[0:04]Based on the kind of videos you guys like, one thing is clear. Story-driven games and murder. So, let's take a look at one of the best examples of that genre, Undertale. And to celebrate nearly 10 years of the game being out, here's the entire lore in just 30 minutes. Ready, set, go. Undertale begins in a world similar to ours, similar in almost everything except that monsters coexist with humans. Yeah, you can see where this is going. You see monsters and humans don't like each other and according to history, that means only one thing, racism. You see the world of Undertale revolves around souls. In this world, human souls are far more powerful than monster souls, as they have the power to persist after death, called determination. But monsters have the power to absorb human souls to become enormously strong. This basically starts a World War in which the humans absolutely demolish the monsters. It seems humans are quite accurate to as they are in real life, as the next reasonable step is apartheid, as they locked the monsters underneath a mountain called Mt. Ebbitt, in which a seal is placed that uses soul power. You can easily get in, but to get out, you need to absorb both the souls of a human and a monster combined. Now, you may be saying, what if a human falls in by accident? Luckily, we don't have to guess, as one day some stupid child named Chara decides to go cave diving and falls face first into the underground. Falling into the underground, injured, she calls out for help and is quickly assisted by Asriel, the son of Asgore, King of the Underground and his wife, Toriel. Now, you may be thinking that because there are monsters nearby, Chara would start squaring up and getting ready for World War II. But instead, Chara and Asriel become best friends. Chara basically gets adopted by his family and the underground is filled with a sense of hope. Hope? Why? Well, Chara, seeing the underground, dreams of one day breaking the barrier fully, allowing monsters and humans to coexist peacefully. However, that dream is cut short because Chara eats a butterscotch pie. Now, you may be saying, oh, that sounds lovely, but this butterscotch pie is made with buttercup flowers, which are quite literally poisonous to humans. So Chara becomes really sick, terminally ill, and Chara's last wish is to be able to see the golden flowers back at her home village in the surface one day. As Chara passes away, it's about time that we recall that soul stuff I was talking about earlier. Asriel basically absorbs Chara's soul, and with their combined souls, they exit the barrier to fulfill Chara's final wish. Rather than being embraced, as they go up to the top, they are attacked by the village of humans. Chara, in a fit of rage, wants to kill the humans attacking, but Asriel resists and holds back from fighting them. In the end, this results in both of them dying, as this Chara-Asriel amalgamation make their way back to the underground, where their combined dust scatters across the very flowers that Chara fell down in the first place. Not knowing what to do, the kingdom scrambles to try and find the fix. Remember that determination thing I told you about earlier? It's the power that allows souls to stay alive after death that is present in humans. The Royal Scientist Alphys decides that to try and revive Asriel, they could inject pure determination into the flowers, and hopefully, the dust scattered across the flowers will stir to life. It works, but not in the way you would have imagined. Asriel basically incarnates into a yellow sentient flower with all of Asriel's memories. You might be saying, oh, that's cute, you know, it's a it's a cute flower. Well, guess what, you're wrong. Asriel now lacks both a human or a monster soul, which basically turns Asriel evil. Now taking the form of Flowey. I I promise you, he's more dangerous than he looks. Anyway, because of the death of his son, Asgore is distraught, and his one's dream of cooperation fades away. From now on, no matter the scenario, any human that enters the underground is killed. Unfortunately, six souls follow the place of Chara, and eventually, his goal is to collect seven total souls to break the silly barrier for good and destroy all humans. Toriel, his wife, is absolutely disgusted by Asgore and decides to leave him, focusing on making sure that any human that falls into the ruins is safe. Now you may be saying, this is boring. When is Sans Undertale coming in? He's coming, I I promise, just give me a few minutes. Now that we're all caught up on the backstory, it's important to understand that Undertale has three major endings, a pacifist run, a neutral run, and a genocide run. Each of which largely changes the ending to the story. Now, I'm going to be honest, there's like some crazy Dr. Strange Tenet alternate realities going on here, as the beauty of this game is that your actions have consequences. But I'm just going to be really general with these endings for simplicity's sake. In order to unlock the pacifist run, we have to do a neutral run first, so let's start with that.
[4:29]Basically, we make the same mistake that seven other kids did and fall face first into the underground. Immediately, we meet Flowey, who seems pretty wholesome, you know, showing us friendless pellets, but in reality, yeah, this flower is on crack or something because he's trying to kill us. But before we die to a flower, Toriel ends up saving us. She explains that she is the protector of these ruins and she protects any human that falls into the underground. So, as Toriel leads us home, I guess it's time I explain now how the neutral ending works. Basically, this route requires that rather than killing every single monster or sparing every single monster, we can choose to spare or kill whoever we want. So, as Toriel leaves us to ourselves in the ruins, we need to solve a few puzzles to get to the next area. Eventually, after a few encounters, we finally find Toriel, who's waiting for us. So naturally, we have to follow our anthropomorphic goat mom into our new house. Honestly, this is kind of nice. We have our own room, books for days, all in a house, which honestly is pretty good compared to the current real estate. Anyway, distractions aside, we need to make our way to the next area, Snowdin. No time for messing around. So, we sneak into the basement, and just as we're about to leave, yeah, we're dragged back. She tells us to play upstairs like a good kid, but let's be honest, this place is kind of boring. So, we annoy her until she tells us how to get the hell out of here. She eventually complies, albeit, we do notice something is off with her. Up ahead lies the end of the ruins, the gateway towards the rest of the underworld, and she tells us that she's going to destroy it for good, so that no one else can enter or exit. As we persist behind her, she tells us that every human faces the same fate, but not us because we're built different, obviously. So, we piss her off like the third, fourth time, and she uses her final resort, a 1v1. Well, she's not going to kill us or anything. She just kind of wants to see if we're capable of defending ourselves out there. These aren't really attacks. It's actually kind of tough for us to die in this fight, but at the end of the day, we can choose to either spare or fight her, but no matter the choice, she'll tell us one thing for certain. Beware of Asgore, the king of the underworld, as if he learns of our existence, he'll no doubt take our soul. So, we heed her advice and make our way out of the ruins into Snowdin. So, as we're walking towards Snowdin, Flowey tries to intimidate us or something, but then we realize that this guy can't survive without photosynthesis. So, we walk past Flowey and as we enter the snowy area towards Snowdin, we hear some crunching in the snow. So, who could that possibly be? Yeah, this here is Sans, and despite looking like a cat grandma at first glance, he seems quite harmless. You see, he was put on watch for humans, and although he doesn't care much at all, his brother Papyrus, on the other hand, is always on the lookout for us. So, we hide behind a conveniently made lamp, Papyrus comes in, angry at his brother for not calibrating the puzzles for human hunting. You see, Papyrus is desperate to find a human, so that he can impress the head of the Royal Guard, Undyne. We'll talk more about her in a second, but for now, it doesn't take a detective to see that Papyrus, he isn't all there. But his intention isn't in the right place, and so Sans asks us to play along with his game for a little while and mess with his puzzles. So, we go puzzle by puzzle and eventually dismantle them one by one. We also learn that Sans has some interesting abilities, weird, but anyway, it doesn't matter too much right now, as we finally passed all of the challenges, and now we're at the town of Snowdin. There are all sorts of things to explore here, like an inn, a bar, a library. So naturally, out of all of those, we go to the library, where we actually learn a little bit more about the underground. Anyway, reading is boring, so we leave Snowdin, but as we're leaving, Papyrus confronts us, as he's conflicted between capturing or befriending us. However, he chooses to fight, and again, because it's the neutral ending, it doesn't really matter what we do in the scenario, so long as we're not killing every single monster. Anyway, as we pass Snowdin, we enter Waterfall. Yes, that's the name of the area, and we meet a guy named Monster Kid. Remember the head of the Royal Guard, Undyne? Well, now's a great time to explain a bit more about her too. Seeing as though Asgore is just on the brink of destroying the barrier, he needs someone reliable enough to track down any humans. Unfortunately, Papyrus doesn't really fit that bill, but Undyne absolutely does. She's basically the LeBron James of the underground. So, we learn that Monster Kid is a massive fan of Undyne, and asks us if we want to see her in action too. We kind of just keep walking until we make some noise in the grass and Undyne nearly spots us. Thankfully, we're able to slide away for now, as we walk to this weird waterfall of wishes. As we interact with each of the flowers, we can actually hear about the wishes of the underground to achieve freedom and the hope in the king to accomplish it. We read ancient markings on the walls speaking of how it would take every single monster soul to amount to just one human soul. Anyway, we keep going again, Undyne spots us, so you get the idea. We're basically doing a Minecraft manhunt to safety. However, after traversing Waterfall and messing about with the Monster Kid, it's not long before we enter a bridge where Undyne chases us again. We see those spears erect from the ground, so it's basically like those water parks that spray jet streams upwards, basically be days of death. Anyway, it's not long before we get cornered and we are pissing ourselves. We can no longer run away from our problems and we have to confront Undyne face to face. Thankfully, the engineers that made this bridge were smoking something insane because the bridge falls down and we end up in New York. I I mean, the lower area of Waterfall. Long story short, we end up beefing with a dummy, end up taking mad edibles with a ghost and start gambling on snail races. But all of that is a prelude to an inevitable fight with Undyne. So, we try to gather as much information as possible about her while we're down here. We learn about her upbringing, as she was trained from a young age to be part of the Royal Guard. So now we're definitely pissing ourselves, and especially so, as when we navigate this maze, we find Undyne right behind us. She tells us that of the Infinity Stones on Asgore's gauntlet, we are the final stone, and either we give it up voluntarily, or she'll take it by force. With our soul in their possession, Asgore will become so powerful that he can imbue the same torture that the monsters faced on the humans. As we're backed off into a corner, the option to escape remains no longer, leaving the only other option to fight. The fight is pretty easy, but we can choose to spare or kill her in the scenario, your choice. In the scenario that we do choose to kill her, we, you know, just light work, kill her, solve her puzzles and she isn't dying yet. That's because Undyne is built different. We are like Ivan Drago and Undyne is Rocky. No matter how many times we empty that health bar, she can persist beyond death. This, ladies and gentlemen, is our foray into determination, as her soul can persist beyond death, even as a monster. Keep this in mind, it'll be very important later. Regardless, we move past into the next area, Hotland, which, as the name suggests, is quite human. Hotland is home to one major checkpoint that we have to take a look at, and that is Alphys's lab. So, upon entering her lab, we meet her in the flesh, and we can just tell that being social isn't her strong suit, but she is crazy smart, as she is Asgore's Royal Scientist. She seems harmless enough on her own, but the important part is that she created a robot called Mettaton under the premise that it would hunt down and kill humans. Imagine ChatGPT on steroids. And we actually do get to see him in the flesh or or the metal, as he wants to do a pop quiz. Now, fortunately, this is multiple choice because otherwise, I don't think I need another reminder of needing to study for tests. As we get some pretty simple questions. However, as we go on, the questions devolve into math problems, sequence memory tests, and to be honest, just plain luck. But thankfully, we're able to make it through this test over here, getting a nice phone upgrade from Alphys in the process, and allowing us to make our way past Alphys's lab. Now we're getting closer and closer to the core. Anyways, now that we have Alphys's contact information, the rest of Hotland is a breeze, as we just have to solve a few puzzles with her help. So, with the puzzle complete, no barrier stand in our way of the core. We hear from Alphys that the core is the source of all of the underground's power. Now, we're not at all interested in fossil fuels or energy creation, rather, the core has a connection to Asgore's castle, allowing us to make our way back. So, without further ado, we enter the core. The core is much like Hotland, except we have two puzzles, one in the north and one in the south. So upon solving them, we enter the next room, and seeing as the core is mostly vacant, spiders spend their time around here. So, as we traverse through the cobwebs, we hear some strange laughter, and we come to know that these spiders don't seem to like us too much. Before we know it, we're flanked with a few dozen spiders, and here is where we find Muffet. She's sort of the gang leader of spiders, I guess, and besides the fire music that's playing in the background, this boss fight is relatively easy. With that, we can move aside from Muffet, and with her death, a small spider places a flower where her dust is scattered. Okay, I'm like, spitting bars. Anyway, with Muffet defeated, only two more obstacles stand in the way of our success, Mettaton and Asgore. All we have to do is head to Mettaton's MTT Hotel. So, to get to him, we have to walk in this sort of cyberspace looking area. We pass by more monsters and lasers, traversing strange paths and monsters along the way, until finally, it's him. After all the encounters, it's finally time for the 1v1. Mettaton tells us that Alphys has been helping us this entire time, just so we could grow attached to the underworld and not leave to the surface. Whatever it is, I can't wait to put this cleverly coded string of ones and zeros out of commission. We engage in the fight, and none of our attacks are landing. Mettaton tells us that he plans to take our soul and cross the border and end up becoming a star on the surface. Thankfully, we have Alphys on call with us to assist with the situation. Apparently, on the backside of Mettaton, there's a kill switch, which we never get to see because he's always facing forward. So we tell this GPT clone that the only reason he has info is because of humans, and then we end up flipping the switch. But apparently, this didn't do what we wanted. Now, instead of GPT4, this guy's GPT5 now. With this new form, Mettaton EX, he has some increased power. Thankfully, piece by piece, we take away his arms, and end up defeating him once and for all. With Mettaton defeated, he passes away happy, as he got to perform for a human. Alphys seems pretty upset that Mettaton is dead now, but more upset about the fact that we're leaving. She tells us one important tidbit though, as Mettaton concluded, she did indeed lie, but about a different thing. She told us that we just needed a human soul to cross the border, but we also need a monster soul too, meaning at this point, we're going to have to kill Asgore. Well, that wasn't in the terms and conditions, but regardless, we take the elevator up to swaths of gray. And as we proceed further, we come across a barren, empty home. As solemn music fills our ears and yellow buttercups contrast with the colorless background, we recall the story I told you at the beginning. The story of Chara and Asriel. These halls and rooms that feel so familiar, and despite killing a few and sparing others, when we look into the mirror, it's still us despite everything. We are an arm's length away from freedom. For a moment, we think about if this is what we truly want. With bated breath, we enter the castle, and. Now, Sans isn't stopping us at all, at least not yet. Rather, he tells us instead about the fact that all monsters we've chosen to spare or kill will have an impact on the outcome of our situation. Undertale at this point literally asks you to think on every decision you made and could you have done it differently? Like maybe killing Papyrus wasn't the best idea. Regardless, Sans steps aside and the last thing we see before the end are the resting places of the souls of the former humans. One more chaos emerald, one more infinity stone needed to break the barrier for good. We come across Asgore watering the flowers. So far, he doesn't seem as people described as one that is power hungry, ever eager to escape into this real world. He tells us that when we are ready, we should head to the other room. In the colorless abyss that remains, only one thing is stopping us from getting to freedom, Asgore. But what if what Sans said was right? Maybe sparing him would be the right option. Oh, well, this is the last obstacle after all, so with mercy out of the question, we fight tooth and nail and finally defeat him. His final words speak about how he got to this state, basically him getting rejected by his wife and family. But we learn about who Asgore truly is. He never wanted to hurt anyone. He just wanted to see his son again. He tells us to take his soul and with it leave so that we can find our peace. This misconstruion of who Asgore is leads us to a quary. This whole time we thought this guy was just an obstacle, when in reality, he was a better person than we thought. With that torn apart mercy button, we try to piece it back together and change our ways from before. Rather than killing every boss mob like we did with Undyne or Papyrus, we try to give mercy to Asgore. Despite everything, he's shocked at what we say, and maybe life in the underground isn't bad at all. But then.
[17:20]Yeah, Flowey over here murders his own pops and then proceeds to take a note from Sonic the Hedgehog and uses the souls like chaos emeralds. And with that, we spawn into a dark room, our save file actually removed. But with these souls absorbed, Flowey turns into whatever the hell this is. I mean, come on, this guy looks like something I'd make in kindergarten. Regardless, Flowey tells us the same maxim that he did before, it's kill or be killed. And then we get absolute bullet hell for this surprise final boss. We're able to sneak in a few hits, but it's no good. Flowey now has all sorts of control on timelines and our save file as a result. So, we call for help and we start to notice that the souls inside Flowey actually help us. After our brief reprieve from hell, we're thrown right back in a few more times, but each time we struggle, we're equally met with the souls inside Flowey helping us. The same souls that have a piece to Flowey's assault actually end up healing us back to full health. They show themselves as patience, integrity, bravery, kindness, perseverance, and justice. And chip damage after chip damage, these souls help us despite Flowey's best efforts to reset our save file to the start of the fight, until all of the souls that fuel Flowey now strip him of his power. With that, Flowey becomes an emo, and learning from the Asgore fight, we decide that even after everything he did, we should give him mercy. The easy path would just be ending it here, but after all we've done, we at least owe it to everyone to learn to forget. Even despite Flowey's intent to come back and do even worse, to eventually kill us, no matter how long it takes, we persist in forgiveness. All until it becomes unbearable for Flowey, and he runs away. So as the neutral end comes to a close, Flowey asks us, what would happen if we tried again? Learning from our mistakes, and this time, sparing every monster we see. And this is where we get into the pacifist run. Okay, let's do this one more time, shall we? Now, one thing to note is that this version of the run is the longest and most difficult by far. But if it was easy, it wouldn't be worthwhile. Flowey, having control of the timeline, reminds us not to control anyone, which, thanks, I guess, but the start of the story progresses as we saw before. Seemingly, as though it didn't happen, Toriel picks us up again and guides us through the basic puzzles. But the biggest change gets into effect when we're asked to fight the training dummy. Instead of killing it, we simply talk to it, and the battle ends. Notice particularly how our levels or EXP don't rise. So as we dodge or spare every single encounter thus far, we eventually enter Toriel's crib with the intent of, of course, leaving right away. This time, when Toriel fights us, we change our mentality. Instead of attacking, we simply talk to her and evade her attacks. She doesn't really respond or anything, but by seeing these ellipses, we can tell that her stubborn demeanor is getting to her. And after a certain point, it's like she's not even trying. I mean, you technically can die from this fight, albeit, it's very rare, fun little tidbit, but seeing as though we don't intend to hurt her at all, she tries to persuade us one last time to stay with her. But after a while, she lets it go. And with that, the first boss is spared. One down, a few more to go. So, we walk back in the snowy path once more, and yeah, that's kind of weird. I thought something was supposed to happen. Yep, it's Sans again. Nothing really new to note, except the fact that he might have also had some higher power in the game, as he senses we've been through the motions before. But nevertheless, we do the same things as we did before. We meet Papyrus, start solving his puzzles. Make sure to spare this dog guy, push around a PNG of a snowball, you know, the regular things. Not much changes as we solve each puzzle and make our way into Snowdin. Our main objective is the fight with Papyrus, as in this fight, you have to choose to spare him. However, this one kind of deviates from the others. You see, we have to use the flirt option to get through to him, as Papyrus wants to impress Undyne. He wants to capture us, but if we tell him that we'll go out on a date with him, he'll slowly start to reconsider. The attacks start to get lighter and lighter until finally, he decides to have pity on us and spare us. So, as the blizzard clears, it marks another monster that we saved. So, rather than just heading to Waterfall, as we did before, we actually have to take a detour to Papyrus's crib. Now, legal disclaimer, children, don't just go walking into somebody's crib on the first date, but Papyrus is different, so we go into his crib, and immediately I'm jealous of his carb bed. It's it's time for the dating simulator to commence. Unfortunately, I'll let my most popular video on my channel describe my experience with dating girls. Basically, a few cheesy pickup lines and a quick change in outfit later, we learn that Papyrus can't handle our sheer dating skills, and thankfully, we're let off the hook. Anyway, we make our way to Waterfall again, this time with the intent of sparing Undyne. This time, some new dialogue occurs, Papyrus comes to tell Undyne to to perhaps reconsider killing us, but it seems that his convincing didn't work because Undyne still chases after us as usual. And we can certainly run, but not hide, as eventually, we have to confront Undyne face to face. So, as we've done with every single monster, we do accordingly with Undyne. But if you read what Undyne says, if we face danger head on and persist, we can actually flee the battle and try to run. Sure, she catches up, but all of this is to delay long enough to run to Hotland, where, as she's a fish, she ends up drying out. Now, we could leave her here, but we're kind people, so we take this conveniently placed water cooler and give her some water. Enough for her to actually escape back to Waterfall, at least. Seeing as she ran away, we can actually go visit her house now to check on her condition. Now, she doesn't seem too happy that we're in her presence, but after Papyrus convinces her, and we spend a bit more time with her, she eventually comes around. Perfect. Next destination, a pet stop at Alphys's lab. Then, we can go to Hotland. Now, there isn't any change in dialogue for Alphys, but this area will be important in a bit. Our main business in Hotland is one thing. To get to Mettaton's hotel, which will trigger a cutscene from Undyne. So, we solve the puzzles, casually burn down a kitchen, we spare Muffet, just the regular things. Well, actually, she kind of spares us because we didn't hurt a single spider back at the ruins. Woo. Finally back at the hotel, and there should be nothing stopping us. Oh, god, it's him. As we step inside this hotel restaurant, melancholic music fill our ears over the sounds of clinking cutlery. This time, we've hardly got a chance to smell our flowers on this run. The ambiance seems calm, too calm, almost. Sans speaks about how he's rooting for us to escape, and how us leaving the underworld reminds him of himself and how he once gave up trying to go back a really long time ago. He talks to us about conversations he had with Toriel, and how Toriel asked Sans to keep a watchful eye on us. Oh, that sounds nice. Well, I wonder what would happen if you didn't have.
[23:51]Oh. Well, okay, then, what kind of game is this, the Equalizer? We brush aside his silly death threats, and of course, we make our way to Mettaton EX. However, rather than killing by force, we decide to kill him with our killer dance moves. And honestly, Mettaton realizes that his GPT isn't strong enough to handle our dance moves and tragically combusts. Perfect. Now, we're finally in the position to get the call from Undyne. The reason why this call is important is because Undyne gives us a letter. Do you remember how I said that Alphys's lab would be important? Well, that's because we slide this letter underneath to Alphys to go through another arduous practice date. But all of this is for one reason, and that is to access a secret area in Alphys's lab. It might be hard to recall, but at the start of the video, I mentioned how Flowey was created by Alphys injecting determination into flowers. Well, it turns out that Flowey wasn't the only experiment she conducted. Alphys has a lot of secrets, but amongst them all, this is the largest. She writes a letter telling us that who she truly is and what she truly did has been under covers, but it's about time that we learn about the truth about her and her studies. So, we pull the curtain and head downstairs into the true lab. It's here that we see the true extent of Alphys's research. The notes on the wall suggests that the goal was simple, to try and use the remnants of Asriel to try and combine human souls with monster souls. We venture deeper into this dark crypt and learn that fallen monsters were the subject of Alphys's experiments. Such as it is, we make our way through this operating room, and we decide to wash our face, and we end up seeing exactly what her experiments resulted in. Ladies and gentlemen, these aren't my kindergarten art projects. These are amalgamates. Failed attempts at combining dead monsters with human souls. Better not, we have to spare them nonetheless. We need to collect these keys that seem to be powering up an elevator. So, basically, Undertale becomes Five Nights in the True Lab, and we navigate our way deeper. As we're looking for more of the same keys, we encounter more amalgamates, like this treble clef looking thing, stingray guy, spaceship with legs. And before we know it, we make it to the main room of the True Lab. We enter a room with a TV and numerous VHS tapes, all depicting the same story I explained at the beginning. The death of Chara and the subsequent desire to flee the underground. We persist despite the spooky creatures we meet, and eventually, with all keys in place, the main elevator opens up towards a power room. As the main generator is there, we hear sounds and steps behind us, and they turn out to be Alphys, who comes in, thanking us first, but then explaining her position and involvement in this research. Those monsters are actually melted together monsters that couldn't sustain themselves with the injected determination. Regardless, Alphys now has a change of heart, and is willing to come clean about her experiments to the families affected. With pretty much all loose ends tied together, we step towards the elevator, eager for our journey's finale. But we recall one missing detail. Alphys did inject determination into a flower, right? As we press the button towards an upper floor, we receive an anonymous call. It's been a long time, hasn't it? But you've done well. Thanks to you, everything has fallen into place. Well, you're welcome, I guess. Anyway, as we approach our journey's end, we walk towards the castle walls, past the mirror that reflects our journey, and we meet Asgore face to face. It's a gorgeous day in the flower fields, the birds chirping, and the buttercup flowers bloomed. We reflect on our path so far, and we vow to continue it. But as we face him, Toriel knocks him away. She says she couldn't leave us just yet, but it's not only her. We're accompanied by Undyne, Alphys, Papyrus, Sans, Mettaton. All of them are here in our favor. Maybe, just maybe, this whole idea of escaping isn't what we should really consider. We've made so many friends, helped so many people. Why would we leave now? So, as we're this close to our happy ending, all gathered together, the same principle leads to the very worst outcome. Because there's one person missing from this reunion, Flowey. Flowey misled Papyrus into bringing everyone here, a diversion good enough to snag the souls whilst the opportunity was there. As it would turn out, Flowey's idea of sparing was only for his own benefit. Finally, he gives us the ultimatum that we've heard since the beginning. Kill or be killed. One by one, he takes our friends' souls and harnesses them to achieve his final form, crazy goat, I I mean, Asriel Dreemurr. Via the souls of our friends, he now has the power of all of them combined, and by no means is this an easy fight, but it raises the question, how do we approach it? With our friends dead, do we take revenge or do we spare him? Well, this is the pacifist run after all, so we persist, dodging and leaving it up to pure hope. With the timeline in Asriel's hand, all he wants is to reset it. Reset everything to absolute zero. So as crazy star powers and rainbow Nyan cat blasters damage us, the only thing that are keeping us alive are hopes and dreams. But then he uses his special attack, drugs. Somehow, he absorbs the entire timeline himself and gains immense power. And we can't even move. So with that, this is it. The culmination of our peaceful run, the happy ending, whatever you want. It ends here. It's legitimately just an endless loop of dying, but the only thing that's stitching us together is our pure determination and hope. With our options running out, he tells us that there's no point in saving, as soon we won't be able to do anything, and all the memories and friends that we made along the way will soon be gone. But we decide that if anything, we may as well make one last ditch effort to try and save our friends' memories. So with her back against the wall, we reach deep within Asriel, and we end up finding that the friends that we thought were dead are actually alive, just corrupted. So with the scraps of the conversations that we remember and the little tidbits that made these characters so charming, we're able to soul by soul recover their memories. So we're able to save our friends, but deep down, we know that there's one more person that needs saving, Asriel himself. As we overload him with mercy when he tries to kill us, it's too much for him to handle, and we learn about his true character. We learn that behind all of the power, at the end of the day, it's just a scared kid, and regardless of the fact that Asriel tried to kill us, we reach out to throw a bone to one more person. With each attack he throws at us, we spare him each and every single turn until finally, we see Asriel as he normally is, just a kid. In this pacifist run, we're able to make our final verdict. Do we grant him mercy or not? And despite all the pain that he gave everyone, we decide to forgive him. And with that, he breaks the barrier. As we wake up, we meet up with all of our friends, and the last thing we do before we leave the underground, is to pass by all the places where we've made memories. Be it the castle, Mettaton's hotel, Hotland, Waterfall, Snowdin, and finally, the ruins. In the bed of the flowers that we landed in, we find Asriel watering the buttercups. We make one last attempt to bring him with us, but to no avail. We go back to the barrier, and with our friends, we make it to the surface. As we look off into the sunset, accompanied with what we thought were once enemies, we finally get our happy ending. But with those same enemies, as friends. So, we did it. We've granted our friends the peaceful ending. But one ending remains, Flowey looks at us. We can give the monsters what they want, their peaceful ending, their happy ending and allow them to roam freely. But we reflect on that adage that Flowey told us. Kill or be killed. Immediately, as we reset our save, our focus shifts from sparing to murdering every single monster. If you think about it, every RPG follows the same principle, and actually, if you do a genocide run in Undertale, it's impossible to ever get a true pacifist run. Nothing really changes from the beginning. We break Flowey's ankles and start navigating the ruins. As we get our first encounter, it's important that we basically kill every monster and then some. To do this, we have to walk around and forcefully trigger encounters. Not sparing a single monster. We're so merciless in our murder that we know that we're on the right track. And upon triggering an encounter, we realize that no monster is even there for us to fight. Immediately, there's a tone shift. The music becomes somber and slower than before, and encounter by encounter, we realize that we've eradicated this entire area. As usual, we have one intent to get out of these rooms. It's not long until we get bored of Toriel's house and then we ask her to leave. And as she intends to destroy our only way out, the only thing left to do is, well, yeah, we want a trider. It turns out that she wasn't protecting us from the outside world. Rather, she should have shifted her focus to protect the outside world from us. As her soul fades, we see Flowey again, whose memories were reset along with her pacifist save file. Flowey thinks that our ideologies fit perfectly with his plan now, and that we're much the same. Little does he know that we have something in store for him later. So, with the ruins cleared, our next goal becomes to clear out Snowdin. Again, we see a figure behind us, who could it be? All right, you know what, that's the last time I'm doing it. I promise. However, the dialogue definitely does change. The funny cutscenes of the other runs contrast completely with these ones that hold a much darker undertone. When we press the save button, we see an interesting feature. It begins to count down every soul in that area in deep red. Well, we can't stop now. We eradicate any snow drake, this dog over here, even that snowman that wishes to see the surface becomes just a meaningless pile of water. As if the game understands our intent, we notice that most puzzles are either omitted or solved for us, most likely by Flowey. As we talk to Sans over here, he tells us that if we keep persisting in our murderous intent, we're going to have a bad time. Regardless, we ignore his comments and go back to our favorite activity, kill farming. As the music slows down, Snowdin has just one person left that we need to kill, Papyrus. Upon walking in Snowdin's town, the stores, the houses, every single area is left vacant. As the once lively town seems aghast. We steal from behind the counter of the store, reading the only note left there. Please don't hurt my family. We discard the note and walk past the barren town and head to where we need to be, as we aim to fight Papyrus. The game tries to make you abandon that path. Papyrus thinks that such as we are, we still have an opportunity to become a better person. As he offers his mercy, we take that as a wonderful opportunity to kill him dead. And as in the final moments, he hopes for a better future for us, he passes away, his dust scattering across the snow. So, with Snowdin complete, our next goal becomes Waterfall. We slowly eradicate each and every single portion of the area, and we find items that make our life a little easier, such as the ballet shoes that allow us to triple hit monsters. Slowly, we notice that that exclamation mark is replaced with a smile upon each encounter, hinting that the player is gaining more pleasure from killing rather than shock. The same flowers that preach the dreams of monster kind are now silent. We persist onwards until we see Monster Kid over here, near the bridge. The only friendly person, I guess, to us thus far. And he tells us that Undyne wants him to stay away from us. But as he was the last remaining soul in Snowdin, we should eradicate him too, right? As we step forward to kill him, Undyne takes the brunt of the hit. Well, it seems that Monster Kid was useful after all, as he led us straight to Undyne. That slash definitely seemed like enough to kill her, no doubt. But as Undyne's soul is fizzing out, she seems to be holding on with the thoughts of her friends. For the first time, we face the protagonist, as we are the final boss. So, rather than dying, she basically mega evolves into Undyne the Undying. Unlike the previous monsters, this one's a little tougher. Even the music gets pretty epic, which is a shame because her attacks aren't too much harder from normal. She's the toughest by far, bar none, we'll give her that, as she has more health than any monster we faced. But attack by attack, we're able to chip her down, and if you don't play too many rhythm games, this part can get kind of too hard. However, no cute outfit change or banging music is enough to kill us just yet, as we send her to the same place as the rest of them. She tries to hold on, telling us that she has her friends behind her, and that Alphys was watching in the background, should anything go wrong, all to evacuate any monsters that we might try and kill. By now, Asgore has been told to absorb the six souls himself.
[36:40]So, as our greatest foe evaporates, the clock is ticking. Most of Hotland should be vacated, but at the very least, there's one person who wouldn't mind a guest. That would be Mettaton. So, as we enter Alphys's vacant lab, our next goal becomes simple. Kill the rest of these monsters one by one and get back to that hotel, where the last line of defense awaits us. The Core, in our sights, Muffet and her spiders, which were once boss monsters, are reduced to just a click of a button. And before long, we find ourselves in Mettaton's Hotel. Fitting the theme, all puzzles are turned off for us, but much to our delight, Mettaton is still here. And it turns out that GPT5 over here actually has a new form, GPT6. Mettaton has a new form called Mettaton Neo, which was the original form designed to actually kill humans. But unfortunately, the fight is not that interesting as he gets one shot. Well, the only thing that remains is getting out of here. So we go into Asgore's home, less he uses those six souls. Actually, as we arrive here, we meet up with Flowey. He seems to be a little shook, but we learn more about his lore as a character, and how when he turned into a flower, nobody came to assist him. The presence of a real soul had turned Flowey emotionless, going from peaceful runs to neutral runs and killing, just like we did in every single timeline. But as we enter the final area, he tells us that among everyone, he could never predict us. He says that we're connected in a way, and even if we had to, we wouldn't hesitate to kill Flowey if we got in each other's way. But he should have been wiser to say that to such a merciless killer as ourselves, as Flowey is now pissing himself, trying to retract his statement. But it's no problem, we'll save him for after Asgore. All that's left is the final corridor where we meet Sans. We prepare for the usual spiel that our actions have consequences, yada, yada, yada. Of all the people we've fought thus far, somehow this comedian is the last line of defense. Sans tells us not to step any further, or he'll be forced to fight. So, with pleasure, we ask him to entertain us, as he is a comedian after all. And honestly, do I even have to explain this fight? All of a sudden, those attacks string together, that music kicks in, and we realize that we're here in the endgame. Strangely enough, our attacks aren't doing any damage to him, so we know we're in for a long one. We notice that despite Sans's usually aloof behavior, there's much behind the scenes that we don't see. Sans definitely isn't like the rest of them. He does weird abilities, but he seems he has the ability to read and understand timelines and save files. Such as he is, we can slowly notice that he is getting tired. Swing after swing and attack after attack, Sans Undertale finally has to use his special attack. Of pausing the fight and not allowing us to attack, keeping us here until the end of time. However, little does Sans know, we have 200 IQ. As the fatigue sets in and his breathing becomes heavy, he slowly falls asleep. With that, we move our way to the attack button and catching him off guard, we kill the last remaining monster in the underworld. With that, Sans has been killed, and we have now reached level 20, the maximum we can go. Only Asgore remains in our pursuit of clearing this world for good. This is a piece of cake compared to the rest though, as we don't even have to slash him. Rather, Flowey comes in and steals the glory, killing him for us. I almost forgot about Flowey, actually. Seeing that we've grown far beyond anyone's power, even his, Flowey gets pretty scared and tries everything he can do to make sure we don't kill him. As his final words echo into the empty expanse, please don't kill me. We slash him not once, not twice, but until he becomes compost. So, as it fades to black, with the world destroyed, we meet a character that I've spoken at length about, but we've never actually seen, Chara. As Flowey was a mix of Chara and Asriel, Chara thanks us for fulfilling our plan. As this world has been cleared monster by monster, she asks us one thing, to erase this pointless world forever and move on to the next. As this decision weighs on our mind, I'd like you, the viewer, to pause and think about how you would end the game. Would it be neutral, sparing those who you formed connections with? Would it be the pacifist run, making friends with everyone and sparing the underworld? Or would it be this one? Murdering souls with glee and granting every soul pain, eager to erase this world and move on to the next run. Whatever this verdict may be, I leave this decision up to you.



