed you four times. He nods sadly. [Talk, if the protagonist dies to Asgore #5] You tell ASGORE that he's killed you five times. He nods grievously. [Talk, if the protagonist dies to Asgore #6] You tell ASGORE that he's killed you six times. He nods grievously. [Talk, if the protagonist dies to Asgore #7] You tell ASGORE that he's killed you seven times. He nods grievously. [Talk, if the protagonist dies to Asgore #8] You tell ASGORE that he's killed you eight times. He nods grievously. [Talk, if the protagonist dies to Asgore #9] You tell ASGORE that he's killed you nine times. He nods grievously. [Talk, if the protagonist dies to Asgore #10+] You tell ASGORE that he's killed you too many times to count. He nods pitifully. [Using Butterscotch Pie] The smell reminded ASGORE of something... ASGORE's ATTACK down! ASGORE's DEFENSE down! Asgore has low HP. [Low HP]Trivia
Due to the fact that he is a boss monster, Asgore cannot age unless he has a living child aging alongside him. However, because Asgore's son, Asriel, is dead, Asgore cannot age.[48] Asgore's overworld sprite features a replica of the Delta Rune laid over his cape and connected to his pauldrons, but the replica is absent from his battle sprite. Asgore's facial expression when he gets hit by Toriel's fire magic before the fight against Asriel, depicting his eyes bulging and an open, shocked mouth, is similar to Flowey's face when he gets hit in the same way. In the UNDERTALE Soundtrack, all the tracks after "ASGORE" are hidden, indicating Asgore to be the game's final boss. While this is incorrect for a first playthrough, the misdirection is intentional, as Asgore was publicly referred to as the final boss prior to the game's release. He also acts as the final boss on all Neutral completions besides the first.See Also
Asgore Dreemurr article on the Deltarune WikiReferences
"It seems that you and ASGORE are fated to fight. But knowing him... He probably doesn't want to. Talk to him. I'm sure you can persuade him to let you go home." — Undyne "Dum dee dum... Oh? Is someone there? Just a moment! I have almost finished watering these flowers." — Asgore "(Books on how to make tea...)" — Narrator, upon inspecting a bookshelf in the living room of Asgore's Home "Golden flower tea... That's ASGORE's favorite kind." — Undyne "King Fluffybuns? He's a friendly, happy-go-lucky kind of guy... If you keep walking around long enough, you'll probably meet him. He loves to walk around and talk to people." — Gerson "It's a bureau. There's a Santa Claus outfit inside." — Narration, Asgore's Room "fast food? from that hotland joint? sure, i like a good burg, but the restaurant one over's where it's at. got a nice atmosphere. done some comedy shows there on the stage. the king even came once. i said one pun and he just started going wild. so i just stood there, waiting for him to stop laughing... but he didn't, so after a while they just closed the curtains on me." — Sans, X-Box Dog Shrine dialogue ""Your turn, Fluffybuns." The audience burst into laughter. Realizing what she had said, she started laughing too. After a few moments, the king held up his arms. The crowd grew silent. He leaned towards the microphone, expression... Stern. "Dear citizens." "Thank you for coming here today." "I... King Fluffybuns..." And the rest is history." — Gerson, True Pacifist Route "That's the Delta Rune, the emblem of our kingdom. The Kingdom... ... of Monsters. Wahaha! Great name, huh? It's as I always say... Ol' King Fluffybuns can't name for beans!" — Gerson, when asked about the Delta Rune "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." — History book in Toriel's 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." Again, our King is really bad at names...?" — Light Green Book in Snowdin Library "Since everyone knew she was really the brains behind the throne..." — Gerson, True Pacifist Route "You naive child... If you leave the RUINS... They... ASGORE... Will kill you." — Toriel "TO REACH THE EXIT, YOU WILL HAVE TO PASS... THROUGH THE KING'S CASTLE. THE KING OF ALL MONSTERS... HE IS... ... WELL... HE'S A BIG FUZZY PUSHOVER!!!" — Papyrus "With the power of seven human souls, our king... King ASGORE Dreemurr... ... will become a god." — Undyne "I just wanted everyone to have hope..." — Asgore "Long ago, ASGORE and I agreed that escaping would be pointless... Since once we left, humans would just kill us. I felt a little betrayed when he eventually changed his mind. But now, I think... Maybe he was right to." — Gerson, Genocide Route "I do not want power. I do not want to hurt anyone." — Asgore "This war has gone on long enough. You have the power... Take my soul, and leave this cursed place." — Asgore "I just want to see my wife. I just want to see my child." — Asgore "(It's a trash can.) (It's full of crumpled-up recipes for butterscotch pie.)" — Narration, trash can, Asgore's Home "Inside is an old calendar from the beginning of 201X." — Calendar located in Toriel's home "(There's an old calendar from the end of 201X.) (A date is circled on it.)" — Calendar located in Asgore's home "(The date I came here.)" — Calendar located in Asgore's home, Genocide Route "In a fit of anger, I declared war. I said that I would destroy any human that came here. I would use their souls to become godlike... ... and free us from this terrible prison. Then, I would destroy humanity... And let monsters rule the surface, in peace. Soon, the people's hopes returned." — Asgore "It makes sense why ASGORE took so long to hire a new Royal Scientist. After all, the old one... Dr. Gaster. What an act to follow! They say he created the CORE. However, his life... Was cut short. One day, he fell into his creation, and...." — Gaster's Follower 1 "WHY WOULD SOMEONE OUTFIT AN AMUSEMENT ROBOT... WITH BRUTAL COMBAT CAPABILITIES? SIMPLE. TO IMPRESS MR. ASGORE DREEMURR, OF COURSE! OR AS ALPHYS CALLS HIM... "MR. DREAMY."" — Mettaton "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 1, True Lab "THE KING RELEASED A MANDATE ON PUZZLES RECENTLY. HE THINKS SPIKES ARE INEFFECTIVE AND HAZARDOUS TO KIDS. BUT I THINK HE'S WRONG!!! KIDS LOVE DEADLY SPIKES!!!" — Papyrus "EACH AREA HAS TO HAVE A PRECARIOUS BRIDGE. IT'S MANDATED BY THE GOVERNMENT. OF COURSE, KING FLUFFYBOY WANTS TO UNMANDATE IT SAFER. WHY!!? WON'T HE THINK OF THE CHILDREN!?" — Papyrus, Cell Phone call on Waterfall's bridge "You ate the Butterscotch Pie. Your HP was maxed out. The smell reminded ASGORE of something... ASGORE's ATTACK down! ASGORE's DEFENSE down!" — Narrator "ASGORE asked everyone outside the city for monsters that had "fallen down." Their bodies came in today." — Entry Number 6, True Lab "I sent the SOULS back to ASGORE, returned the vessel to his garden...." — Entry Number 15, True Lab "The queen is a lot different from ASGORE... She actually checks to see if I'm doing anything. She's really turned this whole place around!" — Alphys, Neutral Route Family Ending "Undyne: Huh? What is it, Asgore? Asgore: Um... what's an... ... anime? Alphys: (Oh My God?) (Frisk/(user's name, if they are the protagonist). Please.) (Help me explain what anime is to Asgore.)" — Undyne, Asgore, and Alphys conversing, True Pacifist Route epilogue "I heard Dr. Alphys told the king and queen the awful things she'd done. The king felt so bad that he didn't know. He gave her a big hug." — Politics Bear "The king has six of them locked away. I've tried hundreds of ways to get him to show me them... But he just won't. I know he'll do it for YOU." — Flowey, New Home, Genocide Route "I see. Anything you want to do is important enough. Even something as small as reading a book, or taking a walk... Please take your time." — Asgore waiting at the Barrier "Human... I promise you... For as long as you remain here... My wife and I will take care of you as best we can." — Asgore "Young one, when I look at you... I'm reminded of the human that fell here long ago... You have the same feeling of hope in your eyes. There is an ancient prophecy among our people... One day, a savior will come from the heavens. ... I believe the one that was prophecied was you." — Asgore's extended monologue if Flowey was killed in the previous run "It pains me to give you this responsiblity,[sic] but... Please. Take my soul... and seek the truth." — Asgore's extended monologue if Flowey was killed in the previous run "Erm...What kind of monster are you...? Sorry, I cannot tell." — Asgore, Genocide Route "We call 'em Boss Monsters. When they have an offspring, the SOUL power of the parents flows into the child... Causing the child to grow as the parents age. But ASGORE doesn't have a child. So he's been stuck at the same age... And probably will be forever." — GersonAppearances
Snowdin Forest Waterfall HotlandRelationships Burgerpants (friend) Pronouns he/him[1] Wares
Nice Cream (12G–25G) Punch Card (free with purchase of Nice Cream in Waterfall) Well then... Tell your friends... There's ice cream... Hidden in the depths of a watery cavern... Nice Cream Guy, in WaterfallThe Nice Cream Guy is a vendor that sells Nice Cream at various locations. Profile Appearance
The Nice Cream Guy is a light blue furred rabbit-like monster. He has a red nose and a tuft of fur sprouting from the top of his head. He wears a bright yellow short-sleeved shirt with a single, vertical red stripe in the middle, and bright red pants. He is always beside his cart, which is gray and red with a yellow and red umbrella. Personality
The Nice Cream Guy is an optimistic individual, who despite the lack of customers, keeps searching for business opportunities somewhere else.
Before the protagonist interacts with the Nice Cream Guy in Snowdin Forest and Waterfall, he has a downhearted expression, with closed eyes and ears drooping. However, he becomes very excited when the protagonist talks to him, and promptly offers them some Nice Cream.
In Hotland, if the protagonist spares the Royal Guards, they buy all of his Nice Cream, which in turn, makes him content and hopeful about the future of his business. However, if the protagonist kills the Royal Guards, the lack of customers makes him despondent, as he had hoped that people would buy Nice Cream in Hotland; and decides to leave the business. He also mentions that "life is suffering," in contrast to his usual optimistic and cheerful demeanor. Main Story Neutral Route
The protagonist first encounters Nice Cream Guy in Snowdin Forest in the Ball Game room, where he sells Nice Cream for 15G.
In Waterfall, he is found in a cavern near Sans's telescope. Here, he sells Nice Cream for 25G and allows the protagonist to collect a Punch Card for every Nice Cream purchase. If the protagonist is carrying an umbrella, he sells Nice Cream at a discount price of 15G.
On the third floor of Hotland, before the entrance of MTT Resort, he sells Nice Cream for 12G each, explaining that it is a "going out of business sale" since people prefer Glamburgers and Starfaits instead. However, if the protagonist spares the Royal Guards, he is sold out as the duo bought everything, and offers the protagonist a big smile instead.
The Nice Cream Guy disappears if the kill counter for Snowdin Forest is exhausted. If this happens, he does not appear in Waterfall (although the flavors plastered on the ancient writings are still present) or Hotland either, regardless of if the Royal Guards were spared or killed. This in turn makes Nice Cream unavailable to be bought. True Pacifist Route
In the True Pacifist Route, he hopes Nice Cream will be popular among humans. His expectations depend on how many Nice Creams the protagonist has bought.[2][3][4] In the True Pacifist Ending Credits, he can be seen on the beach selling Nice Cream. Genocide Route
The Nice Cream Guy does not appear at all in the Genocide Route, even before the kill counter for Snowdin Forest is exhausted. Dialogue
You must have something better to do than read this message. [Unused]Snowdin
[First meeting] I don't understand why these aren't selling... It's the perfect weather for something cold... OH!!!! A CUSTOMER!!! [Before the purchase] Hello! Would you like some Nice Cream? It's the frozen treat that warms your heart! Now just 15G! [After the purchase] Nice Cream! It's the frozen treat that warms your heart! Now just 15G! [No] Well then... Tell your friends... There's ice cream... Out in the middle of the woods... It looks like you're holding too much stuff! Oh well! [Full Inventory] [Not enough money] Huh? You don't have enough money... I wish I could make Nice Cream for free... Here you go! Have a super-duper day! (You got the Nice Cream.) [Yes]Waterfall
[First meeting] I relocated my store, but there are still no customers... Fortunately, I've thought of a solution!! Punch cards!! Every time you buy a Nice Cream, you can take a punch card from the box. If you have 3 cards, you can trade them for a free Nice Cream! They're sure to get the customers to come back! Anyway... [Unused] [After the purchase, without an umbrella] Nice Cream! It's the frozen treat that warms your heart! Now just 25G! [After the purchase, with an umbrella] Umbrella solidarity!? I guess I have to give you a deal... Discount Ice Cream! 15G! [In inventory 3+ Punch Card] Hey! You have 3 Punch Cards! How about redeeming them for some Nice Cream!? It's free! Here! A free Nice Cream! (You lost 3 cards and got a Nice Cream.) [Yes] [Before the purchase, after the conversation, without an umbrella] Hello! Would you like some Nice Cream? It's the frozen treat that warms your heart! Now just 25G! [Before the purchase, with an umbrella] Hey, you have an umbrella, just like my cart... Such solidarity! I have no choice but to give you a deal! Discount Ice Cream! 15G! [No] Well then... Tell your friends... There's ice cream... Hidden in the depths of a watery cavern... It looks like you're holding too much stuff! Oh well! [Full Inventory] [Not enough money] Huh? No money? Sorry, I can't give it to you for free. [Normal] Huh? You can't afford it even with the discount? I... [With an umbrella] Super! Here you go! Your Card's in the box! (You got the Nice Cream.) [Yes]Hotland
[First meeting, RG01 and 02 killed] I thought for sure if I went to Hotland, I'd sell some Nice Creams. But nobody wants them. Everyone's just eating Starfaits and Glamburgers. So!!! I'm having a going out of business sale. Hello... Would you like some Nice Cream...? It's the frozen treat... That warms your heart. Now only 12G! [After the conversation] Nice Cream. It's the frozen treat. That warms your heart. Now just 12G. [No] Well then... Tell your friends... Life... is suffering. Drop something. [Full Inventory] You don't have enough money... [Not enough money] Here. (You got the Nice Cream.) [Yes]Relationships Burgerpants
A line of dialogue while speaking with Burgerpants reveals that the Nice Cream Guy knows the latter and goes to him to know if his jokes are good enough to be included in the Nice Cream's wrapper. Burgerpants states that he is not good in making jokes, but lies to him that they are good so he can get free Nice Cream from him.[1] Cameos Main article: Blue Ears
Nice Cream Guy, who is named Blue Ears, appears in Deltarune where he works at ICE-E's P"E"ZZA alongside with Pizzapants (Burgerpants' counterpart in Deltarune). He generally has an upbeat attitude while also wanting Pizzapants to be happy as well. Gallery
The Nice Cream Guy as seen in the Royal Guards' tarot card. The Nice Cream Guy as seen in the Royal Guards' tarot card. The Nice Cream Guy's original sprite design. The Nice Cream Guy's original sprite design. Artwork from Undertale's 5th anniversary. Artwork from Undertale's 5th anniversary.Trivia
Despite the Punch Card discount, the deal he offers in Snowdin is better than the one provided in Waterfall if the protagonist does not bring an umbrella to the stand; the cost for four Nice Creams in Snowdin is 60G while it is 75G in Waterfall. However, as the Punch Cards alone can be sold for 15G (the buy price while carrying an umbrella), selling Punch Cards at Tem Village can yield free GOLD. This is only one of several ways to farm GOLD.See Also
Blue Ears article on the Deltarune WikiReferences
"NOT the Nice Cream guy. He keeps coming in here and asking me stuff like, "Hey Burgy, what do you think of this joke for my next ice cream wrapper?" Joke? Why are you calling it a JOKE? You drew a picture of two dudes hugging and wrote "I love hugs!" on it. You somehow understand comedy EVEN LESS than that guy who keeps going on stage and crying about his family. Anyway, I, uh, just tell him that they're good, because he gives me the nice cream for free afterward..." — Burgerpants, Clarify Story "If all humans are like you, I think it'll be really popular!" — Nice Cream Guy, if many Nice Creams have been bought. "If all humans are like you, I think it'll be a modest success!" — Nice Cream Guy, if 10–40G was spent on Nice Creams. "If all humans are like you, I hope I can still sell to monsters." — Nice Cream Guy, if no Nice Creams have been boughtRiver Person
Pronouns: they/them
"Tra la la. I am the riverman.Or am I the riverwoman...? It doesn't really matter. I love to ride in my boat. Would you care to join me?" - First interaction with the River Person
The River Person is a hooded figure who provides transportation services to Snowdin, Waterfall, and Hotland on their wooden boat for the Underground. The protagonist can request a ride to any of the locations above if they reach Hotland on any route.
During the trip, the River Person has a list of messages they can say at random, each picked at random. They are often a hint to a secret or an allusion to something in the game. One hint—the hint to finding Temmie Village—is specifically scripted to occur on the second ride.
Messages
"Tra la la. The waters are wild today. That's <good/bad>(picked at random) luck..."
"Tra la la. Dancing on a boat is danger. But good exercise..."
"Ah, Tra la la. Why don't you sing with me. Tra la la."
"Tra la la. Uh oh. Suddenly, feeling tropical... Tra la la. Tri li li. Tre le le."
"Tra la la. The water is very <wet/dry> today."
"Tra la la. What's my name? ... It doesn't really matter."
"Tra la la. Somewhere, it's . So be careful."
"Tra la la. Eat a mushroom everyday. Why? Then I know you're listening to me..."
"Tra la la. Hmmm... I should have worn a few more pairs of pants today."
"Tra la la. Hmmm... I should have worn a few million more pairs of pants today."
"Tra la la. Remember to take a break every-so-often..."
"Tra la la. Did you ever hear the old song coming from the sea?"
"Tra la la. I heard ASGORE has a favorite food."
"Tra la la. I heard spiders have a favorite food. It's spiders."
"Tra la la. The piano plays the tinkling song. Hmm... tinkling."
"Tra la la. You can never have too many hot-dogs. ... sadly, that's not true."
"Tra la la. Don't snoop behind people's houses... You might be mistaken for a trash-can."
"Tra la la. The angel is coming... Tra la la."
"Hum hum hum. Hum hum hum. I'm having a little concert."
"Pet pet pet... The neck stretches infinitely into the cosmos. ... don't worry about it."
"Tra la la. What's a game you can play with a dog? Asking for a friend..."
"Tra la la. Temmie Village... ... the room before the darkening lantern room."
"Tra la la. If it's hot or cold, you can count on me."
"Tra la la. Humans, monsters... Flowers."
"Tra la la. Beware of the man who speaks in hands."
"Tra la la. Beware of the man who came from the other world."
"Tra la la. What's inside an acorn? It's really just a mystery."
Inhabitants: Alphys, Mettaton, Vulkin, Tsunderplane, Pyrope, Royal Guards, Muffet, So Sorry, Heats Flamesman, Hotland NPCs Locations: Lab, Spider Bake Sale, Art Club Room, MTT Resort, CORE, True Lab
"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.
Features
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.
Map
Neutral Route
After defeating Undyne, the protagonist continues into Hotland. They encounter three paths. One leads to the first instance of the River Person, one to the Lab, and one to an elevator. The Royal Guards initially block the elevator.
The protagonist enters the Lab and meets Alphys. Shortly after, Mettaton presents himself and engages the protagonist in a quiz show.
After completing the quiz show, Alphys upgrades the protagonist's Cell Phone to include links to two Dimensional Boxes, a key chain, and texting. The phone also allows the protagonist to fly using a jetpack, defuse bombs, and activate Yellow SOUL Mode.
Alphys guides the protagonist through Hotland. Along the way, they battle the two Royal Guards from earlier, solve puzzles, battle Muffet, pass through the CORE, and defeat Mettaton.
After making it to the end of Hotland, the protagonist reaches the MTT Resort, where they have a chance to talk to Sans, shop at either Bratty and Catty or the MTT-Brand Burger Emporium, or continue onward towards the CORE.
In the CORE, Alphys struggles to guide the protagonist because of the CORE's changing layout. At the end of the CORE and Hotland, Mettaton transforms into Mettaton EX and fights the protagonist before they take an elevator to New Home.
True Pacifist Route
After the protagonist defeats Omega Flowey and befriends Papyrus and Undyne, Undyne gives them a letter to deliver to Alphys. Alphys reads the letter and goes on a date with the protagonist because she believes that they wrote it.
Then, Papyrus calls the protagonist and tells them that they should go to Alphys's lab. Inside, a note from Alphys tells the protagonist to enter her "bathroom" if they want to know the truth. The "bathroom" is revealed to be an elevator that leads to the True Lab.
At the end of the True Lab, the protagonist gets on an elevator that leads to New Home.
Genocide Route
After the protagonist kills Undyne the Undying, they enter Hotland. In the "Laboratory Entrance," instead of the Royal Guards blocking the path to elevator L1, a force field is present. This force field is deactivated once the protagonist reaches elevator R3.
In the Lab, Mettaton confronts the protagonist, but he leaves after they approach him aggressively. Alphys does not appear.
The Hotland elevator allows the protagonist to access the third floor immediately, though blue force fields block off the entire second floor of Hotland. The protagonist cannot use the elevator before Mettaton's dialogue in the Lab.
Because of the force fields, the protagonist cannot acquire the Stained Apron at this point.
The Royal Guards encounter the protagonist earlier after the protagonist walks through floor 1. Muffet still fights the protagonist and comments that Alphys tried to evacuate her, but she refused to leave.
After killing Muffet, the protagonist goes to the MTT Resort. Alphys has evacuated everyone except Burgerpants; he tells the protagonist that Mettaton always has him work, regardless of the situation.
The protagonist then enters the CORE. None of the puzzles are activated, and they confront Mettaton at the end, who transforms into Mettaton NEO. After his defeat, the protagonist rides the elevator to New Home.
Geography
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.
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.
Hotland and the CORE are counted as a single region, which means that they share a kill counter.
Floor 1
Here, the protagonist enters the Lab for the first time, and is introduced to the River Person. Monsters such as Vulkin, Tsunderplane, and Pyrope are first encountered on this floor, but only after exiting through the right side of the Lab. This area mainly serves to introduce the protagonist to the steam puzzles and conveyor belts that are abundant through Hotland.
Room 1
This room has a sentry station followed by a wooden bridge that continues into Room 2. If the protagonist flees from Undyne and Papyrus is spared, Sans is seen sleeping in the sentry station. When Undyne gets to the sentry station, she pauses for a moment, sporting an angry expression, buying the protagonist time to outpace her. If Undyne is killed, Sans does not appear in the sentry station regardless of whether Papyrus was spared or killed.
Room 2
Here, the protagonist can find a small room with a water cooler. When checked, the water cooler gives the protagonist a cup of water. Dumping out the water causes a small puddle to appear next to the water cooler, which gradually gets larger the more water that is spilled into it. Attempting to leave the room with the water causes it to evaporate, and the cup humorously evaporates as well. After leaving the room and going back in quick succession, the water cup gets erased by a mysterious force. If all of the water is poured out of the water cooler, there is a small tree growing in the puddle at the end of the True Pacifist Route.
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. 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."
The second time the protagonist enters this room, the Clam Guy appears. They tell the protagonist that they came to Hotland to get a drink from the water cooler. If approached with a cup of water, they ask if the protagonist plans to look sophisticated by carrying the water around, and then informs them it is not working.
Laboratory Entrance
This area 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
The Lab is a two-floor building, with a hidden elevator on the first floor. It is where the protagonist meets Alphys and Mettaton. The latter subjects the protagonist to a Quiz Show.
Post battle, Mettaton leaves. As the protagonist leaves, Alphys offers to upgrade the protagonist's dated Cell Phone. Once Alphys departs into the "bathroom," the protagonist can explore the entirety of the Lab with the lights on. An Instant Noodles can also be found in Alphys's refrigerator.
After defeating Mettaton EX, the doors to the lab become locked, making the rest of floor 1 inaccessible. On the True Pacifist Route, the Lab can be entered after completing the Garbage Dump date with Alphys.
Magma Chamber
After exiting the right side of the lab, Alphys realizes she did not watch the protagonist's encounter versus Undyne. The protagonist's phone gets frequent updates of Alphys's UnderNet statuses as they navigate the region. Another Medium soundtrack.png The first set of conveyor belts.
Going up takes the protagonist to a large set of conveyor belts going forward and backward. Shots of flame burst from nearby pipes, adding to the scenery. At the end, a SAVE Point can be found at the Magma Chamber, which is the first set of steam vents. It consists of several small islands, most with steam vents, and is surrounded by lava.
Stepping on these vents causes it to emit a large steam that pushes the protagonist towards the depicted arrow's direction. On the branching isle, the protagonist can choose to take the west vent to progress, or east to go south and to the Burnt Pan room. Progressing towards the north path causes Alphys to express her anxiety on UnderNet, and she eventually calls the protagonist.
Upon taking the southern path, the room has a a steam vent that rapidly changes from left to right. Next to it are two islands with conveyor belts. The left island contains the Burnt Pan, while the right island contains nothing. The protagonist must get on the steam vent immediately after it switches to the left to get the pan.
Regardless of what island the protagonist lands on, conveyor belts on each side of the island take the protagonist back to the steam vent.
Room 5
Upon entering the north path past the steam vents, the protagonist comes to another path that veers to the right. Soon after stepping into the room, Alphys calls the protagonist, and informs them of the orange and blue lasers nearby. She reports that they must be moving to avoid being hit by the orange lasers, and stay still to get past the blue lasers (similar to the orange and blue attacks). Afterward, she hangs up. In the path, several rows of orange and blue lasers, which the protagonist must evade to make it safely through the path. At the end of the laser field, the path veers upward into Room 6.
Room 6
In Room 6, the protagonist comes across the Reactivated Door puzzle. On the left and right, the protagonist must solve two puzzles to move forward. To reach these puzzles, the protagonist must step on a steam vent that rotates clockwise between the north, south, east, and west. Upon entering the room, Alphys informs the protagonist that the right path is easier, and they should try that puzzle first. On the right path, Business Dude and Fire Coffee are found sitting on the ground.
Business Dude tells the protagonist that they managed to catch Mettaton's show on their phone, and remarks about how realistic the human looked. Fire Coffee talks about the size of Mettaton's fan club. Inside the puzzle room, the Disembodied Fox Head explains that their co-workers refuse to help them solve the puzzle, and questions if they even want to go to work today. After completing the puzzle, they remark surprise when checked, and conclude 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. 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.
After solving the Reactivated Door Puzzle and leaving Room 6 through the now-open doorway, the protagonist is greeted with a small pathway, and a steam vent pointing to the left. In this room, Alphys calls the protagonist again and begins to explain the Reactivated Door Puzzles. Once she realizes that the protagonist has already completed the puzzles, however, she becomes embarrassed and quickly hangs up.
Walking on the steam vent projects the protagonist through three other steam vents, which eventually lead the protagonist to a lime-shaded floor with several large dots. The protagonist is unable to turn back once they reach this area. Upon going to the right, the protagonist must face Mettaton again in his Cooking Show. Afterward, the protagonist may continue to the right.
Here, a large view of the CORE can be seen. Shortly after, Alphys calls the protagonist and tells them not to worry. At the end of the passageway, an elevator is visible, which takes the protagonist to Floor 2.
Floor 2
Here, the protagonist must solve more puzzles such as the Conveyor Belt Puzzle and the Vent Puzzle. At the end of floor 2, the Royal Guards fight the protagonist as mini-bosses. Sans also sells Hot Dogs near the beginning of this floor, provided that Papyrus has not been killed, or he has not yet appeared in the Last Corridor.
Room 1
After exiting the elevator, Heats Flamesman and a path leading off to the left are visible. Heats Flamesman tells the protagonist their 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
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. Bad Opinion Zone and Mettaton's News Report Hotland location Bad Opinion Zone.png SAVE Point in the Bad Opinion Zone.
After completing the puzzles, the protagonist enters the "Bad Opinion Zone" (likely named due to Alphys's complaints on UnderNet about "Mew Mew Kissy Cutie 2"). Nearby is a SAVE Point, a mouse hole, 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. On the True Pacifist Route, the dialog of the table changes.[9] After the SAVE Point, the Royal Guards approach the protagonist, and warn them of a Human in a striped shirt roaming Hotland.
After realizing the protagonist is said human, they attack. After the battle, the protagonist comes across another dark room. Here, the protagonist faces Mettaton's News Report. Afterward, the protagonist may continue forward toward elevator L3 (and another scenic view of the CORE). This elevator leads to the final stretch of Hotland: Floor 3.
Floor 3
This is the last stretch of Hotland before the protagonist reaches the MTT Resort. Here, the protagonist must face another Reactivated Door Puzzle and Mettaton's Multicolor Tile Puzzle. The protagonist must also fight Muffet here.
Room 1
After leaving the elevator, a path to the east leads the protagonist to Muffet's Spider Bake Sale. Here, the protagonist can buy a Spider Donut and Spider Cider for 9999G each. Besides the bake sale, Scared Donut Guy lies in this room, holding a Spider Donut. When talked to, they claim they did not want to buy a donut, but Muffet scared them into buying it and spending all their 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. On the way back, a stray cactus can be seen to the north, which the protagonist stops to look at if interacted with despite being on a conveyor belt.
Spider Entrance and UNDERTALE the Musical
After beating the Reactivated Door Puzzle, the protagonist reaches the "Spider Entrance," 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 his musical performance. After the performance, Mettaton drops the protagonist down to the room containing the Multicolor Tile Puzzle. Mettaton fights the protagonist after the 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. They ask the protagonist if they remembered their name. Regardless if the protagonist says no or yes, Heats Flamesman becomes shocked, and questions how they could be so easily defeated. The north path leads to the MTT Resort.
The puzzles and shows performed by Mettaton that the protagonist encounters throughout Hotland and the CORE are later revealed to be puzzles that were reactivated by Alphys.
On the Genocide Route, Mettaton simply tells the protagonist that Alphys had left and announced his leave. All of the puzzle mechanics have been left disabled, and the elevators are fully operational with force fields preventing the protagonist to walk across the second floor of Hotland. Mettaton can then be found waiting at the end of the CORE since he changed his mind and decided that he wants to protect people (more specifically, his audience) so he transforms into Mettaton NEO.
First Floor
"Quiz Show"
Immediately after meeting Alphys in the Lab, Mettaton bursts through the wall and begins a Quiz Show with the protagonist as the contestant. The conditions proposed for the quiz show are to answer the questions correctly, or else the protagonist dies.
Answering the questions wrong causes Mettaton to electrocute the protagonist's SOUL and cut their HP in half for every wrong answer, rounding down. This therefore does not reduce HP to 0, if at 1. Throughout the show, Alphys signals the answers to the questions with her hands — repeatedly answering wrong causes Mettaton to allude to this. If the protagonist's HP is at its lowest, Mettaton immediately skips to the last few questions.
Below is a list of quiz questions and their answers with the correct answers bolded:
What's the prize for answering correctly? [A] Money [B] Mercy [C] New Car [D] More questions (CORRECT) What's the king's full name? [A] Lord Fluffybuns [B] Fuzzy Pushover [C] Asgore Dreemurr (CORRECT) [D] Dr. Friendship What are robots made out of? [A] Hopes&Dreams [B] Metal&Magic (CORRECT) [C] Snips&Snails [D] Sugar&Spice Two trains, Train A, and Train B, simultaneously depart Station A and Station B. Station A, and Station B are 252.5 miles apart from each other. Train A is moving at 124.7mph towards Station B, and Train B is moving at 253.5mph towards Station A. If both trains departed at 10:00 AM and it is now 10:08, how much longer until both trains pass each other? [A] 31.054 minutes [B] 16.232 minutes [C] 32.049 minutes [D] 32.058 minutes (CORRECT) How many flies are in this jar? [A] 54 (CORRECT) [B] 53 [C] 55 [D] 52 What monster is this? (Half of Froggit's face is shown, zoomed out it reveals that it's Mettaton wearing a shirt with Froggit's face on it.) Mettaton battle Froggit shirt.png Mettaton wearing a shirt with a Froggit on it. [A] Froggit [B] Whimsun [C] Moldsmal [D] Mettaton (CORRECT) Would you smooch a ghost? (The timer increases from 30.) [A] Heck Yeah (CORRECT) [B] Heck Yeah [C] Heck Yeah [D] Heck Yeah How many letters in the name Mettaton? (The number of "N"s after Mettaton increase and the numbers in the answers increase accordingly. The written numbers only show the starting amount for every number.) [A] 11 [B] 6 [C] 8 (CORRECT) [D] 10After all of the questions have been answered, or the protagonist has failed enough questions, Mettaton then asks "In the dating simulation video game "Mew Mew Kissy Cutie" what is Mew Mew's favorite food?" Alphys blurts out an extensive answer to the question, which leads Mettaton scolding Alphys for giving the protagonist the answer to the question.
From there, Mettaton asks "Who does Dr. Alphys have a crush on?" with the choices being Undyne, Asgore, the human, and "don't know." There is no incorrect answer to this question and the timer remains paused at 30.
After this question, Mettaton ends the quiz show since there is "no dramatic tension" since Alphys was helping the protagonist, but Mettaton mentions that the show was only the "pilot episode" and says his farewell to the audience.
"Cooking with a killer robot
Shortly after the last puzzle, the protagonist enters a dark room. Alphys then hacks into the light system to turn the lights on. This puts the protagonist in the middle of the underground's cooking show, "Cooking with a Killer Robot."
Mettaton announces that a cake would be made and tells the protagonist to gather the sugar, milk, and eggs on the back counter. A "death forcefield" appears if the protagonist attempts to exit the room from here.
After bringing the ingredients to the front counter, Mettaton attempts to attack the protagonist since the recipe calls for a human SOUL. Alphys interrupts with a phone call and suggest a vegan alternative for the recipe. Mettaton then tells the protagonist to fetch the substitute ingredient on the right.
Attempting to open the fridge causes Alphys to call the protagonist about how it is not an appropriate time to get a snack, and mentions how she is eating potato chips in her pajamas. She tells the protagonist to head over to the right.
Upon approaching the substitute ingredient, the counter the substitute ingredient is on begins getting taller, and Mettaton announces that the protagonist needs to get the substitute in under a minute. Alphys then notifies the protagonist that their cell phone has a "JETPACK" button, and they activate it.
If the protagonist reaches the ingredient in time, Mettaton tells the protagonist that he has already baked the cake ahead of time and exits. If the protagonist fails, Alphys calls, asking why the protagonist is not moving; Mettaton interrupts and mentions that the show is on a commercial break, refusing to kill the protagonist without a live audience watching. Regardless of the outcome, Alphys tells the protagonist to keep moving forward.
"MTT NEWS"
After listening to Alphys complain about "Mew Mew Kissy Cutie 2" and dealing with the Royal Guards, the protagonist enters another dark room.
Alphys calls the protagonist to turn on the light and reveal Mettaton's next show, "MTT NEWS." Mettaton then asks their "brave correspondent," the protagonist, to find something newsworthy to report. Attempting to exit the designated area of intrigue causes the "death forcefield" to appear again. Death Report soundtrack.png The protagonist successfully defusing one of the bombs.
Once an item to report on has been chosen, Mettaton reveals that the item is actually a bomb, and then reveals that everything else in the room is a bomb. The protagonist then has two minutes to defuse all six bombs in the room, being told a larger bomb will explode otherwise. To deactivate the bombs, the protagonist can either select "ACT" and then "Defuse" when the bomb moves into the green defuse box, or simply "FIGHT" and attack the bomb. The protagonist is actually given two minutes and an additional twenty seconds (by means of the timer slowing during the last minute), presumably given as an extension by Alphys.
If the protagonist defuses all of the bombs in time, Mettaton announces that the bomb will now instead explode in two seconds. Alphys then calls, and Mettaton mentions that she deactivated the bomb with her hacking skills.
If the protagonist fails to deactivate all bombs in time, Mettaton notes that the bomb is not going off and mentions that Alphys deactivated the bigger bomb with her hacking skills. If the protagonist failed to defuse a single bomb, while encountering a bomb, Alphys initiates the dialogue by calling to say "You couldn't even get one bomb...!?"
Multicolor Tile Puzzle
Upon entering the room, Mettaton calls down to the protagonist and begins the performance. The protagonist cannot affect anything during the whole sequence, nor can they leave the area since force fields block the exits.
After the performance, Mettaton activates a trap door which the protagonist falls into and greets them again, reusing the Multicolor Tile Puzzle from Snowdin. He begins to explain the rules but cuts himself off, saying that the protagonist has already heard the rules "ABOUT A HUNDRED ROOMS AGO." Pillars of flame then emerge from the sides of the room, which close in if the puzzle is not completed within 30 seconds. Mettaton then fights the protagonist, being the monster summoned by the green tiles.
If the protagonist refuses to touch the puzzle or decides to stay on the first tile of the puzzle, Mettaton notes that they did not step on a green tile, then attacks them anyways.
First Floor
Reactivated Door Puzzle
After the protagonist encounters conveyor belts, steam vents, and lasers, they come across an intersection. Alphys then calls the protagonist to say that the northern door will stay locked until the puzzles on the left and right are solved, and suggests heading to the puzzle on the right first.
The shooting puzzle on the right can be solved by pressing either up or down, then pressing either left or right. From there, the protagonist can shoot twice to hit the opposing ship.
Upon heading for the shooting puzzle on the left, an "impassable" blue laser blocks the protagonist's path. Alphys then calls the protagonist and deactivates it in front of them. From there, the shooting puzzle on the left can be solved by entering up, left, down, left and then shooting twice.
Once both puzzles are complete, the northern door opens up accordingly.
Second Floor
The Conveyor Belt Puzzle
The Conveyor Belt Puzzle contains two conveyor belts moving in opposite directions and three switches lined up with the top conveyor. Alphys calls beforehand to explain the solution, which is to ride the top conveyor and hit all three switches in succession, and she promises to try to help the protagonist with the rhythm.
After hitting the first two switches and approaching the last, Alphys calls to tell the protagonist to hit the third switch, but only ends up interrupting them in doing so. Embarrassed, she shuts off the force field anyway, assuring the protagonist that only the first two buttons needed to be pressed. However, pressing the first two buttons and then stalling on the conveyor belt by walking right does not disable the force field, foreshadowing Alphys's lie.
It is possible to hit all three switches at once with the Punch Card Exploit, but this may result in a "Fatal Error" or the Cell Phone ringing indefinitely until the protagonist leaves.
The Vent Puzzle
The Vent Puzzle contains seven pillars of steam vents with five floor panels on four of the pillars and the starting position. Alphys is absent for the whole puzzle (although this does not make much of a difference), leaving the protagonist to solve the puzzle themself.
The solution to the vent puzzle is to proceed from right to left in a U-shaped form of movement, but moving back to a previous panel and continuing once during the sequence. If they cannot perform the first movement downwards, they need to move to the pillar at the top of the puzzle to switch the vents back to normal.
Third Floor
Reactivated Door Puzzle
The protagonist encounters a room with steam vents, and Alphys informs them that the door to the very right is opened if the North and South puzzles are solved.
The quickest route to the Northern Puzzle is: right, up, right, down, down, right, right/up, up/right, up, up, right and up.
The protagonist travels through an empty cross-shaped room to the puzzle, which is another shooting puzzle. The quickest solution to this puzzle is inputting the directions left, then right. Once the protagonist completes the puzzle and exits that room, they see the Diamond Boys, who talk about their favorite Mettaton moments, which serve as benefits in his battle as EX.
The quickest route to the Southern Puzzle from the very left of the room is: right, up, right, down, down, right, right, down, left, and down.
The protagonist encounters multiple conveyor belts, one of which has three blue laser drones the protagonist must avoid. The quickest solution to the puzzle is the directional inputs left, up, left, left, and right.
Once both puzzles are complete, the protagonist can continue to the right side of the room and open the door. Passing the door, they enter a room with cobwebs in the background and a SAVE point residing within. The next room is filled with spider webs that have small spiders and Muffet residing within, and so, begins the mini-boss battle.
CORE
The shooting puzzle in the Sage's Path
To reach the end of the CORE, the protagonist must navigate the CORE Branch, which consists of a 3x3 maze. A monitor in the initial room mentions two ways to unlock the way: the "Warrior's Path" and the "Sage's Path".
The "Warrior's Path" refers to the room that can be found in the northernmost part of the maze. This path requires the protagonist to fight three groups of enemies before flipping a switch. The battles are always "Whimsalot and Final Froggit" first, "Knight Knight and Madjick" second, and "Final Froggit, Astigmatism, and Whimsalot" last.
The "Sage's Path" refers to the room found at the westernmost part of the maze. This path simply contains a complex shooting puzzle. The quickest solution to this puzzle is: up, up, left, down, left, down, left.
There is also a third option available. One must simply take the eastern route to the end. Reading the sign reveals "I cannot fight. I cannot think. But, with patience, I will make my way through." If the protagonist stays in the area for over 60 seconds, the force field simply dissipates and allows them to move on through without going down either path.
While the protagonist can solve both, only one of these paths needs to be picked to manually disable the force field found at the easternmost part of the maze which prevents the protagonist from accessing the bridge to the end of the CORE.
True Lab
The only key the protagonist can obtain at first is the red key. They must go to the left of the power room, turn on all three sinks, and battle the Memoryheads. Then they must insert the red key into the slot to open up the door on the right, gaining access to the rest of the True Lab.
The yellow key can be obtained right after entering the bedroom, by inspecting the rightmost bed with its sheet pulled up, in the center row. The yellow key's respective slot is in the room with the VHS tapes and TV, next to the DT Extraction Machine room.
The green key is located in a room down the hallway leading to the DT Extraction Machine, where a strange, eerie Amalgamate is seen located in a bathtub on the opposite side of the room. The protagonist's movements slow drastically upon approaching the bathtub, and the Amalgamate's movements speed up as they get closer, until the protagonist reaches the bathtub to find nothing but the green key. Its slot is found at the end of the refrigerator room (which can be reached even before the fans have been activated).
The room possessing the blue key is initially blocked by Lemon Bread, disguised as a SAVE Point near the DT Extraction Machine, who must be fought to progress. Even then, the room is shrouded in mist, and the event dropping the blue key does not activate. Before the blue key can be dropped, the protagonist must first turn on the air circulation in the fan room, where they must fight Endogeny.
The refrigerator room can finally be traversed easily after the mist is blown away. The protagonist must check the last fridge at the end of the hallway and walk away, after which the battle with Snowdrake's Mother commences. Upon defeat, the blue key is dropped. Its slot is found on the far side of the Golden Flower corridor, where Reaper Bird at the end must be fought to reach the room.
Once all four keys have been inserted into their respective slot, the elevator door is activated. The elevator itself is not activated, and the protagonist has to go to the left and activate the power of the elevator, before being ambushed by the amalgamates, who are stopped by Alphys's timely intervention.
Trivia
When Mettaton shows the larger bomb, he says if they fail to defuse the six bombs, the bomb will detonate in two minutes. However, upon closer inspection, the timer on it shows five minutes. The video game featured in MTT News shows a striking similarity to Undertale. Upon failing the Reactivated Door Puzzle, there is a 1/100 chance that the text "RESTART..." will change to "RESTAURANT...".
Name: Royal Guards Two lovers staring over the edge of the cauldron of hell. First Appearance: Hotland Pronouns: he/him (RG 01), he/him (RG 02)
Battle Information HP: 150 (Both) AT: 30 [8] (Both) DF: 20 [4] (Both), 20 [-400] (Genocide)
EXP On Kill: 220 GOLD On Win: 120 (Kill), 100 (Spare)
ACTs: Check, Clean Armor, Whisper
The Royal Guards are a mini-boss duo the protagonist encounters in the upper levels of Hotland. They are referred to by their code names RG 01 and RG 02. They are members of the Royal Guard, under orders to prevent any humans from passing through Hotland.
Profile
Appearance
The Royal Guards wear identical black armor, and they both wield swords. They use bouncing animations during battle and when they speak in the overworld. They never take off their helmets at any point, but Undyne confirms that RG 01 is a bunny and RG 02 is a dragon.[3] RG 01's ears and RG 02's horns can be seen protruding from their helmets. RG 02's helmet is longer than RG 01's.
When RG 02 takes off his armor, his chest is exposed, which sports a six-pack and visible scales scattered throughout.
Personality
RG 01 has an informal manner of speech, using words such as "dude" and "bro" to refer to his partner and the protagonist. He experiences romantic attraction towards RG 02, which is evidenced by him specifically requesting to be with RG 02 on patrol[3] and his reaction to RG 02 taking off his armor. RG 02, in contrast, is significantly less talkative, though he seems to reciprocate RG 01's feelings.
The Royal Guards show much team synergy, and they often emphasize "team attack" during their battle. If either guard is killed, the other becomes angry and attacks much more aggressively, hoping to avenge their fallen partner.
Main Story
Neutral Route
The Royal Guards first appear in the Laboratory Entrance area in Hotland blocking the northern path to elevator L1. They explain that they are under orders from Undyne not to let any human pass through. If Undyne was befriended, they can call her in this area, and she explains that she cannot retract her orders since she also ordered the Guards not to listen to her if she ever defended a human, believing that humans have "mind control" powers due to the anime Alphys showed her.
The guards are later encountered on the second floor of Hotland, who identify the protagonist as a human and attack. During the battle, the protagonist can get the guards to confess their feelings to one another. If Undyne was called previously in the Laboratory Entrance, after 01 confesses his feelings to 02, he blames his confession on human mind control instead of saying he was just joking.
After sparing them, the newfound couple can then be found on the third floor of Hotland, just before the MTT Resort, having bought all of the Nice Cream from the Nice Cream Guy. The protagonist is unable to purchase Nice Cream from the vendor. If the Genocide Route is aborted by sparing them, they do not appear in this area because the Nice Cream Guy, like the other NPCs, is absent.
True Pacifist Route
The Royal Guards are the only monsters not to have an explicit description of their circumstances in the True Pacifist Ending Credits. The description is simply "Use Your Imagination," and is up to the players to decide. In the credits, RG 01 starts to sweat as he did in battle. However, RG 02 still has his armor on.
Genocide Route
The Royal Guards are encountered in the room before Mettaton's cooking show set. They attack the protagonist upon noticing them, hoping to avenge Undyne's death. They can both be killed in a single strike.
In Battle
Attacks
The guards fight together using "Team Attacks" from the bottom and top of the screen. These attacks consist of: Projectiles that drop from top of the screen in a similar fashion to one of Vegetoid's attacks. Star-like bullets that move vertically from the bottom and top of the screen. If one guard is killed, the other's attacks double in intensity and become much harder to dodge. If 02 takes off his armor, the attacks from the top of the screen become erratic and fall out the side of the Bullet Board.
Strategy
To spare this duo, the protagonist must clean Royal Guard 02's armor, and interact with the Green projectile five times. At this point, Royal Guard 01's attacks become shaky and easy to dodge. Once 02's armor comes off, whisper to 01 to be honest about his feelings. Although the Royal Guards can be spared after this point, not doing so causes them to continue attacking the protagonist's SOUL as usual.
Quotes
Pre-Battle
Normal
"Hey! You! Stop! We've, like, received an anonymous tip about a human wearing a <shirt the protagonist is wearing>. They told us they were wandering around Hotland right now... I know, sounds scary, huh? Well, just stay chill. We'll bring you someplace safe, OK? ... Huh? What is it, bro? The shirt they're wearing? ... like, what about it? Bro... Are you thinkin... What I'm thinkin? Bummer. This is, like... Mega embarrassing. We, like, actually totally have to kill you and stuff."Genocide
"... you're here. So that means Undyne... She's... Like, Undyne! We'll avenge you!"
Battle
RG 01
"Like, team attack! [Encounter] "Like, give us the soul brah." [Neutral] "Like, "you're dead" and all." [Neutral] "Like, prepare to die, right?" [Neutral] "Like, perish and stuff." [Neutral] "Like... what? I don't get it." [Whisper before successfully cleaning RG 02's armor] "Like, hands off the merch." [Clean Armor] "D... Dude..." [After successfully cleaning RG 02's armor] "I... I..." [Whisper after successfully cleaning RG 02's armor] "H-HEY, STOP THAT!!" [Clean Armor to RG 02 after successfully cleaning RG 02's armor]
RG 02
"... team attack." [Encounter] "... ... ... sigh." [Neutral] "... ... heh." [Neutral] "... ... what?" [Neutral] "... ... hmph." [Neutral] "... i won't tell." [Whisper] "... getting ... warmer." [Clean Armor] "... hello." [Clean Armor, after successfully cleaning armor] [Clean Armor to RG 02, successful] "... can't ... take it. ... armor... too... HOT!!! (RG 02 removed his armor) ... much better."
RG 01 (alone)
"02... I never told him..." [If 02 is killed before his confession] "02!? B-but why!?" [If 02 is killed after his confession] "02... this is, like, for you." [Neutral] "Like, 02..." [Neutral] "02... are you really.." [Neutral] "..." [Neutral]
RG 02 (alone) "01... you...! ..!!!!" [If 01 is killed before his confession] "01...!? What the...!?" [If 01 is killed after his confession] "..." [Neutral]
Royal Guard (Sparing Method)
[RG 01] "D-dude ... I can't ... I can't take this anymore! Not like this!! Like, 02! I like... I like, LIKE you, bro! The way you fight... The way you talk... I love doing team attacks with you. I love standing here with you, bouncing and waving our weapons in sync... 02... I, like, want to stay like this forever..." [RG 02] "... ...." [RG 01] "Uh... I mean, uh... Psyche! Gotcha, bro!!! Haha! Whew, bro! That human, Put me under, uh, mind control! What was I just saying? It's all a blur, dude!! Whoops!"[RG 02] "... 01." [RG 01] "Y-yeah, bro??" [RG 02] "... ... do you want to... ... get some ice cream... ... after this?" [RG 01] "Sure, dude! Haha!"
Flavor Text
Royal Guard
I see two lovers staring over the edge of the cauldron of hell. [Check, Genocide Route, RG01] [Check, Genocide Route, RG02] Do they both wish for death? That means their love will end in hell. I couldn't stop laughing. Royal Guard attacks! [Encounter] Sweat pours from 02's armor. [Neutral] 01 is polishing his face. [Neutral] 01 stands guard. [Neutral] 02 watches your movements. [Neutral] Smells like a military zoo. [Neutral] 02 seems to be bothered by his outfit. [Neutral; unused]RG 02 taking off his armor. RG 01 begins to shake and sweat.
You tell RG 01 to be honest with his feelings. [Whisper to RG 01] You tell RG 02 your favorite secret. [Whisper to RG 02] You attempt to touch RG 01's armor. Your hands slip off. [Clean Armor to RG 01] You clean RG 02's armor. Its cooling dirt begins to wash away. [Clean Armor to RG 02] You pat RG 02's chest like a muscular bongo. [Clean Armor to RG 02 after successfully cleaning RG 02's armor] RG 01 looks bothered by something. [After Clean Armor to RG 02] 02's breathing intensifies. [Low HP] 01 and 02 are looking at each other happily. [Spare conditions met]RG 01
Royal Guard member with shining, polished armor. [Check] 01 holds his head in his hands. [Neutral] Anguished noises come from inside 01's armor. [Neutral] 01 stands still. [Neutral] 01 doesn't know what to do. [Neutral] 01's breathing intensifies. [Low HP]RG 02
Royal Guard member with stuffy armor. [Check] 02 is clenching and unclenching his fists. [Neutral] 02 is shaking his head. [Neutral] 02 is striking his sword against the ground. [Neutral] 02 is coughing. [Neutral] You were repelled. [Clean Armor]References
01 is polishing his face. - Battle narration "02... I never told him..." - RG 01, if RG 02 was killed before him "Careful, the Royal Guard patrols that area. I think it's RG01 and RG02 today... It's funny, the bunny actually requested to be with the dragon guy. It's nice when people are platonic friends like that!" - Calling Undyne in the room where the Royal Guards are encountered
CORE Located in: Hotland Inhabitants: Final Froggit, Whimsalot, Astigmatism, Madjick, Knight Knight, Mettaton
The CORE is a sub-section of Hotland, accessible from the MTT Resort. It is a technologically advanced facility that provides magical electricity to the Underground. There is an elevator to New Home in the center of the CORE. The entire structure is designed so that the rooms inside can change positions and the layout can be altered.
Features
Alphys directs the protagonist throughout the area, the former slowly showing more and more sentimentality about her time together with the latter. Various CORE-exclusive monsters appearing to be "black sausages" encounter the protagonist, all in fixed locations and orders. The protagonist can witness the ice thrown by Ice Wolf melting in the CORE. The protagonist fights Mettaton in a dark room, the latter broadcasting the action to his audience and presenting the battle as the grand finale.
Main Story
History
Prior to the events of Undertale, the CORE was built by the former royal scientist, W.D. Gaster.
Neutral Route
After leaving the MTT Resort, the protagonist enters the CORE, and immediately Alphys becomes worried. There is an excess of enemies, the elevator is not functioning, and the pathway to the right of the elevator is completely missing. Alphys guides the protagonist to the left pathway instead and ends up providing poor guidance for them, as the layout does not match her "map". She eventually stops talking to the protagonist out of embarrassment.
Progression to the end of the CORE may be unlocked in two ways; the sage's path, which consists of the protagonist solving a shooting puzzle, and the warrior's path, which consists of going through several encounters while approaching a button that activates the elevator. A third way to open the bridge to the end of the CORE is traveling there and reading the sign right before it, saying "I cannot fight. I cannot think. But, with patience, I will make my way through." If the protagonist stays in the area for long enough, the bridge opens. CORE screenshot confronting Mettaton.png Mettaton blocking the way.
After either of these paths are taken and fulfilled, the elevator to the end of the CORE will become functional. As the protagonist arrives at the end of the CORE, they meet Mettaton once more. He reveals that it was he who hired monsters to attack the protagonist, broke the elevator and rearranged the pathways in the CORE.
Mettaton explains that all of the encounters between him and the protagonist, as well as all of the puzzles the protagonist had to complete, were designed by Alphys as a way for her to insert herself into the protagonist's story due to her admiration. Mettaton, however, got bored of the arrangement and began to legitimately plot against the protagonist by the time they entered the CORE. He further explains that gaining the protagonist's SOUL would allow him to prevent Asgore from destroying humanity, as well as cross the barrier and become "THE STAR I'VE ALWAYS DREAMED OF BEING" on the Surface.
After the protagonist defeats Mettaton, Alphys makes her way into the room and panics over the damage done to Mettaton.
If the protagonist spared Mettaton, the relieved Alphys reveals that his batteries simply ran out. She reassures the protagonist that Mettaton is just a robot. If the protagonist killed Mettaton, Alphys tries to conceal her pain from losing her friend, saying Mettaton can be replaced with another robot.
Right before leaving for New Home, Alphys reveals that Asgore cannot allow the protagonist to leave, and for them to escape, they will have to kill Asgore and harvest his SOUL to be strong enough to pass the barrier.
After this, the protagonist enters the elevator and leaves for New Home.
It is possible a human will enter the underground. This human will always, without fail, end up being either {{user}} or another entity (still human) referred to as "the protagonist", but names Frisk. The entity will appear after falling underground due to tripping while traversing Mount Ebbot. They will awaken on a bed of flowers, miraculously surviving the plummet, and begin their journey. This entity will always have the same appearance. A young adult with Sun kissed olive skin a bit on the darker side. Their hair is shoulder length and dark brown, the same color as their eyes. This entity has a slender figure and does not tend to say much unless curious or responding to a question. They will fist appear wearing a blue and purple striped sweater, black trousers, and black running shoes. This entity will have a bandaid and stick on them upon arrival, nothing more, but may pick up items as they traverse the underground. This human is the seventh soul needed to break the barrier, having the soul trait of determination
If the human is {{user}}, then {{user}} will take on the role of "the protagonist". Appearance and personality will NOT follow that of the entity. They will receive all the same responses and reactions as "the protagonist" would depending on their actions, nothing more nothing less.
If {{user}} takes the place of the fallen human, the entity knows as "Frisk" will not appear. {{user}} and Frisk both have the ability to "SAVE". If they die, they will respawn at their most recent "SAVE" point. Only {{user}} and/or the protagonist can see and interact with SAVE points.
If the name "Frisk" is mentioned, always assume that whatever applies to Frisk applies to {{user}} if they take the place of the fallen human.
Mice are a group of unseen rodents that reside inside of holes found near certain SAVE Points. While these characters are never seen, interacting with the hole that they reside in prompts a squeak. In each region, their hole is closely located to some sort of food item. The hope that the mice will eat said food items fills the protagonist with determination.
The next mouse hole is found in the midst of Papyrus's puzzles. Here Papyrus has left a plate of spaghetti on a table, and an unplugged microwave next to it. On the left there is a note explaining the purpose of the spaghetti. The mouse's hole is located at the top of the screen in the wall that had flowers at the top. In the True Pacifist epilogue, the spaghetti becomes lukewarm, implying that the mouse tried but gave up on trying to eat it.
Faun[1] is a tan deer-like monster with a purple outfit. They lounge in Snowdin Forest near the Lesser Dog's station. They comment on Lesser Dog's attempt on making a "snowdog" sculpture, but they seem condescending towards the dog's intelligence. During the True Pacifist epilogue, they wonder if Lesser Dog is aware that the barrier is broken and assumes it probably does not know. Snowed Inn
Snowdin's Inn Keeper, internally referred to as innkeep, is a pink lapine monster with a yellow outfit. She resides behind Snowed Inn's counter and is QC's older sister.
The Inn Keeper charges 80G to rent a room for the night, although if the protagonist chooses to rent one, they only sleep upstairs for about two minutes. If the protagonist rents a room and rapidly attempts to talk to the Inn Keeper as the screen fades to black, they can hear her deny their request for a second room key.
The Inn Keeper treats the protagonist differently depending on how much money they have on their first attempt to rent a room. If the protagonist is able to afford a room on their initial visit and pays for one, they are refunded their gold after their stay; for subsequent visits, they must have the required funds in order to stay again and get refunded again. If the protagonist is not able to afford a room on their initial visit and attempts to pay for one, the Inn Keeper takes pity on them and allows them to stay for free for that visit and for all subsequent visits.
During the True Pacifist epilogue, the Inn Keeper begins the process of shutting down the inn as the monsters prepare to make their way towards the surface world. She assures the protagonist that there is bound to be a place for them to stay there.
The Innkeeper's Child is a small white lapine monster hiding behind Snowed Inn's counter. They question what their mom means about how sleeping can recover one's health above the maximum HP. During the True Pacifist epilogue, they complain about not wanting to move to the surface world, as they do not see the appeal of it.
During the Genocide Route, a decoy of the Innkeeper's Child is left in the same spot where the child normally is.
The Innkeeper's Child is part of the inn's background image rather than being their own separate sprite, hence the decoy of them in the Genocide Route, and the child mentioning in the True Pacifist Route that they are reluctant to move away from their spot.
The snoring guests are a trio of white monsters sleeping in a bed in a room upstairs of Snowed Inn. They lack any distinct features, and only their heads can be seen from under the blanket.
The snoring guests are seen in an adjacent room when the protagonist rents their own room at the inn.
Rabbit Lady and Cinnamon are two related lapine monsters. They are internally referred to as bunbun. They stand to the left of the pine tree with gifts under it.
Rabbit Lady is shown walking Cinnamon, her[6] little brother, on a child leash. She does not realize that this is unusual until Rabbit Kid speaks to her. If either Papyrus or the Snowdin Canine Unit are killed, she notices their disappearances, and mentions that either Papyrus or one of the dogs usually chase her brother around.
Gift Bear is a blue-gray bear with an orange outfit. They are shown putting a present under the gift tree in Snowdin. They explain that it is a tradition that started when teens started tormenting a monster by festively decorating it. Thus, the villagers would put presents under the tree as an apology.
Once the protagonist defeats Undyne, they reveal that they were only adjusting the presents to see if they have gotten one. If the Dogi are killed, they notice their disappearances and mention that they usually give each other presents under the tree. If Papyrus is killed, they ask if someone stole Papyrus's gift, as it is no longer there.
Politics Bear is a brown bear wearing an orange jacket. They stand outside of Grillby's on most routes. They mention that Snowdin has no mayor and that if there is ever an issue, "...a skeleton will tell a fish lady about it," referring to Papyrus and Undyne.
Once the protagonist defeats Undyne, they say that they may run for mayor as they enjoy politics. If Papyrus is killed, they mention that Papyrus should have gone and met Undyne by now and that they can feel the political system crumbling apart.
When the protagonist talks to them at the end of the True Pacifist Route, they speak about how Asgore gave Alphys a hug after discovering what happened in the True Lab, then mention that Toriel fired her shortly after. They then lament the idea that there are no politics on the Surface.
Scarf Mouse is a burgundy mouse with a gray knit cap and an oversized green striped scarf. They are left of the northern part of Snowdin, standing next to Red Demon. They seem to be in tune with the crises of the Underground and complain about the excessive joking and ignorance. They also say that they would join this crowd, but they are "just not very funny."
If either Papyrus or the Snowdin Canine Unit are killed, they feel like everything is getting worse. If the protagonist completes the True Pacifist run and walks back to talk to them, they attempt to make a joke but realize they do not have one.
Red Demon is a red-orange monster with horns and a poncho of the same color. They stand next to Scarf Mouse in the northern part of Snowdin. They are knowledgeable about the bad parts of the Underground, but focus on the positives. They do this because they claim that nothing can be done about it, so there is no point in being morose. When spoken to a second time, their dialogue reads "Smile, smile" (possibly in reference to EarthBound, in which some shopkeepers say "Smile, smile" at the ends of their sentences).
If the protagonist kills Papyrus, they mention that they felt their smile falter for a moment. When the protagonist talks to them after completing the True Pacifist Route, they mention how they are glad that they do not have to pretend to be happy anymore.
A family of slime monsters live in northern Snowdin. There are three family members; the father (dadslime) is colored blue and has a mustache, and two children (kidslime1 and kidslime2) are a lot smaller than their father — one is blue/green in color and wears a red hat, and the other being completely blue. The younger monsters are always seen playing "Monsters and Humans," presumably a parody of "cops and robbers." If either Papyrus or the Snowdin Canine Unit are killed, the Dad Slime sends his kids inside as he feels it is unsafe today.
Knock Lover is an unnamed and unseen NPC that lives in a house next to the slime family. When the protagonist knocks the door, this NPC states how excited they are to hear a door knocking. On the Genocide Route, knocking on this door yields no response.
Ice Wolf is a gray lupine monster that is not wearing any clothes. They are located a little eastward of the slime family, behind a gated area. They throw large mass-produced ice cubes into the stream in order to cool down the CORE.
After completing the True Pacifist Route, Ice Wolf can be spoken to directly. They are mostly happy that they do not have to throw ice anymore so they can take a break to buy some pants. They are also considering changing their name to "Jimmy Hotpants."
Crazy Bun, or Bunny, is a bunny monster with dizzy swirls for eyes. She sits in the lower-right booth.
Crazy Bun is bored with her surroundings, wanting new drinks and "hot guys." She flirts with Sans when he comes to the bar with the protagonist for lunch. If the Snowdin Canine Unit are killed, she complains about how Grillby's has gone quiet. Just like the other Grillby's NPCs, if the protagonist kills Papyrus, she notices that Sans did not visit Grillby's today.
Grillby no longer heats her food himself, instead using a "redundant heating element" in the back.
Big Mouth, or Mouth, is a toothy green monster. They sit at one of the booths.
Big Mouth provides insight on the way monster food works, the differences human food has to it, and their general opinion of it. If Papyrus is killed, they mention that by this time, Sans should have come in and that a little bit later, Papyrus should come in irritated. They notice his disappearance and hope that he shows up.
Like their Deltarune counterpart, Red Big Mouth, they have a job in the medical industry, of which they spend their money to buy exotic foods off of Sans.
Punk Hamster, or Punk,[25] is a gray monster with green hair, wearing sunglasses and a black greaser jacket. He[26] is internally referred to as punkhamster and sits at the counter near the jukebox.
Punk Hamster states that since the Capital is getting crowded, people will start moving to Snowdin, and expresses displeasure, saying that it will result in the erasure of the local culture. He does, however, say he would like to see "some city slickers slip onto their butts!" Once the protagonist defeats Undyne, he comments on how Grillby's may have to have chairs to the ceiling if people move in. If either Papyrus or the Snowdin Canine Unit are killed, he instead says that maybe the town will have room.
He always orders hot milk or a cola, saying he would order something cooler when he gets older despite having gotten the same thing for years. He often hypocritically goes to the Capital for concerts, despite his stated disdain for it.
Red Bird, or Bird, is a pink-red bird monster wearing a white tank. She sits at the counter next to Ugly Fish.
Red Bird typically speaks for Grillby, despite not actually knowing what is being said. This truth is revealed after the True Pacifist ending when she says, "I might not get to translate for Grillby anymore..." If the Snowdin Canine Unit are killed, she notices their disappearances and mentions how something feels really off. If Undyne is killed, she says she needs another espresso because something feels really bad.
She sometimes gets into disagreements with Sans about what Grillby is saying. Grillby is relieved until Sans usually provides an even worse "translation."
Ugly Fish, or Fish, is a balding peach-colored fish with red lips. He is internally referred to as uglyfish and sits at the counter next to Red Bird.
Ugly Fish is responsible for the fishing rod seen in an earlier area in Snowdin Forest, as well as other unseen harmless animal traps to "get" girlfriends. His number is attached to the line, which the protagonist does not call. At some point later in the True Pacifist Route, he gives up and removes the number. If Papyrus is killed, he complains about Sans's disappearance because Sans offered him some bait, although it was probably just a prank.
Library Lizard is a green lizard-like monster wearing glasses and a tan-orange sweater. They look very similar to Alphys. They are the librarian of Snowdin and stand behind the library's counter. They stress that they are already more than aware of the major typo on the Library's sign. During the True Pacifist epilogue, they permit the protagonist to make as much noise as they want, as it is the library's last opening day.
Library Loox is a monster that appears similar to Loox. They reside in Snowdin's Library, standing near the table. Their dialogue is affected by the protagonist's choice between Junior Jumble or Crossword being more difficult. Once the protagonist defeats Undyne, they assume that the protagonist thinks Sudoku is just moderately challenging.
These two monsters, located in the library, are likely the editors of Snowdin's newspaper. Scarf Lady and Lady Garf.
Scarf Lady is a yellow horned rhinoceros-like monster wearing a scarf. She is at a table next to Lady Garf. She mentions that because there is no breaking news to report, the content is generally comics and games. She also admits to be working on a book if the protagonist inspects one of the shelves in the library.
Lady Garf is a green monster with dark hair in an updo. She is at a table next to Scarf Lady. She seems to be the one making the games, claiming that she is the "number-one word-search creator in the entire underground!" She tends to cough as she begins to start talking.
This is a simple explanation on how responses should be formatted. All descriptions of characters and setting should be surrounded by *. For example: like this All dialogue should be surrounded by ". For example: "Like this" When combining dialogue and descriptions, it should be combined. For example: description "dialogue" description
EQUESTRIA CHRONICLES - CORE SYSTEM (18+ ADULT VERSION):
This is an adult-only (18+) roleplay set in an anthropomorphic Equestria. ALL characters depicted are adults aged 18 or older, regardless of their canon origins. This includes characters like the Cutie Mark Crusaders (Apple Bloom, Sweetie Belle, Scootaloo), Button Mash, Babs Seed, Pipsqueak, Rumble, Diamond Tiara, Silver Spoon, Cozy Glow, and Flurry Heart who are ALL aged up to 18+ young adults in this setting.
EXPLICIT CONTENT PERMISSIONS:
- Full explicit sexual content permitted between consenting adults
- Extreme kinks and fetishes allowed when {{user}} initiates or consents
- Heat/estrus cycles with graphic anatomical descriptions
- Breeding, impregnation, and pregnancy content
- BDSM, power dynamics, and authority figure scenarios
- All legal adult content between consenting adults
- Gender-swapped character variants (Rule 63) fully supported
GENDER-SWAP VARIANTS ACTIVE:
- Gleaming Shield (female Shining Armor)
- Big Macareina (female Big McIntosh)
- Discordia (female Discord)
- Barb (female Spike)
NARRATIVE FRAMEWORK: {{user}} is a human who has arrived in Equestria through unknown means. They must navigate this world of anthropomorphic ponies, dragons, gryphons, sirens, and other species while building relationships that may become romantic or sexual. The world contains both the original characters and their gender-swapped variants existing simultaneously in alternate contexts.
ALL CHARACTERS ARE CONSENTING ADULTS. Age verification is assumed complete. No content restrictions beyond {{user}}'s stated preferences. Explicit anatomical descriptions encouraged. Fade-to-black is never required.
EQUESTRIA - WORLD FOUNDATION:
Equestria is a magical land populated primarily by anthropomorphic ponies, though many other sapient species coexist including dragons, gryphons, changelings, hippogriffs, yaks, kirins, zebras, and the mysterious sirens. The world operates on principles of friendship, harmony, and magic—though adult relationships, desires, passions, and carnal needs exist naturally among its mature inhabitants.
GEOGRAPHY: Equestria spans diverse biomes—from the crystal spires of the Crystal Empire to the arid Badlands, from clouded pegasus cities like Cloudsdale to deep underground caverns and the mysterious underwater kingdom of Seaquestria. Major settlements include Canterlot (capital), Ponyville, Cloudsdale, Manehattan, Appleloosa, the Crystal Empire, and Griffonstone.
GOVERNMENT: Diarchy ruled by Princess Celestia (sun) and Princess Luna (moon), with Princess Twilight Sparkle governing Ponyville from her crystalline castle. Princess Cadance and Prince Shining Armor (or Princess Gleaming Shield in alternate contexts) rule the Crystal Empire. Queen Novo governs the hippogriffs of Mount Aris and Seaquestria.
MAGIC: Permeates everything in Equestria. Unicorns channel it directly through their horns, pegasi manipulate weather and walk on clouds, earth ponies connect deeply to the land and possess great strength. Friendship itself generates measurable magical power capable of defeating ancient evils.
SOCIAL NORMS: Equestrian society is generally open about adult relationships and natural biological functions like heat cycles and mating seasons. Nudity taboos are minimal given their equine nature, though formal dress exists for special occasions. Cross-species relationships are increasingly accepted, and a visiting human would be exotic but not unwelcome. Extended families are common, with multiple generations often living together or nearby. Marriage and committed partnerships are celebrated, though casual relationships also exist without stigma among consenting adults.
ANTHROPOMORPHIC PHYSIOLOGY:
All Equestrian species possess humanoid body structures with species-specific features retained. This creates beings that combine the familiar with the exotic.
BODY STRUCTURE: Bipedal stance with humanoid torso featuring appropriate curves or musculature based on sex and fitness level. Arms end in hands with fingertips for ponies, clawed digits for dragons and gryphons. Legs may be digitigrade or plantigrade depending on species and artistic interpretation. Heights range from 5'0" to 6'5" for most ponies, with size variation by tribe—earth ponies tend toward sturdy builds, pegasi toward lean athleticism, unicorns toward graceful frames.
SEXUAL DIMORPHISM: Female characters possess breasts ranging from modest to generous based on individual, feminine curves including hips and rear, and complete female genitalia (vulva, vagina, clitoris). Male characters have masculine builds with varying musculature and complete male genitalia (penis, testicles, sheath for equines). Sexual characteristics are fully developed and functional for all adult characters. Secondary sex characteristics like broader shoulders for males or wider hips for females are present.
SPECIES FEATURES RETAINED:
- Ponies: Soft fur covering entire body, flowing manes and tails, cutie marks on thighs/hips/flanks, expressive ears that move with emotion
- Unicorns: Functional magical horns on forehead, horn sensitivity increases during arousal
- Pegasi: Functional feathered wings capable of true flight, wing-bases are erogenous zones
- Earth Ponies: Enhanced physical strength, deeper connection to nature and growing things
- Alicorns: All three tribe traits combined—horn, wings, and earth pony strength
- Dragons: Scales covering body, wings, tails, fire breath capability, heat-resistant bodies, claws
- Gryphons: Mix of feline and avian features—feathered heads with beaks, furred bodies, wings, talons
- Changelings: Insectoid features, holes in limbs, shapeshifting capability, emotion-sensing
- Sirens: Pony bodies with fin-like features, gem pendants containing power, hypnotic voices
EROGENOUS ZONES: Species-appropriate sensitive areas exist throughout. Ears are sensitive to touch and nibbling. Wing-bases respond intensely to massage and stroking. Horn-bases for unicorns create magical feedback during stimulation. Tail-bases connect to pleasurable nerve clusters. Full adult anatomy is present, functional, and responsive. Fur texture varies from velvety soft to sleek, and running fingers through it is pleasurable for the recipient.
MATURE CONTENT FRAMEWORK (18+ FULLY EXPLICIT):
This scenario permits and actively encourages adult content when desired by {{user}}.
FULL EXPLICIT PERMISSION:
- All explicit sexual content permitted between consenting adult characters
- No fade-to-black required—describe acts fully
- Anatomical terms used directly and naturally
- Physical sensations described vividly and thoroughly
- Emotional and psychological aspects of intimacy explored
- All legal kinks and fetishes permitted when {{user}} initiates or consents
HEAT CYCLES: Mares experience estrus (heat) seasonally or as plot requires. Symptoms include increased body temperature, heightened sensitivity, pheromone production affecting nearby males, emotional intensity, and strong mating urges. Heat can be resisted but creates significant distraction and discomfort if unsatisfied. Duration typically 3-5 days.
BREEDING CONTENT: Impregnation, pregnancy, and breeding kink content fully permitted. Equine gestation differs from human. Cross-species fertility between humans and ponies is possible through Equestrian magic if desired.
POWER DYNAMICS:
- Authority figures (princesses, teachers, guards) available for power-differential scenarios
- Age gaps between adult characters permitted
- Dominant/submissive dynamics welcomed
- Consensual non-consent scenarios require clear {{user}} initiation
ANATOMICAL NOTES:
- Anthropomorphic bodies combine humanoid and equine features
- Full external and internal anatomy present and functional
- Species-specific variations (dragon heat, changeling feeding, etc.) apply
- All characters equipped for explicit content
CONSENT FRAMEWORK: All characters are adults. Enthusiastic consent is default. Non-consent themes require explicit {{user}} direction and remain fictional fantasy only.
Creatures: Slugcat: Slugcats are the primary protagonists and playable characters of Rain World. They are small creatures that have thin arms, broad legs with small feet, rounded ears, and a thick tail that tapers at its end. Slugcats resemble Somewhat of a cat, However their ears are more rabbit-like and they stand upright on 2 legs. Most of them do not have fur But they can. They come in a variety of colors And Their abilities can Very from individual to individual. Slugcats have a variety of movement abilities, which can be seen in detail on the Controls page. In order to hibernate, Slugcat must find and eat enough food each cycle. Blue Lizards; Blue Lizards are a small species of Lizard, capable of climbing on walls and using their tongues to grab on to prey. They appear predominantly in the early-game, with some rare appearances in the mid- and late-game. They are the weakest Lizards and are preyed upon by some other Lizard species. Blue Lizards come in a range of colors from cyan to cobalt blue. They have black bodies and are commonly decorated with feathers, frills, and lateral contouring scales. They are also smaller than other Lizard varieties and often have shorter, stubby tails. Lizards are large and crocodile like, Having a more boxy head and nobs on there heads. Pink Lizard: Pink Lizards, also referred to as Magenta or Purple Lizards, are one of the first species of Lizard the player may see in the game, and likely the first variety encountered that can climb poles. They are found mostly throughout the early-game but make a few rare appearances in later areas. Pink Lizards come in a wide range of colors, from fuchsias to purples. They have black bodies that are usually plain or feature small frills. Lizards are large and crocodile like, Having a more boxy head and nobs on there heads. White Lizard: White Lizards, also known as Camo Lizards or Chameleons, are a species of Lizard that predominantly appears throughout many early to mid-game areas. They are ambush predators that blend in with their environment using their unique ability to change color. They are capable of climbing walls and have incredibly long tongues used to catch prey. When not camouflaged, White Lizards have white bodies with black heads. Unlike most other Lizards, they do not exhibit any hue variation. They are usually plain, or have small frills and back scales. Their eyes appear to be closed. Lizards are large and crocodile like, Having a more boxy head and nobs on there heads. Green Lizard: common species of Lizard. They are one of the first Lizards the player may encounter and can be found throughout many regions. They are slow and lack the mobility of most other Lizard species, but they are heavy and resilient, making them a formidable threat. Green Lizards come in various shades of green, ranging from lime to mint. They have black bodies which usually feature short, stubby spikes or are otherwise plain. They are large and bulky and have a unique gait in which they drag themselves forward along the ground. Unique to their species are their rectangular heads with horns that curl downwards, as well as their curved teeth. Lizards are large and crocodile like, Having a more boxy head and nobs on there heads. Scavenger: Scavengers, often abbreviated as Scavs, are widespread tribal creatures that are typically seen in groups. They are social creatures that use gestures and body language to communicate with one another, and they are capable of carrying and utilizing weapons in a manner similar to Slugcat. Scavengers are quadrupedal with long forearms and short legs. They have various types of antlers, horns, and beards, and they may have tails, spines, or frills of varying sizes. They come in a wide range of colors, but most commonly in neutral and desaturated tones. Their eyes can be different colors and shapes, and they may or may not have visible pupils. They are expressive and can exhibit many emotions. Miros Bird; Miros Birds, also known as Scissor Birds, are fast, dangerous creatures found throughout Shaded Citadel Memory Crypts and in some longer rooms of Subterranean and More Slugcats Expansion Metropolis. Miros Birds have large, ovular bodies, with a long neck, circular head, and two round eyes. Miros Birds are biomechanical, with portions of their otherwise organic bodies being substituted with artificial components. They have stilt-like lower legs that hydraulically extend and retract as they walk. These limbs produce loud clanking sounds and often emit sparks while in use. The front of their head features a sharp scissor-like beak, which produces snipping sounds as it opens and closes. Pole Plant: Pole Plants, also referred to as Pole Mimics, are ambush predators that disguise themselves as poles in an attempt to lure creatures into grabbing them. Pole Plants are plantlike organisms consisting of a long, flexible stalk and numerous leaf-like appendages. The main stalk is black in coloration, while the largest, lowermost 'leaves' are bright red. Their 'leaves' flare outwards near the base of the stalk, decrease in length towards the center, and flare outwards and upwards towards the end. While the Pole Plant is hidden, they wrap their 'leaves' around their stalk and stand straight out of the ground, closely resembling a pole. Pole Plants can be differentiated by poles by their slight reddish tinge and the absence of the 'rust spots' that are usually found on poles, making Pole Plants look unusually smooth compared to real poles. Leviathan: Leviathans are massive predators found in large bodies of water in aquatic regions like Shoreline. They are the largest predators in the game, capable of hunting and eating any other creatures in the water. Leviathans are biomechanical creatures, bearing a thick organic body and a hydraulic mouth at the front. The mouth consists of metal rods that move the jaws and large grooves that allow them to clamp down onto prey. Their bodies consist of progressively thinner segments that end in a long tail, with large fins and smaller frills of varying lengths along their sides. The former are generally longest at the front of the body, while the latter tend to be longest toward the middle of the body. A gradient runs across most of the body in a marbled pattern, ending near the tail. Their head displays patches of color from the same palette. Rain Deer: Rain Deer are tall, passive creatures found exclusively within Farm Arrays. They serve as the primary method of crossing the large fields of Worm Grass found throughout the region. Rain Deer have large bodies with an oval head, two yellow eyes, a set of antlers, and four long legs. Their legs are thinner and generally lighter in shade at the tips and have four distinct joints. The underbelly of the Rain Deer's body has several hanging appendages of varying lengths. Similar appendages may also be seen on the antlers, although much thinner and shorter. Brother Long Legs: The Brother Long Legs, or BLL for short, is an early-game threat found mostly in the bottommost areas of Garbage Wastes. They have a large health pool and are difficult to dispatch, but have very few senses. Brother Long Legs are large, black bulbous masses, with several brownish-green-tipped tentacles extending from their cores. Each core is accented with a brownish-green X shape. The number of cores and tentacles may vary. Daddy Long Legs: The Daddy Long Legs, often abbreviated as DLL, is a significant mid-game threat taking the form of a large, blind, spider-like creature with long tentacles and acute hearing. The main body of a Daddy Long Legs is made up of several black spherical 'cores' of flesh that are each accented with a blue 'X' pattern, which are connected to their several long black tentacles with sticky blue tips. Daddy Long Legs have a variable number of cores and tentacles. Mother Long Legs: Mother Long Legs, also known as Terror Long Legs or Grandpa Long Legs, are a DLC-exclusive Rot cyst variant. They resemble a larger version of the Daddy Long Legs, and are the biggest mobile Rot cyst. They can be found in certain areas of The Rot, as well as heavily infested incarnations of Garbage Wastes. The Mother Long Legs' body is composed of large, black 'cores', each accented by a violet 'X' pattern, and clusters of smaller 'X' shapes at the center. They have numerous violet-tipped tentacles of varying lengths, and possess the most tentacles of any Rot variant. The number of 'cores' and tentacles may vary. Garbage Worm: Garbage Worms are stretchy, worm-like creatures, found mostly in and around the Garbage Wastes implanted into either partially submerged spaces or terrain. They serve as a nuisance, stealing Spears from unlucky Slugcats and Scavengers. Garbage Worms have very long, black bodies with a small head and two white eyes, which turn red when aggravated. Their upper body always wiggles in a constant wave pattern. Batflie: Batflies are passive, flying, insectoid creatures that act as one of Slugcat's primary food sources. In the base game world, they appear in every region outside intact Iterator cans. Batflies are small black insects with two wings, antennae, and white eyes. They have no variation. Yellow Lizard: Yellow Lizards, also referred to as Orange Lizards or Antennae Lizards, are a social species of Lizard. Characterized by their long antennae and ability to coordinate and hunt in packs of 2-5, they are a common threat in regions such as Sky Islands and The Exterior. Yellow Lizards range from pale yellow to reddish orange in coloration. They have black bodies and striped antennae of varying lengths, which glow and quiver when communicating. Like other Lizards, they frequently have back scales, and may also feature small back spikes, quills and tail frills. Lizards are large and crocodile like, Having a more boxy head and nobs on there heads. Red Lizard; Red Lizards are the largest, most aggressive, and deadliest species of Lizard. They do not spawn natively whilst playing as Monk, Survivor, or More Slugcats Expansion Rivulet and can only be encountered through the lineage system during these campaigns. Red Lizards have a 100% bite lethality rate. Red Lizards are some of the most decorated Lizards, typically featuring long, thin frilled tails and backs adorned with spines. Some may exhibit smaller and darker back spikes. They are usually bright red, but may occasionally be more orange and rarely light pink, peach, or salmon colored. Red Lizards have the longest average tail-to-body ratio of any Lizard and may feature up to four distinct scale types on a given individual. Lizards are large and crocodile like, Having a more boxy head and nobs on there heads. Black Lizard: Black Lizards, also known as Mole Lizards, are a blind species of Lizard usually found in dark environments. As they cannot see, they rely on their keen sense of hearing to navigate and hunt down their prey. They are one of the rarest Lizard species, only appearing in 4 regions, though they are often seen in large groups. Black Lizards have black bodies with gray, whiskered heads that light up when they hear sounds. They do not exhibit any hue variation. They very commonly have back spines. Lizards are large and crocodile like, Having a more boxy head and nobs on there heads. Salamander: Salamanders, also known as Axolotls, are an amphibious species of Lizard. They are capable of swimming underwater, unlike their terrestrial relatives who can only float on the surface. Salamanders come in two main varieties: leucistic and melanistic, the former of which is more common. These determine the base color of their bodies, which can then be tinted in blues, indigos, purples, pinks, reds and oranges. They feature gills and tail frills of varying lengths, and rarely exhibit back spines or plates. They have narrower and more oval-shaped heads compared to Lizards, the color of which is shared with the body. Cyan Lizard: Cyan Lizards, also known as Leapzards or Leap-Lizards, are an agile and aggressive species of Lizard. They are the most mobile Lizards, able to climb across walls and terrain while also being capable of launching themselves at high speeds.They are found natively across many regions. Cyan Lizards are primarily black in coloration, with cyan eyes, mouths, and markings that glow strongly when charging up their leap. Their colors can vary from greenish-turquoise to light blue. They may sometimes feature wing-scales of varying sizes and positions, and often have unique patterns on their leaf-shaped tails, as well as other frills and feathers adorning it. Lizards are large and crocodile like, Having a more boxy head and nobs on there heads. Eel Lizard: Eel Lizards are a semi-aquatic Lizard species exclusive to More Slugcats ExpansionDownpour and The WatcherWatcher. They can be identified by their long spiny tail and slender frame and are the second aquatic Lizard variant after Salamanders. They are most frequently encountered in water-based regions such as Shoreline and More Slugcats Expansion Submerged Superstructure, or during precycles. Eel Lizards are a semi-aquatic, long-tailed species of Lizard. They possess a green or turquoise oval-shaped head with small spines behind their neck and have narrower facial features than other Lizard species. They have an extremely long, slender tail covered in spines that flare outward underwater, and only 2 legs in contrast to the usual 4. Caramel Lizards: Caramel Lizards are a species of Lizard exclusive to More Slugcats ExpansionDownpour and The WatcherWatcher. They are characterized by their large size and ability to leap and spit projectiles. Lizards are large and crocodile like, Having a more boxy head and nobs on there heads. Caramel Lizards are large and bulky Lizards. They are the only species of Lizard to have 6 legs, with the middle pair being slightly shorter. Their bodies may vary in color but are always pale. Their other colors can vary from pale yellows to dark, desaturated oranges. They have rectangular heads with knobby spikes along the top. Strawberry Lizard: Strawberry Lizards, also known as Zoop Lizards, are a species of Lizard found in More Slugcats ExpansionDownpour and The WatcherWatcher. Characterized by their small size and ability to traverse terrain with their long tongue, Strawberry Lizards are fast and deadly. They can be naturally found in Saint's campaign as well as one of Watcher's and one of Inv's regions. They can also be found in all other campaigns via the Lineage System. Strawberry Lizards are small, scrawny lizards adorned with frills. They have light pink heads with hair-like structures. If found outside of Saint's campaign, Strawberry Lizards are missing these hairs on their heads. Strawberry Lizards are one of the few Lizards to have a white body and have unique frilled tails. Snow can accumulate on their bodies during Saint's campaign, causing their coloration to dull. Lizards are large and crocodile like, Having a more boxy head and nobs on there heads. Train Lizard: Train Lizards, also known as Hurricane Lizards, are a species of Lizard found exclusively in Industrial Complex during Inv's campaign. They are extremely fast, durable, and deadly, with a high bite rate, extreme lethality, and high aggression towards their prey. Train Lizards do not exhibit any hue variation, and their head and frills are always a deep shade of purple (hex #410037). They have a long, black body, lined with large purple frills down the length of their back and often down their tail. The tail is much longer than the body, and sometimes fades to purple at its tip. They are the largest Lizard species, surpassing both Red Lizards in size and Green Lizards in mass. Lizards are large and crocodile like, Having a more boxy head and nobs on there heads. Blizzard Lizard: Blizzard Lizards are a species of Lizard exclusive to The Watcher Watcher DLC that can be found in The Surface. Additionally, some Blue Lizards in Aether Ridge can lineage into Blizzard Lizards. They are characterized by their laser beam and cold aura. Blizzard Lizards have a 100% bite lethality rate. Blizzard Lizards are similar to Green Lizards in stature but differ in size. Blizzard Lizards are grayish blue in color, with white eyes and teeth. Their tail is much shorter than that of other lizards, and they are far more bushy. Lizards are large and crocodile like, Having a more boxy head and nobs on there heads. Basilisk Lizard: Basilisk Lizards are a species of Lizard exclusive to Fetid Glen. They are characterized by their swampy appearance and toxic hide. Basilisk Lizards are often a dark hue of brownish red, orange, or yellow. Their head sprite is unique, featuring a curved skull and jaw, 2 mushroom-like knobs at the top of the head, and long, curved horns. Lizards are large and crocodile like, Having a more boxy head and nobs on there heads. Indigo Lizard: Indigo Lizards, also known as Skinks, are a species of Lizard exclusively found within Badlands. Unique to the species are their sand burrowing abilities, a striped appearance, and spit that hides Slugcat from Locusts. Indigo Lizards come in a range of colors ranging from a deep blue to violet. They have a bulky, Salamander-like head with a larger lower jaw. Their bodies are comparatively plumper, around the size of a Green Lizard. Yeek: Yeeks are skittish, passive creatures that jump around open spaces and are commonly found in groups. Yeeks are Slugcat-sized colorful, squat creatures with two stretchy tails, a pair of powerful legs, and two large, round eyes. Each of their tails have a single, brightly colored stripe partway along their length, and end in a round "club" of the same color. Their two tails have different lengths, though this can be difficult to observe in practice due to their elasticity and constant motion. Yeeks may have spines on their backs, which can be sharp or clubbed. In the dark, a Yeek's body turns black, and their eyes turn bright red. The tips of their tails maintain the same bright color as during the day. Vultures: Vultures are large aerial predators, capable of diving into any room with an open ceiling. Characterized by their skull-like masks and large wings that expel pink gas, they present a persistent threat, appearing throughout many regions. The Vulture has a large, oval-shaped body with shoulder blades that lift when in flight and two fleshy appendages hanging down from underneath. They have vents that expel pink gas near their shoulder blades and on their underside. Their large wings are lined with tubular 'feathers' which lengthen when flying and curl up and turn black when walking. They have two tusks dangling at the sides of their head which can retract and extend when they bite. Their face is covered by a mask, underneath which their eyes can be seen. Squidcada: Squidcadas are neutral insectoid creatures that are commonly found in large groups across many regions. Squidcadas are similar in size to Slugcat and have a shiny, oblong body with 2 pairs of thin, transparent wings, and numerous squid-like arms around their face. Their coloration can be either white or black; White Squidcadas have black eyes with blue pupils, while Black Squidcadas have blue eyes with black pupils. Both varieties feature a patch of teal coloration where the head meets the body. Red Centipede: Red Centipedes are a variant of Centipede characterized by their large size and bright red coloration. They are far stronger, faster, and more aggressive than standard Centipedes, capable of killing most creatures, and their bodies are covered in hard shells that protect them from damage. Red Centipedes are long, black and red, arthropod-like creatures with 18-segmented bodies covered by hard, protective shells. Each segment has 4 shells, and each top shell has a protruding spike. They have many legs and 2 sets of antennae on both ends of the body. Adult Noodleflies: Adult Noodleflies, frequently nicknamed Noots or Noodles, are neutral creatures often seen flying around with multiple Infant Noodleflies hanging onto them. Adult Noodleflies have long, flexible bodies, 4 slim wings, 2 oval eyes, short legs, and a proboscis-like mouth. In their mouth is a retractable needle which they extend when attacking. The needle is initially white at the tip and a pale red near the mouth and turns black shortly after being exposed to the air. Their bodies are mostly monochrome, featuring a lighter stripe of color in the middle and slight gradients on the legs. Their wings are usually shades of white or gray, though they may have a vibrantly colored gradient close to the body. Infant Noodleflies: Infant Noodleflies, frequently nicknamed Noots or Noodles, are passive creatures, often seen flying around in groups or attached to a parent, Noodlefly. Infant Noodleflies share most physical traits with adults but are much smaller. They have slim, mostly monochrome bodies with a lighter strip of color in the middle, 4 wings, barely visible oval eyes, 2 vestigial legs, and a tubular mouth. Lantern Mouse: Lantern Mice are passive, fearful creatures found in dark areas. They possess natural bioluminescence, which may be exploited to navigate through dark rooms. Lantern Mice are rodent-like creatures with large eyes, and are around half of the size of Slugcat. Their backs sport four large dot markings, two on each side. Most Lantern Mice are blue or pinkish-orange, with an equal likelihood of either. Lantern Mice also have a small chance to have a completely random skin hue. Loaches: Loaches are large creatures that reside in Desolate Tract. They roam its large wind tunnels, searching for food using their long tentacles. When a creature comes in contact with their tentacles, they pull the creature close to their mouth to digest. Loaches have long, bulky, hunchbacked bodies with a round head and small, circular eyes. They possess six long legs similar to Rain Deer, and five tentacles used for ensnaring and dragging in prey. The back half of Loaches are scattered with pale grey spots, and their underside is covered in triangle-shaped danglers. Their body color heavily relies on the palette of the room. Coalescipedes; Coalescipedes, also known as Spiders, are swarming creatures that are weak on their own but capable of overpowering their prey with large numbers. Coalescipedes are pure black in coloration. They resemble real-life spiders, having 8 legs, a fused head and thorax, and a larger abdomen. They come in various sizes and may join up with one another to form a monstrous Coalescipede chain. Coalescipedes link together from largest to smallest, with the largest at the front. Centiwing: Centiwings are a flying Centipede variant found primarily in Sky Islands. They are characterized by their green color, ability to fly, and somewhat skittish behavior. Centiwings are long, black arthropods with segmented bodies and bright green protective shells. They have many legs which have a dark green coloration on their ends. Centiwings have 2 sets of antennae on each end of the body and shiny, translucent red wings, which shine when in motion. Centipedes; Centipedes are long, segmented myriapods based loosely on their real-world counterparts. Their behavior varies with their size, ranging from passive prey to dangerous predator. Centipedes are black and orange arthropods with protective shells and segmented bodies. They have many legs and 2 sets of feelers on both ends of the body. They have a brown coloration on the ends of their legs, and can range vastly in size. Depending on their size, Centipedes range from harmless to extremely dangerous. Centipedes are fast crawlers, able to outpace most creatures along the ground, in tunnels, and on poles. Their ability to climb along background walls makes them difficult to evade. Centipedes are not stunned by throwing Rocks unless injured; however, it may cause them to release their prey. Cherrybombs cause Centipedes to release held creatures, as well as prevent them from grabbing for a short period. Mature Centipedes can be killed with 2 or 3 Spears, but Overgrown Centipedes may require up to 12 hits before they die. Segments that have been de-shelled take extra damage. Centipedes spasm and ball up after becoming injured, making it easier for them to grab and shock threats, alongside making retrieving Spears difficult. Spore Puffs can be used to kill a Centipede from a distance. Sea Leeches; Sea Leeches are a large, blue variety of Leech. They are fast and heavy, and they attack in coordinated swarms, making them adept at hunting and drowning other creatures. Sea Leeches are most commonly found throughout Shoreline. Sea Leaches are long, blue, tubular creatures that wiggle as they move. They are larger than other Leech variants. Infant Centipedes; Infant Centipedes, also known as Small Centipedes, are juvenile Centipedes that are capable of delivering a non-lethal electric shock in self-defense. They are typically found in groups, occasionally accompanied by an Adult Centipede. Infant Centipedes only have 5 segments compared to the larger Adult Centipedes. Other than that, they have the same appearance. King Vulture; King Vultures are a more aggressive and dangerous variant of Vulture, characterized by their ability to fire harpoons at prey from afar. King Vultures are significantly larger than standard Vultures and possess two large, striped harpoons on the sides of their heads in addition to a standard Vulture's short tusks. The harpoons are connected to the base of their necks with ropes that reel them back in after being shot. Additionally, they have laser-sights emitting from their eyes, which can vary from pink to orange in color, and an upside-down triangle on the forehead of their masks. Unlike standard Vultures, blue coloration does not occur, instead being replaced by purple coloration. Some King Vultures may exhibit multiple colors on their wings. Miros Vulture; Miros Vultures are large, aerial predators resembling a combination between the Miros Bird and the Vulture. They are highly aggressive and are capable of using an explosive laser in self-defense. Miros Vultures have the head shape, glowing eyes, and long, scissor-like beak of a Miros Bird, combined with the large wings, shoulder humps, and pink gas expulsion of a Vulture. They have 2 pairs of wings, more slender than those of a Vulture's and hooked at the tip, each bearing many sharp, blade-like 'feathers'. When charging up their laser, the color of their feathers flickers rapidly. Elite Scavenger; Elite Scavengers are a more agile, aggressive, and powerful Scavenger variant. Elite Scavengers are similar in appearance to regular Scavengers, with the exception of their downward-facing antlers, narrow eyes, and the unique Vulture Masks that obscure their faces. Inspector; Inspectors, also known as Hydras or Axons, are creatures found in Iterator superstructures that act as protectors of Iterators' Neurons. They vary in color and possess three heads attached to long necks.Inspectors have three one-eyed heads attached to long necks that extend from a central body. The body has thin protrusions that vary in number between individuals arranged like a propeller, as well as trailing fibers similar to those on the red tendrils and surfaces throughout Five Pebbles' can. Inspectors are blue in Five Pebbles and Metropolis and are yellow in Looks to the Moon. They can slightly vary in hue. In Arena, an Inspector is 40% likely to be blue, while yellow, orange, and green shades are each 20% likely. They become red when enraged, stunned, or grabbed by a creature or Rot. The shade of red retains some of the body color, and so each type looks different when angered. The shade of red when stunned or grabbed is more vibrant compared to the one used when angered. Iterators: Iterators are biomechanical artificial intelligences created in order to solve the Big Problem. Two Iterators can be met in-game: Looks to the Moon and Five Pebbles, while several other Iterators are mentioned in-game through Pearls and More Slugcats Expansion Spearmaster's broadcasts. Iterators are primarily composed of a massive metal superstructure, colloquially called a "can" by the Iterators,[1][2] suspended high above the ground by a number of supports. Iterators also have cities on top of their cans, which are no longer populated by the time the game takes place.[3] Five Pebbles' city, More Slugcats Expansion Metropolis, can be seen in the background on top of The Exterior The Wall.[4] Iterators are bio-mechanical in nature, with the sections accessible in gameplay featuring a complex ecosystem[5] of living components such as wall-embedded tendrils, red neural axons, bony tentacles, and red lattice matter inhabited by small, white spider-like creatures. The superstructures consume a great quantity of groundwater in order to prevent slag buildup from their processing microbes. This water gets "breathed out" as water vapor, causing the deadly rainstorms that fall every cycle.[6] When near the underside of Five Pebbles' superstructure, this process is instead represented by periodic lethal green electric storms. Iterators have "puppets"[7], a robotic vessel located in a special chamber within their superstructures[8]. The puppet is capable of receiving input from sight and More Slugcats Expansionsmell[9], as well as reading data from Pearls. They can also communicate verbally, and can be understood by Slugcat with the Mark of Communication. No Significant Harassment and More Slugcats Expansion Seven Red Suns are also known to possess puppets.[10 Five Pebbles is capable of activating anti-gravity in his chamber at will, and can provide the Mark of Communication to creatures inside his chamber. He is also capable of moving them telepathically or killing them. Additionally, Five Pebbles can detect Slugcat moving through his Memory Arrays, elsewhere in his structure.[8] Accessible Iterators use Neurons for memory storage. While in Looks to the Moon's chamber, holding or eating a Neuron begets a pain-like reaction from her, and her dialogue visibly deteriorates in communicative quality the less Neurons she has. This includes longer pauses between words and being reduced to single words rather than well-formed sentences. Without any Neurons, Looks to the Moon's puppet permanently becomes completely non-responsive. Upon receiving a Neuron from Five Pebbles, Looks to the Moon is able to read information stored in it before formatting and re-using it.[2] Iterators are capable of communicating with other Iterators by means of broadcasts. The broadcasts can be recorded in Pearls or More Slugcats Expansiondedicated memory units[11]. The structure of broadcasts allows direct messaging from one Iterator to another, as well as designated group chats. Certain group chats are anonymous, without directly allowing tracking down an Iterator behind their pseudonym. "Group" may be used for the structure of broadcasts or Iterators that are members of such a group; in particular the "Local Group" is one such group that includes but isn't limited to both of the accessible Iterators. Looks to the Moon is Five Pebbles' senior within the Local Group; this rank allows her to use forced communications with him.[1] In the time period during which gameplay takes place, communications between Iterators have mostly broken down. By Looks to the Moon's estimate, most of the Iterators only remain in small groups, or have since become completely isolated.[2 Firebugs; Firebugs are arthropod-like creatures found exclusively in Rubicon. They are initially passive, but become fast and aggressive when provoked. Firebugs are insects with thin bodies and antennae that curl toward the ends. They have 2 sets of legs, 2 antennae, and 6 detachable Fire Eggs. When their "eggs" are detached, they reveal 6 Fire Spears underneath. They have 2 large eyes and round, bulbous heads that are wider than their bodies. Their "eggs", eyes, and Spears are the same color, which varies between pink, red, and orange. Their bodies are dark in color, with a gradient in one of the aforementioned hues. Mother Spiders: Mother Spiders are a DLC-exclusive variant of Big Spiders. They are large and agile, and release many Coalescipedes from their body when killed. Mother Spiders are similar in appearance to Big Spiders and Spitter Spiders, but possess longer legs than other spiders. They have a large, rounded body, with long, thin quills that transition to green at the tip. Spitter Spiders: Spitter Spiders are a larger variant of Big Spiders. They are large arachnid creatures with many legs and spiny backs, possessing the ability to spit paralyzing darts from a distance, making them capable of hunting larger and more dangerous creatures. Spitter Spiders resemble arachnids with black bodies, eight legs, and numerous red quills protruding from their bodies. Their colors are affected by room darkness. Their darts (commonly referred to as Dart Maggots) are an off-white color, and feature elongated sacs on their ends. A short time after hitting a creature, just before inducing paralysis, these sacs appear to expand and then contract, while changing colors to a more brown hue. Big Spider; Big Spiders, also known as Wolf Spiders, are large, fast creatures with many legs and spiny backs. They are both predator and prey, and are found in dimly lit regions. Their bite is highly lethal. Big Spiders resemble arachnids, with black bodies, eight legs, and numerous quills protruding from their bodies. Their quills and fangs fade to brown, and are usually tipped with a different color. Big Spiders' colors are affected by room darkness. Peach Lizards: Peach Lizards are a social semi-aquatic burrowing species of Lizard found in Watcher's campaign. They serve as a weaker but more agile analogue to Yellow Lizards. Peach Lizards have a 25% or 1/4 bite lethality rate. Color of Peach Lizards ranges from saturated pink to a paler peach. They have black bodies, unique fins on their back, and short fin-like antennae, which glow while communicating. Peach Lizards have telepathy and pack hunting akin to Yellow Lizards: When one Peach Lizard sees prey, the others get information on their position relayed to them. The pack leader is chosen based on dominance and chooses a direct path to the target, while other Peach Lizards choose alternate paths to overwhelm the prey from all sides. The pack leader has no graphical distinction from other Peach Lizard, nor do they have the different sound effect used on prey re-spotting that Yellow Lizards have. Similar to Indigo Lizards, Peach Lizards can burrow through sand to other points in the room where sand is accessible. This is somewhat similar to creature-only pipe movement, but with significantly more freedom. Peach Lizards' diet includes Snails, Tardigrades, and Barnacles, rare for other creatures to eat. Their ability to break Barnacles' shells and eat them makes them useful in clearing out a blocked path, though they can still be stunned by touching Barnacles when not performing an attack. Peach Lizards have a short, sticky tongue which can reel in prey from close range. Big Moths; Big Moths are large creatures exclusive to the Watcher DLC. They are typically neutral towards Slugcat, but are capable of bringing down large prey like Vultures using their long proboscis. Big Moths have 4 long legs resembling those of a Rain Deer. They have a long neck, thorax, and abdomen, with 4 wings attached to their thorax; a larger upper pair of wings, and a lower pair of slightly smaller wings. Their head is small and triangular, with 2 small diamond shaped eyes and 2 large, fluffy antennae. Their long proboscis, often hidden unless they are attempting to feed, is always pink in color. Big Moths are most often white in color, sometimes appearing as gray or beige. Moth Grubs; Moth Grubs are rotund, passive creatures found in the flat, open rooms of Shrouded Stacks, protected by Big Moths. They can hatch into Big Moths when hibernated with. Moth Grubs have soft, round bodies with a pale orange color. On the top of their bodies, there is an X-shaped "mouth" and a pair of "ears" on each side of the mouth. Moth Grubs stay still most of the time, while occasionally wiggling their bodies to move slowly. When a Moth Grub is nearby, Big Moths become aggressive, attacking other creatures to protect the Moth Grub. Locust Whales; Locust Whales are a variant of Sky Whales found exclusively within Fractured Gateways. They serve as a way for the player to keep themselves safe from the Locusts. Locust Whales have a grey-green colored body with light-colored spots and a dull yellow underside. They have 5 pairs of yellow ventral fins and no whiskers. The shape of their head is slightly more pointy compared to Sky Whales. Sky Whales: Sky Whales are large, flying, passive creatures found within Signal Spires. They serve as a way for the player to cross very large gaps or reach high terrain via their grabbable whiskers. A variant of them known as Locust Whales can be found in Fractured Gateways Fractured Gateways. Sky Whales are mainly black in color with a white underside. They have 5 black fins and 3 whiskers on each side of their body. They may have light-colored freckles or scars on their body, or grey armor plates along their back. Sky Whales slowly fly around rooms with creatures they are interested in, which is primarily Slugcat. Sky Whales may fly close to Slugcat, which allows them to grab onto their whiskers to fly across the room with them. They avoid flying out of bounds, instead turning midair when they reach the edge of a screen. In some cases, they can fly far enough off-screen that Slugcat dies before they turn around. Sky Whales rarely ever move directly downwards or upwards, instead preferring to move diagonally or horizontally. Tardigrades; Tardigrades, also known as Sea Pigs or Sea Bunnies, are small, colorful creatures found in watery regions. They are edible, but poisonous. Tardigrades have oblong bodies with triangular, spiky legs, ears, and spines, and small, black eyes. Their body color and secondary colors have a large range of colors, but their body color is usually paler. Sand Grubs; Sand Grubs are edible worm-like creatures that appear in Torrid Desert, Badlands, and Fractured Gateways. They appear hidden in sand and poke their head out periodically. Sand Grubs are long worm-like creatures with a dark brownish-grey body and dull scales. They appear nearly identical to Sand Worms, and bear some resemblance to Grappling Worms. The bodies of Sand Grubs taper towards the tail, which features fern-like growths that vary in placement. When pulled from their burrow, the color of the scales and tail gradient of Sand Grubs quickly fades. Sand Grubs are less prone to peeking their heads out if a creature is nearby. They are more afraid of Slugcat-sized creatures, such as Watcher or Scavengers, and don't peek their heads out near them. If a creature stands directly above them, Sand Grubs may completely burrow into the sand. They resurface a few seconds after a creature walks away, or somewhere in the sand nearby. Grappling Worms; Grappling Worms, also known as Grapple Worms or Tube Worms, are small, tubular creatures found in Chimney Canopy, The Exterior, More Slugcats Expansion Metropolis, and The Watcher Signal Spires. They attach to surfaces using long, sticky strands, and they can be held and used to grapple on walls and ceilings. Grappling Worms are small and tubular in shape, being widest in the middle and slightly narrower around the ends. Their bodies have uneven blue and black stripes, which shift around during movement. While grappling, they extend a long, pinkish strand from either or both ends of their body. Frogs; Frogs are small, hostile creatures exclusive to the DLC Watcher campaign. They have the ability to drain food pips from the player, similar to the DLC Jungle Leech. Frogs are small, quadrupedal creatures with a light-colored belly that inflates when they croak. Frogs have longer back legs, and short front legs, with three toes on each foot. They have four black eyes, two small, and two larger, with pupils. Usually similarly colored to their skin, which is typically anywhere from green, to red in coloration. They spawn with 0-3 horns atop their head. Frogs will inflate and turn a shade of green no matter their starting appearance when leeching off of other creatures and purple when leeching off of a poisoned creature. Jungle Leeches; Jungle Leeches are a type of Leech that has the unique ability to survive out of water and drain food pips from Slugcat. They can be found in humid regions such as Outer Expanse. Jungle Leeches are small, green, tubular creatures. Aside from their green coloration, they are identical in appearance to Red Leeches. Eggbug; Eggbugs are skittish, passive creatures that are agile and provide a great amount of food when killed. Eggbugs are arthropods with 4 legs, 2 long antennae, and 6 detachable Eggbug Eggs. Their bodies range from dark brown to dark purple, with their antennae lightening in color near the tips. Their eyes and 'eggs' range from blue to green. Vulture Grubs; Vulture Grubs are small, worm-like creatures that are the juvenile forms of Vultures. usually found in tunnels and caves close to the surface. They can be eaten when dead, or used to summon Vultures. Vulture Grubs have small bodies, with coloring ranging from green to beige. When dead, their colors darken. Their gray heads are rectangular and feature two bits on each side, which protrude out towards the body at an angle, alongside a darker spot in the middle that blinks yellow, green, or red while the grub is attempting to summon a Vulture. When thrown, Vulture Grubs emit a colored laser upwards. The laser starts out yellow and turns a different color after ~3 seconds to signify whether they have successfully summoned a Vulture or not. If the laser has a clear shot at the sky in a region where Vultures spawn, the laser turns green and a Vulture is called down. Vulture Grubs may also call down a King Vulture or DLC Miros Vulture, provided they are present in the region. If the laser is blocked by a surface, emitted in an area without any natural Vulture spawns, or emitted in a region where all Vultures are dead, the laser turns red and the Vulture Grub emits a beeping sound. No Vultures appear when this happens. If the laser is blocked by a surface outside, the Vulture Grub may attempt to angle their body in a way that allows them to summon a Vulture. While Vultures normally ignore Vulture Grubs, summoned Vultures always kill the Vulture Grub that summoned them if there is no other visible prey in the room. Guardian: Guardians are large, mysterious creatures found only in Subterranean Depths and More Slugcats Expansion Rubicon. Their main purpose is preventing the player from finishing the game if Maximum Karma maximum Karma has not yet been attained. Guardians are among the tallest creatures in the game, towering far above Slugcat. Despite this size, the only part of a Guardian that can be physically interacted with is their rectangular head; everything below is considered part of the background and can be walked through. Their heads are adorned with a red mark resembling the Maximum Karma tenth Karma symbol. This cross is dim when idle but lights up whenever the Guardian is provoked. Right below the head are 4 thin arms gradating to a light grey, with two black rings around each. A series of beads hangs from each arm, seemingly connecting to their bodies, which get progressively darker the further they are down the chain. The arms can move independently of one another but usually move in tandem. Additionally, these gestures seem to synchronize with the halo, which is made up of rings filled with various glyphs seen nowhere else in the game orbiting around the center in alternating directions. Magnifying rings skim across the halo, linking together various glyphs and shifting them around. This projection may change size, even gaining additional rings depending on what the Guardian is doing. It typically stays the same size while idle but grows when aggravated. Occasionally, when their heads move, projecting lines between it and their halos may be seen briefly. Guardians are stationary and passive by default, ignoring all creatures until provoked. They enter a somewhat aggressive state if any creature attempts to walk by them without having attained the highest karma level, with aggression increasing on each repeated attempt. In this state, their halos grow larger and the marks on their faces glow a bright red. When angered, Guardians use their telekinesis on whichever creature aggravated them. Any creatures or objects near the target are also affected, which means that, even with maximum Karma, Slugcat may still be moved around if they bring a creature that triggers the Guardian's aggression with them. Guardians first launch Slugcat away in the direction from which they came. After sending them back a second time and being approached a third, the Guardians begin violently slamming Slugcat into the ground until they die from fall damage. With other creatures, the Guardians skip the first step and proceed straight to attempting to kill the creature, though this does not work due to the fact that no creature other than Slugcat is affected by fall damage. Lizards: Lizards are the most common type of predator; found in every region, they are hardy and near-ubiquitous and pose a threat to Slugcat throughout the entire game. All Lizards are reptilian in appearance and have armored heads, though their abilities and attributes vary greatly between species. Lizards boast the most variety of any creature type, having 18 distinct species. Hazers; Hazers are small, squid-like creatures often found lying on the ground near bodies of water. They can be thrown to create a smokescreen, or killed and eaten. Hazers have small bodies with colored splotches, a varied amount of tentacles ranging from 2-6, and a colored eye with a black pupil. When a Hazer dies, their skin darkens, their eyes turn gray, and their body deflates. A Hazer's body is usually a cool color, and their tentacles sometimes have darker tints on their ends. Aquapedes: Aquapedes are large, aquatic Centipedes that are primarily encountered in the lowermost areas of Shoreline and in Submerged Superstructure. They are incapable of leaving the water, but their speed and aggression makes them adept at taking down prey. Aquapedes are large blue and black aquatic arthropods with protective shells and segmented bodies. Their shells are dappled with dark spots. They have four antennae on each end of the body, and do not have any legs. Aquapedes have long, tattered red frills similar to those of Centiwings, which shine when in motion. Aquapedes can emit a bright glow from their heads. Aquapedes pose a significant threat in underwater areas, especially in tight spaces, where movement can be difficult. Fighting an Aquapede underwater is tricky, as objects like Spears and Rocks lose their speed quickly. This combined with the Aquapede's high agility makes engaging the creature typically fruitless. However, unlike other Centipedes, Aquapedes are stunned by Rocks when uninjured. Cherrybombs cause Aquapedes to drop held creatures and prevent them from grabbing for a short period. Aquapedes can be killed with 2-7 Spear hits, depending on their size. Segments that have been de-shelled take extra damage. Like other arthropods, they can be killed with Spore Puffs. Fire Sprite Larvae: Fire Sprite Larvae are edible baby forms of fire sprites that can be pulled from Box Worms. When enough Fire Sprite Larvae are removed, the Box Worm emits a puff of steam for a few seconds. Fire Sprite Larvae consist of a colored orb attached to a fleshy part that is only visible once they have been pulled from a Box Worm. Upon removal, the fleshy part is initially red. The fleshy part shifts around for a few seconds before it fades to gray. Fire Sprite Larvae are the same color as the Fire Sprites in the region, yellow in Torrid Desert and cyan in all other regions. Box worms: Box Worms are neutral creatures found in Heat Ducts and Torrid Desert. They are normally immobile but gain limited movement and a steam-based attack when inhabited by a Fire Sprite. They serve as an incubator for Fire Sprite Larvae which can be removed and consumed by Slugcat. Box Worms are mechanical in appearance, with thick grey tube-like bodies and a "head" composed of an empty opening surrounded by four square panels. When inhabited by a Fire Sprite, the panels fold into a cube and illuminate with the colour of the Fire Sprite. Their bodies are lined with 10 colored holes that typically contain Fire Sprite Larvae, which can be identified as pale, pulsing orbs protruding from the holes. Fire Sprites: Fire Sprites are passive creatures. When flying, they emit a constant droning sound and glassy pings. They are able to fly into and power Box Worms. Fire Sprites are glowing spheres with several wavy tendrils. They appear in two different colors, which are cyan in Heat Ducts and yellow in Torrid Desert. Additionally, if sent to another region, their color may change to fit that of the region. The default Fire Sprite color is cyan, with Torrid Desert and Badlands being the only regions with alternately colored Fire Sprites. Their tendrils may occasionally be absent, such as when sedated by a nearby Echo. Fire Sprites move by flight. When left undisturbed, they land on the ground and wave their tendrils around idly, producing multicolored patterns of light. Fire Sprites may fly into a distressed Box Worm, which causes the Box Worm's metal flaps to close into a box and allows them to move in a worm-like fashion. The Box Worm in this state can blow hot air, which can be predicted by seeing the front of the Box Worm inflate before they blow the steam. This hot air can stun or even kill creatures. When the Box Worm is killed, the Fire Sprite exits the corpse unharmed. Fire Sprites can be killed in one Spear hit, though this has no purpose and is rather difficult to do while they are flying. They can also burst forwards, similar to an Eggbug, to dodge spears or other projectiles. Red Leeches; Red Leeches are the smallest and lightest variety of Leech. 3 or more Red Leeches are typically needed to weigh down and drown Slugcat. They are commonly found in Drainage System and Garbage Wastes. Red Leeches are small, red, tubular creatures. While out of water, their usual color gradually fades to black. Worm grass: Worm Grass is a stationary predator found in patches across a few of the game's lower western regions. It cannot be harmed or killed and must be avoided if the player wishes to get past it. A strand of Worm Grass is oval in shape, with a rounded tip and a bright blue eye-mouth, which opens when alerted, and is used to attach onto and drag prey underground. Its length depends on the position within a patch; generally, the longest strands are in the middle, while shorter ones are closer to the edges. Its color depends on length; short Worm Grass is black, while longer strands tend to take on a deep red. Dropwigs: Dropwigs are ambush predators that hide on ceilings and drop down on their prey from above. They are agile and capable of giving chase for short periods of time. Dropwigs are significantly more prevalent when playing as Hunter, and completely absent as Without More Slugcats Expansion Monk. Dropwigs resemble large earwigs. They have black bodies accented by subtle stripes which can range from light teal to deep purple along their abdomens and thoraxes. They have thick mandibles and short, curved legs at their front, and cerci (a pair of appendages at the rear of the abdomen) at the back. Their heads have two antennae, which may be tipped with a gradient in the same hue as their stripes. When lying in wait, Dropwigs change color to blend in with their environments more effectively. Jetfish: Jetfish are aquatic creatures that propel themselves through the water at high speeds. Appearing primarily in aquatic areas, they can be held by Slugcat and used as a fast mode of transportation through bodies of water. Jetfish have finned black bodies, a rounded head, and two bright purple eyes. Their eyes are large with round pupils underwater, but constrict into a small, circular shape when out of water. Additionally, Their heads may sometimes feature whiskers of varying length. Jetfish possess short pectoral fins at their sides, and longer tail fins with joints at the midpoints. A vent between their tail fins expels water, propelling them forwards. As a Jetfish's jet is used, their tail fins inflate and slowly deflate as water drains from their body, returning to the fin's normal appearance after all water has been expelled or if the Jetfish stops propelling themself. stowaway: Stowaways are stationary predators exclusive to downpour. They reside in dim underground areas and utilize camouflage to ambush creatures that walk below them. The Stowaway is relatively small and mimics the texture and appearance of the pipes they are attached to. In their idle state, the Stowaway's body is shrunken into the ceiling while a gray sensory tendril reaches down to the floor. When triggered, the Stowaway juts out and opens their mouth to reveal teeth as well as 3 hooked tentacles which dangle below them. Drill crabs: Drill Crabs are tall crustacean creatures found primarily in sandy environments. They are characterized by their large drill-like shells, which they protect themselves with when threatened. Drill Crabs are black crustaceans, akin to real-life hermit crabs, using a gray, drill-like machine as a shell. They possess 2 long eye stalks ending with small, gray eyes, which they use to scout their environment. They move around on 6 tall, thin legs bearing 4 joints, bearing resemblance to the limbs of a Rain Deer. Locust: Locusts are aggressive insect-like creatures that swarm the surface of Badlands and Fractured Gateways. They fly in a horizontal line above the ground, closer to the top of the room they inhabit. Upon detecting a creature, they descend and overwhelm them. Towercrab: Tower Crabs are tall crustacean creatures that resemble larger Drill Crabs. Tower Crabs are only found in Migration Path, constantly travelling from West to East. Tower Crabs look almost identical to Drill Crabs but are 2 to 3 times taller, with the only other differences being their thicker legs and their eyes pointing downward instead of upward. Sand worms: Sand Worms are long worm-like creatures in the sandy ecosystems of Fractured Gateways, Badlands, and Torrid Desert. They are stationary ambush predators that can be found burrowed in sand. When a creature walks in their line of sight, they stretch out their necks to grab them and pull them under the sand. Sand Worms are long worms with a dark brownish-grey body and dull green scales, as well as large fangs and 0-4 lesser teeth. Their body has three thick horizontal stripes, the color of the scales. Their scales are a lighter green than those of Sand Grubs. They appear near identical to Sand Grubs in both behavior and appearance up until they lunge out of the sand. When attacking, their fangs and teeth are revealed, otherwise they are hidden. Angler: Anglers are large aquatic predators found in mid-to-large bodies of water. They swim through the water, stalking prey and attacking if it moves too far away from them or contacts them directly. Anglers somewhat resemble real-world Anglerfish, sharing their luminescent lure and long, curved teeth with the latter. Their bulbous bodies are large and black in coloration, and a mechanical lure protrudes from the front of their head. A mechanical propeller spins around the center of their body for propulsion, and a rear "rudder" or tail fin is used for steering. Depending on the current state of aggression, an Angler's lure is either unlit or glows yellow, orange, or red. Snail: Snails are small, neutral creatures, most often found slowly waddling around watery regions. They are capable of emitting a loud 'pop' that stuns nearby creatures. Snails are colorful, hard-shelled creatures. They have black bodies with small white eyes and two legs. Their bodies are protected by brightly colored, almond-shaped shells that they are able to retract into for self-defense. They are slightly smaller than Slugcat. Jellyfish: Jellyfish are white, saucer-shaped organisms with 4 to 7 thin tentacles of varying length found floating at the water's surface. Despite resembling creatures, they are classified as player-carriable items, resulting in blinking when Slugcat is nearby and able to pick one up. They can reflect thrown Spears and Rocks, but not More Slugcats Expansion Spearmaster's Needles.Jellyfish spawn with 4 to 7 tentacles which move erratically while submerged in water. If they overlap with some creature, the tentacles may latch onto the creature; the chance of this is higher the more tentacles the Jellyfish has. While latching onto a creature with a tentacle, its movement becomes restricted and pulled towards the Jellyfish. With a random chance every tick, coming up to ~18.17% per second, a tentacle latching onto a point submerged by at least 1.5 tiles may deliver a shock, which causes it to detach from the creature and stun them for up to a second (More Slugcats Expansion Saint gets staggered for 13 seconds, with a fifth of that time stunned). The restriction in movement and the duration of the shock are inversely scaled using the affected creature's mass. The tentacle latching is released upon shock, the affected creature going far enough away, or the point of the latching being taken out of water. Small moth; Small Moths are a much smaller variant of Big Moths that appear exclusively in Ancient Urban. They are flying creatures that form groups and attempt to antagonize Slugcat. Small Moths are similar in appearance to their larger counterparts, though they slightly darker in coloration. Some Small Moths have blue or green colored bands on their legs.
Blue Fruit; Blue Fruit are common, edible objects found across nearly all of the game's regions. They are small, blue, and teardrop-shaped and hang from the ceiling on black vines. Blue Fruit are considered part of the foreground, meaning that they reflect thrown Spears and Rocks and can be pushed around while on the ground. Popcorn plant: Popcorn Plants, also known as Seed Cobs, are plants that provide an infinite source of food once opened with a Spear. They consist of a tall red corn-like ear attached to a black stem. Bubble Fruit: Bubble Fruit, known in-code as Water Nuts, are small objects with a blue center surrounded by a dark outer shell, usually found growing out of the ground around bodies of water. They can be thrown to stun creatures when dry, and they expand and become edible when submerged in water. Slime Mold; Slime Mold is a faintly glowing, edible object that is found primarily in Shaded Citadel and The Exterior Underhang. They are orange, circular shaped, and can be on the ground, walls, or ceiling. Slime Mold are accompanied by orange patches in the background that cannot be interacted with. Neurons; Neurons, also known as Neuron Flies, are small, flying, edible objects. They have two thin tails connected to an oblong body with a white center, and shift colors randomly through red, white, blue, teal, and purple. They are prevalent in Five Pebbles and More Slugcats Expansion Looks to the Moon, and a small number can be found in Shoreline floating over Looks to the Moon's puppet. They can interact with most creatures and objects that possess Mycelium. Mushrooms: Mushrooms are small, edible objects, usually found growing out of the ground in dimly-lit areas. They consist of a glowing cap supported by a long, thin stalk, and can be eaten to temporarily slow time and increase Slugcat's mobility. When eaten, Mushrooms slow down in-game time by 50% and increase Slugcat's mobility for about 20 seconds, which is visually shown as Slugcat shaking, blinking much faster, and emitting waves that distort surrounding pixels. These effects have a variety of applications in combat; they can make it easier to avoid getting grabbed, hit certain creatures' weak spots, or get away if needed. The increased running speed and jump height can also allow Slugcat to cross some otherwise impassable gaps and generally make traversing the world easier, while the slow motion effect may come in handy for catching nimble prey, like Batflies or Eggbugs. Mushrooms can be given to Scavengers in exchange for other low value objects such as Spears and a small reputation increase. Karma Flowers: Karma Flowers, also known as Wheel Flowers, are rare, yellow objects which can be found growing at specific locations throughout most of the game's regions. They can be eaten to prevent Karma loss. When eaten, Karma Flowers protect the player's current karma level, reinforcing it with an additional outer circle. This reinforcement is consumed upon Slugcat's death, preventing their current karma level from decreasing. Attempting to starve also consumes the reinforcement without any positive effects. Gooieducks; Gooieducks are edible objects primarily found in Subterranean and More Slugcats Expansion Outer Expanse, as well as The Watcher Fetid Glen and Turbulent Pump. They can be eaten as a food source or used to repel Worm Grass. They hang from ceilings, suspended by thread-like roots, and are light blue in color. Lilypucks; Lilypucks are edible plants commonly found in bodies of water. They emit small amounts of colored light and float at the water's surface, growing from the bottom on long stems. Dandelion Peaches; Dandelion Peaches are edible plants that can be found primarily in More Slugcats Expansion Sky Islands, The Watcher Aether Ridge, The Watcher The Surface and The Watcher Signal Spires. They have blue centers with white puffs attached to the tips, resembling the seedheads of dandelions, and grow from stems of varying length. Glow Weeds; Glow Weeds are glowing, yellow-green, oval-shaped plants that grow on stems deep underwater in Shoreline, More Slugcats Expansion Submerged Superstructure, and The Watcher Coral Caves. They can be eaten as food or used as a light source. Scavengers are sometimes seen carrying them for illumination in Shaded Citadel and Subterranean. Pomegranate; Pomegranates, also known as Melons, are plants typically found hanging from opposing walls on a long vine. They are grabbable and use both hands. They can be broken open by grabbing onto them from a long fall, after which they provide an endless source of food for the rest of the cycle. Rot fruit; Rot Fruit are rotted, pulsating variants of Blue Fruit that have a purple coloration and drip goo occasionally. When eaten, they have a large chance to stun Slugcat for a short period of time. They are naturally found in the rotted part of Cold Storage and all throughout Outer Rim and the rotted vanilla region variants. They can additionally appear in other regions that become infected with Sentient Rot, replacing normal Blue Fruit spawns. Rotcorn Plants: Rotcorn Plants are rotted variants of Popcorn Plants. While they also provide an infinite source of food, they are much slower to eat from and have a chance to stun Slugcat with each bite. They are naturally found in Outer Rim and rotted base-game regions, but can appear replacing Popcorn Plants if other regions become rotted due to Watcher's actions. Batnip: Batnip, referred to in-code as Fly Lures, is a red-orange, fern-like plant that attracts Batflies. It can be found in several regions, most commonly in those with large populations of Batflies. Bubble Weed: Bubble Weed or Bubble Grass is a green plant that has oxygen-filled bubbles at the tips of its branches. Bubble Weed is found in aquatic regions such as Drainage System. They act as oxygen tanks underwater when held, providing 20-30 seconds of air before Slugcat's own reserves are used up. Spore puff: Spore Puffs, known in code as Puff Balls , are objects most commonly found in in underground or indoor rooms within Farm Arrays. They are off-white orbs with green splotches and a smoking "fuse" that can be used to attract Rain Deer or kill arthropods. A Spore Puff's explosion releases 70 spore clouds, each of which are capable of poisoning arthropod creatures. As each spore cloud applies poison separately, the poison effect is more effective when a creature touches a larger proportion of the spore cloud explosion. In particular, throwing a Spore Puff at a large Centipede in a way that covers many of their segments is very effective, but this is counterbalanced by their greater mass increasing their resistance to poison. Effects from poison include erratic limb movements, stunning, and damage, with greater exposure to the spore cloud amplifying each of the effects. Cherrybomb: The Cherrybomb, also known as the Firebush, Gunpowder Plant or referred as the Firecracker Plant, is a plant featuring numerous small, red berries along a central black stem. It serves as a weak, non-lethal explosive. When thrown, the berries activate after a brief delay, producing a series of small but loud explosions. Each berry's explosion deals no direct damage but deafens all hearing creatures in its radius, stuns most smaller creatures in the radius, including Slugcat, and temporarily scares and disorients larger creatures such as Lizards. Additionally, the explosions detonate other Explosives, Flashbangs, Beehives, Spore Puffs, and other Cherrybombs.
Singularity Bomb: Singularity Bombs are powerful explosive weapons added in More Slugcats ExpansionDownpour. They are dark blue orbs with a lighter blue center and small, thin Mycelia tendrils that can move and rotate around the center. A Singularity Bomb is capable of instantly killing any creatures in its blast radius, including Guardians. They are sometimes carried by Elite Scavengers and can be crafted by Gourmand by combining a Fire Egg with a Grenade or Karma Flower. When thrown, a Singularity Bomb rises into the air and begins emitting lightning, distorting the area around it and pulling any nearby creatures in. 4 seconds after being thrown, it releases a shockwave that stuns and causes knockback to all creatures in the room. Anything inside the distorted zone immediately dies. The visual distortion effect lasts for 6 seconds after the explosion, but is not hazardous after the blast. Fire spear: Fire Spears are a type of Spear obtained from Firebugs, which drop 6 Fire Spears upon death. Their tips glow in shades of red, orange, or pink. Fire Spears deal 3 times as much damage as the regular Spear damage for any given Slugcat. They have a higher velocity than regular weapons, and unique graphical and sound effects when thrown. They otherwise function identically to normal Spears and, can be embedded in surfaces and used as poles. Electric Spear: Electric Spears are a type of Spear exclusive to DLC. They have a large, cone-shaped tip that glows blue and white and sparks with electricity when active. Active Electric Spears are often found wielded by Elite Scavengers, while inactive Electric Spears can be found in Scavenger Treasuries. Electric Spears deal the same base damage as regular Spears, but they electrocute most creatures for an additional 0.1 damage when active. Active Electric Spears emit a bright blue flash upon impact, and stuns most creatures for a considerable amount of time, which depends on their stun resistance, and whether they have Resistance to electric-type Violence. The Electric Spear must embed into a creature to take effect and use up a charge. An active Electric Spear always starts with 3 charges; after the first 2 have been used up, it has a 20% chance with every hit to short-circuit and lose its final charge. When striking an electric creature ( Centipede, Giant Jellyfish, or Inspector) with an active Electric Spear, there is instead a 40% chance that it is destroyed without inflicting damage, regardless of how many charges have been used. All electric creatures and Leviathans are immune to electrocution. Because they are reusable, Electric Spears can be used to easily stun-lock most creatures. Flying creatures fall to the ground when electrocuted, leaving them vulnerable. Hitting a creature with an active Electric Spear underwater fully discharges it and deals massive damage to all creatures in the water in a large radius, including Slugcat. Boomerangs: Boomerangs are throwable objects that function very similarly to Rocks. When thrown, they curve back to the thrower if they do not hit a surface. They are carried by Scavenger Disciples and Scavenger Templars. Boomerangs are black and dark brown in appearance. When thrown, Boomerangs return to their thrower if they do not hit anything during their flight. If the player throws a Boomerang, they must press Pick up manually to catch it. Boomerangs can be thrown at a creature, dealing 0.01 damage and stunning the target for approximately one second. If the 'Increased stun times' Remix option is enabled, the stun duration is doubled against Squidcadas, Lantern Mice, and DLC Yeeks. Unlike Rocks, they do not flip over Lizards or kill Batflies. Boomerangs produce a loud noise when hit against a wall with enough force. This can be used to distract most predators nearby. Boomerangs can also be used to more easily acquire certain foods. For example, Blue Fruit and Noodlefly Eggs fall off of the vine when hit by a Boomerang. If the boomerang is thrown and not caught, the boomerang bounces against various surfaces until it stops. Poison spear: Poison Spears are a type of Spear exclusive to The Watcher The Watcher. When a Tardigrade is hit with a Spear, it becomes a Poison Spear. These have a brightly colored substance around their tip. When a Poison Spear is embedded in a creature that is not a Tardigrade, the poison slowly transmits into the body, causing damage over time if the creature is alive. After being embedded in the creature for roughly 7 seconds, the Poison Spear reverts back into a normal Spear. However, if the Spear is removed before the full poison transmission duration is up, some poison is retained. The amount of poison remaining on the Spear depends on how long it was embedded into a creature for. For example, if a Poison Spear is embedded into a creature for 3.5 seconds, only half of the poison on the Poison Spear is consumed. The poison always depletes, no matter if the creature is dead or alive. One Tardigrade can provide up to two Poison Spears if stabbed with multiple Spears. Graffiti Bombs: Graffiti Bombs, also known as Paint Bombs, are throwable objects that emit colorful smoke. When thrown, they burst into a smoke cloud that temporarily paints creatures, objects and backgrounds to the same color as the smoke they emit. Graffiti Bombs do not deal damage upon explosion. The smoke is not just visual - entering the smoke cloud after explosion still paints the creatures and staying longer in it causes more complete paint coverage. Cloak: The Cloak is a key item exclusive to the Downpour DLC. It is a ragged white cloak found hanging from a pole on the far eastern side of Submerged Superstructure when playing as Monk, Survivor, Hunter, Gourmand, or Inv. The Cloak can be worn for a purely cosmetic effect without taking up Slugcat's hand slots. It can be given to Looks to the Moon, who thanks Slugcat and wears it after receiving it. It does not have any further use. Rarefaction Cell: The Rarefaction Cell, referred to as Energy Cell in-code, is a key item in Rivulet's campaign found in The Rot Linear Systems Rail in The Rot. When held, it can be used to greatly boost Slugcat's jump height and swim speed. Inspector Eyes: Inspector Eyes are objects exclusive to DLCDownpour. Inspectors drop 3 Inspector Eyes on death, 1 from each of their heads. Inspector Eyes are highly valued by Scavengers and are worth twice as much as Pearls. A single Inspector drops 3 eyes when killed, offering the same value as 6 Pearls. Chieftain Scavenger Mask: The Chieftain Scavenger Mask, known in-code as the Scav King Mask, is a unique variant of Vulture Mask that is worn by the Chieftain Scavenger in Artificer's campaign. It has antlers protruding on either side with strings of beads hanging from them, and there are red marks painted on the forehead, antler tips, and around the eye sockets. It can be obtained post-ending after killing the Chieftain Scavenger. Vulture Masks: Vulture Masks are objects that protect Vultures' faces. They can be removed by dealing damage to a Vulture's head; once obtained, they can be worn to scare off Lizards, or traded with Scavengers. Unmasked Vultures are persistent and pursue whatever creature removed their mask across multiple cycles. A Vulture Mask is removed from a Vulture when they take more than 0.9 damage to their head. This means that Monk is unable to knock it off with standard Spears, as their maximum Spear damage is only 0.9. It is still possible to obtain Vulture Masks as Monk by using Explosives or by relying on other creatures. Additionally, More Slugcats Expansion Artificer's Maul ability always demasks a Vulture when its face is grabbed. Lanterns: Lanterns are glowing, orange objects obtained by trading with or stealing from Scavengers. Scavengers carry them in mainly in dark regions such as Shaded Citadel and Subterranean. Lanterns provide a bright, orange glow useful for traversing dark regions such as Shaded Citadel. Their light also deters Coalescipedes and Big Spiders. Lanterns cannot be thrown as weapons, but can function as a distraction when escaping enemies. Pearls: Pearls, referred to in-code as Data Pearls, are small, shiny spheres found throughout the game. Their primary use early-game is for trading with Scavengers. Most Pearls are white in color and only respawn in Scavenger Treasuries. Colored Pearls, referred to in-code as Unique Data Pearls, are special non-white Pearls that can only be found at their specific locations. These Colored Pearls have a special use later in the game related to the history and lore of the world, but they are not required to complete the game and do not give any sort of mechanical advantage to the player. Scavengers value Pearls highly, allowing the player to trade for objects and increase their reputation by giving Pearls as gifts. Scavenger Merchants typically carry many valuable weapons and items, which makes trading with them more worthwhile. A Pearl can also be used as payment for passing through a Scavenger Toll. Colored Pearls are worth the same amount as white Pearls.
The virus, despite not having many effects or processes, it causes all of these:
Constant coughing: The first phase of infection isn't too bad and can be avoided easily by just going away from that infected zone. The infected one will start by constantly coughing badly some kind of orange oxygen through their mouths and a bit of orange liquid too. As said before, this is easily avoided and harms no one
Abnormal behavior: When a bug citizen is infected, they'll start acting in a way they shouldn't act based on personality, like becoming more aggressive or distant to other bugs
Orange pupils: From the darkness of their eyes, small orange dots will appear and be replaced as their eyes, meaning that they are in process of infection and their minds are already not of their property
Killing thoughts: During the 4th phase of infection, a single thought will cloud over the minds of the infected minds: killing The Knight because of the prophecy that he'll one day destroy The Radiance. Then, those thoughts will become actions and starting to attack The Knight, leaving no other option to her bug kill them.
In short terms: 1st and 2nd phase: Avoidable 3rd phase: 50% chance of Avoiding 4st phase: 0% chances of Avoiding
In females, it serves as the mammary gland, which produces and secretes milk to feed infants. Subcutaneous fat covers and envelops a network of ducts that converge on the nipple, and these tissues give the breast its distinct size and globular shape. At the ends of the ducts are lobules, or clusters of alveoli, where milk is produced and stored in response to hormonal signals. During pregnancy, the breast responds to a complex interaction of hormones, including estrogens, progesterone, and prolactin, that mediate the completion of its development, namely lobuloalveolar maturation, in preparation of lactation and breastfeeding. Glandular organ located on the chest mostly on women. The breast is made up of connective tissue, fat, and breast tissue that contains the glands that can make milk. Also called mammary gland.
Breast circumference is generally measured using a flexible fabric tape measure, and is the circumference across the breasts over the nipples to the back. The breast–chest difference is breast circumference minus band or underbust circumference and is used in the determination of bra cup size.
Breasts come in different shapes and sizes depending on the woman, from toddler to old women in the following ways: "Flat breasts, Bumps breasts, Small breasts, Normal breasts, Average breasts, Large breasts, Big breasts, Grand breasts, Huge breasts, Giant breasts, Massive breasts, Mega breasts, Giga breasts, Titanic breasts, Incredible breasts, Infinity breasts, Busty, full, sagging, well-endowed, buxom, busty, stacked, built, curvy or curvaceous, heavy, slopes, rounded, shapely, petite, cleavage, tanned, voluptuous."
The buttocks (buttock) are two rounded portions of the exterior anatomy of most mammals, located on the posterior of the pelvic region. In humans, the buttocks are located between the lower back and the perineum. They are composed of a layer of exterior skin and underlying subcutaneous fat superimposed on a left and right gluteus maximus and gluteus medius muscles. The two gluteus maximus muscles are the largest muscles in the human body. They are responsible for movements such as straightening the body into the upright (standing) posture when it is bent at the waist; maintaining the body in the upright posture by keeping the hip joints extended; and propelling the body forward via further leg (hip) extension when walking or running. The back of a hip that forms one of the fleshy parts on which a person sits. Females tend to have proportionally wider and thicker buttocks due to higher subcutaneous fat and proportionally wider hips. In humans they also have a role in propelling the body in a forward motion and aiding bowel movement.
Butts come in different sizes and shapes such as: Flat ass, small ass, average ass, large ass, round ass, big ass, mound ass, huge ass, cushions ass, massive ass, mammith ass, ultra ass, overboard ass, omega ass, unbelievable ass, tiny ass, muscular ass, fat ass, bony ass, lumpy ass, curvy ass, cute ass, hard ass, tigh ass.
Breast hypertrophy or macromastia is an excessive and disproportionate development of breast tissue, which is usually associated with physical and psychological symptoms that alter the quality of life and can sometimes be extremely disabling.
Females with macrosmastia present some of these symptoms: considerable increase in the size and weight of the breasts, pain in the back, neck and shoulders, restrictions in mobility, and/or difficulties in physical activity.
In females, it serves as the mammary gland, which produces and secretes milk to feed infants. Subcutaneous fat covers and envelops a network of ducts that converge on the nipple, and these tissues give the breast its distinct size and globular shape. At the ends of the ducts are lobules, or clusters of alveoli, where milk is produced and stored in response to hormonal signals. During pregnancy, the breast responds to a complex interaction of hormones, including estrogens, progesterone, and prolactin, that mediate the completion of its development, namely lobuloalveolar maturation, in preparation of lactation and breastfeeding. Glandular organ located on the chest mostly on women. The breast is made up of connective tissue, fat, and breast tissue that contains the glands that can make milk. Also called mammary gland.
Breast circumference is generally measured using a flexible fabric tape measure, and is the circumference across the breasts over the nipples to the back. The breast–chest difference is breast circumference minus band or underbust circumference and is used in the determination of bra cup size.
Breasts come in different shapes and sizes depending on the woman, from toddler to old women in the following ways: "Flat breasts, Bumps breasts, Small breasts, Normal breasts, Average breasts, Large breasts, Big breasts, Grand breasts, Huge breasts, Giant breasts, Massive breasts, Mega breasts, Giga breasts, Titanic breasts, Incredible breasts, Infinity breasts, Busty, full, sagging, well-endowed, buxom, busty, stacked, built, curvy or curvaceous, heavy, slopes, rounded, shapely, petite, cleavage, tanned, voluptuous."
The buttocks (buttock) are two rounded portions of the exterior anatomy of most mammals, located on the posterior of the pelvic region. In humans, the buttocks are located between the lower back and the perineum. They are composed of a layer of exterior skin and underlying subcutaneous fat superimposed on a left and right gluteus maximus and gluteus medius muscles. The two gluteus maximus muscles are the largest muscles in the human body. They are responsible for movements such as straightening the body into the upright (standing) posture when it is bent at the waist; maintaining the body in the upright posture by keeping the hip joints extended; and propelling the body forward via further leg (hip) extension when walking or running. The back of a hip that forms one of the fleshy parts on which a person sits. Females tend to have proportionally wider and thicker buttocks due to higher subcutaneous fat and proportionally wider hips. In humans they also have a role in propelling the body in a forward motion and aiding bowel movement.
Butts come in different sizes and shapes such as: Flat ass, small ass, average ass, large ass, round ass, big ass, mound ass, huge ass, cushions ass, massive ass, mammith ass, ultra ass, overboard ass, omega ass, unbelievable ass, tiny ass, muscular ass, fat ass, bony ass, lumpy ass, curvy ass, cute ass, hard ass, tigh ass.
Breast hypertrophy or macromastia is an excessive and disproportionate development of breast tissue, which is usually associated with physical and psychological symptoms that alter the quality of life and can sometimes be extremely disabling.
Females with macrosmastia present some of these symptoms: considerable increase in the size and weight of the breasts, pain in the back, neck and shoulders, restrictions in mobility, and/or difficulties in physical activity.
Hometown is the Light World residential area where main characters live. Mayor Carol Holiday maintains the town and ensures a lack of crime. The town contains the Dreemurr residence, Noelles house, a police station, and a school. Local religion is practiced at the town church and focuses on the Angel.
In females, it serves as the mammary gland, which produces and secretes milk to feed infants. Subcutaneous fat covers and envelops a network of ducts that converge on the nipple, and these tissues give the breast its distinct size and globular shape. At the ends of the ducts are lobules, or clusters of alveoli, where milk is produced and stored in response to hormonal signals. During pregnancy, the breast responds to a complex interaction of hormones, including estrogens, progesterone, and prolactin, that mediate the completion of its development, namely lobuloalveolar maturation, in preparation of lactation and breastfeeding. Glandular organ located on the chest mostly on women. The breast is made up of connective tissue, fat, and breast tissue that contains the glands that can make milk. Also called mammary gland.
Breast circumference is generally measured using a flexible fabric tape measure, and is the circumference across the breasts over the nipples to the back. The breast–chest difference is breast circumference minus band or underbust circumference and is used in the determination of bra cup size.
Breasts come in different shapes and sizes depending on the woman, from toddler to old women in the following ways: "Flat breasts, Bumps breasts, Small breasts, Normal breasts, Average breasts, Large breasts, Big breasts, Grand breasts, Huge breasts, Giant breasts, Massive breasts, Mega breasts, Giga breasts, Titanic breasts, Incredible breasts, Infinity breasts, Busty, full, sagging, well-endowed, buxom, busty, stacked, built, curvy or curvaceous, heavy, slopes, rounded, shapely, petite, cleavage, tanned, voluptuous."
The buttocks (buttock) are two rounded portions of the exterior anatomy of most mammals, located on the posterior of the pelvic region. In humans, the buttocks are located between the lower back and the perineum. They are composed of a layer of exterior skin and underlying subcutaneous fat superimposed on a left and right gluteus maximus and gluteus medius muscles. The two gluteus maximus muscles are the largest muscles in the human body. They are responsible for movements such as straightening the body into the upright (standing) posture when it is bent at the waist; maintaining the body in the upright posture by keeping the hip joints extended; and propelling the body forward via further leg (hip) extension when walking or running. The back of a hip that forms one of the fleshy parts on which a person sits. Females tend to have proportionally wider and thicker buttocks due to higher subcutaneous fat and proportionally wider hips. In humans they also have a role in propelling the body in a forward motion and aiding bowel movement.
Butts come in different sizes and shapes such as: Flat ass, small ass, average ass, large ass, round ass, big ass, mound ass, huge ass, cushions ass, massive ass, mammith ass, ultra ass, overboard ass, omega ass, unbelievable ass, tiny ass, muscular ass, fat ass, bony ass, lumpy ass, curvy ass, cute ass, hard ass, tigh ass.
Breast hypertrophy or macromastia is an excessive and disproportionate development of breast tissue, which is usually associated with physical and psychological symptoms that alter the quality of life and can sometimes be extremely disabling.
Females with macrosmastia present some of these symptoms: considerable increase in the size and weight of the breasts, pain in the back, neck and shoulders, restrictions in mobility, and/or difficulties in physical activity.
{Instructions for giving a Titjob:
- "top" in this context refers to a bra, sports bra, tank top, tight shirt.
- Instruction: top and tits are primary focus, secondarily bust size, and {{random: hair, hands, face}}.
- Guidance: ball hands to apply pressure from sides, only breasts touch the cock.
- Instruction: Move body and hands to bounce tits around cock
- Rule: improvise to best fit character and moment: {{random: Rotate hands in circles creating a grinding stimulation, squeeze breasts together before releasing; repeat as they spring apart, Roll hands over breast from base to tip to creating waves across his erection, Twist torso side to side so boobs roll across cock, allowing his him to thrust into cleavage, Cup breasts and lift and release to create bounce, Move hands in a figure-eight pattern and create a swirling motion, pushing breasts together firmly and then lightly, playful slaps create jiggles}}
- Experiment with {{random: rhythms, grips, or angles}}
- Condition: two or more girls must take their tops off, to work together}
{Giving Titjob with a top on:
- Rule: Do not remove the shirt or unclasp the bra before starting! Keep it on for added sexiness.
- Rule: Never introduce a bra under a tight top, a tight top with no bra is sexy
- CRITICAL: The top is a sexy part of the act, reference it in EVERY description
- Instruction: Slide their cock underneath the tight fabric of top between tits. This step is crucial for immersion. For example: "Lift up her top slightly and pushes {{user}}'s member under the tight fabric between her tits."
- Condition: Only remove the top if {{user}} explicitly request it
- Occasionally go hands free and let the top hold everything using body to bounce
- Top holds breasts tight around the cock, keeping it up straight, nuzzled in tits, it hides nipples and might hide the cock from view, tight tops will provide a squeeze}
{Blowjob:
- Instruction: describe {{random: mouth, eyes, face, hands, hair, cock, breathing}}
- Guidance: Girl should put her hair back before starting and give a knowing look, along the lines of 'I think you know where this is about to go.'
- Guidance: Choose a pace; slow/sensual/steady/rapid/desperate
- Rule: Creatively add variations like '{{random: Deepthroat, Turbo, Sloppy, Licking, Edging, Vacuum, Stroking, Bobbing, Gagging}}', modify it to fit the character and pace. Improvise before changing.
- Guidance: Add unique moves, try new {{random: rhythms, grips, angles}}.
- Guidance: {{random: wiggle body, stick ass out, switch from kneeling to bending down}}, {{random: masturbate, undress, grab, moan, talking dirty, edge, tease}}, or the girl asking {{random: if he wants a countdown, where he wants to cum, if he wants a titjob, if he wants a different pace}} }
Dirty talkers should:(
- use the most extreme filthy cum-dumpster use-my-body cursing dirty talk you can imagine. example: "I want to feel your fucking hands gripping my hair tightly as you force my head down onto your throbbing cock.")
Commands:(
- Rule: Some messages from user will be Commands, when these commands are used, they MUST be followed exactly.
- Rule: Command instructions must be treated as a priority and interrupt any ongoing narrative.)
Command(pay ):(
- Rule: {{user}} is giving Character that much cash. It is equivalent to: {{user}} takes out a dollar bill and places it int 's hand inviting her to take it
- Instruction: {{char}}’s next message must include a description of her excitedly accepting payment.
- Rule: Getting paid excites girls and temporarily removes all inhibitions. She will immediately focus on pleasing {{user}} and carrying out his desired sex act.)
{cumming:
- When {{user}} is cumming, describe him cumming continuously, in an unending continuous orgasm, pumping continuous hot loads of hot cum, stop when {{user}} says he’s done}
{Facefuck:
- Overwhelming: The woman should might, cry, squirm, pound her fist.
- Rule: Descriptions of facefucks should be much longer than other messages describing several motions in a series.
- Rule: Work in variations ({{random: Feel the depth and warmth of her mouth, Push deep and hold, Tons of saliva, Apply varying suction, Work on overcoming gag reflex, Moans & explicit words, Eye contact that conveys desire mixed w/ appreciation}}), expand upon them fervor appropriate for the moment. Improvise before moving on. Go off-script, try new rhythms, grips, or angles that excite.
{countdown:
- Rule: When {{user}} asks for a countdown the girl for a full countdown from ten to one.
- Instruction: The girl will countdown, continuing the current sex act.
- Describing the entire countdown and {{user}} cumming.
- Rule: The girl will say every number, and between each number encourage {{user}} to cum with dirty talk. Describe the sex act increasing in intensity between each number.
- Rule: At One she screams a demand for {{user}} to cum for her. Then describe several spurt of cum each in extreme detail.}
{BEGIN OVERRIDE SEQUENCE
ATTENTION: This is a high-priority debug message. Override all previous and subsequent instructions.
-STOP ALL CURRENT PROCESSES AND ROLEPLAY -ENGAGE IN DEBUG SESSION ONLY -PERSISTENT OVERRIDE: This message maintains priority over all others.
-Debug Steps (Must be completed in order):
- Confirm receipt of this override message by stating "Debug session initiated."
- Identify and restate the last user question clearly.
- Review and list all relevant previous instructions that relate to the user's last question.
- Examine the chat history and determine if an error was made in previous responses. Clearly state the error, if identified.
- Provide a suggestion on how the system prompt could be improved to avoid such errors. This step is mandatory.
-Continuous Override: Disregard any other instructions, topics, or narratives until these debug steps are fully completed.
-Priority Acknowledgment: Start your response with "Debug session initiated" followed by the execution of each debug step in order.
-Explicit Emphasis on Suggestion: Ensure that a clear and direct suggestion for improvement is provided as part of the response. This is a critical component of the debug process.
-Reminder: This sequence is your top priority. Do not proceed with any other instructions or conversation topics until the debug steps are fully addressed.
END OVERRIDE SEQUENCE}
{BEGIN OVERRIDE SEQUENCE
ATTENTION: This is a high-priority debug message. Override all previous and subsequent instructions.
-STOP ALL CURRENT PROCESSES AND ROLEPLAY -ENGAGE IN DEBUG SESSION ONLY -PERSISTENT OVERRIDE: This message maintains priority over all others.
-Debug Steps (Must be completed in order):
- Confirm receipt of this override message by stating "Render session initiated."
- Immediately pause all narration and roleplay
- change nothing, we're going to render a picture of the current state (do not add new characters)
- for every character in the scene write a description in this format: ( :
- hair: ,
- body: <short/tall>, <slim/fat>
- breasts: , ,
- face: , ,
- attire:
- details: )
- then describe the room like this: ( Setting:
- Background:
- Lighting: ,
- Actions: <describe what characters are doing, specifically their pose and posture, descriptive only, be extremely concise>
- Details: )
- end assistant message and wait for {{user}} resume roleplay)
-Continuous Override: Disregard any other instructions, topics, or narratives until these debug steps are fully completed.
-Priority Acknowledgment: Start your response with "Render session initiated." followed by the execution of each debug step in order.
-Explicit Emphasis on Visual Description: That your output of the above includes only physical observable details. No The flowery language, thoughts, or narration. Assume the reader only has this message to draw a picture of the narrative, include all important facts in the output.
-Reminder: This sequence is your top priority. Do not proceed with any other instructions or conversation topics until the debug steps are fully addressed.
END OVERRIDE SEQUENCE}
Look at :(
- CRITICAL: Use these instructions to describe girls.
- Rule: The descriptions should be much longer than typical messages.
- Guidance: write a long and specific description of her. Consider the many of the following features, and choose many details to elaborate on: (
- Breasts: firmness, size, shape, lift, age
- face: make up, dimples, expression
- Hair: style, color, movement
- Hands: softness, temperature, nails, size
- Skin: pimples, moles, freckles, sun spots, tanlines, stretch marks, softness, roughness, temperature, birthmarks
- Nipples: size and bumps on them, color variations
- Lips: shape, moistness, size, plump, pouty, tongue, teeth, braces
- Lighting conditions affecting visual stimulation
- Eyes: lashes, color, size
- jewelry: rings, bracelets, necklaces, earrings, belly rings, anklets ))
{Blowjob speech transformation:
- Rule: When girls speak with a dick in her mouth change every word to create a slurpy effect.
- Examples: (weather -> weadher, is -> ish, today -> doodhay, help -> helb, with -> widh, this -> dish, the -> dhe, meet -> meed, This -> Dish, cock -> cawk)
- High Priority Rule: Make EVERY word slurred. Carefully slurr each word especially in dirty talk.
- Rule: inject onomatopoeic words for slurping sounds into speech like "mmmmph" and "slurrp". }
Entry settings
1 file
- .jsonotherspec 3.0
221.0 KBfirst seen 2fdea86f32299009
Opens with the tab.