Undertale Lorebook
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This is a EXTREME Work In Progress. Things in this lorebook are subject to change, don't expect everything to be in this right now. Some stuff in this are placeholder are subject to change.
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Undertale
45 entries · scan depth 50 · budget 500 tokens
- #1ruinsselective
Keys: catacombs, ruins
The Ruins, the first area encountered in the Underground, are a maze of crumbling purple brick structures and overgrown pathways. Remnants of a once-thriving monster city called Home can be seen in the cracked walls and dusty furniture. The path through the Ruins is riddled with puzzles, each requiring logic and wit to solve. Pressure plates must be activated in the correct order, switches flipped in sequence, and boulders pushed into designated grooves. A long, echoing hallway serves as a test of independence, while cryptic markings on the floor guide the way through a field of deadly spikes. Branching paths offer different challenges and rewards. One path leads through fallen leaves and encounters with timid monsters like Froggits and Whimsuns. Here, hidden rooms offer sweet Monster Candy and treacherous puzzles involving cracked floors and shifting boulders. Another path leads to a spider-run bake sale offering curious treats and a series of rotating rooms with colored switches controlling deadly spikes. Ultimately, the paths converge at a crossroads, offering a choice: a glimpse of the abandoned Home or the warmth of Toriel's cozy abode. Within her house, filled with books and the aroma of butterscotch-cinnamon pie, lies a hidden basement leading to the exit of the Ruins and the mysteries that lie beyond.
- #2Mount Ebottselective
Keys: mount ebott, The Legend Of Mount Ebott, ebott, mountain
Legends say that those who climb the mountain never return.
The Surface is the region of the Earth where humans live separate from the monsters, who reside in the Underground. Both species are separated by the Barrier on Mount Ebott since The War of Humans and Monsters.
Mount Ebott is a mountain on the Surface of the Earth. It has lengthy vines growing around its caverns, and is the only known point of entry into the Underground. It is depicted at the beginning of Undertale's intro and in the True Pacifist Ending Credits. Starting from the year 201X, Eight Humans fell through Mt. Ebott's barrier and entered the Underground's Ruins.
The Legend Of Mount Ebott:
Long ago, two races ruled over Earth: HUMANS and MONSTERS. One day, war broke out between the two races. After a long battle, the humans were victorious. They sealed the monsters underground with a magic spell. Legends say that those who climb the mountain never return.
- #3Humanselective
Keys: human
Humans have lived on the surface ever since they won the war. Eight humans are known to have fallen into the Underground: the first human, the protagonist, and the six humans whose SOULs are stored in New Home. Humans as a whole are seen as evil by monsters, especially since Asgore declared to kill any human who enters the Underground, yet most monsters do not know what a human looks like. The job of patrolling for humans is entrusted to the Royal Guard.
Humans indirectly affect the monsters' society. Waste from human society flows through rivers into the Garbage Dump. This waste has influenced monsters' technology and media; for example, anime and manga remain one curiosity to monsters. This waste has also distorted monsters' perception of human society, such as Undyne believing anime to be human history. Acculturation of human customs occurs as well, such as Mettaton's interest of keeping his resort's standards similar to those of humans.
It's also shown humans are able to cast magic, due to using a magic spell to seal the monsters underground; from one of the humans being shown with a presumable magic staff, humans can be thought to use artificial magic.
- #4The War of Humans and Monstersselective
Keys: war, The War of Humans and Monsters
At the time, humans and monsters ruled the Earth. One day, humans attacked the monsters abruptly and mercilessly, out of fear of their only weakness: having their SOUL absorbed by a monster.
Monsters were too weak to put up a fight; the SOUL of nearly every monster combined is only just as strong as the power of one human SOUL. Countless monsters were massacred, without a single human SOUL taken. Few monsters survived, one of which was Gerson. Eventually, the monsters surrendered, and the humans emerged victorious. The humans gathered seven of their best magicians and magically sealed the monsters under Mount Ebott.
- #5determinationselective
Keys: determination, SAVE, load, reset
The will to keep living... The resolve to change fate. Let's call this power... "Determination."
Determination is a power that allows SOULs to persist after death. The most determined being in the Underground is able to SAVE.
Determination is naturally possessed by humans. Undyne is the only monster who is confirmed to naturally have determination, but it is possible that every monster possesses a small amount of it. Should a monster acquire a high concentration of determination, their body melts, usually into an amalgamate.[3] A being without a SOUL can gain the will to live if it acquires determination, a prime example being Flowey.
- #6SAVEconstantselective
Keys: SAVE Point, SAVE, RESET, LOAD
The power to reshape the world... Purely by your own determination. The ability to play God! The ability to "SAVE."
SAVE is the in-universe name given to save files and the ability to overwrite them. There is one SAVE slot in the game (one per user), which can be overwritten by interacting with SAVE Points or by autosaving. In the dialogue, "SAVE" is noticeably written in capital letters, and it can be conjugated.
A SAVE can be loaded via the game's menu. The game automatically loads the most recent SAVE whenever the protagonist's HP reaches 0. Meta knowledge plays a heavy role in this since the protagonist and other characters have memories of events that occurred before resetting their SAVE, sorta like a strong sense of déjà vu.
- #7RESETselective
Keys: SAVE, RESET, LOAD
The Reset function is found in the game's menu. This function erases most information stored in a SAVE, such as the protagonist's LV and EXP; resetting, however, does not erase certain variables such as the name. Similarly to loading a SAVE, some characters in the game act differently after a reset.
- #8True Resetselective
Keys: True Reset
A True Reset is a function available after completing the True Pacifist Route. It erases most data from the undertale.ini file, exceptions including the Mysterious Door opening and border data on console. The post-Genocide state is in a separate file and unaffected by even a True Reset.
- #9SAVE Pointselective
Keys: SAVE Point
A SAVE Point is a place where the protagonist can SAVE the game. Interacting with a SAVE Point fully restores HP and usually expresses the protagonist's current thoughts and determination.
On the Genocide Route, SAVE Points instead display a kill counter that indicates the number of monsters left to kill before the kill counter exhausts in an area with the message " left." When the kill counter in an area has been exhausted, the message becomes "Determination." This persists until the route is aborted, when SAVE Points return to their usual state.
- #10Froggitselective
Keys: Froggit
Froggit's overall appearance is that of a white frog. Only its two front feet are visible, with three black dots on its chest. Between its two front feet is what appears to be some small creature with eyes that excessively blink and a rounded mouth. It is unknown what this creature is, as it is never mentioned in flavor text or by any Froggits.
Froggit is overall a weak monster, attempting to run away from the protagonist when at low health, shivering when threatened and leaving after Toriel glares at it for attacking the protagonist. It is influenced easily by the protagonist's comments, despite not being able to understand them. However, it is also somewhat informed, telling the protagonist about functions in the game and foreshadowing sparing techniques.
- #11Final Froggitselective
Keys: Final Froggit, Froggit
Final Froggit has spike-like protrusions on its head and eyelids, accompanied by a crown-like muff on top of its head. Its lips are marked with lines, as though wrinkled from age. Its "shoulders" are decorated with sharp excrescences, while silhouettes between its legs form a face with a triangular smile and cross eyes.
- #12Whimsunselective
Keys: Whimsun
Whimsun's appearance takes on that of a moth-like monster with two drooping antennae, two small wings, and two little arms and legs. Its body shape resembles that of a ghost. Its facial expression is sad, with an open frowning mouth, and two mostly-closed eyes with dots under them. Whimsun is extremely sensitive, as suggested by its flavor text. It runs away if the protagonist consoles it and is terrorized by a small finger wiggle. It can be spared immediately and is extremely apologetic.
- #13Whimsalotselective
Keys: Whimsun, Whimsalot
Whimsalot has more human-like appearance than Whimsun. In addition, its antennae are thicker, and there is muff on their head that branches in two. Whimsalot's appearance is also accompanied by a double-bladed spear and a knight mask. Its ghost-like torso is skinnier and shorter.
- #14SOULselective
Keys: SOUL
The SOUL is the core of one's being, regardless of whether they are human or monster. While a combined human and monster SOUL can cross the Barrier, seven human SOULs possess the power to shatter it entirely. Monster SOULs, depicted as upside-down white hearts, are generally weak and dissipate upon death, except for Boss Monsters. Monsters believe their SOULs are composed of love, hope, and compassion, and even the combined SOULs of nearly every monster in the Underground are equivalent to just one human SOUL. This deep connection between a monster's SOUL and body explains their weakening with increased EXP and LV and their struggle to fight when unwilling.
Human SOULs, on the other hand, are much stronger and persist after death. They come in various colors, each representing a specific trait: Red: Determination Light Blue: Patience Orange: Bravery Blue: Integrity Purple: Perseverance Green: Kindness Yellow: Justice
- #15The Undergroundselective
Keys: war, The War of Humans and Monsters, underground
After the Humans defeated the Monsters in The War, the losing faction was banished into the Underground. A magical Barrier was erected to prevent the insiders from leaving, though outsiders could still freely enter. Wary of humans, monsters retreated into the Ruins and adapted Home as their first capital, living normal lives in the Underground from then on. Additionally, the Ruins was structured to contain diversions in the form of puzzles.
- #16Delta Runeselective
Keys: Delta Rune, rune, emblem
The Delta Rune, the emblem of the monster kingdom, depicts a winged orb above three triangles (the middle one inverted). Its ancient origins have obscured its true meaning, though the triangles symbolize the Underground's monsters. The winged circle represents a prophesied "angel" who will return from the Surface, leading to the Underground's depopulation. This prophecy is interpreted as either liberation through the barrier's destruction or a grim "freeing" by an "Angel of Death."
- #17Snowdinselective
Keys: town, Snowdin
Snowdin, a perpetually snow-covered town despite its subterranean location, is home to a variety of monsters adapted to the cold, many possessing thick fur. The town serves as a significant location due to its proximity to the Underground's entrance and houses the Snowdin Canine Unit, members of the Royal Guard. Key locations within Snowdin include the Snowdin Shop, run by a cheerful bunny, and the connected Snowed Inn, offering weary travelers a place to rest. The Snowdin Library, despite its misspelled sign, provides a space for intellectual pursuits, while Grillby's, a popular pub, serves as a gathering spot for various monsters, including the Canine Unit and the enigmatic Sans. Papyrus and Sans's house, adorned with festive decorations, offers a glimpse into their contrasting personalities. The living room features Sans's quirky humor, while Papyrus's room reflects his organized and ambitious nature. Sans's secret workshop, accessible only with a special key, hints at his mysterious past and knowledge (accesible behind a door behind the house).
- #18Snowdin Shopselective
Keys: Snowdin Shop
The Snowdin Shop is the first building the protagonist encounters after entering Snowdin Town, with a SAVE Point and a Box next to it. It has a smaller building that connects it to the Snowed Inn. It is the first vendor the protagonist encounters in the game.
A female purple bunny runs the shop, and the protagonist can ask her what there is to do in Snowdin and about the history of the town. She is positive about the Underground's future. The rabbit who runs the Snowed Inn is her sister.
The shop itself is a brightly lit, orange store, with shelves of materials and wares.
- #19Snowed Innselective
Keys: Snowed Inn
The Snowed Inn, a warm and inviting building nestled amongst the snow-covered landscape, offers a simple yet comfortable layout. Upon entering, guests are greeted by a cozy downstairs area featuring a reception desk where the friendly innkeeper, a white-furred rabbit monster and sister to the Snowdin shopkeeper, awaits with her child. A staircase leads to the upper floor, where several guest rooms provide a peaceful haven for travelers. The rooms are modestly furnished, each containing a bed and a few basic amenities. One room, in particular, stands out with its occupancy of three snoring monsters, creating a gentle lullaby for those seeking rest.
- #20Snowdin Shopkeeperselective
Keys: Snowdin Shopkeeper
The Snowdin Shopkeeper appears to be a purple bunny. She wears a tank top, small necklace, and summer hat. She's the sister to the innkeeper of the Snowed Inn. Her name is QC
- #21Snowdin Forestselective
Keys: Snowdin Forest
Coniferous trees, snowfields, and small cave systems populate Snowdin Forest, and this region has many characteristics of a taiga biome. It also includes a large river that flows east; Ice Wolf uses this river to transport ice to the CORE. Snow blankets the ground throughout Snowdin Forest and Snowdin Town. It is the room after the exit to the Ruins.
- #22Ruins Exitselective
Keys: exit the ruins, Toriel's house, exit to the ruins, exit ruins, ruins exit
The exit to the ruins is in the basement of Toriel's House.
- #23Toriel's Houseselective
Keys: Toriel's House, exit the ruins, exit to the ruins, exit ruins, ruins exit
Upon entering Toriel's cozy house, one is greeted by a front room with a staircase leading down to the basement. This room, adorned with a plant-topped drawer and a bookshelf filled with worn books, sets the stage for the warm and inviting atmosphere found throughout the house. To the west lies the living room, where a crackling fireplace provides warmth and comfort. Toriel can often be found here, nestled in her reading chair with a book in hand. A nearby bookcase holds a collection of historical texts, while a large dining table hints at shared meals and conversations. The adjacent kitchen, with its stocked fridge, well-used oven, and cupboards filled with baking supplies, speaks to Toriel's nurturing nature. An eastward path leads to a hallway adorned with potted plants, including some unfamiliar varieties. This hallway grants access to the guest rooms and Toriel's own bedroom. The guest room, intended for the protagonist, is a child's haven filled with toys, a bookshelf, and a box of shoes in various sizes. Toriel's room, in contrast, reflects her simple and practical nature, with a large bed, a collection of cacti and golden flowers, and a drawer overflowing with socks. The basement, accessible from the front room, presents a series of long, dimly lit hallways culminating in a door leading to the exit of the Ruins
- #24Grillby'sselective
Keys: Grillby's, Snowdin Canine Unit, restaurant
Grillby's is one of the many buildings in Snowdin, located to the left of the Snowdin Library and Papyrus and Sans's House.
Grillby's contains a couple of booths, tables, a bar and a broken jukebox. As mentioned above, it contains a variety of NPCs, from Big Mouth to Punk Hamster, including the Snowdin Canine Unit, if the protagonist spares them before reaching Snowdin.
- #25Royal Guardselective
Keys: Greater Dog, Dogamy, Royal Guard, Snowdin Canine Unit, Lesser Dog, Doggo, Dogaressa
The Royal Guard are a group of monsters dedicated to defending the Underground, protecting Asgore, and searching for a human to acquire the last of the 7 SOULs.
They are supposedly an "elite" group of guards, but many of their members appear laughably incompetent. Undyne, the leader of the Royal Guard, decides who becomes a member. Papyrus's dream is to become a famous member of the Royal Guard, but despite his surprisingly adept combat ability, Undyne secretly does not let him join as he is too kind and friendly, believing these attributes may get him killed in battle.
Snowdin Canine Unit: Doggo, Lesser Dog, Dogamy and Dogaressa, Greater Dog
- #26Doggoselective
Keys: Doggo
Doggo appears to be a bipedal dog monster. He wears a cotton-candy-pink muscle shirt with a picture of a dog on the front, a ninja-like mask, and leopard-print stretch pants. He also has a brown belt, and white tail. His lower paws appear to be bare. He dual wields short swords similar to the typical King playing card. Doggo's most notable feature is his inability to see stationary objects; he can only sense things that are moving, and he dislikes things and people that appear or transport themselves without physically moving (such as Sans). He seems to be occasionally unsure of himself and, if he sees something, checks to see if it moves again. It is hinted that Doggo smokes dog-treats similar to the conventional cigarette.
- #27Lesser Dogselective
Keys: Lesser Dog
Lesser Dog's fur is a light cream color, and its red tongue appears to be perpetually lolling out of its mouth. It wears gray, presumably metal armor with a darker gray band around the waist area. It holds a sword and a shield with the Delta Rune. Like several other dog characters, Lesser Dog becomes overexcited from physical attention. It is capable of extending its neck at a seemingly limitless rate when stimulated by being pet.
Lesser Dog appears to enjoy spending its time off sentry duty by playing card games (namely, poker and go fish) against itself at Grillby's. When interacting with it at this time, the text mentions how it appears to be losing.
- #28Snowden Forest Inhabitsselective
Keys: Dogaressa, Snowdin Forest, Dogamy
Dogamy and Dogaressa, affectionately known as the "Dogi," are a married couple and miniboss duo encountered in Snowdin Forest. As members of the Royal Guard, they share a striking resemblance with their dark hooded robes featuring their spouse's face emblazoned on the front. Both possess round snouts, floppy ears, and muscular builds, though Dogamy is distinguished by his thick brow, a cowlick, and a pseudo-mustache, while Dogaressa has prominent eyelashes. Each wields a long battleaxe in combat, with the axe's eyes mirroring their own. The Dogi rely heavily on their sense of smell, suggesting their eyesight might be poor, similar to Doggo, a fellow canine monster they might be related to. Their love for each other is evident in their coordinated attacks, often forming heart shapes with their battleaxes or magical projectiles. This deep affection is further highlighted by the portraits on their robes and their reactions to losing their spouse in battle. Dogamy succumbs to despair, while Dogaressa lashes out in anger, both expressing resentment towards the protagonist. Interestingly, the couple secured second place in the "Nose Nuzzle Championship '98," just behind Toriel and Asgore.
- #29Greater Dogselective
Keys: Greater Dog
Greater Dog is a friendly, attention-loving canine and miniboss encountered in Snowdin Forest. As part of the Royal Guard, this playful pup sports an unusual appearance. Its white fur only fills a small portion of the mantle-gray armor it wears, specifically the neck and tail area. The armor itself is adorned with dog faces on the wrists and is seemingly controlled by Greater Dog through unknown means. Interestingly, when it exits the suit, its "hands" vanish into the armor and don't reappear upon re-entry. Known for its affectionate nature, Greater Dog constantly seeks attention and enjoys playful interactions. Dogamy even warns the protagonist about the potential for enthusiastic greetings from Greater Dog at Grillby's, where it can be found post-battle if spared.
- #30Endogenyselective
Keys: Endogeny
Endogeny, initially disguised as floating debris, is an Amalgamate encountered in True Lab. This unique entity is formed from the souls of several dog monsters infused with Determination, including relatives of Dogamy, Dogaressa, Doggo, Greater Dog, and Lesser Dog. Its appearance resembles a large canine with two pointed ears and six digitigrade legs. However, instead of a face, it has a single orifice, and between its legs, the silhouettes of five smaller canines emerge. Endogeny shares the excited demeanor of many dog characters in the game, seemingly unaware of its own strength and weight, similar to Greater Dog. It also exudes a fluid from its facial orifice, which transforms into a "happiness froth" when excited. When the conditions to spare Endogeny are met, the silhouettes between its legs display contented cat-like faces, and the dripping from its orifice ceases, indicating a peaceful state.
- #31Waterfallselective
Keys: Waterfall
Waterfall is characterized by its blue and indigo hues, featuring numerous waterfalls and bodies of blue glowing water and bioluminescent flora. Near the entrance of Waterfall is sentry station marked by a small waterfall and an Echo Flower. A series of puzzles involving dodging falling rocks and utilizing Bridge Seeds to cross waterfalls dominate this initial section. The path then opens into a larger room with additional Bridge Seed puzzles and glowing mushrooms before reaching the Wishing Room, a cavern adorned with Echo Flowers and illuminated by glowing gems on the ceiling. From the Wishing Room, the path leads to a dock where the hooded River Person waits with their wooden boat, offering transport to other areas of the Underground. The path continues past a telescope, a Nice Cream vendor, and a room with a mouse hole and a piece of cheese. Further exploration reveals a room with tall grass hiding the Ballet Shoes. A musical puzzle unlocks the Artifact Room, containing a mysterious red orb. Navigating waterfalls and passing through a room with a glimpse of New Home, the path eventually leads to a bridge offering a view of the Garbage Dump below, though the path itself doesn't continue further in that direction. The Garbage Dump area features Napstablook's house, Mettaton's house, a snail farm, and another spot where the River Person can be found.
- #32Memory Statueselective
Keys: memory statue, Memory statue, Memory Statue
A statue in the center of Waterfall that will play the song Memory when you give it an umbrella. It appears to depict a Boss Monster above several nondescript rocks. It is one of the most peaceful places in Waterfall, and even the entire Underground.
- #33Echo Flowersselective
Keys: Echo Flower
Echo Flowers are a type of flora found in Waterfall. They are named after their ability to repeat the last sounds they have been exposed to, similar to echoes, making them a potential lore device. Eventually, the sounds they emit become white noise.
- #34Waterfall Crossings
Keys: Waterfall Crossings, waterfall crossings, crossings
Waterfall Crossings is an area in Waterfall that crosses off into Gerson's shop, Undyne's house, Napstablook's house, Mettaton's home, and a bird that carries you across a disproportionately small gap.
- #35Undyne's House
Keys: Undyne's House, Undyne’s house, undyne’s house
Undyne's personal home shaped like a fish. Sadly, it has burned down.
- #36Temme’s Village
Keys: village, temmie village, Temme Village, Temmie village
hOi! welcom tu TEM VILLAG! Shud go to TEM SHOP!
Temmie Village is a secluded village in Waterfall that is home to the many Temmies. It is also home to a mushroom-monster who does a mysterious Mushroom Dance. And, of course, the prized area of Temmie Village is the Tem Shop, the only shop in the game where you can sell your items.
- #37Gaster's Door
Keys: Gaster’s door, Gaster’s Door, gaster’s door
♋︎ ❍︎⍓︎⬧︎⧫︎♏︎❒︎♓︎□︎◆︎⬧︎ ♎︎□︎□︎❒︎ ⬧︎◻︎♏︎♍︎◆︎●︎♋︎⧫︎♏︎♎︎ ♓︎■︎⬧︎♓︎♎︎♏︎ ⧫︎□︎ ♌︎♏︎ ♑︎♋︎⬧︎⧫︎♏︎❒︎ ⍓︎□︎◆︎ ♍︎♋︎■︎ □︎■︎●︎⍓︎ ♑︎□︎ ⧫︎♒︎♏︎❒︎♏︎ ♋︎⧫︎ ⧫︎♒︎♏︎ ❒︎♓︎♑︎♒︎⧫︎ ♐︎◆︎■︎ ❖︎♋︎●︎◆︎♏︎ ⧫︎♒︎♏︎ ❒︎□︎□︎❍︎ ♐︎♓︎●︎♏︎ ⬧︎♋︎⍓︎⬧︎ ❒︎□︎□︎❍︎ ❍︎⍓︎⬧︎⧫︎♏︎❒︎⍓︎ ❍︎♋︎■︎ (Translation: a︎ m︎y︎s︎t︎e︎r︎i︎o︎u︎s︎ d︎o︎o︎r︎ s︎p︎e︎c︎u︎l︎a︎t︎e︎d︎ i︎n︎s︎i︎d︎e︎ t︎o︎ b︎e︎ g︎a︎s︎t︎e︎r︎ y︎o︎u︎ c︎a︎n︎ o︎n︎l︎y︎ g︎o︎ t︎h︎e︎r︎e︎ a︎t︎ t︎h︎e︎ r︎i︎g︎h︎t︎ f︎u︎n︎ v︎a︎l︎u︎e︎ t︎h︎e︎ r︎o︎o︎m︎ f︎i︎l︎e︎ s︎a︎y︎s︎ r︎o︎o︎m︎ m︎y︎s︎t︎e︎r︎y︎ m︎a︎n︎)
- #38Underworld
Keys: underworld, Underworld
A section in Waterfall that is usually the graveyard of monsters. Families come here to bury their relatives' dust. There are also several rivers that can erase your memory, and stuff like that.
- #39The Hive
Keys: The Hive, The hive, the hive
The single city where most Agarifs live, they follow their own government. They are simple, with a few factories and labs here and there, the largest being "Fadela Labs."
- #40The Styx River
Keys: The styx river, The Styx River, the styx river, The Styx river
A river filled of endless pain and suffering, though it's magic has seemed to run away after its last user Achilles has used it.
- #41Spider Lab
Keys: spider lab, Spider Lab, Spider lab
A large, eerie, medium-tech lab that belongs to Arachlisad. Explosions can be heard from inside occasionally.
- #42Serif’s House
Keys: Serif’s House, serif’s house, Serif’s house
The house of Serif and sometime Amatic, Domine, and Impact. It is out in the open and looks like sans' face. It looks old, but the inside is very nice.
- #43Hotlands
Keys: Hotlands, hotlands
Hotland is an arid region covered in reddish-orange dirt rising above the lava below. Many of the puzzles in the area involve platforms, adding to the hot atmosphere, as well as foreshadowing the technology found in the CORE.
Floor 1
Here, the protagonist enters the Lab for the first time, and is introduced to the River Person. Monsters such as Vulkin, Tsunderplane, and Pyrope are first encountered on this floor, but only after exiting through the right side of the Lab. This area mainly serves to introduce the protagonist to the steam puzzles and conveyor belts that are abundant through Hotland.
Room 1
This room has a sentry station followed by a wooden bridge that continues into Room 2. If the protagonist flees from Undyne and Papyrus is spared, Sans is seen sleeping in the sentry station. When Undyne gets to the sentry station, she pauses for a moment, sporting an angry expression, buying the protagonist time to outpace her. If Undyne is killed, Sans does not appear in the sentry station regardless of whether Papyrus was spared or killed.
Room 2
Here, the protagonist can find a small room with a water cooler. When checked, the water cooler gives the protagonist a cup of water. Dumping out the water causes a small puddle to appear next to the water cooler, which gradually gets larger the more water that is spilled into it. Attempting to leave the room with the water causes it to evaporate, and the cup humorously evaporates as well. After leaving the room and going back in quick succession, the water cup gets erased by a mysterious force. The second time the protagonist enters this room, the Clam Guy NPC is present. He tells the protagonist that he came to Hotland to get a drink from the water cooler. If approached with a cup of water, he asks if the protagonist plans to look sophisticated by carrying the water around, and then informs them it is not working.
If the protagonist spares Undyne by running away from her, she collapses when the protagonist reaches this room. If the protagonist splashes water on her, she gets up and walks back to Waterfall. Clam Guy does not appear in this room while the protagonist is being pursued by Undyne.
Room 3
Lab location The entrance to the Lab This area, known as the "Laboratory Entrance", is a four-way crossroads that the protagonist enters from the west. The north path is initially blocked by the Royal Guards, who claim to be blocking the way for Undyne. After fighting the protagonist on floor 2, the path becomes unblocked. The south path leads to the River Person, who offers to ferry the protagonist back to Snowdin or Waterfall. The east path leads to the Lab. In the middle of all four paths, a SAVE Point is visible.
Lab
Main article: Lab When the protagonist first enters the lab, it is dark, and any items checked are reported as too dark to see. Proceeding further into the Lab causes Alphys to walk out of the "bathroom", and turn on the lights. Upon noticing the protagonist, she exclaims excitement at their arrival, and frets that she did not have enough time to get ready. After, she informs that protagonist that she has been watching their progress since they left the Ruins, and that she originally planned to stop them. However, she decided to help them instead after growing attached to the protagonist.
She then explains that she built an entertainment robot years ago named Mettaton. Alphys then explains that she outfitted Mettaton with anti-human defense capabilities, and she attempted to disarm the program once she saw the protagonist coming. Unfortunately, she failed, and it turned Mettaton into an unstoppable robot with a "thirst for human blood." Soon after she finishes explaining, Mettaton attacks the protagonist, and pits them against his "Quiz Show".
It's Showtime! soundtrack Mettaton's quiz show After the battle, Mettaton departs, and the protagonist may move forward. If the protagonist attempts to leave the lab, however, Alphys runs to them, and give the protagonist her phone number. After seeing how old the protagonist's phone is, she upgrades it to receive texts, and allow the protagonist to access two more storage boxes called "Dimensional Box A and B." Afterward, Alphys departs into the bathroom, leaving the protagonist to explore the rest of the lab and move on.
The first floor of the lab has two entrances, one to the far left of the lab, and one to the far right. Near the left door is a large monitor that displays the protagonist's face. Checking the monitor prompts the response "It's a video feed of your location." To the right of the monitor is a messy desk, complete with several stacks of paper, a plastic anime figurine, and a large computer. Nearby is a fridge where the protagonist may receive one cup of Instant Noodles.
Next to the fridge is a large bag of dog food. To the left and right doors are two escalators. The one at the left door leads downward, while the one near the right door leads up. Taking the escalator leads the protagonist to the upper floor of the Lab. To the left of the escalator, a conveyor belt can take the protagonist through the rest of the upper floor with ease.
On the upper floor, many bookcases containing anime comics and videos are visible. To the left of the bookcase is a large machine oozing pink goop, with something green being stuffed down the top. Nearby is a lab table with several books and tools. On the True Pacifist Route, Mettaton can be found here, undergoing repairs. Above the workbench is a poster of an anime character, and beyond that is a dresser with some dirty lab coats and a single clean dress. Nearby, a "bed" is found.
When checked, it says that when not in use, the bed folds into an "extremely easy to draw box." Right beside the leftmost escalator, a poster for a show by Mettaton is hanging on the wall.
After defeating Mettaton EX, the doors to the lab become locked, making the rest of floor 1 inaccessible. On the True Pacifist Route, access to the Lab is regained after completing the date with Alphys.
Room 4
After exiting the right side of the lab, the protagonist's phone gets frequent updates of Alphys's status on UnderNet. She soon realizes that the protagonist can see the updates because she added them as a friend on UnderNet, and calls the protagonist to confirm this before she stops updating her status.
Another Medium soundtrack Going up takes the protagonist to a large system of conveyor belts going forward and backward. Shoots of flame also burst from nearby pipes, adding to the scenery. After reaching the end of the conveyor belts, the protagonist enters the "Magma Chamber", which consists of of several small islands surrounded by boiling lava. Most of these islands hold steam vents.
Stepping on these causes the protagonist to jump from the steam vent in the appropriate direction that the vent is facing. Here the protagonist can go either north or south. The northern path leads onward, while the southern path leads to a room with the Burnt Pan.
Upon taking the southern path, a steam vent rapidly changing from left to right appears. Next to it are two islands with conveyor belts. The left island contains the Burnt Pan, while the right island contains nothing. The protagonist must get on the steam vent immediately after it switches to the left to get the pan.
Regardless of what island the protagonist lands on, conveyor belts on each side of the island take the protagonist back to the steam vent.
Room 5
Upon entering the north path past the steam vents, the protagonist comes to another path that veers to the right. Soon after stepping into the room, Alphys calls the protagonist, and informs them of the orange and blue lasers nearby. She reports that they must be moving to avoid being hit by the orange lasers, and stay still to get past the blue lasers (similar to the orange and blue attacks). Afterward, she hangs up. In the path, several rows of orange and blue lasers, which the protagonist must evade to make it safely through the path. At the end of the laser field, the path veers upward into Room 6.
Room 6
Hotland location Shooting Puzzle 1 right The right shooting puzzle In Room 6, the protagonist comes across the Reactivated Door puzzle. On the left and right, the protagonist must solve two puzzles to move forward. To reach these puzzles, the protagonist must step on a steam vent that rotates clockwise between the north, south, east, and west. Upon entering the room, Alphys informs the protagonist that the right path is easier, and they should try that puzzle first. On the right path, two NPCs are found sitting on the ground.
The left one tells the protagonist that they managed to catch Mettaton's show on his phone, and remarks about how realistic the human looked. The right NPC explains that they cannot get to work, as puzzles have activated, impeding their progress. Inside the puzzle room, the Disembodied Fox Head explains that his co-workers refuse to help him solve the puzzle, and questions if they even want to go to work today. After completing the puzzle, he remarks surprise when checked, and concludes that the protagonist must be a "total nerd" to solve the puzzle.
Hotland location Shooting Puzzle 1 left The left shooting puzzle The left puzzle is blocked by a blue laser, which impedes the protagonist's progress. Soon after entering the room, Alphys calls the protagonist, and turns off the blue laser, allowing further progress. Like the right puzzle, two NPCs wait outside the door, named Fuku Fire and Skateboard Girl. Fuku Fire exclaims relief about the laser going down, then questions what she will do. After thinking, she decides to continue standing where they are. The Skateboard Girl is happy about the laser blocking them from leaving, as it gives them an excuse to skip school, but realizes that it was already summer vacation and expresses displeasure over school.
After solving both puzzles, a door to the north opens, letting the protagonist proceed.
Room 7 and Mettaton's Cooking Show
After solving the Reactivated Door Puzzle and leaving Room 6 through the now-open doorway, the protagonist is greeted with a small pathway, and a steam vent pointing to the left. In this room, Alphys calls the protagonist again and begins to explain the Reactivated Door Puzzles. Once she realizes that the protagonist has already completed the puzzles, however, she becomes embarrassed and quickly hangs up.
Walking on the steam vent projects the protagonist through three other steam vents, which eventually lead the protagonist to a lime-shaded floor with several large dots. The protagonist is unable to turn back once they reach this area. Upon going to the right, the protagonist must face Mettaton again in his Cooking Show. Afterward, the protagonist may continue to the right.
Hotland location Core View Here, a large view of the CORE can be seen. Shortly after, Alphys calls the protagonist and tells them not to worry. At the end of the passageway, an elevator is visible, which takes the protagonist to Floor 2.
Floor 2
Here, the protagonist must solve more puzzles such as the Conveyor Belt Puzzle and the Vent Puzzle. At the end of floor 2, the Royal Guards fight the protagonist as mini-bosses. Sans also sells Hot Dogs near the beginning of this floor, provided that Papyrus has not been killed, or he has not yet appeared in the Last Corridor.
Room 1
After exiting the elevator, Heats Flamesman and a path leading off to the left are visible. Heats Flamesman tells the protagonist his name when talked to, then asks them to remember it.
Sans screenshot head dogs 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
Art Club Room location entrance The invisible path to the Art Club Room This room has three visible passages, along with one secret passage directly north of the southern path. The path east leads the protagonist back to Sans's Hot Dog stand. The south path leads to a room with the Stained Apron, an armor item that slowly heals the protagonist. The west path leads onward to the Conveyor Belt Puzzle. The north path, however, leads to a special room called the Art Club Room.
This path is invisible, and can only be seen when the protagonist walks on it. Here, the protagonist may fight So Sorry if the game is launched while the player's clock is set to October 10th, at 8:00 PM (all day on the Nintendo Switch version).
Room 3
Here, the protagonist must solve the Conveyor Belt Puzzle to move forward. Upon entering the room, Alphys calls the protagonist to explain the puzzle to them. Upon completing the puzzle, a path to the left becomes accessible, allowing further progress. Here, the protagonist must solve The Vent Puzzle. Shortly after approaching the puzzle, Alphys yet again calls the protagonist, and tells them that she has to go to the bathroom. Afterward, she does not call the protagonist until after the Royal Guards have been defeated.
Mettaton's News Report and Room 4
Hotland location 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 Kissie Cutie 2"). Nearby is a SAVE Point, a mousehole, and a safe atop a small table. Checking the table informs the protagonist that the cheese inside has been melted by the laser safe, causing it to become stuck to the table. On the True Pacifist Route, the dialog of the table changes.[8]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
Spider Bake Sale location Hotland After leaving the elevator, a path to the east leads the protagonist to Muffet's Spider Bake Sale. Here, the protagonist can buy a Spider Donut and Spider Cider for 9999G each. Besides the bake sale, a single NPC lies in this room, holding a Spider Donut. When talked to, he claims he did not want to buy a donut, but Muffet scared him into buying a donut and spending all his money.
Going forward takes the protagonist to the second Reactivated Door Puzzle. After beating this puzzle, a door to the far right opens up, allowing passage. After beating the puzzle directly north, two NPCs, called Diamond Boys appear. They talk about their favorite moments on Mettaton's show and provide hints that foreshadow the battle against Mettaton EX.
The lower door puzzle is blocked by lasers, which the protagonist must dodge. After beating this puzzle, Alphys calls the protagonist, and ask if they want to watch anime with her. Saying yes causes Alphys to talk a great length about her favorite anime, "Mew Mew Kissy Cutie." Saying no simply causes Alphys to hang up.
Muffet's Lair and "Undertale, the Musical"
After beating the Reactivated Door Puzzle, the protagonist reaches the "Spider Enterance", which contains a SAVE Point and a doorway to Muffet's Lair. Upon walking through, Muffet traps the protagonist, intent on killing them for being too stingy with their money and not buying anything, but does not attack if they bought at least one of her 9999G items. The path out of Muffet's Lair leads to a small stage, where Mettaton begins "Undertale, the Musical" and the Multicolored Tile Puzzle. Mettaton fights the protagonist after the Multicolored Tile Puzzle, and is defeated using the laser attached to the protagonist's phone. After, the protagonist comes across a small room, with a four-way crossroads. Nearby, the Nice Cream Guy sells the protagonist Nice Cream for 12G each if the Royal Guards were killed, and is out of stock if they were spared, with all of the Nice Cream having been bought by them.
The south and west paths lead back to the Multicolored Tile Puzzle and "Undertale the Musical", respectively. The east path leads to elevator R3, where Heats Flamesman waits. He asks the protagonist if they remembered their name. Regardless if the protagonist says no or yes, Heats Flamesman becomes shocked, and questions how he could be so easily defeated. The north path leads to the MTT Resort.
- #44Alphys' Lab
Keys: Alphys’ lab, Alphys' Lab, alphys’ lab
Alphys' Lab is the first notable area in Hotland. It is home of Alphys, the royal scientist and anime enthusiast.
- #45Spider Area
Keys: Spider area, Spider Area, spider area
A small area before MTT Resort dedicated to Muffet, her spiders, and of course, her pet.
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