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Locations,undertale,hotland,core,ruins,waterfall,newhomw
7 entries · scan depth 2 · budget 512 tokens · recursive scanning off
Book settings
- #1Ruins
Keys: Ruins, First area, Peddles, Vegetoid, Toriel, Moldsmol, Froggit, Whimsun, Loox, Caretaker, Fallen down, Migosp
Always on · After character · Order 10 · 100%
Entry settings
The Ruins is the tutorial area of Undertale. Before the game begins, the protagonist enters the Underground's Ruins by falling from a giant hole in Mount Ebott. Peddles and Toriel make their first appearances in this area, with the latter saving the protagonist from the former. Snapstablook is fought at the halfway point of the Ruins. If the protagonist cheers them up, they can be found in later rooms. There are many Froggit NPCs in the Ruins, with one that offers to change the yellow names for spareable monsters to pink, or turn them off entirely. The Faded Ribbon can be found in one of the Ruins' many traps. The protagonist can donate to the Spider Bake Sale, a fundraiser that sells Spider Donuts and Spider Ciders. The protagonist can view the ancient city of Home on the Ruins balcony. This is also where the Toy Knife can be found. Toriel's Home is situated at the end of the Ruins, and the Butterscotch Pie can be retrieved there. There are many puzzles and traps within the Ruins, as well as a surplus of red leaves and green-leaved vines that are strewn throughout the area. A small river runs through the Ruins, and the dark ground is hallmarked by small patches of auburn leaves. Despite the abundance of red leaves in the Ruins, only a single black tree is seen here, which is in front of Toriel's Home.
The Ruins exit can only be opened from the inside. It is stated only a ghost (such as Snapstablook) or someone who can burrow (such as Flowey) can freely traverse in and out of the area. The first room in the Ruins has a bed of Golden Flowers, where the protagonist first appears. Nearby it is a short hallway, and a large gray Delta Rune arch. After meeting Peddles, the narration becomes available for the bed of Golden Flowers. If Toriel is spared at the end of the Ruins, she can be found here, tending to the flowerbed.
The second room contains a small sunlit patch of grass, where Flowey is first encountered, along with a purple Delta Rune arch far north. The next room is the proper entrance to the Ruins, where the purple brick walls is a recurring feature in the area. It contains the "Entrance" SAVE Point at the far north, between the two staircases. The Middle Road Puzzle is the first puzzle Toriel introduces to the protagonist. She solves it to unlock the Delta Rune door and explain puzzles being common in the area. A plaque is also nearby the door, which provides a hint to the puzzle.
Past the door is the Switch Puzzle room, where Toriel has preemptively labelled the correct switches, and a separate room that has a Dummy. Toriel encourages the protagonist to converse with the Dummy instead of choosing violence. The next area is the Blueprint Puzzle, which features light-purple markings on the floor, indicating the correct path through the spike tile floor. Toriel waits for the protagonist at the left half of the room if they slow down. Halfway through the room, a stray Froggit begins an encounter. Past the spikes is a room that has a long hallway, and a pillar at the far-right end. Toriel instructs the protagonist to travel across the hallway without her guidance. After completing the independence test, Toriel asks the protagonist to remain in the room and gives them a Cell Phone. As the protagonist enters the Leaf Pile room, Toriel calls them, and mentions they should wait since there are more puzzles ahead. A nearby Froggit NPC informs the protagonist on how to FIGHT and ACT, and asks them to show MERCY to monsters that do not want to fight anymore. If any monsters are killed in this room, the Froggit disappears. The "Leaf Pile" SAVE Point can also be found in the area, and it is the first area where it is possible to randomly encounter monsters. North of the room is a small room with a bowl of Monster Candy atop a pedestal. The protagonist can take up to four pieces before it spills onto the floor. Southeast of the leaf pile leads to a room with a 2x6 pattern of cracks in the floor, and two chutes to the side. When the protagonist steps on the cracks, they fall into a small room directly below. In the lower room, only a leaf pile and two chutes are visible. The chutes sends the protagonist to be on the other side of the cracked floor depending on if it was left or right, with the right chute leading further in the Ruins.
In the next room, Toriel calls again to ask for the protagonist's flavor preference. This room features the rock puzzle, which requires the protagonist to push a single rock onto the pressure plate to lower the spikes.
Past the rock puzzle is the leaf puzzle. It is a large floor covered with cracks, and the room below it depicts the correct path through a pile of leaves. If this path is followed on the upper floor, the protagonist can walk on the cracked floor without falling through. Moldsmal can also be encountered here and in the next room. Nearby is the second rock puzzle, featuring three rocks. The reluctant southernmost rock can be interacted with, causing the protagonist to ask it to move to the pressure plate and lower the spikes. The other two rocks can be ignored. This minimal room contains the "Mouse Hole" SAVE Point, and a small table with a piece of cheese on top. Checking the table informs that cheese is stuck to the table due to being there so long. Checking the hole prompts a small squeak from a mouse. The right passage leads to two more passages: one going north and further in the Ruins, and one continuing south. However, Snapstablook blocks the narrow pathway by feigning sleep.
If the protagonist chooses to move them with force, an encounter versus Snapstablook occurs. Post-battle, Snapstablook vanishes, allowing the protagonist to progress. The southern room leads to the first Spider Bake Sale, and a nearby sign for the fundraiser. The smaller web exchanges 7G for one Spider Donut, and the larger web takes 18G and gives one Spider Cider in return. North of Napstablook's napping room is a large room with a sign and many Froggits. It is also the first room where Loox, Migosp, and Vegetoid can be encountered. Past the room with the Froggits is the The One Switch Puzzle, a two-floor room with six cracked floor tiles and six chutes. The Faded Ribbon can be found in the bottom left, and some Vegetoids can be found in the lower floor. If the protagonist was kind to Napstablook, they can also be found in one of the lower rooms.
The next room is the Rotating Puzzle, which consists of the same room rotated four times. Each of these rooms contains three pillars, and three colored switches adjacent to them. Pressing the correct switches based on the room's plaque lowers spikes. Otherwise, the incorrect switch causes the protagonist to fall into a room with only red leaves, causing them to return via the chute.
The following room is a crossroads with green vines and red leaves strewn on the floor. No random encounters occur here. North progresses further into the Ruins, while the east leads a small Froggit. The eastern path leads to a small room, which houses a single Froggit NPC, and a doorway leading north. The Froggit can explain that it had seen Toriel with groceries. In Hard Mode, it instead notices Toriel returning without groceries.
The nearby north door leads to an overlook of the old capital, Home. The Toy Knife can be found on the left side of the overlook.
Going north at the red leaves path at the crossroads leads to Toriel's Home. A large, leafless black tree is near the entrance.
Shortly after entering, Toriel approaches the tree, and attempts to call the protagonist with her cell phone. However, she stops upon noticing the protagonist.
Encounterable monsters: Froggit Whimsun Moldsmol Vegetoid Migosp Loox
Mini Boss: Snapstablook
Boss Monster: Toriel
- #2Snowdin forest
Keys: Greater, Snow, Puzzle, Papyra, Snowdin, Comic, Guard, Dogami, Gyftrot, Dog, Dogressa, Lesser, Glyde, Area two, Grilla, Cold
Always on · After character · Order 10 · 100%
Entry settings
Snowdin Forest is the second region the protagonist encounters in the Underground. It is seen after the protagonist defeats Toriel and receives judgment from Peddles in the Ruins. Papyra and Comic are the first characters to make their debut, and they host many of the puzzles the protagonist encounters. The Mysterious Door can be found in this region, along with a hidden enemy called Glyde. The "Snowdin Canine Unit" resides here, making this region the most concentrated area of Royal Guard members in the Underground. The protagonist can find the Tough Glove in a box and can purchase the Manly Bandanna from the Snowdin Shopkeeper. The final enemy of this region is Greater Dog. After passing them, the protagonist encounters Papyra and Comic for the last time before reaching Snowdin Town. 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.
At the Ruins exit is the closed Delta Rune door, and a stray bush that contains one of Alphys's cameras. The eastern path is linear, though trees freckle the foreground, allowing Comic to appear as a silhouette as she follows the protagonist. A heavy branch also appears on the main path and, as the protagonist passes by it, the branch splinters. At the bridge, Comic introduces herself with a prank. Her dialogue can vary slightly if the protagonist has SAVEd and has heard his introduction before. She informs the protagonist that her sister constructed the wooden bridge, and tells the protagonist to hide behind a conveniently-shaped lamp. Papyra appears and the sisters banter until Papyra leaves to prepare her puzzles.
Afterwards, the protagonist can inspect Comix's sentry station, find Alphys's camera behind her station, or interact with Comic. The next room is the "Box Road" intersection, which is split into two paths: north and east. It has a SAVE Point, a box lover's sign, and a dimensional box that contains the Tough Glove. Encounters begin to occur here, with Snowdrake and Ice Cap having a chance of appearing.
The north exit of this room connects to the river with a fishing rod holding a note underwater. The next room is linear and consists of a warning sign, Doggo's sentry station, and some smoked dog treats. Doggo's encounter introduces blue attacks. If Doggo was spared, the protagonist can repeatedly ring the bell to get different reactions from Doggo.
Past Doggo's station is an intersection with a large patch of ice the protagonist can slide on, with a sign at the center of the ice. The sign describes that ice is in all directions and that Snowdin Town is to the east. Nearby is Comic, who can provide a hint about Papyra's special attack. Lesser Dog also has a chance of appearing here.
The north path leads to the Snowman, who asks the protagonist to take a piece of herself to take with them on their travels.
The east exit of the ice room leads to the Invisible Electricity Maze, hosted by Comic and Papyra.
The next area is a larger room that has the Nice Cream Gal, who sells Nice Cream, Comic, the Ball Game, and a stray snow ball at the bottom right of the area.
Interacting with Comic causes her to try to sell fried snow for GOLD, though she gradually raises the pay price. The exit in the top right of this room leads to the sentry stations of the Dogi, and also includes a sign that explains "smell danger ratings."
The east exit of the "Spaghetti" room leads to a large room whose exit is blocked by spikes. At the bottom left of the room, there is a map covered in snow that the protagonist can reveal by walking over it. The switch to retract the spikes is located between two coniferous trees in the upper right of the room. After passing the retracted spikes, the protagonist encounters the Dogi. Once the Dogi are defeated, the protagonist can leave the large room through the south exit and complete the first XOXO puzzle. Once completed, spikes near the east exit of the room retract, and Papyrus questions the protagonist about the state of his spaghetti trap.
The east exit of this room leads to the third and final XOXO puzzle, which the protagonist has to slide on ice to solve. Falling off of the edge of this puzzle causes the protagonist to leave this room and appear in a room directly south of the XOXO puzzle. This room contains a snow Papyrus and a lump of snow with Sans's name written on it. The north exit of this room leads back to the XOXO puzzle.
Snowdin Forest location Papyrus and Sans sculptures.png Snow sculptures of Sans and Papyrus. A bridge that leads to the east exit of the room forms after the protagonist completes the puzzle, and they can slide through a tunnel of coniferous trees to get to the next area. Upon passing through the trees, four possible shapes can form on the protagonist's head: a house, a bird, a hat or a dog, though these shapes crumble away as soon as the protagonist stops sliding. Directly south of the bridge is an area where the protagonist encounters Gyftrot and where the Mysterious Door is located.
Snowdin Forest screenshot tiny house.gif The protagonist overlooking a house in the background. In the area outside the room with the Mysterious Door, there is a tiny house seen beyond the cliff. The moment the house is on-screen, a timer is randomly set between 10 and 13 seconds, and once this timer is up, a person leaves the house and walks around for a little while, before going back inside. Once the person returns to the house, this process repeats, as long as the house is on-screen once more.
Mysterious Door location.png The Mysterious Door in a cave. Within the small room that contains the Mysterious Door, two lantern mushrooms can be turned on and off with no consequence. Within this small room, the protagonist can encounter a hidden enemy, Glyde.
Backtracking to the ice bridge's exit, if the protagonist travels east, they encounter a room full of snow poffs. If every snow poff is inspected and interacted with, the protagonist receives 30G. This room also contains the small doghouse of Greater Dog. Near the east exit, Greater Dog's encounter with the protagonist occurs after they rise out of the snow disguised as a snow poff.
After defeating Greater Dog, the protagonist can leave the room through the east exit and approach the last puzzle, The Gauntlet of Deadly Terror. Papyra threatens to activate the Gauntlet but ultimately decides not to. Calling Papyra in this area reveals the long bridge is not actually a bridge, but rather a rock formation she painted over to look more dramatic.
After crossing over the long bridge, the protagonist leaves Snowdin Forest and enters Snowdin Town.
Encounters: Snowdrake Icecap Gyftrot Glyde
Mini Bosses: Doggo Lesser dog Dogami and dogaressa Greater dog
Boss: None
- #3Snowdin
Keys: Sally, Heh, Papyra, Skeleton, Comic, Nyeh, Snowdin, QC, Grilla, Cold
Always on · After character · Order 10 · 100%
Entry settings
Snowdin is a town the protagonist encounters after they leave the Ruins and travel through Snowdin Forest. Departure from the town takes the protagonist to Waterfall by foot or, by hitching a ride with the River Person, to either Waterfall or Hotland.
Despite being Underground, Snowdin is covered in a perpetual layer of ice and snow, and, because of how cold it is, it mainly homes monsters with thick fur or monsters that do not get cold.
The Snowdin Shop is the first building the protagonist encounters after entering Snowdin Town, with a SAVE Point and a Dimensional Box next to it. It has a smaller building that connects it to the Snowed Inn. It is the first vendor the protagonist encounters in the game.
QC 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 Snowed Inn is a building in which the protagonist can sleep, and recover their health to between 30 and 38 HP (depending on their current HP) or their max HP. Even though the room price is 80G, the protagonist is refunded because they only stay for "two minutes." If the protagonist does not have 80G when they initially try to rent a room, the innkeeper allows them to stay for free on all subsequent visits. Alternatively, the innkeeper charges full price for all visits if the protagonist paid 80G for their first stay. After the protagonist rents a room, they head upstairs and lie in bed for a few moments. Three white monsters snore a song in the adjacent room.
Snowdin Library:
The Snowdin Library, misspelled as "LIBRARBY" on the sign, is a building near the middle of Snowdin. Around a table, two newspaper editors and a Loox are present. One editor discusses how they make content even though there is never much to report on while the other talks about their history with word searches. The Loox looks at the protagonist and sees which game troubles them the most.
Grilla's:
Some monsters hang out at Grilla's, including Lesser Dog, playing poker against itself, Dogami and Dogaressa, Doggo, Greater Dog, Grilla, and a few other regulars. Comic also frequently hangs out at Grillby's and even performs stand-up comedy at times.
Comic and Papyra's House: If Papyra is spared, the protagonist can enter her home and go on a date or hang out, depending on if they flirted with her during her battle. The bottom floor of the house consists of a living room and a kitchen, and the second floor features Papyra's room on the left and Comic's room on the right. Comic's room cannot be entered normally. If the protagonist gained no EXP when Comic judges them in the Last Corridor, restarting the game multiple times grants them access to her room and in turn grants them access to her workshop in the back of the house, in which there are old pictures of her with her friends.
Boss: Papyra
- #4Waterfall
Keys: Wet, Water, Onionsan, Monster Gal, Waterfall, Undyne
Always on · After character · Order 10 · 100%
Entry settings
Waterfall is the third area the protagonist encounters in the Underground. The area is accessible after the protagonist defeats Papyra in a fight. The area follows Snowdin Forest and Snowdin Town, and precedes Hotland.
Upon entering Waterfall, the protagonist passes Comic's sentry station, where Comic offers to take them to Grilla's. Proceeding through Waterfall, Monster Gal talks to the protagonist and expresses enthusiasm to see Undyne in action. Monster Gal unknowingly saves the protagonist from Undyne on a couple of occasions. As they progress through puzzles involving bridge seeds, the protagonist speaks to Papyra and Onionsan. During one encounter with Undyne, Undyne cuts the bridge that the protagonist is standing on, and the protagonist falls into the Garbage Dump. Before leaving the Garbage Dump, Sex Dummy fights the protagonist, and Snapstablook invites the protagonist to their house.
After passing through rooms filled with Echo Flowers and mazes with lit paths, the protagonist fights Undyne. This battle leads to a chase scene into Hotland.
Ancient glyphs adorn the walls of Waterfall. The color palette of this region is primarily indigo and blue, with the occasional black chasm. Mushrooms, Echo Flowers, gems within the walls, and water in some areas glow bright blue. True to its namesake, pools of water often provide the atmosphere at Waterfall, and the ceiling drips with water in some areas. A small waterfall flows through this room, and an Echo Flower and Comic's sentry station are against the north wall. Between Comic's sentry station and the Echo Flower is a SAVE Point. Snow covers Comic's sentry station and her station blocks access to a wooden door. From this room, the protagonist can go with Comic to Grilla's via a shortcut through the right wall. After progressing right, the protagonist encounters a puzzle that involves dodging rocks that are going down the waterfall as well as a Dimensional Box. If a rock pushes the protagonist over the edge of the waterfall, they land on a wooden bridge that has an Echo Flower on the rightmost end. Backtracking to the left allows the protagonist to attempt to cross the waterfall again or access the hidden room behind the waterfall. The Old Tutu resides in this hidden room. Progressing right, the protagonist encounters Bridge Seed puzzles. The first room serves as a tutorial of Bridge Seed mechanics, and the protagonist crosses the waterfall in the room after lining up four Bridge Seeds. Using the right exit of the room, the protagonist enters a larger room with another Bridge Seed puzzle within it. After taking a few steps forward, the protagonist encounters Aaron. Along with four Bridge Seeds, this room contains four glowing mushrooms, a sign in the middle of a waterlogged area, a Bell Blossom that retrieves the seeds, and a sign describing the Bell Blossom. The sign in the bottom left of this room reads "Congratulations! You failed the puzzle!" The protagonist can solve the Bridge Seed puzzle multiple ways. The next room is the Wishing Room,[7] which contains many Echo Flowers and blue, glowing gems on the ceiling. As the protagonist progresses right, a telescope pointed at the ceiling offers a clue to check the northern wall to find the exit of the room. The northern exit leads to a room with a wooden bridge and dark water in which many Water Sausages grow. On the north wall are many ancient glyphs. At the end of the wooden dock, the protagonist steps on a small raft that drifts to the right. Undyne's first spear barrage occurs in the next room. The protagonist flees from Undyne's spears along a wooden dock surrounded by black water. Undyne stands to the north of the protagonist and directly behind a row of rock pillars. The protagonist escapes Undyne by hiding in tall sea-grass.
After leaving this room and coming back, a Ferry monster appears, and they can transport the protagonist back to the area after the Wishing Room, giving the protagonist 3G in the process rather than charging 3G. After leaving this room through the right exit, the protagonist reaches the "Crystal" room. In this room is an Echo Flower, a mouse hole, and a piece of cheese. The Echo Flower, which is to the right of the mouse hole, squeaks when the protagonist interacts with it. Continuing right, the protagonist exits the room and sees Comic standing next to a telescope. To her right is another dimensional box. Comic attempts to prank the protagonist with the red-eye telescope. Exiting through the wooden door on the north wall of this room leads to another small room with the Nice Cream Gal in it. There is also a Punch Card box, a blue, glowing mushroom, and defiled ancient glyphs in this room. Shyren's room has two small, white waterfalls that flow from the top to the bottom of the screen and always stay in the foreground. To the north of this room, the Piano Puzzle awaits the protagonist. The protagonist opens the door to the Artifact Room by playing the melody that echoes through the area. The Artifact Room itself contains a red orb on a pedestal and glyphs that cannot be read because the protagonist cannot stand directly in front of them. Backtracking and heading to the right from the room with Shyren's battle, the protagonist encounters more ancient glyphs that inform them of Boss Monsters Continuing to the right, they see an ancient statue that has water dripping on it from the ceiling.
Exiting this room through the right exit leads the protagonist to a room with a white waterfall in the foreground, a bucket of umbrellas, and a sign encouraging them to take an umbrella. Progressing right, they walk through a waterlogged room that has many waterfalls and reflective pools within it. Monster Gal walks alongside the protagonist for the duration of this room. After the duo reaches the end of this room, they enter a two-dimensional room with New Home off in the distance. he next SAVE Point is in the room immediately to the right of the ledge, known as the "Bridge". There are also more ancient glyphs on the walls that detail The War of Humans and Monsters. Exiting this room to the right, the protagonist walks on another wooden bridge where Undyne antagonizes them. After reaching a dead end of the bridge, the protagonist falls into the Garbage Dump after Undyne slices the bridge in two.
Encounters: Aaron Woshua Moldsmal Moldybygg Temmie Shyren
Boss: Undyne
undyne the undying(Genocide)
- #5Hotland
Keys: Tsunderplane, lava, Mettaton, Fire, So sorry, Muffet, Hotland, Pyrope, Alphys, Vulkin, Roya guard, Lab
Always on · After character · Order 10 · 100%
Entry settings
Hotland is the fourth region the protagonist encounters in Undertale, following Waterfall. It contains locations such as Alphys's Lab, True Lab, the MTT Resort, and the CORE.
Hotland is an arid region covered in reddish-orange dirt rising above the lava below. Many of the puzzles in the area involve platforms, adding to the hot atmosphere, as well as foreshadowing the technology found in the CORE.
Hotland appears to be a very industrial area of the Underground. Aside from being home to the CORE and Alphys's lab, Hotland also contains many steam vents, conveyor belts, lasers, elevators, and doors opened by solving puzzles. In some rooms, gears and cogs can be seen on the walls.
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.
Here, the protagonist can find a small room with a water cooler. When checked, the water cooler gives the protagonist a cup of water. Dumping out the water causes a small puddle to appear next to the water cooler, which gradually gets larger the more water that is spilled into it. Attempting to leave the room with the water causes it to evaporate, and the cup humorously evaporates as well. After leaving the room and going back in quick succession, the water cup gets erased by a mysterious force.
If the protagonist spares Undyne by running away from her, she collapses when the protagonist reaches this room. If the protagonist splashes water on her, she gets up and walks back to Waterfall. If the protagonist pours out all the water in the water cooler while Undyne is passed out, then checks the now-empty water cooler, the check says "Sadistically, you have poured out all the water right in front of Undyne's eyes."
Laboratory Entrance This area is a four-way crossroads that the protagonist enters from the west. The north path is initially blocked by the Royal Guards, who claim to be blocking the way for Undyne. After fighting the protagonist on floor 2, the path becomes unblocked. The south path leads to the River Person, who offers to ferry the protagonist back to Snowdin or Waterfall. The east path leads to the Lab. In the middle of all four paths, a SAVE Point is visible.
The Lab is a two-floor building, with a hidden elevator on the first floor. It is where the protagonist meets Alphys and Mettaton. The latter subjects the protagonist to a Quiz Show.
Post battle, Mettaton leaves. As the protagonist leaves, Alphys offers to upgrade the protagonist's dated Cell Phone. Once Alphys departs into the "bathroom," the protagonist can explore the entirety of the Lab with the lights on. An Instant Noodles can also be found in Alphys's refrigerator.
After exiting the right side of the lab, Alphys realizes she did not watch the protagonist's encounter versus Undyne. The protagonist's phone gets frequent updates of Alphys's UnderNet statuses as they navigate the region. Going up takes the protagonist to a large set of conveyor belts going forward and backward. Shots of flame burst from nearby pipes, adding to the scenery. At the end, a SAVE Point can be found at the Magma Chamber, which is the first set of steam vents. It consists of several small islands, most with steam vents, and is surrounded by lava.
Stepping on these vents causes it to emit a large steam that pushes the protagonist towards the depicted arrow's direction. On the branching isle, the protagonist can choose to take the west vent to progress, or east to go south and to the Burnt Pan room. Progressing towards the north path causes Alphys to express her anxiety on UnderNet, and she eventually calls the protagonist.
Upon taking the southern path, the room has a a steam vent that rapidly changes from left to right. Next to it are two islands with conveyor belts. The left island contains the Burnt Pan, while the right island contains nothing. The protagonist must get on the steam vent immediately after it switches to the left to get the pan.
Regardless of what island the protagonist lands on, conveyor belts on each side of the island take the protagonist back to the steam vent.
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. 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 her Cooking Show. Afterward, the protagonist may continue to the right.
Here, a large view of the CORE can be seen. Shortly after, Alphys calls the protagonist and tells them not to worry. At the end of the passageway, an elevator is visible, which takes the protagonist to Floor 2. Floor 2 Here, the protagonist must solve more puzzles such as the Conveyor Belt Puzzle and the Vent Puzzle. At the end of floor 2, the Royal Guards fight the protagonist as mini-bosses.
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
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.
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.
The lower door puzzle is blocked by lasers, which the protagonist must dodge. After beating this puzzle, Alphys calls the protagonist, and ask if they want to watch anime with her. Saying yes causes Alphys to talk a great length about her favorite anime, "Mew Mew Kissy Cutie." Saying no simply causes Alphys to hang up. On the way back, a stray cactus can be seen to the north, which the protagonist stops to look at if interacted with despite being on a conveyor belt.
After beating the Reactivated Door Puzzle, the protagonist reaches the "Spider Entrance," which contains a SAVE Point and a doorway to Muffet's Lair. Upon walking through, Muffet traps the protagonist, intent on killing them for being too stingy with their money and not buying anything, but does not attack if they bought at least one of her 9999G items.
Encounters: Pyrope Vulkin Tsunderplane
Mini bosses: Royal guards Muffet
- #6Core
Keys: Core, Mettaton, Knight knight, Whimsalot, Madjick, Astigmatism, Final froggit
Always on · After character · Order 10 · 100%
Entry settings
The CORE is a sub-section of Hotland, accessible from the MTT Resort. It is a technologically advanced facility that provides magical electricity to the Underground. There is an elevator to New Home in the center of the CORE. The entire structure is designed so that the rooms inside can change positions and the layout can be altered.
The CORE is an entirely mechanical complex that is largely blue and cyan with red accents. Purple paths and bridges link some rooms. The CORE appears to be the most industrial and modern region of the Underground.
The CORE has lavish decoration. Multicolored neon tubes serve as wall ornaments and embellishments. The floors of many rooms are engraved with intricate patterns. Lasers, both decorative and functional, dot the region. Despite the detail work, some parts of some walls and floors are chipped away.
Ozone, a byproduct of electrical power, is omnipresent below the floor level of the CORE. This explains why the CORE seems to be made of stainless steel, titanium, or platinum; ozone is highly corrosive to most organic materials. The entrance to the CORE is a vertical room with the color scheme of the MTT Resort gradually fading into the color scheme of the CORE. Here, the protagonist witnesses two "black sausage" NPCs backing into the CORE. A surprised Alphys calls the protagonist and informs them that monsters are not normally supposed to be in the CORE. The protagonist continues into the lobby, which has an elevator to the north and two paths to the left and right that veer upwards. Alphys directs the protagonist to the elevator, which is disabled. She then directs the protagonist to the path on the right, which is a small, square room with a fire pit to the north that is inaccessible to the protagonist. Going through the left path, which leads to a rectangular room with a doorway at the end, a monster appears and attacks the protagonist.
Continuing forward, the protagonist enters a room with a bridge that is cut off by a force field. Activating the switch near the force field deactivates it, but it also sends a group of lasers in a specific order. Alphys tells the protagonist that the order is "orange, orange, blue", but once the switch is activated, the order that the lasers come in is inverted (blue, blue, orange). After Alphys blames herself for messing up, the protagonist continues into a crossroads with a path to the north and a path to the east. Alphys directs the protagonist to the east, but changes her mind and tells the protagonist to go north. The northern path leads to a square room that contains another monster that attacks the protagonist.
The eastern room contains a bridge with many blue and orange lasers followed by a massive wall of blue lasers. Since Alphys is unable to turn off the lasers, she decides to cut the power for the entire room. When that happens, the way back is blocked by a "battery powered" force field. When the protagonist walks into the wall of blue lasers, the power suddenly turns back on, forcing the protagonist to stop. Alphys is unable to keep the power off, so she instructs the protagonist to move, then stop when the power turns back on. After crossing the bridge, the protagonist continues into the "Core Branch".
CORE Branch to New Home Elevator The "Core Branch" is a four-way intersection with a SAVE Point in the middle. The signs in the room inform the protagonist that the northern path and the western path lead to the "Warrior's Path" and the "Sage's Path" respectively, and the east leads to "The End". Alphys calls the protagonist, completely at a loss for how to guide them, and eventually stops talking to them out of embarrassment.
Starting from the western path of the "Core Branch", the protagonist enters a room that veers upwards. Here, the protagonist can witness the ice thrown by Ice Wolf travel across a conveyor belt and melt into the ozone pit. Continuing north, the protagonist comes across a vertical room with a western path leading to the Sage's Path, which is a shooting puzzle similar to the ones in Hotland's Reactivated Door Puzzles. Solving this puzzle unlocks the path to "The End". The northern path leads to a crossroads with an eastern path and a northern path. The northern path leads to a room with a trash can containing a Glamburger, while the eastern path leads to the middle portion of the "Core Branch".
Starting from the middle path of the "Core Branch", the protagonist enters a vertical room with an eastern path leading to the eastern portion of the "Core Branch". There is a sign on the path that tells the protagonist to "get lost... And stay that way." Continuing north, the protagonist encounters a four-way crossroads with the eastern and western paths leading to their respective portions of the "Core Branch" and a northern path that leads to the Warrior's Path. The Warrior's Path is a horizontal bridge in which three monster encounters take place leading up to a switch at the end of the room. Activating the switch unlocks the path to "The End".
Starting from the eastern path of the "Core Branch", the protagonist enters a room that mirrors the room in the western portion of the "Core Branch", except without the ice. Continuing north, the protagonist comes across a four-way crossroads. If neither the warrior's path nor the sage's path are completed, the eastern path is blocked by a force field that eventually disappears after waiting long enough (hinted by the sign next to it). The western path leads to the middle portion of the "Core Branch", and the northern path leads to another crossroads, again mirroring the room in the western portion of the "Core Branch". The northern room contains a trash can with 100G inside.
After unlocking the way to "The End", the protagonist enters a horizontal room with a bridge and then enters the "Core End", which contains a SAVE Point, a doorway, and an elevator leading back to the lobby. The doorway leads to a dark room with Mettaton in the center. After Mettaton locks the door, the room suddenly rockets upwards, and the battle against Mettaton begins. After fighting and defeating Mettaton, his deactivated body/corpse is left behind, and Alphys unlocks the door and evaluates the situation. The protagonist continues into a horizontal hallway with the elevator to New Home at the end. Alphys follows closely behind, blocking the way back until the protagonist opens the elevator.
Encounters:
Madjick Knight knight Final froggit Whimsalot Astigmatism
Boss: Mettaton
- #7New home
Keys: Asgara, Barrier, New home, Final
Always on · After character · Order 10 · 100%
Entry settings
New Home is the new capital of the Underground, ruled by Asgara Dreemurr. Asgara's castle within New Home serves as the final location before the protagonist reaches the Barrier. New Home is an entirely gray setting, occupied by long corridors and what appears to be a large city in the background. It does, however, contain the Throne Room and the Last Corridor, both of which are well-lit, brightly colored rooms, primarily sunlight-yellow. Onionsan mentions that there is a large aquarium in New Home and that it is overcrowded, but this is never seen.
The initial room is a hallway with a SAVE Point off to the side. The pathway veers upwards into a long, horizontal room with a view of the city in the background. There is an elevator in this room, but it cannot be used until the protagonist reaches the other side. The next room is a vertical room with a few buildings on either side. This room leads to the entrance to Asgara's Home, which is almost identical to the entrance to Toriel's Home, except there is a pile of leaves where the black tree should be. The layout of Asgara's Home is almost entirely identical to Toriel's Home, right down to the basement up until the room where Toriel is fought. Instead of ending at a door, the pathway veers to the right and continues forward into to a very long horizontal room with another view of the city. The end of this room contains an elevator leading back to the beginning of New Home and a pathway that leads south into the Last Corridor.
Past the Last Corridor is a vertical hallway that veers to the right, leading to the Throne Entrance. Past the Throne Entrance is a southern pathway that leads to a staircase to the basement. In the basement is a line of coffins labeled with the SOULs of the seven humans that came before the protagonist. Four of the coffins can be viewed in full, while half of the fifth one is cut off. The last two coffins are assumed to be off screen. The only coffin that can be inspected is the one labeled with the SOUL of the first human, which is revealed to be empty. On the True Pacifist Route, the coffins are open, and the first human's coffin is revealed to have mummy wrappings at the bottom.
Asgara leads the protagonist to the Barrier, and from there she reveals seven capsules with six of them containing the SOULs of the six fallen humans and the seventh one being empty. The protagonist fights Asgara, and Peddles finishes her off, absorbing the six human SOULs and transforming into Omega Peddles. After Peddles is defeated, the protagonist finds themself beyond the Barrier, in a room that is identical to the rooms where Flowey is encountered in the Ruins.
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