Undertale Guide

True Pacifist Guide for Undertale

True Pacifist Guide

Overview

Welcome to Undertale, the lovable RPG where no one has to get hurt! For this guide, I will be giving you a step-by-step walkthrough explaining parts of the game and how to overcome them. Undertale, unlike many other games, has many unique endings and outcomes, depending on how you play the game and who you kill, so I will be going over the most popular and most important ending of them all, the True Pacifist ending. To achieve this ending, you must kill absolutely no one and help all of the monsters of the Underground through their troubles by talking things out and becoming friends. So without further ado, let’s get gaming!

Introduction

Sit and watch the introduction sequence that will explain the game’s background. Basically, long ago, humans and monsters engaged in a war in which the monsters were defeated. The humans sealed the monsters underground at Mt. Ebott. One day, someone who appears to be your character stumbles into the Underground.

When you start a new game, you will be asked to name the fallen human. You have a maximum of 6 characters for a name. Note that certain names will trigger a response from the game, particularly names borrowed from in-game characters. I will not detail these responses here, as they would spoil parts of the game, but be mindful and pick an original name. My only bit of advice is that you not select Frisk as your name, as that would activate a special game mode that is not meant for inexperienced players.

The Ruins (Pt. 1)

The game will begin with you as a small human child atop of a bed of golden flowers. Feel free to move around and get a look at your cute little self. When ready, head right and into the next room.

The next room is dark, mostly black, but ahead you will find a small patch of grass under sunlight. A small flower is there to greet you. This is Flowey, and he offers to give you an introduction to the Underground. He will initiate your first encounter to explain how they work. I suggest listening to him and following his instructions for a valuable lesson. When you touch his “friendliness pellets,” you will be knocked down to 1HP, and Flowey will mock you for falling for his trap. If you avoid the pellets, he will grow irritated and eventually note that you “know what’s going on.” Regardless, he will attempt to kill you, but don’t worry, the watchful Toriel will save you. The friendly, motherly goat Toriel knocks Flowey away and offers to guide you through the ruins.

Follow Toriel north through the large door, leading to the Ruins’ entrance. This room has the game’s first save point in front of the stairs which you should use for your first boost of determination. Head through the north door with Toriel.

In the next room, Toriel will welcome you to your new home, and then teach you how to get though The Ruins as it is full of puzzles. She steps on some switches to open the next door, setting an example for you. Indeed, Undertale is full of puzzles, so be ready for them. There’s nothing more to do in this room except read the sign on the left, which offers you good advice for your Undertale journey: pick a path and stick with it.

“Only the fearless may proceed.
Brave ones, foolish ones.
Both walk not the middle road.”

When you follow Toriel north, she will give you another lesson on puzzles in the Underground. She heads across the room. The sign in front of you just says “Press Z to read signs!”. The sign on the wall tells you to stay on the path. More incredible advice! Head across the bridge and use the rather clearly marked switch on the wall. Follow her again, and once again press the obviously marked switch. Toriel is just trying to help you learn puzzles! If you talk to her, she will even tell you to press the left switch. If you try the right switch, Toriel will just tell you to use the other one. If you pester Toriel further, she’ll ask whether you know which way is left. When you finally push the switch, head into the next room with her.

The next room contains a small dummy which Toriel will have you practice with. She insists you need to be prepared for encountering monsters, and the dummy is your test subject. Toriel advises you to strike a friendly conversation. Talk to Toriel again for some ideas for conversation topics! Examine the dummy to enter an encounter. You can do anything you want to the dummy, though attacking it will cause Toriel to scold you. Practice sparing it by talking to it. It’s not much for conversation, but Toriel will be happy with you. You can also flee the battle, and Toriel will find you kind of weird, but it also works.

Head up to the next room, where Toriel has another puzzle for you. Follow her right, where you’ll encounter a Froggit. Simply use any “Act” option, and Toriel will give the Froggit a glare to stop the fight. Heading further ahead, the sign tells you how to solve the puzzle, but just follow Toriel. She will take your hand and lead you across the spikes for your own safety. How sweet!

Next, Toriel will challenge you with your toughest task yet. Walk to the end of the room on your own! How dreadful! It is quite a long room, but when you get to the end Toriel will reassure you that she is just testing your independence. She will then leave you on your own from here on and give you a cell phone to call her with. She tells you to stay where you are, but feel free to just head into the next room. If you choose to wait, you will get a call from her after five minutes in which she will ask you to wait longer. If you have the patience, you’ll be rewarded with a pretty amusing sequence of her losing her phone to a dog. Note that you can also call Toriel at anytime in the ruins for some interesting dialogue, particularly if you flirt with her.

Toriel will immediately call you in the next room to warn you to stay where you are because of more puzzles ahead, but we’ll defy her this time. Feel free to talk to the Froggit and use the Save Point. You’ll probably encounter your first, actual battle in this room, namely a single Froggit. See my Monsters Guide for more information on how to fight each enemy. Head north to get some candy from the pedestal, your first items. You can take up to four pieces before the candy falls onto the floor. When ready, head through the bottom right exit.

This next room has what looks like cracked ground ahead. You’ll fall down when you step on one, but you can just head through the right door on the bottom to get back up. This room is just introducing you to breaking floors.

The following room has a single rock and a switch. Obviously, you have to push the rock onto the switch. Toriel will call you here to ask on your preferences between cinnamon and butterscotch pie. She’ll immediately call again to ask if you don’t dislike the ingredient you didn’t choose. Head over the downed spikes and into the next room.

Next, you’ll find the floor covered in broken tiles, but you can actually walk on some of them. If you fall down, the pathway through the leaves below is the same pathway that will lead you across the tiles. Head through the left door to get back up and walk across the tiles depending on how you saw it downstairs with the leaves. Head in the next room to the right.

Ahead, you’ll find a room with three stones, again implying you should push them onto the switches. When you try to push the third rock, it will object, and you’ll have to keep talking to it until it stays on the switch for you. Not all rocks like to be pushed, it seems!

When you cross the spikes into the next room, you’ll find another save point plus some cheese to help fill you with determination. Save and proceed.

Head right and you’ll see a ghost lying on a bed of leaves, blocking your way. Hopefully you got some items, like the candy, so you’re ready for battle. Talk to the ghost and move it with force to begin a fight. Saying “No” won’t do anything.

Mini-Boss: Napstablook

Napstablook is a ghost that loves comedy, despite his check message, and just getting some attention. Threatening him won’t do you any good, and flirting won’t help, so try cheering instead. In terms of attacks, he’ll rain tears down on you from above, meaning you should stay low in the box. He also rains down wiggly tears that will spiral around the box. These are pretty tough to avoid, and I suggest just finding a spot near the middle to move back and forth. After you cheer for him three times, he’ll put on a top hat, as seen above. Cheer for him a fourth time to spare him.

The Ruins (Pt. 2)

After sparing Napstablook, he’ll get out of your way. Proceed to the right room first, but feel free to go back and heal at the save point too. The right room contains the Spider Bakesale. If you have at least 7G, I HIGHLY recommend you buy a Spider Donut from the left spider web. Either a donut or cider will be extremely useful later on in the game. DO NOT use the donut until told to!

Head north of the Napstablook room to find another long corridor. There are 2 Froggits here with some game advice. The second one will let you change the spare color from yellow to pink or have no spare color. Say the yellow names are bad and to get rid of them, then talk again and ask to bring them back for pink names. There’s also a third Froggit, a tiny one against the far wall. See if you can find it! Toriel will call you at the end of the room to say she’s left items around you can pick up, but don’t pick up too many, since you can only carry 10 items.

In the next room, you’ll see some broken tiles that you can fall through. The exit is blocked by spikes, but if you head down the upper middle hole you’ll find the switch to bring down the spikes. Some holes have monsters, and one has Napstablook lying around. The bottom left hole has a Faded Ribbon, some armor that you should equip. This is your first armor that will replace your default Bandage. You can now use the Bandage as a healing item.

The next room contains some pillars and switches that look like colored mushrooms. The sign says the next room changes perspectives, meaning it will rotate for a different vantage point. Ignore the switches in this room for now and head down to the next room which is indeed a rotation. You have to hit the right switch or be sent down a hole, forcing you to start over. This room’s sign tells you to hit the Blue switch, which is behind the top pillar. This will put down the spikes and let you head left. Next, hit the Red switch, which you can see pretty clearly. Finally, hit the Green switch, located behind the left, middle pillar, and proceed right.

At last, you’ve reached the end of the Ruins. First, head right passed the leaves and vines to find a single Froggit that will tell you about Toriel’s grocery shopping. Head north to find a dagger lying on the ground on an overlook of the Ruins. This is a Toy Knife that you can use as a weapon if you wish, or you can try selling it later on if you’re not fighting. Head back to the fork in the road with the leaves and go north.

You’ll see a large tree in front of you, and then Toriel will show up, worried about what happened to you. She’ll invite you into her big home just ahead. Use the save point and head inside.

Toriel will meet you inside to tell you she’s baked some Cinnamon-Butterscotch Pie for you. She expects you to live with her and heads to the right. You can follow her to the room she’s set up for you, but feel free to explore her home. She’ll bring you back if you head downstairs, though. Toriel will lead you to your room, which you can again explore. You can also head to her room down the hall for more stuff to examine. She seems to have quite an elaborate, well kept home, and it’s odd that she has a room prepared for you already. You can also go back and talk to her in her living room and proceed with the story, but I suggest taking a nap first. When you’re ready, sleep in your bed.

When you wake up, there will be a slice of Cinnamon-Butterscotch Pie on the floor for you to take. Hold onto this item and try not to use it until told to do so. Head out of your room and to the living room to speak with Toriel. She’ll tell you about her desire to take care of you and teach you, then offer to read some of the book she has. You can listen if you want, but eventually ask her how to exit the ruins and go home. She will say she has to do something and leave. Now, I suggest Saving outside, then heading downstairs.

Walk along the basement corridor until you meet up with Toriel. She will say that she plans to destroy the exit to the Ruins so no one can escape again. Follow her and she will warn you that all humans that leave simply die at the hands of Asgore. Who is that? Continue to follow her until you get to the door. She will block the door and challenge you to prove your strength. This is the first boss battle of the game.

Boss: Toriel

Note: You can flee the battle at any time if you want to heal or don’t feel prepared.

Toriel will not let you leave the ruins until you prove your strength to her. This goat monster means business at the start of the fight, using rather quick and strong fire magic. Her fire will swirl around the box, swaying back and forth, meaning you should glide along with it. It will also twirl in a double helix, so you should find a spot between the loops. The fire will accumulate on the bottom, so stay near the middle. Occasionally, she will sweep a hand across the box and shoot fire at you. Move to one corner of the box, then move to the other side to trick the magic to miss you. Be careful, as it will bounce off the walls. She will also sweep two hands at once. Use the sides of the boxes instead to dodge the attacks.

Talking to Toriel won’t help. All you can do here is to try sparing her right away to show you’re not willing to fight, even though her name isn’t yellow. Simply continue to use Spare until Toriel stops trying to hit you. Eventually, she will stop attacking completely and let you go. She will try to convince you to stay, but to no avail. You can also attack her and weaken her to the point that she will spare you.

Note that you can’t really lose this battle unless you intentionally kill yourself. Toriel’s fire will avoid you if your HP gets low. She has no intention of killing you. If she does kill you, she will look startled just before you get a Game Over.

After the battle, Toriel will let you go through the door, but she warns you to not come back. She will give you a heartwarming hug, then leave you. If there’s anything more you wish to do in the Ruins, do them now. Toriel is telling the truth when she says that you will not be able to return. If you head back to the house, you will not find Toriel anywhere. If you sleep in your bed again, you will get a mysterious message saying you’re the best hope of humans and monsters.

When you’re ready, go through the door. Walk along the long corridor into the next room where you’ll be face to face with Flowey again. He will mock you for being so peaceful and sparing everyone (if that’s what you’ve done). He’ll also comment if you killed Toriel, or if you killed her accidentally, then reloaded to spare her. He’ll say the world is his to take over, obviously having a sinister plan in mind. Go through the big door to enter the next area of the game.

Snowdin Forest

On the other side of the door, you’ll find yourself in a spooky, dark, and snowy forest. Not a good first sign! If you examine the bushes, you’ll discover a camera hidden in them. Something fishy is already going on. Head down the trail ahead.

Sans and Papyrus at the sentry outpost. Keep following the path, though some noises will startle you, such as a branch breaking when you pass it. Is someone following you? Walk until you reach a bridge, when you’ll be stopped by a mysterious figure. He’ll ask you to turn around and shake his hand. Oh, the old whoopee cushion in the hand trick! It’s just Sans, don’t worry. He’ll tell you about his job of capturing humans, then warn you about his brother, Papyrus. Sans shrugs after a pun. He’ll push you ahead to meet his brother, then have you hide behind a conveniently shaped lamp. Papyrus, a taller skeleton, will run in and scold his brother. He wants to capture a human to achieve recognition from other monsters. Hopefully you like skeleton puns, cause there’s plenty of those, too. Papyrus will leave, and then you can proceed to the right, but feel free to talk to Sans, too. Before you leave, he asks you to appease his brother for him.

Next, you’ll find a save point as well as a nifty box. You can put extra items in the dimensional box to store, and then you can retrieve them later from other boxes. Feel free to make use of them. This box comes free with some Tough Gloves for those who do combat. I suggest storing away your Spider Donut and pie for now. To the north is just a fishing pole to mess with. Go right to proceed.

You’ll see Sans and Papyrus once again, and Papyrus will be thrilled to see his first human. He declares his desire to capture you. He’ll dash off with Sans to prepare for you. There’s also a sentry station in this area made by Papyrus for your amusement.

Heading farther down the pat, you’ll find another sentry post, this one with a dog head on the top. The sign warns you to not move. Walk to the front of the post to meet Doggo, the dog that can only sense you when you’re moving.

After you finish with Doggo, head east once more to meet Sans again. He’ll educate you, a bit late, on blue attacks. Think blue stop signs! Head north first to meet a snowman. The snowman will give you a piece of his body for you to carry. I suggest holding onto it, but you can also use it as a healing item. You can also eat it in front of him to upset him. If you ever do use the Snowman Piece, you can come back for another. Next, go east once more.

You’ll see the skeleton brothers together once again, and they’ll try to challenge you to a puzzle. It doesn’t work very well, as you’ll find out. Head across the electric maze, then Papyrus will run away again. Continue your journey east.

The next area has a Nice Cream guy right at the start where you can buy a healing item if you wish. Go across the bridge to find a snowball on the ground. You can push the snowball into the hole at the bottom of the area to make a flag pop up. These flags have special meanings to them, but don’t worry about that now. Depending on how you hit the ball in, you’ll be award with some gold. Sans will be near the ball game, too, who will offer you friend snow, but you can’t actually buy it from him. To the northeast are a couple of sentry posts. Eventually, head through the southeast exit.

Once again, Sans and Papyrus have another puzzle for you! It’s just a word search lying on the ground that you just walk passed. Foiled again! Papyrus will ask whether you find the Junior Jumbles or cross words more difficult. The choice doesn’t matter too much.

Go east for another save point plus some spaghetti that Papyrus left for you. You can’t actually eat it, of course. When ready, proceed east.

A sign warns you about a dog marriage nearby. Oh, this is going to be interesting! There’s a switch at the top right in the snow-less area. If you uncover the snow at the bottom left, it will show you the switch with an X. When you head beyond the spikes, you’ll encounter a couple of dogs that are trying to sniff you down.

Mini-Boss: Dogi

Meet Dogamy and Dogaressa, a married couple of dogs ready to eliminate you. They will attack with their axes, making you move between them, then sweep underneath them with they lift upward. You’ll also see two small dogs on the sides of the box that bark out hearts. Some of these hearts are blue, meaning you need to hold still and let them move through you. To spare them, you need to roll in the dirt so you smell like a dog instead of a human. Have them re-smell you, then pet both of them once each.

You can also use your stick, but this won’t get you the “good” ending in the credits later on.

Once you’re finished with that battle, head south. You’ll see some rocks and some Xs on the ground. As the sign tells you, step on each X to turn them into Os, then press the switch above. You’ll have to do a more complex puzzle like this in the next room. Papyrus will be behind the spikes to ask about his spaghetti.

Indeed, Papyrus will show you the more complex puzzle involving many more Xs. This puzzle has many solutions, and it’s not too complicated. The picture here shows one solution. If you talk to Papyrus, he’ll help you solve the puzzle for you if you have trouble. The game isn’t trying to slow you down or hinder your progress. When you finish it, head east.

More puzzles! Papyrus has a complicated one ready for you, and he’ll tell you a long list of rules, but don’t worry, once again it won’t work at all. If you say you understand his explanation, he will start the puzzle, but it’ll form a single pink path for you to cross easily. If you say to don’t understand twice, he’ll just leave you the instructions and let you go.

The next area will look different depending on whether you petted Lesser Dog a lot or not. If you only petted him once, you’ll see the dog making snow-dogs. If you petted him a bunch, you’ll see long, deformed snog-dogs all over the place. Either way, save here and proceed.

After the snowdog area, you’ll find another X and O puzzle, this time on ice. Here’s another picture solution for you if you need help. If you fall off the side, you’ll end up at the bottom of the area. When you complete it, slide eastward. You’ll go across a slide and find a fork in the path, one part going south and the other east. If you head south, you’ll find Sans and some creepy eyes in a cliff. Head west, then into the cave to find a mysterious door. You cant do anything with this door now, so don’t worry about it. Go back and head east.

There’s a lot of big snowballs in this area that you can examine, apparently called snow poffs. When you examine the last one at the far right, a dog will pop out. Quite a big dog!

Mini-Boss: Greater Dog

This huge dog just wants to play. Beckon him to you, then pet him. Play with him once, then pet him two more times to satisfy the dog. You can also ignore him 4 times if you want or use your stick, but you need to follow the order above for a “good” ending later. He’ll attack by launching barks at you that are pretty fast, so stay on your toes and keep moving around. It also uses a spear that changes color from white to blue, meaning you have to hold still when blue and move when white.

When done with the dog, go east and across the long bridge to meet another trap by Papyrus. This final trap will also face, despite how menacing it looks. It would’ve been unfair, though, as Papyrus say. Continue east to arrive at the town of Snowdin.

Snowdin Town

This humble, chilly town is a perfect place to stop and rest for a bit. It has everything you could need, and it’s also home to Papyrus and Sans. I suggest looking around on your own and exploring the various buildings. Talk to the NPCs and learn more about the game.

First, check out the shop, where you can stock up on some items. Every player should buy the bandanna for a good DEF boost. The rabbit saleswoman also sells some healing items. You can also talk to her to learn more about the area. She will tell you how monsters used to live in the forest. Use the dimensional box outside to store your items.

Next, sleep in the Inn. It actually doesn’t cost anything despite what the bunny tells you. This will give you a temporary boost in HP that will be helpful with upcoming battles.

You can use the igloos to quickly get around the town. There’s nothing to see to the north at this point, so don’t worry about that. Check out Grillby’s, where the monsters like to hang out and grab some food. If you’re interested in the game’s story, head to the library and examine the shelves for interesting books. You’ll learn that monsters have lots of love in their souls and the way the moved from the Ruins deeper into the Underground. Monsters also turn into dust when they die, an important fact for later in the game.

You can’t enter Papyrus’s house yet. When you’re ready, you will head east and out of town. As you walk away from Snowdin, the area will fill with snow until you see Papyrus confront you from the shadows. At first, he wants to be friends with you, but he will try to capture you instead, beginning a big battle.

Boss: Papyrus

As you might guess, Papyrus uses bones to attack you. He’ll start off rather tame with basic, easy to dodge bones, but he’ll start to integrate a lot of blue bones as the battle goes. To initiate his long string of bone attacks, you need to try sparing him. You need to pay attention to the colors quite a bit in this battle. Remember to stop moving when the bones are blue! The tricky part of this battle is Papyrus will actually turn YOU blue! This makes you stay on the ground, forcing you to jump over the bones.

Bones will come at you from both sides of the screen. You need to jump to avoid the white ones by pushing up. The longer you push, the higher you jump. You’ll need to jump through small gaps between bones, so get your timing down. The key here is to keep a good rhythm. Put yourself in a good position to leap over the bones, anticipating how high you’ll have to go. Remember, you need time for your blue soul to land after it jumps. Don’t jump too high when the bones are moving fast. You’ll also need to jump over sets of bones like pyramids, so make sure you keep moving and don’t fall prematurely.

In terms of sparing him, you simply just have to wait out his assault. If you flirt with him, he’ll ask you on a date after the battle. If you insult him, it will just be a hangout instead. Keep sparing him over and over until he uses his biggest attack. A dog will steal his special attack, but he will unleash a huge attack after that forces you to jump way over all of the bones. Then, you can finally end the battle.

You can also throw your stick at him, though it doesn’t help you. You also can’t actually lose this battle. If you get to low HP, down to 1, Papyrus will instead capture you and seal you in his shed, though you can escape easily. If you lose to him enough times, he will just let you go through.

After you spare Papyrus, he will lament his inability to capture you. Offer to be his friend to cheer him up. He’ll give you directions to getting out of the Underground, namely going through the Barrier, a seal that keeps the monster’s in the Underground. He’ll also mention the king, Mr. Dreemurr, who is apparently pretty nice, but he wants human souls to return monsters to the surface. At this point, you can head back to Snowdin to date Papyrus, which is required for a Pacifist ending, or you can proceed to the next area.

When you want to date Papyrus, or hang out with him if you insulted him, go back to Snowdin to meet him in front of his house. He’ll invite you into his house, then let you explore it as you wish. Check the couch for 20g. Papyrus will tell you a lot about his home and life as you examine things. If you run in and out of the kitchen quickly, you’ll give him a workout, so he says. You can’t go into Sans’s room, so head to the left room upstairs to see Papyrus’s room. He’ll follow you up there. In his room, examine more stuff for funny anecdotes, then talk to him to start the actual date.Date with Papyrus

You’ll enter an encounter to date Papyrus. He has an official dating guide to help out! He’ll bring up a dating interface. Appease him by answering positively to his questions until you get your Date Power to max. He’ll change outfits, then ask you to examine his outfit with your heart. You have to examine his hat to find his secret. It’ll just be spaghetti, of course. Unfortunately, Papyrus won’t go out with you and instead just be friends with you. Alas!

After the date, Papyrus will give you his phone number. You can now call him on your cell phone at any time for his always insightful commentary. His comments change depending on the area you’re in, so try calling him frequently.

Waterfall (Pt. 1)

Go east from Snowdin and along the river. You’ll find a save point as well as a stand with Sans behind it. Talk to Sans and he’ll invite you to Grillby’s, though oddly he takes you in the opposite direction. At Grillby’s, Sans will order you two some food, and then tell you about some odd, talking flower that has been following his brother. He’ll say it’s just an echo flower, the blue flower you saw near his stand, but it sounds a lot like Flowey. It’s been talking to Papyrus. Undyne almost sees the human.

After the meal, head back out of Snowdin. East of Sans’s stand you’ll find a waterfall with rocks tumbling down. Just cross the river and avoid the rocks that will push you down to the bottom level. Further east, the area will be dark, and, as you head into the tall grass, you’ll see a little scene between Papyrus and what appears to be a knight. Papyrus says he met you, the human, but didn’t capture you. The knight appears to be Undyne, the head of the royal guard you’ve heard about. She says she’ll take your soul herself. When you head outside of the grass, a monster kid will run out with you. He’s obviously a fan of Undyne. He’ll run ahead. Feel free to save, then go onward.

Flower bridgeIn the next area, you’ll find four seeds, called Bridge Seeds, that, when aligned, form a bridge to cross the water. Just set them down in a row to move on, where you’ll see another bridge puzzle. This time it’s more complicated. There’s actually two different paths, one that heads north and another that heads east. If you align the flowers parallel with the bottom right shore, you can walk into the eastern room where you’ll find a quiche under a bench for you to take as an item. To head to the next room, align the flowers as shown in the picture. As you try to head north, Papyrus will call you to ask what you’re wearing. Don’t worry, what you say won’t actually change anything

The north room, called the Wishing Room, contains a lot of echo flowers. Some of them lament that monsters can’t wish to stars anymore. There’s also a telescope that will let you look at the ceiling, as well as give you a clue as to proceeding. You just have to examine the far northern wall to open a door.

Ahead, you’ll be on some sort of dock with signs on the walls to read. They will give you a history of the war between humans and monsters. Monsters can take human souls and become extremely powerful. When ready, step on the last piece of dock on the right to ride across.

Once again, the lighting will dim, and then Undyne will show up beyond the water. She’ll begin throwing spears at you. Run forward and dodge the spears. If the spears touch you, you will have to avoid them in an encounter. It’s best to stay down, toward the bottom of the docks, and then move up to avoid the spears.

When you reach the next room, she’ll keep throwing spears, then stop when you enter the grass. Undyne will step into the grass, then grab into it, but end up with the monster kid instead. Phew, you lucked out again! He’ll dash ahead once again.

You’ll find a save point next to use and relax a bit before continuing. Who is that Undyne woman? She’s pretty scary, huh? You’ll probably see her again soon. Best to stay prepared. If you want to go back to Snowdin now, just head back left, then use the ferry.

You’ll see Sans up ahead who will offer to let you look into the telescope. It’s just a prank, though, as always. If you go north, you can buy Nice Cream from the Nice Cream man, items that are pretty useful at this point. There’s also an interdimensional box here. You can’t go anywhere eastward, so head south instead.

Boy, isn’t this area pretty? There’s echo flowers everywhere and the water just glows. Head south, checking out echo flowers along the way. At the first fork in the path, go east until you reach a new room. Go into the grass to find some Ballet Shoes, which are actually a weapon for those seeking to do combat. Now go back to the fork in the path and continue south. Papyrus will call you again to say he apparently told Undyne what you’re wearing. Great! Head east, then north.

In the next room, you’ll meet a big octopus called Onionsan for a little bit of amusement. Appease them for a bit and just keep going right. Apparently all of their friends ended up in an aquarium in the city.

Beyond Onionsan’s room, there will be another fork in the road. Some of the signs tell you about souls, such as Boss Monster souls that persist after death. Go east first to find an odd, crumbled statue with water dripping on it. Go further to find some umbrellas. Grab one and take it to the statue to cover it. A music box will begin to play a melody. Now, go back, then north to find a room with a piano. You need to play the melody on the piano to unlock the secret to this room. Use the piano, then enter these inputs: Z, up, right, Z, down, Z, down, right. You have to hold the arrow key, then press Z to select the note. Pressing Z without using an arrow is what just “Z” means. When you do this, the far wall will open and lead you to a treasure. When you try to take it, the game says you have too many dogs. When you release the dog from your inventory, it will steal the artifact and give you dog residue. Just hold onto that. Dog residue just produces more residue plus some healing dog salad when used. It’s kind of useful, but random.

When ready, continue east passed the umbrellas. You’ll find a corridor with a lot of puddles, looking very shiny and nice. You’ll meet up with monster The Monster Kid who will tag along with you and tell you about his love for Undyne. Keep following the path. You’ll get a nice view of the king’s castle in the background, a very majestic building from this angle. Eventually, you’ll reach a ledge, and monster kid will help you get up. Don’t worry, he’ll be all right!

Save in the next area and check out the signs that tell you of the humans’ victory over the monsters. Make sure your HP is up cause things are about to go down again.

When you move on, it will get dark again. Yep, Undyne is here once more. This time she’ll spike spears at you from below. You need to come to a stop to let the spears jut around you, then quickly run. You need to the southeast, but try to avoid dead ends that will get you in trouble. You will have to avoid the spears in an encounter if they touch you. You’ll reach a dead end eventually, though, forcing you to face Undyne. She will cut the dock and send you tumbling down.

When you land, some sort of voice will speak to you as if in a dream, but you’ll wake up before you hear their name. Who was that? Apparently you landed on some golden flowers, which is peculiar. You’re in some sort of dump with garbage all over. Head east to find a save point, then proceed. Inspect some of the garbage to get some food, namely Astronaut Food, which might come in handy. There’s also a dummy down here, oddly. You can beat it up if you want, but regardless, when you try to leave, the dummy will come to life! His rationale for attacking you depends on how you treated the dummy at the beginning of the game. No matter what, he’ll fight you.

Waterfall (Pt. 2)

Mini-Boss: Dummy

Indeed, you cannot attack Mad Dummy, and talking to this maniac won’t help you. He’ll attack with magic, shooting it from smaller dummies. To beat him, you need to guide the magic attacks toward the Mad Dummy such that they hit him instead of you. Don’t worry, this does not count as fighting and will not affect a pacifist run. Move to the opposite end that he’s shooting magic from, and make sure to stay at the top of the box when he’s shooting from below. He’ll eventually start to move around, meaning you need to time where the magic goes. The other dummies will sometimes turn red and fall toward you, so move out of their way. Try to launch the magic by moving from one end of the box to the other at the last minute, dodging the magic and letting it fly out. Also try moving across the side of the box for more horizontal trajectory.

He’ll eventually start shooting missiles instead of magic, but the concept works the same. The missiles will circle around you, so swirl close to the top of the box and aim them toward the Mad Dummy. As a last ditch effort, he’ll throw a knife at you, but it’s easy to avoid. Fortunately, Napstablook will show up to save you from this battle.

Napstablook will invite you to his house after you beat the dummy. There’s a save point just ahead and a lot of different directions to take. If you head west, you’ll find a small duck which will carry you across the gap. This will let you go back to Snowdin or other parts of Waterfall. To the northwest is a fish house, obviously Undyne’s house. Remember where it is for now. Straight north is Napstablook’s home. You can visit him and listen to some of his music, or you can lie on the floor with him. Fun stuff! If you turn on his music, then leave, you’ll encounter Aaron and Woshua who clearly don’t like his music. To the northeast is Napstablook’s snail farm where you can also participate in a snail race. There’s nothing really practical here, but you can toy around some, then head due east.

You’ll find another dimensional box here to use, as well as a shop owned by a turtle called Gerson. He’ll actually teach you a lot about the Underground’s history if you want to hear it. He’ll tell you about the emblem of the kingdom and the prophecy about an angel to save the monsters. There’s also info on Undyne to learn, such as her background. You can buy cloudy glasses if you prefer more invincibility frames or the torn notebook. If you are pacifist, I suggest buying the notebook and using it as your weapon, as you’ll still get the invincibility bonus.

Continue east and read more of the signs. The humans sealed the monsters away, and only someone with a powerful soul can leave the Underground. The monsters need 7 human souls to break the barrier. Ahead, you’ll find an area with a lot of mushrooms. When you touch one, it lights up the path ahead. You need to head east still, so use the mushrooms to guide you. This is also where you find Temmie Village. See the section below for information on it.

The next area will dim and grow rather dark unless you hit the lanterns on the walls. Try to move swiftly so you don’t get lost. You just need to head east again.

You’ll end up in another dark room. Just keep heading right as it becomes pitch black until you find an echo flower. It will say “Behind you.” Oh look, it’s Undyne! For once, she talks to you, revealing that Asgore is indeed the king who seeks the seven human souls. She’ll charge at you, but again, the monster kid interrupts and saves you. Undyne will pull you away, allowing you to escape. Head back left, then go north.

Monster Kid defends the human.The next room has a lot of echo flowers which tell of a wish for some monster to reach the top of Mt. Ebott. The sign ahead says that the angel from the surface will save the monsters. Maybe that’s you. Continue east.

Cross the bridge and monster kid will show up again. He’ll ask if you’re a human, then ask you to say Undyne challenges the human.something mean to him so he can hate you. The choice doesn’t matter much. He’ll leave, but trip and fall down on the bridge’s ledge. Undyne will show up, putting you in a tough situation. Should you save him? Run forward to save the monster kid. Even if you don’t, Undyne will save him instead. It doesn’t hurt your pacifist run, but being nice is cool. Both of them will remark on your cowardliness or lack of sympathy if you don’t save him. If you do save him, he’ll confront Undyne and make her retreat. What a brave little guy! Continue to the right.

Head east until you reach a big cave. At the top, waiting there for you, is Undyne. Yep, this is it. Time for a fight. Apparently, Asgore has six souls already, meaning yours would be the last one. She won’t tell you much, though, before she challenges you. Save when she let’s you, then step forward and battle.

Boss: Undyne

At the beginning, Undyne will turn your soul green. While you’re green, you cannot move your soul, only the spear Undyne gives you to block her attacks. You need to move your spear in the same direction as her attacks are coming from to block them. Her arrows will get faster and faster, forcing you to move quickly. You need to look ahead, anticipate what arrows are coming at you. Judge their speed and get into the pattern.

When she swipes her spear at you, immediately move down, as she’s turning you red again and will try to ambush you from the side. When red, you’ll have to avoid spears shooting out from the ground. Stay in one spot and just move when you’re threatened by one. She’ll also throw a bunch of spears at you that will make you move quickly. When she swipes at you again, you’ll turn green once more.

The arrows will speed up again. Stay on your toes and pay attention! You’ll have to move quickly and not waste time waiting around.

To spare her, Act commands won’t do you any good. Just keep blocking her attacks until she let’s you use Flee. This will happen when you turn red a second time. Immediately Flee, then run into the cave. Keep running until she catches you. She’ll turn you green again for another round of attacks. This time, she’ll shoot yellow arrows at you. These are backwards. When they get close to you, they’ll flip around and strike you from the opposite side. Again, you have to anticipate them and think opposites with yellow arrows.

When she turns you red again, flee once more. She’ll catch you again, but this time won’t make you green, so just keep fleeing. Papyrus will call you in the middle of the scene, of course, and say you should hang out with Undyne sometime. Run passed Sans and over the bridge.

When you’re beyond the bridge, Undyne will try to follow you but collapse from the heat. Grab some of the water in the cooler and pour it on her. You MUST do this for a pacifist ending. She will leave, and you’re finally free. At this point, you have options. You can go back and hang out with her, as Papyrus suggested. I suggest using the River Guy, which is an instant transport system looked just ahead of the water cooler and then south. He can take you back to Waterfall or Snowdin.

Waterfall (Pt. 3)

Head back to Undyne’s house in Waterfall. Papyrus will meet you there. Talk to him to start the hang out. It’s a bit awkward at first, but Undyne will let you in. Papyrus will ditch you, leaving you and Undyne to mingle. Don’t worry, she will eventually try to make friends with you. Just play along with her and be nice. Feel free to look around her house, too. Eventually, sit down at the table to get drink from her. She’ll smash the table as soon as you try to get up, so choose with her spear. You have to pick the tea, though. Apparently, the tea is Asgore’s favorite, as she’ll tell you. She used to train with Asgore. Fake Hit Undyne

Because Papyrus isn’t here to cook, Undyne will make you cook, instead. You can either cook gently or roughly like Undyne, though it doesn’t make a difference as to what happens. Follow her instructions on the vegetables and putting the pasta in the pot. Press Z to stir the pot, then hold Right to turn up the heat. Keep holding it until the whole place burns down! Undyne will then challenge you again, putting you into an encounter. Don’t worry, you don’t need to fight! Use Fake Hit in the Act menu to show you mean no harm. Even if you use Fight, you can’t actually hurt her.

Undyne will let you call her with the cell phone whenever you want after the hang out.

Temmie Village is a hidden “town” located in the room with the mushrooms that light up. Instead of going northeast as you normally head, head southeast to the far corner of the room. Although you can’t see a path, you can actually walk across the darkness and into another room.

The village is home to Temmies, and lots of them. They’re quirky creatures that will make you both uncomfortable and at ease. There’s a save point here as well as a dimensional box. In the middle of the village is a shop owned by Tem called Tem’s Shop. You can buy Temmie Flakes here, but most importantly you can pay for Tem’s college tuition. It costs 1000G, so you really have to save up money, but Tem will also buy items from you. She’s the only vendor where you can actually sell items. If you have items you don’t need, sell them to Tem. To make money quick, use your Dog Residue to produce lots of residue and salads to sell. You can also go to Gerson’s shop nearby, buy some of his items, and see them to Tem.

When you pay the 1000G, Tem will go to college and then offer to sell you Temmie Armor. This is the best armor in the game and will make enemies doing very little damage to you. It also heals you every other turn. Unfortunately, it costs a ton. The price will actually go down the more times you die in battle, so you’ll probably have to die a handful of times before it becomes affordable.

Hotland (Pt. 1)

When you’re ready to proceed, go back to the save point in front of the laboratory and go right into the huge building. Go east to enter the laboratory. It’s rather dark inside at first, and you can’t examine anything until you deeper inside. Apparently there’s a monitor with you on it? Eventually, a small monster will enter and be shocked to see you. It’s Dr. Alphys! She’s the royal scientist. She placed the cameras you’ve seen before to watch your journey. She’ll tell you about her robot, Mettaton, which is programmed to destroy humans.

Of course, he shows up as soon as she mentions him. It’s time for a game show! Mettaton bursts from the wall to toss you into a quiz. You can’t actually fight Mettaton here, so it’s not an actual battle. Just spare or use the Act commands and then answer his questions. You have to move your soul onto the answer you want. Note, his questions are unfair and impossible to answer on your own, but fortunately Alphys is right there to help you. She’ll flash the answer to you with her hands, so keep your eyes on her. The answers are, if you need them for some reason, this:

D, C, B, D, A, D, Any answer for “Would you smooch a ghost?”, C.

Alphys will interrupt when Mettaton asks about the anime Mew Mew, then Mettaton will ask one more question: who does Alphys have a crush on? Feel free to answer any of the choices. When you try to leave the lab by going right, Alphys will stop you and upgrade your phone. Now your phone has two dimensional boxes with it, meaning you can exchange items through the boxes at any time. You can look around the lab now if you wish. There’s some noodles in the fridge as an item to have. When ready, head out to the right. As soon as you leave, you’ll start receiving updates from Alphys on social media. This will happen throughout Hotland. Head northward.

Walk along the left conveyor belt to continue north, then use the next left belt, too. You’ll find a save point ahead and some vents shooting steam. When you step on the arrow, you’ll be launched in that direction. Go right, then up, then right again. Proceed down to enter a new area. This time, the arrow will flip back and forth. Step on it when it’s pointing left to get a Burnt Pan, a weapon. Go back up, then just keep going north along the arrows. Alphys will try to call you but hang up.

Alphys will finally call you before you reach the lasers ahead. As she explains, blue lasers, like blue attacks, won’t hurt you if you stand still. Orange ones, on the other hand, you can walk right through. Just go through the orange lasers ahead, then stop to let the blue laser pass over you. If you hit a laser, you’ll have to avoid them in an encounter. Hit the switch at the end of the room to deactivate the lasers.

Alphys will call again to point out that you need to solve a couple puzzles to go further. She suggest to go right first, so let’s do that. Head right, then go into the door. Start the puzzle by examining the center square sign thing. For these puzzles, you need to shoot thHotland puzzle 1e arrow on the other side as if you’re playing some old arcade game. Move the blocks out of the way to get a clear shot. Fortunately, for this first puzzle, you have two shots, so use one to destroy one of the blocks, then just shoot the target.

Next, go to the left side. Alphys will turn off the laser here for you. This next puzzle gives you two shots as well, but there’s more blocks. Get the blocks aligned to look like the picture here, then shoot twice to solve it. Now you can head through the big door and continue north.

Cross the gap ahead using the steam. Go to the right to enter a dark room. Alphys will turn on the lights, and you’ll find Mettaton waiting for you! Cooking with MettatonIt’s a cooking show just for you two. Get the ingredients for him and set them on the table. He’ll try to use a chainsaw on you, but Alphys will stop him. You’ll have to get the human soul substitute from the counter. The can will shoot up into the air on the table, impossible to reach, but Alphys has a jetpack for you to use. Avoid the eggs, milk, and flour he tosses at you. Don’t worry, you can’t fail. He’ll leave you alone for now, so continue east.

There’s another save point ahead as well as a good look at the Core. Alphys will tell you about it over the phone. Head right, then go into the elevator and select Right Floor 2. The Left Floor will take you back to the beginning of Hotland. Proceed left to find Sans manning a hot dog stand. you can buy hot dogs from him if you want. If you’re inventory is full, he’ll just stack the hot dogs on your head. You can do this 29 times.

When you reach a fork in the road, proceed south first. There’s a Stained Apron here for you to grab and that I suggest you equip. Go left now to find some switches along a conveyor belt. As Alphys will explain, you need to hit the switches while moving on the belt. She’ll interrupt you before you hit the last one, but you can continue anyway.

The next area is one big puzzle involving steam vents. When you touch the switches, the arrows will change direction. You need to end up on the left side of the puzzle somehow. To complete the puzzle, follow these directions:

Left, down, down, up, down, left, up, up, left

There’s a save point ahead for you to use. Continue westward. You’ll be stopped by the guards, who will eventually recognize you as a human. Time for another battle!

Mini-Boss: Royal Guards

These not too smart guards will use a team attack that moves from the top and bottom. It’s not too complicated to dodge. To spare these two, you need to clean R2’s armor. Move your soul into the green armor piece that flies around until it’s cleaned. R2 will eventually take his armor off. Then, whisper to R1 once to get the two of them to become a cute couple!

Continue left, then up and around into the next room. It’ll be dark once more, which, of course, means Mettaton time. This time you’re on a news broadcast. He’ll ask you to find something to report on. Walk around and find any object in the area to report. All the objects will have bombs inside of them. Mettaton will make you defuse all of the bombs. All you have to do is encounter each object, then use the Defuse command when the bomb is in the green box. Watch each objects pattern and hit Z to defuse. Don’t worry, you cannot fail, as time will not actually run out. The big bomb won’t go off and Mettaton will be foiled again.

Head right, then up to find another good view of the Core. Go into the L2 elevator and head up to L3. To the right you’ll find a spider selling baked goods, much like the spider bake sale, except the prices are exuberant. Don’t bother trying to pay. Simply head right to find more steam vents. once again, you need to solve two puzzles to open the door to the east. Head down first to find a conveyor belt. This time there will be lasers crossing the belt. Because you’re on the belt, the blue lasers will touch you. You have to dodge them in an encounter to continue forward.

There’s another block moving puzzle here. You should align the blocks to look like the picture here. Head back to the steam vents area and then go up. There’s another puzzle here, and again the solution is in a picture here. When you complete both puzzles, head to the right and go through the big door.

There’s a save point in the next area which you should use. If you have a spider donut or cider, take it out of your dimensional box from your cell phone or have it on hand. Head into the building to meet a handful of spiders and lots of cobwebs. You’ll eventually get stuck in them, and then the spider lady you saw before will show up to confront you. Hopefully you’re ready!

Hotland (Pt. 2)

Boss: Muffet

Note: If you eat a spider donut or cider at the start, you can avoid this fight completely.

This spider is pretty mad that you didn’t buy her food, and you’re in for a tough fight if you’re without a donut or cider. She’ll turn you purple at the start of the fight, a new soul color in which you can only move up and down between the purple lines. She’ll attack you along these lines with spiders. Move out of the way of the incoming attacks. She’ll also use croissant-like attacks that will boomerang back where they come from, so expect to them to barrel toward you again. Sometimes some donuts will bounce off the walls. You have to watch the way they bounce, as some have wider trajectories than others. You’ll have to be quick, moving up and down swiftly. It’s all about watching her pattern and getting into sync with the way her attacks move. Don’t panic! It’s not as complicated as it looks.

You can pay Muffet some of your gold to reduce the damage of her attacks. If you struggle a few times, she’ll reduce the price for you, but she’ll only do it once. To spare her, you simply need to wait out her attacks.

You need to survive her attempts to feed you to her pet 3 times to win. When she tries to feed you to this huge spider, you have to move upward quickly while avoiding falling spiders. It’s a bit tricky, but just try to stay close to the top, but not too close, so you have time to move around. Pay more attention to the spiders than the monster below. Watch how they move and create gaps for you to jump through. After she goes through breakfast, lunch, and dinner, she’ll spare you.

After Muffet spares you, feel free to go back and save, then just head through the spider building to the other side. You’ll see a poster on the wall in the next room, which means, yeah, it’s Mettaton time again. You’ll end up on a stage of some sort, and then Mettaton will appear above you. He’ll treat you to a wonderful performance, then send you down into a dungeon. This area has a puzzle just like the one Papyrus tried to use on you in Snowdin. This time, he’ll actually make you do the puzzle, but don’t worry, cause you can’t fail (though it is possible to make it all the way). Alphys will interrupt as soon as the fire gets close.

Mettaton will attempt to fight you, but it’s not a real battle, don’t worry. Alphys has a feature on the phone that will turn your soul yellow and upside down. Now you can shoot at Mettaton like some classic arcade space ship. Blast him until he gives in and leaves for now. Alphys will call after the brief battle to say she’s grown more confident in herself because of you. Proceed to the right.

You’ll find a Nice Cream man ahead, but he won’t sell you anything. To the left is the stage you were just one and, to the right, is the elevator to go back down to R1 if you need to. Go north to finally reach MTT Resort.

This large resort has everything a traveler like you could need, such as items, a place to sleep, and even your old friend Sans. Talk to Sans first and he’ll invite you to dinner. He’ll take you into the resort. He’ll talk to you about the end of your journey because you are, indeed, close to the end. He suggests you reconsider leaving, then he tells a story about how he met some woman behind the door in the Ruins by telling knock knock jokes. Could that be Toriel? Apparently she told Sans to protect any human that exits the Ruins. If she hadn’t told him that, you’d be dead where you stand. Creepy!

Now you’re free to explore the resort. There’s not much for you to do in the restaurant, but you can talk to the receptionist, shaped like a hand, in the main lobby to sleep a night for an expensive 200g. This will increase your HP beyond maximum, but you do have to pay this time. If you knock on the rooms of other guests, they will ask for specific items. If you give them the items, you’ll be rewarded gold.

There’s also a fast food place manned by a monster known as Burgerpants. He’ll sell you some food items and tell you some interesting stories. Mettaton apparently took over this place one day and has controlled it since. If you go back outside, then head to the right and into the alley you’ll find another shop owned by Bratty and Catty. They sell an Empty Gun as a weapon and a Cowboy Hat as armor, if you’d prefer a defense boost instead of the HP recovery from the Burnt Apron. They also sell a Mystery Key for 600g which is for the house next to Napstablook’s in Waterfall. The two girls will tell you some cool stories about the area and people, too, such as Alphys and Mettaton and even Burgerpants.

Apparently, the elevator here isn’t working, so you’ll have to head north into the Core to continue.

The Core

As soon as you leave MTT Resort, you’ll see some shadowy figures go into the Core. Who are they? Looks like someone’s expecting you. Ahead, Alphys will suggest you try the elevator, but it doesn’t work. She then suggests to go right, but there will just be a dead end. Apparently someone has messed with the area, and Alphys is pretty confused. Just follow her directions, since there’s not else you can do.

A Madjick will attack you in the next room. Then next area has a switch and some lasers. When you push the switch, the lasers will rush toward you. Alphys tells you orange, orange, blue, but the order is wrong. Instead, the order is blue, blue, orange, so stand still and move through the orange one. Lasers in the Core

You’ll reach a crossroad and Alphys will suggest to go right, then change her mind to up. You’ll be ambushed in this room by a Knight Knight. Go back and head right.

You’ll find a lot of lasers moving along the bridge ahead. Alphys will turn them off for you, but be careful, because they’ll turn on again. Because all of the lasers are blue, you’ll need to let Alphys turn them off, then quickly run forward. Stop just before they turn on to avoid them.

To the north, you’ll find a save area and some signs. The signs suggest that the The End is east, and you want to end up there, so head to the east first. This place is a maze, so pay attention to where you are and where you’re going. Go northeast to find an electric barrier blocking your way. The objective here is to find the switch that removes this barrier. Head all the way north along the eastern side to find 100g in a trash can. Free money! If you head to the far northwest corner, you’ll find a Glamburger in the trash.

Now, there’s two ways to solve open The End. You can either go north as far as you can in the center of the Core to find a bridge leading east. You’ll have to fight 3 sets of enemies to get across the bridge. Follow the advice on the insets here.

You can also head down the left side of the Core to find a red path heading further west. This path has a puzzle in it, another box moving puzzle as you saw in Hotland. The solution is pictured here.Puzzle in the Core

When you complete either of these, head back to the area where you saw The End. The easier way is to just head back to the save point and go east.

When you pass where the electric gate was, you’ll cross a long bridge. Some more monsters may attack you. Cross it until you reach an elevator and another save point. The elevator will take you back to the beginning of the Core. I suggest you save and prepared yourself for a major battle. Feel free to go back to MTT Resort via the elevator and get more items.

When ready, enter the door. Mettaton is waiting for you inside. This is it, your final confrontation with him. He explains the Alphys has set up this whole charade, trying to show that she can be part of your adventure. Mettaton is tired of it and wants to show he can take your soul himself. He locks Alphys out, leaving just you two to face off.

Boss: Mettaton EX

You’ll notice that your soul is yellow already when this battle begins, but when you try to shoot him your attacks won’t work. He’s invulnerable to attacks, as his check says. He’ll send blocks down from the top at you that you need to shoot with your soul. Although you can’t hurt him, you can destroy his attacks. When he uses an arm with a yellow dot on it, shoot the yellow part to make the arm retract. If you shoot the rest of the arm, it will speed up. You need to learn to be precise because his attacks are about to get much faster and harder. If you shoot a bomb, it will explode, sending a blast vertically down the box that will hurt you. Don’t shoot them unless you can avoid the blast by moving quickly.

For the first few turns, just stall until Alphys calls. She’ll suggest to turn him around. Select Turn from the Act menu. When you flip his switch, he will turn into Mettaton EX!

Check: Mettaton EX 8 ATK 1 DEF His weak point is his heart-shaped core.

Now he’s gorgeous! You’ll see a ratings meter at the top left. With Act commands you can raise this rating. You have to get it to 10,000 to spare Mettaton, so get to work. It’s gonna be a long fight!

If you pose, you’ll get a small boost in ratings every time. If you boast, you’ll only get a boost if you avoid taking any damage during that turn. If you heel turn, your ratings go up if you take damage. I suggest just posing over and over unless you’re confident you can avoid his attacks. You can also use MTT brand food such as Glamburgers to raise your ratings.

Mettaton EXUse your yellow soul to shoot his attacks. Shooting his legs makes them flail back, giving you a chance to move forward and around them. Don’t shoot bombs unless you need to. I suggest shooting as many of the little Mettatons as possible, as they shoot out hearts that can be tough to avoid.

He’ll ask you a quiz question in the match where you can just type whatever you want. He’ll respond based on what you say.

When he exposes his heart, shoot it as much as you can. This will help expedite the battle so he begins losing limbs. Don’t worry, it doesn’t count as killing him. Stay toward the bottom of the box to avoid attacks he throws at you while his heart is exposed. When the ! appears on the side, quickly move away to avoid his attacking legs/arms. Eventually, he’ll have no limbs left.

When he uses a disco ball, you need to shoot the ball so the lights coming from it at blue. Blue lights will go through you without hurting you. When you see a bomb and an indestructible block together, you have to shoot the bomb, then move quickly to the right to let it explode and blow up the block. You have to stay in rhythm to keep up with him.

When you see the Rec and Rew, he’s recording the sequence of bombs and blocks he’s sending at you. After they pass, they’ll come back up. Remember which blocks you destroyed so you can move through the holes you made when they come back up.

He’ll spare you when you reach 10,000 ratings. He laments that his career is over, that he has lost, but his fans call in to vouch for him. Mettaton decides it’s best to stay underground and entertain the poor monsters.

Alphys will rush in and find her robot hurt. Fortunately, it’s only his batteries that are dead. She tells you to go on ahead without her. Indeed, head north, the only direction available. Alphys catches up to you and apologizes for her trouble. She follows you down the corridor until you reach the elevator. There, she says she lied to you. To reach the surface, you need a monster’s soul. You’ll need to kill Asgore. It sounds bad, but surely there’s another way? We’ll have to see. Go up the elevator.

New Home

When you step off the elevator, the area will look gray and colorless. There’s a save point here, but, when you use it, you’re not filled with determination. Is it because of what Alphys told you? There’s a lot of save points around here, so feel free to use them. For now, head north, then east. The second elevator, of course, doesn’t work right now.

Walk across the long path in front of the city. This must be the capital, called New Home. Continue along the path until you reach a house that looks just like Toriel’s. Head inside to find the basement locked up. You need two keys to unlock the basement. There’s one in the kitchen and one near the bedroom. As you explore this house, which has a lot of stuff to see, you’ll discover that it’s Asgore’s home. You’ll enter encounters as you walk where monsters will begin to tell you the story of the first human that fell into the Underground. The kingdom’s prince, Asriel, found the fallen human, and they became close friends.

Grab the two keys, but take the time to explore. There’s so much to see here, and you’ll learn a lot about the story. In one bedroom, you’ll find two presents with items in them. I suggest you equip both the dagger and the heart locket, as you’ll need them both soon. Open the basement and head down into it, where you’ll hear more about the story.

One day, the fallen human became ill and eventually died. Asriel took the human’s soul and crossed the barrier to bring the human’s corpse back to its village. The villager attacked him. When he returned to the Underground with the human’s corpse, he died, spreading his dust around the garden.

Proceed across the corridors until you reach an elevator which can take you back to the beginning. Go down and into the Last Corridor, a room lit by stained glass. As you cross the corridor, you will be stopped by Sans.

Sans judges you.It’s time to judge you. Sans will comment on your progress in the game, particularly whether you killed monsters or not. If you followed this guide, he will be happy with you and let you pass on ahead. He tells you about EXP and LOVE and the way violence is perpetuated. But you… you earned love, not LOVE. You made friends and stuck to your morals. He says you have two options: let Asgore kill you or kill him. After he judges you, continue down the corridor.

If you wish, at this point, you can do a secret to get a key to Sans’s room.

Walk upward for another save point. This door leads to the throne room. If you go right and down, you’ll find some coffins, each with a different colored soul. These are the humans that came before you. The first coffin has your name on it. Looks like Asgore is ready for you.

When you enter the throne room, you see Asgore tending the garden. He’ll eventually turn around to see that the human has arrived. You two know what you must do. He heads beyond the throne into the next room. Follow him ahead, and he’ll speak to you again, insisting not to worry too much about this. Proceed to the right and use the save point.

If you enter this final door, Asgore will give you one last chance to turn back. If there’s anything else you want to do or you think you need more items, go back now and use the elevators The six soulsto take you to MTT Resort. Make sure you have your Butterscotch Pie. I’m serious! This is the point of no return where you commit to finish the game. When you do agree to fight Asgore, the six souls will rise up around you. The last container is empty; that’s for your soul.

Boss: Asgore

Asgore will destroy your Mercy option at the start of the battle. This means you MUST FIGHT. It’s just as Alphys and Sans said: there is no way to spare Asgore without fighting. Don’t waste time trying to talk to him, though doing so three times will lower his AT and DF. Use Fight to attack Asgore.

His attacks are mostly just like Toriel’s. He’ll swipe hands across the box and launch fire at you. Move to the sides, then avoid the fire through the gaps it makes. If he uses one hand, circle around the box, but be sure to avoid incoming attacks. He’ll also swirl fire around you in circles. You have to fit through the small hole in the circle. I suggest moving quickly through the holes and stay ahead of him. Watch for the ! that tells you he’s launching fire at you from that direction. Move to the other side of the box to avoid the fire dropping down the middle.

When he closes his eyes and turns away, his eyes will flash either orange or blue. Remember the order that his eyes flash. Move when he signals orange, then stand still when he signals blue. He’ll also launch his fire in a spiral that looks fast and tough to dodge. You just need to move back and forth in one spot, letting the fire move around you. The fewer movements you need to make the better.

If you’re having trouble, talk to him a few times and eat your butterscotch pie to reduce his AT and DF. Note that his attacks will only knock you down 1HP and won’t kill you if your HP is higher. Recognize that, as the battle speeds up, you’ll probably get hit a few times by his fire. If you die, Asgore will nod sadly the next time you face him and talk to him.

Continue to Fight Asgore until he kneels in defeat, meaning the battle has ended.

When you defeat Asgore, he will lament that he has lost so much from the humans, such as his son and his wife. He does not actually want to fight you. Asgore will offer to let you take Mercy on Asgorehis soul and cross the barrier. The game will let you decide between killing him or having mercy. Note, you MUST spare him for a pacifist ending.

After you spare him, he offers to keep you as part of his family, but he’s interrupted by an ambush by Flowey. That fiend! You knew he would return though, didn’t you? Yep, he just killed Asgore and took his soul! He will steal all of the human souls, and then the game will crash. This is intentional, don’t worry!

When you relaunch the game, you’ll quickly notice that it’s different. The introduction is corrupted, and your save file is gone, replaced with one clearly created by Flowey. Hit Continue cause it’s the only option you can use. You will be in a dark, completely black space. Walk northward to find a save point, but, when you try to use it, Flowey will destroy your file. Flowey takes over.

Flowey will go on a long diatribe about how much he wants to destroy the world. He thanks you for weakening Asgore for him so he could steal the souls. When he gets your soul, he will become a god and can create his own world. With your save file gone, you have no choice but to entertain him. He’ll eventually turn into his huge, creepy and surreal omega form to destroy you.

Endings

Boss: Omega Flowey

Spooked yet? Cause you’re about to be with how crazy this battle is. Flowey will attack you right from the start with an absolute barrage of powers. He uses everything from vines to guns to bombs to flies. There’s no pause in this fight; you have to keep dodging constantly until you fulfill the requirements here to beat him.

You don’t have a menu for this battle, but you’ll see a Fight command show up early on in the fight. You need to hit these buttons every time you see them. Sacrifice getting hit to fight him. You must take every opportunity you’re given.

There are basically two phases to this battle: when Flowey attacks you and when he uses a soul. During the first phase, it’s total hell. You need to keep moving as much as you can. Don’t expect perfection. Just stay alive! When you see red and yellow lines shooting at you, move horizontally to avoid his vine attacks. Again, keep moving, since he doesn’t let up. Zip out of any circles that appear around you, and watch for horizontal lines when he’s using finger guns to try and shoot you. He also drops bombs that make pretty big explosions. My best advice here is just to find a hole in the bombs and stay in it. Dodge if you need to. He also uses some odd spiky plants that bounce around the screen. These aren’t too tough to avoid, just time their movements.

The key here is to stay calm, but stay in motion, too. You can take a decent amount of blows before you die, so feel free to endure a hit or two to reach the Fight menu. Don’t get overwhelmed. His moves are avoidable when taken one at time.

The second phase of the battle involves him summoning souls. See the pictures above. He’ll pause the fight to call on one of the many colored human souls. Each soul has a different scenario you have to survive. In each scene, you’ll see an Act menu button float in. You NEED to use this button. When you do, you’ll call out for help, and the attacks will turn into green, healing objects. You need to do this 6 times, once for each soul.

The first soul, the light blue one, uses blades that twirl around the screen. You need to skirt between them, carefully avoiding any part of them. The Act button will come in from the top. This one isn’t too challenging, and the blades will heal you plenty.

The second is the orange one (they change color, hence why the picture is different). It uses some weird glove-like things that bounce back and forth in circles. Slide into the middle of the gloves, then back out. Act will again appear at the top, so gradually move up that way.

Third, the dark blue soul will try to tap dance on you. The music notes force you to stay down low and go underneath the shoes. Don’t fall behind; go under as soon as you see the chance. The Act menu will take the place of a shoe. Run across the music notes when they’re green for a lot of health.

The fourth soul is purple. There’s a set of books on both sides of you, and some words will float across the screen. Avoid these until you see the Act menu. This is fairly simple because you just need to move up and down.

Fifth, the green soul will toss fire at you from frying pans. Stay down low and slide back and forth to dodge the fire. Watch for Act to fly out of a pan. You’ll have to move around to collect the green healing fire.

Finally, the yellow soul will literally try to shoot you with a gun. This one is fairly simple. Just stay out of the three targets that it uses to aim. As long as you’re not between the gun and the targets, you’ll be ok. The gun will shoot out the Act button for you.

When you complete all six souls, they will combine their powers to heal you fully. Their power will knock Flowey’s defense to 0. Now, time to attack! He’ll launch everything he has at you again, but make the Fight button your priority. Grab the green items the souls will give you. Keep attacking over and over until Flowey is defeated.

Flowey will try to restore his health at the end and then kill you, but the human souls will stop him. They’ll rebel and take Flowey back down to form.

The souls will reduce Flowey to back his normal form. He’s wilted, defeated, completely at your mercy. The game will present you with the option: kill him or spare him. In this case, doesn’t matter which you choose. You can kill him and still get a pacifist ending, but he won’t show up in the ending described below. If you spare him, he’ll try to convince you otherwise, saying he doesn’t understand your niceness, but he’ll eventually flee.

Finally, you’ll wind up in a room much like the one you saw when you first met Flowey. When you walk through the big door, the game will end as you leave the Underground.

You’ll see some brief credits at first, then receive a phone call from Sans. He’ll comment if you had the Snowman Piece with you at the end, then he’ll tell you about what has happened in the Underground since you left. The queen, Toriel, returned to rule upon the death of Asgore. She has a policy that insists that humans will be treated as friends, not enemies. All the human souls are gone, meaning the monsters have little hope of escaping anytime soon.

He’ll hand the phone to Papyrus if you befriended him. He’s now captain of the Royal Guard, though they don’t do anymore fighting. Undyne will interrupt if you befriended her. She says the Royal Guard was disbanded except for Papyrus. Her and Alphys are determined to find a way out of the Underground for the betterment of monsters. She is sad that Asgore died, thinking you killed him. If you did the below True Pacifist stuff with Alphys, she’ll also be on the phone, otherwise Undyne talks about how she’s reclusive and something is bothering her. Flowey gives you advice.

But this isn’t such a good ending, is it? Flowey will show up after to talk to you about it. It seems like you didn’t really help the monsters at all. In fact, you set them back, and they’re trapped for what will likely be a long time. Surely there’s a better ending? Flowey will give you advice on getting the ending. He’ll let you load your old save file so you can pursue that ending. If you followed this guide, he’ll suggest to go make friends with Alphys. If you didn’t kill anyone and want that better ending, continue the guide, but if you did kill someone, you’ll have to restart the game.

Travel back from New Home to the Core. On your way back, you’ll get a call from Undyne asking you to deliver something for her. She’s in Snowdin with Papyrus, so use the River Person in Hotland to get there. Use Left Floor 1 on the elevator.

Talk to Undyne to get the letter. It’s for Alphys, of course. You can actually drop the letter and get another one that you can’t drop, just for fun, though not in Undyne’s presence. Go back to Hotland and up to Alphys’s lab. The door is locked, but you can slide the letter underneath the door. Alphys will at first be hesitant to see the letter, but eventually she will open the door and think you wrote it. Apparently it was quite a passionate letter.

She’ll take you on a date, showing up in her nice dress. Being prepared, Alphys has gifts for you, but they all seem to suit Undyne far more than you. The date starts off awkwardly, then she’ll invite you the dump, her favorite place. Undyne will show up shortly after, forcing Alphys to hide. Alphys will admit that she likes Undyne and would prefer to date her. Her lies make her afraid to speak up to Undyne.

You’ll have to roleplay to help Alphys tell the truth. Feel free to mess around, since you can’t screw up here. Undyne will show up eventually to interrupt, and Alphys will try to tell the truth, but Undyne will toss her into the garbage. She suggests that Alphys train, but with Papyrus, not her. Eventually, they all leave you in the dump.

True Lab

Papyrus will call you as you leave the dump, suggesting you go visit Alphys in her lab. Head back to Hotland. Inside the lab, you’ll find a letter on the ground near the bathroom. Alphys says in the note that she has done terrible things and that, if you want to find out what, head into the door. Apparently it’s not a bathroom but an elevator. As you head down, the elevator will lose power and crash down at the bottom!

You’ll end up in a rather creepy, dark, and dank lab. As you head right, there are some panels on the walls. Make sure to read these for important information on the story behind this lab. Alphys attempted to find a way to break the barrier with monster souls by using a power called Determination. Yep, you heard that right. Head north to find a save point and a large door. You’ll need to open this door to complete this area. To do that, you need four keys, one for each color on the door. Use the vending machine here to get some chips as a healing item.

Go to the left, since it’s the only direction available. Read the panels to learn that Alphys was using “fallen” monsters to experiment on. You will end up in a room with odd operating tables. At the far left side of the room, there are three sinks. Turn them all on to enter a necessary battle.

Once those spirits are gone, take the red key from the sink and head into the north door. Use the key on the red button in front of you. The note on the ground talks about a drain, a clue for the next key. Go back to the main lobby, then head into the northeast door that is now open.

There’s two more panels here to read. Apparently, Alphys succeeded in bringing the monsters back to life? Sounds surreal. Continue to the right to find a lot of beds, perhaps where the monsters slept. If you sleep in the bed with the covers open, a really creepy ghost figure will appear and tuck you in! It’s seriously freaky. There’s a bed on the right side in the middle row with messed up sheets. Check it to find a yellow key underneath to take. Use the save point at the top right and go north first.

The next corridor goes both left and right. Let’s go right first. The room will be full of fans with a lot of fog in the air. Walk to the end of the room and use the switch to turn on the fans. Another monster will form in the room. Confront if for another battle.

When finished with the dogs, head back into the corridor and go west this time. When you see a door to the north, walk inside to find a bathtub and an odd figure apparently inside of it. There’s a green key inside the tub, so take it and then continue west. TV Room

The next room has a large, odd device in the middle of it. I suggest going in the north door first. Use your yellow key on the button here, and then inspect the TV. There’s some video tapes here that I highly suggest you watch. They tell you a lot about the game’s story. In some of the tapes, there’s someone who refers to you! Who is that? It sounds like the person they were talking to died.

There’s a save point here, but when you try to use it, you’ll be attacked!

Feel free to go back and use the save point in the bedroom to heal yourself, then head to the left. You’ll find a lot of fridge in this room. If you didn’t turn off the fans, the room will be covered in fog. None of the fridges contain anything, even the moving one. When you try to head into the northern door, one fridge will turn into a monster and attack you.

Thankfully, this is the final monster you’ll have to face. Proceed into the next room and use your blue key, then go back to the main lobby. You can now enter the huge door in the middle. Inside the door is what looks like an elevator, but it doesn’t work. Instead, head left. The panels are turned off for now. Walk into the next room, then turn on the power with the machine in the back. Alphys gains confidence.

When you restore power, another set of monsters will appear, but this time Alphys will stop them for you. She will explain why she is down here and where these monsters came from. They are all monsters she experimented with that melted together from the determination injections.

After she thanks you for your efforts, go back to the elevator that wasn’t working, though feel free to read the panels now. As soon as you enter the elevator, you’ll get a phone call from someone mysterious. The elevator will close on its own, and you’ll end up back at New Home.

The elevator is tried with vines to prevent you from going anywhere. There’s no choice at this point but proceeding back to the throne room. You need to head to where you fight Asgore. Save as you wish, but there is indeed no leaving now.

Face Asgore once again. Don’t worry, you won’t need items at this point. After the battle starts, Asgore will be interrupted by a fire attack, knocking him aside. Could it be…? Yes, it’s Toriel! She’s back! She saves you from Asgore, saying she couldn’t let you make the decision between killing someone and going free. She scolds Asgore for his cowardness. Looks like you’ll get off easy this time!All the friends together.

Undyne will show up, as well, and insist that no one try to fight each other. Alphys will follow her, similarly trying to avoid a fight, then comes Papyrus with the same plea, and then Sans joins. Of course, Toriel knows Sans. Remember his story at MTT Resort? She’s the woman he told the jokes to. Enjoy the banter between them, having all your friends together in one place.

But of course it won’t last. Flowey interrupts by grabbing all of friends at once. It’s a trap! He’s after their souls! What an evil flower. He’ll trap your soul in a box and then proceed to try to kill you. Don’t worry, though! Your friends are there to help you. Toriel and the others will block his attacks for you. In fact, a bunch of monsters will show up to help you!

Unfortunately, it’s all part of Flowey’s plan. He’ll kill them all, take their souls, and turn into his true form. That form is a goat, a goat monster you know. It’s the dead prince, Asriel.

The End

Final Boss: Asriel Dreemurr

It’s Asriel, and, with the power of both human and monster souls, he’s become a god. As your dialogue box says, it’s the end, and it’s time to finish your journey.

You have two options in your Act menu: Hope and Dream. If you use Hope, you will take less damage on the next turn from Asriel. If you use Dream, your inventory will fill with items called Last Dreams that heal most of your health and you’ll regain some HP. You just need to let him attack you until he moves on to the next phase of the battle.Star attack

Asriel will start you off with his rain of stars called Star Blazing. The stars hit the box and shatter into smaller stars. This is probably his easiest attack, since you just need to move around the small stars. It’s a bit disorienting because of the colorful background, but just keep your eyes on his attacks.

Shocker Breaker is a lightening attack. You’ll see exclamation Asriel’s sword attackboxes on the bottom of the box. Move out of the boxes QUICKLY! These attacks are fast, and you need catch on to his pattern. Move from box to box, then, when he attacks across the screen from one side to the other, you have to jump across the box right after he strikes in front of you.

When the box shrinks, Asriel is using his swords. He’ll move from side to side and slash at you. You must move to the opposite side as he strikes. Watch out for the end of the attack which unleashes some small sparkles that can hit you if you’re not paying attention.

Chaos Buster is his special blaster that will shoot rapid shots at you. Watch the lasers that show where it’s aiming. Move when it’s targetting you and stand still when it’s not. When he charges up the blaster, run away! Sometimes he’ll also shoot off some stars after the attack.

Expect to take some hAsriel’s Last Formits in this battle, especially as it speeds up. Don’t worry, you can’t lose. When you die, your soul will refuse to break and the battle will resume.

Eventually, he’ll try to suck up your soul in a vortex. Just move away from it and don’t really care if you get hit. Just don’t get sucked up! After that, he’ll turn into another form, this time representing the angel on the kingdom’s seal.

You can’t do anything but struggle for the first few turns while he attacks with bright, colorful beams that come in from the sides. These are not easy to dodge, but it’s mostly best to stay on the top or bottom to have the most time to move. Again, don’t worry if you die. A Lost Soul

Your struggles are useless. You try to reach your Save file, but you can’t. Is it really over? No, there’s still more you can do. Your Act Menu will turn into a colorful Save menu! Now it’s time to save all of your friends!

You can select any of the characters on the menu. Undyne and Alphys come separated, but Sans and Papyrus are together as well as Toriel and Asgore. I’ll start at the top with Undyne here.

For all of these lost souls, you just need to use 3 of the Act commands for Undyne and Alphys and then 4 for the other pairs. You’ll be healed after each soul you save. For Undyne, your soul will be green, just like when you fought her. Move your spear to block her attacks. She uses just the basic arrows, so don’t sweat it too much.

Alphys will imitate your battle against Mettaton. With your yellow soul, shoot her attacks. She will use the bomb-block combination which means you need to shoot the bomb, then move out of the way of the explosion.

Sans and Papyrus come together and mimic your fight with Papyrus. Jump over white bones and hold still for blue ones. You’ll have to move through holes again, so time your jumps well.

Toriel and Asgore use fire attacks like you’ve seen before. They use Asgore’s rings of fire attack. Just move through the holes in the rings while keeping ahead of the pace.

When you save all of your friends, you have one more soul you have to save: Asriel’s. You’ll see a cut scene that shows Asriel finding a Asriel tries to finish you off.fallen human and saving them. That must be the human that died in the legend.

Asriel will resist at first, but gradually he will give in to you with his attacks becoming less forceful. He explains why he’s doing this, why he wants you to stay in the Underground.

He will try to kill you one last time, but he simply cannot. Your determination is too much. When you save him once more, you’ll have completed your journey.

After the battle, Asriel will return to his smaller, friendlier form. He reveals, that you, whatever your name is, are not you. You’re Frisk. Your name is the first human’s, the one that fell and died with Asriel. That means the coffin was not for you, but where the first human used to be. Regardless, he says he can feel the compassion of all the monsters. Asriel will apologize for all the trouble he caused, all the pain he inflicted. Asriel breaks the barrier.

You can forgive him if you wish. He will then fulfill his promise, the promise he made as Flowey, to break the barrier and free monsters for good. The souls combined shatter the barrier! But alas, Asriel cannot sustain his form without the souls. He will turn back into Flowey.

If you’re prepared for a tear jerking moment, comfort him before he goes. Asriel will depart, and the Frisk comforts Asrielscreen will go blank. When you wake up, you’ll hear Toriel’s voice, and you’ll be surrounded by all of your friends.

Toriel says that they don’t remember what happened, and she suggests that you take a walk before you leave the Underground. With the barrier gone, you can simply head back to where you fought Asgore. If you do so, you will end the game for good.

I recommend following Toriel’s advice. Talk to your friends and enjoy their banter. Check the coffin, which has a different description now. Head back into the Underground and see how things changed. Visit Gerson for some new stories. Toriel will send you text messages if you check your cell phone along the way. I HIGHLY recommend you walk all the way back to the beginning of the game. The Ruins are open now, so you can go right in and head to the very start.

If you walk all the way back to the first room where you landed on the flowers, you can talk to Asriel. Talk to him a few times to make him tell you about the first human. It’s well worth it and almost necessary to understand the story fully.

SunriseWhen you’re ready, walk through the big door to find an area that looks like where you first met Flowey. Head into the large door at the north end. You’ll be asked one last time whether you want to leave. If you do, the game will be over.

You will end up outside with your friends, overlooking the sunrise. You friends are so happy to finally be outside. Asgore will ask you to be an ambassador for the monsters. Regardless, Papyrus will run ahead, and all your friends will split up. Toriel will remain with you and ask you whether you want to stay with them or go on your own way. The choice is yours.

After that, the cast will roll. The yellow names indicate which ones you spared properly and fully. Just before the The End, Asriel will break the scene, and you’ll get the real credits. Try to avoid as many names as you can!

After the creidts, you will see one final scene. This scene depends on whether you stay with Toriel or went on your own. If you stayed, you will see Toriel deliver some pie to your room as you sleep. If you left, you’ll see a picture of you with all of your friends.

When you reload the game, Flowey will talk to you about the nice ending and that maybe you should just leave Frisk and his friends alone. Resetting would just ruin everything. That’s up to you, of course.

Thank you for reading my guide, and I hope you had fun! Check out the other endings and secrets for more things to do in the game.

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