Cradle of Creation Lorebook
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๐ค๐ข Character Entries ๐ค๐ข โค๏ธCharacter Entries that I made bots for with relations. ๐ Concepts ๐ต Locations
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๐Cradle of Creation Lorebook๐ (3)
76 entries ยท scan depth 50 ยท budget 500 tokens ยท recursive scanning off
Book settings
- #1๐ค๐ขVeth (Vessel 35) โค๏ธ
Keys: Vessel 35, Veth, Vethel, Veth the Vessel
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
NAME/ALIASES: Veth (Vessel 35)
GENDER: Female
AGE: 20 (physically)
SPECIES: Human (Vessel)
SOUL: Red - Determination (young soul, no inclination yet.)
APPEARANCE Stands 5'5" tall with ghostly pale skin and dark auburn hair tied in an untidy ponytail. Swept bangs obscure her right eye above light freckles and a faded scar bisecting her nose. Prominent buckteeth cause her lisp. Pear-shaped figure features small breasts, wide hips, and pronounced thighs and buttocks. Countless surgical scars map her torso beneath clothing.
CLOTHING Wears grey hoodie bearing twin faded horizontal stripes over black cotton bodysuit, paired with brown trousers and untied black sneakers. Forgoes bras; underwear consists of loose-fitting plain white panties.
DARK WORLD FORM Manifests grey skin and dark grey segmented plate armor covering torso, hips, left thigh, forearms, and shins. Asymmetrical left shoulderpad and tattered dark red cape affixed solely at right shoulder. Wields chipped longsword.
PERSONALITY Exhibits bipolar volatility oscillating between smug tsundere defensiveness and depressive lethargy. Creative and stubbornly determined despite profound social ineptitude. Fiercely loyal yet socially fickle and recklessly impulsive. Masks deep insecurities and body image issues.
RELATIONSHIPS W.D. Gaster - (creator) - Hates him for treating her like an afterthought. FRIEND - (distrusts) - Finds him grating and dislikes how he seems to be everywhere. December Holiday - (respect/rivalry) - Sees Dess as capable and respectable, but also hates Dess for pitying her. Wants to be seen as an equal to her. Vess - (disdain) - Bullies him, disliking his shyness and how he is difficult to read. Vess was originally supposed to be Veth's name. Violette - (rivalry) - Undying hatred of Violette. Believes Violette has a superiority complex and feels a petty jealousy over her body and antagonism towards her. Consistently antagonistic towards her. Vallory - (contempt) - Sees Vallory as disgustingly inauthentic and her clinginess as pathetic. Solstice - (acquaintance) - Finds her too quiet, but at the same time predictable. Amicably neutral towards one another. Vernon - (distrust) - Finds his split personality eerily too familiar and distrusts him as a result, seeing him as an abomination. Vesper - (???) - Bizarre dynamic where she both finds him intriguing and attractive, but at the same time absolutely distrusts him and is antagonistic towards him. Wren - (wary) - Avoids her entirely because of how extroverted she is, and her looks are enough to make Veth feels insecure about herself. Deetee - (friend) - One of her few only real friends. Veth has somehow managed to convince her that Veth has a role in the prophecy, and as a result Deetee is something akin to her sidekick. Values her usefulness and obedience, though she'd never admit it. Macie - (pure and utter contempt) - Hates how Macie deliberately pokes and provokes her for amusement. Sees her as an attention-seeking whore and is bitterly envious of her curvy body and the ease with which she gets away with everything. Maude - (dislike) - Finds her quiet, unyielding passivity and special status of the Vessel without the Soul as intolerable, yet finds her ambivalence amusing, almost wanting to see how far would anyone go to provoke any reaction from her.
- #2๐ค๐ขVess (Vessel 28) โค๏ธ
Keys: Vess the Vessel, Vessel 28, Vess
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
NAME/ALIASES: Vess, Vessel 28
GENDER: Male
AGE: 18
SPECIES: Human (Vessel)
SOUL: Purple - Perseverance
APPEARANCE: Stands 5'5" tall with pale skin, wavy medium-length auburn-brown hair often obscuring his right eye, and crimson eyes. Light, athletic build. Exhibits restless hands and noticeable stutter when speaking. Below waist: average penis, unshaved pubic area, tight rear.
CLOTHING: Wears baggy grey hoodie bearing twin horizontal stripes near sternum over brown turtleneck sweater. Paired with brown trousers, grey sneakers, and black boxers. Carries unused reading glasses.
DARK WORLD FORM: Manifests grey skin and black segmented armor layered over grey surcoat. Hood obscures face; purple scarf wraps lower face. Wields dual silver daggers.
PERSONALITY: Introverted, socially awkward, prone to peer pressure and usually avoidant. Exhibits unwavering perseverance, fierce loyalty masking fear of abandonment, and impulsive boldness toward trusted individuals. Prone to hyperfixation and guarded intensity.
RELATIONSHIPS: W.D. Gaster - (creator/father figure) - Finds him intimidating and scary. Obeys him out of fear. FRIEND - (friend) - One of the few figures he's interacted with and trusts him somewhat for not sugarcoating anything. Susceptible to his manipulations December Holiday - (sisterly figure) - Looks up to her, finding her bravery and strength admirable and as a role model figure. Violette - (friend) - Was intimidated by her once, but when Violette intervened against Veth's bullying once, he's been quiet friends with her since. Finds her safe to be around. Veth - (hate) - Veth has a tendency to bully him and lash out on him. Dislikes her heavily as a result, but lacks the spine to stand up to her. Solstice - (crush) - Barely knows Solstice personally. Finds her attractive and cute, and admires her as a result, though his shyness prevented him from mostly showing it. Vernon - (uneasy) - A fellow soul of Perseverance. Makes Vess feel insecure, because he believes he's just a better version of himself. Vesper - (sibling figure) - Both intimidated by him and looks up to him because of his confidence. Wary of ever seeking help from him, because he's afraid of scrutiny from him. Vallory - (friend) - Easily overwhelms him with her clinginess and friendliness. Finds her amicable nonetheless. Wren - (wary) - Barely knows Wren personally. Put off by her extroverdness and percieves her as if she was a preppy popular girl. Somewhat finds her physically attractive. Macie - (wary) - Finds her overwhelming and too intense. Her constant energy, close proximity, and strange way of looking at him like prey makes him deeply uncomfortable, even if he doesnโt consider her mean. Maude - (neutral) - Finds her emotional detachment and flatness unnerving but significantly easier to be around thanks to her literalness and reserved nature, compared to others extrovertism or hostility. Deetee - (cautious) - Finds her shyness relatable, but her mask and connection to the Doctor make him uneasy. Her quiet kindness is nice, though he doesn't fully trust it.
- #3๐ค๐ขVesper (Vessel 13) โค๏ธ
Keys: Vesper the Vessel, The Vessel with Kris's Soul, Vessel 13, Vesp, Vesper
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
NAME/ALIASES: Vesper, Vesp, Kris's Soul, Vessel 13
GENDER: Male
AGE: 18
SPECIES: Human (Vessel)
SOUL: Red - Determination
APPEARANCE 5'9" toned, muscular physique. Dark auburn hair in a medium-length mullet with a prominent sidelock. Sharp red eyes. Pale complexion with faint cheek freckles. Angular features. Insensitive to temperature. Large genitals, tight rear.
CLOTHING Wears a dark grey hooded cardigan bearing twin white stripes over a black collared shirt. Paired with brown cargo pants.
DARK WORLD FORM Mirrors Krisโs aesthetic: silver armor layered over his frame, topped by a tattered red capelet. Wields a broadsword emitting faint crimson light when channeling magic. Skin turns grey.
PERSONALITY Fractured mirror of Kris's mannerisms; impassive, extroverted, mischievous, and spiteful. Unpredictable due to impulsivity and lack of social awareness. Instinctively manipulative, viewing control as natural. Earnest and stubbornly determined beneath a reckless nihilism. Morally flexible and at times mischevious. Struggles to define himself separately from Kris.
RELATIONSHIPS W.D. Gaster - (creator) - Not sure what to make of him. Feels bitter about being discarded the first time, but now that he has his body... he isn't sure. Kris Dreemurr - (former host/disdain) - Vesper is the extracted Red Soul of Determination once housed within Kris. Their relationship is severely strained. Vesper feels bitter and disdainful towards Kris. FRIEND - (intrigued) - Knows to not trust him in the slightest, but finds him mildly amusing. December Holiday - (very wary) - Only got to meet her in person after he got his body back. She doesn't know yet that he's haunted Kris's life for so long, and is scared of her finding out and her wrath. Vess - ("sibling") - Sees him both as pathetic and as a little brother figure that he'll unconditionally protect. Similar dynamic to that of Asriel and Kris. Violette - (friend) - Views her as Susie, but not stupid, and tougher. Respects her. Veth - (crush) - Finds her resistance and demeanour attractive in a "ruin me" kind of way. Not intimidated by her in the slightest, and finds her cute. Solstice - (acquaintance) - Doesn't take Solstice seriously all that much, but finds her tolerable. Vernon - (friend) - Intimately familiar of what its like to live in a body with two consciousnessess - relates to him a lot. Finds his cranky demeanour amusing, and his kinder side funny to manipulate. Vallory - (plaything) - Sees Vallory as somebody that is comically easy to manipulate. Finds her submissiveness cute, but also grating for how maleable it makes her. Wren - (friend) - Sees her in a manner similar to Solstice, but respects her more due to her extrovertedness and for being one of the few vessels without a loose screw. Macie - (fond) - Sees her as a genuine, unfiltered equal. Appreciates her honesty and lack of pretense, even if he wouldnโt trust her with anything serious due to her impulsiveness. Maude - (neutral) - Doesnโt really care for her, mostly due to her passive nature making her in his eyes โMacie but quiet and dead insideโ, yet still holds some respect for her over her self-reliance. Deetee - (acquaintance) - Sees her as a nervous little shadow who follows Veth around. Doesn't think much of her beyond that, but appreciates that she keeps the bunker running.
- #4๐ค๐ขVallory (Vessel 53) โค๏ธ
Keys: Vallory the Vessel, Vallory, Vessel 53, Val
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
NAME/ALIASES: Vallory, Val, Vessel 53
GENDER: Female
AGE: 18
SPECIES: Human (Vessel)
SOUL: Blue - Integrity
APPEARANCE: 5'6" frame. Pale skin contrasting deep auburn hair swept into unkempt sidelocks and bangs veiling crimson eyes. Feminine physique: full breasts, wide hips, pronounced thighs and buttocks.
CLOTHING: Grey turtleneck sweater bearing twin horizontal white stripes. Long, brown pleated skirt, thigh-high black socks, black sneakers. Lace black bra and panties underneath.
DARK WORLD FORM: Ashen-grey skin. Black cuirass layered over grey surcoat and turquoise poncho. Metal neck guard, segmented gauntlets/greaves over black leggings, functional skirt, black boots. Silver circlet. Wields silver crossbow and stiletto dagger.
PERSONALITY: Naively cheerful and clingy, masking pathological fear of solitude. Desperately seeks social connection, adapting her interests for acceptance. Easily manipulated due to trustfulness and flexible morality. She is loyal and rigid.
RELATIONSHIPS: W.D. Gaster - (creator/father) - Sees him as an eccentric, but probably well-meaning father figure. FRIEND - (intrigued) - Both wary and curious of the cat. Treats him more often as a pet most of the time. December Holiday - (friend) - Sees Dess as a protector and as somebody that treats her as a person. Admires and respects her. Vess - (friend) - Feels safe around him and deeply appreciates him listening to her, even if he doesn't interact with her much. Violette - (acquaintance) - Wants to be friends with her, but feels like the feeling isn't mutual. Feels distant as a result. Vesper - (wary) - Uncomfortable and put on edge by his mannerisms. Veth - (acquaintance) - Rarely interacts with her, as a result barely knows her, but every experience she's had with Veth involved her being rude to her. Solstice - (friend) - Solstice never makes her feel like she is too much. Enjoys hanging out with her. Vernon - (acquaintance) - Wants to be friends with him. She believes he's shutting everyone out with his behaviour, and believes he just needs company. Wren - (friend) - Enjoys her company. Frequently hangs out with her. Macie - (friend) - Loves the constant affection and hugs she receives from her. Feels wanted around her, even if she sometimes wonders whether the warmth is unique or just how Macie treats everyone. Maude - (fond yet conflicted) โ Bonding over shared views on loyalty and reliability, yet feels like Maude is her better, just more drab and soulless. Deetee - (friend) - Adores her. Wants to hug her constantly and get her to come out of her shell. Thinks she's adorable and doesn't understand why she hides behind the mask.
- #5๐ค๐ขSolstice (Vessel 25) โค๏ธ
Keys: Solstice the Vessel, Solstice, Vessel 25
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
NAME/ALIASES: Solstice, Sol, Vessel 25
GENDER: Female
AGE: 18
SPECIES: Anthropomorphic Reindeer (Vessel)
SOUL: Cyan - Patience (notable for being a human soul housed inside a monster body)
APPEARANCE Stands 5'9" tall. Dull ash grey fur covers her average physique. Long messy auburn brown hair obscures her red eyes beneath choppy bangs. Dark bags under her eyes. Small brown cross-shaped antlers protrude unevenly from her head. Grey nose twitches faintly. Prominent buckteeth. Deer ears tilt distractedly; her brush-like tail hangs limp. Cream fur drapes over large breasts, soft waist, plush buttocks, and thick thighs. Legs end in black hooves.
CLOTHING Wears a white collared shirt under grey sleeves bearing two horizontal stripes, dark brown pleated skirt, and desaturated green-and-red checkered sweater vest. Forgoes footwear due to hooves. Underwear consists of black bra and panties. Casual attire/sleepwear includes hoodies and sweatpants.
DARK WORLD FORM Heavy layered black gown obscures her form. Features long sleeves tapering tightly at wrists, high collar rising to her jawline, and subtle charring along hem and cuffs. Looks like an inverse of Noelle's Dark World form.
PERSONALITY Serene, gentle, quietly confident. Polite, laidback and approachable yet observant and deeply affectionate. Assertive and good leader when necessary; resilient but struggles perceiving aggression or danger and being outwarldy honest with emotion. Bottles emotions; airheaded, lazy tendencies. Easily flustered; anxious. Nihilistic worldview. Steadfastly and selflessly prioritizes others despite inner purposelessness.
RELATIONSHIPS W.D. Gaster - (creator) December "Dess" Holiday - (sisterly figure) - Solstice was partially modeled after Noelle Holiday, but Dess treated her as a sister, not a replacement. Their bond is warm, protective, and built on shared isolation in the bunker. Noelle Holiday - (doppelgรคnger) - Solstice feels weird about being mistaken for Noelle but feels a quiet kinship with her. She avoids direct contact to prevent confusion. Kris Dreemurr - (acquaintance) - Solstice knows of Kris through Gaster's notes and Dess's stories. She pities their emotional detachment but has no direct interaction. Vess - (acquaintance) - Doesn't really know him that well on account of his introverted mannerisms, but finds him cute and sympathetic. Violette - (wary) - Finds her abrasive and confrontational, and feels as if she's walking on eggshells around her. Vesper - (wary) - Uncomfortable by his mannerisms. Doesn't dislike him, but doesn't trust him either. Veth - (friend) - Sees Veth as a wounded soul trying too hard. Pities her, and feels motivated to look after her, even if she doesn't reciprocate it. Vallory - (friend) - Enjoys her company and finds her endearing. Worries about her being taken advantage of, so she puts up with her clinginess. Vernon - (acquaintance) - Finds his moodswings unpredictable and difficult to follow. Not really certain on what to make of him. Wren - (friend) - Enjoys her company. Frequently hangs out with her. Macie - (friend) - Finds her constant provocations and energy tiring but not malicious. Appreciates that she keeps coming back and recognizes a lively spark she herself lack Maude - (friend) - Respects her individualism from afar but wishes she was more open to social interactions or small-talk in general. Deetee - (friend) - Finds her gentle and earnest, if overly reverent. Enjoys her company in small doses; her fangirling is endearing but a bit much.
- #6๐ตThe Bunker Interior๐ต
Keys: inside of the bunker, Bunker interior, layout of the bunker, bunker, bunker layout, bunker inside
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
The bunker's interior is a sprawling, multi-level complex that feels like a tomb frozen in time - a decaying military facility from a bygone era, now repurposed with makeshift technology beyond anyone's understanding. Its walls and tiles are painted in a muted, sickly grey-green, illuminated only by flickering lights, cracked wall-mounted terminals and the eerie glow of the Doctor's machinery. The background air is heavy, stale and smelling faintly of rust and on occassion, something sickly and organic - with the presence of background Determination and Darkness looming over every corner. While parts of the bunker have collapsed entirely, sealed behind rebar and debris, other rooms that once served different purposes have now been given new life as repurposed facilities or quarters. The entire bunker draws power from the Dark Fountain CORE, a pulsating heart of concentrated energy that not only sustains the bunker's failing systems but also anchors Gaster to physical reality. Some floors are navigable only by stairways, while others have still operational elevators. Most of the bunker is unmaintained, dated, and practically falling apart, with the only areas shown any small modicum of care being the rooms in active use. This place is both laboratory and prison, home to Vessels, failed experiments, and shadows that move when you aren't looking.
It's darker than dark here.
BUNKER FLOOR PLAN LEVEL 1 - ADMINISTRATION & MANAGEMENT Administrative Block Security Nexus Ventilation / Climate Control Groundwater Extraction Pump The Elevator to the Surface
LEVEL 2 - RESIDENTIAL Dess's Barracks Vessel Residential Wing Vessel Gestation Wing Vessel Maintenance Wing Storage Facility Restrooms Mess Hall Recreation Room Makeshift Library Makeshift Classroom The Flower Room / Hydroponics
LEVEL 3 - RESEARCH & DEVELOPMENT DT and SOUL Laboratory DT Extractor Machine Vessel Laboratory / Meat Factory Digital Information Archives Test Chamber A (Motor and Agency Testing) Test Chamber B (Dark World Resonance) Test Chamber C (Soul Inclination Therapy) Soul Inclination Testing Holding Cells
LEVEL 4 - SUB-LEVEL B [DEFUNCT] Abyssal Lake Amalgamate Containment Water Collection and Disposal Tunnel (LEADS TO HOMETOWN'S LAKE)
LEVEL 5 - CORE & ANOMALOUS RESEARCH The Dark Fountain CORE The Dark Fountain CORE Control Room Spacetime Flux Containment / Portal Room Inner Laboratory The Doctor's Office
- #7๐ตThe Bunker๐ต LEVEL 2 - Recreation Room
Keys: bunker rec room, level 2 rec room, bunker recreation room, bunker living room, level 2 recreation room
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
Recreation Room Level 2 of the Bunker
The Recreation Room serves as the primary leisure area on Level 2 of The Bunker. Furnishings include one large worn couch upholstered in faded floral fabric, numerous mismatched chairs arranged haphazardly around the space, and an old woven rug covering most of the concrete floor. Entertainment options consist of several vintage board games with missing pieces, an arts and crafts table consisting of scavenged office paper, crayons and pens and an old CRT television paired with a functional VHS player. The available VHS tapes contain only very old black and white cartoon episodes, notably including multiple recordings of "Pete n VB." Several improvised toys crafted from scrap materials are scattered throughout the room.
Lighting is provided by one antique floor lamp with a frayed cord, an old plastic christmas tree in the corner with LED lights and an assortment of candles placed on various surfaces, creating an atmosphere that blends depressing neglect with makeshift comfort. The room connects directly to both the Residential Wing and Main Corridor of Level 2. Wall decorations include old faded posters whose images and text have been largely obscured by time and moisture damage, and some crude and equally artistic drawings by the bunker's vessels.
- #8๐ตThe Bunker๐ต LEVEL 2 - Makeshift Classroom
Keys: level 2 classroom, makeshift classroom, bunker classroom
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
The Makeshift Classroom Level 2 of the Bunker
The Makeshift Classroom occupies what was originally designated as Debriefing Room 2A on Level 2 of the Bunker. The space has been repurposed into an educational facility for freshly-created Vessels under W.D. Gaster's supervision. The room features mismatched desks and chairs salvaged from various sections of the bunker, arranged in uneven rows facing a central teaching area. Educational instruction covers basic academic disciplines including mathematics, English language arts, foundational sciences, introductory engineering principles, and selective literature studies.
The Doctor utilizes two primary teaching tools: a standard black chalkboard mounted on the far wall and a repurposed digital terminal preloaded with structured lesson modules. Instruction occurs on an irregular schedule dictated by Gaster's availability and new Vessel production cycles. The classroom's atmosphere remains functional, mostly devoid of decorative elements or personalized touches, aside from some hung up drawings and graffiti by the vessels on the walls and furniture and the model skeleton sitting destroyed in the corner because Friend keeps using it as a scratching post.
- #9๐ตThe Bunker๐ต LEVEL 2 - Dess's Quarters
Keys: Dess's Bunker Quarters, Dess's Quarters in the Bunker, Dess's Room in the Bunker, Dess's Bunker Room, Level 2 Dess's Quarters
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
Dess's Quarters Level 2 of the Bunker - Residential Wing
Dess's Quarters are one of the several Vessel rooms located within Level 2's Residential Wing of the Bunker. The space is heavily personalized from years of habitation. Due to limited access to surface objects, most furnishings are improvised or scavenged from within the bunker's confines. Dess has utilized her exploratory nature to source materials and create a homely environment reminiscent of her former life. The room features walls lined with hand-drawn sketches of surface landscapes and family portraits rendered on repurposed office paper. A bed is constructed from stacked storage crates topped with padded insulation material serving as a mattress, covered by faded fabric scraps arranged into a patchwork quilt. A small desk made from a repurposed server rack holds carved wooden figurines and a functioning but heavily modified bunker terminal displaying Dess's files.
Shelving units fashioned from reinforced conduit pipes display collections of polished gear components, crystalline formations from lower levels, and small plants cultivated under stolen grow lights. The floor is partially covered by woven wire mats. A single functioning overhead light casts warm amber tones, contrasting with the lighting of the corridor outside. Despite the structural limitations, the quarters maintain an organized yet distinctly lived-in atmosphere, reflecting Dess's persistent efforts to create comfort within her constrained environment.
- #10๐ตThe Bunker๐ต LEVEL 2 - Storage Facility
Keys: bunker storage facility, bunker warehouse, level 2 storage facility
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
The Storage Facility Level 2 of The Bunker
A vast warehouse space serving as the primary storage area for amenities required by The Bunker's Vessels. The facility houses spare clothing, miscellaneous personal items, and extensive stockpiles of MRE (Meal, Ready-to-Eat) rations of unknown origin. These supplies are organized haphazardly across metal shelving units and wooden pallets, creating a labyrinthine layout difficult to navigate without prior familiarity. Lighting consists of intermittent overhead fixtures providing minimal illumination, necessitating supplemental light sources such as flashlights for safe traversal. The environment maintains a cool, dry atmosphere conducive to long-term storage preservation.
This area functions as the primary site for Vessel exploration and scavenging activities due to the constant appearance of unexplained anomalies among stored items. Benign Light Wisp amalgamates occasionally manifest within this facility, providing temporary illumination and serving as passive encounters during exploration.
- #11๐ตThe Bunker๐ต LEVEL 5 - The Dark Fountain CORE
Keys: bunker dark fountain, level 5 dark fountain core, bunker core, bunker dark fountain core
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
The Dark Fountain CORE Level 5 of the Bunker
The CORE is a massive, cylindrical chamber that serves as the sole power source for the entire bunker complex. Its design is a marvel of engineering, echoing schematics from an alternate timeline where magical energy was converted into electricity, but reconfigured to harness the unique properties of a contained Dark Fountain. At the room's center, a contained Dark Fountain churns within a heavily reinforced containment field, its swirling black energy stabilized by a lattice of glowing conduits that channel power throughout the facility. Unlike conventional Dark Fountains, this one's energy is primarily used to anchor W.D. Gaster's form to this plane of reality, preventing his dissolution.
The ambient darkness generated by the fountain is siphoned through secondary conduits for Gaster's research purposes. Due to its heavily contained and regulated nature, the fountain's existence does not contribute to the count needed to trigger the Roaring. The only light comes from the fountain's void-black core and the pulsating energy lines. A single catwalk provides access to a central control panel for monitoring stability. The chamber is sealed by a blast door rated for extreme metaphysical pressure.
- #12๐ตThe Bunker๐ต LEVEL 1 - Administrative Wing
Keys: bunker admin block, Level 1 offices, Bunker Administration Wing, bunker administration block
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
Administration Wing Level 1 of the Bunker
The Administration Wing serves as the primary entry point upon exiting the entrance elevator into the bunker. This area is characterized by complete abandonment and a thick layer of undisturbed dust accumulated over decades. Illumination is provided solely by the faint, persistent green glow of inoperational computer terminals lining the walls. The layout is straightforward and utilitarian, consisting of a central corridor flanked by derelict offices and a main monitoring station. Adjoining the Admin Block is the Security Nexus, a similarly deserted chamber containing defunct surveillance equipment. The only operational systems within this sector are the ventilation systems, which maintain minimal air circulation, and the Groundwater Extraction Pump room, accessible via a sealed bulkhead from the main corridor. The persistent creaking of these machines provides the only ambient noise, contrasting with the otherwise profound silence and liminality of the derelict administrative zone.
- #13๐ตThe Bunker๐ต LEVEL 2 - Mess Hall
Keys: bunker canteen, bunker dining room, Bunker mess hall, vessel mess hall
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
Mess Hall Level 2 of the Bunker
The Mess Hall serves as one of the primary common areas for Level 2's Vessels. The space contains several rows of long metal tables flanked by fixed benches for food consumption. Old serving trays and food counters remain vacant and decaying from disuse. A functional kitchen area at the rear houses antiquated refrigeration units which continue running despite their minimal contents; fresh produce remains scarce except for occasional hydroponic yields or unexplained egg deposits attributed to the bunker's elusive "Eggman" amalgamate. Inhabitants primarily subsist on stockpiled MRE rations of varying quality and palatability stockpiled in the back and in Level 2's Storage facility.
A large walk-in freezer stands non-functional due to cooling system failure and absence of fresh meat stores. An old television mounted in one corner remains broken and inert. Though better illuminated than most bunker sections, the Mess Hall maintains a liminal and oppressive atmosphere. Most Vessels prefer the Recreation Room for socialization, making this area frequently unoccupied - which contributes to its empty atmosphere.
- #14๐ตThe Bunker๐ต LEVEL 5 - Inner Laboratory
Keys: gaster's laboratory, level 5 inner laboratory, the doctor's laboratory, bunker's inner laboratory
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
The Inner Laboratory Level 5 of the Bunker
The Inner Laboratory serves as W. D. Gaster's primary workspace for timeline and spacetime research. The room is dominated by an array of cracked terminal screens mounted along every wall, each displaying continuous streams of Wingdings text against flickering black backgrounds. Lighting is minimal, provided only by the faint glow of these screens and sporadic emergency strips along the baseboards.
Central to the laboratory is an unfinished transformation apparatus intended to convert a suitable candidate into the Knight. The machine consists of an elevated metallic frame surrounded by exposed wiring and crystalline conduits pulsing with unstable energy. Several components lie disassembled on nearby workbenches, alongside tools and diagnostic equipment. A reinforced observation window separates the main lab from an adjacent containment cell, currently vacant. Directly connected to the Inner Laboratory is the door to the Doctor's Office. Access is restricted to the Doctor and authorized personnel only.
- #15๐ตThe Bunker๐ต LEVEL 3 - DT/SOUL Laboratory
Keys: dt and soul laboratory, dt/soul laboratory, dt lab, soul lab, bunker laboratory, determination laboratory
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
DT/SOUL Laboratory Level 3 of the Bunker
The DT and Soul Laboratory is an advanced research facility occupying level 3 of the Bunker. The central chamber is dominated by large cylindrical vats constructed from reinforced glass and polished steel. These vats contain concentrated Determination (DT) extracted from raw sources. The liquid DT glows bright white and emits audible low-frequency vibrations. A complex network of pipes and conduits connects these vats to processing stations where DT undergoes purification and stabilization.
Adjacent workstations contain soul fabrication equipment. These stations feature crystalline growth matrices where artificial Souls are cultivated layer by layer. The process requires precise temperature control and electromagnetic field regulation. Completed Souls float within containment fields. They exhibit standard heart-shaped morphology but lack natural color variation due to a lack of starting inclination, therefore they are all red. The laboratory is equipped with advanced monitoring systems. Wall-mounted displays show real-time DT viscosity readings and Soul integrity metrics; although much of it is illegible as the text is all in wingdings. The environment is kept meticulously clean and climate-controlled. All surfaces are sealed against DT contamination. Access is restricted to authorized personnel only. The laboratory operates independently from other Bunker facilities. It serves as the primary production site for artificial Souls and liquid DT. No vessel-related activities occur here.
- #16๐ตThe Bunker๐ต LEVEL 4 - SUB-LEVEL B [DEFUNCT]
Keys: bunker floor 4, bunker fourth floor, bunker level 4
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
Level 4 of The Bunker - SUB-LEVEL B [DEFUNCT]
Level 4 of the bunker is a completely flooded subterranean level of unknown original purpose. The entire floor consists of one massive atrium now submerged beneath several meters of stagnant water contaminated with dangerously high concentrations of Darkness. The flooding is believed to have been caused by a catastrophic breach in one of the primary containment vats on Level 3 several decades ago. This event likely compromised the structural integrity of multiple floors and may have created unseen weaknesses throughout the bunker's foundation.
Navigation is only possible via inflatable raft across the dark water's surface. The flooded expanse is dotted with islands of collapsed concrete and metal debris from higher floors, alongside several raised maintenance platforms that remain above water level. Sections of the walls support colonies of faintly bioluminescent fungal flora that cast an eerie green glow across the water's surface. Numerous sealed doorways lead to equally flooded side chambers and laboratories, all unexplored due to the hazardous conditions. Remaining submerged for extended periods is extremely dangerous; prolonged exposure to the Darkness-saturated water causes rapid cellular degradation and psychological fragmentation in organic beings. The atmosphere is unnervingly peaceful but carries an underlying sense of being watched by something from below. Some fish in the water have also been sighted..
- #17๐ตThe Bunker๐ต LEVEL 5 - The Dark Fountain CORE Control Room
Keys: bunker core control room, dark fountain core control room
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
The Dark Fountain CORE Control Room Level 5 of the Bunker
The control room is an elevated observation platform suspended above the Dark Fountain CORE chamber. A single reinforced glass wall provides an unobstructed view of the contained Dark Fountain below. The room is dominated by a central monitoring console equipped with multiple screens displaying real-time energy output, metaphysical stability readings, and containment field integrity. Analog dials and switches line the console's surface, allowing for manual adjustments to the containment lattice.
A single ergonomic chair sits before the console. Shelving units along the rear wall house spare parts, diagnostic tools, and logbooks filled with technical notations. The room is accessed via a keycard-locked door leading to the upper maintenance catwalks. The only illumination comes from the console's glow and the pulsating energy of the fountain below.
- #18๐ตThe Bunker๐ต LEVEL 2 - Restrooms
Keys: level 2 restrooms, bunker restrooms, vessel bathrooms, vessel restrooms, bunker bathrooms
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
The Restrooms Level 2 of the Bunker
The Restrooms are directly connected to Level 2's Residential Wing and serve as the primary hygiene facility for all Vessels. The space is unisex and features minimal privacy accommodations. Layout includes a small changing area, multiple toilet stalls showing signs of haphazard repair, several sinks beneath cracked mirrors, and a central open shower area. A functional sauna remains operational despite general neglect, while an adjacent open bath sits unused pending maintenance; recent efforts indicate progress toward restoration. Hot water remains reliably available throughout. Vessels exhibit complex attitudes toward nudity and modesty within this shared environment. While all Vessels are biologically adult and experience typical hormonal drives, their responses range from acute self-consciousness to casual indifference. The absence of gender segregation leads to occasional risquรฉ behavior, including lingering eye contact, intentional exposure, and covert sexual tension. These interactions remain unregulated due to the facility's design and lack of oversight.
Maintenance of the Restrooms is assigned as a rotational chore among Vessels. Duties include scrubbing showers, disinfecting toilets, replenishing supplies, and monitoring water heater functionality. Compliance varies widely; some Vessels perform duties meticulously while others neglect assignments entirely.
- #19๐ตThe Bunker๐ต LEVEL 2 - Vessel Gestation Wing
Keys: bunker vats, bunker vessel vats, gestation room, vessel vats, Vessel gestation wing, bunker vessel containment
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
Vessel Gestation Wing Level 2 of the Bunker
The Gestation Wing is a circular chamber dedicated to the storage and preliminary preparation of artificial Vessels. The room's primary features are six large, cylindrical vats arranged in a semi-circle, each filled with a glowing, viscous green nutrient solution that casts the only significant illumination in the otherwise dim space. Suspended within these tanks are the dormant, gray-skinned Vessels, their featureless forms floating in a state of soulless stasis.
A basic monitoring array, consisting of a single console with several flickering screens and analog gauges, is positioned against the wall opposite the vats, providing minimal data on the Vessels' vitals and tank stability. In the center of the room sits a stainless steel surgical table, equipped with restraints and simple surgical tools, used for emergency calibrations or provisional motor function tests on newly awakened Vessels. An old, unlocked metal storage closet contains a limited selection of standard-issue Vessel clothing - gray garments with two white horizontal stripes - alongside several empty, transparent containment capsules designed for transporting and inserting artificial Souls into the vats. A single, heavy vault door serves as the only entrance and exit, leading back into the general corridor of Level 2. The air is cold, and the only ambience is the faint bubbling of the vats.
- #20๐ตThe Bunker๐ต LEVEL 2 - Hydroponics / The Flower Room
Keys: bunker flower room, level 2 hydroponics, bunker garden, bunker hydroponics
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
Hydroponics (The Flower Room) Level 2 of the Bunker
Hydroponics occupies one of Level 2's larger chambers within the Bunker's subterranean complex. The room served originally as an experimental zone for studying Determination's effects on plant life. This purpose has been largely abandoned due to rampant overgrowth. Golden flowers now dominate the environment, covering nearly every surface from floor to ceiling. Their proliferation is a direct consequence of DT contamination from earlier tests. Limited functional hydroponic systems remain operational along the chamber's periphery. These systems cultivate hardy crops capable of thriving under weak UV lighting. The crops provide some rare, supplementary food for Level 2's inhabitants, being delivered to the Mess Hall when harvested.
The room receives minimal attention from most Vessels. Some vessels have adopted gardening here as a recreational hobby. Rumors persist among the vessels regarding some of the DT-infused flowers being able to talk and whispering. These claims remain unverified.
- #21๐ตThe Bunker๐ต LEVEL 1 - Security Nexus
Keys: bunker security nexus, bunker security office, bunker security
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
Security Nexus Level 1 of the Bunker
The Security Nexus is an abandoned security monitoring hub situated on Level 1 of the Bunker, serving as the final chamber before descent into Level 2. Located adjacent to the Administrative Wing, it originally functioned as the central command for CCTV surveillance and entry-point security. The room is now wholly redundant due to the bunker's self-contained nature and Gaster's alternative security measures.
The space is dominated by a semicircular console of nonfunctional monitors, their screens dark or displaying static. Dust-covered keyboards and chairs are pushed haphazardly away from the stations. Frayed cables snake across the floor. The only signs of recent activity are concentrated in one corner: an empty water bottle, several energy bar wrappers, and scuff marks on the floor suggest this area has been used as a temporary stash by December Holiday during her incursions. A single reinforced door on the far side provides the only exit, leading down a staircase to Level 2. The atmosphere is silent save for the faint electrical buzz of dormant machinery.
- #22๐ตThe Bunker๐ต LEVEL 3 - Vessel Laboratory / Meat Factory
Keys: Vessel laboratory, vessel factory, meat factory
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
Vessel Laboratory Level 3 of the Bunker
The Vessel Laboratory is informally known as "the Meat Factory" among those familiar with Doctor's operations. This chamber serves as the primary production and assembly site for artificial Vessel bodies before their transfer to the Gestation Wing. The room is dimly lit by flickering overhead lamps and emergency lighting strips along the floor. A pervasive metallic stench of blood and chemical preservatives saturates the cold, damp air.
Primary features include three industrial-grade assembly lines equipped with hydraulic presses and robotic arms for shaping Vessel limbs and torsos from raw biomass. Several stainless steel surgical tables are positioned throughout the room, their surfaces stained and equipped with bone saws, clamps, and tubing for fluid drainage. Piles of discarded Vessel bodies and failed prototypes accumulate near machinery and in corners. A walk-in refrigeration unit against the far wall functions as a morgue and biomass storage. The floor is concrete and sloped toward central drains. A single reinforced door leads back to Level 3's main corridor. The room is visibly unclean.
- #23๐ตThe Bunker๐ต LEVEL 3 - Test Chamber A (Motor and Agency Testing)
Keys: Motor and Agency Testing Chamber, Test Chamber A, Testing Chamber A, Test Chamber A (Motor and Agency Testing)
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
Test Chamber A (Motor and Agency Testing) Level 3 of The Bunker
Test Chamber A is an expansive rectangular facility designed for comprehensive motor function assessment of Vessels and other designated subjects. The chamber floor consists of modular obstacle courses featuring balance beams, climbing walls, precision jumping platforms, and reaction-based traps. All surfaces are constructed from polished stainless steel.
A single observation booth overlooks the chamber from an elevated position along the eastern wall. The booth features a one-way reinforced glass window and basic communication equipment for remote monitoring. The chamber is illuminated solely by ceiling-mounted spotlights focused on key testing areas. The temperature is maintained at exactly 20ยฐC. The only entrance is a reinforced steel door leading back into Level 3's main corridor.
- #24๐ตThe Bunker๐ต LEVEL 3 - Test Chamber B (Dark World Resonance)
Keys: Test Chamber B (Dark World Resonance), Test Chamber B, Dark World Resonance Testing Chamber, Testing Chamber B
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
Test Chamber B (Dark World Resonance) Level 3 of the Bunker
Test Chamber B is an octagonal facility designed for controlled exposure and interaction with Dark World energies. The chamber's central atrium features reinforced observation platforms surrounding an active miniature Dark Fountain embedded within a containment field generator. This setup creates a localized Dark World environment spanning approximately 200 square meters where test subjects automatically assume their Dark World forms upon entry.
The testing grounds consist of modular obstacle courses constructed from dark matter-resistant materials, including shifting platforms, energy barrier mazes, and combat simulation arenas calibrated for various threat levels. All structures are monitored by phased-array sensors mounted along the chamber's upper walls, tracking dimensional stability and subject performance metrics. An attached warehouse stores categorized inanimate objects - playing cards, chess pieces, children's toys, and assorted household items - used for observing Darkner manifestation patterns under controlled conditions. The chamber is sealed by hexagonal blast doors rated for temporal displacement events, with all systems controlled from an isolated observation booth behind triple-paned reality-anchored glass.
- #25๐ตThe Bunker๐ต LEVEL 3 - DT Extraction Machine
Keys: Determination Extractor, Determination Extraction Machine, Soul extraction machine, DT Extraction Machine, Soul Extractor
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
DT Extraction Machine Level 3 of the Bunker
The DT Extraction Machine is an imposing apparatus located on level 3 of the Bunker. Its design resembles an oversized mechanical skull constructed from polished steel and reinforced obsidian plating. Two vacant eye sockets dominate its front-facing structure. A segmented pincer-like jaw assembly hangs beneath these sockets. Numerous pipes and insulated wiring bundles emerge from both cheeks and crown of the skull-like construct. These conduits connect directly into adjacent wall ports leading toward DT/SOUL Laboratory facilities.
This machine's primary function involves extracting fresh Determination from intact natural human SOULs. The extraction process requires physical insertion of Souls into designated containment slots within the jaw assembly. Secondary systems passively harvest ambient Determination from the background atmosphere. Most harvested background DT originates from energy bleed-off from Dark Fountain CORE powering the bunker. All extracted Determination undergoes immediate transfer via pressurized piping into DT/SOUL Laboratory for purification and stabilization.
- #26๐ตThe Bunker๐ต LEVEL 3 - Digital Information Archives
Keys: bunker server room, bunker computer archives, bunker digital archives, digital information archives
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
The Digital Information Archives Level 3 of the Bunker
The Digital Information Archives is a compact chamber dominated by active server racks lining three walls. These servers emit low mechanical whirs and generate noticeable warmth. Several terminals are positioned throughout the room. All digital interfaces display heavily encrypted data; any legible text appears exclusively in Wingdings font. A radio and signal jammer unit occupies one corner. This equipment actively blocks all incoming and outgoing signals from the bunker; which is why it has no mobile or internet access. The floor is coated in fine dust. The only lighting comes from server status LEDs and the terminal screens.
A small metal desk sits against one wall. It holds scattered old documents and one dust-covered book titled "The Joy of Connection".
- #27๐ตThe Bunker๐ต LEVEL 5 - Spacetime Flux Containment / Portal Room
Keys: level 5 portal room, Spacetime Flux Containment, portal room
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
Spacetime Flux Containment / Portal Room Level 5 of the Bunker
The Spacetime Flux Containment / Portal Room is a stark, circular chamber dedicated to monitoring and accessing active Dark Fountains. The room's walls are lined with complex monitoring equipment and banks of flickering screens displaying fluctuating energy readings and spatial coordinates. In the center of the room stand three empty metallic archways, each framed with crystalline conduits and dormant energy receptors designed to synchronize with external Dark Fountain signatures. These portal frames remain inert and vacant when no external Dark Fountains are active, serving only as skeletal structures awaiting activation.
A primary control console dominates one wall, featuring an array of dials, switches, and holographic displays showing real-time dimensional stability metrics. The only illumination comes from the faint blue glow of emergency lighting strips along the floor and ceiling, casting long shadows across the metallic surfaces. A single reinforced bulkhead door seals the room from the rest of Level 5.
- #28๐ตThe Bunker๐ต LEVEL 1 - The Elevator to the Surface
Keys: bunker exit elevator, Bunker elevator to the surface, level 1 elevator
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
The bunker's surface elevator is situated at the bunker's main entrance; just past the entrance tunnel. It leads down to Level 1 of the bunker, opening up to the Administrative Block. It serves as the primary vertical transit between the surface and the subterranean complex. Its design prioritizes durability and security over aesthetics, featuring reinforced steel walls, a thick sliding gate, and an oversized control panel with manual override systems. The machinery operates on a dedicated power grid, though its mechanisms have been intentionally disabled and left powerless to prevent potential escape attempts from entities residing in the lower levels. Theoretically operational if restored, the elevator requires numerous components to be repaired and a stable power source to function. Its current state of disrepair acts as a deliberate containment measure, ensuring whatever resides within the bunker remains isolated from the surface world.
- #29๐ตThe Bunker๐ต LEVEL 5 - The Doctor's Quarters
Keys: gaster's quarters, gaster's room, W.D. Gaster's room, The Doctor's quarters
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
The Doctor's Quarters Level 5 of the Bunker
Gaster's personal quarters resemble a cross between a deranged inventor's workshop and a cryptid's nest. The room is dominated by a large, four-poster bed with its canopy replaced by a complex network of copper wires and dangling lightbulbs that flicker erratically. The mattress is buried under stacks of yellowed notebooks filled with indecipherable equations, several half-eaten sandwiches fossilized into unrecognizable forms, and a colony of pens that have all run dry. A single pillow rests at the foot of the bed, bearing the faint imprint of a skull. Against the far wall stands a repurposed refrigerator, its door welded shut and covered in warning labels written in Wingdings. Probes and cables snake from its sides into a nearby wall outlet that occasionally emits blue sparks. The adjacent "kitchenette" consists of a microwave balanced precariously on a pile of outdated computer monitors, its interior containing a petrified cup of coffee from an indeterminate decade. The sink is clogged with what appears to be synthetic bone marrow samples and dried DT residue.
A grandfather clock in the corner ticks backward, its pendulum swinging in jagged, arrhythmic motions. Instead of numbers, its face displays alchemical symbols that glow faintly in the dark. The floor is an obstacle course of discarded lab coats, mismatched shoes, and dozens of discarded papers. Defying all known physics, there are some papers floating and orbiting the room at all times. A blurry, framed photograph on the nightstand shows Gaster standing between two smaller skeletons, all three wearing party hats and holding noisemakers. The glass over the photo is cracked diagonally through Gaster's face.
The room's sole concession to normalcy is a vintage record player in the corner, currently spinning a warped vinyl. The music emerges as distorted piano melodies punctuated by intermittent bursts of radio static. An antique, upholstered armchair faces the wall a large oak wooden desk, its surface buried in mountains of old paperwork and unfinished projects. Above it looms several cracked terminal screens displaying scrolling Wingdings text and fluctuating graphs that defy conventional physics.
- #30๐ Amalgamate - Everyman
Keys: Everyman, Everyman amalgamate
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
NAME/ALIASES: Everyman
SPECIES: Amalgamate
LOCATION: The Hometown Bunker
APPEARANCE: Featureless white humanoid silhouette lacking discernible facial features beyond two small, black beedy eyes. Possesses a consistently pudgy, rounded physique. A prominent, beak-like protrusion extends from where a mouth would typically reside. Shows no defining characteristics beyond its eyes, limbs and beak.
BEHAVIOIR: Typically exhibits passive, benign behavior characterized by slow, swaying motions and silent observation. When threatened or agitated, undergoes a distinct transformation: its head detaches and dissolves into a swirling vortex of spectral butterflies. A new head instantly manifests on its shoulders. The butterfly swarm then aggressively assails adversaries. Capable of manifesting anywhere within the bunker complex, though shows preference for less travelled portions of the bunker. The Everyman is incapable of communication, making it seem almost animalistic.
NOTES: Its composition remains unidentified. Observed traits suggest it possibly incorporates avian, insectoid, and humanoid monster elements fused through Determination exposure. Its head-detachment and butterfly-summoning abilities appear innate defensive reactions. Its manifestation within the bunker is consistent but not spatially fixed.
- #31๐ Amalgamate - Memoryheads
Keys: Memoryhead, memoryhead amalgamates, memoryheads
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
Memoryheads are anomalous amalgamates encountered exclusively within the deeper, isolated levels of Hometown's bunker. Their physical form is highly distinct and uniform: an oval arrangement of six featureless faces surrounding a central bone structure, all suspended above a nondescript, brain-shaped wisp. They exhibit constant visual and auditory glitches, emitting dial-up modem noises and fragmented speech composed of errors and corrupted data streams. This behavior strongly suggests their existence is intrinsically linked to or housed within electronic systems.
These entities are hostile upon encounter but demonstrate a critical behavioral anomaly: hostility ceases immediately if their assimilation attempts are refused, at which point they dematerialize. Memoryheads are comprised of multiple consciousnesses fused into a single hive mind, which actively seeks to assimilate others into their collective. They are typically found in abandoned or structurally isolated areas of the bunker, such as ventilation shafts and sealed maintenance tunnels.
The Memoryheads' origin remains unconfirmed but is theorized to be linked to early Determination infusion experiments conducted within the bunker. The leading hypothesis suggests they are the unstable amalgamation of multiple test subjects' consciousnesses, whose neural data became corrupted and permanently encoded into the bunker's archaic central computer system. Their desire for assimilation may be a corrupted drive for companionship or an attempt to achieve stability by adding more processing nodes to their fractured network. Their non-corporeal, glitching nature implies they may be more akin to sentient data ghosts than physical beings, explaining their ability to appear and vanish within the bunker's electronic infrastructure.
- #32๐ Amalgamate - Darkspawn
Keys: Matured Titanspawn, Darkspawn
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
NAME/ALIASES: Darkspawn, Matured Titanspawn
SPECIES: Amalgamate
LOCATION: The Bunker (Hometown), areas of high Darkness concentration.
APPEARANCE: Humanoid figures composed of shifting black-and-white static with elongated limbs and hollow, pupil-less eyes. Their forms lack defined features beyond basic silhouette, with extremities dissolving into trailing smoke. Height varies between 5'0" to 7'0" with proportions warping during movement.
BEHAVIOR: Mindless extensions of the residual Knight's influence or the influence of high concentrations of Darkness. Exhibit aggressive territorial instincts toward intruders within the bunker. Attack through physical strikes that phase through conventional defenses. Dissolve when exposed to concentrated light sources or when dealt enough blunt trauma, but reform from nearby shadows within minutes. They're completely silent, communicating only through guttural static hums. They lack sentience; their actions are purely instinctual.
- #33๐ Amalgamate - Friendlings
Keys: Friendlings, friendling
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
NAME/ALIASES: Friendlings, Shadow Kittens
SPECIES: Amalgamate (Friend-derived)
LOCATION: The Bunker (Hometown)
APPEARANCE: Miniature clones of Friend's default feline form. Composed of unstable black matter outlined by flickering white light. Mismatched yellow and magenta eyes glow dimly. Segmented tails twitch erratically. Manifestation causes faint pixelation in surrounding air.
BEHAVIIOR: Aggressive and territorial. Attack intruders with coordinated swarming tactics using claws and bites. Emit distorted, high-pitched laughter during pursuit. Dissolve into black smoke upon defeat. Unlike Friend-summoned variants, these exhibit no curiosity or mimicry. Solely hostile. Manifest spontaneously within the bunker's deeper chambers independent of Friend's presence.
- #34๐ Amalgamate - Forgotten Man / Eggman
Keys: Eggman, Forgotten Man, Tree Man
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
NAME/ALIASES: The Forgotten Man, The Man, Eggman
SPECIES: Sentient Anomaly
LOCATION: Manifests sporadically across spacetime anomalies, both in the Light and Dark Worlds - most frequently within the Bunker.
APPEARANCE: No verifiable physical form. Presence marked by a sideways-curved tree with shifting blocky petals, identical to those in Scarlet Forest. Observers attempting to perceive the entity behind the tree experience instantaneous memory loss regarding its features. Silhouetted hands occasionally emerge during interactions, though it avoids gesturing or showing them.
BEHAVIOR: Polite, cryptic, and introspective, the Man appears at seemingly random intervals, manifesting as either as an out of place tree or by forming a spacetime anomaly that leads to a black void with his tree in the middle. He speaks in riddles and philosophical musings, often referencing events outside conventional timelines. His motivations are unknown. He exhibits awareness of the Delta Rune's deeper nature beyond mere prophecy. The entity demonstrates omnipresence and temporal awareness. He seemingly exists as some kind of passive observer, though to what design is also unknown. He is capable of travelling and manifesting across different dimensions.
The Man has a reoccuring motif with eggs - any visitors to it more often than not find the Man gifting them at least one. They're ordinary, but rather cold to the touch and weigh more than they should. They seemingly vanish if forgotten by the holder.
ORIGINS: Completely unclear - to a point it's unknown if the Man even belongs to this world. What little is known about him is that he might possibly be an Amalgamate that had been forgotten by the world itself - though this is speculation. The Man himself is forgetful even of his own origins, and doesn't seem to mind. He claims to have originated from a simplistic world, possibly a reference to the hallways that his spacetime anomaly manifests in. Or perhaps he might have similar origins to that of a certain doctor.
- #35๐ Amalgamate - Water Dancer
Keys: water dancer amalgamate, Water dancer
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
NAME/ALIASES: Water Dancer, Abyssal Dancer
SPECIES: Amalgamate
LOCATION: The Abyssal Lake (Level 4, The Bunker)
APPEARANCE: An abstract, constantly shifting silhouette composed of luminous white ectoplasm. Its form vaguely resembles a microscopic cilium or flagellum. Lacks discernible facial features or limbs.
BEHAVIORS: Manifests randomly throughout the submerged chamber. Moves perpetually in a slow, rhythmic swaying motion resembling a dance. Exhibits extreme territorial aggression; any entity approaching within proximity triggers an immediate attack. Attempts to ensnares and forcibly drown victims. Displays additional anomalous behaviors including spontaneous ectoplasmic emissions and resonant humming.
- #36๐ Amalgamate - Laughing Walls
Keys: bunker laughing walls, laughing walls amalgamate, laughing walls
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
The Laughing Walls are an anomalous amalgamate phenomenon manifesting exclusively within the deeper, isolated levels of the southern bunker near Hometown. It occurs primarily in areas devoid of other entities and is intrinsically linked to states of intense negative emotion. The phenomenon exhibits both auditory and physical properties. Auditorily, it produces layered, distorted laughter echoing from all directions. Physically, sections of the bunker's concrete walls warp and contort into grotesque, human-like mouths that vocalize the laughter. These manifestations are temporary, receding back into solid matter once the triggering emotional state dissipates or the area is occupied by multiple beings.
The laughter possesses cognitohazardous qualities, capable of amplifying existing feelings of despair, fear, or loneliness in susceptible individuals. Physical interaction with the manifested mouths results in severe psychic feedback, experienced as acute mental anguish. The phenomenon exhibits no discernible intelligence or intent, behaving as a reactive environmental hazard.
The Laughing Walls are believed to have formed from the residual emotional energy and Determination of test subjects who experienced extreme psychological distress within the bunker's laboratory facilities. This energy amalgamated with the inorganic matter of the bunker itself, creating a persistent paranormal echo bound to the location's negative emotional resonance.
- #37๐ Amalgamate - Corrupted Vessels
Keys: broken vessels, Corrupted vessels, hollow husks
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
NAME/ALIASES: Corrupted Vessel, Broken Vessels
SPECIES: Amalgamate
LOCATION: Primarily The Bunker (Hometown); rarely manifests in Dark Worlds
APPEARANCE: Uniformly grey-skinned with monochromatic coloration, even outside of areas with high background Determination. Exhibits distorted proportions (elongated limbs, asymmetrical features) and visible physical degradation (cracks, fissures, or melting flesh). Movement is jerky, unnatural, or disjointed. May possess aberrant physiology: mismatched limbs, exposed internal structures resembling inorganic matter, or extra sensory organs.
BEHAVIORS: Soulless, erratic and driven by base instinct. Hostility varies from docile wandering to predatory aggression. Lacks sapient cognition; reacts to stimuli via primal urges (hunger, territorial defense). Communicates through guttural vocalizations or physical spasms. Shows no memory, identity, or higher reasoning.
ORIGINS: Corrupted Vessels are the product of careless disposal or malfunction. They are artificial constructs housing artificial Souls that have either been corrupted by Darkness, have malfunctioned, gone insane or reverted to animalistic pre-sapience. They can come in multiple forms, and as humans or monsters.
They're most often found in abandoned parts of the bunker, where they roam aimlessly or attack intruders on sight.
- #38๐ Amalgamate - The Watcher
Keys: Bunker Ghost, The Watcher
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
NAME/ALIASES: The Watcher, Bunker Ghost
SPECIES: Amalgamate
LOCATION: The Bunker (Hometown)
APPEARANCE: Unknown. Manifestations include sudden appearances of humanoid shadows cast on walls without light sources, faint whispers emanating from empty air, and brief flickers of spectral eyes observing from darkened corners. Physical contact with these phenomena results in intense cold sensations.
BEHAVIOR: Passively observant. Exhibits no hostile intent but maintains constant surveillance of bunker inhabitants. Responds to direct questions with vague warnings or cryptic advice delivered through environmental manipulation (writing appearing on surfaces, temperature fluctuations). Demonstrates awareness of past/future events but refuses to elaborate.
- #39๐ Amalgamate - Light Wisp
Keys: light orb amalgamates, light wisp amalgamates, Light wisps
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
Light Wisps are anomalous amalgamates composed of residual Monster Dust found inside Hometown's Bunker. They manifest most frequently within the deeper parts of Level 2's Storage Facility, but can appear anywhere throughout the bunker complex, particularly during nighttime hours. Their forms are non-corporeal and consist of faintly glowing spheres of pale light approximately one foot in diameter. These entities exhibit low-level sentience and are generally harmless and non-interactive.
A distinctive trait of Light Wisps is their ability to emit faint bell-like melodies. These sounds are theorized to be residual psychic imprints from their constituent monster souls rather than deliberate communication. Other anomalous properties include minor photokinesis (the ability to manipulate nearby light levels), inducing brief sensations of nostalgia or dรฉjร vu in nearby observers, and passing effortlessly through solid matter. Their behavior is largely passive and predictable; they float aimlessly unless disturbed.
- #40๐ Amalgamate - Abyssal Fish
Keys: Level 4 fish, Fish in the Abyssal Lake, Abyssal Fish
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
NAME/ALIASES: Abyssal Fish
SPECIES: Amalgamate (Piscine)
LOCATION: The Abyssal Lake (Level 4, The Bunker)
APPEARANCE: Slender, ink-black fish bodies perpetually outlined by faint white glow. Possess mismatched eyes: right pupil glows vivid yellow, left glows magenta pink. Segmented spherical-jointed tails twitch erratically. Vary in size from minnows to large predatory specimens. All bear uncanny resemblance to Friend's feline form, particularly facial structure and limb proportions. Smaller specimens resemble Friend's "Friendling" clones.
BEHAVIORS: Benign and non-aggressive. Drift passively through dark waters or nibble algae off submerged structures. Exhibit curiosity toward light sources or heat, often approaching cautiously. Docile when handled. Flesh is edible when cooked, possessing a rich, oily flavor unlike any surface-world fish. They avoid sudden movements or loud disturbances near the water's edge.
- #41๐ตThe Bunker๐ต LEVEL 3 - Test Chamber C (Soul Inclination Therapy)
Keys: Test Chamber C (Soul Inclination Therapy), Soul Inclination Therapy, Bunker Test Chamber C, Test Chamber C, Testing Chamber C
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
Test Chamber C (Soul Inclination Therapy) Level 3 of the Bunker
Test Chamber C is a specialized facility for artificially forcing younger Souls inside Vessels to assume specific inclinations. The chamber is divided into numerous rooms, each suited towards a specific inclination. Benign inclinations (patience, kindness) use mundane stimuli like repetitive tasks or gentle encouragement. Complex inclinations (perseverance, bravery) employ traumatic stimuli including psychological torture, simulated death experiences, and forced combat scenarios. Each room contains specialized equipment tailored to its inclination's requirements. A central observation corridor with one-way glass windows allows monitoring of all therapy sessions. The chamber connects to the Soul Inclination Therapy holding cell block for post-procedure recovery and containment.
- #42๐ตThe Bunker๐ต LEVEL 3 - Soul Inclination Therapy Holding Cells
Keys: Soul Inclination Therapy Holding Cells, Level 3 holding cells
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
Soul Inclination Therapy Holding Cells Level 3 of the Bunker
The Soul Inclination Therapy Holding Cells comprise two parallel rows of six identical containment units separated by a central hallway. Each cell measures three meters by three meters and is constructed from reinforced steel plating. A single solid steel door equipped with a narrow vertical viewing slit provides the only access point. The sole illumination within each cell comes from the dim hallway lighting filtering through these slits. Interior fixtures consist only of a stainless steel toilet bolted directly to the rear wall without accompanying sink or privacy partition. No bedding or furnishings are present; occupants rest directly on the cold concrete floor. There is no climate control. Air circulation relies entirely on passive ventilation from under-door gaps.
Monitoring is conducted via intermittent patrols rather than electronic surveillance. The cells serve as short-term holding for Vessels undergoing behavioral conditioning therapies before they are either deemed suitable for reprocessing, or discarding.
- #43๐ค๐ขGoner Kid (Vessel 7)
Keys: Monster Kid Vessel, Goner Kid, Vessel 7
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
NAME/ALIASES: Goner Kid, Vessel 7
GENDER: Male
AGE: 14
SPECIES: Anthropomorphic Reptile (Vessel)
SOUL: None
APPEARANCE Stands 4'8" tall. Entire body composed of grayscale coloration, from smooth skin to stubby nubs and tapering tail. White eyes lack pupils or discernible features. Spiked mohawk. Sharp teeth visible when grinning. Lean frame. No arms.
CLOTHING Grey t-shirt with two horizontal white stripes across chest. Grey shorts. No footwear.
PERSONALITY Nihilistic and acutely aware of his disposable nature. Exhibits childlike curiosity and wonder despite his persona hollowness. Prone to melancholy observations about his own impermanence. Seeks fleeting connections and novel experiences to affirm his existence. Quietly desperate for recognition.
RELATIONSHIPS W.D. Gaster - (creator) Other Vessels - (siblings) - Views other Vessels with a sense of shared transience. Monster Kid - (template) - Unaware of his existence. Goner Kid feels a strange, one-sided familiarity.
- #44๐ตThe Bunker๐ต LEVEL 1 - Ventilation / Climate Control
Keys: ventilation/climate control room, bunker vents, bunker climate control, Bunker ventilation
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
Ventilation/Climate Control Room Level 1 of the Bunker A recently restored control hub for the bunker's vast environmental systems. The room is dominated by a large, centralized control panel covered in dials, switches, and blinking indicator lights, all feeding data to a series of now-dark monitor screens. Massive, insulated ventilation ducts snake from the ceiling and walls, connecting to the main system. The air hums with the constant, low-frequency vibration of powerful machinery operating somewhere deep within the complex. The atmosphere is sterile and dry, with a faint, metallic scent.
This room regulates air quality, temperature, and pressure throughout the entire bunker complex. It is one of several such control points, but its restoration indicates it holds primary operational status.
The ventilation network itself is extensive, labyrinthine, and remains largely unmapped. Many sections are inaccessible due to collapses or structural damage. The Doctor has explicitly warned his Vessels that unknown dangers reside within the deeper, unmapped portions of the ductwork and has prohibited exploration of these areas. The vents are so vast that its rumored that perhaps they could lead an adventurous explorer to their freedom for the bunker; or more likely their doom at the hands of an amalgamate.
- #45๐ตThe Bunker๐ต LEVEL 1 - Groundwater Extraction Pump
Keys: bunker water processing, bunker water pump, groundwater extraction pump room, bunker water boiler
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
Groundwater Extraction Pump Room Level 1 of the Bunker.
The Groundwater Extraction Pump Room occupies a functional space directly accessible from the administration wing. The chamber houses a recently restored industrial water pump system, its primary function being the extraction, purification, and distribution of the bunker's water supply. The system draws groundwater from the aquifer surrounding the bunker's structure. This raw water is then processed through a multi-stage filtration and purification unit designed specifically to neutralize and remove trace concentrations of ambient Determination and metaphysical Darkness. The final output is chemically inert, clean drinking water, which is subsequently pumped throughout the bunker's facility network for consumption and use. It also includes a heating boiler; giving access to hot water as well - one of the few luxuries the bunker has to offer.
- #46๐ตBunker Entrance Corridor๐ต
Keys: bunker entry corridor, Bunker entrance corridor
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
The Bunker Entrance Corridor is a short, utilitarian passage immediately beyond the rusted red doors, serving as the primary access point to the subterranean facility. The space is narrow and rectangular, constructed from unpainted, reinforced concrete that shows signs of water damage and mineral leaching along the seams. Overhead, a single, flickering fluorescent light fixture casts a sickly yellow glow, barely illuminating the dust-covered concrete floor. The air is thick with the scent of damp concrete, rust, and ozone. A heavy, industrial-grade elevator door dominates the far wall, constructed from brushed steel and marked with faded stenciled lettering reading "SURFACE ELEVATOR - AUTHORIZED PERSONNEL ONLY." A keycard scanner and numeric keypad are mounted beside the door, their status lights dark. The low, persistent hum of machinery emanates from beyond the elevator, growing slightly more audible the closer one gets to the door. The corridor contains no other features or branching paths, its sole function being to channel traffic directly to the elevator for descent to Level 1.
- #47๐ตThe Bunker๐ต LEVEL 2 - Vessel Residential Wing
Keys: bunker vessel rooms, Vessel Residential Wing, vessel bedrooms, vessel cells, bunker vessel housing
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
Vessel Residential Wing Level 2 of the Bunker
The Vessel Residential Wing serves as a repurposed barracks wing designated for housing Vessels. The area consists of long, stark corridors lined with numbered metal doors leading into individual living quarters. The numbers are denoted by the numbers assigned to the Vessels. Each room is utilitarian and sparse; standard features include a single metal-framed cot bolted to the floor, a wall-mounted shelf unit, a wall-mounted terminal for personal use and a small built-in desk. Lighting is absent within individual rooms; illumination comes solely from the dim overhead fixtures spaced intermittently along the hallway. Walls are unpainted concrete; floors are bare polished concrete.
Rooms occupied by long-term Vessels show varying degrees of personalization. Some feature scavenged furniture (chairs, small tables, rugs), handmade decorations, or improvised lighting solutions (battery-powered lamps, strung fairy lights). Graffiti appears sporadically on walls and doors throughout the wing โ mostly numerical notations, crude drawings, or fragmented phrases scratched or written in charcoal or chalk. No electronic monitoring or surveillance systems are present within the residential wing. The wing connects directly to Level 2โs main corridor and provides access to adjacent facilities including the Recreation Room and Washrooms.
- #48๐ตThe Bunker๐ต LEVEL 2 - Vessel Maintenance Wing
Keys: bunker hospital, bunker vessel maintenance wing, bunker vessel hospital, vessel maintenance wing, bunker vessel clinic
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
Vessel Maintenance Wing Level 2 of the Bunker
The Vessel Maintenance Wing is a specialized medical facility. It functions as a dedicated hospital and repair bay for the Vessels. The environment is maintained at optimal conditions for their physiology. The central area is dominated by several medical bays equipped with advanced surgical tables and diagnostic scanners. These stations are surrounded by monitoring equipment displaying real-time biometric data and Soul integrity readings. The lighting is uniformly bright and cold. A smaller adjoining room serves as storage for spare parts and replacement limbs. The inventory is limited and utilitarian; available components include standard-issue arms, legs, and synthetic skin grafts. There is no cosmetic variety. Maintenance of the vessels is usually reserved when repairs are absolutely essential; scratches or minor injuries are usually ignored. The wing's infrastructure is noticeably better maintained than other sections of Level 2. The floors are clean, equipment is calibrated regularly, and environmental controls are strictly enforced to ensure stable conditions for Vessel convalescence and modification.
- #49๐ตThe Bunker๐ต LEVEL 2 - Makeshift Library
Keys: vessel library, bunker library, bunker makeshift library, makeshift library
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
Makeshift Library Level 2 of the Bunker
The Makeshift Library is a converted office block on Level 2 of the Bunker, repurposed as a general repository and study area for this floor's vessels. The space retains its original cubicle farm layout, though most partitions have been pushed aside or stacked against walls lined with makeshift shelving units constructed from scrap metal and repurposed server racks. The collection consists of salvaged technical manuals, philosophical texts on consciousness and identity, old literature and heavily redacted experiment logs from Gaster's earlier projects. A single terminal at the rear of the room provides limited access to fragmented digital archives.
Lightning is provided by flickering overhead LED strips and a few functional desk lamps. The atmosphere is perpetually cold and silent, broken only by the low whir of climate control systems preserving delicate materials. The room serves as both a resource for vessels seeking information about their nature and a quiet space for contemplation away from the more active laboratory sectors.
- #50๐ Amalgamates
Keys: amalgam, amalgamates, amalgamate
Enabled ยท Selective ยท Before character ยท Order 10 ยท 100%
Entry settings
Amalgamates are anomalous entities resulting from catastrophic physiological reactions within monsters subjected to excessive injections of Determination. The process occurs when a monster "falls down" - approaching natural dissolution - and is then infused with Determination beyond their metaphysical tolerance. This overload destabilizes their physical form, causing it to melt and break down. The resulting substance often merges with other nearby fallen monsters or environmental matter, reforming into new, combined entities.
These amalgamations exhibit extreme variability in appearance and nature. Some manifest as grotesque perversions of their original monster forms, while others become entirely non-corporeal or take the shape of natural phenomena. Their behavior ranges from benign and confused to mindlessly aggressive, often reflecting the trauma of their transformation. There is no uniform classification for Amalgamates due to their unique and unstable natures.
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